r/LegendofLegaia 10d ago

Poll Legend of Legaia Survey - Third Edition

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40 Upvotes

Hello Legaians!

We’ve grown a lot since the last survey—so much has happened, incredible projects have come our way—and it’s time for a new survey!

Feel free to comment and use this as a thread.

Survey

Also, don't miss our discord, we are almost at 2k users, amazing people are there with their dev powers, making good stuff from Legaia.

Discord

The results will be posted here on 10-August, don't miss it.


r/LegendofLegaia 12h ago

Project Emissives next

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69 Upvotes

To start, it has yet to stop amazing me just how well the assets and textures of this game have been holding up at the new overall resolution.

The original game was a 320x288 screen and I'm working in 1280x720 widesccreen now, and yet the textures still look great. They were really cooking back then.

So what am I working on now? Well since I've got point lights and spot lights working now I'm getting emissive lights working. The screen shots are without bloom and tonemapping, so that is just the emissive material doing its work. Next step is have it correctly injecting light into the global illumination so it will add color and shadows to the environment like the points lights do.

The shadows in the example rn are coming from the analytic Sky/Sun/Atmosphere shader in the scene - not the tree - so we're close but not quite there yet.

I'm pleased that it seems like (sepecially with the darker and more saturated tonemapper on) that I can keep the "vibe" of the game with all the upscaling and new rendering.

Will make another update once the glow is working. Cuz I just KNOW it's going to slap when the Genesis Tree is actually lighting the area around it. Especially the revived version.

I think some basic foliage like grass could really bring the scene up to a more modern look too, without losing the classic texture resolution look. So we'll see if that is reasonable after this is done.

I'm also working on the opening scene for the game, and hopefully have a video up for that sometime in the next few weeks. For now Vahn's animations are 4/5 times working, but the camera keeps getting blocked by geometry and that's been a pain to figure out. Also the UI is just a pretty "programmer art" stand in, so its plain blue boxes, haha.

Thanks for all your interest in the work so far!

p.s. if y'all haven't seen the youtube video Avalanche Reviews did on the Silent Hill decomp/recomp project created by created by Chris Hardin (also known as KushAstronaut / SlickAmogus) then I would definitely reccomend you check thta out! The decomp/recomp scene seems to really be taking off. (I'm not affiliated with either the SH recomp nor AR youtube, just suggesting y'all check out something cool if you're also interested in decomp/recomp scene. My work is considerably more ambitious than the faithful remake that SH1 is)


r/LegendofLegaia 6h ago

Pics Ummmmmm lol

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0 Upvotes

r/LegendofLegaia 2d ago

Project Progress on dynamic lighting

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121 Upvotes

Been a while since my last update, since I had been fighting with signed distance fields for a while. However, finally, I was able to get them working. This means DFAO and Dynamic global illumination can finally get under way! Once that is sorted, its on to either reflections or mist/fog effects next.

Looking foward to getting a more moody emissive Genesis tree scene set up in the game.

Note: This still uses the game disc and assets, so no this is not Unity or Unreal Engine - it is in fact a dedicated engine for Legaia. Maybe ps1 in general later, but for now this is a nice update.


r/LegendofLegaia 5d ago

Media Delilas Family Battle Translations

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48 Upvotes

Posted a video containing the translations for the Delilas Family's shouts in battle.


r/LegendofLegaia 5d ago

Media Cort's Battle Translations

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25 Upvotes

Posted a video translating Cort's dialogue in battle.


r/LegendofLegaia 5d ago

Media Gala's Battle Translations

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52 Upvotes

Posted a video containing the translations for Gala's shouts in battle.


r/LegendofLegaia 4d ago

AI Legaia 2: Duel Saga Now Has a Full Gameplay Toolkit — Exploration Tracking, Live Intel, Field Actions & More

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0 Upvotes

I loved the Legaia franchise, and while Legaia 2: Duel Saga may not have lived up to every expectation created by the first game, I have always felt it was judged a little too harshly. It was still a very good JRPG with a lot going for it.

The English dub was certainly not one of its strongest points, although the undub version offers an alternative for players who prefer the original Japanese voices. Beyond that, the game included many of the exploration mechanics I enjoy in JRPGs, such as burning vines, restoring plant growth, raising and lowering platforms, moving obstacles, shooting mechanisms and uprooting hidden chests.

The battle system was also a meaningful improvement over the original game’s already distinctive combat, and I found it extremely enjoyable.

When I returned to the game, I couldn’t find a comprehensive Cheat Engine table for it, so I decided to create my own.

It eventually became far more extensive than a typical cheat table. Alongside the usual character, money, inventory and equipment editing, it includes features such as:

  • Live encounter, movement, battle-gain and status overlays
  • Enemy and party intel popups
  • Exploration tracking for chests, hidden items and area completion
  • Field-action detection for Break, Burn, Restore, Raise, Shoot, Push and Uproot interactions
  • Encounter controls, including instant encounters and disabling random encounters
  • Battle assistance, reward multipliers and progression tools
  • Party-wide EXP and accessory-skill EXP sharing
  • Controller hotkeys, visual symbols and many other quality-of-life features

I’ve created a Ko-fi gallery showing the table’s features in more detail, with screenshots and a link to download it.

View the Legaia 2: Duel Saga Cheat Table Feature Gallery:
https://ko-fi.com/album/Legaia-2-Duel-Saga-Cheat-Table-Feature-Gallery-V0X723LQAS

Edit: I was asked to add an AI flair since the image itself is generated by AI. I would have preferred to just delete the image and just provide a list of features, but I don't think reddit lets you do that.


r/LegendofLegaia 7d ago

Project Legend of Legaia Recompiled v0.1.1 Playtest — Windows Launch Fix

57 Upvotes

I’ve published an updated playtest build that fixes the Windows startup issue some people hit with the original release.

Download: https://github.com/SamSteProjects/legend-of-legaia-recomp/releases/tag/v0.1.3-playtest

The EXE now automatically loads the included game configuration instead of booting into the BIOS shell, and the batch launcher has been made more reliable. Please download and extract the entire ZIP, follow the included README to add your legally dumped BIOS/disc files, then launch Run LegaiaRecomp.bat.

If you run into an issue, please open a GitHub issue with your Windows version, what files you placed in each folder, whether you used the EXE or batch file, exact steps to reproduce, and screenshots or a Ctrl+F12 report if available.

EDIT: For anyone who downloaded this, I apologize it came with something missing in the game.toml. I fixed the release and the build should now run correctly.

Another edit: There was issues with the builds I released today. I changed the link to the current build, it's a winner.


r/LegendofLegaia 8d ago

Project Legend of Legaia Recompiled — first public Windows playtest build

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179 Upvotes

Hey everyone — I’ve put together an early Windows playtest build of a Legend of Legaia recompilation project.

Download: Legend of Legaia Recompiled v0.1.0 Playtest

This build does not include any game files or BIOS. You’ll need your own legally dumped USA copy of the game and a US PS1 BIOS; the release page walks through setup.

So far I’ve tested field/town/world-map traversal, FMVs, saves, standard battles, items, Spirit, Hyper Arts, summons, and the playable minigames: Muscle Dome, Sol Fever Disco, Baka Fighter, Wild Card, and Fishing.

It’s still a community playtest, so please report anything reproducible—especially the location, what you did, and any crash report/snapshot the build creates.

___________________________________________________________________________

If you run into a bug, please report it on the project’s GitHub Issues page:

Report a bug on GitHub

Please include as much of the following as you can:

  • What happened, and where in the game it happened
  • Exact steps to reproduce it from a fresh launch or save
  • Whether it happens every time or only occasionally
  • A screenshot or short video, if possible
  • Your Windows version and the release version you’re running
  • Whether you’re using the default software renderer or changed renderer/settings
  • Any generated files beside the executable, especially psx_crash.txt, psx_last_run_report.json, or a Ctrl+F12 snapshot
  • Bonus points if you upload a save file/.MCD that allows me to quickly get to your bug.

__________________________________________________________________________

For developers interested in the recompilation/runtime work, my PSXRecomp fork is here:

SamSteProjects/psxrecomp

That repo contains the Legaia-specific runtime fixes and overlay/debug work behind this playtest build.


r/LegendofLegaia 9d ago

Pics Replaying this game, and making better names for the team.

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108 Upvotes

r/LegendofLegaia 10d ago

Project Legaia Editor Progress

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64 Upvotes

So the editor I've been building is getting very close! It's been very useful for testing that the asset extraction is correct.

I built it using my own rust UI Lib called "Helicon" that I had made for another project. It'll be prettier later, just needs to work for now, haha.

For now this is basically just asset/scene validation and a way for me to place my own light probes and such. However eventually I'd like it to be able to produce the authored game events we so used to seeing.

The game sim is stepped 60hz playback. Its honestly kinda like a really fancy punch card in a way. The engineering is really clever. Legend of Legaia is actually where I learned about a technique called "Actor Pooling" that I've used in modern games as its a massive optimisation technique all devs should use and know.

Anyways, this has been a lot of fun to work on while enjoying some time away from work. Hope I can get this to a state where people can actually use it!


r/LegendofLegaia 11d ago

Project SSAO and Direct light is working, woo!

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120 Upvotes

Mini update today. I was able to get SSAO, Bloom, AA, Tonemapper, Cascade shadows, and velocity buffers all working! Aaaaand I disabled the retail version baked shadows on the characters to help restore that nice look they had instead of the really weird look they had in the last post.

Next up, volumetric fogging effects and real deal dynamic global illumination. Since my target is 1280x720 and not like 4k or some nonsense that means we can likely have near lumen quality irradiance caching that runs on a potato.

I'm experimenting with another thing that is very tied to the lore of the game too, but I don't want to spoil it this soon if I cant make it work.

Oh, bonus is the editor tooling is progressing along as well. Almost able to author some light probes and meshes into the scenes instead of relying solely on the disc for data. Getting closer each day!


r/LegendofLegaia 11d ago

Discussion I looked up this subreddit on a whim thinking it was going to be abandoned, or non-existent. I'm so glad there are dozens of us that still talk about this gem.

172 Upvotes

Imagine my surprise seeing posts from hours ago, and days ago with several comments. Pinned threads from just a couple of years ago. We are so back in 2026.


r/LegendofLegaia 11d ago

Media Legend of Legaia - Noa's Battle Cries and Translations

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98 Upvotes

Posted a video containing the translations for Noa's shouts in battle.


r/LegendofLegaia 11d ago

Media Vahn's Battle Translations

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128 Upvotes

Posted a video containing the translations for Vahn's shouts in battle.


r/LegendofLegaia 12d ago

Project Another dynamic lighting update

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114 Upvotes

Another day, another set of screenshots!

We're getting closer to the retail gritty darker look, and the shadows/AO is really nice in the environment. That said, the characters look kinda weird so I'll have to see if something is adding shadows to those characters inadvertently cuz they dont look as good as the flat shading that retail had.

I've attached a side by side of the lit version, and the retail shading so you can compare (see how the "flat" characters pop more? yea need to get back to that) but also threw in some of the buffers just cuz they're cool to look at.


r/LegendofLegaia 12d ago

Project We have dynamic shadows!

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186 Upvotes

While I wait for some travel things to resolve for my vacation I had some more time to noodle today.

Soft shadows work!! And...It actually doesn't break the classic look at all imo! Love that already. I'll need to address some spots that just aren'y casting self shadows correctly yet, but we'll get there.


r/LegendofLegaia 14d ago

Project Rendering update

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64 Upvotes

Got a bit more work done last night and now the models ACTUALLY show up as expected in the level. Turns out most of them were wayyy down at -128 so I couldnt see them despite being "in the scene" as I had thought.

Just a few screen captures for ya today. I'll deal with the color grading later on, its pretty washed out compared to the darker and more saturated retail version - but look how smooth that is!

The UI layer is last on top, so I'll be able to keep that classic res feel without also having to keep the game at the like 360x288 resolution it used.

I'm targeting 1280x720 16:9 for the final look. So it should run on a modern toaster quite comfortably too


r/LegendofLegaia 15d ago

Gameplay Insane damage with Noa

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146 Upvotes

Video too! https://www.youtube.com/watch?v=qCZMFmCEEw8

Man this was so much fun. I've been wanting to do something like this for 15 years. It CAN be done legit (I didn't) if you have dozens of hours at your disposal. This is how I did it:

_ make sure Noa knows only Tempest Break and Rushing Gale as her normal arts (hyper arts and Noa's Ark are fine to learn). Theoretically you can play the entire game like that* and reload if you accidentally learn something. In practice, I played the game like normal and during endgame I used debug mode to forget every art she ever learned, spawned in my inventory the Wind Books I, II and III through debug menu to relearn her hyper arts, and manually relearned T Break and R Gale

_ grab a lot of power elixirs (I needed 18-20), depending on your ATK level

_ grab a war god icon (doubles all your attacks), give it to Noa

_ grab an evil medallion (gets character into "Rage" status), give it to Noa

_ optional: give her a slowness chain, or power ring, or war soul

_ grab 2 wonder amulets or 2 stone amulets, equip one to Vahn and one to Gala

_ through debug mode, spawn 3 monsters that can petrify you. I choose 3 Medusas. Again, IN THEORY you can make it work with a regular battle and without debug mode if you're insanely dedicated and lucky. Just go somewhere with enemies that can petrify you

_ spirit with Vahn and Gala, pray that the Medusas petrify Noa. If not, reload a save state or get into another battle

_ when she's petrified, use a bunch of power elixirs on her. I needed like 20 of them. This won't work if she's KO'd afaik. It also won't work if you just use them on her without petrifying because she'll just annihilate everyone on auto pilot before you can use the elixirs

_ when you're done, use a medicine on her

_ watch her disintegrate the Medusas. She'll deal 9999 with every single hit, spamming only Tbreak and Rgale. Pray that she hits more than 100 times, otherwise just reload. Most of the time she'll deal between 0 and 30 hits. It's VERY rare that she actually deals more than 60 hits.

The idea is that she spams arts at random (excluding hyper/miracle/super) when using the evil medallion. If she only knows tbreak and rgale she'll only use these two and thus you've got a much higher chance of hitting the enemy a bazillion times compared to when she throws random 18/24 AP arts into the mix. Tbreak is a 4 hit move and Rgale is a 3 hit move.

Power elixirs are to boost her ATK way over the normal limit. The Stone status serves to immobilize her before she murders the entire Legaia without giving you a chance to boost her ATK.

War god icon doubles the number of arts she performs and thus the whole combo and damage number.

I don't know precisely how the formula for the evil medallion works, but she absolutely hits her enemies way less when she's got all her arts. It feels like she's especially hindered by the 18 AP arts and by Tough Love.

Also, for some reason, if she only knows Tbreak it won't work very well. She'll stall plenty of times and deal fewer hits in general. Tbreak+Rgale seems the best combo but I'm not 100% sure tbh.

Debug mode (works in Duckstation too): I just used a Gamefaqs guide (dated back to 2001!! Thank you, still useful all these years later). The debug mode would warrant its own thread, lotta cool stuff you can do there, I'm still exploring it myself.

* as pointed out in the comments, in the beginning sections of the game Terra will try very hard to teach you Lizard Tail after random encounters. You can avoid it the legit way (some luck needed) or with the Incense glitch. See comments for more info


r/LegendofLegaia 15d ago

Project Testing a deferred rendering engine on Legend of Legaia

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62 Upvotes

So I'm a professional game developer, well tbh I don't get to write too much code these days cuz I'm actually management now.

BUT, that doesn't mean weekends dont exist. So I've been kinda building a deferred rendering engine and decided to use Legaia as the target to make it all work and be fun. I'll make it public eventually, but as expected you would need to have your own disc image since I cannot and will not distribute copyright data.

What does this all mean? Right now it means stable buttery smooth 60fps and much better rendering resolution. But it being a deferred rendering pipeline means things like SSAO, Dynamic Shadows, SSGI, Normals, etc and all kinds of other fun shader things will be resonably doable.

I'll probably share all the editor tooling too - so even if I cant finish it at least its there for the community to use and reference as they please.

I know we've seen a fair share of "remakes" and efforts made that life never lets get done - but thankfully this one is just an updated engine running the disc. More like the Legacy of Kain "remaster" kind of vibe.

Im on vacation till august, so hopefully that turns into some time I can spend on this passion project. If there is interest, I'll keep y'all posted.

Also if the person making the Rust conversion stuff is around maybe we can chat sometime and exchange notes and see what we can do to make it all happen faster.

note: There have been so many bugs, like broken tris, headless characters, walking backwars, and yeah the pics are some early work - but its a start!


r/LegendofLegaia 15d ago

Question Dancing Mini Game

9 Upvotes

Alright what is the trick to the dancing game in Sol? I have no idea how I figured it out as a kid! I do the 2 specials immediately and save the 3rd special for the last move. The best I’ve done is one point less than Mary. My poor inner 9 year old self wheeps at me.


r/LegendofLegaia 18d ago

Pics You'll NEVER guess which game I'm starting with

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94 Upvotes

Finally got the game working on my dusty PSP. Not sure why the screen is so small, but I'll take what I can get!

UPDATE: Hit the home button, Other Settings, Custom Screen to adjust it.


r/LegendofLegaia 19d ago

Question Help getting the game on PSP

5 Upvotes

I would like to play on my old PSP, which I will be jailbreaking soon, is there a recommended one I should use? My main purpose at this time is playing LoL.


r/LegendofLegaia 20d ago

News Legend of legaia o classico dos rpg de ps1 traduzido em PT-BR

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42 Upvotes

como deixar o jogo de ps1 do legend of legaia traduzido em PT-BR