Which table do you want?

You have…Go to
A word a page used without explainingGlossary
An address or a FUN_ symbolKey functions, then the RAM map for globals
A binary record and want to know what the values meanGame-data tables for the labels; cheat databases for the RAM offsets
An extracted track and want its nameMusic tracks
A scene id (balden, vozz) and want to know where it isScene names
A disc ID, or want the debug menuBuilds and debug features
A question and want to know if it is still contestedOpen RE threads - check before starting a hunt
A question and want the answer plus how firmly it is pinnedSettled threads
An "obvious" reading of some bytesDo not re-walk - it may already be disproved

Code and memory

Where a routine or a variable lives in the running game.

Names and labels

Human-readable names for the ids the disc uses, and the outside sources the binary records are checked against.

State of the research

What is still being worked out, what is answered, and what has been ruled out.

Acknowledgments

Reverse engineering stands on prior work. The findings on this site lean on:

SourceContribution
Public community research on unused content and buildsDeveloper attribution (Prokion / Contrail), debug-flag addresses, the catalogue of 14 builds
Sam Ste's PROT.DAT unpackerEarly proof-of-concept that pointed at the right TOC slots and the TIM-pack heuristic
PSXRecomp (mstan / SamSteProjects) and its Legaia forkA static recompiler (MIPS → C → native, on the N64Recomp model) the project runs as an independent execution oracle for GTE registers, overlay identity, render dispatch and sound-driver behaviour - never as a source of Sony bytes
ZetaPhoenix's "Legaia Arts Data"Tactical / Miracle / Super Arts trigger strings that crates/art validates against; the Offense-minus-Defense damage analysis that organises the battle formulas page; the Super Arts Pack the ROM patcher installs
Meth962's 100% Walkthrough and forum threads (800, 941)The original community damage analysis; the enemy-stat, Seru-magic and magic-levelling tables behind the game-data tables
Henrique Stanke Scandelari (Stann0x)The music-track disambiguation - the label layer for every extracted BGM cue - and the in-game identifications behind the scene names
the_rabidsquirelCommunity research, from retail save states, on how the battle AP gauge fills - the +8 at the end of each action, Spirit's +32 in its place, the AP a party member gains when an enemy's hit lands on them, and the level-9 heal that doubles a target's AP - checked against the disassembly on the battle formulas page
The PSX sceneSony PsyQ documentation, Martin Korth's PSX-SPX, decades of TIM / TMD / SPU documentation
Legal-pattern precedentsScummVM, OpenRCT2, OpenMW, OpenLara

See also