SDL1, 2, 3 port of Minimal C-lang library for creating classic arcade-like mini-games running on devices and browsers
This is a repo containing sdl ports of the crisp games library which is a Minimal C-lang library for creating classic arcade-like mini-games running on devices and browsers. Re-implemented version of crisp-game-lib for smaller devices. You can play sample games in your browser.
see src/cglpSDL1 for SDL 1 Port
see src/cglpSDL2 for SDL 2 Port
see src/cglpSDL3 for SDL 3 Port
Prebuild versions of the SDL2 and SDL3 port are available in the release Section.
Controls:
Commandline parameters:
Usage: CglpSDL3.exe [-w <WIDTH>] [-h <HEIGHT>] [-f] [-ns] [-a] [-fps] [-nd] [-g <GAMENAME>] [-ms] [-cgl] [-nsd] [CGL file]
Commands:
-f
: Run fullscreen windowed (desktop resolution)-w XXX
: use window width XXX-h YYY
: use window height YYY-ns
: no sound-a
: use accelerated renderer (by default software renderer is used)-fps
: show fps-nd
: no fps delay (run as fast as possible)-list
: List game names to be used with -g option-g <GAMENAME>
: run game -ms
: Make screenshot of every game-cgl
: create fake -nsd
: No scaled drawing (scales the view, instead of drawing scaled, is faster but disables overlays, glow etc)CGL file
: Pass a .cgl file to launch a game directlyWindows Prebuild Versions
Windows versions will run fine on any recent os and SDL2 library is baked in, what will not work is running the x64 versions on a 32bit os but 32bit versions are available for download as well
Mac Prebuild Versions and gatekeeper
Macos prebuild binaries are now available as well for different os and architecture versions and contain the sdl2 lib in the binary. Generally speaking binaries build on older versions of macos will run fine on a newer macos if you keep using same architecture but not the other way around. I personally tested the mac os intel builds (not arm ones) on mac os sequoia 15.2 i did not test the arm versions. However due to apple requiring signed and notarized binaries, macos will probably prevent you from running the app bundle directly and display a message like in the screenshot below
If this happens you need to go to system settings
in the privacy and security
section and scroll all the way down, there will be an entry there where you can unblock it as you can see in
screenshot below
once you click allow it will show a new dialog where you choose to open the binary, but you may have to provide the administrator password.
once you have done this a single time it won’t ask about this again.
(Ubuntu) Linux Prebuild Versions
Linux prebuild versions are only available for ubuntu flavor os’es and contain sdl2 in the binary already so you don’t need to deal with apt normally. However since there are only ubuntu runners on github i can not provide binaries for other os’es and the prebuild ones for ubuntu might not work on other os’es. You will just have to build them manually then from source which is not that hard. (More info below). Generally speaking binaries build on older versions of an os will run fine on a newer os but not the other way around. I did not test the Arm versions of the binaries
Copy game_Template.c to game[your game name].c
Comment out other games in menuGameList.c and add void addGame[your game name]();
and addGame[your game name]()
...(snip)...
void addGameReflector();
void addGame[your game name]();
void addGames() {
/*addGameThunder();
...(snip)...
addGameReflector();*/
addGame[your game name]();
}
Write your own game in game[your game name].c
and rename void addGame_Template() {
to void addGame[your game name]() {
Build for browser and debug
Once the game is complete, revert other games that were commented out in menuGameList.c and build it for other devices
Install LovyanGFX library
Create cglp[target device]/
directory (e.g. cglpM5StickCPlus/
)
Copy cglp[target device].ino
, ./src/lib/* and ./src/games/* files to the directory
Verify and upload cglp[target device].ino
with Arduino IDE
Copy ./src/cglpPlaydate directory
Create cglpPlaydate/build
directory
Move to cglpPlaydate/build
directory and cmake ..
Open crisp-game-lib-portable.sln
with Visual Studio
Build the solution (see Building for the Simulator using Visual Studio)
Note: Some features are limited due to device resource limitations.
(Cross)compile using provided Makefile
by running make -f ./src/cglpSDL2/Makefile
or make -f ./src/cglpSDL1/Makefile
in rootfolder of this repo or use the CMake
with the provided src/cglpSDL2/CMakelists
or src/cglpSDL3/CMakelists
file
Checkout binary --help
for information on commandline parameters
SDL2 & 3 port supports game controllers SDL1 port only keyboard
ported by Joyrider3774
Install Emscripten
Run dev
npm script to start the dev server and watch js files
Run dev_c
npm script to watch c files and build wasm files
The source codes for library and games are written device-independent. Besides, you need to implement device-dependent code for the following functions:
Device initialization function (e.g. setup()
in Arduino) that calls initGame()
Frame update function (e.g. loop()
in Arduino) that calls setButtonState()
and updateFrame()
setButtonState()
Drawing and audio processing functions that are defined in machineDependent.h
md_getAudioTime()
function should return the audio timer value in secondsmd_playTone(float freq, float duration, float when)
function should play a tone with freq
frequency, duration
length (in seconds) and staring from when
seconds on the audio timermd_drawCharacter(unsigned char grid[CHARACTER_HEIGHT][CHARACTER_WIDTH][3], float x, float y, int hash)
function should draw the pixel art defined by grid[y][x][r, g, b]
at position (x, y). Since hash
will be the same for the same pixel art, you can cache pixel art images using hash
as an index and avoid redrawing the same imageSample device-dependent codes are cglpM5StickCPlus.ino and cglpPyBadge.ino.
You can use an AI chatbot to port game source code for crisp-game-lib to crisp-game-lib-portable. By providing the prompt and set of files to the chatbot, you can obtain the code ported to the C language. I have tried this using Claude 3 Opus, but it is expected to work to some extent with other LLMs as well. The ported code is not perfect, so it needs to be manually checked and corrected.