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Old 28 January 2012, 14:31   #1
VRil
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Amiga emulator for iOS

Hi all

Is there new information on the Amiga emulator for iOS?

I grew up on the Amiga 500, CDTV and 1200 and I was glad that the emulator will iOS.

I would like to play Turrican II


sorry for my english
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Old 30 January 2012, 20:20   #2
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Is this the source code of the iAmiga ?
https://github.com/manomio/iAmiga

If source code is very please with the compilation and checking if it works emu.
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Old 01 February 2012, 01:54   #3
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From that GitHub it appears iAmiga is based on uae4all. Hopefully a version based on PUAE will eventually come to iOS.

I see the Guardian UK newspaper did a feature on iAmiga over a year ago:
http://www.guardian.co.uk/technology...ming-to-iphone
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Old 01 February 2012, 05:05   #4
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Manomio put on the market Defender of the Crown which, they say, runs emulated. So I guess it's a test run of their emulator.
The way their c64 emu works, getting games buying in-app content, is kinda lame IMO, and i guess they will do the same for Amiga

http://www.youtube.com/watch?v=ajt2SChA2Tw&sns=em

Last edited by Akira; 01 February 2012 at 05:14.
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Old 01 February 2012, 08:22   #5
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Emulator iAmiga t is hidden in the Defender of the Crown.
U must rename ur own ADF Disk in "Defender OTC1.ADF" in the DotC App dir.
Can someone hack this to enable the Emulator Controls

For example:demo 9Fingers running at full speed and perfect sound.

Is this github code suerce iAmiga work?

If so, please compile the code just for testing.

Looking at the file structure github iAmiga especially graphic files - looks like the emulatoron this film :
http://www.youtube.com/watch?v=ajt2SChA2Tw&sns=em
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Old 02 February 2012, 00:27   #6
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Quote:
Originally Posted by VRil View Post
Is this github code suerce iAmiga work?
Doesn't work straight off in the latest SDK. It's set to use an unsupported version of GCC, and the Shadow of the Beast disks it tries to include as part of the build process aren't included in the source. I'm off out now but will have another go later.

EDIT: Bah, linker errors when I try to build it for the simulator.

Last edited by ant512; 02 February 2012 at 04:37.
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Old 03 February 2012, 20:29   #7
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Looks like a full Amiga 500 emu (at least from that vid), it'd be great to see it compiled.
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Old 24 March 2012, 11:48   #8
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Tried to compile it with XCode 4.2.1. The project was build with an older version. It is necessary to set "other linker flags = -lz" in the project settings and to add a tree of the requested adf files.
After doing this i got it compiling, but when running in ios simulator the program throws an exception in AudioQueueManager.cpp. Maybe there is something wrong with the framework.
Any suggestions?
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Old 28 March 2012, 13:41   #9
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Dang, that's a real shame.

Is there a way to quickly test it on a real device? Maybe it doesn't crash there?
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Old 28 March 2012, 13:50   #10
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I think you need your device jailbroken in order to install homemade programs.
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Old 29 March 2012, 21:31   #11
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Jailbroken would not be the problem...
But to compile a programm for a ios device you need to be ios developper for 99$/year.
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Old 30 March 2012, 17:14   #12
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No, you don't need to be a signed up developer to generate an executable that will run on a jailbroken device: a jailbroken device can be made to run unsigned executables, and the SDK will happily generate unsigned executables IIRC.

I've used this trick to compile a version of gallery for my iPhone...

http://246tnt.com/iPhone/#xcode
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Old 31 March 2012, 22:28   #13
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The program compiles without errors for the simulator. But when compiling for the phone there are 6 errors in fame_arm.cpp because of global register variables. I´m stuck here...
Maybe my xcode is to new...
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Old 31 March 2012, 23:22   #14
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Quote:
Originally Posted by chiark View Post
No, you don't need to be a signed up developer to generate an executable that will run on a jailbroken device: a jailbroken device can be made to run unsigned executables, and the SDK will happily generate unsigned executables IIRC.
That's what I wanted to know, thanks

@uenz
I guess that if throws errors in the compiling part there's no exectuable to test, right?

What about trying to fix the code? Maybe just commenting out code parts will do
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Old 29 April 2012, 05:57   #15
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Can't compile on a real device either

I have an iPhone 4, which is jailbroken and experiencing the same 6 errors as above in fame_arm.cpp

one of them:

../manomio-iAmiga-dbe2c91/uae4all_gp2x_0.7.2a/src/m68k/sgc/fame_arm.cpp:108:25: error: global register variables are not supported [3]


all being thrown for each line of code beginning below with 'register';

Code:
#define INLINE_MEMORY_HANDLERS

#include "fame_arm.h"

typedef unsigned char byte;

struct M68KCONTEXT_t M68KCONTEXT;
#define m68kcontext M68KCONTEXT

m68kcontext_t m68k_context;

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

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

s32 cycles_needed;
Hope someone can help, looks really good in the simulator.

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Old 15 September 2012, 22:33   #16
sliverriver
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Hey there,

is there anything new on this Topic, regarding compiling and register fixes?

have been trying to get my head around it , but it's not that easy :-D

For debug it runs and compiles but for compiling to have it running on my iPad2 or iPhone4/4s it runs into mentionend error.

see ya

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Old 16 September 2012, 10:11   #17
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Anyone who will make working Amiga emulator on IOS can expect reasonable money from me, if he have paypal account. :-)
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Old 16 September 2012, 11:59   #18
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Did anybody try to hack the defender of the crown download, seeing as that is running already?
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Old 16 September 2012, 13:16   #19
Methanoid
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Lack of Amiga em is one of the reasons I went to Android.. Would be very interested to see this working
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Old 16 September 2012, 20:58   #20
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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 here it is very buggy, so i have avoided. I did read somewhere people had altered the disk images to load other stuff, but jailbroken only.

Quote:
Originally Posted by Methanoid View Post
Lack of Amiga em is one of the reasons I went to Android.. Would be very interested to see this working
i agree, theres only a speccy emulator. There terms & conditions suck, apparently thats why there aint other emulators any more.

This is where android leaves apple behind, my ipad3 gets very little use.
My nexus7, gets 90% of the time.
I regret buying an ipad.
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Old 16 September 2012, 22:31   #21
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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?
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Old 17 September 2012, 12:26   #23
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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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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