Reference
Lookup tables, not reading. Where a fact about the game is filed: which function does what, what sits at an address, what a track is called, and which questions are still open. Every row carries the function, capture or cheat code behind it, so if a claim elsewhere on the site looks surprising, the evidence is here.
Which table do you want?
| You have… | Go to |
|---|---|
| A word a page used without explaining | Glossary |
An address or a FUN_ symbol | Key functions, then the RAM map for globals |
| A binary record and want to know what the values mean | Game-data tables for the labels; cheat databases for the RAM offsets |
| An extracted track and want its name | Music tracks |
A scene id (balden, vozz) and want to know where it is | Scene names |
| A disc ID, or want the debug menu | Builds and debug features |
| A question and want to know if it is still contested | Open RE threads - check before starting a hunt |
| A question and want the answer plus how firmly it is pinned | Settled threads |
| An "obvious" reading of some bytes | Do not re-walk - it may already be disproved |
Code and memory
Where a routine or a variable lives in the running game.
Key functions
The traced routines that matter, grouped by subsystem, with the
FUN_80xxxxxx naming and the overlay-window trap explained.PSX RAM map
The 2 MB of main RAM as a picture: executable, overlay windows, party records, inventory, story flags.
Overlay address aliases
Addresses in the disassembly dumps that belong to no runtime image, and the image each one really sits in.
Builds + region differences
The known builds across regions and demos, how the retail executables differ, and the debug flags, pad chords and developer menus.
SCUS_942.54 is the North American build the project targets.Names and labels
Human-readable names for the ids the disc uses, and the outside sources the binary records are checked against.
Curated game-data tables
Arts, magic, items, equipment, enemies, shops, casino and fishing tables from public walkthroughs, corrected field by field to the disc records.
Cheat databases
GameShark codes read as hardware-verified RAM addresses: the encoding, the parser, and what each region of codes pins.
Music tracks
Every BGM cue across its four naming spaces - sound-test id, in-game context, OST title, relocalization - joined to the disc.
Scene names
Every scene id with its display name, the banner the game draws on entering it, and where the labels mislead.
State of the research
What is still being worked out, what is answered, and what has been ruled out.
Open RE threads
The unsolved questions, each with the next step that would close it. Start here to contribute.
Settled RE threads
Answered questions, each graded by what its evidence rests on: instructions, a runtime capture, decompiled C, or inference.
Do not re-walk
Readings of the bytes that looked right and were disproved, with the reasoning kept so nobody repeats the walk.
Acknowledgments
Reverse engineering stands on prior work. The findings on this site lean on:
| Source | Contribution |
|---|---|
| Public community research on unused content and builds | Developer attribution (Prokion / Contrail), debug-flag addresses, the catalogue of 14 builds |
| Sam Ste's PROT.DAT unpacker | Early proof-of-concept that pointed at the right TOC slots and the TIM-pack heuristic |
| PSXRecomp (mstan / SamSteProjects) and its Legaia fork | A 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_rabidsquirel | Community 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 scene | Sony PsyQ documentation, Martin Korth's PSX-SPX, decades of TIM / TMD / SPU documentation |
| Legal-pattern precedents | ScummVM, OpenRCT2, OpenMW, OpenLara |