u/didickman

Image 1 — Original Doom running on bare console (no X, no Wayland, no SDL) + Easter Egg
Image 2 — Original Doom running on bare console (no X, no Wayland, no SDL) + Easter Egg
Image 3 — Original Doom running on bare console (no X, no Wayland, no SDL) + Easter Egg
Image 4 — Original Doom running on bare console (no X, no Wayland, no SDL) + Easter Egg

Original Doom running on bare console (no X, no Wayland, no SDL) + Easter Egg

Following up on my recent port of Quake to the OpenBSD console, I’ve now ported Doom to the console as well. This was significantly easier than the Quake port since the release was a Linux conversion to begin with. One fun thing I always wanted to do was to implement the am_oids.c Easter egg (see: https://doom.fandom.com/wiki/Automap\_asteroids). Screenshots above are from my fully playable implementation. I made it enter the Easter egg by going to automap and then typing “idroids” which opens up the game.

u/didickman — 9 days ago

Original Quake running on bare OpenBSD console (no X, no Wayland, no SDL)

For a fun challenge I decided to port the original Quake 1.0.9 source release to the OpenBSD console with no X, Wayland or SDL. The above shows screenshots from my fully working port that I’ve played end to end. This uses inteldrm, with an efifb fallback. Sound is done with sndio. The original code needed very few fixes (mostly around basic checks for networks being down and one or two changes needed for modern C). I haven’t yet gotten mouse or CD music working but fairly close to completing both. As a future project I’m looking to implement some of the standard OpenBSD ideas like privsep etc because I think a security hardened Quake would be another fun project. Kudos to the original id software team for writing such portable code.

u/didickman — 10 days ago
▲ 141 r/openbsd

OpenBSD + Hyprland

Did a proof of concept port of Hyprland to OpenBSD. Hoping to get this into ports after a bit more polish.

u/didickman — 2 months ago