[Coco] Another game porting idea: Simcity
johnguin at hotmail.com
Mon Jan 14 01:08:16 EST 2008
According to the comments, the original C code is embedded in a tgz file
(embedded in the tar file the article references). I don't have a working
linux machine with tar support so I can't verify, but it sounds closer to
what may be needed.
From: coco-bounces at maltedmedia.com [mailto:coco-bounces at maltedmedia.com] On
Behalf Of Mark McDougall
Sent: Sunday, January 13, 2008 9:14 PM
To: CoCoList for Color Computer Enthusiasts
Subject: Re: [Coco] Another game porting idea: Simcity
John Guin wrote:
> SimCity, which was built for the Commodore 64 (among many other
> has been released under the GPL.
> Anyone even know where to start with porting this to the Coco?
Reading the post, I don't think anyone will be "porting" this version to the
Coco. The code has been all-but-re-written in C++ with a tile rendering
engine and integrated with Python using SWIG. That won't be running on a
2MHz 6809... :(
Not sure what the C64 was written in, but I suspect it bears little
resemblance to this GPL incarnation.
None-the-less it's an interesting development, and the author of the article
has probably got it right when he imagine it will spawn all sorts of
enhancements and ports (to modern hardware no doubt).
FYI if you're familiar with DOOM, there are numerous 3rd-party ports, most
of which are written in C and some are highly portable, able to be adapted
to run on soft-core processors inside FPGAs!
| Mark McDougall | "Electrical Engineers do it
| <http://members.iinet.net.au/~msmcdoug> | with less resistance!"
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