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So, the codebase was kind of undecided about who is responsible for initializing the parameters passed to FILESYSTEM_loadFileToMemory() - is it the caller? Is it FILESYSTEM_loadFileToMemory()? Sometimes callers would initialize one variable but not the other, and it was always a toss-up whether or not FILESYSTEM_loadFileToMemory() would end up initializing everything in the end. All of this is to say that the game dereferences an uninitialized pointer if it can't load a sound effect. Which is bad. Now, I could either fix that single case, or fix every case. Judging by the title of this commit, you can infer that I decided to fix every case - fixing every case means not just all cases that currently exist (which, as far as I know, is only the sound effect one), but all cases that could exist in the future. So, FILESYSTEM_loadFileToMemory() is now guaranteed to initialize its parameters even if the file fails to be loaded. This is better than passing the responsibility to the caller anyway, because if the caller initialized it, then that would be wasted work if the file succeeds anyway because FILESYSTEM_loadFileToMemory() will overwrite it, and if the file fails to load, well that's when the variables get initialized anyway. |
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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).