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src/content/docs/mml2/index.md

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---
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title: Overview
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description: A description of the mesh format used for the player character
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---
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## Game Overview
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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.
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The **PSX version** is organized into two main folders: `DAT` and `COMMON`, where most of the game's assets are stored.
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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.).
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The **PSP version** contains mostly the same assets as the PSX version, with some Japan-exclusive side content.
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## PSX Version: File Structure
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On the PSX game disc, the game files are organized as follows:
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- **ROCK_NEO.EXE**: The main game executable.
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- **COMMON Folder**: Contains the player character mesh, the title screen assets, and UI sprites such as the pause menu.
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- **DAT Folder**: Contains assets broken down by scenes, such as stage models, enemy meshes, NPC data, and textures.
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### COMMON Folder
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The `COMMON` folder holds data that is reused across multiple scenes. Some of the notable assets include:
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- **Player Character Mesh (MegaMan)**: This is where the player character's 3D model is stored.
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- **Title Screen**: Assets for the game's title screen are contained here.
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- **Sprites and UI Elements**: Common sprites, such as those used in the pause menu, are also found here.
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### DAT Folder
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The `DAT` folder is structured around scenes in the game. Each scene is broken into multiple acts. For example:
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- **Scene 3**: Contains Act 0, Act 1, Act 2, Act 3, Act 4, and Act 5.
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- Each act contains specific models and textures for that scene.
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- **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.
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## File Format Documentation
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### Mesh Formats
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The mesh format used for 3D models in MegaMan Legends typically follows this structure:
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- **PBD** Mesh Data for the player character
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- **EBD** Mesh Data for the scene entities
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### Texture Formats
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Textures are stored as compressed images. The compression algorithm used on the PSX version is unique to the hardware, requiring custom decompression scripts.
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- **TIM** Texture format for the PlayStation, uses the same elements packed differently
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- Image + Palette compressed
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- Image + Palette uncompressed
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- Image Compressed
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- Palette Only Uncompressed
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### Compression Formats
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The game uses a variety of compression techniques to store data efficiently on the disc. Some of these include:
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- **LZ77r Compression**: Modified version of an LZ77 with a fixed `0x2000` byte window size

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