Will do so, and I'll also announce it over here at PGD, so don't worry

And yesterday I reached a "historical" milestone! After roughly a week of hard work (5~6h each day, after 8h of coding at work) I fnally to the game to compile with FPC / Lazarus :



Most time consuming part of this procedure was replacing all the Delphi XML-stuff. I really like how XML is impelemented in Delphi, but it's based on MS-XML COM, so it's windows only and it differs in terms of coding from the XML-implementation for FPC. And since I had to replace several thousands lines of code I opted for NativeXML, cause it doesn't need external libs, works with Delphi and FPC and should work an all platforms I want to move to. And it's much faster than the Delphi implementation. Other than that I only had to put in a few ifdefs for different unit names or generics definitions and now the game compiles with Delphi and Lazarus (I want to keep all options open, maybe Embarcadero's mobile Studio will allo easy porting to android).

And even better, the game is also fully playable :



There are a few missing text labels and some visual glitches, but nothing that can't be fixed within a few days.

The next step now is to remove all windows specific stuff, and that's not a lot. Creation of render context has to be implemented for the other platforms, but otherwise I don't use OS specific stuff in a lot of places. So I'm pretty confident that I'll have a running Linux version up very soon, hopefully to be followed by a Mac OSX version (problem here : I don't own OSX, and as far as I know I can't compile for it without).