REVIEW: Call of Duty 2 Multiplayer add-on - General Topics

I’ve long been promising a real review of the multiplayer add-on (available HERE for download; just install it on top of your existing CoD2 install) of Call of Duty 2, the Windows Mobile port of the desktop classic, reviewed for example HERE.
(A quick note: please make sure you check out the Windows Mobile Multiplayer Bible for more information. In this review, I will NOT explain what for example Wi-Fi p2p or IP-based multiplayer means.)
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(screenshot taken on an x51v with the 2700G GPU. A screenshot of the opposing player (taken on a Pocket Loox 720 without hardware graphics acceleration; hence the much worse graphics quality) is HERE. A screenshot of the status window, showing the names, frags and pings of each player – here, with four players, each having the model name of the Pocket PC it used (I've explicitly set this).)
The main menu
The main menu , of course, contains server hosting capabilities and joining the game as a client. Setting the username allows for setting an intelligible username to be used (instead of “Unknown soldier”) - hee, 'x51v' (after the model name of my Dell Axim x51v). Finally, Game options sets the usual stuff already known in the single player version (1 2). Note that Smartphone defaults only refers to the built-in keyboard, not the MS Smartphone (WM Standard) platform, which the game is completely incompatible with – as opposed to the PPC defaults (which only uses the standard hardware buttons and D-pad). Finally, Credits, as you may have already guessed, doesn’t contain much of interest.
Connection model
LAN (with the server even hosted on one of the PPC’s) and central server-based Internet. That is, pretty flexible and good, particularly when compared to solutions only using one of these approaches.
Hosting the game on the PPC
While there’s a desktop server (screenshot HERE – as you’ll see, it’s exactly the same GUI as with the PPC version), unlike with some other PPC multiplayer games, you won’t really have performance problems if you elect to run the server on one of your Pocket PC’s. This will be of particular importance if you elect to use Wi-Fi p2p connections strictly between Pocket PC’s, not involving any kind of Internet connection or desktop PC’s.
Setting up a game is pretty straightforward: you select the connectivity type (either LAN or Internet), the game type (deathmatch or team deathmatch), score and time limit, the name of the game, an optional password (which may be important with public Internet games to keep unwanted people out), the map, whether friendly fire is allowed and the max. number of players:
After the server has been started (when you press OK in the above dialog), you go through exactly the same dialogs as the clients joining the game: first, you select your team (either the allied forces or Germans) and, then, select your weapons (HERE are the allied and HERE the German weapons available, they can always be quickly swapped in the game).
Clients simply select the game they’d like to connect (the LAN and the Internet mode is, of course, separate and you need to select the correct one to see the server / hosted game) and click OK on the client connection interface:
After this, they need to select a team and a (starting) weapon and off you go.
The good
No noticeable lag over Wi-Fi p2p (LAN) connections (this won’t necessarily be the case over lagging Internet connections though), not even with slow PPC's (like the TI OMAP-based Wizard) participating and/or four Pocket PC's playing each other
You can play MP games with the same copy installed on two (or even more) Pocket PC’s (unlike some other games like 4connect’s Great Gold Rush)
(Via Wi-Fi p2p) stable connections, I’ve encountered very few connection drops during gaming
When playing LAN games, it uses multicast for discovery: no IP entry necessary
When playing Internet games, it uses a central negotiating server, which means no IP entry necessary either - and firewall-friendliness. You may even see other players looking for an opponent (I haven’t – if you really want to play someone, look around in THIS AximSite thread)
Both LAN and Internet server can be run on a Pocket PC, no desktop computer needed
The game only requires 16M RAM, which is definitely better than the RAM requirements of the single-player games
The bad
There’s no direct IP-based game, should you encounter central server problems. The “Waiting for Master response” in Internet source mode may refer to this
Sound is NOT stereo. This is a major problem in multiplayer as COD2 extensively uses sounds of steps to sign the movement of a player to other players
Few (four) maps available
I’ve encountered problems joining already started games. The games will still be listed as joinable and the clients will enter the Team selection screen; however, it won’t go further and won’t be able to exit it in any way either
(Unable to join desktop games / play them)
Verdict
While I’ve found the single player version of CoD2 a so-so game for a desktop CoD2 veteran like me (the Pocket PC version is nowhere as enchanting as the desktop version), I’ve found the multiplayer version WAY better and more entertaining. If you’re a big fan of multiplayer games (player over LAN’s – for example, Wi-Fi p2p ones) but, so far, haven’t purchased CoD2, you may want to give it a try now.

if ms were visionary they would make a ms live gaming intergration with xbox pc and pocketpc..

Does COD2 only work on VGA devices? I can't seem to get it running on my Hermes... It installs but then when I tap on it to run it, it does nothing.

Yip - same as Madcap 180 on my hermes. Just wont run.

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REVIEW: ConcreteSoft releases multiplayer-enabled 3D Constructo Combat!

This is the first “action” game from ConcreteSoft; their previous titles were all card games. Unfortunately, being a game of a, for the developer, completely new genre also means it has a lot to be desired. Read on!
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(A HTC Wizard screenshot is here; as can be seen, on slower devices, the game automatically decreases the view size.)
Availability
It’s available here for a whopping $19.99. It also has Symbian S60 and MS Smartphone versions. The former is really ($5) cheap; the latter $5 cheaper than the Pocket PC version.
There is a trial version, which is pretty limited: not only does it contain only one map, but also the game stops after two minutes. That is, it’s pretty impossible to judge the real merits of the game solely based on the demo.
Compatibility
It’s only compatible with WM5 devices. The demo can’t be installed on anything older.
It worked on all my VGA WM5 devices (HP iPAQ hx4700, Dell Axim x51v, HTC Universal).
On my QVGA HTC Wizard with the AKU3.2 KTamas/bepe ROM, first, it ran OK. When I couldn’t get out of a menu, I’ve soft reset the device; after that, the game wouldn’t start any more – only the title was displayed. An un-, and, then, reinstall didn’t help. After this, not even a hard reset did help – the game just wouldn’t start any more. I had to re-flash the entire ROM (now, switching back to Molski 2.26) to be able to install and, then, play the game again. (With the Molski ROM, I’ve also tested whether resetting the device results in the consequent inability to start. Haven’t encountered the same problem. That is, this problem may be AKU3.2 KTamas/bepe ROM related only.
Gameplay
An excerpt from the ad: “Build your buildings on a variety of landscapes and prevent opponents from doing the same. Use your grapple to grab building parts and weapons. Place pieces at acceptable locations and fire weapons at your enemies or their buildings; the green arrow indicates potential targets. If you have the most points when time runs out you win!
Take on computer opponents in single player mode and work your way through increasingly difficult levels to see if you can beat the high score or play your friends using Bluetooth enabled phones. See who can build the most buildings while taking down your opponent's in a race against time in one of the 3D worlds!”
I’d say it’s the best when played against human opponents. Against the computer, it can become pretty boring after a while – at least in my opinion.
Multiplayer
The title uses local native Widcomm-only Bluetooth support. Native means you don’t need to re-pair the devices before playing or set up a BT PAN between them. Local means it can’t be played through the Net.
On Widcomm-based devices, the main menu is populated with a Multiplayer option; this is not the case with Microsoft Bluetooth stack-based devices (HTC Universal and HTC Wizard screenshots), as with some other, Widcomm-only games like those of Infinite Dreams.
As far as multiplayer gameplay is concerned, the multiplayer originator only has the choice of choosing a level (as opposed to, say, 4Pockets' multiplayer games) before starting to wait for opponents.
The client, after having looked for servers, will list all the Widcomm-based computers in the vicinity regardless of their running a game or not. Then, after choosing the right one, the game will start.
I had no real stability, disconnection or lag problems playing over Bluetooth. The speed did decrease a bit and there was indeed a bit lag, but this wasn’t really serious.
Graphics
It’s pretty OK for a 3D game. It uses high resolution graphics on VGA devices. It, however, doesn’t take advantage of the 2700G accelerator in Dell Axim x50v / x51v models (that is, the “Compatibility: Pocket PC 3D Accelerator (Axim x50v/x51v)” in the ad only means “compatibility” but not “taking advantage of”. As with many other games, this can be pretty misleading for a lot of unsuspecting people.)
Music / Sound
There is absolutely no music in the game. The sound effects are scarce (only explosions and pick up/drop sounds) and not very good.
Summary
Pros
Runs in both Landscape and Portrait. In Landscape, it re-stretches the contents of the screen and, therefore, the text may be a bit misshaped compared to the Portrait mode
VGA resolution on VGA devices
Cons
WM5 only
Multiplayer-wise, Widcomm-only; this, effectively, makes it impossible to play multiplayer games on the vast majority of WM5 devices
No “Exit / Cancel” in many menus.
No music at all; sound effects are rare
While you can redefine buttons / functionality, you can’t use non-D-pad arrow buttons – they will invoke the original functions. If you un-map these functions in the system-level Buttons applet, you won’t be able to assign them at all – in the Configure menu, they won’t be at all noticed
Verdict
Well, this game still requires a LOT of work. First, implementing support for the Microsoft Bluetooth stack. Second, some in-game music would be welcome. Disabling in-game hardware buttons (so that they don't switch to the assigned application) would also be welcome.
Also, I think the price is way too high for a game like this. While you may consider the game amusing, IMHO, it’s a bit on the dull side and certainly wouldn’t pay 20 bucks for it.
Recommended links
Don’t forget to check out my other game reviews here. I also recommend the game reviews in the Smartphone & Pocket PC Magazine's Expert Blog by Ben Stanley, Al Harrington and Eric Pankoke.
The Definitive Multiplayer PPC Game Roundup - everything you will ever need to know about multiplayer games on the Pocket PC.
(Original heads-up news source: PocketGamer.org)

RealDice game news – new titles (incl. brand new Dominoes), fixed CPU usage bug!

RealDice has specialized in producing Pocket PC and MS Smartphone multiplayer table / card games. In addition to PDAMill and some other developers (like pocketadventures.com), they should be the first game developer to check out when looking for multiplayer-enabled Backgammon, Chess, Domino, Mahjong, Texas Hold’em Poker and Sudoku games.
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I’ve long been planning a generic update of my last RealDice review published last May. Now that the developer has (for the most part) fixed the CPU usage bug I’ve discovered in the early versions and has also come out with some brand new titles (for example, the last one, Dominoes has just been released; it’s so new it doesn’t even have an official section on RealDice’s homepage as yet and is only accessible on third-party distributors like ClickGamer), I knew I can no longer wait.
Availability
Currently, five of the six RealDice titles are available on the official homepage of RealDice. Note that there aren’t direct links to (three-day) trial downloads in there; you must select the download type (there are, for Pocket PC’s, only two types of files to download: a QVGA and a VGA version; this also means you can safely use, for example, the Acer N30 (QVGA) version for all QVGA and the Acer N311 (VGA) version for all VGA devices, even for non-listed ones. For MS Smartphones, you’ll need to look up the closest relative of your model if you can’t find it in the list) by using the drop-down lists on the left.
Their latest title, Dominoes, still doesn’t have a page on its own and, therefore, must be downloaded from ClickGamer.
What's new?
First of all, the major problems have been fixed and, now, unlike with the earlier versions, I can already recommend these games particularly for VGA users and / or multiplayer fans.
As of the current versions (Backgammon: 1.39; Chess: 1.43; Dominoes: 1.12; Mahjong: 1.30; Texas Hold’em Poker: 4.24; Sudoku II: 1.13),
The good
The CPU usage of all the six titles was between 40 and 80% on all my test devices (in no case lower than 40%; ~70% when waiting for SIP input from the user (for example, entering a name)). This also means ALL the games are perfectly playable on all current Pocket PC’s, as opposed to earlier versions.
I haven’t had compatibility or, as far as the CPU usage is concerned, major playability problems on any of my WM2003+ devices (I’ve tested them all: iPAAQ 2210, WM5-upgraded hx4700 (2.01), Pocket Loox 720, HTC Universal, Wizard (AKU3), x51v (A12)) with any of the current versions.
The bad
While the CPU usage (of ALL current versions!) is definitely better than that of the initial versions, it’s still a bit high, particularly when you take into account the much lower CPU usage of some other games (and the lack of music). The RealDice folks may really want to look into further reducing the CPU usage of the title (by, for example, relying on operating system-level touchscreen / keyboard event listeners)
The game still uses its own on-screen keyboard for input. This solution is not only sub-par because of the high CPU usage and the lack of visible keypress feedback, but also because you can’t quick-edit the contents of the text input fields (for example, quickly position the cursor). Fortunately, you can enter information using a remote controller application (see the roundup here) if you are completely fed up with the shortcomings of the keyboard.
All these titles consist of one big executable file (and a small DLL file). This, unfortunately, also means a slightly longer loading time, particularly when installed onto a storage card / flash ROM (including the built-in storage on WM5 devices).
On VGA devices, the landscape mode (only right-hand landscape mode is possible, which is bad news for slide-out keyboard users) is buggy: the screen events are registered at wrong coordinates.
There is still no in-game music in any of the titles.
Both good and bad
The games are all central server-based. This has, as has also been explained in the Multiplayer Bible both advantages and disadvantages. Now that RealDice has also set up a (as with many similar services – for example, EverQuest on the desktop PC or Sphere on the 2700G-enabled Pocket PC, non-free; it costs $8 a month) online gaming community, you gain access to a lot of additional goodies such a community / central server offers; for example, advanced chat and messaging features, buddy lists and global rankings / ladder. See THIS for more info. (Note that you don’t need to subscribe to RealDice world to play standard multiplayer games! You'll only need it for advanced functionality.) Unfortunately, the lack of direct, internet / server-less multiplayer connection models is still a nuisance. Nevertheless, some games offer hotseat multiplayer capabilities (which is still much inferior to real local inter-PDA multiplayer gaming).
Verdict
I didn’t recommend the earlier versions of RealDice’s games. Now that the CPU usage has been fixed, this is no longer the case: make sure you check them out if you’re into the genre (table / poker games).
Other reviews to check out
The review of Texas Hold'em by great German language Pocket PC side PocketGaming.

Ever wanted to play Nebulus on Windows Mobile? The Nebulus Roundup

I don’t think I need to introduce Nebulus to anyone older than, say, 30-35 years – it was one of the best games written by no one else than Hewson (later: Graftgold), the developer of other, similarly nice titles as Paradroid and Uridium; two really excellent home computer games (and, as you can except from any Hewson titles, it was blazingly fast on the Commodore 64). If you really don’t know the genre, I REALLY recommend you download the desktop version HERE, unzip it to any directory on your desktop’s hard disk, start toppler.exe and engage playing. I also recommend this add-on MP3 file - just copy it in the home directory of the game and (re)start it. I’m pretty sure you’ll like it.
Now that [email protected] has just released their Nebulus clone Towers Tricks, I’ve found it important to finally publish a full (!) roundup of Nebulus ports on Windows Mobile, particularly because there is a REAL, free gem almost noone has ever heard of; that is, n0p’s Tower Toppler port.
n0p’s Tower Toppler
First and foremost, the first port you should give a try to is the Windows Mobile port of the well-known Tower Toppler project.
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The game has been ported to Windows Mobile by noone else than n0p, who is really famous for some of his other ports; for example, Genesis Plus/Pocket PC, PocketSNES, DOSBox and Stratagus – four well-known emulators. (DO check out his homepage and Google for user remarks on the other stuff he’s ported to Windows Mobile!)
This port is, in my opinion, the best available Nebulus clone. After downloading the new, ARM version, decompress it (WinRAR will handle the .7z file just fine). If you decompress it on the desktop and, then, transfer the files to your PDA, make sure you transfer the uncompressed files to your PDA directly, via ActiveSync (with either File Explorer or the WinCE file system plug-in of Total Commander). Then, just run toppler.exe.
Otherwise, if you copy the files to a storage card in a card reader and try to run toppler.exe, the game will not run and will display a (null) message at the top as can also be seen in here. This is caused by the file copying’ automatically converting all files to uppercase characters. You can only fix this by renaming all (but at least m1 – it contains the first few maps) .ttm files to their lowercase equivalents from either Resco File Explorer (after letting it display file extensions too) or Total Commander, both run on the PDA. This requires a lot of work (you need to manually rename all files); therefore, whenever possible, try using the ActiveSync-based file copy method I’ve explained above.
The game runs just great; the only problem is that you can’t directly enter the map code in the Options dialog on a device without a built-in keyboard (devices with built-in keyboards work just great; I’ve tested this on my Wizard), should you want to jump to a map directly. Then, you will want to add a row (or edit it, if it’s already in there) in the file .toppler.rc containing
password: "cxt"
where change cxt to the map code you’d like to jump to.
Also note that you can freely delete / hide the .ttm map files as you wish. Should you want to get rid of the first few maps, get rid of m1.ttm and so on. You can also see what maps are contained in a given file by quickly peeking in them; they contain the map names also displayed at the start of each map.
I haven’t encountered any problems on any of my test devices (x51v, hx4700 WM5 2.01, Universal, WM2003 iPAQ 2210, HTC Wizard etc.) running the game.
The Windows Mobile version doesn’t differ much from the desktop version – other than it doesn’t make use of high-resolution of (W)VGA devices. But, at least, it’s really quick and responsive – even on “slow” TI OMAP-based Windows Mobile models (for example, the HTC Wizard) running at the factory default 195 MHz. The other titles in this roundup (particularly the Palm OS Nebulus) exhibit quite remarkable choppiness at lower CPU speeds.
Note that while the desktop version is able to initiate playing back the in-game music (conveniently offered as a downloadable add-on MP3 file), the Windows Mobile version is unable to make use of it. However, you can play it back in any player in the background, it won’t have any bad effect on the gameplay or the in-game sounds. This isn’t the case with the other two titles, however.
(P.S. I’d like to thank AximSite forum member DaLabrador for pointing out the n0p port has a filename capitalization problem.)
Towers Tricks
The second title you may want to check out is [email protected]’s brand new Nebulus-alike Towers Tricks. Unlike the other two titles, it’s not trying to mimic the original Nebulus as closely as possible. While the towers are exactly the same, the sprites and the background are different and there are weather effects (fortunately, the latter can be switched off).
A unique feature of the game is that it’s compatible with ALL the available operating systems – yes, even PPC2k2 and, yeah, MIPS / SH3 PPC2k! Note that while the game is compatible with even MIPS / SH3-based, very old Pocket PC 2000 models, you probably won’t want to play the game on these devices (unless you have an E-750 overclocked to 290 MHz) – it’ll be far too slow (yes, I’ve tested this on my 150 MHz E-125). Unfortunately, the same stands for the 206 MHz StrongARM-based PPC2k2 iPAQ 36xx series: the game runs pretty slow, even when overclocked to 236 MHz. On my other test Pocket PC’s (400 MHz PXA255 HP iPAQ 2210, HTC Wizard with dynamically scaled CPU speed, Dell Axim x51v), it runs OK. Speaking of the Wizard, with the CPU speed at the factory default of 195 MHz, it’s still playable, but stutters now and them.
Incidentally, the game initially sold at $19.95. At that price, I wouldn’t have recommended it at all. The price was reduced to a much more friendly $9.95. While I still recommend n0p’s free Tower Toppler to it, at this price, you may also ant to give it a test ride.
Note that the game doesn’t utilize the high resolution of VGA devices – as is the case with the n0p port.
Finally,
The Palm OS version of Nebulus run under the StyleTap Palm emulator
If you already have these two pieces of software, your Windows Mobile device is powerful enough (after all, emulation needs a lot of CPU power) and you don’t want to take a look at the alternatives (you should, most importantly to the free and very cool n0p port!). With the current version (v1.0.025) of StyleTap, the REAL Palm OS emulator for Windows Mobile, the game is running OK too.
A remark to VGA users: you will want to use the hi-res Palm OS 5 version (Nebulus_PalmOS_5.prc) instead of the low-res POS 3/4 one(s). Note that you must switch the emulator to 66% screen mode so that you won’t have graphics problems during emulation.
A quick chart
Verdict
As I’ve emphasized, I think you will want to give a try to the n0p port first. It’s free, fast, doesn’t chew through your batteries and is a perfect remake of the original Nebulus.

Isotope244 (Acky’s XP Breakout etc.) releases beta of GREAT RTS game Machines at War

Many game buffs know the name of Isotope244, the developer of Acky’s XP Breakout, the, in my opinion, (particularly music-wise) best Breakout clone for Windows Mobile Pocket PC’s.
Their latest development is an Real-Time Strategy (RTS) game, Machines at War, promised to be released in a week and already having a public beta HERE.
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((Q)VGA Pocket PC / Smartphone)
(176*220 Smartphone)
I’ve thoroughly tested the game and found it, apart from some problems (of which I’ll later elaborate on), definitely better than the two other native (!) RTS games for the Pocket PC, Warfare Incorporated and Argentum.
(Here, I don’t count in the Age of Empires port; neither do I take emulation into account. Just keep in mind that some early RTS games like Dune II can be very well emulated under even free (!) MS-DOS emulators on the Pocket PC and Smartphone. See THIS for more information on all this. Note that there are a lot of other “ancient” home computer / console platforms with early RTS games too; of them, however, you’ll want to prefer mouse-based ones like the above-mentioned MS-DOS emulators, the Amiga and the Atari ST emulators. See my emulation-related articles for more information. You might also want to give a try to n0p’s Stratagus & Wargus port to play, say, Warcraft II.)
As usual, instead of publishing a full tutorial to the game (just start playing the title and you’ll very quickly learn how to play it), I publish several tricks & tips, mostly in the extensive Comparison & Feature Chart.
What makes this game good?
First, great news for MS Smartphone (WM Standard) users: it runs on all kinds of Smartphones – even on low-end, 176*220 ones. Regardless of the lack of the touch screen, it’s pretty much playable even on these platforms – particularly, if you have a Smartphone with a built-in QWERTY keyboard. If you define keyboard shortcuts (in which this title is exceptionally good at) for, for example, group assignment / recall, you can really quickly operate even without a stylus.
There are some welcome additions missing from even desktop-based strategy games (for example, deploying the same building multiple times with a simple stylus drag (or, on Smartphones, D-Pad + hold down left softkey) operation, parallel unit production in parallel factories with little stylus (D-pad + left softkey on Smartphones) usage, really good stats (see the “Stats” row in the Chart for some screenshots to see how freaking good they are) or the ability to select any number of units at the same time. For example, Starcraft, probably the best RTS of all times on desktop Windows, lacks all of these features.
It allows for grouping units – only Argentum allows for this (and, of course, Starcraft) – Warfare doesn’t. What is more, you can even use hardware buttons / keys to quickly access these groups – which is particularly nice with devices having a built-in keyboard, which the game makes full use of (along with the traditional Pocket PC / Smartphone keys like red/green phone buttons, softkeys, volume buttons, home / back buttons on the Smartphone and app buttons on the Pocket PC).
It has full keyboard / button redefinition support. In this respect, it’s FAR better than anything else.
Graphically, the game is MUCH prettier than Warfare. Explosions are great, so are trails. Damage done to the terrain is visible throughout all the game – no other PPC RTS game offers this (and not even Starcraft, of course.)
Last but not least, the developer is REALLY open to discussions and requests. This means the bullets listed in the “Bad” section below may soon be last year's snow.
The bad
Currently, there’s no multiplayer support; albeit, the developer promised he will look into implementing it if the game sells well
If you only have a 176*220 Smartphone, some of the texts / explanations will be pretty hard to read (see for example the “Tech tree” screenshots in the Chart).
There is (still?) no multiplayer support, unlike with Warfare (and, of course, Starcraft)
The lack of Attack-move is a real pain in the back (as is with the two other native RTS titles – see the “Attack-Move (instead of simple move)” row in the “Unit movement & selection” section). Hope the developer fixes this – I’ve been discussing this issue with him in several mails. Incidentally, there are no Patrol and waypoint functionalities (see the “Patrol?” row) either.
Also, the game, currently (the developer also promised he will look into this) lacks automatic moving to position and answering to fire upon an attack to a very closely placed, friendly unit. In this respect, both Starcraft and Warfare Incorporated are far better – unless the units in the former are explicitly ordered to Hold, in which case they in no way will leave their position to answer fire out of their range.
The comparison / feature chart
It’s available HERE. As usual, it’s a MUST to check it out. Also make sure you check out the (several) screenshots linked from the chart – I’ve made a lot to show examples of what I speak of.
As I’ve already explained the meaning of most of the rows in the chart, I don’t elaborate on it any more. If you don’t understand something or need help with a specific issue, let me know, though.
Quick note for QVGA (as opposed to 176*220) Smartphone users
By default, as of the current beta (I’m pretty sure the problem will be fixed in the final, commercial version), the game runs in 176*220 mode. To switch this to QVGA (and to use the standard PPC GUI), you’ll need THIS file. (Right-click to download as it’s an XML file – don’t left-click it!) Just copy it into the home directory of your game, overwriting the old one.
Verdict
Without doubt, this title is by far the best and most promising title. A must, particularly if you “only” have a MS Smartphone (that is, without any other real RTS titles). I really hope it does receive multiplayer support, attack-move functionality and a way to disable the default ‘hold’ setting for units.
UPDATE (06/30/2007):
version 0.91 out with a LOT of enhancements and bug fixes, most of them are in direct response to my suggestions. This means the majority of my grieves with the game (for example, the lack of attack+move mode) are no longer topical. Please see the list of enhancements on the product feedback page.
PPCT frontpage.

REVIEW: Pocket Commodore 64/VIC 20 3.0 released with multiplayer,VASTLY improved core

A major breakthrough in C64 emulation: the long-awaited version 3.0 of Pocket Commodore 64 Plus Vic 20 has just been released!
If you’ve read the Commodore 64 Emulation Bible (make sure you read it; in this article, I will NOT elaborate on how you can import / run games under the emulator), you already know that Pocket Commodore 64 has, apart from the CPU usage problem, always been the best C64 emulator for the platform.
The new version, along with a plethora of new features,
- also fixes the CPU usage problem (on the 624 MHz Del Axim x51v, while just idling, while the previous version uses all the CPU cycles, the new one about 35%... 45% (measured on the x51v and the iPAQ 210, respectively; both running at 624 MHz).
- has built-in support for the Commodore VIC 20
- it supports edge softening on VGA devices (accessible via Settings / Soften video). This has excellent results. For example, compare the following two screenshots:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
(non-smoothed)
(smoothed)
The smoothed version is indeed much easier on the eyes – as is the case with, say, ScummVM running on high-res devices (not only on Windows Mobile but also, say, high-res Symbian devices like the E90).
Multiplayer - a full tutorial
Another major new feature is supporting a non-multicast IP-based LAN / Internet multiplayer games (read THIS if you don't know what they are and how they should be used). This works the following way (unfortunately, it’s pretty vaguely explained in the original docs so I found it better to explain it more verbosely).
1. Connect the two Pocket PC’s to the Net; make sure at least one has a direct IP visible. This is always the case in p2p networks like an ad-hoc Wi-Fi connection between the two Pocket PC’s or two PPC’s connecting to the same access point. However, as the IP model is VERY flexible (much more flexible than, say, doing the same with an app with native Microsoft BT support only), you can play a multiplayer game over any kind of connection – even with a remote friend.
2. Start the standard (PComm64) emulator on the server, on the client PCRemote64
3. On the server, go to Settings / Setup Controls (the third button from the top on the bottom left):
Click Network Game in the upper right corner of the interface (well above the huge Close button).
Now, PC64 will report the server running and will also display the IP you’ll need to enter to the client:
4. On the client, enter the server address (the input field takes the same area as the three virtual drive icons normally); here, 169.254.155.017 (note that it’s different from the previous screenshot)
and click Connect under the IP input field:
Note that all the file loading icons are disabled. This is because it’s always the server that must initiate file loading; the client doesn’t need to do anything.
I’ve played Wizard of Wor in this setup (over a Wi-Fi p2p LAN connection). Worked flawlessly (apart from being a little bit slow), particularly after increasing the, by default, 1 frameskip a bit. With Archon, however, firing didn’t work at all on either the server or the client, rendering the battle useless and, consequently, the game unplayable. I haven’t tested other, multiplayer games.
Emulation core compliance tests
The new version also boasts of a brand new emulator core. I’ve thoroughly tested it with my standard tools (games & demos) to see whether it’s true and how much it has been improved.
The emulation indeed seems to be better, meaning more games being compatible with the emulator. For example, while nothing happened after the cracking note with the old version, with the new, it got as far as the other, desktop-based emulators - with the Guild of thieves (Blast! 336 / *).
The demo tests have shown HUGELY improved compatibility:
- while it’s still incompatible with Altered States 50% by Taboo (compatible with VICE 1.21 on the desktop), it at least displays the first textual message screen (“His drive”…))
- Bumpmania by Arise resulted in exactly the same results than the other emulators (the first part ran OK; after that, it just showed a white screen)
- Biba 2 - Dream Injection by Arise – it sees a distorted, useless directory; can’t load anything
- Dutch Breeze by Blackmail runs pretty well
- Cycle by Booze Design: runs – with graphical glitches because of the FLI mode. At least the initial soundtrack selection screen is presented OK
- Follow the Sign 3 - Unsound Minds by Byterapers runs OK until after the logo:
Then, in the default Fast CPU emulation mode, it exists with an invalid opcode message and asking for enabling the accurate mode. Unfortunately, running it in the accurate mode doesn’t help either: it immediately hangs after the logo above.
- One-Der by Oxyron is played back OK in both(!) modes.
- Tower Power 100% by Camelot: works great (including the animated countdown) until the title in Fast CPU mode; then exits. Accurate mode doesn’t help either: it crashes.
All in all, the emulator core has indeed been made MUCH, incomparably better.
Cons
As far as the cons are concerned, unfortunately, the game still doesn’t seem to be compatible with MS Smartphones. That is, you’ll need to stick to the recently-updated and, now, by default QVGA and Landscape-compatible PocketHobbit. It has other bugfixes too and is (still) free.
Note that it does ask on touchscreen-enabled Pocket PC’s whether it has a touch screen. The "do you have a touchscreen device?" shows it MAY support non-touchscreen devices. However, on none of my Smartphones (HTC s310 WM5, HTC s710 WM6) did it work. While installing WMCab.cab worked, as opposed to PCommodore64Vic20Setup.exe - when installing the latter on the platform, the installer transferred a CAB file fully incompatible with the Smartphone –, the emulator itself refused to run complaining about a missing component. (Screenshots of the two Smartphones I’ve tested it on HERE and HERE).
I’m still waiting for the answer to some of my questions from the developers (for example, on possible rebates for 2.xx owners); as soon as I have some relevant info, I post an update.
Verdict
This is indeed a major breakthrough. The multiplayer, the lack of the CPU usage bug of the old versions and the really cool, new, MUCH more compatible emulator core makes this title a REAL must if you’re into Commodore 64 (and/or VC-20) emulation. While it’s a bit pricy, now, with all these enhancements and bugfixes, the emulator is certainly worth the money.
UPDATE (10/31/2009): Posted three videos demonstrating how multiplayer needs to be set up and used on three great two-player games.
Note:
1. in order to have access to the “fire” functionality, I had to manually assign each and every direction to the hardware D-pad and use the on-screen fire button to fire.
2. I needed to enter the IP of the server only once; this is why I don't enter it on the videos at all
3. I switch to "no slowdown" mode during loading of sll the three titles to speed up loading and skipping intros
The videos:
Adept (Archon II)
Wizard of Wor
International Karate
Hey Menneisyys!!
Long time no see you around
Cheers,
orb3000 said:
Hey Menneisyys!!
Long time no see you around
Cheers,
Click to expand...
Click to collapse
I'm still here - it's just that there are so few new apps / games to review (most devs have switched to the iPhone) that I much more rarely post than, say, two years ago.
tried it on my HTC Leo, it starts but the interface (on screen keyboard) does not works at all...
Same on TD2 with WM 6.5. Also the emu has totally disappeared from the manufacturer's website. I wonder what is going on? Not compatible with 6.5? Simply abandoned the program?
Anyone know if this is still available? I would love to try it on my TP2.
Joe USer said:
Anyone know if this is still available? I would love to try it on my TP2.
Click to expand...
Click to collapse
I don't know either - have been trying to contact them (I'm a paying customer); no answer so far.
(The worst is that I cannot activate it on my iPAQ 210 any more - that is, the device I've originally purchased it for.)

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