Hello, all. I'm a longtime Mac/iOS developer and I still use SheepShaver for some old-school Mac games. A while back I got a bee in my bonnet to run them on iOS, so I started monkeying with it. I now have a 64-bit build that runs on iOS 13.6 and later, for both iPhone and iPad (though mouse integration only works on iPad - that's an Apple thing). No, it's not ready for prime time, but at least I can run a few games on it.
If you'd like to play with it, and you are fluent in using Xcode to build for an iOS device, you can see my public repository at https://github.com/tjpadula/macemu under the sheepshaver_ios branch. You will need a Mac running at least Catalina, with Xcode 11 or later.
Enjoy.
Interest in an iOS build?
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- Forum All-Star
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Re: Interest in an iOS build?
Very impressive - especially with networking working now. Well done!
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- Space Cadet
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Re: Interest in an iOS build?
Thank you for putting this fork together! I finally had time today to grab the git project, build, deploy, and start using it. Any particular areas you'd like help with or are you open to PRs?
Re: Interest in an iOS build?
Thanks for this! I was able to get this up and running on my iPad without much hassle.
I was hopeful that Sheepshaver would not have the same "crash on command+w" behavior as Basilisk II, but sadly I see the same issue.
viewtopic.php?p=75181#p75181
I'm curious if you have any insight into how to work around this annoying behavior that was introduced in iPadOS 16+. Seems like it has something to do with suspending the app, but I'm not very savvy on iOS dev.
I was hopeful that Sheepshaver would not have the same "crash on command+w" behavior as Basilisk II, but sadly I see the same issue.
viewtopic.php?p=75181#p75181
I'm curious if you have any insight into how to work around this annoying behavior that was introduced in iPadOS 16+. Seems like it has something to do with suspending the app, but I'm not very savvy on iOS dev.