02a45f9cbc
The previous implementation of showing the commit hash on the title screen used a preprocessor definition added at CMake time to pass the hash and date. This was passed for every file compiled, so if the date or hash changed, then every file would be recompiled. This is especially annoying if you're working on the game and switching branches all the time - the game has at least 50 source files to recompile! To fix this, we'll switch to using a generated file, named Version.h.out, that only gets included by the necessary files (which there is only one of - Render.cpp). It will be autogenerated by CMake (by using CONFIGURE_FILE(), which takes a templated file and does a find-and-replace on it, not unlike C macros), and since there's only one file that includes it, only one file will need to be recompiled when it changes. And also to prevent Version.h.out being a required file, it will only be included if necessary (i.e. OFFICIAL_BUILD is off). Since the C preprocessor can't ignore non-existing include files and will always error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and CMake will add the VERSION_H_OUT_EXISTS define when generating Version.h.out. The wrapper is named Version.h, so any file that #includes the commit hash and date should #include Version.h instead of Version.h.out. As an added bonus, I've also made it so CMake will print "This is interim commit [HASH] (committed [DATE])" at configure time if the game is going to be compiled with an interim commit hash. Now, there is also the issue that the commit hash change will only be noticed in the first place if CMake needs to be re-ran for anything, but that's a less severe issue than requiring recompilation of 50(!) or so files. |
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.. | ||
src | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
README.md |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 and SDL2_mixer. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from their respective websites, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source (including libogg/libvorbis/libvorbisfile).
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To generate the projects on Windows:
# Put your SDL2/SDL2_mixer folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.10\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.10\lib\x86\SDL2;C:\SDL2-2.0.10\lib\x86\SDL2main;C:\SDL2_mixer-2.0.4\lib\x86\SDL2_mixer"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main/SDL2_mixer to have .lib
at the end of them. The reason for this
inconsistency is unknown.
To generate everywhere else:
mkdir flibitBuild
cd flibitBuild
cmake ..
macOS may be fussy about the SDK version. How to fix this is up to the whims of however Apple wants to make CMAKE_OSX_SYSROOT annoying to configure and retain each time Xcode updates.
Including data.zip
You'll need the data.zip file from VVVVVV to actually run the game! It's available to download separately for free in the Make and Play edition of the game. Put this file next to your executable and the game should run.
This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details. (If you've got a project in mind that requires distributing this file, get in touch!)
A Word About Compiler Quirks
(Note: This section only applies to version 2.2 of the source code, which is the initial commit of this repository. Since then, much hard work has been put in to fix many undefined behaviors. If you're compiling the latest version of the source code, ignore this section.)
This engine is super fussy about optimization levels and runtime checks. In particular, the Windows version absolutely positively must be compiled in Debug mode, with /RTC enabled. If you build in Release mode, or have /RTC disabled, the game behaves dramatically different in ways that were never fully documented (bizarre softlocks, out-of-bounds issues that don't show up in tools like Valgrind, stuff like that). There are lots of things about this old code that could be cleaned up, polished, rewritten, and so on, but this is the one that will probably bite you the hardest when setting up your own build, regardless of platform.
We hope you'll enjoy messing with the source anyway!
Love, flibit