▲ 182 r/commandandconquer+1 crossposts

Generals Zero Hour running natively on Mac, iPad and iPhone in 2026: EA open-sourced it, so I ported it. Guide included as well!

EA released the Generals source under GPL v3, the GeneralsX project got it running on macOS/Linux, and I've taken it the rest of the way: iOS and iPadOS builds of Zero Hour, plus Apple Silicon macOS.

What works (all verified on a real iPad and iPhone):

  • Campaign, Skirmish, and Generals Challenge: full missions, objectives, cutscenes, saves
  • All audio: music, unit voices, EVA announcements, Challenge taunts, briefing FMVs
  • Touch controls built for RTS: tap select, drag a selection box, long-press deselect, two-finger camera pan, pinch zoom
  • Self-contained install: game data ships inside the app bundle

It's the real engine: unmodified game logic compiled for ARM64, rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal. Not emulation, not streaming.

No game assets are included or distributed. You need your own copy (Steam sells Zero Hour) and a script pulls the data from your own account. Code is GPL v3.

Repo, with a full engineering log of every bug and fix (the black-minimap one is a 2003 texture-format fallback that ate the alpha channel; worth a read if you like archaeology): https://github.com/ammaarreshi/Generals-Mac-iOS-iPad

Building: macOS is about four commands; iPhone/iPad needs Xcode and a free Apple developer account since you sideload your own build. Known issues (long-session memory on iPad, a rare backgrounding crash) are documented in the README.

Credit: fbraz3/GeneralsX did the heavy macOS/Linux lifting, TheSuperHackers keep the community codebase alive, and EA did a genuinely good thing releasing the source. The engine fixes I found are heading upstream so every platform benefits.

(And of course, not affiliated with or endorsed by EA, and sorry China had to deal with all of those particle cannons in that demo video)

u/asr24 — 1 day ago