mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-13 06:29:41 +01:00
2d6b2e685b
VVVVVV uses submodules now, so you need to know how to initialize them. I'm explicitly not including `git clone --recurse-submodules`. Usage of submodules in git projects is kinda rare in my experience, so people are used to doing simple clones, and that instruction would just result in people being annoyed thinking they have to delete the repo they already cloned, and clone it again except slightly differently. It also doesn't help you if you need submodules that aren't in the master branch (for example, if you clone my fork recursively and then checkout the localization branch, you won't have C-HashMap and you'll need the update command anyway). And you also need it whenever VVVVVV updates its submodules. So teaching people just the update command is better.
94 lines
4 KiB
Markdown
94 lines
4 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/) 2.24.0+. 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 SDL's website, Linux developers can find the dev libraries from their
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respective repositories, and macOS developers should compile and install from source.
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(If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then
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[see here](https://github.com/TerryCavanagh/VVVVVV/issues/618#issuecomment-968338212)
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for workarounds.)
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Since VVVVVV 2.4, git submodules are used for the
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[third party libraries](https://github.com/TerryCavanagh/VVVVVV/tree/master/third_party).
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After cloning, run `git submodule update --init` to set all of these up.
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You can also use this command whenever the submodules need to be updated.
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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 folders somewhere nice!
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mkdir flibitBuild
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cd flibitBuild
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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"
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```
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Note that on some systems, the `SDL2_LIBRARIES` list on Windows may need
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SDL2/SDL2main to have `.lib` at the end of them. The reason for this
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inconsistency is unknown.
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Also note that if you're using a Visual Studio later than 2010, you will need to
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change the `-G` string accordingly; otherwise you will get a weird cryptic
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error. Refer to the list below:
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- VS 2012: `"Visual Studio 11 2012"`
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- VS 2013: `"Visual Studio 12 2013"`
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- VS 2015: `"Visual Studio 14 2015"`
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- VS 2017: `"Visual Studio 15 2017"`
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- VS 2019: `"Visual Studio 16 2019"`
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- VS 2022: `"Visual Studio 17 2022"`
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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](https://thelettervsixtim.es/makeandplay/)
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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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_(Note: This section only applies to version 2.2 of the source code, which is
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the initial commit of this repository. Since then, much hard work has been put
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in to fix many undefined behaviors. If you're compiling the latest version of
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the source code, ignore this section.)_
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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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