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Thread: Java on Windows Mobile 2003?

  1. #11
    Clicker Fusion 2.5 DeveloperSWF Export Module
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    Re: Java on WIndows Mobile 2003?

    Sphax: Oh right, well mine is over 400MHz, but 64MB of RAM like yours, I think. And wow, if what David said about that link is true, I think I'll try it out ASAP.

    ---

    I was also wondering, for the mobile Java version will it be possible to remove any kind of frame rate limits so our games will run much better on newer devices? Because it seems most commercial Java games are designed to be fully compatible with all devices, and there's some kind of frame rate limit. And I'm obviously aware of the frame rate limit you can set within MMF2 but I was thinking this would be more to do with the Java Virtual Machine.

    (Heh, I don't know a great deal about Java, so you can tell me if I'm talking rubbish.)

  2. #12
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: Java on WIndows Mobile 2003?

    Specs of mine :P
    64MB RAM
    200Mhz (with an underclocking program that can increase it to 300Mhz, its a 500Mhz chip amazingly ;s)
    phone button layout
    with java (has some annoying games :P)

    so will need to try this sometime, haven't bothered installing the java pack thing yet but will do soon

  3. #13
    Firecodemonkey

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    Re: Java on WIndows Mobile 2003?

    Quote Originally Posted by Shaun
    I was also wondering, for the mobile Java version will it be possible to remove any kind of frame rate limits so our games will run much better on newer devices? Because it seems most commercial Java games are designed to be fully compatible with all devices, and there's some kind of frame rate limit. And I'm obviously aware of the frame rate limit you can set within MMF2 but I was thinking this would be more to do with the Java Virtual Machine.
    Java does not have an inherent limit of any kind, so it should run as fast as it can. The only limit is the frame rate you set in MMF.

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