/touchHLE

High-level emulator for iPhone OS apps

Primary LanguageRustMozilla Public License 2.0MPL-2.0

touchHLE: high-level emulator for iPhone OS apps

touchHLE is a high-level emulator (HLE) for iPhone OS apps. It runs on modern desktop operating systems, and is written in Rust.

As an HLE, touchHLE is radically different from a low-level emulator (LLE) like QEMU. The only code the emulated CPU executes is the app binary and a handful of libraries; touchHLE takes the place of iPhone OS and provides its own implementations of the system frameworks (Foundation, UIKit, OpenGL ES, OpenAL, etc).

The goal of this project is to run games from the early days of iOS. Only iPhone/iPod touch apps for iPhone OS 2.x have been tested so far. Modern/64-bit iOS app support is explicitly a non-goal, and support for apps that aren't games is unlikely to be prioritized due to the complexity. On the other hand, it's likely that we'll attempt to support apps for some newer 32-bit versions (especially 3.x and 4.x) and the iPad in future. iPhone OS 1.x support might be attempted also.

Visit our homepage! https://touchhle.org/

Important disclaimer

This project is not affiliated with or endorsed by Apple Inc in any way. iPhone, iPhone OS, iOS, iPod, iPod touch and iPad may be trademarks of Apple Inc in the United States or other countries.

Only use touchHLE to emulate software you legally own.

Platform support

touchHLE has been tested and is to be considered supported on x64 Windows and x64 macOS. It may be possible to build it on Linux and on some AArch64 systems (at least one person has succeeded), but we make no guarantees right now. If you're an Apple Silicon Mac user: don't worry, the x64 macOS build reportedly works under Rosetta.

Architectures other than x64 and AArch64 are completely unsupported, and this is unlikely to change.

It would be desirable to eventually support Android. That is probably not too much work.

Since the current targets are desktop operating systems, touch input is simulated via mouse input or the right analog stick on a game controller (tap/hold by pressing the stick or shoulder button), and accelerometer input (rotation only) is simulated via the left analog stick on a game controller. Real accelerometer support coming soon, but not in the first release.

Development status

Real development started in December 2022, and this is so far a single person's full-time passion project. There's only a single release so far and no promises can be made about the future. Please be patient.

Currently, the supported functionality is not much more than what the single supported app uses. The code tries to be reasonably complete where it can, though.

App support

For pretty screenshots and video, check out the home page!

  • Super Monkey Ball (2008, App Store launch title), tested versions 1.0, 1.02, 1.3 (1.3 is the most heavily tested)
    • Fully playable, everything works. Among other things:
      • Sound effects and music
      • Logo, title, menu, ranking, settings and credits screens
      • Main Game, Instant Game (Shuffle Play) and Practice game modes
      • Save game persistence (settings, unlocks, records)
      • Continuing a previous game after closing and reopening the app
      • The tutorial (in the versions that have it)
    • Consistent full fps (30fps) in release builds even on a fairly underpowered laptop (2017 Retina MacBook, passively cooled!)
    • Special enhancement: can be run with increased internal resolution via the --scale-hack= option. Resolutions up to circa 4K have been tested. No noticeable performance impact at small scales (2×, 3×).
    • Recommended game controller settings: --y-tilt-offset=24
    • Known issue: memory leak of approximately 0.2MB/second on macOS. All obvious issues in the emulator itself have been ruled out, so it might be a problem in macOS itself, SDL2, or some other dependency. Thankfully this is slow enough that it shouldn't be a problem for most play sessions.

No other apps are known to work right now. This will surely improve in future. :)

Usage

First obtain touchHLE, either a binary release or by building it yourself (see the next section).

You'll then need an app that you can run. See the “App support” section above. Note that the app binary must be decrypted to be usable. Also note that you can't directly use .ipa files right now, you'll need to unzip it (this may be easier if you rename it to end in .zip first) and get the .app bundle out of it.

There's no graphical user interface right now, so you'll usually need to use the command line to run touchHLE. For first-time users on Windows:

  1. Move the .app bundle to the same folder as touchHLE.exe.
  2. Hold the Shift key and Right-click on the empty space in the folder window.
  3. Click “Open with PowerShell”.
  4. You can then type .\touchHLE.exe "YourAppNameHere.app" and press enter.
  5. You may want to type .\touchHLE.exe to see the available options for things like game controllers.

Building

You need git, the Rust toolchain, and your platform's standard C and C++ compilers.

First check out the git repo with git clone. Also make sure you get the submodules (git submodule update --init should be enough).

There is one special external dependency, Boost:

Then you just need to run cargo run --release (for a release build) or cargo run (for a debug build) to build and run touchHLE. On an underpowered, passively-cooled, 2-core laptop (2017 Retina MacBook), a clean release build takes a bit less than 9 minutes.

The touchHLE_dylibs and touchHLE_fonts directories contain files that the resulting binary will need at runtime, so you'll need to copy them if you want to distribute the result. You also should include the license files.

Contributing

Please run cargo fmt and cargo clippy on your changes before committing. For the handful of C and C++ files, please use clang-format -i to format them.

If you're going to open a pull request with non-trivial changes, please talk to us first so we can figure out if we're likely to accept them. It would be a shame if your effort had to be wasted.

License

touchHLE © 2023 hikari_no_yume and other contributors.

The source code of touchHLE itself (not its dependencies) is licensed under the Mozilla Public License, version 2.0.

Due to license compatibility concerns, binaries are under the GNU General Public License version 3 or later.

For a best effort listing of all licenses of dependencies, build touchHLE and pass the --copyright flag when running it.

Please note that different licensing terms apply to the bundled dynamic libraries (in touchHLE_dylibs/) and fonts (in touchHLE_fonts/). Please consult the respective directories for more information.

Thanks

We stand on the shoulders of giants. Thank you to:

  • The authors of and contributors to the many libraries used by this project: dynarmic, rust-macho, SDL, rust-sdl2, stb_image, openal-soft, hound, caf, RustType, the Liberation fonts, the Noto CJK fonts, rust-plist, gl-rs, cargo-license, cc-rs, cmake-rs, and the Rust standard library.
  • The Rust project generally.
  • The various people out there who've documented the iPhone OS platform, officially or otherwise. Much of this documentation is linked to within this codebase!
  • The Free Software Foundation, for making libgcc and libstdc++ copyleft and therefore saving this project from ABI hell.
  • The National Security Agency of the United States of America, for Ghidra.
  • Many friends who took an interest in the project and gave suggestions and encouragement.
  • Developers of early iPhone OS apps. What treasures you created!
  • Apple, and NeXT before them, for creating such fantastic platforms.