Kahris 让《塞尔达传说:时之笛》首次在 iOS/iPadOS 上原生运行,通过反编译和 Metal 渲染,使用 Codex 5.6 Sol 构建 iOS 层并开源,实现宽屏 60fps 和控制器支持
AI 摘要
Kahris 让《塞尔达传说:时之笛》首次在 iOS/iPadOS 上原生运行,通过反编译和 Metal 渲染,使用 Codex 5.6 Sol 构建 iOS 层并开源,实现宽屏 60fps 和控制器支持。
推荐理由低价值或偏离 AI-Dev
原文
RT Kahris<br>Ocarina of Time, running natively on iOS and iPadOS for the first time.<br><br>Not an emulator. Ship of Harkinian has run on Windows, Linux, macOS, Switch, Wii U, and Android. Never iOS. Now it runs on iPad, with iPhone in the build too.<br><br>The game was decompiled to C and rebuilt as a native ARM64 app rendering through Metal. No N64 hardware being simulated, no ROM interpreted at runtime, no streaming from a Mac.<br><br>It isn't stuck at the N64's 240p and 20fps. Widescreen, full resolution, 60fps.<br><br>This game deserves a controller, so controller support is native. Pair a Bluetooth controller and play the whole thing. Touch, keyboard, and mouse work too.<br><br>I used Codex 5.6 Sol to build the iOS layer. Open sourcing it all below.<br><video width="1920" height="1080" src="https://video.twimg.com/amplify_video/2081743918803173376/vid/avc1/1920x1080/PW_jluNHz7XMVgtA.mp4?tag=29" controls="controls" poster="https://pbs.twimg.com/amplify_video_thumb/2081743918803173376/img/QRPY786k-zHlA9li.jpg"></video>
讨论
暂无评论。