>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.
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.
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 very cool.
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.
Thanks! Glider 4.0 was one of my favorite games growing up. Hearing this made my day.
just noticed the name. thanks very much for many hours of fun in my youth. I'm looking forward to playing this again!
Related: Aerofoil is an updated port of Glider Pro: https://github.com/elasota/Aerofoil
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.)
Ah, the muscle memory comes back fast.
>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.
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.
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.
Thank you.
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.
Sweet!
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
Thanks. Please check again; it should be fixed.
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 makes me very happy - one of the first games I played on my mac classic.
Man, I used to play the crap out of this game. Amazing.