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This section has some random old things that may be of interest to some people for some reason.

:: Ports TODO

Here is the original way I was keeping track of ports, it may be useful to see stuff otherwise not on the ports pages, I may still have related files

   _______ _______ ______   _______                     __         
  |       |   _   |   _  \ |   _   |  .-----.-----.----|  |_.-----.
  |.|   | |.  |   |.  |   \|.  |   |__|  _  |  _  |   _|   _|__ --|
  `-|.  |-|.  |   |.  |    |.  |   |__|   __|_____|__| |____|_____|
    |:  | |:  1   |:  1    |:  1   |  |__|                         
    |::.| |::.. . |::.. . /|::.. . |			- ryan 
    `---' `-------`------' `-------' 

    -- ports that i would like to contribute/update for OpenBSD -- 
        (or-- what happens when brains think to text, beware)

ChangeLog:

Mon Jun  8 11:06:29 PDT 2009
- no update for awhile, just want to note that chocolate-doom is now
  part of the official OpenBSD ports tree, no-longer necessary here.

Tue Oct 21 11:56:26 PDT 2008
- updated several ports removing unnecessary PKGNAME vars and moving
  MASTER_SITES var to what seems to be the preferred location in the
  Makefiles. affected ports:
	games/bsp
	games/chocolate-doom
	games/deutex
	games/prboom-plus
	games/yadex
- added new port, games/odamex, a client/server doom engine.
- added new port, games/wolf4sdl, which includes both a Spear of Destiny
  port and original Wolfenstein 3D port allowing you to play both games,
  provided you have the original data files.
- removed games/vitetris and net/slurm as they are both in the official
  OpenBSD ports tree.

Thu Sep 18 02:40:03 PDT 2008
- okay many many changes have happend. following below in no particular
  order:
- the port status list is a pain in the ass to maintain in plaintext and
  will be put on hold for now. 
- several ports have been completed/submitted/commented on/improved
- i have created a domain for my openbsd stuff including these ports,
  http://openbsd.basic.io/
- completed ports shall be found in the ports/ directory under the
  appropriate category directory, much like the official ports tree.
- quick legend: portname.tgz -- likely `finished'
                portname-wip.tgz -- maybe done but either stuck or could
                                    be improved
                portname-patched.tgz -- likely exists but i added some things
                portname.diff -- exists and updated or patched as above
- games/chocolate-doom, games/bsp, games/deutex, games/yadex, 
  games/prboom-plus, net/slurm have all been completed, submitted, and edited
  as per suggestions from ports@
- if no ports are accepted (which doesn't bother me, most of my ports are
  non-productive programs..`games' that are probably not what people want to
  see in-tree) they will always be maintained here in the 'official openbsd
  basic io tree'
- games/ioquake3-wip builds, passes depends checks, repackages, cleans, dances
  and makes waffles, but for some reason the completed package will not
  install. this i may end up asking for help on.
- games/deng is completed and submitted, but i noticed after that the
  particular version i used, 1.8.6, which seemed to be the last official
  stable release, is not quite 'unix-ready' in that while i have it set to
  install to the proper areas under ${PREFIX}, running the actual game with
  the selected -iwad means the config file, some temp files, an output log
  and some game directories such as for savegames are puked out right where
  you executed the program. presently i have ~/games/doomsday/ that i go to
  before i run it and all that 'puked out' data is staying in there. i have
  received a suggestion from ports@ to create a wrapper script. this may be
  what i will do, for ex. make it store the pwd that you execute from, verify
  that ~/.doomsday or something exists, if not create it, change to
  ~/.doomsday, execute the game including extra specified parameters, then
  use stored pwd to change back to where you were after the program exists.
  quite fancy but it could work. another solution is to try the 1.9.0b4 (i 
  think) release that freebsd is presently using and see if the doomsday team
  has integrated proper unixisms to handle that properly. finally, the most
  recent versions of the doomsday engine changed their build system to CMake
  and Scons options, both of which fail miserably and piss me off. I don't know
  what to do about that.
- x11/bbpager-devel is an updated bbpager port to 0.4.7 that builds and
  installs fine on two different i386 machines i've tested on,
  x11/bbpager-0.4.7.diff is a broken diff that i need to recreate properly
  that does the same thing except ports@ likes diffs to update ports instead
  of entire tarballs.
- eventually i want to create a website for this stuff, especially if
  nobody wants several different doom engines and other games in-tree and i
  need to maintain my own ports tree to keep things easy even just for myself
- distfiles/ directory for certain items where there is no site to hold for
  example a svn/cvs/git/whatever checkout snapshot because there is no full
  release, not ideal especially for mass distribution, likely mostly for myself
- packages/ is just what it says, contains arch and packages for whichever
  arch. presently just -current and only i386, may end up maintaining packages
  for -stable when the time comes.
- presently porting games/odamex not ready for even wip yet
- figuring out how to port some form of games/wolf3d and games/sod.
  is very preliminary, can't decide if i should use a snapshot from 
  icculus.org/wolf3d or the newly found wolf4sdl port) both wolf3d solutions
  use sdl, however the latter has a couple extra features. some lingering
  issues include 1) best way to build each version, as both have a version.h
  file to define what version of not only wolf3d but spear of destiny. thinking
  out loud, may have seperate games/wolf3d and games/sod, then for each of
  those have flavors to modify which version of data files you may need to use,
  using the latest version as default. the final stick in the spokes is that
  it is a very old game, neither codebase seems to be 100% free of some old
  16-bit coding practices, let alone 64-bit clean, and no way to share data
  files, especially considering you need to be able to write to the supplied
  config.wl6 (for example) which is in binary format. neither port has tried
  to move to an external text config file yet :)
- figuring out how to port games/duke3d, just the icculus version would make
  me happy, it mostly runs okay on openbsd now but timing issues do still
  occur in areas. no formal releases exist.
- thats enough for now.

Thu Aug 21 22:30:41 PDT 2008
- created working (as in building and installing) port and package of
  the `doomsday engine' aka deng 1.8.6. see below.

Thu Aug 21 16:18:07 PDT 2008
- updated chocolate-doom port, removed superfluous dependency.

Thu Aug 21 12:24:32 PDT 2008
- finished port of deutex wad utilities. see below.

Tue Aug 19 22:30:48 PDT 2008
- my first port is complete! chocolate-doom now exists in openbsd port
  format. see below for info.

Tue Aug 19 13:05:05 PDT 2008
- updated notes for deng, (changed to proper project name from `doomsday')

Fri Aug 15 02:00:07 PDT 2008

- ended up majorly restructuring entire list, adding categories for games
  and such with similar engines, as well as info such as:
	- homepage url
	- version number
	- extended notes
	- section headers
- now if only i could invest that time in actually doing things...
- on the upside i did create my ports tree so it is ready to go whenever
  i am

Thu Aug 14 14:57:32 PDT 2008

- i have actually started trying to create a ports tree and will be
  following the official ports guide as closely as possible
- naturally the things that built without intervention will be done first
- added tree at the bottom of this file to see what progress i have made,
  also note the distfiles directory does indeed have tarballs of all would-
  be ports in question.
- remove qstat from list as the in-tree port has already been updated to
  the latest 2.11 version

Tue Sep 25 17:01:48 PDT 2007

- updated notes on ut99.

Wed Sep 12 23:21:53 PDT 2007

- added 'utilities' section because yadex, deutex, and qstat aren't really
  games, though they are game tools and would end up in ports/games/...oh
  well.

Sun Sep  9 18:45:18 PDT 2007

- updated list, added notes to ioquake2 and fceu. added wolf3d and heretic2 
  to the list.

.--------------------------------------------------------------------------.
|    __                           __                                       |
|   / /  ___  ___ _ ___  ___  ___/ /                                       |
|  / /__/ -_)/ _ `// -_)/ _ \/ _  /                                        |
| /____/\__/ \_, / \__//_//_/\_,_/                                         | 
|           /___/                                                          | 
|                                                                          |
|  NAME        - Name of program                                           |
|  NATIVE      - builds a native OpenBSD binary                            |
|  LINUX       - requires a linux binary with the Linux compat layer       |
|  INSTALLED   - has this already been built, installed and successfully   |
|                tested?                                                   |
|  PORT        - is there a port for it?                                   |
|                 - no: i need to make it                                  |
|                 - yes: need to patch and send to current maintainer      |
|                 - wip: i've actually started!                            |
|  PROBLEMS    - anything particularly wrong with the program, solutions   |
|                to problems.                                              |
|  UPDATES     - formatted as dd/mm/yy                                     |   
|  NOTES       - quirks found to be fixed or workaorounds                  |
|                                                                          |
`--------------------------------------------------------------------------'


   _______                            
  |   _   .---.-.--------.-----.-----.
  |.  |___|  _  |        |  -__|__ --|
  |.  |   |___._|__|__|__|_____|_____|
  |:  1   |                           
  |::.. . |   from the pew! pew! pew! dept. -- undeadly.org 
  `-------'    


.--------------------------------------------------------------------------.
|    ___                      ____            _                   _---_    |
|   / _ \ ___  ___   __ _    / __/___  ___ _ (_)___  ___  ___   ."     ".  |
|  / // // _ \/ _ \ /  ' \  / _/ / _ \/ _ `// // _ \/ -_)(_-<   | () () |  |
| /____/ \___/\___//_/_/_/ /___//_//_/\_, //_//_//_/\__//___/    \  ^  /   |
|                                    /___/                       |"+++"|   |
|    ...and tools                                                 "---"    |
|                                                                          |
| NAME        NATIVE  LINUX   INSTALL     PORT   PROBLEMS  / UPDATES       |
`--------------------------------------------------------------------------'


choco-doom    yes     no      yes         yes    Fraggle's Chocolate Doom
                                                 port has built and runs almost
Full name: chocolate-doom                        entirely flawless compared 
http://www.chocolate-doom.org/                   to the original doom(2).exe
verson 1.1.1 
initial import 14/08/08                          Why port this? Rock-solid
first port revision 19/08/08                     Doom port built to be a
second port revision 21/08/08                    conservative Doom engine to
http://ryan.slipgate.org/openbsd/ports/          play all the Doom games
       games/chocolate-doom.tar.gz               of yesteryear, supports Doom,
                                                 Doom II, and Final Doom.
                                                 Supports the OpenBSD PC 
                                                 Speaker driver to play Doom
                                                 with the old pc speaker 
                                                 effects just like in the days
                                                 of not having a soundcard.

odamex        yes      no      yes         no    no issues, thought later builds
                                                 moved from a simple build 
http://odamex.net/                               system to an ill-conceived
version 0.4.1                                    GNU make(1L) system so BSD
last update 14/08/08                             make(1) does not work anymore. 
                                                 shouldn't be hard to fix.

                                                 >> UPDATE 14/08/08 <<
                                                 Why port this? quality solid
                                                 client/server doom/doom2/final
                                                 doom port for maximum 
                                                 deathmatch run!

doom64ex      no       no      no          no    very early project, no sign
                                                 of completed unix files,
http://doom64ex.sf.net/                          however i want to keep this
version svn-176                                  one under my radar :) Why
initial import 14/08/08                          port this? 100% accurate 
                                                 recreation of Doom64 from the
                                                 n64, even going so far as to
                                                 use maps and other resources
                                                 direct from a doom64 cartridge.

                                                 >> NOTE <<
                                                 you need to own the 
                                                 cartridge for this to work!
                                                 plus, i feel it will be quite
                                                 some time before the author
                                                 makes this portable. 

deng          yes       no      yes        yes   haven't used this on openbsd
                                                 before but it is probably the
http://www.doomsdayhq.com/                       best-looking doom/heretic/
version 1.8.6                                    hexen port out there in terms
initial import 14/08/08                          of opengl use. why port?
last update 19/08/08                             fantastic job of adding
first port revision 21/08/08                     excellent opengl support and
http://ryan.slipgate.org/openbsd/ports/          effects to all Doom games,
       games/deng.tar.gz                         Heretic, and Hexen.

                                                 >> UPDATE 19/08/08 <<
                                                 dropped the beta 1.9.0bx
                                                 series in favor of the last
                                                 stable release, 1.8.6. this
                                                 version just uses autotools
                                                 and took very little effort
                                                 to build. currently causes
                                                 X to crash on load like many
                                                 other opengl games (ex. ioq3a)
                                                 started actual port for this.

eternity      yes      no      yes         no    yet another doom source port,
                                                 very interesting features in 
http://www.doomworld.com/eternity/               this one and developed trying
version 3.33.50                                  relentlessly to make the most
initial import 14/08/08                          code-correct port humanly
                                                 possible, often leaving the
                                                 author bleeding from the
                                                 ears from brain stress. Why
                                                 port this? powerful new engine
                                                 that is well-done and has some
                                                 outstanding third-party maps
                                                 already created for it which
                                                 will not work on other ports.
                                                 the end goal seems to be to 
                                                 not only support the Doom
                                                 games, but also Heretic and
                                                 Hexen. 

zdoom         no       yes     yes         no    not native yet. should be able
                                                 to build native if i can kick
http://zdoom.org/                                FMOD(ex) out. need to disable
version 2.1.7 (r0)                               music on load, make sure
initial import                                   sound set to 'oss' in 
update 14/08/08                                  ~/.zdoom/zdoom.ini, at 44100
						 for the frequency.
 
                                                 >> UPDATE 14/08/08 <<
                                                 Why port this? probably the
                                                 single most popular doom port,
                                                 supports all Doom games,
                                                 Heretic, Hexen, and even
                                                 Strife. the only drawback is
                                                 that the author chose to use
                                                 FMOD(ex) which of course does
                                                 not (never will?) have a
                                                 version for OpenBSD.

skulltag      no       yes     yes         no    no major probs. need to disable
                                                 music on load, make sure sound
http://www.skulltag.com/                         is set to 'oss' in:
version 0.97D-Beta 4.2-R761M (2.1.7)             ~/.zdoom/skulltag.ini. also
initial import 14/08/08                          be sure to set rate to 44100.
                                                 may be able to build native as
                                                 like ZDoom (Skulltag based off
                                                 ZDoom.

                                                 >> UPDATE 14/08/08 << 
                                                 Why port this? very fun doom
                                                 game with many entertaining
                                                 weapon additions and opponants
                                                 that can be far more difficult
                                                 than standard doom monsters.
                                                 think doom meets q3a. 

deutex        yes      no      yes         yes   not yet. why port this?
                                                 invaluable Doom resource
http://www.teaser.fr/~amajorel/deutex/           editing tool. 
version 4.4.902
initial import 
first port revision 21/08/08
http://ryan.slipgate.org/openbsd/ports/
	games/deutex.tar.gz

yadex         yes      no      yes         no    not yet. why port this?
                                                 create your own Doom/Doom II/
http://www.teaser.fr/~amajorel/yadex/            Final Doom maps!
http://glbsp.sourceforge.net/yadex/ (patches)    
version 1.7.0                                    >> NOTE <<
initial import                                   may want to visit patches
                                                 URL and apply important ones.
 

.--------------------------------------------------------------------------.
|     _.   ._                                                              |
|   .!'     `!.                                                            |
|  .!'       `!.              __          ____            _                |
|  :!.  '!'  .!: __ __ ___ _ / /__ ___   / __/___  ___ _ (_)___  ___  ___  |
|   :!:..!..:!: / // // _ `//  '_// -_) / _/ / _ \/ _ `// // _ \/ -_)(_-<  |
|    '!!!!!!!'  \_,_/ \_,_//_/\_\ \__/ /___//_//_/\_, //_//_//_/\__//___/  |
|        !                                       /___/                     |
|       :!:                                                                |
| NAME        NATIVE   LINUX   INSTALL     PORT  PROBLEMS                  |
`--------------------------------------------------------------------------'


tyr-quake     yes      no      yes         no    sound crash
 
http://disenchant.net/engine.html                >> UPDATE 14/08/08 <<
version 0.60                                     i believe this port doesn't
initial import                                   use SDL, so the problem
                                                 likely arises in the authors
                                                 sound code. will email author
                                                 with some simple questions.
                                                 also would like to know with
                                                 recent DRM additions opengl
                                                 works flawlessly, mouse and
                                                 all. again, mouse WORKING vs
                                                 many other ports that seem
                                                 to use SDL seems to point to
                                                 to an issue with the way SDL
                                                 handles the mouse.

                                                 >> UPDATE 14/08/08 <<
                                                 Why port this? besides the
                                                 lurking sound issue, this
                                                 port is rock-solid in both
                                                 software and opengl modes,
                                                 overall seems less buggy than
                                                 the ancient quakeforge tree
                                                 that we presently have. Also,
                                                 how much SDL is in this port
                                                 at all?

ioquake2      yes      yes     yes         no    no major probs. there's a nbsd
                                                 patch for this, but i had
http://icculus.org/quake2/                       stability issues, will look at
version 0.16.1                                   sound issues of native port
initial import                                   (thanks to the starting
                                                 efforts of someone whose name
                                                 escapes me right now, will fix
                                                 this later.
                                                 yes, i know we already have a
                                                 quake2 port, however the 
                                                 arguments above for tyr-quake
                                                 essentially stand strong for 
                                                 this port too.

ioquake3      yes      no      yes         no    i want another icculus port!
                                                 naturally this built just
http://ioquake3.org/                             fine and as i excitedly went
version 1.35_SVN1437M                            to launch it, it kills the
initial import                                   X server to the point where
                                                 i need to blindly navigate
                                                 back to console and relaunch
                                                 X. I have no idea what is
                                                 causing this issue. i am
                                                 willing to do cartwheels that
                                                 will cause serious bodily harm
                                                 if i can finally get this to 
                                                 work.

uhexen2       yes      no      yes         no    sound crackles/fades out.

"Hexen II: Hammer of Thyrion"                    >> UPDATE 14/08/08 <<
http://uhexen2.sourceforge.net/                  glhexen2 causes X to bomb and 
version 1.4.1                                    having to blindly restart X.
initial import                                   why port this? there is no
                                                 hexen2 port in the ports
                                                 tree.

heretic2      no       yes     no          no    saw this in netbsd and worked
                                                 great, forgot there is a sw
http://pkgsrc.se/games/heretic2-demo             renderer. uses quake 2 engine
version 2.0nb1 (demo only)                       technology as far as I know.
initial import                                   unfortunately besides getting
                                                 the demo working i doubt we
                                                 will ever see source for this
                                                 game. furthermore i doubt
                                                 it will be easy to even try
                                                 and find the full retail linux
                                                 version of this game to play.
                                                 GL in linux emualation seems
                                                 to not work.


.--------------------------------------------------------------------------.  
|    ___         _  __    __  ____            _         Duke Nukem 3D      |
|   / _ ) __ __ (_)/ /___/ / / __/___  ___ _ (_)___  ___  ___              |
|  / _  |/ // // // // _  / / _/ / _ \/ _ `// // _ \/ -_)(_-<              |
| /____/ \_,_//_//_/ \_,_/ /___//_//_/\_, //_//_//_/\__//___/              |
|                                    /___/                                 |
|                                                          Shadow Warrior  |
| NAME        NATIVE   LINUX   INSTALL     PORT  PROBLEMS                  |
`--------------------------------------------------------------------------'


duke3d        yes      no      yes         no    timing (slow)

http://icculus.org/duke3d/			 >> UPDATE 14/08/08 <<
version svn rev 185                              while intro is still slow and
initial import                                   loading a map can be slow, it
                                                 is running -much- faster, if
                                                 it is a result of the work
                                                 at the hackathons, thank you!
                                                 i would still love to figure
                                                 out what is causing the lag,
                                                 last i heard during a disc-
                                                 ussion on this issue it was
                                                 thought to be an issue with
                                                 SDL timer code.
                                                 Needs patching to build.

duke3d-data   yes      no      no          no    i am going to shamelessly
                                                 borrow this port from freebsd,
http://www.freebsd.org/cgi/cvsweb.cgi/           thanks guys ;) shouldn't be
              ports/games/duke3d-data/           much to do here except 
version 1.0                                      openbsdize and give credit
initial import                                   to the original authors

jfduke3d      yes      yes     yes         no    built, run linux binary
                                                 flawlessly, however running
http://www.jonof.id.au/index.php?p=jfduke3d      jfduke3d built natively
version 20051009                                 results in segfault even
initial import                                   before any video output is
updated 14/08/08                                 drawn. 

                                                 >> UPDATE 14/08/08 <<
                                                 another very difficult
                                                 problem for me to find. Why
                                                 port this? when it works it
                                                 runs great, retains the duke3d
                                                 feel while giving you goodies
                                                 such as opengl and enhanced
                                                 menu system to configure most
                                                 things in-game. 

eDuke32       yes      no      yes         no    same as JFDuke3D, managed to
                                                 get port built, however
http://www.eduke32.com/                          just before the screen init-
version snapshot 20080709                        ializes there is a segfault
initial import                                   same as above. Reason for
                                                 porting would be that EDuke32
                                                 has excellent modding
                                                 capabiliites keeping one
                                                 entertained until said person
                                                 realises it is past 4am and 
                                                 sleep needs to be had.


.--------------------------------------------------------------------------.
|   ____   __   __              _____                      _  ________=__  | 
|  / __ \ / /_ / /  ___  ____  / ___/___ _ __ _  ___  ___   \\@([___]___() |
| / /_/ // __// _ \/ -_)/ __/ / (_ // _ `//  ' \/ -_)(_-<  _/\|-[___]      | 
| \____/ \__//_//_/\__//_/    \___/ \_,_//_/_/_/\__//___/ /     /(( )      |
|                                                        /____|'----'      |
|                                                        \____/            |
| NAME        NATIVE   LINUX   INSTALL     PORT  PROBLEMS                  |
`--------------------------------------------------------------------------'


UT (99)       no       nes     yes         no    problem with file loading
                                                 can cause maps/tex/etc to
Full name: Unreal Tournament                     not load. fcntl?
http://www.utpg.org/                             
version 451b                                     >> UPDATE << 
initial import                                   since i got my ibm thinkpad
                                                 t41 this works fine.
                                                 unsure of why, if maybe a
                                                 recent snapshot helped fix it,
                                                 haven't had a problem yet.
                                                 fnctl error still appears when
                                                 started. 

wolf3d        yes      no      yes         no    no problems, needed to modify
                                                 Makefile. enabled sound,
Full Name: Wolfenstein 3D                        modified sd_oss.c, works great
http://icculus.org/wolf3d/ 
version git 2007/12/22
initial import

SoD           yes      no      yes         no    see wolf3d info above, same
                                                 port. Makefile needs to be
Full name: Spear of Destiny                      modified to build a binary
http://icculus.org/wolf3d/                       that works with Spear of 
version git 2007/12/22                           Destiny.
initial import


.--------------------------------------------------------------------------.
|    ____             __       __                                #         | 
|   / __/__ _  __ __ / /___ _ / /_ ___   ____ ___                 \        |
|  / _/ /  ' \/ // // // _ `// __// _ \ / __/(_-<                 /        |
| /___//_/_/_/\_,_//_/ \_,_/ \__/ \___//_/  /___/           .----'-----.   |
|                                                           | +  =  oo |   |  
|                                                           `----------'   |
| NAME        NATIVE   LINUX   INSTALL     PORT  PROBLEMS                  |
`--------------------------------------------------------------------------'


fceux         yes      yes     yes         no    Sound is useless in native,
                                                 perfect w/ linux binary.
http://fceux.com/
version 2.0.2                                    >> UPDATE 14/08/08 <<
initial import                                   this project seems to be back
last update 14/08/08                             on its feet and for once with-
                                                 out adding hundreds of unneeded
                                                 features. presently does not
                                                 build (fceux). both scons and
                                                 cmake refuse to work properly.
                                                 for now older linux binary
                                                 still works fine and fceu
                                                 prior to fceux builds fine.
                           
gens          yes      no      yes         no    no problems found yet.

http://www.gens.ws/                              >> UPDATE 14/08/08 <<
version 2.15.2                                   new release is out, have yet to
initial import                                   try it out.
                           
gngb          yes      no      yes         no    not yet

gngeo         yes      no      yes         no    not yet
 
yabause       yes      no      yes         no    untested (no images)

                                                 >> UPDATE 14/08/08 <<
                                                 new version is out, yet to try
                                                 it out (make sure it builds
                                                 still)

zsnes         yes      no      yes         yes   no major issues;
                                                 >> UPDATE 14/08/08 <<
                                                 it seems for several realeases
                                                 of OpenBSD now, zsnes does not
                                                 perform nearly as well as it
                                                 once did. regression as far as
                                                 i can remember occurred when 
                                                 some sound code and sdl updates
                                                 by jakemsr@ and deanna at sdf.

rocknes       no       yes     yes         no    VS Mario locks system on exit

fakenes       no       yes     yes         no    buggy, should be able to
                                                 build native.

euae          yes      no      yes         no    builds fine from cvs. runs
                                                 great.


.---------------------------------------------------------------------,----.
|                                                      ___           '//`  | 
|    ___          ___               /|                |---|         `//`   | 
|   / _ |__ _____/ (_)__           / |               _|  _|      .-'//,    |
|  / __ / // / _  / / _ \        .' _|        |`.   (_) (_)      | // |    |
| /_/ |_\_,_/\_,_/_/\___/       _| (_|       _| '              .-'//.'     |
|                              (_|          (_|               |  // \      |
|                                                             \ ` __/      |
| NAME      NATIVE   LINUX   INSTALL     PORT    PROBLEMS      ```         |
`--------------------------------------------------------------------------'


rip         ?        ?       no          no      haven't tried this yet,
                                                 written in high-level
                                                 language (perl) so it should
                                                 work without much effort


.--------------------------------------------------------------------------.
|  ______                                   .                              |
| /_  __/______ ___    // / ///  //  / / |  .\      ...yes, there is a     |
|  / / / __/ -_) -_)  <<=|={{{={={=TREE======<|     crude ascii tree, on a | 
| /_/ /_/  \__/\__/    \\ \ \\\  \\  \ \ |   `\     hill, to the left...   | 
|                                              `                           |
`--------------------------------------------------------------------------'

present tree structure of my would-be ports. please note that i am using
the recommended method that user-created ports go under `/usr/ports/mystuff'.

as such, i have created a symlink from /usr/ports/mystuff to ~/ports/.

programs that work 100% so far but have no ports to speak of have a > as an
arrow toward them.

.
|-- audio
|   `-- rip
|-- devel
|   `-- cmake
|-- distfiles
|-- emulators
|   |-- BasiliskII-JIT
|   |-> euae
|   |-- fceu
|   |-- fceux
|   |-> gens
|   |-> gngb
|   |-> gngeo
|   |-- mupen64
|   `-> yabause
|-- games
|   |-> chocolate-doom
|   |-> deutex
|   |-- doom64ex
|   |-- doomsday
|   |-- duke3d
|   |-- duke3d-data
|   |-- eduke32
|   |-> eternity
|   |-- ioquake3
|   |-- jfduke3d
|   |-> odamex
|   |-> prboom-plus
|   |-- quake
|   |-> sod
|   |-> tyrquake
|   |-- uhexen2
|   `-> wolf3d
|-- sysutils
|   |-- attic
|   `-- orig
|-- wip
|   |-- blackbox-devel
|   |-- dumb-0.13.11
|   `-- openqce-0.1
`-- x11
    |-> aterm
    |-- bbacpi
    |-- bbapm
    |-- bbload
    `-> bbpager

46 directories



Trademarks, references, etc....

Quake logo borrowed from http://www.asciiartfarts.com/20051021.html
Skull for Doom banner borrowed from http://www.gamers.org/~fpv/doombann.html
Pistol logo for other games banner borrowed from http://www.chris.com/ASCII/
music notes, guitar borrowed from http://www.geocities.com/soho/7373/music.htm

The 'tree' and gamepad ascii logos were made from scratch by me

EOF