When VVVVVV is run on devices (such as the Nintendo Wii) that are memory
costrained, it's not possible to load all the music files at startup.
Therefore, change the MusicTrack contructor to only save the RWops
structure, and load the music data only when Play() gets called. Also,
when a song start playing we do unload the previous one.
It doesn't make sense to change the alignment of all existing text boxes
when you're not otherwise able to mutate the text. Whereas the point of
the 'all' argument in setfont is to be able to animate text boxes using
fonts.
There used to be a problem with the setfont and setrtl script commands.
Namely, if you used them in between text boxes naïvely, without any
careful thought, then the fading out text box would suddenly gain the
font of the new one. A kludge solution to this was implemented by simply
blocking the script until the existing text box faded out before
switching the font or RTL, and shipped for 2.4.0.
However, a better solution is to simply bake the font flags in to the
text box, so that way, if the level font switches, then the text box
keeps its font.
This is only for custom levels, because in the main game, the font in a
text box needs to be able to change depending on language. But it seems
like custom level translations weren't much on the roadmap, and so even
the existing hack didn't support changing the font based on translation
(even though translation of custom level cutscenes is supported). So
baking the font flags into the text box here doesn't make things any
worse.
It also makes things better, arguably, by allowing multiple text boxes
to exist on screen at once with different fonts.
Maybe in the future we'll need a flag that specifies that the font
should change depending on language if a translation in said language
exists for the text box, or something like that.
For people that want to override the fonts of every existing text box on
screen, you can specify "all" as the second parameter of setfont or
setrtl to do so.
This fixes a regression where attempting to warp to ship with a trinket
text box open in glitchrunner 2.0, and then incrementing the gamestate
afterwards, would result in a softlock. This is a speedrunning strat
that speedrunners use.
The state lock wasn't ever intended to remove any strats or anything,
just fix warping to ship under normal circumstances. So it's okay to
re-enable interrupting the state by having glitchrunner enabled.
This bug was reported by mohoc in the VVVVVV Speedrunning Discord
server.
Just like I changed the number één to be capitalized as Eén instead
of Één (due to this being a special case), I forgot to do the same
for the onelifemode.
This involves a couple of dialog boxes ("Congratulations!" and the
jukebox) which were supposed to have blank lines, but they weren't
in the translation.
LodePNG always loads PNG in big-endian RGBA format. For this reason,
when loading PNG files VVVVVV was specifying the format as ABGR and the
conversion would then be performed by SDL. However, then running on
big-endian machines, this conversion should not be performed at all, and
the surface format should then be set to RGBA.
We recently had a user come in the VVVVVV Discord not knowing that,
after running CMake, you then need to compile the game in a separate
step. This clarifies the instructions.
This fixes a segmentation fault caused by an out-of-bounds indexing
caused by an attempt to unwordwrap a string that starts with two
newlines.
The problem here is that in the branch of the function
string_unwordwrap() where `consecutive_newlines == 1`, the function does
not check that the string `result` isn't empty before attempting to
index `result.size()-1`. If `result` is empty, then `result.size()` is
0, and `result.size()-1` becomes -1, and indexing a string at position
-1 is always undefined behavior.
Funnily enough, a similar indexing happens just a few lines down, but
this time, there is a check to make sure that the string isn't empty
first. I'm unsure of how Dav999 forgot that check a few lines earlier.
This situation can happen in practice, with custom level localizations.
I made a level with a filename of testloc.vvvvvv and created a file at
lang/fr/levels/testloc/custom_cutscenes.xml with the following content:
<?xml version="1.0" encoding="UTF-8"?>
<cutscenes>
<cutscene id="test" explanation="">
<dialogue speaker="cyan" english="This is text..." translation="blarg"/>
</cutscene>
</cutscenes>
Then I switched to French, created a script named `test`, and created a
text box that started with two newlines (so in total, the text box must
be at least 3 lines in length). Running the script triggers the segfault
when the text box is created. (Well, technically, on my machine, it
triggers an assertion fail in libstdc++ and aborts, but that's basically
the same thing.)
To fix this while still preserving the exact amount of newlines, if
`result` is empty, we add a newline instead of attempting to index the
string.
These strings had been replaced over time and the original versions
marked ***OUTDATED*** to allow for the original wordings to be reused
by the translators who had only translated the original ones.
(See lang/README-programmers.txt.)
Now, these strings have all been updated in every language, so it's
time to clean them up!
These were not in the English or any other language files. They should
be though, so that they can be translated and generally kept track of.
These aren't urgent either, since we have proxy strings that are used
if these are untranslated.
This hasn't been done since before we got some deliveries for 2.4,
so there are a few languages which added apostrophes as ' instead of
' in the XML (which is not wrong, but it gives diff noise whenever
there's a sync since VVVVVV writes them back as '...)
Also, we never synced "[Press {button} to toggle gameplay]" across
language files (now two strings with unfreeze/freeze), but that was
also a pretty last-minute string as far as I remember. Arabic did have
it because that language was added after the string was added, so it
got copied from English. I don't think this one is that urgent to
translate into every language for 2.4.1 since it's pretty well hidden
for most people, and it's surrounded by things that have to be English,
so it's as if it's supposed to be like that. Let's just include these
with whatever the next batch of strings is.
This is both easier for translators ("toggle" can be an annoying word)
and is useful in general because you can tell if gameplay is frozen
without having to have anything in the room that should normally be
moving but isn't.
I didn't follow the rule in lang/README-programmers.txt to keep the
original string around as ***OUTDATED*** in this case, since I know
only Arabic has it translated - we can just tell the Arabic translators
on Discord that this string was replaced.
It's kind of a bummer that L/R don't actually do anything... we should add ZL/ZR support at some point.
Also note that GameCube binds X to 'back' rather than B, this will be fixed by SDL_ActionSet for 2.5.
The original Chinese font (which we call "the Indienova font") was
received from the Chinese translators directly, and didn't come with
any license or copyright information other than that it was made by
Indienova. Questions have now been raised about the actual origin of
the characters in the font, and while we do have confirmation from the
translators that we're probably in the clear, they did suggest another
font for us to use, which we're switching to to be sure.
Some background information: the ideal font would probably be Ark Pixel
(https://github.com/TakWolf/ark-pixel-font/), but this font is not
finished yet. Therefore, the creators of Ark Pixel have made a font
that can be used as a placeholder to use in the meantime, Fusion Pixel
(https://github.com/TakWolf/fusion-pixel-font), which combines some
other fonts together in order to get full coverage. This is the font
we're now switching to.
It's not _that_ simple though - the ASCII part of Fusion Pixel is kinda
bad for us using it as a monospaced font. Normally I just replace the
ASCII set by the fullwidth characters, but in this font they were
almost entirely the same. So I instead picked the fullwidth characters
from Galmuri 12px, which is one of the "fusioned" fonts. Interestingly,
we happen to also use the 10px version of this as our Korean font, and
I like these Latin letters, so yay.
I also made the call to split the Chinese font into separate variants
for Simplified and Traditional Chinese. I was aware of the problem with
the Han Unification, but the Traditional Chinese translator said the
Indienova font also contains all the Traditional Chinese characters,
and they proofread the translation, so it was probably fine. Apparently
the difference between Simplified and Traditional Chinese variants of
the same characters are not that big, and it's acceptable. But
Fusion Pixel gives us separate versions of the font for Simplified and
Traditional Chinese, so this is a chance to get it right. Just kidding,
Fusion Pixel's Traditional variant switches out many characters that
were shared between Simplified and Traditional Chinese to Japanese
variants which are noticeably different. So it would be better to keep
using the SC font for TC, just like the Indienova font is SC only.
However: Ark Pixel does have a version with correct characters for
Traditional Chinese! So for the TC version of our font, I just took all
Chinese characters from the TC version of Ark Pixel where available.
That way, all characters I checked have changed to TC variants
correctly.
This removes every single translation of a wordy number that just
replaces it with the numeral.
This is because the documentation in README-translators.txt specifically
says
It's also possible to leave the translations for all the numbers
empty. In that case, numeric forms will always be used.
However, the translators for Japanese, Korean, and European Portuguese
clearly either didn't read this, or forgot to do so.
There is a very good reason to leave them alone if you want numerals;
namely that if you fill them in, you are prone to making errors. Like,
say, Japanese translating "Twelve" as "23", which is exactly what
happened. By blanking every translation, that error is fixed.
This reverts the following commits:
- 29f05c41b1
- f1bf1f683c
- a7b22919ae
- 2ed1aac67d
Recently, text images were changed to fade in with textboxes, where
before they previously appeared after the fade. This created a charming
effect where the images would appear to "load in" once the textbox
finishes fading in. This behavior really complements the retro
aesthetic the game is going for. Changing it to a fade is a needless
change in direction, as it was not a bug in the first place and looked
good already.
Additionally, custom levels have used text images (levelcomplete and
gamecomplete) in creative ways by replacing them with something else
to show as 'foreground' or as a cutscene image. Changing text images
to fade has unintended consequences for levels that have utilized
them in this fashion.
13d6b2d64c adds a check where you can't
type a pipe in script/terminal input fields anymore. It does this
completely incorrectly, checking if certain variables are set instead
of checking what's actually trying to be done.
This commit fixes that, simplifying the check a lot in the process.
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.
This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
While a7b22919ae makes text sprites
modulate their RGB values, text images continued using alpha,
despite alpha blending not even being enabled, so the initial
commit didn't work right either.
This is quite a last-minute thing that was almost getting called off by
me discovering a critical segfault just now in testing this (whew) but
this shouldn't hurt.
This reverts commit a806b072bd.
It causes an instant segfault if there's no entities or if you're not
editing terminals/script boxes or something, whatever it's not
crucial as a last-minute fix.
No Death Mode is intended to be unlocked by getting at least S-rank in
at least 4 time trials. Before 2.3, completing a time trial put you at
the main menu, so you would always be notified of having unlocked No
Death Mode once you went to the play menu again. But since 2.3,
completing a time trial puts you back at the Time Trial selection
screen, which isn't the play menu, so you would need to back all the way
out first in order to get the notification. And since you don't actually
unlock No Death Mode until you see the notification, this would be
required to be able to play No Death Mode.
To fix this, I decided to do something a bit kludge-y and just re-use
the code to check and unlock No Death Mode when the player presses
ACTION on the Time Trial complete screen (and there's also another path
by pressing Escape). At least I put it in a function, so it's not a pure
copy-paste, although it might as well be. I don't have time to think of
a proper solution, but it would probably involve disentangling unlock
notifications from Menu::play, for starters. But that's for later.
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.
This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.