
Kahris
@chrissotraidis • 1,106 subscribers
I tinker with old software and think out loud about where tech is heading. Writing at Spatial Awareness ↓
Videos

Ocarina of Time, running natively on iOS and iPadOS for the first time. Not an emulator. Ship of Harkinian has run on Windows, Linux, macOS, Switch, Wii U, and Android. Never iOS. Now it runs on iPad, with iPhone in the build too. The game was decompiled to C and rebuilt as a native ARM64 app rendering through Metal. No N64 hardware being simulated, no ROM interpreted at runtime, no streaming from a Mac. It isn't stuck at the N64's 240p and 20fps. Widescreen, full resolution, 60fps. This game deserves a controller, so controller support is native. Pair a Bluetooth controller and play the whole thing. Touch, keyboard, and mouse work too. I used Codex 5.6 Sol to build the iOS layer. Open sourcing it all below.
Kahris1,155,544 просмотров • 5 дней назад

Mario Kart 64, running natively on iOS and iPad, with touch controls designed for racing. The Mario Kart 64 decompilation community spent years reconstructing the original game code in C. Harbour Masters turned that into SpaghettiKart, the source port. I built the iOS layer on top. Not an emulator. The game code is compiled for ARM64 and renders through Metal. Your ROM is only used to generate the asset archive, on device. No N64 hardware being simulated, no streaming from a Mac. It isn't limited to the N64's original output resolution, and MK64 Reloaded's HD pack replaces the original artwork on top of that. That's the pack running in the video. Steering is genuinely analog, not left and right taps. Separate layouts for iPad and iPhone, and optional tilt steering. Pair a Bluetooth controller and it takes over. Four-player selection works and two-player split screen runs. Two other public SpaghettiKart iOS builds exist, Sunset-Dawn's and rebelancap's. Both install on an iPad. Neither was built around one. SpaghettiPad is. I built the iOS integration with Codex 5.6 Sol. Repo, guide, and IPA below.
Kahris51,041 просмотров • 3 дней назад

I used Codex 5.6 Sol to make the original Diablo actually playable by touch on iPad. Diablo was always point-and-click. Now your finger is the mouse. Tap gold on the floor and your character walks over and grabs it. It's built on DevilutionX, the open-source Diablo engine a group of contributors has maintained for years. It already ran on iOS, with a virtual gamepad. What didn't exist was a version built around the touchscreen itself. Open sourcing it all below.
Kahris145,520 просмотров • 13 дней назад

Star Fox 64, running natively on iPhone and iPad. Native ARM64 app. Metal rendering. 2x internal resolution and MSAA in settings. Touch controls. Controller support. Running on real hardware. Not an emulator, and not streaming from a Mac. HarbourMasters built Starship, the native source port. I built StarshipPad on top: the iOS/iPadOS layer, Files import, on-device setup, and mobile lifecycle. The surprise is iPhone: it doesn’t feel like a compromise. It feels like a real way to play. I used Codex 5.6 Sol to do the iOS integration work. Source, build guide, and ROM-free IPA below.
Kahris25,681 просмотров • 2 дней назад

I used Codex 5.6 Sol to build real touch controls for Fallout 2 on iPad. Fallout 2 was the one people kept asking for after RCT2. It's built on Fallout 2 Community Edition, the engine alexbatalov and a lot of contributors have poured years into. CE already runs on iOS, but you move a cursor around like a trackpad. VaultPad drops the cursor. Tap the ground to walk. Tap a door to open it. Tap an enemy to shoot. Combat puts your attack and its AP cost right on screen. Played an hour of it on the couch last night. Source is up below.
Kahris23,096 просмотров • 9 дней назад
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