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So you get a trophy and achievement for completing the game in Flip Mode. Which begs the question, how does the game know that you've played through the game in Flip Mode the entire way, and haven't switched it off at any point? It looks like if you play normally all the way up until the checkpoint in V, and then turn on Flip Mode, the game won't give you the trophy. What gives? Well, actually, what happens is that every time you press Enter on a teleporter, the game will set flag 73 to true if you're NOT in Flip Mode. Then when Game Complete runs, the game will check if flag 73 is off, and then give you the achievement and trophy accordingly. However, what this means is that you could just save your game before pressing Enter on a teleporter, then quit and go into options, turn on Flip Mode, use the teleporter, then save your game (it's automatically saved since you just used a teleporter), quit and go into options, and turn it off. Then you'd get the Flip Mode trophy even though you haven't actually played the entire game in Flip Mode. Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode, so you don't even have to quit to circumvent this detection. To fix both of these exploits, I moved the turning on of flag 73 to starting a new game, loading a quicksave, and loading a telesave (cases 0, 1, and 2 respectively in scriptclass::startgamemode()). I also added a Flip Mode check to the routine that runs whenever you exit an options menu back to the pause menu, so you can't circumvent the detection that way, either. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).