96be0fc7a9
You're intended to rescue Violet first, and not second, third, or fourth, and especially not last. If you rescue her second, third, or fourth, your crewmate progress will be reset, but you won't be able to re-rescue them again. This is because Vitellary, Verdigris, Victoria, and Vermilion will be temporarily marked as rescued during the `bigopenworld` cutscene, so duplicate versions of them don't spawn during the cutscene, and then will be marked as missing later to undo it. This first issue can be trivially fixed by simply toggling flags to prevent duplicates of them from spawning during the cutscene instead of fiddling with their rescue statuses. However, there is still another issue. If you rescue Violet last, then you won't be warped to the Final Level, meaning you can't properly complete the game. This can be fixed by adding a `crewrescued() == 6` check to the Space Station 1 Level Complete cutscene. There is additionally a temporary unrescuing of Violet so she doesn't get duplicated during the `bigopenworld` cutscene, and I've had to move that to the start of the `bigopenworld` and `bigopenworldskip` scripts, otherwise the `crewrescued() == 6` check won't work properly. I haven't added hooks for Intermission 1 or 2 because you're not really meant to play the intermissions with Violet (but you probably could anyway, there'd just be no dialogue). Oh, and the pre-Final Level cutscene expects the player to already be hidden before it starts playing, but if you rescue Violet last the player is still visible, so I've fixed that. But there still ends up being two Violets, so I'll probably replace it with a special cutscene later that's not so nonsensical. |
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.. | ||
src | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
README.md |
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 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 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.10\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.10\lib\x86\SDL2;C:\SDL2-2.0.10\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.
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