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Releases: buu420/foresight

Foresight 0.3.59 beta - localized name entry

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@buu420 buu420 released this 13 Oct 19:28

New Game name entry now reads native localized names such as French/German “Chrono” and German “Frosch” instead of stopping with a five-character-limit error. Grid edits, keyboard entry and confirmation announce the actual native name while the game keeps its original input and confirmation rules. Longer saved names also remain readable in battle, formation reserve cards and navigation.

The default-name audit covers all nine installed game languages. Native Unicode names and localized labels are supported; the mod's own announcements and recorded descriptions remain mainly English. Existing Tyranno Lair routes, narration, voice packs, saves and settings are preserved.

All 3,396 managed tests pass, including failure reproductions and exact confirmation forwarding. The tester's language is unknown because the supplied ZIP contains only loader logs. Live New Game, controller and screen-reader testing is still needed. See the native evidence and testing limits.

Close Chrono Trigger before updating. Use Foresight-v0.3.59-beta-win-x86.zip for a standalone install, or Foresight-v0.3.59-beta-amm.zip through Accessibility Mod Manager. GitHub's automatic source archives are for developers. The release includes its private 32-bit runtime and dependencies. Built with AMM Author CLI 0.30.0.

Foresight 0.3.58 beta

Foresight 0.3.58 beta Pre-release
Pre-release

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@buu420 buu420 released this 13 Oct 14:53

Foresight 0.3.58 beta

Tyranno Lair's story guide now follows the passages between its separate exterior terraces and indoor rooms, including the native skull-room controls. It checks current gate state so it does not direct the player to a closed upper passage or repeat a wall switch that would close an opened gate.

Doorways have distinct terrace and position labels, and verified skulls and switches receive appearance labels. Unvisited boss names and concealed switch outcomes are excluded from these new labels. Both manual guidance and automatic walking use the game's current approach points; Confirm interactions and battles remain under player control.

Tyranno exterior gates without a usable approach are omitted when unseen or unremembered. Visible or remembered gates remain identifiable and explain their restriction. Automatic doors elsewhere retain their established handling. The previous Tyranno prison fix, recorded descriptions, movie narration, installed voice packs, saves, and settings are preserved.

Validation uses the tester's exterior and warp-room captures plus installed scripts, collision maps, native floor copies, and fresh Ghidra checks. Live traversal of the later skull rooms and gates, controller behavior, and speech still need testing. See the native evidence and verification limits.

Close the game before updating. Use the standalone Foresight-v0.3.58-beta-win-x86.zip or the Accessibility Mod Manager package Foresight-v0.3.58-beta-amm.zip.

Foresight 0.3.57 beta

Foresight 0.3.57 beta Pre-release
Pre-release

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@buu420 buu420 released this 13 Oct 02:18

Foresight 0.3.57 beta

After the Tyranno Lair prison battle, the game places the party away from the
passage that reveals the prisoner. Foresight previously pointed to an interaction
without a listed person. The story objective now guides back through the native
passage, then switches to Kino's live interaction once he is drawn. The player
still presses Confirm. The hidden character is not listed or named in advance.

Both manual guidance and automatic walking use that approach. The earlier
"Break into the Tyranno Lair" objective now uses the correct encounter strip,
instead of including trap encounters in other disconnected rooms.

Some native maps hold multiple disconnected rooms or floors. Foresight was listing
guide exits, chests and interactions from all those sections, resulting in repeated
"No route" answers. A conservative physical-floor check now omits unseen,
unremembered guide destinations when separation is proved. Visible and remembered
targets remain identifiable and explain the restriction. Unknown floor cases are
retained, along with possible connections through verified native doors, drops
and stair landings. The check does not authorize movement or bypass native rules.

Research uses the tester's eight live scene-302 map snapshots, later actor and
story log entries, installed scene scripts and a fresh Ghidra export of the native
region selection, layer acceptance and Confirm scan. The post-battle floor comes
from the earlier capture: the native script establishes that the battle does not
change it. The per-load reveal guard remaining clear is inferred from that script.
Kino's final revealed position has not yet been captured live; navigation uses
his current native coordinates, not the scripted endpoint.

The existing opening/story recordings, three movie narration masters and movie
playback behavior are unchanged. Saves and installed movie packs are preserved.

All 3,271 managed tests passed: Native 1,035, Core 219, Prism 10 and Mod 2,007.
The release build had zero warnings and errors. Package tests 4, AMM manifest
tests 6, release-script tests 18, deployment-path tests 6 and canonical-path
checks passed. Claude researched and implemented the prison approach and
separately reviewed the floor filter; root verified the source and integration.

Please test Story Events after the prison battle, speak to Kino when he appears,
and check that the lair no longer offers unrelated unseen exits and traps.
In-game traversal, controller input and screen-reader listening still need tester
confirmation. The three older castle route episodes listed in 0.3.56 remain
unresolved. Close the game before updating and send the new Foresight log if a
route still fails.

See native evidence and implementation limits
and the publication audit for final validation and download checks.

Foresight 0.3.56 beta

Foresight 0.3.56 beta Pre-release
Pre-release

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@buu420 buu420 released this 12 Oct 16:47

Foresight 0.3.56 beta

This update addresses the tester reports from Fiendlord's Keep and adds the
missing movie descriptions through that part of the story.

  • Verified Ozzie and Kino appearances use their native names in People after
    their story introductions. Unrelated actors using the same sprites keep
    their appearance labels.
  • Manual guidance and auto-walk wait when native creature collision temporarily
    blocks a route that otherwise exists. They recheck and continue when it clears.
    Auto-walk sends no movement while waiting. A visible blocker is named only
    when it matches the native contact; no battle or interaction is automated.
  • Opening or returning to the main menu no longer repeats every party card.
    Tech details omit background Level and HP rows. Single Techs also omit repeated
    current MP; Dual and Triple Techs retain the rendered partners' MP and costs.
    Character and party-target selections still read their relevant stats.
  • Included narration covers Ayla's rescue, Frog opening the Magic Cave, and the
    approach to Magus. All three use Fish recordings from the approved narrator
    voice. The previous 146 opening and story recordings are unchanged.
  • Native movie sessions control narration timing, pause, skip and cleanup.
    Verified separately installed tracks take precedence. The original soundtrack
    keeps its gain. Story-action recordings are canceled and held actions cleared
    while these native movies cover the field.
  • Native movie failures receive one spoken failure message per player session.
    An asynchronous failure still requires the game's movie-skip control.

Testing covers native name gates, route replay and blocker identity, menu focus,
rendered Tech row names, the real embedded movie tracks, lifecycle cancellation,
and playback failure observation. Silent x86 probes use the actual game library
and production detours to check all three original movies, existing separate
tracks, opening compatibility, pause/resume, natural completion and skip. The
27 generated clips fit their timing windows; local transcription found no large
text mismatch, silent clip or clipped sample. These checks do not establish
in-game listening or a completed castle traversal.

Three reported route episodes remain unresolved: the Kids' Treasure Room chest,
Level crossing D in Upon Entering, and the Trap 3 conveyor. The supplied log lacks
their live floor or approach state. This update records bounded snapshots of
already captured route state when failures occur, so the next tester log can
explain them. Moving still may recover those cases.

All 3,235 managed tests passed: Core 219, Native 1,035, Prism 10 and Mod 1,971.
The release build had zero warnings and errors. Package-script tests 4, AMM
manifest tests 6, release-script tests 18, deployment-path tests 6 and canonical
path checks passed. Claude reviewed native blocker identity, menu stat policy
and movie/story lifecycle integration; the root agent verified the changes.

Please test both navigation modes in the castle, Kino and Ozzie in People,
Single/Dual/Triple Tech review, menu reopening, and the Magic Cave/Magus movies
normally and by skipping. In-game speech, controller behavior and audible movie
timing remain unverified for this build. Movies 005–008 remain undescribed;
the new movie narration has no in-game braille transcript.

Close the game before updating. Use the standalone ZIP or refresh the buu420
catalog in Accessibility Mod Manager. Saves and installed movie packs are
preserved. See native evidence and movie scripts
and the publication audit for the final package and deployment results.

Foresight 0.3.55 beta — opening narrator voice

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@buu420 buu420 released this 11 Oct 00:18

The opening movie now uses the creator's recorded narrator voice when the original movie is installed. This adds 22 Fish recordings at the existing description timings and preserves all 124 story recordings, for 146 clips in total. A working narrated movie pack suppresses the fallback.

Leaving or skipping the opening cancels its active and queued recordings, including silent exits. Captions remain in logs and braille. Dialogue and menus retain screen-reader speech. No Fish account or API key is needed to play.

The previously approved movie pack was restored on the development installation after original files were found beneath a stale manifest. This public download excludes game movies, the original human voice recording and credentials.

All 3,113 managed tests passed. Every opening recording fits its shot; transcription found no large text mismatch, silent clip or clipped sample. The native x86 movie check selected soundtrack, narration and video together. In-game listening remains needed.

Close the game before updating. Please test the opening normally and by skipping it; report missing, overlapping or late narration with the latest Foresight log. Earlier unfinished screen-reader speech can overlap a clip. Story coverage remains incomplete.

Changes and testing notes

Foresight 0.3.54 beta: recorded story narration

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@buu420 buu420 released this 10 Oct 22:59

Foresight 0.3.54 beta

  • Replaces screen-reader story-description speech with 124 Fish-generated clips
    using the creator's approved voice recording. Dialogue and menus retain the
    screen reader; existing movie narration is preserved.
  • Covers the same verified gestures and opening/fair actions as 0.3.53, with
    appearance labels before introductions and for custom character names.
  • Preserves captions in logs and braille, waits for voice clips before following
    dialogue and initial choices, and cancels narration at native scene/menu/battle
    boundaries. Failed clips or stalled audio devices fall back to Prism.

Players need no Fish account or API key. This remains selected coverage, not a
complete narration of every story scene or NPC.
See voice implementation and timing limits.

Tester focus: listen to the opening/fair, End of Time, mountain, Ioka and Reptite
Lair story actions. Check voice identity, pronunciation, dialogue/choice ordering
and cancellation when opening a menu or entering battle. Report missing, mistimed
or repeated descriptions with the latest Foresight log and the scene/save used.

NVDA 2026.1 does not expose prior speech completion through Prism. If you advance
while a previous line is still reading, it can overlap a voice clip. Following
speech waits for the recording to finish. Windows x86 playback and automated
checks passed; in-game listening of these recordings still needs testing.

All 3,105 managed tests passed (Native 1,030, Core 211, Prism 10, Mod 1,854),
with package, AMM manifest, release-script and deployment-path checks passing.
Local audio checks covered all 124 clips. Publication and installation evidence
will be recorded in the publication audit.

Foresight 0.3.53 beta - Spoken story actions

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@buu420 buu420 released this 10 Oct 20:35

Foresight 0.3.53 beta

  • Adds short spoken descriptions for 57 reviewed character animation mappings
    during native scenes and dialogue. This includes the first six party characters
    through Ioka, Reptite Lair and their subsequent appearances.
  • Adds seven specific opening/fair cues: the curtains, Mother's departure,
    leaving bed and stretching, the collision, standing up, and hopping.
  • Queues descriptions with dialogue, uses current names after introductions,
    and suppresses hidden/offscreen actions and repeated animation ticks.
  • Keeps the Ioka contest observer, native player choices and installed movie
    narration intact. These descriptions use the screen reader without an API key.

This is selected verified coverage, not complete narration of every scene or NPC.
See coverage and native evidence.

Tester focus: start a fresh New Game, then compare named character gestures in
saved scenes at the End of Time, mountains, Ioka and Reptite Lair. Report missing,
mistimed or repeated actions, speech interrupted by a description, or descriptions
of someone who is not visible. Supply the Foresight log and the save/scene used.

All 3,049 managed tests passed (Native 1,030, Core 211, Prism 9, Mod 1,799),
along with package, AMM manifest, release-script and deployment-path checks.
Regression tests cover native action proof, script loops, scene visibility,
dialogue ordering, battle resets and keeping one original native call.

The live New Game attempt was stopped with Escape, so gameplay timing and
screen-reader listening remain unverified. Nine backed-up save/settings files
were checked afterward and are unchanged. See the publication audit for final
package, public-download and local-deployment verification.

Foresight 0.3.52 beta — Ioka contest and Reptite Lair

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@buu420 buu420 released this 10 Oct 16:13

Foresight 0.3.52 beta — Ioka contest and Reptite Lair

  • Ioka's drinking contest has a clear start cue and rapid Confirm instructions.
    Brief feedback describes the characters' visible drinking actions, followed
    by a finish cue. The game speaks the result through its dialogue.
  • Reptite Lair's open pits appear under Exits as Hole A, Hole B and
    other distinct labels. Navigation guides you to a Confirm interaction.
  • Lair creatures have appearance names such as Blue beetle and
    Mushroom creature. Holes waiting outside the usable map are excluded.

Close the game before updating. Please retest the Ioka contest, then the Lair's
holes: manual guidance and auto-walk should reach a position where you can
press Confirm. Check holes appearing after creatures dig, disappearing during
battles and returning afterwards. Send a fresh Chrono Trigger gameplay log
if a target, route or announcement fails.

Validation and native evidence are described in
Ioka contest feedback and
Reptite Lair targets.
All 2,906 managed tests passed (Native 942, Core 211, Prism 9, Mod 1,744).
Installed-map replays cover 12 hole targets in manual and automatic navigation
at walking and Dash speed, beginning on the inferred landing floor. Package,
manifest, release-script and deployment-path checks passed.
Live gameplay, Prism listening and physical controller delivery need tester
verification. General story-action narration remains paused.

Foresight 0.3.51 beta - Forest Maze navigation

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@buu420 buu420 released this 10 Oct 03:33

Foresight 0.3.51 beta — Forest Maze navigation

  • The Forest Maze story route to the Reptite Lair uses the southern exit.
    Its two exits are labelled Outside, north side and Outside, south side.
  • Walking routes account for native sideways movement along diagonal walls.
    Auto-walk keeps the required cardinal input, and manual guidance follows
    progress through the same movement. Spoken step counts include that travel.
  • Holding Dash no longer sends auto-walk back across a level crossing. Both
    navigation modes refresh directions from the actual position after a stall.
  • Ordinary level crossings with verified connections between physical layers
    appear as distinct navigation targets in areas with navigation guidance.
  • A look-ahead audit found the same missing movement pattern in Reptite Lair,
    Giant's Claw and Death Peak. Installed-map regressions cover those cases.

Close the game before updating. Please test the forward story route through
Forest Maze, both navigation modes, walking and holding Dash. Check that crossing
targets are distinguishable and that returning toward Ioka uses the north side.
Send a fresh Chrono Trigger text log if a route or announcement fails.

Live gameplay, Prism listening and physical controller delivery need tester
verification. The look-ahead audit covers static field and overworld arrivals;
it does not establish a complete accessibility playthrough.

Validation: 2,806 managed tests passed (Native 917, Core 211, Prism 9,
Mod 1,669). Independent movement replays cover both navigation modes and walking
or Dash on the maze and verified later terrain, including the tester's exact
arrival. Static route checks also cover Death Peak's wind area; its wind push
still needs live testing. Package checks passed on Windows PowerShell 5.1.

See native evidence and limits.

Foresight 0.3.50 beta: Ioka feast and identifiable people

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@buu420 buu420 released this 09 Oct 23:51

Foresight 0.3.50 beta — Ioka feast and people labels

  • The Ioka feast objective now directs you to speak with your companions and
    Ayla. The premature instruction to press Confirm repeatedly has been removed.
    The game's own contest instructions are still read when the contest begins.
  • Companions with verified native NPC conversations are selectable in People,
    including Marle and Lucca at the feast. Routes lead to a position where native
    Confirm selects the intended companion. Temporary animation pauses keep the
    companion listed while guidance waits. Ordinary followers stay excluded.
  • Playable characters appearing as NPCs use their current saved names, including
    renamed characters and characters outside the active party.
  • Reviewed clothing, hair and equipment distinguish common unnamed people.
    Ioka examples include Short-haired person in green and Long-haired person
    in green
    . Repeated appearances receive stable A/B/etc. suffixes during
    the current visit, including people whose appearance is still generic.

Close the game before updating. Please test the feast conversations, selecting
Marle and Lucca with both navigation modes, including arriving while Lucca is
animating, Ayla's name, and the distinct villager labels. Check that ordinary
followers remain absent after leaving the scene.
Include a fresh Chrono Trigger text log if a label, route or announcement fails.

Validation: 2,705 managed tests passed (Native 917, Core 195, Prism 9,
Mod 1,584). Regression cases reproduce the missing companions and duplicate
labels, use installed Ioka collision data, and cover native Confirm competition,
follower scripts, camera culling, temporary call gates, current names and invalid name data.
Live gameplay, Prism listening and physical controller delivery need tester
verification.

See native evidence and limits.