PicoBoot
SDL
PicoBoot | SDL | |
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60 | 195 | |
1,389 | 8,310 | |
- | 3.6% | |
3.6 | 10.0 | |
13 days ago | 2 days ago | |
Python | C | |
GNU General Public License v3.0 only | zlib License |
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PicoBoot
- Gamecube Picoboot will noot boot into swiss
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Family room by day... Modded retro gaming cave by night
SNES: FX Pak Pro, Internal BlueRetro mod (BT controllers), Voultar's RGB bypass, Recap. N64: Everdrive x7, Tim's RGB mod, Noctua fan, Recap. GC: PicoBoot, LaserBear's internal BlueRetro mod (BT controllers). PS1: xStation, Internal BlueRetro mod (BT controllers), Pico PSU + Noctua fan, Recap. PS2: Ultraslim mod with SD card reader in top Fat PS3: This is actually a sleeper PC with a GTX 1060 and a Ryzen 5 2600 for emulation purposes.
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Gamecube Picoboot Help!
The PicoBoot Troubleshooting tips say that this can be caused by either a faulty SD2SP2 adapter or your SD card isn't set up correctly.
- Necesito ideas
- Wanted to show my collection!
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A friend of mine move out to a more nomadic life, and offered me all his old co sole for my b-day ! 3 raspberry pi pico are on the way !
2 pico for the 2 GameCube as Pico Boot, a modchip for playing GameCube games store on an SD card
- I have a dol 001 but it doesnt have sp2? it does have both video outputs and a hole on the bottom of the case for sp2. what is the deal with this?
- Pico boots when it feels like it...
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Finally got my gameboy player
Sorry I forgot to reply! This guide has everything you will need to install, you just have to order the parts and do the simple soldering. Soooooo worth it.
- Picoboot install
SDL
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
What are some alternatives?
swiss-gc - Swiss - The swiss army knife of GameCube homebrew
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
UltimateCart - SD-card multicart for Atari 8-bit computers
raylib - A simple and easy-to-use library to enjoy videogames programming
betterww - Better Wind Waker
Godot - Godot Engine – Multi-platform 2D and 3D game engine
FlappyBird-N64 - Clone of Flappy Bird for Nintendo 64 built using the open source LibDragon SDK. Original game design, graphics, and sound effects created by .GEARS
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
N64-FRAM-Memory-Pak
DS4Windows - Like those other ds4tools, but sexier
pistorm - 68k Hardware Emulator
DualSenseSupport - Preliminar DualSense