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Notes:Mega Man Network Transmission

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This page contains notes for the game Mega Man Network Transmission.

Plain Text Files

root/audio/CVS/Entries

/BM01_06_L.dsp/1.2/Thu Oct 10 04:01:51 2002/-kb/
/BM01_06_R.dsp/1.2/Thu Oct 10 04:01:54 2002/-kb/
/BM01_07_L.dsp/1.2/Mon Sep 30 05:10:43 2002/-kb/
/BM01_07_R.dsp/1.2/Mon Sep 30 05:10:44 2002/-kb/
/BM03_08_L.dsp/1.4/Mon Sep 30 05:10:45 2002/-kb/
/BM03_08_R.dsp/1.4/Mon Sep 30 05:10:48 2002/-kb/
/BM04_09_L.dsp/1.1/Fri Sep 27 01:21:44 2002/-kb/
/BM04_09_R.dsp/1.1/Fri Sep 27 01:21:43 2002/-kb/
/BM05_10_L.dsp/1.1/Fri Sep 20 08:21:58 2002/-kb/
/BM05_10_R.dsp/1.1/Fri Sep 20 08:21:58 2002/-kb/
/BM06_11_L.dsp/1.2/Thu Sep 05 06:13:39 2002/-kb/
/BM06_11_R.dsp/1.2/Thu Sep 05 06:13:42 2002/-kb/
/BM07_12_L.dsp/1.1/Fri Sep 20 08:21:59 2002/-kb/
/BM07_12_R.dsp/1.1/Fri Sep 20 08:21:59 2002/-kb/
/BM08_13_L.dsp/1.2/Mon Sep 30 05:10:52 2002/-kb/
/BM08_13_R.dsp/1.2/Mon Sep 30 05:10:54 2002/-kb/
/BM09_14_L.dsp/1.2/Mon Sep 30 05:10:56 2002/-kb/
/BM09_14_R.dsp/1.2/Mon Sep 30 05:10:58 2002/-kb/
/BM10_L.dsp/1.1/Thu Sep 19 07:21:39 2002/-kb/
/BM10_R.dsp/1.1/Thu Sep 19 07:21:38 2002/-kb/
/BM11_16_L.dsp/1.1/Mon Sep 30 07:27:42 2002/-kb/
/BM11_16_R.dsp/1.1/Mon Sep 30 07:27:41 2002/-kb/
/BM12_17_L.dsp/1.1/Wed Sep 25 02:06:39 2002/-kb/
/BM12_17_R.dsp/1.1/Wed Sep 25 02:06:40 2002/-kb/
/BM12_22_L.dsp/1.2/Mon Sep 30 05:11:00 2002/-kb/
/BM12_22_R.dsp/1.2/Mon Sep 30 05:11:02 2002/-kb/
/BM13_18_L.dsp/1.1/Thu Sep 26 05:59:40 2002/-kb/
/BM13_18_R.dsp/1.1/Thu Sep 26 05:59:39 2002/-kb/
/BM14_19_L.dsp/1.2/Thu Sep 05 06:13:45 2002/-kb/
/BM14_19_R.dsp/1.2/Thu Sep 05 06:13:48 2002/-kb/
/BM15-20_L.dsp/1.1/Tue Aug 27 06:44:28 2002/-kb/
/BM15-20_R.dsp/1.1/Tue Aug 27 06:44:31 2002/-kb/
/BM15_23_L.dsp/1.2/Mon Sep 30 05:11:04 2002/-kb/
/BM15_23_R.dsp/1.2/Mon Sep 30 05:11:05 2002/-kb/
/BM15_24_L.dsp/1.1/Tue Sep 24 02:03:42 2002/-kb/
/BM15_24_R.dsp/1.1/Tue Sep 24 02:03:44 2002/-kb/
/BM20_01_L.dsp/1.2/Mon Sep 30 05:11:06 2002/-kb/
/BM20_01_R.dsp/1.2/Mon Sep 30 05:11:07 2002/-kb/
/BM20_04_L.dsp/1.1/Fri Oct 11 02:09:14 2002/-kb/
/BM20_04_R.dsp/1.1/Fri Oct 11 02:09:13 2002/-kb/
/BM20_26_L.dsp/1.3/Mon Sep 30 05:11:08 2002/-kb/
/BM20_26_R.dsp/1.3/Mon Sep 30 05:11:11 2002/-kb/
/BM20_27_L.dsp/1.1/Mon Sep 30 10:58:35 2002/-kb/
/BM20_27_R.dsp/1.1/Mon Sep 30 10:58:35 2002/-kb/
/BM20_28_L.dsp/1.1/Tue Sep 24 02:03:44 2002/-kb/
/BM20_28_R.dsp/1.1/Tue Sep 24 02:03:44 2002/-kb/
/BM20_29_L.dsp/1.1/Wed Sep 25 10:53:01 2002/-kb/
/BM20_29_R.dsp/1.1/Wed Sep 25 10:53:02 2002/-kb/
/BM20_31_L.dsp/1.1/Mon Sep 30 05:11:16 2002/-kb/
/BM20_31_R.dsp/1.1/Mon Sep 30 05:11:16 2002/-kb/
/BM20_32_L.dsp/1.1/Fri Oct 11 02:09:13 2002/-kb/
/BM20_32_R.dsp/1.1/Fri Oct 11 02:09:13 2002/-kb/
/eye_l.dsp/1.1/Tue Aug 27 06:44:33 2002/-kb/
/eye_r.dsp/1.1/Tue Aug 27 06:44:33 2002/-kb/
/gameover_l.dsp/1.1/Tue Aug 27 06:44:35 2002/-kb/
/gameover_r.dsp/1.1/Tue Aug 27 06:44:35 2002/-kb/
/room_l.dsp/1.1/Tue Aug 27 06:44:37 2002/-kb/
/room_r.dsp/1.1/Tue Aug 27 06:44:37 2002/-kb/
/sweep.pool/1.15/Tue Oct 22 11:36:42 2002/-kb/
/sweep.proj/1.14/Tue Oct 22 11:36:42 2002/-kb/
/win_l.dsp/1.1/Tue Aug 27 06:44:50 2002/-kb/
/win_r.dsp/1.1/Tue Aug 27 06:44:50 2002/-kb/
/sweep.samp/1.16/Mon Jan 27 04:26:15 2003/-kb/
/sweep.sdir/1.16/Mon Jan 27 04:26:16 2003/-kb/
D

root/audio/CVS/Repository

Rockman/DVDRoot/audio

root/audio/CVS/Root

:ntserver:Name@otani-cvs:/d//CvsRoot

root/Card/CVS/Entries

/card.pac/1.6/Wed Feb 05 01:42:23 2003/-kb/
D

root/Card/CVS/Repository

Rockman/DVDRoot/Card

root/audio/CVS/Root

:ntserver:Name@otani-cvs:/d//CvsRoot

root/CVS/Entries

D/Card////
D/EnvMap////
D/LightMap////
D/LoopDemo////
D/Menu////
D/MotionTest////
D/Navi////
D/NetRoom////
D/PackTest////
D/StageData////
D/audio////
D/playdemo////
/opening.bnr/1.14/Wed Feb 05 01:42:23 2003/-kb/

root/CVS/Entries.log

A D/DiskErrorPic////
R D/DiskErrorPic////

root/CVS/Repository

Rockman/DVDRoot

root/CVS/Root

:ntserver:Name@otani-cvs:/d//CvsRoot

root/EnvMap/CVS/Entries

/EnvMap.pcp/1.1/Thu Apr 04 07:13:02 2002/-kb/
/EnvMap.txt/1.1/Thu Apr 04 07:13:02 2002//
/EnvMap0.tga/1.1/Thu Apr 04 07:13:02 2002/-kb/
/EnvMap1.tga/1.1/Thu Apr 04 07:13:02 2002/-kb/
/EnvTexMake.bat/1.1/Thu Apr 04 07:13:02 2002//
/RockmanPicConv.exe/1.1/Thu Apr 04 07:13:02 2002/-kb/
D

root/EnvMap/CVS/Repository

Rockman/DVDRoot/EnvMap

root/EnvMap/CVS/Root

:ntserver:Name@otani-cvs:/d//CvsRoot
NN

root/EnvMap/EnvMap.txt

file 0 = EnvMap0.tga
image 0 = 0, x, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 0 = 0, x, EnvMap0

file 1 = EnvMap1.tga
image 1 = 1, x, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 1 = 1, x, EnvMap1

root/EnvMap/EnvTexMake.bat

RockmanPicConv.exe EnvMap.txt EnvMap.pcp

root/LightMap/CVS/Entries

/Light0H.tga/1.5/Fri Oct 04 13:57:02 2002/-kb/
/Light0V.tga/1.5/Fri Oct 04 13:57:02 2002/-kb/
/Light1H.tga/1.5/Fri Oct 04 13:57:03 2002/-kb/
/Light1V.tga/1.5/Fri Oct 04 13:57:03 2002/-kb/
/Light2H.tga/1.5/Fri Oct 04 13:57:03 2002/-kb/
/Light2V.tga/1.5/Fri Oct 04 13:57:03 2002/-kb/
/LightMap.pcp/1.8/Fri Oct 04 13:57:03 2002/-kb/
/LightMap.txt/1.5/Fri Oct 04 13:57:04 2002//
/LightTexMake.bat/1.2/Fri Mar 15 07:05:36 2002//
/RockmanPicConv.exe/1.1/Fri Mar 15 07:05:36 2002/-kb/
D

root/LightMap/CVS/Repository

Rockman/DVDRoot/LightMap

root/LightMap/CVS/Root

:ntserver:Name@otani-cvs:/d//CvsRoot
NN

root/LightMap/LightMap.txt

;=======================================================================
;
; このファイルはピクチャをコンバートするスクリプトファイルです。
;
;=======================================================================
;
;<<<ラップの設定をループテクスチャに変更するには?>>>
;
;	●image部の「GX_CLAMP」を「GX_REPEAT」と書き換えてください。
;	 左が「X方向」、右が「Y方向」の設定になっています。
;
;
;
;<<<出力形式を16ビット(RGB4ビット・A3ビット)に変更するには?>>>
;
;	●image部の「CMPR」を「RGB5A3」と書き換えてください。
;	 (「RGB4A3」ではありませんのでご注意下さい)
;
;=======================================================================

;------------------------------------------------
; Name = Light0H ID = 0
;------------------------------------------------
file 0 = Light0H.tga
image 0 = 0, 0, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 0 = 0, x, plug0H

;------------------------------------------------
; Name = Light0V ID = 1
;------------------------------------------------
file 1 = Light0V.tga
image 1 = 1, 1, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 1 = 1, x, plug0V

;------------------------------------------------
; Name = Light1H ID = 2
;------------------------------------------------
file 2 = Light1H.tga
image 2 = 2, 2, CMPR, 0, 3, 0, GX_CLAMP, GX_CLAMP
texture 2 = 2, x, plug1H

;------------------------------------------------
; Name = Light1V ID = 3
;------------------------------------------------
file 3 = Light1V.tga
image 3 = 3, 3, CMPR, 0, 3, 0, GX_CLAMP, GX_CLAMP
texture 3 = 3, x, plug1V

;------------------------------------------------
; Name = Light2H ID = 4
;------------------------------------------------
file 4 = Light2H.tga
image 4 = 4, 4, CMPR, 0, 3, 0, GX_CLAMP, GX_CLAMP
texture 4 = 4, x, plug2H

;------------------------------------------------
; Name = Light2V ID = 5
;------------------------------------------------
file 5 = Light2V.tga
image 5 = 5, 5, CMPR, 0, 3, 0, GX_CLAMP, GX_CLAMP
texture 5 = 5, x, plug2V

root/LightMap/LightTexMake.bat

RockmanPicConv.exe LightMap.txt LightMap.pcp

root/StageData/fixed/Effect/EffTexAE/EffTexAE_Make.bat

RockmanPicConv.exe EffTexAE.txt EffTexAE.pcp > EffTexAE_Out.txt


root/StageData/fixed/Effect/EffTexAE/EffTexAE.txt

;=======================================================================
;
; このファイルはピクチャをコンバートするスクリプトファイルです。
;
;=======================================================================
;
;<<<ラップの設定をループテクスチャに変更するには?>>>
;
;   ●image部の「GX_CLAMP」を「GX_REPEAT」と書き換えてください。
;    左が「X方向」、右が「Y方向」の設定になっています。
;
;
;
;<<<出力形式を16ビット(RGB4ビット・A3ビット)に変更するには?>>>
;
;   ●image部の「CMPR」を「RGB5A3」と書き換えてください。
;    (「RGB4A3」ではありませんのでご注意下さい)
;
;=======================================================================
 
;------------------------------------------------
; Name = fbarirp1 ID = 0
;------------------------------------------------
file 0 = fbarirp1.pic
image 0 = 0, 0, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 0 = 0, x, fbarirp1
 
;------------------------------------------------
; Name = fbdspcp1 ID = 1
;------------------------------------------------
file 1 = fbdspcp1.pic
image 1 = 1, 1, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 1 = 1, x, fbdspcp1
 
;------------------------------------------------
; Name = fbdspcp2 ID = 2
;------------------------------------------------
file 2 = fbdspcp2.pic
image 2 = 2, 2, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 2 = 2, x, fbdspcp2
 
;------------------------------------------------
; Name = fblcicp0 ID = 3
;------------------------------------------------
file 3 = fblcicp0.pic
image 3 = 3, 3, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 3 = 3, x, fblcicp0
 
;------------------------------------------------
; Name = fblcstp0 ID = 4
;------------------------------------------------
file 4 = fblcstp0.pic
image 4 = 4, 4, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 4 = 4, x, fblcstp0
 
;------------------------------------------------
; Name = fbomefp1 ID = 5
;------------------------------------------------
file 5 = fbomefp1.pic
image 5 = 5, 5, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 5 = 5, x, fbomefp1
 
;------------------------------------------------
; Name = fbomefp2 ID = 6
;------------------------------------------------
file 6 = fbomefp2.pic
image 6 = 6, 6, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 6 = 6, x, fbomefp2
 
;------------------------------------------------
; Name = fbrbdyp1 ID = 7
;------------------------------------------------
file 7 = fbrbdyp1.pic
image 7 = 7, 7, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 7 = 7, x, fbrbdyp1
 
;------------------------------------------------
; Name = fbubshp1 ID = 8
;------------------------------------------------
file 8 = fbubshp1.pic
image 8 = 8, 8, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 8 = 8, x, fbubshp1
 
;------------------------------------------------
; Name = fchagsp1 ID = 9
;------------------------------------------------
file 9 = fchagsp1.pic
image 9 = 9, 9, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 9 = 9, x, fchagsp1
 
;------------------------------------------------
; Name = fchankp1 ID = 10
;------------------------------------------------
file 10 = fchankp1.pic
image 10 = 10, 10, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 10 = 10, x, fchankp1
 
;------------------------------------------------
; Name = fcoinpp1 ID = 11
;------------------------------------------------
file 11 = fcoinpp1.pic
image 11 = 11, 11, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 11 = 11, x, fcoinpp1
 
;------------------------------------------------
; Name = felnmbp1 ID = 12
;------------------------------------------------
file 12 = felnmbp1.pic
image 12 = 12, 12, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 12 = 12, x, felnmbp1
 
;------------------------------------------------
; Name = femshtp1 ID = 13
;------------------------------------------------
file 13 = femshtp1.pic
image 13 = 13, 13, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 13 = 13, x, femshtp1
 
;------------------------------------------------
; Name = femshtp2 ID = 14
;------------------------------------------------
file 14 = femshtp2.pic
image 14 = 14, 14, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 14 = 14, x, femshtp2

root/StageData/fixed/Effect/EffTexAE/EffTexAE_Out.txt

RockmanEXE Cube用ピクチャコンバータ "RockmanPicConv"
スクリプトファイル名 : EffTexAE.txt
出力ピクチャパレットファイル名 : EffTexAE.pcp

=============================================
	出力ピクチャサイズ : 144 キロバイト 
=============================================


root/LoopDemo/pack.bat

f:\Project\Rockman\Pack\RockmanFilePack klogocnv.lst klogocnv.pac

root/LoopDemo/packPAL.bat

f:\Project\Rockman\Pack\RockmanFilePack klogocnvPAL.lst klogocnvPAL.pac

root/StageData/fixed/Effect/EffTexAE/EffTexAEOption.txt

アルファ化

root/StageData/fixed/Effect/EffTexAE/Template.bat

RockmanPicScriptMake -m ./ Template.txt

root/StageData/fixed/Effect/EffTexAE/Template_Make.bat

RockmanPicConv.exe Template.txt Template.pcp > Template_Out.txt

root/StageData/fixed/Effect/EffTexAE/Template.txt

;=======================================================================
;
; このファイルはピクチャをコンバートするスクリプトファイルです。
;
;=======================================================================
;
;<<<ラップの設定をループテクスチャに変更するには?>>>
;
;   ●image部の「GX_CLAMP」を「GX_REPEAT」と書き換えてください。
;    左が「X方向」、右が「Y方向」の設定になっています。
;
;
;
;<<<出力形式を16ビット(RGB4ビット・A3ビット)に変更するには?>>>
;
;   ●image部の「CMPR」を「RGB5A3」と書き換えてください。
;    (「RGB4A3」ではありませんのでご注意下さい)
;
;=======================================================================
 
;------------------------------------------------
; Name = fbarirp1 ID = 0
;------------------------------------------------
file 0 = fbarirp1.pic
image 0 = 0, 0, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 0 = 0, x, fbarirp1
 
;------------------------------------------------
; Name = fbdspcp1 ID = 1
;------------------------------------------------
file 1 = fbdspcp1.pic
image 1 = 1, 1, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 1 = 1, x, fbdspcp1
 
;------------------------------------------------
; Name = fbdspcp2 ID = 2
;------------------------------------------------
file 2 = fbdspcp2.pic
image 2 = 2, 2, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 2 = 2, x, fbdspcp2
 
;------------------------------------------------
; Name = fblcicp0 ID = 3
;------------------------------------------------
file 3 = fblcicp0.pic
image 3 = 3, 3, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 3 = 3, x, fblcicp0
 
;------------------------------------------------
; Name = fblcstp0 ID = 4
;------------------------------------------------
file 4 = fblcstp0.pic
image 4 = 4, 4, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 4 = 4, x, fblcstp0
 
;------------------------------------------------
; Name = fbomefp1 ID = 5
;------------------------------------------------
file 5 = fbomefp1.pic
image 5 = 5, 5, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 5 = 5, x, fbomefp1
 
;------------------------------------------------
; Name = fbomefp2 ID = 6
;------------------------------------------------
file 6 = fbomefp2.pic
image 6 = 6, 6, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 6 = 6, x, fbomefp2
 
;------------------------------------------------
; Name = fbrbdyp1 ID = 7
;------------------------------------------------
file 7 = fbrbdyp1.pic
image 7 = 7, 7, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 7 = 7, x, fbrbdyp1
 
;------------------------------------------------
; Name = fbubshp1 ID = 8
;------------------------------------------------
file 8 = fbubshp1.pic
image 8 = 8, 8, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 8 = 8, x, fbubshp1
 
;------------------------------------------------
; Name = fchagsp1 ID = 9
;------------------------------------------------
file 9 = fchagsp1.pic
image 9 = 9, 9, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 9 = 9, x, fchagsp1
 
;------------------------------------------------
; Name = fchankp1 ID = 10
;------------------------------------------------
file 10 = fchankp1.pic
image 10 = 10, 10, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 10 = 10, x, fchankp1
 
;------------------------------------------------
; Name = fcoinpp1 ID = 11
;------------------------------------------------
file 11 = fcoinpp1.pic
image 11 = 11, 11, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 11 = 11, x, fcoinpp1
 
;------------------------------------------------
; Name = felnmbp1 ID = 12
;------------------------------------------------
file 12 = felnmbp1.pic
image 12 = 12, 12, CMPR, 0, 7, 0, GX_CLAMP, GX_CLAMP
texture 12 = 12, x, felnmbp1
 
;------------------------------------------------
; Name = femshtp1 ID = 13
;------------------------------------------------
file 13 = femshtp1.pic
image 13 = 13, 13, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 13 = 13, x, femshtp1
 
;------------------------------------------------
; Name = femshtp2 ID = 14
;------------------------------------------------
file 14 = femshtp2.pic
image 14 = 14, 14, CMPR, 0, 6, 0, GX_CLAMP, GX_CLAMP
texture 14 = 14, x, femshtp2

root/StageData/fixed/pack.bat

cd Effect\EffTexAE
call EffTexAE_Make.bat
cd ..\..\
cd Effect\EffTexFJ
call EffTexFJ_Make.bat
cd ..\..\
cd Effect\EffTexKO
call EffTexKO_Make.bat
cd ..\..\
cd Effect\EffTexPZ
call EffTexPZ_Make.bat
cd ..\..\
cd Effect\EnvMap
call EnvMap_Make.bat
cd ..\..\
RockmanFilePack pack.lst ..\Fixed.pac

Executable Files

root/EnvMap/RockmanPicConv.exe root/LightMap/RockmanPicConv.exe

(I checked using HashMyFiles, both have identical file hashes across the board. Presumed to be identical.)
This file is called by many of the batch scripts on the disc. Testing reveals that, due to the source files being left on the disc, it can be used to generate identical PCP files to the ones on the disc. Presumably, this can be used to modify the game's textures. However, without RockmanFilePack.exe, the extent of one's ability to edit textures using it is limited to EnvMap and LightMap. (Which, handily, use standard Truevision TGA Files as input.)

Hmmm...
To do:
Research more into the TXT files used to control it.
Download.png Download RockmanPicConv.exe copies, with preserved directory structure.
File: RockmanPicConv.exe_files.7z (88 KB) (info)