Because of code-signing this process isn't as straightforward as would be ideal, so here are the steps you have to go through to get iMiniB3D projects running on a Touch device:
* Set the active build configuration to Device 2.2 | Release
* Project >> Edit Project Settings
* In the Project Info pane, change the configuration drop-tab (top left) to 'Release'.
* Still in the Project Info pane, look in the 'Code Signing' section and change the developer ident from Si's to your own and check that it says 'Device - iPhone OS 2.2' to the left of this.
* Close the Project Info pane
* Project >> Set Active Target >> iminib3d
* Build >> Clean All Targets
* Build >> Build (Not 'Build and Go')
* Project >> Set Active Target >> zombie
* Project >> Set Active Executable >> zombie
* Build >> Build and Go
From this point you just change your active target and executable for each project you want to build. You can probably configure it for debug, too, but I found that attempting to use iPhone OS 2.2.1 was a no-go because I ran into code-signing problems again (2.2.1 comes up as the project setting for me, but it is 2.2 that is set in the Project Info pane so I wonder if this is something to do with the version of the SDK Simon was using at the time.) If anyone can further unmuddy the waters I'm all ears.
* Set the active build configuration to Device 2.2 | Release
* Project >> Edit Project Settings
* In the Project Info pane, change the configuration drop-tab (top left) to 'Release'.
* Still in the Project Info pane, look in the 'Code Signing' section and change the developer ident from Si's to your own and check that it says 'Device - iPhone OS 2.2' to the left of this.
* Close the Project Info pane
* Project >> Set Active Target >> iminib3d
* Build >> Clean All Targets
* Build >> Build (Not 'Build and Go')
* Project >> Set Active Target >> zombie
* Project >> Set Active Executable >> zombie
* Build >> Build and Go
From this point you just change your active target and executable for each project you want to build. You can probably configure it for debug, too, but I found that attempting to use iPhone OS 2.2.1 was a no-go because I ran into code-signing problems again (2.2.1 comes up as the project setting for me, but it is 2.2 that is set in the Project Info pane so I wonder if this is something to do with the version of the SDK Simon was using at the time.) If anyone can further unmuddy the waters I'm all ears.