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RF4S Modkit 0.2.0 - Script debugger
Pre-release
Pre-release
Cutscene Editor
- Script debugger (new): attach to the running game, breakpoints (F9), Step / Step into /
Continue / Pause, registers, stack, the stopped statement with live argument values, and a
Variables tab with every FLG_/REG_ the scene uses. Game time stands still while a script is
stopped; Detach or closing the toolkit puts the game back as it was. - Graph tab: control-flow graph with subroutine groups, wheel zoom, free panning, draggable
blocks, follows the Script tab; statements shown in full. - Add instruction window: DIALOG writes a new line or picks an existing one; Insert closes it.
- Addresses in their own column (the Addresses checkbox) in the Source tab and Bank listing.
- Choice menus show the reg0 each option writes; TriggerWorldAction is now OpenMenu.
- Scenes list their CALLed subroutines; unreached code is judged by the statements only it
reaches (far fewer false entries) and also found after JMPs and deleted CALLs. - Banks and Inspector panes can be hidden; SpawnMapEntity names its object type.
rf4mod script log: watch the running game and flag script code the editor doesn't show.
Map editor
- Script areas layer (PlayerRegionTrigger boxes with their em.bin condition).
- Script spawns show SpawnMapEntity objects, one marker per type and spot.
- Spawn points and gates select in the Gates tab; sprite quad overrides (FIELD_69 railing).
Tables and viewers
- Item-id fields show names and edit with a searchable picker; flag tick boxes; editable .bin
viewers; skill XP curve painting; fixed-point values as percentages; schedule editor
redesign; gift category editor; rf3PriceTable as percentages; fishing rate columns. - E-mote viewer: part outlines, click to identify, parts list, PSB tree.
- Faster image display; tables scroll sideways.
Housekeeping
- The modkit is self-contained (no references outside its folder); all reference data is in
refdata/. The Ghidra scripts and the save editor are no longer part of the modkit.