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Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
Run x86-64 Windows PC games on jailed iOS via FEX-Emu + Wine + DXMT
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗Madeira runs Windows PC games on an iPhone, with no jailbreak. Games run as they are, unmodified, inside a single iOS app.
[!NOTE] Madeira is an active research project. Many games start and some play well, but performance and compatibility vary from game to game, and things change quickly. Expect rough edges.
| Layer | What it does |
|---|---|
| FEX-Emu | Translates the game's x86 and x86-64 code to ARM64 as it runs. |
| Wine 11.4 | Provides Windows. It is built for ARM64EC, so Wine itself runs natively and only the game's own code is translated. 32-bit games run through WoW64. |
| DXMT | Draws Direct3D 9, 10 and 11 with Metal. |
| madeira-d3d12 | Madeira's own Direct3D 12 implementation on Metal, converting DXIL shaders at run time with Apple's Metal Shader Converter. |
iOS apps cannot start other programs, so everything runs in one process: even Wine's server runs as a thread instead of a separate program.
Because JIT needs a debugger, Madeira cannot be offered on the App Store.
Some 64-bit games need Microsoft's Visual C++ runtime, which is not included (see Licensing).
git clone --recurse-submodules https://github.com/willfaust/Madeira.git
FEX, wine, dxmt and madeira-dock are submodules that point at Madeira's
own forks; upstream checkouts will not build here. The build has several parts
(the Wine unix libraries, the ARM64EC Windows modules, FEX, DXMT and the app)
and some inputs that are not in the repository, such as the toolchains.
docs/BUILDING.md walks through all of it.
git clone --recurse-submodules
cd Madeira
./tools/build-ipa.sh # produces dist/Madeira.ipa
See [`BUILDING.md`](BUILDING.md) for prerequisites, timing, and re-run notes.
Note that `FEX`, `wine` and `research/dxmt` are submodules pointing at forks
containing the iOS work; upstream clones will not build here.
### Repository layout
| Path | Contents |
|---|---|
| [`app/`](app) | The iOS app: SwiftUI front end, Wine bridge and bundled resources |
| [`wine/`](https://github.com/willfaust/wine), [`FEX/`](https://github.com/willfaust/FEX), [`dxmt/`](https://github.com/willfaust/dxmt), [`madeira-dock/`](https://github.com/willfaust/madeira-dock) | Madeira's forks and the Steam client launcher (submodules) |
| [`madeira-d3d12/`](madeira-d3d12) | The native Direct3D 12 runtime |
| [`build/`](build) | Build scripts and iOS-side sources, one folder per component |
| [`tests/`](tests) | Host checks and x86, x86-64 and DXMT test programs |
| [`tools/`](tools) | Helper scripts |
| [`docs/`](docs) | Documentation |
| [`research/`](research) | Experiments that are not part of the app |
## Documentation
| Topic | Document |
|---|---|
| Building from a clean checkout | [`docs/BUILDING.md`](docs/BUILDING.md) |
| StikDebug and built-in JIT setup | [`docs/JIT.md`](docs/JIT.md) |
| The game library | [`docs/LIBRARY.md`](docs/LIBRARY.md) |
| Steam sign-in, library and downloads | [`docs/STEAM_SIGNIN.md`](docs/STEAM_SIGNIN.md), [`docs/STEAM_LIBRARY.md`](docs/STEAM_LIBRARY.md) |
| Steam Cloud saves | [`docs/STEAM_CLOUD.md`](docs/STEAM_CLOUD.md) |
| Madeira Dock (the Steam client) | [`docs/MADEIRA_DOCK.md`](docs/MADEIRA_DOCK.md) |
| 32-bit games (WoW64) | [`docs/WOW64.md`](docs/WOW64.md) |
| Controllers and touch controls | [`docs/CONTROLLERS.md`](docs/CONTROLLERS.md) |
| Keyboard, mouse and trackpad | [`docs/KEYBOARD_MOUSE.md`](docs/KEYBOARD_MOUSE.md) |
| Audio and video | [`docs/MEDIA.md`](docs/MEDIA.md) |
| Licensing in detail | [`docs/LICENSING.md`](docs/LICENSING.md) |
## Licensing
Madeira is licensed under **GPL-3.0-or-later** ([`LICENSE`](LICENSE)) with
the **Madeira Converter Exception** ([`LICENSE-EXCEPTION.md`](LICENSE-EXCEPTION.md)),
an additional permission that allows it to work with Apple's Metal Shader
Converter.
The projects it builds on keep their own licenses upstream, but Madeira's forks
are not all licensed the same way as their upstreams:
| Component | License |
|---|---|
| [Wine fork](https://github.com/willfaust/wine) | LGPL-2.1-or-later, like upstream Wine |
| [FEX-Emu fork](https://github.com/willfaust/FEX), [DXMT fork](https://github.com/willfaust/dxmt) | Upstream code stays MIT; Madeira's changes are GPL-3.0-or-later with the exception |
| [rpmalloc fork](https://github.com/willfaust/rpmalloc) | Upstream code stays 0BSD; Madeira's changes are GPL-3.0-or-later with the exception |
| [Madeira Dock](https://github.com/willfaust/madeira-dock) | GPL-3.0-or-later with the exception |
Anything obtained earlier under a permissive license stays available under it.
Per-component details, including GnuTLS, Nettle, GMP, FFmpeg and LLVM, are in
[`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md); the license texts are in
[`LICENSES/`](LICENSES).
Microsoft's Visual C++ runtime DLLs are **not** distributed with Madeira. To
build with them, supply them yourself as described in
[`tools/fetch-vcruntime.md`](tools/fetch-vcruntime.md).
## Contributing
Contributions are welcome under GPL-3.0-or-later; see
[`CONTRIBUTING.md`](CONTRIBUTING.md).
Madeira's forks contain a lot of AI-assisted work. FEX-Emu does not accept
AI-generated code, so please **do not send changes from these forks upstream**
to FEX-Emu, and check each upstream project's contribution policy before
proposing anything to it.
## Credits
- **Will Faust** ([@willfaust](https://github.com/willfaust)): created Madeira
- **Nick** ([@125hz](https://github.com/125hz)): 32-bit game support, the game library and Madeira Dock
- **Jfishin** ([@Jfishin](https://github.com/Jfishin)): the original native Steam sign-in, library and downloads
- **Jesse** ([@JesseLovelace](https://github.com/JesseLovelace)): Steam Cloud saves, faster game launches, and fixes that let more games run
- **Dan Perks** ([@danperks](https://github.com/danperks)): in-app JIT without StikDebug, and pairing without a computer
- **bahacan16** ([@bahacan16](https://github.com/bahacan16)): Direct3D 12 and DXMT fixes, game launcher windows, per-game settings, PlayStation controllers, and save backups
- **spitefulowl** ([@spitefulowl](https://github.com/spitefulowl)): Wine and FEX runtime fixes, DXMT texture and memory fixes, audio, the swap tier, and library launch options
- **meshoklv** ([@meshoklv](https://github.com/meshoklv)): controller fixes for games that ship their own XInput or need focus, touch taps that stay off the mouse, and a crash-guard fix
- **TheHadesc** ([@TheHadesc](https://github.com/TheHadesc)): Madeira Dock starts for games whose Steam launch entries do not start at zero, and a touch gamepad that survives the in-game keyboard
Madeira is built on [Wine](https://www.winehq.org/), [FEX-Emu](https://github.com/FEX-Emu/FEX),
[DXMT](https://github.com/3Shain/DXMT) by Feifan He (3Shain) with the Direct3D 9
frontend by David Acevedo (dacevedo12), [rpmalloc](https://github.com/mjansson/rpmalloc)
by Mattias Jansson, [StikDebug](https://github.com/StikDebug/StikDebug),
[StikJIT](https://github.com/StikDebug/StikJIT) and
[idevice](https://github.com/jkcoxson/idevice) for enabling JIT. Thank you to everyone who contributes to them.
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