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wolf-team

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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 Aug 28, 2026
  • Python

Structural documentation of Tales of Eternia (PlayStation, Japan, SLPS-03050 disc 1): the block codec that is byte-identical to 1997's, 90 MB of duplicated sprite sheets, the whole JIS level 1 font inside the executable, and a developer debug room shipped on the retail disc.

  • Updated Aug 27, 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

Structural documentation of Tales of Destiny (PlayStation, SLPS-01100, 1997): the disc, the executable, the LZSS codec it inherited from the Super Famicom Tales of Phantasia, and the file system compiled into the program.

  • Updated Aug 27, 2026
  • Python

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 Aug 29, 2026
  • Python

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