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chrono1081

macrumors G3
Original poster
Jan 26, 2008
8,811
5,581
Isla Nublar
My iPhone SDk 3.0 finally arrived in the mail today and I already had registered as a developer on Apple, downloaded the certificates, I plug my iPhone in and ... hm... nothing. Ok Probably some steps I missed...


I check apples website, I see about signing up for some provisioning thing, so I go through the tutorial, download more certificates, still not working...


I check again, I try everything again from scratch, follow everything again, check all the certificates, check my code, try with new blank templates, check apples site again delete it all and try again!

Long story short after four times of trying to get rid of the stupid little error (I forget the error but it means your phone provisioning thing isnt found) I can FINALLY put programs on my iPhone!

Anyone else think the activation process is a wee bit of a pain in the ass?
 
Anyone else think the activation process is a wee bit of a pain in the ass?

It's Apple's secret iPhone developer qualifying exam.

If you can't find, carefully read, and follow all the instructions, you can't submit apps to their already overloaded App store approval process.
 
Haha I wasn't even trying to upload anything for sale. I just wanted to test on a hardware device vs the simulator.


Out of morbid curiosity I redid the whole process after I got it working and found what was wrong. Going through the wizard, the section where it tells you to drop the provisioning file into the Organizer window, I found that I have to drop it in two places, not one. The first being the main window under iPhone, and the second being under "Provisioning Profiles" even though the wizard says "Drag it into the window and it'll put the files in for you." Lies! :eek:

Oh well hopefully this will help someone else who may run into this same problem.

Now off to learn more Objective-C so I can start porting my little C++ and SDL games to iPhone. (I'm not taking the cheap way out and writing a wrapper or emulator. *cough* Sega and Capcom *cough*
 
Now off to learn more Objective-C so I can start porting my little C++ and SDL games to iPhone. (I'm not taking the cheap way out and writing a wrapper or emulator. *cough* Sega and Capcom *cough*

Emulators arn't allowed, but keeping it in C++ allows for greater portability if you choose to then design your game for other platforms
And is probably just as effecient keeping it in C++ if not better
 
Out of curiosity, what did you mean that it arrived in the mail?

I live and work in the same area and where I work we have strict limits on downloads, and since the SDK is a whopping 2 GB I have to have my family back home download it, burn it to disk, and mail it to me.



Also as far as emulation I didn't realize it wasn't allowed. I read an article saying that capcom and sega did it (which would explain why games like MegaMan II lag even on a new 3Gs)
 
Emulators arn't allowed, but keeping it in C++ allows for greater portability if you choose to then design your game for other platforms
And is probably just as effecient keeping it in C++ if not better

I'm not sure how I'd go about doing something like that. They are written in C++ and SDL and I would assume I could write some sort of wrapper but I've never done it and wouldn't know where to start.
 
I'm not sure how I'd go about doing something like that. They are written in C++ and SDL and I would assume I could write some sort of wrapper but I've never done it and wouldn't know where to start.

It may be helpful it may not be but i know John Carmack made his code opensource for wolfenstein on the iPhone
you can try that, that uses c code

Thats the first thing i can think of thats opensource off the top of my head and without googleing it
 
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