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iOS: native document-picker + Apple Health bridges, working device builds
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).
Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
love.system.createFile on iOS with the same contract as love-android's
SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
export_done.flag in the save dir). Reached from wrap_System.cpp via the
ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
app / Finder sharing) into the save dir on every activation;
UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
HealthKit step query anchored to the last sync, delivered as
steps_pending.json (merge-not-overwrite). HealthKit entitlement +
usage description included.
Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
picker deliveries (iOS pickers are in-process modals, so the Android
refocus rescan never fires); failed pick copies surface as an
on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
already synthesizes a mousepressed for the primary touch, and the
resulting same-frame double-present made the document picker
auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
modkit validate --base imported + lint clean). Fused into iOS
game.love only; loads dormant anywhere without the bridge.
Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
and broke the app link; the app bundle is renamed after the build
instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
the simulator).
- Device builds: signing team auto-detected from the keychain,
CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
provisioning, per-team derived bundle ID (explicit App IDs are
globally unique, so third parties can't sign the project default),
gitignored mobile/ios/bundle_id.local pin, and --install to push to a
connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
playing on an iPhone.
Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.
Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
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# Build & install on your iPhone — step by step
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This guide assumes **zero** programming experience. Follow it top to
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bottom and you'll have the game running on your own iPhone in roughly an
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hour (most of it is waiting for downloads).
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## What you need
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- A **Mac** (any Apple-silicon or recent Intel Mac on macOS 14 or newer)
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- An **iPhone** and its **charging cable**
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- A free **Apple ID** (the same account you use for the App Store)
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- Your **own, legally obtained** Pokémon Red or Blue ROM file (a 1 MB
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`.gb` file). This project ships no game data — the app rebuilds
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everything from *your* cartridge dump and verifies it before use.
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- About **15 GB free disk space** (Xcode is enormous; the game itself is
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tiny)
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> **Free vs. paid Apple account:** a free Apple ID works. The only catch:
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> apps signed with a free account stop launching after **7 days** — just
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> re-run the install command (step 5) to re-sign; your save data is kept.
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> A paid Apple Developer account ($99/yr) extends that to a year.
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---
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## Step 1 — Install Xcode (once)
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1. On the Mac, open the **App Store**, search **Xcode**, click **Get**.
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It's a ~10 GB download — go make tea.
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2. Open Xcode once. Accept the license. If it offers to install extra
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components or the **iOS platform**, say yes and let it finish.
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## Step 2 — Sign Xcode into your Apple ID (once)
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1. In Xcode's menu bar: **Xcode → Settings → Accounts**.
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2. Click the **+** in the bottom-left → **Apple Account** → sign in.
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3. Close the window. (This quietly creates the "signing certificate" the
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build uses — you never have to touch it again.)
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## Step 3 — Get this project onto the Mac
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If you received it as a folder, put it somewhere easy like your home
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folder. If it's on GitHub, click the green **Code** button → **Download
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ZIP**, then double-click the zip to unpack it.
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## Step 4 — Build it (one command)
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1. Open the **Terminal** app (press ⌘-space, type `terminal`, press
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return).
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2. Type `cd ` (c, d, space — don't press return yet), then **drag the
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project folder** from Finder onto the Terminal window — it fills in
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the path — and press **return**.
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3. Paste this and press return:
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```sh
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scripts/build_ios.sh --fetch
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```
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The first run downloads the LÖVE engine and compiles everything
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(5–15 minutes). Lines of build output scrolling by is normal. You're
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done when you see **`==> done`**.
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## Step 5 — Put it on your iPhone
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1. Plug the iPhone into the Mac with the cable. **Unlock it** and keep it
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unlocked. If it asks **"Trust This Computer?" → Trust**.
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2. Paste this and press return:
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```sh
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scripts/build_ios.sh --device --install
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```
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The script finds your signing identity and your phone by itself. If it
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complains, it tells you exactly what to fix (usually: the phone was
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locked — unlock and re-run).
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3. First time only, the iPhone will want two approvals:
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- **Developer Mode**: Settings → **Privacy & Security** → scroll to
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**Developer Mode** → turn on → restart the phone → confirm.
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- **Trust the developer**: Settings → **General** → **VPN & Device
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Management** → tap the entry under *Developer App* → **Trust**.
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Then re-run the command in step 5.2 if the install had failed.
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## Step 6 — Give it your ROM and play
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1. Get your `.gb` file onto the phone — AirDrop it to yourself, or save
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it in iCloud Drive / Files.
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2. Open the app. On the **RED** tab, tap **Import ROM** and pick your
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`.gb` file in the file browser that appears. (Alternative: in the
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**Files** app, drop the `.gb` into **On My iPhone → the game's
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folder** and just reopen the app — it imports automatically.)
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3. Import takes ~10 seconds, the button turns into **Play Red** — tap it.
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## Optional goodies
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- **Pokéwalker mode** (real steps → EXP): in-game **mod manager →
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POKEWALKER → SYNC STEPS on**, allow step access when iOS asks, and go
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for a walk.
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- **Mods**: launcher → **MODS** tab → **Import mod .zip**.
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- **Save import/export**: buttons on each game's tab, using the normal
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iOS file picker.
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## When things go wrong
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| Symptom | Fix |
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|---|---|
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| `xcodebuild not found` | Xcode isn't installed or wasn't opened once — do Step 1 |
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| `no Apple signing identity found` | Do Step 2, then re-run |
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| `no iPhone/iPad found` | Cable in? Phone unlocked? Tapped "Trust"? |
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| Install fails with "locked" | Unlock the phone, keep it unlocked, re-run |
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| App icon appears then won't open | Do the two approvals in Step 5.3 |
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| App stops launching after a week | Free-account 7-day limit — re-run Step 5.2 |
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| "That ROM could not be imported" | The file isn't a canonical 1 MB US Red/Blue dump — the importer checks its fingerprint |
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Every build/install command is safe to re-run; your saves live on the
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phone and survive reinstalls.
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