>* Size: 450Mb is pretty big for an app, at least one bought over the net. I
>presume you could save some space by using smaller images but maybe not
>enough. It seems like a standard coding strategy is to keep a lot of data
>compressed right up until it's used and that could trade space for execution
>time.
Assuming all artwork could be simply scaled to 480x320 (from 640x480), you'd save about 25% moving to iPhone.
But remember KoDP was designed for CD distribution -- that's what there was 10 years ago. We intentionally didn't compress, because we didn't need to. I suspect that most of the full screen art could be compressed pretty heavily as JPEG without much quality loss.
>* No idea how difficult it would be to port the Mac code to the iPhone since
>I've never developed on either platform. My presumption is 'decidedly
>nontrivial but not impossible'
The platform-specific code all came from mTropolis, so it would have to be completely redone for either Flash, iPhone, or for that matter Mac OS X or Windows 7. Completely.
And I don't really know that development systems today are easier to use for this sort of thing than mTropolis was. I'm still sore at Quark for killing it.
>* Is the underlying CPU powerful enough? I imagine it is; if standard
>machines ten years ago could run KODP a modern handheld should be able to.
I'm guessing that the CPU/GPU on any iPhone would be fine.
-- David Dunham A Sharp, LLC Voice/Fax: 206 783 7404 http://a-sharp.com Efficiency is intelligent laziness.
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