de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
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Examples
What is this?
In here are a collection of standalone SDL application examples. Unless otherwise stated, they should work on all supported platforms out of the box. If they don't please file a bug to let us know.
What is this SDL_AppIterate thing?
SDL can optionally build apps as a collection of callbacks instead of the
usual program structure that starts and ends in a function called main.
The examples use this format for two reasons.
First, it allows the examples to work when built as web applications without
a pile of ugly #ifdefs, and all of these examples are published on the web
at examples.libsdl.org, so you can easily see
them in action.
Second, it's example code! The callbacks let us cleanly break the program up into the four logical pieces most apps care about:
- Program startup
- Event handling
- What the program actually does in a single frame
- Program shutdown
A detailed technical explanation of these callbacks is in docs/README-main-functions.md (or view that page on the web on the wiki).
I would like to build and run these examples myself.
When you build SDL with CMake, you can add -DSDL_EXAMPLES=On to the
CMake command line. When you build SDL, these examples will be built with it.
But most of these can just be built as a single .c file, as long as you point your compiler at SDL3's headers and link against SDL.
What is the license on the example code? Can I paste this into my project?
All code in the examples directory is considered public domain! You can do anything you like with it, including copy/paste it into your closed-source project, sell it, and pretend you wrote it yourself. We do not require you to give us credit for this code (but we always appreciate if you do!).
This is only true for the examples directory. The rest of SDL falls under the zlib license.
What is template.html and highlight-plugin.lua in this directory?
This is what examples.libsdl.org uses when generating the web versions of these example programs. You can ignore this, unless you are improving it, in which case we definitely would love to hear from you!
What is template.c in this directory?
If writing new examples, this is the skeleton code we start from, to keep everything consistent. You can ignore it.
How are the thumbnails/onmouseover media created?
(Since I have to figure this out every time.)
This is how Ryan is doing it currently.
-
rm -f frame*.png -
Temporarily add
#include "../../save-rendering-to-bitmaps.h"after any SDL includes in the example program. -
Launch the example app, interact with it, let it run for a few seconds, quit.
-
This will dump a "frameX.png" file for each frame rendered.
-
Make a video in webp format from the bitmaps (this assumes the bitmaps were stored at 60fps, you might have to tweak).
ffmpeg -framerate 60 -pattern_type glob -i 'frame*.png' -loop 0 -quality 40 -r 10 -frames:v 40 onmouseover.webpYou might need to start in the middle of the video, or mess with quality or number of frames to generate, ymmv.
-
Pick a frame for the thumbnail, make it a .png, and run that png through pngquant for massive file size reduction without any obvious loss in quality:
convert frame00000.png cvt.png ; pngquant cvt.png --output thumbnail.png ; rm -f cvt.png