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  1. Replies
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    Re: Problem loading Images in 6600

    Thanks a bunch John, that was precisely the problem, I didn't think of that possibility. The problem is that my code worked in some Nokias while in others it didn't, so it's difficult to judge which...
  2. Replies
    6
    Views
    7,517

    Re: Problem loading Images in 6600

    I need to store it as PNG because I want to change the PNG's palette. By using GetRGB I would have to go through each pixel in the image changing it to its appropriate value, which would take forever...
  3. Replies
    6
    Views
    7,517

    Re: Problem loading Images in 6600

    The code I'm trying to get to work is something like this:


    byte[] iImgBuffer = new byte[3705]; // Size of the image
    InputStream vGfxStream;
    ms_vTestCanvas=new TestCanvas();
    ...
  4. Replies
    6
    Views
    7,517

    Problem loading Images in 6600

    I have noticed that, in some Nokia 6600 firmware versions, there are some PNG's that, although perfectly legal (tested in emulator and other handsets and firmware versions), will refuse to load. Have...
  5. "Unable to initialize threads:cannot find class java/lang/Thread" wen running S60 emu

    I've been using the Nokia Series 60 MIDP Concept SDK Beta 0.3.1 emulator for some time, as it's the one that works better for my needs. But recently it refuses to work and gives me an "Unable to...
  6. "Unable to initialize threads" when launching Nokia Series 60 Emulator

    I've been using the Nokia Series 60 MIDP Concept SDK Beta 0.3.1 emulator for some time, as it's the one that works better for my needs. But recently it refuses to work and gives me an "Unable to...
  7. "Unable to initialize threads" when launching Nokia Series 60 Emulator

    I've been using the Nokia Series 60 MIDP Concept SDK Beta 0.3.1 emulator for some time, as it's the one that works better for my needs. But recently it refuses to work and gives me an "Unable to...
  8. Nevermind, I'll reply myself: all that needed to...

    Nevermind, I'll reply myself: all that needed to be done is replace the last line with

    ms_lLastFrameTime+=ms_iFrameTicks*MILLISPERTICK;
  9. Frame skip and currentTimeMillis() granularity

    Has anyone tried implementing a frameskip feature (a system to allow the game to run at the same speed in all devices, but more smoothly on the most powerful ones, like Quake for example) in your...
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