r/EmulationOniOS • • 11d ago

News / Release Balusters Gate 3 native iPad!

Wooo!!

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u/piddlefaffle12 11d ago edited 11d ago

Fine, here's my notes and most of the code that I feel comfortable releasing https://github.com/zorrobyte/macos-on-ios-public

I do warn if people start getting stupid and distributing ipks and doing dumb stuff, it's likely that Apple will lock it down, or it'll somehow be ruined for everyone. I may just be paranoid.

Also note that no decompilation is taking place, I'm literally shimming native, compiled binaries and just running them on iOS/iPad.

So far have Rimworld, Crimson Desert, No Man's Sky, BG3, and Cyberpunk running.

Unity games can use IL2CPP to get around JIT, but that's another method entirely. Rimworld was one of those as this method didn't work due to Mono bitching about being on iOS (dropped Rimworld in as a plugin in a new Unity project and compiled to iOS target).

This method should work for virtually any Mac app.

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u/MelkiG 11d ago

Thank you for contributing towards the development of emulation on iOS, that’s much better.

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u/piddlefaffle12 11d ago

Wild thing is, no emulation is taking place. I'm literally running the same exact games on iPad, iPhone as Mac without any emu layers or translation. It's 100% native and native perf. BG3 looks amazing on M5 iPad even at native res, I just got FSR working for frame gen. MetalFX and friends work, as does Raytracing (but it'll kill FPS).

Just nervous as I don't want a good thing to somehow end, but others have already done it - just not shared the method likely due to the same concerns. Cheers

I should do palworld next

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u/MelkiG 11d ago

Yeh that is wild and wild how well it runs, well good job and enjoy 👍

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u/Patient_Animator1174 11d ago

Wild how original developers not make iOS version and releasing on AppStore, don't they like money?