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Releases: chrissotraidis/galaxypad
Release list
GalaxyPad 0.2.2 — Files folder and easier importing
Fixes the missing GalaxyPad folder in Files on new installations and makes importing clearer.
- Open GalaxyPad once after installing: Files → Browse → On My iPhone / iPad → GalaxyPad now contains an import guide.
- Import from GalaxyPad Folder now offers Choose Image directly, even when the folder is empty or unavailable.
- You can select your WBFS from Downloads, iCloud Drive or another Files location without moving it into GalaxyPad first. Download cloud files locally before importing.
- Existing documents, game data, saves and settings are preserved. The game engine is unchanged.
Build with PadMint 0.5.2 or newer on an Apple silicon Mac. Install over your existing GalaxyPad with the same sideloading tool and Apple ID; do not uninstall first. Then use ⋯ → Game Data & Saves → Import or Reimport Game Data → Choose Image. Supply your own USA RMGE01 revision 0, single-file WBFS and keep at least 9 GiB free.
This is a source/build-recipe release. The assets below are the recipe and checksums, not an IPA. PadMint builds your personal IPA locally and selects the latest release automatically.
Verification
-
Both CI checks passed: the complete repository suite and fresh iOS build.
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PadMint's clean player check passed before tagging on the exact release revision: current PadMint main (
2d813941a28ea9c8ccc2da6c084d53ca0be03fa9), Apple Python 3.9.6, an empty PadMint folder, and a fresh 0.2.2 (7218) personal IPA. The post-publication check also passed: a second empty PadMint folder fetched publicv0.2.2, resolved the same commit and built and packaged 0.2.2 (7218). -
Reproduced the missing folder with 0.2.1. The same UI regression fails on that version and passes on 0.2.2.
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Fresh iPhone 17 / iOS 27.0 and iPad A16 / iPadOS 26.5 Simulator installs pass: folder and guide visible in Files, both import choices open the system picker.
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An in-place Simulator update preserved four synthetic document/game/save fixtures byte-for-byte and all existing preferences.
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Filesystem regressions pass for setup, relaunch, preservation, deleted-folder/guide recovery, and an unavailable destination.
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Both publication scanners passed the public recipe, checksums and source archive. Anonymous downloads matched the release assets, and all 1,072 files in the public tag archive matched the audited source.
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The full local suite still stops at this Mac's previously recorded host-pressure probe failure. Hosted CI is tracked separately; no local pass is claimed.
These checks do not establish physical-device gameplay, audio quality or full-game completion.
Source identity
App 638ddf5, version 0.2.2 (7218), PR #29.
New engine 2817f5fd4859088cb3e9817f1ebb4c0213f664bd, unchanged from 0.2.1.
Dependency lock · Installation · Release evidence
GalaxyPad 0.2.1 — a faster, simpler menu
A fix for the three-dot menu in 0.2.0, which could feel slow and was long on a
phone. Builds the same way: rebuild with PadMint and install over your current
GalaxyPad to keep your saves.
The New engine is GalaxyPad's maintained fork of
MacioGalaxy, based on the
Petari decompilation.
It builds the game code natively for iPhone and iPad, with Metal rendering.
Build on an Apple silicon Mac with PadMint 0.5.2 or newer.
This release contains the build recipe and checksums; there is no prebuilt IPA.
Supply your own USA RMGE01 revision 0 WBFS image in the app. No game image,
assets, saves or keys are included. Update in place with the same sideloading
tool and Apple ID; do not uninstall first.
What's fixed
- The menu responds right away. The New engine runs the game on the same
thread iOS uses to animate menus and track taps, so while the game kept running
the menu waited between frames. The game now pauses while the menu or any
GalaxyPad sheet is open and hands that time to iOS, then picks up where it was.
(Audio pauses with it.) - A shorter, grouped menu. Display, Controls and Audio come first; then Game
Data & Saves and Engine; then Help & Feedback (Touch Control Guide, Report a
Problem, Share Diagnostic Log, performance logging, About); then Stop Game.
Controls is split into Touch and Controller. With the New engine, which steers
the Star Ball and Ray from the stick by itself, the Ball & Ray items and the
tilt stick are gone. - The menu no longer rebuilds itself while it is open.
What was tested
-
PadMint's player check passed before tagging on this exact revision and again
after publication from the public release: PadMint 0.5.2/current main, Apple's
Python 3.9.6, an empty PadMint folder, and a fresh 0.2.1 build. The resulting
personal package is 0.2.1 (7217); this package check is not a fresh device playtest. -
The public recipe and checksums passed both publication audits and were
downloaded again anonymously after publication with matching SHA-256 hashes. -
iPhone 14 (iOS 26.6.2) and iPad Pro 12.9-inch (6th generation, iPadOS 27.0.1):
0.2.1 (7217), built the way PadMint builds it, installed over 0.2.0; saves
byte-identical before and after. -
iPhone Simulator: the game pauses while GalaxyPad is not in front and resumes
after; the overlay UI tests pass on the iPhone Simulator (iOS 27.0), including
the new menu layout and the no-rebuild-while-open check. -
Engine Mac tests from release preparation. GalaxyPad's full repository suite
and iOS build passed in CI on the exact release commit. -
The publication-day local repository-suite rerun stops at the host-pressure
probe, as it did during release preparation; this local run is not a pass.
Remaining checks
- The iPad Simulator UI test reports an overlap between the stick and the hidden
"1" button in the default layout; this release does not change their positions. - The menu fix has automated coverage, but its responsiveness by hand has not
been independently verified. Full-game completion is not yet verified.
Provenance
- App:
597c382f8d0a22c02065189cbaad80d99627f188(0.2.1, build 7217), merged through PR #27. - New engine:
chrissotraidis/galaxypad-engine2817f5fd4859088cb3e9817f1ebb4c0213f664bd. - The Old engine runtime and PadMint recipe are unchanged from 0.2.0. The New engine revision above includes the pause-loop repair.
- Pinned dependencies and credits.
GalaxyPad 0.2.0 — the New engine
GalaxyPad 0.2.0 for iPhone and iPad plays Super Mario Galaxy with the New
engine: the game's own code built natively for Apple devices (from the
MacioGalaxy port of the
Petari project), with GalaxyPad's touch
controls, controller support and three-dot menu over it. PadMint builds it on your
own Mac; there is no prebuilt download. See Get GalaxyPad.
What's new
- 60 FPS, and 120 FPS on ProMotion screens. Smooth Motion draws an extra frame
between the game's 60 steps on 120 Hz iPads. It starts on there and can be turned
off under Display. - GalaxyPad's controls and menu, as before: touch layout editing, gyro cursor,
controller mapping, Audio, Display, Game Data & Saves, Report a Problem and About.
The stick steers the Star Ball and Ray by itself, so there's no Stick Mode to set. - Saves carry over. On its first start the New engine copies the save from
earlier GalaxyPad versions; switching engines copies it back. - First start prepares shaders for a few minutes. Tap to start sooner; the rest
finishes in the background.
The Old engine, used by earlier previews, is deprecated
(why and what changed). PadMint's builds don't include
it. Installs that chose it keep it until they're replaced with a 0.2.0 build.
Install
- Install Xcode 26 or newer with its iOS platform.
- In PadMint, choose GalaxyPad and iPhone / iPad. It needs about 20 GB free.
- Install the IPA with AltStore, SideStore or Sideloadly. To keep your saves,
install over your current GalaxyPad with the same tool and Apple ID; don't
uninstall first. - In GalaxyPad: three-dot menu → Game Data & Saves → Import or Reimport Game Data,
then choose your own USA RMGE01 revision 0 WBFS image. If you already imported
it in an earlier version, GalaxyPad adds the files the New engine needs by itself
and asks you to reopen it.
What was tested
- iPad Pro 12.9-inch (6th generation), iPadOS 27.0.1, private builds 7214 and
7215 (the same New engine and controls): the owner played it — 120 FPS with
Smooth Motion, right stick and controls working — and switched engines both ways.
Saves were byte-identical across every install. - iPhone 14, iOS 26.6.2, build 7215: the New engine ran at a steady 59.9 FPS
for over six minutes (its own log, without a player). - Simulators (iPhone 18 Pro, iPad Air 11-inch M4, iOS 27.0): a build without
the Old engine, as PadMint makes it, starting from an older import: it added the
missing files, asked to reopen, copied the save and started the New engine. Full
menu, title start, pointer and engine switching were tapped through earlier. - Checks: GalaxyPad's repository checks; the engine's 92 Mac tests; PadMint's
335 tests;padmint auditPASS on the release source. - Player-style PadMint build (PadMint 0.5.1 with Apple's Python 3.9, an empty
PadMint folder, a fresh clone, Homebrew off the PATH, Xcode 27.0, iOS 27.0 SDK,
8 jobs on an M3 Max shared with other builds): completed in 13 minutes
(sources 5, runtime 5, engine 3); the IPA passed PadMint's structure check
(minimum iOS 16.0). This run found and fixed a build that picked up a Mac's
Homebrew library. - That PadMint-built IPA on an iPhone 14, iOS 26.6.2, signed and installed over
build 7215: 0.2.0 (7216) started the New engine with GalaxyPad's controls and held
59.9 FPS; saves were byte-identical before and after.
Known limits
- Completing the whole game has not been verified.
- Only the USA RMGE01 revision 0 WBFS image is accepted.
- The engine's own Home menu (controller Home button) still says "Original
engine..." for switching back.
Provenance
- Release revision: the
v0.2.0tag. - New engine:
chrissotraidis/galaxypad-engine580b80c06dea5622d0b8e0835a0c70cc5e2d5379
(MacioGalaxy4bbf2af23d694a835652f7ac218034cb3cebade4plus GalaxyPad's commits). - Runtime: ModernGekko
34c628eff7c064991503ea5bf61dc05c7617d339, RecompCore
8b5cc3dfea61f1ca35c156d7581fe46a0bc03e71, DolRecomp
acb8e7b472f9a000ee98fbc52033f536c5e4bf4c(config/dependencies.lock.json). - Build:
padmint.json(Release; device SDK iphoneos; minimum iOS 16.0). Each
player's IPA is a personal build and is never published.