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Discussion (5 Comments)Read Original on HackerNews
Just how many lunch lines does it take to program a GB game?
What I mean is, ship a "learn to code"[1] app - which is explicitly allowed on the App Store - that just so happens to be for learning assembly for a particular retro platform. It'd be a Baby's First IDE, with support for full custom projects in a particular directory, just like Swift Playgrounds, so you could build a whole game in it if you wanted. And it'd have full support for assembling your code into a ROM file and running it in a bundled emulator if you so chose. This would be entirely above board, including demo projects that users could mess around with.
The only thing is, assemblers just so happen to have the ability to include arbitrary data into the ROM, usually by some INCBIN macro. You need this in order to include graphics in your game. So nothing stops an unscrupulous user from "writing" a five line "game" that just INCBINs an entire ROM file. For plausible deniability, there'd be no functionality in the app tailored for this use case. You'd have to manually drag and drop a ROM into the project folder and manually add the appropriate INCBIN statement to copy the ROM into the project. And there'd be nothing reasonable Apple could demand out of me to stop you from doing it, short of implementing a "no development tools for Nintendo hardware" clause that would be entirely arbitrary and make Apple look bad.
Of course, even with Apple being amenable to emulators now, I have to wonder if this could still be useful to iPad kids that want to play with old hardware. It certainly would be more user-friendly than putting a bunch of development tools inside iSH or UTM.
[0] Except in Europe, due to a different and even dumber Apple policy designed specifically to pile junk fees on anyone making use of their rights under the EU DMA
[1] This also used to be forbidden on the App Store - remember when the officially licensed C64 emulator for iOS had to remove access to BASIC?