I spoke with Yoot about it recently. There are some issues with Nintendo and licensing that may take some time to work through. My fingers are crossed, but it might take a while and require patience. We all want it to happen though!
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! ;)
If there's legal problems with releasing the Nintendo console ports, would it be possible to just release the code for the PC/Mac versions?