just a little insanium for y'all

This commit is contained in:
liquidex 2023-09-12 14:31:36 +02:00
parent 53208b8c7f
commit aed6c3f856
4 changed files with 119 additions and 0 deletions

View file

@ -1,3 +1,11 @@
% id = "programming/projects/stitchkit"
content.link = "programming/projects/stitchkit"
+ ### Stitchkit
% id = "programming/projects/muscript" % id = "programming/projects/muscript"
content.link = "programming/projects/muscript" content.link = "programming/projects/muscript"
+ ### MuScript + ### MuScript
% id = "programming/projects/yarnbox"
content.link = "programming/projects/yarnbox"
+ ### Yarnbox

View file

@ -135,3 +135,13 @@
% id = "01HA0GPJ8BBREEJCJRWPJJNR3N" % id = "01HA0GPJ8BBREEJCJRWPJJNR3N"
- once there are no more tasks in the queue, we're done compiling - once there are no more tasks in the queue, we're done compiling
% id = "01HA4KNTTGG3YX2GYFQ89M2V6Q"
+ ### insanium
% id = "01HA4KNTTG8M9B0M86Z1DRNBQY"
- section for incredibly wack ideas that will never work but fill my inner bit twiddle magician with joy
% id = "01HA4KNTTG08HQV1GYGKEBNY4E"
- also see [Stitchkit's insanium][branch:01HA4KNTTK4TCWTWQXDWPPEQE0]

View file

@ -0,0 +1,90 @@
% id = "01HA0GPJ8B0BZCTCDFZMDAW4W4"
- [repo][def:stitchkit/repo]
% id = "01HA4KNTTKQ3XXPMQ4BYEK7ASD"
- a heartwarmingly joyful to use modding toolkit for A Hat in Time
% id = "01HA4KNTTKP66JZQSJGSMH4DGJ"
+ ### philosophy
% id = "01HA4KNTTKEAKZHHQ7ST7WF80G"
+ better than vanilla
% id = "01HA4KNTTKYFC57JSX0E8B3P45"
- the experience of using Stitchkit should always be more pleasant than the vanilla modding tools
% id = "01HA4KNTTKBEC62498QK5S4FR4"
- if it's somehow worse, that's a bug
% id = "01HA4KNTTKMD2J4FW653CMADR7"
+ fix the problems, don't fear breakage
% id = "01HA4KNTTKG3YFJDC3E20WQQ2N"
- applies to [MuScript][branch:programming/projects/muscript] in particular - we are not afraid to make the language better, even if it breaks your code
% id = "01HA4KNTTK77FYN351SRRA9A2X"
+ if it ain't broke, don't fix it
% id = "01HA4KNTTK7P44BH53T2G7NPSW"
- while fixing issues is important, we want the modding tools to remain familiar to existing vanilla users.
% id = "01HA4KNTTK3E434W16S72WVYQC"
- for example the syntax of UnrealScript may be a bit dated, but it is perfectly readable without much reason to change it. no need to invent a new language.
% id = "01HA4KNTTKZ785HH49ACCJCVCH"
+ be helpful
% id = "01HA4KNTTK4ZYMRF7JHXM0X3GM"
- people who come to mod AHiT are often not professional programmers to put up with shitty tools that have overly cryptic error messages and terrible user experience across the board.
% id = "01HA4KNTTKCB8X790D4N1NR8QC"
- we want to help people fuel their imagination instead of hindering it
% id = "01HA4KNTTK4TCWTWQXDWPPEQE0"
+ ### insanium
% id = "01HA4KNTTK6V6WGVTG2FH84JQ5"
- section for absolutely insane ideas that will never work but fill my inner hackerman with joy
% id = "01HA4NZ9DAMZ90TS7SZA3F2A9F"
- organized from least insane to most insane
% id = "01HA4KNTTKNHFVJGB3DVVHA8NB"
- also see [MuScript's insanium][branch:01HA4KNTTGG3YX2GYFQ89M2V6Q]
% id = "01HA4KNTTKF0EGFMG2229Z9XKB"
- hot reloading scripts in the editor
% id = "01HA4KNTTK5VS9BR12H3M5CFXE"
- in theory if we control the editor process, we should be able to search the address space for various anchor points
% id = "01HA4NZ9DAWBD2KQW8YB8Z7WPZ"
- scripts can be up to 65536 bytes long - this might not seem like much, but bytecode is much more compact than text!
% id = "01HA4NZ9DARFC10P5AFT6J03E1"
- from my analyses when building [Yarnbox][branch:programing/projects/yarnbox], most chunks of bytecode don't exceed 4096 bytes
% id = "01HA4KNTTKW393XV8CPZSW2J7H"
- the engine loads your bytecode *mostly* verbatim, so we could include a recognizable signature at the end of every script
% id = "01HA4NZ9DADP5E842D1630NH19"
- I imagine we could use a short string of bytes that's unlikely to collide with anything yet fast to search for. probably 16 bytes (128 bits) would be enough but we can experiment
with less
% id = "01HA4NZ9DA4HADG7SFDTPKKJ11"
- I say it loads your code *mostly* verbatim because it actually parses the bytecode to translate archive object indices to
% id = "01HA4NZ9DAW2KEDX62E810PA03"
- since we can't reallocate memory, we'll have to always preallocate all 65536 bytes - but 64 KiB isn't that much in the first place,
% id = "01HA4NZ9DA1YJ949VCKME3HQXW"
- well not until you realize how many functions there are in the engine (I haven't counted.) but you can't modify those so no need to support this functionality there
% id = "01HA4NZ9DA9YKXHM4FDT5T1KBT"
- and the typical mod doesn't have that many functions (what, 200 maybe? that would be ~12.5 MiB of memory, which ain't much)
% id = "01HA4NZ9DAJWYBEZV2P1PYA4DW"
- the downside of this is that we could only modify the bytecode of functions.
% id = "01HA4NZ9DAKCW9PF0T4HKR2PX8"
- I imagine there could be some hacks we could do to trigger running arbitrary code inside the context of the editor, but I haven't thought those through yet fully

View file

@ -0,0 +1,11 @@
% id = "01HA4NZ9DC15Y3EQ0E3A4EKEJ2"
- [repo][def:abit/repo]
% id = "01HA4NZ9DCMH8A92GF8V3VEE93"
- part of the ABiT mod loader project
% id = "01HA4NZ9DCZH4DPQWB4QVKM7N9"
- which is now dead because Gears for Breakfast took away the game's debug symbols :cry:
% id = "01HA4NZ9DCAST8G6262A6YQA1D"
- dynamic bytecode patcher - it injects into your game, fiddles with the bytecode as it loads, and modifies existing code that way