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Emulator for iPhone

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limtc

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Sep 5, 2009, 7:40:09 PM9/5/09
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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-now-available/

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. :)

Bill Buckels

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Sep 5, 2009, 7:55:21 PM9/5/09
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"limtc" <thye...@gmail.com> wrote:

>Finally! The first retro computer emulator for iPhone, and unfortunately it
>is not for Apple II!

This is crippled and is locked-in to only a subset of C64 disk images.

>The emulator is very well done - please take a look at the video!

No it's not well done since it is limited.

>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. :)

$10 doesn't get you much these days... you can either buy 2 crippled C64
emulators for your phone... or you can use your phone to make phone calls
and buy a couple of pounds of fish for dinner with your $10...


limtc

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Sep 5, 2009, 11:07:06 PM9/5/09
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On 9月6日, 上午7时55分, "Bill Buckels" <bbuck...@mts.net> wrote:

> $10 doesn't get you much these days... you can either buy 2 crippled C64
> emulators for your phone... or you can use your phone to make phone calls
> and buy a couple of pounds of fish for dinner with your $10...

If there are says a few licensed games that is actually Apple II
original, it is worth it.

mmphosis

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Sep 5, 2009, 11:54:23 PM9/5/09
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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.

Once you pay the US $10 for my crippled Apple II GS emulator for
iPhone, which Apple II GS game(s) would you want to purchase?

Mark Frischknecht

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Sep 6, 2009, 1:47:48 AM9/6/09
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none
--
Close this world. txen eht nepO
|
Mark Frischknecht

A2Aviator

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Sep 6, 2009, 2:23:23 AM9/6/09
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On Sep 5, 8:54 pm, mmphosis <markwst...@yahoo.com> wrote:

> Once you pay the US $10 for my crippled Apple II GS emulator for
> iPhone, which Apple II GS game(s) would you want to purchase?

None. I'm not buying them again. I'm perfectly capable of getting my
IIgs software into whatever format I need.

BASIC disabled? That won't last long. The IPA's are just zipped
packages. Get into them and add back all the missing stuff. But I'm
sure as hell not paying for IIgs games again just for someone to make
a 2mg file with a wrapper on it.

..and to rag on this 64 emulator and call it crippled isn't totally
fair to it. It is what it is because thats what it took to release it.

It's the crack in the wall that was needed. More capability will
come.

Bill Buckels

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Sep 6, 2009, 5:18:10 AM9/6/09
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"A2Aviator" <a2av...@gmail.com> wrote:

>..and to rag on this 64 emulator and call it crippled isn't totally fair to
>it. It is what it is because thats what it took to release it.

>It's the crack in the wall that was needed. More capability will come.

Duly noted and I wish Apple Co. weren't so...


limtc

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Sep 6, 2009, 5:35:24 AM9/6/09
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This is the important stuffs, the in-app purchase made possible by
iPhone OS 3.0.

--
Users can purchase separately sold program packs (early prices appear
to be $0.99-$1.99 each and are determined by original IP holders) from
the App Store that, when launched, install a game (or games) into the
main application, adding them to the bookcase-like program launcher.
--

If someone sold an Apple IIGS emulator with 5 games buildin (of
course, the value of the package depending on what games are sold),
and sells games like Rastan, Arkanoid, etc, I will be happy to pay US
$1-2 per game, since these are the original game, not remake.

PS: I believe Olivier is interested in making an Apple IIGS emulator
for iPhone. This I am willing to pay US$4.99 as long as it has in-app
purchase and have all the FTA demos I can carry with me!

Eric Rucker

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Sep 6, 2009, 7:14:53 AM9/6/09
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On Sep 6, 2:23 am, A2Aviator <a2avia...@gmail.com> wrote:
> ..and to rag on this 64 emulator and call it crippled isn't totally
> fair to it. It is what it is because thats what it took to release it.

Right. If people want to rag on someone about this, rag on Apple, for
making Microsoft look wide open and friendly.

(No, really. Microsoft has Windows Mobile in a Shared Source license,
and WinMo devices can usually run whatever apps you want, signed or
unsigned, without any jailbreaking. That only leaves the question
of... why isn't there an Apple II emulator that has been updated more
recently than 2001 for WinMo? The stuff out there now doesn't even
really run on a modern WinMo 6.1 device... I guess I could get
StyleTap and Appalm, but Appalm really isn't worth getting another
emulator for. It should be possible to port full-blown KEGS to this
thing, as long as you get past any graphical hurdles and Unicode/ASCII
hurdles (WinCE requires that all text be in Unicode.))

N.N. Thayer

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Sep 6, 2009, 9:51:32 AM9/6/09
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Speaking of Microsoft, don't they still technically own the rights to
Commodore BASIC, and Applesoft BASIC for that matter?

datajerk

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Sep 6, 2009, 11:27:17 AM9/6/09
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On Sep 5, 5:40 pm, limtc <thyech...@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. :)

It's lame that you cannot download your own images to run. It's not
impossible, e.g. the 41CX emulator (i41CX+) supports any module if it
is posted somewhere in a directory browseable URL--you just point to
it, download, and run. Its up to the user to decided if they can run
that module, not Apple.

Apple does not police what websites I can visit or emails I can
download. I see no reason not to have a download feature except that
the author wants to make extra $. What if I want to run my own
programs?

datajerk

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Sep 6, 2009, 11:34:47 AM9/6/09
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I forgot to add that I think the emulation is quite good, at least
from the videos I have seen. The only reason I did not purchase it
was because I cannot run my own C programs.

I'd purchase a //e and IIgs emulator that allowed me to determine what
images I can run just like I do with Virtual ][ and Sweet16.

I paid $50 for Virtual ][. I'd have no problem spending that much for
a great flexible emulator for the iPhone.

Perhaps these type of emulators should have two models; free and
clear, do what you can for a premium price, and a low cost version
based on a subscription model.

limtc

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Sep 6, 2009, 12:25:55 PM9/6/09
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On 9月6日, 下午11时27分, datajerk <dataj...@gmail.com> wrote:

> It's lame that you cannot download your own images to run. It's not
> impossible, e.g. the 41CX emulator (i41CX+) supports any module if it
> is posted somewhere in a directory browseable URL--you just point to
> it, download, and run. Its up to the user to decided if they can run
> that module, not Apple.

This is against Apple SDK rule I think, not developer's fault. What
makes this emulator unique is that everything is licensed, and you
don't need to download ROM somewhere. What you are suggesting has
nothing to do with this software author, just don't buy the iPhone or
jailbreak it as this is how App Store works.

Now I think that maybe Apple II emulator might not be possible to be
released in App Store since I don't think Apple will ever licensed the
ROM to any other vendors. :(

Sheppy

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Sep 6, 2009, 1:14:35 PM9/6/09
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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

datajerk

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Sep 6, 2009, 1:19:18 PM9/6/09
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On Sep 6, 10:25 am, limtc <thyech...@gmail.com> wrote:
> On 9月6日, 下午11时27分, datajerk <dataj...@gmail.com> wrote:
>
> > It's lame that you cannot download your own images to run. It's not
> > impossible, e.g. the 41CX emulator (i41CX+) supports any module if it
> > is posted somewhere in a directory browseable URL--you just point to
> > it, download, and run. Its up to the user to decided if they can run
> > that module, not Apple.
>
> This is against Apple SDK rule I think, not developer's fault.

No its not. c64 software/floppy images is just data for the
emulator. There are many iPhone apps that download unique data via
the net, as does the c64 emulator, but the c64 author gets to decide
what you can download, just like the App store.

> makes this emulator unique is that everything is licensed, and you
> don't need to download ROM somewhere.

Irrelevant. I think its great that he got the ROM's licensed. What I
am talking about is floppy images.

> What you are suggesting has
> nothing to do with this software author

It has everything to do with the author.

> Now I think that maybe Apple II emulator might not be possible to be
> released in App Store since I don't think Apple will ever licensed the
> ROM to any other vendors. :(

One can only hope.

datajerk

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Sep 6, 2009, 1:25:48 PM9/6/09
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And any others you have as beta testers. We just have to send you our
UDIDs and then you can make an IPA package that we just drop into
iTunes.

If you make it open source, well then any with a $99 developers
license can just build it for themselves.

a2retro

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Sep 6, 2009, 1:29:14 PM9/6/09
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To: Sheppy

true, for $99 a year ... technically you can run what ever you want ...

;)

ps. and seeing as you have the best connections with Apple re
distributing older licensed materials ... it would be great if you gave
it a shot ... if you don't ask ... you don't get ...

Good Luck!! I hope it happens ....

limtc

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Sep 6, 2009, 5:48:03 PM9/6/09
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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.

Eric Rucker

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Sep 6, 2009, 9:46:17 PM9/6/09
to

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.

limtc

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Sep 6, 2009, 10:04:43 PM9/6/09
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On 9月7日, 上午9时46分, Eric Rucker <bhtoo...@gmail.com> wrote:

> 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)?

A2Aviator

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Sep 6, 2009, 11:03:32 PM9/6/09
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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.

Sheppy

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Sep 6, 2009, 11:19:05 PM9/6/09
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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

Michael J. Mahon

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Sep 7, 2009, 3:06:03 AM9/7/09
to
mmphosis wrote:
> 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:

> 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."

Virtual Apple

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Sep 7, 2009, 6:51:50 AM9/7/09
to
On Sep 6, 8:40 am, limtc <thyech...@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.

datajerk

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Sep 7, 2009, 10:09:12 AM9/7/09
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Any rumors on //e emulation?

Message has been deleted
Message has been deleted

mmphosis

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Sep 7, 2009, 2:34:35 PM9/7/09
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On Sep 7, 7:26 am, Chris Baird <ab...@brushtail.apana.org.au> wrote:
> > 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.

Mike

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Sep 8, 2009, 9:28:44 AM9/8/09
to

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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