15319b9ed0
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. |
||
---|---|---|
.. | ||
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