Aggiornamento 2.210
02/08/2026
v2.210.0.0BETAMINOR
Seymour2 ago 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
Lulu2 ago 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
Seymour2 ago 2026
Fix RT2 (primo test Mushroom Rock):
BattleArenaGrowWriterora accetta monLive NON tight (letterale tecnico: NON-TIGHT) (conteggio dichiarato > capacità fisica — kino00_00/remiem: count 4, cap 3): lo splice ora si ancora sulla capacità fisica (il vero inizio monB) — i bin tight (856/863) byte-identici al percorso legacy. (letterale tecnico: byte-identical)Mushroom Rock x3 (grew 4→3, senza splice) e x4 (grew 4→4, splice +16) ora COMPONGONO (letterale tecnico: COMPOSE) — prima:chunk3 grow refused: monLive not tight.- Gate auto-layout corretto: (letterale tecnico: Auto-layout) si attiva solo su remiem (la condizione
IsNullOrEmpty(CameraChunk0TemplateId)scattava su cavern/Nagi — che usano un template proprio — e sovrascriveva il layout provato RT2: camera diagonale + mostri impacchettati + reticolo bersaglio mancante). Cavern/bikanel tornano al comportamento validato. (letterale tecnico: RT2-proven) - Validazione offline: compose remiem x3 (24144 B — diff chirurgico) e x4 (24160 B — diff 132 byte) + check round-trip OK.
- RT2
Needs Testing: Custom Cocktail → Mushroom Rock Road x3 AND x4 → Launch → battaglia con l'auto-layout dello scenario; e Cavern/Nagi (di nuovo al pattern provato RT2, reticolo normale). (letterale tecnico: RT2-proven) ### REVISION
v2.210.0.0