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	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IgneousCompas</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
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	<updated>2026-06-20T07:56:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4021</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4021"/>
		<updated>2022-11-23T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara_config.txt}}&lt;br /&gt;
&amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; is a file that dictates non-Exploration Kit treasure properties in &#039;&#039;Pikmin 2&#039;&#039;. &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt; is a similar file that lists all Exploration Kit treasures. This page will explain both files.&lt;br /&gt;
&lt;br /&gt;
To find them, go to &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;, where you will see a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;. Extract this file to get several text files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt;. The files &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/item_config.txt&amp;lt;/code&amp;gt; are &#039;&#039;&#039;unused&#039;&#039;&#039; by the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The first line that&#039;s not a comment indicates the number of entries.&lt;br /&gt;
&lt;br /&gt;
Then come a series of blocks, starting and ending with curly braces &amp;amp;ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word &amp;lt;code&amp;gt;end&amp;lt;/code&amp;gt;. The following properties exist:&lt;br /&gt;
&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;
| &amp;lt;code&amp;gt;pikicountmax&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Number of Pikmin treasure produces. Leftover data from pellet files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmin&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dynamics&amp;lt;/code&amp;gt;&lt;br /&gt;
| A value related to treasure collision. This is set to &amp;quot;lod&amp;quot; for most treasures, but &amp;quot;never&amp;quot; when the treasure weighs 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;money&amp;lt;/code&amp;gt;&lt;br /&gt;
| Number of Pokos the treasure is worth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unique&amp;lt;/code&amp;gt;&lt;br /&gt;
| If set to no, the treasure will always appear, even if it is already collected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dictionary&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spot placement in the Treasure Hoard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth&amp;lt;/code&amp;gt;&lt;br /&gt;
| This and the next values are how you make treasures buried.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_max&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Depth is the most important for this.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_a&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_b&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_c&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_d&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls the ID of the ship&#039;s announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following is the example of an entry.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru&lt;br /&gt;
	archive		ahiru.szs&lt;br /&gt;
	bmd		    ahiru.bmd&lt;br /&gt;
	animmgr		animmgr.txt&lt;br /&gt;
	colltree	collInfo.txt&lt;br /&gt;
	radius		     35&lt;br /&gt;
	p_radius		 35&lt;br /&gt;
	height		     25&lt;br /&gt;
	inertiascaling	500&lt;br /&gt;
	particletyp  simple&lt;br /&gt;
	numparticles  8&lt;br /&gt;
	particlesize  1&lt;br /&gt;
	friction	0.1&lt;br /&gt;
	min		      8&lt;br /&gt;
	max		     15&lt;br /&gt;
	pikicountmax  0&lt;br /&gt;
	pikicountmin  0&lt;br /&gt;
	dynamics	lod&lt;br /&gt;
	money		 90&lt;br /&gt;
	unique		yes&lt;br /&gt;
	code	      0&lt;br /&gt;
	dictionary	129&lt;br /&gt;
	depth		  0&lt;br /&gt;
	depth_max	 25&lt;br /&gt;
	depth_a		 15&lt;br /&gt;
	depth_b		 20&lt;br /&gt;
	depth_c		 37&lt;br /&gt;
	depth_d		 37&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4020</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4020"/>
		<updated>2022-11-23T00:07:49Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara_config.txt}}&lt;br /&gt;
&amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; is a file that dictates non-Exploration Kit treasure properties in &#039;&#039;Pikmin 2&#039;&#039;. &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt; is a similar file that lists all Exploration Kit treasures. This page will explain both files.&lt;br /&gt;
&lt;br /&gt;
To find them, go to &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;, where you will see a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;. Extract this file to get several text files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt;. The files &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/item_config.txt&amp;lt;/code&amp;gt; are &#039;&#039;&#039;unused&#039;&#039;&#039; by the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The first line that&#039;s not a comment indicates the number of entries.&lt;br /&gt;
&lt;br /&gt;
Then come a series of blocks, starting and ending with curly braces &amp;amp;ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word &amp;lt;code&amp;gt;end&amp;lt;/code&amp;gt;. The following properties exist:&lt;br /&gt;
&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;
|  {{Unknown}} (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;
| &amp;lt;code&amp;gt;pikicountmax&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Number of Pikmin treasure produces. Leftover data from pellet files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmin&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dynamics&amp;lt;/code&amp;gt;&lt;br /&gt;
| A value related to treasure collision. This is set to &amp;quot;lod&amp;quot; for most treasures, but &amp;quot;never&amp;quot; when the treasure weighs 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;money&amp;lt;/code&amp;gt;&lt;br /&gt;
| Number of Pokos the treasure is worth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unique&amp;lt;/code&amp;gt;&lt;br /&gt;
| If set to no, the treasure will always appear, even if it is already collected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dictionary&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spot placement in the Treasure Hoard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth&amp;lt;/code&amp;gt;&lt;br /&gt;
| This and the next values are how you make treasures buried.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_max&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Depth is the most important for this.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_a&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_b&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_c&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_d&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls the ID of the ship&#039;s announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following is the example of an entry.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru&lt;br /&gt;
	archive		ahiru.szs&lt;br /&gt;
	bmd		    ahiru.bmd&lt;br /&gt;
	animmgr		animmgr.txt&lt;br /&gt;
	colltree	collInfo.txt&lt;br /&gt;
	radius		     35&lt;br /&gt;
	p_radius		 35&lt;br /&gt;
	height		     25&lt;br /&gt;
	inertiascaling	500&lt;br /&gt;
	particletyp  simple&lt;br /&gt;
	numparticles  8&lt;br /&gt;
	particlesize  1&lt;br /&gt;
	friction	0.1&lt;br /&gt;
	min		      8&lt;br /&gt;
	max		     15&lt;br /&gt;
	pikicountmax  0&lt;br /&gt;
	pikicountmin  0&lt;br /&gt;
	dynamics	lod&lt;br /&gt;
	money		 90&lt;br /&gt;
	unique		yes&lt;br /&gt;
	code	      0&lt;br /&gt;
	dictionary	129&lt;br /&gt;
	depth		  0&lt;br /&gt;
	depth_max	 25&lt;br /&gt;
	depth_a		 15&lt;br /&gt;
	depth_b		 20&lt;br /&gt;
	depth_c		 37&lt;br /&gt;
	depth_d		 37&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4019</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4019"/>
		<updated>2022-11-23T00:04:50Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara_config.txt}}&lt;br /&gt;
&amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; is a file that dictates non-Exploration Kit treasure properties in &#039;&#039;Pikmin 2&#039;&#039;. &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt; is a similar file that lists all Exploration Kit treasures. This page will explain both files.&lt;br /&gt;
&lt;br /&gt;
To find them, go to &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;, where you will see a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;. Extract this file to get several text files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt;. The files &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/item_config.txt&amp;lt;/code&amp;gt; are &#039;&#039;&#039;unused&#039;&#039;&#039; by the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The first line that&#039;s not a comment indicates the number of entries.&lt;br /&gt;
&lt;br /&gt;
Then come a series of blocks, starting and ending with curly braces &amp;amp;ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word &amp;lt;code&amp;gt;end&amp;lt;/code&amp;gt;. The following properties exist:&lt;br /&gt;
&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;
| {{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;
| &amp;lt;code&amp;gt;pikicountmax&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Number of Pikmin treasure produces. Leftover data from pellet files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmin&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dynamics&amp;lt;/code&amp;gt;&lt;br /&gt;
| A value related to treasure collision. This is set to &amp;quot;lod&amp;quot; for most treasures, but &amp;quot;never&amp;quot; when the treasure weighs 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;money&amp;lt;/code&amp;gt;&lt;br /&gt;
| Number of Pokos the treasure is worth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unique&amp;lt;/code&amp;gt;&lt;br /&gt;
| If set to no, the treasure will always appear, even if it is already collected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dictionary&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spot placement in the Treasure Hoard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth&amp;lt;/code&amp;gt;&lt;br /&gt;
| This and the next values are how you make treasures buried.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_max&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Depth is the most important for this.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_a&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_b&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_c&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_d&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls the ID of the ship&#039;s announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following is the example of an entry.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru&lt;br /&gt;
	archive		ahiru.szs&lt;br /&gt;
	bmd		    ahiru.bmd&lt;br /&gt;
	animmgr		animmgr.txt&lt;br /&gt;
	colltree	collInfo.txt&lt;br /&gt;
	radius		     35&lt;br /&gt;
	p_radius		 35&lt;br /&gt;
	height		     25&lt;br /&gt;
	inertiascaling	500&lt;br /&gt;
	particletyp  simple&lt;br /&gt;
	numparticles  8&lt;br /&gt;
	particlesize  1&lt;br /&gt;
	friction	0.1&lt;br /&gt;
	min		      8&lt;br /&gt;
	max		     15&lt;br /&gt;
	pikicountmax  0&lt;br /&gt;
	pikicountmin  0&lt;br /&gt;
	dynamics	lod&lt;br /&gt;
	money		 90&lt;br /&gt;
	unique		yes&lt;br /&gt;
	code	      0&lt;br /&gt;
	dictionary	129&lt;br /&gt;
	depth		  0&lt;br /&gt;
	depth_max	 25&lt;br /&gt;
	depth_a		 15&lt;br /&gt;
	depth_b		 20&lt;br /&gt;
	depth_c		 37&lt;br /&gt;
	depth_d		 37&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4018</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=4018"/>
		<updated>2022-11-23T00:03:39Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara_config.txt}}&lt;br /&gt;
&amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; is a file that dictates non-Exploration Kit treasure properties in &#039;&#039;Pikmin 2&#039;&#039;. &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt; is a similar file that lists all Exploration Kit treasures. This page will explain both files.&lt;br /&gt;
&lt;br /&gt;
To find them, go to &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;, where you will see a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;. Extract this file to get several text files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt;. The files &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/item_config.txt&amp;lt;/code&amp;gt; are &#039;&#039;&#039;unused&#039;&#039;&#039; by the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The first line that&#039;s not a comment indicates the number of entries.&lt;br /&gt;
&lt;br /&gt;
Then come a series of blocks, starting and ending with curly braces &amp;amp;ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word &amp;lt;code&amp;gt;end&amp;lt;/code&amp;gt;. The following properties exist:&lt;br /&gt;
&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;
| Collision processing radius ({{unsure}})&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;
| &amp;lt;code&amp;gt;pikicountmax&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Number of Pikmin treasure produces. Leftover data from pellet files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmin&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dynamics&amp;lt;/code&amp;gt;&lt;br /&gt;
| A value related to treasure collision. This is set to &amp;quot;lod&amp;quot; for most treasures, but &amp;quot;never&amp;quot; when the treasure weighs 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;money&amp;lt;/code&amp;gt;&lt;br /&gt;
| Number of Pokos the treasure is worth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unique&amp;lt;/code&amp;gt;&lt;br /&gt;
| If set to no, the treasure will always appear, even if it is already collected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dictionary&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spot placement in the Treasure Hoard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth&amp;lt;/code&amp;gt;&lt;br /&gt;
| This and the next values are how you make treasures buried.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_max&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Depth is the most important for this.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_a&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_b&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_c&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_d&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls the ID of the ship&#039;s announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following is the example of an entry.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru&lt;br /&gt;
	archive		ahiru.szs&lt;br /&gt;
	bmd		    ahiru.bmd&lt;br /&gt;
	animmgr		animmgr.txt&lt;br /&gt;
	colltree	collInfo.txt&lt;br /&gt;
	radius		     35&lt;br /&gt;
	p_radius		 35&lt;br /&gt;
	height		     25&lt;br /&gt;
	inertiascaling	500&lt;br /&gt;
	particletyp  simple&lt;br /&gt;
	numparticles  8&lt;br /&gt;
	particlesize  1&lt;br /&gt;
	friction	0.1&lt;br /&gt;
	min		      8&lt;br /&gt;
	max		     15&lt;br /&gt;
	pikicountmax  0&lt;br /&gt;
	pikicountmin  0&lt;br /&gt;
	dynamics	lod&lt;br /&gt;
	money		 90&lt;br /&gt;
	unique		yes&lt;br /&gt;
	code	      0&lt;br /&gt;
	dictionary	129&lt;br /&gt;
	depth		  0&lt;br /&gt;
	depth_max	 25&lt;br /&gt;
	depth_a		 15&lt;br /&gt;
	depth_b		 20&lt;br /&gt;
	depth_c		 37&lt;br /&gt;
	depth_d		 37&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cave_units_information&amp;diff=2883</id>
		<title>Pikmin 2 cave units information</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cave_units_information&amp;diff=2883"/>
		<updated>2020-03-27T17:03:53Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: Created page with &amp;quot;Here is a list of information of all of Pikmin 2&amp;#039;s cave units. It is recommended to use this with the following link : [https://www.pikminwiki.com/Cave_unit Pikipedia]   Here...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of information of all of Pikmin 2&#039;s cave units. It is recommended to use this with the following link : [https://www.pikminwiki.com/Cave_unit Pikipedia]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some specifications about some things :&lt;br /&gt;
&lt;br /&gt;
Oneway: this unit has only one door&lt;br /&gt;
&lt;br /&gt;
(x) : the same model is used for these cave units&lt;br /&gt;
&lt;br /&gt;
Unique: this unit has no doors (usually used for bosses)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an approximate result of the max number of teki a that can spawn, subtract 5 from the number of spots used, then multiply the result by 1.8 and round up (DO NOT APPLY IF THE UNIT IS UNIQUE)&lt;br /&gt;
&lt;br /&gt;
For an approximate result of the max number of teki b that can spawn, subtract 6 from the number of spots used (DO NOT APPLY IF THE UNIT IS UNIQUE)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! Cave Unit&lt;br /&gt;
! Can you spawn in it?&lt;br /&gt;
! Number of teki A spots&lt;br /&gt;
! Number of teki B spots&lt;br /&gt;
! Number of teki F spots&lt;br /&gt;
! Number of plant spots&lt;br /&gt;
! Number of item spots&lt;br /&gt;
! Are there intersection spawns? (Hazard spots?)&lt;br /&gt;
! Is there an exit?&lt;br /&gt;
! Is there water?&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3x3m_5_conc (1)||No||4||4||0||3||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_hitode3x3m_5_conc (1)||No||4||4||0||3||2||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_manh_2_conc (2)||Yes, oneway||12||1, middle||0||0||20||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_manh_boss_conc (2)||No, oneway||12||1, middle||1, middle||0||4||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_manh7x7p_9_conc (3)||Yes||9||13||0||3||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_manh7x7p_boss_conc (3)||Yes||8||12||1, middle||3||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_Oashi8x9_conc (4)||No, oneway||0||0||1, middle||4||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_Oashi8x9_s_conc (4)||Yes, oneway||0||0||1, middle||0||0||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_spiral_1_conc (5)||Yes||14||16, hazards||2||0||0||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_spiral_1_conc (5)||Yes||10||12||0||0||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4a_4_conc||Yes||5||8||0||5||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4b_4_conc||Yes||5||7||2||5||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4c_4_conc||Yes||4||6||0||9||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4d_4_conc||Yes||6||8||0||7||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4e_4_conc||No||6||6||0||5||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4f_4_conc||Yes||5||7||1||5||3||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4g_4_conc (6)||No||6||5||1||6||2||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4g_water_4_conc (6)||Yes, in water||6||5||2||5||1||Yes||No||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_16x17r_conc||Yes, unique||5||5 (but only 2 or 3 spawn)||8||8||2||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_dan4x4h_2_conc||Yes||6||7||0||8||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_dan4x4i_3_conc||No||6||6||1, on top of step||6||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_DKumo16x10t_conc||Yes, unique||8, in arena||1, middle of the arena||2, outside arena||2||3||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_manh7x7q_8_conc||Yes||5||1, middle||0||0||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north4x4j_1_conc||No, oneway||5||6||0||10||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north4x4k_1_bomb_conc (7)||No, oneway||2||3||1, on the ledge||7, path to teki f on ledge||1||Yes||Yes||Yes, can be avoided&lt;br /&gt;
|-&lt;br /&gt;
|room_north4x4k_1_conc (7)||No, oneway||5||4||0||5||1||Yes||Yes||Yes, can be avoided&lt;br /&gt;
|-&lt;br /&gt;
|room_north4x4l_1_conc||No, oneway||4||3||1||6||1||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_pype3x4n_2_conc||No||4||3||1||5||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_pype4x4o_3_conc||No||4||6||0||7||1||Yes||No||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_pype10x18s_conc||No, oneway||5||4||3||0||1||Yes||No||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_5x5a_2_kusachi (8)||Yes||4||7||0||8||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_5x5a_2_tekiF_kusachi (8)||Yes||8||1, middle||0||8||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_5x5a_2_kusachi (8)||Yes||1||2||0||8||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_big_kusachi (9)||Yes||7||11||0||16||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_big_tekiF_kusachi (9)||No||13||0||1, on top of bucket||16||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_big_kusachi (9)||Yes||7||10||0||17||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_big2_kusachi (10)||Yes||8||11||2||16||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_big2_kusachi (10)||Yes||8||11||2||16||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_kusachi (11)||Yes||5||9||0||12||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_mid_kusachi (11)||Yes||4||4||0||12||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_ike_kusachi||Yes||4||9||0||12||4||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_torigoya_kusachi||Yes, unique||4||1, middle in middle room||1, in far small room||1, in bird house||1||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent_4_metal (12)||Yes||7||6||0||14||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent2_4_metal (12)||No||2||3||0||14||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode2x3_5_metal (13)||No||4||4||0||8||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_hitode2x3_5_metal (13)||No||4||4||1, middle||8||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x4_3_metal (14)||No||4||8||0||10||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x4_tekiF_3_metal (14)||No||4||8||1, in corner||10||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x4_6_metal (15)||Yes||7||8||0||12||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_hitode4x4_6_metal (15)||Yes||7||8||0||12||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_nobo1_4_metal (16)||Yes||9||12||0||33||2||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_nobo2_4_metal (16)||Yes||11||11||0||33||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_nobo2_4_metal (16)||No||10||11||0||33||5||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_1_metal (17)||Yes||5||6||0||16||5||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_north_1_metal (17)||Yes||5||5||0||16||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_ari1_3_metal||Yes||10||9||0||23||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode2x2_4_metal||Yes||2||3||0||6||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3x3_5_metal||Yes||4||7||0||11||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3x4_4_metal||No||5||5||0||8||2||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x4_7_metal||No||7||10||0||14||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x4_tower_3_metal||No||4||7||1, on top of tower||10||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_houdai_1_metal||Yes, oneway||6||1, middle||2||26||4||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_houdai2_1_metal||Yes||2||1, middle||0||0||0||Yes||No||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_mid1_6_metal||Yes||9||12||0||21||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid2_3_metal||Yes||7||10||0||17||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north2x2_1_metal||No, oneway||1||1||0||3||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_white14x12_metal||Yes, unique||1, diode||3, flowers||2, honeywisps||10||1||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_ike3_2_snow (18)||Yes||6||8||1||15||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_ike3_2_snow (18)||Yes||6||9||0||15||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_1_snow (19)||Yes, oneway||4||6||0||10||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_tutorial_1_snow (19)||Yes, oneway||3||0||0||0||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_saka2_2_snow (20)||No||4||6||0||11||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_saka2_2_snow (20)||No||4||6||1||10||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4a_4_renga||Yes||5||8||0||5||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4d_4_renga||Yes||6||7||1||7||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4g_4_renga||No||5||6||1||6||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_block1_3_snow||No||6||5||0||12||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_dan4x4h_2_renga||Yes||6||6||0||8||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode2_5_snow||Yes||2||4||0||8||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3_4_snow||Yes||5||5||0||12||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3x3m_5_renga||No||4||3||1||3||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid1_6_snow||Yes||9||12||0||15||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid2_3_snow||Yes||6||8||0||11||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north4_1_snow||Yes, oneway||4||5||0||11||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_purple14x14_snow||Yes, unique||4||2, flowers||3||12||1||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_saka1_1_snow||Yes, oneway||5||4||1, on top of smaller stump||12||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_uzu1_1_snow||No||5||4||0||9||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_bunki7x7_8_tile (21)||Yes||8||7||0||1, middle||0||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_bunki7x7_8_tile (21)||Yes||8||7||0||0||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_drypool5x5_5_tile (22)||Yes||7||8||0||4||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_drypool5x5_5_tile (22)||Yes||1||3||1||4||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north2x2_1_tekiF_tile (23)||No, oneway||0||0||1||0||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north2x2_1_tile (23)||No, oneway||2||3||0||0||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_north2x2_1_tile (23)||No, oneway||1||1||0||0||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_tako2x2_8_tekiF_tile (24)||Yes||3||3||1, middle||0||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_tako2x2_8_tile (24)||Yes||3||4||0||0||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_yukoana1_5x3_2_tile (25)||No||2||0||1, middle||3, in the pipes||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_yukoana1_5x3_2_tile (25)||No||0||2||0||3, in the pipes||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4a_4_tile||Yes||5||8||1, middle||0||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4d_4_tile||Yes||6||8||0||0||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_4x4f_4_tile||Yes||5||7||0||0||2||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_dangomushi_tile||Yes, unique||0||1, middle||0||0||0||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north4x4l_1_tile||No, oneway||4||4||0||0||1||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_oootakara_tile||Yes||4||1, middle||0||0||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_pool5x5_5_tile||Yes||6||9||0||3||4||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_u_jikou1_4x4_2_tile||No||4||4||1, middle||0||1||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_ud4x4_2_tile||Yes||8||8||0||0||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode6x6_3_toy (26)||Yes||8||10||1, middle||4||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode6x6_yakushima_3_toy (26)||Yes||4||5||0||0||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode6x7_4_toy (27)||Yes, need yellows||11||11||1, middle||7||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_hitode6x7_4_toy (27)||Yes||11||12||0||5||6||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_sara2_8_toy (28)||Yes||7||16||2, on dirt mounts||0||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_mid_sara2_8_toy (28)||Yes||7||15||1, middle||0||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4x7_3_toy||Yes||7||9||1, middle||5||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_large_7_toy||Yes, need yellows||15||17||2||5||6||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_8_toy||Yes||7||12||0||1||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_sara_8_toy||Yes||7||14||1, on plate||0||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_tower_8_toy||Yes||7||12||1, on top of tower||2||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid_tower2_8_toy||Yes||7||14||1, on top of tower||1||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid2_8_toy||Yes||8||16||0||0||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_opan_toy||Yes, unique||6||3, on big plate||1, on big plate||5, hazards||3||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_small_5_toy||No||5||6||0||0||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_small2_5_toy||Yes||5||6||0||0||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_block1_3_hiba_tsuchi (29)||No||3||3||1, in brick||13||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_block1_3_tsuchi (29)||No||6||5||0||12||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent_4_mat_tsuchi (30)||No||4||1, middle||0||9||3||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent_4_tsuchi (30)||Yes||6||6||2||11||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid1_6_boss_tsuchi (31)||Yes||9||10||2||15||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_mid1_6_tsuchi (31)||Yes||9||12||0||15||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_vs_mid1_6_tsuchi (31)||No||9||12||0||15||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_1_hiba_tsuchi (32)||Yes||3||2||3, hazard||12||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_1_mat_tsuchi (32)||Yes||4||1, middle||0||9||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north_1_tsuchi (32)||Yes||4||6||0||10||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_boss_1_tsuchi||Yes, unique||1, middle||1, middle||2, on sides||8||0||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent2_4_tsuchi||Yes||6||6||2||13||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_cent3_4_tsuchi||Yes||5||6||0||11||3||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hebi12x12_1_tsuchi||Yes, unique||1||1, middle||2||15||0||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode1_5_tsuchi||Yes||3||5||0||11||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode2_5_tsuchi||Yes||2||4||0||8||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode3_4_tsuchi||Yes||5||5||0||12||2||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_hitode4_4_tsuchi||Yes||1||2||0||3||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_ike1_2_tsuchi||No||6||9||0||16||4||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_ike2_4_tsuchi||No||4||6||1, on island||12||1||Yes||No||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_ike3_2_tsuchi||Yes||6||9||1||15||4||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_ike4_5_tsuchi||Yes||8||10||2||26||2||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_kingchap_a_tsuchi||Yes, oneway||5||2, 1 in middle||3, hazard||10||0||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_kingchap_b_tsuchi||No, oneway||2||0||9, hazard||5||1||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_kingchp_tsuchi||Yes||10||3||0||13, hazards||1||Yes||Yes||Yes&lt;br /&gt;
|-&lt;br /&gt;
|room_mid2_3_tsuchi||Yes||6||8||0||11||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north2_1_tsuchi||No, oneway||1||1||1, end of corridor||3||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north3_1_tsuchi||No, oneway||3||3||1, end of corridor||7||1||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_north4_1_tsuchi||Yes, oneway||4||5||0||11||4||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_queen_b_tsuchi||Yes, unique||10, bulborb larvae||1, top||0||0||0||No||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_queen_c_tsuchi||Yes, oneway||0||1, middle||1, middle||6||0||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|room_saka1_1_tsuchi||Yes, oneway||5||4||1, on top of smaller stump||12||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_saka2_2_tsuchi||No||4||6||1||11||1||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|room_uzu1_1_tsuchi||No, oneway||5||4||0||9||3||Yes||Yes||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2882</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2882"/>
		<updated>2020-03-27T16:11:32Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &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 new fans 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 [http://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [http://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;25%;&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;25%;&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;25%;&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;&lt;br /&gt;
! width=&amp;quot;25%;&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;
|-&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;4&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;
&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;4&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;
&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|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;
|-&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;4&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 particles|Particles]]&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;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&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;4&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;
&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;
&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;
&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;4&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;
&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;
&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;4&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;
&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;
&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;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&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 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;
|-&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;4&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;
&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;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&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;
|-&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;4&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]]&lt;br /&gt;
* [[obj2grid]]&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;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&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>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2837</id>
		<title>PikiParms</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2837"/>
		<updated>2019-11-09T01:02:16Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTICE: This is a MAJOR work in progress.&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;/user/Abe/piki&amp;lt;/code&amp;gt; pikiParms.txt appears to be parameter settings for the Captains and Pikmin. Below is the file, put in Google Translate so you know what the Japanese comments say, along with some notes speculating what the values are.&lt;br /&gt;
&lt;br /&gt;
{{todo|For Fp 04 (the second one) through Fp 09, explain, I don&#039;t know what playback frames are}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pikiParms.txt&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# Creature :: Property (Standard Parameters, also seen in enemy files)&lt;br /&gt;
{&lt;br /&gt;
{S000} 4 0.100000 # friction (not used)&lt;br /&gt;
{S001} 4 0.500000 # wallReflection&lt;br /&gt;
{S002} 4 0.800000 # faceDirAdjust&lt;br /&gt;
{S003} 4 0.140000 # accel&lt;br /&gt;
{S004} 4 0.300000 # bounceFactor&lt;br /&gt;
{_ Eof}&lt;br /&gt;
}&lt;br /&gt;
# FakePiki :: Parms (Settings for Bulbmin or Leaders? Not sure)&lt;br /&gt;
{&lt;br /&gt;
{Fp 01} 4 5.000000 # ASIBUMI start speed (Fp 01 through the first 04 should be pretty self-explanitory)&lt;br /&gt;
{Fp 02} 4 8.000000 # WALK start speed&lt;br /&gt;
{Fp 03} 4 20.000000 # RUN start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # ESCAPE start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{Fp 05} 4 50.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{Fp 06} 4 40.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{Fp 07} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{Fp 08} 4 60.000000 # ESCAPE Number of playback frames (min)&lt;br /&gt;
{Fp 09} 4 100.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# Piki :: Parms (Normal Pikmin settings, if there&#039;s no explanation added by an editor on this wiki, it&#039;s probably self-explanitory)&lt;br /&gt;
{&lt;br /&gt;
{P000} 4 10.000000 # walking speed&lt;br /&gt;
{P001} 4 120.000000 # Running speed&lt;br /&gt;
{P054} 4 170.000000 # Flower Piki Speed&lt;br /&gt;
{P065} 4 140.000000 # Bud Speed&lt;br /&gt;
{P038} 4 1.000000 # Piki display scale (Size paremeters?)&lt;br /&gt;
{P003} 4 100.000000 # Standard Life (This and the two next ones are probably HP settings)&lt;br /&gt;
{P010} 4 150.000000 # Tail Life&lt;br /&gt;
{P011} 4 200.000000 # Life in&lt;br /&gt;
{P004} 4 10.000000 # Blue attack power&lt;br /&gt;
{P012} 4 15.000000 # Red Attack Power&lt;br /&gt;
{P013} 4 10.000000 # Yellow Attack Power&lt;br /&gt;
{P003} 4 20.000000 # Black attack power (Purples are known as Black Pikmin internally)&lt;br /&gt;
{P004} 4 10.000000 # White attack power&lt;br /&gt;
{P005} 4 1 # energy required for buds (?)&lt;br /&gt;
{P006} 4 1 # Number of energy required for flowers (?)&lt;br /&gt;
{P007} 4 0.800000 # Scale of Normal Piki (more size settings?)&lt;br /&gt;
{P008} 4 1.500000 # The scale of the huge Piki (Captain size settings?)&lt;br /&gt;
{P009} 4 1.200000 # Fatty Piki&#039;s scale (Purple Pikmin size settings, probably)&lt;br /&gt;
{P014} 4 2.500000 # Total collapse time (Total time a pikmin is on the ground after tripping, before getting back up)&lt;br /&gt;
{P015} 4 1.000000 # Petankko time (?)&lt;br /&gt;
{P016} 4 0.900000 # Wave time (probably for the Purple Pikmin)&lt;br /&gt;
{P037} 4 35.000000 # Wave Attac attack range&lt;br /&gt;
{P017} 4 5.000000 # ASIBUMI start speed&lt;br /&gt;
{P018} 4 35.000000 # WALK start speed&lt;br /&gt;
{P019} 4 70.000000 # RUN start speed&lt;br /&gt;
{P020} 4 160.000000 # ESCAPE start speed&lt;br /&gt;
{P021} 4 30.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{P022} 4 60.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{P023} 4 30.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{P024} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{P025} 4 30.000000 # Number of ESCAPE playback frames (min)&lt;br /&gt;
{P026} 4 60.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{P027} 4 3.000000 # per size (min)&lt;br /&gt;
{P034} 4 5.000000 # per size (max)&lt;br /&gt;
{P028} 4 100.000000 # reciprocal of weight (this and the next 6 don&#039;t have known functions)&lt;br /&gt;
{P039} 4 8.500000 # size per ground&lt;br /&gt;
{P029} 4 600.000000 # white distance&lt;br /&gt;
{P030} 4 1000.000000 # gray Distance&lt;br /&gt;
{P031} 4 10.000000 # Lost child time&lt;br /&gt;
{P032} 4 50.000000 # white distance (Free)&lt;br /&gt;
{P033} 4 250.000000 # gray Distance (Free)&lt;br /&gt;
{P035} 4 2.000000 # Time to start pushing wall (Dynamic)&lt;br /&gt;
{P036} 4 2.000000 # Time to start pushing the wall (Static)&lt;br /&gt;
{P040} 4 120.000000 # Time to free (?)&lt;br /&gt;
{P041} 4 70.000000 # Enemy search area&lt;br /&gt;
{P042} 4 55.000000 # Search area of ​​Pellet&lt;br /&gt;
{P010} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P011} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P012} 4 60.000000 # Search area of ​​bridge&lt;br /&gt;
{P013} 4 45.000000 # Search area for breaking rock&lt;br /&gt;
{P014} 4 45.000000 # Bargains search area&lt;br /&gt;
{P015} 4 45.000000 # Search area for agricultural plants&lt;br /&gt;
{P043} 4 3.000000 # Maximum time to get up and wake up&lt;br /&gt;
{P074} 4 1.000000 # Minimum time to get up and wake up&lt;br /&gt;
{P044} 4 10.000000 # leaf-&amp;gt; time of bud (seconds)&lt;br /&gt;
{P045} 4 10.000000 # bud-&amp;gt; flower time (seconds)&lt;br /&gt;
{P046} 4 10.000000 # flower-&amp;gt; time of seed (seconds)&lt;br /&gt;
{P047} 4 10.000000 # seed-&amp;gt; time of leaf (seconds)&lt;br /&gt;
{P048} 4 0.600000 # Flower P @ gravity rate&lt;br /&gt;
{P049} 4 0.100000 # taneupTime (sec) (the next few are weirdly translated)&lt;br /&gt;
{P050} 4 5.000000 # hatugaTime (sec)&lt;br /&gt;
{P051} 4 120.000000 # growupTime (sec)&lt;br /&gt;
{P052} 4 180.000000 # kareTime (sec)&lt;br /&gt;
{P053} 4 1.000000 # rebirthTime (sec)&lt;br /&gt;
{P055} 4 6.000000 # Time to wrestle with death (Time until killed by fire/water/poison. Doesn&#039;t include drowning.)&lt;br /&gt;
{P056} 4 1.000000 # Probability of flower Piki to play as seed (Leftover Pikmin 1 data?)&lt;br /&gt;
{P057} 4 2.000000 # Time to explosion&lt;br /&gt;
{P058} 4 50.000000 # Bomb effect range&lt;br /&gt;
{P059} 4 200.000000 # Bomb damage amount Flood gate&lt;br /&gt;
{P075} 4 10.000000 # Bomb Damage Orima&lt;br /&gt;
{P076} 4 120.000000 # Bomb Damage Teki&lt;br /&gt;
{P077} 4 765.000000 # Bomb Damage Piki&lt;br /&gt;
{P060} 4 200.000000 # Sunset Survival range&lt;br /&gt;
{P061} 4 250.000000 # Column activation distance&lt;br /&gt;
{P062} 4 10 # drowning frame number&lt;br /&gt;
{P063} 4 10 # Number of drowning frames (variation)&lt;br /&gt;
{P064} 4 5.000000 # wall pushing up time&lt;br /&gt;
{P066} 4 300.000000 # BOMB search distance (More Leftover pikmin 1 data?)&lt;br /&gt;
{P067} 4 110.000000 # BOMB throw Min (ditto for this and most of the Other &amp;quot;BOMB&amp;quot; settings)&lt;br /&gt;
{P068} 4 160.000000 # BOMB throw Max&lt;br /&gt;
{P069} 4 1.500000 # BOMB placement escape time&lt;br /&gt;
{P070} 4 150.000000 # BOMB throwing speed&lt;br /&gt;
{P071} 4 300.000000 # BOMB Warning range&lt;br /&gt;
{P072} 4 0.650000 # Between BOMB, time&lt;br /&gt;
{P073} 4 50.000000 # BOMB set distance&lt;br /&gt;
{P000} 4 1.250000 # Scale of new color&lt;br /&gt;
{P001} 4 1.200000 # White Speed ​​Magnification (speed settings for whites and purples)&lt;br /&gt;
{P002} 4 0.800000 # Black speed magnification (ditto)&lt;br /&gt;
{P005} 4 0.600000 # Black carrying capacity (ditto)&lt;br /&gt;
{P006} 4 3.000000 # White carrying capacity (ditto)&lt;br /&gt;
{P020} 4 0.500000 # Buds | Transport Bonus (The next few are unknown)&lt;br /&gt;
{P021} 4 1.000000 # Hana | Transport Bonus&lt;br /&gt;
{P018} 4 0.400000 # Transport MAX FACTOR&lt;br /&gt;
{P019} 4 0.220000 # Carrying MAX FACTOR&lt;br /&gt;
{P007} 4 40.000000 # Doping duration (Ultra-Spicy spray duration)&lt;br /&gt;
{P008} 4 10.000000 # Doping Piki Attack (Ultra-Spicy spray attack increase)&lt;br /&gt;
{P009} 4 190.000000 # Doping Piki Speed (Ultra-Spicy spray speed increase)&lt;br /&gt;
{P016} 4 60.000000 # Jellyfish digestion time (Time a Pikmin is inside a Jellyfloat before it dies)&lt;br /&gt;
{P017} 4 60.000000 # Dosin radius (?)&lt;br /&gt;
{P022} 4 20.000000 # Black hip attack damage (?)&lt;br /&gt;
{_ Eof}&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;
These parameters are not inside of a .szs archive, so you can change it all you want without worrying about the file size problem.&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2836</id>
		<title>PikiParms</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2836"/>
		<updated>2019-11-09T00:41:28Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTICE: This is a MAJOR work in progress.&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;/user/Abe/piki&amp;lt;/code&amp;gt; pikiParms.txt appears to be parameter settings for the Captains and Pikmin. Below is the file, put in Google Translate so you know what the Japanese comments say, along with some notes speculating what the values are.&lt;br /&gt;
&lt;br /&gt;
{{todo|For Fp 04 (the second one) through Fp 09, explain, I don&#039;t know what playback frames are}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pikiParms.txt&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# Creature :: Property (Standard Parameters, also seen in enemy files)&lt;br /&gt;
{&lt;br /&gt;
{S000} 4 0.100000 # friction (not used)&lt;br /&gt;
{S001} 4 0.500000 # wallReflection&lt;br /&gt;
{S002} 4 0.800000 # faceDirAdjust&lt;br /&gt;
{S003} 4 0.140000 # accel&lt;br /&gt;
{S004} 4 0.300000 # bounceFactor&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# FakePiki :: Parms (Settings for Bulbmin or Leaders? Not sure)&lt;br /&gt;
{&lt;br /&gt;
{Fp 01} 4 5.000000 # ASIBUMI start speed (Fp 01 through the first 04 should be pretty self-explanitory)&lt;br /&gt;
{Fp 02} 4 8.000000 # WALK start speed&lt;br /&gt;
{Fp 03} 4 20.000000 # RUN start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # ESCAPE start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{Fp 05} 4 50.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{Fp 06} 4 40.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{Fp 07} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{Fp 08} 4 60.000000 # ESCAPE Number of playback frames (min)&lt;br /&gt;
{Fp 09} 4 100.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# Piki :: Parms (Normal Pikmin settings, if there&#039;s no explanation added by an editor on this wiki, it&#039;s probably self-explanitory)&lt;br /&gt;
{&lt;br /&gt;
{P000} 4 10.000000 # walking speed&lt;br /&gt;
{P001} 4 120.000000 # Running speed&lt;br /&gt;
{P054} 4 170.000000 # Flower Piki Speed&lt;br /&gt;
{P065} 4 140.000000 # Bud Speed&lt;br /&gt;
{P038} 4 1.000000 # Piki display scale (Size paremeters?)&lt;br /&gt;
{P003} 4 100.000000 # Standard Life (This and the two next ones are probably HP settings)&lt;br /&gt;
{P010} 4 150.000000 # Tail Life&lt;br /&gt;
{P011} 4 200.000000 # Life in&lt;br /&gt;
{P004} 4 10.000000 # Blue attack power&lt;br /&gt;
{P012} 4 15.000000 # Red Attack Power&lt;br /&gt;
{P013} 4 10.000000 # Yellow Attack Power&lt;br /&gt;
{P003} 4 20.000000 # Black attack power (Purples are known as Black Pikmin internally)&lt;br /&gt;
{P004} 4 10.000000 # White attack power&lt;br /&gt;
{P005} 4 1 # energy required for buds (?)&lt;br /&gt;
{P006} 4 1 # Number of energy required for flowers (?)&lt;br /&gt;
{P007} 4 0.800000 # Scale of Normal Piki (more size settings?)&lt;br /&gt;
{P008} 4 1.500000 # The scale of the huge Piki (Captain size settings?)&lt;br /&gt;
{P009} 4 1.200000 # Fatty Piki&#039;s scale (Purple Pikmin size settings, probably)&lt;br /&gt;
{P014} 4 2.500000 # Total collapse time (Total time a pikmin is on the ground after tripping, before getting back up)&lt;br /&gt;
{P015} 4 1.000000 # Petankko time (?)&lt;br /&gt;
{P016} 4 0.900000 # Wave time (probably for the Purple Pikmin)&lt;br /&gt;
{P037} 4 35.000000 # Wave Attac attack range&lt;br /&gt;
{P017} 4 5.000000 # ASIBUMI start speed&lt;br /&gt;
{P018} 4 35.000000 # WALK start speed&lt;br /&gt;
{P019} 4 70.000000 # RUN start speed&lt;br /&gt;
{P020} 4 160.000000 # ESCAPE start speed&lt;br /&gt;
{P021} 4 30.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{P022} 4 60.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{P023} 4 30.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{P024} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{P025} 4 30.000000 # Number of ESCAPE playback frames (min)&lt;br /&gt;
{P026} 4 60.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{P027} 4 3.000000 # per size (min)&lt;br /&gt;
{P034} 4 5.000000 # per size (max)&lt;br /&gt;
{P028} 4 100.000000 # reciprocal of weight (this and the next 6 don&#039;t have known functions)&lt;br /&gt;
{P039} 4 8.500000 # size per ground&lt;br /&gt;
{P029} 4 600.000000 # white distance&lt;br /&gt;
{P030} 4 1000.000000 # gray Distance&lt;br /&gt;
{P031} 4 10.000000 # Lost child time&lt;br /&gt;
{P032} 4 50.000000 # white distance (Free)&lt;br /&gt;
{P033} 4 250.000000 # gray Distance (Free)&lt;br /&gt;
{P035} 4 2.000000 # Time to start pushing wall (Dynamic)&lt;br /&gt;
{P036} 4 2.000000 # Time to start pushing the wall (Static)&lt;br /&gt;
{P040} 4 120.000000 # Time to free (?)&lt;br /&gt;
{P041} 4 70.000000 # Enemy search area&lt;br /&gt;
{P042} 4 55.000000 # Search area of ​​Pellet&lt;br /&gt;
{P010} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P011} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P012} 4 60.000000 # Search area of ​​bridge&lt;br /&gt;
{P013} 4 45.000000 # Search area for breaking rock&lt;br /&gt;
{P014} 4 45.000000 # Bargains search area&lt;br /&gt;
{P015} 4 45.000000 # Search area for agricultural plants&lt;br /&gt;
{P043} 4 3.000000 # Maximum time to get up and wake up&lt;br /&gt;
{P074} 4 1.000000 # Minimum time to get up and wake up&lt;br /&gt;
{P044} 4 10.000000 # leaf-&amp;gt; time of bud (seconds)&lt;br /&gt;
{P045} 4 10.000000 # bud-&amp;gt; flower time (seconds)&lt;br /&gt;
{P046} 4 10.000000 # flower-&amp;gt; time of seed (seconds)&lt;br /&gt;
{P047} 4 10.000000 # seed-&amp;gt; time of leaf (seconds)&lt;br /&gt;
{P048} 4 0.600000 # Flower P @ gravity rate&lt;br /&gt;
{P049} 4 0.100000 # taneupTime (sec) (the next few are weirdly translated)&lt;br /&gt;
{P050} 4 5.000000 # hatugaTime (sec)&lt;br /&gt;
{P051} 4 120.000000 # growupTime (sec)&lt;br /&gt;
{P052} 4 180.000000 # kareTime (sec)&lt;br /&gt;
{P053} 4 1.000000 # rebirthTime (sec)&lt;br /&gt;
{P055} 4 6.000000 # Time to wrestle with death (Time until killed by fire/water/poison. Doesn&#039;t include drowning.)&lt;br /&gt;
{P056} 4 1.000000 # Probability of flower Piki to play as seed (Leftover Pikmin 1 data?)&lt;br /&gt;
{P057} 4 2.000000 # Time to explosion&lt;br /&gt;
{P058} 4 50.000000 # Bomb effect range&lt;br /&gt;
{P059} 4 200.000000 # Bomb damage amount Flood gate&lt;br /&gt;
{P075} 4 10.000000 # Bomb Damage Orima&lt;br /&gt;
{P076} 4 120.000000 # Bomb Damage Teki&lt;br /&gt;
{P077} 4 765.000000 # Bomb Damage Piki&lt;br /&gt;
{P060} 4 200.000000 # Sunset Survival range&lt;br /&gt;
{P061} 4 250.000000 # Column activation distance&lt;br /&gt;
{P062} 4 10 # drowning frame number&lt;br /&gt;
{P063} 4 10 # Number of drowning frames (variation)&lt;br /&gt;
{P064} 4 5.000000 # wall pushing up time&lt;br /&gt;
{P066} 4 300.000000 # BOMB search distance (More Leftover pikmin 1 data?)&lt;br /&gt;
{P067} 4 110.000000 # BOMB throw Min (ditto for this and most of the Other &amp;quot;BOMB&amp;quot; settings)&lt;br /&gt;
{P068} 4 160.000000 # BOMB throw Max&lt;br /&gt;
{P069} 4 1.500000 # BOMB placement escape time&lt;br /&gt;
{P070} 4 150.000000 # BOMB throwing speed&lt;br /&gt;
{P071} 4 300.000000 # BOMB Warning range&lt;br /&gt;
{P072} 4 0.650000 # Between BOMB, time&lt;br /&gt;
{P073} 4 50.000000 # BOMB set distance&lt;br /&gt;
{P000} 4 1.250000 # Scale of new color&lt;br /&gt;
{P001} 4 1.200000 # White Speed ​​Magnification (speed settings for whites and purples)&lt;br /&gt;
{P002} 4 0.800000 # Black speed magnification (ditto)&lt;br /&gt;
{P005} 4 0.600000 # Black carrying capacity (ditto)&lt;br /&gt;
{P006} 4 3.000000 # White carrying capacity (ditto)&lt;br /&gt;
{P020} 4 0.500000 # Buds | Transport Bonus (The next few are unknown)&lt;br /&gt;
{P021} 4 1.000000 # Hana | Transport Bonus&lt;br /&gt;
{P018} 4 0.400000 # Transport MAX FACTOR&lt;br /&gt;
{P019} 4 0.220000 # Carrying MAX FACTOR&lt;br /&gt;
{P007} 4 40.000000 # Doping duration (Ultra-Spicy spray duration)&lt;br /&gt;
{P008} 4 10.000000 # Doping Piki Attack (Ultra-Spicy spray attack increase)&lt;br /&gt;
{P009} 4 190.000000 # Doping Piki Speed (Ultra-Spicy spray speed increase)&lt;br /&gt;
{P016} 4 60.000000 # Jellyfish digestion time (Time a Pikmin is inside a Jellyfloat before it dies)&lt;br /&gt;
{P017} 4 60.000000 # Dosin radius (?)&lt;br /&gt;
{P022} 4 20.000000 # Black hip attack damage (?)&lt;br /&gt;
{_ Eof}&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;
These parameters are not inside of a .szs archive, so you can change it all you want without worrying about the file size problem.&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2835</id>
		<title>PikiParms</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2835"/>
		<updated>2019-11-09T00:40:11Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTICE: This is a MAJOR work in progress.&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;/user/Abe/piki&amp;lt;/code&amp;gt; pikiParms.txt appears to be parameter settings for the Captains and Pikmin. Below is the file, put in Google Translate so you know what the Japanese comments say, along with some notes speculating what the values are.&lt;br /&gt;
&lt;br /&gt;
{{todo|For Fp 04 (the second one) through Fp 09, explain, I don&#039;t know what playback frames are}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pikiParms.txt&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# Creature :: Property (Standard Parameters, also seen in enemy files)&lt;br /&gt;
{&lt;br /&gt;
{S000} 4 0.100000 # friction (not used)&lt;br /&gt;
{S001} 4 0.500000 # wallReflection&lt;br /&gt;
{S002} 4 0.800000 # faceDirAdjust&lt;br /&gt;
{S003} 4 0.140000 # accel&lt;br /&gt;
{S004} 4 0.300000 # bounceFactor&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# FakePiki :: Parms (Settings for Bulbmin or Leaders? Not sure)&lt;br /&gt;
{&lt;br /&gt;
{Fp 01} 4 5.000000 # ASIBUMI start speed (Fp 01 through the first 04 should be pretty self-explanitory)&lt;br /&gt;
{Fp 02} 4 8.000000 # WALK start speed&lt;br /&gt;
{Fp 03} 4 20.000000 # RUN start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # ESCAPE start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{Fp 05} 4 50.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{Fp 06} 4 40.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{Fp 07} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{Fp 08} 4 60.000000 # ESCAPE Number of playback frames (min)&lt;br /&gt;
{Fp 09} 4 100.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# Piki :: Parms (Normal Pikmin settings, if there&#039;s no explanation added by an editor on this wiki, it&#039;s probably self-explanitory)&lt;br /&gt;
{&lt;br /&gt;
{P000} 4 10.000000 # walking speed&lt;br /&gt;
{P001} 4 120.000000 # Running speed&lt;br /&gt;
{P054} 4 170.000000 # Flower Piki Speed&lt;br /&gt;
{P065} 4 140.000000 # Bud Speed&lt;br /&gt;
{P038} 4 1.000000 # Piki display scale (Size paremeters?)&lt;br /&gt;
{P003} 4 100.000000 # Standard Life (This and the two next ones are probably HP settings)&lt;br /&gt;
{P010} 4 150.000000 # Tail Life&lt;br /&gt;
{P011} 4 200.000000 # Life in&lt;br /&gt;
{P004} 4 10.000000 # Blue attack power&lt;br /&gt;
{P012} 4 15.000000 # Red Attack Power&lt;br /&gt;
{P013} 4 10.000000 # Yellow Attack Power&lt;br /&gt;
{P003} 4 20.000000 # Black attack power (Purples are known as Black Pikmin internally)&lt;br /&gt;
{P004} 4 10.000000 # White attack power&lt;br /&gt;
{P005} 4 1 # energy required for buds (?)&lt;br /&gt;
{P006} 4 1 # Number of energy required for flowers (?)&lt;br /&gt;
{P007} 4 0.800000 # Scale of Normal Piki (more size settings?)&lt;br /&gt;
{P008} 4 1.500000 # The scale of the huge Piki (Captain size settings?)&lt;br /&gt;
{P009} 4 1.200000 # Fatty Piki&#039;s scale (Purple Pikmin size settings, probably)&lt;br /&gt;
{P014} 4 2.500000 # Total collapse time (Total time a pikmin is on the ground after tripping, before getting back up)&lt;br /&gt;
{P015} 4 1.000000 # Petankko time (?)&lt;br /&gt;
{P016} 4 0.900000 # Wave time (probably for the Purple Pikmin)&lt;br /&gt;
{P037} 4 35.000000 # Wave Attac attack range&lt;br /&gt;
{P017} 4 5.000000 # ASIBUMI start speed&lt;br /&gt;
{P018} 4 35.000000 # WALK start speed&lt;br /&gt;
{P019} 4 70.000000 # RUN start speed&lt;br /&gt;
{P020} 4 160.000000 # ESCAPE start speed&lt;br /&gt;
{P021} 4 30.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{P022} 4 60.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{P023} 4 30.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{P024} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{P025} 4 30.000000 # Number of ESCAPE playback frames (min)&lt;br /&gt;
{P026} 4 60.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{P027} 4 3.000000 # per size (min)&lt;br /&gt;
{P034} 4 5.000000 # per size (max)&lt;br /&gt;
{P028} 4 100.000000 # reciprocal of weight (this and the next 6 don&#039;t have known functions)&lt;br /&gt;
{P039} 4 8.500000 # size per ground&lt;br /&gt;
{P029} 4 600.000000 # white distance&lt;br /&gt;
{P030} 4 1000.000000 # gray Distance&lt;br /&gt;
{P031} 4 10.000000 # Lost child time&lt;br /&gt;
{P032} 4 50.000000 # white distance (Free)&lt;br /&gt;
{P033} 4 250.000000 # gray Distance (Free)&lt;br /&gt;
{P035} 4 2.000000 # Time to start pushing wall (Dynamic)&lt;br /&gt;
{P036} 4 2.000000 # Time to start pushing the wall (Static)&lt;br /&gt;
{P040} 4 120.000000 # Time to free (?)&lt;br /&gt;
{P041} 4 70.000000 # Enemy search area&lt;br /&gt;
{P042} 4 55.000000 # Search area of ​​Pellet&lt;br /&gt;
{P010} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P011} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P012} 4 60.000000 # Search area of ​​bridge&lt;br /&gt;
{P013} 4 45.000000 # Search area for breaking rock&lt;br /&gt;
{P014} 4 45.000000 # Bargains search area&lt;br /&gt;
{P015} 4 45.000000 # Search area for agricultural plants&lt;br /&gt;
{P043} 4 3.000000 # Maximum time to get up and wake up&lt;br /&gt;
{P074} 4 1.000000 # Minimum time to get up and wake up&lt;br /&gt;
{P044} 4 10.000000 # leaf-&amp;gt; time of bud (seconds)&lt;br /&gt;
{P045} 4 10.000000 # bud-&amp;gt; flower time (seconds)&lt;br /&gt;
{P046} 4 10.000000 # flower-&amp;gt; time of seed (seconds)&lt;br /&gt;
{P047} 4 10.000000 # seed-&amp;gt; time of leaf (seconds)&lt;br /&gt;
{P048} 4 0.600000 # Flower P @ gravity rate&lt;br /&gt;
{P049} 4 0.100000 # taneupTime (sec) (the next few are weirdly translated)&lt;br /&gt;
{P050} 4 5.000000 # hatugaTime (sec)&lt;br /&gt;
{P051} 4 120.000000 # growupTime (sec)&lt;br /&gt;
{P052} 4 180.000000 # kareTime (sec)&lt;br /&gt;
{P053} 4 1.000000 # rebirthTime (sec)&lt;br /&gt;
{P055} 4 6.000000 # Time to wrestle with death (Time until killed by fire/water/poison. Doesn&#039;t include drowning.)&lt;br /&gt;
{P056} 4 1.000000 # Probability of flower Piki to play as seed (Leftover Pikmin 1 data?)&lt;br /&gt;
{P057} 4 2.000000 # Time to explosion&lt;br /&gt;
{P058} 4 50.000000 # Bomb effect range&lt;br /&gt;
{P059} 4 200.000000 # Bomb damage amount Flood gate&lt;br /&gt;
{P075} 4 10.000000 # Bomb Damage Orima&lt;br /&gt;
{P076} 4 120.000000 # Bomb Damage Teki&lt;br /&gt;
{P077} 4 765.000000 # Bomb Damage Piki&lt;br /&gt;
{P060} 4 200.000000 # Sunset Survival range&lt;br /&gt;
{P061} 4 250.000000 # Column activation distance&lt;br /&gt;
{P062} 4 10 # drowning frame number&lt;br /&gt;
{P063} 4 10 # Number of drowning frames (variation)&lt;br /&gt;
{P064} 4 5.000000 # wall pushing up time&lt;br /&gt;
{P066} 4 300.000000 # BOMB search distance (More Leftover pikmin 1 data?)&lt;br /&gt;
{P067} 4 110.000000 # BOMB throw Min (ditto for this and most of the Other &amp;quot;BOMB&amp;quot; settings)&lt;br /&gt;
{P068} 4 160.000000 # BOMB throw Max&lt;br /&gt;
{P069} 4 1.500000 # BOMB placement escape time&lt;br /&gt;
{P070} 4 150.000000 # BOMB throwing speed&lt;br /&gt;
{P071} 4 300.000000 # BOMB Warning range&lt;br /&gt;
{P072} 4 0.650000 # Between BOMB, time&lt;br /&gt;
{P073} 4 50.000000 # BOMB set distance&lt;br /&gt;
{P000} 4 1.250000 # Scale of new color&lt;br /&gt;
{P001} 4 1.200000 # White Speed ​​Magnification (speed settings for whites and purples)&lt;br /&gt;
{P002} 4 0.800000 # Black speed magnification (ditto)&lt;br /&gt;
{P005} 4 0.600000 # Black carrying capacity (ditto)&lt;br /&gt;
{P006} 4 3.000000 # White carrying capacity (ditto)&lt;br /&gt;
{P020} 4 0.500000 # Buds | Transport Bonus (The next few are unknown)&lt;br /&gt;
{P021} 4 1.000000 # Hana | Transport Bonus&lt;br /&gt;
{P018} 4 0.400000 # Transport MAX FACTOR&lt;br /&gt;
{P019} 4 0.220000 # Carrying MAX FACTOR&lt;br /&gt;
{P007} 4 40.000000 # Doping duration (Ultra-Spicy spray duration)&lt;br /&gt;
{P008} 4 10.000000 # Doping Piki Attack (Ultra-Spicy spray attack increase)&lt;br /&gt;
{P009} 4 190.000000 # Doping Piki Speed (Ultra-Spicy spray speed increase)&lt;br /&gt;
{P016} 4 60.000000 # Jellyfish digestion time (Time a Pikmin is inside a Jellyfloat before it dies)&lt;br /&gt;
{P017} 4 60.000000 # Dosin radius (?)&lt;br /&gt;
{P022} 4 20.000000 # Black hip attack damage (Purple Pikmin slam damage (when a purple pikmin is thrown, and slams into an enemy, it does this amount of damage))&lt;br /&gt;
{_ Eof}&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;
These parameters are not inside of a .szs archive, so you can change it all you want without worrying about the file size problem.&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2834</id>
		<title>PikiParms</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2834"/>
		<updated>2019-11-09T00:25:00Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTICE: This is a MAJOR work in progress.&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;/user/Abe/piki&amp;lt;/code&amp;gt; pikiParms.txt appears to be parameter settings for the Captains and Pikmin. Below is the file, put in Google Translate so you know what the Japanese comments say, along with some notes speculating what the values are.&lt;br /&gt;
&lt;br /&gt;
{{todo|For Fp 04 (the second one) through Fp 09, explain, I don&#039;t know what playback frames are}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pikiParms.txt&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# Creature :: Property (Standard Parameters, also seen in enemy files)&lt;br /&gt;
{&lt;br /&gt;
{S000} 4 0.100000 # friction (not used)&lt;br /&gt;
{S001} 4 0.500000 # wallReflection&lt;br /&gt;
{S002} 4 0.800000 # faceDirAdjust&lt;br /&gt;
{S003} 4 0.140000 # accel&lt;br /&gt;
{S004} 4 0.300000 # bounceFactor&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# FakePiki :: Parms (Settings for Bulbmin or Leaders? Not sure)&lt;br /&gt;
{&lt;br /&gt;
{Fp 01} 4 5.000000 # ASIBUMI start speed (Fp 01 through the first 04 should be pretty self-explanitory)&lt;br /&gt;
{Fp 02} 4 8.000000 # WALK start speed&lt;br /&gt;
{Fp 03} 4 20.000000 # RUN start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # ESCAPE start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{Fp 05} 4 50.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{Fp 06} 4 40.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{Fp 07} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{Fp 08} 4 60.000000 # ESCAPE Number of playback frames (min)&lt;br /&gt;
{Fp 09} 4 100.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# Piki :: Parms (Normal Pikmin settings, if there&#039;s no explanation added by an editor on this wiki, it&#039;s probably self-explanitory)&lt;br /&gt;
{&lt;br /&gt;
{P000} 4 10.000000 # walking speed&lt;br /&gt;
{P001} 4 120.000000 # Running speed&lt;br /&gt;
{P054} 4 170.000000 # Flower Piki Speed&lt;br /&gt;
{P065} 4 140.000000 # Bud Speed&lt;br /&gt;
{P038} 4 1.000000 # Piki display scale (Size paremeters?)&lt;br /&gt;
{P003} 4 100.000000 # Standard Life (This and the two next ones are probably HP settings)&lt;br /&gt;
{P010} 4 150.000000 # Tail Life&lt;br /&gt;
{P011} 4 200.000000 # Life in&lt;br /&gt;
{P004} 4 10.000000 # Blue attack power&lt;br /&gt;
{P012} 4 15.000000 # Red Attack Power&lt;br /&gt;
{P013} 4 10.000000 # Yellow Attack Power&lt;br /&gt;
{P003} 4 20.000000 # Black attack power (Purples are known as Black Pikmin internally)&lt;br /&gt;
{P004} 4 10.000000 # White attack power&lt;br /&gt;
{P005} 4 1 # energy required for buds (?)&lt;br /&gt;
{P006} 4 1 # Number of energy required for flowers (?)&lt;br /&gt;
{P007} 4 0.800000 # Scale of Normal Piki (more size settings?)&lt;br /&gt;
{P008} 4 1.500000 # The scale of the huge Piki (Captain size settings?)&lt;br /&gt;
{P009} 4 1.200000 # Fatty Piki&#039;s scale (Purple Pikmin size settings, probably)&lt;br /&gt;
{P014} 4 2.500000 # Total collapse time (Total time a pikmin is on the ground after tripping, before getting back up)&lt;br /&gt;
{P015} 4 1.000000 # Petankko time (?)&lt;br /&gt;
{P016} 4 0.900000 # Wave time (probably for the Purple Pikmin)&lt;br /&gt;
{P037} 4 35.000000 # Wave Attac attack range&lt;br /&gt;
{P017} 4 5.000000 # ASIBUMI start speed&lt;br /&gt;
{P018} 4 35.000000 # WALK start speed&lt;br /&gt;
{P019} 4 70.000000 # RUN start speed&lt;br /&gt;
{P020} 4 160.000000 # ESCAPE start speed&lt;br /&gt;
{P021} 4 30.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{P022} 4 60.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{P023} 4 30.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{P024} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{P025} 4 30.000000 # Number of ESCAPE playback frames (min)&lt;br /&gt;
{P026} 4 60.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{P027} 4 3.000000 # per size (min)&lt;br /&gt;
{P034} 4 5.000000 # per size (max)&lt;br /&gt;
{P028} 4 100.000000 # reciprocal of weight (this and the next 6 don&#039;t have known functions)&lt;br /&gt;
{P039} 4 8.500000 # size per ground&lt;br /&gt;
{P029} 4 600.000000 # white distance&lt;br /&gt;
{P030} 4 1000.000000 # gray Distance&lt;br /&gt;
{P031} 4 10.000000 # Lost child time&lt;br /&gt;
{P032} 4 50.000000 # white distance (Free)&lt;br /&gt;
{P033} 4 250.000000 # gray Distance (Free)&lt;br /&gt;
{P035} 4 2.000000 # Time to start pushing wall (Dynamic)&lt;br /&gt;
{P036} 4 2.000000 # Time to start pushing the wall (Static)&lt;br /&gt;
{P040} 4 120.000000 # Time to free (?)&lt;br /&gt;
{P041} 4 70.000000 # Enemy search area&lt;br /&gt;
{P042} 4 55.000000 # Search area of ​​Pellet&lt;br /&gt;
{P010} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P011} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P012} 4 60.000000 # Search area of ​​bridge&lt;br /&gt;
{P013} 4 45.000000 # Search area for breaking rock&lt;br /&gt;
{P014} 4 45.000000 # Bargains search area&lt;br /&gt;
{P015} 4 45.000000 # Search area for agricultural plants&lt;br /&gt;
{P043} 4 3.000000 # Maximum time to get up and wake up&lt;br /&gt;
{P074} 4 1.000000 # Minimum time to get up and wake up&lt;br /&gt;
{P044} 4 10.000000 # leaf-&amp;gt; time of bud (seconds)&lt;br /&gt;
{P045} 4 10.000000 # bud-&amp;gt; flower time (seconds)&lt;br /&gt;
{P046} 4 10.000000 # flower-&amp;gt; time of seed (seconds)&lt;br /&gt;
{P047} 4 10.000000 # seed-&amp;gt; time of leaf (seconds)&lt;br /&gt;
{P048} 4 0.600000 # Flower P @ gravity rate&lt;br /&gt;
{P049} 4 0.100000 # taneupTime (sec) (the next few are weirdly translated)&lt;br /&gt;
{P050} 4 5.000000 # hatugaTime (sec)&lt;br /&gt;
{P051} 4 120.000000 # growupTime (sec)&lt;br /&gt;
{P052} 4 180.000000 # kareTime (sec)&lt;br /&gt;
{P053} 4 1.000000 # rebirthTime (sec)&lt;br /&gt;
{P055} 4 6.000000 # Time to wrestle with death (Time until killed by fire/water/poison. Doesn&#039;t include drowning.)&lt;br /&gt;
{P056} 4 1.000000 # Probability of flower Piki to play as seed (Leftover Pikmin 1 data?)&lt;br /&gt;
{P057} 4 2.000000 # Time to explosion&lt;br /&gt;
{P058} 4 50.000000 # Bomb effect range&lt;br /&gt;
{P059} 4 200.000000 # Bomb damage amount Flood gate&lt;br /&gt;
{P075} 4 10.000000 # Bomb Damage Orima&lt;br /&gt;
{P076} 4 120.000000 # Bomb Damage Teki&lt;br /&gt;
{P077} 4 765.000000 # Bomb Damage Piki&lt;br /&gt;
{P060} 4 200.000000 # Sunset Survival range&lt;br /&gt;
{P061} 4 250.000000 # Column activation distance&lt;br /&gt;
{P062} 4 10 # drowning frame number&lt;br /&gt;
{P063} 4 10 # Number of drowning frames (variation)&lt;br /&gt;
{P064} 4 5.000000 # wall pushing up time&lt;br /&gt;
{P066} 4 300.000000 # BOMB search distance (More Leftover pikmin 1 data?)&lt;br /&gt;
{P067} 4 110.000000 # BOMB throw Min (ditto for this and most of the Other &amp;quot;BOMB&amp;quot; settings)&lt;br /&gt;
{P068} 4 160.000000 # BOMB throw Max&lt;br /&gt;
{P069} 4 1.500000 # BOMB placement escape time&lt;br /&gt;
{P070} 4 150.000000 # BOMB throwing speed&lt;br /&gt;
{P071} 4 300.000000 # BOMB Warning range&lt;br /&gt;
{P072} 4 0.650000 # Between BOMB, time&lt;br /&gt;
{P073} 4 50.000000 # BOMB set distance&lt;br /&gt;
{P000} 4 1.250000 # Scale of new color&lt;br /&gt;
{P001} 4 1.200000 # White Speed ​​Magnification (speed settings for whites and purples)&lt;br /&gt;
{P002} 4 0.800000 # Black speed magnification (ditto)&lt;br /&gt;
{P005} 4 0.600000 # Black carrying capacity (ditto)&lt;br /&gt;
{P006} 4 3.000000 # White carrying capacity (ditto)&lt;br /&gt;
{P020} 4 0.500000 # Buds | Transport Bonus (The next few are unknown)&lt;br /&gt;
{P021} 4 1.000000 # Hana | Transport Bonus&lt;br /&gt;
{P018} 4 0.400000 # Transport MAX FACTOR&lt;br /&gt;
{P019} 4 0.220000 # Carrying MAX FACTOR&lt;br /&gt;
{P007} 4 40.000000 # Doping duration (Ultra-Spicy spray duration)&lt;br /&gt;
{P008} 4 10.000000 # Doping Piki Attack (Ultra-Spicy spray attack increase)&lt;br /&gt;
{P009} 4 190.000000 # Doping Piki Speed (Ultra-Spicy spray speed increase)&lt;br /&gt;
{P016} 4 60.000000 # Jellyfish digestion time (Time a Pikmin is inside a Jellyfloat before it dies)&lt;br /&gt;
{P017} 4 60.000000 # Dosin radius (Purple Pikmin slam radius (range))&lt;br /&gt;
{P022} 4 20.000000 # Black hip attack damage (Purple Pikmin slam damage (when a purple pikmin is thrown, and slams into an enemy, it does this amount of damage))&lt;br /&gt;
{_ Eof}&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;
These parameters are not inside of a .szs archive, so you can change it all you want without worrying about the file size problem.&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2833</id>
		<title>PikiParms</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikiParms&amp;diff=2833"/>
		<updated>2019-11-09T00:23:51Z</updated>

		<summary type="html">&lt;p&gt;IgneousCompas: Explained more things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTICE: This is a MAJOR work in progress.&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;/user/Abe/piki&amp;lt;/code&amp;gt; pikiParms.txt appears to be parameter settings for the Captains and Pikmin. Below is the file, put in Google Translate so you know what the Japanese comments say, along with some notes speculating what the values are.&lt;br /&gt;
&lt;br /&gt;
{{todo|For Fp 04 (the second one) through Fp 09, explain, I don&#039;t know what playback frames are}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pikiParms.txt&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# Creature :: Property (Standard Parameters, also seen in enemy files)&lt;br /&gt;
{&lt;br /&gt;
{S000} 4 0.100000 # friction (not used)&lt;br /&gt;
{S001} 4 0.500000 # wallReflection&lt;br /&gt;
{S002} 4 0.800000 # faceDirAdjust&lt;br /&gt;
{S003} 4 0.140000 # accel&lt;br /&gt;
{S004} 4 0.300000 # bounceFactor&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# FakePiki :: Parms (Settings for Bulbmin or Leaders? Not sure)&lt;br /&gt;
{&lt;br /&gt;
{Fp 01} 4 5.000000 # ASIBUMI start speed (Fp 01 through the first 04 should be pretty self-explanitory)&lt;br /&gt;
{Fp 02} 4 8.000000 # WALK start speed&lt;br /&gt;
{Fp 03} 4 20.000000 # RUN start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # ESCAPE start speed&lt;br /&gt;
{Fp 04} 4 60.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{Fp 05} 4 50.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{Fp 06} 4 40.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{Fp 07} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{Fp 08} 4 60.000000 # ESCAPE Number of playback frames (min)&lt;br /&gt;
{Fp 09} 4 100.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{_ Eof}&lt;br /&gt;
{}&lt;br /&gt;
# Piki :: Parms (Normal Pikmin settings, if there&#039;s no explanation added by an editor on this wiki, it&#039;s probably self-explanitory)&lt;br /&gt;
{&lt;br /&gt;
{P000} 4 10.000000 # walking speed&lt;br /&gt;
{P001} 4 120.000000 # Running speed&lt;br /&gt;
{P054} 4 170.000000 # Flower Piki Speed&lt;br /&gt;
{P065} 4 140.000000 # Bud Speed&lt;br /&gt;
{P038} 4 1.000000 # Piki display scale (Size paremeters?)&lt;br /&gt;
{P003} 4 100.000000 # Standard Life (This and the two next ones are probably HP settings)&lt;br /&gt;
{P010} 4 150.000000 # Tail Life&lt;br /&gt;
{P011} 4 200.000000 # Life in&lt;br /&gt;
{P004} 4 10.000000 # Blue attack power&lt;br /&gt;
{P012} 4 15.000000 # Red Attack Power&lt;br /&gt;
{P013} 4 10.000000 # Yellow Attack Power&lt;br /&gt;
{P003} 4 20.000000 # Black attack power (Purples are known as Black Pikmin internally)&lt;br /&gt;
{P004} 4 10.000000 # White attack power&lt;br /&gt;
{P005} 4 1 # energy required for buds (?)&lt;br /&gt;
{P006} 4 1 # Number of energy required for flowers (?)&lt;br /&gt;
{P007} 4 0.800000 # Scale of Normal Piki (more size settings?)&lt;br /&gt;
{P008} 4 1.500000 # The scale of the huge Piki (Captain size settings?)&lt;br /&gt;
{P009} 4 1.200000 # Fatty Piki&#039;s scale (Purple Pikmin size settings, probably)&lt;br /&gt;
{P014} 4 2.500000 # Total collapse time (Total time a pikmin is on the ground after tripping, before getting back up)&lt;br /&gt;
{P015} 4 1.000000 # Petankko time (?)&lt;br /&gt;
{P016} 4 0.900000 # Wave time (probably for the Purple Pikmin)&lt;br /&gt;
{P037} 4 35.000000 # Wave Attac attack range&lt;br /&gt;
{P017} 4 5.000000 # ASIBUMI start speed&lt;br /&gt;
{P018} 4 35.000000 # WALK start speed&lt;br /&gt;
{P019} 4 70.000000 # RUN start speed&lt;br /&gt;
{P020} 4 160.000000 # ESCAPE start speed&lt;br /&gt;
{P021} 4 30.000000 # WALK Number of playback frames (min)&lt;br /&gt;
{P022} 4 60.000000 # WALK Number of playback frames (max)&lt;br /&gt;
{P023} 4 30.000000 # RUN Number of playback frames (min)&lt;br /&gt;
{P024} 4 60.000000 # RUN Number of playback frames (max)&lt;br /&gt;
{P025} 4 30.000000 # Number of ESCAPE playback frames (min)&lt;br /&gt;
{P026} 4 60.000000 # ESCAPE Number of playback frames (max)&lt;br /&gt;
{P027} 4 3.000000 # per size (min)&lt;br /&gt;
{P034} 4 5.000000 # per size (max)&lt;br /&gt;
{P028} 4 100.000000 # reciprocal of weight (this and the next 6 don&#039;t have known functions)&lt;br /&gt;
{P039} 4 8.500000 # size per ground&lt;br /&gt;
{P029} 4 600.000000 # white distance&lt;br /&gt;
{P030} 4 1000.000000 # gray Distance&lt;br /&gt;
{P031} 4 10.000000 # Lost child time&lt;br /&gt;
{P032} 4 50.000000 # white distance (Free)&lt;br /&gt;
{P033} 4 250.000000 # gray Distance (Free)&lt;br /&gt;
{P035} 4 2.000000 # Time to start pushing wall (Dynamic)&lt;br /&gt;
{P036} 4 2.000000 # Time to start pushing the wall (Static)&lt;br /&gt;
{P040} 4 120.000000 # Time to free (?)&lt;br /&gt;
{P041} 4 70.000000 # Enemy search area&lt;br /&gt;
{P042} 4 55.000000 # Search area of ​​Pellet&lt;br /&gt;
{P010} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P011} 4 45.000000 # Search area of ​​agricultural rock&lt;br /&gt;
{P012} 4 60.000000 # Search area of ​​bridge&lt;br /&gt;
{P013} 4 45.000000 # Search area for breaking rock&lt;br /&gt;
{P014} 4 45.000000 # Bargains search area&lt;br /&gt;
{P015} 4 45.000000 # Search area for agricultural plants&lt;br /&gt;
{P043} 4 3.000000 # Maximum time to get up and wake up&lt;br /&gt;
{P074} 4 1.000000 # Minimum time to get up and wake up&lt;br /&gt;
{P044} 4 10.000000 # leaf-&amp;gt; time of bud (seconds)&lt;br /&gt;
{P045} 4 10.000000 # bud-&amp;gt; flower time (seconds)&lt;br /&gt;
{P046} 4 10.000000 # flower-&amp;gt; time of seed (seconds)&lt;br /&gt;
{P047} 4 10.000000 # seed-&amp;gt; time of leaf (seconds)&lt;br /&gt;
{P048} 4 0.600000 # Flower P @ gravity rate&lt;br /&gt;
{P049} 4 0.100000 # taneupTime (sec) (the next few are weirdly translated)&lt;br /&gt;
{P050} 4 5.000000 # hatugaTime (sec)&lt;br /&gt;
{P051} 4 120.000000 # growupTime (sec)&lt;br /&gt;
{P052} 4 180.000000 # kareTime (sec)&lt;br /&gt;
{P053} 4 1.000000 # rebirthTime (sec)&lt;br /&gt;
{P055} 4 6.000000 # Time to wrestle with death (Time until killed by fire/water/poison. Doesn&#039;t include drowning.)&lt;br /&gt;
{P056} 4 1.000000 # Probability of flower Piki to play as seed (Leftover Pikmin 1 data?)&lt;br /&gt;
{P057} 4 2.000000 # Time to explosion&lt;br /&gt;
{P058} 4 50.000000 # Bomb effect range&lt;br /&gt;
{P059} 4 200.000000 # Bomb damage amount Flood gate&lt;br /&gt;
{P075} 4 10.000000 # Bomb Damage Orima&lt;br /&gt;
{P076} 4 120.000000 # Bomb Damage Teki&lt;br /&gt;
{P077} 4 765.000000 # Bomb Damage Piki&lt;br /&gt;
{P060} 4 200.000000 # Sunset Survival range&lt;br /&gt;
{P061} 4 250.000000 # Column activation distance&lt;br /&gt;
{P062} 4 10 # drowning frame number&lt;br /&gt;
{P063} 4 10 # Number of drowning frames (variation)&lt;br /&gt;
{P064} 4 5.000000 # wall pushing up time&lt;br /&gt;
{P066} 4 300.000000 # BOMB search distance (More Leftover pikmin 1 data?)&lt;br /&gt;
{P067} 4 110.000000 # BOMB throw Min (ditto for this and most of the Other &amp;quot;BOMB&amp;quot; settings)&lt;br /&gt;
{P068} 4 160.000000 # BOMB throw Max&lt;br /&gt;
{P069} 4 1.500000 # BOMB placement escape time&lt;br /&gt;
{P070} 4 150.000000 # BOMB throwing speed&lt;br /&gt;
{P071} 4 300.000000 # BOMB Warning range&lt;br /&gt;
{P072} 4 0.650000 # Between BOMB, time&lt;br /&gt;
{P073} 4 50.000000 # BOMB set distance&lt;br /&gt;
{P000} 4 1.250000 # Scale of new color&lt;br /&gt;
{P001} 4 1.200000 # White Speed ​​Magnification (speed settings for whites and purples)&lt;br /&gt;
{P002} 4 0.800000 # Black speed magnification (ditto)&lt;br /&gt;
{P005} 4 0.600000 # Black carrying capacity (ditto)&lt;br /&gt;
{P006} 4 3.000000 # White carrying capacity (ditto)&lt;br /&gt;
{P020} 4 0.500000 # Buds | Transport Bonus (The next few are unknown)&lt;br /&gt;
{P021} 4 1.000000 # Hana | Transport Bonus&lt;br /&gt;
{P018} 4 0.400000 # Transport MAX FACTOR&lt;br /&gt;
{P019} 4 0.220000 # Carrying MAX FACTOR&lt;br /&gt;
{P007} 4 40.000000 # Doping duration (Ultra-Spicy spray duration)&lt;br /&gt;
{P008} 4 10.000000 # Doping Piki Attack (Ultra-Spicy spray attack increase)&lt;br /&gt;
{P009} 4 190.000000 # Doping Piki Speed (Ultra-Spicy spray speed increase)&lt;br /&gt;
{P016} 4 60.000000 # Jellyfish digestion time (Time a Pikmin is inside a Jellyfloat before it dies)&lt;br /&gt;
{P017} 4 60.000000 # Purple Pikmin slam radius (range)&lt;br /&gt;
{P022} 4 20.000000 # Purple Pikmin slam damage (when a purple pikmin is thrown, and slams into an enemy, it does this amount of damage)&lt;br /&gt;
{_ Eof}&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;
These parameters are not inside of a .szs archive, so you can change it all you want without worrying about the file size problem.&lt;/div&gt;</summary>
		<author><name>IgneousCompas</name></author>
	</entry>
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