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	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GameCubing8619</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GameCubing8619"/>
	<link rel="alternate" type="text/html" href="https://pikmintkb.com/wiki/Special:Contributions/GameCubing8619"/>
	<updated>2026-05-11T02:09:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4890</id>
		<title>Creating custom caves with Drought Ender&#039;s tool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4890"/>
		<updated>2025-02-27T15:44:42Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;work on this during the weekend -cube&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_Custom_Caves_With_Drought_Enders_Tool&amp;diff=4889</id>
		<title>Creating Custom Caves With Drought Enders Tool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_Custom_Caves_With_Drought_Enders_Tool&amp;diff=4889"/>
		<updated>2025-02-27T15:41:17Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: GameCubing8619 moved page Creating Custom Caves With Drought Enders Tool to Creating custom caves with Drought Ender&amp;#039;s tool: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Creating custom caves with Drought Ender&#039;s tool]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4888</id>
		<title>Creating custom caves with Drought Ender&#039;s tool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4888"/>
		<updated>2025-02-27T15:41:17Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: GameCubing8619 moved page Creating Custom Caves With Drought Enders Tool to Creating custom caves with Drought Ender&amp;#039;s tool: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4887</id>
		<title>Creating custom caves with Drought Ender&#039;s tool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4887"/>
		<updated>2025-02-27T15:36:18Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: fix title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4886</id>
		<title>Creating custom caves with Drought Ender&#039;s tool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_custom_caves_with_Drought_Ender%27s_tool&amp;diff=4886"/>
		<updated>2025-02-27T15:28:06Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: Created page with &amp;quot;Start this on the weekend -- CUBE&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start this on the weekend -- CUBE&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=DOL-Ckit&amp;diff=4872</id>
		<title>DOL-Ckit</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=DOL-Ckit&amp;diff=4872"/>
		<updated>2025-02-10T15:40:08Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: fix grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Project.py==&lt;br /&gt;
So in ckit it allows you to hook into addresses and append c code to the dol of a game which is done through building c sources and hooking branchlinks through the project.py. For example, let&#039;s say you want to hook the file main.c you would have to hook it like this.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! hooking a file&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source&amp;gt;&lt;br /&gt;
p.add_c_file(&amp;quot;main.c&amp;quot;)&lt;br /&gt;
p.hook_branchlink(memory address for the function, &amp;quot;function&amp;quot;)&lt;br /&gt;
p.hook_branchlink(0x803bb8a8, &amp;quot;widescreen2&amp;quot;)&lt;br /&gt;
p.hook_branchlink(0x8041ae14, &amp;quot;widescreen3&amp;quot;)&lt;br /&gt;
p.hook_branchlink(0x8043502c, &amp;quot;widescreen4&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Drought_Enders_Cave_Creator&amp;diff=4871</id>
		<title>Drought Enders Cave Creator</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Drought_Enders_Cave_Creator&amp;diff=4871"/>
		<updated>2025-02-10T15:38:41Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: fix grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Program==&lt;br /&gt;
The so-called &amp;quot;New Cave Creator&amp;quot;, has for the most part replaced jimbles by a long shot and can be found on the github here https://github.com/Drought-Ender/Drought-Cave-Creator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|Drought Ender, GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_instructions&amp;diff=4870</id>
		<title>Pikmin 2 instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_instructions&amp;diff=4870"/>
		<updated>2025-02-10T15:28:45Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: added some formats ig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helpful instructions for editing and handling &#039;&#039;Pikmin 2&#039;&#039;&#039;s files. This guide assumes you have some basic knowledge on navigating folders, opening files, using commands, etc.&lt;br /&gt;
See [[General instructions#Obtaining a game&#039;s files|obtaining a game&#039;s files]] if you are unsure on how to do so.&lt;br /&gt;
&lt;br /&gt;
You can view and edit a lot of the game&#039;s files. You can read them without any worry, but if you want to change them and have those changes apply in-game, see [[General instructions#Saving changes|saving changes]] in [[general instructions]].&lt;br /&gt;
{{todo|Instructions for how to edit music.}}&lt;br /&gt;
&lt;br /&gt;
==Tools and files==&lt;br /&gt;
&lt;br /&gt;
Here are some prominent files that come up when modding.&lt;br /&gt;
 .DOL Segmented executable binary format (similar to .elf) which contains the games compiled source.&lt;br /&gt;
 .SZS: Archive files similar to .ZIP or .RAR archive files. SZS files are RARC archives compressed with Yaz0 compression.&lt;br /&gt;
 .ARC: Archive files similar to .ZIP or .RAR archive files. ARC files are RARC archives not compressed with Yaz0 compression.&lt;br /&gt;
 .TXT: Generic plaintext files. Use Notepad++ to preserve the Shift-JIS encoding.&lt;br /&gt;
 .BMD/.BDL: Proprietary 3D model files.&lt;br /&gt;
 .BMS: Sequenced audio files, similar to MIDI but more advanced. [https://pikmintkb.com/wiki/Pikmin_2_BMS_file_list List]&lt;br /&gt;
 .CND: Files that control how various sequences in a BMD file are randomly chained together in a complex system. Used for cave music. &lt;br /&gt;
 [https://pikmintkb.com/wiki/Pikmin_2_CND_file_list List]&lt;br /&gt;
 .AST: Streamed audio files. [https://pikmintkb.com/wiki/AST_file_list List]&lt;br /&gt;
 .AW: Soundbank files.&lt;br /&gt;
 .BMG: Used to store in-game text strings.&lt;br /&gt;
 .BLO: UI screen data.&lt;br /&gt;
 .BTI: Textures.&lt;br /&gt;
 .BTK: Animated textures.&lt;br /&gt;
 .STB: Cutscene data.&lt;br /&gt;
 .THP: Prerendered videos (GC/Wii)&lt;br /&gt;
 .WEBM: Prerendered videos (Switch)&lt;br /&gt;
 .JPC: Particle effect container. [https://pikmintkb.com/wiki/JPC_particles List]&lt;br /&gt;
 .JPA: Particle effect.&lt;br /&gt;
 .BCA: Full animation data.&lt;br /&gt;
 .BPK: Animation data. (still being researched)&lt;br /&gt;
 .BCK: Keyframed animation data.&lt;br /&gt;
&lt;br /&gt;
Here are some prominent tools: &lt;br /&gt;
&lt;br /&gt;
 [https://www.romhacking.net/utilities/1024/  Lunaboy&#039;s RARC Tools]- Used for extracting and converting RARC archives. For szs files, simply rename the converted file from file.arc to file.szs.&lt;br /&gt;
 [https://notepad-plus-plus.org/downloads/ Notepad++] - Used for editing text files, many of which need to preserve Shift-JIS encoding.&lt;br /&gt;
 [https://github.com/RenolY2/pikmin-tools/releases/download/v1.0.1.3/piktools-1.0.1.3.zip Gen &amp;amp; Route Editor]  - Used for editing overworld generation and pikmin carrying routes.&lt;br /&gt;
 [https://github.com/Drought-Ender/Drought-Cave-Creator/archive/refs/heads/main.zip Drought&#039;s Cave Creator] - Used for creating and modifiying cave files, cave lighting, and cave unit definition files.&lt;br /&gt;
 [https://xayr.gay/tools/SoundModdingToolkit/6.3.3/PIKMIN2_SoundModdingToolkit_6.3.3_win64.zip Pikmin 2 Sound Modding Toolkit] - Used for modyfing sounds in the game.&lt;br /&gt;
 [https://xayr.gay/tools/jaimaker1/JAIMaker+JAISeqX1.5.9.zip JAIMaker] - Used for creating custom sequenced music as BMS files. Interactive music and cave music require additional hex editing.&lt;br /&gt;
 [https://github.com/XAYRGA/jatast/releases/download/stable/publish_win64.zip JATAST] - Used for converting .wav files into .ast files for streamed music.&lt;br /&gt;
 [https://github.com/RenolY2/pikminBMG/archive/refs/tags/v0.7.4.zip pikminBMG] - Used for editing text in the game.&lt;br /&gt;
 [https://github.com/RenolY2/pyblo2-gui/releases/download/v0.7.3/blo-gui-editor-v0.7.3.zip pyblo2-gui] - Used for modyfing blo files.&lt;br /&gt;
 [https://mega.nz/file/m4YzXb4b#pXMGCSapWQjB72mushjH0DD7XQOwrMQOm97d_F_CSHs FinModelUtility] - Used for converting BMD files to formats that can be imported into any 3D modeling software. &lt;br /&gt;
 [https://github.com/pish-pish/SuperBMD/releases/download/v2.4.9.2/SuperBMD.zip SuperBMD] - Used for converting FBX and DAE files back to BMD.&lt;br /&gt;
 [https://github.com/riidefi/RiiStudio/releases/download/Alpha-5.11.1/RiiStudio_Windows.zip RiiStudio] - Used for BMD materials editing. (Pish don&#039;t kill me GUI is just easier for now)&lt;br /&gt;
 [https://github.com/RenolY2/obj2grid/archive/refs/tags/v0.8.zip obj2grid] - Used for converting between .OBJ 3D files and pikmin 2&#039;s collision formats.&lt;br /&gt;
 [https://github.com/LagoLunatic/GCFT/releases/tag/1.10.0 GameCube File Tools] - Used for modification of many GameCube/early Wii era formats, notably BTI files. It can also compress .arc archives to szs.&lt;br /&gt;
 Hex editor - needed for additional editing of other files such as .BIN binary files. An editor of choice is HxD: (https://mh-nexus.de/en/hxd/)&lt;br /&gt;
More tools can be found in Hocotate Hacker if needed. Compiled builds for many of these tools are for Windows, but macOS and Linux users can compile many from source.&lt;br /&gt;
&lt;br /&gt;
==Cave editing==&lt;br /&gt;
&lt;br /&gt;
You can make custom caves with Drought&#039;s Cave Creator. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The BgmList files in &amp;lt;code&amp;gt;user/Totaka&amp;lt;/code&amp;gt; control what cave song is used for each sublevel. &amp;lt;code&amp;gt;BgmList_Tutorial.txt&amp;lt;/code&amp;gt; is used for Valley of Repose caves, &amp;lt;code&amp;gt;BgmList_Forest.txt&amp;lt;/code&amp;gt; is used for Awakening Wood caves, &amp;lt;code&amp;gt;BgmList_Yakushima.txt&amp;lt;/code&amp;gt; is used for Perplexing Pool caves, &amp;lt;code&amp;gt;BgmList_Last.txt&amp;lt;/code&amp;gt; is used for Wistful Wild caves, and &amp;lt;code&amp;gt;ChallengeBgmList.txt&amp;lt;/code&amp;gt; is used for caves in Challenge Mode. When adding more sublevels to any cave, you must remember to add more cave songs to the applicable BgmList text file, or else the game will crash.  &lt;br /&gt;
&lt;br /&gt;
You can change the listed CND file to change what song plays in a sublevel.&lt;br /&gt;
&lt;br /&gt;
To add completely new cave music tracks,&lt;br /&gt;
&lt;br /&gt;
1) Make a new BMS file in &amp;lt;code&amp;gt;AudioRes/Seqs/Seq.arc&amp;lt;/code&amp;gt; called &amp;lt;code&amp;gt;new_09.bms&amp;lt;/code&amp;gt; or so in order, 9, 10, 11, etc&lt;br /&gt;
&lt;br /&gt;
2) Make a new CND file in &amp;lt;code&amp;gt;AudioRes/Conductor.arc&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;new_09_0.cnd&amp;lt;/code&amp;gt;, just the BMS name with _0 (leave the CND blank if you don&#039;t want interactivity, or see the CND file guide below to make a full track.)&lt;br /&gt;
&lt;br /&gt;
3) Add the new BMS in the &amp;lt;code&amp;gt;user/Totaka/BgmList.txt&amp;lt;/code&amp;gt; after the new_0-8&lt;br /&gt;
&lt;br /&gt;
4) Add the new CND in &amp;lt;code&amp;gt;user/Totaka/trackMap_Cond_T.txt&amp;lt;/code&amp;gt;. If not doing interactivity, copy paste new_00&#039;s entry with the new CND&#039;s name; otherwise, see the cave music guide for more details.&lt;br /&gt;
&lt;br /&gt;
5) Add a new wScene for your song using the Sound Modding Toolkit (see guide below), new_09 will use &amp;lt;code&amp;gt;wScene46.aw&amp;lt;/code&amp;gt; and so on in order. &amp;lt;code&amp;gt;wScene48.aw&amp;lt;/code&amp;gt; is used for the Submerged Castle theme and Waterwraith approaching theme, so it&#039;s a good idea to skip from &amp;lt;code&amp;gt;new_09.bms&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;new_12.bms&amp;lt;/code&amp;gt; so you skip to &amp;lt;code&amp;gt;wScene49.aw&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
6) Set the new song to be used in the applicable BgmList file for your area/challenge mode BgmList.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overworld editing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model replacement==&lt;br /&gt;
&lt;br /&gt;
==Custom sounds and music==&lt;br /&gt;
&lt;br /&gt;
Custom streamed music can be made with JATAST, a command line tool for converting WAV files to AST files. When converting a .wav file, have the loop points be contained in the .wav file itself. It is important to have new .ast files encoded with ADPCM4, as this helps with disc read speeds. To convert .wav files to ADPCM4 .asts, run this in a command prompt or terminal: &amp;lt;code&amp;gt;jatast yoursong.wav newsong.ast -encode-format adpcm4&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Custom sequenced music can be made with either flaaffy (command-line) or JAIMaker (GUI-based), tools that convert MIDI files to BMS files. For non-interactive sequenced music (such as the world map theme and high scores theme), a simple MIDI conversion will suffice. If you want interactive overworld music, or randomized interactive cave music, see these two guides:&lt;br /&gt;
&lt;br /&gt;
[https://pikmintkb.com/wiki/Creating_Interactive_BMS_Files Creating interactive area music]&lt;br /&gt;
&lt;br /&gt;
[https://pikmintkb.com/wiki/Creating_cave_music Creating interactive cave music]&lt;br /&gt;
&lt;br /&gt;
Replacement sounds, custom samples and new instruments can be done with the Pikmin 2 Sound Modding Toolkit. This [https://pikmintkb.com/wiki/Sound_Replacement_Tutorial page] outlines the process, as well as a process for doing custom sound effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Running your modified game==&lt;br /&gt;
See [[General instructions#Running a modified game]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Instructions]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:GameCubing8619&amp;diff=4869</id>
		<title>User:GameCubing8619</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:GameCubing8619&amp;diff=4869"/>
		<updated>2025-02-10T15:20:11Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helped On Hallows Haunt And Is Currently Working On Return To PNF 404&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4868</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4868"/>
		<updated>2025-02-10T15:18:46Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: removed my old notes since they were kinda basic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 4&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4|Main information]]&lt;br /&gt;
* [[Pikmin 4 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 4 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 4 glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 directory tree|directory tree]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 4 text identifiers|Text Identifiers]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Teki Units&lt;br /&gt;
** [[NoraSpawner]]&lt;br /&gt;
* [[Dandori Battles]]&lt;br /&gt;
* [[Disabling Pikmin]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
** [[BARC file]]&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[WEBM file|WEBM (video)]]&lt;br /&gt;
* [[BNVIB file|BNVIB]]&lt;br /&gt;
* [[UTOC/UCAS file|UTOC/UCAS (Archive for UASSET Files)]]&lt;br /&gt;
* [[UASSET file|UASSET File (Unreal Engine Asset File)]]&lt;br /&gt;
* [[UFONT file|UFONT]]&lt;br /&gt;
* [[LOCRES file|LOCRES]]&lt;br /&gt;
* [[WEM file|WEM]]&lt;br /&gt;
* [[BNK file|BNK]]&lt;br /&gt;
* [[Save Files]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
* [[Trackmap parameters|trackMap parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[ActorSerializeParameter and AI]]&lt;br /&gt;
* [[Data Table/Actor Parameters]]&lt;br /&gt;
* [[Enemy Parameters]]&lt;br /&gt;
* [[ActorGeneratorList]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Otakara Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
SCREENS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Screens&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Explanations and Notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[Sound Replacement Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
* [[Creating Interactive BMS Files|Creating interactive area music]]&lt;br /&gt;
* [[Creating cave music|Creating interactive cave music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
* [[Pikmin 3 Bingo Battle|Bingo Battle]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin unread files|Unread files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Documentation&lt;br /&gt;
** [[Lilith&#039;s P4 Notes]]&lt;br /&gt;
** [[Pikmin 4 Demo Research]]&lt;br /&gt;
* Tutorials&lt;br /&gt;
** [[Model Importing Tutorial]]&lt;br /&gt;
** [[WEM Audio Modding Tutorial]]&lt;br /&gt;
** [[Enemy Duplication Tutorial (WIP)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PikBinGen]]&lt;br /&gt;
* [[Archive Toolkit]]&lt;br /&gt;
* [[OpenGL / Dolphin System|OpenGL / Dolphin System]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave Creator]]&lt;br /&gt;
* [[Pikmin 2 Routes Editor &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[DOL-Ckit]]&lt;br /&gt;
* [[Drought Enders Cave Creator]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[P4UassetEditor]]&lt;br /&gt;
* [[Modified FModel]]&lt;br /&gt;
* [[UCas/UToc Packer]]&lt;br /&gt;
* [[Dandori DB]]&lt;br /&gt;
* [[Dandori Desktop]]&lt;br /&gt;
* [[UE4LocalizationsTool]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4722</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4722"/>
		<updated>2024-06-30T18:20:20Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 4&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4|Main information]]&lt;br /&gt;
* [[Pikmin 4 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 4 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 4 glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 directory tree|directory tree]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 4 text identifiers|Text Identifiers]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Teki Units&lt;br /&gt;
** [[NoraSpawner]]&lt;br /&gt;
* [[Save Files]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
** [[BARC file]]&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[ACT file]] (Hierarchy Model File)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[WEBM file|WEBM (video)]]&lt;br /&gt;
* [[BNVIB file|BNVIB]]&lt;br /&gt;
* [[UTOC/UCAS file|UTOC/UCAS (Archive for UASSET Files)]]&lt;br /&gt;
* [[UASSET file|UASSET File (Unreal Engine Asset File)]]&lt;br /&gt;
* [[UFONT file|UFONT]]&lt;br /&gt;
* [[LOCRES file|LOCRES]]&lt;br /&gt;
* [[WEM file|WEM]]&lt;br /&gt;
* [[BNK file|BNK]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
* [[Trackmap parameters|trackMap parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[ActorSerializeParameter and AI]]&lt;br /&gt;
* [[Data Table/Actor Parameters]]&lt;br /&gt;
* [[Enemy Parameters]]&lt;br /&gt;
* [[ActorGeneratorList]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Otakara Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Explanations and Notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[Sound Replacement Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[Cubes Yap Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
* [[Creating Interactive BMS Files|Creating interactive area music]]&lt;br /&gt;
* [[Creating cave music|Creating interactive cave music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
* [[Pikmin 3 Bingo Battle|Bingo Battle]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin unread files|Unread files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Documentation&lt;br /&gt;
** [[Lilith&#039;s P4 Notes]]&lt;br /&gt;
** [[Pikmin 4 Demo Research]]&lt;br /&gt;
* Tutorials&lt;br /&gt;
** [[Model Importing Tutorial]]&lt;br /&gt;
** [[WEM Audio Modding Tutorial]]&lt;br /&gt;
** [[Enemy Duplication Tutorial (WIP)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PikBinGen]]&lt;br /&gt;
* [[Archive Toolkit]]&lt;br /&gt;
* [[OpenGL / Dolphin System|OpenGL / Dolphin System]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave Creator]]&lt;br /&gt;
* [[Pikmin 2 Routes Editor &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[DOL-Ckit]]&lt;br /&gt;
* [[Drought Enders Cave Creator]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[P4UassetEditor]]&lt;br /&gt;
* [[Modified FModel]]&lt;br /&gt;
* [[UCas/UToc Packer]]&lt;br /&gt;
* [[Dandori DB]]&lt;br /&gt;
* [[Dandori Desktop]]&lt;br /&gt;
* [[UE4LocalizationsTool]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4721</id>
		<title>ACT file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4721"/>
		<updated>2024-06-30T18:18:15Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: Created page with &amp;quot;A File Typically from the 3d max plugin from the Character Pipeline SDK, .act is a hierarchy type file for the models that are outputted&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A File Typically from the 3d max plugin from the Character Pipeline SDK, .act is a hierarchy type file for the models that are outputted&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=4707</id>
		<title>Pikmin 2 memory addresses</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=4707"/>
		<updated>2024-05-20T09:51:03Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: pre pended with 0x, it not being there annoyed me to much lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; memory addresses}}&lt;br /&gt;
A list of memory addresses for important things in &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Leader coordinates==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;7&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US Final || GC EU || GC JP || GC US Demo || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0D9B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11C50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0F7B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BC714&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0D9B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11C54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0F7B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BC718&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement; positive is up.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0D9B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11C58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0F7B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BC71C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0DCD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11F70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0FAD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BCA54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0DCD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11F74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0FAD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BCA58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80E0DCD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E11F78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80E0FAD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x923BCA5C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pikmin count==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;7&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US Final || GC EU || GC JP || GC US Demo || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Red Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;0x8092F98B&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BAA&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BAE&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BB2&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BC2&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BC6&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BCA&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BCE&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BD2&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BD6&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BB6&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BBA&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BBE&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942B9E&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BA2&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942BA6&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adventure stats==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;7&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US Final || GC EU || GC JP || GC US Demo || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current day&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80B0B4B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80B0FBD8&amp;lt;/code&amp;gt; || || || || || || 4-byte unsigned int || Day 1 is &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, day 2 is &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
|-&lt;br /&gt;
! Current total Poko count&lt;br /&gt;
| &amp;lt;code&amp;gt;0x8092F85C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x80942A7C&amp;lt;/code&amp;gt; || || || || || || 4-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Current underground Poko count&lt;br /&gt;
| &amp;lt;code&amp;gt;0x8092F860&amp;lt;/code&amp;gt; || || || || || || || 4-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Ultra-spicy spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;0x80942A54&amp;lt;/code&amp;gt; || || || || || || 4-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Ultra-bitter spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;0x80942A58&amp;lt;/code&amp;gt; || || || || || || 4-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay control ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;7&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US Final || GC EU || GC JP || GC US Demo || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current cutscene timer ID&lt;br /&gt;
| || &amp;lt;code&amp;gt;0x809FDE6E&amp;lt;/code&amp;gt; || || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Current RNG seed&lt;br /&gt;
| &amp;lt;code&amp;gt;0x805148A8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x805155A0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x805163A8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x805147E0&amp;lt;/code&amp;gt; || || || || 4-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Memory addresses]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4706</id>
		<title>Cubes Yap Notes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4706"/>
		<updated>2024-05-20T09:31:09Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
pikmin 2 has three main versions that are modded the first one is a version know as USA demo final and is a demo of pikmin 2 but this demo contains the entire game inside&lt;br /&gt;
and this version was moddeed more at one point because usa demo had a more complete symbol map then the next version im going to talk about. Another Version is final which is the usa retail release of pikmin 2 and the last version that is modded is pikmin 2 wii and is pretty self explanatory&lt;br /&gt;
&lt;br /&gt;
==PPC ASM==&lt;br /&gt;
Since we don&#039;t have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024.&lt;br /&gt;
&lt;br /&gt;
==The .dol==&lt;br /&gt;
bla bla in short the file where the src code is and is comprised of a few different sections/splits like .data and .ctors for example. theres also injectors that can shift forward the stack db_stack and osarena in memory so more code can be added to the dol for more modding. within the dol memory mostly looks like, dol sections(.text,.data),stack,db_stack,OSarena&lt;br /&gt;
&lt;br /&gt;
==Jsystem==&lt;br /&gt;
During The GameCube/Wii Era Nintendo First Party Games Used A Lib Called Jsystem for development Which consisted of many different libs, and some examples  of these libs within the jsystem were jstudio,j3d,j2d,jaudio,jmessage, and jutility.&lt;br /&gt;
&lt;br /&gt;
==STB Findings==&lt;br /&gt;
Wip&lt;br /&gt;
&lt;br /&gt;
==Cave Gen==&lt;br /&gt;
in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|0 - Weak Enemy&lt;br /&gt;
|-&lt;br /&gt;
|1 - Strong Enemy&lt;br /&gt;
|-&lt;br /&gt;
|2 - Treasure&lt;br /&gt;
|-&lt;br /&gt;
|3 - Does Nothing&lt;br /&gt;
|-&lt;br /&gt;
|4 - Geysers/Cave Hole&lt;br /&gt;
|-&lt;br /&gt;
|5 - Spawn In-between Rooms/Where They Connect&lt;br /&gt;
|-&lt;br /&gt;
|6 - Plant Spawn&lt;br /&gt;
|-&lt;br /&gt;
|7 - Ship Spawn&lt;br /&gt;
|-&lt;br /&gt;
|8 - Special Enemy&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4705</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4705"/>
		<updated>2024-05-20T09:23:20Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that contain the ending credits and the video demos that play in pikmin 1 and are found in dataDir\MovieData.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Movie || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntA_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntB_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntC_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntD_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sr_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  The Ending Credits Of The Game With The Normal Non 100% Ending At The End.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;srhp_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  The Ending Credits Of The Game With The &amp;quot;Best&amp;quot; Ending At The End.&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4704</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4704"/>
		<updated>2024-05-20T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Movie || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntA_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntB_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntC_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntD_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sr_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  The Ending Credits Of The Game With The Normal Non 100% Ending At The End.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;srhp_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  The Ending Credits Of The Game With The &amp;quot;Best&amp;quot; Ending At The End.&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4703</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4703"/>
		<updated>2024-05-20T09:15:14Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Movie || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntA_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntB_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntC_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntD_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sr_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;srhp_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  {{unsure|Collision processing radius?}}&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4702</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4702"/>
		<updated>2024-05-20T09:12:59Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Movie || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntA_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntB_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive containing the model, in &amp;lt;/code&amp;gt;/user/Abe/pellet/region&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntC_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the [[BMD file|&amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; model]] within the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cntD_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sr_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;srhp_S.h4m&amp;lt;/code&amp;gt;&lt;br /&gt;
|  {{unsure|Collision processing radius?}}&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4701</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4701"/>
		<updated>2024-05-20T09:11:15Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Property || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;archive&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive containing the model, in &amp;lt;/code&amp;gt;/user/Abe/pellet/region&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bmd&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the [[BMD file|&amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; model]] within the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;animmgr&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;colltree&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|  {{unsure|Collision processing radius?}}&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4700</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4700"/>
		<updated>2024-05-20T09:10:39Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Property || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;archive&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive containing the model, in &amp;lt;/code&amp;gt;/user/Abe/pellet/region&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bmd&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the [[BMD file|&amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; model]] within the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;animmgr&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;colltree&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
|  {{unsure|Collision processing radius?}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;p_radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| Radius of shadow and where Pikmin pick up the treasure base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
| Height offset of the treasure model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inertiascaling&amp;lt;/code&amp;gt;&lt;br /&gt;
| A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;particletype&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;numparticles&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;particlesize&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;friction&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Likely unused.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt;&lt;br /&gt;
| Minimum Pikmin strength needed to carry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;max&amp;lt;/code&amp;gt;&lt;br /&gt;
| Maximum number of Pikmin that can carry.&lt;br /&gt;
|}&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4699</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4699"/>
		<updated>2024-05-20T09:09:00Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{{Credits|Minty_Meeo,}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4698</id>
		<title>H4M file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=H4M_file&amp;diff=4698"/>
		<updated>2024-05-20T09:03:52Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData&lt;br /&gt;
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them&lt;br /&gt;
{{Credits|Minty_Meeo, GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:GameCubing8619&amp;diff=4621</id>
		<title>User:GameCubing8619</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:GameCubing8619&amp;diff=4621"/>
		<updated>2024-03-17T08:16:03Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helped On Hallows Haunt And Is Currently Working On Return To PNF 404  and Creaturemin&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4619</id>
		<title>Cubes Yap Notes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4619"/>
		<updated>2024-03-14T02:24:31Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* Jsystem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
pikmin 2 has three main versions that are modded the first one is a version know as USA demo final and is a demo of pikmin 2 but this demo contains the entire game inside&lt;br /&gt;
and this version was moddeed more at one point because usa demo had a more complete symbol map then the next version im going to talk about. Another Version is final which is the usa retail release of pikmin 2 and the last version that is modded is pikmin 2 wii and is pretty self explanatory&lt;br /&gt;
&lt;br /&gt;
==PPC ASM==&lt;br /&gt;
Since we don&#039;t have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024.&lt;br /&gt;
&lt;br /&gt;
==Jsystem==&lt;br /&gt;
During The GameCube/Wii Era Nintendo First Party Games Used A Lib Called Jsystem for development Which consisted of many different libs, and some examples  of these libs within the jsystem were jstudio,j3d,j2d,jaudio,jmessage, and jutility.&lt;br /&gt;
&lt;br /&gt;
==STB Findings==&lt;br /&gt;
Wip&lt;br /&gt;
&lt;br /&gt;
==Cave Gen==&lt;br /&gt;
in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|0 - Weak Enemy&lt;br /&gt;
|-&lt;br /&gt;
|1 - Strong Enemy&lt;br /&gt;
|-&lt;br /&gt;
|2 - Treasure&lt;br /&gt;
|-&lt;br /&gt;
|3 - Does Nothing&lt;br /&gt;
|-&lt;br /&gt;
|4 - Geysers/Cave Hole&lt;br /&gt;
|-&lt;br /&gt;
|5 - Spawn In-between Rooms/Where They Connect&lt;br /&gt;
|-&lt;br /&gt;
|6 - Plant Spawn&lt;br /&gt;
|-&lt;br /&gt;
|7 - Ship Spawn&lt;br /&gt;
|-&lt;br /&gt;
|8 - Special Enemy&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4618</id>
		<title>Cubes Yap Notes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4618"/>
		<updated>2024-03-14T02:17:52Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* STB Findings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
pikmin 2 has three main versions that are modded the first one is a version know as USA demo final and is a demo of pikmin 2 but this demo contains the entire game inside&lt;br /&gt;
and this version was moddeed more at one point because usa demo had a more complete symbol map then the next version im going to talk about. Another Version is final which is the usa retail release of pikmin 2 and the last version that is modded is pikmin 2 wii and is pretty self explanatory&lt;br /&gt;
&lt;br /&gt;
==PPC ASM==&lt;br /&gt;
Since we don&#039;t have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024.&lt;br /&gt;
&lt;br /&gt;
==Jsystem==&lt;br /&gt;
During The&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STB Findings==&lt;br /&gt;
Wip&lt;br /&gt;
&lt;br /&gt;
==Cave Gen==&lt;br /&gt;
in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|0 - Weak Enemy&lt;br /&gt;
|-&lt;br /&gt;
|1 - Strong Enemy&lt;br /&gt;
|-&lt;br /&gt;
|2 - Treasure&lt;br /&gt;
|-&lt;br /&gt;
|3 - Does Nothing&lt;br /&gt;
|-&lt;br /&gt;
|4 - Geysers/Cave Hole&lt;br /&gt;
|-&lt;br /&gt;
|5 - Spawn In-between Rooms/Where They Connect&lt;br /&gt;
|-&lt;br /&gt;
|6 - Plant Spawn&lt;br /&gt;
|-&lt;br /&gt;
|7 - Ship Spawn&lt;br /&gt;
|-&lt;br /&gt;
|8 - Special Enemy&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4617</id>
		<title>Cubes Yap Notes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cubes_Yap_Notes&amp;diff=4617"/>
		<updated>2024-03-14T02:17:36Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
pikmin 2 has three main versions that are modded the first one is a version know as USA demo final and is a demo of pikmin 2 but this demo contains the entire game inside&lt;br /&gt;
and this version was moddeed more at one point because usa demo had a more complete symbol map then the next version im going to talk about. Another Version is final which is the usa retail release of pikmin 2 and the last version that is modded is pikmin 2 wii and is pretty self explanatory&lt;br /&gt;
&lt;br /&gt;
==PPC ASM==&lt;br /&gt;
Since we don&#039;t have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024.&lt;br /&gt;
&lt;br /&gt;
==Jsystem==&lt;br /&gt;
During The&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STB Findings==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cave Gen==&lt;br /&gt;
in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|0 - Weak Enemy&lt;br /&gt;
|-&lt;br /&gt;
|1 - Strong Enemy&lt;br /&gt;
|-&lt;br /&gt;
|2 - Treasure&lt;br /&gt;
|-&lt;br /&gt;
|3 - Does Nothing&lt;br /&gt;
|-&lt;br /&gt;
|4 - Geysers/Cave Hole&lt;br /&gt;
|-&lt;br /&gt;
|5 - Spawn In-between Rooms/Where They Connect&lt;br /&gt;
|-&lt;br /&gt;
|6 - Plant Spawn&lt;br /&gt;
|-&lt;br /&gt;
|7 - Ship Spawn&lt;br /&gt;
|-&lt;br /&gt;
|8 - Special Enemy&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=STB_file&amp;diff=4616</id>
		<title>STB file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=STB_file&amp;diff=4616"/>
		<updated>2024-03-14T02:14:09Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Get the info from [https://docs.google.com/document/d/1dLYlg620m1xWW-o2wl9G09ogKOrPJgMe-SiKpqe5rso this document].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STB files&#039;&#039;&#039; contain cutscene data in &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==STB File Format==&lt;br /&gt;
&lt;br /&gt;
Overview:&lt;br /&gt;
Contains cutscene information. File may include data for spawning objects, assigning particle systems, calling animations, grabbing text ids for textboxes, transitions between scenes, rendering cutscene exclusive BMDs.&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
0x00 (4 char) - Magicword, “STB ”&lt;br /&gt;
0x04 (4 char) - BOM (FEFF), data read in big endian&lt;br /&gt;
0x06 (uint16) - unknown&lt;br /&gt;
0x08 (uint32) - size of file in bytes&lt;br /&gt;
0x0C (uint32) - object count&lt;br /&gt;
0x10 (8 char) - unknown string, “jstudio”&lt;br /&gt;
0X18 (uint32) - unknown&lt;br /&gt;
0X1C (uint32) - unknown&lt;br /&gt;
&lt;br /&gt;
Objects:&lt;br /&gt;
JFVBFVB - Camera translations, rotation  values, keyframes? And such&lt;br /&gt;
	0x00 (8 char) - String, “JFVBFVB ”&lt;br /&gt;
	0X08 (4 char) - BOM (FEFF), data read in big endian&lt;br /&gt;
	0x0A (uint16) - unknown, set as 0x0100&lt;br /&gt;
	0X0C (uint32) - size of data in subsection as bytes&lt;br /&gt;
0x10 (uint32) - Number of batches&lt;br /&gt;
0x14 (uint32) - ?&lt;br /&gt;
	~Start of data~ (length depends on number batches and its contents)&lt;br /&gt;
0x18 (uint16) - &lt;br /&gt;
0x1A (uint16) -&lt;br /&gt;
0x1C (uint16) -&lt;br /&gt;
0x1E (uint16) -&lt;br /&gt;
0x20 (float32)&lt;br /&gt;
&lt;br /&gt;
JCMR - JStudio Camera Manager, defines camera parameters and lengths of each cut in frame?&lt;br /&gt;
0x00 (4 char) - String, JCMR&lt;br /&gt;
0x04 (uint32) - Set to 7&lt;br /&gt;
0x08 (8 char) - String, camera&lt;br /&gt;
&lt;br /&gt;
JMSG - JStudio Message, triggers text box messages and pulling contents from BMG by index IDs.&lt;br /&gt;
  &lt;br /&gt;
JACT - JStudio Actor, Cueing of animations?&lt;br /&gt;
JSND - JStudio Sound, Cueing of sounds? Particle emitters? Queueing of particles?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=STB_file&amp;diff=4615</id>
		<title>STB file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=STB_file&amp;diff=4615"/>
		<updated>2024-03-14T02:13:38Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Get the info from [https://docs.google.com/document/d/1dLYlg620m1xWW-o2wl9G09ogKOrPJgMe-SiKpqe5rso this document].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STB files&#039;&#039;&#039; contain cutscene data in &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
STB File Format&lt;br /&gt;
&lt;br /&gt;
Overview:&lt;br /&gt;
Contains cutscene information. File may include data for spawning objects, assigning particle systems, calling animations, grabbing text ids for textboxes, transitions between scenes, rendering cutscene exclusive BMDs.&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
0x00 (4 char) - Magicword, “STB ”&lt;br /&gt;
0x04 (4 char) - BOM (FEFF), data read in big endian&lt;br /&gt;
0x06 (uint16) - unknown&lt;br /&gt;
0x08 (uint32) - size of file in bytes&lt;br /&gt;
0x0C (uint32) - object count&lt;br /&gt;
0x10 (8 char) - unknown string, “jstudio”&lt;br /&gt;
0X18 (uint32) - unknown&lt;br /&gt;
0X1C (uint32) - unknown&lt;br /&gt;
&lt;br /&gt;
Objects:&lt;br /&gt;
JFVBFVB - Camera translations, rotation  values, keyframes? And such&lt;br /&gt;
	0x00 (8 char) - String, “JFVBFVB ”&lt;br /&gt;
	0X08 (4 char) - BOM (FEFF), data read in big endian&lt;br /&gt;
	0x0A (uint16) - unknown, set as 0x0100&lt;br /&gt;
	0X0C (uint32) - size of data in subsection as bytes&lt;br /&gt;
0x10 (uint32) - Number of batches&lt;br /&gt;
0x14 (uint32) - ?&lt;br /&gt;
	~Start of data~ (length depends on number batches and its contents)&lt;br /&gt;
0x18 (uint16) - &lt;br /&gt;
0x1A (uint16) -&lt;br /&gt;
0x1C (uint16) -&lt;br /&gt;
0x1E (uint16) -&lt;br /&gt;
0x20 (float32)&lt;br /&gt;
&lt;br /&gt;
JCMR - JStudio Camera Manager, defines camera parameters and lengths of each cut in frame?&lt;br /&gt;
0x00 (4 char) - String, JCMR&lt;br /&gt;
0x04 (uint32) - Set to 7&lt;br /&gt;
0x08 (8 char) - String, camera&lt;br /&gt;
&lt;br /&gt;
JMSG - JStudio Message, triggers text box messages and pulling contents from BMG by index IDs.&lt;br /&gt;
  &lt;br /&gt;
JACT - JStudio Actor, Cueing of animations?&lt;br /&gt;
JSND - JStudio Sound, Cueing of sounds? Particle emitters? Queueing of particles?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4611</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4611"/>
		<updated>2024-03-11T23:08:16Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Subsystem Version || Some code for the JSYSTEM library that this file is used in, along with a version, like &amp;quot;J3D2&amp;quot; or &amp;quot;JPA2&amp;quot;. Sometimes this is a generic code, like &amp;quot;MESG&amp;quot; for [[BMG]] files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || char[4] || File Type || The kind of file used by this subsystem, like &amp;quot;bmd1&amp;quot;, &amp;quot;bmg1&amp;quot;. Usually the same as the file extension of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x08&amp;lt;/center&amp;gt; || int || File Size || The total size of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x0C&amp;lt;/center&amp;gt; || int || Chunk Count || The number of &amp;quot;chunks&amp;quot; that follow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x10&amp;lt;/center&amp;gt; || char[4] || (Optional) Subversion || &amp;quot;SVRn&amp;quot; with some number might appear, or it might be 0xFF padding like below. It is ignored. It is hypothesized that this was a marker was used to track data migration during the development of the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x14&amp;lt;/center&amp;gt; || char[12] || Padding || This was likely reserved space in case they wanted to expand the header later. It is ignored. Official files have it as 0xFF padding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chunk Data ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Chunk Type || A FourCC code describing the contents of the chunk. This is chunk-specific.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || int || Size || The size of the chunk, including this header. In some cases, this has been known to be off slightly and run off the end of the file. It is used to locate the next chunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each chunk is aligned to a 0x20 boundary, and the size is the aligned version. If the data does is not aligned to 0x20, then Nintendo&#039;s official tooling uses a custom string to fill the remaining chunk contents. The longest known version of this string is:&lt;br /&gt;
&lt;br /&gt;
 This is padding data to alignme&lt;br /&gt;
&lt;br /&gt;
The rest of the data is file and chunk-specific. See the format&#039;s page for further information.&lt;br /&gt;
&lt;br /&gt;
== Name Tables ==&lt;br /&gt;
&lt;br /&gt;
Name tables are pools of strings used by multiple different JSYSTEM files, under the class name JUTNameTab. They collect all strings used in a chunk or section so that multiple references to the same string can be referenced by an index into the name table. A name table is laid out like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || int || Name Count || The number of names in this Name Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || JUTNameTabEntry[Count] || Entries || A variable-length set of entries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry consists of the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || short || Hash Code || A hash code of the string for fast lookup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x02&amp;lt;/center&amp;gt; || short || String Offset || An offset, relative to the start of the name table, containing the string contents followed by a NUL byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Known JSYSTEM libraries =&lt;br /&gt;
&lt;br /&gt;
== JUtility ==&lt;br /&gt;
&lt;br /&gt;
Utility toolkit with various bits and bobs. Contains JKernel, which are the core routines for doing I/O from disc, and memory management.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[SZS file]] || JKRDecomp || Yaz0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[SZP file]] || JKRDecomp || Yay0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[ARC file]] || JKRArchive || File Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BTI file]] || JUTTexture || Binary Texture Image&lt;br /&gt;
|-&lt;br /&gt;
| [[BFN file]] || JUTResFont || Binary Font&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J3DGraph ==&lt;br /&gt;
&lt;br /&gt;
J3DGraph is a 3D rendering library.&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphBase ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BMD]] || J3DModelData || Binary Model&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BDL]] || J3DModelData || Binary Display List&lt;br /&gt;
|-&lt;br /&gt;
| [[BMT]] || J3DMaterialTable || Binary Material Table&lt;br /&gt;
|-&lt;br /&gt;
| [[BLS]] || J3DClusterLoader || Binary cLuSter (Alternate vertex cluster shapes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphAnimator ===&lt;br /&gt;
&lt;br /&gt;
J3DGraphAnimator is a helper library that can animate various parts of J3D objects. Most animations come in two forms, &amp;quot;full&amp;quot;, where each frame of an animation is serialized its entirety, and &amp;quot;key&amp;quot;, where only key frames are serialized, and the runtime interpolates between key frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BTK]] || J3DAnmTextureSRTKey || Texture SRT Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCK]] || J3DAnmTransformKey || Joint Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BRK]] || J3DAnmTevRegKey || Texture Register Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BPK]] || J3DAnmColor || Color Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BTP]] || J3DAnmTexPattern || Texture Palette Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCA]] || J3DAnmTransformFull || Joint Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BVA]] || J3DAnmVisibilityFull || Visibility Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLA]] || J3DAnmClusterFull || Cluster Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLK]] || J3DAnmClusterKey || Cluster Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmColorFull || Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorFull || Vertex Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorKey || Vertex Color Animation (Key) (No Known Usages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J2DGraph ==&lt;br /&gt;
&lt;br /&gt;
J2DGraph is a 2D rendering and UI library.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[BLO]] || || Binary Layout&lt;br /&gt;
|-&lt;br /&gt;
| [[BMG]] || || Binary Message&lt;br /&gt;
|-&lt;br /&gt;
| [[BMC]] || || Binary Message Color (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JParticle ==&lt;br /&gt;
&lt;br /&gt;
[[JParticle]] is a particle and effects system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPC]] || JPAEmitterArchiveLoaderDataBase || JParticle Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPA]] || JPAEmitterLoaderDataBase || Particle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JAudio ==&lt;br /&gt;
&lt;br /&gt;
JAudio is a music and audio system, which encompasses audio and music playback.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[AAF]] || || Audio Archive File&lt;br /&gt;
|-&lt;br /&gt;
| [[BAA]] || || Binary Audio Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BMS]] || || Binary Music Sequence&lt;br /&gt;
|-&lt;br /&gt;
| [[AW]] || || Wave Archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maybe also BAS (Binary Animation Sound)&lt;br /&gt;
&lt;br /&gt;
== JStudio ==&lt;br /&gt;
&lt;br /&gt;
JStudio is a cutscene recording &amp;amp; playback library able to sequence and play back prerecorded animations for multiple actors, objects, lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[STB]] || JStudio::TParse || JStudio Binary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JMap ==&lt;br /&gt;
&lt;br /&gt;
JMap is a helper library for serializing map layouts. It has been seen in Luigi&#039;s Mansion and Super Mario Galaxy 1 and 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BCSV]] || JMapInfo || Binary CSV, a miscellaneous serialization format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619,cloudmodding}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4610</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4610"/>
		<updated>2024-03-11T22:59:31Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 4&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4|Main information]]&lt;br /&gt;
* [[Pikmin 4 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 4 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 4 glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 directory tree|directory tree]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 4 text identifiers|Text Identifiers]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Teki Units&lt;br /&gt;
** [[NoraSpawner]]&lt;br /&gt;
* [[Save Files]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[WEBM file|WEBM (video)]]&lt;br /&gt;
* [[BNVIB file|BNVIB]]&lt;br /&gt;
* [[UTOC/UCAS file|UTOC/UCAS (Archive for UASSET Files)]]&lt;br /&gt;
* [[UASSET file|UASSET File (Unreal Engine Asset File)]]&lt;br /&gt;
* [[UFONT file|UFONT]]&lt;br /&gt;
* [[LOCRES file|LOCRES]]&lt;br /&gt;
* [[WEM file|WEM]]&lt;br /&gt;
* [[BNK file|BNK]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
* [[Trackmap parameters|trackMap parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[ActorSerializeParameter and AI]]&lt;br /&gt;
* [[Data Table/Actor Parameters]]&lt;br /&gt;
* [[Enemy Parameters]]&lt;br /&gt;
* [[ActorGeneratorList]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Otakara Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Explanations and Notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[Sound Replacement Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[Cubes Yap Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
* [[Creating cave music|Creating randomly sequencing cave music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
* [[Pikmin 3 Bingo Battle|Bingo Battle]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin unread files|Unread files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Documentation&lt;br /&gt;
** [[Lilith&#039;s P4 Notes]]&lt;br /&gt;
** [[Pikmin 4 Demo Research]]&lt;br /&gt;
* Tutorials&lt;br /&gt;
** [[Model Importing Tutorial]]&lt;br /&gt;
** [[WEM Audio Modding Tutorial]]&lt;br /&gt;
** [[Enemy Duplication Tutorial (WIP)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PikBinGen]]&lt;br /&gt;
* [[Archive Toolkit]]&lt;br /&gt;
* [[OpenGL / Dolphin System|OpenGL / Dolphin System]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave Creator]]&lt;br /&gt;
* [[Pikmin 2 Routes Editor &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[DOL-Ckit]]&lt;br /&gt;
* [[Drought Enders Cave Creator]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[P4UassetEditor]]&lt;br /&gt;
* [[Modified FModel]]&lt;br /&gt;
* [[UCas/UToc Packer]]&lt;br /&gt;
* [[Dandori DB]]&lt;br /&gt;
* [[Dandori Desktop]]&lt;br /&gt;
* [[UE4LocalizationsTool]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4609</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4609"/>
		<updated>2024-03-11T22:58:20Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 4&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4|Main information]]&lt;br /&gt;
* [[Pikmin 4 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 4 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 4 glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 directory tree|directory tree]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 4 text identifiers|Text Identifiers]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Teki Units&lt;br /&gt;
** [[NoraSpawner]]&lt;br /&gt;
* [[Save Files]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[WEBM file|WEBM (video)]]&lt;br /&gt;
* [[BNVIB file|BNVIB]]&lt;br /&gt;
* [[UTOC/UCAS file|UTOC/UCAS (Archive for UASSET Files)]]&lt;br /&gt;
* [[UASSET file|UASSET File (Unreal Engine Asset File)]]&lt;br /&gt;
* [[UFONT file|UFONT]]&lt;br /&gt;
* [[LOCRES file|LOCRES]]&lt;br /&gt;
* [[WEM file|WEM]]&lt;br /&gt;
* [[BNK file|BNK]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
* [[Trackmap parameters|trackMap parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[ActorSerializeParameter and AI]]&lt;br /&gt;
* [[Data Table/Actor Parameters]]&lt;br /&gt;
* [[Enemy Parameters]]&lt;br /&gt;
* [[ActorGeneratorList]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Otakara Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Explanations and Notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[Sound Replacement Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[Cubes Yap Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
* [[Creating cave music|Creating randomly sequencing cave music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
* [[Pikmin 3 Bingo Battle|Bingo Battle]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin unread files|Unread files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Documentation&lt;br /&gt;
** [[Lilith&#039;s P4 Notes]]&lt;br /&gt;
** [[Pikmin 4 Demo Research]]&lt;br /&gt;
* Tutorials&lt;br /&gt;
** [[Model Importing Tutorial]]&lt;br /&gt;
** [[WEM Audio Modding Tutorial]]&lt;br /&gt;
** [[Enemy Duplication Tutorial (WIP)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PikBinGen]]&lt;br /&gt;
* [[Archive Toolkit]]&lt;br /&gt;
* [[OpenGL / Dolphin System|OpenGL / Dolphin System]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave Creator]]&lt;br /&gt;
* [[Pikmin 2 Routes Editor &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[DOL-Ckit]]&lt;br /&gt;
* [[Drought Enders Cave Creator]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[P4UassetEditor]]&lt;br /&gt;
* [[Modified FModel]]&lt;br /&gt;
* [[UCas/UToc Packer]]&lt;br /&gt;
* [[Dandori DB]]&lt;br /&gt;
* [[Dandori Desktop]]&lt;br /&gt;
* [[UE4LocalizationsTool]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4608</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4608"/>
		<updated>2024-03-11T22:56:02Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 1 and 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Subsystem Version || Some code for the JSYSTEM library that this file is used in, along with a version, like &amp;quot;J3D2&amp;quot; or &amp;quot;JPA2&amp;quot;. Sometimes this is a generic code, like &amp;quot;MESG&amp;quot; for [[BMG]] files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || char[4] || File Type || The kind of file used by this subsystem, like &amp;quot;bmd1&amp;quot;, &amp;quot;bmg1&amp;quot;. Usually the same as the file extension of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x08&amp;lt;/center&amp;gt; || int || File Size || The total size of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x0C&amp;lt;/center&amp;gt; || int || Chunk Count || The number of &amp;quot;chunks&amp;quot; that follow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x10&amp;lt;/center&amp;gt; || char[4] || (Optional) Subversion || &amp;quot;SVRn&amp;quot; with some number might appear, or it might be 0xFF padding like below. It is ignored. It is hypothesized that this was a marker was used to track data migration during the development of the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x14&amp;lt;/center&amp;gt; || char[12] || Padding || This was likely reserved space in case they wanted to expand the header later. It is ignored. Official files have it as 0xFF padding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chunk Data ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Chunk Type || A FourCC code describing the contents of the chunk. This is chunk-specific.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || int || Size || The size of the chunk, including this header. In some cases, this has been known to be off slightly and run off the end of the file. It is used to locate the next chunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each chunk is aligned to a 0x20 boundary, and the size is the aligned version. If the data does is not aligned to 0x20, then Nintendo&#039;s official tooling uses a custom string to fill the remaining chunk contents. The longest known version of this string is:&lt;br /&gt;
&lt;br /&gt;
 This is padding data to alignme&lt;br /&gt;
&lt;br /&gt;
The rest of the data is file and chunk-specific. See the format&#039;s page for further information.&lt;br /&gt;
&lt;br /&gt;
== Name Tables ==&lt;br /&gt;
&lt;br /&gt;
Name tables are pools of strings used by multiple different JSYSTEM files, under the class name JUTNameTab. They collect all strings used in a chunk or section so that multiple references to the same string can be referenced by an index into the name table. A name table is laid out like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || int || Name Count || The number of names in this Name Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || JUTNameTabEntry[Count] || Entries || A variable-length set of entries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry consists of the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || short || Hash Code || A hash code of the string for fast lookup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x02&amp;lt;/center&amp;gt; || short || String Offset || An offset, relative to the start of the name table, containing the string contents followed by a NUL byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Known JSYSTEM libraries =&lt;br /&gt;
&lt;br /&gt;
== JUtility ==&lt;br /&gt;
&lt;br /&gt;
Utility toolkit with various bits and bobs. Contains JKernel, which are the core routines for doing I/O from disc, and memory management.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[SZS file]] || JKRDecomp || Yaz0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[SZP file]] || JKRDecomp || Yay0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[ARC file]] || JKRArchive || File Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BTI file]] || JUTTexture || Binary Texture Image&lt;br /&gt;
|-&lt;br /&gt;
| [[BFN file]] || JUTResFont || Binary Font&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J3DGraph ==&lt;br /&gt;
&lt;br /&gt;
J3DGraph is a 3D rendering library.&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphBase ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BMD]] || J3DModelData || Binary Model&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BDL]] || J3DModelData || Binary Display List&lt;br /&gt;
|-&lt;br /&gt;
| [[BMT]] || J3DMaterialTable || Binary Material Table&lt;br /&gt;
|-&lt;br /&gt;
| [[BLS]] || J3DClusterLoader || Binary cLuSter (Alternate vertex cluster shapes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphAnimator ===&lt;br /&gt;
&lt;br /&gt;
J3DGraphAnimator is a helper library that can animate various parts of J3D objects. Most animations come in two forms, &amp;quot;full&amp;quot;, where each frame of an animation is serialized its entirety, and &amp;quot;key&amp;quot;, where only key frames are serialized, and the runtime interpolates between key frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BTK]] || J3DAnmTextureSRTKey || Texture SRT Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCK]] || J3DAnmTransformKey || Joint Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BRK]] || J3DAnmTevRegKey || Texture Register Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BPK]] || J3DAnmColor || Color Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BTP]] || J3DAnmTexPattern || Texture Palette Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCA]] || J3DAnmTransformFull || Joint Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BVA]] || J3DAnmVisibilityFull || Visibility Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLA]] || J3DAnmClusterFull || Cluster Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLK]] || J3DAnmClusterKey || Cluster Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmColorFull || Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorFull || Vertex Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorKey || Vertex Color Animation (Key) (No Known Usages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J2DGraph ==&lt;br /&gt;
&lt;br /&gt;
J2DGraph is a 2D rendering and UI library.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[BLO]] || || Binary Layout&lt;br /&gt;
|-&lt;br /&gt;
| [[BMG]] || || Binary Message&lt;br /&gt;
|-&lt;br /&gt;
| [[BMC]] || || Binary Message Color (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JParticle ==&lt;br /&gt;
&lt;br /&gt;
[[JParticle]] is a particle and effects system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPC]] || JPAEmitterArchiveLoaderDataBase || JParticle Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPA]] || JPAEmitterLoaderDataBase || Particle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JAudio ==&lt;br /&gt;
&lt;br /&gt;
JAudio is a music and audio system, which encompasses audio and music playback.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[AAF]] || || Audio Archive File&lt;br /&gt;
|-&lt;br /&gt;
| [[BAA]] || || Binary Audio Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BMS]] || || Binary Music Sequence&lt;br /&gt;
|-&lt;br /&gt;
| [[AW]] || || Wave Archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maybe also BAS (Binary Animation Sound)&lt;br /&gt;
&lt;br /&gt;
== JStudio ==&lt;br /&gt;
&lt;br /&gt;
JStudio is a cutscene recording &amp;amp; playback library able to sequence and play back prerecorded animations for multiple actors, objects, lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[STB]] || JStudio::TParse || JStudio Binary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JMap ==&lt;br /&gt;
&lt;br /&gt;
JMap is a helper library for serializing map layouts. It has been seen in Luigi&#039;s Mansion and Super Mario Galaxy 1 and 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BCSV]] || JMapInfo || Binary CSV, a miscellaneous serialization format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619,cloudmodding}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4607</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4607"/>
		<updated>2024-03-11T22:53:42Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* JUtility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 1 and 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Subsystem Version || Some code for the JSYSTEM library that this file is used in, along with a version, like &amp;quot;J3D2&amp;quot; or &amp;quot;JPA2&amp;quot;. Sometimes this is a generic code, like &amp;quot;MESG&amp;quot; for [[BMG]] files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || char[4] || File Type || The kind of file used by this subsystem, like &amp;quot;bmd1&amp;quot;, &amp;quot;bmg1&amp;quot;. Usually the same as the file extension of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x08&amp;lt;/center&amp;gt; || int || File Size || The total size of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x0C&amp;lt;/center&amp;gt; || int || Chunk Count || The number of &amp;quot;chunks&amp;quot; that follow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x10&amp;lt;/center&amp;gt; || char[4] || (Optional) Subversion || &amp;quot;SVRn&amp;quot; with some number might appear, or it might be 0xFF padding like below. It is ignored. It is hypothesized that this was a marker was used to track data migration during the development of the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x14&amp;lt;/center&amp;gt; || char[12] || Padding || This was likely reserved space in case they wanted to expand the header later. It is ignored. Official files have it as 0xFF padding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chunk Data ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Chunk Type || A FourCC code describing the contents of the chunk. This is chunk-specific.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || int || Size || The size of the chunk, including this header. In some cases, this has been known to be off slightly and run off the end of the file. It is used to locate the next chunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each chunk is aligned to a 0x20 boundary, and the size is the aligned version. If the data does is not aligned to 0x20, then Nintendo&#039;s official tooling uses a custom string to fill the remaining chunk contents. The longest known version of this string is:&lt;br /&gt;
&lt;br /&gt;
 This is padding data to alignme&lt;br /&gt;
&lt;br /&gt;
The rest of the data is file and chunk-specific. See the format&#039;s page for further information.&lt;br /&gt;
&lt;br /&gt;
== Name Tables ==&lt;br /&gt;
&lt;br /&gt;
Name tables are pools of strings used by multiple different JSYSTEM files, under the class name JUTNameTab. They collect all strings used in a chunk or section so that multiple references to the same string can be referenced by an index into the name table. A name table is laid out like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || int || Name Count || The number of names in this Name Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || JUTNameTabEntry[Count] || Entries || A variable-length set of entries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry consists of the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || short || Hash Code || A hash code of the string for fast lookup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x02&amp;lt;/center&amp;gt; || short || String Offset || An offset, relative to the start of the name table, containing the string contents followed by a NUL byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Known JSYSTEM libraries =&lt;br /&gt;
&lt;br /&gt;
== JUtility ==&lt;br /&gt;
&lt;br /&gt;
Utility toolkit with various bits and bobs. Contains JKernel, which are the core routines for doing I/O from disc, and memory management.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[szs]] || JKRDecomp || Yaz0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[SZP]] || JKRDecomp || Yay0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[ARC]] || JKRArchive || File Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BTI]] || JUTTexture || Binary Texture Image&lt;br /&gt;
|-&lt;br /&gt;
| [[BFN]] || JUTResFont || Binary Font&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J3DGraph ==&lt;br /&gt;
&lt;br /&gt;
J3DGraph is a 3D rendering library.&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphBase ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BMD]] || J3DModelData || Binary Model&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BDL]] || J3DModelData || Binary Display List&lt;br /&gt;
|-&lt;br /&gt;
| [[BMT]] || J3DMaterialTable || Binary Material Table&lt;br /&gt;
|-&lt;br /&gt;
| [[BLS]] || J3DClusterLoader || Binary cLuSter (Alternate vertex cluster shapes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphAnimator ===&lt;br /&gt;
&lt;br /&gt;
J3DGraphAnimator is a helper library that can animate various parts of J3D objects. Most animations come in two forms, &amp;quot;full&amp;quot;, where each frame of an animation is serialized its entirety, and &amp;quot;key&amp;quot;, where only key frames are serialized, and the runtime interpolates between key frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BTK]] || J3DAnmTextureSRTKey || Texture SRT Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCK]] || J3DAnmTransformKey || Joint Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BRK]] || J3DAnmTevRegKey || Texture Register Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BPK]] || J3DAnmColor || Color Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BTP]] || J3DAnmTexPattern || Texture Palette Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCA]] || J3DAnmTransformFull || Joint Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BVA]] || J3DAnmVisibilityFull || Visibility Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLA]] || J3DAnmClusterFull || Cluster Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLK]] || J3DAnmClusterKey || Cluster Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmColorFull || Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorFull || Vertex Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorKey || Vertex Color Animation (Key) (No Known Usages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J2DGraph ==&lt;br /&gt;
&lt;br /&gt;
J2DGraph is a 2D rendering and UI library.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[BLO]] || || Binary Layout&lt;br /&gt;
|-&lt;br /&gt;
| [[BMG]] || || Binary Message&lt;br /&gt;
|-&lt;br /&gt;
| [[BMC]] || || Binary Message Color (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JParticle ==&lt;br /&gt;
&lt;br /&gt;
[[JParticle]] is a particle and effects system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPC]] || JPAEmitterArchiveLoaderDataBase || JParticle Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPA]] || JPAEmitterLoaderDataBase || Particle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JAudio ==&lt;br /&gt;
&lt;br /&gt;
JAudio is a music and audio system, which encompasses audio and music playback.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[AAF]] || || Audio Archive File&lt;br /&gt;
|-&lt;br /&gt;
| [[BAA]] || || Binary Audio Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BMS]] || || Binary Music Sequence&lt;br /&gt;
|-&lt;br /&gt;
| [[AW]] || || Wave Archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maybe also BAS (Binary Animation Sound)&lt;br /&gt;
&lt;br /&gt;
== JStudio ==&lt;br /&gt;
&lt;br /&gt;
JStudio is a cutscene recording &amp;amp; playback library able to sequence and play back prerecorded animations for multiple actors, objects, lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[STB]] || JStudio::TParse || JStudio Binary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JMap ==&lt;br /&gt;
&lt;br /&gt;
JMap is a helper library for serializing map layouts. It has been seen in Luigi&#039;s Mansion and Super Mario Galaxy 1 and 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BCSV]] || JMapInfo || Binary CSV, a miscellaneous serialization format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619,cloudmodding}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4606</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4606"/>
		<updated>2024-03-11T22:52:56Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 1 and 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Subsystem Version || Some code for the JSYSTEM library that this file is used in, along with a version, like &amp;quot;J3D2&amp;quot; or &amp;quot;JPA2&amp;quot;. Sometimes this is a generic code, like &amp;quot;MESG&amp;quot; for [[BMG]] files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || char[4] || File Type || The kind of file used by this subsystem, like &amp;quot;bmd1&amp;quot;, &amp;quot;bmg1&amp;quot;. Usually the same as the file extension of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x08&amp;lt;/center&amp;gt; || int || File Size || The total size of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x0C&amp;lt;/center&amp;gt; || int || Chunk Count || The number of &amp;quot;chunks&amp;quot; that follow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x10&amp;lt;/center&amp;gt; || char[4] || (Optional) Subversion || &amp;quot;SVRn&amp;quot; with some number might appear, or it might be 0xFF padding like below. It is ignored. It is hypothesized that this was a marker was used to track data migration during the development of the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x14&amp;lt;/center&amp;gt; || char[12] || Padding || This was likely reserved space in case they wanted to expand the header later. It is ignored. Official files have it as 0xFF padding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chunk Data ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Chunk Type || A FourCC code describing the contents of the chunk. This is chunk-specific.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || int || Size || The size of the chunk, including this header. In some cases, this has been known to be off slightly and run off the end of the file. It is used to locate the next chunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each chunk is aligned to a 0x20 boundary, and the size is the aligned version. If the data does is not aligned to 0x20, then Nintendo&#039;s official tooling uses a custom string to fill the remaining chunk contents. The longest known version of this string is:&lt;br /&gt;
&lt;br /&gt;
 This is padding data to alignme&lt;br /&gt;
&lt;br /&gt;
The rest of the data is file and chunk-specific. See the format&#039;s page for further information.&lt;br /&gt;
&lt;br /&gt;
== Name Tables ==&lt;br /&gt;
&lt;br /&gt;
Name tables are pools of strings used by multiple different JSYSTEM files, under the class name JUTNameTab. They collect all strings used in a chunk or section so that multiple references to the same string can be referenced by an index into the name table. A name table is laid out like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || int || Name Count || The number of names in this Name Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || JUTNameTabEntry[Count] || Entries || A variable-length set of entries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry consists of the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || short || Hash Code || A hash code of the string for fast lookup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x02&amp;lt;/center&amp;gt; || short || String Offset || An offset, relative to the start of the name table, containing the string contents followed by a NUL byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Known JSYSTEM libraries =&lt;br /&gt;
&lt;br /&gt;
== JUtility ==&lt;br /&gt;
&lt;br /&gt;
Utility toolkit with various bits and bobs. Contains JKernel, which are the core routines for doing I/O from disc, and memory management.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[SZS]] || JKRDecomp || Yaz0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[SZP]] || JKRDecomp || Yay0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[ARC]] || JKRArchive || File Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BTI]] || JUTTexture || Binary Texture Image&lt;br /&gt;
|-&lt;br /&gt;
| [[BFN]] || JUTResFont || Binary Font&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J3DGraph ==&lt;br /&gt;
&lt;br /&gt;
J3DGraph is a 3D rendering library.&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphBase ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BMD]] || J3DModelData || Binary Model&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BDL]] || J3DModelData || Binary Display List&lt;br /&gt;
|-&lt;br /&gt;
| [[BMT]] || J3DMaterialTable || Binary Material Table&lt;br /&gt;
|-&lt;br /&gt;
| [[BLS]] || J3DClusterLoader || Binary cLuSter (Alternate vertex cluster shapes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphAnimator ===&lt;br /&gt;
&lt;br /&gt;
J3DGraphAnimator is a helper library that can animate various parts of J3D objects. Most animations come in two forms, &amp;quot;full&amp;quot;, where each frame of an animation is serialized its entirety, and &amp;quot;key&amp;quot;, where only key frames are serialized, and the runtime interpolates between key frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BTK]] || J3DAnmTextureSRTKey || Texture SRT Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCK]] || J3DAnmTransformKey || Joint Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BRK]] || J3DAnmTevRegKey || Texture Register Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BPK]] || J3DAnmColor || Color Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BTP]] || J3DAnmTexPattern || Texture Palette Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCA]] || J3DAnmTransformFull || Joint Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BVA]] || J3DAnmVisibilityFull || Visibility Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLA]] || J3DAnmClusterFull || Cluster Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLK]] || J3DAnmClusterKey || Cluster Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmColorFull || Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorFull || Vertex Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| ??? || J3DAnmVtxColorKey || Vertex Color Animation (Key) (No Known Usages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J2DGraph ==&lt;br /&gt;
&lt;br /&gt;
J2DGraph is a 2D rendering and UI library.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[BLO]] || || Binary Layout&lt;br /&gt;
|-&lt;br /&gt;
| [[BMG]] || || Binary Message&lt;br /&gt;
|-&lt;br /&gt;
| [[BMC]] || || Binary Message Color (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JParticle ==&lt;br /&gt;
&lt;br /&gt;
[[JParticle]] is a particle and effects system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPC]] || JPAEmitterArchiveLoaderDataBase || JParticle Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPA]] || JPAEmitterLoaderDataBase || Particle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JAudio ==&lt;br /&gt;
&lt;br /&gt;
JAudio is a music and audio system, which encompasses audio and music playback.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[AAF]] || || Audio Archive File&lt;br /&gt;
|-&lt;br /&gt;
| [[BAA]] || || Binary Audio Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BMS]] || || Binary Music Sequence&lt;br /&gt;
|-&lt;br /&gt;
| [[AW]] || || Wave Archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maybe also BAS (Binary Animation Sound)&lt;br /&gt;
&lt;br /&gt;
== JStudio ==&lt;br /&gt;
&lt;br /&gt;
JStudio is a cutscene recording &amp;amp; playback library able to sequence and play back prerecorded animations for multiple actors, objects, lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[STB]] || JStudio::TParse || JStudio Binary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JMap ==&lt;br /&gt;
&lt;br /&gt;
JMap is a helper library for serializing map layouts. It has been seen in Luigi&#039;s Mansion and Super Mario Galaxy 1 and 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BCSV]] || JMapInfo || Binary CSV, a miscellaneous serialization format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619,cloudmodding}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4605</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4605"/>
		<updated>2024-03-11T22:24:36Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: Created page with &amp;quot;__TOC__  ==What Jsystem is== Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 1 and 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4592</id>
		<title>Disassembly instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4592"/>
		<updated>2024-03-11T01:41:26Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide will teach you how to get a disassembler environment with &#039;&#039;Pikmin&#039;&#039; or &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; code, complete with the symbol map. Some things to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don&#039;t have access to the names of variables or anything like that.&lt;br /&gt;
* The symbol map (i.e. the thing that gives functions, classes, etc. a name) for &#039;&#039;Pikmin 2&#039;&#039; can be found in the final version of the game but the demo version of the game, the one found inside of a multi-game demo disc 17. has a more complete map than final. These instructions apply to that demo. For most purposes, it&#039;s good enough, since the code should be very similar to the final game. You can apply this guide to the final version of &#039;&#039;Pikmin 2&#039;&#039;, but you won&#039;t be able to get the symbol map working without a lot of effort.&lt;br /&gt;
&lt;br /&gt;
== Getting the necessary files ==&lt;br /&gt;
=== &#039;&#039;Pikmin&#039;&#039; ===&lt;br /&gt;
# Obtain any copy of &#039;&#039;Pikmin&#039;&#039;, as long as it&#039;s on the GameCube.&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;/dataDir/build.map&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Pikmin 2&#039;&#039; ===&lt;br /&gt;
# Obtain the Multi Game Demo Disc Version 17 (US).&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem, go down to &amp;lt;code&amp;gt;zz_Pikmin2_game.tgc&amp;lt;/code&amp;gt;, right-click it, Extract File..., and extract it somewhere.&lt;br /&gt;
# Add the &#039;&#039;Pikmin 2&#039;&#039; demo you&#039;ve extracted to Dolphin&#039;s game list.&lt;br /&gt;
#* If your version of Dolphin can&#039;t read .tgc files, download tgctogcm and run the .tgc file through it, in order to get a plain old .gcm file.&lt;br /&gt;
# Right-click the &#039;&#039;Pikmin 2&#039;&#039; demo in Dolphin&#039;s game list, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;pikmin2UP.MAP&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
== Setting up a disassembly environment ==&lt;br /&gt;
=== Basics ===&lt;br /&gt;
# Install [https://ghidra-sre.org Ghidra] (and maybe familiarize yourself with how it works).&lt;br /&gt;
# Go to the [https://github.com/aldelaro5/ghidra-gekko-broadway-lang Ghidra Gekko/Brodway language project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# Go to the [https://github.com/Cuyler36/Ghidra-GameCube-Loader Ghidra GameCube loader project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# In Ghidra, create a project for the game you want, and add that respective game&#039;s &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file you extracted to the project. The type should be detected automatically, but if not, you should select Nintendo GameCube Binary for the format, and PowerPC:BE:32:Gekko_Brodway:default for the language.&lt;br /&gt;
# When asked if you want to include a symbol map, choose yes, and pick the &amp;lt;code&amp;gt;.map&amp;lt;/code&amp;gt; file you extracted.&lt;br /&gt;
# Drag the &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file to the CodeBrowser tool. When prompted to analyze the project, press Yes, and go with the defaults.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
==== &#039;&#039;Pikmin 2&#039;&#039; ====&lt;br /&gt;
# In the disassembly pane, select all with Ctrl+A.&lt;br /&gt;
# Right-click, Set Register Values...&lt;br /&gt;
# Set r2 to &amp;lt;code&amp;gt;8051e2a0&amp;lt;/code&amp;gt;, and r13 to &amp;lt;code&amp;gt;8051c5c0&amp;lt;/code&amp;gt;.&lt;br /&gt;
#* The game uses these registers a lot to load data. These values can be obtained by playing the demo in Dolphin with debug mode, pausing emulation, and examining the value of the registers, since they&#039;re always the same.&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Espyo|Espyo]], [[User:Yoshi2|Yoshi2]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4591</id>
		<title>Disassembly instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4591"/>
		<updated>2024-03-11T01:40:28Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide will teach you how to get a disassembler environment with &#039;&#039;Pikmin&#039;&#039; or &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; code, complete with the symbol map. Some things to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don&#039;t have access to the names of variables or anything like that.&lt;br /&gt;
* The symbol map (i.e. the thing that gives functions, classes, etc. a name) for &#039;&#039;Pikmin 2&#039;&#039; can be found in the final version of the game but the demo version of the game inside of a multi-game demo disc 17 has a more complete map than final. These instructions apply to that demo. For most purposes, it&#039;s good enough, since the code should be very similar to the final game. You can apply this guide to the final version of &#039;&#039;Pikmin 2&#039;&#039;, but you won&#039;t be able to get the symbol map working without a lot of effort.&lt;br /&gt;
&lt;br /&gt;
== Getting the necessary files ==&lt;br /&gt;
=== &#039;&#039;Pikmin&#039;&#039; ===&lt;br /&gt;
# Obtain any copy of &#039;&#039;Pikmin&#039;&#039;, as long as it&#039;s on the GameCube.&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;/dataDir/build.map&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Pikmin 2&#039;&#039; ===&lt;br /&gt;
# Obtain the Multi Game Demo Disc Version 17 (US).&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem, go down to &amp;lt;code&amp;gt;zz_Pikmin2_game.tgc&amp;lt;/code&amp;gt;, right-click it, Extract File..., and extract it somewhere.&lt;br /&gt;
# Add the &#039;&#039;Pikmin 2&#039;&#039; demo you&#039;ve extracted to Dolphin&#039;s game list.&lt;br /&gt;
#* If your version of Dolphin can&#039;t read .tgc files, download tgctogcm and run the .tgc file through it, in order to get a plain old .gcm file.&lt;br /&gt;
# Right-click the &#039;&#039;Pikmin 2&#039;&#039; demo in Dolphin&#039;s game list, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;pikmin2UP.MAP&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
== Setting up a disassembly environment ==&lt;br /&gt;
=== Basics ===&lt;br /&gt;
# Install [https://ghidra-sre.org Ghidra] (and maybe familiarize yourself with how it works).&lt;br /&gt;
# Go to the [https://github.com/aldelaro5/ghidra-gekko-broadway-lang Ghidra Gekko/Brodway language project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# Go to the [https://github.com/Cuyler36/Ghidra-GameCube-Loader Ghidra GameCube loader project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# In Ghidra, create a project for the game you want, and add that respective game&#039;s &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file you extracted to the project. The type should be detected automatically, but if not, you should select Nintendo GameCube Binary for the format, and PowerPC:BE:32:Gekko_Brodway:default for the language.&lt;br /&gt;
# When asked if you want to include a symbol map, choose yes, and pick the &amp;lt;code&amp;gt;.map&amp;lt;/code&amp;gt; file you extracted.&lt;br /&gt;
# Drag the &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file to the CodeBrowser tool. When prompted to analyze the project, press Yes, and go with the defaults.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
==== &#039;&#039;Pikmin 2&#039;&#039; ====&lt;br /&gt;
# In the disassembly pane, select all with Ctrl+A.&lt;br /&gt;
# Right-click, Set Register Values...&lt;br /&gt;
# Set r2 to &amp;lt;code&amp;gt;8051e2a0&amp;lt;/code&amp;gt;, and r13 to &amp;lt;code&amp;gt;8051c5c0&amp;lt;/code&amp;gt;.&lt;br /&gt;
#* The game uses these registers a lot to load data. These values can be obtained by playing the demo in Dolphin with debug mode, pausing emulation, and examining the value of the registers, since they&#039;re always the same.&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Espyo|Espyo]], [[User:Yoshi2|Yoshi2]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4590</id>
		<title>Disassembly instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4590"/>
		<updated>2024-03-11T01:39:03Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide will teach you how to get a disassembler environment with &#039;&#039;Pikmin&#039;&#039; or &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; code, complete with the symbol map. Some things to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don&#039;t have access to the names of variables or anything like that.&lt;br /&gt;
* The symbol map (i.e. the thing that gives functions, classes, etc. a name) for &#039;&#039;Pikmin 2&#039;&#039; can be found in the final version of the game, the demo version of the game inside of a multi-game demo disc. These instructions apply to that demo. For most purposes, it&#039;s good enough, since the code should be very similar to the final game. You can apply this guide to the final version of &#039;&#039;Pikmin 2&#039;&#039;, but you won&#039;t be able to get the symbol map working without a lot of effort.&lt;br /&gt;
&lt;br /&gt;
== Getting the necessary files ==&lt;br /&gt;
=== &#039;&#039;Pikmin&#039;&#039; ===&lt;br /&gt;
# Obtain any copy of &#039;&#039;Pikmin&#039;&#039;, as long as it&#039;s on the GameCube.&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;/dataDir/build.map&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Pikmin 2&#039;&#039; ===&lt;br /&gt;
# Obtain the Multi Game Demo Disc Version 17 (US).&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem, go down to &amp;lt;code&amp;gt;zz_Pikmin2_game.tgc&amp;lt;/code&amp;gt;, right-click it, Extract File..., and extract it somewhere.&lt;br /&gt;
# Add the &#039;&#039;Pikmin 2&#039;&#039; demo you&#039;ve extracted to Dolphin&#039;s game list.&lt;br /&gt;
#* If your version of Dolphin can&#039;t read .tgc files, download tgctogcm and run the .tgc file through it, in order to get a plain old .gcm file.&lt;br /&gt;
# Right-click the &#039;&#039;Pikmin 2&#039;&#039; demo in Dolphin&#039;s game list, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;pikmin2UP.MAP&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
== Setting up a disassembly environment ==&lt;br /&gt;
=== Basics ===&lt;br /&gt;
# Install [https://ghidra-sre.org Ghidra] (and maybe familiarize yourself with how it works).&lt;br /&gt;
# Go to the [https://github.com/aldelaro5/ghidra-gekko-broadway-lang Ghidra Gekko/Brodway language project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# Go to the [https://github.com/Cuyler36/Ghidra-GameCube-Loader Ghidra GameCube loader project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# In Ghidra, create a project for the game you want, and add that respective game&#039;s &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file you extracted to the project. The type should be detected automatically, but if not, you should select Nintendo GameCube Binary for the format, and PowerPC:BE:32:Gekko_Brodway:default for the language.&lt;br /&gt;
# When asked if you want to include a symbol map, choose yes, and pick the &amp;lt;code&amp;gt;.map&amp;lt;/code&amp;gt; file you extracted.&lt;br /&gt;
# Drag the &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file to the CodeBrowser tool. When prompted to analyze the project, press Yes, and go with the defaults.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
==== &#039;&#039;Pikmin 2&#039;&#039; ====&lt;br /&gt;
# In the disassembly pane, select all with Ctrl+A.&lt;br /&gt;
# Right-click, Set Register Values...&lt;br /&gt;
# Set r2 to &amp;lt;code&amp;gt;8051e2a0&amp;lt;/code&amp;gt;, and r13 to &amp;lt;code&amp;gt;8051c5c0&amp;lt;/code&amp;gt;.&lt;br /&gt;
#* The game uses these registers a lot to load data. These values can be obtained by playing the demo in Dolphin with debug mode, pausing emulation, and examining the value of the registers, since they&#039;re always the same.&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Espyo|Espyo]], [[User:Yoshi2|Yoshi2]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4589</id>
		<title>Disassembly instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Disassembly_instructions&amp;diff=4589"/>
		<updated>2024-03-11T01:38:20Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide will teach you how to get a disassembler environment with &#039;&#039;Pikmin&#039;&#039; or &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; code, complete with the symbol map. Some things to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don&#039;t have access to the names of variables or anything like that.&lt;br /&gt;
* The symbol map (i.e. the thing that gives functions, classes, etc. a name) for &#039;&#039;Pikmin 2&#039;&#039; can be found in the final a version of the game the demo version of the game inside of a multi-game demo disc. These instructions apply to that demo. For most purposes, it&#039;s good enough, since the code should be very similar to the final game. You can apply this guide to the final version of &#039;&#039;Pikmin 2&#039;&#039;, but you won&#039;t be able to get the symbol map working without a lot of effort.&lt;br /&gt;
&lt;br /&gt;
== Getting the necessary files ==&lt;br /&gt;
=== &#039;&#039;Pikmin&#039;&#039; ===&lt;br /&gt;
# Obtain any copy of &#039;&#039;Pikmin&#039;&#039;, as long as it&#039;s on the GameCube.&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;/dataDir/build.map&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Pikmin 2&#039;&#039; ===&lt;br /&gt;
# Obtain the Multi Game Demo Disc Version 17 (US).&lt;br /&gt;
# Add it to Dolphin&#039;s game list.&lt;br /&gt;
# Right-click it, Properties, Filesystem, go down to &amp;lt;code&amp;gt;zz_Pikmin2_game.tgc&amp;lt;/code&amp;gt;, right-click it, Extract File..., and extract it somewhere.&lt;br /&gt;
# Add the &#039;&#039;Pikmin 2&#039;&#039; demo you&#039;ve extracted to Dolphin&#039;s game list.&lt;br /&gt;
#* If your version of Dolphin can&#039;t read .tgc files, download tgctogcm and run the .tgc file through it, in order to get a plain old .gcm file.&lt;br /&gt;
# Right-click the &#039;&#039;Pikmin 2&#039;&#039; demo in Dolphin&#039;s game list, Properties, Filesystem:&lt;br /&gt;
## Right-click Disc at the top of the tree, Extract DOL..., and extract it somewhere.&lt;br /&gt;
## Right-click &amp;lt;code&amp;gt;pikmin2UP.MAP&amp;lt;/code&amp;gt;, Extract File..., and extract it somewhere.&lt;br /&gt;
&lt;br /&gt;
== Setting up a disassembly environment ==&lt;br /&gt;
=== Basics ===&lt;br /&gt;
# Install [https://ghidra-sre.org Ghidra] (and maybe familiarize yourself with how it works).&lt;br /&gt;
# Go to the [https://github.com/aldelaro5/ghidra-gekko-broadway-lang Ghidra Gekko/Brodway language project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# Go to the [https://github.com/Cuyler36/Ghidra-GameCube-Loader Ghidra GameCube loader project], and follow the instructions to install it on Ghidra.&lt;br /&gt;
# In Ghidra, create a project for the game you want, and add that respective game&#039;s &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file you extracted to the project. The type should be detected automatically, but if not, you should select Nintendo GameCube Binary for the format, and PowerPC:BE:32:Gekko_Brodway:default for the language.&lt;br /&gt;
# When asked if you want to include a symbol map, choose yes, and pick the &amp;lt;code&amp;gt;.map&amp;lt;/code&amp;gt; file you extracted.&lt;br /&gt;
# Drag the &amp;lt;code&amp;gt;.dol&amp;lt;/code&amp;gt; file to the CodeBrowser tool. When prompted to analyze the project, press Yes, and go with the defaults.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
==== &#039;&#039;Pikmin 2&#039;&#039; ====&lt;br /&gt;
# In the disassembly pane, select all with Ctrl+A.&lt;br /&gt;
# Right-click, Set Register Values...&lt;br /&gt;
# Set r2 to &amp;lt;code&amp;gt;8051e2a0&amp;lt;/code&amp;gt;, and r13 to &amp;lt;code&amp;gt;8051c5c0&amp;lt;/code&amp;gt;.&lt;br /&gt;
#* The game uses these registers a lot to load data. These values can be obtained by playing the demo in Dolphin with debug mode, pausing emulation, and examining the value of the registers, since they&#039;re always the same.&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Espyo|Espyo]], [[User:Yoshi2|Yoshi2]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BCA_file&amp;diff=4588</id>
		<title>BCA file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BCA_file&amp;diff=4588"/>
		<updated>2024-03-10T03:27:48Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;BCA files&amp;#039;&amp;#039;&amp;#039; represent model animations in &amp;#039;&amp;#039;Pikmin 2&amp;#039;&amp;#039;. They are one of the two types of animation files, the other being BCK.  Category:File formats Ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BCA files&#039;&#039;&#039; represent model animations in &#039;&#039;Pikmin 2&#039;&#039;. They are one of the two types of animation files, the other being [[BCK file|BCK]].&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4587</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4587"/>
		<updated>2024-03-09T19:30:34Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JCMR = &lt;br /&gt;
Object that deals with the camera movement. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JCMR data entries&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|If equal to 0, terminates list of data entries and no further JCMR data follows. Otherwise equal to 0x8000003C&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|0x40 bytes of data&lt;br /&gt;
|Only exists if previous value was 0x8000003C, purpose unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JACT data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
= JSND =&lt;br /&gt;
&lt;br /&gt;
still being looked into atm but is suspected to be for music&lt;br /&gt;
&lt;br /&gt;
= JCNT =&lt;br /&gt;
&lt;br /&gt;
have no idea but i suspect that it either does nothing or is for the frames in a cutscene- Cube 2024&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4586</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4586"/>
		<updated>2024-03-09T19:29:55Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JCMR = &lt;br /&gt;
Object that deals with the camera movement. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JCMR data entries&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|If equal to 0, terminates list of data entries and no further JCMR data follows. Otherwise equal to 0x8000003C&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|0x40 bytes of data&lt;br /&gt;
|Only exists if previous value was 0x8000003C, purpose unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JACT data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
= JSND =&lt;br /&gt;
&lt;br /&gt;
still being looked into atm but is suspected to be for music&lt;br /&gt;
&lt;br /&gt;
= JCNT =&lt;br /&gt;
&lt;br /&gt;
have no idea but i suspect that it either does nothing or is for the frames in a cutscene-cube &lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4585</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4585"/>
		<updated>2024-03-09T19:11:43Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JCMR = &lt;br /&gt;
Object that deals with the camera movement. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JCMR data entries&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|If equal to 0, terminates list of data entries and no further JCMR data follows. Otherwise equal to 0x8000003C&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|0x40 bytes of data&lt;br /&gt;
|Only exists if previous value was 0x8000003C, purpose unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JACT data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
= JSND =&lt;br /&gt;
&lt;br /&gt;
still being looked into atm but is suspected to be for music&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4584</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=4584"/>
		<updated>2024-03-09T19:10:44Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JCMR = &lt;br /&gt;
Object that deals with the camera movement. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JCMR data entries&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|If equal to 0, terminates list of data entries and no further JCMR data follows. Otherwise equal to 0x8000003C&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|0x40 bytes of data&lt;br /&gt;
|Only exists if previous value was 0x8000003C, purpose unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JACT data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JSND =&lt;br /&gt;
&lt;br /&gt;
still being looked into atm but is suspected to be for music&lt;br /&gt;
&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Submerged_Castle_oddities&amp;diff=4583</id>
		<title>Submerged Castle oddities</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Submerged_Castle_oddities&amp;diff=4583"/>
		<updated>2024-03-09T04:08:12Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Submerged Castle, known internally as &amp;lt;code&amp;gt;yakushima_4&amp;lt;/code&amp;gt;, has a number of hardcoded oddities that allow it to work. They are important to remember when editing the Submerged Castle, or making caves that are similar to it, and are documented here.&lt;br /&gt;
&lt;br /&gt;
== Blue Pikmin Only ==&lt;br /&gt;
The most commonly known oddity of the Submerged Castle is that non-Blues cannot enter it, even through hacking. One of the entries in the Perplexing Pool&#039;s &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt; file is commented with &amp;lt;code&amp;gt;for yakushima_4&amp;lt;/code&amp;gt;, and the entry itself has code related to Blue Pikmin.&lt;br /&gt;
&lt;br /&gt;
The lock is accomplished by checking Pikmin type and cave ID; these factors can be modified by DOL editing.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
In &amp;lt;code&amp;gt;/root/user/Totaka&amp;lt;/code&amp;gt;, there is a set of text files that determine the music that plays in each cave. The Submerged Castle is set to play &amp;lt;code&amp;gt;new_01_0.cnd&amp;lt;/code&amp;gt; on every sublevel. Normally, this is the theme that plays on sublevel 6 of the Hole of Heroes, but when set to play in this cave, it plays the normal theme. what we know is that new_01_0.cnd is used as a placeholder at times and that kuropre.bms is hardcoded to play on the submerged castle&lt;br /&gt;
&lt;br /&gt;
The music that plays when facing the Waterwraith is odd, too. If encountered in this cave, its theme(s) will play, but not if it&#039;s encountered anywhere else. This probably allows the Bully Den&#039;s music selection to work properly.&lt;br /&gt;
&lt;br /&gt;
== Waterwraith oddities ==&lt;br /&gt;
Normally, when the Waterwraith spawns via its &amp;lt;code&amp;gt;BlackManTimer&amp;lt;/code&amp;gt; reaching 0 for the first time, a cutscene will play acknowledging so. However, the cutscene will only play if the Waterwraith is in the Submerged Castle. In any other location, this will not happen, similarly to the music oddities above. Once again, this probably allows the Bully Den to work properly.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
In the first four sublevels, the Waterwraith will spawn once the &amp;lt;code&amp;gt;BlackManTimer&amp;lt;/code&amp;gt; reaches 0 (set to 300 which is 5 minutes). However, even though the &amp;lt;code&amp;gt;BlackManTimer&amp;lt;/code&amp;gt; is present on the final sublevel (it is set to 15 seconds), the Waterwraith will not spawn until the player or a Pikmin reaches the center of the arena (where the egg is located). It is currently unknown how this is achieved and the &amp;lt;code&amp;gt;a attribute&amp;lt;/code&amp;gt; setting (which is on 2 for all of Submerged Castle) doesn&#039;t seem to be a contributing factor.&lt;br /&gt;
&lt;br /&gt;
The Waterwraith is hardcoded to act differently in the final floor of a dungeon.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Similarly to the Subterranean Complex, the Violet Candypop buds on sublevel 5 will always be there, regardless of how many Purple Pikmin you have in the ship. This is preventing you from not being able to defeat the Waterwraith. Although there are only 2 and they&#039;re considerably harder to get to, you can throw the cave&#039;s Bulbmin into the flowers, preventing you from sacrificing 80 non-Bulbmin to them instead. It&#039;s  a great alternative method to raise Purple Numbers so you can lift the Doomsday Apparatus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4582</id>
		<title>BTI file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4582"/>
		<updated>2024-03-09T03:56:53Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BTI&#039;&#039;&#039; is an image file format similar to [[TEX0]], [[TPL]] and [[BREFT]] file formats. The only difference is the file header.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
The file format is very simple and starts with a file header followed by the image data. All data is written in [[big endian]].&lt;br /&gt;
&lt;br /&gt;
=== File Header ===&lt;br /&gt;
The following table shows the file header. It is 0x20 bytes long. There is no magic to identify BTI files,&lt;br /&gt;
so tools may do some plausibility checks to identify them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ File Header&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || &#039;&#039;&#039;[[Image Formats|Image format]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Byte || &#039;&#039;&#039;Enable alpha&#039;&#039;&#039; (0x00 means alpha is disabled, anything higher means alpha is enabled).&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || UInt16 || &#039;&#039;&#039;Width&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Height&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Byte || &#039;&#039;&#039;Wrap S&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for U projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Byte || &#039;&#039;&#039;Wrap T&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for V projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || &#039;&#039;&#039;[[Image Formats#Palette_Formats|Palette format]]&#039;&#039;&#039; (not used in [[Mario Kart Wii]]).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || UInt16 || &#039;&#039;&#039;Number of palette entries&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|palette data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Byte || &#039;&#039;&#039;Magnification filter type&#039;&#039;&#039; (0x00 means nearest, 0x01 means linear).&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Byte || &#039;&#039;&#039;Minification filter type&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte || &#039;&#039;&#039;Total number of images&#039;&#039;&#039;, thus number of mipmaps + 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || Byte || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|image data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || colspan=2 {{unknown|End of file header}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image and Palette Data ===&lt;br /&gt;
The image and palette data starts at the given data offset in the file header. &lt;br /&gt;
The data depends on the image and palette formats format.&lt;br /&gt;
The image format values are listed below.&lt;br /&gt;
&lt;br /&gt;
{{Credits|Gamecubing8619,Vulcan,wiki.tockdom.com}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4581</id>
		<title>BTI file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4581"/>
		<updated>2024-03-09T03:56:22Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* Image and Palette Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BTI&#039;&#039;&#039; is an image file format similar to [[TEX0]], [[TPL]] and [[BREFT]] file formats. The only difference is the file header.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appearance in Mario Kart Wii ==&lt;br /&gt;
BTI files are used rarely in [[Mario Kart Wii]]. They can be found in some tracks with 3 different file names:&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/course.btienv#info course.btiEnv]&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/course.btimat#info course.btiMat]&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/posteffect/posteffect.bti#info posteffect/posteffect.bti]&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
The file format is very simple and starts with a file header followed by the image data. All data is written in [[big endian]].&lt;br /&gt;
&lt;br /&gt;
=== File Header ===&lt;br /&gt;
The following table shows the file header. It is 0x20 bytes long. There is no magic to identify BTI files,&lt;br /&gt;
so tools may do some plausibility checks to identify them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ File Header&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || &#039;&#039;&#039;[[Image Formats|Image format]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Byte || &#039;&#039;&#039;Enable alpha&#039;&#039;&#039; (0x00 means alpha is disabled, anything higher means alpha is enabled).&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || UInt16 || &#039;&#039;&#039;Width&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Height&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Byte || &#039;&#039;&#039;Wrap S&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for U projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Byte || &#039;&#039;&#039;Wrap T&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for V projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || &#039;&#039;&#039;[[Image Formats#Palette_Formats|Palette format]]&#039;&#039;&#039; (not used in [[Mario Kart Wii]]).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || UInt16 || &#039;&#039;&#039;Number of palette entries&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|palette data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Byte || &#039;&#039;&#039;Magnification filter type&#039;&#039;&#039; (0x00 means nearest, 0x01 means linear).&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Byte || &#039;&#039;&#039;Minification filter type&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte || &#039;&#039;&#039;Total number of images&#039;&#039;&#039;, thus number of mipmaps + 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || Byte || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|image data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || colspan=2 {{unknown|End of file header}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image and Palette Data ===&lt;br /&gt;
The image and palette data starts at the given data offset in the file header. &lt;br /&gt;
The data depends on the image and palette formats format.&lt;br /&gt;
The image format values are listed below.&lt;br /&gt;
&lt;br /&gt;
{{Credits|Gamecubing8619,Vulcan,wiki.tockdom.com}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4580</id>
		<title>BTI file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BTI_file&amp;diff=4580"/>
		<updated>2024-03-09T03:55:53Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BTI&#039;&#039;&#039; is an image file format similar to [[TEX0]], [[TPL]] and [[BREFT]] file formats. The only difference is the file header.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appearance in Mario Kart Wii ==&lt;br /&gt;
BTI files are used rarely in [[Mario Kart Wii]]. They can be found in some tracks with 3 different file names:&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/course.btienv#info course.btiEnv]&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/course.btimat#info course.btiMat]&lt;br /&gt;
* [http://szs.wiimm.de/cgi/mkw/track-ref/posteffect/posteffect.bti#info posteffect/posteffect.bti]&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
The file format is very simple and starts with a file header followed by the image data. All data is written in [[big endian]].&lt;br /&gt;
&lt;br /&gt;
=== File Header ===&lt;br /&gt;
The following table shows the file header. It is 0x20 bytes long. There is no magic to identify BTI files,&lt;br /&gt;
so tools may do some plausibility checks to identify them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ File Header&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || &#039;&#039;&#039;[[Image Formats|Image format]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Byte || &#039;&#039;&#039;Enable alpha&#039;&#039;&#039; (0x00 means alpha is disabled, anything higher means alpha is enabled).&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || UInt16 || &#039;&#039;&#039;Width&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Height&#039;&#039;&#039; of the image in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Byte || &#039;&#039;&#039;Wrap S&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for U projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Byte || &#039;&#039;&#039;Wrap T&#039;&#039;&#039;[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for V projection maps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || &#039;&#039;&#039;[[Image Formats#Palette_Formats|Palette format]]&#039;&#039;&#039; (not used in [[Mario Kart Wii]]).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || UInt16 || &#039;&#039;&#039;Number of palette entries&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|palette data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Byte || &#039;&#039;&#039;Magnification filter type&#039;&#039;&#039; (0x00 means nearest, 0x01 means linear).&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Byte || &#039;&#039;&#039;Minification filter type&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte || &#039;&#039;&#039;Total number of images&#039;&#039;&#039;, thus number of mipmaps + 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || Byte || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}} Always 0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Offset to [[#Image and Palette Data|image data]]&#039;&#039;&#039;, relative to the start of the file header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || colspan=2 {{unknown|End of file header}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image and Palette Data ===&lt;br /&gt;
The image and palette data starts at the given data offset in the file header. &lt;br /&gt;
The data depends on the image and palette formats format.&lt;br /&gt;
The image format values are listed below.&lt;br /&gt;
&lt;br /&gt;
{{Image Formats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Credits|Gamecubing8619,vulcan,wiki.tockdom.com}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_collinfo.txt&amp;diff=4579</id>
		<title>Pikmin 2 collinfo.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_collinfo.txt&amp;diff=4579"/>
		<updated>2024-03-09T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Collinfo Is==&lt;br /&gt;
within user\Abe\Pellet\us\otakara_texts.szs there are multiple folders each for a different treasure and inside of each treasure folder there is a animmgr.txt for aminations and a collinfo for collision which we will go in depth here.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Property || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;child count&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;joint index&amp;lt;/code&amp;gt;&lt;br /&gt;
|  wip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;attribute&amp;lt;/code&amp;gt;&lt;br /&gt;
| wip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! collinfo.txt example&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source&amp;gt;&lt;br /&gt;
1 				# child count &lt;br /&gt;
19.143629 			# radius &lt;br /&gt;
{none}				# id &lt;br /&gt;
{____}				# code &lt;br /&gt;
0.000000 -2.000000 -1.000000 	# offset&lt;br /&gt;
0 				# joint index&lt;br /&gt;
0				# attribute&lt;br /&gt;
# child&lt;br /&gt;
{&lt;br /&gt;
	0				# child count &lt;br /&gt;
	19.143629 			# radius &lt;br /&gt;
	{none}				# id &lt;br /&gt;
	{____}				# code &lt;br /&gt;
	0.000000 -2.000000 -1.000000 	# offset&lt;br /&gt;
	0 				# joint index&lt;br /&gt;
	0				# attribute&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_collinfo.txt&amp;diff=4578</id>
		<title>Pikmin 2 collinfo.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_collinfo.txt&amp;diff=4578"/>
		<updated>2024-03-09T03:18:01Z</updated>

		<summary type="html">&lt;p&gt;GameCubing8619: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Collinfo Is==&lt;br /&gt;
within user\Abe\Pellet\us\otakara_texts.szs there are multiple folders each for a different treasure and inside of each treasure folder there is a animmgr.txt for aminations and a collinfo for collision which we will go in depth here.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Property || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;child count&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive containing the model, in &amp;lt;/code&amp;gt;/user/Abe/pellet/region&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the [[BMD file|&amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; model]] within the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;joint index&amp;lt;/code&amp;gt;&lt;br /&gt;
|  {{unsure|Collision processing radius?}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;attribute&amp;lt;/code&amp;gt;&lt;br /&gt;
| Radius of shadow and where Pikmin pick up the treasure base.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! collinfo.txt example&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source&amp;gt;&lt;br /&gt;
1 				# child count &lt;br /&gt;
19.143629 			# radius &lt;br /&gt;
{none}				# id &lt;br /&gt;
{____}				# code &lt;br /&gt;
0.000000 -2.000000 -1.000000 	# offset&lt;br /&gt;
0 				# joint index&lt;br /&gt;
0				# attribute&lt;br /&gt;
# child&lt;br /&gt;
{&lt;br /&gt;
	0				# child count &lt;br /&gt;
	19.143629 			# radius &lt;br /&gt;
	{none}				# id &lt;br /&gt;
	{____}				# code &lt;br /&gt;
	0.000000 -2.000000 -1.000000 	# offset&lt;br /&gt;
	0 				# joint index&lt;br /&gt;
	0				# attribute&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619}}&lt;/div&gt;</summary>
		<author><name>GameCubing8619</name></author>
	</entry>
</feed>