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. Currently only three apps are supported. The list will surely grow with time. :)
Visit our homepage! https://touchhle.org/
If you're curious about the history and motivation behind the project, you might want to read the original announcement.
This project is not affiliated with or endorsed by Apple Inc in any way. iPhone, iOS, iPod, iPod touch and iPad are trademarks of Apple Inc in the United States and other countries.
Only use touchHLE to emulate software you legally own.
touchHLE has been tested and is to be considered supported on x64 Windows and x64 macOS. It is possible to build it on some Linux and AArch64 systems, but this isn't a promise and we don't provide binary releases for those platforms. If you're an Apple Silicon Mac user: don't worry, the x64 macOS build reportedly works under Rosetta.
Known issue on macOS: memory leak of approximately 0.2MB/second (30fps games) or 0.4MB/second (60fps games). All obvious potential culprits 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, but you may want to keep an eye on it.
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.
Input methods:
- For simulated touch input, there are two options:
- Mouse/trackpad input (tap/hold/drag by pressing the left mouse button)
- Virtual cursor using the right analog stick on a game controller (tap/hold/drag by pressing the stick or the right shoulder button)
- For simulated accelerometer input (tilt controls), a game controller with a left analog stick is currently required. Real accelerometer support will come soon, but it's not in the first releases.
Real development started in December 2022, and this is so far a single person's full-time passion project. There's only been a handful of releases so far and no promises can be made about the future. Please be patient.
Currently, the supported functionality is not much more than what's needed by a handful of supported apps, although the code tries to be reasonably complete where it can. The completeness varies a lot between APIs, e.g. UIKit is easily the most hacky and incomplete of the large frameworks that have been implemented, whereas the OpenGL ES and OpenAL implementations are probably complete enough to cover a large number of early apps.
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 (check the list of supported apps). Note that the app binary must be decrypted to be usable.
There's no graphical user interface right now. If you're a Windows user and unfamiliar with the command line, these instructions may be helpful:
- The easiest and fastest thing to do is to drag and drop the app's
.ipa
file or.app
folder ontotouchHLE.exe
. - To configure the options, edit the
touchHLE_options.txt
file. To get a list of options:- Hold the Shift key and right-click on the empty space in the folder window.
- Click “Open with PowerShell”.
- Type
.\touchHLE.exe --help
and press Enter.
- You can also run apps directly from the command line:
- Move the
.ipa
file or.app
bundle to the same folder astouchHLE.exe
. - Hold the Shift key and right-click on the empty space in the folder window.
- Click “Open with PowerShell”.
- Type
.\touchHLE.exe "YourAppNameHere.ipa"
(or.app
as appropriate) and press Enter. If you want to specify options, add a space after the app name (outside the quotes) and then type the options, separated by spaces.
- Move the
Currently language detection doesn't work on Windows. To change the language preference reported to the app, you can type SET LANG=
followed by an ISO 639-1 language code, then press Enter, before running the app in the command line. Some common language codes are: en
(English), de
(Deutsch), es
(español), fr
(français), it
(italiano) and ja
(日本語). Bear in mind that it's the app itself that determines which languages are supported, not the emulator.
Any data saved by the app (e.g. saved games) are stored in the touchHLE_sandbox
folder.
If the emulator crashes almost immediately while running a game listed as supported, please check whether you have any overlays turned on like the Steam overlay, Discord overlay, RivaTuner Statistics Server, etc. Sadly, as useful as these tools are, they work by injecting themselves into other apps or games and don't always clean up after themselves, so they can break touchHLE… it's not our fault. 😢 Currently only RivaTuner Statistics Server is known to be a problem. If you find another overlay that doesn't work, please tell us about it.
Please see the BUILDING.md, DEBUGGING.md and CONTRIBUTING.md files in the git repo.
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.
We stand on the shoulders of giants. Thank you to:
- Everyone who has contributed to the project or supported it financially.
- 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, dr_mp3, 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 iOS hacking/jailbreaking community.
- 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.