|
| 1 | +--- |
| 2 | +title: Overview |
| 3 | +description: A description of the mesh format used for the player character |
| 4 | +--- |
| 5 | + |
| 6 | +## Game Overview |
| 7 | + |
| 8 | +MegaMan Legends is a unique 3D action-adventure game, released across multiple platforms: PSX, PSP (Japan-only), and PC (Japan-only). This documentation focuses primarily on the **PSX version**, as it is the most widely available version. |
| 9 | + |
| 10 | +The **PSX version** is organized into two main folders: `DAT` and `COMMON`, where most of the game's assets are stored. |
| 11 | + |
| 12 | +While the **PC version** uses a different archive format, the actual game data in the PC version shares similarities with the PSX version, especially the internal assets (such as meshes, textures, etc.). |
| 13 | + |
| 14 | +The **PSP version** contains mostly the same assets as the PSX version, with some Japan-exclusive side content. |
| 15 | + |
| 16 | +## PSX Version: File Structure |
| 17 | + |
| 18 | +On the PSX game disc, the game files are organized as follows: |
| 19 | + |
| 20 | +- **ROCK_NEO.EXE**: The main game executable. |
| 21 | +- **COMMON Folder**: Contains the player character mesh, the title screen assets, and UI sprites such as the pause menu. |
| 22 | +- **DAT Folder**: Contains assets broken down by scenes, such as stage models, enemy meshes, NPC data, and textures. |
| 23 | + |
| 24 | +### COMMON Folder |
| 25 | + |
| 26 | +The `COMMON` folder holds data that is reused across multiple scenes. Some of the notable assets include: |
| 27 | +- **Player Character Mesh (MegaMan)**: This is where the player character's 3D model is stored. |
| 28 | +- **Title Screen**: Assets for the game's title screen are contained here. |
| 29 | +- **Sprites and UI Elements**: Common sprites, such as those used in the pause menu, are also found here. |
| 30 | + |
| 31 | +### DAT Folder |
| 32 | + |
| 33 | +The `DAT` folder is structured around scenes in the game. Each scene is broken into multiple acts. For example: |
| 34 | +- **Scene 3**: Contains Act 0, Act 1, Act 2, Act 3, Act 4, and Act 5. |
| 35 | + - Each act contains specific models and textures for that scene. |
| 36 | + - **Duplicated Assets**: Meshes and textures are often duplicated between acts to allow the game to load data sequentially into memory, avoiding issues with limited RAM on the PSX. |
| 37 | + |
| 38 | + ## File Format Documentation |
| 39 | + |
| 40 | + ### Mesh Formats |
| 41 | + The mesh format used for 3D models in MegaMan Legends typically follows this structure: |
| 42 | + - **PBD** Mesh Data for the player character |
| 43 | + - **EBD** Mesh Data for the scene entities |
| 44 | + |
| 45 | + ### Texture Formats |
| 46 | + Textures are stored as compressed images. The compression algorithm used on the PSX version is unique to the hardware, requiring custom decompression scripts. |
| 47 | + |
| 48 | + - **TIM** Texture format for the PlayStation, uses the same elements packed differently |
| 49 | + - Image + Palette compressed |
| 50 | + - Image + Palette uncompressed |
| 51 | + - Image Compressed |
| 52 | + - Palette Only Uncompressed |
| 53 | + |
| 54 | + ### Compression Formats |
| 55 | + The game uses a variety of compression techniques to store data efficiently on the disc. Some of these include: |
| 56 | + - **LZ77r Compression**: Modified version of an LZ77 with a fixed `0x2000` byte window size |
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