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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-29 07:58:30 +02:00
VVVVVV/desktop_version
Misa b50ca5b9e6 Don't redraw tower background in descending towers
Looks like this was done as a quick fix instead of taking the time to
figure out the math needed to actually draw the incoming textures, which
is fair enough - it only makes one room, Panic Room, slightly laggier.

While I was working on my over-30-FPS patch, though, I came across the
fact that this background kept getting entirely redrawn every frame, and
it seems like it would be easier to interpolate descending tower
backgrounds if we scrolled what was already there instead.

Here, we have to draw two rows of incoming textures, otherwise the
scrolling surface will produce black lines.
2020-04-29 18:08:13 -04:00
..
src Don't redraw tower background in descending towers 2020-04-29 18:08:13 -04:00
.gitignore Ignore .gch files 2020-01-12 22:34:50 -05:00
CMakeLists.txt Check for GCC7 for implicit-fallthrough support 2020-04-23 15:32:34 -04:00
CONTRIBUTORS.txt Fix build on DragonFlyBSD 2020-04-23 23:35:33 -04:00
README.md macOS builds also require self-built Vorbisfile 2020-01-14 10:16:15 -05:00

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

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