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	<title>Eye of Typhoon - Revision history</title>
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	<updated>2026-09-18T08:42:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://3do.world/index.php?title=Eye_of_Typhoon&amp;diff=18439&amp;oldid=prev</id>
		<title>Elliogle: Created page with &quot;&lt;!-- ================================================================= --&gt; &lt;!-- Disc Archaeology — The Eye of Typhoon (1996, Viccom, KR)          --&gt; &lt;!-- Paste into The Eye of Typhoon game page                           --&gt; &lt;!-- ================================================================= --&gt; == Disc Archaeology == &#039;&#039;Findings from a byte-level analysis of the Korean retail disc (raw MODE1/2352 dump, 66,860 sectors — every sector&#039;s sync pattern verified intact;...&quot;</title>
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		<updated>2026-08-14T05:52:20Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- ================================================================= --&amp;gt; &amp;lt;!-- Disc Archaeology — The Eye of Typhoon (1996, Viccom, KR)          --&amp;gt; &amp;lt;!-- Paste into The Eye of Typhoon game page                           --&amp;gt; &amp;lt;!-- ================================================================= --&amp;gt; == Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Korean retail disc (raw MODE1/2352 dump, 66,860 sectors — every sector&amp;#039;s sync pattern verified intact;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — The Eye of Typhoon (1996, Viccom, KR)          --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into The Eye of Typhoon game page                           --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&amp;#039;&amp;#039;Findings from a byte-level analysis of the Korean retail disc (raw MODE1/2352 dump, 66,860 sectors — every sector&amp;#039;s sync pattern verified intact; 136,929,280 bytes of user data / 66,560 filesystem blocks).&amp;#039;&amp;#039;&lt;br /&gt;
=== The KKH format ===&lt;br /&gt;
Virtually every asset on the disc — fighter sprites, backgrounds, fonts, score digits, the select screen, extras — is packed into a custom archive format with the extension &amp;lt;code&amp;gt;.KKH&amp;lt;/code&amp;gt;. Each fighter&amp;#039;s data follows a rigid six-file scheme: &amp;lt;code&amp;gt;DATA&amp;lt;/code&amp;gt; (sprite archive), &amp;lt;code&amp;gt;SEEK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ACT&amp;lt;/code&amp;gt; (actions), &amp;lt;code&amp;gt;IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;PAL&amp;lt;/code&amp;gt; (palette) and &amp;lt;code&amp;gt;FILE&amp;lt;/code&amp;gt;, all &amp;lt;code&amp;gt;.KKH&amp;lt;/code&amp;gt;. The extension is not a known 3DO SDK format; it reads like a personal signature (see Speculation).&lt;br /&gt;
=== Two hidden fighters, one shared ending ===&lt;br /&gt;
The character-data tree contains 15 fighters: the playable roster (&amp;lt;code&amp;gt;roy_&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wang&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jiho&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hoya&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;kawa&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jaki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mui_&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;powe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;saur&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tlal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;dalm&amp;lt;/code&amp;gt;) plus two directories named &amp;lt;code&amp;gt;hidmdata&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;hidwdata&amp;lt;/code&amp;gt; — &amp;#039;&amp;#039;&amp;#039;hid&amp;#039;&amp;#039;&amp;#039;den &amp;#039;&amp;#039;&amp;#039;m&amp;#039;&amp;#039;&amp;#039;ale and &amp;#039;&amp;#039;&amp;#039;hid&amp;#039;&amp;#039;&amp;#039;den &amp;#039;&amp;#039;&amp;#039;w&amp;#039;&amp;#039;&amp;#039;oman. They are real, distinct characters — their sprite archives differ completely (497,268 vs 228,552 bytes) and their palettes differ in 363 of 912 bytes — but their ending assets are lazy copies: &amp;lt;code&amp;gt;hidm.cel&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;hidw.cel&amp;lt;/code&amp;gt; are byte-identical, as are their &amp;#039;finish&amp;#039; portraits &amp;lt;code&amp;gt;p1_hidmF.cel&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;p1_hidwF.cel&amp;lt;/code&amp;gt;. Whatever ending art the hidden pair earned, both show the same picture.&lt;br /&gt;
=== Strings in the executable ===&lt;br /&gt;
* The round-announcement table includes &amp;lt;code&amp;gt;specialround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;extraround&amp;lt;/code&amp;gt; alongside the standard &amp;lt;code&amp;gt;round1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;round3&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;finalround&amp;lt;/code&amp;gt; — bonus round types compiled into the shipping game.&lt;br /&gt;
* A high-score table survives: &amp;#039;&amp;#039;&amp;quot;RANKING TOP 5&amp;quot;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;quot;INPUT YOUR NAME&amp;quot;&amp;#039;&amp;#039;.&lt;br /&gt;
* The most emphatic error message on the disc: &amp;lt;code&amp;gt;AAini ERR .!!!!!!!!&amp;lt;/code&amp;gt;&lt;br /&gt;
* No credits text and no plain-text Korean exist anywhere on the disc; all Hangul and any staff roll are pre-rendered into graphics.&lt;br /&gt;
* Naming discipline slips through in shipped filenames: &amp;lt;code&amp;gt;p1_mui_W.cel&amp;lt;/code&amp;gt; but &amp;lt;code&amp;gt;p1_mui_f.cel&amp;lt;/code&amp;gt; — the same fighter&amp;#039;s win/finish art capitalized two different ways.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;). On this disc the copies &amp;#039;&amp;#039;&amp;#039;disagree&amp;#039;&amp;#039;&amp;#039;: five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;) carry one stale older-generation copy, and the two copies of the &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; boot table are different generations. These are coherent alternate versions pressed into the disc, not dump errors; the root directory copies verify hash-identical, every file extent is intact, and all 66,860 raw sectors carry valid sync headers.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,076 blocks (~26 MB, 20% of the disc) belong to no file, in three runs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&amp;#039;&amp;#039;Informed guesswork, clearly separated from the findings above.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Whose initials are KKH?&amp;#039;&amp;#039;&amp;#039; A custom format named after its author would fit Korean 3DO practice — initials also turn up in filenames on other Korean pressings. K.K.H. matches common Korean name patterns (Kim/Kang/Kwon + given name). A more playful reading: Viccom was Korea&amp;#039;s fighting-game studio (best known for the Neo Geo title &amp;#039;&amp;#039;Fight Fever&amp;#039;&amp;#039;), and &amp;quot;Kim Kaphwan&amp;quot; — SNK&amp;#039;s famous Korean taekwondo fighter — shares the initials exactly. Whether it&amp;#039;s a programmer&amp;#039;s signature or an homage, the disc doesn&amp;#039;t say.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A shared Korean mastering pipeline.&amp;#039;&amp;#039;&amp;#039; This disc carries the same filesystem &amp;quot;desynchronization&amp;quot; fingerprint — the same five stale system-directory copies and mismatched &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; generations — found on other Korean 3DO retail pressings of the same era. That pattern is most easily explained by a single mastering workstation and disc-layout template serving multiple Korean releases, presumably tied to LG&amp;#039;s role as Korea&amp;#039;s 3DO licensee, regardless of which studio developed the game.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
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