Technical write-ups
Long-form walk-throughs of how a piece of the game was reverse-engineered and what the project built on top of it. The rest of the site is reference - per-format byte specs, per-subsystem function maps; these pages are the narrative: the reasoning, the dead ends, and the payoff, told in reading order.
Series
- Patching a sealed disc - how the randomizer rewrites a retail Legaia disc with no source and no SDK, told as a ladder of injection techniques: from same-size byte edits, through editing inside compression and rewriting field-VM bytecode, up to hand-assembled MIPS hosted in a resident overlay's dead space (the in-shop Seru-trading vendor). One page per technique; the mods are the worked examples. Includes a generated mod catalog + roadmap.
How to read these
Each write-up leads with the reverse engineering - the static and runtime evidence that pinned a function, an offset, or a structure - and only then describes what was built. Addresses are PSX virtual addresses (0x801C0000+ is the overlay window); function labels are Ghidra's FUN_8xxxxxxx entry points, cross-referenced to the per-subsystem and per-format reference pages. No Sony-owned bytes appear here or anywhere in the repo - only addresses, offsets, and the project's own clean-room code.