Status & Open Work
Status & Open Work
Section titled “Status & Open Work”This page mirrors the repo’s single status surface, docs/legend/TODO.md.
Every genuinely open item gets one row here; the full evidence and
paths-tried tables live in the raw notes.
Legend has the most open work of the five games, for one structural reason:
wofl.exe has no symbol table and a Borland-style overlay structure, and
remains untraced. That is why restart.dat — not the executable — is this
site’s source for item and character data.
Open items
Section titled “Open items”| ID | Status | Question (one line) |
|---|---|---|
legend-necs-fields |
open | Residual NECS scene-object record semantics: what the 543 Class-C marker records (ids 1504, 1512, 1514 — exit/entry-zone shaped, whose u16 at +0x18 resolves to no known id space) actually are; whether Class-B 1999 quads are drawn or are floor/walkable metadata; the meaning of u16 at +0x12 (a depth-ramp “shade” hypothesis was refuted) and at +0x14 (a 13001–13066 per-instance tag); and 8 mostly-zero sprite slots. |
legend-exe-data |
open | The character/party table beyond its 5 base attributes (which are confirmed against a published walkthrough): a name-relative 01 64 00 triple run, a duplicate attribute block’s purpose, and a mostly-zero footer are all unidentified. The item-placement region after the item table (0x172A+) is only partially characterised — a leading 29-byte-stride empty-slot array, heterogeneous beyond that — and unstarted. |
legend-tapm |
open | What the 84 TAPM tile-patch resources mean. Structure is known: 37 of 84 are LZSS-compressed (the same convention as PAMM/GAMI/LMRF/NECS), 47 are raw, and decompressing collapses the record sizes to 7 consistent logical shapes (20 B×4, 24 B×16, 32 B×8, 48 B×29, 72 B×6, 84 B×20, 96 B×1). The semantics of any of them are open — a (tileByte, flagByte) pair hypothesis for the 48-byte family was tested against all 5 map atlases and refuted. |
legend-frml-animations |
open | Which frames of each LMRF resource form a named animation. 22 of 162 segments are render-confirmed and 8 of 162 structurally confirmed (an exact-prefix boundary shared across resources, name unverified); the remaining 146 of 162 are hypothesis-level, with no boundary signal firing. There is no executable-derived ground truth for which creature owns which resource id, and the id numbering does not divide cleanly into walk-cycle versus combat ranges. |
Negative results worth recording
Section titled “Negative results worth recording”| Item | Result |
|---|---|
The 6 .med files |
Not valid OctaMED modules — no MMD magic. The docs previously said otherwise and have been corrected. Beyond low-entropy byte-histogram observations they remain uncharacterised. |
TAPM 48-byte family |
The (tileByte, flagByte) pair reading was tested against all 5 map atlases and refuted. Recorded so it isn’t re-derived. |
What this means for the galleries
Section titled “What this means for the galleries”The Creature Animations page shows
segmentation at three different confidence levels, and labels which is
which. It is not a rendering problem — all 162 LMRF resources decode
cleanly, after three decoder bugs this corpus exposed (see
FRML / LMRF). It is that nothing in the shipped data says
where one animation ends and the next begins.
Where to read the full evidence
Section titled “Where to read the full evidence”docs/legend/TODO.md— the single status surface.docs/legend/plan.md— the format-by-format status, including the “NECS — still open”, “Character/party table”, “Item-placement region”, “TAPM” and “LMRF animation segments” sections each row above points at.docs/legend/dosvga/engine.md— the byte-level spec.
The raw notes carry the full evidence, paths-tried tables, and corrections that this page summarises.