Findings

Every entry that makes a claim, grouped by how well the claim is supported. Refuted and inconclusive results are listed with the rest on purpose: a negative result saves the next person the same trip.

Verified
0
Reproduced
6
Observed
1
Hypothesis
0
AI hypothesis
0
Inconclusive
0
Refuted
1

Verified

0

Confirmed by a check that could have failed: a control, a second method or a second source. Checked by the author unless the entry lists an independent review.

No verified entries.

Reproduced

6

Observed repeatedly under stated conditions, but not yet put through a check that could have failed.

  1. QL-0020

    Tekken 4’s sound system, from the hidden driver to the music tables

    Tekken 4 (PS2) hides its sound driver inside the executable as a compressed, bit-inverted package; the project unpacks and repacks it, and the repacked driver runs identically. The banks, the sound-effect tables, the music track tables and the stage-to-music map are decoded, and music swaps, shortened tracks and replaced sound banks all work in PCSX2. Every result was read from memory: nothing has been checked by ear.

    Investigation RE.4 Reproduced
    Rev. B
  2. QL-0018

    Tekken 4 ignores a wall whose faces wind against their normal

    A custom wall in a Tekken 4 (PS2) stage only blocks fighters if each face’s corners wind so that (c1 − c0) × (c2 − c0) points the same way as the face’s stored normal. A correctly placed wall wound the other way loads, links into the collision grid, and is walked straight through. All 867 stock wall faces follow the rule.

    Finding RE.4 Reproduced
    Rev. B
  3. QL-0016

    Tekken 4’s stage format, and building a new stage from scratch

    Each Tekken 4 (PS2) stage is four archive files, and the biggest is a 15-section container holding the geometry, textures, floor, walls, crowd and start positions. The geometry and wall formats rebuild the stock stages byte for byte, and a new stage 17, with its own geometry, textures, props and collision, loads and plays in PCSX2.

    Investigation RE.4 Reproduced
    Rev. B
  4. QL-0015

    Tekken 4’s moveset files, decoded and edited in game

    How Tekken 4 (PS2) stores each fighter’s moves: an LZSS-compressed “Character Data” file of twenty tables. The format is decoded well enough to rebuild all 22 stock movesets byte for byte, and edits made with it work in game: a move’s damage changed, a button rerouted, a brand-new move added, and one fighter’s whole moveset run on another’s body.

    Investigation RE.4 Reproduced
    Rev. B
  5. QL-0014

    Tekken 4’s 2.57 GB archive keeps its index in the executable

    Tekken 4 (PS2) stores almost everything in one 2.57 GB file, DATA.BIN, with no index inside it. The index is a 1,121-entry table in the game’s executable, and the archive’s only protection is a reversible flip of each file’s first 4 KB. Both are decoded, every checksum passes, and a modified disc that appends new files to the archive boots and plays.

    Investigation RE.4 Reproduced
    Rev. B
  6. QL-0019

    Tekken 4’s character models, and editing them in place

    Tekken 4 (PS2) fighters are CHRTK4 models: VIF packets of skinned vertices and textured strips that the PS2’s vector unit consumes directly. The format is decoded well enough to reshape a head, widen a body and build a 3D beard out of hidden hair meshes, all at the original size, and the results render in PCSX2. Adding new vertices or bones is still out of reach.

    Investigation RE.4 Reproduced
    Rev. A

Observed

1

Seen at least once and recorded as it happened. Not yet repeated.

  1. QL-0017

    How large can a Tekken 4 stage be? Bigger than predicted

    A desk model of Tekken 4’s stage memory predicted the game would fail once a stage’s main file passed about 7.6 MB. In PCSX2, stages of 6.0, 6.6, 7.4 and 7.7 MB all loaded and played: the game gave up its pose cache and then shrank a second buffer instead of failing. The same run confirmed the crowd budget and the start-region mechanism.

    Experiment RE.3 Observed
    Rev. A

Hypothesis

0

Proposed by the author and not yet tested. Speculation, labelled as such so it can be tested or discarded.

No hypothesis entries.

AI hypothesis

0

Proposed by an AI system and not yet tested. A lead worth recording, not a claim; nobody has checked it against evidence.

No ai hypothesis entries.

Inconclusive

0

Tested, but the result does not decide the question either way.

No inconclusive entries.

Refuted

1

Tested and shown to be false. Kept on purpose: a negative result saves the next person the trip.

  1. QL-0022

    The “round timer” patch that was really editing rand() % 60

    An early Tekken 4 (PS2) cheat targeted what looked like the round timer. The code was a division by 60 whose remainder, not quotient, was kept: a random 0 to 59 frame countdown per fighter. The disassembler of the time hid the instructions that gave it away. Three other early patches were wrong too. None of them ever ran, for an unrelated reason.

    Finding RE.1 Refuted
    Rev. A

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