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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.
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.
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.
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.
The Tales block codec, documented once: Wolf Team's in-house LZSS on the Super Famicom (1995) and the PlayStation (1997), with a reference decoder for both dialects.
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.
Index of the Tales series documentation: one repository per title, spanning cartridges, discs, a keitai i-appli and a phone gacha, plus the shared Wolf Team block codec they all feed into. Documentation only - no game assets.