16 September 2012, 22:31 | #21 |
PUAE maintainer
Join Date: Feb 2010
Location: fort lauderdale
Posts: 195
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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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16 September 2012, 22:39 | #22 |
Posts: n/a
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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 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? |
17 September 2012, 12:26 | #23 |
Old fart
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17 September 2012, 13:45 | #24 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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17 September 2012, 15:50 | #25 |
Retired Quartex Sysop
Join Date: Sep 2001
Location: Roman Verulamium
Age: 58
Posts: 1,874
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Hmmmm Millennium 2.2 on iPad... drooool!!! Except I sold my iPad
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17 September 2012, 17:08 | #26 |
Registered User
Join Date: Aug 2004
Location: Poland
Posts: 121
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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. |
17 September 2012, 19:06 | #27 |
Old fart
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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. |
17 September 2012, 23:24 | #28 |
Registered User
Join Date: May 2001
Location: ?
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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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17 September 2012, 23:57 | #29 |
Junior Member
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
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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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18 September 2012, 02:00 | #30 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,646
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I want one, you can also use it with your PC. Seems awesome.
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18 September 2012, 02:46 | #31 | |
Italian Amiga Zealot
Join Date: Jan 2009
Location: Italy
Age: 36
Posts: 1,913
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E-Mail sent, GnoStiC
Quote:
The author might be a thief for selling UAE4ALL Pandora's code, but it's still a good emulator nonetheless. |
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18 September 2012, 03:42 | #32 |
Workbitch 1.3
Join Date: Oct 2001
Location: Melbourne, Australia
Age: 47
Posts: 2,084
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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 |
18 September 2012, 12:37 | #33 | |||
Registered User
Join Date: Aug 2004
Location: Poland
Posts: 121
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Quote:
By the way, UAE4Droid is fully open source - https://github.com/shagr4th/UAE4Droid Quote:
On the other hand, most (if not all) classic "remakes" for iOS and all emulators on the Android do it the wrong way. Quote:
DIY: http://imgur.com/a/H48wx (not mine) |
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18 September 2012, 12:59 | #34 |
Old fart
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These all controllers looks nice, but they need to have support in emulator, no?
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18 September 2012, 23:58 | #35 |
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Location: United Kingdom
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19 June 2013, 05:46 | #36 |
Registered User
Join Date: Jun 2013
Location: Australia
Posts: 685
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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. |
19 June 2013, 09:49 | #37 |
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Location: Italy
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19 June 2013, 11:20 | #38 | |
PSPUAE DEV
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Quote:
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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19 June 2013, 12:55 | #39 |
Registered User
Join Date: Jun 2013
Location: Australia
Posts: 685
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Try R-Type for iPhone. That's how you implement a touch screen joystick.
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20 June 2013, 14:27 | #40 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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AmigaPad works with the iCade, so you can have physical buttons.
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