4e0484553d
It turns out, despite the game attempting to prevent you from using invincibility or slowdown in the Super Gravitron by simply preventing you from entering the Secret Lab from the menu, it's still possible to enter the Super Gravitron with it anyways. Just have invincibility or slowdown (or both!) enabled, enter the game normally, and talk to Victoria when you have 20 trinkets, to start the epilogue cutscene. Yeah, that's a pretty big gaping hole right there... It's also possible to do a trick that speedrunners use called telejumping to the Secret Lab to bypass the invincibility/slowdown check, too. So rather than single-case patch both of these, I'm going to fix it as generally as possible, by moving the invincibility/slowdown check to the gamestate that starts the Super Gravitron, gamestate 9. If you have invincibility/slowdown enabled, you immediately get sent back to the Secret Lab. However, this check is ignored in custom levels, because custom levels may want to use the Super Gravitron and let players have invincibility/slowdown while doing so (and there are in fact custom levels out in the wild that use the Super Gravitron; it was like one of the first things done when people discovered internal scripting). No message pops up when the game sends you back to the Secret Lab, but no message popped up when the Secret Lab menu option was disabled previously in the first place, so I haven't made anything WORSE, per se. A nice effect of this is that you can have invincibility/slowdown enabled and still be able to go to the Secret Lab from the menu. This is useful if you just want to check your trophies and leave, without having to go out of your way to disable invincibility/slowdown just to go inside. |
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src | ||
.dockerignore | ||
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CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
README.md | ||
version.cmake |
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 2.0.14+ 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