PSX · SCUS-94254 · 1998

Legend of Legaia, taken apart and running again.

A from-scratch Rust port of the 1998 PlayStation RPG that you can play in this tab, every model, texture, tune and cutscene on the disc laid open, a patcher that mods your own copy, and the documentation of how the game works underneath.

playable The whole game runs in the port, New Game to the credits: towns and dungeons, battles, menus, shops, saves, minigames, music and cutscenes. Where it stands has the measured detail and the known gaps.

No Sony data shipped — bring your own disc image
Vahn walking through Rim Elm
Insert your disc image — pick your .bin once and every page on this site reads from it.Read locally, cached in this browser, shared across pages. Nothing is ever uploaded. No image yet? Make one from your disc.

Where it stands

the port, measured
  • works
    Towns, dungeons and the world mapWalk, talk, open chests, ride the story scripts from a New Game to the credits. The same scene scripts the original runs, interpreted by the port.
  • works
    BattlesRandom and boss encounters, Tactical Arts, Seru magic and summons, items, spoils and level-ups.
  • works
    Menus, shops, inns and savesThe pause menu, equipment, shops and inns, and saving and loading - including real memory-card saves.
  • works
    MinigamesFishing, the slot machine, Baka Fighter, Noa's dance and the Muscle Dome, each on its own page too, beside the port's own custom game modes.
  • works
    Music, sound and cutscenesSequenced music and sound effects through a recreated sound chip, voice streams, and the full-motion videos.
  • known gaps
    Still being polishedExpect the occasional bug, and some scenes and effects do not yet match the original frame for frame. The numbers below are measured against the retail game, not estimated.

Beyond the original: enhanced lighting with a time-of-day mood, see-through walls around the player, ambient occlusion and a photosensitivity guard on the flashing palettes are on by default; bloom, volumetric ground fog, free-angle movement and VR are a toggle away, and so is the retail look (every knob). For a playthrough on real hardware or an emulator, the ROM patcher's mods apply to your own disc.

How far it plays
How much is traced and ported
How much is checked against retail's own code

Port status by code image

16 of 19 game images complete

The game's logic ships as one executable plus overlays the disc swaps in per mode. Each card counts the functions the disc places in that image: ported to Rust, covered natively by the engine (PsyQ libraries, BIOS, GPU and CD plumbing, data-driven layers), no retail behaviour to carry (unreferenced, dev-only or empty), and the empty remainder of the bar is what is still open. Code identified is the share of the image's code bytes inside an identified function, so a 100% never hides code nobody has looked at.

Developer and unused images (6)

Read how it works

docs zone

The project runs on two tracks that feed each other. Preservation gets every asset off the disc and writes down each file format, with every claim traced back to the game's own code. Reimplementation is a from-scratch rewrite of the engine in Rust, built from those documents rather than from Sony's executable - so it can run the game faithfully and also go beyond it (dynamic lighting, see-through walls, VR) with the retail look one toggle away. The docs below are the shared ground truth for both.