Coil Program Editor
A Coil Program runs on a Coil-9 machine. The editor shows the source alongside machine state so you can inspect registers, RAM, and output before attaching a program to an Object.
Prerequisites
Show Advanced resources and open a Coil Program. For an in-game check, prepare an Object with a Coil Chip component and Logic. A Script and a Coil Program have different APIs and execution models.
Compile and Step a Program
- Choose a language. The menu has CoilScript, Coil Assembly, Coil C, Coil Java, Coil C#, Coil JavaScript, and Coil Lua.
- Start from an editor example for that language. Review its input and output operations before changing it.
- Compile and inspect diagnostics. Language names refer to the Coil dialects; they don’t promise the standard libraries of their namesake languages.
- Reset the machine, then Step through a short program. Watch register, RAM, and output changes.
- Run it continuously only after the steps behave as expected. Save and reopen the program and repeat the check from Reset.
The source limit is 98,304 characters. Machine execution is bounded by the configured instruction budget. A long-running loop can use its entire tick allocation without finishing the intended operation; reduce the example before increasing budgets.
Attach and Boot
Add Coil Chip to a compatible Object and select its Program. Inspect the chip’s input/output and permission controls. Use Boot Coil Program where Logic needs to select or restart a program. Place one instance and compare its behavior with the standalone machine.
Program source is reusable. Each running machine has its own registers and memory, so two Objects using one Program can be in different states. Use explicit input/output and the supported chip controls to connect machine results to gameplay.
Expected result: compilation succeeds, stepping produces the expected output, and the placed chip executes under its in-game budget. Restarting or resetting is a separate operation from recompiling source; check the intended initial state.
Troubleshooting
If compilation fails after changing the language, use an example for the selected dialect. If the machine appears stalled, inspect its instruction pointer, loop, waiting operations, and budget. If output works in the standalone editor but not on an Object, check Program assignment, boot state, chip permissions, and connections.
Builder publications can restrict player-authored chips, imports, machine count, and instructions per tick. Those policy limits apply even when your own editor can run the source. See Builder policies and the Coil Chip reference.
Myth Engine Documentation
