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<title>mike/sst/src/fastfwd.c, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2026-02-16T19:11:24+00:00</updated>
<entry>
<title>Move to static trampolines and type-safe hooks</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-26T23:12:11+00:00</published>
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<content type='text'>
For some reason the DLL got a tiny little bit bigger again but that's
fine. This will make orig_ calls more efficient in the inline case, and
also make it harder to screw up and hook the wrong thing by mistake.

Self-explanatory-ish, apart from the fact it's a fairly large API change
of course. And it relies on some more bonkers assembler directive
hackery.

But it works!

The only complaint one might have is that the featsetup functions no
longer take an explicit string which occasionally yields slightly less
perfect error messages, but I've decided this isn't really a problem and
makes the API nicer to use. It's a tradeoff, innit.
</content>
</entry>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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<content type='text'>
Quick unused header cleanup pass while we're at it.
</content>
</entry>
<entry>
<title>Rework API for inline hooking</title>
<updated>2025-04-16T20:31:20+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-16T01:13:01+00:00</published>
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<content type='text'>
This both simplifies and complicates things, but probably hopefully
maybe simplifies things overall. Certainly in cases like the L4D1 demo
thing where there's 3 inline hooks at once, it seems simpler to be able
to batch the fallible stuff to avoid rollbacks. In cases where you only
need one hook, it's a bit more verbose, but what can you do.

Thanks bill for discussing this with me pretty exhaustively and giving a
lot of good input.

I think both of us still kind of hate it actually.
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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<content type='text'>
They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.

This was done with the consent of all 3 other contributors, in case
anyone was wondering.
</content>
</entry>
<entry>
<title>Rename L4D2_2147plus gametype tag to L4D2_2125plus</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:22:37+00:00</published>
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<id>urn:sha1:dc540372be9da686a3087843ae4ae5f038a3a9a0</id>
<content type='text'>
Turns out the cvar we use to detect 2147 was actually added in 2125.
Since renaming it doesn't currently break anything (and 2125 was a
fairly notable code shuffling update, given it was the first update with
a native Linux build of the game), it makes most sense to just do this.
</content>
</entry>
<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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<content type='text'>
Also switch to somewhat proper C23 flags while we're at it.

This is a huge change. It took me forever, in between being really busy.
Sorry about that. But the good news is I'm now free to start integrating
the various patches that have accumulated since last release. Well, at
least in between still being really busy. Gotta manage expectations.

The main benefit of introducing GAMESPECIFIC() is that features
that don't apply to a particular game no longer show up *at all*, and
less time is wasted on init. It also enables a cool optimisation wherein
unnecessary REQUIRE_GAMEDATA() checks can elided at compile time
whenever the gamedata is known up-front to always exist in supported
games.

The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the
lifecycle of cvars/ccmds, with less manual registering, unhiding and
such.

Originally I was going to try and just hack these features into the
existing codegen abomination, but it just got too terrible. This rewrite
should make it easier to continue tweaking codegen behaviour in future.
It also has slightly better error messages.
</content>
</entry>
<entry>
<title>Revise syntax macros and add a ton of branch hints</title>
<updated>2024-08-23T19:37:37+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-03T22:40:31+00:00</published>
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<content type='text'>
My new programming style is branch hints. All non-confusing branches
must be hinted when I can be bothered. It's faster, sometimes, maybe.

Also, start trying to use more signed sizes in at least some of the
places where it makes sense. Unsigned sizes are surprisingly
error-prone!
</content>
</entry>
<entry>
<title>Disable fastfwd outside L4D so SPT doesn't break</title>
<updated>2024-05-21T21:36:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-05-21T21:19:36+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Rethink mem_loadoffset, and consequently, kill it</title>
<updated>2024-01-21T22:02:14+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-01-21T21:59:23+00:00</published>
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<content type='text'>
Suggested by bill. Having something semantically pointer-sized that's
only ever used for stuff that's always 32-bit doesn't really make sense.

Note that I intentionally did not add a copyright line for myself in
hud.c because, I mean, come on. I'll just say I waive any claim to that
tiny trivial change.
</content>
</entry>
<entry>
<title>Add fast-forward gaps for checking item spawns</title>
<updated>2023-12-05T23:57:19+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-12-05T23:57:19+00:00</published>
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<content type='text'>
This complicates things greatly! Therefore, it's a separate commit to
the baseline fast-forward functionality, to keep the confusing stuff
relatively contained.
</content>
</entry>
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