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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
  1. 1.0 1.1 1.2 Dual audio is supported by the executable in the English PC releases, but the archive is not distributed officially.
  2. The FC set of sections is used for the Japanese PC release of SC, leaving the Enforcers, Gilbert, and Mueller unvoiced.

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. 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. 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.
  3. 2 lines from Leonhardt's alternate section, ED6T1688 and ED6T1689, are present in SC for the PSP/PS3 and English PC releases.


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