Aggiornamento 2.28
07/06/2026
v2.28.0BETA
Seymour
AURORA: ADD/REMOVE mostro CABLATO NELLA UI (bottoni nell'Aurora Chamber). (letterale tecnico: WIRED INTO THE UI)
- Il GROW (v2.27.0) ha avuto una front-end: orchestratore puro
FfxLib/BattleMap/BattleArenaAuthor.csche tiene chunk2 (formation) + chunk3 (anchors) in lock-step + 2 bottoni nell'Aurora Chamber (➕ Add monster / ➖ Remove monster accanto a "Save positions"). Modello a due regimi: (letterale tecnico: Two-regime) "add" usa un arena anchor riservato quando c'è headroom (formation-live < MonsterPositionCount) = riempire solo lo slot formation successivo, chunk2-only, NESSUN grow (letterale tecnico: NO); altrimenti cresce chunk3 (regime 2,BattleArenaGrowWriter). Il nuovo slot clona l'ultimo mostro live (species + il flag0x1000); remove pulisce l'ultimo slot live. Save backup-once ( (letterale tecnico: Backup-once).aurora.bak) +ReloadSelectedBattle. GateBattleArenaGrowLabesteso (collega l'autore): AUTHOR add 694/694 + remove 302/302 (clean re-decode, slot clonato/pulito, formation-live ±1) sopra RT0 700/700 + ADD 696/696 + REMOVE 393/393. L'editor compila 0 errori (exe bloccato = editor in esecuzione; la build su temp-output conferma). Doc aggiornataFFX_AURORA_CHUNK3_PAYLOAD_MODEL_2026-06-07.md. Onestà: byte-safe offline; il gioco che accetta il nuovo conteggio = RT2/probe (banner on-screen). UX: imposta la species nel Formation Editor + trascina la posizione nel MapViewer
v2.28.1BETA
Seymour
SPHERE GRID CANVAS: topology editing PROVEN IN-GAME (+300 HP) + polish (node type by name, snap to real spacing, restore/backup)
- MILESTONE: the owner edited the Standard grid in the Canvas (v2.25.0), saved, and FFX LOADED → NAVIGATED → ACTIVATED an ADDED node (+300 HP applied to the character) — the "edited topology in-game = UNPROVEN" caveat FELL on screen (the proven-lib → canvas → save → real-engine loop closed in the owner's hands). Engine discovery alongside: the engine BREAKS the grid if nodes sit too close together OR links cross (offline-byte-safe ≠ engine-safe); the vanilla "real size" measured = base spacing ~43u (avg link ~77, dat01/02/03). That became tooling: (1) snap-to-43 (a placed/dragged node snaps to the vanilla lattice; on by default, with a toggle); (2) proximity warning in Validate (flags if two nodes are < 40u apart = break risk; advisory, doesn't block the byte-safe write); (3) a NODE-TYPE dropdown by NAME (reads
panel.binviaReadNodeTypes→ "Strength +1"/"HP +200"/"Lv.1 Lock"… instead of hex; anFFh=no-type node renders as a Lv.3 lock in-game, now you can set the right type); (4) ♻️ Restore original (copies the vanilla grid from the extracted reference into the project = undo a save that crashed the game) + an automatic.prev.bakbackup before every "Save into project". Build 0 errors; editor boots without crash. The spacing-constraint discovery is saved to memory. Honest: topology EDITING is now proven in-game (loads+activates); the LIMIT (proximity/crossing) is a measured heuristic, not the engine's exact ceiling — refine with more testing/RE (link-crossing detection is future work)
v2.28.0