An upcoming Nintendo 64 emulator for iDevices. Based on Riley Testut's fork of Zodttd's N64iOS. Currently the screen only supports the iPhone size (for the sake of simplicity). Once the emulator is working, all screen sizes will be supported, and it will undergo a complete UI change (To keep it simple for now, it looks similar to GBA4iOS's UI, and to the UI used in Riley's original fork).    Known Issues: * It can only find the ROMs that are in the Documents folder.  * The "Open In..." feature works, but it cannot find the ROM because it is placed in the Inbox folder.  * It attempts to load the ROM, and gives a "loading..." popup, or it will crash. The problem is that the emulator dylibs have not been updated to support newer device architecture, and therefore are not included when compiling.  * According to Riley, some of the dylibs need to be perfected (such as gles2n64).  * The Icon is not original, but it is just a placeholder while I get the new one designed.  * The UI is not original at all, and the colors need some tweaking.  So... Whats the difference between this fork and Riley's? * Everything has been recoded, to ensure there is no deprecated code.  * It can compile on iOS 8  * It has the "Open In..." feature.  * It does have a UI to play the ROMs once the emulator part is fixed (however, I have decided to not include it in any builds until the emulator is fixed).    When will it be released? * As long as I don't run into any major issues after fixing the emulator dylibs, it looks like December of 2014, or January of 2015 is a possible release. At the very least, I would hope to start beta testing at around that time. Of course these dates are not set in stone, and are subject to change.    Who should we follow to stay updated? * @thetommetzger - that's me  * @thebutcherapps - that's my team  * www.thebutcherapps.weebly.com - that's our website    Who are you? * I'm Tom, a high school football player from Flower Mound, Texas who works weekends at Chicken Express. I started developing apps during early March of last year as part of a english project in which we had to create something for charity. I created my Development Team (The Butcher Apps), and began to work on a fork of Libretro's Retroarch, which was simpler and easier to use, that I called EMU4iOS (no affiliation with emu4ios.net). The app did end up gaining a small following, and a trailer for it was even shown on Channel 1 News. Unfortunately, I was never able to find a way to distribute it beyond my small team of beta testers. After taking a short break, in order to learn more about Objective - C and Swift, I decided it was time to try again, this time with an app I hadn't heard much about since my freshman year on my old jailbroken iPhone 4: N64iOS by Zodttd. I did some research, to see if he had updated it since then, and found that he did indeed start working on it again, but, to my understanding abandoned it due to someone releasing one that worked better (which I presume to be Retroarch). During my research, I stumbled upon his Github repo for it, but, there was no way to compile it in Xcode, and there were so many files, many of which were referencing to ones that were missing. I decided to see if anyone else had forked it, and perhaps made it easier to compile and understand, and it turns out that someone did, and (to my great excitement), it was none other than the great Riley Testut himself (to whom I credit my inspiration for starting to code in the first place). Although his code was older (December of 2012 was the last commit), it was incredibly easy to understand, and the .xcodeproj file was included! I quickly opened it to see if it would compile, upon which I received a fatal clang error. I was dismayed, but after doing some thinking, and a lot of research into the error, I determined that the clang error could be due to the project having old code and settings. I decided to test my theory, and created a blank Xcode project named Test64iOS (to admit, I wasn't entirely sure if it would work at first). I then began retyping every single line of code, and updating any deprecated code I came across. Once the last line of code was complete, I hit the compile button, and crossed my fingers. My heart sunk. there was an error symbol. I clicked on it to see what it was, and to my relief, it was not a clang error! It was simply a misspelling of a variable name! I fixed the spelling error and ran it again, and it was exactly what I was hoping for! The app worked exactly as Riley had stated in his README on Github! I couldn't believe it! I then went on to add the "Open In..." feature to make testing ROMs a little easier. I now have to go through and update each of the emulator plugins to work, and decided to leave the UI alone until I had the emulator backend at least partially working. Not long after, I heard that the iEmulators team was asking anyone who is making an emulator, or knows someone who is to contact them. I immediately sent them an email, and they responded, saying that they were excited and that they would like to track my progress and asked if I had it on Github, which at the time, I didn't, but I told them I would upload it somewhere soon. So, here we are, on the Nintendo 64's 18th birthday, and 18 days after I started N64iOS, at the start of long road, and I have no idea where it will take us.