The Legend of Heroes: Trails in the Sky FC/Technical

This is assorted technical information for .
== 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
 	ED6\ 	config.ini 	251150\remote\FC\
 	ED_SORA2\ 	ed6_win2.ini	251150\remote\SC\
 	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] 	Section: [Video] 	Section: [Video]
Setting 	Value 	Default
AdapterAdapterDX9 	The ordinal number associated with the selected graphics card adapter.Separated between DirectX 8 and DirectX 9 fields. 	0
DeviceDeviceDX9 	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
ModeModeDX9Config 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
WidthWidthDX9Config-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
HeightHeightDX9 	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
RefreshRateRefreshRateDX9FC 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
FormatFormatDX9 	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. 	22
VendorIDVendorIDDX9Config-set only 	The config tools write these values on save as retrieved from GetAdapterIdentifier().Separated between DirectX 8 and DirectX 9 fields. 	0
DeviceIDDeviceIDDX9Config-set only 	The config tools write these values on save as retrieved from GetAdapterIdentifier().Separated between DirectX 8 and DirectX 9 fields. 	0
KeepAspectUnused 	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
HardwareVertexShaderHardwareVertexShaderDX9	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. 	01 (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). 	20 (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. 	10 (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). 	10 (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
GlowOnthe 3rd only 	Whether to enable glow and reflections. 	1
LogoPlayOffFC only 	Whether to disable the startup logo video playback. 	0
OpeningPlayOffFC only 	Whether to disable the opening video playback. 	0
MoviePlaySC and the 3rd only 	Whether to enable all video playback. 	1
UseNewOrbmentLineFC 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
UseNewOrbmentLineStyleFC 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
Section: [Sound] 	Section: [Sound] 	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] 	Section: [Control] 	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 	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
Keyboard 	1. OK/Talk 	20 (Space)
Keyboard 	2. Cancel/Camp 	11 (Ctrl)
Keyboard 	3. Cancel (hidden) 	1b (Esc)
Keyboard 	4. Walk/Run 	41 (A)
Keyboard 	5. Rotate Right 	58 (X)
Keyboard 	6. Rotate Left 	5a (Z)
Keyboard 	7. Up 	26 (Up)
Keyboard 	8. Down 	28 (Down)
Keyboard 	9. Left 	25 (Left)
Keyboard 	10. Right 	27 (Right)
Keyboard 	11. Notebook 	42 (B)
Keyboard 	12. Recipes 	43 (C)
Keyboard 	13. World Map (FC and SC)/Guidestone (the 3rd) 	4d (M)
Keyboard 	14. Show Location (all)/Party (the 3rd) 	10 (Shift)
Keyboard 	15. Zoom Minimap 	56 (V)
Keyboard 	16. Monster Guide 	4e (N)
Keyboard 	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 	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
GamePad 	1. OK/Talk 	00 (1/A)
GamePad 	2. Cancel/Camp 	01 (2/B)
GamePad 	3. Walk/Run 	08 (9/LSB)
GamePad 	4. Rotate Right 	05 (6/RB)
GamePad 	5. Rotate Left 	04 (5/LB)
GamePad 	6. Notebook 	03 (4/Y)
GamePad 	7. Recipes 	02 (3/X)
GamePad 	8. World Map (FC and SC)/Guidestone (the 3rd) 	09 (10/RSB)
GamePad 	9. Show Location (all)/Party (the 3rd) 	07 (8/START)
GamePad 	10. Zoom Minimap 	06 (7/BACK)
GamePad 	11. Monster Guide 	0a (11/LT)
GamePad 	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 	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
Mouse 	1. OK/Move 	01 (LMB)
Mouse 	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) 	Section: [Mg05] (the 3rd only) 	Section: [Mg05] (the 3rd only)
Setting 	Value 	Default
MG05InversYUnused 	Whether vertical controls are reversed in . These settings can be set in the minigame's menu, but do not appear to be loaded or saved here. 	0
MG05SensitiveUnused 	The sensitivity of controls in . 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 	— 	—
FC 	Japanese PSP/PS3	Japanese 	16 	data/se/ 	.vag
FC 	English PC 	English 	16 	ED6_DT1B.dir (T) 	.wav
FC 	English PC 	JapaneseDual audio is supported by the executable in the English PC releases, but the archive is not distributed officially.	16 	ED6_DT1A.dir (T) 	.wav
FC 	English PSP 	English 	16 	data/se/ 	.vag
SC 	Japanese PC 	Japanese 	16The FC set of sections is used for the Japanese PC release of SC, leaving the Enforcers, Gilbert, and Mueller unvoiced.	ED6_DT28.dir (SE+T)	.wav
SC 	Japanese PSP/PS3	Japanese 	22+ 	data/se/ 	.vag
SC 	English PC 	English 	22+ 	ED6_DT38.dir (T) 	.wav
SC 	English PC 	Japanese 	22+ 	ED6_DT37.dir (T) 	.wav
SC 	English PSP 	English 	22+ 	data/se/ 	.vag
The 3rd	Japanese PC 	Japanese 	28 	ED6_DT28.dir (SE+T)	.wav
The 3rd	Japanese PSP/PS3	Japanese 	28 	data/se/ 	.vag
The 3rd	English PC 	English 	28 	ED6_DT38.dir (T) 	.wav
The 3rd	English PC 	Japanese 	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)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.	30 	10 	✔ 	✖ 	✖
ED6T1040 	Joshua Bright (SC & The 3rd) 	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 	✔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.	✔ 	✔
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 	✖ 	✖2 lines from Leonhardt's alternate section, ED6T1688 and ED6T1689, are present in SC for the PSP/PS3 and English PC releases.	✔
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 	✖ 	✔ 	✔
== See also ==
* Game's Main Page
* Story Recap
* Image Gallery
Category:Technical Information