Created attachment 295737 [details] cavestory+-1.ebuild Here is an ebuild for Cave Story+ from Humble Indie Bundle 4.
Alec, nice working getting this ebuild out on release day. I'm quite impressed. :-) I'm attaching a slightly tweaked ebuild with a few suggested changes. The most obvious difference is that I changed the name of your launch script from doukutsu to cavestory+. I have no idea what doukutsu is supposed to be, nor would I have guess that I was supposed to run that to run the game without checking the emerge output. I know that's the name of the original binary, but cavestory+ is so significantly more self-explanatory in this case I thought it was worth the change. The rest of the changes are minor and/or cosmetic changes for efficiency. Also, just FYI, you don't need to add yourself to the CC list if you're the original bug submitter. I actually got chastised once for doing that, so just thought I'd give you a heads up.
Created attachment 295739 [details] games-action/cavestory+-1.ebuild
(In reply to comment #1) > Alec, nice working getting this ebuild out on release day. I'm quite > impressed. :-) > > I'm attaching a slightly tweaked ebuild with a few suggested changes. The most > obvious difference is that I changed the name of your launch script from > doukutsu to cavestory+. I have no idea what doukutsu is supposed to be, nor > would I have guess that I was supposed to run that to run the game without > checking the emerge output. I know that's the name of the original binary, but > cavestory+ is so significantly more self-explanatory in this case I thought it > was worth the change. I was not sure whether to rename it, since technically, "doukutsu" is the non-translated name of the game, so I left it as-is. The postinstall message is a good idea. > The rest of the changes are minor and/or cosmetic changes for efficiency. I think you broke the .desktop file (you should probably get rid of the "exename" variable in your version). I'm also not convinced that using native rather than bundled libraries is a good idea here, since they could have some subtle changes ... not something you'd want to inadvertently discover while playing the game. (Not to mention that this version was apparently made in a rush - enemies don't hurt you. HB says they should have an updated version sometime soon.) > Also, just FYI, you don't need to add yourself to the CC list if you're the > original bug submitter. I actually got chastised once for doing that, so just > thought I'd give you a heads up. I have "Automatically add me to the CC list of bugs I change" enabled ;)
Created attachment 295817 [details] cavestory+-20111213.ebuild Here's an ebuild for the updated, properly-working version. Sadly, it's 32-bit only and requires multilib.
Thanks for the suggestions. Didn't get a chance to look into this any more until just now. Some comments based on your feedback: I get what you mean about the name, but still, I think it's save to assume that very few will know what doukutsu is or means, and even if they did it's far from obvious to type that when launching a game of "Cave Story". I think this is one of those times where renaming it makes sense. Yeah, shortcut doesn't seem to work right. Didn't notice because I rarely use them for games (I use a separate launcher). The only native libraries I'm using is libpng, since we have a slotted stable 1.2 available. I think that's reasonable, but it doesn't really make much difference to me. I don't want to depend on older, unslotted versions of libraries, though, such as glew and glu. Anyway, thanks also for the tip about the update. I noticed you reused your existing ebuild rather than incorporating any changes. I don't have any problem at all with that, but I'd rather not duplicate effort. If you're going to keep that version updated, I won't bother with mine.
(In reply to comment #5) > Thanks for the suggestions. Didn't get a chance to look into this any more > until just now. Some comments based on your feedback: > > I get what you mean about the name, but still, I think it's save to assume that > very few will know what doukutsu is or means, and even if they did it's far > from obvious to type that when launching a game of "Cave Story". I think this > is one of those times where renaming it makes sense. It's now called "CaveStory+", which is what's now in the tarball. > The only native libraries I'm using is libpng, since we have a slotted stable > 1.2 available. I think that's reasonable, but it doesn't really make much > difference to me. I don't want to depend on older, unslotted versions of > libraries, though, such as glew and glu. I know that I've hit a problem with some game (don't remember which) where the fonts were blurry and hard to read, which annoyed me a lot until I found out that it's not a problem when using a bundled library. So I settled for a compromise and made bundled libs installable via a USE flag ;) (And libGLEW is no longer included, so it won't bundle any libs when told not to) > Anyway, thanks also for the tip about the update. I noticed you reused your > existing ebuild rather than incorporating any changes. I don't have any > problem at all with that, but I'd rather not duplicate effort. If you're going > to keep that version updated, I won't bother with mine. I think I incorporated all your suggestions (except the post-emerge message - I'll do it next update). I didn't didn't bother with micro-optimizations since they don't make a difference but are less readable. But yeah, I try to keep it updated :)
Created attachment 295947 [details] cavestory+-20111214.ebuild Another version came out. This one has a working "Remastered" soundtrack, and 64-bit support.
Latest ebuild works great here. Thanks.
Thank you for this ebuild, Alec. Cavestory+ is in my local overlay now, and it installs without error, but I think it needs >=sys-libs/glibc-2.14. This is my error output: ------------------ /opt/cavestory+/CaveStory+_64: /lib64/libc.so.6: version `GLIBC_2.14' not found (required by /opt/cavestory+/lib64/libSDL-1.2.so.0) /opt/cavestory+/CaveStory+_64: /lib64/libc.so.6: version `GLIBC_2.14' not found (required by /opt/cavestory+/lib64/libGLU.so.1) ------------------ glibc-2.13 is the installed ebuild in a stable amd64 system.
(In reply to comment #9) > Cavestory+ is in my local overlay now, and it installs without error, but I > think it needs >=sys-libs/glibc-2.14. This is my error output: I'm running stable amd64 here as well and don't get that error. Try setting USE="-bundled-libs" to use your shared system libraries instead.
(In reply to comment #10) > > I'm running stable amd64 here as well and don't get that error. Try setting > USE="-bundled-libs" to use your shared system libraries instead. Ok, it works now. Thank you, Jared B. :)
Created attachment 296189 [details] cavestory+-20111214-r1.ebuild (fix crash) This ebuild fixes a crash that looks like this: Loading file: Stage/lounge.pxm (Could not find!) Loading file: Stage/lounge.pxe (Could not find!) Loading file: Stage/lounge.tsc (Could not find!) It's fixed by lowercasing the "Lounge" files.
Created attachment 296799 [details] cavestory+-20111221.ebuild New version. NOTE: The save directory has changed. Please copy the .cfg and .dat files from ~/.cavestory+/ directory to ~/.local/share/CaveStory+/
Created attachment 296911 [details] cavestory+-1324519044.ebuild
Created attachment 297067 [details] cavestory+-1324519044.ebuild
Created attachment 334122 [details] games-action/cavestory+-100.ebuild A newer version of CaveStory+ is included with HIB 7. The only obvious changes I can find are the additions of a EasyMod mod and a Halloween theme. I'd assume there are some other changes as well, but I can't find any changelog. Attached ebuild includes a couple minor changes to support the new version, as well as a typo fix in one of the die conditions I never noticed before.
as-is license is deprecated, see 436214 afais you should use RESTRICT="fetch bindist" and instead of "strip" proper QA_PREBUILT="blah" stuff bump to EAPI=5 "|| die" does not work in subshells (at least the manual says so), use "foo && { blah ; }" syntax