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