Hmm, I can't seem to find it. But it was fairly straightforward -- most of the LuaPlayer API for 2d graphics is very similar, so you just need to map stuff like
function DrawImage(img, x, y)
screen:blit(x, y, img)
end
function DrawText(t, x, y)
screen:print(x, y, t, curcolor)
end
function ImageHeight(img)
return img:height()
end
function ImageWidth(img)
return img:width()
end
function TextWidth(s)
return string.len(s) * 8
end
function Cos(a)
return math.cos(a)
end
and so on. There's still wrinkles here and there, but it minimizes the worst, which is literally just swapping all the damn parameter orders around. :) The other wrinkle is the fact that the draw commands in Lua take a color parameter which is defined in advance, as in the DrawText() example above. You can code around that in your include file, or just port around it.
Of course, LuaPlayer doesn't support alphablend (just masking) last I saw, and there's other functionality it won't support, so I wouldn't try porting Indiepath's modules or anything.