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emotion-engine

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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

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

This is a windows service with a Wrapper to control the service. Custom-Commands can be sent to the service for it to execute; The Service returns information via TCP/UDP. ; To implment the service will need to be running (create installer) And A refference to the AI_ServiceController made; The controller controls the service

  • Updated May 3, 2018
  • Visual Basic

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 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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