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Xenoblade Chronicles Definitive Edition

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Unused Enemy#

To do:
Try to mod this enemy into the game; also, are there any more unused enemies?

The sole unused enemy listed in the population list and enemy table for the base game's unused Bionis Shoulder map is a Sureny Telethia... which is named Leg Antol. It has the same stats and Arts as it does when fighting it on Junks. This enemy entry does not exist in the Wii or 3DS versions.

Unused Models#

Playable Characters#

To do:
Get images of these, which are at pc##2700, pc##2800, and pc##2900. Not all characters have all of them.

Most of the character reference models from the Wii version are gone, but in their place are new reference models that appear to have been used for creating the "updated" version of heavy armor sets. They are complete combinations of the five armor pieces plus the character's face and use slightly different (older?) texture formats.

NPC Reference Models#

Inside the chr/np folder, there are updated reference models based off the Wii version's player models. These are np020000 (Reyn), np030000 (Homs Fiora, with her Wii prototype twin-tailed design), and np050000 (a prototype model of Sharla).

Most of the story-important NPCs in the chr/np folder have the Wii models ported over verbatim. This includes but is not limited to: Mumkhar (np620101), Vanea (np630101), and Gadolt (np650101).

(Source: TCRF)

Unused Textures#

To do:
Actually crop and upload the textures and make this section not bad. Archive of menu textures is here -> https://www.mediafire.com/file/ez94btefzl75srg/B-RIPPED.zip/file

To do:
There might be more than just the menu textures.

Future Connected#

Tyrea leftovers

Some icons exist within the files that are commonly claimed to imply that Tyrea is a scrapped Future Connected playable character. However, this is not necessarily the case as these files are all used in some way or another for Quiet Moments, where Tyrea does participate.

icon_chara_change_0

icon_chara_change_0 is head icons for QM participants in the Event Viewer. Used elsewhere for head icons of character equipment/arts/skills/etc.

icon_face_0

icon_face_0 is the head icon for QMs when activated in the field. Used elsewhere for tension icons.

Tyrea quiet moment thumbnail duplicates

To do:
Where? and what are the filenames?

  • The two Tyrea quiet moment thumbnails have duplicates.

Other#

icon_face_skill_0

The top left is an early image of Shulk's model, and the bottom right is a blank greyed out image. The rest of the images are the same as the top left image but darker and with Japanese text.

Dunban Assault

Early

Final

icon_face_0 has an early version of Dunban's battle portraits with green Dunban Assault text on top and a purple highlight around him.

icon_weather_0

Placeholder sprites of a scrapped Xenoblade Chronicles version of the weather indicator from Xenoblade Chronicles 2.

Japanese

Translation

朝昼

Noon

夕

Evening

夜

Night

晴れ

Dawn

雨

Rain

雷雨

Thunderstorm

雪

Snow

吹雪

Blizzard

熱帯

Tropics

霧

Fog

濃霧

Thick Fog

砂塵

Dust Cloud

流星

Falling Stars

襲撃

Attack

冬眠

Hibernation

嵐前

Before the Storm

(Source: 1)

Unused Collectopaedia Images
  • Notes about the collectopaedia images: Named like [WorldNumber][SubworldNumber]_[ImageNumber]_0. Subworlds are considered part of another area but still get their own page on the Collectopaedia (i.e. Ether Mines being a subworld of Colony 6). Oddly, Prison Island is listed as World 12 Subworld 2, yet W12 Subworld 1 is just black placeholder images. Worlds 8 and 18 images just don't exist at all. img2201_3_0 is an image of Memory Space that both a) wouldn't fit on the page and b) lacks the gradient border that all the other images here have. (world 22 is the "other" page on the collectopaedia).

World 23 is also just blacked out placeholder images.

XC1DE_img0401_3_0.png XC1DE_img0402_3_0.png

Additionally, img0401_3_0, img0402_3_0, img1201_3_0, img1202_3_0, img1401_3_0, img1501_3_0, img1701_3_0, img2001_3_0, are unused as they wouldn't fit on the page. All except the first one listed here are placeholder, with the first one being an image of the gate at Colony 6's entrance.

kizunagram_town0X_0

XC1DE_kizunagram_town01_0.png XC1DE_kizunagram_town03_0.png XC1DE_kizunagram_town04_0.png XC1DE_kizunagram_town05_0.png

kizunagram_town0X_0 image IDs 01 and 03 to 05 seem to be placeholders for town icons with Japanese text. All of them show Colony 9, although each piece of text represents a different area.

Japanese

Translation

コロニー9周辺

Colony 9 Vicinity

巨神中層部

Bionis Central Section

巨神上層部

Bionis Upper Section

隠れ里周辺

Hidden Village Vicinity

Image ID 02 appears to have no Japanese text.

placeholder mnu text

XC1DE_mnu003_cont01_2.png XC1DE_mnu004_cont01_0.png XC1DE_mnu004_cont04_4.png XC1DE_mnu004_cont12_6.png XC1DE_mnu004_cont014_1.png XC1DE_mnu004_cont020_1.png XC1DE_mnu004_cont020_2.png XC1DE_mnu004_cont21_4.png XC1DE_mnu009_cont01_0.png XC1DE_mnu009_cont02_2.png XC1DE_mnu009_cont02_4.png XC1DE_mnu039_cont01_1.png XC1DE_mnu039_cont01_5.png XC1DE_mnu040_cont02_5.png XC1DE_mnu042_cont01_1.png XC1DE_mnu042_cont01_3.png XC1DE_mnu042_cont01_11.png XC1DE_mnu046_cont01_6.png XC1DE_mnu046_cont01_7.png XC1DE_mnu046_cont01_8.png XC1DE_mnu046_cont01_9.png XC1DE_mnu050_cont02_0.png XC1DE_mnu056_cont01_1.png XC1DE_mnu056_cont01_2.png XC1DE_mnu056_cont01_3.png XC1DE_mnu056_cont01_4.png XC1DE_mnu056_cont01_5.png XC1DE_mnu056_cont01_8.png XC1DE_mnu056_cont01_10.png XC1DE_mnu073_cont03_5.png

  • mnu003_cont01_2, mnu004_cont01_0, mnu004_cont04_4, mnu004_cont12_6, mnu004_cont014_1, mnu004_cont020_1, mnu004_cont020_2, mnu004_cont21_4, mnu009_cont01_0, mnu009_cont02_2, mnu009_cont04_4, mnu039_cont01_1, mnu039_cont01_5, mnu040_cont02_5, mnu042_cont01_1, mnu042_cont01_3, mnu042_cont01_11, mnu046_cont01_6, mnu046_cont01_7, mnu046_cont01_8, mnu046_cont01_9, mnu050_conto2_0, mnu056_cont01_1, mnu056_cont01_2, mnu056_cont01_3, mnu056_cont01_4, mnu056_cont01_5, mnu056_cont01_8, mnu056_cont01_10, mnu073_cont03_5 are all placeholder(?) Japanese text. The number and English images in this section of files might also be placeholders.
Early Mechonis silhouette

Early

Final

mnu039_cont01_6 is an early version of the Mechonis silhouette shown when entering a new location. It is not identical to the Wii version or the final Definitive Edition version (located at mnu50_img01_0).

button_0

button_0 might be a remnant from Xenoblade Chronicles 2.

Test files

XC1DE_mnu_test_artsicon_image_0.png XC1DE_mnu_test_scrollbar_base_0.png XC1DE_mnu_test_scrollbar_base_1.png XC1DE_mnu_test_scrollbar_base_2.png XC1DE_mnu_test_scrollbar_body_0.png XC1DE_mnu_test_scrollbar_body_1.png XC1DE_mnu_test_scrollbar_body_2.png XC1DE_mnu_test_userdata_rect_body_0.png

The 8 images with "test" in their name are probably unused. The biggest one, artsicon_image_0, is all the unedited Wii art icons in a single sheet (in the Wii version they are separate files).

Test Map#

To do:
Find textures that are never used in the map.

A test map with 3 robots of 3 different sizes, possibly used for collision testing.

Watch on YouTube

(Source: Turk645)

Unused Future Connected NPC Data#

There is no affinity chart in Future Connected, but there are still several entries in the FLD_npclist table that correspond to all its NPCs (starting with row 925), containing things like race and age data that are never seen due to the lack of affinity chart. While some of them look legit, most of them are evidently placeholders (e.g. most of the High Entia have ages of exactly 150/200/250) or duplicates of other rows.

Xenoblade Chronicles 2 Leftovers#

References to Xenoblade Chronicles 2 are found throughout the game data of Xenoblade Chronicles: Definitive Edition. Specifically, the file structure and file types in Definitive Edition are more akin to XC2 than they are the 3DS version or the original Wii version. There are a few leftovers from XC2 in Definitive Edition's game data.

Identical Parameter File#

The file "wind.prm", located in the "param" (parameter) folder in Xenoblade Chronicles 2, is byte-for-byte identical to the version in Xenoblade Chronicles: Definitive Edition. There's even a reference to "T:\BF2\param\param\wind\_tmp" in both files. "BF2" is the name of the archive that Xenoblade Chronicles 2 stores all of its non-streamed files in.

(Source: Robotortoise)

Blade References#

In param/battle.pad, there are a few strings relating to Blades in combat. Specifically, these strings are:

  • blade_change_00
  • blade_change_01
  • blade_change_02

Since Blades (the playable character type, not the sword) are not in Xenoblade Chronicles: Definitive Edition, these go unused.

(Source: Robotortoise)

Leftover Game Settings#

Two settings were most likely hidden from the Game Settings as they appear to be non-functional. These options can be shown by changing any priority columns set to 0 in bdat_common.bdat -> MNU_game_option_item.

Vision Animation#

This option would presumably disable any Vision that could occur during battles. XC1DE_VisionAnimations.png

Auto Camera Interpolation Speed#

Japanese: オートカメラ時の補間速度 (caption: オートカメラ時の補間速度の説明)

This option would allow control over the interpolation speed of the camera when tracking the player. XB1DE_AutoCameraInterpolationSpeed.png

(Source: Nenkai)

Oddities#

Kino and Nene Asset Displacement#

Playable character assets are named according to a numerical system (Shulk is 01, Reyn is 02, etc.). However, Kino and Nene don't fit in very well.

  • Some of Kino and Nene's models/textures are in both the 12 and 13 folders as well as the 14 and 15 folders. In the 12 and 13 folders, they're incomplete, with no alternate costumes and XC2-style normal maps (they're BC5 format, while XC1DE generally uses BC7 instead). In the 14 and 15 folders, they're complete, but the textures are still named 12 and 13. It appears that Kino and Nene were going to be characters 12 and 13, but then it was realized that Prologue Dunban occupies those slots, so they were moved to 14 and 15 with some things left behind.
  • Weapon assets only have 1 digit available, and they're all taken (1-8 for existing party members and 9 for guests). Kino and Nene's weapons are put in Riki's 6 bucket.

Alvis' Old Key Leftover#

XB1DE_alvis_oldKey_texture.png

Alvis's design was changed in Definitive Edition, replacing the key on his necklace with an Easter egg from the sequel. However, the key is still in his body texture and was upscaled to match.

Revisional Differences#

Version 1.1.0#

Released on May 29, 2020, the same day that the game was released. This fixes a few bugs within 1.0.0.

(Source: Nintendo)

Version 1.1.1#

Also released on May 29, 2020, the same day that the game was released. This fixes two bugs within the previous version.

(Source: Nintendo)

Version 1.1.2#

Released on July 8th, 2020, this fixes a few bugs (such as the Tephra Cave clip glitch, aka door glitch and Cave Skeeter jump glitch), voice clip errors, and English subtitle errors.

(Source: Reddit)

Changed English Subtitles#

Several English subtitles are fixed to match the English voice clips used within the game.

Nene

1.0.0-1.1.0

1.1.2

He wanna help people who in trouble!

That way, can make lots of friends!

He see opportunity to help people who in trouble!

That way, can become friends with people everywhere!

(Source: Zatch)