This reverts only a part off196fcd896- as the original commit author did not do their changes atomically, they also squashed in a de-duplication within the same commit. So I'm only reverting the part of the commit that wasn't the de-duplication, which is simply the changes to the music.fadeout() calls. This is being (partially) reverted for several reasons: 1. It's not the correct behavior. What this does instead is persist the track through after you restart the time trial, instead of fading it out, then restarting it again. This is in contrast to behavior in 2.2, and I see no reason to not keep the same behavior. 2. It's a single-case patch. The time trials are not the only time in the game a music track could fade out and then be restarted with the same track - custom levels could do the same thing too. Instead of fixing only one case, we should strive to fix EVERY case. The original commit author (trelbutate) also didn't write anything in the commit description off196fcd896. What you should write in the commit description is things like rationale, analysis, and other good information that would be useful to anyone looking at your commit to understand why you did what you did. Having no commit description leaves readers in the dark as to why you did what you did. Thus, I don't know why trelbutate went with this solution, or if they knew that it was only a single-case patching, or if they knew that it wasn't 2.2 behavior. By not writing the commit description, they miss a chance for reflection; speaking from personal experience, I myself have gone back and improved my commits countless times because I wrote commit descriptions for every single one of them, and sometimes whenever I write them, I think to myself "hang on a minute, that doesn't sound quite right" and end up finding improvements. If trelbutate wrote a commit description, they might have realized that it wasn't 2.2 behavior, and gone back and fixed up their commit to be correct. As it stands, though, they didn't have to think about it in the first place because they never bothered to write a commit description.
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