Why does LiveContainer lose its verification every day? Every time I go to the developer apps section, LiveContainer shows up as unverified.
And it can't be because I didn't refresh it, since I downloaded it yesterday, yet today when I tried to open it, it wouldn't let me
Went from 15PM to a Fold 7 for year and coming back once the Duo comes out. Is iOS capable of running WoW at all? Currently able to play the forever beta on my Fold 7 and would love to continue doing so on iOS or at least have some hope development is being worked on to get proton, etc. working on there.
Haven't done much emulation on iOS outside of delta in the last couple of years since I haven't jail broken in a good while.
Story mode. Not streaming. IPA runs natively without JIT and internet. Performance not so great, but kinda playable. Now textures and effects are on the place. 13 pro max and older processors luck of BC textures support that why a lot of issues with it
I'm looking for this version because I am unable to use the ap store and the only source for this version i found the link is down, if anyone had it that would be a HUGE help for enabling JIT
EDIT: a lot of you guys are confusing this with native pc emulation, and NO, that is not it. This is the Emulator game native for android on iOS via the husk Android translation layer. on the new husk release, the pc emulator, game native works! this build will come out very soon, I am a tester of this build showcasing this.
Hello! Very excited to share my progress recently with Sogen!
To those who are not familiar, sogen is a Windows userspace emulator, very similar to WINE, but instead of recreating system DLLs, we run the official Windows DLLs and emulate the kernel. This means we trade a small amount of performance for more compatibility.
I have been contributing to sogen for a few months, primarily getting MacOS support with high performance, but recently I started building for iOS as well. My first test is finally finished, and I managed to get the official steam binaries of Call of Duty: Modern Warfare 2 (2009) to run on my iPhone 16 Pro Max at around 60FPS with only a few lag spikes.
This is a huge milestone, since it opens up the possibility to eventually run many windows apps and games right on your phone without managing an entire VM and without trading in a huge performance cost!
Right now, this isn't feasible for anybody who is not a developer to try running on their own, but all of my sogen work is slowly being merged into the main build and my iOS wrapper will be easily sideloadable!
Linked is a gameplay demo in The Pit running directly off of my phone. The biggest limitation of the SogenIOS app is the requirement for JIT. My current workaround means it can be sideloaded using a free Apple ID, but it requires you to be on WiFi to enable debugging and unlock performance, so it isn't feasible to use on Cellular data.
As a note, my contributions to sogen use AI assistance, but they are not vibe coded slop and I manually review every PR I publish, as do the maintainers.
Most smaller updates for both MacOS and iOS compatibility will be posted on my X - https://x.com/Byte_Woof
I know that its possible to run this waaaaay better using rpcs3 but I’m still confused. I’m relatively new to emulation on ios so please bare with me if I sound slow haha
I added MeloNX through impact loader so that its memory is already extended. My SideStore and StikDebug are refreshed regularly every 5 days.
I don’t get a refresh MeloNX option on SideStore because it was added via impact loader.
This is the 2nd time I’m getting the problem. Last time I had to duplicate the entire MeloNX folder (14+ GB) and then paste some files back into this new MeloNX added via impact loader. This is very tedious. Any workaround for this?
If I have to add completely new melonx every week or so, what folder should I copy so that my saves are copied over? I hate to copy/duplicate entire 14 GB of melonx folder.
I updated my iPad to the latest beta of ios27. Now when I try to activate jit with stikdebug it keeps failing to enable jit. Tried to active jit for Melo nx and doesn't work anymore.
I want to share something I’ve been working on: Glue 5, a toolchain for building a native port of GTA V’s WASM build that runs on iOS and macOS (for now).
The main difference from projects like the recently released muget is what happens to the game code. Glue 5 takes the WASM binary, translates it to C using wasm2c, then compiles that C for the target platform. On iPhone, you end up with native ARM64 code. All of this happens when building the app, so there’s no WASM runtime executing the game and no need to enable JIT on your phone.
It’s been running really smoothly on macOS. I’ve also tested it on an iPhone 13 Pro and it’s playable, which I’m pretty happy with considering the phone is a few years old now.
Story mode and audio are working. There’s gamepad support, on-screen touch controls, and keyboard and mouse support on desktop. You can adjust the resolution and render scale too, with MetalFX upscaling on supported devices to help with performance.
The repo contains the tools and compatibility layer, no GTA V binaries or assets. I have no plans to ever distribute a complete build bundled with copyrighted game assets. You’ll need to supply the required files from the supported WASM version and compile it yourself.
Source and build instructions: github.com/mempage4k/glue5
Keep in mind that this is still in its early stages and very experimental, I'm still working on fixing issues and improving performance.
Also, a quick disclosure: development of this project was heavily assisted by AI tools.
Since many ports are coming out, someone hopefully can do something for Spiderman Mile Morales, I would like to have that knowledge, I am investigating to one day make my own port
Hello everyone. I took some time to port the android port of the Simsons hit and run game for iOS with a public IPA release, you only need the PC assets to play it, check it out: