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On the disc · In the code · On screen · In the game · In the project

On the disc

PROT.DAT
The game's main archive: 1233 numbered entries holding nearly every asset and every code overlay. Pages cite an entry as PROT 0898. More
CDNAME
CDNAME.TXT, the developers' name map for PROT entries. Its numbers are in-RAM table indices, so the named content sits two entries earlier in an extraction; a CDNAME label is a hint, not a verdict. More
LZS
Legaia's compression, a 4 KB ring-buffer scheme. Almost any bytes decompress without error, so decoded output is always checked for a known signature. More
DATA_FIELD
The streaming container most entries use: a run of chunks, each led by a one-word header of type and length. More
Pack
The one pack format: a count, then a table of word offsets. Texture packs and model packs are this format behind a DATA_FIELD chunk header. More
Scene
One loadable place (a town, a dungeon floor, a stretch of world map) and the block of PROT entries that makes it up, named by a short id such as town01. More
MAN
A scene's script-and-placement file: actors, walk-on triggers, the field scripts and the scene's banner name. More
TIM
The PlayStation's texture file: pixel indices plus, optionally, a palette, with the VRAM position each is uploaded to. More
CLUT
Colour look-up table: a 16- or 256-entry palette. At draw time it is read from VRAM, not from the texture's file, which is why one texture can wear many palettes. More
TMD
The model format. Legaia's is a custom variant with its own primitive grouping. More
ANM
The animation container for field actors and the party. More
VAB / SEQ
A sound bank of instrument samples, and a sequenced music track that plays through one. Legaia's SEQ differs from the stock format in its header and its meta events. More
XA
Streamed CD audio interleaved on the disc: voice lines and movie soundtracks. More
STR / MDEC
The movie files and the PlayStation's video decoder. Legaia's movies use the Iki bitstream. More
MES
A dialog text container. More

In the code

SCUS_942.54
The game's executable on the USA disc. It holds the engine core and the static tables; most game logic is elsewhere, in overlays. More
Overlay
A block of code streamed from PROT.DAT into RAM when a mode needs it (the field, a battle, the menu) and replaced when it does not. A routine with no caller in the executable is usually called from one. More
Cast module
One of 64 small overlays, each the program for a summon or special attack, paged in for the length of the cast. More
FUN_80xxxxxx
Ghidra's name for a routine: the address of its first instruction. Addresses from 0x801C0000 up are in an overlay, so the same address can mean different routines in different modes. More
Field VM
The interpreter for scene scripts: dialogue, doors, cutscenes, story flags. More
Move VM
The interpreter for effect and ambient-animation programs, shared by the field and battle. More
Story flag
One bit of the save's flag bank. Scripts set and test them; they are what the game remembers of the story. More
Battle context (ctx)
The block of memory a battle allocates for itself. Pages write a field as ctx[+0x07], an offset into it. More
Command flow
The battle state machine that asks the player what to do: the round prompt, the command ring, the target cursor. More
Action state machine
The battle state machine that plays a chosen action out: the walk-in, the swings or the cast, the damage, the walk back. More

On screen

VRAM
The PlayStation's video memory, one 1024x512 sheet holding the framebuffer, every texture page and every palette. More
GTE
The PlayStation's geometry coprocessor: rotates, projects and depth-averages vertices in fixed point. More
Ordering table
The array of depth buckets every drawn packet is linked into; the GPU walks it far to near. It is the console's substitute for a depth buffer. More
Depth cue
The blend of a primitive's colour toward a far colour with distance; the game's fog. More
Dither
The 4x4 pattern added before colours are cut to 15 bits; the fine cross-hatch on a retail gradient. More
Vsync, pass, frame step
A vsync is one screen refresh. A pass is one run of the game's per-frame logic. The frame step is how many vsyncs the game decided a pass should span, from one to four, according to how costly recent frames were. More
PSX mode
The port's opt-in retail rasterisation: vertices snapped to the 320x240 grid, the console's sort order and its dither. Off, the port draws clean at the window's resolution. More

In the game

Seru
The creatures the party absorbs to learn magic. A Ra-Seru is one of the three bonded to Vahn, Noa and Gala. More
Tactical Arts
Combo attacks entered as a string of directions. A Miracle Art or Super Art is a longer string that triggers a special finisher. More
AP gauge
The per-turn pool of action points the Arts command spends: each direction pressed costs some, so the pool sets how many fit in one turn. More

In the project

Retail
The original game as shipped, and its measured behaviour. The reference every claim is held to. More
Port
The from-scratch Rust engine that plays the game from a disc image the user supplies. It contains none of the original code. More
Host
A program the engine runs inside: the native window, the browser play page, the minigames page. More
Faithful mode, enhancement
Faithful mode reproduces retail and is what the checks measure. An enhancement (lighting, see-through walls) is a toggle layered on top that changes nothing when off. More
Save state
An emulator's snapshot of the whole console. The project reads retail's memory and video memory out of them. More
Oracle
A check that compares the port with something retail produced, as opposed to with the port's own earlier output. More
Still, film
A still compares one instant against a save state. A film compares a stretch of time, frame by frame, against an emulator recording. More
Kernel differential
Running one of retail's own routines off the disc in an interpreter beside the Rust function that claims to port it, on the same inputs. More
Ratchet, baseline
A check that fails when a measured number gets worse than the committed one (the baseline). More
Full-game ladder
The automated run from New Game to the credits, cut into segments anchored on retail saves. More
Evidence grade
What a claim rests on: disassembly (the strongest), capture, decompiled-C or inference. More
Disc-gated test
A test that needs the user's disc image and skips without it, so the public build runs with no game data. More
Patcher, PPF
The tool that edits a user's own disc image (randomizer, mods, translations), and the small patch file it can emit in place of a whole image. More
Expansion pack
New content for the port (maps, quests, fights) as a folder of text files that point at the user's disc and carry none of it. More