Shops & vendors
Every merchant in the game and everything they sell - browsable by town, with each item's price, who can equip it and what it actually does. No disc image needed; click any item to open its stats. Load your own disc and the map beside the list shows the town itself with every vendor marked, each vendor's window shows the shopkeeper's field model, and weapons and armour open into a 3D model you can turn.
Vendor browser
How to read it: pick a town on the left; the middle column lists each vendor in
it, numbered as on the map. Click an item to open its stats - buy and sell price, the bonuses
it gives, who can equip it and any effect or passive - and click it again (or another item) to
close it. A shop's stock changes as the story moves on, so some vendors appear more than once
with a phase note. NEW marks items a walkthrough singles out as first
available there. Casino and fishing prize counters sit under the shops: they charge coins or
points instead of gold. With a disc loaded, hovering a vendor lights its marker, the map's
markers jump to their vendor, and a vendor's portrait spins when clicked. Add
?town=Rim+Elm to the URL to open on a town.
Where this data comes from, and how to read it off your own disc
The prices and effects here are the project's curated game-data tables, mined from public walkthroughs and then checked field by field against the disc: every shop's stock and on-screen order, every price and every equipment bonus here matches the game's own records, and where a walkthrough was wrong the table now carries the disc's value. On the disc a shop is just a list of item ids and prices, so the readable table and the decoded record confirm each other. Each item's panel names the table row it matches. With a disc loaded, the panel also shows what the executable says about the same item - its record in the item, equipment, item-effect and passive tables - so the two can be read side by side.
Read it off your own disc
This page tells you what the shops sell. asset shop-stock tells you what the
disc says they sell - and when the two agree, both are confirmed.
asset shop-stock --prot extracted/PROT.DAT --scus extracted/SCUS_942.54 \
--cdname extracted/CDNAME.TXT # every shop on the disc
asset shop-stock --prot extracted/PROT.DAT --scus extracted/SCUS_942.54 \
--cdname extracted/CDNAME.TXT --scene bylon # one scene
The data is in two unrelated files. There is no shop table: a town's stock is written inline into that town's own event script, next to its chests and doors, while the item names and prices live in a static table in the executable. The command opens both and joins them.
Two numbers are reported per shop on purpose - "decodes 10 ids, sells 7". The on-disc count includes a trailing run of unsellable placeholder ids the in-game shop never displays, so the listing flags that tail rather than hiding it. Shops are also found by scanning for the shop instruction rather than walking the script in order: a vendor hidden behind a dialogue choice desyncs a linear reader, which would then report one shop too few with no error.
The record is also how a vendor is tied to a face and to a place. The bytes that hold a shop sit inside one script record of the scene, and for a merchant that record is the placed actor the player talks to - the same placement the NPCs page draws. With a disc loaded, this page loads each town's shop scenes, finds the record around every shop instruction, draws that actor in the vendor's window, and marks where it stands on the map: the map is the scene assembled and run live by the engine's own loaders (the game-world page's map view), and each marker follows the actor's position in that running scene. A few shops have no actor of their own (the Ancient Wind Cave's are opened from a scene script record), and a few the scan does not find at all; their window and their map entry say so instead.
The same applies to inns: there is no inn price table either - each inn's charge is a literal in its town's script.
Full walkthrough, with the byte offsets and the CDNAME index shift: Extracting assets.