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Previously, turning glitchrunner mode on essentially locked you to emulating 2.0, and turning it off just meant normal 2.3 behavior. But what if you wanted 2.2 behavior instead? Well, that's what I had to ask when a TAS of mine would desync in 2.3 because of the two-frame delay fix (glitchrunner off), but would also desync because of 2.0 warp lines (glitchrunner on). What I've done is made it so there are three states to glitchrunner mode now: 2.0 (previously just the "on" state), 2.2 (previously a state you couldn't use), and "off". Furthermore, I made it an enum, so in case future versions of the game patch out more glitches, we can add them to the enum (and the only other thing we have to update is a lookup table in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner version. |
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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).