Jgottula's Convenience Links Etc
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TODO
- Update/adjust/add quick links for wiki changes since last I was active here (around release 2.2)
- Update/modify/adapt/rename custom CSS and JS for newer, shittier Fandom (yay)
External
Quick Links
- FFFatal Falls get with the times dude
- FFUpdate 2.2 get with the times dude
- Biomes Map || Biomes
- BSC
- Enemies || Elites | Starred
- Bosses || Concierge | Conjunctivius | Mama Tick || Time Keeper | Giant | Scarecrow || HOTK || Collector
- Gear || Level/Quality/Power | Colorless/Legendary | Value/Recycling | Affixes
- Mutations || Brutality | Tactics | Survival | Colorless
- Blueprints | Upgrades
- Mechanics | Status Effects | Curse | Malaise
- Stats
- Timed and Perfect Doors
- Pickups | Objects
- Outfits
- Challenge Rift
- Shops
- Hunter's Grenade | Blueprint Extractor
- Custom Mode
- Lore
- Daily Run || Mechanics | Points
- Achievements
- Patch Notes | Alpha Branch remove?
- Dead Cells Wiki:Community portal
- Dead Cells Wiki:Admin noticeboard
- Special:WikiPoints/monthly
- Special:CargoTables
- Special:RecentChanges
- Special:Watchlist
- Special:Version
- Category:Wiki maintenance
- fdcommunity:Help:CSS_and_JS_pages
- MediaWiki:Common.css
- MediaWiki:Common.js
- MediaWiki:Fandomdesktop.css
- MediaWiki:Fandomdesktop.js
My User Pages
- User:Jgottula/Biomes Map update/modify/remove as appropriate
- User:Jgottula/common.css update/migrate for newer/shittier Fandom shit >:[
- User:Jgottula/common.js update/migrate for newer/shittier Fandom shit >:[
- User:Jgottula/fandomdesktop.css update/migrate for newer/shittier Fandom shit >:[
- User:Jgottula/fandomdesktop.js update/migrate for newer/shittier Fandom shit >:[
- User:Jgottula/fandommobile.css create?
- User:Jgottula/fandommobile.js create?
In Progress
- Talk:Curse: Testing additional possible exceptions to curse OHK mechanic (mostly force field stuff)
Wiki Bugs
TODO: check if these things are at all un-fucked in the latest Fandom/UCP or whatever (highly doubt it... also, hey overlords, when the fuck are you going to release the goddamn source code for UCP, huh? cowards...)
- Images displayed at original resolution are given width resize URLs and are therefore processed (1:1 rescaled) by the MW backend. (Even for PNGs, there's a noticeable color difference between the original file and the "rescaled" version.)
- Lossy WebP bullshit in thumbnail generation (see same Discord link, discussion shortly prior to the linked part)
Haxe/HashLink Bytecode Tool
Desired Features
- Creation of a real, existent bytecode opcode reference document
- Invention of a relatively-sane "assembly language" format for Haxe/HL bytecode (contrast vs the compiler dump, which is more of a listing / LST file really)
- Disassembly from bytecode to asm source (with commented annotations for indexed references to things; or, potentially, asm syntax that allows referencing stuff by name, not just by index)
- Reassembly from asm source back into bytecode (critical for non-trivial mod possibilities)
- If Possible: Use debug info embedded in the bytecode to emit asm source into effectively the same directory/file structure as they came from (!)
- Maybe: Binary Ninja plugin adding decompile-to-pseudocode functionality for the Haxe/HL bytecode format
Modding Concepts
- Basic patch mods: stuff that can be applied to the original bytecode blob with a hex editor, essentially
- More advanced mods: disassemble, edit asm source, then reassemble (the reassembly step ensures that indexes/references/offsets/etc are fixed up)
- Exposed modding API
- Create an "installer" whose job is to:
- Make a backup of the EXE or bytecode file
- Patch the bytecode to add new "hooks" in various locations of interest (exposed via new methods/etc that extend the existing mod script system)
- Apply those patches in-place to the bytecode file or EXE resource blob (as appropriate)
- Regular old standard Steam Workshop game mods can now include "extended" stuff in script files that take advantage of the novel hooks
- Create an "installer" whose job is to:
Specific Mod Ideas
- Sound: hack in support for non-braindead OpenAL reacquire-audio-device-after-disconnection capability
- Input: add just-ignore-the-fucking-mouse-cursor-entirely option
- Reasonable in-game "cheat codes" (obviously disabling achievements), primarily aimed at making it easier/faster to test game mechanics etc
- Instantly warp to level exit(s); or spawn an exit door to desired next-level
- Add/remove: gold / souls
- Add/remove: scroll stats (B/T/S)
- Set health level / flask charges
- Set curse level / malaise level
- Add/remove speedboost / invisibility / invulnerability
- Spawn item with particular level, affix, etc
- Alter existing item: change level, add/remove affix, etc
- Suspend/resume enemy/boss movement and actions
- Maybe: text overlay for enemies/bosses showing HP level, damage multiplier, AI state, etc?
- Maybe: console UI for applying these various modifications and/or showing debug stuff?
- Some kind of API allowing the creation of arbitrary new items/weapons to work in conjunction with associated additions to the CDB (yikes)
RE Investigations
- What is the precise algorithm used to determine colors offered by dual scrolls, and when does it run?
- Why does "all items are colorless" not affect starting items and other specially dropped items (e.g. HOTK Symmetrical Lance)?
- Why does changing BSC level not re-adjust the level of held starting items (Custom Mode starting loadout / hidden base weapons)?
- How exactly does the "value equalization" stuff for with dual/triple item altars work? (see patch notes for 1.5.6)
- Try to figure out what "projectiles" actually means (e.g. the amulet affix)
- Determine which mutations have internal cooldown periods
- Investigate item tags; in particular, wtf is UnlockInPublicEvent?!
- Suggestions from R30hedron:
- Figure out legendary alter spawning logic
- Maybe: Make a tool that uses the game's RNG logic to rapidly determine level seeds that satisfy some particular predicate
- Example: Want seed that satisfies predicate: >=1 Legendary Altar with Lightspeed in first or possibly second biome
- Verify some of our assumptions about how level seed progression logic works
- Known: Level seed begins in inclusive range of decimal 000000-999999
- Asserted: Level seed is incremented by 1 at each level transition
- Asserted: When level generation fails and must retry, level seed is incremented an additional time (presumably once per retry)
- TODO: find other shit in one of my various DC bugs lists buried in /mnt/tmp somewhere