Aggiornamento 2.43
09/06/2026
v2.43.0BETA
Seymour
EncounterTable: pulsante Save + editing Danger per-gruppo + preset Danger globali (Features 1+4). (letterale tecnico: per-group)
- Lo
EncounterTableExplorerè ora un editor encounter completo, non un viewer read-only.EncounterTableGroupRoweEncounterTableFormationRowsono oraObservableObjectparziali:Danger(per gruppo, 0–255) eWeight(per formation, 0–255) sono modificabili via uno slider interattivo; cambiareDangerscrive subito indietro agroup.Dangere aggiorna l'etichetta amichevole (No encounters / Rare / Normal / High / Maximum); cambiareWeightricalcola automaticamente (letterale tecnico: auto-recalculates)group.TotalWeight. Preset per-gruppo: pulsanti (letterale tecnico: Per-group)No encounters (0) / Normal (50) / Intense (128) / Maximum (255). Save:💾 Save btl.binchiamaEncounterTable_File.Write()(solo-slot, patch byte-local), crea (letterale tecnico: slot-only)btl.bin.bakal primo save;↩ Restore vanillacopia il backup indietro. Global Danger: quattro pulsanti preset nella card "Edit & Save" (⚡ No encounters / Normal / Intense / Maximum) si applicano a TUTTI i gruppi in TUTTE le mappe in una volta, con feedback che mostra quanti gruppi sono stati colpiti. Il (letterale tecnico: ALL) (letterale tecnico: ALL)DataModeltiene_loadedEncounterFilee_encounterFilePathper riusare l'oggetto parsato senza rileggere il file. Build editor 0 errori
v2.42.0
v2.43.1BETA
Seymour
ffx-hooks.dll Phase 0: C++ engine hook layer skeleton (PolyHook2, x86) — DLL loads in-game without a crash, shared memory ready, hooks commented out pending IDA
- New C++ DLL
RuntimeTools/FfxHooksDll/coexists with the existingffx-probe.dll(does NOT replace it): the Module Loader (dinput8.dll) loads both frommodules\automatically. Phase 0 scope:dllmain.cppskeleton — on load, waits 2s (thread + Sleep, never hooks directly in DllMain), gets theFFX.exebase, creates the shared memory blockLocal\FFXHooksBlock_v1(256 bytes: magic/version,musicOverrideTrackIndex,musicSeq,elementFlagsExt), and writes to%TEMP%\ffx-hooks.log. No real hooks installed in this phase — gate: game opens normally + log appears with[ffx-hooks] Fase 0 skeleton loaded. Commented stubs:hooks/MusicHook.cpp(thiscallFFX_FmodMusic_PlayTrackByIndex, Phase 1 — pendingRVA_FMOD_PLAY_TRACKfrom IDA),hooks/ElementHook.cpp(inline hook for element flags Earth/Wind/Dark bits 0x20/0x40/0x80, Phase 2). VS2022 projectFfxHooksDll.vcxproj(Win32 only — game is x86; vcpkg manifest mode withpolyhook2:x86-windows+zydis:x86-windows). Scriptbuild_hooks.ps1with-Deploy(copies tomodules\): simplecl.exemode without PolyHook2 (Phase 0) or-WithPolyHookvia MSBuild+vcpkg (Phase 1+).shared/ffx_addresses.hcentralizes all RVAs as commented PLACEHOLDERS (IDA task per RVA)
v2.43.0