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be sure not to lose your head

Stephen Thiebaud steviegt6

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be sure not to lose your head
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HoloCure is moving to YYC

Just to be clear: Kay Yu isn't trying to kill modding, this is all just a result of an otherwise beneficial change.

HoloCure, which is made in GameMaker, is moving from targeting the GameMaker virtual machine (VM) to the YoYo Compiler (YYC). This is a big deal.

VM? YYC?

HoloCure currently uses the VM target, which includes compiled bytecode[^1]. In the upcoming 0.6 update, Kay Yu has made the decision to switch to targeting YYC, which compiles GML to machine code (through means not important in this discussion).

@steviegt6
steviegt6 / ExtraAccSlots.patch
Last active April 11, 2023 19:18
ExtraAccSlots patch
diff --git a/ExtraAccSlotsOld/AccSlotConfig.cs b/ExtraAccSlots/AccSlotConfig.cs
index 8ba9f90..008fd53 100644
--- a/ExtraAccSlotsOld/AccSlotConfig.cs
+++ b/ExtraAccSlots/AccSlotConfig.cs
@@ -151,6 +151,124 @@ public class AccSlotConfig : ModConfig
[DefaultValue(true)]
[ReloadRequired]
public bool StardustToggle;
+
+ [Header("Calamity Boss Slots")]
@emidoots
emidoots / ramblings.md
Last active December 25, 2024 04:39
Because cross-compiling binaries for Windows is easier than building natively

Because cross-compiling binaries for Windows is easier than building natively

I want Microsoft to do better, want Windows to be a decent development platform-and yet, I constantly see Microsoft playing the open source game: advertising how open-source and developer friendly they are - only to crush developers under the heel of the corporate behemoth's boot.

The people who work at Microsoft are amazing, kind, talented individuals. This is aimed at the company's leadership, who I feel has on many occassions crushed myself and other developers under. It's a plea for help.

The source of truth for the 'open source' C#, C++, Rust, and other Windows SDKs is proprietary

You probably haven't heard of it before, but if you've ever used win32 API bindings in C#, C++, Rust, or other languages, odds are they were generated from a repository called microsoft/win32metadata.

@steviegt6
steviegt6 / irule_modding.md
Last active February 17, 2022 06:08
Notes on modding I.RULE (https://doctorhummer.itch.io/irule).

This information is up-to-date as of alpha release v0.1.6.0!

I.RULE

I.RULE is a PvZ/TBoI fan-game. It is a roguelike tower defense game with heavy PvZ elements, themed both artistically and content-wise around The Binding of Isaac.

Modding

I.RULE is a GameMaker (lmao L) game. It is packaged as an executable, but its content files (sounds, language file, and data.(win/whatever) files are written to a temporary folder when the game is open.

Obtaining Files

  1. Open I.RULE.
@steviegt6
steviegt6 / RateMyCode.cs
Created July 7, 2021 06:35
Some simple C# code I made. Please rate it out of 10 as I am still learning! Be sure to give feedback in the comments. :D
using sys = System;
using temp = TemporaryRedundants;
using myMod = SteviesModRedux;
using cecil = Mono.Cecil;
using monoMod = MonoMod;
using modLoader = Terraria.ModLoader;
namespace TemporaryRedundants
{
public class OverridenMethodAttribute : sys::Attribute
@azagniotov
azagniotov / beautiful.rest.api.docs.in.markdown.md
Last active December 8, 2025 01:27
Example to create beautiful REST API docs in Markdown, inspired by Swagger API docs.
@sindresorhus
sindresorhus / esm-package.md
Last active December 10, 2025 13:22
Pure ESM package

Pure ESM package

The package that linked you here is now pure ESM. It cannot be require()'d from CommonJS.

This means you have the following choices:

  1. Use ESM yourself. (preferred)
    Use import foo from 'foo' instead of const foo = require('foo') to import the package. You also need to put "type": "module" in your package.json and more. Follow the below guide.
  2. If the package is used in an async context, you could use await import(…) from CommonJS instead of require(…).
  3. Stay on the existing version of the package until you can move to ESM.
@mattatz
mattatz / Matrix.hlsl
Last active October 22, 2025 07:39
Matrix operations for HLSL
#ifndef __MATRIX_INCLUDED__
#define __MATRIX_INCLUDED__
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
float4x4 inverse(float4x4 m) {
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger ([email protected])
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no