Glossary
The words these pages use without stopping to explain them: the disc's file formats, the console's hardware, the game's own vocabulary and the project's. Each entry is one or two sentences and a link to the page that covers it properly.
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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
0x801C0000up 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-Corinference. 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