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	<id>http://3do.world/index.php?action=history&amp;feed=atom&amp;title=Olympic_Soccer</id>
	<title>Olympic Soccer - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://3do.world/index.php?action=history&amp;feed=atom&amp;title=Olympic_Soccer"/>
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	<updated>2026-09-18T08:11:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://3do.world/index.php?title=Olympic_Soccer&amp;diff=18428&amp;oldid=prev</id>
		<title>Elliogle: Created page with &quot;&lt;!-- ======================================================= --&gt; &lt;!-- Disc Archaeology — Olympic Soccer (1996, Panasonic, US) --&gt; &lt;!-- Paste into the Olympic Soccer game page                 --&gt; &lt;!-- ======================================================= --&gt; == Disc Archaeology == &#039;&#039;Findings from a byte-level analysis of the US retail disc image (570,736,640 bytes / 278,528 blocks). Developed by Silicon Dreams; one of the last North American 3DO releases.&#039;&#039; === A Play...&quot;</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Olympic_Soccer&amp;diff=18428&amp;oldid=prev"/>
		<updated>2026-08-14T05:02:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- ======================================================= --&amp;gt; &amp;lt;!-- Disc Archaeology — Olympic Soccer (1996, Panasonic, US) --&amp;gt; &amp;lt;!-- Paste into the Olympic Soccer game page                 --&amp;gt; &amp;lt;!-- ======================================================= --&amp;gt; == Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (570,736,640 bytes / 278,528 blocks). Developed by Silicon Dreams; one of the last North American 3DO releases.&amp;#039;&amp;#039; === A Play...&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 — Olympic Soccer (1996, Panasonic, US) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the Olympic Soccer 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 US retail disc image (570,736,640 bytes / 278,528 blocks). Developed by Silicon Dreams; one of the last North American 3DO releases.&amp;#039;&amp;#039;&lt;br /&gt;
=== A PlayStation file shipped on the disc ===&lt;br /&gt;
The team-kit color data file exists &amp;#039;&amp;#039;&amp;#039;twice&amp;#039;&amp;#039;&amp;#039; in &amp;lt;code&amp;gt;/Football/Data/&amp;lt;/code&amp;gt;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Size !! Location !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWSTRIP&amp;lt;/code&amp;gt; || 4,356 bytes || block 4763 || big-endian (3DO)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWSTRIP.PSX&amp;lt;/code&amp;gt; || 4,356 bytes || block 266563, FS type &amp;lt;code&amp;gt;PSX &amp;lt;/code&amp;gt; || little-endian (PlayStation)&lt;br /&gt;
|}&lt;br /&gt;
The two files contain identical data with every 32-bit word byte-swapped (2,088 of 4,356 bytes differ; e.g. the word &amp;lt;code&amp;gt;0050B8E8&amp;lt;/code&amp;gt; in the 3DO file appears as &amp;lt;code&amp;gt;E8B85000&amp;lt;/code&amp;gt; in the PSX file). &amp;lt;code&amp;gt;NEWSTRIP.PSX&amp;lt;/code&amp;gt; is the little-endian PlayStation original; &amp;lt;code&amp;gt;NEWSTRIP&amp;lt;/code&amp;gt; is its big-endian conversion for the 3DO&amp;#039;s ARM CPU — and both were copied into the disc layout. It is direct physical evidence that the 3DO version was built from the PlayStation asset pipeline.&lt;br /&gt;
=== Engine and data notes ===&lt;br /&gt;
* The &amp;lt;code&amp;gt;/Football&amp;lt;/code&amp;gt; data tree includes formation files named after their formations: &amp;lt;code&amp;gt;F334.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F343.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F352.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F424.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F433.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F442.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F532.REV&amp;lt;/code&amp;gt; (3-3-4 through 5-3-2).&lt;br /&gt;
* Full staff credits are embedded in the executable (Silicon Dreams under general manager Gavin Cheshire; programming by Giles Park, Andrew Hersee and Rod Mack).&lt;br /&gt;
* Player rosters are fictionalized near-misses of real 1996 squads (Argentina fields a &amp;quot;D Ortega&amp;quot;).&lt;br /&gt;
* The disc carries a &amp;lt;code&amp;gt;/Catapult&amp;lt;/code&amp;gt; seek-optimization file (6,981,632 bytes) — the mark of a carefully optimized late-era mastering.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
Only 8,047 blocks (~16 MB) across 17 small gaps, all verified as standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler — a cleanly mastered disc with nothing hidden in its padding.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
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