Well I went exploring in terms of old school awesomeness, and I was able to use DOSBox to install Rebel Moon on my compy.
But like I said, it says it wont run without that 3D BLASTER PCI graphics card or such. and it doesnt.
But me, being as inquisitive as I am, decided to look up the files in which comprise the game... thankfully, its not all one big .exe. Its got everything, and I mean EVERYTHING spread out into loads of files. Some of which were code, like, already binary, stored in hex. Others were still regular text files, which were niceee =D. So I basically knew what was going on with what, though I was still disappointed I couldn't play.
And thats when I got to thinking. The sequel uses just about the same set of, well, everything... maybe it uses a similar run engine, and maybe it stores its files in a similar way?
Well, I don't have the money to buy the sequel, but there IS the demo on cnet, or fileplanet, or something.
So I downloaded that. Turns out I was right. Almost everything has the same format. So I saved some of the demo's files for the first level somewhere else, and replaced those with the files for the first level in the unplayable one. Wonderful since they use the same filenames. First it gave me an error that it was missing graphics or something so I copied those over too, and it works!
I am win!
EDIT: Well, I seem to have everything down perfect except finding out how to do the music... Under the configuration files for each level, which are in plain text thankfully, almost everything points to a file with some sort of extension or something... but the music... the music was simply assigned numbers... gotta figure out why and how to change it.
If anyone would like to help me find where the music is being retrieved from... search "Rebel Moon Rising Demo" and dload it off of fileplanet or something. the file which sets the music being played is under /levels, and its the .ini file.
I have determined that there is a certain variable which sets the path to find the music files.
however, I think that this path somehow only uses a directory created as a temporary directory from within the game itself... because in the original game that I'm trying to port, the "path" is set as C:\music\
C: seems to be a directory inside the program, used similar to the way that DOSBox mounts directories.
Why? because the original game that uses C:\music gets its music from a CD, which would be D:\music or E:\music.
so I think that in order to be able to do it right im going to have to make some sort of major change or something.