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| limtc... |
Posted: Sun Sep 06, 2009 9:48 pm |
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On 9ÔÂ7ÈÕ, ÉÏÎç1ʱ14·Ö, Sheppy <the.she... at (no spam) gmail.com> wrote:
Quote: We'll see. I have tentative plans to take a whack at an iPhone port of
Sweet16. Once I get the current code converted to Cocoa for Mac OS X,
I'm going to try an iPhone port. I know odds are against it making it
through Apple's screening process, but if nothing else, I'll have it
for my own use.
Sheppy
Add me to the list too - looking forward for it. :)
I wonder how you will handle the 640x200 mode though, since the
resolution is only 320x480. |
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| Eric Rucker... |
Posted: Mon Sep 07, 2009 1:46 am |
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On Sep 6, 5:48 pm, limtc <thyech... at (no spam) gmail.com> wrote:
Quote: On 9ÔÂ7ÈÕ, ÉÏÎç1ʱ14·Ö, Sheppy <the.she... at (no spam) gmail.com> wrote:
We'll see. I have tentative plans to take a whack at an iPhone port of
Sweet16. Once I get the current code converted to Cocoa for Mac OS X,
I'm going to try an iPhone port. I know odds are against it making it
through Apple's screening process, but if nothing else, I'll have it
for my own use.
Sheppy
Add me to the list too - looking forward for it. :)
I wonder how you will handle the 640x200 mode though, since the
resolution is only 320x480.
640x200 looks fine scaled to 320x200, though - the color tricks that
Apple used means that unless it's 4 colors, it's only got 320 pixels
wide of useful data anyway. |
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| limtc... |
Posted: Mon Sep 07, 2009 2:04 am |
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On 9ÔÂ7ÈÕ, ÉÏÎç9ʱ46·Ö, Eric Rucker <bhtoo... at (no spam) gmail..com> wrote:
Quote: 640x200 looks fine scaled to 320x200, though - the color tricks that
Apple used means that unless it's 4 colors, it's only got 320 pixels
wide of useful data anyway.
But all the text would be kind of unreadable, if doing scale down this
way. Note that iPhone has 320x480 (or 480x320 in landscape), so it is
interesting to see would be Apple IIGS emulator choose to use (will
640 scale down better on 320 or 480 resolution)? |
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| A2Aviator... |
Posted: Mon Sep 07, 2009 3:03 am |
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Well.. it would scale down .. but herein lies the true use of these
emulators.
Games.
If you're wanting to launch AppleWorks, fuhgetaboutit.
Yes, it's an emulator.. a nicheulator. |
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| Sheppy... |
Posted: Mon Sep 07, 2009 3:19 am |
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Obviously the main use for this emulator would be games, which would
be fine scaled down. However, I'd allow you to do pinch gestures to
zoom in and out and so forth, so you could do other stuff if you
really needed to.
Sheppy |
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| Virtual Apple... |
Posted: Mon Sep 07, 2009 10:51 am |
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On Sep 6, 8:40 am, limtc <thyech... at (no spam) gmail.com> wrote:
I can tell you that the Apple IIgs emulator for the iPhone is being
worked on. Availability and release dates as not available as the
project just started. Stay tuned for further updates and betas when
they come available. |
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| Michael J. Mahon... |
Posted: Mon Sep 07, 2009 11:06 am |
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mmphosis wrote:
Quote: I appreciate you posting this limtc.
A developer needs to make sure their emulator is fully licensed and
legal. The final Apple approved version of Manomio's [$4.99]
Commodore 64 emulator has BASIC disabled. I would assume that you may
want BASIC enabled on an Apple IIGS emulator.
Apparently it's not hard to enable BASIC:
Quote: leberwurstsaft says:
September 6, 2009 at 9:09 am
FYI: Basic is in the App.
activate the setting for "Always show full keyboard"
run a game. then hit the reset button. done.
now you can do your basic stuff.
LOAD "$",8
LOAD "*",8,1
RUN
-michael
NadaNet 3.0 for Apple II parallel computing!
Home page: http://home.comcast.net/~mjmahon/
"The wastebasket is our most important design
tool--and it's seriously underused." |
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| datajerk... |
Posted: Mon Sep 07, 2009 2:09 pm |
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On Sep 7, 4:51 am, Virtual Apple <vast... at (no spam) gmail.com> wrote:
Quote: On Sep 6, 8:40 am, limtc <thyech... at (no spam) gmail.com> wrote:
Finally! The first retro computer emulator for iPhone, and
unfortunately it is not for Apple II!
http://toucharcade.com/2009/09/05/c64-emulator-approved-by-apple-and-...
The emulator is very well done - please take a look at the video! If
anybody kindly do an Apple II emulator I will buy it... and if it is
an Apple IIGS emulator I will give you my US$10. :)
I can tell you that the Apple IIgs emulator for the iPhone is being
worked on. Availability and release dates as not available as the
project just started. Stay tuned for further updates and betas when
they come available.
Any rumors on //e emulation? |
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| Chris Baird... |
Posted: Mon Sep 07, 2009 6:26 pm |
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Quote: The emulator is very well done - please take a look at the video!
My gut feeling whenever I see a commerically-sold 8-bitter emulator
is "okay, which GPLed emulator did they steal from?"
In the Commodore world, the only closed-source C64 emulators I've seen
were from 10+ years ago, and they worked very poorly (no raster
effects..) "Today", everyone's using the GPL'd VICE, or Frodo.
The "no external binaries" situtations works out very well for the
developer if it's a case of hiding stolen code. The above-mentioned
emulators do have quirks that you can check for..
--
Chris |
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| mmphosis... |
Posted: Mon Sep 07, 2009 6:34 pm |
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On Sep 7, 7:26 am, Chris Baird <ab... at (no spam) brushtail.apana.org.au> wrote:
Quote: The emulator is very well done - please take a look at the video!
My gut feeling whenever I see a commerically-sold 8-bitter emulator
is "okay, which GPLed emulator did they steal from?"
In the Commodore world, the only closed-source C64 emulators I've seen
were from 10+ years ago, and they worked very poorly (no raster
effects..) "Today", everyone's using the GPL'd VICE, or Frodo.
The "no external binaries" situtations works out very well for the
developer if it's a case of hiding stolen code. The above-mentioned
emulators do have quirks that you can check for..
--
Chris
Today, I don't know how many people are using the GPL'd VICE, or
Frodo. I do know that other people are using the latest versions of
AppleWin, KEGS, Virtual II, Catakig, and many others.
I've heard stories of GPL and other open source code being copied and
sold for profit with very little effort to create the work. Basically
"steal" someone's work and slap a different name on it and sell it.
This is fairly common as a business can save a lot of money in not
having to pay for programmers. And, in many cases there is little and
no recourse for the original creator. But, word gets around -- buyer
and seller beware.
For a particular emulator that we sell, the closed source code for the
product is developed totally from within and does not come from
external sources. |
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| Mike... |
Posted: Tue Sep 08, 2009 5:28 pm |
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On Mon, 7 Sep 2009 03:51:50 -0700 (PDT), Virtual Apple
<vastats at (no spam) gmail.com> wrote:
Quote: On Sep 6, 8:40 am, limtc <thyech... at (no spam) gmail.com> wrote:
Finally! The first retro computer emulator for iPhone, and
unfortunately it is not for Apple II!
http://toucharcade.com/2009/09/05/c64-emulator-approved-by-apple-and-...
The emulator is very well done - please take a look at the video! If
anybody kindly do an Apple II emulator I will buy it... and if it is
an Apple IIGS emulator I will give you my US$10. :)
I can tell you that the Apple IIgs emulator for the iPhone is being
worked on. Availability and release dates as not available as the
project just started. Stay tuned for further updates and betas when
they come available.
Making it possible to execute code from within your app, it seems, is
still a no-no. Though I doubt many people would actually do any
programming on something like this. As pointed out earlier, it's all
about the games.
http://www.wired.com/gadgetlab/2009/09/iphone-c64-emulator-approved-by-apple-removed-again-for-hiding-banned-feature/
- Mike |
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