Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first:
Marathon 1 (December 1994) *Looking up and down *Dual-trigger weapons *Panel-based rechargers instead of pick-ups *Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.) *5d space (Worked for same reason as multi-story maps.) *Monster AI was better than its contemporaries *8 player networking
Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.
Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first: Marathon 1 (December 1994) *Looking up and down *Dual-trigger weapons *Panel-based rechargers instead of pick-ups *Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.) *5d space (Worked for same reason as multi-story maps.) *Monster AI was better than its contemporaries *8 player networking Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.
Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first:
Marathon 1 (December 1994)
*Looking up and down
*Dual-trigger weapons
*Panel-based rechargers instead of pick-ups
*Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.)
*5d space (Worked for same reason as multi-story maps.)
*Monster AI was better than its contemporaries
*8 player networking
Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.
Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first: Marathon 1 (December 1994) *Looking up and down *Dual-trigger weapons *Panel-based rechargers instead of pick-ups *Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.) *5d space (Worked for same reason as multi-story maps.) *Monster AI was better than its contemporaries *8 player networking Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.