57dca99a4e
So, earlier in the development of 2.0, Simon Roth (I presume) encountered a problem: Oh no, all my backgrounds aren't appearing! And this is because my foregroundBuffer, which contains all the drawn tiles, is drawing complete black over it! So he had a solution that seems ingenius, but is actually really really hacky and super 100% NOT the proper solution. Just, take the foregroundBuffer, iterate over each pixel, and DON'T draw any pixel that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw this pixel". It is called a 'key'. Unfortunately, this causes a bug where translucent pixels on tiles (pixels between 0% and 100% opacity) didn't get drawn correctly. They would be drawn against this weird blue color. Now, in #103, I came across this weird constant and decided "hey, this looks awfully like that weird blue color I came across, maybe if I set it to 0x00000000, i.e. complete and transparent black, the issue will be fixed". And it DID appear to be fixed. However, I didn't look too closely, nor did I test it that much, and all that ended up doing was drawing the pixels against black, which more subtly disguised the problem with translucent pixels. So, after some investigation, I noticed that BlitSurfaceColoured() was drawing translucent pixels just fine. And I thought at the time that there was something wrong with BlitSurfaceStandard(), or something. Further along later I realized that all drawn tiles were passing through this weird OverlaySurfaceKeyed() function. And removing it in favor of a straight SDL_BlitSurface() produced the bug I mentioned above: Oh no, all the backgrounds don't show up, because my foregroundBuffer is drawing pure black over them! Well... just... set the proper blend mode for foregroundBuffer. It should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE. Then you don't have to worry about your transparency at all. If you did it right, you won't have to resort this hacky color-keying business. *sigh* |
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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