Demo

The clean-room engine booting a real scene, plus the asset viewers running off a disc image.

Explore

Interactive surfaces that run client-side in this browser. No install; provide a disc image and the WASM build does the rest locally.

Understand the engine

How the binary actually works - from raw sectors up through the runtime VMs. Start with How it stacks for the conceptual map.

Build & reference

Set up the workspace, run the extraction pipeline, and look up the anchor data the documentation hangs on.

Where we are

Disc is fully readable, every major subsystem is traced, all five runtime VMs plus the battle action state machine are ported, and the engine boots a real scene in a window or in the browser.

Asset preservation
Static analysis
Engine runtime
WASM viewer
Open work
Open work in detail (click to expand)
  • Shop overlay carries the per-scene item costs (still needs overlay capture). Per-character level-up triplets pin the multi-frame write split and per-character SP-grant divergence; the per-Seru stat-grant source table still lives in an uncaptured battle-data init overlay.
  • STR/MDEC FMV cutscene overlay (game modes 26/27) not yet captured; play-str already plays standalone STR files.
  • Retail save block: money + inventory RAM addresses confirmed, but the serialisation path into the staging buffer hasn't been traced to byte offsets within the block.
  • Field-VM WARP map_id → scene-name handler; the engine currently uses CDNAME order as an approximation.
  • Per-slot semantics inside the 97-entry field-pack schema (structurally understood; per-scene consumer trace pending).