Tales of Destiny 2, PlayStation 2, Japan/Asia, product code SLPS-25172, one single-layer DVD mastered 10 November 2002 at 21:56:56.
| Image | 3,234,004,992 bytes, 1,579,104 sectors of 2,048 bytes |
| MD5 | 57cc3626a9cdc44bcde55efde9d22e78 |
| SHA-1 | 3b2be72b751607a7a2a56d62feec71584b4b8c72 |
| File system | ISO 9660 and UDF, a DVD bridge disc — volume TOD2, publisher NAMCO LTD. |
| Files | 16, in two directories |
| Boot | SYSTEM.CNF → cdrom0:\SLPS_251.72;1, VER = 1.01, NTSC |
| Slack | 278 of 1,579,104 sectors — 0.0176% |
Sixteen files for a 3.2 GB disc. Two of them are 95% of it.
| File | Bytes | Share | What |
|---|---|---|---|
MOVIE.FPB |
1,538,474,688 | 47.6% | one MPEG-2 program stream |
FILE.FPB |
1,516,427,072 | 46.9% | the game: 9,206 members |
VIMAGE/MOVIMAGE.BIN |
166,461,440 | 5.1% | another game's movie reel |
VIMAGE/CDIMAGE.BIN |
6,234,112 | 0.2% | another game's file table, contents removed |
VENUS.ELF |
3,735,360 | 0.1% | another game's executable |
SLPS_251.72 |
1,275,360 | 0.04% | the boot executable — the game |
VIRX/IOPRP255.IMG |
264,449 | I/O processor boot image | |
IOPRP243.IMG |
253,201 | I/O processor boot image | |
VIRX/*.IRX (5) |
213,232 | sound, pad, SIO2 drivers | |
FILESYS.IRX |
40,684 | the archive reader | |
SYSTEM.CNF |
57 | boot descriptor | |
VIMAGE/BGMIMAGE.BIN |
1 | a space character |
Everything in the VIMAGE/ column, plus VENUS.ELF, belongs to a different
game: Venus & Braves, SLPS-25196, which would not ship until July 2003.
See 08.
The 1995 compressor is still here. The in-house LZSS that Wolf Team wrote
for the Super Famicom, used unchanged on the PlayStation in 1997 and 2000, is
running on the PlayStation 2 in 2002. 9,469 blocks decode byte-exactly with
the PlayStation decoder from
tales-blockcodec-doc,
unmodified — same nibble order, same 4,096-byte preloaded ring, same
RING − 18 and RING − 17 cursors. 329 MB packed becomes 1,413 MB.
This settles the question that specification's section 8 left open.
See 04 and 10.
The archive directory is in the executable, and it packs two fields into
one. FILE.FPB has no header. Its 9,206 members are described by an array
of 9,207 u32 at virtual address 0x001DC314 inside SLPS_251.72. Members
sit at 64-byte alignment, so the low six bits of a start offset are always
zero — and are reused to carry the number of padding bytes after that member.
One word gives both the extent and the exact length. The array's last entry is
0x5A62D740, which is FILE.FPB's size to the byte.
See 05.
The linker left the whole game's overlay map in the shipped binary.
SLPS_251.72 has 77 zero-length marker sections — .mnu_shop_end,
.battle_b013_end, .fld_event_sp07_end, .minigame1_end,
.mdl_viewer_end — and each one's address is exactly its overlay's load
base plus that overlay's byte count. That is enough to name 65 of the 70
members of MIPS code in the archive and pin three load addresses.
See 06.
Half of the scene bundles is copies. The 461 SCPK bundles hold 8,603
members between them, of which only 1,525 are distinct: 47.2% of the bytes
are duplicates, and ten members are stored 461 or 462 times each. Tales of
Eternia measured 50.6% on the same trade — a map load is one seek and one
sequential read, so every scene carries its own copy of the common set. Two
years and a console generation later, nothing about that decision changed.
See 05.
Claims are labelled as in the sibling pipelines:
- Verified — a reimplementation reproduces the format over the whole relevant corpus, and disagreements are enumerated.
- Consistent — the model explains every sample checked but has not been exhaustively proven.
- Open — observed and not explained. Collected in 99 rather than softened in place.
Every number in these documents came out of a tool in tools/,
and that tool's output is committed under reports/.
Continue with 02 — The disc.