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A streamed 448 m valley in fog, built by art/models.py as 14 x 14 ground chunks (4 m quads where the player walks, 8 m elsewhere) and a cliff face per chunk column under the north rim; the scene streams it by region. The player's nav uses the Terrain preset, the whole rim is a walk-off zone, and a trigger below it (scripts/fall.lua) sets Persist lost=1 and loads the title, which says "You fell from the cliff edge" once. Three beacons with Interactables (Circle) share scripts/beacons.blocks: by `my name` it remembers beacon_<name>, turns on the runtime point light <name>_light, plays "ignite", and plays "chime" once all three are lit. art/sfx.py synthesises ignite, chime and the valley's wind loop. psxsplash refuses CD-DA in a streamed scene, so the valley's ambience is the looping SPU clip "wind" instead of disc track 3. The title asks for a 160 KB render buffer: psxsplash sizes it from the first scene, and the valley needs more than the title. features.json moves to phase 2.
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Phase 2: the valley. It is a streamed area of 196 ground chunks and 14 cliff pieces, generated by
art/models.py, with fog and a nav mesh baked with the Terrain preset. The cliff rims are walk-off edges. A trigger below each rim setslostinPersistand loads the title, which then shows "You fell from the cliff edge". There are three beacons, and pressing Circle at one runsbeacons.blocks: it remembers that beacon, turns on itsBeacon*_lightand plays an ignite sound. Once all three are lit it plays a chime. The sounds are synthesised byart/sfx.py.The valley can't play CD music because the engine ignores
Audio.PlayCDDAwhile a scene streams from the CD. It loops thewindclip instead, and track 3 stays on the disc. The title scene now asks for a larger render buffer, since the engine sizes that buffer from the first scene. In PCSX-Redux, the fog, lighting a beacon and falling back to the title all work. BeaconB, BeaconC and the chime aren't covered by those runs.