sdl12-compat: COMPATIBILITY.md: added notes about several apps.

From 6282982bb2387c290d106e0401c5b16093565618 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Thu, 1 Sep 2022 16:15:24 -0400
Subject: [PATCH] COMPATIBILITY.md: added notes about several apps.

Fixes #197.
---
 COMPATIBILITY.md | 47 ++++++++++++++++++++++++++++++++++++++++++++++-
 1 file changed, 46 insertions(+), 1 deletion(-)

diff --git a/COMPATIBILITY.md b/COMPATIBILITY.md
index 2cc1447f..41e59d67 100644
--- a/COMPATIBILITY.md
+++ b/COMPATIBILITY.md
@@ -13,7 +13,7 @@ https://docs.google.com/spreadsheets/d/1u8Rq3LVQYYgu28sBuxrZ371QolbiZu5z_LjENc4d
 ## Dynamite Jack (Linux)
 
 More modern builds are ported to SDL2, but the older 1.2 binaries will work
-on X11 if you turn off OpenGL Scaling
+on X11 if you turn off OpenGL Scaling.
 
     export SDL12COMPAT_OPENGL_SCALING=0
 
@@ -64,3 +64,48 @@ will cause. The app is perfectly usable in this configuration (and largely
 matches how they expected you to use it with SDL 1.2 anyhow).
 
 
+## Awesomenauts (Linux)
+
+Awesomenauts requires X11 because it talks directly to glX, can't use our
+scaling code because it uses framebuffer objects without going through
+SDL_GL_GetProcAddress() to get entry points, and does something weird with
+OpenGL contexts on multiple threads. sdl12-compat detects this and forces
+on the correct hints to make this work, but it limits how one can use the
+game.
+
+This game will work in a Wayland environment, but only as an X11 app through
+XWayland.
+
+
+## Braid (Linux)
+
+Braid requires X11 because it talks directly to glX, and can't use our
+scaling code because it uses framebuffer objects without going through
+SDL_GL_GetProcAddress() to get entry points. sdl12-compat detects this
+and forces on the correct hints to make this work, but it limits how
+one can use the game.
+
+This game will work in a Wayland environment, but only as an X11 app through
+XWayland.
+
+
+## DOSBox (Linux)
+
+DOSBox has some pretty strict requirements for keyboard input. We detect
+some common names for DOSBox binaries ("dosbox", "dosbox_i686", etc), and
+force the correct hints to make it work, but if you have an uncommon binary
+name and keyboard input isn't working as you expect, try exporting this
+environment variable:
+
+    export SDL12COMPAT_USE_KEYBOARD_LAYOUT=0
+
+
+## Multiwinia (Linux)
+
+Multiwinia calls SDL_Quit() when changing video modes but doesn't
+reinitialize SDL before using it further. We detect this binary and force
+the correct hints to make it work, but if you have an uncommon binary
+name and the game isn't working, try this environment variable:
+
+    export SDL12COMPAT_NO_QUIT_VIDEO=1
+