Did I port this project? No.
Did I do any of the coding? No.
Graphics? No.
What then?
Well. the earth shatteringly boring answer is that I had the joyous and wonderful job of putting together the final cds for all of the european versions that Feral published.
A word to the wise: if you are ever offered a job like this, refuse it! It's not worth it!
By this time, Bungie had been consumed by Microsoft, Oni had been taken on in a 'finished' state by another publisher (I think it was Take Two but I might be wrong), and Mac and PC versions had been released in the states.
Somehow Feral managed to get the deal to publish it on the Mac in Europe, but it transpired that nobody had ever actually build the European SKUs yet (see, you can tell I've worked on commercial software because I know about SKUs...).
So dopey old me gets about 12 CDs in the post one day with all the localised resources. This should be a cinch I say - presumably the software will just scan it's data, work out what languages it's got installed, and react accordingly.
If only...
It turned out that for each localised version the actual application needed recompiling with some code altered. Whoa! New ball game entirely. Now I have to compile the app, which means I need the source code. I also need someone to tell me how the hell to get it to compile. Time to call the developer... oh, hang on, the developer doesn't exist anymore.
You get the picture I'm sure. Eventually I tracked down someone who had worked on it, who was now working for Microsoft, and who was at pains to remind me every ten minutes that helping me wasn't his job! He did help though - at least enough for me to figure out how to fill in the blanks, make the correct code changes, and build installers which put the right bits of the jigsaw puzzle into the right places.
Ug! What a hellish job. Just what I didn't need whilst trying to track down the evil bug reports we were getting back from the newly release [Theme Park World] and the latest incarnation of the [Championship Manager] series.