Soul Calibur 2 NTSC Examination for the Xbox by pkScary, AbstractMonkey, pkAbstract cyberhoby, pk_mode, AbstractSL, scary_pk, AbstraktZero and last but not least - pks. (Note - I will see a psychologist for identity crisis after writing this)
1) Name string examples -
#1#P#0 Note - I strongly beleive P is the "Player 1" variable #1HOBB#0 #1LANBARDY#0 #1VERAL#0 (note - HOBB is an Assassin that one encounters in Weapon Master Mode) tentative possible explanation -
# indicates the start and end of a string 1 indicates the beginning of color 0 indicates the end of color
Further speculation reveals the possibility that 0 is the default text color, and 1 is the modified text color.
2) Presence of at what appears to be the end of a Weapon Master mode passage. It is followed by *two* periods
3) File Size Comparison of Versions PS2 Xbox root.olk 688,748 KB 677,572 KB movie.afs 168,432 KB 428,842 KB (Due to higher res. req.?) bgm.afs 233,832 KB 234,032 KB
4) Extra Files
The NTSC version of Soul Calibur 2 for Xbox (henceforth known as SC2X) contains one more file than the PAL version, "Default.unpatched". Whether this was added by a release crew or Namco it is TBD. Could this be meant for future patches including skins or possibly even levels?!
5) Soul Calibur 2 for Playstation 2/Xbox Comparison
Soul Calibur 2 for PS2 (henceforth known as SC2P) has 14 *more* files than the Xbox version (and 15 distinct ones) -
root 1) FLISTD.TXT 1 KB 2) SLUS_206.43 3,807 KB (Seems to be SC2Ps "Default.xbe" equivalent) ------------------------The following is considered DVD filler---------------------
3) PAD_0.DAT 1,048,576 KB 4) PAD_1.DAT 1,048,576 KB 5) PAD_2.DAT 1,048,576 KB ----------------------------------------Filler End------------------------------------------ IRX 6) CRI_ADXI.IRX 109 KB (ADX File Driver?) 7) IOPRP250.IMG 259 KB (File Management/Reset Sequence?)
LIBSD.IRX 28 KB (Sound Device Library?) 9) MCMAN.IRX 89 KB (Data/Memory card management?) 10) MCSERV.IRX 8 KB (Specified Data Management Variant?) 11) MTAPMAN.IRX 11 KB (Multitap manager?) 12) NUSOUND.IRX 71 KB (Manages sound volume/various nuances?) 13) PADMAN.IRX 44 KB (Control pad manager?) 14) SDRDRV.IRX 8 KB 15) SIO2MAN.IRX 7 KB
It also contains the shortcut "SYSTEM", at 1 KB. Its origin is unknown.
It is thought that these act like "Default.xbe"
6) It was a longshot
When attempting to replace the "root.olk" from SC2X with that of SC2Ps, a message comes up that states "SOUL CALIBUR 2 game data loaded.", which shortly after dissapears, and then the screen turns black.
7) Exclusive Characters
Strings containing the words "Link", "Spawn", and "Heihachi" can be found in both SC2X and SC2P's respective "root.olk". However, the fact that the SC2X and SC2P versions of "root.olk" differ in size doesn't support the theory of one global "root.olk". Nevertheless, the file size difference could be attributed
Getting the root.olk from SC2P working with SC2X
A hypothetical but probable solution could be first of all, deleting SC2X save game information from the Xbox's hard drive. Then one would have to go about disabling a CRC checksum in the "Default.xbe", because the PS2 version is bigger (as stated earlier in Section 3).
9) BGM.AFS SC2P and SC2X Comparison
SC2P BGM.AFS OFFSETS/FILE NAME DUMP (courtesy of MiteeXPR) - Number of Files 76
Offset(Hex) Size(Hex) FileName
80000 55F656 gbgm001.adx 5DF800 13D800 gbgm002.adx 71D000 7CE000 gbgm003.adx EEB000 2C09A gbgm006_2.adx F17800 392FA gbgm006_3.adx F51000 2CD66 gbgm006_4.adx F7E000 3ADB2 gbgm006_9.adx FB9000 47EF2 gbgm009.adx 1001000 3EB26 gbgm00a.adx 1040000 1C15F2 gbgm011.adx 1201800 1CB012 gbgm012.adx 13CD000 1B5F22 gbgm013.adx 1583000 1A81A6 gbgm014.adx 172B800 991B5A gbgm015.adx 20BD800 1773EA gbgm016.adx 2235000 ED2FA gbgm017.adx 2322800 274000 gbgm018.adx 2596800 28C800 gbgm019.adx 2823000 35EDCA gbgm021.adx 2B82000 3294F6 gbgm022.adx 2EAB800 6F2000 gbgm023.adx 359D800 40C000 gbgm024.adx 39A9800 6476A gbgm041.adx 3A0E000 27AFE gbgm042.adx 3A36000 4D016 gbgm043.adx 3A83800 38F2E gbgm044.adx 3ABC800 3538E gbgm045.adx 3AF2000 62F000 sbgm001.adx 4121000 5A6800 sbgm002.adx 46C7800 49A000 sbgm003.adx 4B61800 4BA000 sbgm004.adx 501B800 5D2800 sbgm005.adx 55EE000 4D8800 sbgm006.adx 5AC6800 5DA000 sbgm007.adx 60A0800 3FA800 sbgm008.adx 649B000 5EB800 sbgm009.adx 6A86800 777000 sbgm00a.adx 71FD800 4D0800 sbgm00b.adx 76CE000 C9F36 sbgm00b_1.adx 7798000 405000 sbgm00b_2.adx 7B9D000 40E000 sbgm00b_3.adx 7FAB000 571000 sbgm00c.adx 851C000 563800 sbgm00d.adx 8A7F800 5A3000 sbgm00e.adx 9022800 14E000 sbgm00f_1.adx 9170800 288800 sbgm00f_2.adx 93F9000 25F800 sbgm00f_3.adx 9658800 258800 sbgm00f_4.adx 98B1000 23F000 sbgm00f_5.adx 9AF0000 267000 sbgm00f_6.adx 9D57000 1A3800 sbgm010_1.adx 9EFA800 267800 sbgm010_2.adx A162000 229800 sbgm010_3.adx A38B800 1F7800 sbgm010_4.adx A583000 199800 sbgm010_5.adx A71C800 48F800 sbgm011.adx ABAC000 40D000 sbgm013.adx AFB9000 45E000 sbgm014.adx B417000 1A616 gbgm007_p.adx B431800 2B0800 gbgm031.adx B6E2000 7CE000 gbgm032.adx BEB0000 41F52 gbgm046.adx BEF2000 4F2AE gbgm047.adx BF41800 42102 gbgm048.adx BF84000 4F482 gbgm049.adx BFD3800 34DA6 gbgm04b.adx C008800 768F6 gbgm04c.adx C07F800 9B0FA gbgm04d_1.adx C11B000 8729A gbgm04d_2.adx C1A2800 A8BEE gbgm04e.adx C24B800 10C6866 gbgm004.adx D312800 13CBA2 gbgm033.adx D44F800 D2AFE gbgm034.adx D522800 50C46 gbgm00b.adx D573800 AC2800 gbgm025.adx E036000 423000 gbgm026.adx
SC2X BGM.AFS OFFSETS/FILE NAME DUMP (courtesy of MiteeXPR) - Number of Files 76
Offset(Hex) Size(Hex) FileName
80000 55F656 gbgm001.adx 5DF800 13D800 gbgm002.adx 71D000 7CE000 gbgm003.adx EEB000 2C09A gbgm006_2.adx F17800 392FA gbgm006_3.adx F51000 2CD66 gbgm006_4.adx F7E000 3ADB2 gbgm006_9.adx FB9000 47EF2 gbgm009.adx 1001000 3EB26 gbgm00a.adx 1040000 1C15F2 gbgm011.adx 1201800 1CB012 gbgm012.adx 13CD000 1B5F22 gbgm013.adx 1583000 1A81A6 gbgm014.adx 172B800 991B5A gbgm015.adx 20BD800 1773EA gbgm016.adx 2235000 ED2FA gbgm017.adx 2322800 274000 gbgm018.adx 2596800 28C800 gbgm019.adx 2823000 35EDCA gbgm021.adx 2B82000 3294F6 gbgm022.adx 2EAB800 6F2000 gbgm023.adx 359D800 40C000 gbgm024.adx 39A9800 6476A gbgm041.adx 3A0E000 27AFE gbgm042.adx 3A36000 4D016 gbgm043.adx 3A83800 38F2E gbgm044.adx 3ABC800 3538E gbgm045.adx 3AF2000 62F000 sbgm001.adx 4121000 5A6800 sbgm002.adx 46C7800 49A000 sbgm003.adx 4B61800 4BA000 sbgm004.adx 501B800 5D2800 sbgm005.adx 55EE000 4D8800 sbgm006.adx 5AC6800 5DA000 sbgm007.adx 60A0800 3FA800 sbgm008.adx 649B000 5EB800 sbgm009.adx 6A86800 777000 sbgm00a.adx 71FD800 4D0800 sbgm00b.adx 76CE000 C9F36 sbgm00b_1.adx 7798000 405000 sbgm00b_2.adx 7B9D000 40E000 sbgm00b_3.adx 7FAB000 571000 sbgm00c.adx 851C000 563800 sbgm00d.adx 8A7F800 5A3000 sbgm00e.adx 9022800 14E000 sbgm00f_1.adx 9170800 288800 sbgm00f_2.adx 93F9000 25F800 sbgm00f_3.adx 9658800 258800 sbgm00f_4.adx 98B1000 23F000 sbgm00f_5.adx 9AF0000 267000 sbgm00f_6.adx 9D57000 1A3800 sbgm010_1.adx 9EFA800 267800 sbgm010_2.adx A162000 229800 sbgm010_3.adx A38B800 1F7800 sbgm010_4.adx A583000 199800 sbgm010_5.adx A71C800 48F800 sbgm011.adx ABAC000 40D000 sbgm013.adx AFB9000 45E000 sbgm014.adx B417000 4C7A6 gbgm007_x.adx B463800 2B0800 gbgm031.adx B714000 7CE000 gbgm032.adx BEE2000 41F52 gbgm046.adx BF24000 4F2AE gbgm047.adx BF73800 42102 gbgm048.adx BFB6000 4F482 gbgm049.adx C005800 34DA6 gbgm04b.adx C03A800 768F6 gbgm04c.adx C0B1800 9B0FA gbgm04d_1.adx C14D000 8729A gbgm04d_2.adx C1D4800 A8BEE gbgm04e.adx C27D800 10C6866 gbgm004.adx D344800 13CBA2 gbgm033.adx D481800 D2AFE gbgm034.adx D554800 50C46 gbgm00b.adx D5A5800 AC2800 gbgm025.adx E068000 423000 gbgm026.adx
Reviewers stated that SC2X has superior audio to SC2P, it is suspected that this claim is not as much supported by the file sizes (only some of SC2Xs files are bigger) but by the Dolby Digital Surround Sound support.
10) MOVIE.AFS SC2P and SC2X Comparison
SC2P MOVIE.AFS OFFSETS/FILE NAME DUMP (courtesy of MiteeXPR) - Number of Files 3
Offset(Hex) Size(Hex) FileName
800 92CC000 AFS À, È, È£ Ð (w 92CC800 A3C800 9D09000 772800
SC2X MOVIE.AFS OFFSETS/FILE NAME DUMP (courtesy of MiteeXPR) - Number of Files 3
Offset(Hex) Size(Hex) FileName
800 17FA8800 AFS ú ú À P h* 17FA9000 107C000 19025000 12A6800
11) Xbox Save File Folder Structure
---------Disclaimer - Save data size may vary, and probably will---------------
/E/TDATA/4e4d0003/ Currently no data
/E/UDATA/4e4d0003/ SaveImage.xbx 4 KB TitleImage.xbx 10 KB TitleMeta.xbx 66 Bytes
/E/UDATA/4e4d0003/69D87B1B76E8/ (Believed to be PAL version folder) SaveMeta.xbx 28 Bytes sc2_0.dat 16 KB sc2_1.dat 16 KB
/E/UDATA/4e4d0003/903C2ED2E2B9/ (Believed to be NTSC version folder) SaveMeta.xbx 34 Bytes sc2_0.dat 16 KB sc2_1.dat 16 KB
12) Move Data
The following offset could be either for a move tutorial mode, or the actually game data for moves itself. The game *seems* to use the numpad direction system -
A - HORIZONTAL HIT? B - VERTICAL? G - GUARD?
upper left;diag / upper right;diag
7 8 9
< 4 5 6 > (5=no movement)
1 2 3
lower left;diag / lower right;diag
00001000 - BEGINNING OF MOVE SECTION? HEADER IS OLNK
1 00005f20 0000cfe0
2 00011a30 00017b60
3 0001f160 00026ff0
4 0002eba0 00036410
5 00041480 0004ac40
5 000510d0 00057780
6 0005d710 00064ae0
7 0006c0f0 00073a60
8 0007bd80 000838f0
9 00091590 0009b800
10 000a5760 000ae8f0
11 000b5c90 000bce40
12 000c3280 000c9c10
13 000d5d60 000de9a0
14 000e5cc0 000ed0d0
15 000f46f0 000fbb90
16 00101040 001074f0
17 0010ebc0 001161b0
18 0011cd50 00124060
19 00129960 0012fe00
20 00134ca0 0013b430
21 00140190 00145c90 -- PATTERN BROKEN?! -- (data of this fashion not seen previously)
0014b580 -PATTERN RE-ESTABLISHED?! 00150d20 -New pattern forming
00155a00 0015b1a0
0015c800 TOTALLY NEW DATA; HEADER IS "OLNK". Pattern Ends.
13) SC2 Character List
1) Ivy 2) Yun Sung 3) Cassandra 4) Astaroth 5) Kilik 6) Voldo 7) Talim
Raphael 9) Yoshimitsu 10) Cervantes 11) Seung Mina 12) Lizardman 13) Assassin 14) Berserker 15) Taki 16) Maxi 17) Nightmare 18) Xianghua 19) Mitsurugi 20) Spawn 21) Link 22) Heihachi 23) Charade 24) Necrid 25) Sophitia
0015f000 "VXT" File Header. Image format?! DXT is an established image format
00187a90
1b6e5c20 - SWING.
1b6f9090 - Cutscene data? Subtitles seem to be what the overwhelming majority of this data is. Periods seem to control when the current text on screen is removed and new text is displayed. Stuff in parenthesis like (Attack 1) and (Breath 2) seem to be animation/sound triggers. "Fine! Master, I will do this!"
1ba8a900 - Another excerpt of root.olk that is believed to be a cutscene. It contains the following distinct actions - (x being a variable)
(Attack x) (Damage x) (Death Cry) -- Only one?
the 1b6f9090 cutscene is followed by data with the header "mmx". 1ba8a900 follows suit. the header "mmx" does not necessarily have to be after cutscene data. There are many instances where it is not. And note, *it* is commonly followed by the string "XHD"
.....Xbox Hard Drive??? Does the game save after a cutscene, or "destined battle"?
Examples - 02d74800 02d7b800 02d85000 02f2b000
012b8410 - 012b9970 Has pretty much all game mode related strings, and then 012ba020-012bc700 finishes up with strings that pretty much make up the whole *core* of the game, and it includes some default settings that seem to be pretty easily edited.
012bcfd0-012c0ef0 Has weapon names and descriptions. Could be great fun to edit!!
012c1100-012c1780 Strings for practice mode, learning moves and such
012c1b90-012c2b00 More setting, default, and game mode strings
012c2be0 Weapon master map strings
012e2c70 Gamecube version crap
012c3560 Weapon Master mode stuff
is a variable for your current wins. Probably implemented in Vs. Mode %s is a varible for your current stage <1P2P> has some correlation with the "Start" button. Possibly plays the "New challenger" theme is a variable for your current chapter %d is a variable for gold winnings, which stage is selected, and current chapter has some correlation with winning. Possibly plays the victory theme. #S is another variable for "Start" {%s} is a variable for a stage, probably for the more recently unlocked one $m Button designation? $s Controlled by $m, displays an icon of a button?
05bbb060 - "HEy?" over and over again for a really long time. Just for fun 
1059e130 - Start of alphanumeric list
1af7da20 - "Buki"? Some type of animation? Followed by mmx and XHD 1-9
02d72960 - Character ending texts
The hex before an mmx header is very often -
35 00 00 00 ff 8e 20 21 80 2a 96 00 21 80 8a 0a 89 f3 8f 80 80 80 80 00 08 08 08 08 08 09 00 00
The mmx header can be immediately followed by - 00 2b 03 00 00 c4 03 00 80 77 03 00 40 ea 03 00 c0 9d 03 00 80 77 03 00 80 10 04 00 20 9d 03 00 c0 04 03 00 c0 c3 03 00 80 6b 03 00 a0 43 03 00 e0 6f 03 00 20 d3 03 00 80 a1 02 00
there are probably more, this is just the amount I've gotten so far. I believe that the hex immediately following mmx designates its file type
oe94e4f0 - Start of funky words...later on A-SPEC, CONSTANT, and AMBIENT can be found
Discovery of VMX file header. No idea what it is, but whatever it is - it's pretty big. Sometimes it's preceeded by 2 lines of hex.
1eca8980 - Strings of character's sayings. "Shatter!" |