Back in 1995 I wrote a library for creating BBS Door games using RIP graphics, in QuickBasic 4.5. Also created a RIP Door Game of the classic Battleship game. It never went anywhere as most of my local BBSs started shutting down the following year.
I wrote some JavaScript that draws RIP files into a web canvas, and an experimental RIP to SVG converter. It's still incomplete. Here's the source:
https://github.com/cgorringe/RIPtermJS
1. RIPscrip v1.54, the most popular version, was targeted towards 640x350 px EGA graphics, which is an odd resolution with non-square pixels. They tried fixing this in later versions, but they weren't as popular.
2. Non-standard bezier curves and the flood fill algorithm caused issues with rendering. I've had a lot of issues trying to get it working right as the flood fill would leak through holes in lines which aren't rendered exactly like RIPterm did. And the specs don't give details on how they did it.
hey, this is pretty cool! i've actually been looking for something like this as there is quite a collection of RIPscip files in the archive: https://16colo.rs/tags/content/ripscrip
while they convert to PNG just fine, the realtime rendering was at least half of the experience, especially with the ones that used 'dithering' :) there was a similar issue for viewing ansimation, this was addressed by using the javascript version of ansilove (https://16colo.rs/tags/content/ansimation)
i'd surely be interested in integrating this in case you find the time to resolve the last issues.
I wrote some JavaScript that draws RIP files into a web canvas, and an experimental RIP to SVG converter. It's still incomplete. Here's the source: https://github.com/cgorringe/RIPtermJS
Here's a Demo page where you can see some RIP files rendered in a canvas and as SVG: https://carl.gorringe.org/pub/code/javascript/RIPtermJS/
Specs for v1.54, v2, and v3 can be downloaded here: https://carl.gorringe.org/pub/code/javascript/RIPtermJS/docs...
Some issues with the RIP format:
1. RIPscrip v1.54, the most popular version, was targeted towards 640x350 px EGA graphics, which is an odd resolution with non-square pixels. They tried fixing this in later versions, but they weren't as popular.
2. Non-standard bezier curves and the flood fill algorithm caused issues with rendering. I've had a lot of issues trying to get it working right as the flood fill would leak through holes in lines which aren't rendered exactly like RIPterm did. And the specs don't give details on how they did it.