# RAM-dump corpus — Phase 3 live PCSX-Redux captures (2026-06-14) Full 2 MB PS1 RAM images pulled from the Windows-native PCSX-Redux web API (`GET http://172.17.208.1:8081/api/v1/cpu/ram/raw`) while Drew played a fresh SLUS-00726 run. Each is a labeled game-state snapshot — a reusable corpus for offline RE in later phases (overlay map, player-state, save-format) **without re-playing the game**. - **The `.bin` files are gitignored** (ROM-derived 2 MB game memory; 57 MB total). This INDEX is committed. - They are **NOT cheaply regenerable** (each needs replay to the exact state) — back up `dumps/` off-machine if you want them safe against disk loss (same as `disks/`). While private, they *could* be pushed (H1 relaxed), but local + this index matches the `disks/`/`extracted/` hygiene. - Resident blob always @0x800CEDF8 (`MAIN.CD/FILE_010/1.1`); location overlay slot @0x80128158. - Verified addresses derived from these live in `docs/memory-map.md` (§3.4, §4.3, Q#1/#3-#6/#9/#12). | File | State / location | Overlay @0x80128158 | Key facts | Used for | |---|---|---|---|---| | `ram_t6b.bin` | **tut_forest** (tutorial forest, game start, daytime) | `SC01/077` | the MILESTONE dump | T6b/T7 milestone byte-proof | | `ram_spiral.bin` | Spiral Tower exterior, pre-erection | `SC01/080` | gold 1450, HP 146/150, BP 137/150, +Gunshot | overlay map; HP/BP/gold | | `ram_spiral2.bin` | Spiral Tower exterior, tower erected | `SC01/080` | gold 1450, HP 136/150, BP 91/150, Day1 Mon | HP/BP change-detect (Q#12) | | `ram_inside.bin` | Spiral Tower interior | `SC01/084` | gold 1550 | gold triangulation | | `ram_inside2.bin` | Spiral Tower interior | `SC01/084` | gold 1650 | gold pin (0x80078E8C ÷10) | | `ram_event.bin` | Spiral Tower interior, bell→fire→teleporter event | `SC01/084` | event-flag cluster lead | event flags (unisolated) | | `ram_toptower.bin` | Spiral Tower top | `SC02/000≡003` | gold 1760 (dup overlay) | overlay map (SC02; dup pair) | | `ram_lumina.bin` | Spiral Tower upper, head-chase (got Lumina) | `SC02/000≡003` | — | overlay map | | `ram_castle.bin` | Allucaneet Castle Ch1 interior (Rootrick/princess) | `SC02/005` | — | overlay map | | `ram_steamknight.bin` | Steam Knight fight, stage 1 (castle) | `SC02/005` | bossHP 27 | bossHp_SteamKnight 0x801E4398 | | `ram_courtyard.bin` | Steam Knight stage 2 (courtyard) | `SC02/005` | bossHP 0 (defeated) | bossHP verify (27→0) | | `ram_dummytown.bin` | Steam Knight stage 3 (dummy town) | `SC02/005` | bossHP 144 (refilled) | bossHP verify (per-stage) | | `ram_savescreen.bin` | Save screen (location overlay FLUSHED) | (none — menu) | saveHeaderTemplate visible | Q#5 save-format header | | `ram_ch2castle.bin` | Ch2 Allucaneet Castle bedroom (king/butler) | `SC01/005≡006` | — | overlay map (location×chapter) | | `ram_library.bin` | Library (read-books menu, frozen/blue) | `SC01/008` | menu sub-state | overlay map | | `ram_library2.bin` | Library (post-quit, speech menu, animated) | `SC01/008` | same overlay | overlay-model correction | | `ram_castlehub.bin` | Allucaneet Castle hub (nav menu) | `SC01/004` | Visit/Library/Room/SubMenu/Village | overlay map | | `ram_room.bin` | Room (Sleep/Toys/Leave) | `SC01/005≡006` | re-entry determinism | overlay map | | `ram_visit.bin` | Visit / main hall (Geezer) | `SC01/009` | — | overlay map | | `ram_submenu.bin` | SubMenu (main game menu) | `SC01/004` | gold 1650, HP 150/150, BP 100/150 | player-state cross-check | | `ram_itemmenu.bin` | Item/inventory menu (empty) | `SC01/004` | — | menu-overlay model | | `ram_gondola.bin` | Gondola / outside village | `SC03/002` | — | overlay map (SC03) | | `ram_village1.bin` | Village (central hub) entry | `SC03/001` | hour 15 | overlay map; clock | | `ram_village2.bin` | Village far corner | `SC03/001` | 18:15 | one-overlay proof; clock | | `ram_inn.bin` | Inn (before pay-to-sleep) | `SC03/001` | pre-sleep state | tiredness "before" | | `ram_time1.bin` | Village, clock snapshot 1 (paused) | `SC03/001` | Day1 Mon 13:30, tired 11% | clock/tiredness triangulation | | `ram_time2.bin` | Village, clock snapshot 2 (paused) | `SC03/001` | 14:30, tired 14% | clock/tiredness triangulation | | `ram_sleep.bin` | After Inn pay-to-sleep (paid 390) | `SC03/001` | HP/BP max, tired 0, Day2 Tue 3:00, gold 1260 | day/hour/tiredness/gold confirms |