Reverse Engineering SimTower
31–40 of 82 posts
Re: Reverse Engineering SimTower
#32> First, the AI makes premature conclusions about subsystems, records them, and then struggles to figure out when to abandon its earlier guesses. This perfectly describes what feels off to me about Opus 4.7 (unsure if that’s what you are using). It seems to go down an incorrect path, I correct it, but it still references things from it. Trying to direct it back becomes a mess. Has anyone experience this as well or am…
I’m probably holding it wrong, but I think a given a sufficiently advanced AI it would essentially be impossible to use it incorrectly. Feels like a step backwards in this regard.
Re: Reverse Engineering SimTower
#33I played when I was a kid. I figured out you could just build condos like crazy and make money pause build more, and repeat, get tons of money, build all the way up. But I couldn't figure out how to get people to the top level for that achievement. I'm gonna Google that and see what I got wrong
Re: Reverse Engineering SimTower
#34Re: Reverse Engineering SimTower
#35Re: Reverse Engineering SimTower
#36I love SimTower, and one of the reasons I keep my SheepShaver environment working is so I can still play it on Mac OS 9. I’ll have to check this out!
Re: Reverse Engineering SimTower
#37Re: Reverse Engineering SimTower
#38If the first tile you build is a lobby in the bottom left corner, it is supposed to double your starting money. :)
Re: Reverse Engineering SimTower
#39Re: Reverse Engineering SimTower
#40Just a fyi for anyone that doesn't know: A few years back Don Hopkins got the permission from Yoot Saito to open source Yoot Tower, SimTower's sequel: https://github.com/YootTowerManagement/YootTower ...however I don't think that the source was ever published anywhere, considering that the repository still doesn't have the source code yet. ("Please check out the YootTower repo, where I'll publish the source code once…
Meanwhile I'm working on Micropolis (based on the original SimCity Classic code, cleaned up, and compiled with Emscripten into WASM), and also reimplementing The Sims character animation system and content management and creation system in TypeScript with WebGPU and MOOLLM. ;)
Micropolis WASM + WebGL tile renderer demo:
MicropolisCore repo:
https://github.com/SimHacker/MicropolisCore
Micropolis design docs:
https://github.com/SimHacker/MicropolisCore/tree/main/design...
Sims character animation demo with WebGPU renderer:
Source code:
https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi...
Design docs:
https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi...
Designs for creating LLM driven Sims content editing and creation tools, uplifting and simulating The Sims in MOOLLM, and downloading The Sims content back into the original game:
https://github.com/SimHacker/moollm/tree/main/designs/sim-ob...
>"What would your Sims say if they could finally talk to you?"
>Two-way bridge between The Sims 1 save files and MOOLLM. Characters, objects, and pets step between a 26-year-old game VM and an LLM-powered universe, retaining and synchronizing their parallel existences.
>The One-Line Version
>Drag a 25-year-old Sims save file in. Watch the character wake up. Have a conversation with them. Send them home changed.
The Uplift: Sims ↔ MOOLLM Character Bridge
https://github.com/SimHacker/moollm/blob/main/designs/sim-ob...
It's all still a work in progress that I hack on when I have spare time (and spare money for tokens), so no ship date known! ;)