Hi there @csilverman @root42 👋
In brief, the approach is:
1. Load the code and resources from the original module
2. Execute the original 68k module code using https://github.com/kstenerud/Musashi (Thank you kstenerud!)
3. Add handling for unhandled traps to draw to a Metal view, reimplementing the behaviors of QuickDraw one at a time (setting pixels, drawing rects, sprites, etc)
Huge thanks to the M.A.C.E project for demonstrating this approach might be viable.
@halcyon @csilverman @root42 Impressed, grateful, etc!!
The ultimate test case: Star Trek screensavers
@whophd @halcyon @csilverman @root42
I found this in my house last week.
@gparker Some (ok many) of the TNG modules had a whiff of shark-jumping to them, but I'm still proud of working on it. Granted, I wasn't responsible for design, I was responsible for getting the art to fit on (IIRC) two floppies. And writing many of the trivia module's incorrect answers.
@eedly @gparker @jcdvore @halcyon @csilverman @root42 yeah I never got to try the TNG ones, but it was the TOS ones that live in my brain because our high school computing studies teacher had the “Mission Control” one running whenever he spoke long enough to forget to prevent it starting
“Scotty … give me that POWER!”
Its ultimate goal (I felt) was to be a low-CPU simulation of a TV episode generator.
@whophd The coolest part of the TNG screensaver is that it used digital assets from the actual show. Many of the LCARS displays on the show were computer monitors stuck behind smoked glass, running Macromind Director animations. When we did the screen saver, Paramount provided us with a ton of Mike Okuda's Director files, and even a few 3D models. Anything in the screen saver that had LCARS displays in it were processed from those original animations.