# Statement of Goals Why this decompilation exists, and where the project is headed. ## Why *Xenosaga Episode III* (2006) is the conclusion of a series that will almost certainly never see an official port, remaster, or source release. Its original source code is gone — what survives is one pressed disc per region. Twenty years of fan knowledge about its internals lived in scattered forum posts, lost tool downloads, and a handful of people's heads (some of whom we have lost touch with). The first goal is simple: **1. Preservation.** Recover and publish, in durable and searchable form, how this game actually works — every function, every subsystem, every file format — so the knowledge can never be lost to a dead forum or an unmaintained Windows EXE again. This package, together with the open-source [extractor](https://github.com/LinuxJessi/Xenosaga3PythonExtractor), replaces the fragile legacy tool chain with documented, reproducible, cross-platform tooling. **2. Enable the modders we already know exist.** Undubs, fan translations, and a Chinese HD edition were all built over the years with far less information than this package contains. With named middleware functions, a complete call graph, identified text-rendering and subtitle paths, and the file-format index, those projects get dramatically easier — including finishing ideas the original authors couldn't (the CN team wanted an English-subtitle option for their build; the code paths for that are now mapped). **3. The HD modernization pack.** The active goal on top of this research: an AI-upscale-based enhancement of the game — UI, textures, and FMV — that a non-technical fan can **double-click and play** (a portable emulator bundle with a friendly settings splash; you bring your own disc and BIOS). Stretch goals: accessibility options built from the engine's own flags and cheat infrastructure — easier battles, fast-forward, the shipped-but-disabled photo mode. The decompilation is what turns those from memory-scanning guesswork into precise, documented patches. **4. The long game: an engine reference.** A byte-faithful PC recompile of a PS2 game is a team-scale, multi-year effort and not the plan. But a *recreation* — a modern engine that plays this game's data, the way OpenMW plays Morrowind — becomes plausible once the script VM, actor system, and file formats are fully documented. This package is the reference manual for whoever (us, or people we haven't met yet) takes that on. The immediate research frontier is struct/type recovery: re-decompiling with recovered structure layouts makes thousands of functions readable at once. ## Ground rules - Built from legally owned discs. No ROMs, no ISOs, no assets, no BIOS — not in this package, not ever hosted here. - Non-commercial, forever. This is fan research into a game we love. - Everything reproducible: the full pipeline ships in the package, and the tooling is open source. ## Get involved Findings, corrections, struct layouts, identified functions — bring them to the [Godsibb forums](https://godsibb.net). The work is grep-friendly by design: pick a string from `strings.txt`, find its function, figure out what it does, tell us what you learned. *— jessiray / the Godsibb community, June 2026*