
PSX · SCUS-94254 · 1998
Legend of Legaia, taken apart and running again.
A 1998 PlayStation RPG reverse-engineered end to end — play the clean-room engine port, browse everything on the disc, and read how it all works. All in your browser.
Zero Sony bytes shipped — bring your own disc2-minute demo — the engine running real scenes
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.
99.8%
of the executable's code decompiled
99.5%
of disc bytes resolve to a documented format
840
retail functions ported to clean-room Rust
82.4%
of ported code wired into the live engine
Play
2 toolsBrowse the disc
9 tools
Asset viewer
Every 3D mesh and texture on the disc, grouped by scene.
Media browser
All the music, sound banks, FMVs, and voice audio.
Game world
Every town and dungeon assembled in 3D, with enemy rosters.
World overview
Each kingdom's overworld in real-time WebGL.
Characters
Vahn, Noa, and Gala — field and battle forms, animated.
NPCs
Every townsperson in 3D, posed straight from your disc.
Enemy table
Stats, drops, steals — click a row to spin the 3D model.
Shops & vendors
Every shop's priced inventory, town by town.
Tactical Arts
Inputs, AP costs — each art performed by the battle model.
Seru Magic & Summons
Every cast animated, and the seven Ra-Seru bodies in 3D.
Stories from the dig
write-ups
6-part series
Patching a sealed disc
Modding a retail CD with no source and no SDK — a six-tier ladder from byte edits to hand-assembled MIPS hosted in an overlay's dead space.
write-upThe endless orbit
A softlock 27 years old: why one Gaza Valley fight never ends, and the two-byte fix.
write-upThe Spirit fish gate
The fish that couldn't be caught — tracing a minigame gate nobody understood.
Read how it works
docs zoneStart here: how the game is put together
The layer diagram from raw sectors to runtime VMs — disc → ISO9660 → PROT.DAT → containers → formats → engine.
Subsystems
Boot path, asset loader, the five runtime VMs, renderer, audio, battle, world map, save / shop / inn / level-up.
Formats
Byte-level specs for everything on the disc — each traced to a Ghidra function dump.
Guides, tooling & reference
Build the workspace, extract assets, mod and translate. Reference — RAM map, function directory, game-data tables.




