mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
67 lines
2.8 KiB
Markdown
67 lines
2.8 KiB
Markdown
How to Build
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------------
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VVVVVV's official desktop versions are built with the following environments:
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- Windows: Visual Studio 2010
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- macOS: Xcode CLT, currently targeting 10.9 SDK
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- GNU/Linux: CentOS 7
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The engine depends solely on [SDL2](https://libsdl.org/) and
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[SDL2_mixer](https://www.libsdl.org/projects/SDL_mixer/). All other dependencies
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are statically linked into the engine. The development libraries for Windows can
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be downloaded from their respective websites, Linux and macOS developers should
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compile and install from source.
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Steamworks support is included and the DLL is loaded dynamically, you do not
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need the SDK headers and there is no special Steam or non-Steam version. The
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current implementation has been tested with Steamworks SDK v1.46.
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To generate the projects on Windows:
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```
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# Put your SDL2/SDL2_mixer folders somewhere nice!
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mkdir flibitBuild
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cd flibitBuild
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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"
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```
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To generate everywhere else:
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```
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mkdir flibitBuild
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cd flibitBuild
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cmake ..
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```
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macOS may be fussy about the SDK version. How to fix this is up to the whims of
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however Apple wants to make CMAKE_OSX_SYSROOT annoying to configure and retain
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each time Xcode updates.
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Including data.zip
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------------
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You'll need the data.zip file from VVVVVV to actually run the game! It's
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available to download separately for free in the
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[Make and Play](http://distractionware.com/blog/category/vvvvvv-make-and-play/)
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edition of the game. Put this file next to your executable and the game should
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run.
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This is intended for personal use only - our license doesn't allow you to
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actually distribute this data.zip file with your own forks without getting
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permission from us first. See [LICENSE.md](../LICENSE.md) for more details. (If
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you've got a project in mind that requires distributing this
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file, [get in touch](http://distractionware.com/email/)!)
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A Word About Compiler Quirks
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----------------------------
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This engine is _super_ fussy about optimization levels and runtime checks. In
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particular, the Windows version _absolutely positively must_ be compiled in
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Debug mode, with /RTC enabled. If you build in Release mode, or have /RTC
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disabled, the game behaves dramatically different in ways that were never fully
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documented (bizarre softlocks, out-of-bounds issues that don't show up in tools
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like Valgrind, stuff like that). There are lots of things about this old code
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that could be cleaned up, polished, rewritten, and so on, but this is the one
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that will probably bite you the hardest when setting up your own build,
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regardless of platform.
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We hope you'll enjoy messing with the source anyway!
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Love, flibit
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