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Xenoblade Chronicles Definitive Edition

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Title Screen

Xenoblade Chronicles Definitive Edition

Also known as: Xenoblade Definitive Edition (JP)
Developers: Monolith Soft
Publisher: Nintendo
Platform: Nintendo Switch
Released internationally: May 29, 2020


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

Hmmm...
To do:
Leftovers from the Wii version and from Xenoblade Chronicles 2, which shares the same engine.

Xenoblade Chronicles Definitive Edition is an updated port of Xenoblade Chronicles to the Nintendo Switch. They brought in HD textures, redid the in-game models to match the art style of Xenoblade Chronicles 2 (whose engine it reuses), added quality of life tweaks, and most importantly, added an epilogue story called Xenoblade Chronicles Future Connected, in which players can finally fight alongside twelve Nopon at once.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
XC1DE mnu057 cont01 6.png
Wii Leftovers
"What a bunch of Wii leftovers!"

Unused Enemy

Hmmm...
To do:
Try to mod this enemy into the game, also is there 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

Hmmm...
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 armour sets. They are complete combinations of the five armour pieces plus the character's face, and use slightly different (older?) texture formats.

NPCs

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Make renders of these characters, specifically the Reyn, Fiora, and Sharla reference models.

Inside the chr/np folder, there are updated reference models based off the Wii game's player models. These are np020000 (Reyn) and np030000 (Homs Fiora, with her Wii prototype twin-tailed design). np050000 is very likely a prototype model of Sharla, as it has extremely similar textures to Sharla's Wii model. Additionally, the textures are named "Karu" and Sharla's Japanese name is "Karuna".

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), Gadolt (np650101).

(Source: TCRF)


Unused Textures

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

Menus

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 - these files are all used in some way or another for Quiet Moments, where Tyrea does participate.

icon_chara_change_0

XC1DE icon chara change 0 Tyrea.png

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

XC1DE icon face 0 Tyrea.png

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

Tyrea quiet moment thumbnail duplicates
Hmmm...
To do:
Where? and what are the filenames?
  • The two Tyrea quiet moment thumbnails have duplicates.

Other

icon_face_skill_0

XC1DE icon face skill 0.png

The top left is a 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 they have Japanese text.

Dunban Assault
Early Final
XC1DE icon face 0 DunbanEarly.png XC1DE icon face 0 DunbanFinal.png

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

icon_weather_0

XC1DE icon weather 0.png

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

Japanese Translation
朝昼 Noon
Evening
Night
晴れ Dawn
Rain
雷雨 Thunderstorm
Snow
吹雪 Blizzard
熱帯 Tropics
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


XC1DE kizunagram town02 0.png

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
XC1DE mnu039 cont01 6.png

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

XC1DE button 0.png

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

Hmmm...
To do:
Find textures that are never used in the map.
XenobladeDE Testmap.png

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

(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 these 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 Xenoblade Chronicles: Definitive Edition are more akin to Xenoblade Chronicles 2 than they are Xenoblade Chronicles 3D or Xenoblade Chronicles on Wii. There are a few leftovers from Xenoblade Chronicles 2 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 up-qualitied 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), 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)