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GnollHack

GnollHack contains 15 collected skills from hyvanmielenpelit, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
15
Stars
147
updated
2026-07-15
Forks
11
Occupation coverage
1 occupation categories · 100% classified
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Skills in this repository

maui-frontend
software-developers

Guidelines for working on the C# .NET MAUI mobile and desktop frontend client (GnollHackM), SkiaSharp game rendering, XAML page layouts, FMOD audio integration, and the P/Invoke native bridge.

2026-07-15
nethack-c-core
software-developers

Guidance on modifying the GnollHack C core game logic, headers, windowing callbacks, sound/animation definitions, and dungeon data files. Covers K&R coding style, macro idioms, and key data structures.

2026-06-28
bitfield-conversion
software-developers

Guidelines and patterns for converting non-portable C Bitfield macros into platform-portable explicit bitmask flags to fix cross-platform save game compatibility.

2026-06-25
debugging-gnollhack
software-developers

Instructions on how to use wizard mode (debug mode), decipher panic logs, test specific levels/monsters, and run the MAUI frontend locally.

2026-06-20
build-pipeline
software-developers

Guide on building GnollHack native C libraries, processing assets with makedefs/levcomp/dgncomp/dlb, packaging nhdat, and compiling the C# .NET MAUI frontend for Android, iOS, and Windows.

2026-06-20
csharp-code-documentation
software-developers

Best practices for AI agents documenting the GnollHack C# .NET MAUI codebase. Covers XML doc comments, inline comments, P/Invoke documentation, and Microsoft-standard documentation patterns for the game's frontend, native bridge, and UI code.

2026-06-20
adding-game-content
software-developers

Patterns for adding monsters, objects, and artifacts to GnollHack. Covers MON/WEAPON/ARMOR/A macro syntax, attack tuples, monster and object flags, the auto-generated headers (pm.h, onames.h), soundset and animation assignments, and the makedefs rebuild pipeline.

2026-06-20
c-code-documentation
software-developers

Best practices for AI agents documenting the GnollHack C codebase. Covers file headers, function documentation, inline comments, macro explanations, and strategies for making legacy NetHack-derived C code understandable to modern developers.

2026-06-20
c99-function-conversion
software-developers

Patterns for converting K&R C function definitions to C99 ANSI-style prototypes, removing STATIC_DCL/STATIC_OVL macros, converting VA_DECL variadic functions, removing register keywords, and eliminating parameter type macros (BOOLEAN_P, CHAR_P, etc.).

2026-06-20
c99-header-modernization
software-developers

Guide to modernizing GnollHack header infrastructure for C99, covering tradstdc.h simplification, extern.h prototype conversion, removal of compatibility macros (FDECL, NDECL, VDECL, BOOLEAN_P, CHAR_P), and cleanup of dead platform-specific code.

2026-06-20
c99-migration-guide
software-developers

Master reference for migrating the GnollHack C codebase from K&R C to C99, covering conversion phases, ordering dependencies, rules for what changes and what stays, per-file workflow, verification steps, and coordination between header and source file modernization.

2026-06-20
game-data-files
software-developers

Guide to understanding and modifying GnollHack game data files including level descriptions (.des), dungeon definitions, text databases, and the data compilation pipeline from source text to nhdat archive.

2026-06-20
glyph-tile-display
software-developers

Guide to the GnollHack glyph-to-tile rendering pipeline. Covers glyph numbering, the multi-layer display system, the LayerInfo struct, tile sheet atlases, the Glyph2Tile mapping, double-buffered MapData, and how SkiaSharp renders tiles on the C# side.

2026-06-20
maui-threading
software-developers

Multi-threaded programming patterns in GnollHack's .NET MAUI frontend. Covers thread architecture, lock strategies (Monitor.TryEnter, lock, Interlocked), the IThreadSafeView pattern, ConcurrentQueue-based inter-thread communication, and platform-specific GPU rendering thread behavior.

2026-06-20
save-restore-system
software-developers

Guidelines on modifying the save/load system, which is complex and heavily relies on struct alignment and file I/O operations that can easily break cross-platform saves.

2026-06-20