As you play through the game, the various in-universe crewmates chime in, offering each other supportive feedback about their levels. Afterwards, Vermilion nervously shows the crew something he’s been working on, which comprises the rest of the game. It turns out the crew are all budding game designers, and the first thing we do is play through a space station inspired level created by Violet. In his article on the game’s anniversary, Terry ironically noted that one of the elements that controlled the game’s logic was the huge switch from the Game::updatestate() function, responsible for a large number of different states of the game at the same time.“The crew throw a party for their famous mission’s 10th anniversary” – ġ0 years after their “famous mission”, the crew throw a reunion party to catch up and hang out and play some games together on Vitellary’s fancy new VR headset. It won’t change the program logic, but will help to get rid of redundant checks and dead code. He could have removed this check, as the execution flow won’t get to the expression “ return 0 ” anyway. The author decided to take this function seriously and just in case checked each variable again :) I wouldn’t say it’s a serious mistake, but it’s quite funny. The problem is that all four checks, performed in it, will always return true. void PLATFORM_migrateSaveData( char *output) Īll warnings relate to the last if statement. FileSystemUtils.cpp 307 #define MAX_PATH 260. V512 A call of the ‘sprintf’ function will lead to overflow of the buffer ‘fileSearch’. Point the gravity vector down and make yourself comfortable - we’re just about to start! Overview of Analyzer Warnings In this article, we’ll look at some interesting errors found by the PVS-Studio analyzer in the VVVVVV code, and take a detailed look at these errors. ![]() So when I heard about the opening of the VVVVVV source code, I just couldn’t get past it. Our readers get engaging articles on programming topics, and we get the opportunity to demonstrate the capabilities of PVS-Studio. For us, one of the best ways to do this is to write articles about checking open source projects. In addition to directly developing, we are also engaged in our product promotion. After all, every game has its own unique zest :)Īnyway, let’s go back to the source code, posted in honor of the game’s anniversary.Īt the moment, I’m a developer of the PVS-Studio, which is a static code analyzer for C, C++, C#, and Java. I have no idea how many times my character died then, but I’m sure the number of deaths is measured in the tens of hundreds. Eventually, I completely beat the game despite some challenges, like high complexity with skillfully applied game control, for instance - the main character can’t jump, but is able to invert the direction of the gravity vector on himself. As soon as I got out of the starting location, I found myself in a small but confusing and florid two-dimensional world full of unusual landscapes and pixel artifacts unknown to me. I didn’t know what was waiting for me at the time. I remember my first impressions: “Is that all? Just running around the square rooms?” I thought after a few minutes of playing. Oh, VVVVVV… I remember coming across it shortly after the release and being a big fan of pixel retro games, I was so excited to install it on my computer.
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