VVVVVV/desktop_version
Misa 28df0148b1 Transfer adjust call to applyposition
This transfers the responsibility of the adjust() call to
applyposition().

This is because cutscene text boxes (TEXTTRANSLATE_CUTSCENE) will have
adjust() called, but all other text boxes won't. And I can't place the
adjust() call inside applyposition(), because adjust() also calls
applyposition(), and that leads to an infinite loop which leads to a
stack overflow, so I had to remove the applyposition() call from
adjust(), and replace the other existing call to
Graphics::textboxadjust() with Graphics::textboxapplyposition(), and
then remove Graphics::textboxadjust() function because it's no longer
used.
2024-02-02 18:57:24 -08:00
..
VVVVVV-android Android: Update `README.md` for Maven package 2023-11-14 17:29:34 -08:00
fonts Add support for GameCube glyphs. 2024-01-18 00:10:20 -05:00
lang added translation category support to ending credits also 2024-02-02 18:24:49 +01:00
src Transfer adjust call to applyposition 2024-02-02 18:57:24 -08:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Optimize recompilation from changing commit hash 2022-08-23 00:00:38 -07:00
CMakeLists.txt Add support for internal screenshots 2024-01-09 15:48:41 -08:00
CONTRIBUTORS.txt Added SnDream to contributors 2024-01-16 12:05:45 +01:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
README.md README: Add step for compiling 2024-01-22 00:18:20 -08:00
TRANSLATORS.txt added Ivan Lopes and Lucas Nunes to credits 2024-02-02 17:37:23 +01:00
fixupMac.sh Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
icon.ico Updated .ico 2021-09-03 15:57:16 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
version.cmake Fix %cs showing instead of commit date on Windows (or older git?) 2023-11-13 14:42:48 -08:00

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 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)

Since VVVVVV 2.4, git submodules are used for the third party libraries. After cloning, run git submodule update --init to set all of these up. You can also use this command whenever the submodules need to be updated.

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 build the Make and Play edition of the game, uncomment #define MAKEANDPLAY in MakeAndPlay.h.

To generate the projects on Windows:

# Put your SDL2 folders somewhere nice!
mkdir build
cd build
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"

Then to compile the game, open the solution and click Build.

For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.

To generate everywhere else:

mkdir build
cd build
cmake ..

Then to compile the game, type make.

Including data.zip

You'll need the data.zip file from VVVVVV to actually run the game! You can grab it from your copy of the game, or you can just download it for free from the Make and Play page. 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.