Comments (3)
It shouldn't be terribly difficult. Basically all the screen handling renders to a pixel buffer, which is in turn copied to a texture and rendered using GLES 2. The latter part can be replaced with any backend,, it doesn't do anything special like fancy shaders. All the implementation is in game/game_screen.c
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I will look into it. Thanks.
from sundog.
Although the response is still valid for the current version, a lot of this code changed to deal with multiple upscalers, sound as well as the windows build.
I'd strongly recommend porting SDL to whatever platform you're using.
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Related Issues (20)
- I must be doing something wrong. HOT 3
- C99 code : -std=c99 should be specified in CFLAGS HOT 2
- I'm impressed HOT 3
- Thanks!! HOT 2
- Can we make it work on MacOS? HOT 1
- Unknown Op Code HOT 9
- todo: build system
- todo: linux disto inclusion, appimage?
- Better handling of resources
- Creating a new character is very fiddly
- Some of the sound effects are broken
- Windows instructions HOT 3
- Go back to msleep
- Settings UI
- Look for disk image in directory of executable HOT 1
- -
- I want to extract all the game's Atari ST art assets. HOT 6
- Picture only occupies a quarter of the window on recent Mac OS X
- Use SDLmain library
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