I just gave some quotes directly from apple's site. If you want to take full advantage of the SDK, then they say you have to be on an intel based mac. Are there ways around this? I have no idea. If there is, Apple is not sharing - at least that I can see.
I heard that too. I'm really curious to see how that all goes. I'll definitely keep my ears to the ground.
If you think you can just create a Flash movie and press a button for an instant iPhone app - you'll be in for a surprise... there's no free ride for Flash created apps, in fact you are hand-tied, if anything. You still gotta be registered through Apple, in full. You still need to jump through all the same hoops, and pay all the same fees that Xcode developers do. The only difference is you're creating your app in Flash (which is not fully up to the task), while Xcode devs are using Xcode (which lacks nothing).
The Adobe "tooling" only contains a portion of the native iPhone API's. And you cannot even run your Flash implementation on the Xcode simulator... not even on a MAC. Adobe's answer is to test on as many devices as possible... seriously. http://labs.adobe.com/wiki/index.php/Applications_for_iPhone - truth is that Adobe does not provide any way to test your Flash apps for the iPhone at all presently. And AFAIK you cannot test on an iPhone unless that device is registered through Apple for dev./testing. Can you see the problem here?
That alone (lack of proper testing) should lead to very high rejection rates for Flash apps... unless you stay within a few canned templates which I'm guessing Adobe will provide in CS 5.
However, that's not what I would call "opening it up" if you catch my drift.
If I sound skeptical, I am... But I do applaud Adobe for attempting to bridge this gap, no doubt.
However I feel that only Apple themselves can truly open this up across multiple development platforms. Not Adobe or anyone else.
But again, I'll be watching with great interest. (Maybe even try it myself for kicks)