Xenoblade Chronicles 3D
|Xenoblade Chronicles 3D|
Also known as: Xenoblade 3D (JP)
This game has a bugs page
Xenoblade Chronicles 3D is a port of Xenoblade Chronicles for the New Nintendo 3DS. It is one of the
five many New Nintendo 3DS exclusive games, among others including The Binding of Isaac: Rebirth, Runbow Pocket, Wind-up Knight 2, and Minecraft: New Nintendo 3DS Edition.
In addition to the three unused maps from the Wii version, there is a fourth map referenced alongside the minimaps. This map's internal number would be ma0602, which would place it between Makna Forest and Frontier Village. Only a dummied out minimap remains.
Unused Save Prompt
0801f.sb contains a prompt to save the game, similar to the ones that appear when an important part of the game is completed. This one corresponds to the Bionis' Left Shoulder map, thus it goes unused.
check other versions
At the root of the RomFS lies a file titled mcx-version.txt.
mcx: Built on Dec 31 2014 at 17:38:01 by dave_b. MCX_DATA_VERSION=6 convert_all_dvd_data: Built data for US on Tue Jan 6 2015 13:15:31
mcx: Built on Dec 31 2014 at 17:38:01 by dave_b. MCX_DATA_VERSION=6 convert_all_dvd_data: Built data for US on Fri Mar 20 2015 08:54:09
There are more 3DS version differences, I'm sure. Any changed textures?
General Revisional Differences
The New Nintendo 3DS version of Xenoblade Chronicles contains a model viewer and a sound test (called "Jukebox"). Meyneth's legs and normal face can be viewed in the model viewer, and as a result, are used in that revision. The 3DS revision also has lower resolution textures.
The blurring effect that happens during battles is absent in the 3DS version supposedly due to hardware limitations.
'Beyond the Sky' Oddity
Most music tracks in Xenoblade Chronicles and Xenoblade Chronicles 3D follow the naming convention of a letter and then two numbers. (For example, j01 for jingle 1, j02 for jingle 2, b08 for battle 8, e12 for event 12, and f01 for field 1. There is one exception, however. The ending track, Beyond the Sky, is named track39, for an unknown reason. It is also the only music track that wasn't located in the original game as a raw stream.
Wii Leftover Debug/Compiler Text
There's more...unfortunately. Also, format this better.
Many remnants of the compiler, debugger, and original Wii version can be found inside the exefs (Executable File System).
Please insert the Xenoblade Chronicles disc. The disc could not be read. Refer to the Wii Operations Manual for details. Reading disc... Communications with the Wii Remote have been interrupted. Connect the Nunchuk to the Wii Remote. To change the extension controller to the Classic Controller, reset the game and connect the Classic Controller while on the Title Screen. Connect the Classic Controller to the Wii Remote. To change the extension controller to the Nunchuk, reset the game and connect the Nunchuk while on the Title Screen. No extension controller is connected to the Wii Remote. Connect the Nunchuk or Classic Controller. The Wii System Memory has been damaged. Refer to the Wii Operations Manual for details. Could not access the Wii System Memory. Refer to the Wii Operations Manual for details. An error occurred while accessing the Wii System Memory. Refer to the Wii Operations Manual for details. The battery charge is running low. Double Attack Counter-attack Protection 4Mar 20 2015 08:54:14 CTR-RLS-NDBG-US-NTSC ARM-411307 NN-11.1.0 db2 ÿhook %2d: %s BGTASK %s took %dms d:\s2\src\mgi\kernel\file.cpp file: can't read %d bytes from %s file: %s still in use ÿÿprint_string The beginning of the world exit wii reset exit wii power off exit prog end CWorkSystem CWorkControl CWorkFlowSetup CViewRoot CProcRoot CScriptCode adx ahx CRsrcData CDeviceFontLayer CDeviceVI: render index %d doesn't exist USBKEY CDeviceFileDvd: could not open %s CDeviceFileDvd: using 128 byte buffer alignment. Wow, that's a lot! WNG: %d/%s: ADXF_STAT_ERROR on %s d:\s2\src\monolithlib\src\device\CDeviceFileCri.cpp WNG: %d/%s: Bad file size [%s][%d] WNG: %d/%s: isMemError [%s][%d] WNG: %d/%s: ADXF_STAT_ERROR[%s] WNG: %d/%s: ADXF_STAT_ERROR s[%s] WNG: %d/%s: effect table err [%p] d:\s2\src\monolithlib\src\effect\CEScheduleData.cpp WNG: %d/%s: schedule data heap err d:\s2\src\monolithlib\src\effect\CEMemManager.cpp WNG: %d/%s: schedule data create err[%p] WNG: %d/%s: create err d:\s2\src\monolithlib\src\effect\CELight.cpp WNG: %d/%s: vertex buffer heap err!! so this trail is disp off. d:\s2\src\monolithlib\src\effect\CETrail.cpp WNG: %d/%s: value B heap err!! so this trail is disp off. WNG: %d/%s: particle heap err WNG: %d/%s: eft[%p] parent[%d] name[%s] WNG: %d/%s: ------------------------------------------------------ @this effect is parent setting unknown @%s ------------------------------------------------------ d:\s2\src\monolithlib\src\effect\CEEmitter.cpp %s%4d/%4d WNG: %d/%s: [EFFECT] zero file d:\s2\src\monolithlib\src\effect\CEResource.cpp version1.06 version err WNG: %d/%s: create err[%p][%s] d:\s2\src\monolithlib\src\effect\CEScheduleManager.cpp WNG: %d/%s: CScnItemModelNw4r: can't insert SCNITEM_MODEL into item pool? WNG: %d/%s: CScnItemModelNw4r: failed to allocate object for model %s Global(%d) Camera%d CScnMem CScnTexWorkMan LGT FILE ERR!!!!!!!!!! CScnEnvLgtFogWork: ofsC = %d [state = %08x m_nWeatherNum = %08x] CScnEnvLgtLightWork: ofsC = %d [state = %08x m_nWeatherNum = %08x] CXGetUncompressedSize CXInitUncompContextHuffman CXReadUncompHuffman OSGetFontEncode OSGetFontWidth OSInitFont OSGetFontTexture MGI_UNIMPL: %s CharWriter d:\s2\src\kyoshin\appgame\cf\CBattleAward.cpp WNG: %d/%s: rlt_meet ================================================== @target force adjest[%s] ================================================== d:\s2\src\kyoshin\appgame\cf\chain\CChainActorPc.cpp WNG: %d/%s: actor buffer over d:\s2\src\kyoshin\appgame\cf\chain\CChainActorFactory.cpp WNG: %d/%s: cant chain actor WNG: %d/%s: ================================================== CBattleManager::leaveBattle() to pop() not called ================================================== d:\s2\src\kyoshin\appgame\cf\chain\CChainActorList.cpp WNG: %d/%s: actor is not exist d:\s2\src\kyoshin\appgame\cf\chain\CChainMember.cpp WNG: %d/%s: ================================================== CChainActorList::restore or CChainMember::restore no do chi ra ka de fu kkyu u syo ri wo se zu ni ko ko ni ko re ba na ni ka ga a ru ka mo
The last line is written in romanised Japanese, and translates to:
Something might happen if this point is reached without running the restore processing in either ChainActorList::restore or CChainMember::restore
Version 1.1 fixes an audio glitch where the audio would stay in stereo, despite the Nintendo 3DS system being in surround mode.
The Xeno series
|PlayStation 2||Episode I: Der Wille zur Macht • Episode II: Jenseits von Gut und Bose • Episode III: Also sprach Zarathustra|
|Nintendo DS||Xenosaga I & II|
|Nintendo 3DS||Xenoblade Chronicles 3D|
|Wii U||Xenoblade Chronicles X|
|Nintendo Switch||Xenoblade Chronicles 2 • Xenoblade Chronicles Definitive Edition|