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Releases: buu420/blind-soldier

Blind Soldier 0.9.9 beta - Postscript Gameplay Tweaks compatibility

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@buu420 buu420 released this 13 Oct 09:34
58fad86

Blind Soldier 0.9.9

Adds native accessibility support for Postscriptthree's Gameplay Tweaks 1.78
through 7th Heaven, including setups with Echo-S 7.

The second accessory row is announced in Equip and Status. Equipment comparison
follows the stats actually displayed by the patched screen, and multi-linked
Materia sockets follow their native groups. Battle PHS and the revised Limit
menu now announce their actual selected entries and availability.
Materia reward IDs retain the complete results readout, including experience,
AP, gil and the actual loaded Materia name.

Item, ability, equipment and Materia text follows the native loader's current
data, including FFNx 1.24.3 overrides. Binding tolerates either startup order and
waits for the loader to own its getter. Postscript's displayed HP help,
effectiveness labels and steal/morph labels are spoken after their native draws.
Undisplayed enemy information is not queried.

Character Order Randomizer guidance follows the actual remapped party roles;
fixed field models and movie descriptions retain their visual identities.
Randomized field pickups remain navigable as “Item pickup” or “Materia pickup”
until the game reveals the reward. The modified opening field has checked
navigation and description cue positions.

All 42 actionable Postscript options were audited. See the
compatibility guide for the verified versions,
option coverage and upstream restrictions. Postscript's 7th Heaven patches run
on the legacy edition; the native Steam edition retains stock behavior and the
shared accessibility fixes.

See validation for native research and
test boundaries. Offline regression and package checks do not establish live
speech, controller behavior or a complete playthrough of randomized seeds.

Close the game before updating. Saves, player settings, narration history and
existing audio-description recordings are preserved. This release adds no
recordings and uses the existing audio-description controls.

Validation clarification: the Postscript-specific suites passed locally against the exact packaged assembly, with licensed fixtures and once with the optional fixture variables cleared. The 0.9.9 GitHub workflows run the existing portable/source/Prism and release-asset checks; they do not invoke --postscript-only. The linked validation document incorrectly says those fixture-free Postscript cases run in CI.

Blind Soldier 0.9.8 beta - Northern Crater creature description

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@buu420 buu420 released this 12 Oct 23:34
ba0f8e8

Blind Soldier 0.9.8

The creature approaching at the end of Northern Crater now receives short
descriptions in the existing approved voice. The trigger observes its actual
native polygon draw, confirms movement has begun, and checks that owned opaque
triangles intersect the screen. A script request or visibility flag alone cannot
start a description.

Both approaches are covered in the stock field and all five reviewed Echo-S 1.24
field variants, in the 2013/7th Heaven and Steam 2026 runtimes. The later cue waits
for the game's warning to finish speaking. Paused or unreadable voice state is
not treated as completion. Controls, original dialogue and music are preserved.

The looping movie in this scene hides the static field background. Its room
description now waits for the native background layers to be presented, allowing
the observed creature cue to take priority. Creature recordings stop when their
presentation disappears, the mod is suspended, settings take ownership, or the
game loses focus.

Two new recordings are appended; all 1,512 earlier voice entries and recordings
are retained. The existing audio-description volume setting applies.

See validation for the native research
and regression evidence. These checks do not substitute for a live replay of
the final scene with a controller and screen reader.

Close the game before updating. Existing saves, settings and description history
are preserved.

Blind Soldier 0.9.7 beta - Echo-S compatibility and narration

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@buu420 buu420 released this 12 Oct 20:28
f3a4218

Blind Soldier 0.9.7

Echo-S 7 navigation now reads the scripts currently loaded by the game. The
reviewed compatibility data covers all 702 fields in each of Echo-S 1.24's five
field variants, including changed doors, native availability conditions,
shopkeepers and party members. Cross-room routes use the matching field layout.
Official stock language archives retain navigation support. Unknown overrides
do not receive guessed labels or English cutscene offsets.

The bike section retries an automatic-steering announcement when the speech
backend initially declines it. Steam automatic steering also keeps its native
input active while the same direction remains needed, and releases it when
driving becomes unavailable or the game loses focus.

New room descriptions cover the previously missing scenery throughout the game,
using the existing approved voice. Descriptions remain available from the normal
room readout and share the existing save-specific description history. Reviewed
doors and later story actions receive descriptions at their actual native events.
Blank or ambiguous art is not assigned invented scenery or character movements.

The final films now receive their timed descriptions outside the FIELD module,
including the post-credits scene. Credits are described when their native renderer
draws them; visible credit names are read without retaining an offscreen backlog.
Independent narration stops on suspension, focus loss, unreadable state or scene
replacement. Failed recordings retain spoken fallback while their cue is current.

Both the 2013/7th Heaven and Steam 2026 runtimes are included. Existing controls,
game dialogue and soundtrack are preserved. The existing audio-description
volume setting applies to the new recordings too.

Native-data regressions, recording checks and package validation are documented
in validation. These checks establish
the reviewed native mappings and payloads; they do not substitute for live
endgame play, controller response or screen-reader listening.

Close the game before updating. Existing saves, settings, description history
and previously shipped recordings are preserved.

Blind Soldier 0.9.6 beta - Northern Crater navigation repairs

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@buu420 buu420 released this 12 Oct 06:56
e365c31

Blind Soldier 0.9.6

Northern Crater Story guidance now follows the ledge you are standing on. It
guides you through the side caves and the climb needed to return to the onward
route, instead of offering jumps on other ledges or circling between two rooms.
The normal Exits category still lists the other available doors.

Navigation remains available during the playable rock-platform sections before
Jenova. Those rooms use looping background movies; the mod now distinguishes
them from cutscenes while respecting the game's control locks and dialogue.

This applies to the 2013/7th Heaven and Steam 2026 runtimes. Climbing with
Confirm, dialogue, party formation and encounters use your normal game buttons.

Native-data route and input-ownership regressions passed for both runtimes.
Live endgame gameplay, controller response and screen-reader listening still
need player confirmation. See validation.

Close the game before updating. Existing saves, settings and description history
are preserved.

Blind Soldier 0.9.5 beta - Emerald and keyboard repairs

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@buu420 buu420 released this 12 Oct 00:06
416763a

Blind Soldier 0.9.5

Emerald Weapon now uses its checked native draw position for both visibility and
its Events target. Its patrol can move between the entity scan and draw scan;
that motion no longer removes an otherwise visible target or leaves navigation
using an older position. Hidden, off-screen, faded and unconfirmed targets are
still excluded. Selecting Emerald permits pursuit; ordinary submarine routes
retain avoidance, and encounters use normal game controls.

Keyboard accessibility input now has a small independent observer so completed
presses survive slower field/world scans. Navigation, repeat, party queries and
F11 settings keep their existing keys. Queued commands retain order within their
active owner, and each press is delivered once. Focus loss, native field/map or
settings changes, suspension, unload and expired observations retire queued
input and rebaseline held keys. Normal keyboard and controller game input use
their existing paths.

The supplied log confirms the tester loaded 0.9.4. This patch repairs the
logged moving-Emerald mismatch and a separately reproduced keyboard tap-loss
mechanism. The log does not establish whether ordinary game keys also failed;
input diagnostics now identify observer availability, slow sampling and accepted
accessibility presses. Live gameplay, hardware keyboard/controller response and
screen-reader listening still need player confirmation.

Both legacy 2013/7th Heaven x86 and native Steam 2026 x64 are included. Close the
game before updating. Existing settings, saves, description history and narration
are preserved by the deployment workflow.

See native evidence and regressions.

Blind Soldier 0.9.4 beta - Chocobo navigation

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@buu420 buu420 released this 11 Oct 17:24
84fae23

Blind Soldier 0.9.4

This beta repairs chocobo destination navigation in both the legacy x86/7th
Heaven and Steam 2026 x64 runtimes. Close the game before updating.

  • Destination pathfinding uses the mounted bird's native terrain abilities.
    Green, blue, black and gold birds keep their actual mountain/water access;
    an ordinary bird is not given those abilities.
  • A gold chocobo can navigate from water to the Knights of the Round, Mime,
    HP<->MP and Quadra Magic Materia caves and other reachable locations.
  • Navigation holds at each Materia cave entrance and asks you to dismount.
    Dismounting and entering use the game's normal controls.
  • Switching birds updates routes, reachable regions and entrance cues.
    Unreadable or changing native capability data cannot grant extra terrain access.
  • Mounted steering uses the native chocobo movement step and contact footprint,
    so ordinary and colored birds can follow tight passes and bridges to Wutai.
  • Emerald Weapon retains the native camera repair from 0.9.2. Select it in
    Events while visible to track and approach it; ordinary submarine journeys
    continue avoiding it. New logs record underwater visibility rejection reasons
    and identify the actual loaded mod build.

Use the existing navigation controls. Settings, saves, audio descriptions and
description history are preserved. This release does not start encounters or
operate dismount/entry controls automatically.

The supplied cumulative log's underwater visits predate the published 0.9.2
repair. They do not establish another failure in its current visibility reader.
Automated checks exercise native Emerald selection, patrol tracking, visibility
loss and avoidance, plus complete gold-chocobo cave and all-color Wutai journeys
with native terrain and contact-footprint replay at several camera angles in
both test hosts.
Live gameplay, hardware-controller delivery and speech listening remain
unverified for this repair. See the
native validation evidence.

Blind Soldier 0.9.3 beta - Sector 7 navigation

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@buu420 buu420 released this 11 Oct 07:46
fd886a6

Blind Soldier 0.9.3

This beta repairs Sector 7 navigation on legacy x86/7th Heaven with Echo-S 7
and preserves the shared Steam 2026 x64 behavior. Close the game before updating.

  • Exits offers "Enter Seventh Heaven" outside the bar whenever its native
    entrance is enabled, including returning after a previous visit.
  • Exits names the pinball lifts between Seventh Heaven and the AVALANCHE
    hideout. Availability follows the native opening and busy state; automatic
    walking reaches the game's required interaction distance.
  • NPCs offers "Item and Materia shopkeeper" at the shop's combined counter.
    Both purchases use this one native shop service. Navigate to the counter and
    use the game's normal Confirm button.
  • Current Echo-S character and object identities are used for NPCs, Objects
    and Story. This also prevents stock object IDs from hiding visible characters.

Use the existing navigation controls and normal interaction buttons for doors,
lifts and conversations. Settings, saves, audio descriptions and description
history are preserved.

Automated checks use the installed stock fields and all five current Echo-S
1.24 variants: base, Aavock, ESUI, FT and Retouch. They cover re-entry, native
counter and lift approaches, late bar states, current NPC/object/Story identities,
disabled targets and changing or unloaded scripts in both test hosts.
Live gameplay, hardware-controller delivery and speech listening remain
unverified for this repair. See the
native validation evidence.

Blind Soldier 0.9.2 beta - Emerald Weapon tracking

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@buu420 buu420 released this 11 Oct 02:07
7c193eb

Blind Soldier 0.9.2

This beta fixes Emerald Weapon tracking underwater on legacy x86/7th Heaven
and Steam 2026 x64. Close the game before updating.

  • Emerald is announced and appears in Events when the current rendered view
    confirms it is visible. Select it with the existing navigation controls to
    track its moving position and automatically approach it.
  • A camera-memory layout error previously rejected genuine visible sightings.
    The shared reader now reads the native packed camera translation correctly.
  • Pursuit pauses immediately when visibility cannot be confirmed, and stops
    after a sustained loss. Other submarine journeys retain Emerald avoidance.
    Encounter handling remains the game's own; no battle input is added.

Settings, saves, audio descriptions and description history are preserved.
Automated checks cover native camera frames, installed underwater geometry,
selection, patrol tracking, visibility loss and ordinary-route avoidance in
both runtimes. Live gameplay, hardware-controller delivery and speech listening
remain unverified for this repair. See the
native validation evidence.

Blind Soldier 0.9.1 beta - Highwind interior navigation

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@buu420 buu420 released this 10 Oct 23:10
5b02a72

Blind Soldier 0.9.1

This beta improves ordinary navigation inside the Highwind on legacy x86/7th
Heaven and Steam 2026 x64. Close the game before updating.

  • Exits names the bridge, corridor, operations room, outside deck and Chocobo
    hold, including the return doors. They remain available between Story events.
  • NPCs identifies the pilot, operations crew member and Chocobo handler.
    Navigate to the operations crew member and press normal Confirm to use the
    game's party formation, save and rest choices. Talk to the pilot to fly.
  • The corridor's forward door resolves to the bridge variant the native game
    currently uses. The departure doorway offers Northern Crater when the game's
    own flag enables it, and the outside deck otherwise.
  • Story guidance remains available during active events. Existing boarding,
    landing and interaction controls continue to apply.

Settings, saves, audio descriptions and description history are preserved.
Automated checks exercise both runtimes against their installed field archives,
including room routes from native arrival positions. Live gameplay,
hardware-controller delivery and listening tests remain unverified for this
repair. See native validation evidence.

Blind Soldier 0.9.0 beta - Late Midgar tunnel guidance

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@buu420 buu420 released this 10 Oct 20:39
8474a98

Blind Soldier 0.9.0

This beta adds Story guidance through the late Midgar underground tunnels on
legacy x86/7th Heaven and Steam 2026 x64. Close the game before updating.

  • Story explains the entry ladder's normal Up control.
  • The reused tunnel screens now give the next passage before the Turks encounter
    and on return visits from either side of the tunnels.
  • After the encounter is resolved, Story leads toward the bridge. Fighting or
    declining the encounter remains the player's choice.
  • The pickup audit verifies all eleven native pickups and both save points in
    this underground stretch. Objects lists visible, uncollected pickups in the
    current section; optional passages remain available through Exits.

Use the existing navigation controls. The mod reads native chapter, tunnel
section and line state; it does not change progression or reveal pickups in
other sections. Existing settings, saves and description history are preserved.

Automated checks cover both runtimes and their installed field data. Live
gameplay, hardware-controller delivery and listening tests remain unverified
for this repair. See native validation evidence.