No disc loaded - the cards below stay a static reference until you provide a .bin Mode2/2352 image (or a raw PROT.DAT).

Watch the arts

Loading arts.json - re-run python3 site/_gen.py if this persists.

Reading the inputs

Yellow = trigger input (the finisher that lands the art)
Purple = setup input (queued combo step)

Regular arts light only the trigger input yellow; Hyper, Super and Miracle arts light every input. Noa is left-handed, so her Arms input mirrors Vahn and Gala - same animation, mirrored direction.

About this data — the four kinds, shouts & fanfares, the .glb export

The four kinds

Four kinds: Regular (learned by use), Hyper (longer combos), Super (story-unlocked), and one Miracle Art apiece.

How the playback works

With a disc loaded, every art card becomes clickable: the canvas plays that art on the character's battle model, posed from the on-disc keyframes, with the voice shout riding along as in retail. Each shout is a CD-XA channel from the character's own voice bank (Vahn XA2.XA, Noa XA4.XA, Gala XA6.XA); retail rolls a random channel from the art's candidate pool every fire, and this page plays the channel a live instrumented battle was captured firing for that art where one is pinned, else a fixed member of the same pool. Hyper Arts play no shout at all in retail - instead each fires a stereo fanfare from the character's fanfare bank (Vahn XA1.XA, Noa XA3.XA, Gala XA5.XA), coin-flipped between the art's own pair of channels; Super and Miracle Arts open with the same bank's generic fanfare. Those are the cues this page plays on a Hyper, Super or Miracle card - every per-art channel capture-verified against a live instrumented battle. Retail also draws a tinted after-image trail behind the character (Vahn red, Noa green, Gala blue) - it starts off here for a clean view of the model; tick the box to switch it on. The .glb button bakes the selected character's assembled battle model with its entire battle-animation set as named glTF animations - the full action bank (Idle, Walk / Approach, the flinches, Knockdown, Get Up, Ready / Recover / Defeat, Block), the four direction-command weapon swings, and every art - ready for Blender or three.js. The chip row under the model plays each action clip directly, the same way an art card does. (Retail has no separate run clip - Walk / Approach is the battle locomotion, and a live capture confirmed the field engine likewise never leaves its walk record.) Nothing is uploaded; the disc never leaves your machine.