Also current place names. You can sometimes find a business on OSM that has correct metadata, but in many areas the majority are missing or stale (like, closed 10+ years ago.) Solving this is an "interesting" problem to say the least when many businesses these days have nothing more than an Instagram/Whatsapp handle.
It's in the uncanny valley, that's for sure. I never had much luck with it because you have to memorize a ton of specific English phrase templates and remember how they are injected into the game logic, and you often have to escape into regular old procedural logic.
But it's an ambitious experiment, and the docs are worth reading through. Every now and again I give it another try :^P
(compiling legacy code with legacy versions of Emscripten is quite frustrating, almost as bad as updating your JS code to be compatible with accumulated changes in the Emscripten ABI)
I sometimes wonder what "Turbo Ada" would have looked like, but I think it would have probably looked like later versions of Borland Pascal. Things like generics and exceptions would have taken some of the "turbo" out of the compiler and runtime -- the code generator didn't even get a non-peephole optimizer until 32-bit Delphi, it would have been too slow.
It might be nice to have Ada's tasks driven by DOS interrupts, though. I think GNAT did this.
I'm guessing Apple had stopped putting board schematics and ROM listings in their reference manuals by the time the ACE came out, or perhaps soon afterwards.
IIRC they also had the first native (100% Java) JDBC driver, so you could run from any platform and without weird JNI locking issues when using threads.
I really prefer the 2D pixel graphics of the original Civ. But the middle game can be a slog due to micromanagement, e.g. loading units onto boats. I would love to see a few tweaks, fixing bugs like disappearing units, and a stronger AI that doesn't have to cheat :)
It's not the wrong design; RISC-V is designed around extensions, and they left room in the instruction encoding for them. They don't have a 800-lb gorilla like Intel shoving the ISA down customers' throats (Canonical is the closet thing) so there is some debate on which combination of extensions are needed for desktop apps.
From the docs, I couldn't tell if it had disassembled very much of the EXE. Looks like it extracted most of the assets, the presence of open-source modding tools for this game in training data likely helped a bit.
Realize, though, that just grabbing a frame buffer is not a thing anymore. To render graphics you need GLES support through something like ANGLE, vectors and fonts via Skia, Unicode, etc. A web browser has those things. Any static binary bundling those things is also gonna be pretty large.
And JavaScript is very good at backwards compatibility when you remove the churn of frameworks (unfortunately Electron doesn't guarantee compatibility quite as far back)
That policy doesn't explicitly disallow writers from using LLMs as part of their process, nor does it mention reviewing submissions for content that could be LLM-generated.
I like some of the ideas in the article but there are some very "it wasn't just A, it was B" sentences in there. IEEE has a higher standard.
I note that Clarion is still being developed, version 12 was released last year. I remember fondly using its screen designer to create drop-shadowed dialogs.
Eh, the NES is better because you get two entire screen buffers. The C-64 gives you only one offscreen row or column to repaint every coarse scroll, and the colormap is fixed so you gotta move all of its bytes while racing the beam.
Check out my 8-bit IDE! https://8bitworkshop.com/