Soulcalibur III Arcade Edition Mod

PigBenis

[08] Mercenary
Started In 2014 First Release In 2015 Mainly Complete Since 2023
This Mod Is Based on The Japanese Release

Mod Available Here

No Full Motion Video Cutscenes
Disc 1 Regular Stages
Disc 2 Arcade Edition Exclusive Stages
Extra Stage Selectable In All Modes
Variable Cancel Fixed
Move Sets Upgraded To Arcade Edition
Arcade Edition Ivy Works
Arcade Edition Yoshimitsu Works
During Battle Voices Upgraded To Arcade Edition
Updated Main Roster Portraits
Twenty-Eight Characters On Main Roster
Six Costumes For Twenty-Eight Characters
Two Model Swaps For Twenty-Eight Characters
Four Color Edits For Twenty-Five Characters
Forty Bonus Characters Selectable
Bonus Character Costume 2 Is Some Times A Second Character
Six Bonus Characters Exclusive To Demo Version
Cervantes' Soul Edge Replaced With Inferno's Arcade Edition Soul Edge Weapon
Li Long's Nunchaku Replaced With Li Long's Arcade Edition 2P Weapon
Li Long's Huoshen Replaced With Li Long's Arcade Edition The Ancient Weapon
Amy's Schweitzer Replaced With Amy's Arcade Edition 2P Weapon
Amy's Rapier Replaced With Amy's Arcade Edition The Ancient Weapon
Hwang's Qing Long Replaced With Hwang's Arcade Edition 2P Weapon
Hwang's Dragon Sword Replaced With Hwang's Arcade Edition The Ancient Weapon

Most Menu Text Is Missing For Move Set Accuracy There Has Never Been A Proven Way Around This
Most Move Lists Don't Work As The Arcade Edition Data For AI etc Was Imported Which Didn't Have An In Game Move List
Portraits Don't Correctly Cycle Back After Costume 2/Color Edit 2
Visual Only Issue of Li Long Briefly Resets To Old Idle Animation After Attacks
Some of Hwang's Moves Don't Play Weapon Sound Effects
Grieve Edge Move Set Is Broken Valeria Uses Yun-seong's Weapon Data Instead
Colossus' Move Set Is Broken
The Rest of The Console Bonus Move Sets Don't Work As The Properties Are Broken
So They've Been Replaced With Other Characters Arcade Edition Move Sets

Complete Save Game
A Few Arcade Edition Move List Page Scans
Other Miscellaneous Optional Patches For The Mod
Patches To Make Japan 2.00 Load US/PAL/KR Saves Instead
And More

Preview
 
probably the dumbest thing said yet from an irrelevant hater
since just the internal executable being swapped for modding convenience which can easily be undone through an xdelta patch as explained in the download doesn't affect the various updates throughout the japanese olk such as updated chronicles of the sword enemy stats
as only the olk, elf executable and movie afs, have been altered the rest of the files match the updated time stamps of the japanese disc
regardless of what is being used it's still using the move sets directly from arcade with all costumes
 
probably the dumbest thing said yet from an irrelevant hater
since just the internal executable being swapped for modding convenience which can easily be undone through an xdelta patch as explained in the download doesn't affect the various updates throughout the japanese olk such as updated chronicles of the sword enemy stats
as only the olk, elf executable and movie afs, have been altered the rest of the files match the updated time stamps of the japanese disc
regardless of what is being used it's still using the move sets directly from arcade with all costumes
Let's be precise about what "based on" actually means here, because you're conflating two very different things.

The OLK/data files being synced to JP 2.0 timestamps is true and not in dispute. Chronicles of the Sword enemy stats, updated assets, fine, that part checks out.

But none of that determines what version the game actually is. The ELF is what defines the game's behavior: bugs, fixes, features. Data files are just content the executable reads and interprets. You can have JP 2.0 data sitting next to a US 1.0 executable, and the game will still behave exactly like US 1.0, because the executable is what's running the show, not the data around it.

And that's exactly what we see:
  • No R3 reset in training (a 2.0 feature)
  • Save corruption bug still present (a known US 1.0 issue, fixed in 2.0)
Both of these are executable level behaviors. If your mod were actually running on a JP 2.0 ELF, neither of these would exist. They do. That's not an opinion, that's just what happens when you boot the thing.

On the xdelta patch:

The xdelta patch you included to "revert to JP 2.0" only reinforces the point instead of disproving it. xdelta is a binary diffing tool. It computes and applies byte level differences between two files. It doesn't semantically merge features from one executable into another. It can't cherry pick "the JP fixes" and inject them into a modified US executable while preserving all your mod's changes.

Which is presumably why Ivy and Yoshimitsu had to be hidden in that patch, because the merge doesn't actually work cleanly. A real, functional JP 2.0 executable wouldn't require hiding characters to hold together. That's not a JP 2.0 build, that's a workaround for a merge that doesn't fully work.

The ELF is the game. Data files are content the ELF interprets. JP 2.0 data running under a US 1.0 executable does not make it a JP 2.0 mod. It makes it a US 1.0 mod with JP 2.0 assets. That's a fair and accurate way to describe it. Calling it "based on the Japanese release" without qualification is misleading, and you know exactly which behaviors would need to be present for that claim to hold up. They're not.

At this point I'd just ask you to be straight about this instead of restating the same claim every time it gets debunked. This isn't the first time. It's been going on for about a year now, and it's genuinely exhausting having to re-prove the same thing over and over instead of you just adjusting the claim once and moving on.
 
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