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Pokered Save Editor 2: a static-analysis gate, and tests beyond values
A new linting layer catches a percent bug that had been silently rounding to zero, and the test suite grows past asserting values into signals, model contracts, and blank-render...
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Random AI Prompt: a full test suite, and back to shipping
Vitest and Playwright land, then a long-stalled CI pipeline is unbroken so the stable branch can move again.
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Introducing fairyfox.io
The launch of the project hub and documentation library, and how it's organised.
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Random AI Prompt: a readable language for dynamic prompts
Designing and building DPL — a Markdown-like language for the generators — and making a new v3 catalog the default.
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Random AI Prompt: untangling the word lists
The lists at the heart of the generator get a deep cleanup — folders, a filename-based SFW model, dictionary-grounded categorisation, and group files.
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Random AI Prompt: a new home for the web app
The React front end is reworked into a proper app — matched to the original's look, then decluttered into a focused workspace.
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Random AI Prompt: a 2026 revival — ES modules, Node 24, and full docs
A dormant 2022 prompt generator is modernised to ES modules on Node 24, reorganised, and documented end to end.
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Pokered Save Editor 2: a redesigned Pokémon editor
The General, DV/EV, and Moves tabs are rebuilt into one visual language — and a long-standing display bug that showed the wrong types is fixed.
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Pokered Save Editor 2: grounding item data in the game's own source
Splitting the shop's item groups using the original game's disassembly as the authority, plus accented names and detailed tooltips.
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Pokered Save Editor 2: rebuilding the Market screen, plus screenshots and releases
The shop screen — long the buggiest in the app — gets a full rework, and the project gains automated screenshots and a release pipeline.
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Pokered Save Editor 2: tightening the docs and notes system
Standing policies for versioning and docs, a structured documentation site, and a deep cleanup of the project's living notes.
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Pokered Save Editor 2: versioning, i18n, a Linux test container, and real GUI tests
A heavy infrastructure day — single-source versioning, translation plumbing, a Dockerised Linux harness, and tests that drive the live app.
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Pokered Save Editor 2: at-a-glance overviews and new badge art
A Pokémon overview drawer, in-game name rendering in the grid, and a pass to make badge artwork render uniformly.
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Pokered Save Editor 2: bag drag-and-drop and careful item handling
The items list gets the same drag interactions as the box grid, plus auto-stacking that never loses an item.
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Pokered Save Editor 2: drag-and-drop box management
Storage boxes get drag-to-reorder and cross-pane transfer — and an intermittent crash gets traced to its real cause.
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Pokered Save Editor 2: chasing 90% coverage
Pushing every library layer past 90% line coverage flushed out a string of real, user-facing bugs.
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Pokered Save Editor 2: a test suite, and the save-corruption bug it caught
An automated QtTest/CTest suite goes in — and immediately turns up an off-by-one that was clobbering a byte on every save.
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Pokered Save Editor 2: recovering a corrupted working tree
A bulk rename truncated dozens of files on disk. Here's how the project was rebuilt and why the fix is a permanent rule.
What's changing
Updates
Notes on the projects, including round-ups of what changed across the repositories.