▲ | fidotron 6 days ago | ||||||||||||||||||||||
The security around developing these things pre launch was a bit hilarious, even compared to later mobile devices/tablets. A few of the members of one team I worked on were instructed to bring their passports to work in the months running up to any expected announcement, and when notified they would be dispatched to a basement in Cupertino with laptops with self contained build environments (a major headache) to produce the game, which would then appear on stage. We've largely forgotten what a strangely big deal iPod launches used to be. I remember being mildly amused/amazed by the fact you could see them announced online and in use on the London Underground within hours. | |||||||||||||||||||||||
▲ | q3k 6 days ago | parent [-] | ||||||||||||||||||||||
Ooh, I have a lot of questions if you're willing to answer them :). I've been reverse engineering the original iPod software for the iPod Nanos for some time now, and I've seen the interface to 'eApps' (what they seem to call loadable applications) from the OS point of view [1], but I've always wondered about the app developer experience. What was the SDK/toolchain like? Did you have any way to test the software in an emulator/simulator on a PC? What was debugging like? Was the iPod software/hardware you were developing against in any way special? [1] - IIRC after the binary is decrypted, loaded into memory at a fixed address, and a symbol table (based on numeric IDs, not strings) is used to populate a trampoline with function pointers that the app requested. There seems to be no privilege separation between the app and the rest of the OS, as is the case for the iPod software in general. | |||||||||||||||||||||||
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