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There are three different places where we call PHYSFS_openRead. This commit makes sure all of them print a statement upon failure along with the PhysFS reason for failure, and assigns the log level of each print as so: - FILESYSTEM_loadFileToMemory: Debug print (previously no print existed in the first place), because some files (such as font.txt) may or may not be needed, but if it isn't then no need to print and worry the user. The game will error anyway if a critical file like a graphics file is missing. - FILESYSTEM_loadBinaryBlob: Debug print (previously info print), because sometimes it's not needed, such as mmmmmm.vvv. I remember one user being worried that the game printed "Unable to open file mmmmmm.vvv" when it's not critical unlike vvvvvvmusic.vvv (and that file is assumed to exist if data.zip exists anyways). Though maybe we should move to loose-leaf files to save on memory usage (and so we don't have to use special tools to modify a binary blob)... - FILESYSTEM_loadZip: Error print. If we're calling this function, we really do expect the zip to be loaded, and if it fails because we can't open the file in the first place, then it would be good to know why. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).