If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Talk:Xenoblade Chronicles/Archive 1
|
|
Contents
- 1 File name list
- 2 Xenoblade Chronicles
- 3 The game's cutscene audio
- 4 "Unused Monado Replica" may actually be used
- 5 Numerical file names
- 6 Arglas
- 7 Alvis' sword
- 8 Texterless Face model?
- 9 Two unused weapon models
- 10 Accessing Map data
- 11 Alvis, Mumkhar, and Dickson's battle dialogue
- 12 Tephra Caves Battle Dialogue?
- 13 Shulk's mother
- 14 Unused Melia voice clips?
- 15 Some Findings
- 16 Viewing Cutscenes in-game
- 17 Bikini Babes
- 18 Possibly unused Dunban lines
- 19 Melia-Chan
- 20 Unused Animations
- 21 Colored Models
- 22 Test soldier animations
- 23 Meyneth's legs and blinking textures, Cheif Dunga's Upskirt, and Nude Shulk, Reyn, and Dunban
- 24 Final boss Zanza's eyes and Mecha-Gadolt's animations
- 25 Homs Fiora Comparison
- 26 More Things
File name list
Go here to discuss file names and naming discoveries.
Xenoblade Chronicles
I don't know a thing about this game, but I remember catching this video some time ago. I'd say this is noteworthy, no? {EspyoT} 12:45, 22 October 2012 (EDT)
I don't know about the other temporary party members' weapons, but it is possible to see the description and gems for Dickson's Sabre if you go to change your party during the opportunity the game gives you before the battle with the Mechon horde at Colony 6. I attempted to steal his stuff to give to Dunban when I first played. --Lilfut (talk) 04:09, 27 December 2014 (EST)
Nice to see someone finally writing a Xenoblade article, the game had a pretty long dev period so I bet there's some good stuff in there. This might be a dumb suggestion, but how would you feel about incorporating a joke into the intro paragraph? Otherwise, keep up the good work... --Pik (talk) 21:06, 18 April 2015 (EDT)
I vote on a Reyn Time joke. Anyways, about the unused armour set: Isn't that used on Dunban either during the Sword Valley fight in the intro and when he joins your team at Colony 9? I remember looking at his armour and seeing "Colonel" stuff that I couldn't remove from Dunban. As well, I saw a video where someone was able to glitch into the endgame parts of Tephra Cave at the very beginning of the game, and the glitch itself had interesting properties. Since the video showed the glitch before the Mechon Attack, any cutscenes in Tephra after that point (If I had to give a specific cutscene, the one where Shulk and Reyn notice the dead Colony 6 soldiers) are not played at all, and the enemies in endgame Tephra aren't spawned. I wonder if there's other instances of this, and if so, are there any differences/oddities? Oh, one more thing: Some song names between the N3DS Jukebox and the Original Soundtrack discs have changed. Should the changed song names be noted here? --Kayya (talk) 23:05, 25 May 2015 (EDT)
- Well according the Xenoblade wiki, there wasn't any official English name for any of the songs until the 3DS version, as there was no way to listen to the music in-game. If there are Japanese changes I'd add them to revisional differences, however. Could you link that video at the specific time, please? Robotortoise (talk) 23:58, 25 May 2015 (EDT)
- Well, that's why i specifically mentioned the Original Soundtrack, because that does have the song names. Also, the video's on NicoNicoDouga so I don't think I can link a specific time. However, the link is here and where the player skips into the endgame Tephra Cave is at 3:20, but pretty much from the start of the video they clip into the locked door so you can see the cutscene I mentioned not playing. --Kayya (talk) 09:27, 26 May 2015 (EDT)
- I see. Don't quote me on this, but I think that's just how the game works, with cutscenes not playing at their intended time if you moon jump into their triggers. Here's a better quality version that explains how to do that glitch, by the way. Robotortoise (talk) 16:01, 29 May 2015 (EDT)
- Well, that's why i specifically mentioned the Original Soundtrack, because that does have the song names. Also, the video's on NicoNicoDouga so I don't think I can link a specific time. However, the link is here and where the player skips into the endgame Tephra Cave is at 3:20, but pretty much from the start of the video they clip into the locked door so you can see the cutscene I mentioned not playing. --Kayya (talk) 09:27, 26 May 2015 (EDT)
The game's cutscene audio
ev/realtime/en contains various ADX audios the game uses for the cutscenes, which is... well, as you expect it to be. The voices, sounds, and music for them all. You should use the VGMStream plugin with Audacity, import the proper tracks, export them and listen to them to find out what the storyboard pictures are meant for exactly. For example...
it's respective ADX file is under the name of vs06030100.adx. I haven't played Xenoblade Chronicles long enough to know what they exactly pertain to, but i'm sure you guys will. ( Did hear Metal Face, but that picture specifically is... not him. )
--Jetfire77 talk 23:28, 6 May 2015 (EDT)
- That specific cutscene is after the Ether mines. Here is a video of it. Robotortoise (talk) 14:43, 9 May 2015 (EDT)
"Unused Monado Replica" may actually be used
There's a High Entia knight located at 1078280193.kyp that is holding the "Replica Monado" like a shield, and it appears to be one of the High Entia knights that appears during the cutscene in Makna Forest fighting the Leone Telethia. Can someone confirm? -- Zerker 08:40, 26 May 2015 (EDT)
- Ohhp, yeppp. It's the shield. Nice eyesight! Robotortoise (talk) 21:05, 26 May 2015 (EDT)
Numerical file names
Why are all the songs and sounds and locations and everything all named so oddly? They're all named five digit numbers that seem to have no correlation with the area, object type, character name...this is ridiculous! Could it be that they have headers, but the extraction program/script is spitting them out without them or using hex values for names or something?
The models are named reasonable things internally (i.e. Melia is named Meria1). I wonder if it'd be possible for a program to read the model's internal name and spit out a properly named file? It's gonna be impossible to comb through for unused files if they're unnamed! Robotortoise (talk) 21:05, 26 May 2015 (EDT)
- Well, I think I figured one thing out. Melia is really, REALLY weird. She has a full model, and then each of her body parts as separate models. The odd thing is, though, for her waist, the area where her body should be is...modeled and textured as if she were severed. WTF?
Robotortoise (talk) 01:16, 27 May 2015 (EDT)
- Oh, it's for when she's stripped to a bikini/short shorts outfit. It must be to make sure no skin shows near her waistline.Robotortoise (talk) 01:51, 27 May 2015 (EDT)
- On second thought, that still doesn't explain the skin-color texturing in the circular area near her skirt. Does anyone have any ideas? Robotortoise (talk) 03:08, 2 June 2015 (EDT)
- Oh, it's for when she's stripped to a bikini/short shorts outfit. It must be to make sure no skin shows near her waistline.Robotortoise (talk) 01:51, 27 May 2015 (EDT)
Arglas
Doesn't Arglas (or at least his body) appear on Prison Island? Or do you think his colours are different when not acting as Zanza? Phineas81707 (talk) 19:08, 27 May 2015 (EDT)
- Hm, that's a good point. But I was under the impression that he used a different model in the flashback cutscene. It could very well be the Zanza model. Robotortoise (talk) 19:41, 27 May 2015 (EDT)
Thanks! Added it. Robotortoise (talk) 21:54, 17 June 2015 (EDT)
Alvis' sword
Are you sure the blue Junk Sword is unused? It looks awfully similar to the weapon Alvis uses during Shulk's first Telethia encounter in Makna Forest.— The preceding unsigned comment was added by RealNoobinator (talk • contribs)
- You're right, it is Alvis' Claymore. I'll go remove it from the article, then. --Kayya (talk) 18:25, 29 May 2015 (EDT)
Texterless Face model?
So I found a texterless Mass-Produced Face model in the 'chr' directory of Xenoblade's disc. I kind of forgot the name of the BRRES file (I'll look through and see if I can find it at a later point), but I took a screenshot of it. It's not Xord because it's holding a spear. — The preceding unsigned comment was added by RealNoobinator (talk • contribs)
- Are you sure it isn't 1075127326.brres? While it's not textureless, per say, BRRES Viewer seems to have problems loading textures on a transparent enemy, and I only say this because the textures are the same green as the Spirit enemies seen at the end of the game which leads me to assume that this was supposed to be one of those. --Kayya (talk) 23:52, 30 May 2015 (EDT)
- Yeah, you're right. It is 1075127326.brres. Should I leave this here or remove it from the talk page? RealNoobinator (talk) 13:57, 31 May 2015 (EDT)
- I'd say leave it here, but there's a pretty good chance that it's actually unused; there's no green Mass-Produced Faces nor is there a Spirit - Mass-Produced Face. I think this should be added to the main page, but we'd have to include both the model and it's textures as well because the model doesn't really like to load the textures and if it does it sometimes apparently loads the wrong ones, and I don't really know what a nice layout would be for displaying the textures. --Kayya (talk) 14:24, 31 May 2015 (EDT)
- Is there another viewer that views BRRES files? I know Brawlbox does, but Xenoblade's don't work well there. Maybe we could get it to load up on something else?Robotortoise (talk) 23:35, 31 May 2015 (EDT)
- I use something simply titled 'BRRES Viewer, probably the one Kayya was talking about. I tried using another titled 'MKW Editor' or something to that effect, but the models were... distorted, to say the least. I'll try all the viewers I can find and get back to you guys. RealNoobinator (talk) 17:30, 1 June 2015 (EDT)
- Is there another viewer that views BRRES files? I know Brawlbox does, but Xenoblade's don't work well there. Maybe we could get it to load up on something else?Robotortoise (talk) 23:35, 31 May 2015 (EDT)
- I'd say leave it here, but there's a pretty good chance that it's actually unused; there's no green Mass-Produced Faces nor is there a Spirit - Mass-Produced Face. I think this should be added to the main page, but we'd have to include both the model and it's textures as well because the model doesn't really like to load the textures and if it does it sometimes apparently loads the wrong ones, and I don't really know what a nice layout would be for displaying the textures. --Kayya (talk) 14:24, 31 May 2015 (EDT)
- Yeah, you're right. It is 1075127326.brres. Should I leave this here or remove it from the talk page? RealNoobinator (talk) 13:57, 31 May 2015 (EDT)
Two unused weapon models
I found two unused weapon models. First is 251727982.brres, a near-exact copy of the Monado Agni (found at 251736094.brres), save for the former having an extra part by the handle. Second is 251859230.brres and according to the Xenoblade Wiki all of Fiora's weapons as a Homs share the same model, which is 251858974.brres, rendering this cool black/blue variant unused. Interesting fact: The unused Monado and the used Monado Agni have the same exact textures, extra part included, but the unused weapon actually has a part of the model which that texture is mapped onto. --Kayya (talk) 19:12, 17 June 2015 (EDT)
- Nevermind about 251859230.brres, they're Fiora's Hunting Knives. That, y'know, she default comes with. --Kayya (talk) 17:57, 22 June 2015 (EDT)
Accessing Map data
I've been extracing map data from the game, and all I can find is 24 oddly named .dat files, but I cannot seem to put them into BRRESViewer like shown on the page, can anyone help me with that? BlockBuilder57 (talk) 22:12, 19 June 2015 (EDT)
- Sign pages by adding for ~ marks in a row to the end of your post. It will do it automatically. Robotortoise (talk) 18:36, 19 June 2015 (EDT)
Alvis, Mumkhar, and Dickson's battle dialogue
Dickson has 95 files, Mumkhar has 49 files, and Alvis has 100 files. These are all quite a lot of battle voices, however, for the short time you have them. It could be a case of the devs thinking of everything, or many of them could be unused. Here's an archive of all three character's battle voices, converted to FLAC. Robotortoise (talk) 18:36, 19 June 2015 (EDT)
Tephra Caves Battle Dialogue?
There's four very similar conversations that are meant to be used in Tephra Caves involving Shulk calling Fiora his "guardian angel". I can't recall hearing this in-game, and an internet search doesn't turn anything up, but it could be used after various battles in Tephra Caves. Oddly, all the files are located right next to each other. In the final game, each character's battle lines are located with the corresponding character, not based on the order they say it in. They may still be used, however. It seems to me they'd be used if Shulk almost dies and gets saved by Fiora, or if he doesn't get hurt at all, or if he gets KO'd.
Fiora and Shulk 1
Fiora and Shulk 2
Reyn and Fiora 1
Reyn and Fiora 2
So, can anyone find these being used? Robotortoise (talk) 01:47, 22 June 2015 (EDT)
- Their placement being together like this is odd, indeed. There aren't even copies of them located with the corresponding character, and the numbers used to identify them (~2700s) are way, way later than the last normal party member's (Melia, ending around 2300) and even the last guest party member (Alvis, ending around 2600) mean that they might have been late additions that, unfortunately, couldn't make the cut. Even if they do happen to be used, their positioning together and that they're numbered after the final guest party member is something to talk about. --Kayya (talk) 15:21, 22 June 2015 (EDT)
- Actually, their positioning isn't TOO odd. This would be the only location/storyline-sensitive audio clips, so their placement kind of makes sense. But as far as I'm aware, the only way to confirm they're unused would be to KO shulk in a Tephra caves battle with regular fiora, and see if any of the clips play. Robotortoise (talk) 17:41, 22 June 2015 (EDT)
- Well, it seems they're unused. No one seems to have heard em. Robotortoise (talk) 15:28, 8 July 2015 (EDT)
Shulk's mother
Shulk's father is seen in-game, but his mother isn't. However, her face has a unique model. (Look at the first 20 seconds of the link I posted.) If anyone can find her model, I'll add her to the page.Robotortoise (talk) 23:43, 21 June 2015 (EDT)
Unused Melia voice clips?
I think I found three unused voice clips for Melia- well, I don't see where they'd be used, and I played as Melia quite a bit in the past. They are ahx.pkb_2332, ahx.pkb_2333, and ahx.pkb_2334. 2333 might have been a temporary thing before the normal shoot elemental lines were recorded, and thus accidentally translated, while the other two sound like they may be used but are too generic to place exactly where, if they are used. Elemental burst may have something to do with Burst End, but it isn't located right after Burst End like most alternate lines seem to be. Dark element may have to do with Shadow Stitch, the only element I could see as being dark, but it's not near where her lines for Shadow Stitch are. All of the lines come after Melia's lines for using an art and before the lines where she shoots an elemental. Could someone confirm if these are used or not? --Kayya (talk) 15:21, 22 June 2015 (EDT)
- I don't play as Melia much, but if you think they're unused, go add them. They do sound generic. Robotortoise (talk) 15:28, 8 July 2015 (EDT)
- I use Melia a lot and I can confirm Elemental Burst isn't used, and neither is Dark Element to my knowledge. As a side note, Elemental Burst is the name of the aura Melia gains when her talent guage fills up 100%. Maybe the clip is indicating it was meant to function differently?Blank (talk) 10:56, 12 July 2015 (EDT)
Some Findings
I'm new to this whole unused content finding business, and this is the first game I've extracted files from, but so far I've only been able to extract character models/textures. Does anyone know how to rip sounds and HUD graphics (like the character's tension icons)?
4469006.mca and 4469262.mca should be looked at. They are both Dickson animation files, but appear to be from an earlier point in time, as the first one contains a jump animation and the second contains several unused animations such as dying, being revived, and luring enemies from a distance. These files are repeated two more times in the chr folder. For reference, Mumkahr and Alvis only have two .mca folders each. One for overworld anis, other for battle anis.
Last thing. Does anyone know if either one of these two M104 units are unused? They're both togther in the chr folder but 1074810910.brres appears to have inferior textures and only has two files for textures, while 1074811166.brres has three.
1074810910.brres | 1074811166.brres |
---|---|
Blank (talk) 10:13, 3 July 2015 (EDT)
- I saw a hi-res mod for Xenoblade a while back and the HUD textures were changed. I know Dolphin has a command that lets you dump all the texture files, so they may be found there. Animation files... I can't check them out since I downloaded the models elsewhere instead of extracting them myself, but once I'm able to get the .iso by manually ripping the disc I'll check into those files. I would count the jumping, dying, revival, and lure animations unused; there's simply nowhere in Xenoblade that'd have Dickson utilize these files beyond cheating. Their duplication is also quite odd, is there a way to know when they were put into the iso? About the Mechon, the image the wiki uses is the latter model with three textures. However, it's not always exact, so perhaps there is a M104/108 unit that uses the former model. The main difference is the shading on the wheels, if you switch between the models and look closely you should see that a wheel in the front changes shading. --Kayya (talk) 15:03, 3 July 2015 (EDT)
- You can extract sounds by using File:Xenoblade Extract.zip I've uploaded. Use QuickBMS for the .bms scripts. If you need help, let me know on my userpage. As for ripping icons, simply use BrawlBox to open the .arc files in the "menu/en" folder. Robotortoise (talk) 21:40, 3 July 2015 (EDT)
Viewing Cutscenes in-game
Is there some way to change the cutscene the game runs? Because there are quite a few cutscenes that don't have corresponding audio streams in the /en folder. I will list them below.
Is there a way to change what cutscene the game loads? Could an AR code be created?
- vs00demo01.rev
- vs00ma0101.rev
- vs00ma0201.rev
- vs00ma0301.rev
- vs00ma0401.rev
- vs00ma0402.rev
- vs00ma0501.rev
- vs00ma0601.rev
- vs00ma0701.rev
- vs00ma0801.rev
- vs00ma1001.rev
- vs00ma1101.rev
- vs00ma1201.rev
- vs00ma1301.rev
- vs00ma1401.rev
- vs00ma1501.rev
- vs00ma1601.rev
- vs00ma1701.rev
- vs00ma1901.rev
- vs00ma2001.rev
- vs00title0.rev
- vs16010100_prev.rev
Robotortoise (talk) 00:44, 4 July 2015 (EDT)
- Hm... That might be a bit hard, as they're not variables that change and can easily be located- they always play in the same place at the same trigger. The best bet is to find a cutscene (ie, the prologue cutscenes), find it's name, and then - if this is possible - hex-edit the name to the name of a cutscene you'd like to play. Of course, backing up the .iso before doing this is a good idea, too. --Kayya (talk) 12:23, 4 July 2015 (EDT)
- Well, what I tried to do was just replacing the .rev file for the first cutscene with another one. But it seems that .rev files don't tell the game what to load, it's only animation/position data. So it just crashed. I'm not sure what I would hex edit, honestly. What it tells cutscenes to load seems to be in the script/vs folder in plain text, so I'm gonna see what I can do with those....Robotortoise (talk) 20:28, 7 July 2015 (EDT)
- Okay,so I tried replacing the intro cutscene (vs01000000) with the end cutscene (vs17240100). I replaced vs01000000.rev, the animation data, with the end cutscene .rev. I replaced script/vs/vs01000000.t, the file that tells the game what models to load, with the end cutscene's .t ( and renamed the header in the .t file to be vs01000000). I also replaced vs01000000.adx with the end cutscene's, thought that one doesn't matter so much as it will play without sound. And....the game didn't load anything. Great. So I don't know. Robotortoise (talk) 21:43, 7 July 2015 (EDT)
- Hm... In the end, all the files were named the same, correct? So while the intro cutscenes were still all named vs01000000, they had the data of the ending cutscene, yes? If so, then... hm. I might try to look into this myself but as I won't be able to rip Xenoblade for at least a week, it might take a while. Could you at least try seeing if you can find results for vs01000000 in a hex editor? If you can find results, perhaps you should try and replacing those with the ending cutscene numbers. Even if you think it'd be the same as replacing the files that you already did, it might be the solution. If it works, then we can start looking into those unused cutscenes.. Though, viewing vs16010100_prev might be a problem since it's longer than the normal 8-digit number, so the rest of the .iso might get messed up since it'd have to push stuff back and then the game'd end up searching for programming that's not in the right spot. --Kayya (talk) 22:31, 7 July 2015 (EDT)
- I looked directly at the .iso and didn't find anything. My theory is that you need to be on the same map, with the same members (as are in the scene) in your party. I don't know if this is true or not. There's probably a bit of code I couldn't change besides the script and the .rev file. I dunno. Robotortoise (talk) 22:52, 7 July 2015 (EDT)
- Ah, hm. If your theory is right, perhaps we could gather clues on who is needed and on what map. You said that script/vs/___.t tells the game what models to load, so we could start off by looking at, for example, vs00demo01.t and see what party members it needs. Once the party is configured correctly.. unfortunately, we have to do a trial-and-error and see what map it would work on. However, that might be a bit of a challenge... Though, I read somewhere that the ending cutscene (The one where Fiora walks around the new Colony 9 before the credits roll, yeah?) was actually pre-rendered, so perhaps choosing another not pre-rendered cutscene (like, when the team decides to take a break in Satorl by the Glowing Obelisk) might help the game load correctly, since the two cutscenes are rendered the same. --Kayya (talk) 23:40, 7 July 2015 (EDT)
- The intro to the ending cutscene is prerendered. Most of it isn't. Anyways, the assets are listed by their internal name (like pc100101, for Playable Character 100101, I think that's Dunban.) That's not the way characters are named as files, though....Robotortoise (talk) 15:19, 8 July 2015 (EDT)
- It seems that every model part is named differently. The reference model for Shulk calls him pc010000, but his head is pc010101. Perhaps those reference models aren't for reference, but instead part of the programming that allows the cutscenes to use the currently equipped armour pieces. Then, the models wouldn't be references art-wise, but rather something the game uses to know where everything should go for a character.
- Anyways, Shulk = pc010000, Reyn = pc020000, Fiora (Homs) = pc030000, Dunban = pc040000, Sharla = pc050000, Riki = pc060000, Melia = pc070000, Fiora (Mechon) = pc080000, Dickson = pc090101 (Prolouge)/pc090201 (After Ether Mines), Mumkhar = pc100101 (Homs)/pc100201 (Mechon), Alvis = pc110101. --Kayya (talk) 16:01, 8 July 2015 (EDT)
- You may be right. Look at this. The characters' parts fade out when not in use by the cutscene to save....something. CPU or GPU, I presume.Robotortoise (talk) 21:30, 8 July 2015 (EDT)
- This video has a more clear example. Pay very close attention to Shulk when Melia says "To you!", you can see his individual parts fading into view as they're needed. It's likely to reduce lag during a cutscene, they only render the bare minimum of what needs to be rendered to keep the cutscenes lag-free. --Kayya (talk) 22:14, 8 July 2015 (EDT)
- You may be right. Look at this. The characters' parts fade out when not in use by the cutscene to save....something. CPU or GPU, I presume.Robotortoise (talk) 21:30, 8 July 2015 (EDT)
- The intro to the ending cutscene is prerendered. Most of it isn't. Anyways, the assets are listed by their internal name (like pc100101, for Playable Character 100101, I think that's Dunban.) That's not the way characters are named as files, though....Robotortoise (talk) 15:19, 8 July 2015 (EDT)
- Ah, hm. If your theory is right, perhaps we could gather clues on who is needed and on what map. You said that script/vs/___.t tells the game what models to load, so we could start off by looking at, for example, vs00demo01.t and see what party members it needs. Once the party is configured correctly.. unfortunately, we have to do a trial-and-error and see what map it would work on. However, that might be a bit of a challenge... Though, I read somewhere that the ending cutscene (The one where Fiora walks around the new Colony 9 before the credits roll, yeah?) was actually pre-rendered, so perhaps choosing another not pre-rendered cutscene (like, when the team decides to take a break in Satorl by the Glowing Obelisk) might help the game load correctly, since the two cutscenes are rendered the same. --Kayya (talk) 23:40, 7 July 2015 (EDT)
- I looked directly at the .iso and didn't find anything. My theory is that you need to be on the same map, with the same members (as are in the scene) in your party. I don't know if this is true or not. There's probably a bit of code I couldn't change besides the script and the .rev file. I dunno. Robotortoise (talk) 22:52, 7 July 2015 (EDT)
- Hm... In the end, all the files were named the same, correct? So while the intro cutscenes were still all named vs01000000, they had the data of the ending cutscene, yes? If so, then... hm. I might try to look into this myself but as I won't be able to rip Xenoblade for at least a week, it might take a while. Could you at least try seeing if you can find results for vs01000000 in a hex editor? If you can find results, perhaps you should try and replacing those with the ending cutscene numbers. Even if you think it'd be the same as replacing the files that you already did, it might be the solution. If it works, then we can start looking into those unused cutscenes.. Though, viewing vs16010100_prev might be a problem since it's longer than the normal 8-digit number, so the rest of the .iso might get messed up since it'd have to push stuff back and then the game'd end up searching for programming that's not in the right spot. --Kayya (talk) 22:31, 7 July 2015 (EDT)
- Okay,so I tried replacing the intro cutscene (vs01000000) with the end cutscene (vs17240100). I replaced vs01000000.rev, the animation data, with the end cutscene .rev. I replaced script/vs/vs01000000.t, the file that tells the game what models to load, with the end cutscene's .t ( and renamed the header in the .t file to be vs01000000). I also replaced vs01000000.adx with the end cutscene's, thought that one doesn't matter so much as it will play without sound. And....the game didn't load anything. Great. So I don't know. Robotortoise (talk) 21:43, 7 July 2015 (EDT)
Bikini Babes
There are a few models that are wearing either bras or half-bikinis. I can't recall any NPCs being shirtless, aside from Vanea and Werner. Are these used? Robotortoise (talk) 23:16, 8 July 2015 (EDT)
- 10068766.brres is Sylviane, who is in Colony 9. 100688030.brres and 100688014.brres appear to both be Matryona, one of the Colony 6 survivors. Although 100688014.brres is odd because I'm not sure if she ever took her shirt off in-game, it might be used for another Homs NPC. Blank (talk) 10:56, 12 July 2015 (EDT)
- Hm, it seems Sylviane is shirtless. I just never noticed it. But I don't think Matryona ever is seen shirtless! ...is she? Robotortoise (talk) 19:50, 14 July 2015 (EDT)
- Matryona wears her hoodie in both Refugee Camp and Colony 6. I even took a quick trip through both colonies as well as the Hidden Machina Village and only found that Natalia (from Hidden Machina Village) and Sylviane are shirtless. Natalia has a green bra and a much longer skirt, so perhaps the shirtless Matryona model is unused. --Kayya (talk) 20:37, 14 July 2015 (EDT)
- Shirtless Matryona is used in game as the model for the bathing woman you rescue during a suprise quest on the Bionis' Leg. --Blank (talk) 14:05, 7 August 2015 (EDT)
- Okay, she's used. Thanks. Robotortoise (talk) 22:03, 7 August 2015 (EDT)
- Shirtless Matryona is used in game as the model for the bathing woman you rescue during a suprise quest on the Bionis' Leg. --Blank (talk) 14:05, 7 August 2015 (EDT)
- Matryona wears her hoodie in both Refugee Camp and Colony 6. I even took a quick trip through both colonies as well as the Hidden Machina Village and only found that Natalia (from Hidden Machina Village) and Sylviane are shirtless. Natalia has a green bra and a much longer skirt, so perhaps the shirtless Matryona model is unused. --Kayya (talk) 20:37, 14 July 2015 (EDT)
- Hm, it seems Sylviane is shirtless. I just never noticed it. But I don't think Matryona ever is seen shirtless! ...is she? Robotortoise (talk) 19:50, 14 July 2015 (EDT)
Possibly unused Dunban lines
Are these Dunban lines used anywhere in the game? They sound like they'd have been used for the first battle. https://tcrf.net/File:Xenoblade_dunban_possibly_unused.zip Robotortoise (talk) 20:18, 16 July 2015 (EDT)
- I don't recall ever hearing them ingame, but they do sound like they shoulda been used for the first battle. --Kayya (talk) 21:16, 16 July 2015 (EDT)
Melia-Chan
It's almost 2am here and I can't decide whether to include a video as proof of Melia-Chan on the article, but here's a Japanese cutscene where Riki calls Melia Melly, you can hear him say "Meria-Chan". --Kayya (talk) 04:49, 20 July 2015 (EDT)
- ...is this kind of thing really in TCRF's scope? This just seems like basic translation/localization to me. Miles of SmashWiki (talk) 11:38, 20 July 2015 (EDT)
- From what I've seen, TCRF covers unused content, revisional differences, and regional differences. Mainly unused content. I think the reason that we're focusing on Riki calling Melia Melia-Chan and not everyone else (or at least Shulk) calling Dunban Dunban-san is because Riki could have just said "Meri" instead of "Meria-chan", which then creates a small difference that can be noted. --Kayya (talk) 13:39, 20 July 2015 (EDT)
- It's not worth it to include a video. If anything, you should include a soundbite. But I think text should suffice. Robotortoise (talk) 14:04, 20 July 2015 (EDT)
- From what I've seen, TCRF covers unused content, revisional differences, and regional differences. Mainly unused content. I think the reason that we're focusing on Riki calling Melia Melia-Chan and not everyone else (or at least Shulk) calling Dunban Dunban-san is because Riki could have just said "Meri" instead of "Meria-chan", which then creates a small difference that can be noted. --Kayya (talk) 13:39, 20 July 2015 (EDT)
Unused Animations
I found something interesting recently. For a few armour models, such as 1619025966.brres, 1611673694.brres, 1611677790.brres, 1611681886.brres, and 1611694174.brres, there's an animation stored with them under the AnmChr tab. 1619025966.brres has the neck twisting side to side whereas all of the others have the boots taking off, as if Shulk was jumping. What's interesting is that two of the boot animations are different, with 1611694174.brres having a longer animation and 1611673694.brres flying much higher. Since animations are handled in a separate format entirely and not every one of Shulk's boots have this animation, is it safe to assume that these would count under unused? --Kayya (talk) 03:34, 23 July 2015 (EDT)
- Yes, if you're sure they apply to that model then they're unused. Robotortoise (talk) 16:19, 23 July 2015 (EDT)
Colored Models
Regarding these, unposssessed Arglas's colored model is used during the cutscene where Vanea/Meyneth talk about the Mechonis at the end of Mechonis Field, there's a part where two Machina approach Arglas and a generic High Entia NPC and it's in color. I may check later but I think Gadolt's and Young Shulk's colors are also used in cutscenes. --Blank (talk) 14:05, 7 August 2015 (EDT)
Test soldier animations
1008009473.kyp has Dunban's animations attached to a generic Defense Force soldier. It also has that weird joint test animation. 1008009474.kyp is the same as above, but with Sharla's animations. Are there any other Defense Force soldiers with test animations attached? Robotortoise (talk) 00:09, 8 August 2015 (EDT)
- Hmm, those two are interesting. I'd love to check them out and poke around for other unused animations, but I only have the .brres files, not any .kyp or .mca files. I don't know if I can ask for a download of the latter two either, so I might not be able to help in that department unless it's fine to ask for those files. --Kayya (talk) 01:13, 8 August 2015 (EDT)
- Do you have the .iso? I can show you how to extract them. Hop on the TCRF IRC sometime. I'm usually on there as robotortoise.
- I'm very close to obtaining the .iso legally, as I have a copy of the game, rawdump, and the required drive, but everything is working against me and I have no idea how long it'll take me to get the .iso. My Wii doesn't work anymore either and I don't have anything required to get homebrew, so that's outruled if it was even an option. --Kayya (talk) 01:54, 8 August 2015 (EDT)
- Do you have the .iso? I can show you how to extract them. Hop on the TCRF IRC sometime. I'm usually on there as robotortoise.
Meyneth's legs and blinking textures, Cheif Dunga's Upskirt, and Nude Shulk, Reyn, and Dunban
Lady Meyneth has two unused parts of her model: She has a blinking texture, which isn't used because it's in the NPC format, not the special cutscene format.
(Cutscenes use models of the character's heads for lip-sync so they can move the eyes and mouth independently. See here for details. I'm not sure how to get the blinking texture animation to play in a model viewer like BRRESViewer or something. If anyone knows how, let me know please.
Also, Lady Meyneth has legs and panties! I'm not sure why she has these, but they're certainly never seen in-game. I was hoping someone knew how to export the model from BRRESViewer into Blender, so I can remove the dress and showcase the unused parts. I tried exporting it as a MD5, but Blender didn't map the textures correctly, apparently because it has multiple UV maps or something? IDK. I know Noesis viewed it properly, but didn't allow me to view the model in blender, either.
Here's a picture of her legs, the best shot I could get.
And before you judge me for taking an upskirt shot, know this: I also did the same thing for every character who wears a dress. Including Chief Dunga. In fact, I'd like to remove his dress too, ideally, if possible, as his animations move his feet too, but the feet are normally hidden.
And Shulk, Reyn, and Dunban's refrence models don't have any clothing underneath their test clothes. So if, again, I imported them into Blender, we could see their stark nakedness. (Which is actually textured in. It's not just white space. They actually shaded in Shulk, Dunban, and Reyn's butts.) Robotortoise (talk) 00:09, 8 August 2015 (EDT)
- Blinking animations are, I assume, stored in a character's overworld animation file. Every character has a default animation they go into when stationary, usually cut into two halves for cutscene purposes. (I'm talking about in cutscenes that don't use the special faces to separately move the eyes and mouth, like when Shulk thanks Reyn after the fight against the krabble and caterpile in the beginning of the game.) If Meyneth has an animation file like that then she might have an unused stationary animation, though I highly doubt it as she is the only model in Xenoblade 3D's model viewer that is completely still.
- About the legs and panties bit, the panties are viewable in the aforementioned model viewer because you can see her full model, though the legs are certainly not seen as far as I can tell. I'm sure somewhere on TCRF someone has exported and edited .brres files, but I wouldn't know for sure. However, we might be able to apply an animation to Meyneth that she never uses, hopefully clipping her legs out of her dress and rendering them properly viewable. --Kayya (talk) 01:13, 8 August 2015 (EDT)
- That's a good idea! We could apply an animation to Meyneth. I know all the game's humanoids use the same bone structure, so really it doesn't have to be Meyneth's animations. Robotortoise (talk) 01:38, 8 August 2015 (EDT)
- Yeah, I just tried the animation thing with Meyneth. I couldn't get any of the animations to show her legs, let alone her panties. (My god that sounds weird out of context)
- That's a good idea! We could apply an animation to Meyneth. I know all the game's humanoids use the same bone structure, so really it doesn't have to be Meyneth's animations. Robotortoise (talk) 01:38, 8 August 2015 (EDT)
Anyways, I noticed her "circle" near her panties is see-through on the 3DS version's model viewer, but it looks like in the Wii game's cutscenes that the circle isn't transparent. Though it's hard to tell. Robotortoise (talk) 23:34, 8 August 2015 (EDT)
- Hm. Can you not get the animations to work because her dress is rigged to her legs, so if her legs move her dress moves along with them? Though since only part of Meyneth's legs are modeled they might also be lacking bones, so even if we found a way to move bones separately we wouldn't be able to move them out of her dress for the world to see. Also, the alpha file for her textures does show that the circle that showcases her panties is supposed to be transparent, so they most likely are but simply can't be seen in-game. (As well, I'm currently in the IRC room right now (with the username Kayya), so we can work something out with the chr folder.) --Kayya (talk) 00:25, 9 August 2015 (EDT)
Final boss Zanza's eyes and Mecha-Gadolt's animations
Maybe it's time I talk about something I found a very long time ago as well as a question I have. I discovered that, in Final boss Zanza's first form cutscene model (which is 1114636398.brres), he has eyes that are modeled that aren't in the enemy model and the final form model. The angles in the cutscene don't allow you to see the eyes, so they're completely unused. If we find how to edit .brres models, we should remove his helmet to get a clear shot of his eyes. And for the question: In-game, does Mecha-Gadolt ever use his standing still animation? In Xenoblade 3D's model viewer, he does have a standing animation that consists of crossing his arms and one for looking solemnly at himself, but I don't remember these used ingame. Seeing as no standing-still animation was created for Meyneth, I feel like this is either a difference between the Wii and N3DS versions or an unused animation in the normal game that was found and applied to Mecha-Gadolt in the model viewer. --Kayya (talk) 01:13, 8 August 2015 (EDT)
- For now, you should just upload Zanza's first form face texture with a todo at the top. I'll look into removing the helmet. And I haven't seen the standing animation ingame. The only animations I found for Mecha-Gadolt were of him lying down against his Mechon suit, arm over his chest in pain. However, be aware that Monster Games may have used an animation for regular Gadolt on Mecha Gadolt, as I'm sure the bone structures are the same. Robotortoise (talk) 01:38, 8 August 2015 (EDT)
- I can't, it's actually rendered to where the eyes and mouth can move seperately, so the eye texture (copied from Zanza's normal model, yet called shul_eye despite being grey) is seperate and the face texture just has a closed eyelid where the eye's at. The bone structures for Mecha Gadolt and normal Gadolt are most likely the same... The question here is, does normal Gadolt have the animations of crossing his arms and looking at himself solemnly, then? --Kayya (talk) 01:54, 8 August 2015 (EDT)
- Yeah, that makes sense about Zanza. If it's a cutscene model, the eyeballs are separated so they can be animated. Forgot about that, sorry.
- I can't, it's actually rendered to where the eyes and mouth can move seperately, so the eye texture (copied from Zanza's normal model, yet called shul_eye despite being grey) is seperate and the face texture just has a closed eyelid where the eye's at. The bone structures for Mecha Gadolt and normal Gadolt are most likely the same... The question here is, does normal Gadolt have the animations of crossing his arms and looking at himself solemnly, then? --Kayya (talk) 01:54, 8 August 2015 (EDT)
- On to the topic of Gadolt: there's really a few instances of Gadolt using the in-game animations instead of the .rev files: the flashbacks that Sharla has early in the game, when you're rescuing Juju. I couldn't find them on Youtube, but I think some of those flashback scenes with Gadolt were dialogue cutscenes. If you can find a youtube video of them, just see if the animation's in those. (I'm gonna start calling the cutscenes with the A button prompts "dialogue cutscenes" for clarity.")
- Oh, and pop on over to the IRC channel sometime. We can probably work something out with the chr folder. :) Robotortoise (talk) 02:29, 8 August 2015 (EDT)
- I remember finding videos of every cutscene in Xenoblade (though it's all in french, mysteriously enough), so if I find what part houses Ether Mines then I'll look into that. Also, clicking Chat (IRC) did absolutely nothing. Am I doing something wrong or what? I don't work with IRCs at all, so I have no idea what to do. --Kayya (talk) 02:39, 8 August 2015 (EDT)
- Use this. https://tcrf.net/Help:Contents/IRC_Chat#Connecting_Via_IRC Robotortoise (talk) 14:54, 8 August 2015 (EDT)
- I remember finding videos of every cutscene in Xenoblade (though it's all in french, mysteriously enough), so if I find what part houses Ether Mines then I'll look into that. Also, clicking Chat (IRC) did absolutely nothing. Am I doing something wrong or what? I don't work with IRCs at all, so I have no idea what to do. --Kayya (talk) 02:39, 8 August 2015 (EDT)
Homs Fiora Comparison
Long-haired and short-haired Fiora have some subtle differences in their designs. Even if it's not unused, it would never be noticed in normal gameplay, as you never see the two side-by-side (obviously). Is this something that would go on the page?
Robotortoise (talk) 15:38, 9 August 2015 (EDT)
More Things
Xenoblade Wikia (and by extension, Xenoblade: The Complete Guide) list trades for several NPCs who can be fond in the refugee camp on the Bionis' leg all the way up to trades unlocked at max affinity, even though it's only possible to get up to 2-3 star affinity before moving everyone back to Colony 6 (where they'll trade different items). I'm not adding it in because guidebooks and wikias aren't reliable sources, but I thought if anyone was curious they might want to look into this (I might later). On another note, Xenoblade Wikia also lists an art for Mumkhar during the Valak Mountain fight named Massacre Lotus which I haven't seen him do, and I played through the battle several times and slowly chipped away his health to see if it was triggered when his health reaches a certain point, and also this animation located amongst boss Mumkhar's other animations which seems to fit the description of the art on the wikia. Before I add it to the mainpage I'd just like some sort of confirmation if he does use this move.
Last thing, like Mumkhar's Massacre Lotus I'd like to know whether or not anyone has seen 100765822.brres in-game, it appears to be an unfinished elderly High Entia man carrying a rapier and shield (like Melia's guards and the High Entia seen in the Second Battle of Sword Valley). --Blank (talk) 09:11, 25 August 2015 (EDT)
- Some other pages list Massacre Lotus as an art, even an IGN guide for Xenoblade 3D lists it! I'll play though XBC3D and see if I can find it there, it could be an exclusive art of sorts. Also, looking at the elderly High Entia model, I haven't seen it in-game. I think the face belongs to a High Entia named Cael who works for the imperial guard, but I haven't seen him with a shield and rapier. --Kayya (talk) 13:27, 25 August 2015 (EDT)
- Chipped away Mumkhar's health and he never used Massacre Lotus. However, going into the page's history reveals some interesting stuff, such as the description of the then-unnamed Massacre Lotus being "8-hit combo. Inflicts death if target is toppled." up until the March 4, 2014 revision, where its name was revealed and its effect changed to suicide. Since Mumkhar DOES have an art that can topple, we just need to see if he uses Massacre Lotus when someone is toppled. --Kayya (talk) 16:24, 25 August 2015 (EDT)
- That is indeed interesting. Also I found another thing. Well , I've known about this for a while, but has anyone seen Dickson do this animation in game?
- Chipped away Mumkhar's health and he never used Massacre Lotus. However, going into the page's history reveals some interesting stuff, such as the description of the then-unnamed Massacre Lotus being "8-hit combo. Inflicts death if target is toppled." up until the March 4, 2014 revision, where its name was revealed and its effect changed to suicide. Since Mumkhar DOES have an art that can topple, we just need to see if he uses Massacre Lotus when someone is toppled. --Kayya (talk) 16:24, 25 August 2015 (EDT)
- It's located in the same .mca files as his battle animations. --Blank (talk) 07:15, 29 August 2015 (EDT)
- Looks like a taunt/ether use of some sort. I've never seen that or Mumkhar's Lotus. Robotortoise (talk) 15:02, 29 August 2015 (EDT)
- It's located in the same .mca files as his battle animations. --Blank (talk) 07:15, 29 August 2015 (EDT)
I got some time to play around with the "Change Shop items" cheat and I found a material called Assassin Mask. According to Xenoblade Wikia, it can be obtained in game by using Yoink! on the scout entias that appear during the Whitewing Palace fight, but also according to said source; the chance of obtaining it is a whopping 0.00%. Would it technically count as unused? --Blank (talk) 15:20, 9 September 2015 (EDT)
- Yeah, if the chance of obtaining it is truly 0 percent. Robotortoise (talk) 15:22, 9 September 2015 (EDT)
- Eh, I've been busy as of late and haven't had time to try chipping away Mumkhar's health again. But now I think about it, since Massacre Lotus was unnamed up until March 4 2014 on Xenoblade Wikia and that this Japanese fansite lists Massacre Lotus in Mumkhar's movepool, I came up with a crazy theory. Maybe he only uses Massacre Lotus in the Japanese version? The only problem is I don't have access to a Japanese copy/ISO of Xenoblade.
- Apparently some drop rates are also changed between the Japanese and English versions, so maybe it would be worth checking it out?--Blank (talk) 16:10, 18 September 2015 (EDT)
- I mean...I'd just add it as unused. It COULD be a weird revisional thing, but it IS unused in the USA verison nonetheless, so....Robotortoise (talk) 17:52, 18 September 2015 (EDT)
- Apparently some drop rates are also changed between the Japanese and English versions, so maybe it would be worth checking it out?--Blank (talk) 16:10, 18 September 2015 (EDT)