>The port was directed by a human, implemented by Claude Opus 5.5, and designed by both.
This is certainly one area where I find AI tools to be largely beneficial. There are so many pieces of near-forgotten software that are difficult to interface with at all, let alone to decompile, debug and port and so on. I was thinking lately how useful an AI-powered editor for NES- and SNES-era games would be. The existing tile and mapper editors are generally pretty clunky IIRC.
Good reminder to play Aerofoil. I starred the repository a while ago and forgot about it. By chance, I never played that much Glider PRO, which I know is the more popular game with more houses.
I liked the Flash version of Glider PRO made by Mark Arenz in 2006, which the developer put on GitHub a few years ago (without source): https://github.com/markarenz/rid-flash-archive. Worth a try to see how close it got as a 2000s Flash game. Wikipedia used to say this:
> In 2006, Mark Arenz teamed up with Calhoun to construct a version of Glider PRO built in Adobe Flash.[citation needed]
i had to have been like 3 years old when i played this game. didnt even know it had a name. just seeing it visually made me realize i still have memories there, i literally wouldve never thought of it again for the rest of my life if it wasn't for this wow.
This is awesome. We can now run classic Mac applications as single page apps by emulating the Toolbox instead of the entire OS and emulating 68K & PowerPC with Wasm.
That's an interesting fork. If it runs SimCity 2000 already, you could set up a page that lets one try it (with user-supplied game files). You can do the same thing as my project: set the GitHub Pages source to GitHub Actions and create a workflow for Pages (https://github.com/dbohdan/glider/blob/b4d14cfd52873c0378995...).
I didn't know about Systemless. I know Classic Mac fans to share it with.
It is the only port (that I am aware of) that brings over the additional Room Editor app that allowed you to create and edit "house" (game) files.
>The port was directed by a human, implemented by Claude Opus 5.5, and designed by both.
This is certainly one area where I find AI tools to be largely beneficial. There are so many pieces of near-forgotten software that are difficult to interface with at all, let alone to decompile, debug and port and so on. I was thinking lately how useful an AI-powered editor for NES- and SNES-era games would be. The existing tile and mapper editors are generally pretty clunky IIRC.
Small Bug: on mobile safari, it zooms in on the page when I click the buttons in quick succession, which makes playing a bit more difficult
Additional binaries are available here (Win, Mac, Android): https://galeforcegames.itch.io/aerofoil
And a Linux Flatpak version is coming soon... https://github.com/flathub/flathub/pull/10703
And yes, it includes the Room Editor! (For those who care, it's also human-created from the original source code.)
I liked the Flash version of Glider PRO made by Mark Arenz in 2006, which the developer put on GitHub a few years ago (without source): https://github.com/markarenz/rid-flash-archive. Worth a try to see how close it got as a 2000s Flash game. Wikipedia used to say this:
> In 2006, Mark Arenz teamed up with Calhoun to construct a version of Glider PRO built in Adobe Flash.[citation needed]
I wonder if it's true.
I started to do this with https://github.com/jpivarski/executor-mac68k-emulator and Emscripten (with Claude driving) and got SimCity 2000 running as a single-page app with sound.
Then I found https://systemless.org/ which is a similar project.
Still, super cool.
That's an interesting fork. If it runs SimCity 2000 already, you could set up a page that lets one try it (with user-supplied game files). You can do the same thing as my project: set the GitHub Pages source to GitHub Actions and create a workflow for Pages (https://github.com/dbohdan/glider/blob/b4d14cfd52873c0378995...).
I didn't know about Systemless. I know Classic Mac fans to share it with.