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<title>Release Notes for S60 Platform: 2D Game Engine Mario</title>
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<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>S60
Platform: 2D Game Engine Mario<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>--------------------------------------------------------------------------------<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><o:p> </o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>This C++
code Mario demonstrates an application with custom 2D graphics. The
application is <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>designed</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>
to support various S60 devices with different amounts of colors and various
screen <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>resolutions</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>
and orientations. The application implements a simple 2D game with some basic
game <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>features</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>
(audio on/off, on-screen menu). However, on the game architecture side, the
emphasis has <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>been</span></span><span lang=EN-US style='mso-ansi-language:EN-US'> more
on demonstrating the visual look than making the game implementation reusable
as such.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><o:p> </o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>The key
features of this application are:<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>A. How to
make portable games.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-All texts
and graphics are relative to the screen size.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><span
style='mso-spacerun:yes'>?</span><o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>B. How to
structure a game so that it is easy and simple to create.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-The game
is divided into separate "Models": TitleScreen, InGame, and
HelpScreen. New models <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>can</span></span><span lang=EN-US style='mso-ansi-language:EN-US'> be
easily added by inheriting them from MModel and registering them in the
application's <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>container</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><span
style='mso-spacerun:yes'>?</span><o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>C.
Efficient screen access without CDirectScreenAccess.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-The
application uses the RBackedupWindow method for drawing. This method does not
override <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>the</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>
window server, which means it does not draw over system messages. This method
always uses <o:p></o:p></span></p>
<p class=MsoNormal><span class=GramE><span lang=EN-US style='mso-ansi-language:
EN-US'>the</span></span><span lang=EN-US style='mso-ansi-language:EN-US'>
native bit depth, and no color conversion is needed.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><span
style='mso-spacerun:yes'>?</span><o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>D. How to
handle different display modes and screen resolutions. (Scalable UI)<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-This
application correctly supports the EColor4K, EColor64K, and EColor16M display
modes.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-The game
also supports different screen resolutions and portrait/landscape orientations.
<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>-The system
detects the screen resolution and then adapts the drawings accordingly.<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'><o:p> </o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>The mario
has been tested on the following screen resolutions:<o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>176x208 <o:p></o:p></span></p>
<p class=MsoNormal><span lang=EN-US style='mso-ansi-language:EN-US'>208x208<o:p></o:p></span></p>
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