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VVVVVV/desktop_version
Dav999-v 8c697487fd Remove old Spanish language files
These are from a fan translation that was originally made in 2020.
The files were kept around as a possible base for the future Spanish
translators, and now that a first version of the new Spanish
translation is being tested, it's time to remove this one. These files
are making it very annoying for me to test all the new translations and
then jump around between different commits (and they're already not in
the round 2 translator pack).

Actually, this won't really help with the jumping around different
commits part... But the sooner it's removed, the less confusing it will
be when different versions of the language pack are floating around and
the latest version needs to be added, and the less "Changes not staged
for commit" problems you'll get when testing the new language packs.
(Or two different españols being on the language screen)
2023-03-03 18:07:17 -08:00
..
fonts Update fonts/README.txt for button glyphs 2023-02-20 17:00:06 -08:00
lang Remove old Spanish language files 2023-03-03 18:07:17 -08:00
src Destroy gameScreen after all other graphics are destroyed 2023-03-03 16:46:15 -08:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Optimize recompilation from changing commit hash 2022-08-23 00:00:38 -07:00
CMakeLists.txt Update BUNDLE_DEPENDENCIES description with removal of UTF-CPP 2023-03-01 22:58:15 -08:00
CONTRIBUTORS.txt Add iliana etaoin to contributor list 2023-02-21 12:27:50 -08:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
fixupMac.sh Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
icon.ico Updated .ico 2021-09-03 15:57:16 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
README.md Clarify submodules in desktop_version/README.md 2022-10-16 09:56:34 -07:00
version.cmake Add branch name to interim version information 2023-01-07 19:18:28 -08:00

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