1# Compatibility notes 2 3This is a list of quirks and known-issues for specific games, with possible 4workarounds. 5 6We are currently building and maintaining a list of all known SDL 1.2 games 7and their current state with sdl12-compat over here: 8 9https://docs.google.com/spreadsheets/d/1u8Rq3LVQYYgu28sBuxrZ371QolbiZu5z_LjENc4ddZs/edit?usp=sharing 10 11 12 13## Dynamite Jack (Linux) 14 15More modern builds are ported to SDL2, but the older 1.2 binaries will work 16on X11 if you turn off OpenGL Scaling 17 18 export SDL12COMPAT_OPENGL_SCALING=0 19 20Note that this game calls glXGetProcAddress() directly and likely will not 21work as a native Wayland app (XWayland works fine, however). 22 23 24## Hammerfight (Linux) 25 26You probably aren't getting usable mouse input, as the game talks directly to 27XInput2 on X11 (and tries to use /dev/input if that fails). This is not an 28sdl12-compat bug, as this is going outside of SDL to get multiple mice 29input. The game is statically linked to a copy of [ManyMouse](https://icculus.org/manymouse/), 30which provides multiple mice access. 31 32 33The simplest way to deal with this is change this line in the game's 34Config.ini file: 35 36 CORE_INIT_RI=true 37 38Make that false and it won't even try to initialize ManyMouse, and will use 39standard SDL 1.2 mouse events for single-player input. (The "RI" stands for 40"RawInput," which Hammerfight uses on Windows for multi-mice support). 41 42Of course, with this change, you can't have multiple players on the same 43machine using separate mice. 44 45That game dlopen()'s the XInput2 libraries instead of linking to them 46directly, so this does not prevent the game from working on Wayland. No 47XWayland needed! 48 49 50