sdl12-compat
SDL
sdl12-compat | SDL | |
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13 | 195 | |
187 | 8,263 | |
0.0% | 3.1% | |
7.0 | 10.0 | |
12 days ago | 4 days ago | |
C | C | |
GNU General Public License v3.0 or later | zlib License |
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sdl12-compat
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Released a new version of Notan, a SDL-like library made in rust
I'm just glad so many of the SDL 1.2.x-era games dynamically linked SDL so I can use sdl12-compat to stick them on top of SDL 2.x's non-modesetting fullscreening and PulseAudio support.
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US NGO Consumer Reports also reporting on C and C++ safety for product development.
Thankfully, most people don't statically link SDL 1.2, so it's possible to use sdl12compat to rebase them on top of SDL 2.x's non-modesetting fullscreening support, among other things.
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Old linux ports
There have been some efforts to keep them working: http://www.improbability.net/loki/ https://github.com/libsdl-org/sdl12-compat/
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Apple 2 Emulation (via Ports)
I've been determined to get the only system not on the device working in some way. The biggest issue to the Apple II systems not being present is that all the emulators are not written in SDL2 and the only Apple II emulator written in SDL2 (shamusworld) is far from perfect. So I tried my hand at something: What if I could wrap SDL1.2 to SDL2 against linapple? My brother showed me on github sdl12-compat https://github.com/libsdl-org/sdl12-compat. Amazingly enough, we have results. Now it's not going to be as functional this way like having RetroArch to configure things, but I have over twenty Apple II games pre-configured with controls thus far.
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Has anyone managed to run Yuppie Psycho on the Steam Deck?
You need this compatibility library and you can drop it into the "lib" folder in the game files.
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sdl-compat 1.2.52 Debuts As Initial SDL-1.2-Atop-SDL-2.0 Release
Here's the only useful link from the article: https://github.com/libsdl-org/sdl12-compat/releases/tag/release-1.2.52
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How I got the Psychonauts 1 native port to run
It looks like the multiple monitor issue was known and theoretically fixed? https://github.com/libsdl-org/sdl12-compat/issues/38
- Gaming on X11 vs XWayland
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Is Wayland ready for gaming?
Really old Linux games based on SDL1 can also work on Wayland by using the SDL1 on SDL2 wrapper in combination with a recent SDL2 build (I've been successful with Psychonauts this way, and it even solved some weird windowing problems with the game)
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?
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
SDL - DEPRECATED: Official development moved to GitHub
raylib - A simple and easy-to-use library to enjoy videogames programming
hidapi - A Simple cross-platform library for communicating with HID devices
Godot - Godot Engine – Multi-platform 2D and 3D game engine
termux-sdl - termux sdl plugin
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
Pygame - 🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.
DS4Windows - Like those other ds4tools, but sexier
wii-u-gc-adapter - Tool for using the Wii U GameCube Adapter on Linux
DualSenseSupport - Preliminar DualSense