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1  Java Game APIs & Engines / J2ME / Re: Siemens SL55 problem on: 2004-12-15 06:20:24
16 k is the limit for s55 and m55. Besides I somehow solved the problem by formatting the phones filesystem and installing application again.It was a heavily used testing phone and the memory was %90 full. But still if I ship this prduct I cant expect users to do it as well.I hope my test phone had so badly memory fragmentation problem and that was the reason. I will try again very soon to run it again after filling the filesystem.
2  Java Game APIs & Engines / J2ME / Re: Resizing images in MIDP 1.0 on: 2004-12-13 16:14:40
I have did somethting before, it was relatively succesful. The method at the link is not a proper scaling as it just kindly duplicates the pixels by drawing them over and over again by slighlty shifting. I cant expect any good view out of it. We are waiting to see yours or least main logic beind it which is more interesting than the application itself.
3  Java Game APIs & Engines / J2ME / Siemens SL55 problem on: 2004-12-13 16:08:59
hi all,
  I have been porting my latest project into siemens sl55, and I received just before application starts a error message saying
"Class File Size Does not Match",
JAD has the correct value for jar size(besides I copied the game with infrared so JAD is not in use at all)

I will be very thankful if any of you have seen this problem before and know the reason behind it.

P.S. application runs fine on SL55 emulator
4  Java Game APIs & Engines / J2ME / Re: Mobile card game design problem on: 2004-11-05 22:28:29
besides you can try clipping so then you dont need to implement any sprite array at all in addition; that will save from heap plus; you wont require MIDP2.0 for clipping.
5  Java Game APIs & Engines / J2ME / Re: Series30 - 3510i on: 2004-11-05 22:24:25
well , series 40 is just a catogory name. From technical point of view it does not change anything but if you are making a game which should work on every Nokia s40 devices then 3510i should NOT be included!!!! Screen size is ~%25 smaller which makes it almost senseless to have a commom build with other s40's. And I really wonder is 3510i still profitable for game market. Because the phone is absolutely out of date and second hand may cost about 40-50 ¤ max. Instead of paying 5-6¤ for a game a sensible customer would better buy a new phone.
6  Java Game APIs & Engines / J2ME / Re: mobile game on: 2004-11-05 22:15:22
as you asked the question very open another approch is;
learn something about J2ME
plan a project
start the porject
see something really moves on the emulator and become happy
meet the first bug
notice it does not work on phone(s) as it is supoosed to
realise you dont know anything yet at all
calculate how much money you could get by working in McDonalds instead of the hours you spent on that game
Curse to Mobile Games and whole industry and give up

well thats the most common life cycle of the Mobile games, hope you will be on the other side or will never start at all if you dont have enough motivation which cant be learned from othesr neither can be bought
7  Java Game APIs & Engines / J2ME / Re: Nokia API on Ericcson? on: 2004-11-05 22:08:01
cool Smiley
it is great to learn it.
thanks a lot,  by the way do you know any other non-Nokia phone which support Nokia API
8  Java Game APIs & Engines / J2ME / Nokia API on Ericcson? on: 2004-11-05 21:36:41
First of all, my first message here. seems to be a great forum. from now on I will try to keep an eye on here and sharing my concerns as well with guiding others with answers whenever I can.
Allright I was supposed to make a game porting for this weekend. Original game is done with two version one for NoiaS40 and other for NokiaS60. Both versions are done in MIDP 1.0 and they both include Nokia API directGraphics for full canvas and flippping etc.
My target handsets are Ericsson K500&K700, and both supports MIDP 2.0. So initial plan was to get rid of NOKIA API, and switch to MIDP 2.0 and then convert to GameCanvas full screen mode and some tweaking. Until that it seemed to work straight forward. and I thought I was done and I brought the phones to test . Accidently I upload Nokia S60 version to K700 instead of new MIDP 2.0 Jar, and then I got my slap on the face. The application worked perfect there!!! I mean the Jar which was complied with NOKIA API support worked perfect on Ericcson K700. And same thing happened with Nokia S40 version on ericsson K500. Then I become very curious and take the original Nokia version again and tryed to compile with ericsson SDK. Well, complier complained by NOKIA imports as expected from scratch neither the K700 emulator run the game.
Now my question is that how come on earth those phones are able to run NOKIA API classes? If they should why not ericsson SDK 2.1 doesnot support it.  Well in fact this is not a problem at all if this is not an exception case then my work will be much simpler during ports but i'm very suspicious and I dont want to send my superior a version which wont work at all on their device. Can  it be so that, someone somehow deployed  NOKIA APIs to these phones or are they there as default?
any information or idea is welcome.  Thanks in advance
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