by Dan East » Apr 2, 2003 @ 5:06pm
http://forums.pocketmatrix.com/viewtopic.php?t=10585
It looks like there is a fair amount of x86 asm that would have to be converted to C. In some cases they used inline assembly defines which are then used in the actual code. So those could be replaced with C equivalents easily without having to dig through the code to much. In other cases there are asm source files of substantial size (A.ASM is 2,400 lines, and contains the rasterizers). I haven't checked to see if C versions of those routines are available, as is the case in Quake. It doesn't look like it offhand.
I would say that this would be fairly hard to port - harder than Quake. It certainly would not be a project for inexperienced coders. So to nip things in the bud, I wouldn't get too excited about people working on this that haven't produced software in the past (IE like all those Wolf3D ports that never saw the light of day). It is a Doom / Wolf3D era game, and software at that time used a lot of ASM, and actually contained more source code than more modern, advanced titles, because of the lack of source code reuse and general purpose coding.
Dan East