dd4100f752
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. |
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src | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
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 -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