TeheMan 8 Editor 1.3
By PogChampGuy AKA Kuumba (https://www.twitch.tv/kuumba_)


/****************************************************
					CHANGE LOG						*
****************************************************/

	1.0
		1st version of the editor + builder released on July 1st,2022.
		Pretty alright start for 1st version.
	
	1.1
		2nd version of the editor released sometime in 2023.
		
		Added 2 new tabs (Camera & Background) plus bunch of other stuff including but not limited to
		
			- Snapshots of level layouts and screens
			- Editing Transperancy and Priority flags in the Screen Editor
			- Real Time Level Editing via PCSX Redux or NOPS https://www.youtube.com/watch?v=S98xfUI9uFA
		
		Replaced the builder with a simpler and more function file replacer (in tools)
		
		Added Tools for editing PAC Files (LOW Level)
		
		Added in a some what manual LBA Table fixer (needs a C Header file witch can by generated via lame-guy's mkpsxiso tool)
		
		WARNING: 	because of a bug in MKPSXISO you need to manually change the LBA in  the C header file to the correct location
					so that game knows where on the disc the file is located , shouldnt have to worry about  that any of the other files
	
	1.1.1
		fixes sadly ...
		Screen Tab & 16x16 tab are sysnced , clear and fill buttons effect just 1 screen
		
		You can now press Delete to Clear the current screen in the Screen Tab
	
	1.1.2
		more fixes.
		You can now Import/Export Clut for easier and quick color editing.
		Online updates are now a find so you never have to check romhacking.net to know if theres a new version
		
	1.2
		Helpful Tile shortcuts to speed up level editing . Group selecting via click and hold as well
		as Copying from other screens (Hold Shift While right click to select , hold shift while left click to paste).
		You can also edit the amount of checkpoints per level
		
	1.2.1
		Fixes + Undo via CTRL + Z
	
	1.3
		Add in the 8bpp Texture patch (witch can be acsessed in the Screen Tile flags) , there is also a partly working new tab
		the Anime tab. This is where you can edit the Color animations.
		
		Also this will probably be the last update in awhile so I actually put some stuff in this readme as well some info on how to
		rebuild the disc.
		
/****************************************************
					OPTIONS							*
****************************************************/
	You can change pretty much most of the base level data using
	the following tabs: Layout,Screen,16x16,CLUT,ENEMY,SPAWN

	Layout:
		Tells the game what screens go where , move around via W,A,S,D.
		Keep in mind when you edit the sizes it will get rid of any undos.
		
		You can switch between different layers by hitting 1,2,3 on your keyboard
		or by clicking the buttons above the selected screen.
		
		If you right click you can select a screen for pasting.
		If you right click while holding shift it will select the screen in the screen tab.
		if you left click while holding shift instead of pasting normally its gonna
		bring up a window to manual  edit the screen Id.
		
		lastly you can also view all the screens in the current layer by clicking
		the View All Screens button
		
	Screen:
		Tells the game what 16x16 Tiles make up a screen.
		To help speed up editing you can grab a group of tiles on right and paste them
		into a screen. You can also grab a group of tiles from an existing screen and
		paste them to another screen. To This right click while holding shift then
		right click while holding shift to another part of the screen.
		Then again while holding shift left click on the area you want to paste your tiles.
		To reset it just select a tile normally.
		
		If you click on the flag icon in the bottom it while open the screen tile flags window.
		In here you can set witch tiles in the screen are transperant and there priority flag.
		Blue = Transperant
		Red  = Priority 
		
		
		I've also included a 8bpp Texture patch so that you can use 8bpp Textures
		in a similar sort of fashion to how MegaMan X5/X6 have 8bpp Textures.
		Also you can find the patch over on my github: https://github.com/Kuumba123/MegaMan8_Texture8bpp
		If you want to use 8bpp textures just set the T-page property
		of a tile to 8-B. Make sure you you keep the Clut property a multiple of 0x10.
		To import a 8bpp texture just go to the Texture Tools and click the Replace Textures
		button . Once you select the PAC file with the textures and then just swap
		the bit depth by right clicking on the texture.		
		
		
		I did make video explaining how write C code for existing 
		PS1 Games: https://www.youtube.com/watch?v=L_gMfNuG-_U
		
	16x16:
		A tab specficly to make changing the T-Page for 16x16 Tiles easier.
		
	CLUT:
		Edit the colors for the Background and the Objects
		You can also import colors from a Gimp Text file and a YYCHR Pal file by clicking the gear
		
	Enemy:
		Change what Enemies go where (Max Enemies: 0xFF).
	Spawn:
		Edit some of the checkpoint info ex:  Cam borders , MegaMan X & Y and more.
		Most things are pretty simple but will mention a few less obvious parameters.
		
		Cam BD-L: Left side border (Camera-X cant be less than this value)
		Cam BD-R: same thing but right side (Camera-X cant be greater than this value)
		Cam BD-T: same thing , (Camera-Y cant be less than this value)
		Cam BD-B: same thing , (Camera-Y cant be greater than this value)
		
		Water Level: exactly what it says it is , just keep in mind that a  LOWER value means a HIGHER water level.
		
		Collision Timer: 
			basicly Mega-X & Y are not the exact locations megaman/zero is gonna land
			in the level. The game checks for the floors to see where megaman is gonna land
			however to avoid getting stuck in floors and ceilings the game has a count down
			then it will start check for collision.
			
	Camera:
		I guess this is the part where I regret not making this an PDF since could  simply put an image but whatever.
		
		basicly Door Settings , Horizontal Settings and Vertical Settings all referance the Border data in the Camera Settings section
		of this tab. So if you see Setting-13 in the Door Settings section that would mean thats gonna use the Border info in the
		Camera Settings part of the tab. Same basic format for the Horizontal and Vertical Settings there just referancing the Camera Settings
		
	Background:
		Set the type of scrolling and base location of each layer. Most of the info here is pretty simple just keep in
		mind the base X and Y do different things depending on the scroll type.
		
	Anime:
		sadly this tab is mostly  disable due to the way the game aranges some of its data structures that make pretty much impossible for my
		editor to automically determine the amount of frames there are in a clut anime so the only really thing you can edit are the colors
		them selfs.
		
		
		Also the same tool from Clut Tab are also in this Tab. You can also copy and paste
		sets via CTRL+C and CTRL+V on top of adding extra sets.
		
		
/****************************************************
					Tools							*
****************************************************/
	Just as a Heads up nothing in this Tab is connected to the rest of the editor.
	Keep that in mind your editing levels while using these tools.	
		
Texture Tools:
	Some simple tools for extracting textures and replacing existing textures.
	
	For extracting just go into the PAC folder and select
	every file in the folder. then select the dest location.
	You can also pick between BMP files and BIN files.
	
	Replacing is also pretty simple.
	Click the format you want to replace with (BIN or BMP).
	Select the PAC file you want to edit the textures with then you should
	see the window showing the textures. From there you can left click to  replace
	the texture. If you see the texture after selecting your BMP or BIN file
	that means that everything is saved and you can close the window.
	Also If you are using the 8bpp Texture Patch you can swap the bit-depth
	by right clicking on the texture. If your using an 8bpp Texture 
	the width of your BMP file has to be 128 if its 4bpp 256.		
		
		
Sound Tools:
	Pretty simple stuff for the most part. If your unaware VAB files are
	Sony's offical format for Sound Banks for PS1 games. So if you have
	the PS1 SDK called PSYQ you can replace VAB files in the game.
	
	Same as before just go to the STDATA folder and select all the files in the folder
	for extracting.
	
	To replace VAB files just locate the PAC file with VAB file you want to edit
	then go to witch of the VAB files you want to edit.

	To replace an SEQ its pretty much the same process.
	
	IMPORTANT: make sure you only select data from the SOUND folder otherwise you will not get actual sound data your just gonna get other data
		
		
Sound Tools:
	Pretty simple stuff for the most part. If your unaware VAB files are
	Sony's offical format for Sound Banks for PS1 games. So if you have
	the PS1 SDK called PSYQ you can replace VAB files in the game.
	
	Same as before just go to the arc folder and select all the files in the folder
	for extracting.
	
	To replace VAB files just locate the ARC file with VAB file you want to edit
	then go to witch of the VAB files you want to edit.
	
ISO 9960 Tools:
	Just some general puprose ISO 9660 tools.
	
	Extract ISO 9660 just grabs all the files in PS1 .BIN file containing the file system.
	
	Replace File is quick and simple way of writting to files in existing PS1 games.
	there are some limitations due to the fact that most files are one after the other.
	I would recommend learning how to use MKPSXISO.EXE (boring program name)
	you can get it here in the releases section:
	https://github.com/Lameguy64/mkpsxiso
	
	Fix MM8 PSX LBA Table is meant to be used with MKPSXISO.EXE.
	The game doesnt use any of the higher level CD related functions for looking up files
	instead the game has a LBA table that lets the game know where the files are located on
	the disc. So basicly if you change the size of the game files you need to fix this table.
	Anyways Im not gonna explain every part about MKPSXISO.EXE (Super boring name)
	but I will explain how to use to put everything back in the game.
	
	1. 	Get MKPSXISO.EXE and put it with all your other game files
		(or your envirmeant variables)
	2.	Make 2 Windows batch files in the same folder as your game files or use cmd.
		The first file should contain the following:
		
			mkpsxiso.exe MM8.xml -noisogen -lbahead LBA.H
			
		The 2nd file should contain the following:
		
			mkpsxiso.exe MM8.xml -y
	
	3. 	Make the XML file , I will put an example XML file in the very
		bottom of this readme but just make sure you name it MM8.xml
		(assuming your not gonna change the Batch files from earlier)
	4.
		run the first batch file witch I normally call MK_LBA.BAT.
		you should see a new C header file in the same folder as your game files
	5.
		Open the editor backup and go to the Fix MM8 PSX.EXE LBA Button in Tools.
		Click the button and select the PSX.EXE (SLUS_004.53) then the C Header file.
		That should fix the LBA table thats in the game
	6.
		Use the 2nd batch file if everything goes well you should  see
		Windows cmd pop up with the progress of the disc being rebuilt
	7.
		Done !!!
		if everything worked you should see  new BIN + CUE file.		
		
		
Other Tools:
	some other tools that I couldn't really categorize.
		
		
	The Create New ARC and Edit Existing ARC are mainly just for me to debug stuff.
	If you understand the games file format then they might be useful to you.
		
		
/****************************************************
		Real Time Level Editing + Other Stuff		*
****************************************************/

Now I didnt really know where to put this but lets over some other things in this editor.

If you have PCSX Redux (https://github.com/grumpycoders/pcsx-redux) you can
send the level to Redux and test out your levels and stuff.

To set it up in Redux's Configuration scroll down til you see "Enable Web Server".
Now unless you wanna mess around with the Port Settings thats all you should need to do on Redux.

Inside the editor just hit the Reload button at the top (CTRL + R)
then you can watch the magic happen!

		
The editor also has a full screen mode via F11. If its not being displayed properly
go into the Settings and edit the referance width. Normally putting in the width of
your main display should fix the issue but just mess around with this value until
every displays correctly. You can also drag out each of the Tabs (Layou,Screen,Enemy etc)
and move them to seperate Windows as well as dock them to existing windows
(still haven't figured out a good way of saving the docking but everything else should save).
		
Lastly you probably already noticed this but I bundled in one of my PCSX Redux Lua scripts.
pretty helpful for the effect objects since thoes are normally not visable.
To load the script open the lua console and type: dofile('mm8_tools.lua')
assuming you putted the script in the same folder as PCSX Redux it will load the lua script
and you should see some more imgui windows pop with various debugging featues.
If you wanna disable/unload the script just type: mm8.unload()		
		
		
/****************************************************
					MM8.XML							*
****************************************************/


<iso_project image_name="MM8_mkpsxiso.bin" cue_sheet="MM8_mkpsxiso.cue">
    <track type="data">
        <identifiers system="PLAYSTATION" application="PLAYSTATION" volume="MEGAMAN8" publisher="CAPCOM CO.,LTD." data_preparer="CAPCOM CO.,LTD." creation_date="1997010914475900+36"/>
        <!--NOTE: if you wanna add back in PS1 logo you need the license data from the PSYQ SDK <license file="license_data.dat"/>-->
        <default_attributes gmt_offs="36" xa_attrib="32" xa_perm="1365" xa_gid="0" xa_uid="0"/>
        <directory_tree>
            <file name="SLUS_004.53" source="SLUS_004.53" type="data"/>
            <file name="SYSTEM.CNF" source="SYSTEM.CNF" type="data"/>
            <dir name="MOVIE" source="MOVIE"/>
            <file name="END1.DA" trackid="02" type="da"/>
            <file name="ZNULL.DAT" trackid="03" type="da"/>
            <dir name="MOVIE">
                <file name="CAPCOM15.STR" source="MOVIE/CAPCOM15.STR" type="mixed"/>
                <file name="ROCK8_0.STR" source="MOVIE/ROCK8_0.STR" type="mixed"/>
                <file name="ROCK8_1.STR" source="MOVIE/ROCK8_1.STR" type="mixed"/>
                <file name="ROCK8_2.STR" source="MOVIE/ROCK8_2.STR" type="mixed"/>
                <file name="ROCK8_3.STR" source="MOVIE/ROCK8_3.STR" type="mixed"/>
                <file name="ROCK8_4.STR" source="MOVIE/ROCK8_4.STR" type="mixed"/>
            </dir>
            <dir name="OVL" source="OVL">
                <file name="DEMO.BIN" source="OVL/DEMO.BIN" type="data"/>
                <file name="STAGE00.BIN" source="OVL/STAGE00.BIN" type="data"/>
                <file name="STAGE01.BIN" source="OVL/STAGE01.BIN" type="data"/>
                <file name="STAGE02.BIN" source="OVL/STAGE02.BIN" type="data"/>
                <file name="STAGE03.BIN" source="OVL/STAGE03.BIN" type="data"/>
                <file name="STAGE04.BIN" source="OVL/STAGE04.BIN" type="data"/>
                <file name="STAGE05.BIN" source="OVL/STAGE05.BIN" type="data"/>
                <file name="STAGE06.BIN" source="OVL/STAGE06.BIN" type="data"/>
                <file name="STAGE07.BIN" source="OVL/STAGE07.BIN" type="data"/>
                <file name="STAGE08.BIN" source="OVL/STAGE08.BIN" type="data"/>
                <file name="STAGE09.BIN" source="OVL/STAGE09.BIN" type="data"/>
                <file name="STAGE0A.BIN" source="OVL/STAGE0A.BIN" type="data"/>
                <file name="STAGE0B.BIN" source="OVL/STAGE0B.BIN" type="data"/>
                <file name="STAGE0C.BIN" source="OVL/STAGE0C.BIN" type="data"/>
                <file name="STAGE0D.BIN" source="OVL/STAGE0D.BIN" type="data"/>
            </dir>
            <dir name="SOUND" source="SOUND">
                <file name="PBGM00.PAC" source="SOUND/PBGM00.PAC" type="data"/>
                <file name="PBGM01.PAC" source="SOUND/PBGM01.PAC" type="data"/>
                <file name="PBGM02.PAC" source="SOUND/PBGM02.PAC" type="data"/>
                <file name="PBGM03.PAC" source="SOUND/PBGM03.PAC" type="data"/>
                <file name="PBGM04.PAC" source="SOUND/PBGM04.PAC" type="data"/>
                <file name="PBGM05.PAC" source="SOUND/PBGM05.PAC" type="data"/>
                <file name="PBGM06.PAC" source="SOUND/PBGM06.PAC" type="data"/>
                <file name="PBGM07.PAC" source="SOUND/PBGM07.PAC" type="data"/>
                <file name="PBGM08.PAC" source="SOUND/PBGM08.PAC" type="data"/>
                <file name="PBGM09.PAC" source="SOUND/PBGM09.PAC" type="data"/>
                <file name="PBGM0A.PAC" source="SOUND/PBGM0A.PAC" type="data"/>
                <file name="PBGM0B.PAC" source="SOUND/PBGM0B.PAC" type="data"/>
                <file name="PBGM0C.PAC" source="SOUND/PBGM0C.PAC" type="data"/>
                <file name="PBGM0D.PAC" source="SOUND/PBGM0D.PAC" type="data"/>
                <file name="PBGM0E.PAC" source="SOUND/PBGM0E.PAC" type="data"/>
                <file name="PBGM0F.PAC" source="SOUND/PBGM0F.PAC" type="data"/>
                <file name="PBGM10.PAC" source="SOUND/PBGM10.PAC" type="data"/>
                <file name="PBGM11.PAC" source="SOUND/PBGM11.PAC" type="data"/>
                <file name="PBGM12.PAC" source="SOUND/PBGM12.PAC" type="data"/>
                <file name="PBGM13.PAC" source="SOUND/PBGM13.PAC" type="data"/>
                <file name="PBGM14.PAC" source="SOUND/PBGM14.PAC" type="data"/>
                <file name="PBGM15.PAC" source="SOUND/PBGM15.PAC" type="data"/>
                <file name="PBGM16.PAC" source="SOUND/PBGM16.PAC" type="data"/>
                <file name="PBGM17.PAC" source="SOUND/PBGM17.PAC" type="data"/>
                <file name="PBGM18.PAC" source="SOUND/PBGM18.PAC" type="data"/>
                <file name="PBGM19.PAC" source="SOUND/PBGM19.PAC" type="data"/>
                <file name="PBGM1A.PAC" source="SOUND/PBGM1A.PAC" type="data"/>
                <file name="PBGM1B.PAC" source="SOUND/PBGM1B.PAC" type="data"/>
                <file name="PBGM1C.PAC" source="SOUND/PBGM1C.PAC" type="data"/>
                <file name="PBGM1D.PAC" source="SOUND/PBGM1D.PAC" type="data"/>
                <file name="PBGM1E.PAC" source="SOUND/PBGM1E.PAC" type="data"/>
                <file name="PBGM1F.PAC" source="SOUND/PBGM1F.PAC" type="data"/>
                <file name="PBGM20.PAC" source="SOUND/PBGM20.PAC" type="data"/>
                <file name="PBGM21.PAC" source="SOUND/PBGM21.PAC" type="data"/>
                <file name="PBGM22.PAC" source="SOUND/PBGM22.PAC" type="data"/>
                <file name="PBGM23.PAC" source="SOUND/PBGM23.PAC" type="data"/>
                <file name="PBGM24.PAC" source="SOUND/PBGM24.PAC" type="data"/>
                <file name="PBGM25.PAC" source="SOUND/PBGM25.PAC" type="data"/>
                <file name="PBGM26.PAC" source="SOUND/PBGM26.PAC" type="data"/>
                <file name="PBGM27.PAC" source="SOUND/PBGM27.PAC" type="data"/>
                <file name="PBGM28.PAC" source="SOUND/PBGM28.PAC" type="data"/>
                <file name="PBGM29.PAC" source="SOUND/PBGM29.PAC" type="data"/>
                <file name="PBGM2A.PAC" source="SOUND/PBGM2A.PAC" type="data"/>
                <file name="PBGM2B.PAC" source="SOUND/PBGM2B.PAC" type="data"/>
                <file name="PBGM2C.PAC" source="SOUND/PBGM2C.PAC" type="data"/>
                <file name="PBGM2D.PAC" source="SOUND/PBGM2D.PAC" type="data"/>
                <file name="PBGM2E.PAC" source="SOUND/PBGM2E.PAC" type="data"/>
                <file name="PBGM2F.PAC" source="SOUND/PBGM2F.PAC" type="data"/>
                <file name="PBGM30.PAC" source="SOUND/PBGM30.PAC" type="data"/>
                <file name="PBGM31.PAC" source="SOUND/PBGM31.PAC" type="data"/>
                <file name="PBGM32.PAC" source="SOUND/PBGM32.PAC" type="data"/>
                <file name="PBGM33.PAC" source="SOUND/PBGM33.PAC" type="data"/>
                <file name="PBGM34.PAC" source="SOUND/PBGM34.PAC" type="data"/>
                <file name="PBGM35.PAC" source="SOUND/PBGM35.PAC" type="data"/>
                <file name="PBGM36.PAC" source="SOUND/PBGM36.PAC" type="data"/>
                <file name="PBGM37.PAC" source="SOUND/PBGM37.PAC" type="data"/>
                <file name="PBGM38.PAC" source="SOUND/PBGM38.PAC" type="data"/>
                <file name="PBGM39.PAC" source="SOUND/PBGM39.PAC" type="data"/>
                <file name="PBGM3A.PAC" source="SOUND/PBGM3A.PAC" type="data"/>
                <file name="PBGM3B.PAC" source="SOUND/PBGM3B.PAC" type="data"/>
                <file name="PBGM3C.PAC" source="SOUND/PBGM3C.PAC" type="data"/>
                <file name="PBGM3D.PAC" source="SOUND/PBGM3D.PAC" type="data"/>
                <file name="PBGM3E.PAC" source="SOUND/PBGM3E.PAC" type="data"/>
                <file name="PBGM3F.PAC" source="SOUND/PBGM3F.PAC" type="data"/>
                <file name="PBGM40.PAC" source="SOUND/PBGM40.PAC" type="data"/>
                <file name="PBGM41.PAC" source="SOUND/PBGM41.PAC" type="data"/>
                <file name="PBGM42.PAC" source="SOUND/PBGM42.PAC" type="data"/>
                <file name="PBGM43.PAC" source="SOUND/PBGM43.PAC" type="data"/>
                <file name="PBGM44.PAC" source="SOUND/PBGM44.PAC" type="data"/>
                <file name="PBGM45.PAC" source="SOUND/PBGM45.PAC" type="data"/>
                <file name="PCOMMON.PAC" source="SOUND/PCOMMON.PAC" type="data"/>
            </dir>
            <dir name="STDATA" source="STDATA">
                <file name="BOSSAQU.PAC" source="STDATA/BOSSAQU.PAC" type="data"/>
                <file name="BOSSAST.PAC" source="STDATA/BOSSAST.PAC" type="data"/>
                <file name="BOSSCLO.PAC" source="STDATA/BOSSCLO.PAC" type="data"/>
                <file name="BOSSDUO.PAC" source="STDATA/BOSSDUO.PAC" type="data"/>
                <file name="BOSSFRO.PAC" source="STDATA/BOSSFRO.PAC" type="data"/>
                <file name="BOSSGRE.PAC" source="STDATA/BOSSGRE.PAC" type="data"/>
                <file name="BOSSSEA.PAC" source="STDATA/BOSSSEA.PAC" type="data"/>
                <file name="BOSSSWD.PAC" source="STDATA/BOSSSWD.PAC" type="data"/>
                <file name="BOSSTNG.PAC" source="STDATA/BOSSTNG.PAC" type="data"/>
                <file name="COMNCHAR.PAC" source="STDATA/COMNCHAR.PAC" type="data"/>
                <file name="ENDING.PAC" source="STDATA/ENDING.PAC" type="data"/>
                <file name="GETDEMO.PAC" source="STDATA/GETDEMO.PAC" type="data"/>
                <file name="LABO.PAC" source="STDATA/LABO.PAC" type="data"/>
                <file name="OVER.PAC" source="STDATA/OVER.PAC" type="data"/>
                <file name="PDEMO00.PAC" source="STDATA/PDEMO00.PAC" type="data"/>
                <file name="PDEMO01.PAC" source="STDATA/PDEMO01.PAC" type="data"/>
                <file name="PDEMO02.PAC" source="STDATA/PDEMO02.PAC" type="data"/>
                <file name="PDEMO03.PAC" source="STDATA/PDEMO03.PAC" type="data"/>
                <file name="PDEMO04.PAC" source="STDATA/PDEMO04.PAC" type="data"/>
                <file name="PLAYER.PAC" source="STDATA/PLAYER.PAC" type="data"/>
                <file name="SELECT.PAC" source="STDATA/SELECT.PAC" type="data"/>
                <file name="STAGE00.PAC" source="STDATA/STAGE00.PAC" type="data"/>
                <file name="STAGE01.PAC" source="STDATA/STAGE01.PAC" type="data"/>
                <file name="STAGE02.PAC" source="STDATA/STAGE02.PAC" type="data"/>
                <file name="STAGE02B.PAC" source="STDATA/STAGE02B.PAC" type="data"/>
                <file name="STAGE03.PAC" source="STDATA/STAGE03.PAC" type="data"/>
                <file name="STAGE03B.PAC" source="STDATA/STAGE03B.PAC" type="data"/>
                <file name="STAGE04.PAC" source="STDATA/STAGE04.PAC" type="data"/>
                <file name="STAGE04B.PAC" source="STDATA/STAGE04B.PAC" type="data"/>
                <file name="STAGE05.PAC" source="STDATA/STAGE05.PAC" type="data"/>
                <file name="STAGE05B.PAC" source="STDATA/STAGE05B.PAC" type="data"/>
                <file name="STAGE06.PAC" source="STDATA/STAGE06.PAC" type="data"/>
                <file name="STAGE06B.PAC" source="STDATA/STAGE06B.PAC" type="data"/>
                <file name="STAGE07.PAC" source="STDATA/STAGE07.PAC" type="data"/>
                <file name="STAGE07B.PAC" source="STDATA/STAGE07B.PAC" type="data"/>
                <file name="STAGE08.PAC" source="STDATA/STAGE08.PAC" type="data"/>
                <file name="STAGE08B.PAC" source="STDATA/STAGE08B.PAC" type="data"/>
                <file name="STAGE09.PAC" source="STDATA/STAGE09.PAC" type="data"/>
                <file name="STAGE0A.PAC" source="STDATA/STAGE0A.PAC" type="data"/>
                <file name="STAGE0B.PAC" source="STDATA/STAGE0B.PAC" type="data"/>
                <file name="STAGE0C.PAC" source="STDATA/STAGE0C.PAC" type="data"/>
                <file name="STAGE0D.PAC" source="STDATA/STAGE0D.PAC" type="data"/>
                <file name="WILY.PAC" source="STDATA/WILY.PAC" type="data"/>
                <file name="W_DEVIL.PAC" source="STDATA/W_DEVIL.PAC" type="data"/>
            </dir>
            <dummy sectors="150"/>
        </directory_tree>
    </track>
    <track type="audio" trackid="02" source="END1.WAV"/>
    <track type="audio" trackid="03" source="ZNULL.WAV"/>
</iso_project>
