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 |
|---|---|
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 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 |
Reference pages
Key functions
The traced functions that matter, grouped by subsystem: boot, asset loader, the VMs, cutscenes, renderer, battle, menus, audio, world map. Explains the
FUN_80xxxxxx naming and the overlay-window trap.PSX RAM map
The 2 MB main RAM as a picture: where the executable loads, where overlays go, where the party's records, inventory and story flags live.
Cheat databases
GameShark codes as hardware-verified RAM addresses: encoding, parser, what each region pins, and the engine's cheat applier.
Curated game-data tables
Arts, magic, items, equipment, enemies, shops, casino and fishing tables from public walkthroughs - the labels disc records are checked against.
Music tracks
Every BGM cue across its four naming spaces - sound-test id, in-game context, OST title, proposed relocalization - and the disc join behind it.
Builds + region differences
14 known builds across NA / JP / EU / demo / preview / debug.
SCUS_942.54 is the NA build the project targets.Open RE threads
The live list of 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 |
| The PSX scene | Sony PsyQ documentation, Martin Korth's PSX-SPX, decades of TIM / TMD / SPU documentation |
| Legal-pattern precedents | ScummVM, OpenRCT2, OpenMW, OpenLara |