How to Install the iPhone 2.2.1 SDK on a PowerPC-based Mac

23 03 2009

Update: I forgot to mention that I got help from the great folks at NSCoder Nights in San Francisco when mucking about the installer and Xcode files. Particularly helpful were Bruce Spath and Dan Grover. Thanks again, guys!

Here’s how you can install the iPhone SDK for 2.2.1 on a Mac running at least MOX 10.5.5:

1. Ensure you have at least 6 gigs of disk space available. If you have tried to install the iPhone SDK on the target volume before, it may state an upgrade will be performed instead of an install. Sadly, the only solution I currently have for this situation is to uninstall Xcode using /Library/Developer/3.1/uninstall-devtools.
2. Download the SDK disk image.
3. Mount the image by double-clicking it.
4. Copy the mounted volume to a hard drive.
5. Navigate to iPhone SDK.mpkg/Contents/iPhoneSDK.dist in the copied folder and replace line 340 which should be
start_selected = "isIntel() && hasRightOS() && agreedToSLA()"

with
start_selected = "true"

6. Run the installer, selecting either the default location /Developer or another directory name if you’re looking to preserve your current Xcode installation.
7. After a successful installation, navigate from the installation directory (default of /Developer) to /Platforms/iPhoneSimulator.platform/Developer/Library/Xcode/Specifications/iPhone Simulator Architectures.xcspec, and make the following two changes.

First, replace

{ Type = Architecture;
Identifier = Standard;
Name = "Standard (iPhone Simulator: i386)";
Description = "32-bit iPhone Simulator architectures";
ListInEnum = YES;
SortNumber = 1;
RealArchitectures = ( i386 );
ArchitectureSetting = "ARCHS_STANDARD_32_BIT";
},

with

{
Type = Architecture;
Identifier = Standard;
Name = "Standard (iPhone Simulator: i386)";
Description = "32-bit iPhone Simulator architectures";
ListInEnum = YES;
SortNumber = 1;
RealArchitectures = (
i386,
);
ArchitectureSetting = "ARCHS_OLD_STANDARD_32_BIT";
},
{
Type = Architecture;
Identifier = Standard;
Name = "Standard (iPhone Simulator: ppc)";
Description = "32-bit iPhone Simulator architectures";
ListInEnum = YES;
SortNumber = 1;
RealArchitectures = (
ppc,
);
ArchitectureSetting = "ARCHS_STANDARD_32_BIT";
},

then, replace

{ Type = Architecture;
Identifier = i386;
Name = "Intel";
Description = "32-bit Intel";
PerArchBuildSettingName = "Intel";
ByteOrder = little;
ListInEnum = NO;
SortNumber = 105;
},

with

{
Type = Architecture;
Identifier = i386;
Name = Intel;
Description = "32-bit Intel";
"PerArchBuildSettingName" = Intel;
ByteOrder = little;
ListInEnum = NO;
SortNumber = 105;
},
{
Type = Architecture;
Identifier = ppc;
Name = "Minimal (32-bit PowerPC only)";
Description = "32-bit PowerPC ";
"PerArchBuildSettingName" = PowerPC;
ByteOrder = big;
ListInEnum = No;
SortNumber = 201;
},
{
Type = Architecture;
Identifier = ppc7400;
Name = "PowerPC G4";
Description = "32-bit PowerPC for G4 processor";
ByteOrder = big;
ListInEnum = NO;
SortNumber = 202;
},
{
Type = Architecture;
Identifier = ppc970;
Name = "PowerPC G5 32-bit";
Description = "32-bit PowerPC for G5 processor";
ByteOrder = big;
ListInEnum = NO;
SortNumber = 203;
},

Now go ahead and start Xcode and when you select the “File > New Project…” menu item, you should see a darling iPhone category for projects. Also, run the iPhone simulator in /(Xcode install path)/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone\\ Simulator.app, it’s really mind-blowing to run it on your desktop, especially one Apple tells you isn’t able to run their iPhone SDK.

By the way, if you don’t feel like going through these steps yourself I’ve put together iPhoneSDKonqueror, an app which will handle these steps for you in a mostly automated manner. You should buy it. It’s only USD$5 and if you appreciate the ability to use your PowerPC Mac to write apps for the iPhone, it’s the right gesture to make to me.



bitShifter Joins Apokalypse, Revamped/Pro Mori 1.7 Release Imminent, Cocoalogue: Our Smalltalk-based Scripting System, and a Cancer-Fighting Bundle

27 08 2008

As you can see, another bevy of announcements all bunched up in one. Did you feel like it was time to unwind? Nope. Me neither!

First off, an announcement that I put off while other things had to be wrapped up: Apokalypse Software Corp. has acquired the rights and the code to bitShifter, the file encryption utility initially developed and marketed by MemSculpt and then ForgEdit. As with prior acquisitions, the current licensees’ purchases will be honored, updates will be made, etc. I’m still trying to understand what some of these licenses were (perpetual what, now?), but they won’t be problematic as the key is in gaining more licensees rather than bleeding the current userbase dry with the nickel-and-dime tactics I despise so much.

However, the name and logo will need to be changed, as the original developer cannot relinquish them…or something. (bitShifter is vague and ambiguous or too techie sounding, anyway.) It is being revamped, and will be re-launched shortly as an Apokalypse product. The price will likely remain $99 USD if I can figure out what type of license that bought. (Perpetual what, again?)

Now that Apokalypse has encryption technology, I’m putting Mori 1.7 out with encryption ASAP. Unfortunately, this means some of the really cool features I originally planned to incorporate in the release will be delayed until 1.8, including enumerated entries, and continuous text. What’s still in? LinkBack, customized labels, font settings for source & entry views, better keyboard navigation, outlining improvements, self-downloading updates, and now encryption.

I’ve also gone over the features of quite a few of Mori’s competitors, and realize how undervalued Mori is. So I’ll be creating a version with fewer capabilities at the current price to stay at the lower end, and the price of the full-featured version will be raised to $99.95 USD. On top of that, a Pro version will be released at $199.95 USD. Mori licensees will automatically be bumped up to the Pro license when the update is released; so as I promised you before, you won’t have to pay extra for the 1.7 upgrades. In fact, as I’m still planning to put out a 1.8 release, current licensees won’t have to pay for any 1.X upgrades.

Next on the list is the big project I had been working on when I purchased Mori and Clockwork from Jesse. It’s a programming system based on the Smalltalk programming language and it’s called Cocoalogue. What’s so special about it? It’s an interpretive system, with programs written in a shebang-prefixed text file like most scripting languages available on UNIX-like platforms. The Smalltalk-based syntax is virtually identical to Smalltalk-80 with extensions for declaring classes, methods and data types (with strong- and static-typing). It supports dynamic run-time features including blocks, automatic garbage-collection and data translation. And it has, as the name Cocoalogue would indicate, a bridge to Mac’s Cocoa frameworks. I’ll go into greater detail on these features and Cocoalogue’s current limitations in my next post. This product hasn’t been released yet, and will be priced at $129 when it is.

But I’m making the announcement now for a very good reason. You’ll be able to get a licensed copy of Cocoalogue today before it’s made available anywhere else, including the Apokalypse website, through the PMC Software Build Your Own Bundle program. Seth Dillingham, another indie Mac developer, has put together a special bundle where you can purchase Cocoalogue, Mori, Clockwork or a family pack at discounted prices. You could even get a discount on over 120 other fabulous programs from Mac indie developers as well! Not that you want to.

So go on to the bundle site, remembering that it’s the only way to get in on Cocoalogue now, and for the substantial savings you’ll get on Mori Pro 1.7 by getting a Mori license today.

And don’t forget: these sales are going to fund cancer research and treatment, so please don’t be stingy on what are already terrific deals. A lot of folks are counting on you!