This patch fixes a regression caused by commit6b1a7ebce6. When you spawn a crewmate with an invalid color, by doing something like `createentity(100,100,18,-1,0)` (here the color is -1, which is invalid), a white crewmate with the color of solid white (255, 255, 255) would appear. That is, until AllyTally came along and committed commit6b1a7ebce6(Make "[Press ENTER to return to editor]" fade out after a bit) (PR #158). Then after that commit, it would seem like the crewmate didn't appear, but in reality they were just invisible, because they had an invisible color. As part of Ally's changes, to properly support drawing text with a certain amount of alpha, she made BlitSurfaceColoured() account for the alpha of the color given instead of only caring about the RGB of the color, discarding the alpha, and using the alpha of the surface it was drawing instead. This effectively made it so the alpha of whatever it was drawing would be 255 all the time, except for if you had custom textures and your custom textures had translucent pixels. However, the default color set by Graphics::setcol() if you didn't provide a valid color index was 0xFFFFFF. Which is only (255, 255, 255) but ends up having an alpha value of 0 (because it's actually 0x00FFFFFF). And all colors drawn with alpha 0 end up being drawn with alpha 0 after6b1a7ebce6. So invalid-colored entities will end up being invisible. To fix this, I just decided to add alpha to the default value instead. In addition, I used getRGB() to be consistent with all the other colors in the function.
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
(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