The plan to post a play-by-play for dev kind of fell apart as I preferred to focus on just doing the work, but the Windows port was a success.
If you want some highlights:
- I replaced the internal resource format with ZIP archives to make it easier to create custom resource archives.
- PICT support was dropped in favor of BMP, which is way easier to load. The gpr2gpa tool handles importing.
- Ditto with dropping "snd " resource support in favor of WAV.
- Some resources were refactored to JSON so they could be patched, mostly dialogs.
- Massive internal API refactoring, especially refactoring the QuickDraw routines to use the new DrawSurface API, which doesn't have an active "port" but instead uses method calls directly to the draw surface.
- A bunch of work to allow resolution changes while in-game. The game will load visible dynamic objects from neighboring rooms in a resolution-dependent way, so a lot of work went in to unloading and reloading those objects.
The SDL variant ("AerofoilSDL") is also basically done, with a new OpenGL ES 2 rendering backend and SDL sound backend for improved portability. The lead version on Windows still uses D3D11 and XAudio2 though.
Unfortunately, I'm still looking for someone to assist with the macOS port, which is made more difficult by the fact that Apple discontinued OpenGL, so I can't really provide a working renderer for it any more. (Aerofoil's renderer is actually slightly complicated, mostly due to postprocessing.)
Goin' mobile
In the meantime, the Android port is under way! The game is fully playable so far, most of the work has to do with redoing the UI for touchscreens. The in-game controls use corner taps for rubber bands and battery/helium, but it's a bit awkward if you're trying to use the battery while moving left due to the taps being on the same side of the screen.
Most of the cases where you NEED to use the battery, you're facing right, so this was kind of a tactical decision, but there are some screens (like "Grease is on TV") where it'd be really nice if it was more usable facing left.
I'm also adding a "source export" feature: The source code package will be bundled with the app, and you can just use the source export feature to save the source code to your documents directory. That is, once I figure out how to save to the documents directory, which is apparently very complicated...
Anyway, I'm working on getting this into the Google Play Store too. There might be some APKs posted to GitHub as pre-releases, but there may (if I can figure out how it works) be some Internal Testing releases via GPS. If you want to opt in to the GPS tests, shoot an e-mail to codedeposit.gps@gmail.com
Will there be an iOS port?
Maybe, but there are two obstacles:
The game is GPL-licensed and there have reportedly been problems with Apple removing GPL-licensed apps from the App Store, and it may not be possible to comply with it. I've heard there is now a way to push apps to your personal device via Xcode with only an Apple ID, which might make satisfying some of the requirements easier, but I don't know.
Second, as with the macOS version, someone would need to do the port. I don't have a Mac, so I don't have Xcode, so I can't do it.