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README.md

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# Micropolis for Vintage Unix
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This is a fork of [Micropolis Activity](https://github.com/SimHacker/micropolis/tree/master/micropolis-activity) that targets vintage commercial Unix systems such as AIX, DEC Unix, HPUX, IRIX, OSF/1, SunOS, etc.
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This fork of Micropolis uses resource files from vintage [DUX SimCity for Unix](https://web.archive.org/web/19970714233606/http://www.dux.com/simctyux.html) instead of Linux Micropolis.
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## Installation
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Download a demo version of [DUX SimCity for Unix](https://web.archive.org/web/19970714233306/http://www.dux.com/demo.html) also mirrored [here](http://osarchive.org/apps/simcity) and [here](http://tenox.pdp-11.ru/apps/simcity/).
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Unpack the tarball to a folder on your disk, typically under `/usr`.
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Replace `yourfolder/res/sim` with the binary from the releases folder (or compile yourself).
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## Currently supported OS
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- AIX 4.3
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## Upcoming / TODO
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- AIX 5.x
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- IRIX 6.5
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- HP-UX 11.x
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src/ASSETS.txt

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Micropolis Assets:
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This is a list of required and optional assets for Micropolis.
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As noted, some of them are for the current TCL/Tk based version of
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Micropolis that we want to get out right away. Others are for the more
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advanced Python version that we're developing after releasing the
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TCL/Tk version.
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The TCL/Tk version currently works ok with its current assets, and
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these are just suggestions that would improve it but are not
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necessary. The Python version is not yet fully designed or
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implemented, and it will be more open-ended and powerful, so this is
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just a rough estimate of the assets it will need.
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User Interface Graphics and Icons
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These aren't all necessary, but it would be nice to have some of
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them to make the interface look nicer, more graphical, and kid
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friendly.
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The style should be international, kid oriented, big, bright,
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saturated, simple.
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Icons should look good and be readable when shown in desaturated
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gray scale on the OLPC's monochrome screen in low power reflective
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mode. The the brightness detail can be full resolution but the
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color detail should be lower resolution by about half (not
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depending on color detail as fine as brightness detail), because
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of the nature of the OLPC's screen: 200 dots per inch monochrome
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gray scale, with lower resolution color. For example, text on an
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icon should be a noticeably different brightness than the
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background color, instead of relying on color variation, which is
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not as detailed and won't show up in monochrome mode.
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SVG is the idea source format, because it can be scaled to any
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size, rendered with antialiased edges, and will be easily used in
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the Python version. Illustrator exports SVG. For now the TCL/Tk
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version can use versions of the SVG files converted to "XPM"
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format (which I can do).
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Later, the Python user interface will require a bunch more icons
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and graphics, depending on the user interface and features we
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decide to support. It would be great to be able to use the same
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SVG source graphics in the Python version, scaling them as
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appropriate to adapt to the screen layout. We should revisit the
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icons and graphics after we port Micropolis to Python.
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What follows is a complete list of graphics we could use in the
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TCL/Tk version. SVG is ideal but PNG is sufficient for this time.
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Micropolis icon for use in Sugar user interface, in SVG or PNG.
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Logos:
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Micropolis logo
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Micropolis lettering
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OLPC Project logo
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XO Laptop logo
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Linux Penguin logo
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Python Programming Language logo
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Small menu item icons for map overlay menus:
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Zones
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All
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Residential
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Commercial
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Industrial
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Transportation
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Overlays
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Population Density
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Rate of Growth
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Land Value
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Crime Rate
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Pollution Density
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Traffic Density
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Power Grid
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Fire Coverage
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Police Coverage
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Small menu item icons for File menu:
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Save City
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Save City as...
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Add Player...
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Choose City!
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Quit Playing!
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Small menu item icons for Options menu:
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Auto Budget
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Auto Bulldoze
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Disasters
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Sound
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Animation
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Messages
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Notices
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Small menu item icons for Disasters menu:
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Monster
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Fire
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Flood
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Meltdown
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Air Crash
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Tornado
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Earthquake
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Small menu item icons for Time menu:
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Pause
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Slow
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Medium
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Fast
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Small menu item icons for Priority menu:
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Flat Out!
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Zoom Zoom
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Whoosh Whoosh
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Buzz Buzz
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Putter Putter
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Drip Drip
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Snore Snore
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Small menu item icons for Windows menu (maybe the same as ones used in buttons):
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Budget
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Evaluation
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Graph
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Small menu item icons for Map Options menu:
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Auto Goto
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Palette Panel
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Chalk Overlay
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Small "OK" button for confirmation dialog buttons.
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Small "Cancel" button for confirmation dialog buttons.
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Large "Question" icon for dialogs asking questions (ok/cancel questions).
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Large "Notice" icon for notice window (informational).
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Large "Query" icon for zone query window (zone tricorder).
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Medium "Generate New City" icon for button to generate new city, on start screen.
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Medium Game Level icons for start screen radio buttons:
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Easy
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Medium
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Hard
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Big "Load City" icon for load city dialog.
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Meduim "Load City" icon for button to load city, on start screen.
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Big "Save City" icon for save city dialog.
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Small "Save City" icon for button to save city.
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Big Evaluation icon for evaluation window.
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Small Evaluation icon for button to bring up evaluation window.
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Big Graph icon for graph window.
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Small Graph icon for button to bring up graph window.
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Big Simolean/Budget symbol for Budget window.
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Small Simolean/Budget symbol for button to bring up budget window.
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Big Quit symbol for Quit confirmation dialog.
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Small Quit symbol for button to bring up Quit confirmation dialog.
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Big About symbol for About dialog.
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Small About symbol for button to open About dialog.
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Big Choose City symbol for Choose City confirmation dialog.
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Small Choose City symbol for button to open Choose City confirmation dialog.
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Simulation and User Interface Sounds
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Right now it's using the original sounds, plus some interface
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sounds I recorded. I can convert them to the format required by
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the Linux sound interface we use.
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I can supply a list of required interface sounds, but I think we
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can go with the sounds we have right now without any trouble.
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Later, the Python version will require a bunch more sounds for its
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user interface, which will depend on the user interface features
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we decide to support. So we should revisit the sound effects
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later once Micropolis is ported to Python.
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To be authentic, I would like to use the original sounds that the
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simulator made (like the Skywatch One helicopter), or re-record
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high quality replacements. Maybe we can get Will to record a fresh
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version of "Skywatch One reporting heavy traffic!" in his own
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voice (he made that original sound) and the sound people can add
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in the helicopter sound over his voice to re-create the original
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sound at high quality. The other sounds could be re-made from
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scratch without any problem or help from Will.
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Voice overs reading the user interface text, notices, help text
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and documentation would be great for pre-literate children. Would
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need to be translated to other languages.
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Update Documentation
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I have translated the Micropolis manual to HTML.
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It's the original version that applies to the multi player
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X11/TCL/Tk version, which needs to be update in a few places where
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it's specific about the user interface or installation instructions.
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It would benefit from some nice reformatting and CSS styles, as well
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as some illustrations and screen snapshots.
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After we port Micropolis to Python, the interface-specific
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documentation will have to be rewritten, re-illustrated, and then it
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will have to be translated to different languages.
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The documentation consists of the following files:
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Index
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Introduction
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Tutorial
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User Reference
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Inside the Simulator
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History of Cities and City Planning
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Bibliography
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Credits
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Help Text
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There are also HTML files corresponding to user interface help text.
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The user interface components are tagged with help ids that are the
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base names of html files. The existing HTML help files are just
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placeholders that don't have any useful help text, and there are
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some help files for user interface components and windows that have
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since been removed, as well as some help files missing for user
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interface components and windows that have been added.
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To finish implementing help, we need to go through the code and
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identify all help tags and opportunities for adding missing help
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tags to the user interface, then make all help files corresponding
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to the existing tags, delete obsolete help files, and write all the
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help text. It would be nice for the help text to hsve illustrations
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of the corresponding windows and components in use.
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After we port Micropolis to Python, the help files will have to be
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re-inventoried, rewritten, re-illustrated, and translated to
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different languages.
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Courseware
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We need to include any Micropolis courseware or teacher's guides with
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the documentation, and update it to relect the current user
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interface.
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After we port Micropolis to Python, we will need to update the
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courseware to reflect the features and user interface of the new
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user interface.
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--
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Micropolis, Unix Version. This game was released for the Unix platform
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in or about 1990 and has been modified for inclusion in the One Laptop
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Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
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you need assistance with this program, you may contact:
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http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or (at
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your option) any later version.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details. You should have received a
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copy of the GNU General Public License along with this program. If
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not, see <http://www.gnu.org/licenses/>.
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ADDITIONAL TERMS per GNU GPL Section 7
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No trademark or publicity rights are granted. This license does NOT
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give you any right, title or interest in the trademark SimCity or any
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other Electronic Arts trademark. You may not distribute any
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modification of this program using the trademark SimCity or claim any
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affliation or association with Electronic Arts Inc. or its employees.
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Any propagation or conveyance of this program must include this
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copyright notice and these terms.
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If you convey this program (or any modifications of it) and assume
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contractual liability for the program to recipients of it, you agree
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to indemnify Electronic Arts for any liability that those contractual
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assumptions impose on Electronic Arts.
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You may not misrepresent the origins of this program; modified
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versions of the program must be marked as such and not identified as
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the original program.
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This disclaimer supplements the one included in the General Public
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License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
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PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
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OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
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SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
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DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
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INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
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FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
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RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
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USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
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INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
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MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
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UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
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WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
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CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
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ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
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JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
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WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
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CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
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NOT APPLY TO YOU.

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