| Intelligent Frac (iFRAC)
For Nokia Series 60, Siemens SX1
and Nokia Communicator
Author Michael Glickman
Frac is a 3Dpacking (TETRIS-like) game where you just pack rectangularprisms having at least two ribs of same size. A completeboard layer (i.e. no spaces) is discarded, adding points to the scorewith a chance to see obscured board pieces. You can pick up scorefaster by:
The application can be operated by joystick or arrow keys, numericphone keys, or keyboard according to availability and yourpreferences. It provides a variety of settings to get playinggame more comfortable.
- Dropping a block before it rests;
- Completing several layers at once;
- Switching to next speed before the game rules force you to;
- Starting game with a non-empty ("dirty") board;
FRAC was invented by Max Tegmark and Per Bergland, two young and talented Swedes who also calledthemselves Simsalabim Software . Thegame was apparently named after Mandelbrot fractal, used as thebackground for the original release for Mac in 1990, and later MS DOS(EGA 640x350x16).
I was very frustrated when my new computerhappened tobe too fast for FRAC, and felt a need to do something about that ...which could also be a nice present for Linux community. The 'newgeneration'of FRAC (named iFrac, or Intelligent FRAC) was releasedin 2000 for Linux svgalib and X11. It supported a range of screenresolutions and colour modes (4 to 32 bpp). Though it was not plannedoriginally,a Windows 95+ port of the game was released in 2001, which happenedto become a kind of Linux rep in Windows world.
This implementation is based on the Palm port of the game released in August 2002 which is in turn derived from Linux (1999) andWindows(2000) releases .Published with the permission from the original authors.
2.2.2 (Feb 2004) :
- Fixed to work with N-Gage
2.2.1 (Nov 2003) :
- Added a separate release for Seris 60 v 2 (Nokia 6600)
2.2.0 (Nov 2003) :
- Support for 16bpp (e.g. Siemens SX1), and 24 display modes
- Identification of Siemens SX1 key layout, separate default layout for Siemens SX1
- Changes in default settings and default key layout for 3650
- Changed logos, fixed documentation typos
2.1.0 (Oct 2003) :
- Customsound effects
- A patch for Symbian OS CMdaPlayer bug (Play after Stop does notalways work)
- "Fuzzy logic" for %continue and %restart (see Music_File_Names)
- Test in MusicFiles screen now works OK
2.0.0 (Aug 2003) :
Completely revised. The following features were added or modified:
- Background music: set up your owntunes !
- Increased range of customised keys
- No more penalty for pausing
- Sound mode and volume can now be controlled while playing, or pausing
- Optional support for accented characters (like ö, ç, ñ, etc) in user and filenames.
- New conditions for unregisteredusers
- Default key actions for Series 60 depend on the phonepad apperence (7650 or 3650)
- Permanent back lights, or power saving in Demo
- Bugs fixed:
- no longer "sky scrapper" bug mentioned in previous releases
- no more "bonus leak" with Down/Drop
- back light effects now workwith 3650
- notification messages work OK with Series 60 devices
- board scan interruption works OKwith Series 80 devices
- This manual has been revised and rearranged:
- a clearer and less tedious presentation;
- new chapters and sections are added;
- numerous typos have been corrected.
- Added sound effects.
1.1.1 (Dec 2002) :
- Fixed to work from a memory card.
1.1.0 (Dec 2002) :
- Added Nokia Communicator support
1.0.0 (Oct 2002) :
- Original release (Nokia 7650 only).
The background images were created using xaos 1.22a real-time fractal zoomer/morpher by Jan Hubicka and Thomas Marsh Additional image processing: gimp 1.2.1by Spencer Kimbal , Peter Mattis and numerouscontributors. The documentation was prepared using Netscape7.0 composer and HTMLDOC by Easy Software Products . All above development tools were running in GNU/Linux 2.4 .Unfortunately I can't tell same about Symbian developmenttools, which shamelessly borrowed GCC and other GNU software,but didn't leave a chance of using their native system for development.
Special thanks to Mark Sloan(UK) and Enrico Binder (Estonia) for testing, bug reports, and extremely valuable comments.
This manual is concerned with Symbian OS ports of iFrac. Thefollowing platforms are currently supported:
- Series 60, including Nokia ® 7650, Nokia 3650, Siemens ®SX1
- Series 60 v2 : Nokia 6600
- Nokia series 80, including Nokia Communicator 9210i and 9290
The three versions are avaiable as separate packages.
Currently the only difference between Series 60 and Series 60 v2is that the later does not produce an incompatibility warningwhen installed at a Nokia 6600 and other Series 60 v2 devices, thefore we won't differentiate between the two releaseshereafter. Abbreviations S60, and S80 are used for Series60 andSeries80 resp.
The application is also available for the following Java TM (J2ME) platforms (discussed in aseparate manual ):
- Nokia series 40 , incl 7210, 6610, 6100(tone).
- Nokia series 30 with 50MB+ RAM, incl 3410, 3510i (tone)
- Siemens all Java models (tone)
- Siemens S55, SL55, M55 (MIDI sound)
- Motorola T720, A830 (wave) , i95cl (MIDI)
- Sony® Ericsson® T610, P800 (wave)
- Any J2ME device screen size 120x140 or more
- Any MMAPI compatible device, screen size 176x203 or more
The application web page is: htpp://ifrac.palmcrust.com/symb
Send your feedback (comments, bug reports) to Michael Glickman <firstname.lastname@example.org>
Other links related to iFRAC:
Palm® and compatibles: http://ifrac.palmcrust.com/palm JavaTM(J2ME) devices: http://ifrac.palmcrust.com/j2me Linux TM , X11 and Windows: http://ifrac.palmcrust.com/pc More software products from us: http://www.palmcrust.com
While a block is "in the air", it drifts down according tocurrent speed level. Speed level is a number from 1 to 9 shown inthe top left or right corner of the screen. The time-out between twoconsecutive drifts varies from 2.5 sec on level 1 to 0.2 sec on level9. The speed level increments after a designated number of levels iscompleted, which for score below 10000is:
Level 1 2 3 4 5 6 7 8 9 Layers 2 3 4 5 6 5 4 3 2
while number of layers is incremented by 1 with each 10000 of thescore.
You can increase level before completing required number oflayers, by entering Next Level command. Though this does notaffect your score immediately, you will pick up score faster, becausethe remaining layers are completed at a higher speed level thuscontributing more to the score.
After completing layers at level 9 the applications rolls back tostarting level giving you a chance to relax..
As opposed to speed level, level count is a plain number thatalways goes up, e.g. level count 10 refers to speed level 1. after arollover, count 19 refers to speed level 1 after two rollovers. Levelcount is shown in Top Scores.
Maximum Score.The maximum score is 999999 .Game terminates if your score is over it. Hopefully this will neverhappen :=)
Score for a landed block.Every landed (dropped or rested) block adds to score a value shown asBonus. The bonus starts from 20, and decrements with any down drift,while being unaffected by a move down as a result of Down command.
Score for completed layers.At speed level 1:
Layers: 1 2 3 4 Points: 100 300 600 1000
For higher speed levels the above numbers are multiplied by a factor:
Level 2 3 4 5 6 7 8 9 Factor 1.125 1.25 1.375 1.5 1.625 1.75 1.875 2
100 points are added to score with each rollover.
Bonus for a non-empty boardIf a game starts with a non-empty board, you get an initial bonusdepending on the number of "dirty" layers:
Layers 1 2 3 4 5 6 7 8 Bonus 500 1000 1750 3500 4500 6000 8000 10000
The following key names are used in the manual:
Screen buttons Two keys located just below the screen onSeries 60 phones. Standard Nokia applications typically mark leftscreen button as Options , and right screen button as Back. Here the buttons are used in a different context.
Communicator has four screen buttons located to the right from thescreen numbered from top to bottom: topmost is button 1, lowest isbutton 4.
Arrows Keys Left, Right, Upand Down (Communicator, 3650), or joystickmovement (7650), OK 3650 and SX1: a key located in the centre ofarrow keypad
7650: pressing joystick down
S80: Enter key
Numeric keys (S60) Keys 1, 2, 3, 4, 5, 6,7, 8, 9, 0 Phone keys (S60) Numeric keys , * and #. Send A key with a green handset picture Shift A key marked as Shift (Communicator), ABC (7650), pencil picture (3650), or a thick up arrow(SX1) normally used for changing letter case, though this applicationnot always uses it this way. Clear
A key marked as C ona phone pad or Backspace (<-) on a keyboard, normally usedfor deleting the last entered character. Application keys A key used for temporary leaving theapplication ("escape to system") . It looks like a recycle sign onSeries 60 keypads, End (akey with red handset picture)works similarly. With Communicator device use key bottom screen key.
You start the application with the Main Menu. when youcan:
Start Game this is what you are most often after Start Demo let the computer play itself Top Scores view local top scores and score submissiondetails Configuration configure game options, customise keys, orregister the application Information view help and other information Quit you might consider that option as well ...occasionally :=)
To select an option press a phone key with the optionnumber. Alternatively use Up and Down keys (also Buttons 2 and 3 withS80) to highlight an option, and then press Left / Topscreen button, or OK to select it.
Right/Bottom screen button quits the application.Shift or Space is used for turning background music off and on.
Other menus (e.g . Configuration, Information indices)work similarly, while Right/Bottom button doesn't quit theapplication, but reverts to the Main Menu
A Preference Screen ( Settings, Key Assignment) is a list of items whereeach may have one of several predefined values.
As in case of menus, select an item using Up and Down, or entering anitem number, then use Left and Right keys to modifythe value of selected item. You can modify several items and then pressOK, or Left/Top button (labeled Accept) toactivate new values. Alternatively you can press Bottom/Rightscreen button (labeled Cancel) to discard all changes
Other keys:Clear or Menu - set all values to default.The values won't be accepted untill you press Accept button
Send or Space -turn background music off/on
You need to enter text at the following screensMusic Files screenUse Up and Down keys to select an item to edit. For the edited itema space appears as underline. Use Left and Right arrows to changecurrent position in the edited text. Clear / Backspace is used fordeleting last character.
New Top Score
If the edited text is case-insensitive, you can enter only capitalletters (e.g. registration code) or only small letters (e.g. music filename) Otherwise you can change letter case using Shift (alldevices) , CapsLock (keyboard) , or [#] (phone pad). Case settings are:abc - low case
Abc - auto (S60)
ABC - upper case
As usually, with a phone pad (S60) you may needto press a key several times to get the letter you want, and a onesecond timeout is set before the input is accepted. To get anumber, you need to bypass the letters. Keys 0 and 1are used for additional characters (space, punctuation marks). Startingfrom v 2.0.0 the application accepts accented characters (e.g. ö, ç, ñ). As opposed to majority ofother applications, using accented characters with iFrac isoptional, since most of downloaded files (including music files) usestandard ASCII character set. This option applies to input only,therefore you can temporary enable accented characters to enter aparticular name. Using accented characters is specified by Character Set option in Settings
Music Files screen is used for entering musicfile names discussed in details in MusicFile Names section.
File names can be entered as text data. Since Symbian OS treats filenames as case insensitive, all file names are entered inlower case. With a phone pad, a percentage sign % needed for enteringspecial file names (%none , %continue, %restart)can be entered by repetative pressing 1 key.
Each time when you select Music Files screen, the application collectsfile names, including special names, and all supported files in lookupdirectories (see Music_FileNames ). The list is then sorted alphabetically.
The following additional keys are used:
Phone pad (S60) Keyboard (S80 ) Action * Shift+Tab
Previous File Name (in alphabetic order) # Tab or > Next File Name (in alphabetic order) OK Enter Resolve: replace entered patten with firstavailable file name following it, see comments below. Send Ctrl Test (playback) on / off.When test is ON, music icon is shown and current file is played. Theplayback automatically changes with getting to next line, or selectinganother file, or stops when special name is selected.Resolve processes part of the namebefore (excluding) current cursor (highlighted) position. For example,assume the list on file names contains beachboys.mid followedby beatles.mid. If you enter beatles, you get beatles.midonly if current cursor is at l (beatles ),or further. If the cursor is at t (bea tles),only part 'bea' is processed, therefore beachboys.midis retrieved as a closer match. We believe though this is oftenconvenient, because of no need to clear the rest of edited text. Asopposed to that, Previous Name and Next Nameinstructions always process full name.
Screen buttons:Left / Top button - bring up next page
Buttons 2 and 3 - scroll current text up / down
Right / Bottom button -back to information index
Arrows:Up / Down - scroll current text up / downTo scroll faster (up to 9 lines forward or back) use Send and Clear keys on a phone pad, or keep Shift button pressed with Up or Down on a keyboard.
Left / Right - bring up previous / next page respectively
Game screen appearenceGame screen contains the following fields:
Speed level - top left (S60) or right (S80) corner.
DEMO notice if the application plays by itself.Shown in yellow colour innormal mode (back lights are permanent), and in greycolour in power saving mode (back lights turn off after 15 seconds ofno key presses), see Demo for more
Sound mode icon represents current sound modeBelow sound icon there is a volume bar that representscurrent sound volume.
Normal Sound Effects Annoying Sound Effects Background Music no icon Sound is Off
In case sound is temporary disabled (with Sound off/on command), icon frame appears grey and volume bar is not shown.
Play board and Next block - leave that withoutcomments for now :)
Score Current score Layers Number of completed layers Bonus Value that will be added to score if the blockdrops right now (see Score for alanded block ). Blocks Total number of blocks processed from thestartof the game (excluding current). Remain Number of layers to complete before the speedlevel advances automatically. Place Place of the current score inthe local Top Score list (see Top Scorer). Pauses (S80) Number of pauses ( includes using Pause modeand escapes to system).
Operating gameWhile playing a game the arrows and screen buttons andsome predefined keys are used as given by the following diagram:
Series 60 Series 80 Action / Default Action Left screen button Screen Button 1 Next Level Screen Button 3 Finish game Right screen button Screen Button 4 Pause Arrows Left, Right , Up, Down: Left, Right, Back, Forward resp. B or M Sound off/on N Turn
However, most of the operation keys are now customised. Refer to Key Assignment section for thedetails.
Default Series 60 key actions are choosen accoring to keypad type:7650 and 6600 have a 'traditional' rectangular keypad (known asT9), while 3650 place keys circularly, and SX1locates keys at both sides of the screen (two-column keypad)The default phone/letter key actions for T9 (rectangular) keypad and Communicator keyboard are:
1 Q Back-left 2 W Back 3 E Back-right 4 A Left 5 S Turn Reverse 6 D Right 7 Z Fwd-left 8 X Forward 9 C Fwd-right * Ctrl Turn 0 Menu Drop # Space Down / Drop
Default phone key actions for 3650 (circular)keypad:
1 Turn 0 Down /Drop 2Back-left 9 Back-right 3 Left * Back # Forward 8 Right 4 Fwd-left 7 Fwd-right 5 TurnBack 6 Drop
Default phonekey actions for SX1 (two-column) keypad:
1 TurnBack 6 Drop 2 Back 7 Forward 3 Back-left 8 Back-right 4 Left 9 Right 5 Fwd-left 0Fwd-right * Turn # Down /Drop
In Demo mode arrow keys and some command actions are used in a specialway. Refer to Demo section for thedetails
After compleing a layer in non-Demo mode the application
startsscanning board layers. Though it is your only chance to see the
hiddenplaces, it is often annoying. You can stop scanning the board
atany time by pressing either a screen button, or one ofthe following
keys: Send ,OK, [*], , [#]
(Series 60), Space,Enter, Esc (Communicator).
You can pause a game by entering Pause command,
orpressing Right / Bottom screen button. As opposed to pressing
anapplication key ("escape to system") this doesn't leave
theapplication,but brings you a pause screen where you can either
terminate the game,ore resume it after a while.
Summary screen appears after a game terminates and Summaryafter game is enabled in Settings
The following pages are shown:
Pause count (includes using Pause mode and escapes tosystem)Block statistics: number of blocks of each type appearedso far Score table: top scores (before current game)
Total duration of the game and "pure duration" - time spent on movingblocks
Average time spent on a block
Number of blocks: total and dropped
Total score and "pure score" (accumulated bonus) - score obtained forplacing blocks
Average bonus per block
Position of current score in the local score table
Current sound settings (can be modified - see below)
Current page changes in regular tile interval, while youcan also force changing page forward and backward
While opening Pause/Statistics screen, sound is suspended. Using Sound status action, you can set status toone of the following:Suspended (S) - no sound while pausing, but resumed after leaving Pause mode.
Disabled (D)- no sound in Pause mode and after leaving it
Enabled - sound right now !
You can control pause mode using the following keys:
S60 Key S80 Key Action Left Go to previous display page. Right Go to next display page Up Increase sound volume Down Reduce sound volume [*] Tab Sound mode [#] Space or Menu Sound status OK Enter Back to game (Pause only) Send Esc Terminate game
Any key not listed in the above table and configured for Soundoff/on , Sound mode, Volume Up and VolumeDown operates in Pause according to its configuration ( Soundon/off acts are Sound status).
New Top Score
If you reached a top score, you can either discard your result, orsave it in the Local Score Table, to be seen later in Top Scores screen. Before savingthe score, you may change scorer name. Scorer name must benon-empty .
To save the new top score, press Accept screen button, alternatively press Discard screen button toavoidsaving your score.
Demo (demonstration) is a self play mode using arather silly logic (probably the only part that remained completetyunchanged since very first Linux release) for placing blocks. Itmight be useful for someone who is completely new to the game, as wellas good for presentation ... and testing. When a demo finishes(it happens more often then you might expect), a summary screen appears for few seconds (even if summary screen is disabled in Settings), andthen a new demostarts. You can get out of Demo mode by pressing Pause or Quit. Note that Pause command does not really pause ademo, whereas you can always pause using "escape to system".
In Demo mode you obviously can't control current block, insteadyou can use arrow keys to control sound options:
Arrow key Action Left Change sound mode Right Sound off / on Up Volume Up Down Volume Down
Turn and Turn Reverse commandsare used to toggle power saving mode. By default (permanentlights) back lights are always on, which is good for presentationbut flattens your batteries and is not healthy for the screen. If youwant to leave the application in Demo mode for a while, switch to powersaving mode by pressing a key assigned to Turn or TurnReverseaction - as a result of that DEMO notice changes colour from yellowto grey to indicate power saving, and theback lights turn off after no more that 15 seconds. To get back topermanent lights mode press the key again.
The following key actions operate as usually in demo mode : Next level, Sound on/fff, Sound mode, Volume Up/Down, Quit .
Local Store Table keeps 10 best results for thecurrentdevice stored in local data base. To view Local Score Table, select TopScores from the Main Menu,
The following information is displayed:
S60:Position - a number from 1 to 10
Name (max 3 characters)
Level count (see Speed Levelsand Level Count ).
Date in the default format
S80:Position - a number from 1 to 10
Name (max 30 characters )
Level count (see Speed Levelsand Level Count ).
Level-layers - starting level and number of "dirty" layers separated bya hyphen(-)
Date in the default format
If your score is at least 10000, not less than 1.5 theoriginal score (in case you start the game with initial bonus, e.g.non-empty board at start), and among top 3 of your personal top scores(i.e. top scores stored on the current device), you are given a codefor submitting your result to the World-Wide Score Table. In order tosucceed, the result should be among 30 world top scores. You don't needto be a registered user for score submission.
The submission details (date, score and code) are stored in thelocal data base. To overview this information, select Top Scoresfrom the Main Menu, and then press Submission Details (Left or Top) screen button. You can press the button again to get beckto Top Scores. Right or Botton screen button brings up Main Menu.
Starting from version 1.1.0, you can additionally store fullsubmission URL (host name, user name, score and code) outsideapplication data base . On S60 the URL is stored as a Notepad memo,while with S80 a link is placed on the Desk. When using full submissionURL, you don't need to type in the data, however you still have achance to disguise your name, or enter additional information (email,location, etc). As a disadvantage, you haveto spend time on deleting the memo, or link. Storing full submissionURL can be enabled, or disabled with WW info in Notepad,or WW submission links in Configuration / Settings.
The Configuration menu item is available from themain menu.
It provides the sub-menu having the following items:
The features are discussed later in this chapter.
To settings select Configuration from the MainMenu, and then choose Settings.
Feature Default Description Starting speed 1 Enable starting game from a higher level Alsoapplies to demo. If starting level ishigher than 1, the lower levels will also be skipped during arollover. See Speed Levels and LevelCount. and Scoring Starting layers 0 Enable starting game from a non-empty board. Also appliesto demo mode. See Scoring Summary after game Enabled Whether on not to show Summary Screen after a game Auto-repeat rate Normal How long a key has to be kept pressed, before its actionis repeated. Three rates are accepted: Slow (the longesttimeout), Normal and Fast. For Down/Dropaction, auto-repeat rate affects thetime a key needs to be kept pressed, before the block isdropped WW info in Notepad (S60) Enabled Whether or not to store full submission URL as a Notepadmemo. See World Wide Score and SubmissionDetails for more informations. WW submission links (S80) Enabled Whether or not to store full submission URL as a link onthe Desk. See World Wide Score andSubmission Details for the details. Sound mode Normal
Off great for playing at work :) Normal generate sound for the followingevents: layer release, new level, gameended, and new top score Annoying in addition to "normal" events,generate sound for block drift down, block drop and blockstop. Music background music, no sound effects Sound volume Average
Low 1/4 of maximum volume Average 1/2 of maximum volume High 1/2 of maximum volume Extreme guess Back light effects Enabled If enabled, and your device has back lights, the screenwill flash while changing speed level. Input device (S80) Auto If your device has a keyboard, you might pretend not havingit. This silly feature is left for purely nostalgic reasons and mightprobably go in the next edition. Available values:
Phone Keys assume there are only numeric keys (inparticular, for entering a letter you need to press a key several times) Keyboard assume keyboard is present Auto check hardware for a keyboard, or assumekeyboard when a letter key is pressed Character set (S60) Standard
Standard use standard ASCII characterset Extended use standard ASCII and localcharacters (see Entering_Text)
Functionality of customised keys can be set up using thefollowing screens:
Configuration/Numeric Keys fornumeric keys
Configuration/Other Keys for otherkeys: [*], [#], OK, Send,Shift, Clear
Configuration/Letter Keysfor left letter keys: Q W E A S D Z X C
Configuration/SpecialKeys for Esc, Tab, Ctrl, Shift, Space, Menu, Enter,Backspace.
Be warned that some keys (Ctrl, Shift) do not generateauto-repeat events and are not recommended to be used for blockmovement, Down/Drop, or another action that depends onauto-repeat.
The following tables lists actions that can be assigned to anycustomised key. For the default key assignment refer to Operating_gamesection.
Key action Description Not used No use - no comments Back-Left, Back, Back-Right,
Forward-Left, Forward, Forward-Right
Move current block horizontally in specifieddirection. If a diagonal move cannot be implemented, the block willmove along a non-blocked subdirection if available, e.g. Back-Left acts as Left if back movement is impossible but the way leftis open, or as Back in the opposite situation. Turn, Turn Reverse Turn current block in one of two possibledirections: if block dimensions are v1 x v2 x v3, you can geteither v2 x v3 x v1, or v3 x v1 x v2 depending on the choosendirection. Note that since at least two of v1, v2, v3 are same, thereare no more than 3 possible orientations (determined by position of theodd value in the triplet). Down Move current block down without decerementingbonus (see Scorefor a landed block) Drop Drop current block - this will add currentbonus to the score and bring up next block Down/Drop A short-time press is equivalent to Down , if pressed for longer (causing auto-repeat) acts as Drop. Pause Pause a game, where you can check status,control sound mode and volume. While in pause mode you can eitherterminate the game, or continue after a while. Quit Terminate the game Sound off/on Temporary disable or re-enable sound. Thisdoes not affect settings. Sound mode For sound mode optionsrefer to Settings. Volume Up/Down Increase/decrease volume (with roll over). Forvolume values refer to Settings.
To play background music set soundmode to music in Configuration/Settings. iFrac doesn't come with music files: you need to suply your own,but only ones you like the best :)Files names are entered and stored without apath. Apart for an obvious convenience for users who have a vagueidea of what a path is, this approach has another (probably moreimportant advantage): you can freely copy a file from phone memory toyour memory card, or to another appropriate directory without need tomodify the music file configuration. As a disadvantage, your shouldavoid having same file name in different locations.
You can set a file for each speed level, Main Menu and other non-gamescreen, New Top Score screen. Music is automatically resumed after a 3second time-out.. In the game you can turn music on and off usingSound off/on command.
Instead of a real file name, you can enter a special file name, startedwith % (actually you don't need to code the whole name, just one letterafter % will do) . The following special names are accepted:
Special Name Description %continue Just leave it as it is. Music (if any) willgo on *
This allows splitting same music file between several consecutivelayers.
%none Stop music if needed, don't playanything %restart Start playing last file (if any)from beginning *
* Starting fromversion 2.1.0 processing of special names for a higher starting levelis a slightly more complex. When you start a game with level more than1 and file name for the starting level is %continue or %restart, the application looks backward to find the file (or silence) thatwould be played for that level, in case of starting from level 1.
For example, suppose the following file names are specified:Intro: MusicIntro.midIf a game starts from level 3, version2.1.0 plays Music1.mid, while version 2.0.0 continues playing MusicIntro.mid.
MIDI format is a definite advantage, unless your device has problemsplaying it. Other Symbian OS standard audio formats (like amr, or wav)are also supported, but may overload the system, therefore are notrecommended. To enable music files, simply copy them to Sound Filesdirectory onyour memory card, or phone memory. With 3650 / SX1 you may find moreapporpriate to use Digital subdirectory of Sound Files instead. Alsoyou might prefer to create a separate subdirectory of Sound Files namedNiFrac to be used exclusively by this application.
Entering file names is discussed in Music_Files_screen section.
If you are familiar with Symbian OS file system, this is the listof lookup directories in the order of preference:\Sounds\NiFracAccording to Symbian OS design (whether or not we like it),for each path drive C: is processed first, then all additional storage(including memory cards), and finally ROM drive.
Now you can also have custom sound effects (SFX), thoughyou mightfind it less convenient then music files specification.
Currently .wav is the only supported format for SFXfiles, and file names are predefined:
File Name Description ifr_down.wav Block drifts down after a timeout ifr_drop.wav Block is dropped with Drop command ifr_fall.wav Block stops (can't move down) ifr_flash.wav Flashing completed layers before release ifr_level.wav New speed level ifr_ended.wav Game ended ifr_newScore.wav New top scoreYou don't need to provide all custom files:the apllication will use its own sound effect, if a corresponding userfile is unavailable. It is recommended to avoid using files withduration longer than 0.2 sec as ifr_down.wav, or longer than0.4 sec as ifr_drop.wav ifr_fall.wav or ifr_flash.wav.
As in case of music, you can place an SFX file in any directory usedfor storing .wav files (i.e. Sound Files, or its Digitalsubdirectory) in phone memory, or memory card, however there areadditional requirements:
If you add / remove a custom SFX file, you need to restart theapplication to activate the changes.
- all files must be located in same directory (in particular, youcan either store all SFX files in a memory card, or allSFX files in the pnone memory, but not mix them)
- any other sound file directory should not contain a .wavfile name starting with ifr_
To bring up registration screen select Configuration/ Register . Same screen appears after an unregistered copystarts.
The registration screen allows entering registration details: user nameand registration code. The registration is discussed in Registration chapter.Refer to Entering Text sectionfor details regarding entering text. Press left screen button to savethe registration details, or right screen buttonto postpone the registration.
A registered copy does show registration screen at start, while Configuration / Register brings up an information window with User Name,Registration Date, and related links..
We would be happy to make iFrac free of charge(and get rid of this annoying section in the manual), but unfortunatelyour financial situation depends much on it :). Even though it isn'tfree, we believe our prices are cheap and affordable.
As mentioned in the introduction the conditions for an unregistereduser are now different. The application will always roll over fromlevel 9 to starting level, ... but you need to reach level 9 first :=)
When a game starts, and unregistered versionselects a number between staring speed level and 9 (i.e. the last level number) as cut-off level . Once the game speed level getsover the cut-off level, the game terminates. You might be lucky enoughto get 9 as the cutt-off level in which case the game will neverterminate prematurely !If you read the above lines carefully, you havenoticed that your chance to get 9 as the cut-off level increases withstarting speed level. In particular if you start from speed level 9 ...well, as you probably guessed, this "breach" is deliberate and meant tocomfort someone who might argue that new conditions are tighter thanprevious: now you have a back way, while you didn't have any before. Bythe way, you still can submit your World Wide score without needto register !
The registered copy skips registration screen atstart, shows Licensed to<username> and does not show UNREGISTEREDduring a game.
And the last ( but definitely not least) :
If you are comfortable with a unregistered copy, you mayalso consider registration, to support our effort in creating firstclass software for Palm and mobile phones running alternativeplatforms, and in particular encourage further iFrac development.
You can purchase the product from the following sites:http://www.softwaremarket.nokia.com
While registering the product, you will have toquote the user name . This name will appear as Licenced to name. You will be given a code (referred to as registrationcode), that you will have to enter along with the user name(see Register ). The registration code forthe given user name is valid for all future releases of the application..
The code consists of 12 capital letters or number. It may include letters O and I , butnever numbers 0 or 1. To enter the registration code,select Configuration from the mainmenu, then choose Register sub-item.You will have to restart the application to activate the registration code.
The registration code code for version 1 isincompatible, however ...
If your version 2 copy is registered for version1, itwill still operate as a registered copy, as long as you don't set SoundModeto Music, while when Sound Mode is Music, it will work as ununregistered copy. You can always change Sound Mode to Music, ornon-Music using Settings screen so that theapplication will change its behaviour accrodingly, but you can't changeSound Mode from non-Music to Music during a game.
In order to upgrade from v1 to v2 for a discountedprice send us an email and quote your user name and current (v1-compatible) registration code. Once you get a new code, set Sound Modeto Music (so that the copy becomes unregistered) and enter registrationdetails in the usual way.