PhoenixSoul 1,404 Posted February 17, 2020 I've seen a lot of videos and other content talking about this subject and it had me wondering... Can... RGSS... Run... DOOM 1 Share this post Link to post Share on other sites
Aletheos 41 Posted February 17, 2020 Does this count? 1 Share this post Link to post Share on other sites
Kayzee 4,032 Posted February 17, 2020 Well, technically anything that is Turing complete and can display some kind of output can theoretically run doom, it's just a matter of porting it. :P 1 Share this post Link to post Share on other sites
Aletheos 41 Posted February 17, 2020 (edited) Well, we could begin with a minimalist open source sourceport, like chocolatedoom. https://github.com/chocolate-doom/chocolate-doom/tree/master/src/doom Edited February 17, 2020 by Aletheos 1 Share this post Link to post Share on other sites
Kayzee 4,032 Posted February 17, 2020 Problem is converting all the code to Ruby... Unless you cheated and just kinda complied it to a dll file and had RGSS launch it. 1 Share this post Link to post Share on other sites
Aletheos 41 Posted February 17, 2020 (edited) In a strict programming sense, yes, that is obviously THE problem, but I don't see that as A problem. Rather, that's the fun challenge. Not that I'm likely going to be the one to succeed... ...maybe I'm super naive about this, but it seems to me eminently doable. First, clone the repo, and merge all corresponding .c and .h-files, since Ruby doesn't really use headers. Then, replace all typedef and structs with... is it DEF(?), and move variable and function declarations in headers into class definitions. After that, find all the call sites where cholocate doom would use SDL2 for things like drawing, playing sound and catching input, and replace those with whatever the equivalent would be for your RPG maker version. ...then, I guess, remove the default scripts? I have zero experience with porting games, btw. All this is feelies. Edited February 17, 2020 by Aletheos 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted February 18, 2020 I had no idea that existed, like, at all. Makes me wonder how that all works... 1 Share this post Link to post Share on other sites
Kayzee 4,032 Posted February 18, 2020 10 hours ago, Aletheos said: In a strict programming sense, yes, that is obviously THE problem, but I don't see that as A problem. Rather, that's the fun challenge. Not that I'm likely going to be the one to succeed... ...maybe I'm super naive about this, but it seems to me eminently doable. First, clone the repo, and merge all corresponding .c and .h-files, since Ruby doesn't really use headers. Then, replace all typedef and structs with... is it DEF(?), and move variable and function declarations in headers into class definitions. After that, find all the call sites where cholocate doom would use SDL2 for things like drawing, playing sound and catching input, and replace those with whatever the equivalent would be for your RPG maker version. ...then, I guess, remove the default scripts? I have zero experience with porting games, btw. All this is feelies. Trust me, no matter how similar some of the syntax may look at first glance, C and Ruby are way way different and it's really not something you can easily do just by searching and replacing stuff. There are a lot of really fundamental differences in the way they handle just about everything. That said, source to source compilers are a thing, though I don't know if there is a C to Ruby one. 1 Share this post Link to post Share on other sites