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I can't understand...

9 replies · 1,708 views · Started 05 November 2005

Someone can please tell me why the major part of the games for s60 phones, in the sendo are shifted in the screen? I think that's really a strange and frustating thing...
ScreenShot(01).jpg
I have this problem with many games, like Wolf3d, American Racing 3d, Fatal Arena 3d and Fighters!. 😡

Attachments: ScreenShot(01).jpg

the sendo X has a different size screen to that of the nokia's. I bet its because of the way the app is drawing directly to the screen, and not taking into account the fact the X's screen is bigger.

Don't know about new nokias, but X has the same screen of the 6600, and there's some games that works different between them.

The Sendo X has a 176x220 display (like the Siemens SX1), but for apps it should be visible only as & they can only access the "regular" 176x208 area (only the built-in phone sw can use the 12 upper pixel rows). The 6680 has a 176x208 display.

The problem, I believe, is that some apps try to access screen real-estate directly, rather than sending the requests through the regular OS APIs. (usually done to increase the speed of games)

As the X uses a seperate DSP for screen draws (the Grapix processor), it's version of Series 60 has to "interupt" these API calls to correctly send the requests to the DSP. Any app which tries to bypass this process, is therefore likely to have problems.

Senapone wrote:Don't know about new nokias, but X has the same screen of the 6600, and there's some games that works different between them.

this could not be farther from the truth. the X has 20 more vertical pixels than does the nokia (and yes, i own both) and this is why you are able to have your status indicators visible all the time with the X.

Mordred 660 wrote:the X has 20 more vertical pixels than does the nokia (and yes, i own both)
Count again; 220-208=12, not 20. 😉

N/A wrote:Count again; 220-208=12, not 20. 😉

12/20 - the point being that the two screens are not alike at all.

stuclark wrote:The problem, I believe, is that some apps try to access screen real-estate directly, rather than sending the requests through the regular OS APIs. (usually done to increase the speed of games)

As the X uses a seperate DSP for screen draws (the Grapix processor), it's version of Series 60 has to "interupt" these API calls to correctly send the requests to the DSP. Any app which tries to bypass this process, is therefore likely to have problems.

Oh, ok. So the problem is in the way the program is written, not in the libraries... I see that all the games that uses the "MOPHUN.DLL" and "SDL_EPOCRUNTIME.DLL" libs have this problem!

As we are discussing about developing, I have another question: is possible (without the sendo sdk, unfortunately) to write a simple application that turn on and off the flash? I think that can be a perfect torch!
😎

ermete3smegisto wrote:Oh, ok. So the problem is in the way the program is written, not in the libraries... I see that all the games that uses the "MOPHUN.DLL" and "SDL_EPOCRUNTIME.DLL" libs have this problem!

As we are discussing about developing, I have another question: is possible (without the sendo sdk, unfortunately) to write a simple application that turn on and off the flash? I think that can be a perfect torch!
😎


Flash as torch would be nice. If someone got an idea to make this happen, but it would be very draining the battery... :S but without the Sendo SDK. I don't know.

The SDL Lib problem should be possible to fix 😊