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roadworx

what's the strangest programming language or platform that a source port has been written in?

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On 4/6/2021 at 5:27 PM, StupidBunny said:

Has anyone portedΒ Doom to TempleOS yet? HolyC only half counts since it’s just a really weird adaptation of C but TempleOS is fucking weird enough by itself that this would be a pretty interesting project

Actually, it would technically be the easiest to make a DOOM Clone on. Source Port... Probably not possible, but a recreation would be easy. In fact, due to how 3D models and, basically every texture works on Temple, it would be possible to makeΒ 3D enemies without a fuss, albeit, cruddy looking. I may be wrong here, as I am not a dev or a coder, but from what I heard on how HolyC works, it should be pretty easy.

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Posted (edited)

yeah, TempleOS is very easy to program (and it has alot of demos, and documentation). it was a long time, tho, and i don't remember if it supports something better than standard VGA 16 color videomode. if it isn't, then the port will need some kind of dithering from 256 to 16 colors too.

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p.s.: direct port is impossible, yeah, but most of the code can be reused in some form. very carefully, tho, because TempleOS is 64 bit.

Β 

Terry was genius.

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3 hours ago, ketmar said:

Terry was genius.

Second this!

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Ok not a source-port but I think I need to give POOM a mention. It's a recreation of Doom within the Pico-8 fantasy computer and it's surprisingly good

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On 4/6/2021 at 10:39 PM, Remilia Scarlet said:

Yes, 2.1 lol.Β  I dunno why I keep writing 2.2 lately.Β  That happened yesterday on my Discord server, too.Β  But yeah, I was in the same position, where I had a machine that couldn't do higher than that (and 2.1 support was flaky as it was).Β  My plan is to focus more on incremental and experimental mapping features than a cool looking OpenGL renderer anyway, so there's no reason I should leave out people using old hardware (on purpose or for whatever reason), regardless of their number.Β  But first, I gotta get the base game playable :-P

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I have a large mapping project for k8 in the works right now, but I'll probably get back to CrDoom for a while by summer, as well as hopefully finally releasing the tools I've written for Doom engine games.

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If it needs any testing, let me know. I love for a simple OGL port with DeHacked port that is clean and performs well. Just having filtering would already be enticing enough :)

On 4/6/2021 at 10:39 PM, Remilia Scarlet said:

More on topic: didn't someone port Doom to run in UEFI recently?Β  Still written in C, but that's an unusual platform to target.

Certainly. There is also BareDoom for the Barebox environment. (And lots more, actually.)

On 4/7/2021 at 12:27 AM, StupidBunny said:

Has anyone portedΒ Doom to TempleOS yet? HolyC only half counts since it’s just a really weird adaptation of C but TempleOS is fucking weird enough by itself that this would be a pretty interesting project

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if I have infinite time someday I might brush up on my C a bit, learn the ins and outs of Doom and TempleOS and approach this myself, but for now I’ll just idly throw the idea into the Γ¦ther

TempleOS's graphical hardware would be interesting for Doom to support... essentially being a C64 like OS with direct hardware access.

On 4/7/2021 at 12:27 AM, StupidBunny said:

oh yes and if anybody wants a really maddening programming challenge, try coding for the Atari 2600Β 

Okay:
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On 4/7/2021 at 9:33 AM, ketmar said:

of course i do! with moving 3d polyobjects, for example. with screenshots of shadowmaps before. and so on.

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ah, mostly small things for my own use. data converters, viewers for some binary formats, and so on. oh, you just reminded me that i need to write "inflate" implementation.

And you release builds, at the very least. Will those tools be available?

On 4/7/2021 at 9:33 AM, ketmar said:

i'll try. if i won't worget about it. ;-)

You will :P

On 4/7/2021 at 9:33 AM, ketmar said:

to stay on-topic: there are implementations of doom-like engines in QuickBASIC and Roblox. i think it counts too.

No idea what you mean.

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:P

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29 minutes ago, Redneckerz said:

Will those tools be available?

they aren't doom-related at all. just some (mostly) throwaway utilities for my other projects. the main goal of UrForth is to be a cross-development tool for ZX Spectrum, but that part is not finished yet.

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I've seen someone rewriting Doom in Rust in a Discord server, but I don't think it'sΒ  seen wide release yet.

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Also for fun, has anyone tried porting Doom to Lua?

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On 4/18/2021 at 9:06 PM, Death Egg said:

I've seen someone rewriting Doom in Rust in a Discord server, but I don't think it'sΒ  seen wide release yet.

You mean Ferret? or Rust-Doom?

On 4/18/2021 at 9:06 PM, Death Egg said:

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Also for fun, has anyone tried porting Doom to Lua?

There is RooM, which is for Roblox (which is Lua).

Β 

And DW's very own @AlexMax has experimented with a Choco port to Lua, one afterlife ago.

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