From da9f4cdbe4f17ca11e9d47ed6043fb4f4850ae41 Mon Sep 17 00:00:00 2001 From: Kion Date: Thu, 3 Oct 2024 07:15:06 +0900 Subject: [PATCH] Update README.md --- README.md | 72 ++----------------------------------------------------- 1 file changed, 2 insertions(+), 70 deletions(-) diff --git a/README.md b/README.md index 8588b49..565045a 100644 --- a/README.md +++ b/README.md @@ -48,77 +48,9 @@ $ bun index.ts | test | tests for encoding and decoding information into the game | -## MegaMan Model - -There is a separate model of MegaMan depending on the equipment. -The options for this are if a helmet is equipped or not, and if the shoes are jet, cleat, asbestos, or hover. -What this means is that most of the information in the model is duplicated, with the exception of the helmet and shoes. - -| File | Helmet | Shoes | -| ---- | ------ | ---- | -| PL00P000.BIN | YES | Normal | -| PL00P001.BIN | YES | Jet Shoes | -| PL00P002.BIN | YES | Cleat Shoes | -| PL00P003.BIN | YES | Asbestos Shoes | -| PL00P004.BIN | YES | Hydo Shoes | -| PL00P005.BIN | YES | Hover Shoes | -| PL00P010.BIN | NO | Normal | -| PL00P011.BIN | NO | Jet Shoes | -| PL00P012.BIN | NO | Cleat Shoes | ` -| PL00P013.BIN | NO | Asbestos Shoes | -| PL00P014.BIN | NO | Hydo Shoes | -| PL00P015.BIN | NO | Hover Shoes | - -## Body Parts - -Even through there are variations with all of the models, the offsets for the body parts are the same. -The mesh information stored in each `.BIN` files starts at `0x30` and is `0x2b40` in size. -These offsets are with respect to the start of the model file which is `0x30`. - -For the purpose of this document, we will use the term "model" to refer to the enter file, -"mesh" refers to a single body part. And "strip" will refer to the list of commands that make up the mesh. - -| Body Part| Offset| Number of Strips | -| --------| ----- | ---------------- | -| Bones| 0x00| 16 | -| Body| 0x80 | 6 | -| Head| 0xb60 | 3 | -| Feet| 0x1800 | 2 | -| Right Arm| 0x1dd0 | 3 | -| Buster| 0x2220 | 3 | -| Left Arm| 0x26f0 | 3 | - -### Strip Format - -Each strip is a list of vertices and indices used to draw the mesh. -Indices are described in either triangles or quads, and both reference the same vertex list. -For the same number of vertices, there are shading vertex colors that describe the local shadows for each face. - -```c -typedef struct { - utin8_t triCount; - utin8_t quadCount; - utin8_t vertexCount; - uint8_t nop; - uint32_t triOffset; - uint32_t quadOffset; - uint32_t vertexOffset; - utin32_t triShadowOffset; - utin32_t quadShadowOffset; -} StripHeader; -``` - -| 0x00 | 0x01 | 0x02 | 0x03 | 0x04 | 0x08 | 0x0c | 0x10 | 0x14 | -| --------| ----- | ---------------- | ----- | ---- | ----- | ---- | ----- | --- | -| Tri Count | Quad Count | Vertex Count | NOP | Tri Ofs | Quad Ofs | Vertex Ofs | Tri Shadow Ofs | Quad Shadow Ofs | - -### Vertex Format - -Issue: https://github.com/kion-dgl/Miku-Legends-2/issues/6 - -### Face Format +## Format Documentation -Issue: https://github.com/kion-dgl/Miku-Legends-2/issues/12 +Documentation for File Formats used in MegaMan Legends 2 can be found here: [https://format.dashgl.com/mml2/](https://format.dashgl.com/mml2/) ## Credits