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VVVVVV/desktop_version
Misa cc3dc8d329 Don't go back to main menu when deleting main game save data
Going back to the main menu allowed for glitchiness to occur if you
deleted your save data while in in-game options. This meant you could
then load back in to the game, and then quit to the menu, then open the
options and then jump back in-game, exploring the state of the game
after hardreset() had been called on it. Which is: pretty glitchy.

For example, this meant having your room coordinates be 0,0 (which is
different from 100,100, which is the actual 0,0, thanks for the
100-indexing Terry), which caused some of the room transitions to be
disabled because room transitions were disabled if the
game.door_up/down/left/right variables were -2 or less, and they were
computed based on room coordinates, which meant some of them went
negative if you were 0,0 and not 100,100. At least this was the case
until I removed those variables for, at best, doing nothing, and at
worst, being actively harmful.

Anyways, so deleting your save data now just takes you back to the
previous menu, much like deleting custom level data does. I don't know
why deleting save data put you back on the main menu in the first place.
It's not like the options menu needed to be reloaded or anything. I
checked and this was the behavior in 2.0 as well, so it was probably
added for a dumb reason.

I considered prohibiting data deletion if you were ingame_titlemode, but
as of the moment it seems to be okay (if albeit weird, e.g. returning to
menu while in Secret Lab doesn't place your cursor on the "play"
button), and I can always add such a prohibition later if it was really
causing problems. Can't think of anything bad off of the top of my head,
though.

Btw thanks to Elomavi for discovering that you could do this glitch.
2021-12-21 23:58:22 -08:00
..
src Don't go back to main menu when deleting main game save data 2021-12-21 23:58:22 -08:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Don't recompile all files when the commit hash is changed 2020-12-25 20:17:01 -05:00
CMakeLists.txt Embedded .ico 2021-08-28 11:21:49 -04:00
CONTRIBUTORS.txt Update comments about contributor ordering 2021-08-24 09:42:23 -07:00
Dockerfile Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
fixupMac.sh Added my quick script to fixup Mac dylib paths 2021-09-01 12:08:12 -04:00
icon.ico Updated .ico 2021-09-03 15:57:30 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
README.md Add -A Win32 flag to README 2021-08-26 13:29:05 -07:00
version.cmake Update commit hash every time it changes, not just when CMake is re-ran 2020-12-26 00:15:47 -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 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