Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-09 Thread Fabian Greffrath
Hi Manuel et al.,

Am Donnerstag, den 09.07.2015, 13:23 +0100 schrieb Manuel A. Fernandez
Montecelo:
 If I were you, I would at least submit a few requests to their
 bugzilla to merge parts fixing the most straightforward / glaring /
 serious issues, just pointing to your git repo or attaching a patch,
 and see what happens.

while we are at it, do you think upstream would accept this patch (or
did you already try to submit it upstream? I think I remember we talked
about this when we first applied it to SDL_mixer 1.2.)?

http://anonscm.debian.org/cgit/pkg-sdl/packages/libsdl2
-mixer.git/tree/debian/patches/bug-715461-soundfont_paths.patch

Cheers,

Fabian

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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-09 Thread Alexandre Detiste
Hi,

Thanks for your checksums,
I finaly got around to edit Blake Stone package list.

The first recommended engine for v2.1 is still bstone,
I would swap it as soon as ecwolf support Blake Stone.

http://anonscm.debian.org/cgit/pkg-games/game-data-packager.git/commit/?id=a96e9dac8d87d924c0eea82a59938097888c4eee

Is this help text ok for you or can I improve it ?

+help_text: |
+  bstone engine support all versions of Blake Stone,
+  .
+  ecwolf engine only aim to support the best version (2.1) that
+  is also the one currently sold by Steam  GOG.com;
+  but provides and enhanced engine with easy modding facilities.
+  .
+  Choose wisely (or choose both).
+  .
+  Blake Stone v3.0 is merely a discount re-release of v2.1.



game-data-packager will add a ?pp=hash to the GOG.com url it generates,
this allow engine maintainer to get some revenue;
so when ecwolf get Blake Stoen support; you might be interrested to
request this 'pp' id (partner program ?).

It nows default to Scummvm id's.
http://www.gog.com/game/blake_stone_planet_strike?pp=22d200f8670dbdb3e253a90eee5098477c95c23d

(now there remain the question on how to split that with bstone maintainer)

Alexandre Detiste

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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-09 Thread Manuel A. Fernandez Montecelo
(I am replying all, but I don't know if all of you are interested in
this, please let me know if it's not so and I'll remove you from
future e-mails).


2015-07-01 1:27 GMT+01:00 Braden Obrzut ad...@maniacsvault.net:
 On 30/06/15 14:40, Manuel A. Fernandez Montecelo wrote:

 I have had a look at some of the patches, not in much detail though
 (I'm in a bit of a rush in the last few weeks).

 Perhaps some of them, at least the most simple and obvious, should be
 (if not done already) reported in the bug tracker, attaching the
 particular patch fixing the issue.  I saw upstream happily accepting
 patches in the past (although they are a bit slow to react sometimes).

 So Braden already did the right think in trying to upstream his
 changes, but breaking them down to small pieces for individual
 consideration will help a lot in the process, I think.

 That's why I posted on the mailing list.  If there's anything in there that
 would be accepted, I can break it out.  But it just wastes my time to break
 out patches for everything and have them be denied.

To me it look like a chicken-and-egg problem -- upstream does not have
the time or mental energy to look at it because it is too much to
digest at once (it happened to me when skimming over it), you don't
want to make it easier to digest because you are not sure if they will
like it and don't want to waste your time.

It's always a tradeoff -- there's never a guarantee that it will be
accepted even if you split it in smaller chunks, but it usually makes
things more likely.  On the other hand, if you don't make it easier
for upstream to look into it, it is less likely that upstream goes and
picks it up.  This in turn might make things more difficult or easier
for you in the future (e.g. conflicts merging would make it more
difficult, but making sure that your patches don't change makes it
easier to know that it will work for you).

If I were you, I would at least submit a few requests to their
bugzilla to merge parts fixing the most straightforward / glaring /
serious issues, just pointing to your git repo or attaching a patch,
and see what happens.


 I suppose what frustrates me a little about the situation is that if I
 merged that source code into the ECWolf tree and didn't mention it, it would
 be packaged without a second thought, but since it's a separate repo in
 order to allow me to trivially merge any changes from upstream it's a big
 deal.  To be clear, I'd never suggest that Debian provide the library in a
 separate package.  Only statically linking. ;)  But I'm glad that you guys
 are even considering packaging it at all.

To be clear, I am not considering packing this fork, at most I would
select some patches.  And it's happening to me the same as I explain
above about upstream -- I lack the time / energy / motivation to spend
one or more afternoons looking at the patches, trying them and
deciding if to ship them or not.  SDL upstream must have more interest
in seeing fixes and improvements for their project than me, but still
I suspect that this might be a factor explaining why they didn't reply
yet.


Also, if ECWolf included the source but didn't mention it, it would
most probably be detected by the maintainers and automatic tools and
would make it more difficult to get accepted, or people from central
teams like Release or Security could reject it altogether (e.g. as it
happened with ffmpeg for the last stable release, even if it's a much
more important package).

I had the same situation for example with K-3D and OGRE embedding
GLEW, if I recall correctly, and was working with upstream to make
them work with the copies shipped by the system, not the embedded
copies -- otherwise I was quite sure that the packages would end up
being dropped out of the distro because of this.


 My customized SDL_mixer is based of SDL_mixer 2.0.  SDL_mixer 2.0 can
 actually be compiled against SDL 1.2 or 2.0 just fine, so I imagine the
 branch is just there for ABI reasons.

 [...]
 ECWolf compiles with SDL 2.0 starting with the recently released 1.3.2.  I
 hear it doesn't compile with stock SDL_mixer 2.0 due to the way I call a
 certain function, but I haven't bothered checking it yet.

That's good, thanks.

The majority of packages in Debian which depend on SDL still goes with
1.2, but v2 is growing and I hope to have time to push for more of
this to happen in this release cycle.


Cheers.
-- 
Manuel A. Fernandez Montecelo manuel.montez...@gmail.com


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-07 Thread Fabian Greffrath
Am Dienstag, den 07.07.2015, 10:49 -0400 schrieb Braden Obrzut:
 Vanilla Wolf3D and thus ECWolf is actually capped at 70fps* which is the 
 vsync rate of VGA 320x200.  Uncapping it hasn't been a high priority 
 since it runs faster than most people expect, although it would probably 
 help with performance with vsync on.

I see. However, is it possible to restrict the framerate back to 70fps
or bind it to vsynv of my screen?

 - Fabian



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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-07 Thread Fabian Greffrath
Am Dienstag, den 07.07.2015, 19:30 -0400 schrieb Braden Obrzut:
 It is restricted to 70fps.  It works exactly like vanilla in that regard.

Does the same apply to wolf4sdl? I've got the impression that ECWolf
runs a lot smoother than that, thus I asked for interpolation.

 - Fabian



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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-06 Thread Fabian Greffrath
Hi Braden and Alexander,

Am Mittwoch, den 01.07.2015, 10:40 +0200 schrieb Alexandre Detiste:
 --- a/src/wl_iwad.cpp   Tue Jun 30 19:38:46 2015 -0400
 +++ b/src/wl_iwad.cpp   Wed Jul 01 10:14:21 2015 +0200
  
 LookForGameData(datawadRes, basefiles, 
 /usr/local/share/games/wolf3d);
 +   LookForGameData(datawadRes, basefiles, /usr/share/games/wolf3d);

hm, I have just tried this patch and it works for me.

Some more questions:

1) It seems that ECWolf runs with uncapped framerate and interpolated
angles. Is it possible to turn this off?

2) Are there any plans to include support for Corridor 7 now that its
source code has also been released?

Thanks,

Fabian


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-06 Thread Fabian Greffrath
Am Montag, den 06.07.2015, 07:17 -0400 schrieb Braden Obrzut:
 Define interpolated angles?

Well, not only updated each gametic, but also intermediately during
each rendering cycle.

 The source was released?  If so that news hasn't reached me (which
 would be unusual since I had people tell me about the source release for the 
 early id games and I was the one that prepared the release of them), any 
 of the websites I visit, or Google.

Ouch, sorry! I mixed this up with its unreleased sequel:
http://corridor7.tripod.com/download.htm

 Regardless though, yes Corridor 7 and Operation Body Count will be 
 supported.

Cool, thanks!

 - Fabian



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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-07-01 Thread Alexandre Detiste
Le mardi 30 juin 2015, 22:19:20 Braden Obrzut a écrit :
 On 30/06/15 06:11, Alexandre Detiste wrote:
  only one way work here, maybe I need to update ? ReadConfig: Reading 
  the Configuration. IWad: Selecting base game data. Can not find base 
  game data. (*.wl6, *.wl1, *.sdm, *.sod) - goal is to provide a 
  .desktop file that simply launch the game with standard parameters; if 
  users know better, they can call ecwolf by hand with custom 
  parameters. (or edit the .desktop file) 
 Oh right.  The issue here is that ECWolf doesn't know where 
 game-data-packager puts stuff.  I'm not sure if these paths are 
 something I should add to the engine since I imagine they're Debian 
 specific?
 
 https://bitbucket.org/Blzut3/ecwolf/src/d0ae1a41302496280d6e15a727b421ba37450f49/src/wl_iwad.cpp?at=default#cl-500

I think /usr/share/games/wolf3d is not Debian specific at all,
many DOS games follow this same pattern
C:\GAME - /usr/share/games/game

/usr/share/games/super-noahs-... well is

I thought it could be as simple as this one-line change to support this extra 
path,
but I must have got something wrong.

diff -r d0ae1a413024 src/wl_iwad.cpp
--- a/src/wl_iwad.cpp   Tue Jun 30 19:38:46 2015 -0400
+++ b/src/wl_iwad.cpp   Wed Jul 01 10:14:21 2015 +0200
 
LookForGameData(datawadRes, basefiles, /usr/local/share/games/wolf3d);
+   LookForGameData(datawadRes, basefiles, /usr/share/games/wolf3d);
 
| tchet@antec:~/git/ecwolf$ ./ecwolf 
| ReadConfig: Reading the Configuration.
| IWad: Selecting base game data.
| Spear of Destiny is not set to the original mission. Attempting remap for 
files in: /usr/share/games/wolf3d
| Could not open gamemaps since /usr/share/games/wolf3d/maphead.wl6 is missing.

(maphead.wl6 from v1.4 is well there)

-

For Noah's ark, I didn't specified any directory at all yet, It's just the 
default algorithm that does
/usr/share/games/ + package name (=super-3d-noahs-ark-data) with '-data' 
stripped

This works fine as this is the same program that write the .desktop file;
this could really be anything.

 But yeah the working directory method works as well.

With the Path= tag in the desktop file, it doesn't need an extra wrapper 
script :-)

S3DNA assets could be mixed in /usr/share/games/wolf3d, but then
how can one tell ecwolf to prefer this game over Wolf3d
without using config files ?

I've got now S3DNA re-packaging working pretty well,
and this package should remain compatible with any
improvement to ecwolf.
This even finds this icon in .local/share/icons/hicolor/.


Thanks for the md5's !

 All of the shareware versions are at 
 http://www.classicdosgames.com/game/Blake_Stone%3A_Aliens_of_Gold.html 
 so I imagine you can hash those yourself if needed.
Do you plan to support the shareware version too ?
I guess only the latest version ?

 On Steam they originally used 1.0, but after complaining loudly for about a 
 year they 
 finally patched it up to 2.1 as well.
I was a bit confused because I tricked Linux Steam into downloading some 
Windows-only game;
to get the game assets (well I was only interrested in ROTT back then), but 
then they are never updated.
So I ended up with 2 different sets of files.

 Because of this ECWolf will support 2.1, it's just a matter of if it will 
 also support 3.0 and that 
 I can't say for sure at this time.
Ok,

Greets,

Alexandre Detiste


Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-30 Thread Alexandre Detiste
2015-06-30 9:55 GMT+02:00 Fabian Greffrath fab...@debian.org:
 I just got in contact with ECWolf's upstream author (CC:ed) and he
 provided some clarification on the role of these two files. Relaying
 here with his permission:

Thanks !

 The pk3 should not be installed since it's tied to the binary version.

I'll remove the reference to the .pk3 file.

 The WAD can be installed if you like, but it will likely change
 from time to time as S3DNA updates. You can find the wad in
 the S3DNA repo

 It contains all the changes for the 20th anniversary edition and
 can be used with base ECWolf by loading manually.

Is this the right way to call it ?
cd /usr/share/games/super-3d-noahs-ark/ ; ecwolf --file noah3d.wad

Could ecwolf be symlinked as /usr/games/s3dna and automaticaly
start in S3DNA mode when called this way + autodetect noah3d.wad
the same ways Doom engines chex.deh for example ?

---

Is this file only available via Steam or is it available on a plain website ?

If so, would it be possible to provide versioned URLs ?
(the downloaded files are matched against known-good checksums)

It's better to download an slightly older patch than no patch at all.

This file would get downloaded only if the *.n3d files are already present;
and game-data-packager uses a distinctive user-agent.

Alexandre Detiste


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-30 Thread Fabian Greffrath
Hi Alexandre,

Am Montag, den 29.06.2015, 17:33 +0200 schrieb Alexandre Detiste:
 What's the purpose of these two files: ?

I just got in contact with ECWolf's upstream author (CC:ed) and he
provided some clarification on the role of these two files. Relaying
here with his permission:

 Anyhow, I stumbled across the thread on the Debian mailing list 
 wondering about noah3d.wad and noah3d.pk3. The PK3 is ecwolf.pk3 with 
 minor adjustments for the commercial release. The WAD serves a 
 similar purpose as SVE.WAD does for Strife. It contains all the 
 changes for the 20th anniversary edition and can be used with base 
 ECWolf by loading manually.
 
 The pk3 should not be installed since it's tied to the binary 
 version. The WAD can be installed if you like, but it will likely 
 change from time to time as S3DNA updates. You can find the wad in 
 the S3DNA repo, although without the SC-55 music pack integrated 
 (don't feel like dumping 17MB of music into the repo).
 
 The reason for the two separate files is the PK3 is loaded before 
 anything else (allowing game data to load) and the WAD contains some 
 resources which override the base game data, thus needs to load after 
 the n3d files.

Cheers,

Fabian


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-30 Thread Fabian Greffrath
@pkg-sdl: Please have a look at the post/patches linked to in the
second paragraph. :)

Am Dienstag, den 30.06.2015, 12:11 +0200 schrieb Alexandre Detiste:
 Fabian: I guess we don't want to package 2 engines that are 99%
 the same thing in Debian.

Nope, of course not. I'd prefer the engine being able to auto-detect
the requested game mode and act accordingly. If we end up with two
builds with slightly different CFLAGS or #defines, as we do with
wolf4sdl, I could live with that as well, though.

 Well, I don't know the whole story, but if there really is something
 broken in SDL_mixer, I'd rather have it fixed upstream for all games.

His patches were posted on the upstream dev list, but got no response
so far:

http://lists.libsdl.org/pipermail/sdl-libsdl.org/2015-June/098221.html

I guess upstream considers SDL*-1.2 dead and does not accept any
patches anymore. :( But maybe our SDL packagers at Debian could use
some of them. I am thus including them in CC. :)

 - Fabian


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-30 Thread Manuel A. Fernandez Montecelo
Hello,

2015-06-30 13:00 GMT+01:00 Fabian Greffrath fab...@debian.org:
 @pkg-sdl: Please have a look at the post/patches linked to in the
 second paragraph. :)

I have had a look at some of the patches, not in much detail though
(I'm in a bit of a rush in the last few weeks).

Perhaps some of them, at least the most simple and obvious, should be
(if not done already) reported in the bug tracker, attaching the
particular patch fixing the issue.  I saw upstream happily accepting
patches in the past (although they are a bit slow to react sometimes).

So Braden already did the right think in trying to upstream his
changes, but breaking them down to small pieces for individual
consideration will help a lot in the process, I think.


In principle, I think that the changes as a whole are too big and
intrusive to try to add them to Debian.  I am sure that some/most are
good fixes, but we have had continous problems with adding some patch
that people request to fix a problem in their project, and then
breaking another application for not obvious reasons, sometimes those
other applications even rely on the wrong/old behaviour.  So adding
patches without support from upstream is a bit of a mine-field.


 Well, I don't know the whole story, but if there really is something
 broken in SDL_mixer, I'd rather have it fixed upstream for all games.

 His patches were posted on the upstream dev list, but got no response
 so far:

 http://lists.libsdl.org/pipermail/sdl-libsdl.org/2015-June/098221.html

 I guess upstream considers SDL*-1.2 dead and does not accept any
 patches anymore. :( But maybe our SDL packagers at Debian could use
 some of them. I am thus including them in CC. :)

Maybe it's obvious from previous context, but I didn't see how this
applied to SDL-1.2 and not v2?  I think that specially the mixer
module is quite independent from other changes of the v2 library, so I
think that many might apply to v2 as well.


Speaking of which, if an active software has not considered starting
to use v2 already, at least they should make a plan.  We don't plan to
retire 1.2 immediately, but it's obvious that upstream does not do any
releases of that branch, nor probably even accepts patches, so it
starts to be urgent to move on to the supported versions.


Cheers.
-- 
Manuel A. Fernandez Montecelo manuel.montez...@gmail.com


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-30 Thread Alexandre Detiste
2015-06-30 11:19 GMT+02:00 Braden Obrzut ad...@maniacsvault.net:
 Is this the right way to call it ?
 cd /usr/share/games/super-3d-noahs-ark/ ; ecwolf --file noah3d.wad

 More or less. ecwolf --file /usr/share/games/super-3d-noahs-ark/noah3d.wad
 might be preferable if you allow users to add arguments of their own so the
 working directory doesn't magically change, but either way would work.

only one way work here, maybe I need to update ?

ReadConfig: Reading the Configuration.
IWad: Selecting base game data.
Can not find base game data. (*.wl6, *.wl1, *.sdm, *.sod)

-

goal is to provide a .desktop file that simply launch the game
with standard parameters; if users know better, they can call
ecwolf by hand with custom parameters.
(or edit the .desktop file)

 The next version of ECWolf will have a way to autoload the wad through the
 config, although I'm starting to consider adding support for auto detection
 and loading it since you're not the first person to have asked.

This .desktop file should work out-of-the-box for all users;
without having to manually edit config files.

This could of course also be handled by a wrapper script
in our generated .deb that creates the config file
before first run or by patching the engine in the Debian package.

(use case 1: a computer with 3 users-id,
parent has a credit card  Steam account,
buy the game and then install it with game-data-packager
so that child1  child2 can play it, without having a Steam account
in their unix account

use case 2: game is bought on a x86 computer running Steam,
but end up being played on an RaspberryPi or some other arm device)

 Could ecwolf be symlinked as /usr/games/s3dna and automaticaly
 start in S3DNA mode when called this way + autodetect noah3d.wad
 the same ways Doom engines chex.deh for example ?

 No.  The noah3d binary uses a slightly modified version of ECWolf which can
 be found here: https://bitbucket.org/Blzut3/super-3d-noahs-ark  One of the
 modifications made there is the autoloading of that wad.

Fabian: I guess we don't want to package 2 engines that are 99%
the same thing in Debian.

 Is this file only available via Steam or is it available on a plain
 website ?

 It's also available in deb packages distributed on itch.io (as well as the
 Windows msi's, Mac dmg, and Android apk, but I'm sure those are less
 preferable).

Ok, I'll have a look at those.

 The alternate version of it is in the S3DNA repo:
 https://bitbucket.org/Blzut3/super-3d-noahs-ark/src/Noah1.3/wadsrc/noah3d.wad

 You'll probably want to use it anyway since from what Fabian tells me,
 Debian won't use my forked SDL_mixer for
 ECWolf ( https://bitbucket.org/Blzut3/sdl_mixer-for-ecwolf ), so not using
 OPL music will break some of the game sounds (can't run the OPL or PC
 Speaker emulators and play sampled/MIDI music at the same time with standard
 SDL mixer).

Well, I don't know the whole story, but if there really is something
broken in SDL_mixer, I'd rather have it fixed upstream for all games.

---

By the way:

We are trying to also support Blake Stone, but I couldn't identify all
the old versions.

In patchutil you use CRC32, to identify files, while we use MD5;
could you provide us the MD5 for the old versions ?

This can be in any very rough format, I'll do the editing.
(for wolf3d we should already have all versions)

http://anonscm.debian.org/cgit/pkg-games/game-data-packager.git/tree/data/blakestone.yaml

https://bitbucket.org/Blzut3/ecwolf/src/eeac477f694f572b2ad8bc2131d042e8fdca361e/tools/patchutil/main.cpp?at=default

Alexandre


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-29 Thread Alexandre Detiste
Le lundi 8 juin 2015, 10:00:44 Alexandre Detiste a écrit :
  Noah's Ark 3D
 This one I don't have, nor I care; so I cloned the bug.

Eating my own words here, as upstream (ecwolf)
say buying this game is the best way to support his efforts
and he only mapy back a little fee to license this game.

http://anonscm.debian.org/cgit/pkg-games/game-data-packager.git/commit/?id=385a6b991146016360459121d0c884bd954c13ab

Like for Strife, the non-official engine has become the official thing.

What's the purpose of these two files: ?
- noah3d.pk3
- noah3d.wad

Can't get these to work with a Doom engine or ioquake3


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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-29 Thread Fabian Greffrath
Am Montag, den 29.06.2015, 17:33 +0200 schrieb Alexandre Detiste:
 What's the purpose of these two files: ?
 - noah3d.pk3
 - noah3d.wad

Honestly, I don't know. After all, they are just archive file formats
and could be used in versatile ways. The pk3 format, for example, is
just a ZIP file and is often used for ZDoom mods, and ECWolf reportedly
has imported a lot of features from ZDoom.

It will be best to just have a look inside the ECWolf source code and
see what it does with these two files.

 - Fabian

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Bug#788061: Bug#788057: game-data-packager: please add support for Blake Stone: Aliens of Gold and Planet Strike

2015-06-29 Thread Fabian Greffrath
Am Montag, den 29.06.2015, 17:33 +0200 schrieb Alexandre Detiste:
 http://anonscm.debian.org/cgit/pkg-games/game-data
 -packager.git/commit/?id=385a6b991146016360459121d0c884bd954c13ab

At first sight, I believed you got the game's name messed up. Back in
the SNES days it was known as Super Noah's Ark 3D. But it seems the
official name for the re-release is now Super 3-D Noah's Ark just as
you named it. B-)

 - Fabian


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