World overview work in progress
Each kingdom's overworld in real-time WebGL 3D, straight from your disc image — no save state, no emulator. Load a .bin below and the assembled scene renders immediately. Your disc is cached locally in the browser (shared with the viewer, audio, and monster pages), so it auto-loads on reload — use Forget on the chip to clear.
Load your disc image
SCUS_942.54 on disc load).Viewer
World-map quick-travel menu (whole Legaia)
The PSX retail build ships a 16-entry landmark name table at DAT_80073B18 + a 20-record placement table at DAT_80073A98 in SCUS_942.54 — the data the in-game world-map menu uses to draw labelled markers when the player presses the "visit" button.
Coordinates are the in-game menu screen-space. Hover a dot for the name and the destination scene id. Load a disc above to populate.
About this view
The assembled scene mode loads a kingdom's 7-asset bundle from PROT (0085 / 0244 / 0391) and walks the landmark TMD pack (slot 1, 40 / 36 / 56 meshes for Drake / Sebucus / Karisto). Each placement from the type-3 “Man” asset draws at its world coordinate. The MAN table only pins a handful of slots per kingdom; the show unplaced slot-1 TMDs toggle drops the rest onto a layout grid, classified into landmark / decoration / ground_tile / npc_token / unknown.
The mesh inspector browses the kingdom TMD pack one mesh at a time. The top-down placement map visualises the parsed MAN actor positions; Drake additionally surfaces 12 live-RAM-resolved actor placements (gates, bridge towers, the small castle) overlaid on the MAN entities.
The ocean toggle samples the disc-side 4bpp tile + 13-frame CLUT animation pulled from slot 0 of the kingdom bundle. The fog toggle approximates the retail world-map distance-cue post-process via a 2048-entry LUT auto-extracted from SCUS_942.54 on disc load.