Which table do you want?

You have…Go to
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 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

Reference pages

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
The PSX sceneSony PsyQ documentation, Martin Korth's PSX-SPX, decades of TIM / TMD / SPU documentation
Legal-pattern precedentsScummVM, OpenRCT2, OpenMW, OpenLara

See also