Even if I don't use any Java, practicing will help me think more like a programmer and prepare for other conquests. This is still in the concept stage, I'm re-familiarizing myself with Java before I dive into unknown territory. On the other hand, if I do manage to write an app that can translate the original data files, I could possibly render the maps in true 3d, though still with the original limitations of a flat floor and ceiling. This might result in a slightly different appearance from the original, depending on how well I write the ray-caster, but it would at least allow people to play the original levels without emulation. What I'm considering is that it wouldn't be very difficult to write a simple ray-caster, I could probably even write it in Java. This sounds like a lot of work, but could be the most feasible option. My second thought would be write and alternate game engine, one that can read the Macintosh level files and render the graphics from there. For either of those steps, I would need some help.
If, however, the 68k assembler proves crucial, I would either need to implement a translation layer, or re-write that portion of the code in another language. I haven't implemented the methods yet, but if I were able to use Java to call the C code, we might get a cross-platform port of the Macintosh version, which would be sweet. So my technical search turned up some stuff about calling C code from Java.
If it proves unmanageable to port the Mac version, I guess I can just play the PC version in DOSBox. Also, the sound quality is almost acceptable by today's standards, no Sound-Blaster crap here. I don't feel like I'm on a vacation to pixel world when I play the Mac version, hence my preference. The Macintosh version, albeit limited, at least has high enough resolution for a partial suspension of reality. I know it has the advantage of 3D guards and some other nifty stuff, but staring at those huge pixels makes me feel like I'm going to fall into a CGA monitor or something. So, what I'm thinking is that the low-res on the PC version makes it almost unplayable. I've actually looked at that post several times, it seems like they got pretty far in the development process, but maybe got stuck on the 68k machine assembly part. So yes, I am a relative noob, but I can occasionally write functional code. The closest thing I've done to coding was writing a simple app in AppleScript about a month ago. In 2007, I had a one-year crash course in Java. I spent about 6 years too many playing with Apple's old scripting tool, HyperCard, in the mid to late 90s. I spent 2 years working with Basic and Pascal in the early 90s. The post I referenced explained my programming experience. I'll appreciate anyone who helps here, thanks.ĮDIT: I realized that the "recent post" mentioned above doesn't exist, I must have forgotten to click submit. There are two "real questions" in this post, they precede the question mark "?" in case there's any ambiguity. Do you have suggestions for additional steps? This would help compensate for the (obvious) difference in machines from the early 90s to now. I also think I would need to find a repeating loop somewhere in the graphics rendering sequence and add a delay variable, which could be adjusted by the user.
I'm guessing I could delete the 68K assembly language and then compile the source using some tool. What program(s) is/are available that would allow me to compile old C code to run in OS X? I would prefer to use an open source tool, but if easier tools are available for purchase I might consider that option. Here's what I'm asking, as you may have already read in my recent post. I suppose I could have been more specific, though. I didn't ask how hard it was, I asked "what would it take".