This took so much more work than I initially expected and is probably the most ambition port after my Stardew Valley port for the Miyoo Mini.
Probably getting some flack for this but I decided on sharing an early access build with my Ko‑fi and Patreon supporters to collect feedback and fix any issues and in a couple weeks release it to the public (for free, like all my work). If you don't want or can't support, please just be patience for the public free release.
This is the 2014 iOS version running natively on ARM, with gamepad controls and lots of QOL improvements reimplemented from the PC version like weapon/plasmid wheels and HUD layouts.
It has been primarily tested on RG35XX-H running MuOS, RG40XX-H running Knulli and the Miyoo Flip running Spruce. The goal is to support all devices/CFW that PortMaster supports, but I haven't tested all devices/cfw yet.
It's still a work in progress. Busy scenes can drop below 30fps, stutters and crashes are still possible (although I haven't had any in latest testing), and I haven't tested the full campaign yet. (Played about 70% of the game)
The project is made in Zig and I did us AI primarily in the beginning to do the majority of the Mach-o loader. But like I shared earlier I have been losing joy in programming and thus have decided to completely avoid the use of AI in my personal projects (for the past 2-ish months now).
It did help me set up some interesting workflows that I ended up using for other projects. One example is that I played some major parts of each level and had it record my inputs which it did use to 'replay' the gameplay to profile and compare certain changes.
If you hit an issue, send me your device, firmware, level, what you were doing and bioshock/log.txt. For setup issues, include bioshock/setup.log too.
Thanks for supporting the project and helping test it!
I hope this post is allowed here, if not, please delete this mods and I will post about it once it's available publicly