InnocentSam wrote:If you take a look at the March22-Lua sdk folder, you'll see the code for RPYtoLua, which algorithmically parses RPY script into M22 Lua script. A lot of it was recycled from my RPYtoEBook converter, just with a better algo for recognizing decisions and such (since Python does parenthesis via indentation... whoever thought this was a good idea should die).fk1995 wrote:Wow! this is really incredible. I never thought that Ren'Py can be port to Vita via love2d! Great work, I am curious how you reimplemented Ren'Py's system on love2d. If possible, could you briefly talk about your approach and what did you do to accomplish that. Many thanks!
Love2D doesn't touch the Vita at all; it's simply used for running the same project on PC (with a very small amount of modification, such as text size/line width) for either debugging or multi-platform support.
Lets say you wanted to exit the game. In March22/script, you'd call "System.exit()", as per lpp-vita standards. When run on Vita, this works out of the box since it's built using lpp-vita. On PC, it just acts as a middle-man for the Love2D exit function, because Lua is pretty good at function overriding
Hopefully this clarifies some bits!
After going through most of the code(c++ and lua), I came to the conclusion that this is a very basic converter/engine(March22) and is only compatible with some simplest Ren'Py's script, and there is still a long way to go. On the other hand, it is yet quite impressive that this has been done and I will definitely follow this project!
I'm wondering that if it is possible to use love2d to interpret converted script instead of generating lua scripts and run them? Does love2d can have io operation on vita?