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High-level emulator for iPhone OS apps

github.com

51–60 of 60 posts

Re: High-level emulator for iPhone OS apps

#51
post #5

This is what osmeta did (bought by Facebook). I believe it shipped in whatsapp and messenger (see https://twitter.com/steipete/status/1007428817579859969 , https://news.ycombinator.com/item?id=11599617 ) but later fell out of favor and was replaced with react native and pure native rewrites.

A little bird told me that they wanted to open-source it but they were waiting for the Oracle v Google lawsuit to conclude, and that dragged on a long time, so maybe they have up.

*gave up

Re: High-level emulator for iPhone OS apps

#52
post #25
post #11

Earlier quoted context omitted.

There’s nearly 0 demand for this why is why you can’t do this. If there was this would either be an OS feature or a very popular third party app.

Here's a data point: I am demanding it. I purchased software and I'd like it to continue to work. The Ace Attorney collection was excellently packaged for iOS, and I want to keep playing one of the best-published versions of this trilogy, but now the UI doesn't render properly. I'm not saying that it's trivial, but we both know it is absolutely possible. Apple keeps putting the focus on "gaming" in its iPhone keynote…

Idk man. It might be time to move on.

Re: High-level emulator for iPhone OS apps

#53
post #4

Almost every program that I bought on the Steam store in 2009 runs flawlessly today on the latest Windows version, and even on new Linux distros that couldn’t have even been imagined in 2009. Exactly zero software that I purchased on the App Store since 2009 still functions at all, on the exact same platform. What a pathetic showing by Apple.

Compare to similarly priced Windows Phone and Nokia apps

Re: High-level emulator for iPhone OS apps

#54
post #25
post #11

Earlier quoted context omitted.

There’s nearly 0 demand for this why is why you can’t do this. If there was this would either be an OS feature or a very popular third party app.

Here's a data point: I am demanding it. I purchased software and I'd like it to continue to work. The Ace Attorney collection was excellently packaged for iOS, and I want to keep playing one of the best-published versions of this trilogy, but now the UI doesn't render properly. I'm not saying that it's trivial, but we both know it is absolutely possible. Apple keeps putting the focus on "gaming" in its iPhone keynote…

The original iOS release is widely regarded to be the worst version of ace attorney, they have a remaster for iOS now released recently.

Re: High-level emulator for iPhone OS apps

#55
post #6
post #4

Almost every program that I bought on the Steam store in 2009 runs flawlessly today on the latest Windows version, and even on new Linux distros that couldn’t have even been imagined in 2009. Exactly zero software that I purchased on the App Store since 2009 still functions at all, on the exact same platform. What a pathetic showing by Apple.

Is that really a fair comparison, though? The changes seen by smartphones (both hardware and software) in that period of time are much more dramatic than PCs saw in the same period. In 2009, PCs as a device category were mature already while smartphones were just getting started. Windows (and thus anything mimicking it) is also a bit of on outlier when it comes to backwards compatibility anyway. There aren’t too many…

> Is that really a fair comparison, though? The changes seen by smartphones [..]

I am pretty sure this is referring to the Mac App Store, and would also apply to Steam for Mac or really trying to run any mac software from more than a couple of years ago. Apple's aggressive deprecation of Carbon and 32-bit have personally caused me maddening frustration a very large number of times. As much of a technical achievement as Rosetta 2 is, I also expect them to drive a nail through its heart at the first opportunity. I think Apple should have allowed their compatibility layers and deprecated libraries to flow into open source or community maintained projects instead of simply being abandoned.

Re: High-level emulator for iPhone OS apps

#56
post #55
post #6

Earlier quoted context omitted.

Is that really a fair comparison, though? The changes seen by smartphones (both hardware and software) in that period of time are much more dramatic than PCs saw in the same period. In 2009, PCs as a device category were mature already while smartphones were just getting started. Windows (and thus anything mimicking it) is also a bit of on outlier when it comes to backwards compatibility anyway. There aren’t too many…

> Is that really a fair comparison, though? The changes seen by smartphones [..] I am pretty sure this is referring to the Mac App Store, and would also apply to Steam for Mac or really trying to run any mac software from more than a couple of years ago. Apple's aggressive deprecation of Carbon and 32-bit have personally caused me maddening frustration a very large number of times. As much of a technical achievement…

Apple seems to see compatibility layers as exclusively transitionary, being something that’s kept around only long enough to give devs a chance to move over to the new thing.

Carbon was likely kept alive longer than Apple wanted to due to heavy usage from major players (MS, Adobe, etc). In fact I wouldn’t be surprised if the short lifetimes and hard cutoffs on newer compatibility tech is a result of their experience with Carbon… they really don’t want devs leaning on these things for significant amounts of time, and as nice as it would be if they open sourced those technologies it’d run counter to their goals of getting devs migrated over to the current stack.

Re: High-level emulator for iPhone OS apps

#57

The only one game I'm looking forward to play on this emulator is the long forgotten Bioshock 1 port

What's the appeal of the iOS port over one of the PC versions?

Well for one being the only ever mobile port from the game, and I'm a big fan of the series.

Re: High-level emulator for iPhone OS apps

#58
post #4

Almost every program that I bought on the Steam store in 2009 runs flawlessly today on the latest Windows version, and even on new Linux distros that couldn’t have even been imagined in 2009. Exactly zero software that I purchased on the App Store since 2009 still functions at all, on the exact same platform. What a pathetic showing by Apple.

You probably shouldn't run anything from 2009 that might try to connect to the internet.

Re: High-level emulator for iPhone OS apps

#59
post #41

Very interesting. The "why" context seems to be buried in an issue comment https://github.com/hikari-no-yume/touchHLE/issues/181#issuec... and I guess the purpose is to emulate old iOS games, from the early Cambrian explosion of ideas at the start of the App Store. This is also an era I am nostalgic for, with lots of new concepts, art pieces, and indie games, before anyone knew how to sustainably monetize, for better…

A lot of games were cut off by the 64-bit transition. I'm still a bit sour that Apple didn’t add a 32-bit compatibility layer.

Everyone except game developers managed to come over just fine. This is a skill issue on the game devs' part that they can't stop themselves from doing bad pointer arithmetic.

Note you can run 32-bit Windows games through WINE/Rosetta.

Re: High-level emulator for iPhone OS apps

#60
post #5

This is what osmeta did (bought by Facebook). I believe it shipped in whatsapp and messenger (see https://twitter.com/steipete/status/1007428817579859969 , https://news.ycombinator.com/item?id=11599617 ) but later fell out of favor and was replaced with react native and pure native rewrites.

A little bird told me that they wanted to open-source it but they were waiting for the Oracle v Google lawsuit to conclude, and that dragged on a long time, so maybe they have up.

The team was folded in to the VR/AR org (I presume to develop an applications API that the universe of app developers would be familiar with), but it floundered and went nowhere.

I heard this from someone who was on the team, I was not allowed to actually join or work with them, because I had worked for Apple previously and they were afraid of the Andy Rubin issue, where iOS's actual source code existed in my brain, so theoretically Apple could sue Facebook.

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