<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minty+Meeo</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minty+Meeo"/>
	<link rel="alternate" type="text/html" href="https://pikmintkb.com/wiki/Special:Contributions/Minty_Meeo"/>
	<updated>2026-06-25T20:38:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=TXE_file&amp;diff=2860</id>
		<title>TXE file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=TXE_file&amp;diff=2860"/>
		<updated>2020-01-02T20:00:05Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: It&amp;#039;s actually called a Dolphin Texture File according to plugTexConv.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;lt;code&amp;gt;TXE&amp;lt;/code&amp;gt; file, or Dolphin Texture file, is a very simple image data wrapper only found and used in &#039;&#039;Pikmin&#039;&#039;. There are 2 variations of the TXE file, for a MOD file and the other as a standalone file. For easy identification of what format I will be talking about, mTXE is a MOD file TXE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TXE Header&lt;br /&gt;
! Offset	|| Size       || Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 0x00		|| 2          || Width of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x02		|| 2          || Height of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x04		|| 2          || Format of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x06		|| 2          || {{unsure|Unsure}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08		|| 4          || Image data size in bytes&lt;br /&gt;
|-&lt;br /&gt;
| 0x10		|| 20         || Padding, 5 integers equal to 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x24		|| (0x08 var) || Image data start&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ mTXE Header&lt;br /&gt;
! Offset	|| Size       || Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 0x00		|| 2          || Width of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x02		|| 2          || Height of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x04		|| 2          || Unsure&lt;br /&gt;
|-&lt;br /&gt;
| 0x06		|| 2          || Format of image&lt;br /&gt;
|-&lt;br /&gt;
| 0x08		|| 4          || {{unsure|Unsure}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C		|| 16         || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C		|| 4          || Image data size in bytes&lt;br /&gt;
|-&lt;br /&gt;
| 0x20		|| (0x1C var) || Image data start&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TXE Formats&lt;br /&gt;
! Name || Value&lt;br /&gt;
|-&lt;br /&gt;
| RGB565	||	0&lt;br /&gt;
|-&lt;br /&gt;
| CMPR		||	1&lt;br /&gt;
|-&lt;br /&gt;
| RGB5A3	||	0&lt;br /&gt;
|-&lt;br /&gt;
| I4	||	0&lt;br /&gt;
|-&lt;br /&gt;
| I8	||	0&lt;br /&gt;
|-&lt;br /&gt;
| IA4	||	0&lt;br /&gt;
|-&lt;br /&gt;
| IA8	||	0&lt;br /&gt;
|-&lt;br /&gt;
| RGBA8	||	0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2694</id>
		<title>User:Minty Meeo/test</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2694"/>
		<updated>2019-06-14T02:10:14Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &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 modifying &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
For years, &#039;&#039;Pikmin&#039;&#039; fans have united to document the inner workings of their favorite franchise.  This wiki&#039;s goal is to document their findings.  Links to sub-wikis dedicated to each game can be found below.  Information relevant to multiple games can be found on this page as well.&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;
&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;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.15em; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Sub-Wikis&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_1.png|link=Pikmin_1|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_2.png|link=Pikmin_2|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_3.png|link=Pikmin_3|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Hey!_Pikmin.png|link=Hey!_Pikmin|center]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;&lt;br /&gt;
{{ni|[[File:Navigation_Teki.png|link=Pikmin_1/Teki]] [[Pikmin_1/Teki|Tekis]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Boss.png|link=Pikmin_1/Boss]] [[Pikmin_1/Boss|Bosses]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Pellet.png|link=Pikmin_1/Pellet]] [[Pikmin_1/Pellet|Pellets]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Pellet.png|link=Pikmin_1/Item]] [[Pikmin_1/Item|Items]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Pellet.png|link=Pikmin_1/WorkObject]] [[Pikmin_1/WorkObject|WorkObjects]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Pellet.png|link=Pikmin_1/Plant]] [[Pikmin_1/Plant|Plants]]|y}}&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2693</id>
		<title>User:Minty Meeo/test</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2693"/>
		<updated>2019-06-14T01:44:41Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: pit stop save&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 modifying &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
For years, &#039;&#039;Pikmin&#039;&#039; fans have united to document the inner workings of their favorite franchise.  This wiki&#039;s goal is to document their findings.  Links to sub-wikis dedicated to each game can be found below.  Information relevant to multiple games can be found on this page as well.&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;
&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;
----&lt;br /&gt;
Sub-Wikis&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_1.png|link=Pikmin_1|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_2.png|link=Pikmin_2|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_3.png|link=Pikmin_3|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Hey!_Pikmin.png|link=Hey!_Pikmin|center]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{ni|[[File:Navigation_Teki.png|link=Pikmin_1/Teki]][[Pikmin_1/Teki|Tekis]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Boss.png|link=Pikmin_1/Boss]][[Pikmin_1/Boss|Bosses]]}}&lt;br /&gt;
{{ni|[[File:Navigation_Pellet.png|link=Pikmin_1/Pellet]][[Pikmin_1/Pellet|Pellets]]}}&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pellet.png&amp;diff=2692</id>
		<title>File:Navigation Pellet.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pellet.png&amp;diff=2692"/>
		<updated>2019-06-14T01:43:56Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation icon for Pellets. Pikmin 1 Sub-Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation icon for Pellets. Pikmin 1 Sub-Wiki&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Boss.png&amp;diff=2691</id>
		<title>File:Navigation Boss.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Boss.png&amp;diff=2691"/>
		<updated>2019-06-14T00:00:57Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation icon for Bosses. Pikmin 1 Sub-Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation icon for Bosses. Pikmin 1 Sub-Wiki&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Teki.png&amp;diff=2690</id>
		<title>File:Navigation Teki.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Teki.png&amp;diff=2690"/>
		<updated>2019-06-13T23:19:43Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Teki.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation icon for Tekis.&lt;br /&gt;
Pikmin 1 Sub-Wiki&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Teki.png&amp;diff=2689</id>
		<title>File:Navigation Teki.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Teki.png&amp;diff=2689"/>
		<updated>2019-06-13T23:17:09Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation icon for Tekis.
Pikmin 1 Sub-Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation icon for Tekis.&lt;br /&gt;
Pikmin 1 Sub-Wiki&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Template:Ni&amp;diff=2688</id>
		<title>Template:Ni</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Template:Ni&amp;diff=2688"/>
		<updated>2019-06-13T21:54:50Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: ported from Pikipedia for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{{1}}}{{#if:{{{2|}}}||&amp;amp;nbsp;&amp;amp;bull;}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
This template create an item for a [[:Category:Navigation boxes|navigation box]] (hence, the name is short for &#039;&#039;&#039;N&#039;&#039;&#039;avigation &#039;&#039;&#039;I&#039;&#039;&#039;tem). It wraps the item in a span that stops it from being breaking in different lines on spaces, and automatically adds the bullet point that separates items. For the last item in a row, give the second parameter a value, like &amp;quot;y&amp;quot;, in order to not place the final bullet point.&lt;br /&gt;
&lt;br /&gt;
[[Category:Inline templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2687</id>
		<title>File:Navigation Hey! Pikmin.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2687"/>
		<updated>2019-06-13T21:16:07Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Hey! Pikmin.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Hey! Pikmin subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_3.png&amp;diff=2686</id>
		<title>File:Navigation Pikmin 3.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_3.png&amp;diff=2686"/>
		<updated>2019-06-13T21:15:49Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Pikmin 3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 3 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2685</id>
		<title>File:Navigation Pikmin 2.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2685"/>
		<updated>2019-06-13T21:15:34Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Pikmin 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 2 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2684</id>
		<title>File:Navigation Pikmin 1.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2684"/>
		<updated>2019-06-13T21:15:22Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Pikmin 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2683</id>
		<title>User:Minty Meeo/test</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Minty_Meeo/test&amp;diff=2683"/>
		<updated>2019-06-13T20:12:16Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Created page with &amp;quot;center  center  center  File:Nav...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Navigation_Pikmin_1.png|link=Pikmin_1|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_2.png|link=Pikmin_2|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Pikmin_3.png|link=Pikmin_3|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Navigation_Hey!_Pikmin.png|link=Hey!_Pikmin|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_3.png&amp;diff=2682</id>
		<title>File:Navigation Pikmin 3.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_3.png&amp;diff=2682"/>
		<updated>2019-06-13T19:14:31Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation banner for Pikmin 3 subwiki link on Main Page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 3 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2681</id>
		<title>File:Navigation Pikmin 2.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2681"/>
		<updated>2019-06-13T19:02:55Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 2 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2680</id>
		<title>File:Navigation Pikmin 2.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_2.png&amp;diff=2680"/>
		<updated>2019-06-13T19:02:34Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2679</id>
		<title>File:Navigation Pikmin 1.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2679"/>
		<updated>2019-06-13T19:01:28Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Pikmin 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2678</id>
		<title>File:Navigation Pikmin 1.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Pikmin_1.png&amp;diff=2678"/>
		<updated>2019-06-13T18:43:12Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Pikmin 1 subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2677</id>
		<title>File:Navigation Hey! Pikmin.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2677"/>
		<updated>2019-06-13T18:29:58Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded a new version of File:Navigation Hey! Pikmin.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Hey! Pikmin subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2676</id>
		<title>File:Navigation Hey! Pikmin.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Navigation_Hey!_Pikmin.png&amp;diff=2676"/>
		<updated>2019-06-13T16:20:21Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Navigation banner for Hey! Pikmin subwiki link on Main Page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Navigation banner for Hey! Pikmin subwiki link on Main Page.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2443</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2443"/>
		<updated>2019-02-17T05:37:07Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: added link to new explanation page&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;
&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;
&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|Generator]]&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;
* [[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]] (Soundfont)&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;
&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 file formats|File formats]]&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;
* [[Ambrosia Ramblings]]&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;
&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;
* [[BMDCubed]]&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>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BUN_file&amp;diff=2351</id>
		<title>BUN file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BUN_file&amp;diff=2351"/>
		<updated>2019-01-17T06:02:27Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: clarification for File Content Indicators.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BUN&#039;&#039;&#039; files (short for &#039;&#039;&#039;Bundle&#039;&#039;&#039; files) are a Binary Large Object (BLOB) archive format used in &#039;&#039;[[Pikmin]]&#039;&#039;.  &#039;&#039;&#039;ANM&#039;&#039;&#039; files (likely short for &#039;&#039;&#039;Animation Folder&#039;&#039;&#039;) use the structure of BUN files as well.  With minimal metadata, {{unsure|the bundle archive was likely used to reduce load time by packing several files into one}}.  The purpose they serve is different from the [[Pikmin Paired ARC+DIR Files|Paired ARC+DIR Files]], however, as all of the files within a bundle are unpacked into RAM as soon as one is loaded, as shown by the [[OpenGl / Dolphin System]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==File structure==&lt;br /&gt;
The bundle file is very simple.  There is a header, followed by a repeating struct for every file contained within the BUN.  Each struct has a subheader and file contained within it.&lt;br /&gt;
&lt;br /&gt;
Here is &amp;lt;code&amp;gt;/dataDir/bosses/mizu/mizu.anm&amp;lt;/code&amp;gt; annotated for reference.&lt;br /&gt;
&lt;br /&gt;
[[File:BUN_and_ANM_file_documentation.png]]&lt;br /&gt;
[[File:Minty_Meeo_Documentation_Legend.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Header&lt;br /&gt;
! Offset		|| Size		|| Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 0x00			|| 4 		|| Number of structs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ File entry struct&lt;br /&gt;
! Offset		|| Size		|| Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 0x00			|| 4 		|| File content indicator&lt;br /&gt;
|-&lt;br /&gt;
| 0x04			|| 4 		|| Enclosed file size&lt;br /&gt;
|-&lt;br /&gt;
| 0x08			|| 4 		|| Mock-directory string length&lt;br /&gt;
|-&lt;br /&gt;
| 0x0c			|| 0x08 value	|| Mock-directory path&lt;br /&gt;
|-&lt;br /&gt;
| 0x0c + 0x08 value	|| 0x04 value	|| Enclosed file&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mock-directory===&lt;br /&gt;
Similar to the [[Pikmin Paired ARC+DIR Files|Paired ARC+DIR Files]], the bundle archive emulates a folder path.  When the file is unpacked in-game, it is assumed that whatever code is responsible treats the contents of the bundle files as if they were in the folder path described, starting from the root of the disc.&lt;br /&gt;
&lt;br /&gt;
===File content indicator===&lt;br /&gt;
The file content indicator appears to be vestigial in most cases.  However, in-game cutscenes use it to know what type of animation file is being loaded, since they only load the first item in an &#039;&#039;&#039;ANM&#039;&#039;&#039; file, {{unsure|presumably without checking the filename}}.  The following filetypes have been observed to have these values assigned to them:&lt;br /&gt;
* 0 = [[PCR file|PCR]]&lt;br /&gt;
* 1 = [http://wiki.tockdom.com/wiki/BTI BTI]&lt;br /&gt;
* 2 = DCA&lt;br /&gt;
* 3 = DCK&lt;br /&gt;
&lt;br /&gt;
{{Credits|[[User:Minty_Meeo|Minty_Meeo]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin&amp;diff=2348</id>
		<title>Pikmin</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin&amp;diff=2348"/>
		<updated>2019-01-15T01:57:32Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Improved New Play Control! section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic information about &#039;&#039;Pikmin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==ISO details==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pikmin (GCN/NGC)&lt;br /&gt;
! Version	|| Game &amp;amp; Maker Code	|| Revision #	|| Apploader Date &#039;&#039;(YYYY / MM / DD)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| JPN Demo	|| &amp;lt;code&amp;gt;DPIJ01&amp;lt;/code&amp;gt;	|| 0	|| 2001 / 07 / 30&lt;br /&gt;
|-&lt;br /&gt;
| JPN v1.01	|| &amp;lt;code&amp;gt;GPIJ01&amp;lt;/code&amp;gt;	|| 1	|| 2001 / 08 / 09&lt;br /&gt;
|-&lt;br /&gt;
| JPN v1.02	|| &amp;lt;code&amp;gt;GPIJ01&amp;lt;/code&amp;gt;	|| 2	|| 2001 / 08 / 09&lt;br /&gt;
|-&lt;br /&gt;
| USA Demo	|| &amp;lt;code&amp;gt;GPIJ01&amp;lt;/code&amp;gt;	|| 0	|| 2001 / 11 / 14&lt;br /&gt;
|-&lt;br /&gt;
| USA v1.00	|| &amp;lt;code&amp;gt;GPIE01&amp;lt;/code&amp;gt;	|| 0	|| 2001 / 08 / 09&lt;br /&gt;
|-&lt;br /&gt;
| USA v1.01	|| &amp;lt;code&amp;gt;GPIE01&amp;lt;/code&amp;gt;	|| 1	|| 2001 / 08 / 09&lt;br /&gt;
|-&lt;br /&gt;
| PAL Demo	|| &amp;lt;code&amp;gt;GPIJ01&amp;lt;/code&amp;gt;	|| 0	|| 2001 / 12 / 17&lt;br /&gt;
|-&lt;br /&gt;
| PAL v1.00	|| &amp;lt;code&amp;gt;GPIP01&amp;lt;/code&amp;gt;	|| 0	|| 2001 / 12 / 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ New Play Control! Pikmin (Wii)&lt;br /&gt;
! Version	|| Game &amp;amp; Maker Code				|| Revision #	|| Apploader Date &#039;&#039;(YYYY / MM / DD)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| JPN		|| &amp;lt;code&amp;gt;R9IJ01&amp;lt;/code&amp;gt;				|| 		||&lt;br /&gt;
|-&lt;br /&gt;
| USA		|| &amp;lt;code&amp;gt;R9IE01&amp;lt;/code&amp;gt;				|| 		||&lt;br /&gt;
|-&lt;br /&gt;
| PAL		|| &amp;lt;code&amp;gt;R9IP01&amp;lt;/code&amp;gt;				|| 		||&lt;br /&gt;
|-&lt;br /&gt;
| KOR		|| &amp;lt;code&amp;gt;R9IK01 (000100005239494b)&amp;lt;/code&amp;gt;	|| 0		|| 2009 / 06 / 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic information]]&lt;br /&gt;
[[Category:Pikmin]]&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMDCubed&amp;diff=2347</id>
		<title>BMDCubed</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMDCubed&amp;diff=2347"/>
		<updated>2019-01-15T00:40:23Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: typo from using a template repeatedly slipped through.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BMDCubed was created by Sage-of-Mirrors. It converts COLLADA (.dae) model files to the Binary MoDel (.bmd) format that first-party Nintendo GameCube and Wii games use.&lt;br /&gt;
&lt;br /&gt;
The tool is considered obsolete, and has been superseded by [[SuperBMD]].&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/BMDCubed GitHub repository]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMDCubed&amp;diff=2319</id>
		<title>BMDCubed</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMDCubed&amp;diff=2319"/>
		<updated>2019-01-10T04:36:37Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added link to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BMDCubed was created by Sage-of-Mirrors and can be found on his [https://github.com/Sage-of-Mirrors/BMDCubed Github Repository].&lt;br /&gt;
&lt;br /&gt;
The tool is considered obsolete, and has been succeeded by [[SuperBMD]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==BMDCubed==&lt;br /&gt;
This program converts COLLADA (.dae) model files to the Binary MoDel (.bmd) format that first-party Nintendo GameCube and Wii games use.&lt;br /&gt;
&lt;br /&gt;
It currently supports static meshes with 0 bones, and simple skinned meshes. There is an issue with complex skinned meshes not rendering correctly in-game. This issue is being researched.&lt;br /&gt;
&lt;br /&gt;
BMDCubed supports the following vertex attributes:&lt;br /&gt;
* Normals&lt;br /&gt;
* 2 sets of Vertex Colors&lt;br /&gt;
* 8 sets of UV Coordinates&lt;br /&gt;
&lt;br /&gt;
The default materials that are generated for the BMD file make use of textures, texture alpha, and vertex colors.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=SuperBMD&amp;diff=2318</id>
		<title>SuperBMD</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=SuperBMD&amp;diff=2318"/>
		<updated>2019-01-10T04:30:06Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added links to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SuperBMD was created by Sage-of-Mirrors, is maintained by Renol/Yoshi2, and can be found on these Github Repositories:&lt;br /&gt;
* [https://github.com/RenolY2/SuperBMD Renol/Y2 fork]&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/SuperBMD Sage-of-Mirrors master] (Older)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SuperBMD==&lt;br /&gt;
A library to import and export various 3D model formats into the Binary Model (BMD) format.&lt;br /&gt;
&lt;br /&gt;
This API uses the Open Asset Import Library (AssImp). A list of supported model formats can be found [http://assimp.sourceforge.net/main_features_formats.html here]. Recommended: .dae/.fbx.&lt;br /&gt;
&lt;br /&gt;
This is a fork of SuperBMD that supports generating triangle strips (a more space-efficient way to represent faces in a model) and extracting and applying BMD material data as JSON, maintained by Yoshi2 (RenolY2 on github).&lt;br /&gt;
&lt;br /&gt;
Please report any issues you find here: https://github.com/RenolY2/SuperBMD/issues&lt;br /&gt;
&lt;br /&gt;
New compiled releases (and their source code) are found here: https://github.com/RenolY2/SuperBMD/releases&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
SuperBMD.exe can be used to convert models to the BMD format and BMD models to the DAE format.&lt;br /&gt;
&lt;br /&gt;
To convert a model, drag it onto the executable or run the program via command line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SuperBMD.exe &amp;lt;model path&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If model path is a BMD, it will be converted to DAE, its textures will be dumped as .PNG and its material data will be dumped as JSON in the same folder as the DAE and the textures.&lt;br /&gt;
&lt;br /&gt;
If model path is a model but not BMD, it will be converted to BMD. By default triangle strips are generated for static meshes but not rigged meshes. See below for more options on this.&lt;br /&gt;
&lt;br /&gt;
==Full usage==&lt;br /&gt;
&amp;lt;code&amp;gt;SuperBMD.exe &amp;lt;input path&amp;gt; [output path] [--mat &amp;lt;material path&amp;gt;] [--texheader &amp;lt;texheader path&amp;gt;] [--tristrip (all/static/none)] [--rotate] [--dontFix] [--bdl] [--version]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments in square brackets are optional. If output path is left out it is created from the input path by replacing the extension either with &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;.bdl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;.dae&amp;lt;/code&amp;gt;, depending on input.&lt;br /&gt;
&lt;br /&gt;
* If input path is BMD then the extracted DAE is written to output path. Textures are dumped to the same directory as the DAE.&lt;br /&gt;
* If input path is not a BMD, the model is converted into a BMD and written to output path. If output path ends with .bdl and the --bdl option is set, or output path is empty and --bdl is set, the model is converted to BDL.&lt;br /&gt;
* If input path is a BMD/BDL and output path is a BMD, behaviour is similar to if the input was not a BMD/BDL.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;--version&amp;lt;/code&amp;gt; option outputs the program&#039;s version and then exits.&lt;br /&gt;
&lt;br /&gt;
===Any model -&amp;gt; BMD:===&lt;br /&gt;
*  If material path is set, loads material data from that path (See &amp;quot;Materials&amp;quot; further down in this document)&lt;br /&gt;
* If texheader path is set, loads texture header info from that path (See &amp;quot;Texture header info&amp;quot; further down in this document)&lt;br /&gt;
* --tristrip none generates no triangle strips. --tristrip static generates triangle strips only for static models (no rig). --tristrip all generates triangle strips for all models (static and rigged), currently triangle strips on rigged models are buggy though. If omitted, the default mode is generating triangle strips only for static models.&lt;br /&gt;
* --rotate rotates the model so that Y is up instead of Z. Default is no rotation.&lt;br /&gt;
* --dontFix disables (trying to) fix normals on rigged models. This is only relevant for using materials that add shading to the model and has no effect on whether a face is considered to be front or back-facing for culling purposes.&lt;br /&gt;
* --bdl is necessary for when you want to create a BDL instead of a BMD..&lt;br /&gt;
&lt;br /&gt;
===BMD -&amp;gt; DAE:===&lt;br /&gt;
* If material path is set, write material data to that path. Otherwise, write it in the same place as the created DAE.&lt;br /&gt;
* If texheader path is set, write texture header info to that path. Otherwise, write it in the same place as the created DAE.&lt;br /&gt;
* None of the other options have an effect.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Modeling===&lt;br /&gt;
* When exporting a model for conversion to BMD, rotate the model about the X axis by -90 degrees. Most modeling programs define the Z axis as the up axis, but Nintendo games use the Y axis instead. Rotating the model ensures that the model is not sideways when imported into a game. Alternatively, set the --rotate option when calling SuperBMD.exe which will rotate the model appropriately without you having to do it.&lt;br /&gt;
&lt;br /&gt;
===Skinning===&lt;br /&gt;
* SuperBMD supports both skinned and unskinned models.&lt;br /&gt;
* For skinned meshes, &amp;lt;b&amp;gt;make the root of the model&#039;s skeleton the child of a dummy object called &amp;lt;code&amp;gt;skeleton_root&amp;lt;/code&amp;gt;.&amp;lt;/b&amp;gt; SuperBMD uses the name of this dummy object to find the root of the skeleton so that it can process it.&lt;br /&gt;
* If a &amp;lt;code&amp;gt;skeleton_root&amp;lt;/code&amp;gt; object is not found, then the model will be imported with a single root bone. This is recommended for models intended for maps. If your model&lt;br /&gt;
&lt;br /&gt;
===Vertex Colors===&lt;br /&gt;
* SuperBMD supports vertex colors.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
* SuperBMD supports models that have no textures. These models will appear white when imported into a game.&lt;br /&gt;
* It is recommended that the model&#039;s textures be in the same directory as the model being converted. &amp;lt;b&amp;gt;If SuperBMD cannot find the model&#039;s textures, it will use a black and white checkerboard image instead.&amp;lt;/b&amp;gt;&lt;br /&gt;
* Textures must be in BMP, JPG, PNG or TGA format.&lt;br /&gt;
&lt;br /&gt;
===Converting BMD to DAE===&lt;br /&gt;
When you drop a BMD on SuperBMD.exe, it will be converted into DAE. When you import the DAE into 3DS Max, in the Import options that appear you need to go into Advanced Options-&amp;gt;Units, uncheck &amp;quot;Automatic&amp;quot; and set File units converted to Meters. Otherwise the imported dae will be very big.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
* This fork of SuperBMD allows dumping and inserting materials as JSON and it allows additional textures to be loaded without having to apply them in a 3D modelling program. Look at Full Usage above on how to extract and apply material files. While Drag&amp;amp;Drop works, writing bat files is recommended.&lt;br /&gt;
&lt;br /&gt;
* The mat json file will contain one or more materials from the BMD file. When applying materials, the material names are exactly the name of the materials of the model when exported from a 3D modelling program. You do not have to cover every material, SuperBMD will generate material data for the rest. You can also use a default material setup for every material in the model by naming the material in the JSON &amp;lt;code&amp;gt;__MatDefault&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;Textures&amp;lt;/code&amp;gt; section contains the names of the textures used by the material. Usually the first texture is the main texture, the rest are used for graphics effects. When using a &amp;lt;code&amp;gt;__MatDefault&amp;lt;/code&amp;gt; material it can be useful to leave the first texture name as &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; so each material will retain the texture name it originally had.&lt;br /&gt;
&lt;br /&gt;
* Additional textures can be loaded by adding their names in the &amp;lt;code&amp;gt;Textures&amp;lt;/code&amp;gt; section of a material. The program will search for these textures in the folder of the material file by appending an extension to the name in this order: &amp;lt;code&amp;gt;.png&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;.jpg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;.tga&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;.bmp&amp;lt;/code&amp;gt;. (Example: If there are two textures &amp;lt;code&amp;gt;Texture.png&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Texture.bmp&amp;lt;/code&amp;gt;, the PNG texture will be loaded rather than the BMP texture)&lt;br /&gt;
&lt;br /&gt;
* You can modify materials if you know what you are doing. Look on the internet for info on TEV and check the source code of SuperBMD for possible values for some of the enums (When viewing the source code in VS or other good IDEs, check &amp;lt;code&amp;gt;SuperBMD/source/Materials/Material.cs&amp;lt;/code&amp;gt;). A recap of all enums and useful info about materials will be available here https://github.com/RenolY2/SuperBMD/wiki when it is added.&lt;br /&gt;
&lt;br /&gt;
===Material presets===&lt;br /&gt;
This release has some bat scripts that apply some included materials.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;toonshading&amp;lt;/b&amp;gt;: This provides SMS-style toon shading. Known to work with SMS.&lt;br /&gt;
* &amp;lt;b&amp;gt;shiny&amp;lt;/b&amp;gt;: Based on the toon shading material, this gives the model an interesting shine. Known to work with SMS.&lt;br /&gt;
* &amp;lt;b&amp;gt;simpleshading:&amp;lt;/b&amp;gt; Creates shadows based on the direction a triangle is facing. Known to work with Pikmin 2, but looks dark in SMS.&lt;br /&gt;
&lt;br /&gt;
These material presets are not always the best and you are encouraged to find other presets by experimenting with material data from models and making new scripts. You can combine options if wanted. For example, you can add the &amp;lt;code&amp;gt;--rotate&amp;lt;/code&amp;gt; option from &amp;lt;code&amp;gt;superbmd_rotatemodel.bat&amp;lt;/code&amp;gt; to the other bat scripts if you want shaded and rotated models, or you can add the &amp;lt;code&amp;gt;--bdl&amp;lt;/code&amp;gt; option from &amp;lt;code&amp;gt;superbmd_createbdl.bat&amp;lt;/code&amp;gt; to the other scripts for shaded BDL models.&lt;br /&gt;
&lt;br /&gt;
===Texture header info===&lt;br /&gt;
When dumping BMDs to DAE you will find a texheader json file. It contains some data from the BTI headers of the textures stored in the BMD. Of note are the Format (sets the texture format) and the WrapS/WrapT (affects the way UV maps will wrap when going beyond the edges) attributes. They are applied in a similar way to materials, using --texheader to specify the path to such a file. Header data is applied to textures with a matching name. A default header can be specified by setting the name to &amp;lt;code&amp;gt;__TexDefault.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supported texture formats: I4, I8, IA4, IA8, RGB565, RGB5A3, RGBA32 and CMPR (in other words, all that GC hardware supports except for the color-indexed formats). Supported wrap modes: ClampToEdge, Repeat and MirroredRepeat When using I4 or I8, note that intensity equals alpha.&lt;br /&gt;
&lt;br /&gt;
==Attribution==&lt;br /&gt;
This project uses a number of external libraries or parts of them in the code which will be listed here together with their license if necessary:&lt;br /&gt;
&lt;br /&gt;
* BrawlLib: Tristripping algorithm by ernie, blackjax &amp;amp; tfautre: https://github.com/libertyernie/brawltools&lt;br /&gt;
&lt;br /&gt;
* TGA reader by Dmitry Brant: http://dmitrybrant.com&lt;br /&gt;
&lt;br /&gt;
* CTools by Chadderz, see https://github.com/RenolY2/SuperBMD/blob/master/SuperBMD/source/Materials/ImageDataFormat.cs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you acquired a compiled release of SuperBMD, the following licenses also apply:&lt;br /&gt;
&lt;br /&gt;
* Assimp: (Assimp32.dll, Assimp64.dll, AssimpNet.dll)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 Copyright (c) 2006-2015 assimp team&lt;br /&gt;
All rights reserved.&lt;br /&gt;
&lt;br /&gt;
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
    Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.&lt;br /&gt;
    Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.&lt;br /&gt;
    Neither the name of the assimp team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.&lt;br /&gt;
&lt;br /&gt;
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS &amp;quot;AS IS&amp;quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Json.NET: (Newtonsoft.Json.dll)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The MIT License (MIT)&lt;br /&gt;
&lt;br /&gt;
Copyright (c) 2007 James Newton-King&lt;br /&gt;
&lt;br /&gt;
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:&lt;br /&gt;
&lt;br /&gt;
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.&lt;br /&gt;
&lt;br /&gt;
THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* OpenTK (OpenTK.dll)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Further details about the license of OpenTK: https://github.com/andykorth/opentk/blob/master/Documentation/License.txt&lt;br /&gt;
&lt;br /&gt;
The Open Toolkit library license&lt;br /&gt;
&lt;br /&gt;
Copyright (c) 2006 - 2013 Stefanos Apostolopoulos &amp;lt;stapostol@gmail.com&amp;gt; for the Open Toolkit library.&lt;br /&gt;
&lt;br /&gt;
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the &amp;quot;Software&amp;quot;), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:&lt;br /&gt;
&lt;br /&gt;
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.&lt;br /&gt;
&lt;br /&gt;
THE SOFTWARE IS PROVIDED &amp;quot;AS IS&amp;quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikminBMGtool&amp;diff=2317</id>
		<title>PikminBMGtool</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikminBMGtool&amp;diff=2317"/>
		<updated>2019-01-10T03:59:46Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added link to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PikminBMGtool was created by Renol/Yoshi2 and can be found on his [https://github.com/RenolY2/pikminBMG Github Repository].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
pikminBMGtool.py v0.6.1 by Yoshi2 A tool for converting Pikmin 2 BMG files to text (JSON) and from text (JSON) to BMG.&lt;br /&gt;
&lt;br /&gt;
==Installation advice==&lt;br /&gt;
Requires Python 3 (Recommended: version 3.6 or newer) On Windows, when installing Python make sure you have &amp;quot;Add Python to PATH&amp;quot; option enabled at the start of the installation so that the bat files can work.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Drag &amp;amp; Drop===&lt;br /&gt;
dumpBmg.bat, packBmg.bat and packBmglatin1.bat are included to allow for simple drag and drop. dumpBmg dumps a bmg to text, packBmg packs a text file to BMG with shift-jis encoding, packBmg_latin1 packs a text file to BMG with latin-1 encoding.&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Example use in command line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
python .\pikminBMGtool.py DUMP pikmin2.bmg pikmin2_messages.txt&lt;br /&gt;
python .\pikminBMGtool.py PACK pikmin2_messages.txt pikmin2.bmg &lt;br /&gt;
&lt;br /&gt;
python .\pikminBMGtool.py PACK --encoding shift-jis pikmin2_messages.txt pikmin2.bmg &lt;br /&gt;
python .\pikminBMGtool.py PACK --encoding latin-1 pikmin2_messages.txt pikmin2.bmg &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the --encoding option is left out, the encoding for the created bmg defaults to shift-jis, which is used for the Japanese and English bmg files. latin-1 is used by the remaining languages (German, French, Italian, ...).&lt;br /&gt;
&lt;br /&gt;
For the input txt file, the tool attempts to detect the encoding by the BOM (Byte Order Mark) and otherwise defaults to utf-8. This way the following encodings are supported: utf-8, utf-8-bom (used by Windows Notepad), utf-16 and utf-32.&lt;br /&gt;
&lt;br /&gt;
==Information about BMG==&lt;br /&gt;
BMG files are found in mesRes.szs archives in the message folder in the root of Pikmin 2&#039;s file system. Extract and repack them with a tool that supports yaz0-compressed RARC archives, e.g. Lunaboy&#039;s RARC tools.&lt;br /&gt;
&lt;br /&gt;
When dumping a BMG file to text you receive a JSON text file. Each entry is a message that has an identification number, a secondary number that is 0 most of the time except for some treasure names, attributes that are full of zeros most of the time, and the text itself.&lt;br /&gt;
&lt;br /&gt;
New lines can be added to the text which will be intepreted as line breaks. Values inside { } are special sequences that cause special effects ingame, such as changing color, text size or adding button graphics.&lt;br /&gt;
&lt;br /&gt;
{1a05020000} signals end of a message page, used in Pikmin 2 for messages in which you press a button to close it or to continue to the next part of a message.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=PikBinGen&amp;diff=2316</id>
		<title>PikBinGen</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=PikBinGen&amp;diff=2316"/>
		<updated>2019-01-10T03:52:26Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added link to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PikBinGen was created by Renol/Yoshi2 and can be found on his [https://github.com/RenolY2/PikBinGen Github Repository].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==PikBinGen==&lt;br /&gt;
Tool for convertsion between Pikmin 1 binary gen files and (JSON formatted) text files.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* newest version of Python 3&lt;br /&gt;
&lt;br /&gt;
Recommended: Python 3.6.6 https://www.python.org/downloads/&lt;br /&gt;
&lt;br /&gt;
When installing it on Windows, make sure you check &amp;quot;Add Python to PATH&amp;quot; so that the included .bat files will work properly.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Drag &amp;amp; Drop===&lt;br /&gt;
if you are on Windows, the provided gen_to_txt.bat and txt_to_gen.bat files allow simply dropping a file on them to convert it. Drop a .gen file on gen_to_txt.bat to convert it to .json, drop the converted .json file on txt_to_gen.bat to convert it back to .gen. As an example, &amp;quot;default.gen&amp;quot; will be converted to &amp;quot;default.json&amp;quot; by gen_to_txt and &amp;quot;default.json&amp;quot; will be converted to &amp;quot;default.gen&amp;quot; by txt_to_gen. Make backups of the original gen files if you want to keep them.&lt;br /&gt;
&lt;br /&gt;
===Command line usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
python pikminBinaryGen.py [-h] [--gen2txt] [--txt2gen] input [output]&lt;br /&gt;
&lt;br /&gt;
positional arguments:&lt;br /&gt;
  input       Filepath to the file that should be converted&lt;br /&gt;
  output      Filepath to which the result of the conversion will be written&lt;br /&gt;
&lt;br /&gt;
optional arguments:&lt;br /&gt;
  -h, --help  show this help message and exit&lt;br /&gt;
  --gen2txt   If set, converts a .gen file to a json text file.&lt;br /&gt;
  --txt2gen   If set, converts a json text file to .gen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===About the JSON Structure===&lt;br /&gt;
A lot about the gen format is unknown so the json text file contains some placeholder/unclear field names. Do you know the purpose of some fields? Open an issue about that and if I can confirm it then I will add better names to the tool.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for this page [[Pikmin_gen_codes]] (and add your own discoveries if you have any)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* Q: How can I see where I put my objects without starting the game?&lt;br /&gt;
* A: I uploaded all the models of Pikmin 1 courses as texture-less OBJs here, ripped straight from the mod files: https://mega.nz/#!edJ2yLLB!HGOsQh47yW--TtZg-bw_W90HKUC2_c6tmm3Ht7PjKO4 You can load them into my Pikmin 2 Routes editor which renders obj files top-down, or load it into any 3D modelling program you prefer, to figure out coordinates for objects. The routes editor can be found here: https://github.com/RenolY2/pikmin-tools/releases&lt;br /&gt;
&lt;br /&gt;
==How to update==&lt;br /&gt;
The field names are subject to change in future versions of the tool. When they change, text files created with older versions of the tool might not work with newer versions of the tool. If that happens, convert your text file to gen with the last version of the tool that still worked, then convert it back to text with the newest version.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Obj2grid&amp;diff=2314</id>
		<title>Obj2grid</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Obj2grid&amp;diff=2314"/>
		<updated>2019-01-10T03:30:46Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added link to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obj2grid was created by Renol/Yoshi2 and can be found on his [https://github.com/RenolY2/obj2grid Github Repository].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==obj2grid==&lt;br /&gt;
obj2grid is a command line tool that converts Wavefront OBJ files to Pikmin 2 grid.bin (collision) and mapcode.bin (footstep sounds) files, and converts Pikmin 2 grid.bin files back into Wavefront OBJ.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This tool requires Python 3. Newer = better (at the moment the newest version is 3.6 or so) When installing Python on Windows, make sure you check the box that says &amp;quot;Add Python to PATH&amp;quot; if you want to make use of the included .bat files.&lt;br /&gt;
&lt;br /&gt;
==How To==&lt;br /&gt;
The .obj model file you want to convert needs to be triangulated (i.e. all faces are triangles and have exactly 3 vertices). If it isn&#039;t triangulated, obj2grid will throw an error.&lt;br /&gt;
&lt;br /&gt;
For a quick set-up on Windows, drag your .obj file onto the included make_collision.bat which will create a grid.bin and a mapcode.bin out of your .obj file in the folder of the .obj file. In a similar way, drag a grid.bin file onto make_obj.bat to turn Pikmin 2 collision back into .obj.&lt;br /&gt;
&lt;br /&gt;
===Command line usage:===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
python obj2grid.py [-h] [--cell_size CELL_SIZE] [--grid2obj] [--flipyz]&lt;br /&gt;
                   [--target_rarc TARGET_RARC]&lt;br /&gt;
                   input [output_grid] [output_mapcode]&lt;br /&gt;
&lt;br /&gt;
positional arguments:&lt;br /&gt;
  input                 Filepath of the wavefront .obj file that will be&lt;br /&gt;
                        converted into collision. If --grid2obj is set,&lt;br /&gt;
                        filepath of the grid.bin to be converted into .obj. If&lt;br /&gt;
                        input is a RARC archive (texts.szs/texts.arc) then the&lt;br /&gt;
                        grid.bin will be extracted from it.&lt;br /&gt;
  output_grid           Output path of the created collision file. If&lt;br /&gt;
                        --grid2obj is set, output path of the created obj file&lt;br /&gt;
  output_mapcode        Output path of the created mapcode file&lt;br /&gt;
&lt;br /&gt;
optional arguments:&lt;br /&gt;
  -h, --help            show this help message and exit&lt;br /&gt;
  --cell_size CELL_SIZE&lt;br /&gt;
                        Size of cells in grid structure. Bigger can result in&lt;br /&gt;
                        smaller file but lower ingame performance&lt;br /&gt;
  --grid2obj            Use this option to create an OBJ file out of a&lt;br /&gt;
                        grid.bin file&lt;br /&gt;
  --flipyz              If option is set, the Y and Z axis are swapped.&lt;br /&gt;
  --target_rarc TARGET_RARC&lt;br /&gt;
                        Target RARC archive (texts.szs, texts.arc) into which&lt;br /&gt;
                        grid.bin and mapcode.bin will be written. The archive&lt;br /&gt;
                        needs to exist already.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;code&amp;gt;python obj2grid.py --cell_size 100 MyCustomCollision.obj MyPikminGrid.bin MyPikminMapcode.bin&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;python obj2grid.py MyCustomCollision.obj --target_rarc &amp;quot;C:\Modding\Pikmin 2\user\Kando\map\tutorial\texts.szs&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;python obj2grid.py --grid2obj MyPikminGrid.bin MyCollision.obj&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use absolute file paths (i.e. ones starting with C:\ or C:/) so that your finished collision is put directly into the folder you want them in, see second example above.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Btk-conv&amp;diff=2313</id>
		<title>Btk-conv</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Btk-conv&amp;diff=2313"/>
		<updated>2019-01-10T03:24:59Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Translated readme.md from Github to Media Wiki style, added link to the tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BTK-conv was created by Renol/Yoshi2 and can be found on his [https://github.com/RenolY2/btk-conv Github Repository].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==BTK-conv==&lt;br /&gt;
BTK-conv is a converter between the BTK format and JSON formatted text files. BTK is used for texture animations (by transformation) in some Nintendo games on the GC, e.g. Super Mario Sunshine and Pikmin 2.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* Newest version of Python 3&lt;br /&gt;
The newest version as of the making of this file is 3.6.4: https://www.python.org/downloads/&lt;br /&gt;
When installing it on Windows, make sure you check &amp;quot;Add Python to PATH&amp;quot; so that the included .bat files will work properly.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Drag &amp;amp; Drop===&lt;br /&gt;
If you are on Windows, the provided btkconvert.bat file allows simply dropping a file on it to convert it. BTK files will be converted to JSON, and JSON will be converted to BTK. The bat file is set up so that floating point values are rounded to 6 digits after the decimal point and can be modified if more or less precision is wanted.&lt;br /&gt;
&lt;br /&gt;
===Command line usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
python ./btk-conv.py [-h] [--ndigits NDIGITS] input [output]&lt;br /&gt;
&lt;br /&gt;
positional arguments:&lt;br /&gt;
  input              Path to btk or json-formatted text file.&lt;br /&gt;
  output             Path to which the converted file should be written. If&lt;br /&gt;
                     input was a BTK, writes a json file. If input was a json&lt;br /&gt;
                     file, writes a BTK.If left out, output defaults to&lt;br /&gt;
                     &amp;lt;input&amp;gt;.json or &amp;lt;input&amp;gt;.btk.&lt;br /&gt;
&lt;br /&gt;
optional arguments:&lt;br /&gt;
  -h, --help         show this help message and exit&lt;br /&gt;
  --ndigits NDIGITS  The amount of digits after the decimal point to which&lt;br /&gt;
                     values should be rounded when converting btk to json. -1&lt;br /&gt;
                     for no rounding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===About the JSON structure===&lt;br /&gt;
====Header:====&lt;br /&gt;
* &amp;lt;b&amp;gt;loop mode:&amp;lt;/b&amp;gt; Effect unknown but might affect how the animation loops&lt;br /&gt;
* &amp;lt;b&amp;gt;angle scale:&amp;lt;/b&amp;gt; Effect unknown&lt;br /&gt;
* &amp;lt;b&amp;gt;duration:&amp;lt;/b&amp;gt; How long the animation plays, unit unknown&lt;br /&gt;
* &amp;lt;b&amp;gt;unknown:&amp;lt;/b&amp;gt; Some sort of address? Often 0x801514a8, sometimes zero&lt;br /&gt;
&lt;br /&gt;
====Animations:====&lt;br /&gt;
* &amp;lt;b&amp;gt;material name:&amp;lt;/b&amp;gt; Name of the material to which the animation is applied. Name needs to match a material name from the BMD model to which the BTK belongs (when you make custom BMDs, material name in the BMD will be what the material name you are using in the 3d modelling program is)&lt;br /&gt;
* &amp;lt;b&amp;gt;material index:&amp;lt;/b&amp;gt; Purpose unknown, but when there are two animations with the same material name, one animation has the index 0 and the other has the index 1 (Might apply to more than two too)&lt;br /&gt;
* &amp;lt;b&amp;gt;center:&amp;lt;/b&amp;gt; Center coordinates in the UVW map?&lt;br /&gt;
* &amp;lt;b&amp;gt;scale uvw:&amp;lt;/b&amp;gt; Coordinates are scaled by these values. 1.0 for all three for neutral scale.&lt;br /&gt;
* &amp;lt;b&amp;gt;rotation uvw:&amp;lt;/b&amp;gt; Rotation of coordinates in degrees. Goes from -180 to 180. 0.0 for all three values for neutral.&lt;br /&gt;
* &amp;lt;b&amp;gt;translation u, v, w:&amp;lt;/b&amp;gt; Moves coordinates (Allows for scrolling textures). 4 values per entry. First value is time at which the translation happens (compare with duration from above). Second is position to which the coordinates are moved. Third and fourth are unknown, but might affect interpolation or speed.&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
* Having trouble making animations? Take existing BTKs, change the material name of the animation to one from your model and experiment with it!&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2312</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2312"/>
		<updated>2019-01-10T03:07:32Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: They&amp;#039;re RARCs, even though their extension is ARC.&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;
&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;
&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|Generator]]&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;
* [[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;
** [[Pikmin_glossary#D|DC? files]]&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]] (Soundfont)&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;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CNV file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]]&lt;br /&gt;
** [[JMP 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;
&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;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Ambrosia Ramblings]]&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;
&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;
* [[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;
* [[BMDCubed]]&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>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Minty_Ramblings&amp;diff=2311</id>
		<title>Minty Ramblings</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Minty_Ramblings&amp;diff=2311"/>
		<updated>2019-01-09T16:09:55Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ramblings and ravings of a madman&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
Despite CIN files requiring an Animation Manager to be loaded alongside an Animation Bundle, they are not actually used.&lt;br /&gt;
&lt;br /&gt;
Cutscenes will always load the first DCA or DCK file in an Animation Bundle.  They use the File Content Indicator to tell what type of animation is being loaded.  An improper File Content Indicator results in a crash.  This is the only observed usage of the File Content Indicator.&lt;br /&gt;
&lt;br /&gt;
Models can load without animations and animation managers in a CIN file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DSK files are pretty easy to understand&lt;br /&gt;
&lt;br /&gt;
There are &amp;quot;ANM&amp;quot; sections, and &amp;quot;TABLE&amp;quot; sections&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ANM&amp;quot; sections contain really finnicky float declarations that often don&#039;t cooperate when added to or removed from.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TABLE&amp;quot; sections point specific parameters to indexes of the ANM section&lt;br /&gt;
* The first value has an unknown purpose&lt;br /&gt;
* The second value is the index value&lt;br /&gt;
* The third value has an unknown purpose&lt;br /&gt;
 cam_pos_y	4	1	0&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;SCENE_KEY_ANM_INFO&amp;gt; section, I&#039;ve only observed the numcameras argument actually functioning at all.  Removing everything else is fine.&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;KEY_CAMERA_TABLE&amp;gt; section, cam_pos values are the position of the camera in a scene, and the cam_lat values are the point in space that the camera is focusing on.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
! pb_wait1.dsk&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;SCENE_KEY_ANM_INFO&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	version	1.00&lt;br /&gt;
	filename	d:/data/デモシーン/demo9/p_wait1&lt;br /&gt;
	toolname	soft3D&lt;br /&gt;
	source	&#039;SOFTIMAGE3D_SDKv1.93.0 / 3Dv3.93.0&#039;&lt;br /&gt;
	date	2001/08/28&lt;br /&gt;
	time	13:52:00&lt;br /&gt;
	host	MAKITAS-ZPRO&lt;br /&gt;
	magnify	1.000000&lt;br /&gt;
	numframes	210&lt;br /&gt;
	numcameras	1&lt;br /&gt;
	numAmbLights	0&lt;br /&gt;
	numDifLights	0&lt;br /&gt;
	numfogs		0&lt;br /&gt;
	numLayerFogs	0&lt;br /&gt;
	playmode	loop&lt;br /&gt;
	si_key		nouse&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;KEY_CAMERA_ANM&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	size	42&lt;br /&gt;
	float	0.020000 0.000000 32.000000 -1.431141 181.000000 22.114449 -0.329876 209.000000&lt;br /&gt;
	float	22.000000 0.000000 210.000000 32.000000 0.000000 0.000000 170.464081 -9.969177&lt;br /&gt;
	float	170.000000 102.745132 -3.994102 209.000000 100.807358 0.000000 210.000000 170.464081&lt;br /&gt;
	float	0.000000 0.000000 8.000000 -1.660000 0.000000 21.340012 0.742654 161.000000&lt;br /&gt;
	float	26.721846 0.592940 209.000000 27.139997 0.012388 210.000000 27.139997 0.000000&lt;br /&gt;
	float	0.100000 32768.000000 &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;KEY_CAMERA_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	0&lt;br /&gt;
	name	cam_int1&lt;br /&gt;
	cam_pos_x	1	0	0&lt;br /&gt;
	cam_pos_y	4	1	0&lt;br /&gt;
	cam_pos_z	4	13	0&lt;br /&gt;
	cam_lat_x	1	25	0&lt;br /&gt;
	cam_lat_y	1	26	0&lt;br /&gt;
	cam_lat_z	1	27	0&lt;br /&gt;
	cam_twist	1	25	0&lt;br /&gt;
	cam_fovy	4	28	0&lt;br /&gt;
	cam_near	1	40	0&lt;br /&gt;
	cam_far		1	41	0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EX_SI_KEY_CAMERA_ANM&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	size	0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EX_SI_KEY_CAMERA_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	0&lt;br /&gt;
	name	cam_int1&lt;br /&gt;
	si_cam_aspect_ratio	1.333300&lt;br /&gt;
	si_cam_auto_fovy	false&lt;br /&gt;
&lt;br /&gt;
	si_cam_dof_type		off&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cutscene Translation Index===&lt;br /&gt;
There&#039;s a table inside the game somewhere that controls how cutscenes are loaded based on a few factors.  The debugger, specifically JPN v1.01, details it a bunch.  Notable examples include how every landing cutscene has the same &amp;quot;cutscene ID&amp;quot;, but the Cutscene Translation Index takes that ID and the current stage ID, then loads a files form a specific demo folder in the cinemas folder.&lt;br /&gt;
&lt;br /&gt;
==record.gst and test.card==&lt;br /&gt;
I have no bloody clue what this thing does.  It is loaded from the filesystem every time you land in a stage.  I think it has something to do with cutscenes, but it&#039;s beyond me.  I&#039;ve tried deleting it.  I&#039;ve tried filling it with garbage data.  Nothing.  It does bloody nothing every time.  WHAT ARE YOU???&lt;br /&gt;
-Note by Ambrosia- The first 6 bytes spell out pikmin. If you jump 26 bytes ahead it then says `A game by EAD (c) 2001`&lt;br /&gt;
&lt;br /&gt;
Everything I just said for record.gst mostly applies to test.card.  The only difference being I&#039;ve literally never seen test.card used.  I can&#039;t find any strings to load it in the DOL, so it&#039;s probably unused.  The weird thing is, I thought it would look similar to the savedata for Pikmin 1.  However, I&#039;ve looked at it and they&#039;re just about nothing alike.  Could this be an old version of the save data?? :thinking:&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
The function of parameters is to replace default values.  As such, there are default values stored somewhere in the primordial soup of values stored in the DOL.  It&#039;s much easier to find them in RAM during gameplay.  If a parameter file is loaded, it&#039;s filepath is found near its values in RAM.  If not, the filepath is gone.  :thinking:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;prefs.bin&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;wave.bin&amp;lt;/code&amp;gt; are more than likely unused parameter files.&lt;br /&gt;
&lt;br /&gt;
I think prefs.bin might be an early version of either &amp;lt;code&amp;gt;key.bin&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;aiconst.bin&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
wave.bin I have no clue.&lt;br /&gt;
&lt;br /&gt;
==Courses vs Stages==&lt;br /&gt;
A &amp;lt;b&amp;gt;COURSE&amp;lt;/b&amp;gt; is a 3D model with routes and collision.&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;b&amp;gt;STAGE&amp;lt;/b&amp;gt; is a combination of a &amp;lt;b&amp;gt;course&amp;lt;/b&amp;gt;, GEN Files, and a Stage INI file which contains dynamic GEN definitions, lighting, and navi start positions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;STAGES&amp;lt;/b&amp;gt; are defined in the &amp;lt;code&amp;gt;stages.ini&amp;lt;/code&amp;gt; file in the stages folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PCR files==&lt;br /&gt;
Ask the Luigi&#039;s Mansion dudes I dunno about these yet.  Apparently they&#039;re parameters for particle effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H4M Files==&lt;br /&gt;
Hudson Soft made this.  Frick you Hudson Soft.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yet Another Gamecube Documentation&amp;quot; has this to say about it&lt;br /&gt;
 &amp;quot;a proprietary Movie Format found on some Gamecube Game DVDs. Probably related to the HVQ (Hirarchical Vector Quantization) format developed by Hudson. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I looked at H4M files once and regretted it.  Here&#039;s my guess at the header&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;source&amp;gt;&lt;br /&gt;
H4M Header&lt;br /&gt;
	0x10	Data	File Magic (HVQM4 1.3       )&lt;br /&gt;
	0x04	Int	?&lt;br /&gt;
	0x04	String	?&lt;br /&gt;
	0x04	Int	Video length in seconds&lt;br /&gt;
	0x04	Int	?&lt;br /&gt;
	0x04	Int	One less than Video Length?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s a tool online that can apparently decode the audio of H4M files.&lt;br /&gt;
&lt;br /&gt;
==Cool Animations==&lt;br /&gt;
All Pikmin and Olimar use the same animation bundle called &amp;lt;code&amp;gt;bluModel.anm.anm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==.H files==&lt;br /&gt;
There are a few .H files left around the disc.  All of them are leftovers from development.  Half of them are plaintext BTI files, while the other half are enumerated bone joints for MOD files.&lt;br /&gt;
&lt;br /&gt;
==Finding things in RAM==&lt;br /&gt;
If you ever need to find a file opened in RAM, just search for the filename.  It&#039;s usually right next to the data.&lt;br /&gt;
When parameter files are not opened to replace parameter values, the memory address with the parameters stays roughly the same, minus the string with the filepath.  This is how I determined the DOL embedded parameter values.&lt;br /&gt;
&lt;br /&gt;
==Summary of DataDir folders==&lt;br /&gt;
I found this old post of mine in the Hocotate Hacker chat history, and thought it&#039;d be good to preserve it.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
2d_data     Contains several unused image files.  TXE files are very rare.&lt;br /&gt;
archives    Contains Paired ARC+DIR Files archives.  It&#039;s best to disable them&lt;br /&gt;
bosses      Contains parameters, models, animations, and animation managers for every boss&lt;br /&gt;
camera      Contains three versions of the camera parameters.  camepara.bin is used.&lt;br /&gt;
cinemas     Contains resources used in in-game cutscenes, from models, to animations, to file pointers.&lt;br /&gt;
courses     Contains the 3D models for every area of the game.  Some testing maps, too.&lt;br /&gt;
effects     Contains particle effects, Onion stuff, and mysterious PCR files&lt;br /&gt;
ghost       Contains a file we don&#039;t understand, but the game frequently loads&lt;br /&gt;
intro       Contains Nintendo logo image and course name images&lt;br /&gt;
MovieData   Contains pre-rendered video in a format we can&#039;t really decompile.  Maybe someday.&lt;br /&gt;
objects     Contains models, animations, animation managers for miscellaneous objects.  Pellets, weeds, ship parts, etc.&lt;br /&gt;
parms       Contains general parameter files.  Largely understood and documented in The Spreadsheet&lt;br /&gt;
pikis       Contains models, animations, and animation managers for pikmin, olimar, and stages of maturity of pikmin.&lt;br /&gt;
savedata    Contains a file we don&#039;t understand.  Suspected to be unused.  Editing gives no results.&lt;br /&gt;
screen      Contains textures and layouts for 2D menus.  Available in many languages.&lt;br /&gt;
Shapes      Contains miscellaneous 3D models like the cursor and some stuff used in debugger&lt;br /&gt;
SndData     Contains both sequenced and streamed audio.&lt;br /&gt;
Stages      Contains GEN files, lighting files, stage resource pointers, and the all important &amp;quot;stages.ini&amp;quot;&lt;br /&gt;
tekikeys    Contains animation managers for all enemies&lt;br /&gt;
tekipara    Contains parameters for all enemies.  Mostly understood and documented in The Spreadsheet&lt;br /&gt;
tekis       Contains animations and models for all enemies&lt;br /&gt;
testdata    Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious &amp;quot;1.act&amp;quot; file.&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pikmin Entities in Pikmin 2==&lt;br /&gt;
When located in RAM, the entities for the Pikmin are 0x2C8 bytes long.  You can find stuff like the Pikmin color, happa level, and lots of pointers presumably to stuff like the model, animations, n&#039; stuff.&lt;br /&gt;
&lt;br /&gt;
[[Category:Notes]]&lt;br /&gt;
[[Category:Pikmin]]&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=AST_file_list&amp;diff=2310</id>
		<title>AST file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=AST_file_list&amp;diff=2310"/>
		<updated>2019-01-07T11:27:52Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Added alternate versions found in JPN Demo release, plus general cleanup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[AST file]]s inside the filesystem of &#039;&#039;Pikmin 2&#039;&#039;. They can be found in &amp;lt;code&amp;gt;/AudioRes/Stream&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Files identical to the ones found in the Final Mix are omitted for clarity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Filename			|| Status		|| Description									|| Final Mix					|| Demo Mix&lt;br /&gt;
|-	&lt;br /&gt;
| annihi_dayend.w.32.c4		|| 			|| End of day. (unfortunate)							|| [[File:annihi_dayend.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| book.w.32.c4			|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| {{unsure|Likely for the Piklopedia, as its internal name is &amp;quot;Picture Book&amp;quot;}}	|| [[File:book.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| c_result.w.32.c4		|| 			|| Final score. (Challenge Mode)						|| [[File:c_result.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| Camera			|| &amp;lt;b&amp;gt;[UNUSED!]&amp;lt;/b&amp;gt;	|| Camera controls tutorial.  &amp;lt;i&amp;gt;Can be hacked in.&amp;lt;/i&amp;gt;				|| [[File:Camera.wav]]				|| 						&lt;br /&gt;
|-&lt;br /&gt;
| dayend_b.w.32.c4		|| 			|| End of day. (no profit)							|| [[File:dayend_b.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| dayend_g.w.32.c4		|| 			|| End of day. (high profits)							|| [[File:dayend_g.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| dayend_n.w.32.c4		|| 			|| End of day.									|| [[File:dayend_n.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_akirame.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| &amp;quot;PIKMIN EXTINCTION!&amp;quot; fanfare.						|| [[File:ff_akirame.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_annihi.w.32.c4		|| 			|| &amp;quot;PIKMIN EXTINCTION!&amp;quot; fanfare.						|| [[File:ff_annihi.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_black_doped.w.32.c4	|| 			|| &amp;lt;b&amp;gt;Bitter&amp;lt;/b&amp;gt; spray used for the first time.					|| [[File:ff_black_doped.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_blue_onion.w.32.c4		|| 			|| Blue Pikmin behind the gate.							|| [[File:ff_blue_onion.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_c_annihi.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| &amp;quot;PIKMIN EXTINCTION!&amp;quot; fanfare.						|| [[File:ff_c_annihi.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_c_floor_in.w.32.c4		|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Landed in a cave sublevel.							|| [[File:ff_c_floor_in.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_c_playerdown.w.32.c4	|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Leader is down!								|| [[File:ff_c_playerdown.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_c_return_e.w.32.c4		|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Returned from first successful spelunking expedition.			|| [[File:ff_c_return_e.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_c_tget.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Normal treasure appraisal.							|| [[File:ff_c_tget.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_doped.w.32.c4		|| 			|| &amp;lt;b&amp;gt;Spicy&amp;lt;/b&amp;gt; spray used for the first time.					|| [[File:ff_doped.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_doping.w.32.c4		|| 			|| Created a spray for first time.						|| [[File:ff_doping.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_draw.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Draw. (2-Player Battle)							|| [[File:ff_draw.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_equipget.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Exploration Kit treasure appraisal.						|| [[File:ff_equipget.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain.w.32.c4		|| 			|| Tutorial A.									|| [[File:ff_explain.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f60.w.32.c4	|| 			|| Tutorial C.									|| [[File:ff_explain_f60.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f60.w.44.c4	|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Tutorial C.									|| [[File:ff_explain_f60.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f75.w.32.c4	|| 			|| Tutorial B.									|| [[File:ff_explain_f75.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f75.w.44.c4	|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Tutorial B.									|| [[File:ff_explain_f75.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f90.w.32.c4	|| 			|| Tutorial D.									|| [[File:ff_explain_f90.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_explain_f90.w.44.c4	|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Tutorial D.									|| [[File:ff_explain_f90.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_floor_in.w.32.c4		|| 			|| Landed in a cave sublevel.							|| [[File:ff_floor_in.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_glad.w.32.c4		|| 			|| Tore down a massive wall!							|| [[File:ff_glad.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_hiba.w.32.c4		|| 			|| Pikmin are suffering!							|| [[File:ff_hiba.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_in_hole.w.32.c4		|| 			|| Dive into a cave entrance.							|| [[File:ff_in_hole.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_in_hole_u.w.32.c4		|| 			|| Delve deeper into a cave.							|| [[File:ff_in_hole_u.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_join.w.32.c4		|| 			|| Olimar and Louie reunite.							|| [[File:ff_join.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_keyget.w.32.c4		|| 			|| &amp;lt;b&amp;gt;The Key&amp;lt;/b&amp;gt; appraisal.							|| [[File:ff_keyget.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_l_win.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Louie wins. (2-Player Battle)						|| [[File:ff_l_win.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_luie_start.w.32.c4		|| 			|| Contact with Louie.								|| [[File:ff_luie_start.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_mboss.w.32.c4		|| 			|| First encounter with Waterwraith.						|| [[File:ff_mboss.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_mystery.w.32.c4		|| 			|| Found something peculiar.							|| [[File:ff_mystery.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_o_win.w.32.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Olimar wins. (2-Player Battle)						|| [[File:ff_o_win.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_onion.w.32.c4		|| 			|| Yellow Pikmin in the distance.						|| [[File:ff_onion.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_onyonboot.w.32.c4		|| &amp;lt;b&amp;gt;[UNUSED!]&amp;lt;/b&amp;gt;	|| Onion awakening cutscene.  &amp;lt;i&amp;gt;Can be hacked in.&amp;lt;/i&amp;gt;				|| [[File:ff_onyonboot.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_out_hole.w.32.c4		|| 			|| Leave a cave via geyser.							|| [[File:ff_out_hole.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_pay.w.32.c4		|| 			|| &amp;quot;X% OF DEBT RECOVERED!&amp;quot; fanfare.						|| [[File:ff_pay.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_pikminglad.w.32.c4		|| 			|| Pikmin drink nectar for the first time.					|| [[File:ff_pikminglad.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_pikminmeet.w.32.c4		|| 			|| Met a new type of Pikmin.							|| [[File:ff_pikminmeet.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_playerdown.w.32.c4		|| 			|| Leader is down!								|| [[File:ff_playerdown.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_powerupget.w.32.c4		|| 			|| Exploration Kit treasure appraisal.						|| [[File:ff_powerupget.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_red_onion.w.32.c4		|| 			|| Louie finds the Red Onion.							|| [[File:ff_red_onion.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_return.w.32.c4		|| 			|| Returned to the surface from a cave.						|| [[File:ff_return.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_return_e.w.32.c4		|| 			|| Returned from the first successful spelunking expedition.			|| [[File:ff_return_e.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_timeup.w.32.c4		|| 			|| &amp;quot;TIME UP!&amp;quot; fanfare. (Challenge Mode)						|| [[File:ff_timeup.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_treasurecomp.w.32.c4	|| 			|| &amp;quot;YOU&#039;VE REPAID THE ENTIRE DEBT&amp;quot; fanfare.					|| [[File:ff_treasurecomp.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_treasureget.w.32.c4	|| 			|| Normal Treasure Appraisal.							|| [[File:ff_treasureget.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_treasureglad.w.32.c4	|| 			|| Exploration Kit treasure spotted.						|| [[File:ff_treasureglad.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_underground_e.w.32.c4	|| 			|| First cave &amp;amp; Challenge Mode tutorial.					|| [[File:ff_underground_e.w.32.c4.wav]]	|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_annihiDR.w.32.c4	|| 			|| Draw via extinction. (2-Player Battle)					|| [[File:ff_vs_annihiDR.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_annihiLW.w.32.c4	|| 			|| Louie wins via extinction. (2-Player Battle)					|| [[File:ff_vs_annihiLW.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_annihiOW.w.32.c4	|| 			|| Olimar wins via extinction. (2-Player Battle)				|| [[File:ff_vs_annihiOW.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_annihiOW.w.44.c4	|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Olimar wins via extinction. (2-Player Battle)				|| [[File:ff_vs_annihiOW.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_pdownDR.w.32.c4		|| 			|| Draw via leader KO. (2-Player Battle)					|| [[File:ff_vs_pdownDR.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_pdownLW.w.32.c4		|| 			|| Louie wins via KO. (2-Player Battle)						|| [[File:ff_vs_pdownLW.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_pdownLW.w.44.c4		|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Louie wins via KO. (2-Player Battle)						|| [[File:ff_vs_pdownLW.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_pdownOW.w.32.c4		|| 			|| Olimar wins via KO. (2-Player Battle)					|| [[File:ff_vs_pdownOW.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_pdownOW.w.44.c4		|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Olimar wins via KO. (2-Player Battle)					|| [[File:ff_vs_pdownOW.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetDR.w.32.c4		|| 			|| Draw via marble. (2-Player Battle)						|| [[File:ff_vs_tgetDR.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetDR.w.44.c4		|| &amp;lt;b&amp;gt;[COPY!]&amp;lt;/b&amp;gt;	|| Draw via marble. (2-Player Battle)						|| [[File:ff_vs_tgetDR.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetLW.w.32.c4		|| 			|| Louie wins via marble. (2-Player Battle)					|| [[File:ff_vs_tgetLW.w.32.c4.wav]]		|| [[File:ff_vs_tgetLW.w.32.c4 (Demo Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetLW.w.44.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Louie wins via marble. (2-Player Battle)					|| [[File:ff_vs_tgetLW.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetOW.w.32.c4		|| 			|| Olimar wins via marble. (2-Player Battle)					|| [[File:ff_vs_tgetOW.w.32.c4.wav]]		|| [[File:ff_vs_tgetOW.w.32.c4 (Demo Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| ff_vs_tgetOW.w.44.c4		|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Olimar wins via marble. (2-Player Battle)					|| [[File:ff_vs_tgetOW.w.44.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ff_watch_pikmin.w.32.c4	|| 			|| Reunited with Red Pikmin.							|| [[File:ff_watch_pikmin.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| FinalFloor			|| 			|| &amp;quot;FINAL FLOOR!&amp;quot; fanfare.							|| [[File:FinalFloor.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| omake.w.32.c4			|| 			|| Bonuses menu.								|| [[File:omake.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| option.w.32.c4		|| 			|| Options menu.								|| [[File:option.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| PayEnough			|| &amp;lt;b&amp;gt;[UNUSED!]&amp;lt;/b&amp;gt;	|| {{unsure|Debt paid off on time limit?}}					|| [[File:PayEnough.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| PayNotEnough			|| &amp;lt;b&amp;gt;[UNUSED!]&amp;lt;/b&amp;gt;	|| {{unsure|Debt not paid off on time limit?}}					|| [[File:PayNotEnough.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| pikmin_greet_new.h.32.c4	|| 			|| &amp;quot;Pikmin&amp;quot; fanfare.								|| [[File:pikmin_greet_new.h.32.c4.wav]]	|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ReadyGo_Battle		|| 			|| &amp;quot;READY?  GO!&amp;quot; fanfare. (2-Player Battle)					|| [[File:ReadyGo_Battle.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| ReadyGo_Challenge		|| 			|| &amp;quot;READY?  GO!&amp;quot; fanfare. (Challenge Mode)					|| [[File:ReadyGo_Challenge.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| result.w.32.c4		|| 			|| Today&#039;s report.								|| [[File:result.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| select.w.32.c4		|| 			|| Choose a Ship&#039;s Log.								|| [[File:select.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| start_demo.w.32.c4		|| 			|| Louie&#039;s crash on day 1.							|| [[File:start_demo.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| start_demo_o.w.32.c4		|| 			|| Entered a stage for the first time.						|| [[File:start_demo_o.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| title.w.32.c4			|| 			|| Title screen.								|| [[File:title.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| title.w.44.c4			|| &amp;lt;b&amp;gt;[PROTOTYPE!]&amp;lt;/b&amp;gt;	|| Title Screen.								|| [[File:title.w.44.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
| u_result.w.32.c4		|| 			|| Cave results.								|| [[File:u_result.w.32.c4.wav]]		|| 						&lt;br /&gt;
|-&lt;br /&gt;
| vs_menu.w.32.c4		|| 			|| 2-Player Battle menu.							|| [[File:vs_menu.w.32.c4.wav]]			|| 						&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
JPN Demo is the only version to use the Demo Mix.  All [[Pikmin_2|other releases]] use the Final Mix.&lt;br /&gt;
&lt;br /&gt;
Various naming elements give clues to the contents of an AST file.&lt;br /&gt;
* The prefix &amp;lt;b&amp;gt;ff_&amp;lt;/b&amp;gt; tends to denote fanfares.&lt;br /&gt;
* The prefixes &amp;lt;b&amp;gt;c&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;vs&amp;lt;/b&amp;gt; typically denote Challenge Mode and 2-Player Battle respectively.&lt;br /&gt;
* The letter &amp;lt;b&amp;gt;u&amp;lt;/b&amp;gt; in a filename typically denotes tracks used underground.&lt;br /&gt;
* The letters &amp;lt;b&amp;gt;o&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;l&amp;lt;/b&amp;gt; typically denote Olimar and Louie respectively.&lt;br /&gt;
* The suffixes &amp;lt;b&amp;gt;32&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;44&amp;lt;/b&amp;gt; tell the sample rate of a track.&lt;br /&gt;
&lt;br /&gt;
{{Credits|Minty_Meeo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File lists]]&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=AST_file&amp;diff=2309</id>
		<title>AST file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=AST_file&amp;diff=2309"/>
		<updated>2019-01-07T11:22:45Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Copied this line from the file list page since it kinda belongs here more.  Maybe someday we&amp;#039;ll have a real page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To convert .mp3 or .wav to .ast and vice versa, you can use [http://kuribo64.net/board/thread.php?id=658 Anthe&#039;s ast converter].&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Ff_vs_tgetOW.w.32.c4_(Demo_Mix).wav&amp;diff=2308</id>
		<title>File:Ff vs tgetOW.w.32.c4 (Demo Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Ff_vs_tgetOW.w.32.c4_(Demo_Mix).wav&amp;diff=2308"/>
		<updated>2019-01-07T11:17:16Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Ff_vs_tgetLW.w.32.c4_(Demo_Mix).wav&amp;diff=2307</id>
		<title>File:Ff vs tgetLW.w.32.c4 (Demo Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Ff_vs_tgetLW.w.32.c4_(Demo_Mix).wav&amp;diff=2307"/>
		<updated>2019-01-07T11:17:07Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=STX_file_list&amp;diff=2306</id>
		<title>STX file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=STX_file_list&amp;diff=2306"/>
		<updated>2019-01-06T03:27:12Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Added version differences with streamable files!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[STX file]]s inside the disc in &#039;&#039;Pikmin&#039;&#039;. They can be found in &amp;lt;code&amp;gt;/dataDir/SndData&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Files identical to the ones found in the Revision 1 Mix are omitted for clarity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Filename	|| Song						|| Revision 1 Mix		|| Revision 2 Mix				|| PAL mix&lt;br /&gt;
|-&lt;br /&gt;
| badend0.stx	|| Bad &amp;amp; Neutral ending part 1			|| [[File:badend0.wav]]		|| 						|| [[File:badend0 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| badend1.stx	|| Bad ending part 2				|| [[File:badend1.wav]]		|| 						|| [[File:badend1 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| badend2.stx	|| Bad ending part 3				|| [[File:badend2.wav]]		|| 						|| [[File:badend2 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| compend0.stx	|| Good ending part 1				|| [[File:compend0.wav]]	|| 						|| [[File:compend0 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| compend1.stx	|| Good ending part 2				|| [[File:compend1.wav]]	|| [[File:compend1 (Alternate Mix).wav]]	|| [[File:compend1 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| d_end1.stx	|| End of day					|| [[File:d_end1.wav]]		|| 						|| [[File:d_end1 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| d_end3.stx	|| End of day (unfortunate)			|| [[File:d_end3.wav]]		|| 						|| [[File:d_end3 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| fanf5.stx	|| New High Score! (Challenge Mode)		|| [[File:fanf5.wav]]		|| 						|| 					&lt;br /&gt;
|-&lt;br /&gt;
| happyend1.stx	|| Neutral ending part 2			|| [[File:happyend1.wav]]	|| [[File:happyend1 (Alternate Mix).wav]]	|| [[File:happyend1 (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| o_dead.stx	|| Olimar is down! &amp;amp; Pikmin extinction!		|| [[File:o_dead.wav]]		|| 						|| 					&lt;br /&gt;
|-&lt;br /&gt;
| onion.stx	|| Onion boot-up				|| [[File:onion.wav]]		|| 						|| 					&lt;br /&gt;
|-&lt;br /&gt;
| opening.stx	|| Opening cutscene				|| [[File:opening.wav]]		|| 						|| [[File:opening (PAL Mix).wav]]	&lt;br /&gt;
|-&lt;br /&gt;
| piki.stx	|| UNUSED					|| [[File:piki.wav]]		|| 						|| 					&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
JPN Demo, JPN v1.01, and PAL Demo all use the Revision 1 Mix.&lt;br /&gt;
&lt;br /&gt;
JPN v1.02, USA Demo, USA v1.00, and USA v1.01 all use the Revision 2 Mix.&lt;br /&gt;
&lt;br /&gt;
PAL v1.00 uses the PAL Mix, which borrows musical cues from the Revision 2 Mix.&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Opening_(EU_Mix).wav&amp;diff=2305</id>
		<title>File:Opening (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Opening_(EU_Mix).wav&amp;diff=2305"/>
		<updated>2019-01-06T03:21:15Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Happyend1_(EU_Mix).wav&amp;diff=2304</id>
		<title>File:Happyend1 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Happyend1_(EU_Mix).wav&amp;diff=2304"/>
		<updated>2019-01-06T03:21:07Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Compend1_(EU_Mix).wav&amp;diff=2303</id>
		<title>File:Compend1 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Compend1_(EU_Mix).wav&amp;diff=2303"/>
		<updated>2019-01-06T03:20:47Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:D_end3_(EU_Mix).wav&amp;diff=2302</id>
		<title>File:D end3 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:D_end3_(EU_Mix).wav&amp;diff=2302"/>
		<updated>2019-01-06T03:20:46Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Compend0_(EU_Mix).wav&amp;diff=2301</id>
		<title>File:Compend0 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Compend0_(EU_Mix).wav&amp;diff=2301"/>
		<updated>2019-01-06T03:20:43Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:D_end1_(EU_Mix).wav&amp;diff=2300</id>
		<title>File:D end1 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:D_end1_(EU_Mix).wav&amp;diff=2300"/>
		<updated>2019-01-06T03:20:41Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Badend2_(EU_Mix).wav&amp;diff=2299</id>
		<title>File:Badend2 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Badend2_(EU_Mix).wav&amp;diff=2299"/>
		<updated>2019-01-06T03:20:22Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Badend1_(EU_Mix).wav&amp;diff=2298</id>
		<title>File:Badend1 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Badend1_(EU_Mix).wav&amp;diff=2298"/>
		<updated>2019-01-06T03:20:01Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Badend0_(EU_Mix).wav&amp;diff=2297</id>
		<title>File:Badend0 (EU Mix).wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Badend0_(EU_Mix).wav&amp;diff=2297"/>
		<updated>2019-01-06T03:19:53Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Happyend1.wav&amp;diff=2296</id>
		<title>File:Happyend1.wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Happyend1.wav&amp;diff=2296"/>
		<updated>2019-01-06T03:08:41Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded File:Happyend1.wav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Compend1.wav&amp;diff=2295</id>
		<title>File:Compend1.wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Compend1.wav&amp;diff=2295"/>
		<updated>2019-01-06T03:08:39Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Minty Meeo uploaded File:Compend1.wav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Happyend1.wav&amp;diff=2294</id>
		<title>File:Happyend1.wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Happyend1.wav&amp;diff=2294"/>
		<updated>2019-01-06T03:07:29Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Compend1.wav&amp;diff=2293</id>
		<title>File:Compend1.wav</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Compend1.wav&amp;diff=2293"/>
		<updated>2019-01-06T03:06:59Z</updated>

		<summary type="html">&lt;p&gt;Minty Meeo: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Minty Meeo</name></author>
	</entry>
</feed>