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So, I ended up breaking supercrewmate spawning with that roomchange refactor. However, upon investigating how to fix it, I was running into a weird interpolation issue due to scmmoveme, as well as the companion spawning in the ground in "Very Good". And I was wondering why I or no one else ended up running into them. Well, as it turns out, scmmoveme ends up doing absolutely nothing. There are only two instances where scmmoveme is used. The first is if you respawn in "Very Good", and somehow have your scmprogress set to that room. But that's impossible, because whenever you respawn, your scmprogress is always set to the one after the room you respawn in. Even if you respawned in the room previous to "Very Good" (which is "Don't Get Ahead of Yourself!"), it still wouldn't work, since the logic always kicks in when a gotoroom happens, and not only when a supercrewmate is actually spawned. Since the scmprogress doesn't match, that case never gets triggered, and we get to the second time scmmoveme is used, which is in the catch-all case that always executes. This second instance... also does nothing, because since we just respawned, and our scmprogress got set to the room ahead of us, there is no supercrewmate on screen. Then getscm() returns 0, and the player is always indice 0, so the only thing we end up doing is setting the player's x-position to their own x-position. Brilliant. Anyway, this code results in interpolation issues and the supercrewmate spawning in the ground on "Very Good" if you die, when my fix is applied, because my fix moves this logic around to a different frame order, and that actually ends up making scmmoveme no longer dead code. So to recap: we have dead code, which looks like it does something, but doesn't. But if you move it around in a certain way, it ends up having harmful effects. One of the joys of working on this game... It's also hilarious that it gets saved to the save file. Why? The only time this variable is true, it is for literally less than a frame, because it always gets set to false, because you always respawn using a gotoroom whenever the supercrewmate dies, because you never respawn in the same room as a supercrewmate, because Intermission 1 was deliberately designed that way (else you'd keep continually dying since the supercrewmate wouldn't move out of the way). |
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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).