91b63e7f88
In the main game, if you press R during the trinket collection prompt after collecting a trinket, AND you have never entered Comms Relay, and you respawn in a different room, the trinket collection gamestate will be interrupted, but you will still be left with the advance text prompt, cutscene bars, and muted music. The previous workaround to fix the music would be to mute and then unmute the game, but due to the new music changes, this workaround (which in and of itself is a bug) no longer works. Instead, the music would have to be restarted by going into another zone on the map. Having an advance text prompt outside of a cutscene results in the player being unable to flip, but they can still move around left and right. Speedrunners previously used the no-Comms-Relay interrupting behavior to skip certain trinket collection prompts entirely with a frame-perfect R press, so I can't patch that out. Having an advance text prompt outside of a cutscene is (ab)used in custom levels to intentionally prevent the player from flipping, and furthermore, it's also used in credits warp runs of the main game to increment the gamestate; so I cannot patch that out. The ability to press R everywhere even during cutscenes was added for good reason - to make it less likely that a softlock can happen - so I don't want to revert it. But I still think this is worth fixing because previously, the punishment for missing the frame-perfect window late was simply not skipping the trinket prompt (since the R-press would be ignored), but now the punishment is basically having to reset because of the advance text prompt. I would usually handle this in gamestate 0, but awful custom levels might want to intentionally interrupt the gamestate to do, I don't know, something. No level does that so far, but I'd like to do the least invasive thing. So what I've done is made it so the effects of interruption are undone if you press R and the gamestate is interrupted. This is handled in mapclass::resetplayer(). |
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.. | ||
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 2.0.14+ and SDL2_mixer. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from their respective websites, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source (including libogg/libvorbis/libvorbisfile).
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/SDL2_mixer folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.14\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.14\lib\x86\SDL2;C:\SDL2-2.0.14\lib\x86\SDL2main;C:\SDL2_mixer-2.0.4\lib\x86\SDL2_mixer"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main/SDL2_mixer 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