I added HOME/.local/share/SRB2 originally to allow user to have their assets locally, but this is not needed anymore.
And I tried the game and it segfaults for me too, which is weird, bcs on 7.0-stable it ran fine (as I said in first letter). Maybe there are issues with recent libraries or something. I'll try to debug this, thanks! Regards, Leo. On 6 December 2021 14:44:13 UTC, Omar Polo <o...@openbsd.org> wrote: >Omar Polo <o...@openbsd.org> writes: > >> la-ninpre <aa...@aaoth.xyz> writes: >> >>> Hi, >>> I ported the game Sonic Robo Blast 2 to OpenBSD and also Game >>> Music >>> Emu library that is required for music in this game to work. >>> >>> It would be nice if someone can test it. I've already run it >>> successfully on 7.0-current and also another person tried it on >>> i386 architecture. >>> >>> I was unsure about distribution of game assets, so i followed >>> approach >>> similar to other game ports: only game binary is distributed and >>> user >>> is supposed to download and install game assets by themselves. >>> >>> Anyway, all input is welcome! >>> >>> Regards, >>> Leo. >> >> Hello, >> >> regarding libgme: >> >> the ports looks fine. I'd only tweak the order of the variables as per >> Makefile.template (i.e. DISTNAME at the top, the SHLIBS, CATEGORIES, >> HOMEPAGE...). SEPARATE_BUILD is already implied by the use of cmake; >> CONFIGURE_ARGS is usually lay down a bit differently and I can't find >> them grepping the sources (and cmake warns about unused defines); >> CMAKE_INSTALL_PREFIX is not needed. The code is (seems) C++11, so let's >> add a comment about that before the COMPILER line and drop base-gcc from >> the list. I'd add a NO_TEST=Yes since there aren't any tests. >> >> Otherwise builds fine on amd64. >> >> I'd drop the "Use CMake to build" from pkg/DESCR, as I don't think the >> build system used is an important info for DESCR. >> >> >> regarding srb2: >> >> ports looks fine too, but most of the previous point applies here as >> well. In addition, DISTNAME is not needed when using GH_TAGNAME (it's >> only when you need to use GH_COMMIT otherwise the tarball ends up with a >> weird name.) CMAKE_BUILD_TYPE is already taken care of by modcmake, as >> well as CMAKE_INSTALL_PREFIX. I'd explicitly disable ccache for cmake, >> that's already taken care by the port infrastructure. The port is a C >> one and since COMPILER is the default I guess we can drop it. We can >> always revisit this if it fails the builds on gcc arches. >> >> We usually don't hardcode /usr/local, so in patch-src_sdl_i_system_c I >> went with ${PREFIX} + SUBST_CMD in pre-configure. We also need to tweak >> PATCHORIG otherwise `make update-patches' picks up stuff that isn't ours. >> >> Regarding the assets: IANAL but I see that other distributions packages >> those too (either in the srb2 package or in a -data subpackage.) There >> is a file with the thirdy parties licenses[0] and it list all "OKish" >> licenses. With the assets the package weight a bit more, it's around >> 180M, maybe we could split it. (and dropped the README at this point) >> >> Attaching the updated tarballs as per previous notes. I've only opened >> the menu (no time to play today :/) but it's OK op@ to import if someone >> does some testing. I'll do some proper testing in the following days ;) > >I was probably a little too optimistic ;-) > >la-ninpre noted off-list that now that we're fetching the assets there's >no need to list the hashes in assets/CMakeList.txt and that we can avoid >rm(1)'ing files in post-extract by tweaking the EXTRACT_CASES: we're >only interested in the .pk3 and .dta files, it should save a bit of >space during builds I guess. > >I forgot to sort WANTLIB in previous submission and when tweaking >patch-src_sdl_i_system_c I haven't noticed that it was adding >HOME/.local/share/SRB2: upstream doesn't do that and I don't see any >reason to add an extra search path. > >I tried to play the game but it always segfaults, either in the first >level or in the tutorial, after a couple of seconds. It doesn't leave >any core files around (it seems to trap SIGSEGV) and it quits with a >'got signal 5' (which is SIGTRAP) when started from egdb. FWIW, I'm >running on amdgpu. > >Probably not too hard to debug, but I don't have time for that atm. >Attaching an updated tarball with the above point addressed and >DEBUG_PACKAGES set, should aid the debugging. >