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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00
VVVVVV/desktop_version
Info Teddy e8fd134a43 Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.

Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.

The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.

As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).

I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.

While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.

Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 08:42:35 -05:00
..
src Fix X and Y coordinates getting reversed in editorclass::reset() 2020-01-23 08:42:35 -05:00
.gitignore Ignore .gch files 2020-01-12 22:34:50 -05:00
CMakeLists.txt Untested Haiku port? 2020-01-13 23:31:14 -05:00
CONTRIBUTORS.txt add myself to CONTRIBUTORS.txt (with LC_COLLATE=C ordering) 2020-01-16 09:48:58 -05:00
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