Update 2.210
8/2/2026
v2.210.0.0BETAMINOR
SeymourAug 2, 2026
Custom Mix "Camera Auto-Layout" (Phase 1): party + monster positions DERIVED from the scenario camera — works on ANY scenario (Mushroom Rock included)
BattleComposeRunner.ComputeAutoLayoutFromCamera(new): extracts the real camera (chunk3 Camera anchor+0x2C, fallbackPolarToEyefrom chunk0 camSetPolar) + the real monster centroid (chunk3) → forward (camera→monsters direction) → party row 11u from the camera + trapezoid monster grid centered on the target with per-tier lateral spread (x3≈44, x4≈70, x5≈72 — the RT2 scans).BattleArenaPositionWriter.WritePositions(new, public): re-stamps X/Z of an anchor group preserving Y/W (byte-confined; RT0-identical when positions unchanged).ApplyAutoLayoutPositions: writes PartyFront/PartyBack (face-to-face row) + MonsterLive — facing is engine-auto (anchors carry no rotation).--compose --auto-layout: only activates when the scenario has NO proven RT2 donor (bikanel/macalania keep their validated camera; remiem/Mushroom Rock Road — which previously hit the camera-fix skip — now generates its own camera-driven layout). The hook passes--auto-layouton the compose launch.--auto-layout-check <bin> <id> <count>: offline validation CLI — run on mcyt00_21 (x3), nagi05_24 (x4) and kino00_00 (x4, Mushroom Rock): spatial pattern reproduced (party behind camera, monsters ahead, coherent spread) on all 3.- Lab build 0 errors + ffx-hooks PASS; LabDeploy to Steam.
- RT2
Needs Testing: Custom Mix → Mushroom Rock Road (remiem) x3/x4 → Launch → battle with the scenario camera and derived positions (party behind, aeons ahead). ### MINOR
v2.209.8.0
v2.210.0.0BETAMINOR
LuluAug 2, 2026
Magic DLL Editor: slot filter by family + export U1 simulation evidence
- Slot filter (toolbar TextBox): filters the Programs→Slots tree by family/opcode (case-insensitive, e.g.
pppSclMove,Rand,Draw) — navigation on DLLs with 700+ slots (0098 has 705). Auto-rebuild preserving selection; empty restores all. - Export evidence (button on the simulation panel): saves JSON to the
work/layer_c/t1b/evidence/pattern (dll, effect, SHA before, factor, frames, summary, before×after table) — READ-ONLY, never writes to the game. - Tests:
SlotFilter_FiltersTreeByFamily(E2E: tree shrinks, 0 with non-existent filter, restores when cleared) — ViewModel+Simulator suite 21/21 PASS. ### PATCH
v2.209.4.0
v2.210.1.0BETAPATCH
SeymourAug 2, 2026
RT2 fixes (first Mushroom Rock test):
BattleArenaGrowWriternow accepts NON-TIGHT monLive (declared count > physical capacity — kino00_00/remiem: count 4, cap 3): the splice now anchors on the physical capacity (the real monB start) — tight bins (856/863) byte-identical to the legacy path. Mushroom Rock x3 (grew 4→3, no splice) and x4 (grew 4→4, splice +16) now COMPOSE — before:chunk3 grow refused: monLive not tight.- Auto-layout gate fixed: activates only on remiem (the
IsNullOrEmpty(CameraChunk0TemplateId)condition fired on cavern/Nagi — which uses its own template — and overwrote the RT2-proven layout: diagonal camera + packed monsters + missing target reticle). Cavern/bikanel back to the validated behavior. - Offline validation: remiem compose x3 (24144 B — surgical diff) and x4 (24160 B — 132-byte diff) + check round-trip OK.
- RT2
Needs Testing: Custom Mix → Mushroom Rock Road x3 AND x4 → Launch → battle with the scenario auto-layout; and Cavern/Nagi (back to the RT2-proven pattern, normal reticle). ### REVISION
v2.210.0.0