

It's just, as you can see, oddly compressed.
#Ao no kiseki pc controls psp#
Since the Chinese hackers managed to provide a transcript of the dialogue hidden under my spoiler and I have searched the entire script for The 3rd PC without luck, I'm positive there must be something within the PSP version. What struck me as odd, however, is that of all these files associated with the hidden Star Doors (C_VIS302-327), only the two I highlighted above remain of that range of visuals. Spoiler: show the confrontation between Weissman and Rufina after he got excommunicated from the Septian Church.Īs you can see in the /visual/ folder of The 3rd PC, those visual files are present alongside a bunch of others, completing the number range.

The Chinese hackers also managed to provide a transcript of Star Door 19, which consists of two visuals (C_p and C_p) and Chinese hackers have been able to re-construct the sixteenth door, which can be seen in this video (spoilers, of course). However, there are a large sum of C_p files in the /visuals/ folder that did not end up in the game, leading to the believe that there were originally 20 Star Doors. There are 5, 15 and 5 of each, respectively. Moon (long gaiden), Star (shorter gaiden) and Sun (mini-games). Each door is part of a celestial body, i.e. To be more specific, in the game you can access various side stories (gaiden) through the means of Doors. The reason I'm looking into this is because there's content within these files that didn't end up in the final game. The PSP version is compressed in a way unlike any other Falcom game as far as I know. Many opcodes are variable length which makes figuring it out more difficult. But it's not possible to change the length until all opcodes are understood. It should be easy to recognize which opcodes have to do with displayed text. Like for example, "fade to white in 6 seconds" - 6 seconds would be an operand for the "fade to white" opcode. But in LoH, it's not obvious which of the bytes are instructions and which are instruction operands. With Nayuta, they made the instructions very obvious. Within each function, it's just a list of instructions. The file is divided into separate "functions." And there's also setup information - because different NPCs could be there or not depending on the situation. Anything that could happen in that room is put in one file. With LoH series, it's the "rooms" design.
#Ao no kiseki pc controls how to#
You'd need to know about how to use regular x86 debuggers and my skill with those is lacking. However, I think it's a very difficult format. I don't own this game, so I'm not able to investigate the script. I was able to solve his problem, he wanted a decompression program.
