Xenoblade X Jp Torrent

Posted on
  1. Xenoblade Chronicles X Update
  2. Xenoblade X Jp Torrent Download
  3. Xenoblade Chronicles X

I was wondering If anyone has a XCX mod pack that changes the voice acting from dub to original. If thats even possible. Xenoblade Chronicles 2, known in Japan as Xenoblade 2 (ゼノブレイド2, Zenobureido 2), is a role-playing video game published by Nintendo and developed by Monolith Soft for the Nintendo Switch console. The game was announced during the Nintendo Switch Presentation 2017 on January 12th. The game will be released in 2017 in Japan, North America. Xenoblade Chronicles X from MonolithSoft is an open-world action RPG about humanity escaping the destruction of Earth and fighting off their attackers with transforming mechs on an alien planet. It is the spiritual successor to Xenoblade Chronicles. The game features a character creation system that.

/edit I haven't managed to test the entire game myself and there are some reports of crashes late in the game, this will be fixed eventually. You may need to disable 60fps for awhile if there are consistent crashes in certain areas.Update Jan 5th: Fixed Melia skill effects not displaying, some loading screen bugs (affected intro with Dunban having too many fire effects), and a possible movie color saturation bug for a few effects. Also tried to prevent an action-pause bug that happened when Spanish is setup. JP updated too, fixed JP typo that made a few cutscenes progress too fast (oops, thought I had fixed this before).Final Update (unless new bugs are reported) - Discussion for final update starts aroundGuide to using the code.

To avoid some issues, the code is made to still work 100% after being turned off. To remove the code, save in-game, then turn off the cheat and restart the game, then load an in-game save.Right click the game in Dolphin's menu - properties - edit config. There should be a Gecko tag, if not create one. Paste the code under the Gecko tag and save/exit. It should look like the following, but does not need to be the first/topmost gecko code:Gecko$60fpscodeEnable in game:. Turn on Cheats in the Dolphin Config menu.

Run the game, do not pause Dolphin while applying the cheat. Go to Tools - Cheat Manager, enable the code and hit apply, disable the code and hit apply.

Disabling the code avoids some bugs without breaking 60fps. Disabling the code may cause issues with other gecko codes. To use multiple codes you can leave the 60fps code enabled or try putting the 60fps code at the very bottom of the gecko section in the game's ini, enable all codes you want, then disable 60fps.Tips/Settings:To make sure you're getting a constant 60 fps, you can enable Graphics - Show FPS.Factors that affect constant/smooth 60 fps are:. Dual core settings are under Xenoblade's game properties and Config - Dual core. Should be best to turn both on.

Xenoblade chronicles x uncensor patch cemu

Vulkan graphics backend works best. Config - CPU Clock Override (try not to go above 125% or so, but experiment with it) - mostly in large battles. Internal Resolution and Anti-Aliasing. If V-Sync is on, you may need to change the XFB setting. EFB store copies to texture only - can give a massive speed boost, and only majorly breaks the screenshots for the save menu.

Ignore format changes and skip efb access from the CPU can be checked. XFB can usually be disabled, or set to virtual. ('Store XFB to texture only' in newer versions of Dolphin). Fast Depth Calculation (may glitch the sky in Makna Forest) and Enable Bounding Box can be on.Other:No issues with: Custom Textures, Scaled EFB (recommended), GPU texture decoding, (game properties) Speed up Disc Transfer Rate.The wiki version of the code is the same as this one, but without comments:Low FPS in battles may require config - cpu overclock of at least 110%, maybe more. $ObjectDrawDistance0400000 //This line determines the multiple for draw distanceC240003 //Change above 4120 to another float for different distance3E818 EC000032EC00000Monster draw distance, AR or Gecko. Only works on monsters loaded into memory. Warning - if this is too high enemies won't be able to despawn, which means new enemies won't spawn.

I'll try to fix this some time. May cause lag or crashes in places with many enemies.04663EC8 43700000Partial NPC draw distance, AR or Gecko. May not always work.04661CCC 43700000Instant Cutscene Text Display, AR code041A3DD4 60000000(JP: 041A26B4 60000000).New.Run Speed Mod, float that multiplies run speed (2x = 40000000). Breaks cutscene movement if you leave it always-on.0466A368 3f800000Remove Bloom0449e70High IR Bloom Fixes.

This can be inserted directly under A800000 in the 60fps code to combine them. Don't include the IR header, just the code.Debug/Dev Section:Symbols File goes into Documents - Dolphin Emulator - Maps. Unzip them. It's used with the dolphin debugger to tell you what certain blocks of code are actually doing. It's great if you want to mess with the code at all.

Xenoblade x jp torrent full

I had a tendency to comment single lines, which displays better in older versions of dolphin (like 5.0-3819). Also, I used my symbol file for notes and tracking down particular things, so it's not at all robust nor well refined. Search for yy for major code sections, xx for less important stuff, and there's a few more tags like ww which I think was for moving textures, yf for UI animations. The JP symbols file has much less stuff. It is very buggy. Do not play the actual game with this code. Unlikely to be fixed.Attached Files(Size: 349.43 KB / Downloads: 502).

I added a camera speed code. I had the waterfalls load frozen in place once, but can't reproduce that, so I'll move on for now. I want to leave the first spider boss area and continue testing more. I'll try to check grass speed quickly before moving on./edit It looks like the grass slows down in 60fps. I found the grass speed and Intro splash screen speed.

Going to have to make videos and check that halving/doubling gives the correct effect. Extreme intro speed ar code: 048AD90/edit2 Regular grass is getting the slowdown factor applied to it twice. There's no clear choice of which to forcibly change, as it could break something else. Intro is going too fast because the slowdown factor is being overwritten by DrawableTm. Can isolate the fix to the intro. I'll need to monitor DrawableTm to see when it's active elsewhere though./edit3 The next version of the code is running rather well after a few bug fixes.

I'll probably post it in a day or two. I'm playing the game with a 60 fps cutscene (non-movie) version of the code and watching for errors, but that won't be released for a good while./edit4 The intro and some cutscenes have a frame-based timer that determines when things change. I'm going to try and find it, but may leave it for later if it's difficult to. It only matters if I try to 60fps it. Pause 2- A value of 1 is loaded then used to increase various counters.

This is frozen (set to zero) every other frame.Pause 1- The counter in waterfall loops that I found are paused.I don't know the extent of pause 2, but it could be the same as 1.I need to improve the pause code then will probably release the next version. It currently slows down moving textures in cutscenes and the 'do this every other frame' needs to be moved to a more universal location (probably next to the primary frame counting code, not the waterfall counter).

I haven't used the ISO mod so I'm not sure, but you can change this code's draw distance by putting in a different floating point value. There are some model details, like window frames, that are avoided with the code. I have another code for those minor details somewhere. The ISO doesn't have NPC and Monster distances.

Mine were only tested around Colony 9 and are incomplete, as I focus on the 60fps code./edit Updated main post with new code. Already well on my way with the next code. I found all the timers for the splash screen and they also affect cutscene timing. I also accidentally got the intro movie to play without hitting 'new game' and it ran at 60fps / 2x speed. If there's a way to slow the animation then it could play at 60fps, however I don't know how to properly unlock 60fps for it either.I unlocked the frame rate of the movies. I'm not sure there's a way to make the animations move half as much each frame. The number of times 800398c4 loops determines how many frames the movies progress by each frame (movie frames per displayed frame).

For anything else not related to texturing, visit the Xenoblade Chronicles discussion page.Information / ScreenshotsThis project was started by layberneth, later maintained by poweredbykimchi, and is now maintained by me with the help of other project collaborators.The goal of the project is to create as many HD textures as possible while attempting to keep the integrity of the original textures.The core pack requires Dolphin 5.0-6199 or newer. The latest or is suggested. Downloads - Password for all archives: xenobladeThis pack requires or newer for BC7 and 'arb' suffix support.UI textures are created with uncompressed DDS and environments with DDS BC7 for maximum quality.A DX11+ capable graphics card (Geforce GTX 400+/Radeon HD 5000+) is required or the textures will not load.Core Resource Pack -This version of the pack can be used with Dolphin's Resource Pack Manager.

At this time, optional textures are not available!It is suggested to use the 'Core Texture Pack' at this time if you want to use optional textures and controller/tutorial packs.Download:Core Texture Pack - -This version of the texture pack must be manually installed into Dolphin's texture folder.It is suggested to use this over the 'Core Resource Pack' at this time if you want to use optional textures and controller/tutorial packs.Download: -HD Controller Buttons + Tutorials Pack - -Covers all buttons and 112 in-game Tutorials. Legacy versions swap the front/back triggers and buttons B/A (xBox) and X/O (PSX).PSX and Xbox users must select 'Classic Controller' as the extension for the emulated Wiimote or some textures will not load!Switch users must match the 'Classic Controller' button layout because it uses the tutorials that were made for the Classic Controller.Download: -I am no longer offering PNG packs as I see no reason to use them. If someone wants them for some reason, they are.If the links are ever brought down for any reason, PM me on this forum or email me at bighead.0@gmail.com and I'll get them back online ASAP.Bonus SectionThis section includes stuff that either relates to this project, Xenoblade in general, or ways to improve on the experience. Dolphin Options Configure Enable Cheats- Right click game Properties Gecko Codes.- Click on 'Edit Config'- If the document is blank or missing the Gecko header, type it in.- Paste code found below into the ini. Close it.- Code should show up in list to checkmark.The list of Gecko cheats must start with the Gecko header.Cheats need a line starting with $Title, which is how it will show up on the list.Below the title is where the code for the cheat goes.Gecko$This is a Cheat0000$This is another Cheat0000. Model 01 -Orange-Crown Pike-General Driver-Rayon Pike-Lt. Awesome, Bighead!

Looks like a great start.Thanks for moving the thread, GartealThis quote is from the end of the last thread, going to address it here and just continue where we left off:(, 04:59 PM)Echoes Wrote: I told you so!!!In all seriousness, no need to apologize. We're all just trying to figure things out as we go. Good to know all the combinations are done. I've never seen a character image un-textured outside of menus.Glad you like 'em. I forgot to mention that these are 3X the original size. 4X was overkill, and 2X was juuust a bit bigger than necessary for 1080p, so I played it safe and went for 3X.

Another thing is, there's an 'alternate' folder for Colony 9. It's a slight variation of the number 9's alignment because it was really bugging me in the original one. To be honest, i think it's best to just use the alternate, actually.That aside, I've noticed a few 'issues'. First, that there seems to be something odd going on with the little sun icon in the minimap clock. It just doesn't look right to me, so that's something to fiddle with later.

If I can't fix it, I'll just remake it like with the moon.Also regarding the minimap, I think the icons for it are way, way too high res, to the point that it just looks bad. The heart to heart icon looks especially bad, in my opinion. Are those the same textures (same IDs) used for the quick travel map?

I sure hope not, or there's no fixing them.Another thing is that while using Japanese audio, the paletted textures still appear for stuff like landmark discovery, quick travel map, and the item pick-up window. I can't be 100% sure, but so far those have all been re-textured for me. Then again, I'm ridiculously early in the game, this could be the old textures miraculously working for me.3x resolution looks to be perfect, so I can see 4x being overkill.As for the Sun icon, I'll leave it up to your discretion.

I've noticed it looking off a few times myself.As for the the quick travel and minimap icons, you've actually made a really good discovery. The minimap and quick travel do use different textures and IDs. The minimap versions are a smaller resolution than their quick travel counterparts.

Xenoblade Chronicles X Update

And I've always thought the minimap icons looked weird, I don't know why I never looked in it myself. All 4 (2 landmark, 2 heart to hearts) are static (which we already knew), and should be moved to the Static folder in the pack eventually (3 of them are actually already there, the 4th is a fake paletted (9) files and got sorted into the paletted folder by mistake).

The 4 IDs work for both English/Japanese in PAL and US, assuming you rename the files for the US disc.So here are some notes:1. SX4P019a9eefc19 (quicktravel h2h, disguised a 9 paletted texture. Not really paletted) needs to be moved from Paletted/MenuPaletteHeart2Heart to Static. Correct size.2.

SX4Pa8 (minimap H2h) already in Static, needs to be resized3. SX4P01577ca0fe8 (quicktravel landmark) already in static, correct size4. SX4P01462fb0618 (minimap landmark) already in static, needs to be resizedWhile the quick travel and minimap use the same looking textures, just different sizes, the landmark icons are actually different.

The original minimap landmark texture is totally different looking than the other landmark textures. I'm not sure if we just want to use a scaled down version of the regular landmark icon, though.I'll include all 4 files below so I can gather some opinions on what we should do. At least though, everyone who already has the pack should move the SX4P019a9eefc19 h2h icon (even though it is likely it won't be changed) as mentioned above to avoid future confusion. The texture should also be moved for future releases.Edit:I also want to remind everyone involved to make sure you subscribe to the new thread! Assuming you were subscribed to the last one. Just don't want anyone to forget and think no one is discussing things only to have forgotten to turn on email notifications:pEdit 2:Echoes, I'm going to use your alternate Colony 9 as recommended. Wanted Bighead to make sure he noticed this so he could check it out too, want to make sure the best version gets added to the main pack.Edit 3: Don't know exactly which 'paletted' textures you're referring to with 'landmark discovery, quick travel map, and the item pick-up window', but those sound like they may be static and not paletted textures.

The quick travel map icons/map is static for sure, and if by 'pickup window' you mean like the loot you get after combat, then yes those are static too. Landmark discovery sounds like it's probably also static, but I'm not quite sure of what exactly you mean.Also, because this was posted so close to the end of the thread, I don't want anyone to miss Echoes' text pack for the area intros-Echoes did this, credit goes to him.

Woot, new thread!! We've come a long way!!Sorry frozen, I meant the small UI corner pieces in the landmark notification, the item pickup window and the quick travel pop up.

Those seem to be always re-textured for me. When I press the R button in the menu to see the Story memo info, the corners are un-textured. Same for quests, menu stuff, and pretty much everywhere else these little pieces show up. But it doesn't really matter for now, since I'm early in the game and can't know for sure.Thanks for uploading those, it makes it easier to find them. It seems that most, if not all minimap icons need to be corrected. Not only are they over 11x bigger, but the dimensions are also wrong, which is what causes them to look all squished and stretched in the minimap. As an example, the landmark icon is originally 12X16.

The re-textured version should ideally be 48X64, but is instead a whopping, incorrect 180X180.Yeah, honestly the alternate version of the text is much better. I added the other one for accuracy's sake, just in case.Also thanks for linking the download!Edit: Romlaw, if you're using an older build, use Direct3D9 or OpenGL, as D3D11 had issues back then. The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.Pop up quest corners, story memo, collectopaedia, inventory, party (have to go 'deep' to get them in party), save/load, other menu etc. Have tons of dupes and I didn't even think of entering the story memo/collectopaedia borders until I was like halfway through my 'super dump' game that I played. I also didn't go far enough down into the party screen to dump most of those small borders either. Starting at about the Eryth Sea zone, I started dumping story memo and collectopaedia borders along with everything else, the party screen is kind of a lost cause because I didn't even realize it had small borders that far down into that specific sub menu until I was pretty much done with the game.

Xenoblade X Jp Torrent Download

No problem, enjoy!(, 03:18 AM)frozenwings Wrote: The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.Pop up quest corners, story memo, collectopaedia, inventory, party (have to go 'deep' to get them in party), save/load, other menu etc. Have tons of dupes and I didn't even think of entering the story memo/collectopaedia borders until I was like halfway through my 'super dump' game that I played. I also didn't go far enough down into the party screen to dump most of those small borders either. Starting at about the Eryth Sea zone, I started dumping story memo and collectopaedia borders along with everything else, the party screen is kind of a lost cause because I didn't even realize it had small borders that far down into that specific sub menu until I was pretty much done with the game. Fail.Ah, I see.

Xenoblade Chronicles X

They really are everywhere, these things. Oh well, we'll get them someday. Thanks for the area intros Echoes! Everything in that folder looks great, wow, I wasn't expecting this. I was saving these texts up but I guess I can rid of them now. Sorry I didn't comment sooner, I've had my head wrapped around so many things the past 2 days that I haven't been paying enough attention.frozenwings Wrote:So here are some notes:1.

SX4P019a9eefc19 (quicktravel h2h, disguised a 9 paletted texture. Not really paletted) needs to be moved from Paletted/MenuPaletteHeart2Heart to Static. Correct size.2. SX4Pa8 (minimap H2h) already in Static, needs to be resized3.

SX4P01577ca0fe8 (quicktravel landmark) already in static, correct size4. SX4P01462fb0618 (minimap landmark) already in static, needs to be resizedWhile the quick travel and minimap use the same looking textures, just different sizes, the landmark icons are actually different. The original minimap landmark texture is totally different looking than the other landmark textures. I'm not sure if we just want to use a scaled down version of the regular landmark icon, though.The reason it probably looks totally different is because of the extremely small pixel grid. Monolithsoft most likely made it 'thinner and straighter' than the other one because attempting to create the slants on both sides would have had a negative impact at 480p (more blur). I personally think we should just use a more scaled down version of the 'slanted' landmark just to keep it consistent with all the others such as the map and quest landmarks. I'll pop out some quick icons with the correct dimensions and see how they turn out.frozenwings Wrote:Echoes, I'm going to use your alternate Colony 9 as recommended.

Wanted Bighead to make sure he noticed this so he could check it out too, want to make sure the best version gets added to the main pack.Got it, I'm going to drop these in my load folder now actually.frozenwings Wrote:The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.This also seems to be the case for borders in the 'Arts' menu when you attempt to level up something that you either don't have enough AP for, or you have it maxed it out. These almost always seemed to be textured, but the sub menu when you actually do go to level it up, have a different set that is constantly changing IDs. I still haven't figured out whether or not they dump without actually accessing that menu, I'll have to pay closer attention.

Collecopeadia borders however, seem to dump whether you access the menu or not. At least, something is dumping when I enter that menu, and everything before me is always retextured.EDIT: Added the rescaled/resized ones. Haven't tested them in game, seeking 2nd opinions.Attached Files Image(s).