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July 1st, 2007, 08:51 Posted By: Cap'n 1time
Apparently people interested in developing software for the iphone will be limited to developing web applications with AJAX. This may severally limit our homebrew and emulation capabilities on the iPhone.
According to Apple, "no software developer kit is required for the iPhone." However, the truth is that the lack of an SDK means that there won't be a killer application for the iPhone. It also means the iPhone's potential as an amazing computing and communication platform will never be realized. And because of this I don't think the iPhone will be as revolutionary as it could be. That's a real heart breaker.
Read the rest of the article over at gizmodo.
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July 2nd, 2007, 15:35 Posted By: JKKDARK
via Mobile-Ent
A cross-platform game, codenamed Project White Rock, will be made available for both the next-gen N-Gage platform and PC.
Pathway to Glory developer RedLynx is developing the game, which is being handled out of Nokia's San Francisco office by producer Scott Foe.
The idea behind the project is to drive users back to the N-Gage from other games platforms.
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July 4th, 2007, 21:11 Posted By: wraggster
News/release from ReaperUK
FreeDoom 4 Giz................
I've taken the FreeDoom wad project and My GIZDoom to bring a Full Free Doom game.................
Link for Credits for FreeDoom Wad here:
http://freedoom.sourceforge.net/
So FreeDoom will bring to you, New Maps (31 Levels), New Textures (High Rez), New Sprites (Baddies,Etc), New Sounds................
It does slow down in places due to the higher rez textures, sprites, sound, but still very playable.......
The Download file size is just under 7 Meg Packed, unpacked its just short of 20 Meg..........
Download is from GizzedINC due to the size of the file, go get it here:
http://www.giz.stu.ac/homebrew_detai...et=%2D1&ID=188
Unrar the file, copy folder to sd card, use FireFlys launcher to play..........
If your using Zektor's launcher then RENAME "FreeDoom" (exe) to "Autorun" (exe) the file inside the FOLDER not the FOLDER.............
Play Keys:
D-Pad = Forwands/Backwards/Left/Right.
Left Trigger = Show Map On/Off.
Home = Next Weapon.
Volume = Prev Weapon.
Brightness = Console.
Right Trigger = Escape/Back/Menu.
Stop = Press once to Jump/Hold Down to run.
Rewind = Hold Down and Use D-Pad Left/Right to Strafe.
Play = Fire Your Gun.
Forwand = Use/Open.
To Quit use Right Trigger Menu mode, then select quit with d-pad, press play button then press power button to answer with Y, then it will quit.
Bot mode is left in:
Start a Multiplayer Game then start server, select you options, then start.
Once map has loaded press brightness button for console, press Volume button once, you should see a single letter "A" in the console, then press play button to add a bot, do "A" again for another bot.
Close the console by pressing Brightness Again.
WARNING BOTS SLOW DOWN THE GAME A LOT, SO TWO WOULD BE ABOUT RIGHT...
Have Fun...............
TheReaper
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July 4th, 2007, 21:14 Posted By: wraggster
News/release from The ReaperUK
FreeDoomHL 4 Giz..............
Same FreeDoom wad file with added Graphics and sounds from Half-Life, dont know who to credit for the half-life mod as the site no longer exist's...........
I just added the Half-life wad into the FreeDoom wad, so some textures maybe a little out of line, but the sprites seem ok as does the sound fx, i love the weapon sprites on this mod.............
Its the same maps as FreeDoom...........
Using my GIZDoom port which was based on Legacy win32 port of doom by id software...............
Get the download from GizzedINC, this is a big download 10- meg packed, 30- meg unpacked...........
Get it here:
http://www.giz.stu.ac/homebrew_detai...et=%2D1&ID=189
Unrar file, Copy FOLDER to SD CARD, Use FireFlys launcher to play.......
If using Zektors launcher then rename FreeDoomHL (exe) to Autorun (exe), rename the exe file not the Folder..............
Should also work in windows ce mode.............
The Keys are the same as FreeDoom, so sod off am i typing all that again.............
Have Fun...........
TheReaper
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July 6th, 2007, 22:02 Posted By: wraggster
News/release from Fangorn:
Time to dust off the Tapwave compiler and work on ZodMAME again. I've fixed up a number of things that have bothered me for a while but the main addition is a builtin UDMH style memory loader that uses Storage Memory completely safely, unlike UDMH! I've added that because I love the CPS1 games and I won't put UDMH on my Tapwave as it can (and has) corrupted data. I'm still using the Tapwave a lot as a PDA and regularly play games on it.
After looking at that I got a bit carried away with other additions/fixes so there is quite a lot of new stuff in this release.
IMPORTANT This release has moved the SD directory from /PALM/Programs/PalmMAME/ to /PALM/Programs/ZodMAME/. Make sure you move/copy to this new directory your existing MAME v0.36 ROMS etc.
Download it from my Zodiacstuff web site
Updates
* Moved directory from /PALM/Programs/PalmMAME/ to /PALM/Programs/ZodMAME/ to avoid conflicts between the different MAME versions.
* Implemented Protected Feature Memory (Storage Memory) loading of GFX and SFX Roms for big games. UDMH is not required anymore. All writing to Feature Mem is done safely to avoid any corruption, unlike UDMH!
* Added Favourites Export/Import to Memopad
* Fixed CPS1 graphics transparency/masking issues.
* Put back CPS1 "ghouls" support, still crashes when exiting but no longer corrupts Tapwave as UDMH isn't used anymore.
* Fixed graphics drawing problems with JrPacman, Pac-Land, Dig Dug and related games.
* Added 11khz sound rate option (low, high) for lower sound quality but faster speed.
* Added colour fixes from Vilmos, fixes most games that had colour corruption before like "Ghosts'n Goblins", "Tapper", "Rampage" etc. Thanks to Vilmos.
* Fixed "Bosconian" graphics, thanks to Vilmos.
* Rewrote "Missile Command" graphics driver for much faster performance.
* Fixed loading of NVRAM config, Williams games now don't need starting twice.
* Added nice "GFX Decoding" wait message
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July 19th, 2007, 17:45 Posted By: wraggster
C'mon, don't act so shocked -- you had to realize that these record sales of NAND-based iPhones and iPods were using up some serious flash memory, right? Turns out, Apple's two biggest hits are "expected to consume 25-percent of the global flash output," which could in turn drive up prices of said memory in the not too distant future. DRAMeXchange, a market research company out of Taiwan that tracks the memory industry, further suggested that it could take "about two to three quarters before manufacturers can raise their chip yield rates to a higher level," which doesn't bode well for anyone hoping to see a price cut on any of Apple's handhelds due to increased volume purchasing in the memory department.
via engadget
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July 19th, 2007, 18:02 Posted By: wraggster
A new release of the C64 emu for Palm and Tapwave Zodiac.
Heres whats new:
New option: SID filters (better sound quality but performance a bit slower)
New option: limit speed of emulation from 10% to 100% (makes some games easier to play)
Performance enhancement in single cycle emulation
Added indicators for single cycle emulation (SC) and 1541 emulation (1541) next to performance indicator
Prevent switching to 1541 emulation when T64 or P00 file is selected
Download Here
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July 20th, 2007, 01:57 Posted By: wraggster
via engadget
Here's an interesting one. While just about every citizen in Europe twiddles their thumbs and awaits an iPhone announcement for their side of the pond, more than a few impatient souls have been looking for ways to utilize the device in their homeland right away. Most recently, however, is an intriguing report that a US-sourced iPhone is functioning fine (save for the lack of visual voicemail) on Vodafone after a user swapped an AT&T SIM card into an O2 XDA, had the carrier add it to his current contract, and then stuffed the now-Vodafone-compliant AT&T SIM back into the iPhone. Interestingly, hordes of IRC participants are balking at the story, suggesting that SIM numbers are network specific and that Vodafone should not have been able to pull off the aforementioned feat of magic. Hmm, we wonder if Vodafone's bubbling excitement to get ahold of Apple's handset could have anything to do with it?
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July 20th, 2007, 01:59 Posted By: wraggster
These rumors just keep popping up from all over the interwebs, and with Apple, persistent rumors often lead to real product. As we've mentioned time and time and time again, all signs point to a new iPhone revision later this year, either in the US, Europe, or both. To add fuel to the fire, AppleInsider has posted that an extremely reputable source reports that the Apple roadmap for 2007 does indeed show two distinct handsets. Touted as a scaled back version of the iPod, the "nano" would focus on music and offer basic cellular features -- so you can likely kiss web surfing and mail goodbye. All this makes sense if you look back on the iPod's original launch: the 5 and 10 GB models were out within 4 months of each other, with a hardware refresh 4 months after that. If they stick to a comparable timeline, perhaps the 3G -- if there will be a 3G -- will land in early '08. We're hoping that the nano name doesn't stick, though; how about the Apple iBashful?
via engadget
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July 23rd, 2007, 13:34 Posted By: wraggster
via engadget
Oops, researchers just unveiled a pretty serious security vulnerability in the iPhone. More specifically, it's Apple's Safari web browser which exhibits the vulnerability. Researchers at Independent Security Evaluators have used the vulnerability to take malicious control of the iPhone from rogue websites loaded with the exploit. Once in, researchers have full administrative access over the phone allowing them to listen in on room audio or snatch the SMS log, address book, call history, email passwords and more -- we're talking full access to your phone. Researchers note that the only way to stay safe is to check those URLs and only visit sites that you trust (which isn't very reassuring) and "may or may not be exploitable" from Mac and PC versions of Safari -- the same vulnerability exists only they haven't written the proof-of-concept exploit to test it yet. Apple has been notified of the vulnerability and a proposed fix with full public disclosure coming at the BlackHat conference on August 2nd.
More Info
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July 31st, 2007, 14:14 Posted By: wraggster
Another release from Blobinator for Ipod Users:
iHalo has been released. So far, only the weapon sprites have been replaced, but I am working on replacing everything else. Beta testers and developers are welcome to contribute. This version is compatible with iDoom only.
This WAD dedicated to bronxboi, have fun over at the PSP hacks forum!
Download it here! (Beta)
To Do:
Replace Weapon Sprites [X]
Replace AI Sprites [ ]
Replace Maps & Textures [ ]
Replace GFX [ ]
More Info
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July 31st, 2007, 19:59 Posted By: wraggster
Hackers from the Iphone IRC Channel have released the first homebrew code to run on Apples new Iphone, at present it displays an Hello World.
Sounds great for future Homebrew on Apples new High Tech Phone, check out the Demo Here if you own an iPhone
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July 31st, 2007, 22:15 Posted By: wraggster
via engadget
While everyone's busy trying to figure out which particular shade of brushed metal Apple's new iMacs are going to show up in, a few major online retailers have quietly trimmed 5.5G iPod prices. Apple, who usually keeps a pretty tight rein on its product prices throughout various retail channels, hasn't matched the cuts on the Apple Store, but you can currently score a 30GB or 80GB iPod (with video) for about $20 off at Amazon, Best Buy, Circuit City and J&R online stores. Notable exceptions include Target's online store, and Wal-mart, which doesn't sell iPods online. It's anyone's guess as to what actually sparked these price drops. It could be a way for traditional retailers to compete with Apple's aggressive back to school promotions, an attempt by Apple to clear away excess stock in preparation for a brand new iPod, or perhaps just a good old-fashioned price cut. Perhaps we'll know more on August 7th?
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