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Old 16 September 2012, 22:31   #21
GnoStiC
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i have ios amiga emulator and if some of you are willing to test it (have jailbroken machines), mail me.
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Old 16 September 2012, 22:39   #22
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ok i fixed the error vivvvi got. Found a hint on Rasmus instructions.

replaceing register with static

made it look like this:

Code:
#pragma mark -
#pragma mark static CPU state
// ------------------------
// local statics
static u16* PC asm("r4");

#ifndef FAMEARM_USE_VFP_REG_FOR_CYCLES
 s32 cycles asm("r5");
#endif
static void** jt asm("r6");
static u16 Opcode asm("r8");
static unsigned int flags asm("r11");
static m68kcontext_t *ctx asm("r10");

s32 cycles_needed;
i am running OS 10.8.1 mountain lion clean install with XCode 4.5 GM.

i followed the instruction from rasmus.
Only change i needed to make was setting compiler to LLVM GCC 4.2.

So i was able to build and got it up and running on my ipad2 running GM iOS6 and iphone4s iOS6GM as well.

I really enjoy airplay support.

Though i find the controls horrible. How are your experiences?

Next thing i want to try is getting iSNES to run. Any one got experience with that one?
 
Old 17 September 2012, 12:26   #23
spajdr
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Quote:
Originally Posted by GnoStiC View Post
i have ios amiga emulator and if some of you are willing to test it (have jailbroken machines), mail me.
PM sent!
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Old 17 September 2012, 13:45   #24
twenty90seven
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Quote:
Originally Posted by Akira View Post
Did anybody try to hack the defender of the crown download, seeing as that is running already?
I managed to change the Defender of the Crown adf to Bionic Commando adf, but there was no joystick support, as defender of the crown is mouse only
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Old 17 September 2012, 15:50   #25
Methanoid
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Hmmmm Millennium 2.2 on iPad... drooool!!! Except I sold my iPad
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Old 17 September 2012, 17:08   #26
galu
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@GnoStiC (testing) - email sent.

By the way, an issue that could be taken into account... All the emulators on Android are plagued by terrible on-screen controls - and UAE4All, which is actually the only usable Amiga emulator on Android, is no exception. I wrote my own virtual joystick for Android PHONES, that can be used (optionally) with UAE4All and other Atari, C64 and Spectrum emulators, but on the iOS it wouldn't be so trivial.

My controls were designed along the lines of my favourite iOS platform/jump&run/racing games (they're not suitable for all games from all genres):
- the left/right controls are separated from up/down controls (no D-PAD nonsense - no need to worry about "centering" your touch - you just slide your left thumb between LEFT and RIGHT buttons and your right thumb between UP and FIRE [and DOWN]) + on the Amiga, it's no-brainer in platform games, where you use "joy up" as "jump"
- the buttons are designedly wide (so you won't press the wrong button or miss it)
- the buttons are placed on the edge of the screen (you don't need to hold your hands over the screen - it's enough to press the very bottom of the button)
- "tactile feedback" - the device vibrates for 1 or 2 milliseconds when you press or release any button (and when you slide your finger from RIGHT to LEFT button etc.)

It's very hard to set-up on Android, so few people will take the trouble to check this out, but I'm pretty sure it's the way to go (and, more specifically: various controller types for various kinds of games). Link: http://dev.galu.info/quickjoyime.html (incl. Google Play link, there is already a thread on EAB)

Last edited by galu; 17 September 2012 at 20:32.
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Old 17 September 2012, 19:06   #27
spajdr
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oww crap, i guess i can expect terrible on screen controls too.
So basically most challenging task is controls and probably GUI.
Im surprised nobody yet did something with these problems.
I would sell kidney to get properly working amiga IOS emulator.
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Old 17 September 2012, 23:24   #28
Amiga1992
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The controls for classic gaming are always a pain in all these touchscreen devices. I believe there's no solution to that problem, from a user interface point of view.
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Old 17 September 2012, 23:57   #29
MethodGit
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You pretty much need to invest in an iControlPad. It's a real life-saver, not to mention a convenient phone carrier when you're out and about.
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Old 18 September 2012, 02:00   #30
Amiga1992
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I want one, you can also use it with your PC. Seems awesome.
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Old 18 September 2012, 02:46   #31
jbenam
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E-Mail sent, GnoStiC

Quote:
Originally Posted by galu View Post
and UAE4All, which is actually the only usable Amiga emulator on Android, is no exception.
A bit off-topic, but I actually find AnUAE4All vastly superior to UAE4All in all regards, especially controls (I mean, the UAE4All dev still hasn't fixed that when you press FIRE it sends signal on both the joystick port and the mouse port, and I've sent him something like 4 bug reports on that issue ) and games compatibility.

The author might be a thief for selling UAE4ALL Pandora's code, but it's still a good emulator nonetheless.
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Old 18 September 2012, 03:42   #32
T_hairy_bootson
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They are trying to kickstart a second version with a keyboard too.

http://www.kickstarter.com/projects/...rce-controller

@GnoStiC: pm sent
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Old 18 September 2012, 12:37   #33
galu
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Quote:
Originally Posted by jbenam View Post
A bit off-topic, but I actually find AnUAE4All vastly superior to UAE4All in all regards, especially controls (I mean, the UAE4All dev still hasn't fixed that when you press FIRE it sends signal on both the joystick port and the mouse port, and I've sent him something like 4 bug reports on that issue ) and games compatibility.
AnUAE4All renders the screen every 2nd frame and - unfortunately - reads external input every 2nd or 3rd (!) frame (I initially thought that's a performance issue, but found out that's "by design" when I was testing WiiRemote IME and QuickJoy IME and found them unresponsive on this particular emulator).

By the way, UAE4Droid is fully open source - https://github.com/shagr4th/UAE4Droid

Quote:
Originally Posted by Akira View Post
The controls for classic gaming are always a pain in all these touchscreen devices. I believe there's no solution to that problem, from a user interface point of view.
A few years ago I thought the same way. The first plaftorm game with good controls was Soosiz (late 2009?) http://itunes.apple.com/us/app/soosiz/id331891505?mt=8 and since then there were many good platform ( http://itunes.apple.com/us/app/rando...540353158?mt=8 ) and racing games for the iOS with great on-screen controls (utilizing on-screen, "digital" buttons). And these controls can be adapted for Amiga emulation on iOS and Android. There were great pinball games with "invisible", full screen touch controls - I'm going to add this kind of "Pinball controls" for QuickJoy IME (modelled after War Pinball - http://itunes.apple.com/pl/app/war-p...424219859?mt=8 ).

On the other hand, most (if not all) classic "remakes" for iOS and all emulators on the Android do it the wrong way.

Quote:
Originally Posted by MethodGit View Post
You pretty much need to invest in an iControlPad. It's a real life-saver, not to mention a convenient phone carrier when you're out and about.
That's interesting (and quite inexpensive): http://www.impulsecontroller.com/
DIY: http://imgur.com/a/H48wx (not mine)
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Old 18 September 2012, 12:59   #34
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These all controllers looks nice, but they need to have support in emulator, no?
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Old 18 September 2012, 23:58   #35
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Quote:
Originally Posted by spajdr View Post
I would sell kidney to get properly working amiga IOS emulator.
We really need more donors like you in the world!
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Old 19 June 2013, 05:46   #36
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Hi,
I've put quite a bit of work into cleaning it up

Yes, it does appear to be of poorer performance than an Amiga emulator
could be on the platform. It does do an ok Amiga A500 with iPhone 4S.
It has crashed twice during gameplay when testing for an iOS distribution,
where both times the iOS app did not crash, but the Amiga hung.

My distribution is bound to one game (MegaBall), in that there's no side loader,
and disk swapping will not work, even on jailbroken devices, since
the distribution app does it's own checks on it's bundled files.
It has mouse control only, which was appropriate for the game.
Also offers double the lives at the beginning of the game by writing a new
value straight into the Amiga's chip memory after the game has loaded

The good news is that although it is available to compile for iOS6 in Xcode 4,
the source on the net is still a mess, and I've done a lot of work fixing it.
The code currently available still contains calls depreciated as early as iOS 2
(and a lot of other mess). I have it down to two compiler warnings!

The app is registered, and submitted, and I will make it's source available at distribution time.
Right now, if it was released, someone could beat me to distributing my own app!
Warning... It's a nice implementation, but I wanted it in there before investing too much.
If they let it in, I'll put a bit more into it.

http://www.freewebs.com/defxev/BFE101.htm
Cheers, Art.

Last edited by xArtx; 19 June 2013 at 06:21.
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Old 19 June 2013, 09:49   #37
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@thread

Have you tried AmigaPad (iPhone / iPad)?

http://goo.gl/4JPYg

Cheers
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Old 19 June 2013, 11:20   #38
FOL
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Quote:
Originally Posted by John Pillow View Post
@thread

Have you tried AmigaPad (iPhone / iPad)?

http://goo.gl/4JPYg

Cheers
I dont like it. Its using IAmiga as source, so same emulator.
For me the controls are on the wrong side of screen and it needs the controls to stay on screen permanetly (maybe transparent). Its unplayable due to these two issues.
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Old 19 June 2013, 12:55   #39
xArtx
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Try R-Type for iPhone. That's how you implement a touch screen joystick.
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Old 20 June 2013, 14:27   #40
twenty90seven
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AmigaPad works with the iCade, so you can have physical buttons.

Quote:
Originally Posted by FOL View Post
I dont like it. Its using IAmiga as source, so same emulator.
For me the controls are on the wrong side of screen and it needs the controls to stay on screen permanetly (maybe transparent). Its unplayable due to these two issues.
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