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Civilization (SNES, PC)
PORTSNATIVE

Civilization (SNES, PC)

PORT NATIVOPLATAFORMASWINDOWSBETA

Civilization (SNES, PC)

Civilization

OrigenSuper Nintendo

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

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Sobre el proyecto

Sid Meier's Civilization o Civilization I es un videojuego de estrategia por turnos creado por Sid Meier y publicado por MicroProse en 1991 para las plataformas MS-DOS, Microsoft Windows, Apple Macintosh, Commodore Amiga, Atari ST y Super NES.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Civilization (SNES) Static Recomp 1.3.0

Native Windows static recompilation frontend and game-specific core for Civilization on the Super Nintendo Entertainment System.

The original game ROM is not included. Use an externally supplied, legally obtained unheadered USA .sfc ROM matching ROM-REQUIREMENTS.txt.

What "fully static recompilation" means

Civilization is a fully static, ahead-of-time recompilation. The game's executable W65C816 instructions were analysed and translated into native C code before the application was built. The production launcher executes this generated code directly.

At runtime, the application does not use a general-purpose SNES CPU interpreter, runtime opcode decoder, dynamic recompiler, JIT compiler, learning system or emulator fallback. Its frozen CPU authority contains 103,584 exact processor contexts compiled across 280 compact ahead-of-time shards. If execution reaches an unknown context, the core stops with a diagnostic error instead of silently switching to interpreted execution.

The complete runtime includes:

  • Generated W65C816 game-code execution.
  • Native cartridge mapping, WRAM and machine-bus handling.
  • Native PPU register, rendering and per-scanline presentation logic.
  • Native DMA and HDMA handling.
  • NTSC scheduling, refresh, NMI, IRQ and controller timing.
  • Full Static S-SMP and S-DSP audio producing native PCM.
  • Deterministic input, framebuffer, snapshot and persistence handling.
  • Optional 398x224 Wide Screen world-map rendering with real generated terrain, fog-of-war protection and extended cursor interaction across the additional map area; menus and city screens retain the authentic 256x224 layout.
  • Exact-ROM SHA-256 validation and fail-closed runtime checks.
  • A native Windows launcher with accessible standard controls, keyboard operation and statically linked host libraries.

"Fully static" does not mean that gameplay, graphics or sound are prerecorded. The game continues to respond live to player input and evolving machine state. It means that game instructions are compiled ahead of time and no interpretive or fallback execution engine is used in the production application.

Development tests may use Python scripts or reference-emulator comparisons to verify results. Those tools are not included in, or used by, the production runtime.

Building on Windows

Requirements:

  • Windows 10 or later
  • CMake 3.20 or later
  • A C11/C++17 Windows compiler
  • Internet access during the first configure so pinned SDL 3.4.10 can download
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DBUILD_TESTING=OFF
cmake --build build --config Release --target civilization-launcher

The launcher links SDL statically, so no SDL DLL is required beside Launcher.exe. Tests, Python and the exact ROM are not production runtime dependencies.

Version 1.3.0 retains 103,584 exact generated CPU contexts, checked Full Static audio authority and fail-closed dispatch. Its Windows frontend provides native DirectSound output and resampling, NTSC frame pacing, full-screen presentation and capture, a saved live Wide Screen map toggle, keyboard/gamepad configuration, persistent SRAM, five snapshot slots and accessible dialogs with deterministic focus restoration. See docs/PART-05-THROUGH-12-COMPLETION-REPORT.txt for the completed architecture work and validation evidence.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Plataformas
Estado
beta
Plataforma de origen
Super Nintendo
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
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