Space Trader for XNA is GO!

Space Trader is a game for Palm, and it is my desire to port it to XNA.

Of course, it has periodically been my desire to port it to the Yahoo! Widget Engine, JavaScript, and plain C#. I have taken up the project a number of times, and failed at it. I’ve got lots of stray code to show for it.

The original was written in C, and is heavily forms based (as one might expect for a Palm app). Fortunately, all of the resources for the UI, strings, alerts, bitmaps, etc were recoverable using the PalmOne tools (they extract them into a nice XML file).

It is also GPL, which means I don’t even need to talk to the author to do this port. And I haven’t.

There is already a C# port for windows, but it has some differences in it that I don’t like, including the “put all of the screens on one window” thing that I don’t care for.

The screens are all 160×160, which really can’t give too much information at a time. Currently, I’m working on it in 800×600.

One of the first things I did was to make a utility app to scan in the resource xml files. I did this mainly for the large number of string and alert resources. The forms I just have to duplicate by hand, since they need to grow in size anyway.

Which brings me to control issues. The Palm version used (duh) the stylus, for which the windows equivalent would be the mouse. However, in XNA the target controller should be the 360 controller and the keyboard (the two controllers that both windows and the 360 support) but more importantly, everything should be doable from a game pad. It’ll be interesting to see what I can come up with for equivalent controls.


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