Disc map
Every sector of the Legend of Legaia disc, laid out as nested boxes. Each box is one region of
the image, sized by its sector count: the disc's files, then inside PROT.DAT (the
game's one big archive) its 1233 entries, grouped by the named blocks the disc's name list
CDNAME.TXT gives them (one scene, one battle set, one sound bank) and coloured by
the format each one parses as. Hover a box
to see what it is and where it is documented; click to zoom in.
Click a box to zoom into it; the path above zooms back out. Escape also steps out one level.
What the boxes are
The outer square is the whole Mode 2/2352 image, one unit of area per 2048-byte sector. Its
children are the ISO9660 directory extents and files in disc order: the boot configuration,
the SCUS_942.54 executable, CDNAME.TXT, the PROT.DAT
asset archive, the CD-XA audio streams, the STR movies and the DMY.DAT fixture
archive, plus the system area ahead of the volume descriptors and any sectors no directory
record claims. See disc geometry.
Inside PROT.DAT, the first boxes are the header and TOC and the two raw TOC rows
below extraction entry 0; the rest are the 1233 TOC entries, each sized by the sector gap to the
next entry (PROT.DAT TOC), grouped by the
CDNAME block they belong to. An entry's index is its
extraction index - the NNNN in extracted/PROT/NNNN_*.BIN - and its
block is resolved in the raw-TOC frame, two rows ahead.
An entry's colour is the format family of the class the workspace categoriser assigns its bytes
(legaia_disc_audit::categorize). That says what an entry is, not how much
of it a parser consumes - byte accounting answers
that. Grey boxes are padding, filler slots and entries no named detector claims yet.
The map is drawn from disc-map.json, layout metadata only - names, LBAs, sector
counts and class names, no disc bytes - written by asset disc-map <disc.bin> --out
site/disc-map.json.