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Siemens SX1BenQ-Siemens SX1 SX1 McLaren Battery - 1200mAh
Capacity: 1200 mAh Voltage: 3.7V Battery type: Li-ion Compatible part numbers: EBA-540 N6501-A100 V30145-K1310-X260 Compatible models: BenQ-Siemens SX1 SX1 McLaren

Details
Brand: Benq-Siemens
Part Number: CS-EBA540SL-72406871
EAN: 4894128018872


Here you can find all about Siemens SX1, for example mclaren and software, firmware. You can also write a review.
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Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Manual - 1 page  Manual - 2 page  Manual - 3 page 

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Siemens SX1

 

 

Video review

Siemens SX1 promo video

 

User reviews and opinions

<== Click here to post a new opinion, comment, review, etc.

Comments to date: 9. Page 1 of 1. Average Rating:
kodgetts 8:58am on Wednesday, September 15th, 2010 
after gettin use to buttons, mobile is all bout CANDY, MP3, VIDEO, CAMERA. All in all its much bettter then rcent phones.
daveydoom 12:59am on Sunday, June 27th, 2010 
You must buy this im telling you guys to buy this amazing mobile, its more than you can even imagine! how wonderful is that? it has .. camera ..
Erwan 12:51am on Monday, June 21st, 2010 
i like the fone so much that i bought right then and there...though the keypad is a bit of a hassle but i got use to it.... Nice phone , perfect , have had no problems , have had about 12 phones over the last 7 years and this one take a lot of punishment .
kennmurrah 10:58am on Tuesday, May 25th, 2010 
I think that this phone has many great features and was one of the first phones to combine them all together. The Siemens SX1 is newest phone bought out by Siemens. I will start by telling you what you get with the phone.
gwagensell 4:51am on Sunday, May 23rd, 2010 
my husband has one of these phones and it is great . l am writing this because so many have said that they are bad . is a good phone.i have it for 2 months and i just had a problem with the operating sistem but i turn it off by taking out the battery.
nathanl 1:56am on Tuesday, April 27th, 2010 
Well, here I am 10 mths later after getting my SX1. There seems to be a problem with Symbian OS phones. Not too long ago. Good: Nice features, more user-friendly than other models. Seldom hangs.Bad: Little memory space, takes a little more time to sent out MMS.
adamsjw2 7:22pm on Sunday, April 18th, 2010 
And I was going to buy a Nokia 6600... This phone is quite unique. You can do almost everything with it. Play N-gage games, play music and take great pictures. It took that long for Siemens to get its act together that it has been eclipsed by the Nokia 6600, which has comparable features.
intelinc 5:37pm on Saturday, April 3rd, 2010 
When i got this phone i thought i am going to give it back to my service provider because those side keys firstly looked very uncomfortable.
fby 4:45pm on Thursday, April 1st, 2010 
I own a computer shop and sell pritty much every electrical thing you can think of, i think anyway.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

CONSUMER LIFESTYLES

Siemens SX1 Smartphone
Author: David Carey, President, Portelligent Synopsis: Confronted with the challenge of packing more technology into a handset form-factor that meets user expectations for pocket-friendly portability, Siemens designers employed an unusual twist with the design of their new SX1, as readers will discover in this article.
elivering ever-increasing handset functionality
and receive paths while the power amplifier is also provided by Renesas while RF
Siemens first Smartphone, the SX1, features tri-band GSM/GPRS connectivity with a generous 2.2 176X220 pixel TFD LCD for the display. Relying on an ARM powered TI OMAP310 applications processor to handle the demands of the Symbian Series 60 operating system, the SX1 joins the ranks of competitors trying to go beyond the call with a rich feature set, capable PDA-like functions, and of course the ubiquitous embedded camera. Along with providing the engine for Symbians OS, the ARMbased TI processor manages a swirl of multimedia content including interface to the integrated camera, support for MP3/MPEG4 playback, and the LCD control functions. Confronted with the challenge of packing more technology into a handset form-factor that meets user expectations for pocket-friendly portability, Siemens designers employed an unusal twist with the design of their new SX1. Nesting components in three dimensions, the TI/ARM applications processor and its associated memory and power supply are implemented on the reverse side of a small daughtercard keypad supporting menu navigation buttons, menu soft keys, and call initiate/end controls. Both NOR flash from Intel and SDRAM from Samsung are used to support the memory requirements of the OMAP processor. Remaining electronics reside on the larger main board where, a wide array of component vendors make their appearance. A single-chip BiCMOS GSM transceiver based on from Renesas highlights the big strides made in GSM radio integration. Renesas also provides the RF diode switch module for time-multiplexing of transmit
Figure 1: The Siemens SX-1 is one of many examples of advanced handsets employing ARM-core based processors.
Micro Devices supplies the multi-band power amplifier. Infineons GSM baseband processor forms the final link in the GSM modem chain, in this case coupled to STMicroelectronics NOR flash memory for code store and a Dialog custom ASIC for analog power management. Other examples of integration abound. The single-chip Bluetooth device from Infineon implements some mixed-signal magic this time in CMOS where both radio and baseband functions have been combined into a single chip. To add a little fun to the the SX1, Siemens has also included an FM radio implemented with a monolithic Philips Semiconductors stereo FM radio chip. Finally, a Toshiba VGA CMOS sensor with integrated DSP coprocessor can grab both still and video images before piping them to the OMAP processor. Because of hardware partitioning and the high connection density local to the major integrated circuits, both circuit boards in the SX1 require six layers and make use of build-up microvia technology. Siemens

Information Quarterly

Volume 3, Number 5, 2004
also chose to use more than discretes (surface mount resistor and capacitor packages measuring about 0.5mm X 0.25mm) pointing to increased mainstream use of these diminutive passive components. In a further attempt to save space and create an interface conducive to twothumbed input, the SX1 employs a numeric keypad arrangement in which the number keys are vertical strips built on either side of the screen. Somewhat of a love-it-or-hate-it departure from the traditional numeric keypad layout, the approach makes one-handed operation difficult, but does free up real estate for the oversized LCD. Portelligents cost estimates place Cost-ofGoods-Sold (COGS) at around $140, excluding development, software, market-

ing and other G&A adders. About $100 of this COGS total is pegged to the electronics, with the LCD panel representing a significant portion of the balance. Battery, enclosure, and assembly are the remaining minority contributors to the overall COGS figure. While the SX1 has chosen a product architecture with strong physical separation of communications and applications processor sub-systems, the user interface shows striking similarities to other Symbian Series 60 handsets such as the Nokia 6600, despite the latters use of a single multicore processor chip. Though componentlevel implementation of the two handsets may depart from one another, the products differ very little to the consumer other than in industrial design. Common to the two handsets of course is an ARM processor core which begins to look a lot like the
standardized processor of the PC world. The SX1 and Nokia 6600 comparison raises an interesting question for cell phones based on an otherwise common OS; how to be different? For better or worse, the smartphone market is conceivably evolving down a parallel path to the personal computer, where a standard software platform rules the day. Lastly, the industry faces critical questions about feature-rich handset designs. In a world where convergence has become common vernacular and the handset is increasingly a sinkhole for many nontelephony features, the development community must deliver simple, easy-to-use products with long battery life. Perhaps a common operating system and a common low-power applications processor core will ease the achievement of that goal.
Figure 2: System Architecture Block Diagram

doc1

www.palmcrust.com

Intelligent Frac (iFRAC)
For Nokia Series 60 , Siemens SX1, and Nokia Communicator User Manual
Version 2.2.2 Author Michael Glickman February, 2004
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0

Table of Contents

Getting Started.....1 Introduction.....1 History......1 Symbian OS Releases....1 Credits.....2 Supported Devices: S60 vs S80....3 Application Support....3 Rules.....4 Speed Levels and LevelCount.....4 Scoring......4 Before You Start Playing.....6. Key Names.....6 Main and Other Menus....6 Preferences (Settings, Key Assignment)....7. Entering Text....7 Music Files screen....8 Information (Help) Screens....9 Playing Game.....10 Game screen appearence....10 Operating game....11 Board scan.....12 Pause and Summary....12 New Top Score....13 Demo.....13 Score Tables.....15 Local Score Table and Top Scoresscreen....15 WorldWide Score Table andSubmission Detailsscreen...15 Configuration.....16 Settings.....16 Key Assignment.....17 Music File Names.....18 Custom Sound Effects.....19 Registration screen....20 Registration.....21 Advantages of Registration....21 Where and how....21 If you purchased version 1....22

Getting Started

Introduction
Frac is a 3Dpacking (TETRISlike) 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: 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 nonempty ("dirty") board; 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.

History

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.

Symbian OS Releases.

2.2.2 (Feb 2004) : Fixed to work with NGage 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 Getting Started 1
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 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 , , , 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).

Credits.

The background images were created using xaos 1.22a realtime 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.
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 Special thanks to Mark Sloan(UK) and Enrico Binder (Estonia) for testing, bug reports, and extremely valuable comments.
Supported Devices: S60 vs S80
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 aseparate manual ):
(J2ME) platforms (discussed in
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

Application Support

The application web page is: htpp://ifrac.palmcrust.com/symb Send your feedback (comments, bug reports) to Michael Glickman <palmcrust@yahoo.com> Other links related to iFRAC:

Palm and compatibles:

http://ifrac.palmcrust.com/palm http://ifrac.palmcrust.com/j2me http://ifrac.palmcrust.com/pc http://www.palmcrust.com

Java (J2ME) devices:

, X11 and Windows:
More software products from us:
Speed Levels and LevelCount.
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 timeout 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 7 Layers 4 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.

Scoring.

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: Points:

4 1000
For higher speed levels the above numbers are multiplied by a factor: Rules 4

Level Factor

2 1.125

3 1.25

4 1.375

6 1.625

7 1.75

8 1.875

100 points are added to score with each rollover. Bonus for a nonempty board If a game starts with a nonempty board, you get an initial bonusdepending on the number of "dirty" layers:

Layers Bonus

2 1000

3 1750

4 3500

5 4500

6 6000

7 8000

8 10000
Before You Start Playing.

Key Names

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. Keys Left, Right, Upand Down (Communicator, 3650), or joystickmovement (7650), 3650 and SX1: a key located in the centre ofarrow keypad 7650: pressing joystick down S80: Enter key

Arrows OK

Numeric keys Keys 1, 2, 3, 4, 5, 6,7, 8, 9, 0 (S60) Phone keys (S60) Send Shift Numeric keys , * and #. A key with a green handset picture 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. A key marked as
Clear (Backspace) Application keys
C ona phone pad or Backspace (<) on a keyboard,
normally usedfor deleting the last entered character. 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.

Main and Other Menus

You start the application with the Main Menu. when youcan:
Start Game Start Demo Top Scores Configuration Information Quit Before You Start Playing.
this is what you are most often after let the computer play itself view local top scores and score submissiondetails configure game options, customise keys, orregister the application view help and other information you might consider that option as well.occasionally :=) 6
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 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
Preferences (Settings, Key Assignment)
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

Entering Text

You need to enter text at the following screens Music Files screen New Top Score Registration screen Use 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. If the edited text is caseinsensitive, 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 Preferences (Settings, Key Assignment) 7
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 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. , , ). 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

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) * # OK Send Keyboard Action (S80 ) Shift+Tab Previous File Name (in alphabetic order) or < Tab or > Next File Name (in alphabetic order) Enter Ctrl Resolve: replace entered patten with firstavailable file name following it, see comments below. 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.
Information (Help) Screens
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 / down Left / Right bring up previous / next page respectively
To scroll faster (up to 9 lines forward or back) use Send and Clearkeys on a phone pad, or keep Shift button pressed with Upor Down on a keyboard.

Playing Game

Game screen appearence
Game 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 mode Normal Sound Effects Annoying Sound Effects Background Music no icon Sound is Off
Below sound icon there is a volume bar that representscurrent sound volume. In case sound is temporary disabled (with Sound off/oncommand), icon frame appears grey and volume bar is not shown.
Play board and Next block leave that withoutcomments for now :)

Status information:

Score Layers Bonus Blocks Remain Place Pauses (S80)
Current score Number of completed layers Value that will be added to score if the blockdrops right now (see Score for alanded block ). Total number of blocks processed from thestartof the game (excluding current). Number of layers to complete before the speedlevel advances automatically. Place of the current score inthe local Top Score list (see Top Scorer). Number of pauses ( includes using Pause modeand escapes to system).

Operating game

While playing a game the arrows and screen buttons andsome predefined keys are used as given by the following diagram:

Series 60

Left screen button

Series 80

Screen Button 1 Screen Button 3

Action / Default Action

Next Level Finish game Pause Left, Right, Back, Forward resp. Sound off/on

Right screen button

Screen Button 4
Arrows Left, Right , Up, Down: B or M
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 (twocolumn keypad) The default phone/letter key actions for T9 (rectangular) keypad and Communicator keyboard are: 1 Q Backleft 2 W Back 4 A Left 7 Z Fwdleft * Ctrl Turn 3 E Backright
5 S Turn Reverse 6 D Right 8 X Forward 0 Menu Drop 9 C Fwdright # Space Down / Drop
Default phone key actions for 3650 (circular)keypad: 1 Turn 2Backleft 3 Left * Back 4 Fwdleft 5 TurnBack 0 Down /Drop # Forward 6 Drop 9Backright 8 Right 7 Fwdright
Default phonekey actions for SX1 (twocolumn) keypad: 1 TurnBack 2 Back 3 Backleft 4 Left 5 Fwdleft * Turn Operating game 6 Drop 7 Forward 8Backright 9 Right 0Fwdright # Down /Drop 11
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 In Demo mode arrow keys and some command actions are used in a specialway. Refer to Demo section for thedetails

Board scan

After compleing a layer in nonDemo 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, [*], [0], [#] (Series 60), Space,Enter, Esc (Communicator).

Pause and Summary

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: Game status information about current game and soundsettings: Pause count (includes using Pause mode and escapes tosystem) 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) Block statistics: number of blocks of each type appearedso far Score table: top scores (before current game) 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:

iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 S60 Key Left Right Up Down [*] [#] OK Send Tab S80 Key Action Go to previous display page. Go to next display page Increase sound volume Reduce sound volume Sound mode
Space or Menu Sound status Enter Esc Back to game (Pause only) 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 benonempty. 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 Right Up Down Change sound mode Sound off / on Volume Up Volume Down
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 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.

Score Tables

Local Score Table and Top Scoresscreen.
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 ). Score Date in the default format S80: Position a number from 1 to 10 Name (max 30 characters ) Level count (see Speed Levelsand Level Count ). Levellayers starting level and number of "dirty" layers separated bya hyphen() Score Date in the default format

WorldWide Score Table andSubmission Detailsscreen
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.nonempty 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 WorldWide 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. Score Tables 15

Configuration

The Configuration menu item is available from themain menu. It provides the submenu having the following items: Settings Key Assignment (2 items) Registration Screen The features are discussed later in this chapter.

Settings

To settings select Configuration from the MainMenu, and then choose Settings. Feature Starting speed Default Description Enable starting game from a higher level Alsoapplies to demo. If starting level ishigher than 1, the lower levels will also be 1 skipped during arollover. See Speed Levels and LevelCount. and Scoring Enable starting game from a nonempty board. Also appliesto 0 demo mode. See Scoring

Starting layers

Summary after Enabled Whether on not to show Summary Screen after a game game How long a key has to be kept pressed, before its actionis repeated. Three rates are accepted: Slow (the longesttimeout), Autorepeat Normal Normal and Fast. For Down/Dropaction, autorepeat rate affects rate thetime a key needs to be kept pressed, before the block isdropped Whether or not to store full submission URL as a Notepadmemo. WW info in Enabled See World Wide Score and SubmissionDetails for more Notepad (S60) informations. WW Whether or not to store full submission URL as a link onthe submission Enabled Desk. See World Wide Score andSubmission Details for the links (S80) 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 Enabled If enabled, and your device has back lights, the screenwill flash Configuration 16

Quit Sound off/on Sound mode Volume Up/Down

Music File Names

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 nongamescreen, New Top Score screen. Music is automatically resumed after a 3second timeout. 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 %continue Description
Just leave it as it is. Music (if any) willgo on This allows splitting same music file between several consecutivelayers. Stop music if needed, don't playanything

%none %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: Lev1: Lev2: Lev3: MusicIntro.mid Music1.mid %continue %continue
If 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\NiFrac \Nokia\Sounds\NiFrac \Sounds\Digital \Nokia\Sounds\Digital \Sounds \Nokia\Sounds \System\Sounds\Digital \System\Sounds According 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.

Custom Sound Effects

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

ifr_down.wav ifr_drop.wav ifr_fall.wav

Description

Block drifts down after a timeout Block is dropped with Drop command Block stops (can't move down)
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 ifr_flash.wav ifr_level.wav ifr_ended.wav Flashing completed layers before release New speed level Game ended
ifr_newScore.wav New top score You 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: 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_ If you add / remove a custom SFX file, you need to restart theapplication to activate the changes.

Registration screen

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.

Registration

Advantages of Registration
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 cutoff level. Once the game speed level getsover the cutoff level, the game terminates. You might be lucky enoughto get 9 as the cuttoff 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 cutoff 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.

Where and how.

You can purchase the product from the following sites: http://www.softwaremarket.nokia.com http://www.handango.com http://www.mobile2day.de http://www.smartsam.de 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
iFrac for Nokia Series 60, Siemens SX1, and Nokia Series 80. User Manual v 2.2.0 mainmenu, then choose Register subitem.You will have to restart the application to activate the registration code.

 

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