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Misa 2e03f2b03d Re-add temporary allocation in BlitSurfaceTransform
Unfortunately there needs to be an intermediate surface for proper alpha
color blending to happen via SDL_BlitSurface. The exact SDL blending
logic seems complicated and unclear for me to implement at the moment,
and my attempts kind of failed, so this is just a stopgap measure to at
least get the game rendering how it was before I screwed it up.
2023-01-04 15:33:56 -08:00
.github Update SDL to 2.24.0 in Windows CI 2022-08-22 23:47:49 -07:00
desktop_version Re-add temporary allocation in BlitSurfaceTransform 2023-01-04 15:33:56 -08:00
mobile_version Update mobile version to mobile v2.2.1 2022-12-02 18:19:58 +01:00
third_party Add c-hashmap submodule (not compiled yet) 2022-12-31 20:04:56 -08:00
tools Adding original mapping tools for the sake of completeness 2020-01-12 19:49:24 +01:00
.gitattributes fix actionscript misclassified as angelscript 2020-01-12 15:18:45 -05:00
.gitmodules Add c-hashmap submodule (not compiled yet) 2022-12-31 20:04:56 -08:00
License exceptions.md Update license exceptions last updated date 2021-08-24 09:10:23 -07:00
LICENSE.md Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
README.md Update README.md 2020-01-10 17:45:29 +01:00

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

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).