Editing Pikmin 2 area generator file
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− | {{ | + | {{note|This page is under construction.}} |
− | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. | + | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the <code>EF BB BF</code> magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. |
− | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They | + | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They likely mean something, and it's likely related to the days. Possibilities: |
− | <code> | + | * <code><starting day>-<ending day>.txt</code> |
+ | * <code><starting day>-<number of days>.txt</code> | ||
===== Example ===== | ===== Example ===== | ||
Line 40: | Line 41: | ||
==Entity== | ==Entity== | ||
− | Underneath that in the brackets is the actual entity; in | + | Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. Everything above <code># pos</code> seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In <code># offset</code> are more x y z coordinates that will "offset" or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. |
There are multiple types of Entities in the Overworld, with differing parameters. These include... | There are multiple types of Entities in the Overworld, with differing parameters. These include... | ||
− | ==Entity categories== | + | ===Entity categories=== |
# '''"{item} {0002}"''' | # '''"{item} {0002}"''' | ||
− | #* Includes | + | #* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges |
+ | #* Some living things as well, like Burgeoning Spirderwort and the Ujadani. | ||
# '''"{piki} {0001}"''' | # '''"{piki} {0001}"''' | ||
− | #* Includes | + | #* Includes all five types of Pikmin, spawning any into overworld is possible. |
+ | #* Also seems to deal with Submerged Castle's Blues only code. | ||
# '''{teki} {0005}''' | # '''{teki} {0005}''' | ||
− | #* Includes all things in the Piklopedia | + | #* Includes all things in the Piklopedia; that is to say, enemies. |
− | #* An enemy with a treasure in it is part of this group and has a value of that treasure + 768 | + | #* An enemy with a treasure in it is part of this group and has a value of that treasure + 768 |
# '''{pelt} {0000}''' | # '''{pelt} {0000}''' | ||
#* Are exclusively treasures. | #* Are exclusively treasures. | ||
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{{credits| [[User:UnclePaul894|UnclePaul894]]}} | {{credits| [[User:UnclePaul894|UnclePaul894]]}} |