PROJECT STATUS / 240 × 160

WEBFOOT SDK

Building a real authoring toolkit for the Legacy of Goku engine.

≈ 70% COMPLETE

Progress is a directional project estimate. The milestones below are the authoritative measure of capability.

The SDK can already make proven changes to existing game content. The current frontier is creating entirely new content that the original engine accepts and runs.

AUTHORING STATELIVE
EXISTING CONTENT
✓ MATURE
AUTHOR_NEW
◆ CURRENT FRONTIER

CURRENT BLOCKER

MATERIALIZE NEW ENTITY BODY

The SDK can now make a new slot for an entity, enlarge and safely relocate the map's object list, and rewrite the map to its new location. The missing piece is creating the actual new entity body and making the new slot point to it.

EDIT

Edit

Change things that already exist.

MATURE

AUTHOR

Author

Create things that did not exist before.

IN PROGRESS

PLAY

Play

Build newly authored LOG1 content and run it in the original engine.

ACCEPTANCE TARGET

DEFINITION OF DONE

WHAT DOES FINISHED MEAN?

Author playable Legacy of Goku content inside the real LOGII/Buu engine.

Webfoot SDK is the product, not a collection of reverse-engineering notes. Understanding the game only matters when it unlocks something an author can actually create.

The acceptance test is straightforward: create newly authored Legacy of Goku content with the SDK, build the game, and successfully play it in the original engine.

CORE AUTHORING PATH

AUTHOR_NEW QUESTLINE

The path from “I can edit an object” to “I can create one.”

  1. ✓ COMPLETE

    Modify existing content

    Change something that already exists in the game.

  2. ✓ COMPLETE

    Prove the change in-game

    Build the modified game and verify that the running game behaves exactly as predicted.

    Technical detail

    Wolf HP changed 175 → 1 through the SDK. Exactly one ROM byte changed. A wolf already loaded in a savestate still took four hits; newly spawned wolves died in one hit. This completed the first SDK → ROM → running-game proof.

  3. ✓ COMPLETE

    Describe a new entity

    Represent an entity that does not exist in the original game data.

    Technical detail

    Authored placement declarations now exist and serialize deterministically.

  4. ✓ COMPLETE

    Model the complete map object list

    Understand every object the engine actually considers part of each map.

    Technical detail

    The corrected Buu census covers 1,898 engine-owned slots: 1,559 placement-family records and 339 sibling-family objects across 268 maps. The previous 1,442-placement census was incomplete.

  5. ✓ COMPLETE

    Expand the map object list

    Increase the number of objects a map can contain.

    Technical detail

    An authored map change derives the count transition, such as 2 → 3, instead of exposing an arbitrary raw count edit.

  6. ✓ COMPLETE

    Relocate the expanded object list

    Move the larger list somewhere else without breaking the map's connection to it.

    Technical detail

    Evidence-based reference safety makes all 268 qualifying map object arrays relocatable under one rule, without hardcoded map exceptions.

  7. ◆ CURRENT

    Materialize and connect the new entity

    Create the actual new object data and make the map's new slot point to it.

    Technical detail

    The authored placement exists semantically and serializes correctly, but it is not yet an allocatable graph anchor with a reference from the newly created map-object-array slot.

  8. ○ NEXT

    Verified ROM capacity

    Provide proven-safe physical space for growing amounts of newly authored content.

    Technical detail

    This is a known downstream requirement. It becomes binding after authored entity bodies can be materialized.

  9. ○ NEXT

    Author new scripts and dialogue

    Give newly created content its own behavior, conditions, events, and text.

  10. ○ NEXT

    Build a complete authored scene

    Combine new entities, behavior, dialogue, and progression into a real Legacy of Goku scene.

  11. ★ TARGET

    Playable LOG1 content in the real engine

    Build and play newly authored Legacy of Goku content using the original Webfoot game engine.

    Technical detail

    This is the mandatory acceptance target for Webfoot SDK.

CURRENT BLOCKER

Materialize and connect the new entity

The SDK can now make a new slot for an entity, enlarge and safely relocate the map's object list, and rewrite the map to its new location.

The missing piece is creating the actual new entity body and making the new slot point to it.

FRONTIER: AUTHOR_NEW

  1. NEW ENTITY DESCRIPTION
  2. COMPLETE MAP OBJECT MODEL
  3. EXPANDED OBJECT LIST
  4. SAFE RELOCATION
  5. MATERIALIZE + CONNECT ENTITY↑ YOU ARE HERE
  6. VERIFIED ROM CAPACITY
  7. NEW SCRIPTS + DIALOGUE
  8. PLAYABLE LOG1 CONTENT

BUILD LOG

RECENT BREAKTHROUGHS

Runtime evidence and authoring capability, not just theory.

Safe relocation of map object arrays

Expanded map object data can now be moved safely while preserving the map's connection to it.

Technical detail

268 map object arrays independently satisfy the evidence-backed relocation rule.

Complete map object model

The SDK now follows the same map object counts as the game itself.

Technical detail

1,898 engine-owned slots: 1,559 placement-family objects and 339 sibling-family objects. The previous census reached 1,442 placements.

Map-count writes

When a project adds another map object, the SDK derives the game's new object count safely.

Technical detail

Count changes follow authored list growth instead of accepting an arbitrary byte value.

Authored placement support

Projects can now describe placements that did not exist in the original game data.

Technical detail

Authored declarations have stable semantic identity and deterministic serialization.

First runtime-proven SDK modification

FIRST PROOF

A change made through the SDK produced exactly the predicted result in the running game.

Technical detail

Wolf HP 175 → 1; one ROM byte changed; newly spawned wolves changed from four-hit kills to one-hit kills.

OPTIONAL READOUT

FOR THE CURIOUS

Measured facts from the current SDK model. This section is not required reading.

Map-owned object slots
1,898
Placement-family objects
1,559
Sibling-family objects
339
Maps with placements
268
Historical placement IDs preserved
1,442
Canonical no-op rebuild
BYTE-IDENTICAL
Canonical ROM during builds
IMMUTABLE