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tales-series

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Structural documentation of Tales of Eternia (PlayStation, Japan, SLPS-03050 disc 1): the block codec that is byte-identical to 1997's, 90 MB of duplicated sprite sheets, the whole JIS level 1 font inside the executable, and a developer debug room shipped on the retail disc.

  • Updated Aug 27, 2026
  • Python

Structural documentation of the Tales of Tactics i-appli trial (NTT DoCoMo DoJa, 2004): the Tales block codec measured absent across 2.47 MB and 37,936 constants, a full class file parser in the Python stdlib, and a five-title crossover party table.

  • Updated Aug 28, 2026
  • Python

Tales of Luminaria (Android, 2021) — file formats, engine and protection, measured from the shipped package. Unity 2019.4.16f1 + IL2CPP, COLOPL, project 'natalie'; not ASKA, and nothing in common with Tales of Crestoria.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Destiny (PlayStation, SLPS-01100, 1997): the disc, the executable, the LZSS codec it inherited from the Super Famicom Tales of Phantasia, and the file system compiled into the program.

  • Updated Aug 27, 2026
  • Python

Structural documentation of Tales of Symphonia on GameCube (2003, two discs) and PlayStation 2 (2004, one disc): the 1995 Wolf Team block codec on a big-endian console, the first source edit to its decoder since 1997, and the gigabyte the two-disc split cost.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Phantasia on SNES (1995) and GBA (2003): ExHiROM mapping, the in-house LZSS block codec, the SPC700 boot payload, and what the GBA rebuild inherited from the cartridge.

  • Updated Aug 27, 2026
  • Python

Structural documentation of Tales of Innocence (Nintendo DS, 2007, Japan): the control that shows the Tales block codec's absence on the DS is about the codebase, not the machine — it compresses 16.9 MB into 32.1 MB in the platform's own LZ77.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Rebirth (PlayStation 2, SLPS-25450, 2004, Japan): three headerless .BIN containers indexed from the executable, 744 SCPK bundles, 2,851 codec blocks, and the measurement showing Wolf Team's LZSS decoder had forked per title by 2004.

  • Updated Sep 2, 2026
  • Python

Byte-level documentation of Tales of Hearts (Nintendo DS, Namco Bandai, 2008) — both cartridges. The Tales block codec is absent across 33 modules, 32 of them BLZ-packed; FPS4 crosses from Tales of Vesperia little-endian; 28,662 of 28,679 payloads identical between the two editions.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Symphonia: Ratatosk no Kishi (Wii, 2008, Japan): the Nintendo build from inside the studio line that closes the Tales block-codec boundary — 10 bytes of shared decoder with its 2003 GameCube prequel against 835 of shared SDK code, while the same compressor still writes both discs' archives.

  • Updated Sep 2, 2026
  • Python

Structural documentation of the Japanese Wii disc of Tales of Graces (2009): the Tales block codec is on it, 138 bytes shared with the 2003 GameCube decoder, project tag TO10, a Nintendo DS ROM inside the disc, and the first build of this line that names its developer.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Legendia (PlayStation 2, 2005, SLPS-25533): the block codec present with 1997's ring constant but no inherited source, a sixteen-byte CPS envelope replacing the corpus's nine-byte block, 4,508 of 4,508 members decoded, and a 1 GB unreferenced build artefact.

  • Updated Sep 2, 2026
  • Python

Tales of the Tempest (Nintendo DS, 2006, Japan): the Tales block codec is absent, and so is every other compressor — the ARM rewrite of the constant scan, 256 MB run blind, and a cartridge 41% empty that stores its data raw.

  • Updated Sep 2, 2026
  • Python

Structural documentation of the Japanese PlayStation 3 disc of Tales of Xillia (2011): the Tales block codec is on neither of the Cell's two instruction sets, TO11 is the game's root C++ namespace, the TL engine is one codebase from 2009 to Berseria in 2017, and the region table claims an encryption that is not there.

  • Updated Sep 2, 2026
  • Python

Structural documentation of Tales of Destiny 2 (PS2, SLPS-25172, 2002): the 1995 Tales block codec still running a console generation later, an archive index that packs padding into its offsets, the whole overlay map recovered from the linker, and 173 MB of an unreleased game shipped with every file stubbed to one byte.

  • Updated Aug 27, 2026
  • Python

Structural documentation of Tales of the Abyss (PlayStation 2, 2005, SLPS-25586): the Tales block codec's nine-byte header restored after Legendia's CPS, 47,513 of 47,513 blocks decoding, and a decoder that shares 69 bytes with the one copy of Symphonia's source nobody edited.

  • Updated Sep 2, 2026
  • Python

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