795bdf886b
I wanted to not complicate the system with different string cases (like cgettext) if possible, and I have been able to keep the main strings a simple English=Translation mapping thus far, but apparently strings like "Rescued!" (which are one string in English), have to be translated for the correct gender in some languages. So this was a good time to add support for string cases anyway. It's a number that can be given to a string to specify the specific case it's used, to disambiguate identical English keys. In the case of "Rescued!" and "Missing...", male versions of the string are case 1, female versions are case 2, and Viridian being missing is case 3. Of course, if a language doesn't need to use different variants, it can simply fill in the same string for the different cases. If any other string needs to switch to different cases: distinguish them in the English strings.xml with the case="N" attribute (N=1 and higher), sync language files from the translator menu (existing translations for the uncased string will simply be copied to all cases) and change loc::gettext("...") to loc::gettext_case("...", 1), loc::gettext_case("...", 2), etc. |
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.. | ||
fonts | ||
lang | ||
src | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
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 2.24.0+. 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