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
“Serdar”
Both the K700 and K500 contain an implementation of the Nokia API classes.
http://developer.sonyericsson.com/site/global/products/phones/k700/p_k700.jsp
http://developer.sonyericsson.com/site/global/products/phones/k500/k500.jsp
cool
it is great to learn it.
thanks a lot, by the way do you know any other non-Nokia phone which support Nokia API
The Siemens SX1 has the nokia api, though thats because its just a rebadged Series 60.
Beyond that, I don’t know of any others - though i’d be suprised if you can’t find a list of such phones on the Nokia site
Scratch that, just discovered to my amazement, the Siemens SX1, even though its based on the Series 60 architecture, does not contain the Nokia UI API. :S
As far as I know, the only non-Nokia phones to contain the Nokia UI API are the newer Sony Ericsson’s.
Hello,
I am using the Sony Ericsson 2.1.4 SDK and am trying to convert one of my java applications which uses the Nokia UI API so that it will run on the F500i, K700, and Z1010 emulators(which now have the UI API included). The project compiles and builds fine but cannot find the com/nokia/mid/ui/FullCanvas.
Has anyone managed to get this API working on an emulator as it would be great to know if my app would work on these phones in a real-life situation, and I cannot get access to one of these phones.
Many thanks for any help provided.
[quote]The Siemens SX1 has the nokia api, though thats because its just a rebadged Series 60.
Beyond that, I don’t know of any others - though i’d be suprised if you can’t find a list of such phones on the Nokia site
Scratch that, just discovered to my amazement, the Siemens SX1, even though its based on the Series 60 architecture, does not contain the Nokia UI API. :S
[/quote]
Hmm, we use a S60 build for SX1 - works fine… ???
oh, seems I was right in teh 1st place then! and my colleague was wrong ;D
Teel you the truth, we ported our games to MIDP 2.0 usually before putting them on newer Sony Ericssons. But at least with the z1010 these things work fine on the device as well.
And sx1 does have some problems, BTW. Specially with images generated into memory before display - it freaks out the whole color palette.
SX1 does have the Nokia UI implemented, but is doesn’t work correctly. It only handles the green channel, so everything that has a green color component (white for instance - 0xffffff ) will show as green (0x00ff00… )… You can use full screen and sound and all, but the DirectGraphics part is broken, unfortunately.
err - the UI works fine… The DirectGraphics might not work properly - but that doesn’t mean that the entire UI package is broken!
Our game implementation that uses the Nokia FullCanvas works just fine
Beware of something about that:
The DirectGraphics classic usage is done using casting:
DirectGraphics dg = (DirectGraphics)g;
But we are wrong, as I discover using the mpowerplayer Mac OS X emulator (wich is great btw). That the correct call is:
DirectGraphics dg = DirectUtils.getDirectGraphics(g);
Wich is not the same actually…
Maybe you use the first version but the later works fine ?
My 2 Cents,
Seb
I am experiencing similar problems as the posting below, i.e. I am able to build the
project (MIDP 2.0 application that uses the Nokia UI API - FullCanvas) but when I run
it, it cannot find com/nokia/mid/ui/FullCanvas. I am running the WTK2 which contains
the FullCanvas.class file in the nokiaext.jar which is in the lib directory.
I’m assuming that this should work on any of the SonyEricsson emulators that support
the Nokia UI API.
Appreciate any help on this.
The SE phones have the Nokia UI, but their emulators for some reason don’t.
shmoove