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The Best iPhone Online Casino Games
The Apple iPhone is the worlds best selling Mobile Phone for a reason, its the place to get the best in music and the best in apps and also the very best in Casino Games.
There are websites where you can find the best iphone online casino games as well as the latest in information on the best Casino operators for the Apple iPhone and where to get the biggest bonus and offers. “
THE LATEST NEWS BELOW
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March 27th, 2008, 19:30 Posted By: wraggster
Sorry for the lack of updates as of the past few days. I've been fighting a bad head cold.
As I start to feel better over the new couple of days, I will get right back into the swing of things. That's what I get for staying up all night working on ZodTTD.com projects.
I will update everyone on the status of my projects later today. That includes news on the public release of genesis4iphone and updates to my projects such as performance increases in gpSPhone and snes4iphone, and OpenTTD and psx4iphone updates to work on Apple iPhone and iPod Touch firmware 1.1.4.
Thanks for the support everyone!
ZodTTD
http://zodttd.com/
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March 27th, 2008, 04:18 Posted By: the_eternal_dark
I am proud to bring the announcement of the first release of CrossOver Games.
From the Crossover Games website:
Now gamers can play the games they want, on whatever platform they want! With CrossOver Games, you can run many popular Windows games on your Intel OS X Mac or Linux PC. Whatever your tastes — first-person shooters, fantasy, strategy, MMORPGs — CrossOver Games provides the capability to run many popular games titles. CrossOver comes with an easy to use, single click interface, which makes installing your games simple and fast. Once installed, your game integrates seamlessly into your Desktop. Just click and run! Best of all, you do it all easily and affordably, without needing a Microsoft operating system license.
CrossOver Games is built on the latest versions of Wine, based on contributions from both CodeWeavers and the open-source Wine community, and then lovingly hand-crafted by Stefan Dösinger, our very own Wine/Games connoisseur. Unlike other CrossOver products, which are aimed primarily at office productivity applications (and hence maximum stability), CrossOver Games aims to bring you the latest, greatest, bleeding edge improvements in Wine technology. This means that the newest games run faster and better under CrossOver than under other versions of CrossOver, or other version of free Wine, for that matter. You want to run your Mom's knitting software? Maybe you should look elsewhere. On the other hand, if you need better framerates on Linux or Mac so you can frag your buddies: check out CrossOver Games!
The list of supported games and apps includes:
Steam
Half-Life 2
Team Fortress 2
CounterStrike 1.6 and Source
World of Warcraft
Guild Wars
Prey
and more
And now for a few screenshots:
Team Fortress 2
Half-Life 2 Episode 2
Guild Wars
World Of Warcraft
Get the trial here:
CrossOver Games trial signup
Both the full Mac and Linux versions are available for $39.95
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March 26th, 2008, 19:46 Posted By: wraggster
Interesting article thats sure to get reaction from all fronts:
When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.
Not a Fair Fight.
At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.
The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.
In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.
The Spectacular Failure of WinCE and Windows Mobile
Playing the Console Game.
Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.
Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.
However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.
Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.
Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360
Apple’s Quiet Gaming Strategy.
Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.
Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.
When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.
The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.
Hacking iPod Games: How Apple’s DRM Works
Can a Phone Play Real Games?
The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells for $399).
Apple’s engineers not only had a bigger budget to spend, but could use more modern technology given that Apple released the iPhone two and a half years later. Here’s how their hardware compares:
Nintendo DS: Late 2004
67 MHz ARM 946E-S (N-Gage processor) + 33 MHz ARM7TDMI (same processor as the original iPods)
4MB RAM
256KB Flash + cartridge storage
Dual, 256×192 3“ displays; one is stylus touch sensitive
No accelerometers
No camera
No mobile radio
WiFi 802.11b/g
No Bluetooth
Sony PSP: Late 2004
333 MHz MIPS R4000 CPU + GPU with 2 MB onboard VRAM running at 166 MHz
32 MB main RAM (new models expanded to 64MB), and 4 MB embedded DRAM. MemoryStick storage, UMD media
480Ă—272 (368Ă—207 usable for video); no touch screen features
No accelerometers
No camera
No mobile radio
WiFi 802.11b
No Bluetooth
Apple iPhone: Mid 2007
Samsung ARM SoC 620 MHz 1176 running at 412 Mhz + PowerVR MBX 3D GPU
128MB RAM
8 or 16GB Flash storage
320×480 3.5” display with finger multitouch input
Accelerometers for direct physical control
2 Megapixel camera
Quad band GSM + EDGE
WiFi 802.11 b/g
BlueTooth 2.0 EDR
The iPhone is in a significantly different class of performance, has far more internal resources for games, and is equipped with a variety of other hardware–from its camera to its ubiquitous (if slow) mobile network to its multitouch high resolution display and accelerometers–all of which have to power to unlock entirely new classes of games and other more serious applications.
As a handheld console, this feature set makes the iPhone a bit like the Wii, with interactive new gameplay features, and a bit like the PS3, with higher performance gaming specs and additional online and media capabilities. Buyers won’t have to decide if they want a handheld game console; they’ll get it for free when they buy the iPhone or iPod Touch.
Further, because Apple is attaching game development as a sidecar dessert on top of a device that is primarily monetized as a hardware sale (boosted by retail and accessory sales, media sales, and carrier revenue sharing), developers will get more bang from their buck and will incur less risk developing games for the iPhone. The iPhone has also already proven itself as a very desirable smartphone, even before the arrival of any native games, ameliorating the worries of a whether games developers should invest in the platform.
The iPhone’s development tools are more approachable to a wide audience of developers already familiar with the Mac, they’re significantly cheaper to obtain and get started with than other consoles, and game distribution will be much easier and more lucrative because Apple doesn’t need to squeeze fat licensing fees out of its developers to make money. In fact, Apple will do best by continuing to give developers those groundbreaking 70% royalties on their software sales, encouraging a wide and deep gaming market to develop for the iPhone and iPod Touch.
Apple’s iPhone vs Smartphone Software Makers
The Chips and the Frameworks.
The iPhone’s System on a Chip processor bundles an ARM 1176 clocked at 412 MHz. The DS uses a pair of much earlier and simpler ARM processors, while the PSP uses the now dead end MIPS architecture, which was used in the Nintendo 64 and earlier PlayStation and PS2 consoles. Both Nintendo and Sony have since moved their modern living room consoles to variants of the PowerPC family.
That leaves the iPhone with an ideal CPU architecture for handheld gaming, and one familiar to existing smartphone developers. Above the hardware level, the Phone’s Cocoa Touch layers on a mature development framework that makes creating software for the iPhone much easier than developing for Symbian, Windows Mobile, Palm, RIM BlackBerry, and other mobile platforms.
The iPhone’s SoC also bundles a PowerVR MBX graphics processor. In the late 90s, prior to the advent of ATI and NVidia as GPU leaders, PowerVR rivaled 3dfx Voodoo graphics cards in the PC market. Sega’s Dreamcast was also built around a PowerVR graphics processor. Following the rise of ATI and NVidia, PowerVR moved into the embedded mobile arena and became the standard for mobile smartphones and related devices.
Getting performance from smartphones has often been difficult because mobiles commonly rely on their own proprietary software or least common denominator packages like Sun’s stripped down Java ME. Apple’s iPhone SDK uses OpenGL ES, the same standard graphics API used by Symbian smartphone developers and the Sony PS3. This standardization will make graphics and games development for the iPhone familiar to a wide audience.
Again, in addition to using the PowerVR hardware and Open GL ES software, Apple is also providing its own slick software integration with tools such as Core Animation, making it much easier for developers to achieve a consistent look and feel with the buttery iPhone interface without necessarily being experts in embedded video development.
Origins: Why the iPhone is ARM, and isn’t Symbian
And the Competition?
Nintendo has long held a dominant position in handheld gaming, developed through a strategy of focusing on playability. The Game Boy, GBA, and DS didn’t deliver the most incredible hardware of the time, but did serve as low cost gaming devices paired with large libraries of games licensed by Nintendo. The company has worked to maintain high quality games for all of its platforms.
That also results in making Nintendo’s platforms closed tighter than Apple. Nintendo started in its closed development plans after the Video Game Crash of 1983 nearly wiped video gaming out of retail stores. Atari had encouraged unlimited game production for the 2600, resulting in some game titles being produced in greater quantities than the console itself. The result was a glut of games foisted upon retailers and a backlash against gaming.
Nintendo successfully reintroduced gaming by positioning its new NES game console as an “entertainment system” paired with a toy robot. As gaming took off again in the late 80s, Nintendo’s strict controls gave it strong market power and delivered exceptional profits. Independent developers couldn’t ship games for the NES without a licensing agreement with Nintendo.
Nintendo ruled the roost until its deal to build a new CD-equipped Super NES system with Sony fell through, resulting in Sony leaving to develop its own PlayStation games console in late 1994. Sony maintained the same games licensing model as Nintendo. When Microsoft entered the fray in 2001 with the Xbox, it similarly relied upon software licensing revenue to partially bail out its console hardware losses.
These conventional game console makers rely heavily on software licensing fees to keep their heads above water; Apple doesn’t. Software sales through iTunes will be self supporting in an effort to drive software availability. Nintendo, Sony, and Microsoft have largely been opposed to small homebrew development, and are therefore going to be threatened by Apple’s encouragement of software development freed from licensing profiteering.
iPhone 2.0 SDK: How Signing Certificates Work
Microsoft recently unveiled XNA plans that try to achieve both: courting small developers to make online Xbox games and software for the Zune, and then subsequently taxing them as much as 70% in exchange for marketing exposure. Like Apple’s iPhone App Store, Microsoft won’t allow outside development, not because of security issues, but because that’s where Microsoft hopes to make the majority of its money. It remains to be seen how well that will work for the company, particularly given the extremely low uptake of the Zune and the year over year free fall in sales of Xbox 360 units.
Microsoft also appears to have given up all efforts to repurpose WinCE as a third party handheld gaming platform after the failure of the Gametrac Gizmondo. While the company recognizes the importance of “developers, developers, developers,” without a viable platform to sell to, those developers won’t care.
Nokia is trying to resuscitate N-Gage 2.0 as a gaming platform for its higher end N-series smartphones as part of Ovi, a portal site that also plans to sell music and GPS maps. The gaming platform will be constrained somewhat by the simpler specs of Nokia’s phones; the N81 has a similar processor, but only 96MB of RAM, a far more limited graphics resolution of 240×320, and no touchscreen or accelerometers, limiting the new N-Gage platform to the simplistic cell phone style games that have already failed to garner much attention.
Nintendo is unlikely to be pushed from its perch of selling $130 handheld game consoles by the $299 and up iPod Touch and iPhone. It has also demonstrated no interest in moving into mobile phone gaming itself. Unlike other hardware makers, Nintendo has also worked to sell its consoles at a profit while also earning software licensing revenues. That means Nintendo may be less likely to deliver games for Apple’s platform, as it would tend to draw attention away from its own handheld gaming efforts.
At the same time however, the company was quick to point out that its DS didn’t directly compete against the Sony PSP, and those two products were only $100 apart; Nintendo might therefore aim to deliver software for the iPhone because of the limited competition between the two platforms serving different markets at very different price points.
Sony is working to establish the PS3 and grow sales of the PSP before the three year old platform begins to run out of steam. PSP developers face more complex and expensive tools, which has resulted in fewer games being developed and sold. The PSP only had 2 games in the US top 50 last year, compared to 12 for the Nintendo DS.
Sony has also hampered the PSP with its preoccupation with promoting its own proprietary, physical media formats, including the failed UMD and MemoryStick. Apple’s online distribution model will democratize development and the iPhone’s wireless App Store and large Flash storage will encourage lower priced game sales in volume.
Sega no longer makes its own gaming hardware, giving it free rein to develop titles for the iPhone. It demonstrated a prototype of Super Monkey Ball using the iPhone’s accelerometers to control player movement. Sega noted that the iPhone’s 320×480 resolution meant that it had to spruce up its graphics, commenting that the iPhone supported console-style graphics rather than those typical of a cell phone.
Artificial Life, Aspyr, Electronic Arts, Feral Interactive, Freeverse, Gameloft, id Software, Pangea, THQ, and Namco Bandai have all confirmed an intent to deliver games for the platform, with Gameloft announcing plans for fifteen titles by the end of the year. Apple also demonstrated Touch Fighter, its own in house game, showing off the iPhone’s use of both OpenGL graphics, accelerometer support, and OpenAL audio for stereo sound positioning.
Ethan Einhorn, who demonstrated Sega’s Super Monkey Ball, told gaming site Next-Gen, “From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices [like the DS and PSP]. The delivery system for software will be digital and easy to use. And the ability to have all of your portable electronics needs catered to with one device is irresistible. Given all of that, the potential for the iPhone as a games platform is massive. From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices. This is a phone that offers plenty of power to work with, no compatibility concerns, and uniform input functionality. That represents an evolution in the mobile gaming space.”
10 Games Perfect for iPhone : Next Generation
As Apple migrates its 150 million iPod installed base toward the iPod Touch and iPhone, the company will pair a large user base with enthusiastic development efforts. Users will get the gaming environment as a free addition to the phone, media player, and web browser they purchased. Conversely, that also means that lesser phones with plodding web browser capabilities and simplistic media playback–as well as dedicated games consoles that really only play games–will have a hard time competing against the new platform. That should make for an interesting 2008.
What are your views on this ?
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March 26th, 2008, 16:46 Posted By: wraggster
via pdroms
CubeWorld is an iPhone native application that's able to show spherical panoramas. Rendering is based on a cubic map and it's done using OpenGL.
Changes:
Added a lot of extra options (speed for autopanning, inertia and accelerometer, and added a way to switch direction for normal dragging)
Up-Down zero for accelerometer is now set when "entering" in a pano (so just be "confortable" before clicking on view)
You can zoom-out till 0.5 (instead of previouse 0.7) (it means: you can zoom-out MORE than before...)
You can use your own logo as startup screen - just put in /private/var/root/Media/CubeWorld your own logo.png file (320x128)
http://www.marcogiorgini.com/articoli.asp?art=115
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March 26th, 2008, 16:45 Posted By: wraggster
via pdroms
ThumbCal is a customizable fingerfriendly calendar application for Windows Mobile Pocket PC's. You do not need your stylus anymore to navigate through months and years, tasks and appointments or to quickly create or delete them.
ThumbCal is free for personal use.
Changes:
- tasks/appointments editable
- configuration menu (language/skin/taskbar/week no. configurable)
- some speed improvements
- added many features to day view (you can now slide to the prev/next day)
- minor bug fixes
- days of next and prev month now visible in month view
- multi day appointment now clickable also between start and end
- Please notice: There are some differences between 0.4x and 0.5x language and skin files. Would be cool if you could provide the new language files again. ;-)
http://www.thumbapps.com/pages/home/thumbcal.php
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March 26th, 2008, 16:42 Posted By: wraggster
via pdroms
A new version of the MMS application SwirlyMMS for iPhone is out!
Release notes:
So, it is time for a new release. It has two major fixes. One of them will make all o2-uk users happy since it will now let them receive. You have Mabbutts to thank for this.
The other "fix" is that the text-size limit of 2048 characters is now removed.
As for earlier versions you need an external viewer to view received pictures.
Have fun,
Mats and Tommy
http://blog.swirlyspace.com/
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March 26th, 2008, 16:41 Posted By: wraggster
via pdroms
This is a little tool for your Windows Mobile based phones (Compatible with WM5/WM6 but not WM2003) which will cycle ur today background or theme after a set interval of time. It has a lot of features and options that you can discover by reading the text below. And you can even use this options to achieve something other than changing wallpapers as well but that depends on your imagination.
Changes:
i)Theme Color Detection has been improved a lot. Should work much more accurately now.
http://tech.shantanugoel.com/project...tztodaychanger
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March 26th, 2008, 16:39 Posted By: wraggster
via pdroms
GeoTerrestrial GPSToday offers a mind-boggling array of intuitively accessible features hidden behind a unique and clever interface.
GPSToday installs as a today-screen plugin on your Windows Mobile internet-enabled device. At the most basic level, it keeps your GPS hardware primed whenever you need it. But that is only for starters. In general, it will significantly enhance the utility you derive from your device. Check the home page for a (nearly) full list.
Changes:
Now optionally set the device to autonomously wakeup before attempting a perioidic fix!
Now optionally prevent the device from going to sleep when running the GPS in persistent mode.
Tap the address area in the today screen to display geo-coordinates and time of last fix.
Find an address on the map.
Too many contacts? Now you can find a specific contact on the map.
Now international users can conserve battery strength by disabling the street address display on the today screen, so as to always see geo-coordinates.
Single tap from today screen to copy the geo-coordinates to the clipboard!
Now you can set a map position as you current GPS position
Configure GPS sensitivity vs. Accuracy
Now configure the minimum battery strength below which GPSToday will automatically turn off periodic quick fixes.
http://www.geoterrestrial.com/
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March 25th, 2008, 21:40 Posted By: wraggster
After a few days/weeks of development, here comes the first release of PocketGravity !
First off, consider this release as an early alpha. It has potential crashes that could damage your brain, etc... I cannot be held responsible for any damage done to you or your surroundings...
Current features :
- Circle and box plotting
- Drag 'n Drop, angle changing
- Cloning
- Advanced joints
- 100 undo/redo levels
- Save/Loads, share your scenes with your friends
Discuss this game and share your scenes on the official forum...
http://www.xflib.net/index.php?PHPSE...2af&topic=67.0
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March 25th, 2008, 20:57 Posted By: wraggster
So, there might not be an iTunes subscription plan, but that doesn't mean the labels are any less enthusiastic about a monthly cash drip. According to their CEO, Sony BMG is "working on" its own subscription service, which would "provide access to our entire music catalogue for all digital players, including Apple's iPod" for about $9 to $12 a month. Better yet, he said it's "even possible that clients could keep some songs indefinitely, that they would own them even after the subscription expired.
http://gizmodo.com/371892/sony-bmg-w...an+eat-service
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March 25th, 2008, 20:54 Posted By: wraggster
The iPhone is definitely turning into an enterprise heavyweight. Tom Gibbons, head of Microsoft's Specialized Devices and Applications Group (which houses their Mac developers) confirmed to Fortune that Microsoft is looking at bringing native Office apps to the iPhone with the SDK: "To the extent that Mac Office customers have functionality that they need in that environment, we're actually in the process of trying to understand that now." And why wouldn't they?
http://gizmodo.com/371976/microsoft-...pps-for-iphone
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March 25th, 2008, 14:35 Posted By: wraggster
Mizumori Ado's exclusive iPod nano case, called the Factron Quattro, sure as hell has the street cools about it, but unfortunately, it looks like its going to be a limited run in Japan only. The designer, Mizumori Ado used a full aluminum construction to match the iPod nano's housing, and we have to say, the Factron Quattro is the only way to protect your fat PMP. After all, the hefty clunker sure does have a tough time getting in and out of pockets and bags without scratching itself. Available in green, red, silver or gold and with the option of various scrawled patterns adorning the rear face plate, the case does look quite unique. Checkout the gallery for some more shots and know that no pricing details are available, but we'd guess you'll be paying a pretty penny if you are able to get Mr Importer on the case.
http://gizmodo.com/371738/factron-qu...l-metal-jacket
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March 23rd, 2008, 23:12 Posted By: wraggster
Jukka Silvennoinen has released an updated version of Y-Browser. Version 0.88 includes the following changes:
* Lots of layout change fixes
* Some bug fixes to improve stability (Especially with FP2 devices)
* File modified time changed from UTC to local time
* Added Command short cut accelerators to the menu items
* Two additional options: Mark with wild card & inverse selection
* File association settings added
* Plug-in manager added
* Email folders shown now as well (with Mail folders plug-in)
http://my-symbian.com/s60v3/software...dAuto=92&faq=1
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March 22nd, 2008, 23:10 Posted By: wraggster
via pdroms
iFonz is a clone of iPhone interface, with a lots of customization and a fully graphical design and animations
for Windows Mobile 5/6 completely writed in .NET.
Changes:
- Correct error when you start a program and rotate the screen and after return in iFonz and go to error
- Add number of icons for row in Portrait and Landscape in settings
- Add number of bottom bar icons in settings, now u can set 0 icons for bottom bar
- Increase the number of icons for page to 20
- Resolved some bugs and increased speed of launch programs
- Restyled the Settings form
- Correct dimension of Operator name, now dont go over the time
- Now you can customize all the graphics in "gfx" folder
- Correct In & Out of icons from page
- Correct some graphics bugs
- Correct error with calendar, if you dont see the numbers of appointments, in your device this not work for now
- Now you can enter in settings directly from the link iFonz Settings in the programs menu
- Correct problem with Load Themes which create error in registry creation (old saves work correctly)
- Add in themes menu the item Default Settings to delete all previous settings and reset iFonz to initial settings
http://forum.xda-developers.com/showthread.php?t=369241
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March 22nd, 2008, 23:04 Posted By: wraggster
via pdroms
GPS2Clipboard gets the GPS position data and copy them to the clipboard from where they can be pasted to any application with a paste command (for example an SMS or e-mail editor).
As different programs may use different GPS data formats GPS2Clipboard can format them as sexagesimal, fractional, decimal and as a Google Maps link ready to be pasted in an Internet Browser or a Google Kml placemark ready to be used by Google Earth.
Moreover, GPS2Clipboard show visually the quality of the GPS signal to help in obtaining a good position data. http://forum.xda-developers.com/showthread.php?t=378255
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March 22nd, 2008, 23:01 Posted By: wraggster
This version fixes several bugs (like glitches in Twiddle, strange behaviour in Flip).
The Daily Challenge is a real success, with more than 7000 players today!!!
Let’s play!
If you want to manually install Puzzlemaniak, here is the direct download link to the archive.
And if you like this puzzle collection, you might make a donation
http://www.puzzlemaniak.com/blog/?p=264
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