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September 2nd, 2007, 22:33 Posted By: wraggster
kaisersoze has posted some more news and screenshots of his port of MAME to the Iphone:
Grrr, just updated to the latest toolchain, it now generates usable .a library archives, but now we're back to completely incorrect math code generation, just wonderful.
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September 1st, 2007, 23:05 Posted By: wraggster
kaisersoze has posted some great news and screenshots of his port of MAME to the Iphone:
CURRENT STATUS: Can definitely be made playable by choosing a suitably old version of MAME. Tested with version 0.29 since the code was simple enough back then to slap together something quickly to test performance. I am going to arbitrarily target whatever version runs the Galaga ROM I have on my arcade machine. I suppose I should start thinking about how I want to do the configurable control system. In addition to the straightforward "this area of the screen is this button/joystick/trackball/dial" controls, I'd like to support gesture based inputs as well. Imagine playing Tempest by making an actual circular motion on the touch-screen, or tapping anywhere to fire, or gesturing left-right up-down to move the joystick. You could play Pacman without any screen real estate wasted by displaying controls. I should be able to actually put some time into this over the weekend while I'm on vacation.
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September 1st, 2007, 22:58 Posted By: wraggster
Dodgin' Diamond II is a Deluxe Galaga style shot'em up arcade game for one or two players. It's an 'old school' arcade game with top-down scroll action, energy based gameplay and different weapons with several levels of power. The UIQ 3 version has been ported by AnotherGuest from a PC/Linux game written by Juan J. Martinez.
More Info
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September 1st, 2007, 16:13 Posted By: wraggster
via engadget
Independent verification of seemingly dubious claims makes the world go 'round, which is why we're a little thankful the iPhoneSIMfree crew has deigned CNN worthy of having the second shot at verifying their iPhone SIM unlock software. We know it won't quiet all the conspiracy theorists out there, but their news wire reads as follows:
Los Angeles software consultant Brett Schulte, who is not affiliated with the developers, demonstrated the software for CNN Friday evening. An iPhone that had the new software appeared to work on the T-Mobile system just seconds after Schulte replaced the AT&T SIM card with a T-Mobile SIM card.
We followed up with Brett, and he confirmed working with the iPhoneSIMfree guys on getting his iPhone unlocked -- we also really wanted to ask about getting in touch with Ted Turner for a summer internship, but we got the vibe that it'd be a no-go. Now, if only iPhoneSIMfree would release that product of theirs to the public -- perhaps that might land along side the CNN story they're gunning for?
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August 31st, 2007, 23:55 Posted By: wraggster
via pdroms
ApolloIM is an iPhone Instant Messenger Client, which is based upon libFiretalk.
Author notes:
8/30/07
Firstly, I want to thank the person who donated $300 to the new team. These kind of donations keep me working hard, and now that we have a real team coming together, will keep us focused. If you wish to help out, every little bit helps, and will be used 100% towards materials needed while coding. Just contact us and we'll set you up with our paypal information.
Now, on to the news...
Suspend support is partially working. You can go and use other programs, and ApolloIM will still stay open.
The main problem with suspend is that the iPhone goes into a low power mode when shoved into your pocket waiting for a call - and this mode will shut off edge / wifi. Simply pinging the server won't keep the wifi up, as it seems the kernel does its best to plain unload it. I don't know what the prospective fix for this, one idea would be to move to a client/remote daemon, which would mean you would run a client on your home computer which would record all the incoming messages to you and send it over to you (and when your phone goes off, you'd still be on, because the daemon is still running).
Suspend as whole, however, should work while you're playing music. If you're playing a song while ApolloIM is on and in your pocket, it will keep the iphone active enough to keep the program connected. The trick for me here is to find how exactly Apple does that, and well, I'm on the case.
I've also improved the Conversation window, at the cost of making the Send button uglier - if you have problems with the send button, aim for hitting the "text" on the button. You no longer can type in the main window, and I may release another update very soon to use "text bubbles" like iChat uses. I have removed the keyboard button in favor of just being able to tap the main view to bring up the keyboard (or you can tap the sendfield at the bottom which,like MobileSMS, will bring up the keyboard).
This will be the last update for a while. I have been working alone on this project since it's beginning, but the team has started to come together. It was kind of funny to see people say "The ApolloIM team" when it was just me, but thanks to my initial release, I've gotten some star players to help out. Notably Dankow who will be working on the interface and keeping code tidy, and Core who has stepped up to help us get libpurple worked out. If you know libpurple well, and would enjoy helping us integrate it, please send me an email at arminius2@gmail.com .
LibPurple will enable us to have Yahoo, MSN, Jabber, and GTalk support when we get it ready, as well as fix the "Buddy's not showing up" error. I suspect my current implementation of libfiretalk is bugged, and I can either work on exchanging it for a different version or get purple working an adding support for the other services. I'm told one solution could be for you to create a new screen-name and import your buddylist with a "real" client, and then not to change the formatting of any names. It's cumbersome, but until we get Libpurple working, it'll have to do.
See also: http://code.google.com/p/apolloim/
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August 31st, 2007, 23:46 Posted By: wraggster
via pdroms
Sick of having to keep RSS feeds as bookmarks on the iPhone? Don't like having to browse to a website to check your feeds? Ever wanted a native RSS reader on the iPhone? Well this project is here to fix all of that.
The goal of Mobile-RSS is to create a native iPhone application which will remember all your feeds and give you an easy interface for viewing, adding, and removing.
See also: http://code.google.com/p/mobile-rss/
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August 31st, 2007, 23:07 Posted By: wraggster
Nervegas has released a new version of his Nes Emulator for the iPhone:
NES.app uses the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of 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.
NES.app started as a fork based on the same original code as iPhoneNES, but has been completely rewritten to run very fast, and with many additional features such as sound, game genie, saved games, and full screen support.
1.00_RC2[nervegas] Added suspend for incoming call, graceful exit for power off
Removed "Allow Suspend" option, too complicated with sound
Changed on-demand installer text to be more coherent+restart
Added Swap A/B Preference
Tapered off buttons in full screen / landscape mode
Cleanup of full screen code, fixes for buffer overruns
Fixed some games not appearing right in full screen
New icon to experiment with
Fixed sound looping issues (e.g. Zelda, Faxanadu, etc)
1.00_RC2.1[nervegas] Dropped back to old toolchain (new one hosed Zelda 2)
NOTE: Use vibrate mode to avoid losing sound to Mail/SMS
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August 31st, 2007, 23:04 Posted By: wraggster
via allabout ngage
Nokia's Go Play event in London on the 29th and 30th of August brought with it a string of important revelations including new devices (the N81, N81 8GB, N95 8GB, 5310 and 5610) and new services (Ovi, Nokia Music Store and the Next Gen N-Gage platform). As our name suggests, All About N-Gage is going to concentrate on the Next Gen N-Gage announcements, but if you want coverage of the other stuff you ought to visit our sister site All About Symbian.
A while back we published an article over on AAS about the mistakes Nokia made with the original generation N-Gage, and how these could be corrected by the Next Gen Platform. Now Nokia has revealed its hand, at least a bit more, by revealing some of the platform's compatible phones and launch games. What do we make of all this?
Games
The Next Gen launch line-up announced by Nokia at Go Play was fairly impressive. There was a large number of games (23 specific titles plus four other publishers who haven't yet announced titles, so at least 27 confirmed games in total) and the games were spread across a wide range of genres and audiences:
- Hardcore gamers received things like Brothers In Arms, Asphalt 3 and One.
- Casual gamers were served by titles such as Mile High Pinball, Midnight Pool 3D and Block Breaker Deluxe.
- Online gamers found three online multiplayer titles at launch including Pro Series Golf, Snakes Subsonic and Hooked On: Creatures Of The Deep.
- New gamers have various titles such as Dogz (a Nintendogs clone), Brain Challenge (a Brain Training clone) and Sims 2 Pets to tempt them.
Most genres are catered for: arcade, 3D shooter, 2D shooter, card and board games, racing, online, puzzle, simulation, sports, fighting. A few genres were conspicuous by their absence however, especially RPGs, strategy and adventure games. The lack of RPG and strategy genres is particularly curious as Nokia themselves published some of the best portable strategy and RPG games ever made on the original gen N-Gage, with titles such as Pathway To Glory and Rifts receiving extremely positive reviews, even from websites which generally disliked the N-Gage. We shall have to wait and see if these gaps are filled between now and the launch.
Overall though, an excellent start for Nokia, especially when you consider that there are many games yet to be revealed, and there may be more publishers who join the platform between now and the launch in November. On the day that Next Gen N-Gage goes live, there may be as many as 30 or 40 games available or imminent, compared to around a dozen when the original N-Gage launched.
Phones
One issue above all else seems cause confusion when discussing Next Gen N-Gage: there's still a misconception, even among many technology journalists, that Next Gen N-Gage is a console-like standalone device. It isn't of course, it's a platform which is being made available on a number of Symbian S60 3rd Edition smartphones. Indeed the original N-Gage was itself technically just an S60 1st Edition smartphone with a horizontal layout, it contained no gaming-specific hardware or software at all, and Nokia could have made that into a general platform across other S60 1st Edition smartphones (many argue they should have).
The following phones were announced as being compatible with Next Gen N-Gage games: Nokia N73, N81, N81 8GB, N93, N93i, N95 and N95 8GB. Nokia also said they would be adding more phones to this list over time, although it's unclear whether this will include any more current models. It could be that the list will only expand as Nokia releases new S60 3rd Edition models.
As All About Symbian's Ewan Spence pointed out, from a technical standpoint the presence of the relatively old N73 on the list means that virtually ANY of the dozens of current S60 3rd Edition smartphones should be capable of running the new games. It therefore seems to be a deliberate (and hopefully temporary) decision on Nokia's part to exclude the vast majority of current S60 3rd Edition smartphone models from the Next Gen platform, which is very strange indeed. Why throw away potential customers? Why keep the userbase smaller than it needs to be? Why does an N73 owner get to use the platform when an N76 owner doesn't? What about all the popular non-Nseries S60 3rd Edition devices like the Nokia 6120 and 6110?
Whatever Nokia does, this discrimination between models should gradually fade away if Next Gen N-Gage compatibility becomes a standard feature on most or all future S60 models. The platform may gradually grow and grow into something with a userbase of tens of millions, perhaps hundreds of millions (S60 phones as a whole have now sold well over 100 million in total, and their sales are growing at an ever-faster rate).
"But people hate N-Gage, right? Why is Nokia even bothering? N-Gage sucks..."
Perhaps Nokia's most difficult task is trying to give the Next Gen N-Gage a good reputation in the gaming world. Rightly or wrongly, the original N-Gage wasn't just criticised but openly made fun of by most gaming journalists and gamers, sometimes even shop retailers while selling N-Gage games to customers. Hardly an enviable position for any brand. Nokia will have to try even harder when the actual launch of the Next Gen N-Gage service happens in November.
...or will they?
Courting the current gaming world may be difficult, but that doesn't make it important. The Next Gen N-Gage platform won't be launching on dedicated gaming hardware, it will be launching on mobile phones that millions of people have already bought anyway even without the games. The N95 alone has already sold more in six months than the N-Gage and N-Gage QD managed in three years. Add in the sales of the other compatible models, and the yet-to-launch Next Gen N-Gage already has a userbase many times bigger than the original generation N-Gage ever had.
Indeed, in number terms the Next Gen N-Gage probably already has a userbase bigger than the Xbox 360, Nintendo Wii or PlayStation 3. Of course not everyone who owns a Next Gen N-Gage compatible phone will actually buy the games, but the fact that Nokia have already achieved this size of userbase two months before launch gives us an idea of how vast the Next Gen N-Gage's reach could be in a few years time.
Perhaps phone game companies just don't need to give a monkeys about the gaming press, at least in the form it takes now. Current games sites and magazines are devoted almost entirely to games consoles that sell about 30 million a year in total, whereas phones sell about 1000 million a year in total. Even if all consoles gamers suddenly started buying phones instead of consoles, it would only increase phone sales by about 3% at most (and as console gamers probably buy phones anyway it might not increase sales at all).
The sort of sales and publicity support network that console manufacturers depend on just isn't as important with something like the Next Gen N-Gage. There are no games retailers involved because Next Gen N-Gage games are sold directly to the user through the internet. There are no limits on the shelf space in the online game shop because it's online, so the shop can stock all Next Gen games forever, which is good for the "long tail" customers that make up the majority of budget game sales. There's also no direct need for a gaming press because all the games will have free online demos downloadable direct to the phone just like the games. People will be able to decide for themselves which games they want by actually trying them, and the price is so low (6 to 10 euros to buy, even less for rentals) that potential customers will be more willing to take a risk anyway.
Perhaps the most important thing that Nokia can do from a marketing point of view is to make sure that as many people as possible can pay for games through operator billing. Being just one click away from buying a game, especially when it only costs 6 to 10 euros and you can try a free demo first, is something that will tempt a lot of people to go ahead and actually make the purchase.
If Nokia can get just 10% of their existing customers to buy N-Gage games on a regular basis, the N-Gage brand's reputation amongst console gamers will be completely irrelevant, because N-Gage alone will be outselling all console games put together.
And if Nokia has even mild success with the Next Gen N-Gage, you can bet that other phone makers will introduce their own rival platforms (especially Sony Ericsson, who have access to the PlayStation brand). Instead of N-Gage being a dead end, as most hardcore gamers would have you believe, it could well be the beginning of a new phone-based path that mainstream gaming will take.
Perhaps one day soon, most commercial game sales will be phone game sales, in which case Nokia is doing exactly the right thing by pressing on with N-Gage and ignoring its console-obsessed critics.
A Cautionary Tale
You only have to look at very very recent video game history to see an example of just how conservative and out of touch the gaming press can be: Nintendo's DS and Wii consoles were originally dismissed by a surprisingly large number of gaming journalists and games industry analysts as bizarre underpowered novelty items from a failing company, which would soon be crushed by the technically far superior offerings from Sony and Microsoft. There are still a few journalists and analysts who maintain this position, and also add that the DS and Wii don't represent "real gaming" so their immense sales somehow "don't count".
Despite the criticism from "real" gamers, Nintendo are now outselling all other consoles put together, selling every DS and Wii they can possibly manufacture, dominating every console games chart in the world, and their share price is at an all-time high. They must be crying all the way to the bank.
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August 31st, 2007, 22:49 Posted By: wraggster
Fangorn has released a new version of the port of Mame to the Tapwave Zodiac
Heres whats new:
ROM directory is now configurable in the launcher
Performance boost for many graphics drivers. CPS1 games have a big boost from this tuning with smoother framerate changes.
Added simpsons support, woohoo!
Added parodious and aliens support
bombjack graphics driver tuning, near full speed now with Hi sound.
Added artwork for Vector games
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August 31st, 2007, 22:30 Posted By: wraggster
via engadget
The New York Post is reporting that Apple's September 5th dog and pony show is set to usher in the age of iTunes as ringtone-management software for iPhone. Apparently the rumored service will see iTunes able to convert any song into a ringtone -- for a fee, of course -- and you'll even have the ability to dictate which portion of the song becomes the tone. The offering will also include the ability to use previously purchased tunes as ringtones, and we're hoping your own music in iTunes, too. We're feeling this is long overdue, but can assume that Apple could have been in conversation with the labels to sort out the financials of all this magic. Watch this space next week for more news on pricing and availability -- if indeed, it actually pans out.
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August 31st, 2007, 16:51 Posted By: wraggster
Nervegas has released a new version of his Nes Emulator for the iPhone:
NES.app uses the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of 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.
NES.app started as a fork based on the same original code as iPhoneNES, but has been completely rewritten to run very fast, and with many additional features such as sound, game genie, saved games, and full screen support.
1.00_RC1[nervegas] Added auto-install of coreaudiod.plist for on-demand mode
Added 1-second delay for sound initialization
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August 30th, 2007, 22:11 Posted By: wraggster
Nervegas has released a new version of his Nes Emulator for the iPhone:
NES.app uses the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of 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.
NES.app started as a fork based on the same original code as iPhoneNES, but has been completely rewritten to run very fast, and with many additional features such as sound, game genie, saved games, and full screen support.
0.99.06 [nervegas] Fixed rare controller-getting-stuck bug NOTE: 0.99.06 is built with the new toolchain, and is not compatible with prevous versions' save games.
0.99.07 [nervegas] Added alert with instructions when no ROMs are detected Added alert for invalid game genie codes; don't save Fixed alert sheet presentation / removed gap from bottom Added sound manager for sound without killing mediaserverd
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August 30th, 2007, 18:02 Posted By: wraggster
via pdroms
PXL (pronounced 'pixel') is a package management tool for iPhone. It is still in the early stages, however. The primary component is a service called PXLdaemon, which runs on your iPhone; various client services (Breezy, iBrickr, Shimmer and so on) then speak to PXLdaemon in order to install or uninstall packages.
The goal is not only to have a reasonably extensible and sane format, but also keep the entire thing open source so that it can be a community effort to maintain and expand it.
See also: http://code.google.com/p/pxl/
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August 29th, 2007, 23:33 Posted By: wraggster
via pdroms
Books.app is a simple eBook reader for the iPhone. It reads HTML and text files stored in your Media/EBooks folder, and is smart enough to enter subdirectories, if, for instance, you've broken a book down by chapters.
Changes:
Preferences pane! Choose your font, font size, navigation bar auto-hide preference, and much more!
Chapter navigation buttons on the bottom toolbar, at long last! Go forward and back without returning to the browser view.
Human-friendly browser sorting! You can use Chapter 1, Chapter 2... instead of Chapter 001, Chapter 002...
See also: http://code.google.com/p/iphoneebooks/
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August 29th, 2007, 23:30 Posted By: wraggster
via pdroms
MobileFinder (strictly "Finder" in the iPhone's springboard view) is a filesystem navigator and launcher for use with iPhones which have been jailbroken.
Features:
* Filesystem navigation with system file protection
* Icons differentiate different filetypes
* Copy, Move, Delete operations (requires that /bin/mv and /bin/cp be installed)
* File creation and renaming
* Application Launch - Also launches MobileStudio apps
* Executable launch (scripts, etc)
* Preferences screen with filesystem browse settings
* User modifiable associated file types that launch file viewers
* Open mode when launched by other apps in MobileStudio
See also: http://code.google.com/p/mobilefinder/
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August 29th, 2007, 21:47 Posted By: wraggster
Nervegas has released a new version of his Nes Emulator for the iPhone:
NES.app uses the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of 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.
NES.app started as a fork based on the same original code as iPhoneNES, but has been completely rewritten to run very fast, and with many additional features such as sound, game genie, saved games, and full screen support.
0.99.05 [nervegas] Fixed remaining multitouch issues (sliding with B and A)
.
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