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Xenoblade Chronicles

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This page contains notes for the game Xenoblade Chronicles.

Sub-Pages#

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)

(Source: Kentilan)

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.

(Source: Forte, Falo)

Extraction tutorials#

You can find extensive explanations for how to unpack all of the audio and character models in this text document, complete with download links to all the tools and scripts you'll need.

(Source: Laenthor for the instructions/knowledge, Kadoodles for the writeup)

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.

(Source: Robotortoise for the video, einstein95 for the edited .bms script, Falo for the original script)

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.

(Source: Iggy)

Personal Notes pages#

Iggy's Xenonotes

Robotortoise's Noteoblade Chronicles

XLS lists#

List of all character's armor pieces V.1.1

(Source: Robotortoise (original xls), Iggy (V1.1 revision))

2020-06-22 backup of above link

Extracted BDAT tables#

Dump of the English version's BDAT tables

Script Code#

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

(Source: Ace Overclocked)

List of maps#

Map Number

Map Name

Map Name (Japanese)

Model?

Floor plan?

Minimap?

Notes

ma0000

Title Screen

ゲームスタートマップ

Yes

No

No

ma0101

Colony 9

コロニー9

Yes

Yes

Yes

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.

ma0201

Tephra Cave

テフラ洞窟

Yes

Yes

Yes

ma0301

Bionis' Leg

巨神脚

Yes

Yes

Yes

ma0401

Colony 6

コロニー6

Yes

Yes

Yes

ma0402

Ether Mine

中央採掘場

Yes

Yes

Yes

ma0501

Satorl Marsh

燐光の地ザトール

Yes

Yes

Yes

ma0601

Makna Forest

マクナ原生林

Yes

Yes

Yes

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.

ma0701

Frontier Village

サイハテ村

Yes

Yes

Yes

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

ma1001

Eryth Sea

エルト海

Yes

Yes

Yes

ma1101

Alcamoth

皇都アカモート

Yes

Yes

Yes

ma1201

Prison Island

監獄島

Yes

Yes

Yes

Initial visit.

ma1202

Prison Island

監獄島

Yes

Yes

Yes

Sunken.

ma1301

Valak Mountain

ヴァラク雪山

Yes

Yes

Yes

ma1401

Sword Valley

大剣の渓谷

Yes

Yes

Yes

ma1501

Galahad Fortress

ガラハド要塞

Yes

Yes

Yes

ma1601

Fallen Arm

落ちた腕

Yes

Yes

Yes

ma1602

Hidden Village at the Bottom of the Valley

谷底〜隠里

Yes

Yes

Yes

Unused in game. The geometry model necessary 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.

ma1701

Mechonis Field

機神界フィールド

Yes

Yes

Yes

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.

ma1901

Agniratha

帝都アグニラータ

Yes

Yes

Yes

ma2001

Central Factory

中央工廠

Yes

Yes

Yes

ma2101

Bionis Interior

巨神胎内

Yes

Yes

Yes

ma2201

Memory Space

記憶空間

Yes

Yes

Yes

ma2301

Mechonis Core

機神界中枢

Yes

Yes

Yes

ma2401

Junks

ジャンクス

Yes

Yes

Yes

(Source: Iggy)

Animations#

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) 

(Source: Kayya)

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.

(Source: WiiRd forum, Iggy (additional Dunban values), Robotortoise (cutscene face model value))