1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 23:48:30 +02:00
VVVVVV/desktop_version
Misa dd4100f752 Fix softlocks from mistimed trinket text skip
You can skip the "You have found a shiny trinket!" cutscene. The
conditions are that this can only be done in the main game, in the main
dimension (no Polar Dimension), the checkpoint that you last touched
must not be in the same room as the trinket, and you have to have
skipped the Comms Relay cutscene. To do the skip, you press R on the
exact frame (or previous frame, if input delay is enabled) that Viridian
touches the trinket. Then, the gamestate will be immediately set to 0
(because of the gotoroom) and the cutscene will be skipped.

Speedrunners of the main game, well, run the main game already, the
only trinket in the Polar Dimension is not one you want to do a death
warp at, and they have a habit of automatically skipping over the Comms
Relay cutscene because they press R at the beginning of the run when
Viridian teleports to Welcome Aboard, to warp back to the Ship and so
they can leave rescuing Violet for later.

So someone reported softlocking themselves by doing the trinket text
skip in 2.3. The softlock is because they're stuck in a state where
completestop is true but can't advance to a state that turns it off. How
does this happen? It's because they pressed R too late and interrupted
the gamestate sequence. In 2.2 and previous, if you're in the gamestate
sequence then you can't press R at all, but 2.3 removes this restriction
(on account of aiming to prevent softlocks). So only on the very first
frame can you death warp and interrupt the gamestate sequence before it
happens at all.

Anyways to fix this, just turn completestop off automatically if we're
in gamestate 0 and there's no script running.

This softlock was reported by Euni on the VVVVVV speedrunning Discord.
2021-04-10 21:47:23 -04:00
..
src Fix softlocks from mistimed trinket text skip 2021-04-10 21:47:23 -04:00
.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 Add deferred callbacks to game loop 2021-03-21 02:55:42 -04:00
CONTRIBUTORS.txt CONTRIBUTORS.txt: Update contact info 2021-04-09 22:39:33 -04:00
Dockerfile Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
README.md Add SDL2 version number to desktop_version/ README 2021-03-17 10:58:13 -04:00
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 -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

(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