At a glance

What it is
An 81-row cross-reference, one row per debug sound-test slot, compiled by Stann0x.
Why it exists
Retail has no track-name table - a scene script starts music by number. This is the label layer for those numbers, the way the curated game-data tables label items and enemies.
Naming spaces
Debug sound-test ID + title · in-game context · official OST title · proposed relocalization.
Disc join
Global BGM id 2000 + i plays sound-test track i.
Bank layout
Piecewise: extraction entry 988 + i for tracks 0..=67, 990 + i for 68..=80, two-entry gap at 1056/1057.
Resolver
legaia_engine_core::music_labels - the engine HUD and viewers name tracks through it.
Confidence
Inferred; OST columns Confirmed against the published listing.

Four names for one track

  1. Debug sound-test ID - the internal asset/track identifier the game's debug sound test exposes (M01, M14A, M26B1, plus a few non-M labels like ALNDRA, JBGM, KANASIMI). This is the handle closest to the on-disc track order.
  2. Debug sound-test title - the short Japanese working title shown beside that ID in the debug menu (e.g. "field with mist"). These describe the scene the track was written for, not its mood.
  3. In-game context - where the track is actually heard during play (often broader or different from the debug title - a track written for one scene gets reused elsewhere).
  4. Official OST title - the title the published soundtrack album gives the track, where one exists (many debug entries have no OST counterpart).

BGM lookup in retail is PROT-relative - there is no literal track-name table in the executable (see audio and SEQ) - so a map between the debug IDs and where each cue plays is the ground-truth labelling for the SEQ/VAB records under reverse engineering.

Provenance + confidence

Compiled by Henrique Stanke Scandelari (Stann0x) and contributed to this project as a reference. The romaji, English glosses, and proposed relocalization titles are his analysis; the debug-mode IDs/titles and OST titles are factual short labels transcribed from the game's own debug sound test and the published soundtrack listing.

Treated here exactly like the other curated reference tables: only the factual labels are committed - track IDs, the short scene-name titles, and where each cue plays. No Sony-owned bytes (sequence data, sample data, executable) are reproduced; the audio itself is decoded at runtime from the user's own disc.

Confidence is Inferred unless a track is matched to its OST entry, in which case the OST columns are Confirmed against the published listing. The last three rows (highlighted in the source as uncertain) are flagged inline.

The disc-side join: the music_01 bank in sound-test order

When a scene script starts music it uses a number, not a name. A script BGM id ≥ 2000 resolves through the global pool, and the pool order is the debug sound-test order: global id 2000 + i plays sound-test track i. Reading every scene's own scripts and joining each started id against this table lands the right label across the board (evidence in how we know):

SceneScript startsTrack it names
town01 (Rim Elm)2016#16 M14B - Rim Elm theme
The three kingdom overworlds2000 / 2001#0 M01 / #1 M02 - the misty / mist-free overworld pair
bylon2019#19 M17 - Byron Monastery
Sol's floorsper floorM16 casino, M23 bar, M100 Sol, M112 disco
geremi2047#47 M102 - Jeremi
Bio-Castle interiors2013#13 M13 - Bio-Castle

The bank is piecewise, not a flat base

The physical music_01 bank is not a single linear PROT run. Sound-test index maps onto two contiguous extraction ranges with a two-entry gap between them:

Sound-test index to extraction PROT entry: two runs with a two-entry gap tracks 0..=67 extraction 988 + i (988..=1055) gap 1056, 1057 tracks 68..=80 990 + i (1058..=1070) 988 = the first two entries whose filename label reads "monster_test" (CDNAME +2 skew) 1056 = a VAB-only sound bank, no score; 1057 = an entry not in the sound-test list 1066..=1069 = the four placeholder-filled slots = dev-leftover rows #76..=79
Global BGM id 2000 + i is one flat id space; the files behind it are two runs.

The low range starts at extraction 988: the first two tracks (M01/M02) live in the entries whose extraction filename reads monster_test, because CDNAME #define numbers are raw TOC indices and the named content sits two entries earlier (the +2 filename skew).

Scenes carry no local SEQ data: apart from a dev bank and one scene-local copy of M01, every music sequence on the disc lives in this bank plus the boot/battle banks, so the scene-local id space (< 2000) is the rare exception. The engine's resolver legaia_engine_core::music_labels owns the piecewise map; the play-window HUD names the playing track and the asset-viewer seq command names a bank slot's file through it.

How we know: script census, on-disc residency, runtime corroboration
  • Script census. The global pool resolves through FUN_800243F0 (script VM). Walking every scene's field-VM op-0x35 starts and joining each id against this table lands the right label across the corpus (engine-core/tests/scene_bgm_labels_disc.rs).
  • Pochi alignment. The four placeholder-filled slots (extraction 1066..=1069) land exactly on the four dev-leftover rows (#76..=79 - the M13 flute, M117, MPIANO and the row whose romaji is LEVELUP), still holding their sound-test slots on the retail NA disc.
  • Battle-bank copies. The ten boot/battle-bank SEQ copies (extraction 877..886) resolve, under this map, to exactly the ten battle/boss themes (#26, #27, #28, #30, #31, #32, #51, #61, #67, #73) - a coherent battle bank only when the low range is based at 988. The title theme #65 sits at extraction 1053 and is not in the battle bank. Pinned by on-disc SEQ residency (engine-core/tests/music_bank_residency_disc.rs).
  • Runtime corroboration. Playthrough captures show the live BGM global agreeing with the join wherever the scene name itself names the track: 2022 in doman (#22 "Doctor Doman's laboratory"), 2054 in nilboa (#54 "Nivora"), 2021 in dolk2 (#21 "Dolk Castle revived") against 2010 in mist-era dolk (#10 "mist outbreak"), 2063 in opdeene (#63 opening act 1), 2038 in taiku (#38 Soren flight). These are played values, independent of the script census.

Notable entries

  • Borrowed placeholder cues. ALNDRA (#72) is Alundra's Zazzan battle theme and JBGM (#73) is the Wild Arms battle theme - both other Contrail/Sony titles, present on the Legaia disc as dev placeholders.
  • Dev test files. #74 (no debug ID at all; romaji DAMĪ, "Dummy"), MPIANO (#78, romaji PIANO), #79 (ID 獸衣, romaji LEVELUP) and M26A (#80, romaji A) are test/placeholder entries, not shipping music. The last three carry an ID distinct from their romaji - quote the ID column when joining against the table below.
  • Reused themes under different IDs. Several debug IDs share a title (中ボス / "medium boss" appears for M27, M108 and M33; ディスコ / "disco" for M112 and M117; ディスコ決勝 / "disco finals" for M116 and M120) - the same musical idea staged for different scenes.

Track table

# is the debug sound-test order. - marks a column the source leaves blank. “OST gloss” is the English reading of the OST title; “Relocalization” is Stann0x's proposed English title.

#IDDebug title (JP)Debug romajiDebug glossIn-game contextOST title (JP)OST romajiOST glossRelocalization
0M01霧のあるフィールドKIRI NO ARU FĪRUDOField with mistOverworld with mist霧の荒野KIRI NO KŌYAThe misty wastelandThe Misty Barren Fields
1M02霧の消えたフィールドKIRI NO KIETA FĪRUDOField where the mist disappearedOverworld with no mistよろこびの大地YOROKOBI NO DAICHIThe land of joyThe Land of Joy
2M03創世樹復活後のダンジョンSŌSEIJU FUKKATSU-GO NO DANJONDungeon after Genesis Tree revivalMt. Rikuroa after tree is revived風, 樹, 水KAZE, KI, SUIWind, tree, waterWinds, Trees and Water
3M04森のダンジョンAMORI NO DANJON AForest dungeon A/BUnderground path to Octam---Path of Secrets
4M04B森のダンジョンBMORI NO DANJON BForest of mysteryEast Voz Forest神秘の森SHINPI NO MORIThe mysterious forestForest of Mystery
5M05霧のダンジョンKIRI NO DANJONMisty dungeonTown/dungeon in mist---The Misty Town
6M06リクロア山霧RIKUROA YAMA KIRIRikuroa mountain fogMt. Rikuroa/Mt. Dhini in the mist---The Misty Mountains
7M07ガーメル城GĀMERU-JŌGarmel CastleFire path/Xain's nest王国騎士団ŌKOKUKISHI-DANThe royal knightsThe Fire Fortress
8M08遺跡ダンジョンISEKI DANJONRuin dungeonUru Mais遺跡の呼び声ISEKI NO YOBIGOEThe call of the ruinsCall of the Ruins
9M09獣衣界への道JŪI-KAI E NO MICHIThe path to the beast-garment worldField with Juggernaut闇の鼓動YAMI NO KODŌThe pulse of darknessHeartbeat of Darkness
10M10霧の発生KIRI NO HASSEIMist outbreakDrake/Vidna in mist霧KIRIMistThe Mist
11M11凶獣界KYŌJŪ-KAIEvil beast realmRogue's dungeon---The Profane Realm
12M12聖獣界SEIJŪ-KAIHoly beast realmOctam's station---The Sacred Realm
13M13生物城SEIBUTSU-JŌLive creature castleBio-Castle dungeon生物城SEIBUTSU-JŌThe creature castleBio-Castle
14M14---M14A with sustained note----
15M14Aリムエルム夕方RIMU-ERUMU YŪGATARim Elm eveningJuno's death/Rim Elm sunrise夕映えのリムエルムYŪBAE NO RIMU-ERUMURim Elm in the sunset glowRim Elm's Evening Glow
16M14Bリムエルム昼RIMU-ERUMU HIRURim Elm noonRim Elm themeリムエルムRIMUERUMURim ElmRim Elm's Sunshine
17M15吹きだまりの洞窟FUKIDAMARI NO DŌKUTSUSnow-drift caveSnowdrift Caveぬくもりの洞窟NUKUMORI NO DŌKUTSUThe cavern of warmthCave of Warmth
18M16サブゲームSABUGĒMUSub-gameSol casinoワイルド宣言WAIRUDO SENGENWild declarationWild Declaration
19M17バイロン寺院BAIRON JIINByron TempleByron Monastery我らバイロン僧兵団WARERA BAIRON SŌHEI-DANWe are the Byron monk warriorsWe, the Byron Monk Warriors
20M18コル上層KORU JŌSŌTop of the valleySeru Kai-NOARUNoaruValley of Noaru
21M20復活したドルク城FUKKATSU SHITA DORUKU-JŌDolk Castle revivedDrake Castle after mistにぎやかな王宮NIGIYAKANA ŌKYŪThe bustling royal palaceLively Royal Castle
22M21ドーマン博士の研究所DŌMAN HAKASE NO KENKYŪJODoctor Doman's laboratoryDr. Usha's research lab---Dr. Usha's Research Institute
23M22みんなが踊ってる部屋MIN'NA GA ODOTTERU HEYAThe room where everyone dancesMei's themeメイMEIMeiWhere Everyone Dances
24M23酒場SAKABABarSol's bar---Where Everyone Drinks
25M25創世樹周辺の曲SŌSEIJU SHŪHEN NO KYOKUMusic about the Genesis TreeGenesis Tree theme静かなる創世樹SHIZUKANARU SŌSEIJUThe silent Genesis TreeThe Quiet Genesis Tree
26M26B1雑魚戦闘バージョン1ZAKO SENTŌ BĀJON 1Minor enemy battle version 1Battle theme 1--Brand of the Holy KnucklesBrand of the Holy Knuckles
27M26B2雑魚戦闘バージョン2ZAKO SENTŌ BĀJON 2Minor enemy battle version 2Battle theme 2----
28M27中ボスCHŪ BOSUMedium bossBoss theme 1襲撃SHŪGEKIAssaultAttack!
29M28霧の巣ボス戦KIRI NO SU BOSU SENMist nest boss battleKoru battle theme---The Cold Koru
30M29ソンギ戦闘SONGI SENTŌBattle with SongiSongi battle我が名はソンギWAGA NA WA SONGIMy name is SongiI Am Songi!
31M30コート戦1KŌTO-SEN 1Cort battle 1Cort battle 1---Cort's War
32M32中ボス序曲CHŪ BOSU JOKYOKUMedium boss overtureBoss theme 2霧の使徒KIRI NO SHITOApostles of the mistApostles of the Mist
33M34ソンギ出現序曲SONGI SHUTSUGEN JOKYOKUSongi appearance overtureSongi themeソンギ推参SONGI SUIZANSongi's arrivalSongi's Overture
34M35ジャガーノート襲撃2、3用JAGĀNŌTO SHŪGEKI 2, 3 YŌFor Juggernaut attack 2 and 3Juggernaut appears---Juggernaut's Attack
35M36創世樹復活イベントSŌSEIJU FUKKATSU IBENTOGenesis Tree revival eventGenesis Tree resurrection創世樹の目覚めSŌSEIJU NO MEZAMEThe awakening of the Genesis TreeAwakening the Genesis Tree
36M37神秘的イベント2SHINPITEKI IBENTO 2Mystical event 2Ra-Seru speaks/Hari---Mystical Happening
37M38風来獣車FŪRAISHŪ-SHAWandering beast-vehicleGondola flying train theme風来獣車FŪRAISHŪ-SHAThe wandering beast-vehicleThe Flying Train
38M39ソーン族の空中飛行SŌN-ZOKU NO KŪCHŪ HIKŌAerial flight of the Soren tribeSoren flight---The Flying Soren Tribe
39M40予期せぬ出来事YOKI SENU DEKIGOTOUnpredicted eventByron under attack/tense theme予期せぬ出来事YOKISENU DEKIGOTOThe unforeseen eventUnforeseen Event
40M41神秘的イベント1SHINPITEKI IBENTO 1Mystical event 1Noa's dreams---Mystical Dreaming
41M42悲しいイベント全般KANASHĪ IBENTO ZENPANSad events in generalConkram/sad events霧の都KIRI NO MIYAKOThe mist-capitalThe Misty Capitol
42M47脱出イベントDASSHUTSU IBENTOEscape eventFloating castle escape--Hurry upHurry Up!
43M48スーパースペクタルSŪPĀ SUPEKUTARUSuper spectacleMist dungeons霧の巣KIRI NO SUThe nest of mistMisty Nest
44M49人間の世界NINGEN NO SEKAIHuman worldOpening title pt 1 (incomplete?)----
45M100イベント未定IBENTO MITEIUndecided eventSol---The Sol Tower
46M101バン夢のシーンBAN YUME NO SHĪNVahn dream sceneVahn dream scene---Vahn Dreams
47M102町の曲MACHI NO KYOKUTown songJeremi街の灯MACHI NO AKARIThe town's lightLight of the Town
48M104バイロン寺院で宴の曲BAIRON JĪN DE UTAGE NO KYOKUMusic for a banquet at Byron TempleParty in Byron Monastery---Byron Party
49M106思い出の曲OMOIDE NO KYOKUMusic of memoriesNostalgic theme思い出のメロディーOMOIDE NO MERODĪMelody of memoriesThe Melody of Memories
50M107前向きな汎用イベントMAEMUKI NA HANYŌ IBENTOPositive generic eventNoa joins the party---Positive Energy!
51M108中ボスCHŪ BOSUMedium bossKoru battle theme 2---The Hot Heat
52M109不気味な気配BUKIMI NA KEHAIEerie presenceTense moment---Ominous Presence
53M110中ボス出現序曲CHŪ BOSU SHUTSUGEN JOKYOKUMedium boss appearance overtureBoss overture/Vahn-Saryu---Lords of the Mist
54M111ニルボアNIRUBOANivoraNivora Ravine静かなる破滅SHIZUKANARU HAMETSUThe silent ruinSilent Doom
55M112ディスコDISUKODiscoSol disco fever---Sol's Disco Fever!
56M113スーパースペクタル2SŪPĀ SUPEKUTARU 2Super spectacle 2Mist generator dungeon 2---Misty Hideout
57KANASIMI悲しみイベントKANASHIMI IBENTOSorrowful eventCara's theme/Alundra requiem---Requiem
58M114普通の街2FUTSŪ NO MACHI 2Ordinary town 2Vidna---Town of the Wind
59M115ディスコ予選DISUKO YOSENDisco preliminariesSol disco preliminary---Funky Ascent
60M116ディスコ決勝DISUKO KESSHŌDisco finalsSol disco final 1---Tower Boogie
61M31コート戦2KŌTO-SEN 2Cort battle 2Juggernaut final battle---Apocalypse
62M105霧の谷の曲KIRI NO TANI NO KYOKUMist valley songBuma/misty valley---The Misty Valley
63M118オープニングキャラ劇1ŌPUNINGU KYARA GEKI 1Opening character act 1Opening title pt 1プロローグPURORŌGUProloguePrologue
64M119オープニングキャラ劇2ŌPUNINGU KYARA GEKI 2Opening character act 2Opening title pt 2---Henchmen of the Mist
65M65タイトル画面TAITORU GAMENTitle screenTitle screen themeタイトルTAITORUTitleLegend of Legaia
66M120ディスコ決勝DISUKO KESSHŌDisco finalsSol disco final 2---Disco Hero
67M33中ボスCHŪ BOSUMedium bossVahn-Saryu---Tense Presence
68M50エンディングENDINGUEndingCredits themeエンドタイトルENDO TAITORUEnd titleSong of the Genesis Tree
69M121生物城崩壊SEIBUTSU-JŌ HŌKAICreature castle collapseBio-Castle collapse生物城の崩壊SEIBUTSU-JŌ NO HŌKAIThe collapse of the creature castleThe Collapse of the Bio-Castle
70M122祝福のリムエルムSHUKUFUKU NO RIMU-ERUMUBlessed Rim-ElmRim Elm ending人間の世界NINGEN NO SEKAIThe human worldThe Blessed Human World
71M123コート序曲KŌTO JOKYOKUCort overtureBio-Castle---The Rise of the Bio-Castle
72ALNDRAアランドラARANDORAAlundraAlundra Zazzan's battle theme---Excitement
73JBGMワイルドアームズWAIRUDO ĀMUZUWild ArmsWild Arms battle theme---Wild Arms Battle Theme
74--DAMĪDummyDummy test music file---“I'm a Dummy-dayo!”
75M47BスーパースペクタクルBSŪPĀ SUPEKUTAKURU BSuper spectacle BAnother flying castle escape---Hurry Up! Faster!
76M13--No name fileSoren flute/Soren theme---The Melody of Memories (Piano)
77M117ディスコDISUKODiscoSol disco fever 2---Disco Legend
78MPIANOピアノPIANOPianoPiano? (uncertain)----
79獸衣-LEVELUPLevelupLevel up? (uncertain)----
80M26AAAAA? Another test file maybe? (uncertain)----

See also