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Zero Time Dilemma (Windows, PlayStation Vita)

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This page contains notes for the game Zero Time Dilemma (Windows, PlayStation Vita).

Character ID#

ID

Corresponds to

010

Carlos

020

Akane

030

Junpei

040

Q

050

Mira

060

Eric

070

Diana

080

Sigma

090

Phi

100

Zero

110

Delta

120

Gab

130

Robed Mira

Scenes#

Scenes (or events) follow the following format: sxxyyz

  • s: Stands for "scene"
  • xx: Double digit number. The first number corresponds to how deep the fragment is in the timeline, the second number is which branch on the timeline (eg. 20 is an early fragment where nobody dies, while 31 is a later fragment where C-team was executed)
  • yy: Can either be "xc" (C-team), "yq" (Q-team), "zd" (D-team), or "aa" (all teams). The xyz prefixes are added to allow for alphabetical sorting while maintaining the desired CQD order.
  • z: The exact fragment based on choices of other teams. For example, "s23yq" is an early Q-team fragment on the timeline where D-team is executed. s23yq1 is the branch where Carlos kills Akane, while s23yq2 is where Carlos kills himself.

ID

Corresponds to

s00aa1

Coincide

s10aa1

Execution

s10xc1

Execution: C

s10yq1

Execution: Q

s10zd1

Execution: D

s18aa1

Execution Results

s20xc1

First come, first saved: C

s20yq1

First come, first saved: Q

s20zd1

First come, first saved: D

s21yq1

Radical-6

s21zd1

Suppression

s21zd2

Outbreak / End-D1

s22xc1

Poison

s22zd1

Fire

s23xc1

Suspicion

s23yq1

Pop off

s23yq2

Triangle

s23zd1

Door of Truth

s30xc1

Force Quit: C

s30yq1

Force Quit: Q

s30zd1

Force Quit: D

s31yq1

Reality

s32xc1

Ambidex

s32xc2

Anthropic Principle

s32xc3

Monty Hall

s32zd1

Transporter

s33xc1

Get back

s33yq1

Q

s39xc1

Pressed the yellow button (C)

s39yq1

Pressed the yellow button (Q)

s39zd1

Pressed the yellow button (D)

s40aa1

Final Decision

s78xc1

Flashback to C-team getting executed

s78yq1

Flashback to Q-team getting executed

s78zd1

Flashback to D-team getting executed

s81xc1

Apocalypse

s98aa1

Pay off

s99aa1

Pay off 2

Audio#

Audio files correspond directly to the message IDs. For example, message 13 corresponds to "00013.ogg". However, this is only for the Japanese audio. English audio has an offset of 9000 added to it, so the same message is voiced in "09013.ogg".

Maps#

ID

Corresponds to

Notes

m010

Lounge (C-ward)

m011

Lounge (Q-ward)

m012

Lounge (D-ward)

m013

Lounge (Real)

m014

???

(only in \map)

m020

Decontamination Room

m030

Prep Room

(only in \system\title)

m040

Control room

m050

Infirmary

m060

Rec Room

m070

Pantry

m080

Power Room

m090

Healing Room

m100

Locker Room

m110

Manufacturing

m120

Transporter

m130

Fire

m140

Pod Room

m150

BioLab

m160

Quantum Computer Dome

m170

Study

m180

Confinement Cells from Coincide

m230

Elevator Room

m240

Nevada Desert DCOM

m250

Nevada Desert Apocalypse

Compression#

In the 3DS version, some files are compressed with GZip. Example tool to decompress this is Kuriimu. But note that the TCRF page doesn't account for the 3DS version yet.

(Source: Original TCRF research)