アップデート 2.28
2026/6/7
v2.28.0BETA
Seymour
AURORA: ADD/REMOVE monster WIRED INTO THE UI (buttons in the Aurora Chamber)
- GROW (v2.27.0) に front-end を追加:
FfxLib/BattleMap/BattleArenaAuthor.cspure orchestrator が chunk2 (formation) + chunk3 (anchors) を lock-step に保持し、Aurora Chamber に 2 buttons (➕ Add monster / ➖ Remove monster、"Save positions" の隣) を追加. Two-regime model: headroom がある場合の "add" は reserved arena anchor を使い (formation-live < MonsterPositionCount)、次の formation slot を埋めるだけで、chunk2-only、NO が grow; それ以外では chunk3 を grow (regime 2,BattleArenaGrowWriter). 新しい slot は最後の live monster (species +0x1000flag) を clone; remove は最後の live slot を clear. Backup-once save (.aurora.bak) +ReloadSelectedBattle. GateBattleArenaGrowLabを拡張 (author に links): AUTHOR add 694/694 + remove 302/302 (clean re-decode、slot cloned/cleared、formation-live ±1) に加え、RT0 700/700 + ADD 696/696 + REMOVE 393/393. Editor compiles 0 errors (locked exe = editor running; temp-output build confirms). Doc updatedFFX_AURORA_CHUNK3_PAYLOAD_MODEL_2026-06-07.md. 正直なところ: offline byte-safe; game が新しい count を受け入れること = RT2/probe (on-screen banner). UX: Formation Editor で species を設定し、MapViewer で position を drag
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