Key functions
A directory of the Ghidra-traced anchor functions across the codebase. The full per-function reference (with descriptions) is in the markdown doc on GitHub. This page is a quick orientation that groups them by subsystem.
By subsystem
Boot + asset loader
FUN_8003E4E8— boot-time TOC loader; reads first 3 sectors of PROT.DAT into0x801C70F0FUN_8003E8A8— LBA resolver against the in-RAM TOCFUN_8003E6BC— path-based file opener (data\battle\efect.datetc.)FUN_8001F05C— asset-type dispatcherFUN_80020224— descriptor-pair walkerFUN_8002541C— streaming-asset driver
Game VMs
FUN_801D6628— actor / sprite VM (13 opcodes, JT at0x801CED70)FUN_80023070— move-table VM (71 opcodes, JT at0x80010778)FUN_801D362C— move-VM extension (61 sub-opcodes via op0x2F)FUN_801DE840— field / event script VM (43 ops, switch at0x801E00F4)FUN_800204F8— move-buffer setup (Tactical Arts)FUN_80021DF4— per-frame actor tick
Renderer + GTE
FUN_8002735C— Legaia TMD renderer (60 GTE ops)FUN_80026B4C— TMD validate + registerFUN_800268DC— TMD pointer fixup0x80010778— move-VM jump tableDAT_8007326C— per-mode primitive descriptor table0x801CE868— move-VM extension JT0x800EB654— battle context struct (pointed to by_DAT_8007BD24)
Battle
FUN_801E295C— battle action state machine (16 KB)FUN_801D0748— battle / level-up main tick; sub-states 0x1E/0x32/0x6E/0xFEFUN_801D388C— battle animation dispatcher; switch on animation_type (0..0x31+)FUN_801D5854— battle actor pose driver; GTE transform per pose_id (~30 call sites from the action SM)FUN_801D8DE8— UI element ID mapper (3 KB, 75 callers)FUN_801DA6B4— battle actor display-state controller; opacity + pose flags for alive actorsFUN_801DB81C— next-valid-target scan;actor[+0x14C] != 0& no death/stoneFUN_801ED710— records / stats screen renderer (battles, escapes, play-time, max-hits)FUN_800520F0— battle scene loaderFUN_8004E2F0— battle range / line-of-sightFUN_80054CB0— monster initFUN_80042558— per-frame stat aggregatorFUN_8003FB10— action validatorFUN_800431D0— ability bitmask read0x801C9370— 8-actor pointer table (party 0–2, monsters 3–7); actor HP at+0x14C
Menu overlay
FUN_801DD35C— top-level menu dispatcher (12 KB, 134 outgoing)FUN_801D33D8— submenu rendering loopFUN_801E1C1C— shared menu-element rendererFUN_801CF650— equipment stat aggregator; reads 5 slots at char+0x196, sums intoDAT_801EF08C–09CFUN_801DD0C0— item category / slot validity check
Audio (PsyQ)
FUN_8001FA88— sound init / .dpk loaderFUN_8001FC00— streaming-asset loader (sound\)FUN_8001EBEC— mode-aware ext dispatcherFUN_800243F0— BGM lookup (PROT-relative)FUN_8003E104— monster.snd loader0x80061-0x80067— libsnd SsAPI sequencer cluster0x80068-0x6D— libspu SPU control clusterFUN_80069B18— SPU DMA transfer state machine
BIOS + libapi
0x80056678—EnterCriticalSection0x80056688—ExitCriticalSection0x80056658—TestEvent0x8006B844—WaitEvent0x80057024—memmove0x8005ACAC—memset0x8005E540—memcpy0x80056698+stride 0x10 — BIOS B-vector thunk cluster
Full reference
Every function above (and ~50 more) is described in detail with provenance citations in the markdown doc:
Per-function dumps (Ghidra disassembly + decompile) live under ghidra/scripts/funcs/<addr>.txt in the repo (gitignored — Sony-derived). Overlay-specific dumps are prefixed overlay_<label>_<addr>.txt.