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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00
VVVVVV/desktop_version
Misa 510ec07021 Re-fix resumemusic/musicfadein once again
So it looks like facb079b35 (PR #316) had
a few issues.

The SDL performance counter doesn't really work that well. Testing
reveals that unfocusing and focusing the game again results in
the resumemusic() script command resuming the track at the wrong time.
Even when not unfocusing the game at all, stopping a track and resuming
it resumes it at the wrong time. (Only disabling the unfocus pause fixes
this.)

Furthermore, there's also the fact that the SDL performance counter
keeps incrementing when the game is paused under GDB. So... yeah.

Instead of dealing with the SDL performance counter, I'm just going to
pause and resume the music directly (so the stopmusic() script command
just pauses the music instead). As a result, we no longer can keep
constantly calling Mix_PauseMusic() or Mix_ResumeMusic() when focused or
unfocused, so I've moved those calls to happen directly when the
relevant SDL events are received (the constant calls were originally in
VCE, and whoever added them (I'm pretty sure it was Leo) was not the
sharpest tool in the shed...).

And we are going to switch over to using our own fade system instead of
the SDL mixer fade system. In fact, we were already using our own fade
system for fadeins after collecting a trinket or a custom level
crewmate, but we were still using the mixer system for the rest. This is
an inconsistency that I am glad to correct, so we're also doing our own
fadeouts now.

There is, however, an issue with the fade system where the length it
goes for is inaccurate, because it's based on a volume-per-frame second
calculation that gets truncated. But that's an issue to fix later - at
least what I'm doing right now makes resumemusic() and musicfadein()
work better than before.
2021-04-02 16:13:54 -04:00
..
src Re-fix resumemusic/musicfadein once again 2021-04-02 16:13:54 -04:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Don't recompile all files when the commit hash is changed 2020-12-25 20:17:01 -05:00
CMakeLists.txt Add deferred callbacks to game loop 2021-03-21 02:55:42 -04:00
CONTRIBUTORS.txt Fix entities in the Warp Zone's gray tileset not being gray in the editor (#480) 2020-09-25 13:35:03 -04:00
Dockerfile Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
README.md Add SDL2 version number to desktop_version/ README 2021-03-17 10:58:13 -04:00
version.cmake Update commit hash every time it changes, not just when CMake is re-ran 2020-12-26 00:15:47 -05:00

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 2.0.14+ 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