Pokémon Stadium via static recompilation, rebuilt for iPhone and iPad. Native Metal rendering, Files-based setup, touch controls, persistent saves, and pinned, ROM-free local builds.
AnnePad packages the Pokémon Stadium recompilation project as a native Apple app. It runs ahead-of-time compiled arm64 code through Metal, imports a user-provided Pokémon Stadium (US) 1.0 ROM through Files, and supplies a landscape touch controller that can be customized or hidden when using a physical controller.
No ROM, save, extracted Nintendo asset, signing identity, or provisioning profile is included in this repository. This repository contains the Apple integration and build scripts. The executable contains translated game logic, while ROM files and extracted resource files remain private. See the legal and asset boundaries.
Maintenance status: the foundational upstream is now archived. AnnePad's current production build still prepares its pinned source with patches; a maintained-source conversion and complete release-source delivery are pending. The modernization record separates the verified baseline, issue #2 investigation, and remaining source-delivery work. Preview 4 adds shareable diagnostics for the Brock-gym crash; it is not a confirmed gameplay fix.
Note
AI disclosure: AnnePad uses substantial AI assistance for code, tests, documentation, debugging and maintenance. Some support replies and maintenance tasks are automated. There is no audited percentage of AI-generated code. Build, test and device records describe what was checked. This disclosure concerns AnnePad's workflow, not the authorship of its upstream projects.
| Option | Status | What to do |
|---|---|---|
| Make your own with PadMint | Available | See Get started. Releases hold the recipe only. |
| Local iPhone or iPad build | Available now | Build and sign with your Apple development team using the instructions below. |
| Simulator | Available now | Best for development and UI testing; it is not a substitute for physical-device testing. |
| App Store / TestFlight | Not announced | No listing or public TestFlight currently exists. |
Earlier builds were signed, installed, and played on a physical iPad. Build 4 has device-build/package and synthetic Simulator diagnostic validation; its new diagnostics have not yet been accepted on the reporter’s hardware. Files import, Metal rendering, touch gameplay, the settings and layout editors, resolution changes, saves, relaunch, and in-place updates have all been exercised on that hardware. Physical-controller, headphone/Bluetooth, interruption, thermal, and full iPhone acceptance remain separate test work.
The easy way: releases publish no app, because AnnePad contains code
translated from the game; you make your own from your own ROM. On an Apple
Silicon Mac with Xcode (plus its Metal Toolchain: xcodebuild -downloadComponent MetalToolchain) and
brew install cmake ninja mips-linux-gnu-binutils jq ripgrep, download
PadMint, unzip it,
double-click PadMint.command, choose AnnePad and pick your Pokémon Stadium
(US) ROM. PadMint builds AnnePad from this repository's
latest release and
saves an unsigned IPA in your Downloads folder. Install it with AltStore Classic,
SideStore or Sideloadly. The IPA contains code translated from your ROM: it is
yours alone; never share it.
By hand:
You need:
- an Apple Silicon Mac;
- Xcode and its command-line tools;
- CMake, Ninja, Git, and Python;
- enough free storage for the generated AOT source and build trees; and
- your own legally obtained Pokémon Stadium (US) 1.0 ROM.
The supported normalized ROM is 32 MiB with MD5
ed1378bc12115f71209a77844965ba50. AnnePad accepts .z64, .v64, and .n64
byte orders and verifies the exact revision before use.
git clone https://github.com/chrissotraidis/annepad.git
cd annepad
./scripts/check-prerequisites.sh
./scripts/fetch-sources.sh
./scripts/prepare-game.sh --rom /absolute/path/to/your-game.v64
./scripts/build-host-tools.sh
./scripts/generate-game.sh --rom /absolute/path/to/your-game.v64
# Playable Simulator app
./scripts/build-ios-simulator.sh
# Audited, unsigned iPhoneOS app and IPA
./scripts/package-ios.shThe optimized AOT compile is intentionally substantial. On a memory-constrained Mac, limit parallel jobs:
ANNEPAD_BUILD_JOBS=2 ./scripts/package-ios.shSee docs/BUILDING.md for the complete macOS, Simulator,
device-signing, packaging, audit, rollback, and clean-checkout workflow.
AnnePad never downloads game data.
- Launch the app in landscape.
- Choose Choose ROM on the native setup screen.
- Select your legal Pokémon Stadium (US) 1.0 dump from Files.
- AnnePad validates its size and hash, normalizes the byte order, and stores a private protected copy in the app container.
- After Verified. Starting Pokémon Stadium…, the native game begins.
The in-game utility button keeps Replace ROM, Remove ROM, and Edit Touch Layout reachable without placing a permanent settings strip over gameplay. The user ROM and saves remain private to the app container and are excluded from Git and the package audit.
AnnePad feeds touch input into the same normalized N64 input snapshot used by its other input paths. It does not patch Pokémon Stadium's gameplay logic to fake touch behavior.
- Left side: protected analog stick and compact D-pad.
- Right side: A, B, Z, four C buttons, Start, L, and R.
- Phone layout: primary controls sit in the landscape side rails to keep the game surface visible.
- Tablet layout: wider low-grip placement for two-handed play.
- Customize: move, resize, hide, show, or reset individual controls while the game is running; global opacity and separate phone/tablet layouts persist between launches.
- Multitouch: independent button lifetimes preserve quick taps and held shoulders without cross-extension or stuck input.
- Controller coexistence: touch controls can be hidden while using a physical controller; hardware acceptance still requires a real device.
AnnePad's controller backend is SDL2 2.32.10. Preview 3 reconciles current SDL controller instance IDs with four stable player slots at startup, controller add/remove/remap events, foreground resume, and a bounded active check. A stale or detached handle is closed, its input becomes neutral, a sole returning pad reclaims player 1, and an additional pad takes the next free slot. This behavior has deterministic regression coverage; Bluetooth, wired, natural-sleep, full mapping, and two-controller acceptance still require hands-on hardware tests.
Pokémon Stadium uses held R to reveal battle move assignments, L for cancel in relevant battle paths, and edge-triggered Z actions. AnnePad therefore keeps Z as a normal press-and-hold touch.
These project-provided iPad captures use privately supplied local game data. No game data is stored in this repository or distributed with the app.
| Area | Current result |
|---|---|
| Native runtime | Static AOT arm64 game code; no general emulator wrapper, JIT, TCC, LiveRecomp, or runtime plugin loading in iOS builds |
| Rendering | Direct Metal RT64 path on macOS, iPhone/iPad Simulator, and physical iPad |
| Gameplay | Complete rental battles on native macOS and touch-only Simulator; the signed iPad build boots and plays through touch |
| Performance | Automatic title/attract averages 29.96 presents/s; controlled two-turn battle averages 29.47 presents/s against the game's 30 Hz cadence |
| Touch | Analog stick, D-pad, A/B/Z, C buttons, shoulders, Start, pressed feedback, safe areas, and persistent customization |
| ROM setup | Native Files picker, exact US 1.0 validation, normalization, replacement, and removal |
| Saves | Serialized snapshots, atomic replacement, backup rotation, corrupt-primary quarantine/recovery, background flush, and relaunch persistence |
| Lifecycle | iPhone and iPad Simulator soaks retain the same process across foreground, Settings background, and restored foreground intervals |
| Controllers | SDL2 instance-ID ownership is reconciled across disconnect, reconnect, remap, and foreground resume; deterministic slot/input tests pass, while hands-on hardware acceptance remains open |
| Packaging | ROM-free arm64 iPhoneOS app and unsigned IPA with deterministic content manifest and fail-closed audit |
For the evidence ledger and honest remaining gates, read
docs/STATUS.md, docs/TESTING.md, and
docs/RELEASE-CHECKLIST.md.
| Game | Engine | Status |
|---|---|---|
| Pokémon Stadium (US) 1.0 | Pokémon Stadium recompilation project | Supported |
| Other Pokémon Stadium revisions and games | — | Not supported by this app |
AnnePad is a native source-port integration, not a general Nintendo 64 emulator. It accepts only the exact US 1.0 ROM identified above.
flowchart LR
A["AnnePad scripts"] --> B["Pinned upstream source"]
B --> C["Maintained Apple/mobile patches"]
D["Your supported ROM"] --> E["Private validation and AOT generation"]
C --> F["Native arm64 app"]
E --> F
F --> G["Audited ROM-free IPA"]
D --> H["Files-based private app storage"]
H --> I["Native gameplay and saves"]
G --> I
dependencies.lock.json pins every source revision. Fetch scripts disable
dependency push URLs, maintained patches are checked both forward and in
reverse, and ROM-derived intermediate source remains ignored. The package audit
rejects ROMs, saves, extracted assets, Simulator slices, private paths,
credentials, provisioning profiles, signing keys, and debug-only release
surfaces.
This demonstrates repeat packaging of the same app. It does not establish an independent offline rebuild from the published release. Preview 4 adds an explicitly scoped build-recipe archive with wrapper source, pins, patch series, prepared-file hashes and license texts. It still requires external dependencies and private game inputs; complete nested source delivery remains pending. The native executable includes ahead-of-time translated game logic; absence of a ROM file or separable assets does not establish rights to redistribute every linked component.
When an Apple development team and an iPhone or iPad are available:
DEVELOPMENT_TEAM="your-local-team-id" \
./scripts/build-ios-device.sh release signed
./scripts/install-ios-device.sh --device "attached-device-name-or-id"The signed product is isolated under
build-ios-app-device-release-signed/Release/AnnePad.app. The physical-iPad
path has been exercised; iPhone ergonomics, the controller matrix, audio-route
interruptions, and broader hardware coverage remain open.
Is AnnePad an emulator?
No. AnnePad uses static recompilation: generated C code is compiled ahead of time into the native arm64 application. The iOS build audit rejects dynamic recompilers, JIT-related facilities, and general runtime plugin loading.
Does this repository include Pokémon Stadium?
No. You must provide your own legally obtained Pokémon Stadium (US) 1.0 ROM. Do not open issues requesting game data or download links.
Is the game playable?
Yes. Native macOS completed a full rental battle, iPad Simulator completed a separate full rental battle using touch only, and the signed build has been installed and played on a physical iPad. The broader controller, audio-route, iPhone, and device matrix remains incomplete.
Where is the IPA?
There is no public IPA: the app contains code translated from the game, so PadMint builds your own from your ROM on an Apple Silicon Mac. See Get started.
Do physical controllers work?
The SDL2 controller path feeds the normalized N64 input path. Preview 3 repairs stale-handle and player-slot ownership after disconnect, reconnect, and foreground resume, with deterministic regression coverage. It has not yet completed the required real-iPhone and real-iPad controller matrix, so hardware support is not claimed as accepted.
What is the licensing status?
Each upstream component retains its own copyright and license. Some pinned upstream components do not provide a repository-level license grant, so this free, unsigned, ROM-free developer preview should not be treated as a broad open-source, commercial, or official-store license. See the scoped legal and asset boundaries.
| Path | Purpose |
|---|---|
apple/ |
Native Apple shell, ROM setup, touch UI, lifecycle, audio, and platform bridges |
patches/ |
Maintained changes replayed onto exact upstream revisions |
dependencies.lock.json |
Machine-readable source pins |
scripts/fetch-sources.sh |
Materialize and verify the locked source graph |
scripts/build-ios-simulator.sh |
Build the playable release-profile Simulator app |
scripts/build-ios-device.sh |
Build unsigned or locally signed iPhoneOS apps |
scripts/package-ios.sh |
Build and audit the unsigned IPA |
scripts/verify-clean-checkout.sh |
Fail-closed isolated rebuild and manifest comparison |
docs/ARCHITECTURE.md |
Game core, renderer, Apple shell, input, saves, and packaging design |
docs/BUILDING.md |
Complete reproducible build and signing handoff |
docs/INSTALL_IPA.md |
Install the unsigned developer preview with AltStore Classic |
docs/TESTING.md |
Automated, Simulator, and physical-device acceptance matrix |
docs/STATUS.md |
Current proven behavior and next concrete gate |
Generated sources, external checkouts, ROMs, saves, build directories, logs, IPAs, and signing material are intentionally ignored.
Join the Discord for help and news. It is one community for AnnePad and its sibling projects, such as KartPad, BlueWake and MeleePad: ask about setup, building with PadMint, and installing, share how it runs on your device, and hear about new releases first.
Found a bug? Open an issue with your device, its OS version, and the steps that led to it.
AnnePad builds on PokémonStadiumRecomp, the Pokémon Stadium decompilation work, N64Recomp, N64ModernRuntime, RT64, SDL, and their contributors. Each project retains its own copyright and license. AnnePad does not relicense upstream or reverse-engineered material and does not conceal its origin.
Before sharing source, screenshots, or a binary, follow the
legal and asset boundaries and the
release checklist.




