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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-27 23:18:30 +02:00
VVVVVV/desktop_version
Misa 474cdc092e Use levelDirError for graphics errors too
This will actually do several things:

(1) Make the tile size checks apply to the appropriate graphics files
    once again.
(2) Make the game print a fallback error message if the error message
    hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
    width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.

It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.

In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.

I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.

And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.

Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
2023-05-17 17:11:26 -07:00
..
fonts Update font.png 2023-03-15 17:29:55 -07:00
lang Use levelDirError for graphics errors too 2023-05-17 17:11:26 -07:00
src Use levelDirError for graphics errors too 2023-05-17 17:11:26 -07:00
.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 Remove UTF8-CPP from non-bundled dependencies 2023-05-15 16:26:31 -07:00
CONTRIBUTORS.txt Add iliana etaoin to contributor list 2023-02-21 12:27:50 -08:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
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
README.md Clarify submodules in desktop_version/README.md 2022-10-16 09:56:34 -07:00
version.cmake Add branch name to interim version information 2023-01-07 19:18:28 -08:00

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 generate the projects on Windows:

# Put your SDL2 folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
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"

Note that on some systems, the SDL2_LIBRARIES list on Windows may need SDL2/SDL2main to have .lib at the end of them. The reason for this inconsistency is unknown.

Also note that if you're using a Visual Studio later than 2010, you will need to change the -G string accordingly; otherwise you will get a weird cryptic error. Refer to the list below:

  • VS 2012: "Visual Studio 11 2012"
  • VS 2013: "Visual Studio 12 2013"
  • VS 2015: "Visual Studio 14 2015"
  • VS 2017: "Visual Studio 15 2017"
  • VS 2019: "Visual Studio 16 2019"
  • VS 2022: "Visual Studio 17 2022"

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