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Talk:Xenoblade Chronicles

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Tools

Hi guys. I updated the Notes page and added tools for viewing Xenoblade's files, including an updated BRRESViewer that supports correct importing to Blender. Robotortoise (talk) 20:38, 28 September 2015 (EDT)

Xenoblade Things 2

ene_arts.xls lists duplicates of some enemies arts, such as Mumkhar's Super Spin and Lorithia's Elemental Barrier. Are these worth noting at all?

Secondly, does anyone know how to extract the English text? The xls files are only getting me so far, plus I think I got some of the translations of the unused enemies names wrong, and it would be better to just have access to already-translated text. I'm not that good with Japanese. Also, would anyone happen to know where the enemies stats are stored, I might be able to re-use the weapon templatewhip up a template and make it look all nice if we could do that. --Iggy (talk) 14:08, 7 October 2015 (EDT)

Xenoblade-homschild-laydown.gif
Xenoblade-homschild-getup.gif
Anybody wouldn't have happened to have seen this animation in-game? --Iggy (talk) 15:31, 7 October 2015 (EDT)
I sure haven't seen that animation, it seems like this child was sleeping on the floor? (what and why) BlockBuilder57 (talk) 18:31, 7 October 2015 (EDT)
The BTL_bufflist.xls file contains a column named "name_dbg" (in which the cast system-related buff/debuffs and the Elemental Combo text was found, they have no name under the "name" column), which apparently are/were the names used for the buffs/debuffs in some sort of debug feature. Would these also be worth noting under the Unused Text section? --Iggy (talk) 10:12, 15 November 2015 (EST)

Maybe that animation was used for some scrapped fetchquest sidequest? The guy who finds stuff (talk) 12:45, 13 January 2016 (EST)

Unused Maps

FLD_maplist.xls contains entries for several unused maps. ma0801 is the Bionis' Left Shoulder (which is already well documented). But the other two haven't been documented on the wiki yet; ma1602 is some map whose name roughly translates to something along the lines of "Hidden Village at the Bottom of the Valley", and appears to have been intended to be a seperate entry for the Hidden Machina Village, which in the final is contained within the same map as the Fallen Arm. The last one is ma1801, which appears to be a duplicate of Mechonis Field with a slightly different name.

These maps are skipped over in the xls files for the minimaps, but have quest lists which appear to just be filler entries. I'm assuming the duplicate Mechonis Field and Fallen Arm codes for the Colony 9 warp cheat are for ma1801 and ma1602 respectively, but if you try to use either of them, they disable all landmarks so you can't visit them through that method. --Iggy (talk) 09:52, 6 November 2015 (EST)

None of these maps are in map.pkb, possibly they are "events" that disable or enable parts of the game via a map. Atleast that's my theory. --BlockBuilder57 (talk) 17:26, 7 November 2015 (EST)
Huh. I found the Mechonis Field duplicate at 34.dap, and the Hidden Village is at 88.dap. Theoretically, would it be possible to access both these unused maps through the Colony 9 warp cheat by disabling the routine in the game that makes specific landmarks inaccesible, or at least by replacing Colony 9's files with the unused maps? Since replacing an entire map with another (e.g. overwriting Colony 9's map with the Bionis' Left Shoulder) is possible, the latter is probably the better (and more conveniet) option.
On another note, the Mechonis Field duplicate is larger than the used Mechonis Field, and the Hidden Village is smaller than the Fallen Arm map. Even if they turn out to just be duplicates, there still might be some differences worth documenting. --Iggy (talk) 10:12, 15 November 2015 (EST)
Clarification: 34.dap is Bionis' Left Shoulder. Oops. It appears the corresponding .dap for the duplicate Mechonis Field doesn't exist in either the international or Japanese releases. --Iggy (talk) 16:28, 15 November 2015 (EST)
Well, it looks like I solved the mystery (with the help of Google and some posts on a forum from about 5 years ago). The maps are brres/szs files, but are stored as .map files inside the .dap files, and by opening up ma1602 in BRRESviewer and comparing it to ma1601, I can see some notable differences right away, such as the arm lacking foliage and the weird cyan shit (texturing error I guess) that the Fallen Arm has around it. ma1602 also has the regular textures for the Mechon on the beach, Metal Face, and Face Nemesis within its texture banks rather than the rusted versions that ma1602 uses, and for whatever reason doesn't contain a corresponding texture for the M104 unit at the Giant Mechon Debris area. There also seems to be a large rubble pile over the area where the Black Wreckage is and a strange circular platform near the Digit 5 Beach. Since BBRESviewer only allows me to zoom so far, anyone willing to test out the "replace Colony 9" theory that I suggested? I'm curious what other differences there are. --Iggy (talk) 19:18, 15 November 2015 (EST)

Removing Arts

I've removed Shulk's Battle Soul on the New Nintendo 3DS. So, is the revisional difference mistaken, or is it referring to something else? Phineas81707 (talk) 00:38, 10 November 2015 (EST)

Hm. I just checked and ZR removes Arts. Why it isn't listed anywhere for reference, I'll never know. --Iggy (talk) 09:56, 10 November 2015 (EST)

Jumping to Nopon Tower in Frontier Village

I can confirm it is indeed possible to jump on top of Nopon Tower and subsequently the ledges that contain the Nopon NPCs. Here's a demonstrative video by Gaiachaos2000 (who does a lot of videos on this game). The NPC text is in Japanese however:

https://www.youtube.com/watch?v=ptshc1sbMvc

Just to really confirm this, I replicated the jump on my own copy of the game and saved on top of the tower. I can provide the save file for anyone to access on their own system. I have an English copy of the game, and can confirm the text displayed on the main page is the exact text displayed when talking to the Nopon. If you give me a few days I can even provide my own video of jumping to the tower and talking to the villagers in english. --TheGameMaster (talk) 15:02, 5 January 2016 (EST)

Okay, thank you. It has been removed. Robotortoise (talk) 15:41, 5 January 2016 (EST)
Well I don't think it needed to be removed specifically. I think the obscurity and oddity of it merits mention. Especially since the branch you need to jump to to get to Nopon Tower isn't completely rendered- it's missing textures on all but two sides, which is a definite oddity. TheGameMaster (talk) 11:56, 6 January 2016 (EST)-
....oh. but I looked at that video you showed me, and everything seems normal there. Where are the missing textures? Robotortoise (talk) 15:18, 10 January 2016 (EST)
Sorry for the two month late reply, I was trying to get my capture card back so I could show what I'm talking about. I have two sets of screenshots here (both the same, one with red circles) and a video I just recorded. As you can see, the branch ends abruptly in front of Riki. Textures are either missing or the branch's model is just plain unfinished. It's really hard to notice because of the leaves in the way. Here: http://imgur.com/a/jQDXR here (with red circles so you know where to look): http://imgur.com/a/XtUVe and here: https://youtu.be/8Pi3I1ElWbQ --TheGameMaster (talk) 19:45, 12 March 2016 (EST)

I wonder if the text is accessible in 3D. I'll probably check it out since I have a copy of the game. EDIT: Nevermind, can't do it because i suck at xenoblade platforming The guy who finds stuff (talk) 12:39, 13 January 2016 (EST)

Yeah, that'd be unused, then. It's not meant to be seen normally. I'll add it back to the page, thanks!Robotortoise (talk) 21:49, 13 March 2016 (EDT)

Also, I think that video has the HD textures, which might have fixed that issue with the branch. The guy who finds stuff (talk) 12:47, 13 January 2016 (EST)

this is subpage hell

Why are there so many subpages The guy who finds stuff (talk) 16:06, 12 January 2016 (EST)

Because this game is the Wii equivalent of Ocarina of Time. --Iggy (talk) 07:36, 7 February 2016 (EST)

Missing Files?

Two of the files linked to on the subpages (Xenoblade Dickson shoot shuk cutscene pan.webm and Xenoblade-MeliaSwim-Concept.png) seem to have been deleted by accident? --Iggy (talk) 07:36, 7 February 2016 (EST)

The "recast" term

Looking at Japanese XCX footage, I see the term "recast" being used to refer to "cooldown" (i.e. time required for arts to recharge). That might be relevant for trying to figure out stuff by that name in this game, like maybe the "Cast Quicken" gem. Toomai Glittershine 17:57, 13 February 2016 (EST)

"recast" is used internally to refer to the time between recharging Arts. I haven't checked to see if it's ever referred to by name in the Japanese version. On another note, "casting" wasn't entirely scrapped. The charging animations that enemies do before using some of their Arts or when they're tagged in a vision is internally named "cast", but casting time for the player characters was cut.
Hypothetically, it should be possible to reenable casting for the player characters. The pc_arts file within bdat.bin contains a header called "cast". There should be some number there also which would indicate how long it would take for a character to cast their Arts (I'm guessing for all PCs it's set to 0 by default). I'm not sure if this would effect some of the unused gems but it would be worth looking into. --Iggy (talk) 16:39, 8 May 2016 (EDT)

bdats

The bdats located in bdat.bin are encoded in Shift-JIS, which shows text within the files (such as names and captions), but there are additional headers listed such as the ones for BTL_pclist, which imply that they're meant to list stats and various other information which XBSE doesn't extract normally. For reference, this is the complete list of headers for BTL_pclist.bdat;

name
guest
lv
hp
str
agi
eth
delay
hit_range
dbl_atk
cnt_atk
chest_height
ts_low
ts_nrm
ts_high
tp_atk
tp_arts
tp_atkdmg
tp_artsdmg
hp_lv99 
str_lv99
agi_lv99
eth_lv99
icon_type
icon_type2
icon_type3
xtag_icon
icon_future 
tk1
atk2
tk3
def_wpn
def_head
def_body
def_arm
def_waist
6def_legg

There should be a way of also extracting this info, I know common.pkb also stores bdats, but these are largely unrelated to the one's in bdat.bin, as common stores the info for quests and bdat.bin stores info for various game assets like enemies and items. Having access to the complete stat data for the unused enemies and Arts would be greatly beneficial for the article. If anyone wants to take a look, here's a rip of bdat.bin from the game's files.--Iggy (talk) 07:22, 7 May 2016 (EDT)

Valak Mountain Mumkhar actually can use Massacre Lotus

So... yeah. I saw this. This was during the encounter at Valak Mountain. I was using Shulk/Dunban/Reyn.

You know how if you daze an enemy before a vision comes true, the enemy will use a different art when they get up? Well, I did that to Mumkhar and he ended up using Massacre Lotus on Dunban. Nobody in my party was toppled and Mumkhar was a few hits away from being "defeated".

I was unable to get a recording of this. I don't think this is worth removing the move from the wiki page entirely for, because the art is still never called under "normal" circumstances, but I thought that this was worth noting. - AmiableNebula (talk) 15:04, 2 May 2017 (EDT)

Unused "Mystery Girl Rescue" dialogue

By using a moon jump code to hop over the invisible wall that impedes your progress during the "Mystery Girl Rescue" quest (the one where Shulk goes off and gathers pure water crystals in Makna Forest), I was able to trigger some dialogue for Shulk. I'm not sure if there's any way to get past the invisible barrier during normal gameplay, potentially making this text unused.

"I can't go back now." "I must find some Water Ether Crystals."

Video: https://youtu.be/C9_lEzxSKgo

AmiableNebula (talk) 15:35, 14 November 2017 (EST)