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
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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!
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