cf4511f5d1
This option is enabled by default and will replace absolute paths of all source directory file paths with relative paths in the compiled binary, if the compiler supports it. Of course, this isn't needed if you compile with all paths removed anyways (e.g. in Release mode). The purpose is to help make builds reproducible and to remove any potentially sensitive information about the user or the user's system from the compiled binary. Both Clang and GCC support -fdebug-prefix-map, -fmacro-prefix-map, and -ffile-prefix-map. In particular, -ffile-prefix-map is just a flag that does both -fdebug-prefix-map and -fmacro-prefix-map. According to https://reproducible-builds.org/docs/build-path/ , -fdebug-prefix-map is available in all GCC versions but only available starting from Clang 3.8, and -fmacro-prefix-map and -ffile-prefix-map are available since GCC 8 and Clang 10. So we check the compiler version and use the available flags depending on if the compiler supports it or not. This does make debugging a bit more annoying, but there are a couple ways to rectify this. Either disable it with -DREMOVE_ABSOLUTE_PATHS=OFF, or add a `.gdbinit` that consists of set substitute-path . ../.. so that `.` is considered to be `../..`. Of course, if you need to, replace `../..` with the actual source directory path (in my case it's `../../..` because I place my build folders in another subdirectory to have multiple build folders in one directory). This doesn't need to be a global `.gdbinit`, it can be in a directory-specific `.gdbinit` (similar to how `.gitignore`s can also be directory-specific). But then you need to add `add-auto-load-safe-path` to your `.gdbinit` to load any directory-specific `.gdbinit`s. The above is for GDB; I don't know what (if anything) needs to be done for LLDB; I don't use LLDB. Fixes #889. |
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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 2.0.22+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)
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 folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.22\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.22\lib\x86\SDL2;C:\SDL2-2.0.22\lib\x86\SDL2main"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main 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