09e15db878
There's a bug in the cutscene that plays if your companion is Vitellary in the room "Now Stay Close To Me...". The relevant gamestate is gamestate 43, which for Vitellary calls the script `int1yellow_4`. When Vitellary says the text box "That big... C thing! I wonder what it does?", Terry intended for Vitellary to change his facing direction to the left, as you can see with the command `changedir(yellow,0)` in the original scripting. `changedir()` just changes the `dir` attribute of an entity, and a `dir` of 0 means face left and a `dir` of 1 means face right. Then when Vitellary says "Maybe we should take it back to the ship to study it?", Terry intended for him to face rightwards once again, as indicated by the `changedir(yellow,1)` command. Unfortunately, what happens instead is that when Vitellary says the first text box ("That big... C thing! I wonder what it does?"), he turns left for precisely one frame, and then afterwards goes back to facing right. Then the second text box comes around, but he's already facing right. How come? Well, the problem here is that Vitellary's AI for "follow Viridian" is overriding his `dir` attribute. Vitellary's AI says "get close to Viridian", but Vitellary is already close enough to them that he stays put. However, he still turns to face them as part of that AI. To fix that, we need to put him in the AI mode that specifically says to face left, with the command `changeai(yellow,faceleft)`. That way, he no longer has the AI mode of following Viridian, and he will actually look left for the intended duration instead of only looking left for one frame. But then we have another problem. When the cutscene ends, Vitellary no longer follows Viridian. I mean it makes sense - we just placed him in "only face left" mode, not "follow Viridian" mode! And this is not merely a visual problem, because Vitellary is a supercrewmate and the game won't let the player walk off the screen if Vitellary isn't offscreen yet. To fix THAT issue, we'll need to put Vitellary back in "follow Viridian" mode. It turns out that the `changeai()` command was more intended for scripting crewmates (entity type 12), NOT supercrewmates (entity type 14). As such, the command assumes that you'll want state numbers that apply to entity type 12, such as 10, 11, 12, 13, and 14, even though the only one that applies to entity type 14 is state 0, and every other state number just makes it so that the entity doesn't move an inch. And specifying faceleft/faceright is just state number 17. Luckily, we can still pass the raw state number to `changeai()`, we don't have to use its intended names. So I do a `changeai(yellow,0)` to set Vitellary's state number back to 0 when it comes time to make him face right again. As a bonus, I added comments to the changed lines. This is a semi-obtuse method of scripting, so it's always good to clarify. |
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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