trenskow / AirFloat

Implementation of AirPlay audio (AirTunes) for iOS.
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iPhone 2G @ 3.1.3 #63

Open mirostype opened 3 years ago

mirostype commented 3 years ago

Is it worth to try compile this app to armv6 processor and iPhone 2G? Is there any hardware limitation regarding running it on this phone? Apple introdused AirPlay in iPhone 3G (beta). I am able to run a build which is supposedly made for arm6 on iPhone 3G. I've tried to change only a minimum os version to 3.1.3 and managed to transfer the app, but it crashes almost immediately after opening it on iPhone 2G

I love this app and iPhone 2G Wolfson sound quality. It would be fantastic to have this app running on this phone.

Could anyone help me in this project?

trenskow commented 3 years ago

Sorry, I didn't see your message before now. It is possible to compile it to earlier versions of iOS. I cannot say specifically which versions you are able to compile to, but it's worth a shot?

JBA474 commented 3 years ago

It’s been a long time since I tried compiling this for my old iOS devices. This was a reverse engineered AirPlay target. I bring that up because I’m pretty sure that means it doesn’t matter if the host iOS supports airplay natively. (For example it doesn’t matter that my raspberry I isn’t native airplay but I can run software that will receive and decode it fine). With that said I don’t know if your device has the right hardware or resources to run this. This was a really old project, you’re likely to have more success on old hardware than anything more recent. To explain what I mean by reverse engineering- look into why this was released as open source- Apple wouldn’t let the author to post an app to AppStore with the embedded ID of the airplay target from an AirPort Express. Good luck and report back.