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August 22nd, 2008, 16:28 Posted By: wraggster
Zodttd has released his gba emulator for the apple iphone
heres whats new:
Here's what is new in gpSPhone v2.5.0:
Made for firmware 2.x.x.
Adds MultiTouch! Press 5+ buttons at once.
Addition of MultiTouch fixes Metroid Fusion controller issues.
Sound is better. It has some gaps during slow playback.
Faster and more stable iPhone & iPod Touch code.
Added recent code for removing the blur effect filter when screen is scaled. This improved performance as well.
Removed annoying ad view. Uses new ad view in a seperate window.
Fixed the file browser bug.
Pending known issues:
Sound has gaps during slowdown of emulation.
Suspending the iPhone / iPod Touch results in the status bar being overlayed on top of the emulator. Looking into a fix.
Thanks for the support, and hope you like this release!
Download Here --> http://zodttd.com/repo
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August 22nd, 2008, 16:24 Posted By: wraggster
From Zod himself
Being that you're at ZodTTD.com, I figure you may be interested in some of the day to day events that I go through as ZodTTD. So in the first of a daily series of blog posts, here I go...
Most the emulators and games I program and port on the iPhone & iPod Touch use Apple's CoreSurface framework. Many wonder why I don't use Apple's OpenGL ES framework.
OpenGL ES v1.1 works well with blitting many pre rendered surfaces. Sadly though, it can't easily blit a chunk of memory with pixel data in it. It just so happens most emulators and some games use software rasterizers to render each frame of a game to memory. OpenGL ES v1.1 just doesn't provide this functionality.
So when I get all excited over AppStore and the official SDK, what does Apple decide to remove? Well they remove CoreSurface. So now if I decide to put some ZodTTD software on AppStore, I must use UIKit (which is slower than CoreSurface) or OpenGL ES which runs miserably slow for what I do. We're talking 15 FPS with OpenGL ES where CoreSurface gets 60+.
It gets a bit worse when you think of how Apple is treating CoreSurface ever since firmware 2.0.0. It's considered a "Private Framework" and seems to have some bugs in it, as if its not important to check if it has bugs anymore.
Why did Apple remove CoreSurface from allowed frameworks for AppStore? How long can we enjoy this framework before its left in an unsable condition by Apple?
If only I knew.
http://www.zodttd.com/forums/showthread.php?t=3130
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August 22nd, 2008, 16:22 Posted By: wraggster
Zodttd has released to beta testers only a new version of the Snes emu for the Apple iphone:
I have updated snes4iphone to support the newer firmware 2.x.x out for the iPhone and iPod Touch. I also have improved performance and sound quality in this release.
Here's what's new in snes4iphone 2.5.0:
Exclusively supports 2.x.x firmware
Improved performance.
Improved rendering performance due to removing the blurring effect filter. Thanks stevents!
Improved sound quality. Sounds great!
Removed the ad view from the file browsers and made it into its own seperate window. Much less annoying.
This release is currently for ZodTTD beta testers only. To become a beta tester here at ZodTTD.com, simply make a donation here. For those unable to use PayPal but would like to donate such as by Amazon.com gift card, or are too young to donate, please click here.
Thanks,
ZodTTD
If your happy with donating (your basically paying for an emulator) then more details here
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August 21st, 2008, 21:57 Posted By: wraggster
Jonz has released a new version of his Nes Emulator for the iPhone:
NES.app lets you play Nintendo games on your iPhone. It is a fully functional, feature-rich Nintendo emulator.
NES.app uses an emulator core we call NESCore, which we've forked from pNESx and InfoNES and re-engineered as a highly-portable and high-performance Nintendo emulator core.
In order to use NES.app, you will need ROM images of Nintendo games. ROM images are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM imageof any game that you presently own. ROM images for NES are widely available online, or with the appropriate hardware, you can dump them yourself directly from the cartridge.
Features
Multitouch: Use the directional pad + A + B, or other combinations
Landscape Mode: Turn the iPhone counter-clockwise to play in landscape mode
Zapper Tap: Tap objects on the screen to shoot them
Full Screen: Enlarge your NES picture to the max possible
Save State: Save an instant snapshot of your game and come back to it later
Game Genie: Use Game Genie cheat codes
... and many more
NES.app is not iPhoneNES!
NES.app started as a fork of iPhoneNES v0.01, but has been completely rewritten to run very fast, and with many additional features including sound, multitouch support, full-screen, landscape mode, game genie codes, saved games and much more. It now contains zero code from the original iPhoneNES project.
2.3.1 [jonz] Added setMagnificationFilter [OFF] thanks stroughtonsmith
Latest binary release [ 7/27/2008 ] for iPhoneOS v2.0
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August 21st, 2008, 18:48 Posted By: Shrygue
via Gizmodo US
Over at BoyGeniusReports is this leaked shot of what's allegedly the CDMA version of HTC's fabby Touch Diamond cellphone. And oh boy, oh boy... that's one phone that's not been on a diet: compared to the GSM version sitting on top of it it's one big ugly fat fellow. Apparently it's actually "more comfortable to hold," but you've got to wonder about the weight of the gizmo, and the tightness of your pockets.
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August 20th, 2008, 19:49 Posted By: Shrygue
via Mobile Entertainment
The three-year deal marks the first time Sony Computer Entertainment Worldwide Studios has licensed its titles to be published by a third party on mobile.
SCE has previously released mobile versions of games like Ratchet & Clank through its Sony Pictures Digital unit.
Player X will release Buzz! in the autumn, with Destruction Derby following in early-2009. Both games will be supported by an integrated cross-platform marketing campaign with SCE.
Buzz! titles for PlayStation 2 have now shipped more than five million units across the PAL region, along with a further 1.25 million units in the Buzz Junior range.
The first Buzz! games for PS3 and PSP are set to arrive in July.
Michael Denny, SVP of SCE Worldwide Studios Europe, said: "The creative proposals that came through from Player X were very encouraging and in line with what we are hoping to do with these two licences.
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August 20th, 2008, 16:32 Posted By: Eviltaco64
via Gizmodo
Thanks largely to those meddling kids at Japan's Ministry of Economy, Trade and Industry—who were investigating cases of people burned by too-hot-to-handle nanos—Cnet says Apple admitted today that some first-gen iPod nanos were overheating and said that it will replace any first-gen iPod nano that smokes or sparks (or blows up).
Apple says the issue has been traced back to a single battery supplier, and affects less than 0.001 percent of first-gen nanos. So if yours is bubbling or you're using it as a space heater for your pet mouse, hit up AppleCare for a replacement. There's a big question here though: If Japanese officials hadn't gotten involved, would they have made this announcement? I don't think so, even though it's not like exploding iPod nanos are an undocumented phenomenon.
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August 20th, 2008, 03:29 Posted By: wraggster
We're not having any problems, but Ars has found many people complaining about the iPhone 2.0.2 update killing their ability to actually make calls over 3G. Among the people who suffer from no-calling-itis is one guy who took his phone to AT&T and had them swap out the SIM, which somehow fixed the problem. If you're getting "call failed" on 3G, try switching back to 2G in Settings -> General -> Network and making the call again.
http://gizmodo.com/5039069/iphone-20...for-some-users
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August 20th, 2008, 03:20 Posted By: wraggster
It's only taken a number of years and some seriously ruined pants -- but Apple has finally come clean on the flammable nature of the first-generation iPod nano, and is now offering to replace the faulty devices. After reports today that two more of the media players had lit up without warning in Japan, the company issued a statement admitting that the nanos do -- in fact -- have battery problems which cause them to smoke or spark and generally burn the hell out of things. In the company's words:
"Apple has determined that in very rare cases batteries in first generation iPod nanos sold between September 2005 and December 2006 can overheat causing failure and deformation of the iPod nano. Apple has received very few reports of such incidents (less than 0.001 percent of first generation iPod nano units), which have been traced back to a single battery supplier. There have been no reports of serious injuries or property damage, and no reports of incidents for any other iPod nano model.
Any first generation iPod nano customers who have experienced their battery overheating should contact AppleCare for a replacement. Any other customers who have concerns about their first generation iPod nano battery should also contact AppleCare."
Well, thanks guys... at least we didn't die.
http://www.engadget.com/2008/08/19/a...replace-fault/
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August 20th, 2008, 03:19 Posted By: wraggster
It has taken its sweet, sweet time in arriving, but it seems the iPhone Nike+ running application is just... about... here. A slew of new screenshots of the application have emerged, and while there are no juicy tidbits to accompany 'em (release date, cost, etc.), we all know how many lines of text a single snapshot is worth. Hang tight runners, the app you've been waiting (and waiting) for can't be far from the finish line now.
http://www.engadget.com/2008/08/19/s...re-out-of-bre/
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August 20th, 2008, 03:17 Posted By: wraggster
Hopes were high that 2.0.2 would decisively crush the reception woes some iPhone 3G owners have experienced since taking delivery of their cracking beauties; dropped calls, latching onto EDGE reception when 3G (also known as "the good stuff") is available, and general signal strength wonkiness have all plagued a select group of handsets since launch, making for a decidedly MobileMe-like user experience. Some upgraders are actually reporting just the opposite, though -- for these lucky few, 2.0.2 seems to be making reception somehow worse than it already was, and what's more, there are intermittent reports cropping up of broken third-party apps, too. With the 1.x line of builds having chugged along with relatively little drama for a year, here's our question: what the hell is going on? Why does 2.0, after two post-launch builds, still feel like a beta? MobileMe took the lion's share of the fall for Apple having spread itself too thin through the launch-heavy summer months, but did some of that fire-drill mentality trickle over to the breadwinner, too? Sound off in comments with your experiences putting 2.0.2 through its paces so far!
Update: Apparently Steve Jobs, who should have his face buried in a developer workstation somewhere in Cupertino slaving away on iPhone bug fixes, somehow found the time to slack off for half an hour and fire off an email to some guy who wrote him complaining about third-party apps that are crashing on startup. Jobs allegedly says that the issue is a "known iPhone bug" and that it'll be fixed in the next update come September -- but frankly, we wish he'd let his assistants attend to this sort of needless communication so he could get back to, you know, writing code and inventing phones. Thanks, Alexander!
http://www.engadget.com/2008/08/19/i...one-3g-issues/
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August 20th, 2008, 02:11 Posted By: wraggster
Microsoft has officially halted the distribution of all Xbox Live-related iPhone applications via Apple's App Store -- not to quell creative coding, but instead to mandate that all such programs must be offered to users free of charge.
The creators of an application dubbed "1337pwn Friends List" that allows users access to their Xbox Live Friends List via Apple's multi-function handheld revealed the news this morning, as per a recent conversation they had with Microsoft's developer relations department.
http://blog.wired.com/games/2008/08/...oft-iphon.html
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August 19th, 2008, 20:40 Posted By: wraggster
From the site:
Hello everyone,
We have delayed the video release to give distributors time to set up their webshops to take orders, distributors check your email for some nice new information (and media).
And just to keep you guys happy here is a new photo, don't worry about the colour/texture - it's a prototype case, the final one will be glossy and smooth:
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August 19th, 2008, 19:21 Posted By: JKKDARK
http://technews.in/news/nokia/nokia_..._n96_in_india/
This has definitely been the most awaited phone in India as far as Nokia are concerned. Lets just put aside the Apple iPhone 3G for the moment and concentrate on the new offering from Nokia.
The Nokia N96 comes with a 2.8 inch TFT screen which as a resolution of 240 x 320 pixels. This means a neat 16 million colors display for your multimedia dreams. The phone runs on a Dual ARM 9 processor clocking 264 Mhz CPU speed. The phone has 16GB of internal memory which definitely is enough to compete with the Apple iPhone. The N96 comes with 128 MB RAM for faster program applications. If this 16GB of memory is not enough for you, there is a microSD card slot into which you can slot in your 8GB card and enjoy 24GB of movies and music.
Other features are top of the line data connectivity options like EDGE, HSDPA, GPRS and bluetooth A2DP. The phone adds on a 5megapixel camera to overtake itself in features against the iPhone.
Video calling is possible with the VGA camera in front of the phone. The phone has a 3.5mm headphone socket which acts as a TV out. FM Radio with a GPS chip built in the phone, 3D stereo speakers and a lot of bundled data comes with the phone.
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August 18th, 2008, 20:32 Posted By: Shrygue
via Engadget
The HTC Dream may have already cleared the FCC, but at least one analyst that has actually seen the very first Android-based device, Moe Tanabian of IBB Consulting, says that it will only be hitting stores around Thanksgiving in November, and not September or October as many were expecting. He also says that its "unclear" whether the phone will support Microsoft Exchange or not (at least right out of the gate), and that users may have to rely on Gmail if they want to receive push email.
Among other tidbits, he also confirms that the device will have access to T-Mobile's own App Store-like service, and that it'll come with Google's advertising software pre-installed, which he says could not only lower the cost of the phone, but allow for lower monthly service fees as well. Of course, you'll have to take that with all the usual analyst caveats for the time being, but we're sure we'll be hearing plenty more to back it up or shoot it down before the September / October / November launch.
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August 17th, 2008, 20:52 Posted By: wraggster
Here's an idea. Pick up a Street Fighter edition iPod nano. (We recommend Chun Li.) Then have it engraved "From Chun Li, thanks for being there through a difficult time." Bring it to school (don't let the teacher see it, of course) and bust it out at the lunch table nonchalantly, "What's this? Oh, just a little something I picked up from my girlfriend."
http://gizmodo.com/5037441/street-fighter-the-ipod
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August 17th, 2008, 20:47 Posted By: wraggster
EA's version of Tetris was fine. There was nothing hugely wrong with it, except that $10 price. And since we've all paid for Tetris before on one platform or another, we'll gladly settle for the iPhone's free version of Tetris called Tris. Move pieces by sliding your finger back and forth and rotate them by tapping anywhere on the screen. The controls are quite responsive and, yes, the entire design feels like Tetris.
http://gizmodo.com/5037538/iphone-ap...-iphone-tetris
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August 17th, 2008, 20:47 Posted By: wraggster
Super Monkey Ball is arguably the current zenith of iPhone tilt gaming. The gameplay involves navigating your bebubbled monkey through a series of elevated, edgeless mazes without letting him fall—it's fun, if repetitive. Nintendo’s Kirby Tilt 'n' Tumble is similar: The player guides Kirby through mazes using tilt-sensitive control, collecting stars along the way. Both games are entertaining, and both won positive reviews for nearly identical control schemes. So why is Monkey Ball getting all the attention? Well, for one, Kirby Tilt 'n' Tumble is only available for the the Game Boy Color. Oh, and it was released in 2001.
To be fair, Monkey Ball has improved a lot on its spiritual forebear, with lush, fully 3D graphics and over 100 well-designed levels. It superficially reflects a few generational steps forward in handheld gaming. One thing that hasn’t changed is the control mechanism. Consider this IGN review of Kirby from April of 2001:
This tilting feature is an integral part of the gameplay, and it really makes Kirby original and a lot of fun. The designers built the game around this sensor instead of putting a sensor into the game, and it really shows... Since you cannot zoom Kirby around the mazes without screwing up, patience is needed. Of course, you can't take your sweet time—the clock is ticking.
This could just as easily describe the experience of rolling AiAi around on your iPhone. The tilt sensor technology, built into the GBC cartridge, was functionally flawless, even by iPhone standards. The tilt-sensing scheme surfaced in a few more (equally impressive and well received) games, but none ventured too far from the navigation paradigm of Tilt 'n' Tumble. Over the next few years, position-sensitive handheld gaming faded into relative obscurity.
At least, until now. Tilt gaming is now lauded by some as the future of portables, with developers and engineers making inconsistent claims about how powerful and exciting the iPhone is as a platform, even throwing out very favorable comparisons to the PSP and the DS. But does the iPhone really bring anything new to the table? The answer, as you’ve probably guessed by now, is no. Absolutely not.
Think of it this way: The best implementation of iPhone tilt control is conceptually identical to a seven-year-old Game Boy title, which itself was based on the old wooden marble-in-a-labyrinth puzzles that have been around since, well, who knows? The iPhone doesn’t have the buttons of the Game Boy (or DS or PSP), and touchscreen control overlays don’t provide the feedback they need to be adequate substitutes. (Anyone who has played any of NES/SNES/Genesis jailbreak emulators can attest to this.) Perhaps most significantly, the iPhone doesn’t address the shortcomings of tilt gaming that were helpfully pointed out to them in nearly every review of Kirby. Consider again the 2001 IGN review:
You're limited to where and how you can play the game, really... I've played the game outside and in a hotel room with no problems, but on the plane it was a little difficult because of the position you have to hold the system — it's not exactly a game you can sit in your most comfortable position and play.
And another, from the New York Times:
Children who play Kirby in the back seat of the car will learn to loathe potholes and quick turns, which can make Kirby spin out of control.
In respect to the limited locations in which you can play tilt games, the GBC cartridge system is actually superior to the iPhone, as it automatically recalibrates at the start of every game, a feature that Monkey Ball could stand to include.
A portable gaming device that necessitates a certain type of location and position to play isn’t truly portable. Anyone who has tried to play any of the iPhone’s tilt games in a moving car, bus or even train will tell you that slight acceleration in any direction can make sensitive games like Crash Bandicoot Racing and Monkey Ball almost unplayable—and what good are handheld games if you can’t play them in transit?
Since the launch of the app store, nobody has come forward with a truly exciting and original implementation of tilt control. The iPhone has demonstrated that is it capable of retreading tilt gaming territory quite well, but that’s about it.
It sounds harsh to deem iPhone gaming a mere novelty, but until a developer steps forward with something profoundly revolutionary it may be just that. For the most accurate summation of the iPhone’s tilt gaming, don’t listen to John Carmack’s breathless speculation, or Scott Forstall’s eery, glossy-eyed presentations. Look back again, this time to Gamespot:
Yes, Kirby Tilt 'n' Tumble is a gimmicky game, but it's a gimmicky game done well.
For Nintendo, handheld tilt gaming was a fanciful tangent; when the genre was exhausted, they were able to retreat to traditional controls. This option is unfortunately—and maybe fatally—absent from the iPhone, potentially relegating it to the unfortunate status of a impressive, elaborate gimmick.
http://gizmodo.com/5036791/history-p...ld-gaming-wars
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August 17th, 2008, 20:22 Posted By: wraggster
Sure, this video feels like it might veer into creepy snuff-film territory right at the beginning, but luckily it just reveals a fairly sweet looking iPhone mod. Apparently some Russian iPhone fans have replaced the regular, boring Apple logo on the back of an original iPhone with an eye-piercing, glowing version. There's not a lot of detail on how this is done -- and the video is in Russian -- but the source link claims it's just a matter of, "removing the aluminum 'fruits' and inserting the glowing ones." We'll see about that.
http://www.engadget.com/2008/08/15/i...ni-flashlight/
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August 17th, 2008, 20:21 Posted By: wraggster
Of course, it all seems so obvious now! How did we not interpret El Jobso's true meaning of the iPhone kill-switch -- it actually kills you. We have noted iPhone expert Stephen Colbert to thank not just for this brilliant deduction, but also for sticking up for the lot of us and giving the iPhone 3G a cold staredown -- but not before declaring, "I knew I should have gotten a Zune! They can't kill me... or do anything else." Zing!
Zing! Clip after the break (iPhone at 5:45).
http://www.engadget.com/2008/08/15/c...tion-buy-a-zu/
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