80b9bcf0dd
I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit. |
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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