4570140a6a
This commit fixes a bug that also sometimes occurred in 2.2, where the teleporter sprite would randomly turn into a solid color and just be a solid circle with no detail. Why did this happen? The short answer is an incorrect lower bound when clamping the teleporter sprite index in `Graphics::drawtele()`. The long answer is bad RNG with the teleporter animation code. This commit fixes the short answer, because I do not want to mess with the long answer. So, here is what would happen: the teleporter's `tile` would be 6. The teleporter code decrements its `framedelay` each frame. Then when it reached a `framedelay` of 0, it would call `fRandom()` and essentially ask for a random number between 0 and 6. If the RNG ended up being greater than or equal to 4, then it would set its `walkingframe` to -5. At the end of the routine, the teleporter's `drawframe` ends up being its `tile` plus its `walkingframe`. So having a `walkingframe` of -5 here is fine, because its `tile` is 6. Until it isn't. When its `tile` becomes 2, it still keeps its `walkingframe` around. The code that runs when its `tile` is 2 does have the possibility of completely resetting its `walkingframe` to be in bounds (in bounds after its `tile` is added), but that only runs when its `framedelay` is 0, and in the meantime it'll just use the previous `walkingframe`. So you could have a `walkingframe` of -5, plus a `tile` of 2, which produces a `drawframe` of -3. Then `Graphics::drawtele()` will clamp that to 0, which just means it'll draw the teleporter backing, and the teleporter backing is a simple solid color, so the teleporter will end up being completely and fully solid. To fix this, I just made `Graphics::drawtele()` clamp to 1 on the lower bound, instead of 0. So if it ever gets passed a negative teleporter index, it'll just draw the normal teleporter sprite instead, which is better. |
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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