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RF4S Modkit 0.2.0 - Script debugger

Pre-release
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@arryndoestech arryndoestech released this 30 Sep 20:18
· 219 commits to main since this 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.
An image of the script debugger The graph view in action

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.