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How to use the map viewer - controls, what you are looking at, VR

In the game you only ever see a location through a fixed camera, one screen at a time. Here the whole map is laid out at once: the ground, the buildings, the props, textured the way the PlayStation would have textured them. The navigator on the left lists every place the disc can draw; the panel under the canvas shows what the walkthroughs say lives there (bosses, enemies, shops, casino, fishing).

  • Drag to pan, right-drag to pivot the camera, wheel to zoom.
  • The short code next to each name (town0d, izumi…) is the label the disc uses internally, via the CDNAME name map. "assets →" opens the same location in the asset viewer piece by piece.
  • .glb downloads the assembled map, textures included, for Blender or any glTF viewer.
  • Sky domes are hidden - seen from above they would cover the map.

How the map assembles

A location is not stored as one model. The disc keeps a pack of small meshes, a grid saying which mesh goes where, and heightfields for the ground; the game stitches them together on entry, and this page does the same in your browser. The container layout is on the scene bundles page.

VR

With a VR headset, the VR button lets you step inside the assembled map over WebXR (Chrome/Edge with SteamVR as the OpenXR runtime, page served over http://localhost or https). If it can't start, the button explains what's missing. Details on VR mode.

Towns

Places you walk around in without fighting: houses, shops, an inn, a save point. Each card shows the town's vendors and any casino or fishing spot, and "View the map" loads it in the viewer above (once a disc is open).

Field areas & dungeons

Everywhere else: mountains, caves, castle interiors, dream sequences and the three overworld kingdoms. These are where random encounters happen, so each card lists the enemies and bosses found there.