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The Publisher and the Author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation any implied warranties of fitness for a particular purpose.

Games on Symbian OS A Handbook for Mobile Development Authors Fadi Chehimi, Leon Clarke (Ideaworks3D), Michael Coffey, Paul Coulton, Twm Davies, Roland Geisler, Nigel Hietala, Sam Mason, Peter Lykke Nielsen, Aleks Garo Pamir and Jo Stichbury (Lead author and editor) Contributors Sam Cartwright (Mobile Developer Lab), Tim Closs (Ideaworks3D), John Holloway (Zing Magic), David Mac Queen (Screen Digest), Adam Taylor (Ideaworks3D) and Steve Townsend (Great Ape Software) Reviewed by Michael Aubert, Jan Bonnevier, Sam Cartwright, Martin de Jode, Brian Evans, Toby Gray, Martin Hardman, John Imhofe, Mathew Inwood, Mark Jacobs, Erik Jacobson, Rob James, Elina Koivisto, Kazuhiro Konishi, Mal Minhas, Ben Morris, Matthew O Donnell, Matt Plumtree, Lane Roberts, Jesus Ruiz, Hartti Suomela, Steve Townsend, Shawn Van Every and Sally Vedros Head of Symbian Press Freddie Gjertsen Managing Editor Satu Mc Nabb Copy Editor Lisa Voisin Copyright 2008 Published by Symbian Software Ltd John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester, West Sussex PO19 8SQ, England Telephone ( 44) (for orders and customer service enquiries): Visit our Home Page on or All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except under the terms of the Copyright, Designs and Patents Act 1988 or under the terms of a licence issued by the Copyright Licensing Agency Ltd, 90 Tottenham Court Road, London W1T 4LP, UK, without the permission in writing of the Publisher.

In addition, Symbian OS has evolved over many, many years and is arguably a more mature and well-understood platform than many of its competitors.

As such, Symbian OS is an excellent choice for mobile games developers looking to develop expertise and deploy to a wide consumer base.

and any use of such marks by Symbian Software Ltd is under license.

Other trademarks and trade names are those of their respective owners.

Until recently, the primary drivers for these revenues were wallpapers (images displayed on the phone s front screen) and ringtones.

However, as this book will explain, over the last year many operators have seen game revenues overtake other content types.

British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library ISBN: Typeset in 10/12pt Optima by Laserwords Private Limited, Chennai, India Printed and bound in Great Britain by Bell & Bain, Glasgow This book is printed on acid-free paper responsibly manufactured from sustainable forestry in which at least two trees are planted for each one used for paper production. Some Statistics Games Platforms Compared Types of Mobile Games Who Plays Mobile Games? Mobile Game Distribution: Routes to Market The User Experience Mobile Game Platforms Portability and Compatibility Smartphone Characteristics The Future for Games on Symbian Smartphones Summary 40 vi CONTENTS Part Two: Creating Native Games on Symbian OS v9 2 Symbian OS Game Basics Introduction The Game Loop The Heartbeat Timer Handling Input from the Keypad Handling Input from the Screen System Events Memory Management and Disk Space Maths and Floating Point Support Tools and Further Reading 60 3 Graphics on Symbian OS Introduction Overview On Frame Rate About Display Memory A Primer on Drawing on Symbian OS Direct Screen Access Double Buffering and Anti-Tearing Pixel Color Representations Loading and Manipulating Images Scaling for Variable Screen Sizes and Resolutions Rendering Text Playing Video Clips Less Useful APIs Summary Adding Audio to Games on Symbian OS Introduction Multimedia Framework (MMF) Sound Effects Background Music Best Practice in Mobile Game Audio What s Next? Further Reading The N-Gage Platform A Brief History of N-Gage N-Gage Platform: The Next Generation of Mobile Gaming The N-Gage SDK The N-Gage Application Becoming an N-Gage Developer Summary 264 viii CONTENTS Part Four: Java ME, Do Ja and Flash Lite on Symbian OS 9 MIDP Games on Symbian OS Introduction Java ME To Java ME or Not To Java ME? Pausing for Breath Living it Up Game Architecture Case Study: Third Degree Did You Hear That SNAP?

Contents Forewords About this Book About the Authors Editor s Acknowledgements ix xiii xvii xxiii Part One: A Symbian Perspective on Mobile Games 1 Introduction Why Games? Multiplayer Games Introduction Local Multiplayer Games Over a Bluetooth Connection Online Multiplayer Games Airplay Online: A Multiplayer SDK and Service Solution 165 CONTENTS vii 5.5 N-Gage Arena Other Online Multiplayer Solutions Further Reading Exploiting the Phone Hardware Introduction Camera Location D Motion Sensors Vibration Summary Acknowledgements 216 Part Three: Porting Games to Symbian OS 7 C/C Standards Support for Games Developers on Symbian OS P. And Another Thing Further Reading Games In Japan Introduction The Japanese Market Enter Do Ja!

Whilst it may be true that voice communication and text messaging are still the most popular services, phones are increasingly being relied upon for , web browsing, and entertainment such as music, video, mobile TV, and games.

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