This is assorted technical information for Trails in the Sky FC or the Trails in the Sky series.
Save folder[]
On Windows PC, the Trails in the Sky series stores its save files and configuration in the user Saved Games folder in FALCOM\. If Steam Cloud synchronization is enabled and available for the title, save files are located under the Steam install folder in userdata\<user_id>
\, but configuration files are not moved. Use the table below to find the files you are looking for.
Game | Default save folder | Config file | Steam Cloud save folder |
---|---|---|---|
Trails in the Sky FC | ED6\
|
config.ini
|
251150\remote\FC\
|
Trails in the Sky SC | ED_SORA2\
|
ed6_win2.ini
|
251150\remote\SC\
|
Trails in the Sky the 3rd | ED_SORA3\
|
ed6_win3.ini
|
251150\remote\TC\
|
Configuration[]
The following sections and settings have been observed. Note that DirectX 9 support was added in the Windows English PC releases. As such, device-related fields have a "DX9" version and a plain version for DirectX 8. The listing below will only link to Microsoft documentation on DirectX 9 APIs, as DirectX 8 documentation is phased out and hard to find.
Section: [Video]
| ||
---|---|---|
Setting | Value | Default |
Adapter AdapterDX9 |
The ordinal number associated with the selected graphics card adapter. Separated between DirectX 8 and DirectX 9 fields. |
0
|
Device DeviceDX9 |
The D3DDEVTYPE value to use.0 ("HAL"): D3DDEVTYPE_HAL (1 ); which enables hardware rasterization.1 ("REF"): D3DDEVTYPE_REF (2); which disables hardware rasterization and may require the Windows SDK to be installed (REF is used to aid in debugging).Separated between DirectX 8 and DirectX 9 fields. FC config only: The tool lists "HAL" and "REF" repeatedly (and maps them to values 0 through 9) which seem to work as various software rasterizers (and many of them just crash on start). |
0
|
Mode ModeDX9 Config only |
The config tools use this to decide which mode in the "Resolution" selector to select. Modes are a combination of the Width, Height, RefreshRate (FC only), and Format fields below, notably matching the D3DDISPLAYMODE structure. The config tools use the EnumAdapterModes() filtered to D3DFMT_X8R8G8B8 (22, listed as "x 32" for 32-bit color, in the tool) to determine the list of supported D3DDISPLAYMODE values to display, and only tracks the refresh rate of 0 (which the OS treats as "default"). Separated between DirectX 8 and DirectX 9 fields. |
0
|
Width WidthDX9 Config-set only |
The games read these fields, similar to those found in the D3DDISPLAYMODE structure, to decide how to set the display (or window). The config tools only set these values on save. Separated between DirectX 8 and DirectX 9 fields. |
0
|
Height HeightDX9 |
0
| |
RefreshRate RefreshRateDX9 FC only |
0
| |
Format FormatDX9 |
22
| |
VendorID VendorIDDX9 Config-set only |
The config tools write these values on save as retrieved from GetAdapterIdentifier(). Separated between DirectX 8 and DirectX 9 fields. |
0
|
DeviceID DeviceIDDX9 Config-set only |
0
| |
KeepAspect Unused |
The game always renders to the given window shape, regardless of this setting. Movies are always played at their intended aspect ratio with letterboxing. | 1
|
HardwareVertexShader HardwareVertexShaderDX9 |
Hardware vertex shader: Whether to process vertices with the GPU (hardware)or CPU. Separated between DirectX 8 and DirectX 9 fields. |
0 (DX8)1 (DX9)
|
WindowMode | Whether to display as a window (will become borderless if the resolution is the same as the desktop's). | 1
|
UseMipmap | Whether to use mipmaps. | 1
|
WaitVSync | Whether to limit framerate to the display's refresh rate. | 1
|
LowTexture | Whether to use lower quality textures. | 0 1 (LQ)
|
TextureFilter | How to do texture filtering.1 : Uses nearest-point sampling.2 : Uses bilinear texture filtering.3 : Uses anisotropic texture filtering.
|
2
|
FpsMode | FPS mode.0 : Automatic (120 FPS limit).1 : 30 FPS limit.2 : 60 FPS limit.
|
0
|
FullAntiAlias | Whether to use anti-aliasing. Unknown values. This value is reset when the config tool is saved. | 0
|
LowEffect | Whether to disable effects such as blur. FC config only: This setting is named "Render Target". |
0
|
ShadowQuality | Shadow quality from 0 (low) to 2 (high).
|
2 0 (LQ)
|
HighResoText | Whether to use high-resolution fonts. Note that a crash can still occur in some locations with ultra-high display resolution (4K) and high-resolution fonts enabled, due to the missing Japanese glyphs. Notably, some bracer boards feature these glyphs. | 1 0 (LQ)
|
ForceTextReso | Tell the game to use a specific font resolution setting. Unknown values. | 0
|
HighResoAssets | Whether to use high-resolution assets (portraits, menu art, UI, etc). | 1 0 (LQ)
|
BoostFont | Whether to use a larger font size. | 0
|
MinimapMode | How to show the mini map on the screen.0 : Invisible.1 : Fixed north.2 : Rotate.
|
1
|
StatusMode | How to show the player status on the screen (outside battle).0 : Invisible.1 : Visible.
|
1
|
Menu | Whether to show the "MOVIE" menu. Usually unlocked by completing the game. | 0
|
GlowOn the 3rd only |
Whether to enable glow and reflections. | 1
|
LogoPlayOff FC only |
Whether to disable the startup logo video playback. | 0
|
OpeningPlayOff FC only |
Whether to disable the opening video playback. | 0
|
MoviePlay SC and the 3rd only |
Whether to enable all video playback. | 1
|
UseNewOrbmentLine FC only |
The appearance of orbment lines in the ORBMENT menu. Three modes are exposed by the game: UseNewOrbmentLine=0 and UseNewOrbmentLineStyle=0 is "Classic" and is how the game shipped in 2004 with no color highlights differentiating lines in the list and no glowing highlights in the orbment layout display. UseNewOrbmentLine=1 and UseNewOrbmentLineStyle=0 is "Colored Lines", an FC-faithful addition of color differentiation between lines. UseNewOrbmentLine=1 and UseNewOrbmentLineStyle=1 is "Powered Lines", a style with color differentiation and additional glow like SC and the 3rd. |
1
|
UseNewOrbmentLineStyle FC only |
1
| |
Section: [Sound]
| ||
Setting | Value | Default |
BgmOff | Whether to disable background music. | 0
|
SeOff | Whether to disable sound effects. | 0
|
BgmVolume | The volume for background music. 0 is quietest and 9 is loudest.
|
6
|
SeVolume | The volume for sound effects. 0 is quietest and 9 is loudest.
|
6
|
NotUseDirectSound | Whether to disable DirectSound for compatibility. | 0
|
NotUseDirectSound3d | Whether to disable 3D sound. | 0
|
BtVoiceOff | Whether to disable battle voices. | 0
|
BtVoiceLang | The voice language to use.0 : Refers to English voices, located in ED6_DT1B.dat (FC)/ED6_DT38.dat (SC/the 3rd').1 : Refers to Japanese voices, located in ED6_DT1A.dat (FC)/ED6_DT37.dat (SC/the 3rd).
|
0
|
SoftwareSoundBuffer | Whether to use the system sound buffer (software). | 0
|
NoBeeping | Whether to disable the beep sound of dialog. | 0
|
BtVoiceLang | The background music BGM pack to use.0 : Refers to "Original" in the BGM\ folder.#: Refers to the BGM pack in the folder named BGM#\ with the specified number. |
0
|
Section: [Control]
| ||
Setting | Value | Default |
Camera45Deg | Whether camera rotates in 45-degree steps (as opposed to freely). | 1
|
UseGamaPad | Whether to enable reading gamepad input (DirectInput or XInput). Yes it's spelled "gama" in all games. |
1
|
KeyboardUseDI | Whether to enable reading keyboard input (DirectInput). | 1
|
MouseUseDI | Whether to enable reading mouse input (DirectInput). | 1
|
DefaultRun | Whether to run without needing to hold the button. If enabled, holding the button is for walking. | 0
|
ChrTrans | Whether to enable character transparency. | 0
|
Analog | Whether to use analog-stick intensity (distance from center) for movement speed. | 1
|
RightCamera | Whether to allow the right stick to rotate the camera. | 1
|
InvertCamera | Whether to invert camera rotation direction. | 0
|
LastAccessFile | Which save file was last accessed, for where the LOAD/SAVE menu cursor is placed on next open. | 0
|
ButtonMode | How to display the menu buttons at the bottom right of the screen.0 : Off.1 : Clickable.2 : Double clickable.
|
1
|
Keyboard | The keyboard key binding map. Each key is a pair of hexadecimal digits corresponding to a virtual key code. What follows is each key binding in the map. Default: 20111b41585a2628252742434d10564e12
| |
1. OK/Talk | 20 (Space)
| |
2. Cancel/Camp | 11 (Ctrl)
| |
3. Cancel (hidden) | 1b (Esc)
| |
4. Walk/Run | 41 (A)
| |
5. Rotate Right | 58 (X)
| |
6. Rotate Left | 5a (Z)
| |
7. Up | 26 (Up)
| |
8. Down | 28 (Down)
| |
9. Left | 25 (Left)
| |
10. Right | 27 (Right)
| |
11. Notebook | 42 (B)
| |
12. Recipes | 43 (C)
| |
13. World Map (FC and SC)/Guidestone (the 3rd) | 4d (M)
| |
14. Show Location (all)/Party (the 3rd) | 10 (Shift)
| |
15. Zoom Minimap | 56 (V)
| |
16. Monster Guide | 4e (N)
| |
17. Turbo | 12 (Alt)
| |
GamePad | The gamepad button binding map. Each button is a pair of hexadecimal digits corresponding to the DirectInput button index (a zero-based array, displayed as plus one in config tools). XInput controller digital buttons map the same way as Microsoft's XInput-to-DirectInput map with the addition of "Left Trigger" -> "Button 11" and "Right Trigger" -> "Button 12". What follows is each button binding in the map (DirectInput/XInput). Default: 000108050403020907060a0b
| |
1. OK/Talk | 00 (1/A)
| |
2. Cancel/Camp | 01 (2/B)
| |
3. Walk/Run | 08 (9/LSB)
| |
4. Rotate Right | 05 (6/RB)
| |
5. Rotate Left | 04 (5/LB)
| |
6. Notebook | 03 (4/Y)
| |
7. Recipes | 02 (3/X)
| |
8. World Map (FC and SC)/Guidestone (the 3rd) | 09 (10/RSB)
| |
9. Show Location (all)/Party (the 3rd) | 07 (8/START)
| |
10. Zoom Minimap | 06 (7/BACK)
| |
11. Monster Guide | 0a (11/LT)
| |
12. Turbo | 0b (12/RT)
| |
PadDeviceNo | The gamepad device index. | 0
|
PadSensitivity | The gamepad analog sensitivity. Between 0 and 100 .
|
60
|
Mouse | The mouse button binding map. Each button is a pair of hexadecimal digits corresponding to a virtual key code. What follows is each button binding in the map. Default: 0102
| |
1. OK/Move | 01 (LMB)
| |
2. Cancel/Talk | 02 (RMB)
| |
UseWheel | Whether to enable reading mouse wheel input. | 1
|
WheelReverse | Whether to invert the mouse wheel control direction. | 0
|
RetryOffset | Whether to allow retrying at a lower difficulty. | 0
|
TurboLvField | The turbo factor on the field. Between 0 (disabled) and 6 (6×), 1 is 1.5×.
|
2
|
TurboLvBattle | The turbo factor in battle. Between 0 (disabled) and 6 (6×), 1 is 1.5×.
|
4
|
Section: [Mg05] (the 3rd only)
| ||
Setting | Value | Default |
MG05InversY Unused |
Whether vertical controls are reversed in Sun Door 1: "Capua Express Delivery Service". These settings can be set in the minigame's menu, but do not appear to be loaded or saved here. | 0
|
MG05Sensitive Unused |
The sensitivity of controls in Sun Door 1: "Capua Express Delivery Service". These settings can be set in the minigame's menu, but do not appear to be loaded or saved here. | 0
|
File layout[]
Voices[]
Voice file layout in the Trails in the Sky series are described in detail below.
Voice lines are stored in the uncompressed .wav format inside of the archive for all PC releases, and the proprietary .vag audio format for all PlayStation releases. They are all files named in the format ED6T1###.WAV
("T" files). In the Japanese PC releases of SC and The 3rd, they share their archive with sound effect files, named ED6SE###.WAV
("SE" files).
The Japanese PC releases of FC and SC contained no voices and an incomplete set of voices respectively. The 3rd for Japanese PC was the first to contain all of the voices found in the games today. After which, all versions of FC and SC (all versions on PSP/PS3 and the English PC releases) contain every relevant section of voices.
Specific character "sections" can be found at specific regular intervals, always ending in "0" (so the voice ID of the first line for any section is a multiple of 10). Between many characters are the dummy audio files, which contain the same "blip" noise. These 1826-byte files were likely used as a way of debugging missing or misaligned voice IDs by playing an audible sound that is clearly incorrect if the game encounters them.
All voices in the series are added on in each entry (except for a special case). As such, all of the voices in FC can be found in the same place in SC along with several added sections, and all of the voices in FC and SC can be found in the same place in The 3rd along with several added sections.
Game | Release | Voice language | Sections | Location | Format |
---|---|---|---|---|---|
FC | Japanese PC | Japanese | 0 | — | — |
Japanese PSP/PS3 | Japanese | 16 | data/se/
|
.vag | |
English PC | English | 16 | ED6_DT1B.dir (T)
|
.wav | |
Japanese[note 1] | 16 | ED6_DT1A.dir (T)
|
.wav | ||
English PSP | English | 16 | data/se/
|
.vag | |
SC | Japanese PC | Japanese | 16[note 2] | ED6_DT28.dir (SE+T)
|
.wav |
Japanese PSP/PS3 | Japanese | 22+ | data/se/
|
.vag | |
English PC | English | 22+ | ED6_DT38.dir (T)
|
.wav | |
Japanese[note 1] | 22+ | ED6_DT37.dir (T)
|
.wav | ||
English PSP | English | 22+ | data/se/
|
.vag | |
The 3rd | Japanese PC | Japanese | 28 | ED6_DT28.dir (SE+T)
|
.wav |
Japanese PSP/PS3 | Japanese | 28 | data/se/
|
.vag | |
English PC | English | 28 | ED6_DT38.dir (T)
|
.wav | |
Japanese[note 1] | 28 | ED6_DT37.dir (T)
|
.wav |
Dual audio in English PC releases[]
While not officially supported, the English PC games' executables support the ability to change voice language in the in-game settings. When both archives are present (ED6_DT1A.dir
and ED6_DT1B.dir
in FC, and ED6_DT37.dir
and ED6_DT28.dir
in SC and The 3rd), the in-game settings menu changes, replacing the "On"/"Off" voice toggle with "English"/"Japanese"/"Off". The needed archives are different between the three games, as they require the exact same set of voice sections, which is a "subset" of The 3rd's set for each entry in the series.
Layout of sections[]
Section start | Character | Count | Dummy count | FC | SC | 3rd |
---|---|---|---|---|---|---|
ED6T1000
|
Estelle Bright | 35 | 5 | ✔ | ✔ | ✔ |
ED6T1040
|
Joshua Bright (FC)[note 1] | 30 | 10 | ✔ | ✖ | ✖ |
ED6T1040
|
Joshua Bright (SC & The 3rd)[note 1] | 27 | 13 | ✖ | ✔ | ✔ |
ED6T1080
|
Scherazard Harvey | 19 | 21 | ✔ | ✔ | ✔ |
ED6T1120
|
Olivert Reise Arnor | 17 | 23 | ✔ | ✔ | ✔ |
ED6T1160
|
Klaudia von Auslese | 28 | 2 | ✔ | ✔ | ✔ |
ED6T1190
|
Agate Crosner | 28 | 2 | ✔ | ✔ | ✔ |
ED6T1220
|
Tita Russell | 20 | 10 | ✔ | ✔ | ✔ |
ED6T1250
|
Zin Vathek | 28 | 2 | ✔ | ✔ | ✔ |
ED6T1280
|
Kevin Graham | 18 | 12 | ✔ | ✔ | ✔ |
ED6T1310
|
Anelace Elfead | 25 | 15 | ✔ | ✔ | ✔ |
ED6T1350
|
Josette Capua | 18 | 12 | ✔ | ✔ | ✔ |
ED6T1380
|
Kurt Nardin | 24 | 6 | ✔ | ✔ | ✔ |
ED6T1410
|
Julia Schwarz | 19 | 11 | ✔ | ✔ | ✔ |
ED6T1440
|
Leonhardt | 15 | 5 | ✔ | ✔ | ✔ |
ED6T1460
|
Georg Weissmann | 14 | 6 | ✔ | ✔ | ✔ |
ED6T1480
|
Alan Richard | 28 | 2 | ✔[note 2] | ✔[note 2] | ✔ |
ED6T1510
|
Kevin Graham (alternate) | 35 | 15 | ✖ | ✖ | ✔ |
ED6T1560
|
Ries Argent | 30 | 10 | ✖ | ✖ | ✔ |
ED6T1600
|
Renne Hayworth | 33 | 17 | ✖ | ✔ | ✔ |
ED6T1650
|
Mueller Vander | 23 | 7 | ✖ | ✔ | ✔ |
ED6T1680
|
Leonhardt (alternate) | 26 | 4 | ✖ | ✖[note 3] | ✔ |
ED6T1710
|
Cassius Bright | 25 | 5 | ✖ | ✖ | ✔ |
ED6T1740
|
Bleublanc | 21 | 9 | ✖ | ✔ | ✔ |
ED6T1770
|
Walter | 22 | 8 | ✖ | ✔ | ✔ |
ED6T1800
|
Luciola | 21 | 9 | ✖ | ✔ | ✔ |
ED6T1830
|
Kilika Rouran | 20 | 10 | ✖ | ✖ | ✔ |
ED6T1860
|
Phillip Runall | 21 | 9 | ✖ | ✖ | ✔ |
ED6T1890
|
Gilbert Stein | 48 | 3 | ✖ | ✔ | ✔ |
- ↑ 1.0 1.1 Joshua Bright's section is re-recorded in both languages for the release of Second Chapter. As such, SC and The 3rd have different voiced lines (a couple less, actually!) than the ones in FC. This is the only case of this in the trilogy.
- ↑ 2.0 2.1 Alan Richard's last 6 lines,
ED6T1502
-ED6T1507
, for his Sakura Morning Moon craft, are never included in FC or SC. He has only 22 lines included in those releases. - ↑ 2 lines from Leonhardt's alternate section,
ED6T1688
andED6T1689
, are present in SC for the PSP/PS3 and English PC releases.