At a glance

What it is
One row per CDNAME.TXT block, in disc order, from data/gamedata/scenes.toml.
Ground truth
The scene's own banner - the name the game draws on entering it and writes into a save slot (place names, site 3). Every banner in the table is checked against the disc byte for byte.
Where a banner is shared
Thirteen Sol scenes all say "Sol Tower"; the table adds a qualifier - Sol Tower (stairs A) - so no two playable scenes share a name.
Who reads it
The play page's scene picker, the asset viewer's scene filter, the world and NPC pages, and gamedata-tool list scenes.
Contributor
Scene identifications by Stann0x; his reading of each scene is kept in its own column.

The table

Scene idNameBanner on the discStann0x's readingNote
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A blank banner means the scene carries none the game can draw: an empty name, an untranslated Shift-JIS one (the ed* endings), or no scene script at all.

Where a name comes from

The banner is MAN section 2 - the name the loader puts on screen as the player walks in and the one the save screen writes into a slot. Name keeps its spelling; where several scenes share one banner (the Sol Tower floors, the Bio Castle interiors, Rim Elm's story-state variants) the name adds a qualifier. Where a scene has no readable banner, the name rests on its contents - dialogue, shops, doors - and the note says what pinned it; the other two place-name carriers, the quick-travel cells and the world-map labels, supply the spelling (Usha Research Center, Hunter's Spring).

Labels that mislead

A label is a developer abbreviation, often of the Japanese name, and several read as a different place:

SceneIsPinned by
vellWest Voz Forestbanner; the Bridge Grass beat
stationOctam Stationno banner; the fare board and the Sebucus guidebook
station3Karisto Stationbanner
ropeway, ropeway2Octam (surface, after the Mist)banner on ropeway; the returned townsfolk and inn in both
rayman, rayman2Octam's underground citybanner "Octam (Underground)" on rayman2; Hari in both
taiku, taiku2Zora's Floating Castlebanner on taiku2; the throne-room lever puzzle in both
chitei2Jette's Fortressbanner; the Rapid Transport System switches
deroaJette's Fortress entrancebanner; dialogue calls it the Absolute Fortress
dolk, dolk2Drake Castle (with / after the Mist)banner on dolk; map01 picks one on flag 0x142
suimon / jiji / garmelWater Gate / Ancient Wind Cave / Zeto's Dungeonbanners
bubu1 / bubu2Buma (thawed) / Buma (frozen)both bannered Buma; bubu2's doors are frozen shut, bubu1 carries the shops
conc, conc2, conc3 / concnowConkram in the past / in the presentbanners "Conkram (Past)" / "Conkram"
jouRim Elm under the Juggernautbanner "Rim Elm"; its door leads into jouina
jouina..jouine, juui1, juui2Bio Castle (inside the Juggernaut)banner on the five jouin*; the Ra-Seru farewell in juui*
kor*, koin*, koroutSol Towerbanner on all thirteen; koin1 hosts the Muscle Dome and Baka Fighter doors, koin3 the dance
edbubu / eddomanBuma's ending / Usha's endingthe label

Where the contributor's reading and the disc differ

Both are kept; the disc wins the name column. They differ only in spelling, or in which of two in-game names is used:

  • bylon - Byron in the reading, Biron Monastery everywhere on the disc.
  • stone - Gate of Shadow(s) in dialogue, Shadow Gate in the banner and world-map label.
  • keikoku - Valleys of Mist in the reading; the banner is just Ravine.
  • tower / teien - Jeremi Tower / Garden in the reading, Sky Gardens Tower / Sky Gardens on the disc.
  • tunnela / tunnelb / tunnelc - Underground Path in the reading, Ancient Path / Fire Path in the banners.
  • dohaty - Sebucus Mist Generator in the reading; the generator is inside Dohati's Castle, the banner.
  • deroa, chitei2 - both Jette's Fortress by banner, whatever dialogue or the reading calls them.
  • ropeway2 - the reading follows the label (Rope Way); the scene is surface Octam again. conc2 - the banner is Conkram (Past).

The slots that crash when loaded

Six blocks cannot be entered as scenes, for three different reasons:

  • opkorout, opmap01 - every entry of both blocks is a single 2048-byte pochi placeholder sector. There is no map, no asset bundle and no scene script, so a loader pointed at them decompresses filler.
  • other4, other5, other6 - minigame data (the slot machine, Baka Fighter, the Muscle Dome's ringside stills) that the minigame overlays load by path. They carry no walkability map, so they are not scenes at all.
  • other7 - scene-shaped, but a developer leftover: an earlier revision of koin3's scene script that nothing in the retail game loads.