This page contains notes for the game Xenoblade Chronicles.
- 1 Subpages
- 2 Xenoblade File Editing and Extracting tools
- 3 Change Level codes
- 4 List of maps
- 5 Animations
- 6 Change Character code values
| Item ID Values|
Riki find item!
| Model Numbers|
Bionis inferior, Mechonis superior.
| Music Tracks|
You Will Know Our Names!
Xenoblade File Editing and Extracting tools
BRRES Viewer 1.3.1
|Download BRRES Viewer version 1.3.1
File: BRRES_Viewer_1.3.1.zip (115 KB) (info)
Xenoblade Extracting Tools Collection
|Download Xenoblade Extracting Tools
File: Xenoblade_Extract.zip (143 KB) (info)
NOTE: Make sure to download QuickBMS for use with the scripts if you plan on extracting any of the pkb/pkh archives.
How to repack an archive
"Xenoblade Extracting Tools" contains the quickbms file that allows you to repack pkb archives. Simply place QuickBMS in a folder somewhere. Then run the reimport.bat script included with QuickBMS, and make sure to set the "output" folder as the folder with the changed files you want to be included in the new archive. Set the "input" archive as the pkb archive. Ta-da! You've replaced the files. Models can be replaced this way as well. For instance, here's a Bionis Shulk vs. a Mechonis Melia.
Altering game resources with XBSE
XBSE.exe can be used to alter the models for enemies, by running extractEverything.bat with a common.pkb and static.arc file ripped from the Japanese version of Xenoblade Chronicles, it is possible to change the model number listed under the "resource" header in BTL_enelist.xls to that of another model. After replacing the model numbers, run compileEverything.bat and use WiiScrubber save the changes to the ISO. Not only will the model be changed, but the enemy will use the sounds, collision and animations of the replacement. The game will also properly load any special model parts/effects associated with the replacement model, such as Mumkhar's laser claws and the red light that flashes whenever an M104 unit is triggered.
Model size is determined by the original enemy's data, so for example, if the model number for the colossal Gentle Rodriguez is swapped out for the model of the late-game dragon enemies, the result will be an enemy so large the game cannot load it correctly.
Modifying any playable character/story-important NPC's model number through FLD_npclist.xls doesn't affect the game, although changing Shulk's model number in FLD_npclist (pc01000) with God Zanza's seems to cause the game to permanently activate an effect flag (example), this effect continues into cutscenes and results in several effects during the cutscenes to desynchronize (e.g. Metal Face's eye glow). Modifying any of the parts listed in ITM_headlist.xls, ITM_bodylist.xls, ITM_armlist.xls, ITM_waistlist.xls or ITM_leglist.xls with a model number that isn't a "pc" model number will cause the game to crash when loading that specific part.
Personal Notes pages
Extracted BDAT tables
A dump of the scripts in the NTSC version of the game can be found here
Change Level codes
Title Screen - 30303030 Colony 9 - 30313031 Tephra Cave - 30323031 Bionis' Leg - 30333031 Colony 6 - 30343031 Ether Mine - 30343032 Satorl Marsh - 30353031 Bionis' Interior - 32313031 Makna Forest - 30363031 Frontier Village - 30373031 Bionis' Left Shoulder - 30383031 High Entia Tomb - 30393031 Eryth Sea - 31303031 Alcamoth - 31313031 Prison Island - 31323031 Prison Island (sunken) - 31323032 Valak Mountain - 31333031 Sword Valley - 31343031 Galahad Fortress - 31353031 Fallen Arm - 31363031 Hidden Village at the Bottom of the Valley - 31363032 Mechonis Field - 31373031 Mechonis Field (duplicate?) - 31383031 - doesn't work Agniratha - 31393031 Central Factory - 32303031 Memory Space - 32323031 Mechonis Core - 32333031 Junks - 32343031 Colony 9 (epilogue) - 30313032
List of maps
|Map Number||Map Name||Map Name (Japanese)||Model?||Floor plan?||Minimap?||Notes|
|ma0102||Colony 9||コロニー9||Yes||No||Yes||Colony 9 from the epilogue. Uses the same map as the regular Colony 9.|
|ma0103||No||No||No||A map of unknown use, it's grouped in with the other two Colony 9 maps and it may have been intended for the Colony 9 Mechon attack. I've only found references to this map in a few of the game's files.|
|ma0602||No||No||Yes||Unused in game. Only found in the 3DS port so far. The file for the minimap exists, but is just a dummy.|
|ma0801||Bionis' Left Shoulder||巨神左肩||Yes||Yes||No||Unused in game. The floor plan has been dummied out.|
|ma0901||High Entia Tomb||ハイエンター墓所||Yes||Yes||Yes|
|ma1201||Prison Island||監獄島||Yes||Yes||Yes||Initial visit.|
|ma1602||Hidden Village at the Bottom of the Valley||谷底〜隠里||Yes||Yes||Yes||Unused in game. The geometry model neccessary to load the map only exists in the international versions (todo; does it exist in the Japanese version of the 3DS port?). Minimap is the same used for the Fallen Arm. Unlike the other unused areas, the floor plan for this area doesn't seem to consist of dummy data.|
|ma1801||Mechonis Field||機界フィールド�A||No||Yes||Yes||Unused in game. The floor plan and minimap is dummy data.|
1048846.mca - Shulk (field) 1049102.mca - Shulk (battle) 2097422.mca - Reyn (field) 2097678.mca - Reyn (battle) 3145998.mca - Fiora (homs field) 3146254.mca - Fiora (homs battle) 4194574.mca - Dunban (field) 4194830.mca - Dunban (battle) 4469006.mca - Dunban (field SV) 4469262.mca - Dunban (battle SV)* 5243150.mca - Sharla (field) 5243406.mca - Sharla (battle) 6291726.mca - Riki (field) 6291982.mca - Riki (battle) 7340302.mca - Melia (field) 7340558.mca - Melia (battle) 8388878.mca - Fiora (mechon field) 8389134.mca - Fiora (mechon battle) 9437454.mca - Dickson (field) 9437710.mca - Dickson (battle) 33554702.mca - Mumkhar (field) 33554958.mca - Mumkhar (battle) 34603278.mca - Alvis(?) (field) 34603534.mca - Alvis(?) (battle) 35651854.mca - Dunban (field 2) 35652110.mca - Dunban (battle 2) 35926286.mca - Dunban (field SV(?) 2) 35926542.mca - Dunban (battle SV(?) 2) 36700430.mca - Dunban (field 3) 36700686.mca - Dunban (battle 3) 36974862.mca - Dunban (field SV(?) 3) 36975118.mca - Dunban (battle SV(?) 3) 460328990.mca - "w11" 460394526.mca - "w11" 2 460394542.mca - "w11" 3 460394558.mca - "w11" 4 460394606.mca - "w11" 5 460398622.mca - "w11" 6 460402718.mca - "w11" 7 460406814.mca - "w11" 8 460410910.mca - "w11" 9 460460062.mca - "w21" 460460078.mca - "w21" 2 460460094.mca - "w21" 3 460460126.mca - "w21" 4 460460174.mca - "w21" 5 460460190.mca - "w21" 6 460525598.mca - "w31" 460591134.mca - "w41" 460595230.mca - "w41" 2 460599326.mca - "w43" 460656670.mca - "w51" 460660766.mca - "w51" 2 460722206.mca - "w61" 460787742.mca - "w71" 460853278.mca - "w81" 460857374.mca - "w81" 2 460861470.mca - "w81" 3 460865566.mca - "w81" 4 460918814.mca - "w91" 460951582.mca - "w99" 537919758.mca - Shulk (gem crafting) 538968334.mca - Reyn (gem crafting) 541065486.mca - Dunban (gem crafting) 542114062.mca - Sharla (gem crafting) 543162638.mca - Riki (gem crafting) 544211214.mca - Melia (gem crafting) 545259790.mca - Fiora (mechon, gem crafting) 1074790414.mca - Shulk (H2H/Cutscene animations) 1075838990.mca - Reyn (H2H/Cutscene animations) 1076887566.mca - Fiora (homs H2H/Cutscene animations) 1077936142.mca - Dunban (H2H/Cutscene animations) 1078984718.mca - Sharla (H2H/Cutscene animations) 1080033294.mca - Riki (H2H/Cutscene animations) 1081081870.mca - Melia (H2H/Cutscene animations) 1082130446.mca - Fiora (mechon, H2H/Cutscene animations)
Change Character code values
0 - No character 1 - Shulk 2 - Reyn 3 - Homs Fiora [really buggy for some reason] 4 - Dunban 5 - Sharla 6 - Riki 7 - Melia 8 - Mechon Fiora [appears to be equally as buggy as her squishy counterpart] 9 - Dickson [locked at level 30] A - Mumkhar [locked at level 22] B - Alvis [locked at level 28] C - Dunban [locked at level 27, Dunban from the prologue, cannot remove/change equipment normally] D - Dunban [locked at level 20, Dunban from the Mechon attack on Colony 9, cannot remove/change equipment normally]
Characters are not assigned their default equipment until the first time a cutscene requires it, so using them beforehand results in them having no weapon or armour equipped (though they'll be shown with the model of their default weapon). As Mechon Fiora has no data for wearing no armour, she is very glitchy until her armour is assigned in the Face Nemesis teaser cutscene.
Mumkhar's and Dickson's appearances are determined by what head armour they wear. Rondine Cap switches Mumkhar into his Mechon form, and Lagoon Gear changes Dickson into his casual outfit. Anything else (other than wearing no head armour or wearing Middle Gear) makes them invisible. Alvis needs to be wearing nothing in his head armour slot or wearing Seacle Cap or else he'll be invisible.
The alternate Dunbans will appear invisible if added in after their respective scenarios, and cause glitches if you attempt to start a battle with them present. It is unknown if any armour combination can make them visible.
Cutscene faces (i.e. the character faces, but with more bones for better expression) have the name pc0X0109, where X is the character code above. (NOTE: Mumkhar, Alvis, and the two odd Dunban versions are listed as npcs and have their cutscene face model named accordingly.