Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
1–10 of 302 posts
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#2What works (all verified on a real iPad and iPhone):
Campaign, Skirmish, and Generals Challenge: full missions, objectives, cutscenes, saves All audio: music, unit voices, EVA announcements, Challenge taunts, briefing FMVs Touch controls built for RTS: tap select, drag a selection box, long-press deselect, two-finger camera pan, pinch zoom Self-contained install: game data ships inside the app bundle It's the real engine: unmodified game logic compiled for ARM64, rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal. Not emulation, not streaming.
No game assets are included or distributed. You need your own copy (Steam sells Zero Hour) and a script pulls the data from your own account. Code is GPL v3.
Repo, with a full engineering log of every bug and fix (the black-minimap one is a 2003 texture-format fallback that ate the alpha channel; worth a read if you like archaeology): https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/blob/ma...
Building: macOS is about four commands; iPhone/iPad needs Xcode and a free Apple developer account since you sideload your own build. Known issues (long-session memory on iPad, a rare backgrounding crash) are documented in the README.
Credit: fbraz3/GeneralsX did the heavy macOS/Linux lifting, TheSuperHackers keep the community codebase alive, and EA did a genuinely good thing releasing the source. The engine fixes I found are heading upstream so every platform benefits.
(And of course, not affiliated with or endorsed by EA, and sorry China had to deal with all of those particle cannons in that demo video)
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#3Another great case study in why native Vulkan drivers would be a boon for Apple's mobile computing. That's quite the render pipeline...
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#4Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#5Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#6I wanna know if these techniques would be useful for Emperor: Battle for Dune (2001). It's the first 3D RTS by Westwood Studios, predating C&C Generals by just a couple years. It's popularity was hampered by intellectual property disputes and a introduction of a new faction that diverged from the book series lore. The gameplay, soundtrack, and campaign missions were awesome.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#7someone do it for debian, omg. i use debian family, it has been years, i haven't played this gem
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#8Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#9> Built on EA's GPL v3 source release via fbraz3/GeneralsX (which did the heavy lifting of the macOS/Linux port — this fork adds the iOS/iPadOS port and a set of engine fixes).
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#10someone do it for debian, omg. i use debian family, it has been years, i haven't played this gem