No file loaded. Provide a .bin Mode2/2352 image (a raw PROT.DAT won't do - scene names come from CDNAME.TXT).
How to use it. Load a disc, choose a location, then click a card in the cast grid. Each card is labelled with the first line that character says to you - the game has no other name for most of them. The model panel spins the model, plays or pauses its idle clip, snaps back to the rest pose, and downloads the posed model as a textured .glb. Beside it (below it on a phone), the Conversation panel lays out everything the character can say: each story stage's lines, the choices you can pick and where each one leads, and what talking to them again does.
About this data - how an NPC is put together, naming, what is held back

How an NPC is put together

There is no "NPC file" on the disc. An NPC is one entry in a scene's placement list, which points at four things:

  • a model in the scene's own mesh pool, shipped as joint-local pieces;
  • an animation clip from the scene's own bundle - frame 0 is the resting stance, and the clip is what assembles the pieces into a body;
  • a tile the character stands on;
  • the script it runs when you talk to it, in the field script VM.

Its only real "name" is the first line it says to you, which is what this page labels the cards with. The models draw with the disc's baked colours and no light source, as on the console; NPC palettes share one row of video memory across a scene, which is why several townsfolk in one place look like recolours of each other.

How a conversation is put together

A character's lines are not a list. They sit inside its script as a pool of text, and the script picks which part to show: it tests story flags (so the same villager says something new after each chapter's events), checks your gold, items or position, and opens Yes / No style menus whose options jump to different replies. The Conversation panel follows every one of those paths instead of the one the game would take today:

  • a page is the text that shows in one dialogue box before you press a button;
  • If / Else if / Otherwise are the script's own tests, named for exactly what they read - a story flag by number, the party's gold, an item, a tile area. Story flags have no names on the disc, so they appear as numbers;
  • Choose lists a menu's options and the reply each leads to;
  • Talk again is what happens on your next talk. After some pages the game stops the conversation and leaves the script waiting at that spot, so the next talk carries on from there - often back to the top, sometimes on to a follow-up line;
  • a ↪ link means the path joins one already shown; follow it to jump there;
  • lines marked with ▸ are what the conversation does - hands you an item, takes gold, starts a battle, opens a shop or sets a story flag. An Event is a scene the conversation starts, with its own lines.

The game stores no speaker for a line: everything in a character's own script is that character speaking, and the panel only labels the exceptions (a speech balloon, a line from a scene the talk starts). Character names in the text are the default ones, since a disc carries no save.

Who is held back

Two casts are not in the grid. Party members and the save crystal come from a global pool rather than the scene (see the characters page), and a handful of story actors ship no clip to pose them with, so they are counted in the status line rather than shown as a pile of parts.