a7ae3e0fb0
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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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