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In June, we reported that Apple had blocked a fully-licensed Commodore 64 emulator from the App Store, claiming it violated the iPhone SKD Agreement.
Today, developer Manomio has said the app is now available via the App Store, after it has been changed to meet the SDK terms.
At the time, Apple had said:

“We’ve reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement 3.3.2. [An application] may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s).”
The app costs $5 and currently has 8 games available.


Result for: frameworks

According to a TouchArcade report, Apple has banned a fully-licensed Commodore 64 emulator from the App Store, claiming it violates the iPhone SKD Agreement.
The application was developed by Manomio and allows gamers to get nostalgic with classic C64 games.
“We’ve reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement 3.3.2,” said Apple in the official rejection notice.

“[An application] may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s),” continued Apple.
It is important to note that the App store currently has “a number of similar applications, including programmable calculators and a Z-machine interpreter known as Frotz.”


Result for: frameworks

Howard Stringer, Sony CEO and chairman, has confirmed that the company will be expanding the PlayStation Network to other devices, although he declined to note what devices.
In the same interview, Stringer discussed the fight between open source and proprietary technologies while also noting that the company made plenty of mistakes in the past with music and video file formats.

“Customers today want to be able to freely access content via the Internet, information technology,” he added. “This requirement represents a threat to our content business, and to existing frameworks for rights management. I don’t see that we have any choice, though. We have to create a sanctuary which provides customers an environment for their enjoyment.”

“That is how we can change a threat to the content business into an opportunity. A lot of people thought Sony’s content download service was doomed, but it’s in a pretty good place right now in the form of the PlayStation Network, available to PS3 users for network gaming, video, etc. The DRM is based on Marlin, an open scheme developed by consumer electronics companies and other companies.
“What does all this mean? Very simply, it means that Sony has begun the transition from a closed system to an open one. I wish the Japanese media would recognise how important this is. I also put a lot of effort into making sure that many people understand the value of what Sony is trying to do here.
“Next we will be expanding the PlayStation Network to hardware other than the PS3, because the number of PS3 units sold puts a limit on the scale of the network possible. Sony has a vertical structure for each product line, an organisational structure that resists change, so it will take time to achieve this network growth. However, a large number of employees share my opinion on this,” he concluded.