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		<title>JPC file</title>
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		<updated>2025-10-11T04:13:59Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: rest of the flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information on this page was gathered from game.jpc. This page is not finished.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JPC files&#039;&#039;&#039; represent an indexed collection of [[JPA file]]s, and contain information on the particle systems of &#039;&#039;Pikmin 2&#039;&#039;, as well as [[BTI file|BTI images]] for the particles. A list of particle emitters and textures can be found [[Pikmin 2 particle list|here]].&lt;br /&gt;
&lt;br /&gt;
All field names used in this guide are sourced from Pikhacker&#039;s JPC tool https://github.com/PikHacker/jpc_conv. This tool converts JPC files to readable and easy to edit JSON files which can then be reconverted back to a JPC file.&lt;br /&gt;
&lt;br /&gt;
== JPC header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;format&amp;lt;/code&amp;gt; || JParticle Archive format version, &amp;lt;code&amp;gt;JPAC2-10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Resource_Count&amp;lt;/code&amp;gt; || Total number of particle effects in this archive.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture_Count&amp;lt;/code&amp;gt; || Total number of BTI format textures available for particles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Index&amp;lt;/code&amp;gt; || Particle effect ID in the resource.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ObjCount&amp;lt;/code&amp;gt; || Number of blocks in this particle effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;FieldCount&amp;lt;/code&amp;gt; || Number of FLD1 (field) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyCount&amp;lt;/code&amp;gt; || Number of KFA1 (keyframe animation) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk1&amp;lt;/code&amp;gt; || Number of texture index values in TDB1 section.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Unused padding byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BEM1 Block (Base Emitter) - Core Particle Generation ==&lt;br /&gt;
&lt;br /&gt;
The special BEM1 flags used in &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Volume Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Cube emission&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Sphere emission (particles spawn from spherical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Cylinder emission (particles spawn from cylindrical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x300&amp;lt;/code&amp;gt; || Torus emission (particles spawn in a torus)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || Point emission (particles spawn from single point)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x500&amp;lt;/code&amp;gt; || Circle emission (particles spawn from a circle)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x600&amp;lt;/code&amp;gt; || Line emission (particles spawn from a line)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Extra Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || &amp;quot;Fixed Density&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || &amp;quot;Fixed Interval&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || &amp;quot;Inherit Scale&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter Child&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BEM1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt; || Flags || Combination of a Volume type and any extra flags from the above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk&amp;lt;/code&amp;gt; || Flags || &amp;quot;ResUserWork&amp;quot;. Appears to affect culling radius and global color changes?&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Emitter Positioning || Scales the entire emitter volume (X/Y/Z multipliers).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterTranslation&amp;lt;/code&amp;gt; || Emitter Positioning || World position offset of the emitter.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterDirection&amp;lt;/code&amp;gt; || Emitter Positioning || Direction vector for emission (uses s16 format, 32767 = max positive).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelOmni&amp;lt;/code&amp;gt; || Initial Velocity System || Omnidirectional velocity (random sphere direction).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelAxis&amp;lt;/code&amp;gt; || Initial Velocity System || Velocity along emitter&#039;s direction axis.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelRndm&amp;lt;/code&amp;gt; || Initial Velocity System || Random variation applied to velocity.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Directional velocity magnitude.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;spread&amp;lt;/code&amp;gt; || Initial Velocity System || Cone spread angle for directional emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Ratio between different velocity components.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Base emission rate (particles per frame).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in emission rate (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTimeRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in lifetime (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSweep&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeMinRad&amp;lt;/code&amp;gt; || Volume Parameters || Minimum radius ratio for hollow shapes (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;airResist&amp;lt;/code&amp;gt; || Physics || Air resistance coefficient (1.0 = no resistance, &amp;lt;1.0 = drag).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;momentRndm&amp;lt;/code&amp;gt; || Physics || Random momentum variation applied to particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterRotX/Y/Z&amp;lt;/code&amp;gt; || Emitter Positioning || Rotation angles in degrees for the emitter orientation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;maxFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Maximum frames emitter stays active (0 = infinite).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame delay before emission begins.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTime&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Particle lifetime in frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSize&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;divNumber&amp;lt;/code&amp;gt; || Volume Parameters || Subdivision count for fixed interval emission.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateStep&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame interval for rate stepping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FLD1 Block (Field Forces) - Physics Effects ==&lt;br /&gt;
&lt;br /&gt;
The special FLD1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Add Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Acceleration&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Base Velocity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Velocity&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Gravity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Air&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Magnet&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Newton&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Vortex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Random&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Drag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Convection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Spin&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || LocalSpace&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || AirDrag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80000&amp;lt;/code&amp;gt; || FadeUseEnTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || FadeUseDisTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || FadeUseFadeIn &lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || FadeUseFadeOut&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || UseMaxDist&lt;br /&gt;
|}&lt;br /&gt;
FLD1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Combination of values from the three above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; || Field Parameters || Local offset position of the field effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; || Field Parameters || Direction vector for directional fields (gravity, wind).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param1&amp;lt;/code&amp;gt; || Field Parameters || Field strength/magnitude (varies by field type).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param2/param3&amp;lt;/code&amp;gt; || Field Parameters || Additional parameters (field-type specific).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeIn&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade in (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeOut&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade out (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;enTime&amp;lt;/code&amp;gt; || Timing Controls || Enable time (when field becomes active).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;disTime&amp;lt;/code&amp;gt; || Timing Controls || Disable time (when field deactivates).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt; || Timing Controls || Cycle period for oscillating fields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BSP1 Block (Base Shape) - Visual Appearance ==&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Point&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Line&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Billboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Direction&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || DirectionCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Stripe&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || StripeCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Rotation&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || RotationCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt; || DirBillboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || YBillboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dir Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Vel&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Pos&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || PosInv&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Emitter Dir&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || PrevPctl&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rot Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Y&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Z&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || XYZ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Plane Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || XY&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || XZ&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Projection Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Anim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Color Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Unk&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000&amp;lt;/code&amp;gt; || Unk0&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || Unk1&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18000&amp;lt;/code&amp;gt; || Unk2&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || Unk3&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x28000&amp;lt;/code&amp;gt; || Unk4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Alpha Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || { GX_CA_ZERO, GX_CA_TEXA, GX_CA_A0, GX_CA_ZERO }&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || { GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0 }&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misc. || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; || isGlblClrAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000&amp;lt;/code&amp;gt; || isGlblTexAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || isPrjTex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || isDrawFwdAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || isDrawPrntAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || isClipOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isTexCrdAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Tiling S On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000000&amp;lt;/code&amp;gt; || Tiling T On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000000&amp;lt;/code&amp;gt; || isNoDrawParent&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000000&amp;lt;/code&amp;gt; || isNoDrawChild&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt;. (This name needs to be changed in the tool to blendModeFlags)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Mode || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || GX_BM_NONE (No blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || GX_BM_BLEND (Standard blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || GX_BM_LOGIC (Logic Op)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Source Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Destination Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x140&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x180&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c0&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Logic Operation || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_CLEAR (FALSE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_AND (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVAND (Source AND NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xC00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_COPY (Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVAND (NOT Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOOP (Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_XOR (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_OR (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOR NOT (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_EQUIV NOT (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INV (NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVOR (Source OR NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVCOPY (NOT Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVOR (NOT Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NAND NOT (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_SET (TRUE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Z Mode Comparison || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Z Mode Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Z Mode Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Update Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Compare Local Enabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 0 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Operator || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_AND&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_OR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XOR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XNOR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 1 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa0&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe0&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tex Anim Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Tex Anim Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxNormal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRepeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxReverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxMerge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRandom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Color Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || isPrmAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || isEnvAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Anim Type Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Anim Type Repeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Anim Type Reverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Anim Type Merge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Anim Type Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseSizeX/Y&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || Base particle size in world units.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || GX blend mode configuration (1113 = additive, 1497 = alpha blend, 1029 and 1177 also exist but are rarely used) (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt; || Alpha Testing || Alpha comparison settings (231 = standard alpha test) (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaRef0/alphaRef1&amp;lt;/code&amp;gt; || Alpha Testing || Alpha reference values for testing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt; || Alpha Testing || Z-buffer settings (37 = standard depth testing). (see above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt; || Texture Settings || Texture behavior flags. (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdx&amp;lt;/code&amp;gt; || Texture Settings || Base texture index in texture database.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxAnimCount&amp;lt;/code&amp;gt; || Texture Settings || Number of texture animation frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt; || Color Animation || Color animation behavior (47 = both primary and environment color animation). (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorTable1Count/2Count&amp;lt;/code&amp;gt; || Color Animation || Number of keyframes for color animations.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;repeatDiv&amp;lt;/code&amp;gt; || Color Animation || Animation repeat divisor for cycling.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Color Animation || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;anmRndm&amp;lt;/code&amp;gt; || Color Animation || Random offset for animation timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorLoopOfStMask&amp;lt;/code&amp;gt; || Color Animation || Mask for color animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxLoopOfstMask&amp;lt;/code&amp;gt; || Color Animation || Mask for texture animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;MatId&amp;lt;/code&amp;gt; || Color Data Entries || Time point in particle life (0-30 scale typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;color&amp;lt;/code&amp;gt; || Color Data Entries || RGBA color at that time point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ESP1 Block (Extra Shape) - Advanced Animation ==&lt;br /&gt;
&lt;br /&gt;
The special ESP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || isEnableScaleAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || isScaleXYDiff&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; || Scale Center X (can be 0-2 (0, 0x1000 or 0x2000))&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000&amp;lt;/code&amp;gt; || Scale Center Y (can be 0-2 (0, 0x4000 or 0x8000))&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || isEnableAlphaAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || isEnableAlphaFlick&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isEnableRotateAnm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Scale Anim Type X || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || JPACalcScaleAnmNormal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || JPACalcScaleAnmRepeatX&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || JPACalcScaleAnmReverseX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Scale Anim Type Y || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || JPACalcScaleAnmNormal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || JPACalcScaleAnmRepeatY&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; || JPACalcScaleAnmReverseY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ESP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInTiming/scaleOutTiming&amp;lt;/code&amp;gt; || Scale Animation || When scale-in/out begins (0.0-1.0 of particle life).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Starting scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Ending scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutRandom&amp;lt;/code&amp;gt; || Scale Animation || Random variation in scale-out timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleAnmMaxFrameX/Y&amp;lt;/code&amp;gt; || Scale Animation || Animation cycle length for scale oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInTiming/alphaOutTiming&amp;lt;/code&amp;gt; || Alpha Animation || When alpha fade-in/out occurs.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInValue/alphaBaseValue/alphaOutValue&amp;lt;/code&amp;gt; || Alpha Animation || Alpha values at different life stages.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveFrequency&amp;lt;/code&amp;gt; || Alpha Animation || Frequency of alpha oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveRandom&amp;lt;/code&amp;gt; || Alpha Animation || Random variation in wave timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveAmplitude&amp;lt;/code&amp;gt; || Alpha Animation || Amplitude of alpha wave effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngle&amp;lt;/code&amp;gt; || Rotation Animation || Initial rotation angle (16384 = 90 degrees).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngleRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in initial angle (66536 = full random).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Rotation Animation || Rotation speed in units per frame.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeedRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in rotation speed.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateDirection&amp;lt;/code&amp;gt; || Rotation Animation || Rotation direction bias.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SSP1 Block (Child Shape) - Secondary Particles ==&lt;br /&gt;
&lt;br /&gt;
The special SSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Draw Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || JPADrawPoint&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || JPADrawLine&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || JPADrawBillboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || JPADrawDirection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || JPADrawDirection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || JPADrawStripe&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || JPADrawStripeX&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || JPADrawRotation&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || JPADrawRotation&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt; || JPADrawDBillboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || JPADrawYBillboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || isScaleInherited&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || isAlphaInherited&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || isColorInherited&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || isClipOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || isFieldAffected&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || isScaleOutOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || isAlphaOutOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isRotateOn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Plane Type|| Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || XY&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || XZ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;posRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Random position offset from parent particle.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseVel/baseVelRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Base velocity and random variation for child.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;velInfRate&amp;lt;/code&amp;gt; || Child Particle Properties || Velocity inheritance rate from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; || Child Particle Properties || Gravity effect strength on child particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;globalScale2DX/Y&amp;lt;/code&amp;gt; || Inheritance System || Global 2D scaling factors.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;inheritScale/inheritAlpha/inheritRGB&amp;lt;/code&amp;gt; || Inheritance System || How much child inherits from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Child Particle Properties || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;timing&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || When in parent&#039;s life children are spawned (0.0-1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;life&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child particle lifetime.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child generation rate.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;step&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Frame step for child generation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child rotation speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KFA1 Block (Keyframe Animation) - Dynamic Property Controller ==&lt;br /&gt;
&lt;br /&gt;
The special KFA1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Set Rate&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Set Volume Size&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Set Volume Sweep (Missing in Pikmin 2)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Set Volume Min Radius&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Set Life Time&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Set Moment (Missing in Pikmin 2)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Set InitialVelOmni&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Set InitialVelAxis&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Set InitialVelRndm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt; || Set Spread&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Set Scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
KFA1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyFrameCount&amp;lt;/code&amp;gt; || Number of keyframe data points.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;isLoopEnable&amp;lt;/code&amp;gt; || Loop behavior (0 = no loop, 1 = loop).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Changes how the current frame is calculated? (See JPAKeyBlock::calc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keyframe Data Structure&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt; || Time point in animation (0.0-100.0 typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; || Parameter value at this time.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;tangent_in&amp;lt;/code&amp;gt; || Incoming tangent for smooth interpolation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;tangent_out&amp;lt;/code&amp;gt; || Outgoing tangent for smooth interpolation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETX1 Block (Extra Texture) - Advanced Texture Effects ==&lt;br /&gt;
&lt;br /&gt;
The special ETX1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || isUseIndirect&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || isUseSecTex&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ETX1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx00&amp;lt;/code&amp;gt; || Texture matrix element [0,0].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx01&amp;lt;/code&amp;gt; || Texture matrix element [0,1].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx02&amp;lt;/code&amp;gt; || Texture matrix element [0,2] (U translation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx10&amp;lt;/code&amp;gt; || Texture matrix element [1,0].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx11&amp;lt;/code&amp;gt; || Texture matrix element [1,1].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx12&amp;lt;/code&amp;gt; || Texture matrix element [1,2] (V translation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scale&amp;lt;/code&amp;gt; || Texture coordinate scale multiplier.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;indTextureID&amp;lt;/code&amp;gt; || Indirect texture index for distortion.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;secondTextureIndex&amp;lt;/code&amp;gt; || Secondary texture for multi-texturing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TDB1 Block (Texture Reference List) - Per-Effect Texture Registry ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TextureIDList&amp;lt;/code&amp;gt; || References an array of textures used in TEX1.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: 10&amp;lt;/code&amp;gt; || Index 11 in the array of TEX1.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: 0&amp;lt;/code&amp;gt; || Index 1 in the array of TEX1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TEX1 Block (Texture Database) - Texture Resource List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; || Array of BTI texture filenames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_star5_i&amp;lt;/code&amp;gt; || Index 0: Star particle texture.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_kemuri6_ia&amp;lt;/code&amp;gt; || Index 1: Smoke texture with alpha.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_hire2_ia&amp;lt;/code&amp;gt; || Index 2: Flare texture with alpha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
{{Credits|JaySalty, Pikhacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5179</id>
		<title>JPC file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5179"/>
		<updated>2025-10-11T03:39:10Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: more BSP1, start SSP1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information on this page was gathered from game.jpc. This page is not finished.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JPC files&#039;&#039;&#039; represent an indexed collection of [[JPA file]]s, and contain information on the particle systems of &#039;&#039;Pikmin 2&#039;&#039;, as well as [[BTI file|BTI images]] for the particles. A list of particle emitters and textures can be found [[Pikmin 2 particle list|here]].&lt;br /&gt;
&lt;br /&gt;
All field names used in this guide are sourced from Pikhacker&#039;s JPC tool https://github.com/PikHacker/jpc_conv. This tool converts JPC files to readable and easy to edit JSON files which can then be reconverted back to a JPC file.&lt;br /&gt;
&lt;br /&gt;
== JPC header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;format&amp;lt;/code&amp;gt; || JParticle Archive format version, &amp;lt;code&amp;gt;JPAC2-10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Resource_Count&amp;lt;/code&amp;gt; || Total number of particle effects in this archive.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture_Count&amp;lt;/code&amp;gt; || Total number of BTI format textures available for particles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Index&amp;lt;/code&amp;gt; || Particle effect ID in the resource.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ObjCount&amp;lt;/code&amp;gt; || Number of blocks in this particle effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;FieldCount&amp;lt;/code&amp;gt; || Number of FLD1 (field) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyCount&amp;lt;/code&amp;gt; || Number of KFA1 (keyframe animation) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk1&amp;lt;/code&amp;gt; || Number of texture index values in TDB1 section.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Unused padding byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BEM1 Block (Base Emitter) - Core Particle Generation ==&lt;br /&gt;
&lt;br /&gt;
The special BEM1 flags used in &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Volume Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Cube emission&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Sphere emission (particles spawn from spherical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Cylinder emission (particles spawn from cylindrical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x300&amp;lt;/code&amp;gt; || Torus emission (particles spawn in a torus)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || Point emission (particles spawn from single point)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x500&amp;lt;/code&amp;gt; || Circle emission (particles spawn from a circle)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x600&amp;lt;/code&amp;gt; || Line emission (particles spawn from a line)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Extra Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || &amp;quot;Fixed Density&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || &amp;quot;Fixed Interval&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || &amp;quot;Inherit Scale&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter Child&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BEM1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt; || Flags || Combination of a Volume type and any extra flags from the above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk&amp;lt;/code&amp;gt; || Flags || &amp;quot;ResUserWork&amp;quot;. Appears to affect culling radius and global color changes?&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Emitter Positioning || Scales the entire emitter volume (X/Y/Z multipliers).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterTranslation&amp;lt;/code&amp;gt; || Emitter Positioning || World position offset of the emitter.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterDirection&amp;lt;/code&amp;gt; || Emitter Positioning || Direction vector for emission (uses s16 format, 32767 = max positive).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelOmni&amp;lt;/code&amp;gt; || Initial Velocity System || Omnidirectional velocity (random sphere direction).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelAxis&amp;lt;/code&amp;gt; || Initial Velocity System || Velocity along emitter&#039;s direction axis.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelRndm&amp;lt;/code&amp;gt; || Initial Velocity System || Random variation applied to velocity.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Directional velocity magnitude.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;spread&amp;lt;/code&amp;gt; || Initial Velocity System || Cone spread angle for directional emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Ratio between different velocity components.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Base emission rate (particles per frame).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in emission rate (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTimeRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in lifetime (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSweep&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeMinRad&amp;lt;/code&amp;gt; || Volume Parameters || Minimum radius ratio for hollow shapes (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;airResist&amp;lt;/code&amp;gt; || Physics || Air resistance coefficient (1.0 = no resistance, &amp;lt;1.0 = drag).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;momentRndm&amp;lt;/code&amp;gt; || Physics || Random momentum variation applied to particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterRotX/Y/Z&amp;lt;/code&amp;gt; || Emitter Positioning || Rotation angles in degrees for the emitter orientation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;maxFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Maximum frames emitter stays active (0 = infinite).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame delay before emission begins.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTime&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Particle lifetime in frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSize&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;divNumber&amp;lt;/code&amp;gt; || Volume Parameters || Subdivision count for fixed interval emission.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateStep&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame interval for rate stepping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FLD1 Block (Field Forces) - Physics Effects ==&lt;br /&gt;
&lt;br /&gt;
The special FLD1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Add Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Acceleration&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Base Velocity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Velocity&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Gravity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Air&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Magnet&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Newton&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Vortex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Random&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Drag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Convection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Spin&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || LocalSpace&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || AirDrag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80000&amp;lt;/code&amp;gt; || FadeUseEnTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || FadeUseDisTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || FadeUseFadeIn &lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || FadeUseFadeOut&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || UseMaxDist&lt;br /&gt;
|}&lt;br /&gt;
FLD1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Combination of values from the three above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; || Field Parameters || Local offset position of the field effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; || Field Parameters || Direction vector for directional fields (gravity, wind).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param1&amp;lt;/code&amp;gt; || Field Parameters || Field strength/magnitude (varies by field type).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param2/param3&amp;lt;/code&amp;gt; || Field Parameters || Additional parameters (field-type specific).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeIn&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade in (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeOut&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade out (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;enTime&amp;lt;/code&amp;gt; || Timing Controls || Enable time (when field becomes active).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;disTime&amp;lt;/code&amp;gt; || Timing Controls || Disable time (when field deactivates).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt; || Timing Controls || Cycle period for oscillating fields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BSP1 Block (Base Shape) - Visual Appearance ==&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Point&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Line&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Billboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Direction&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || DirectionCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Stripe&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || StripeCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Rotation&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || RotationCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt; || DirBillboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || YBillboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dir Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Vel&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Pos&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || PosInv&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Emitter Dir&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || PrevPctl&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rot Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Y&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Z&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || XYZ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Plane Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || XY&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || XZ&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Projection Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Anim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Color Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Unk&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000&amp;lt;/code&amp;gt; || Unk0&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || Unk1&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18000&amp;lt;/code&amp;gt; || Unk2&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || Unk3&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x28000&amp;lt;/code&amp;gt; || Unk4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Alpha Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || { GX_CA_ZERO, GX_CA_TEXA, GX_CA_A0, GX_CA_ZERO }&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || { GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0 }&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misc. || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; || isGlblClrAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000&amp;lt;/code&amp;gt; || isGlblTexAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || isPrjTex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || isDrawFwdAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || isDrawPrntAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || isClipOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isTexCrdAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Tiling S On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000000&amp;lt;/code&amp;gt; || Tiling T On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000000&amp;lt;/code&amp;gt; || isNoDrawParent&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000000&amp;lt;/code&amp;gt; || isNoDrawChild&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt;. (This name needs to be changed in the tool to blendModeFlags)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Mode || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || GX_BM_NONE (No blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || GX_BM_BLEND (Standard blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || GX_BM_LOGIC (Logic Op)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Source Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Destination Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x140&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x180&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c0&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Logic Operation || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_CLEAR (FALSE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_AND (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVAND (Source AND NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xC00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_COPY (Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVAND (NOT Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOOP (Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_XOR (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_OR (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOR NOT (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_EQUIV NOT (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INV (NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVOR (Source OR NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVCOPY (NOT Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVOR (NOT Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NAND NOT (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_SET (TRUE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Z Mode Comparison || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Z Mode Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Z Mode Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Update Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Compare Local Enabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 0 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Operator || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_AND&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_OR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XOR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XNOR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 1 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa0&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe0&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tex Anim Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Tex Anim Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxNormal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRepeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxReverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxMerge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRandom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Color Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || isPrmAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || isEnvAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt; || Anim Type Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Anim Type Repeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Anim Type Reverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Anim Type Merge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Anim Type Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseSizeX/Y&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || Base particle size in world units.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || GX blend mode configuration (1113 = additive, 1497 = alpha blend, 1029 and 1177 also exist but are rarely used) (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt; || Alpha Testing || Alpha comparison settings (231 = standard alpha test) (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaRef0/alphaRef1&amp;lt;/code&amp;gt; || Alpha Testing || Alpha reference values for testing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt; || Alpha Testing || Z-buffer settings (37 = standard depth testing). (see above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt; || Texture Settings || Texture behavior flags. (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdx&amp;lt;/code&amp;gt; || Texture Settings || Base texture index in texture database.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxAnimCount&amp;lt;/code&amp;gt; || Texture Settings || Number of texture animation frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt; || Color Animation || Color animation behavior (47 = both primary and environment color animation). (See above table)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorTable1Count/2Count&amp;lt;/code&amp;gt; || Color Animation || Number of keyframes for color animations.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;repeatDiv&amp;lt;/code&amp;gt; || Color Animation || Animation repeat divisor for cycling.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Color Animation || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;anmRndm&amp;lt;/code&amp;gt; || Color Animation || Random offset for animation timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorLoopOfStMask&amp;lt;/code&amp;gt; || Color Animation || Mask for color animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxLoopOfstMask&amp;lt;/code&amp;gt; || Color Animation || Mask for texture animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;MatId&amp;lt;/code&amp;gt; || Color Data Entries || Time point in particle life (0-30 scale typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;color&amp;lt;/code&amp;gt; || Color Data Entries || RGBA color at that time point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ESP1 Block (Extra Shape) - Advanced Animation ==&lt;br /&gt;
&lt;br /&gt;
The special ESP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || isEnableScaleAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || isScaleXYDiff&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || isEnableAlphaAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || isEnableAlphaFlick&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isEnableRotateAnm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ESP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInTiming/scaleOutTiming&amp;lt;/code&amp;gt; || Scale Animation || When scale-in/out begins (0.0-1.0 of particle life).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Starting scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Ending scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutRandom&amp;lt;/code&amp;gt; || Scale Animation || Random variation in scale-out timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleAnmMaxFrameX/Y&amp;lt;/code&amp;gt; || Scale Animation || Animation cycle length for scale oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInTiming/alphaOutTiming&amp;lt;/code&amp;gt; || Alpha Animation || When alpha fade-in/out occurs.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInValue/alphaBaseValue/alphaOutValue&amp;lt;/code&amp;gt; || Alpha Animation || Alpha values at different life stages.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveFrequency&amp;lt;/code&amp;gt; || Alpha Animation || Frequency of alpha oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveRandom&amp;lt;/code&amp;gt; || Alpha Animation || Random variation in wave timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveAmplitude&amp;lt;/code&amp;gt; || Alpha Animation || Amplitude of alpha wave effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngle&amp;lt;/code&amp;gt; || Rotation Animation || Initial rotation angle (16384 = 90 degrees).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngleRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in initial angle (66536 = full random).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Rotation Animation || Rotation speed in units per frame.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeedRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in rotation speed.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateDirection&amp;lt;/code&amp;gt; || Rotation Animation || Rotation direction bias.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SSP1 Block (Child Shape) - Secondary Particles ==&lt;br /&gt;
&lt;br /&gt;
The special SSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;posRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Random position offset from parent particle.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseVel/baseVelRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Base velocity and random variation for child.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;velInfRate&amp;lt;/code&amp;gt; || Child Particle Properties || Velocity inheritance rate from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; || Child Particle Properties || Gravity effect strength on child particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;globalScale2DX/Y&amp;lt;/code&amp;gt; || Inheritance System || Global 2D scaling factors.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;inheritScale/inheritAlpha/inheritRGB&amp;lt;/code&amp;gt; || Inheritance System || How much child inherits from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Child Particle Properties || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;timing&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || When in parent&#039;s life children are spawned (0.0-1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;life&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child particle lifetime.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child generation rate.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;step&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Frame step for child generation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child rotation speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KFA1 Block (Keyframe Animation) - Dynamic Property Controller ==&lt;br /&gt;
&lt;br /&gt;
The special KFA1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
KFA1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyFrameCount&amp;lt;/code&amp;gt; || Number of keyframe data points.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;isLoopEnable&amp;lt;/code&amp;gt; || Loop behavior (0 = no loop, 1 = loop).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Unused padding byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keyframe Data Structure&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt; || Time point in animation (0.0-100.0 typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; || Parameter value at this time.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;tangent_in&amp;lt;/code&amp;gt; || Incoming tangent for smooth interpolation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;tangent_out&amp;lt;/code&amp;gt; || Outgoing tangent for smooth interpolation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETX1 Block (Extra Texture) - Advanced Texture Effects ==&lt;br /&gt;
&lt;br /&gt;
The special ETX1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ETX1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx00&amp;lt;/code&amp;gt; || Texture matrix element [0,0].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx01&amp;lt;/code&amp;gt; || Texture matrix element [0,1].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx02&amp;lt;/code&amp;gt; || Texture matrix element [0,2] (U translation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx10&amp;lt;/code&amp;gt; || Texture matrix element [1,0].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx11&amp;lt;/code&amp;gt; || Texture matrix element [1,1].&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texMtx12&amp;lt;/code&amp;gt; || Texture matrix element [1,2] (V translation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scale&amp;lt;/code&amp;gt; || Texture coordinate scale multiplier.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;indTextureID&amp;lt;/code&amp;gt; || Indirect texture index for distortion.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;secondTextureIndex&amp;lt;/code&amp;gt; || Secondary texture for multi-texturing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TDB1 Block (Texture Reference List) - Per-Effect Texture Registry ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TextureIDList&amp;lt;/code&amp;gt; || References an array of textures used in TEX1.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: 10&amp;lt;/code&amp;gt; || Index 11 in the array of TEX1.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: 0&amp;lt;/code&amp;gt; || Index 1 in the array of TEX1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TEX1 Block (Texture Database) - Texture Resource List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; || Array of BTI texture filenames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_star5_i&amp;lt;/code&amp;gt; || Index 0: Star particle texture.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_kemuri6_ia&amp;lt;/code&amp;gt; || Index 1: Smoke texture with alpha.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;example: IP2_hire2_ia&amp;lt;/code&amp;gt; || Index 2: Flare texture with alpha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
{{Credits|JaySalty, Pikhacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5174</id>
		<title>JPC file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5174"/>
		<updated>2025-10-10T08:24:51Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: BSP1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information on this page was gathered from game.jpc. This page is not finished.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JPC files&#039;&#039;&#039; represent an indexed collection of [[JPA file]]s, and contain information on the particle systems of &#039;&#039;Pikmin 2&#039;&#039;, as well as [[BTI file|BTI images]] for the particles. A list of particle emitters and textures can be found [[Pikmin 2 particle list|here]].&lt;br /&gt;
&lt;br /&gt;
All field names used in this guide are sourced from Pikhacker&#039;s JPC tool https://github.com/PikHacker/jpc_conv. This tool converts JPC files to readable and easy to edit JSON files which can then be reconverted back to a JPC file.&lt;br /&gt;
&lt;br /&gt;
== JPC header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;format&amp;lt;/code&amp;gt; || JParticle Archive format version, &amp;lt;code&amp;gt;JPAC2-10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Resource_Count&amp;lt;/code&amp;gt; || Total number of particle effects in this archive.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture_Count&amp;lt;/code&amp;gt; || Total number of BTI format textures available for particles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Index&amp;lt;/code&amp;gt; || Particle effect ID in the resource.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ObjCount&amp;lt;/code&amp;gt; || Number of blocks in this particle effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;FieldCount&amp;lt;/code&amp;gt; || Number of FLD1 (field) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyCount&amp;lt;/code&amp;gt; || Number of KFA1 (keyframe animation) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture Count&amp;lt;/code&amp;gt; || Number of texture index values in TDB1 section.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Unused padding byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BEM1 Block (Base Emitter) - Core Particle Generation ==&lt;br /&gt;
&lt;br /&gt;
The special BEM1 flags used in &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Volume Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Cube emission&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Sphere emission (particles spawn from spherical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Cylinder emission (particles spawn from cylindrical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x300&amp;lt;/code&amp;gt; || Torus emission (particles spawn in a torus)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || Point emission (particles spawn from single point)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x500&amp;lt;/code&amp;gt; || Circle emission (particles spawn from a circle)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x600&amp;lt;/code&amp;gt; || Line emission (particles spawn from a line)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || &amp;quot;Fixed Density&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || &amp;quot;Fixed Interval&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || &amp;quot;Inherit Scale&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter Child&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BEM1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt; || Flags || Combination of a Volume type and any extra flags from the above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk&amp;lt;/code&amp;gt; || Flags || &amp;quot;ResUserWork&amp;quot;. Appears to affect culling radius and global color changes?&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Emitter Positioning || Scales the entire emitter volume (X/Y/Z multipliers).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterTranslation&amp;lt;/code&amp;gt; || Emitter Positioning || World position offset of the emitter.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterDirection&amp;lt;/code&amp;gt; || Emitter Positioning || Direction vector for emission (uses s16 format, 32767 = max positive).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelOmni&amp;lt;/code&amp;gt; || Initial Velocity System || Omnidirectional velocity (random sphere direction).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelAxis&amp;lt;/code&amp;gt; || Initial Velocity System || Velocity along emitter&#039;s direction axis.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelRndm&amp;lt;/code&amp;gt; || Initial Velocity System || Random variation applied to velocity.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Directional velocity magnitude.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;spread&amp;lt;/code&amp;gt; || Initial Velocity System || Cone spread angle for directional emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Ratio between different velocity components.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Base emission rate (particles per frame).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in emission rate (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTimeRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in lifetime (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSweep&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeMinRad&amp;lt;/code&amp;gt; || Volume Parameters || Minimum radius ratio for hollow shapes (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;airResist&amp;lt;/code&amp;gt; || Physics || Air resistance coefficient (1.0 = no resistance, &amp;lt;1.0 = drag).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;momentRndm&amp;lt;/code&amp;gt; || Physics || Random momentum variation applied to particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterRotX/Y/Z&amp;lt;/code&amp;gt; || Emitter Positioning || Rotation angles in degrees for the emitter orientation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;maxFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Maximum frames emitter stays active (0 = infinite).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame delay before emission begins.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTime&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Particle lifetime in frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSize&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;divNumber&amp;lt;/code&amp;gt; || Volume Parameters || Subdivision count for fixed interval emission.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateStep&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame interval for rate stepping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FLD1 Block (Field Forces) - Physics Effects ==&lt;br /&gt;
&lt;br /&gt;
The special FLD1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Add Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Acceleration&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Base Velocity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Velocity&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Gravity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Air&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Magnet&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Newton&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Vortex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Random&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Drag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Convection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Spin&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || LocalSpace&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || AirDrag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80000&amp;lt;/code&amp;gt; || FadeUseEnTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || FadeUseDisTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || FadeUseFadeIn &lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || FadeUseFadeOut&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || UseMaxDist&lt;br /&gt;
|}&lt;br /&gt;
FLD1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Combination of values from the three above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; || Field Parameters || Local offset position of the field effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; || Field Parameters || Direction vector for directional fields (gravity, wind).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param1&amp;lt;/code&amp;gt; || Field Parameters || Field strength/magnitude (varies by field type).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param2/param3&amp;lt;/code&amp;gt; || Field Parameters || Additional parameters (field-type specific).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeIn&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade in (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeOut&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade out (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;enTime&amp;lt;/code&amp;gt; || Timing Controls || Enable time (when field becomes active).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;disTime&amp;lt;/code&amp;gt; || Timing Controls || Disable time (when field deactivates).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt; || Timing Controls || Cycle period for oscillating fields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BSP1 Block (Base Shape) - Visual Appearance ==&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Point&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Line&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Billboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Direction&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || DirectionCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Stripe&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || StripeCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Rotation&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || RotationCross&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt; || DirBillboard&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || YBillboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dir Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Vel&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Pos&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || PosInv&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Emitter Dir&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || PrevPctl&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rot Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Y&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Z&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || XYZ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Plane Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || XY&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || XZ&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Projection Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Anim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Color Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Unk&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000&amp;lt;/code&amp;gt; || Unk0&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000&amp;lt;/code&amp;gt; || Unk1&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18000&amp;lt;/code&amp;gt; || Unk2&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || Unk3&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x28000&amp;lt;/code&amp;gt; || Unk4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TEV Alpha Arg || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Unk0&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || Unk1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misc. || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; || isGlblClrAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000&amp;lt;/code&amp;gt; || isGlblTexAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || isPrjTex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || isDrawFwdAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || isDrawPrntAhead&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || isClipOn&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000000&amp;lt;/code&amp;gt; || isTexCrdAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000000&amp;lt;/code&amp;gt; || Tiling S On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4000000&amp;lt;/code&amp;gt; || Tiling T On&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8000000&amp;lt;/code&amp;gt; || isNoDrawParent&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10000000&amp;lt;/code&amp;gt; || isNoDrawChild&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Mode || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || GX_BM_NONE (No blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || GX_BM_BLEND (Standard blending)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || GX_BM_LOGIC (Logic Op)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Source Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Destination Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || GX_BL_ZERO (0.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || GX_BL_ONE (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || GX_BL_SRCCOL (Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || GX_BL_INVSRCCOL (1.0 - Frame Buffer Color)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || GX_BL_SRCALPHA (Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x140&amp;lt;/code&amp;gt; || GX_BL_INVSRCALPHA (1.0 - Source Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x180&amp;lt;/code&amp;gt; || GX_BL_DSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1c0&amp;lt;/code&amp;gt; || GX_BL_INVDSTALPHA (1.0 - Frame Buffer Alpha)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Logic Operation || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_CLEAR (FALSE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_AND (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVAND (Source AND NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xC00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_COPY (Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVAND (NOT Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOOP (Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_XOR (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_OR (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NOR NOT (Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_EQUIV NOT (Source XOR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INV (NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_REVOR (Source OR NOT Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3000&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVCOPY (NOT Source)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3400&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_INVOR (NOT Source OR Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3800&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_NAND NOT (Source AND Destination)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3C00&amp;lt;/code&amp;gt; ||  &amp;lt;code&amp;gt;GX_LO_SET (TRUE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blend Source Factor || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Z Mode Disabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Z Mode Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Update Disabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Update Enabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Compare Disabled&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Compare Enabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 0 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 0 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_AND&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_OR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XOR&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Z Comparison GX_AOP_XNOR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alpha Compare 1 || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || Z Comparison GX_NEVER (0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Z Comparison GX_LESS (&amp;lt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Z Comparison GX_LEQUAL (&amp;lt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Z Comparison GX_EQUAL (==)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt; || Z Comparison GX_NEQUAL (!=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xa0&amp;lt;/code&amp;gt; || Z Comparison GX_GEQUAL (&amp;gt;=)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc0&amp;lt;/code&amp;gt; || Z Comparison GX_GREATER (&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xe0&amp;lt;/code&amp;gt; || Z Comparison GX_ALWAYS (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tex Anim Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || isTexAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxNormal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRepeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0xc&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxReverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxMerge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Tex Anim Type JPACalcTexIdxRandom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Color Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Anim Type Normal&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Unused?&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || isPrmAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || isEnvAnm&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Anim Type Repeat&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Anim Type Reverse&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Anim Type Merge&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Anim Type Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseSizeX/Y&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || Base particle size in world units.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || GX blend mode configuration (1113 = additive, 1497 = alpha blend, 1029 and 1177 also exist but are rarely used)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt; || Alpha Testing || Alpha comparison settings (231 = standard alpha test)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaRef0/alphaRef1&amp;lt;/code&amp;gt; || Alpha Testing || Alpha reference values for testing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt; || Alpha Testing || Z-buffer settings (37 = standard depth testing).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt; || Texture Settings || Texture behavior flags (6 = texture animation enabled).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdx&amp;lt;/code&amp;gt; || Texture Settings || Base texture index in texture database.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxAnimCount&amp;lt;/code&amp;gt; || Texture Settings || Number of texture animation frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt; || Color Animation || Color animation behavior (47 = both primary and environment color animation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorTable1Count/2Count&amp;lt;/code&amp;gt; || Color Animation || Number of keyframes for color animations.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;repeatDiv&amp;lt;/code&amp;gt; || Color Animation || Animation repeat divisor for cycling.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Color Animation || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;anmRndm&amp;lt;/code&amp;gt; || Color Animation || Random offset for animation timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorLoopOfStMask&amp;lt;/code&amp;gt; || Color Animation || Mask for color animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxLoopOfstMask&amp;lt;/code&amp;gt; || Color Animation || Mask for texture animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;MatId&amp;lt;/code&amp;gt; || Color Data Entries || Time point in particle life (0-30 scale typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;color&amp;lt;/code&amp;gt; || Color Data Entries || RGBA color at that time point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ESP1 Block (Extra Shape) - Advanced Animation ==&lt;br /&gt;
&lt;br /&gt;
The special ESP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ESP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInTiming/scaleOutTiming&amp;lt;/code&amp;gt; || Scale Animation || When scale-in/out begins (0.0-1.0 of particle life).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Starting scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Ending scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutRandom&amp;lt;/code&amp;gt; || Scale Animation || Random variation in scale-out timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleAnmMaxFrameX/Y&amp;lt;/code&amp;gt; || Scale Animation || Animation cycle length for scale oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInTiming/alphaOutTiming&amp;lt;/code&amp;gt; || Alpha Animation || When alpha fade-in/out occurs.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInValue/alphaBaseValue/alphaOutValue&amp;lt;/code&amp;gt; || Alpha Animation || Alpha values at different life stages.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveFrequency&amp;lt;/code&amp;gt; || Alpha Animation || Frequency of alpha oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveRandom&amp;lt;/code&amp;gt; || Alpha Animation || Random variation in wave timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveAmplitude&amp;lt;/code&amp;gt; || Alpha Animation || Amplitude of alpha wave effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngle&amp;lt;/code&amp;gt; || Rotation Animation || Initial rotation angle (16384 = 90 degrees).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngleRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in initial angle (66536 = full random).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Rotation Animation || Rotation speed in units per frame.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeedRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in rotation speed.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateDirection&amp;lt;/code&amp;gt; || Rotation Animation || Rotation direction bias.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SSP1 Block (Child Shape) - Secondary Particles ==&lt;br /&gt;
&lt;br /&gt;
The special SSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;posRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Random position offset from parent particle.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseVel/baseVelRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Base velocity and random variation for child.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;velInfRate&amp;lt;/code&amp;gt; || Child Particle Properties || Velocity inheritance rate from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; || Child Particle Properties || Gravity effect strength on child particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;globalScale2DX/Y&amp;lt;/code&amp;gt; || Inheritance System || Global 2D scaling factors.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;inheritScale/inheritAlpha/inheritRGB&amp;lt;/code&amp;gt; || Inheritance System || How much child inherits from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Child Particle Properties || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;timing&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || When in parent&#039;s life children are spawned (0.0-1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;life&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child particle lifetime.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child generation rate.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;step&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Frame step for child generation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child rotation speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KFA1 Block (Keyframe Animation) ==&lt;br /&gt;
&lt;br /&gt;
== ETX1 Block (Extra Texture) ==&lt;br /&gt;
&lt;br /&gt;
== TDB1 Block (Texture Database) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TextureIDList&amp;lt;/code&amp;gt; || Array of texture indices used by this particle effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
{{Credits|JaySalty}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5173</id>
		<title>JPC file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=5173"/>
		<updated>2025-10-10T06:06:06Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: BEM and FLD flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information on this page was gathered from game.jpc. This page is not finished.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JPC files&#039;&#039;&#039; represent an indexed collection of [[JPA file]]s, and contain information on the particle systems of &#039;&#039;Pikmin 2&#039;&#039;, as well as [[BTI file|BTI images]] for the particles. A list of particle emitters and textures can be found [[Pikmin 2 particle list|here]].&lt;br /&gt;
&lt;br /&gt;
All field names used in this guide are sourced from Pikhacker&#039;s JPC tool https://github.com/PikHacker/jpc_conv. This tool converts JPC files to readable and easy to edit JSON files which can then be reconverted back to a JPC file.&lt;br /&gt;
&lt;br /&gt;
== JPC header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;format&amp;lt;/code&amp;gt; || JParticle Archive format version, &amp;lt;code&amp;gt;JPAC2-10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Resource_Count&amp;lt;/code&amp;gt; || Total number of particle effects in this archive.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture_Count&amp;lt;/code&amp;gt; || Total number of BTI format textures available for particles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Index&amp;lt;/code&amp;gt; || Particle effect ID in the resource.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ObjCount&amp;lt;/code&amp;gt; || Number of blocks in this particle effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;FieldCount&amp;lt;/code&amp;gt; || Number of FLD1 (field) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;KeyCount&amp;lt;/code&amp;gt; || Number of KFA1 (keyframe animation) blocks.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;Texture Count&amp;lt;/code&amp;gt; || Number of texture index values in TDB1 section.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk2&amp;lt;/code&amp;gt; || Unused padding byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BEM1 Block (Base Emitter) - Core Particle Generation ==&lt;br /&gt;
&lt;br /&gt;
The special BEM1 flags used in &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Volume Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Cube emission&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Sphere emission (particles spawn from spherical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Cylinder emission (particles spawn from cylindrical volume)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x300&amp;lt;/code&amp;gt; || Torus emission (particles spawn in a torus)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400&amp;lt;/code&amp;gt; || Point emission (particles spawn from single point)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x500&amp;lt;/code&amp;gt; || Circle emission (particles spawn from a circle)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x600&amp;lt;/code&amp;gt; || Line emission (particles spawn from a line)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || None&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || &amp;quot;Fixed Density&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || &amp;quot;Fixed Interval&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || &amp;quot;Inherit Scale&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || &amp;quot;Follow Emitter Child&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BEM1 fields.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitFlags&amp;lt;/code&amp;gt; || Flags || Combination of a Volume type and any extra flags from the above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;unk&amp;lt;/code&amp;gt; || Flags || &amp;quot;ResUserWork&amp;quot;. Appears to affect culling radius and global color changes?&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Emitter Positioning || Scales the entire emitter volume (X/Y/Z multipliers).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterTranslation&amp;lt;/code&amp;gt; || Emitter Positioning || World position offset of the emitter.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterDirection&amp;lt;/code&amp;gt; || Emitter Positioning || Direction vector for emission (uses s16 format, 32767 = max positive).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelOmni&amp;lt;/code&amp;gt; || Initial Velocity System || Omnidirectional velocity (random sphere direction).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelAxis&amp;lt;/code&amp;gt; || Initial Velocity System || Velocity along emitter&#039;s direction axis.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelRndm&amp;lt;/code&amp;gt; || Initial Velocity System || Random variation applied to velocity.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Directional velocity magnitude.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;spread&amp;lt;/code&amp;gt; || Initial Velocity System || Cone spread angle for directional emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;initialVelDir&amp;lt;/code&amp;gt; || Initial Velocity System || Ratio between different velocity components.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Base emission rate (particles per frame).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in emission rate (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTimeRndm&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Random variation in lifetime (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSweep&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeMinRad&amp;lt;/code&amp;gt; || Volume Parameters || Minimum radius ratio for hollow shapes (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;airResist&amp;lt;/code&amp;gt; || Physics || Air resistance coefficient (1.0 = no resistance, &amp;lt;1.0 = drag).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;momentRndm&amp;lt;/code&amp;gt; || Physics || Random momentum variation applied to particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterRotX/Y/Z&amp;lt;/code&amp;gt; || Emitter Positioning || Rotation angles in degrees for the emitter orientation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;maxFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Maximum frames emitter stays active (0 = infinite).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame delay before emission begins.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;lifeTime&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Particle lifetime in frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;volumeSize&amp;lt;/code&amp;gt; || Volume Parameters || Angular sweep for circular/spherical emission (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;divNumber&amp;lt;/code&amp;gt; || Volume Parameters || Subdivision count for fixed interval emission.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rateStep&amp;lt;/code&amp;gt; || Emission Rate &amp;amp; Timing || Frame interval for rate stepping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FLD1 Block (Field Forces) - Physics Effects ==&lt;br /&gt;
&lt;br /&gt;
The special FLD1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Add Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x000&amp;lt;/code&amp;gt; || Acceleration&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; || Base Velocity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200&amp;lt;/code&amp;gt; || Velocity&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x0&amp;lt;/code&amp;gt; || Gravity&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x1&amp;lt;/code&amp;gt; || Air&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x2&amp;lt;/code&amp;gt; || Magnet&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x3&amp;lt;/code&amp;gt; || Newton&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x4&amp;lt;/code&amp;gt; || Vortex&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x5&amp;lt;/code&amp;gt; || Random&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x6&amp;lt;/code&amp;gt; || Drag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x7&amp;lt;/code&amp;gt; || Convection&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt; || Spin&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt; || LocalSpace&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x40000&amp;lt;/code&amp;gt; || AirDrag&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x80000&amp;lt;/code&amp;gt; || FadeUseEnTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x100000&amp;lt;/code&amp;gt; || FadeUseDisTime&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x200000&amp;lt;/code&amp;gt; || FadeUseFadeIn &lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x400000&amp;lt;/code&amp;gt; || FadeUseFadeOut&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;0x800000&amp;lt;/code&amp;gt; || UseMaxDist&lt;br /&gt;
|}&lt;br /&gt;
FLD1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Combination of values from the three above tables.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; || Field Parameters || Local offset position of the field effect.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; || Field Parameters || Direction vector for directional fields (gravity, wind).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param1&amp;lt;/code&amp;gt; || Field Parameters || Field strength/magnitude (varies by field type).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;param2/param3&amp;lt;/code&amp;gt; || Field Parameters || Additional parameters (field-type specific).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeIn&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade in (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;fadeOut&amp;lt;/code&amp;gt; || Timing Controls || Time ratio for field to fade out (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;enTime&amp;lt;/code&amp;gt; || Timing Controls || Enable time (when field becomes active).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;disTime&amp;lt;/code&amp;gt; || Timing Controls || Disable time (when field deactivates).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt; || Timing Controls || Cycle period for oscillating fields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BSP1 Block (Base Shape) - Visual Appearance ==&lt;br /&gt;
&lt;br /&gt;
The special BSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
BSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseSizeX/Y&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || Base particle size in world units.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;emitterScale&amp;lt;/code&amp;gt; || Size &amp;amp; Scaling || GX blend mode configuration (1113 = additive, 1497 = alpha blend, 1029 and 1177 also exist but are rarely used)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaCompareFlags&amp;lt;/code&amp;gt; || Alpha Testing || Alpha comparison settings (231 = standard alpha test)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaRef0/alphaRef1&amp;lt;/code&amp;gt; || Alpha Testing || Alpha reference values for testing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;zModeFlags&amp;lt;/code&amp;gt; || Alpha Testing || Z-buffer settings (37 = standard depth testing).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texFlags&amp;lt;/code&amp;gt; || Texture Settings || Texture behavior flags (6 = texture animation enabled).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdx&amp;lt;/code&amp;gt; || Texture Settings || Base texture index in texture database.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxAnimCount&amp;lt;/code&amp;gt; || Texture Settings || Number of texture animation frames.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorFlags&amp;lt;/code&amp;gt; || Color Animation || Color animation behavior (47 = both primary and environment color animation).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorTable1Count/2Count&amp;lt;/code&amp;gt; || Color Animation || Number of keyframes for color animations.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;repeatDiv&amp;lt;/code&amp;gt; || Color Animation || Animation repeat divisor for cycling.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Color Animation || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;anmRndm&amp;lt;/code&amp;gt; || Color Animation || Random offset for animation timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;colorLoopOfStMask&amp;lt;/code&amp;gt; || Color Animation || Mask for color animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;texIdxLoopOfstMask&amp;lt;/code&amp;gt; || Color Animation || Mask for texture animation loop offset.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;MatId&amp;lt;/code&amp;gt; || Color Data Entries || Time point in particle life (0-30 scale typically).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;color&amp;lt;/code&amp;gt; || Color Data Entries || RGBA color at that time point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ESP1 Block (Extra Shape) - Advanced Animation ==&lt;br /&gt;
&lt;br /&gt;
The special ESP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ESP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInTiming/scaleOutTiming&amp;lt;/code&amp;gt; || Scale Animation || When scale-in/out begins (0.0-1.0 of particle life).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleInValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Starting scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutValueX/Y&amp;lt;/code&amp;gt; || Scale Animation || Ending scale values.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleOutRandom&amp;lt;/code&amp;gt; || Scale Animation || Random variation in scale-out timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;scaleAnmMaxFrameX/Y&amp;lt;/code&amp;gt; || Scale Animation || Animation cycle length for scale oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInTiming/alphaOutTiming&amp;lt;/code&amp;gt; || Alpha Animation || When alpha fade-in/out occurs.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaInValue/alphaBaseValue/alphaOutValue&amp;lt;/code&amp;gt; || Alpha Animation || Alpha values at different life stages.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveFrequency&amp;lt;/code&amp;gt; || Alpha Animation || Frequency of alpha oscillation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveRandom&amp;lt;/code&amp;gt; || Alpha Animation || Random variation in wave timing.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;alphaWaveAmplitude&amp;lt;/code&amp;gt; || Alpha Animation || Amplitude of alpha wave effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngle&amp;lt;/code&amp;gt; || Rotation Animation || Initial rotation angle (16384 = 90 degrees).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateAngleRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in initial angle (66536 = full random).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Rotation Animation || Rotation speed in units per frame.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeedRandom&amp;lt;/code&amp;gt; || Rotation Animation || Random variation in rotation speed.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateDirection&amp;lt;/code&amp;gt; || Rotation Animation || Rotation direction bias.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SSP1 Block (Child Shape) - Secondary Particles ==&lt;br /&gt;
&lt;br /&gt;
The special SSP1 flags used in &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flags || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TBD&amp;lt;/code&amp;gt; || TBD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SSP1 fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fields || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; || Flags || Refer to prior table for &amp;lt;code&amp;gt;flags&amp;lt;/code&amp;gt; stuff.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;posRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Random position offset from parent particle.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;baseVel/baseVelRndm&amp;lt;/code&amp;gt; || Child Particle Properties || Base velocity and random variation for child.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;velInfRate&amp;lt;/code&amp;gt; || Child Particle Properties || Velocity inheritance rate from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; || Child Particle Properties || Gravity effect strength on child particles.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;globalScale2DX/Y&amp;lt;/code&amp;gt; || Inheritance System || Global 2D scaling factors.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;inheritScale/inheritAlpha/inheritRGB&amp;lt;/code&amp;gt; || Inheritance System || How much child inherits from parent (0.0-1.0).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;ColorPrm/ColorEnv&amp;lt;/code&amp;gt; || Child Particle Properties || Base primary and environment colors (RGBA hex format).&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;timing&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || When in parent&#039;s life children are spawned (0.0-1.0)&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;life&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child particle lifetime.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child generation rate.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;step&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Frame step for child generation.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;rotateSpeed&amp;lt;/code&amp;gt; || Child Timing &amp;amp; Generation || Child rotation speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KFA1 Block (Keyframe Animation) ==&lt;br /&gt;
&lt;br /&gt;
== ETX1 Block (Extra Texture) ==&lt;br /&gt;
&lt;br /&gt;
== TDB1 Block (Texture Database) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field || Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;code&amp;gt;TextureIDList&amp;lt;/code&amp;gt; || Array of texture indices used by this particle effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
{{Credits|JaySalty}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Sound_Replacement_Tutorial&amp;diff=4335</id>
		<title>Sound Replacement Tutorial</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Sound_Replacement_Tutorial&amp;diff=4335"/>
		<updated>2023-09-25T04:37:41Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Add far more up to date information including for all new sounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Want to change a sound effect in Pikmin 2? Want to add an entirely new sound?&amp;lt;br&amp;gt;&lt;br /&gt;
Well, you&#039;ve come to the right place, even if the latter is more work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Replacing Sounds&amp;lt;/h1&amp;gt;&lt;br /&gt;
Before any editing can be done, get [https://www.xayr.gay/tools/SoundModdingToolkit/ Xayr&#039;s toolkit].&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I know, it only works with Windows. &amp;lt;br&amp;gt;&lt;br /&gt;
From this page, select the most recent version, and download the Pikmin 2 zip. &amp;lt;br&amp;gt;&lt;br /&gt;
After extracting that, you&#039;ll need to get the Banks folder from Pikmin 2, as well as the .aaf file. &amp;lt;br&amp;gt;&lt;br /&gt;
Both can be found in the AudioRes folder of an extracted Pikmin 2 root. &amp;lt;br&amp;gt;&lt;br /&gt;
Once everything is in the tool&#039;s folder, simply run the initialize.bat. file. &amp;lt;br&amp;gt;&lt;br /&gt;
Once it finishes, there should be an &amp;lt;b&amp;gt;Audio_Modding&amp;lt;/b&amp;gt; folder present. &amp;lt;br&amp;gt;&lt;br /&gt;
Inside it, the &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; folder has all the actual wave data, while the &amp;lt;b&amp;gt;IBNK0&amp;lt;/b&amp;gt;-5 folders have instrument playback data. &amp;lt;br&amp;gt;&lt;br /&gt;
There is also a &amp;lt;b&amp;gt;SoundTable&amp;lt;/b&amp;gt; folder, which matters if you&#039;re adding an entirely new sound. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your goal is only to replace a sound file, your first goal should be to find the sound in the wav folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Until we have more proper documentation, this will take a lot of trial and error, although everything before &amp;lt;b&amp;gt;580&amp;lt;/b&amp;gt; is exclusively music instruments. &amp;lt;br&amp;gt;&lt;br /&gt;
Once you know the ID of the sound you want to replace, put a new .wav file with the same name in the &amp;lt;b&amp;gt;0/custom&amp;lt;/b&amp;gt; folder. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you know what you&#039;re doing with another game that also uses these sound systems (Pikmin 1, mario sunshine), you may be able to save some memory by taking the .adp &amp;lt;br&amp;gt;&lt;br /&gt;
directly from that game, and replacing the .adp in the &amp;lt;b&amp;gt;0/ref&amp;lt;/b&amp;gt; folder with your sound. This is because the .adp files use a better encoding than what can be done with &amp;lt;br&amp;gt;&lt;br /&gt;
regular .wav files. I only recommend trying this if you&#039;re experienced with using Xayr&#039;s tools in multiple games and really need the memory savings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re satisfied with the new sound effects, go back to the tool&#039;s root folder, and run the &amp;lt;b&amp;gt;rebuild_aaf.bat&amp;lt;/b&amp;gt; file. &amp;lt;br&amp;gt;&lt;br /&gt;
It can take a while, but once it finishes, the Banks folder and PSound.aaf should be updated with the new contents. &amp;lt;br&amp;gt;&lt;br /&gt;
Simply copy them back into your extracted game root, and you should be good to go! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do everything right, and music is completely silent in-game, you most likely made &amp;lt;b&amp;gt;wScene_0.aw&amp;lt;/b&amp;gt; too big. In the standard game, it can only afford to be a bit larger &amp;lt;br&amp;gt;&lt;br /&gt;
normal without problems arising, especially in challenge mode, where the key collected theme needs to load as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Adding entirely new sounds&amp;lt;/h1&amp;gt;&lt;br /&gt;
Just changing normal sounds not good enough? Well get ready, because this is where things get complicated. &amp;lt;br&amp;gt;&lt;br /&gt;
First, on top of the Xayr toolkit, you&#039;ll need [https://github.com/NerduMiner/p2setoolkit/releases/tag/v1.3/ NerduMiner&#039;s se.bms tools]. &amp;lt;br&amp;gt;&lt;br /&gt;
Keep it outside of Xayr&#039;s tools. Next, extract &amp;lt;b&amp;gt;seq.arc&amp;lt;/b&amp;gt; from Pikmin 2, and put its &amp;lt;b&amp;gt;se.bms&amp;lt;/b&amp;gt; file into the tool&#039;s folder. &amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll need a [https://github.com/NerduMiner/p2setoolkit/blob/main/se.bms.info/ special info file] as well, which isn&#039;t part of the tools release. &amp;lt;br&amp;gt;&lt;br /&gt;
Once both se.bms and the info file are in the tool&#039;s folder, you should be good to drag the se.bms onto build.bat. &amp;lt;br&amp;gt;&lt;br /&gt;
It will generate a .txt file, which we will use later. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that the other tool is set up, take your all new .wav file, and put it in the custom folder. Make sure it&#039;s name is an ID that isn&#039;t used at all normally. The first free ID in Pikmin 2 is &amp;lt;b&amp;gt;1423.wav&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
Next, you&#039;ll need to edit the &amp;lt;b&amp;gt;wavetable.json&amp;lt;/b&amp;gt;, which is located in the 0 folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Go to the bottom of it, and copy paste the final entry, which should be &amp;lt;b&amp;gt;&amp;quot;265&amp;quot;&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
Make your new entry have &amp;lt;b&amp;gt;1423&amp;lt;/b&amp;gt;, or whatever your new wave ID is as its name. &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s important that you know the &amp;lt;b&amp;gt;sample rate and sample count&amp;lt;/b&amp;gt; of your custom sound. Something like Audacity can tell you this. (The outdated section actually explains this well). &amp;lt;br&amp;gt;&lt;br /&gt;
Make sure they are correct in your new entry. Other than that, you probably don&#039;t want to touch the other values in the new entry. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, enter the &amp;lt;b&amp;gt;0/scenes&amp;lt;/b&amp;gt; folder, and open &amp;lt;b&amp;gt;wScene_0.aw.json&amp;lt;/b&amp;gt; file. At the end of it&#039;s very long list of wave IDs, add the ID of your new wave. &amp;lt;br&amp;gt;&lt;br /&gt;
The last ID is &amp;lt;b&amp;gt;1410&amp;lt;/b&amp;gt;, normally. As is the case with json files, make sure you &amp;lt;b&amp;gt;add a comma&amp;lt;/b&amp;gt; to 1410 after adding a new entry after it. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, exit the 0 folder, and go into &amp;lt;b&amp;gt;IBNK0/include&amp;lt;/b&amp;gt;. You could technically use any of the banks, or even add an all new one. But this bank has the most &amp;lt;br&amp;gt;&lt;br /&gt;
free spots, and it saves se.bms math later. Adding an all new one, while organized, can be complicated. We need to add a new instrument here, but we need an ID that isn&#039;t used yet. &amp;lt;br&amp;gt;&lt;br /&gt;
2, 4, 5, 6, 9, 10, 11, and 12 are all free, for example. Copy and paste &amp;lt;b&amp;gt;Inst_1.json&amp;lt;/b&amp;gt;, and make it named the ID if your new instrument. For example, Your first new sound will probably use &amp;lt;b&amp;gt;Inst_2.json&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
Open the json, and scroll to the bottom, there should be a single instance of a &amp;lt;b&amp;gt;&amp;quot;WaveID&amp;quot;&amp;lt;/b&amp;gt;, which you must change to the ID of the new sound effect you added earlier. &amp;lt;br&amp;gt;&lt;br /&gt;
Now, go back to the IBNK0 folder, and open &amp;lt;b&amp;gt;ibnk.json&amp;lt;/b&amp;gt;. You should see a list of all the used json files, make a copy of the first entry, for Inst_1, and make it say Inst_2, change the &amp;lt;b&amp;gt;&amp;quot;1&amp;quot;&amp;lt;/b&amp;gt; in quotes at the beginning as well. &amp;lt;br&amp;gt;&lt;br /&gt;
With this, the instrument data should be all good to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The rest of this is exclusively for sound effects, if you&#039;re adding an all new actual music instrument, you wouldn&#039;t need to do this) &amp;lt;br&amp;gt;&lt;br /&gt;
Next, exit the 0 folder, and go into the &amp;lt;b&amp;gt;SoundTable/includes&amp;lt;/b&amp;gt; folder. &amp;lt;br&amp;gt;&lt;br /&gt;
It should have json files called 0x1, 0x2, and so on. These represent different categories of sounds. &amp;lt;br&amp;gt;&lt;br /&gt;
Each one has data for a variety of sound effects, 0x6 has by far the most, because it&#039;s for the enemies. &amp;lt;br&amp;gt;&lt;br /&gt;
Everything you need to know about this part of the data can be found at [https://pikmintkb.com/wiki/Se.bms/ this page]. &amp;lt;br&amp;gt;&lt;br /&gt;
The category your new sound goes into usually doesn&#039;t matter much, but there are some niche situations where it matters. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, during the start of Day 1 cutscene, Pikmin sounds are muted, and wont play until the first text box, when sounds in other categories still do. &amp;lt;br&amp;gt;&lt;br /&gt;
For this example, we will add a new sound to the enemy category, so open &amp;lt;b&amp;gt;0x6.json&amp;lt;/b&amp;gt;. Adding sounds to the other categories may be problematic, because you would have to fix the &amp;quot;entryNumCategory&amp;quot; for everything in the later jsons. &amp;lt;br&amp;gt;&lt;br /&gt;
First, there&#039;s a total entry count at the top of the file, increase this &amp;lt;b&amp;gt;by 1&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
Now, scroll all the way to the bottom of the json, and copy paste the last entry. By default, it should have &amp;lt;b&amp;gt;1037&amp;lt;/b&amp;gt; for it&#039;s &amp;quot;entryNumCategory&amp;quot;. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;entryNumCategory&amp;quot;, &amp;quot;entryNum&amp;quot;, and &amp;quot;entryNumGlobal&amp;quot; all need their values increased by &amp;lt;b&amp;gt;exactly 1&amp;lt;/b&amp;gt;. The other values in it mostly don&#039;t matter, &amp;lt;br&amp;gt;&lt;br /&gt;
although I think &amp;quot;type&amp;quot; may have some control over the sounds priority, which can lead to other sounds not playing. I&#039;m not fully sure how this works yet. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this is done, 0x6.json should be good to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final step is to fix the &amp;lt;b&amp;gt;se.bms.txt&amp;lt;/b&amp;gt; we made earlier. You&#039;ll want to consult [https://pikmintkb.com/wiki/Se.bms/ this page] again to see how this file works. &amp;lt;br&amp;gt;&lt;br /&gt;
As of writing this, it doesn&#039;t have much for the enemy category, though. &amp;lt;br&amp;gt;&lt;br /&gt;
After opening the .txt, search for &amp;lt;b&amp;gt;&amp;quot;@JUMPTABLE_60628h&amp;quot;&amp;lt;/b&amp;gt;. This is the final sound in the normal game&#039;s jumptable for enemy sounds. The @ at the start is important, don&#039;t confuse the table entry with the data itself. &amp;lt;br&amp;gt;&lt;br /&gt;
Copy the &amp;lt;b&amp;gt;&amp;quot;@JUMPTABLE_60628h&amp;quot;&amp;lt;/b&amp;gt; line, and make a duplicate right after it. It needs a different name, so you might as well name it something logical, like &amp;lt;b&amp;gt;&amp;quot;@JUMPTABLE_NEWSOUND&amp;quot;&amp;lt;/b&amp;gt;. This will make it easier to keep track of. &amp;lt;br&amp;gt;&lt;br /&gt;
Now, search for &amp;lt;b&amp;gt;&amp;quot;JUMPTABLE_60628h&amp;quot;&amp;lt;/b&amp;gt; again, and find the second instance of it, there should be a : at the end, and no @. &amp;lt;br&amp;gt;&lt;br /&gt;
We want to add a new entry immediately before it, just after the &amp;lt;b&amp;gt;&amp;quot;return 0b&amp;quot;&amp;lt;/b&amp;gt; line preceding it. &amp;lt;br&amp;gt;&lt;br /&gt;
Copy paste the following text in, replacing &amp;lt;b&amp;gt;NEWSOUND&amp;lt;/b&amp;gt; with whatever you call the new sound (keep in mind every new sound needs a unique ID): &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JUMPTABLE_NEWSOUND: &amp;lt;br&amp;gt;&lt;br /&gt;
opentrack 0b @TRACK_0_START_NEWSOUND&amp;lt;br&amp;gt;&lt;br /&gt;
return 0b &amp;lt;br&amp;gt;&lt;br /&gt;
TRACK_0_START_NEWSOUND: &amp;lt;br&amp;gt;&lt;br /&gt;
call 0b @CALL_415h &amp;lt;br&amp;gt;&lt;br /&gt;
param_set_16 6b 0h &amp;lt;br&amp;gt;&lt;br /&gt;
noteon 64b 8b 127b 100b 0b &amp;lt;br&amp;gt;&lt;br /&gt;
finish&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final step is to make the &amp;lt;b&amp;gt;param_set_16&amp;lt;/b&amp;gt; line end in the ID of your new instrument. Note I said instrument (as in what was used for the &amp;lt;b&amp;gt;IBNK0 folder&amp;lt;/b&amp;gt;), not the actual wave ID. &amp;lt;br&amp;gt;&lt;br /&gt;
The ID of the bank itself is important as well, but if you used Bank ID 0, it doesn&#039;t matter. Just make it have the ID of the new instrument you added. For example, for &amp;lt;b&amp;gt;Inst_2&amp;lt;/b&amp;gt; in IBNK0, &amp;lt;br&amp;gt;&lt;br /&gt;
the line would look like: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;param_set_16 6b 2h&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t touch the &amp;lt;b&amp;gt;6b&amp;lt;/b&amp;gt; part, or anything else here, besides the sound entry name. &amp;lt;br&amp;gt;&lt;br /&gt;
Now, simply drag the &amp;lt;b&amp;gt;se.bms.txt onto build.bat&amp;lt;/b&amp;gt;, and if it built correctly (make sure your new se.bms isn&#039;t 0kb), and put the new se.bms into the seq.arc archive. &amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you rebuild the .aaf and Banks folder with Xayr&#039;s tools, same as with replacing normal sounds. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we need to tell the game where to actually use the new sound. This can be complicated if you aren&#039;t knowledgeable with code editing. Luckily, new enemy sounds can be played with only edits to the &amp;lt;b&amp;gt;AudioRes/key.arc&amp;lt;/b&amp;gt; file. &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll explain how to use key.arc sounds for the sake of this tutorial, but if you wanted new sounds for something other than enemies, you&#039;ll need &amp;lt;br&amp;gt;&lt;br /&gt;
some code edits (with the exception of cutscene sound effects, but .stb is a whole mess of its own). &amp;lt;br&amp;gt;&lt;br /&gt;
First, extract &amp;lt;b&amp;gt;key.arc&amp;lt;/b&amp;gt;, and go into the folder of your enemy of choice. There should be a .bas file for every animation, more or less. &amp;lt;br&amp;gt;&lt;br /&gt;
Xayr has a tool for editing [https://github.com/XAYRGA/bastool/ these files] as well, which you should probably use. Simply drag a &amp;lt;b&amp;gt;.bas&amp;lt;/b&amp;gt; onto the tool .exe and you should get a new .json. &amp;lt;br&amp;gt;&lt;br /&gt;
You can add or remove specific sounds to play through an animation; &amp;lt;b&amp;gt;SoundID&amp;lt;/b&amp;gt; is what sound to play, and &amp;lt;b&amp;gt;FrameDelay&amp;lt;/b&amp;gt; is when in the animation it should play. &amp;lt;br&amp;gt;&lt;br /&gt;
Knowing the actual ID of your new sound can be a pain, the enemy category normally ends at &amp;lt;b&amp;gt;22923&amp;lt;/b&amp;gt;, so the first new entry is &amp;lt;b&amp;gt;22924&amp;lt;/b&amp;gt;, and so on from there. &amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re using a different category than the enemy one, you can use [https://pikmintkb.com/wiki/Se.bms/ this page] to see the final normal ID of each category. &amp;lt;br&amp;gt;&lt;br /&gt;
Once that&#039;s all done, you can drag the .json onto the bas tool and get a new .bas file, put it back in the enemy&#039;s folder, and rebuild key.arc. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At long last, you&#039;re ready to put everything together. Put the &amp;lt;b&amp;gt;key.arc, seq.arc, pSound.aaf, and Banks folder all back into AudioRes&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
If the stars happen to align, and everything miraculously works perfect, you should hear the new sound play in-game, when your enemy does the animation you changed the .bas for. &amp;lt;br&amp;gt;&lt;br /&gt;
Do let me know if you have trouble with this, or if this guide is missing anything. - PikHacker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Outdated&amp;lt;/h1&amp;gt;&lt;br /&gt;
The remainder of this page is &amp;lt;b&amp;gt;very outdated&amp;lt;/b&amp;gt;, but I will leave it here for posterity. I highly recommend using the above guide instead.&lt;br /&gt;
&lt;br /&gt;
This tutorial is designed to help you replace or mute sound files in Pikmin 2. These instructions should be relevant for Windows 7/10/11 users.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First, make sure you have [https://www.digitalocean.com/community/tutorials/install-python-windows-10 Python installed]. Then, download [https://cdn.discordapp.com/attachments/301121846944727040/358295103019679764/Pikmin2SoundHelperScripts.zip Yoshi2&#039;s sound helper] and extract the contents to your root&#039;s &amp;lt;b&amp;gt;AudioRes&amp;lt;/b&amp;gt; folder. You can use [https://gbatemp.net/download/gamecube-iso-tool.33956/ Gamecube ISO tool] to expose the game&#039;s file structure (additional info can be found in [https://pikmintkb.com/wiki/General_instructions General instructions]). Run &amp;lt;b&amp;gt;create_workshop.py&amp;lt;/b&amp;gt;, and wait for it to finish extracting everything.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the &amp;lt;b&amp;gt;waves&amp;lt;/b&amp;gt; folder are the extracted sounds which you must replace with &amp;lt;b&amp;gt;.wav&amp;lt;/b&amp;gt; files that are at least very close in file size. It&#039;s recommended that all your sounds are in mono the same length and sample rate as the sounds they&#039;re replacing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To change the sample rate, go to &amp;lt;b&amp;gt;Tracks&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Resample...&amp;lt;/b&amp;gt; in Audacity ([https://github.com/audacity/audacity/releases/download/Audacity-3.3.3/audacity-win-3.3.3-x64.exe Audacity 3.3.3]), and change the sample rate to match the existing sound file (ex. 22050 Hz). Next, click on the &amp;lt;b&amp;gt;Audio Setup&amp;lt;/b&amp;gt; button and then &amp;lt;b&amp;gt;Audio Settings...&amp;lt;/b&amp;gt; where you should see &amp;lt;b&amp;gt;Project Sample Rate.&amp;lt;/b&amp;gt; You should change this number to the sample rate you need the sound to be (it should be the same number you just used in &amp;lt;b&amp;gt;Resample...&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To change the track to mono, go to &amp;lt;b&amp;gt;Tracks&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Mix&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Mix Stereo Down to Mono&amp;lt;/b&amp;gt;. If this option is greyed out then the track is already in mono.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To modify the sound effect&#039;s volume, first click anywhere on the sound file and press &amp;lt;b&amp;gt;Ctrl + A&amp;lt;/b&amp;gt;, then go to the toolbar and click on &amp;lt;b&amp;gt;Effect&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Volume and Compression&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Amplify&amp;lt;/b&amp;gt; and modify the amplication (dB) desired. You can then click preview and apply.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once finished, go to &amp;lt;b&amp;gt;File&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Export&amp;lt;/b&amp;gt; &amp;gt; &amp;lt;b&amp;gt;Export as WAV&amp;lt;/b&amp;gt; and ensure the save as type is &amp;lt;b&amp;gt;WAV&amp;lt;/b&amp;gt; and that encoding is set to &amp;lt;b&amp;gt;16-bit PCM&amp;lt;/b&amp;gt;. Replace the vanilla sound &amp;lt;b&amp;gt;.wav&amp;lt;/b&amp;gt; file with your edited sound. For a list of sounds in &amp;lt;b&amp;gt;wScene_0.aw&amp;lt;/b&amp;gt;, go [[Guide_To_Sound_File_Names|here]]. Keep in mind the names of the sound files you are changing, as you will need it for the following steps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Next, go in the workshop folder and open &amp;lt;b&amp;gt;wsys0.xml&amp;lt;/b&amp;gt; in [https://notepad-plus-plus.org/downloads/ Notepad++].  Find each sound you replaced and do the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1). Replace &amp;lt;b&amp;gt;\repack\&amp;lt;/b&amp;gt; in the file path with &amp;lt;b&amp;gt;\waves\&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2). Replace &amp;lt;b&amp;gt;.raw&amp;lt;/b&amp;gt; at the end of the sound file name with &amp;lt;b&amp;gt;.wav&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3). Remove &amp;lt;b&amp;gt;rate=&amp;quot;XXXXX&amp;quot;&amp;lt;/b&amp;gt;. This will make the program automatically calculate the sound&#039;s sample rate when it repacks the sounds. If you don&#039;t remove this, then the sound may be at the wrong pitch or speed in-game&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
4). Certain sounds have a &amp;quot;loop point&amp;quot; that you can change. If you needed to make one of your sounds longer than the sound it&#039;s replacing, you should change this. To help determine which sample count you want it to loop at, open the sound file in Audacity, and at the bottom where it shows the current time the sound is at, click on the small down arrow at the end and change it to &amp;lt;b&amp;gt;hh:mm:ss + milliseconds&amp;lt;/b&amp;gt;. Now whenever you select a part of your sound in Audacity, you can see which sample point you are at which should make it much easier to create a custom loop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you&#039;ve followed these steps for each sound you&#039;ve replaced, go back to the &amp;lt;b&amp;gt;AudioRes&amp;lt;/b&amp;gt; folder and run &amp;lt;b&amp;gt;rebuild_soundfiles.py&amp;lt;/b&amp;gt;. Once the script is finished, open the newly created &amp;lt;b&amp;gt;output&amp;lt;/b&amp;gt; folder. Copy every new &amp;lt;b&amp;gt;.aw&amp;lt;/b&amp;gt; file into &amp;lt;b&amp;gt;AudioRes/banks&amp;lt;/b&amp;gt;, and copy &amp;lt;b&amp;gt;PSound.aaf&amp;lt;/b&amp;gt; into the &amp;lt;b&amp;gt;AudioRes&amp;lt;/b&amp;gt; folder.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finally you can save your &amp;lt;b&amp;gt;.iso&amp;lt;/b&amp;gt; as trimmed using [https://gbatemp.net/download/gamecube-iso-tool.33956/ Gamecube ISO tool] and if your &amp;lt;b&amp;gt;.wav&amp;lt;/b&amp;gt; files aren&#039;t too big then everything should work perfectly!&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Memory_Usage&amp;diff=4233</id>
		<title>Enemy Memory Usage</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Memory_Usage&amp;diff=4233"/>
		<updated>2023-04-30T06:46:45Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: New page to help keep track of enemy memory usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|If someone with better formatting skills and patience wants to improve this page, please do.}}&lt;br /&gt;
&lt;br /&gt;
Each enemy in Pikmin 2 uses a different amount of memory, with this chart, you can theoretically know exactly what your limits are on what can be present at once.&lt;br /&gt;
The size of the enemy heap is constant, so your available space will never change, regardless of anything else about the level.&lt;br /&gt;
Note that in story mode, the enemy heap is a total of 2099.2 kilobytes, for both caves and above ground.&lt;br /&gt;
In Challenge mode, the enemy heap is smaller, at 1536.0 kilobytes.&lt;br /&gt;
In Versus mode, the enemy heap is 1843.2 kilobytes.&lt;br /&gt;
&lt;br /&gt;
Having one of a single enemy means its model and animations need to be loaded, so it will use far more memory compared&lt;br /&gt;
to any subsequent instances of that enemy. Both the first and additional enemy sizes will be used here.&lt;br /&gt;
To calculate what your level needs, use the formula&lt;br /&gt;
&lt;br /&gt;
Size = x + (y * (s-1))&lt;br /&gt;
&lt;br /&gt;
Where x is the single instance size, y is the subsequent instance size, and s is the number of the enemy in your level.&lt;br /&gt;
&lt;br /&gt;
Note that for some enemies, their existence will automatically allocate another enemy. The size here should include these enemies, although there are some&lt;br /&gt;
odd cases involved, I will try to clarify in notes when I can, although some specific enemies may be inconsistent and depend heavily on what else is in the level.&lt;br /&gt;
&lt;br /&gt;
Some enemies, such as the pellet posy and Titan Dweevil, spawn objects such as pellets with their existence, these objects aren&#039;t put in the enemy heap, and aren&#039;t&lt;br /&gt;
accounted for in this chart, since they wouldn&#039;t affect the limit on enemies.&lt;br /&gt;
&lt;br /&gt;
Naturally, all of these sizes reflect the vanilla game, but they are subject to be different in mods, a general way to get an idea of a custom enemies size&lt;br /&gt;
is to look at the combined size of its model and animation archives when not compressed.&lt;br /&gt;
These sizes were gotten with loading an empty cave set to spawn one of the given enemy, or two for the subsequent size.&lt;br /&gt;
&lt;br /&gt;
Certain enemy types can share assets, meaning if one is loaded, the other can be loaded without needing to add&lt;br /&gt;
its initial size, and instead going right to its subsequent size, these cases will be noted where possible.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Enemy Name              || Usage For Initial Instance || Usage for Subsequent Instances || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fire Geyser             || 14.8 kb 	    || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Gas Pipe                || 15.1 kb 	    || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Paper (Chiyogami)     || 21.2 kb     || 2.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Electric Wire           || 22.1 kb 	    || 5.7 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Clover                || 23.4 kb     || 2.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Small Shoot           || 24.3 kb     || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Small Dead Figwort    || 25.5 kb     || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Breadbug House        || 26.4 kb     || 1.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Flint Beetle || 27.5 kb   		    || 4.0 kb                    || If a single Flint/Glint/Doodlebug exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Glint Beetle || 27.5 kb   		    || 4.0 kb                    || If a single Flint/Glint/Doodlebug exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Doodlebug               || 27.5 kb   		    || 4.0 kb                    || If a single Flint/Glint/Doodlebug exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Horsetail             || 28.6 kb     || 2.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Fiddlehead            || 29.0 kb     || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Glowstem (Red)        || 30.0 kb     || 3.3 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Glowstem (Green)      || 30.0 kb     || 3.3 kb                   || The two glowstems have fully seperate models/animations&lt;br /&gt;
|-&lt;br /&gt;
| Small Figwort         || 31.0 kb     || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Rock             || 31.1 kb     || 3.2 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Wogpole                 || 31.8 kb 	    || 3.4 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Dandelion             || 37.0  kb     || 3.1 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Common Glowcap        || 38.0 kb     || 3.1 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Large Dead Figwort    || 38.5 kb     || 3.2 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Seeding Dandelion     || 40.4 kb     || 3.3 kb                   ||  The plants are all excluding any potential Spectralids&lt;br /&gt;
|-&lt;br /&gt;
| Female Sheargrub        || 47.0 kb  		    || 3.6 kb                    || &lt;br /&gt;
|-&lt;br /&gt;
| Male Sheargrub          || 47.5 kb  		    || 3.8 kb                    || Both Sheargrubs share animations, but not model. So using both will save some memory, but not the full amount of the single instance.&lt;br /&gt;
|-&lt;br /&gt;
| Margaret              || 47.8 kb     || 3.0 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Foxtail               || 48.5 kb     || 3.0 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Ravenous Whiskerpillar  || 48.6 kb  		    || 3.4 kb                    || &lt;br /&gt;
|-&lt;br /&gt;
| Bulborb Larva          || 49.1 kb     || 3.6 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Large Shoot           || 49.5 kb     || 2.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Pellet Posy             || 50.7 kb   	            || 4.4 kb                    || All sizes of pellet are the same amount of memory&lt;br /&gt;
|-&lt;br /&gt;
| Large Figwort         || 51.7 kb     || 3.2 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Skitterleaf       || 52.8 kb    || 3.7 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Anode Beetle            || 53.4 kb 	    || 3.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Waterwraith Tires || 53.9 kb    || 5.3 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Falling Rock            || 56.4 kb 		    || 4.3 kb                    || Also the rock shot by cannon beetle larva&lt;br /&gt;
|-&lt;br /&gt;
| Any Candypop Bud        || 58.3 kb   		    || 5.1 kb                    || All Candypop Buds are the same internally, one being loaded will make all others use subsequent size.&lt;br /&gt;
|-&lt;br /&gt;
| Cloaking Burrownit      || 63.8 kb  		    || 4.2 kb                    || &lt;br /&gt;
|-&lt;br /&gt;
| Water Dumple            || 64.4 kb 	    || 4.3 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Shearwig                || 66.3 kb  		    || 4.0 kb                    || &lt;br /&gt;
|-&lt;br /&gt;
| All Four Elemental Dweevils || 71.9 kb    || 4.9 kb              || All four main dweevils share the same model/anims. Having one counts as the initial for all 4.&lt;br /&gt;
|-&lt;br /&gt;
| Swooping Snitchbug      || 78.3 kb 	    || 4.7 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Beetle        || 81.9 kb     || 5.1 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Blowhog           || 84.1 kb 	    || 6.0 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Watery Blowhog          || 84.1 kb 	    || 6.0 kb                   || Fiery/Watery share the model/animations, so either being present counts as the first instance.&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Wollywog         || 91.8 kb   		    || 4.7 kb                    || &lt;br /&gt;
|-&lt;br /&gt;
| Mamuta                || 92.4 kb     || 5.7 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Bumbling Snitchbug      || 94.4 kb 	    || 4.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf Bulbear           || 95.2 kb   		    || 4.5 kb                    || Animations are are shared with other dwarves, but not model. So only partly paired with them.&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf Red Bulborb       || 96.0 kb   		    || 5.3 kb                    || If a single dwarf red/orange/snow Bulborb exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf Orange Bulborb    || 96.0 kb   		    || 5.3 kb                    || If a single dwarf red/orange/snow Bulborb exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Snow Bulborb            || 96.0 kb   		    || 5.3 kb                    || If a single dwarf red/orange/snow Bulborb exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Groink       || 99.9 kb    || 6.9 kb                  || Both walking and stationary&lt;br /&gt;
|-&lt;br /&gt;
| Volatile Dweevil      || 103.0 kb    || 8.1 kb                   || This dweevil is bigger than the other 4 due to the Bomb Rock.&lt;br /&gt;
|-&lt;br /&gt;
| Wollywog                || 105.7 kb  		    || 4.9 kb                    || The two Wollywogs are fully separate internally.&lt;br /&gt;
|-&lt;br /&gt;
| Bulbmin                || 110.2 kb     || 6.4 kb                   || The babies do not count toward the enemy heap&lt;br /&gt;
|-&lt;br /&gt;
| Puffy Blowhog           || 110.9 kb 	    || 6.1 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Spotted Jellyfloat || 113.8 kb     || 4.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Greater Spotted Jellyfloat || 114.0 kb     || 5.3 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Group of Unmarked Spectralids   || 116.1 kb    || ??? kb                  || Same issue as with Mitites, hard to test an individual entity&lt;br /&gt;
|-&lt;br /&gt;
| Spotty Bulbear         || 119.8 kb     || 6.1 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Red Bulborb             || 126.4 kb               || 7.4 kb                    || If a single red/orange/hairy Bulborb exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Orange Bulborb          || 126.4 kb               || 7.4 kb                    || If a single red/orange/hairy Bulborb exists, any others will count as subsequent&lt;br /&gt;
|-&lt;br /&gt;
| Hairy Bulborb           || 127.1 kb   	    || 7.5 kb                    || Hairy Bulborb is a tad bigger than the other two because of the hair effects.&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Bulblax          || 127.4 kb     || 9.1 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Burrowing Snagret      || 128.8 kb     || 9.3 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Withering Blowhog       || 129.5 kb 	    || 6.5 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Hermit Crawmad        || 131.7 kb    || 7.3 kb                   || Includes its nest&lt;br /&gt;
|-&lt;br /&gt;
| Breadbug              || 136.1 kb     || 5.7 kb                   || Including its house&lt;br /&gt;
|-&lt;br /&gt;
| Giant Breadbug        || 141.8 kb     || 6.9 kb                   || Including its house&lt;br /&gt;
|-&lt;br /&gt;
| Creeping Chrysanthemum || 145.6 kb     || 5.9 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Set of 10 Mitites    || 145.6 kb    || ??? kb                   || Mitite allocation is very strange and doesn&#039;t follow normal rules, so I cant say what an individual ones size is yet.&lt;br /&gt;
|-&lt;br /&gt;
| Pileated Snagret      || 148.1 kb     || 9.8 kb                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Beady Long Legs       || 154.6 kb    || 15.3 kb                  || This is without any Spectralids, as Beady is in vanilla.&lt;br /&gt;
|-&lt;br /&gt;
| Egg                   || 163.4 kb     || 2.8 kb                   || Including the 10 Mitites, they make eggs deceptively huge on memory.&lt;br /&gt;
|-&lt;br /&gt;
| Ranging/Toady Bloyster || 176.2 kb    || 8.5 kb                  || Both bloysters are basically the same thing internally, and count as the same initial use&lt;br /&gt;
|-&lt;br /&gt;
| Man-at-Legs           || 180.5 kb    || 13.9 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Careening Dirigibug     || 192.2 kb 	    || 11.6 kb                  || Including the 3 bomb rocks it allocates per bug!&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp               || 206.6 kb 		    || 6.7 kb                    || Including the egg and the eggs Mitites!&lt;br /&gt;
|-&lt;br /&gt;
| Waterwraith || 207.6 kb    || 15.1 kb                  || Including its tires&lt;br /&gt;
|-&lt;br /&gt;
| Armored Cannon Beetle Larva || 222.8 kb 	    || 28.0 kb                   || Including 5 of the rock object per beetle! Also note that models/anims are shared for the 3 beetle larva enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Buried Cannon Beetle Larva || 222.8 kb 	    || 28.0 kb                   || Note above&lt;br /&gt;
|-&lt;br /&gt;
| Decorated Cannon Beetle || 222.8 kb 	    || 28.0 kb                   || Note above&lt;br /&gt;
|-&lt;br /&gt;
| Raging Long Legs      || 330.4 kb    || 18.3 kb                  || This is with the 30 Mitites.&lt;br /&gt;
|-&lt;br /&gt;
| Emperor Bulblax       || 446.2 kb    || 11.8 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Empress Bulblax         || 541.3 kb     || 192.7 kb                   || Including 50 bulborb larva per-empress&lt;br /&gt;
|-&lt;br /&gt;
| Titan Dweevil         || 595.7 kb    || 53.6 kb                  ||&lt;br /&gt;
|-&lt;br /&gt;
| Segmented Crawbster || 664.0 kb    || 8.1 kb                  || The biggest size award of all award&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4232</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4232"/>
		<updated>2023-04-30T02:35:56Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;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;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;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;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
|-&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;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
&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 &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
|}&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>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Olimar%27s_voyage_log_table&amp;diff=4174</id>
		<title>Olimar&#039;s voyage log table</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Olimar%27s_voyage_log_table&amp;diff=4174"/>
		<updated>2023-01-17T06:41:37Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Created page with &amp;quot;{{todo|Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.}}  This is a table in the g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.}}&lt;br /&gt;
&lt;br /&gt;
This is a table in the game&#039;s code that dictates how the End of Day logs work. In the event that conditions for multiple are met in a day, this table determines which one takes priority. It also determines if a log that is triggered, but not viewed on the same day should be forgotten, kept, or reset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Value Explanations==&lt;br /&gt;
The &amp;lt;code&amp;gt;resultsFlags&amp;lt;/code&amp;gt; table is an array of 75 entries, for every possible log, including unused ones.&lt;br /&gt;
The first value, the index, is the ID of the .blo file to open for this log. You will notice some are skipped, either for unused .blo files or logs that consist of multiple .blo files.&lt;br /&gt;
Next is a flag that dictates if the log should be enabled every day by default. This is used for all of Olimar&#039;s &amp;quot;nothing&amp;quot; logs that appear when he has nothing specific to write about.&lt;br /&gt;
The third value is the logs priority. In the event multiple logs are met in a day, the one with the lowest priority value will be seen.&lt;br /&gt;
The final value determines what to do if the log&#039;s condition is met, but it is not seen on the same day. 0 means that the log will be forgotten forever, 1 means it will be reset so it could be triggered again on a later day. 2 means it will remain in the queue and will be used as soon as nothing with higher priority is used over it.&lt;br /&gt;
&lt;br /&gt;
For example, the log about Olimar dying has very high priority, since if that happened, Olimar would definitely be writing about it right away. But if it were to get skipped that day anyway, its store value is set to 1, so it will be reset and could be triggered on a later day.&lt;br /&gt;
Once a log has been used, it can never be used again, regardless of any values in its table.&lt;br /&gt;
&lt;br /&gt;
Lastly, this table also includes what events trigger a log to be viewable that day. Some are very self-explanatory, others not so much. It also has conditions that can force a log to be dropped, even if it was triggered that day.&lt;br /&gt;
For example, when Yellow Pikmin are gotten, a log is set about how Olimar has found yellows, but does not know about Bomb Rocks yet. Once a bomb rock is used, that log is killed permanently, and the version where he does know about Bomb Rocks is put in instead.&lt;br /&gt;
Once a log has been cancelled, it can never be seen. Same goes for a log with store type 0 that isn&#039;t seen on the day it&#039;s triggered. This is why some logs are very uncommon to actually see, especially for the bosses.&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Description                || .blo Index || Auto-enabled || Priority || Store type || Trigger                                   || Trigger Cancel                           || Notes&lt;br /&gt;
|- &lt;br /&gt;
| End of Day 1               || 1          || No           || 1        || Forget     || Set on at the end of day 1                || N/A                                      || Lowest priority in the game since its obviously important.&lt;br /&gt;
|- &lt;br /&gt;
| First Visit Forest of Hope || 3          || No           || 3        || Forget     || Set on ending day while in Forest of Hope || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Forest Navel Opened        || 5          || No           || 9        || Forget     || Set the moment Forest Navel is unlocked   || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| First Visit Forest Navel   || 6          || No           || 10       || Forget     || Set on ending day while in Forest Navel   || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Distant Spring Opened      || 7          || No           || 11       || Forget     || Set the moment Distant Spring is unlocked || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| First Visit Distant Spring || 8          || No           || 12       || Reset      || Set on ending day while in Distant Spring || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Final Day                  || 10         || No           || 13       || Forget     || Set on at end of day 29                   || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 Parts                   || 11         || No           || 14       || Forget     || Set on when player has exactly 25 parts   || Unset when player has 29 parts           ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 Parts                   || 12         || No           || 15       || Forget     || Set on when player has exactly 29 parts   || N/A                                      || Effectively also when Final Trial is unlocked.&lt;br /&gt;
|-&lt;br /&gt;
| Olimar Killed              || 13         || No           || 5        || Reset      || Set upon Olimar entering the Dead state   || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin Extinction          || 14         || No           || 4        || Reset      || Set upon entering the extinction state    || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Has all 30 parts           || 15         || No           || 2        || Reset      || N/A                                       || N/A                                      || Unused log meant for the good ending, has high priority but never actually enabled. Not that it would matter since there is no log at this point.&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Pikmin with Bomb    || 17         || No           || 6        || Reset      || Set upon a yellow picking up a Bomb Rock  || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Meeting Blue Pikmin        || 18         || No           || 7        || Forget     || Set upon plucking the first Blue          || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin Routing             || 19         || No           || 16       || Keep       || N/A                                       || N/A                                      || An unused log about Pikmin pathfinding, dropped via having no trigger. Probably due to not being too noteworthy.&lt;br /&gt;
|-&lt;br /&gt;
| Olimar&#039;s Daydream          || 20         || No           || 19       || Reset      || Set on starting day 10                    || Unset starting on day 20                 || Might as well be a nothing log, but has these requirements for some reason.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Parts                   || 21         || No           || 20       || Reset      || Set when the player has 15 or more parts  || Unset when at 25 or 29 parts             ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin left behind         || 23         || No           || 8        || Reset      || Set if a Pikmin is left behind today      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin dies to Bomb Rock   || 24         || No           || 17       || Reset      || Set upon a Pikmin dying to an explosion   || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 Parts                   || 26         || No           || 18       || Keep       || Set if at over 10 parts and past day 8    || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Unused Controls Log 1      || 27         || Yes          || 200      || Keep       || N/A                                       || Unset upon starting a file               || First of multiple unused and untranslated logs, this one uses a controller image.&lt;br /&gt;
|-&lt;br /&gt;
| Unused Controls Log 2      || 29         || No           || 201      || Keep       || Set on at end of day 1                    || Unset upon starting a file               || This one is still enabled, but it&#039;s killed upon starting a file anyway, so it doesn&#039;t matter.&lt;br /&gt;
|-&lt;br /&gt;
| Unused Controls Pikmin Log || 31         || Yes          || 202      || Keep       || N/A                                       || Unset upon starting a file               || Unused again, seems to be related to Pikmin turning pale.&lt;br /&gt;
|-&lt;br /&gt;
| Broken Bridge              || 32         || No           || 203      || Forget     || Set when a bridge has been broken         || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin Seeds               || 33         || No           || 204      || Keep       || Set when leaving a seed in the ground     || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin Seed Growth         || 35         || No           || 205      || Keep       || Set when the onion shoots a seed?         || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin Onions              || 36         || No           || 207      || Keep       || Set when yellows are unlocked             || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Meet Yellow Pikmin         || 37         || No           || 206      || Forget     || Set upon plucking the first Yellow        || Unset when a yellow picks up a Bomb Rock ||&lt;br /&gt;
|-&lt;br /&gt;
| Blue Pikmin in water       || 38         || No           || 208      || Forget     || Set when a blue Pikmin touches water      || Unset upon starting a file               || The last unused and untranslated log. Probably unused since you literally find blues in the water.&lt;br /&gt;
|-&lt;br /&gt;
| Pikmin on Fire             || 39         || No           || 209      || Forget     || Set when a Pikmin catches on fire         || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Smoky Progg                || 40         || No           || 400      || Reset      || Set upon Progg shaking off Pikmin         || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Bulborbs                   || 41         || No           || 401      || Reset      || Set upon killing a Bulborb (or dwarf?)    || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Puffstool                  || 42         || No           || 402      || Reset      || Set when Puffmin attack Olimar            || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Flint Beetle               || 43         || No           || 403      || Reset      || Set when hitting the Flint Beetle         || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp                  || 44         || No           || 404      || Reset      || Set when hitting a Honeywisp              || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Candypop Bud               || 45         || No           || 405      || Reset      || Set when using a Candypop Bud             || Unset when a Candypop Bud dies           ||&lt;br /&gt;
|-&lt;br /&gt;
| Beady Long Legs            || 46         || No           || 406      || Reset      || Set when Beady drops                      || Unset when Beady dies                    ||&lt;br /&gt;
|-&lt;br /&gt;
| Cannon Beetle              || 47         || No           || 407      || Reset      || Set when Cannon Beetle shoot              || Unset when Cannon Beetle dies            ||&lt;br /&gt;
|-&lt;br /&gt;
| Snagret                    || 48         || No           || 408      || Reset      || Set when a Snagret attacks                || Unset when a Snagret dies                ||&lt;br /&gt;
|-&lt;br /&gt;
| Emperor                    || 49         || No           || 409      || Reset      || Set when Emperor does... anything really  || Unset when Emperor dies                  || Seriously, the flag is enabled in like 20 different places.&lt;br /&gt;
|-&lt;br /&gt;
| Goolix                     || 50         || No           || 410      || Reset      || Set when something touches Goolix         || Unset when Goolix dies                   ||&lt;br /&gt;
|-&lt;br /&gt;
| Mamuta                     || 51         || No           || 411      || Reset      || Set when Mamuta sees Olimar               || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Sheargrub                  || 52         || No           || 412      || Reset      || Set when a sheargrub attacks              || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Blowhog              || 53         || No           || 413      || Reset      || Set when a Fiery Blowhog attacks          || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Pearly Clam-clamp          || 54         || No           || 414      || Reset      || Set when a Clam dies                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Breadbug                   || 55         || No           || 415      || Reset      || Set when a Breadbug dies                  || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Puffy Blowhog              || 56         || No           || 416      || Reset      || Set when a Puffy Blowhog Attacks          || Unset when a Puffy Blowhog dies          || Strange that this one would missable, unless Puffy Blowhog was once a boss of some sort :thinking:&lt;br /&gt;
|-&lt;br /&gt;
| Wollywog                   || 57         || No           || 417      || Reset      || Set when a Wollywog dies                  || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 1              || 58         || Yes          || 600      || Keep       || Set on starting file                      || N/A                                      || From here on are the default logs you get if nothing was done that day.&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 2              || 59         || Yes          || 601      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 3              || 60         || Yes          || 602      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 4              || 61         || Yes          || 603      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 5              || 62         || Yes          || 604      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 6              || 63         || Yes          || 605      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 7              || 64         || Yes          || 606      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 8              || 65         || Yes          || 607      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 9              || 66         || Yes          || 608      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 10             || 67         || Yes          || 609      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 11             || 68         || Yes          || 610      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 12             || 69         || Yes          || 611      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 13             || 70         || Yes          || 612      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 14             || 71         || Yes          || 613      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 15             || 72         || Yes          || 614      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 16             || 73         || Yes          || 615      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 17             || 74         || Yes          || 616      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 18             || 75         || Yes          || 617      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 19             || 76         || Yes          || 618      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 20             || 77         || Yes          || 619      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 21             || 78         || Yes          || 620      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 23             || 79         || Yes          || 621      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 24             || 80         || Yes          || 622      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 25             || 81         || Yes          || 623      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 26             || 82         || Yes          || 624      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 27             || 83         || Yes          || 625      || Keep       || Set on starting file                      || N/A                                      ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothing Log 28             || 84         || Yes          || 626      || Keep       || Set on starting file                      || N/A                                      || &amp;quot;I am so very tired.&amp;quot; You can&#039;t see this because of days like 1, 10, and 29 that have unavoidable logs. It was probably meant for day 30.&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4173</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4173"/>
		<updated>2023-01-17T03:50:05Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;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;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;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;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|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;
* [[End of Day Log Table|End of Day Log Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
** [[Mail]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
&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 &amp;amp; Gen Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
|}&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>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=CIN_file_list&amp;diff=4015</id>
		<title>CIN file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=CIN_file_list&amp;diff=4015"/>
		<updated>2022-11-16T01:45:37Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: improved some ending descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[CIN file]]s inside the disc in &#039;&#039;Pikmin&#039;&#039;. They can be found in &amp;lt;code&amp;gt;/dataDir/cinemas&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
These files represent configurations for all of the games cutscenes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name		|| Description							|| Notes&lt;br /&gt;
|-&lt;br /&gt;
| demo01.cin	|| Opening intro (first half)					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo02.cin	|| Opening intro (second half)					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo03.cin	|| Olimar wakes up on day 1					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo04.cin	|| Finding the  Red Onion					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo05.cin	|| Finding the Yellow Onion					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo06.cin	|| Finding the Blue Onion					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo07.cin	|| Looking at the first Pikmin seed				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo08.cin	|| Waiting for the first Pikmin seed				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo09.cin	|| Meeting Red Pikmin						|| &lt;br /&gt;
|-&lt;br /&gt;
| demo10.cin	|| Meeting Yellow Pikmin					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo11.cin	|| Meeting Blue Pikmin						|| &lt;br /&gt;
|-&lt;br /&gt;
| demo12.cin	|| 								|| &lt;br /&gt;
|-&lt;br /&gt;
| demo13.cin	|| 								|| &lt;br /&gt;
|-&lt;br /&gt;
| demo14.cin	|| Collecting first pellet					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo15.cin	|| Pushing the first cardboard box				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo16.cin	|| Discovering the Main Engine					|| &lt;br /&gt;
|-&lt;br /&gt;
| demo17.cin	|| The Impact Site first ship part collected			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo18.cin	|| Dolphin repair upgrade (The Forest of Hope)			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo19.cin	|| Dolphin Repair Upgrade (The Forest Navel)			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo20.cin	|| The Impact Site collect ship part				||&lt;br /&gt;
|-&lt;br /&gt;
| demo21.cin	|| The Forest of Hope collect ship part				||&lt;br /&gt;
|-&lt;br /&gt;
| demo22.cin	|| The Forest Navel/The Final Trial collect ship part		||&lt;br /&gt;
|-&lt;br /&gt;
| demo23.cin	|| The Distant Spring collect ship part				||&lt;br /&gt;
|-&lt;br /&gt;
| demo24.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo25.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo26.cin	|| Good ending part 1						||&lt;br /&gt;
|-&lt;br /&gt;
| demo28.cin	|| The Impact Site day end					||&lt;br /&gt;
|-&lt;br /&gt;
| demo29.cin	|| The Forest of Hope day end					||&lt;br /&gt;
|-&lt;br /&gt;
| demo30.cin	|| The Forest Navel and The Final Trial day end			||&lt;br /&gt;
|-&lt;br /&gt;
| demo31.cin	|| The Distant Spring day end					||&lt;br /&gt;
|-&lt;br /&gt;
| demo32.cin	|| Challenge Mode The Impact Site day end			||&lt;br /&gt;
|-&lt;br /&gt;
| demo33.cin	|| Challenge Mode The Forest of Hope day end			||&lt;br /&gt;
|-&lt;br /&gt;
| demo34.cin	|| Challenge Mode The Forest Navel day end			||&lt;br /&gt;
|-&lt;br /&gt;
| demo35.cin	|| Challenge Mode The Distant Spring day end			||&lt;br /&gt;
|-&lt;br /&gt;
| demo36.cin	|| End of day results						|| For both Challenge Mode and Story Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo37.cin	|| 								||&lt;br /&gt;
|-&lt;br /&gt;
| demo38.cin	|| 								||&lt;br /&gt;
|-&lt;br /&gt;
| demo39.cin	|| 								||&lt;br /&gt;
|-&lt;br /&gt;
| demo40.cin	|| The Impact Site landing					|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo41.cin	|| The Forest of Hope landing					|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo42.cin	|| The Forest Navel and The Final Trial landing			|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo43.cin	|| The Distant Spring landing					|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo44.cin	|| Red Pikmin in Onion at The Impact Site			||&lt;br /&gt;
|-&lt;br /&gt;
| demo45.cin	|| Red Pikmin in Onion at The Forest of Hope			||&lt;br /&gt;
|-&lt;br /&gt;
| demo46.cin	|| Pikmin extinction						||&lt;br /&gt;
|-&lt;br /&gt;
| demo47.cin	|| The Impact Site day end (Pikmin extinction)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo48.cin	|| The Forest of Hope day end (Pikmin extinction)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo49.cin	|| The Forest Navel/The Final Trial day end (Pikmin extinction)||&lt;br /&gt;
|-&lt;br /&gt;
| demo50.cin	|| The Distant Spring day end (Pikmin extinction)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo51.cin	|| {{unsure|Olimar down}}					||&lt;br /&gt;
|-&lt;br /&gt;
| demo52.cin	|| The Impact Site day end (Olimar down)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo53.cin	|| The Forest of Hope day end (Olimar down)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo54.cin	|| The Forest Navel/Final Trial day end (Olimar down)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo55.cin	|| The Distant Spring day end (Olimar down)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo56.cin	|| The Impact Site day end takeoff				||&lt;br /&gt;
|-&lt;br /&gt;
| demo57.cin	|| The Forest of Hope day end takeoff				||&lt;br /&gt;
|-&lt;br /&gt;
| demo58.cin	|| The Forest Navel and Final Trial day end takeoff		||&lt;br /&gt;
|-&lt;br /&gt;
| demo59.cin	|| The Distant Spring day end takeoff				||&lt;br /&gt;
|-&lt;br /&gt;
| demo60.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo61.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo62.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo63.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo64.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo65.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo66.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo67.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo68.cin	|| Yellow Pikmin holding bomb					||&lt;br /&gt;
|-&lt;br /&gt;
| demo69.cin	|| Bad ending part 1 (The Impact Site)				|| Also used for start of neutral ending&lt;br /&gt;
|-&lt;br /&gt;
| demo70.cin	|| Bad ending part 1 (The Forest of Hope)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo71.cin	|| Bad ending part 1 (The Forest Navel/The Final Trial)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo72.cin	|| Bad ending part 1 (The Distant Spring)			||&lt;br /&gt;
|-&lt;br /&gt;
| demo73.cin	|| Bad ending part 2						|| Olimar tries to escape and fails&lt;br /&gt;
|-&lt;br /&gt;
| demo74.cin	|| Bad ending part 3						|| Olimin, this cutscene is relative to the red onion, so only one for all 5 maps&lt;br /&gt;
|-&lt;br /&gt;
| demo75.cin	|| Good ending part 2						|| Olimar says bye to the Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| demo76.cin	|| Good ending part 4						|| Dolphin flying in space and Onions&lt;br /&gt;
|-&lt;br /&gt;
| demo77.cin	|| Good Ending Part 5/Neutral Ending Part 3			|| Olimar flying through space&lt;br /&gt;
|-&lt;br /&gt;
| demo78.cin	|| Collect Whimsical Radar					||&lt;br /&gt;
|-&lt;br /&gt;
| demo79.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo80.cin	||								||&lt;br /&gt;
|-&lt;br /&gt;
| demo84.cin	|| End of day results Red Onion					|| Both Story Mode and Challenge Mode results loads 4 CIN files&lt;br /&gt;
|-&lt;br /&gt;
| demo85.cin	|| End of day results Yellow Onion				||&lt;br /&gt;
|-&lt;br /&gt;
| demo86.cin	|| End of day results Blue Onion				||&lt;br /&gt;
|-&lt;br /&gt;
| demo88.cin	|| The Final Trial day end					||&lt;br /&gt;
|-&lt;br /&gt;
| demo109.cin	|| The Final Trial day end takeoff				||&lt;br /&gt;
|-&lt;br /&gt;
| demo113.cin	|| Good ending part 3						|| Ship takes off&lt;br /&gt;
|-&lt;br /&gt;
| demo114.cin	|| Neutral ending part 2					|| Olimar Leaves successfully (only used in Neutral ending)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:File lists]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=CIN_file_list&amp;diff=3662</id>
		<title>CIN file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=CIN_file_list&amp;diff=3662"/>
		<updated>2022-04-10T00:30:19Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: New page listing pikmin 1 cutscenes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[CIN file]]s inside the disc in &#039;&#039;Pikmin&#039;&#039;. They can be found in &amp;lt;code&amp;gt;/dataDir/cinemas&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
These files represent configurations for all of the games cutscenes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name		|| Description					|| Notes&lt;br /&gt;
|-&lt;br /&gt;
| demo01.cin	|| Opening Intro (First Half)			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo02.cin	|| Opening Intro (Second Half)			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo03.cin	|| Olimar wakes up on day 1			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo04.cin	|| Find Red Onion				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo05.cin	|| Find Yellow Onion				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo06.cin	|| Find Blue Onion				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo07.cin	|| Looking at the first pikmin seed		|| &lt;br /&gt;
|-&lt;br /&gt;
| demo08.cin	|| Waiting for the first pikmin seed		|| &lt;br /&gt;
|-&lt;br /&gt;
| demo09.cin	|| Meet Red Pikmin				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo10.cin	|| Meet Yellow Pikmin				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo11.cin	|| Meet Blue Pikmin				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo12.cin	|| 						|| &lt;br /&gt;
|-&lt;br /&gt;
| demo13.cin	|| 						|| &lt;br /&gt;
|-&lt;br /&gt;
| demo14.cin	|| Collect First Pellet				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo15.cin	|| Pushing the first cardboard box		|| &lt;br /&gt;
|-&lt;br /&gt;
| demo16.cin	|| Discover the Main Engine			|| &lt;br /&gt;
|-&lt;br /&gt;
| demo17.cin	|| Impact Site First Ship Part Collected	|| &lt;br /&gt;
|-&lt;br /&gt;
| demo18.cin	|| Dolphin Repair Upgrade (Forest of Hope)	|| &lt;br /&gt;
|-&lt;br /&gt;
| demo19.cin	|| Dolphin Repair Upgrade (Forest Navel)	|| &lt;br /&gt;
|-&lt;br /&gt;
| demo20.cin	|| Impact Site Collect Ship Part		||&lt;br /&gt;
|-&lt;br /&gt;
| demo21.cin	|| Forest of Hope Collect Ship Part		||&lt;br /&gt;
|-&lt;br /&gt;
| demo22.cin	|| Forest Navel/Final Trial Collect Ship Part	||&lt;br /&gt;
|-&lt;br /&gt;
| demo23.cin	|| Distant Spring Collect Ship Part		||&lt;br /&gt;
|-&lt;br /&gt;
| demo24.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo25.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo26.cin	|| Good ending part 1				||&lt;br /&gt;
|-&lt;br /&gt;
| demo28.cin	|| Impact Site Day End				||&lt;br /&gt;
|-&lt;br /&gt;
| demo29.cin	|| Forest of Hope Day End			||&lt;br /&gt;
|-&lt;br /&gt;
| demo30.cin	|| Forest Navel and Final Trial Day End		||&lt;br /&gt;
|-&lt;br /&gt;
| demo31.cin	|| Distant Spring Day End			||&lt;br /&gt;
|-&lt;br /&gt;
| demo32.cin	|| Challenge Mode Impact Site Day End		||&lt;br /&gt;
|-&lt;br /&gt;
| demo33.cin	|| Challenge Mode Forest of Hope Day End	||&lt;br /&gt;
|-&lt;br /&gt;
| demo34.cin	|| Challenge Mode Forest Navel Day End		||&lt;br /&gt;
|-&lt;br /&gt;
| demo35.cin	|| Challenge Mode Distant Spring Day End	||&lt;br /&gt;
|-&lt;br /&gt;
| demo36.cin	|| End of Day Results				|| For both challenge mode and story mode&lt;br /&gt;
|-&lt;br /&gt;
| demo37.cin	|| 						||&lt;br /&gt;
|-&lt;br /&gt;
| demo38.cin	|| 						||&lt;br /&gt;
|-&lt;br /&gt;
| demo39.cin	|| 						||&lt;br /&gt;
|-&lt;br /&gt;
| demo40.cin	|| Impact Site Landing				|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo41.cin	|| Forest of Hope Landing			|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo42.cin	|| Forest Navel and Final Trial Landing		|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo43.cin	|| Distant Spring Landing			|| Also used for Challenge Mode&lt;br /&gt;
|-&lt;br /&gt;
| demo44.cin	|| Red Pikmin in onion at Impact Site		||&lt;br /&gt;
|-&lt;br /&gt;
| demo45.cin	|| Red Pikmin in onion at Forest of Hope	||&lt;br /&gt;
|-&lt;br /&gt;
| demo46.cin	|| Pikmin Extinction				||&lt;br /&gt;
|-&lt;br /&gt;
| demo47.cin	|| Impact Site Day End (Pikmin Extinct)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo48.cin	|| Forest of Hope Day End (Pikmin Extinct)	||&lt;br /&gt;
|-&lt;br /&gt;
| demo49.cin	|| Forest Navel/Final Trial Day End (Pikmin Extinct)||&lt;br /&gt;
|-&lt;br /&gt;
| demo50.cin	|| Distant Spring Day End (Pikmin Extinct)	||&lt;br /&gt;
|-&lt;br /&gt;
| demo51.cin	|| Olimar down?					||&lt;br /&gt;
|-&lt;br /&gt;
| demo52.cin	|| Impact Site Day End (Olimar Down)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo53.cin	|| Forest of Hope Day End (Olimar Down)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo54.cin	|| Forest Navel/Final Trial Day End (Olimar Down)||&lt;br /&gt;
|-&lt;br /&gt;
| demo55.cin	|| Distant Spring Day End (Olimar Down)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo56.cin	|| Impact Site Day End Takeoff			||&lt;br /&gt;
|-&lt;br /&gt;
| demo57.cin	|| Forest of Hope Day End Takeoff		||&lt;br /&gt;
|-&lt;br /&gt;
| demo58.cin	|| Forest Navel and Final Trial Day End Takeoff	||&lt;br /&gt;
|-&lt;br /&gt;
| demo59.cin	|| Distant Spring Day End Takeoff		||&lt;br /&gt;
|-&lt;br /&gt;
| demo60.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo61.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo62.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo63.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo64.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo65.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo66.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo67.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo68.cin	|| Yellow Pikmin holding bomb			||&lt;br /&gt;
|-&lt;br /&gt;
| demo69.cin	|| Bad ending part 1 (Impact Site)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo70.cin	|| Bad ending part 1 (Forest of Hope)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo71.cin	|| Bad ending part 1 (Forest Navel/Final Trial)	||&lt;br /&gt;
|-&lt;br /&gt;
| demo72.cin	|| Bad ending part 1 (Distant Spring)		||&lt;br /&gt;
|-&lt;br /&gt;
| demo73.cin	|| Bad ending part 2				||&lt;br /&gt;
|-&lt;br /&gt;
| demo74.cin	|| Bad ending part 3				||&lt;br /&gt;
|-&lt;br /&gt;
| demo75.cin	|| Good ending part 2				|| Olimar says bye to pikmin&lt;br /&gt;
|-&lt;br /&gt;
| demo76.cin	|| Good ending part 4				|| Dolphin flying in space and onions&lt;br /&gt;
|-&lt;br /&gt;
| demo77.cin	|| Final Results				|| &lt;br /&gt;
|-&lt;br /&gt;
| demo78.cin	|| Collect Whimsical Radar			||&lt;br /&gt;
|-&lt;br /&gt;
| demo79.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo80.cin	||						||&lt;br /&gt;
|-&lt;br /&gt;
| demo84.cin	|| End of Day Results Red Onion			|| Both Story and CH Results loads 4 CIN files for whatever reason&lt;br /&gt;
|-&lt;br /&gt;
| demo85.cin	|| End of Day Results Yellow Onion		||&lt;br /&gt;
|-&lt;br /&gt;
| demo86.cin	|| End of Day Results Blue Onion		||&lt;br /&gt;
|-&lt;br /&gt;
| demo88.cin	|| Final Trial Day End				||&lt;br /&gt;
|-&lt;br /&gt;
| demo109.cin	|| Final Trial Day End Takeoff			||&lt;br /&gt;
|-&lt;br /&gt;
| demo113.cin	|| Good ending part 3				|| Ship takes off&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3661</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3661"/>
		<updated>2022-04-09T20:51:32Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since newcomers to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [https://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [https://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;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;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;Pikmin 3 Deluxe&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;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;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|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 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARTICLES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Particle Effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR Particles|PCR Particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Ebisawa JPCs&lt;br /&gt;
** [[Pikmin 2 particle list|game.jpc]]&lt;br /&gt;
** [[File Select 2D Particles|eff2d_file_select.jpc]]&lt;br /&gt;
** [[2D Particles|eff2d_game2d.jpc]]&lt;br /&gt;
** [[World Map Particles|eff2d_world_map.jpc]]&lt;br /&gt;
* Kando JPCs&lt;br /&gt;
** [[Unused Kando JPC|game.jpc]]&lt;br /&gt;
* Mukki JPCs&lt;br /&gt;
* [[Pikmin 2 particles|Outdated]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL Particles|PTCL Particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
** [[2-Player Battle stage parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin unread files|Unread files]]&lt;br /&gt;
* [[Pikmin disable archives trick|Disable loading from archives]]&lt;br /&gt;
* [[Pikmin Emperor crash|Emperor crash]]&lt;br /&gt;
* [[Minty Ramblings]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Custom sequenced Pikmin music|Custom sequenced music]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Creating Interactive BMS Files]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
* [[Story mode maps in other modes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin unread files|Unread files]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PikBinGen]]&lt;br /&gt;
* [[Archive Toolkit]]&lt;br /&gt;
* [[OpenGL / Dolphin System|OpenGL / Dolphin System]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave Creator]]&lt;br /&gt;
* [[Pikmin 2 Routes Editor]]&lt;br /&gt;
* [[obj2grid]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&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>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_particle_list&amp;diff=3385</id>
		<title>Pikmin 2 particle list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_particle_list&amp;diff=3385"/>
		<updated>2021-09-29T01:42:44Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Finish the list.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; particle emitters are defined in [[JPC file]]s. The following is a list of known JPC files in the game, as well as what particle emitters and particle textures they contain.&lt;br /&gt;
&lt;br /&gt;
Note: Some particle textures are shown here with a green background so they contrast with the wiki&#039;s background. The green background is not part of the texture.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== game.jpc ==&lt;br /&gt;
{{todo|List other jpc files in Ebisawa}}&lt;br /&gt;
Found in &amp;lt;code&amp;gt;/user/Ebisawa/effect/game.jpc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Particle emitters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Description || Internal name || Image&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || Flies from Doodlebug || &amp;lt;code&amp;gt;Enemy_Fart_TBabyFly_ver01&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0001&amp;lt;/code&amp;gt; || Short Fart from Doodlebug || &amp;lt;code&amp;gt;Enemy_Fart_TBabaHe_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0002&amp;lt;/code&amp;gt; || Longer Fart from Doodlebug || &amp;lt;code&amp;gt;Enemy_Fart_TBabaHe_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0003&amp;lt;/code&amp;gt; || Bulborb Larva Splat || &amp;lt;code&amp;gt;Enemy_Baby_TBabyBecha&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0004&amp;lt;/code&amp;gt; || Bulborb Larva Born || &amp;lt;code&amp;gt;Enemy_Baby_TBabyBorn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0005&amp;lt;/code&amp;gt; || Drain clog destroyed Dust || &amp;lt;code&amp;gt;Item_Barrel_TBarrelDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0006&amp;lt;/code&amp;gt; || Drain clog destroyed Rocks || &amp;lt;code&amp;gt;Item_Barrel_TBarrelDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0007&amp;lt;/code&amp;gt; || Drain clog destroyed Many Rocks || &amp;lt;code&amp;gt;Item_Barrel_TBarrelDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0008&amp;lt;/code&amp;gt; || Bomb rock explosion Fragments || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockABCD_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0009&amp;lt;/code&amp;gt; || Bomb rock explosion Boom || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockABCD_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000a&amp;lt;/code&amp;gt; || Bomb rock explosion Cloud|| &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockABCD_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000b&amp;lt;/code&amp;gt; || Bomb rock explosion Sparks || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockABCD_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000c&amp;lt;/code&amp;gt; || Bomb rock explosion Clouds Circle|| &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockEFGH_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000d&amp;lt;/code&amp;gt; || Bomb rock explosion Dust || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockEFGH_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000e&amp;lt;/code&amp;gt; || Bomb rock explosion Shock Wave || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockEFGH_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000f&amp;lt;/code&amp;gt; || Bomb rock explosion Shock Wave 2 || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockEFGH_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; || Pikmin attacking bridge || &amp;lt;code&amp;gt;Piki_TBridgeAttack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0011&amp;lt;/code&amp;gt; || Bridge stage breaking || &amp;lt;code&amp;gt;Item_Bridge_TBridgeSet&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0012&amp;lt;/code&amp;gt; || Careening Dirigibug dead wind || &amp;lt;code&amp;gt;Enemy_BombSarai_TBsaraiDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0013&amp;lt;/code&amp;gt; || Careening Dirigibug dead sparks || &amp;lt;code&amp;gt;Enemy_BombSarai_TBsaraiDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0014&amp;lt;/code&amp;gt; || Careening Dirigibug create bomb || &amp;lt;code&amp;gt;Enemy_BombSarai_TBsaraiSupli&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0015&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar eat sparkles purple || &amp;lt;code&amp;gt;Enemy_ImoMushi_TChouDown_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0016&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar eat sparkles red || &amp;lt;code&amp;gt;Enemy_ImoMushi_TChouDown_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0017&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar eat sparkles yellow || &amp;lt;code&amp;gt;Enemy_ImoMushi_TChouDown_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0018&amp;lt;/code&amp;gt; || Hit Unmarked Spectralid || &amp;lt;code&amp;gt;Enemy_ShijimiChou_TChouHit&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0019&amp;lt;/code&amp;gt; || leader whistle || &amp;lt;code&amp;gt;Cursor1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001a&amp;lt;/code&amp;gt; || {{unsure|UNUSED Louie whistle}} || &amp;lt;code&amp;gt;Cursor2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001b&amp;lt;/code&amp;gt; || {{unsure|UNUSED Olimar whistle}} || &amp;lt;code&amp;gt;Cursor3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001c&amp;lt;/code&amp;gt; || Beady Long Legs fireworks || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadBomb&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001d&amp;lt;/code&amp;gt; || Beady Long Legs electricity || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadElecA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001e&amp;lt;/code&amp;gt; || Beady Long Legs electricity || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadElecB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001f&amp;lt;/code&amp;gt; || Beady Long Legs dead fragments || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadHahenA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0020&amp;lt;/code&amp;gt; || Beady Long Legs dead fragments || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadHahenB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0021&amp;lt;/code&amp;gt; || Beady Long Legs dead fragments || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadHahenC1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0022&amp;lt;/code&amp;gt; || Beady Long Legs dead fragments || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaDeadHahenC2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0023&amp;lt;/code&amp;gt; || Beady Long Legs foot water splash || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaFootw&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0024&amp;lt;/code&amp;gt; || Beady Long Legs foot water drops || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaFoot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0025&amp;lt;/code&amp;gt; || Beady Long Legs stomp dust || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaFoot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0026&amp;lt;/code&amp;gt; || Beady Long Legs fragments || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaHahen&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0027&amp;lt;/code&amp;gt; || Beady Long Legs low hp smoke || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0028&amp;lt;/code&amp;gt; || Beady Long Legs water ripples || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaWalkw_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0029&amp;lt;/code&amp;gt; || Beady Long Legs water stomp splash || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaWalkw_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002a&amp;lt;/code&amp;gt; || Beady Long Legs water stomp splash || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaWalkw_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002b&amp;lt;/code&amp;gt; || Beady Long Legs stomp big dust || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaWalk_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002c&amp;lt;/code&amp;gt; || Beady Long Legs stomp ripples || &amp;lt;code&amp;gt;Enemy_DamaGumo_TDamaWalk_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002d&amp;lt;/code&amp;gt; || Electrical wire glow || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkiHiba_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002e&amp;lt;/code&amp;gt; || Electrical wire active line || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkiHiba_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002f&amp;lt;/code&amp;gt; || Electrical wire charge sparks || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkiHiba_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0030&amp;lt;/code&amp;gt; || Electrical wire node glow || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkiPole_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0031&amp;lt;/code&amp;gt; || Electrical wire sparks || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkiPole_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0032&amp;lt;/code&amp;gt; || Electrical wire sparks 2 || &amp;lt;code&amp;gt;Enemy_ElecHiba_TDenkipoleSign&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0033&amp;lt;/code&amp;gt; || Anode Beetle Attack Charge Glow || &amp;lt;code&amp;gt;Enemy_ElecBug_TDnkmsHoudenA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0034&amp;lt;/code&amp;gt; || Anode Beetle Attack Charge Sparks || &amp;lt;code&amp;gt;Enemy_ElecBug_TDnkmsHoudenB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0035&amp;lt;/code&amp;gt; || Anode Beetle Attack Discharge Electricity || &amp;lt;code&amp;gt;Enemy_ElecBug_TDnkmsThunderA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0036&amp;lt;/code&amp;gt; || Anode Beetle Discharge Glow/Sparks || &amp;lt;code&amp;gt;Enemy_ElecBug_TDnkmsThunderB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0037&amp;lt;/code&amp;gt; || Small seesaw block rises || &amp;lt;code&amp;gt;Item_DownFloor_TDownf1On&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0038&amp;lt;/code&amp;gt; || Small seesaw block moving || &amp;lt;code&amp;gt;Item_DownFloor_TDownf1Updown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0039&amp;lt;/code&amp;gt; || Small seesaw block rises in water || &amp;lt;code&amp;gt;Item_DownFloor_TDownf1WOn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003a&amp;lt;/code&amp;gt; || Small seesaw block moving in water || &amp;lt;code&amp;gt;Item_DownFloor_TDownf1WUpdown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003b&amp;lt;/code&amp;gt; || Large seesaw block rising  || &amp;lt;code&amp;gt;Item_DownFloor_TDownf2On&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003c&amp;lt;/code&amp;gt; || Large seesaw block moving || &amp;lt;code&amp;gt;Item_DownFloor_TDownf2Updown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003d&amp;lt;/code&amp;gt; || Large seesaw block rising in water || &amp;lt;code&amp;gt;Item_DownFloor_TDownf2WOn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003e&amp;lt;/code&amp;gt; || Large seesaw block moving in water|| &amp;lt;code&amp;gt;Item_DownFloor_TDownf2WUpdown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;003f&amp;lt;/code&amp;gt; || Large seesaw block moving || &amp;lt;code&amp;gt;Item_DownFloor_TDownf3On&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0040&amp;lt;/code&amp;gt; || Paper bag moving || &amp;lt;code&amp;gt;Item_DownFloor_TDownf3Updown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0041&amp;lt;/code&amp;gt; || Paper bag rising in water || &amp;lt;code&amp;gt;Item_DownFloor_TDownf3WOn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0042&amp;lt;/code&amp;gt; || Paper bag moving in water || &amp;lt;code&amp;gt;Item_DownFloor_TDownf3WUpdown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0043&amp;lt;/code&amp;gt; || Leader using bitter spray || &amp;lt;code&amp;gt;Navi_TDopingSmoke_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0044&amp;lt;/code&amp;gt; || Leader using spicy spray || &amp;lt;code&amp;gt;Navi_TDopingSmoke_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0045&amp;lt;/code&amp;gt; || Leader using spicy spray 2 || &amp;lt;code&amp;gt;Navi_TDopingSmoke_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0046&amp;lt;/code&amp;gt; || Electric gate electricity || &amp;lt;code&amp;gt;Item_ElecGate_TEgateA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0047&amp;lt;/code&amp;gt; || Electric gate electricity || &amp;lt;code&amp;gt;Item_ElecGate_TEgateBC_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0048&amp;lt;/code&amp;gt; || Electric gate electricity || &amp;lt;code&amp;gt;Item_ElecGate_TEgateBC_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0049&amp;lt;/code&amp;gt; || Egg broken || &amp;lt;code&amp;gt;Enemy_Egg_TEggdown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombM_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004b&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombM_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004c&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombM_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004d&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombM_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004e&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombS_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;004f&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombS_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0050&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombS_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0051&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyBombS_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0052&amp;lt;/code&amp;gt; || Enemy spirit || &amp;lt;code&amp;gt;Enemy_TEnemyDead&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0053&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDownSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0054&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDownWat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0055&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDownWat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0056&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDownWat_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0057&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyHamonM&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0058&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyHamonMInd&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0059&amp;lt;/code&amp;gt; || Enemy walking dust || &amp;lt;code&amp;gt;Enemy_TEnemyWalkSmokeS&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005a&amp;lt;/code&amp;gt; || Big enemy walking dust || &amp;lt;code&amp;gt;Enemy_TEnemyWalkSmokeM&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005b&amp;lt;/code&amp;gt; || Falling flowers in Awakening Wood || &amp;lt;code&amp;gt;TForestSakura&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005c&amp;lt;/code&amp;gt; || Yellow Wollywog || &amp;lt;code&amp;gt;Enemy_Frog_TFrogDive_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005d&amp;lt;/code&amp;gt; || Yellow Wollywog || &amp;lt;code&amp;gt;Enemy_Frog_TFrogDive_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005e&amp;lt;/code&amp;gt; || Yellow Wollywog || &amp;lt;code&amp;gt;Enemy_Frog_TFrogDive_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005f&amp;lt;/code&amp;gt; || Yellow Wollywog || &amp;lt;code&amp;gt;Enemy_Frog_TFrogDive_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0060&amp;lt;/code&amp;gt; || Yellow Wollywog falling || &amp;lt;code&amp;gt;Enemy_Frog_TFrogLanddrop_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0061&amp;lt;/code&amp;gt; || Yellow Wollywog falling || &amp;lt;code&amp;gt;Enemy_Frog_TFrogLanddrop_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0062&amp;lt;/code&amp;gt; || Yellow Wollywog || &amp;lt;code&amp;gt;Enemy_Frog_TFrogPota&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0063&amp;lt;/code&amp;gt; || Broken Pellet Posy || &amp;lt;code&amp;gt;Pellet_TFruitsDownP_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0064&amp;lt;/code&amp;gt; || Broken Pellet Posy || &amp;lt;code&amp;gt;Pellet_TFruitsDownP_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0065&amp;lt;/code&amp;gt; || Broken Pellet Posy || &amp;lt;code&amp;gt;Pellet_TFruitsDownR_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0066&amp;lt;/code&amp;gt; || Broken Pellet Posy || &amp;lt;code&amp;gt;Pellet_TFruitsDownR_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0067&amp;lt;/code&amp;gt; || Leader whistle beam || &amp;lt;code&amp;gt;Cursor_TFueactBiriBase_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0068&amp;lt;/code&amp;gt; || Leader whistle beam || &amp;lt;code&amp;gt;Cursor_TFueactBiriBase_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0069&amp;lt;/code&amp;gt; || Leader whistle rainbow disc || &amp;lt;code&amp;gt;TFueactCircle&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006a&amp;lt;/code&amp;gt; || Antenna Beelte whistle || &amp;lt;code&amp;gt;Cursor4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006b&amp;lt;/code&amp;gt; || Antenna Beetle || &amp;lt;code&amp;gt;Enemy_FueFuki_TFuebugOnpa&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006c&amp;lt;/code&amp;gt; || Puffy Blowhog White Air Disperse || &amp;lt;code&amp;gt;Enemy_Mar_TFusenAirhit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006d&amp;lt;/code&amp;gt; || Puffy Blowhog Dust Cloud || &amp;lt;code&amp;gt;Enemy_Mar_TFusenAirhit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006e&amp;lt;/code&amp;gt; || Puffy Blowhog Blow Air Short || &amp;lt;code&amp;gt;Enemy_Mar_TFusenAir_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;006f&amp;lt;/code&amp;gt; || Puffy Blowhog Blow Air Long || &amp;lt;code&amp;gt;Enemy_Mar_TFusenAir_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0070&amp;lt;/code&amp;gt; || Puffy Blowhog Blow Air Circles || &amp;lt;code&amp;gt;Enemy_Mar_TFusenAir_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0071&amp;lt;/code&amp;gt; || Puffy Blowhog || &amp;lt;code&amp;gt;Enemy_Mar_TFusenDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0072&amp;lt;/code&amp;gt; || Puffy Blowhog || &amp;lt;code&amp;gt;Enemy_Mar_TFusenDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0073&amp;lt;/code&amp;gt; || Puffy Blowhog || &amp;lt;code&amp;gt;Enemy_Mar_TFusenSui&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0074&amp;lt;/code&amp;gt; || Gas pipe || &amp;lt;code&amp;gt;Enemy_GasHiba_TGasuHiba_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0075&amp;lt;/code&amp;gt; || Gas pipe || &amp;lt;code&amp;gt;Enemy_GasHiba_TGasuHiba_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0076&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TGate1Attack_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0077&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TGate1Attack_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0078&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Gate_TGate1Down_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0079&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Gate_TGate1Down_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TGate2Attack_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007b&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TGate2Attack_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007c&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Gate_TGate2Down_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007d&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Gate_TGate2Down_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007e&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkS_Gate3Attack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;007f&amp;lt;/code&amp;gt; || Active Geyser Steam || &amp;lt;code&amp;gt;Item_BigFountain_TGeyserAct_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0080&amp;lt;/code&amp;gt; || Active Geyser Water || &amp;lt;code&amp;gt;Item_BigFountain_TGeyserAct_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0081&amp;lt;/code&amp;gt; || Active Geyser Water Top || &amp;lt;code&amp;gt;Item_BigFountain_TGeyserAct_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0082&amp;lt;/code&amp;gt; || Clogged Geyser Water Drops || &amp;lt;code&amp;gt;Item_BigFountain_TGeyserSet_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0083&amp;lt;/code&amp;gt; || Clogged Geyser Steam || &amp;lt;code&amp;gt;Item_BigFountain_TGeyserSet_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0084&amp;lt;/code&amp;gt; || Small Geyser Water || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0085&amp;lt;/code&amp;gt; || Small Geyser Water Top || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0086&amp;lt;/code&amp;gt; || Small Geyser Steam || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0087&amp;lt;/code&amp;gt; || Small Geyser Water Jet || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0088&amp;lt;/code&amp;gt; || Small Geyser Water Jet Top || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0089&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008a&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008b&amp;lt;/code&amp;gt; || Bulborb snot bubble || &amp;lt;code&amp;gt;Enemy_ChappyBase_THanachoN&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008c&amp;lt;/code&amp;gt; || Fiery Bulblax snot bubble || &amp;lt;code&amp;gt;Enemy_ChappyBase_THanachoY&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008d&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit1_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008e&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit1_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;008f&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit1_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0090&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit1_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0091&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2W_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0092&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2W_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0093&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2W_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0094&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0095&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0096&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit2_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0097&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit3_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0098&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit3_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0099&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit3_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009a&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHit3_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009b&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaShell&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009c&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaShootA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009f&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THamaShoot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009e&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THamaShoot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;009f&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaSight&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a0&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THabiAphd_dive&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a1&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THabiAphd_dive_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a2&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THabiAphd_dive_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a3&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THabiAphd_dive_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a4&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a5&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a6&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a7&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiDead_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a8&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiDeadHane_ver01&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00a9&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiRot&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00aa&amp;lt;/code&amp;gt; || Burrowing Snagret || &amp;lt;code&amp;gt;Enemy_SnakeCrow_THebiWait&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ab&amp;lt;/code&amp;gt; || Fire geyser || &amp;lt;code&amp;gt;Enemy_Hiba_THibaFire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ac&amp;lt;/code&amp;gt; || Fire geyser || &amp;lt;code&amp;gt;Enemy_Hiba_THibaFire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ad&amp;lt;/code&amp;gt; || Fire geyser || &amp;lt;code&amp;gt;Enemy_Hiba_THibaFire_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ae&amp;lt;/code&amp;gt; || Fire geyser || &amp;lt;code&amp;gt;Enemy_Hiba_THibaFire_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00af&amp;lt;/code&amp;gt; || Overworld cave fog || &amp;lt;code&amp;gt;Item_Hole_WarpZone_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b0&amp;lt;/code&amp;gt; || Overworld cave fog || &amp;lt;code&amp;gt;Item_Hole_WarpZone_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b1&amp;lt;/code&amp;gt; || Overworld cave fog || &amp;lt;code&amp;gt;Item_Hole_WarpZone_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b2&amp;lt;/code&amp;gt; || Overworld cave fog || &amp;lt;code&amp;gt;Item_Hole_WarpZone_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b3&amp;lt;/code&amp;gt; || Splash when bitter drop hits ground || &amp;lt;code&amp;gt;Honey_THoneydownB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b4&amp;lt;/code&amp;gt; || Splash when spicy drop hits ground || &amp;lt;code&amp;gt;Honey_THoneydownR&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b5&amp;lt;/code&amp;gt; || Splash when nectar drop hits ground || &amp;lt;code&amp;gt;Honey_THoneydownY&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b6&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar break berry || &amp;lt;code&amp;gt;Enemy_Imomushi_TImoEat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b7&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar break berry || &amp;lt;code&amp;gt;Enemy_ImoMushi_TImoEat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b8&amp;lt;/code&amp;gt; || Ravenous Whiskerpillar || &amp;lt;code&amp;gt;Enemy_Imomushi_TImoSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00b9&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmAttack_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ba&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmAttack_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00bb&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmAttackW_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00bc&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmAttackW_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00bd&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmAttackW_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00be&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmBack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00bf&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmBackW_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c0&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmBackW_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c1&amp;lt;/code&amp;gt; || Hermit Crawmad underwater bubbles || &amp;lt;code&amp;gt;Enemy_Jigumo_TJgmBubble&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c2&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Enemy_Kabuto_TKabutoAttack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c3&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &amp;lt;code&amp;gt;Enemy_Kogane_TKoganeDive_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c4&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &amp;lt;code&amp;gt;Enemy_Kogane_TKoganeDive_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c5&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &amp;lt;code&amp;gt;Enemy_Kogane_TKoganeHit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c6&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &amp;lt;code&amp;gt;Enemy_Kogane_TKoganeHit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c7&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai1_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c8&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai1_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00c9&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ca&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00cb&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai3_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00cc&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TKouhai3_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00cd&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Item_Rock_TkKouhaiDamage&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ce&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00cf&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d0&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Enemy_Rock_TKouhaiFuku_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d1&amp;lt;/code&amp;gt; || Falling boulder || &amp;lt;code&amp;gt;Enemy_Rock_TKouhaiFuku_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d2&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageBomb_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d3&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageBomb_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d4&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageDeadrun&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d5&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageEye&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d6&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageFlick&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d7&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageGepu&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d8&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageHire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00d9&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageHire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00da&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageHire_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00db&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00dc&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageSui_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00dd&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_OniKurage_TKurageSui_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00de&amp;lt;/code&amp;gt; || Louie light (star shape) || &amp;lt;code&amp;gt;Navi_TOrimaLight_loozy_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00df&amp;lt;/code&amp;gt; || Louie light whistle || &amp;lt;code&amp;gt;Navi_TOrimaLightAct_loozy_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e0&amp;lt;/code&amp;gt; || Louie light whistle || &amp;lt;code&amp;gt;Navi_TOrimaLightAct_loozy_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e1&amp;lt;/code&amp;gt; || Louie light (trail/base) || &amp;lt;code&amp;gt;Navi_TOrimaLight_loozy_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e2&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewKurageBomb_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e3&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewKurageBomb_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e4&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkurageDeadrun&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e5&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkurageEye&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e6&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkurageFlick&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e7&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkuragHire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e8&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkuragHire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00e9&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkuragHire_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ea&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkuragKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00eb&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkurageSui_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ec&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Enemy_Kurage_TNewkurageSui_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ed&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaDeadHahenA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ee&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaDeadHahenB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ef&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaDeadHahenC1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f0&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaDeadHahenC2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f1&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaFoot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f2&amp;lt;/code&amp;gt; || Raging Long Legs fur || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaFur1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f3&amp;lt;/code&amp;gt; || Raging Long Legs fur || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaFur2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f4&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaHahen&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f5&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaWalk_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f6&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;Enemy_BigFoot_TOdamaWalk_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f7&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f8&amp;lt;/code&amp;gt; || Interactable Blue Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_blue_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00f9&amp;lt;/code&amp;gt; || Interactable Blue Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_blue_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00fa&amp;lt;/code&amp;gt; || Interactable Red Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_red_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00fb&amp;lt;/code&amp;gt; || Interactable Red Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_red_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00fc&amp;lt;/code&amp;gt; || Interactable Yellow Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_yellow_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00fd&amp;lt;/code&amp;gt; || Interactable Yellow Onion beam || &amp;lt;code&amp;gt;Onyon_ContainerAct_yellow_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00fe&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonEatAB_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00ff&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonEatAB_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0100&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonEatC&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0101&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonLay_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0102&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonLay_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0103&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonPuffKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0104&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TOnyonPuffPuff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0105&amp;lt;/code&amp;gt; || Blue Onion beacon base || &amp;lt;code&amp;gt;Onyon_Container_Blue&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0106&amp;lt;/code&amp;gt; || Red Onion beacon base || &amp;lt;code&amp;gt;Onyon_Container_Red&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0107&amp;lt;/code&amp;gt; || Yellow Onion beacon base || &amp;lt;code&amp;gt;Onyon_Container_Yellow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0108&amp;lt;/code&amp;gt; || Titan Dweevil Electric Glow || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElec_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0109&amp;lt;/code&amp;gt; || Titan Dweevil Electric Sparks || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElec_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010a&amp;lt;/code&amp;gt; || Titan Dweevil Electric Sparks Long || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElec_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010b&amp;lt;/code&amp;gt; || Titan Dweevil Electric Bolts || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElecLeg&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010c&amp;lt;/code&amp;gt; || Titan Dweevil Blue/Black Flames || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010d&amp;lt;/code&amp;gt; || Titan Dweevil Blue/Red Flames || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010e&amp;lt;/code&amp;gt; || Titan Dweevil Fire Glow || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;010f&amp;lt;/code&amp;gt; || Titan Dweevil White Flames || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0110&amp;lt;/code&amp;gt; || Titan Dweevil Heat Distortion || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_5&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0111&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFoot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0112&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFoot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0113&amp;lt;/code&amp;gt; || Titan Dweevil Gas Cloud || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaGas_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0114&amp;lt;/code&amp;gt; || Titan Dweevil Gas Ripples || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaGas_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0115&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWalk_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0116&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWalk_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0117&amp;lt;/code&amp;gt; || Titan Dweevil Big Water Bubble || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbomb_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0118&amp;lt;/code&amp;gt; || Titan Dweevil Small Water Bubbles || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbomb_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0119&amp;lt;/code&amp;gt; || Titan Dweevil White Water Bubble || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbomb_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011a&amp;lt;/code&amp;gt; || Titan Dweevil Water Splash || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbomb_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011b&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbHit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011c&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbHit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011d&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbHit_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011e&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbHit_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;011f&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbShot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0120&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaWbShot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0121&amp;lt;/code&amp;gt; || Leader stuff || &amp;lt;code&amp;gt;Navi_TOrimadamage_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0122&amp;lt;/code&amp;gt; || Leader stuff || &amp;lt;code&amp;gt;Navi_TOrimadamage_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0123&amp;lt;/code&amp;gt; || Olimar light (star shape) || &amp;lt;code&amp;gt;Navi_TOrimaLight_orima_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0124&amp;lt;/code&amp;gt; || Olimar light whistle || &amp;lt;code&amp;gt;Navi_TOrimaLightAct_orima_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0125&amp;lt;/code&amp;gt; || Olimar light whistle || &amp;lt;code&amp;gt;Navi_TOrimaLightAct_orima_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0126&amp;lt;/code&amp;gt; || Olimar light (trail/base) || &amp;lt;code&amp;gt;Navi_TOrimaLight_orima_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0127&amp;lt;/code&amp;gt; || Common Dweevil particles || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtakaraApL_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0128&amp;lt;/code&amp;gt; || Common Dweevil particles || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtakaraApL_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0129&amp;lt;/code&amp;gt; || Common Dweevil particles || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtakaraApL_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012a&amp;lt;/code&amp;gt; || Common Dweevil particles || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtakaraApS_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012b&amp;lt;/code&amp;gt; || Common Dweevil particles || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtakaraApS_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012c&amp;lt;/code&amp;gt; || Anode Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_ElecOtakara_TOtaChargeelec_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012d&amp;lt;/code&amp;gt; || Anode Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_ElecOtakara_TOtaChargeelec_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012e&amp;lt;/code&amp;gt; || Fiery Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaChargefire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;012f&amp;lt;/code&amp;gt; || Fiery Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaChargefire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0130&amp;lt;/code&amp;gt; || Munge Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_GasOtakara_TOtaChargegas_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0131&amp;lt;/code&amp;gt; || Munge Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_GasOtakara_TOtaChargegas_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0132&amp;lt;/code&amp;gt; || Caustic Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaChargewat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0133&amp;lt;/code&amp;gt; || Caustic Dweevil attack charge || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaChargewat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0134&amp;lt;/code&amp;gt; || Anode Dweevil attack || &amp;lt;code&amp;gt;Enemy_ElecOtakara_TOtaElec_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0135&amp;lt;/code&amp;gt; || Anode Dweevil attack || &amp;lt;code&amp;gt;Enemy_ElecOtakara_TOtaElec_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0136&amp;lt;/code&amp;gt; || Anode Dweevil attack || &amp;lt;code&amp;gt;Enemy_ElecOtakara_TOtaElec_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0137&amp;lt;/code&amp;gt; || Fiery Dweevil attack || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaFire_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0138&amp;lt;/code&amp;gt; || Fiery Dweevil attack || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaFire_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0139&amp;lt;/code&amp;gt; || Fiery Dweevil attack || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaFire_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013a&amp;lt;/code&amp;gt; || Fiery Dweevil attack || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaFire_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013b&amp;lt;/code&amp;gt; || Fiery Dweevil attack || &amp;lt;code&amp;gt;Enemy_FireOtakara_TOtaFire_5&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013c&amp;lt;/code&amp;gt; || Munge Dweevil attack || &amp;lt;code&amp;gt;Enemy_GasOtakara_TOtaGas_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013d&amp;lt;/code&amp;gt; || Munge Dweevil attack || &amp;lt;code&amp;gt;Enemy_GasOtakara_TOtaGas_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013e&amp;lt;/code&amp;gt; || Caustic Dweevil attack || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaWat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;013f&amp;lt;/code&amp;gt; || Caustic Dweevil attack || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaWat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0140&amp;lt;/code&amp;gt; || Caustic Dweevil attack || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaWat_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0141&amp;lt;/code&amp;gt; || Caustic Dweevil attack || &amp;lt;code&amp;gt;Enemy_WaterOtakara_TOtaWat_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0142&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TPelkira_ver01_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0143&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TPelkira_ver01_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0144&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TPelkira_ver01_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0145&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TPelkira_ver01_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0146&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkAp_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0147&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkAp_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0148&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_PikiDamage&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0149&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;PIki_TPkAttackDP&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkBlackDown&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014b&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkBlackDrop_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014c&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkBlackDrop_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014d&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkBlackDrop_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014e&amp;lt;/code&amp;gt; || Pikmin Fire Saved Fire Disappear || &amp;lt;code&amp;gt;Piki_TPkS_Chinka_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;014f&amp;lt;/code&amp;gt; || Pikmin Fire Saved Outwards Circle || &amp;lt;code&amp;gt;Piki_TPkS_Chinka_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0150&amp;lt;/code&amp;gt; || Pikmin Deflowered Petals White || &amp;lt;code&amp;gt;Piki_TPkS_Chiru&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0151&amp;lt;/code&amp;gt; || Pikmin Deflowered Petals Purple || &amp;lt;code&amp;gt;Piki_TPkS_ChiruRed&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0152&amp;lt;/code&amp;gt; || Pikmin Poisoned Gas || &amp;lt;code&amp;gt;Piki_TPkToeChudoku&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0153&amp;lt;/code&amp;gt; || Purple Pikmin Spirit || &amp;lt;code&amp;gt;Piki_TPkS_Dead_purple&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0154&amp;lt;/code&amp;gt; || Blue Pikmin Spirit || &amp;lt;code&amp;gt;Piki_TPkS_Dead_blue&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0155&amp;lt;/code&amp;gt; || Red Pikmin Spirit || &amp;lt;code&amp;gt;Piki_TPkS_Dead_red&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0156&amp;lt;/code&amp;gt; || White Pikmin Spirit || &amp;lt;code&amp;gt;Piki_TPkS_Dead_white&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0157&amp;lt;/code&amp;gt; || Yellow Pikmin Spirit || &amp;lt;code&amp;gt;Piki_TPkS_Dead_yellow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0158&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkS_Dig&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0159&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDive_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyDive_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015b&amp;lt;/code&amp;gt; || Ultra Spicy Spray on Pikmin || &amp;lt;code&amp;gt;Piki_TPkToeDoping&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015c&amp;lt;/code&amp;gt; || Pikmin Poison Saved Gas Disappear || &amp;lt;code&amp;gt;Piki_TPkS_Gedoku_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015d&amp;lt;/code&amp;gt; || Pikmin Poison Saved Outwards Circle || &amp;lt;code&amp;gt;Piki_TPkS_Gedoku_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015e&amp;lt;/code&amp;gt; || Pikmin Sprout Inward Glow || &amp;lt;code&amp;gt;Piki_TPkGlow1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;015f&amp;lt;/code&amp;gt; || Pikmin Sprout Outward Glow || &amp;lt;code&amp;gt;Piki_TPkGlow2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0160&amp;lt;/code&amp;gt; || Pikmin Sprout Outward Circle || &amp;lt;code&amp;gt;Piki_TPkGlow2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0161&amp;lt;/code&amp;gt; || Pikmin in Water White Circle || &amp;lt;code&amp;gt;Piki_TPkToeHamonA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0162&amp;lt;/code&amp;gt; || Pikmin in Water Ripples || &amp;lt;code&amp;gt;Piki_TPkToeHamonB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0163&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkS_Inattack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0164&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkInstick&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0165&amp;lt;/code&amp;gt; || Pikmin electric shock || &amp;lt;code&amp;gt;Piki_TPkKanden_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0166&amp;lt;/code&amp;gt; || Pikmin electric shock || &amp;lt;code&amp;gt;Piki_TPkKanden_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0167&amp;lt;/code&amp;gt; || Pikmin electric shock || &amp;lt;code&amp;gt;Piki_TPkKanden_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0168&amp;lt;/code&amp;gt; || Pikmin electric shock || &amp;lt;code&amp;gt;Piki_TPkKanden_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0169&amp;lt;/code&amp;gt; || Purple Pikmin idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_purple&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016a&amp;lt;/code&amp;gt; || Blue Pikmin idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_blue&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016b&amp;lt;/code&amp;gt; || Red Pikmin idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_red&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016c&amp;lt;/code&amp;gt; || White Pikmin idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_white&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016d&amp;lt;/code&amp;gt; || Yellow Pikmin idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_yellow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016e&amp;lt;/code&amp;gt; || Pikmin Fire Extinguished Smoke || &amp;lt;code&amp;gt;Piki_TPkToeMoeSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;016f&amp;lt;/code&amp;gt; || Pikmin Fire State || &amp;lt;code&amp;gt;Piki_TPkMoeA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0170&amp;lt;/code&amp;gt; || Fire particles flying off Pikmin || &amp;lt;code&amp;gt;Piki_TPkToeTanekira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0171&amp;lt;/code&amp;gt; || Glow from Pikmin Fire || &amp;lt;code&amp;gt;Piki_TPkToeMoeBC&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0172&amp;lt;/code&amp;gt; || Purple Pikmin throw trail color || &amp;lt;code&amp;gt;Piki_TPkNageBlur_Purple&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0173&amp;lt;/code&amp;gt; || Blue Pikmin throw trail color || &amp;lt;code&amp;gt;Piki_TPkNageBlur_Blue&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0174&amp;lt;/code&amp;gt; || Red Pikmin throw trail color || &amp;lt;code&amp;gt;Piki_TPkNageBlur_Red&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0175&amp;lt;/code&amp;gt; || White Pikmin throw trail color || &amp;lt;code&amp;gt;Piki_TPkNageBlur_White&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0176&amp;lt;/code&amp;gt; || Yellow Pikmin throw trail color || &amp;lt;code&amp;gt;Piki_TPkNageBlur_Yellow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0177&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkToeNagekira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0178&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkToeTaneKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0179&amp;lt;/code&amp;gt; || Pikmin walking dust || &amp;lt;code&amp;gt;Piki_TPkS_Walksmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017a&amp;lt;/code&amp;gt; || Pikmin Water Bubbles Saved || &amp;lt;code&amp;gt;Piki_TPkS_WaterOff_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017b&amp;lt;/code&amp;gt; || Pikmin Water Bubbles Saved Outward Circle || &amp;lt;code&amp;gt;Piki_TPkS_WaterOff_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017c&amp;lt;/code&amp;gt; || Pikmin Water Bubbles Small || &amp;lt;code&amp;gt;Piki_TPkToeWater_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017d&amp;lt;/code&amp;gt; || Pikmin Water Bubble Large || &amp;lt;code&amp;gt;Piki_TPkToeWater_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017e&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodGepu_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;017f&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodGepu_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0180&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0181&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodOpenA&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0182&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodOpenB&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0183&amp;lt;/code&amp;gt; || Pod waypoint || &amp;lt;code&amp;gt;Onyon_TPodSpot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0184&amp;lt;/code&amp;gt; || Pod waypoint || &amp;lt;code&amp;gt;Onyon_TPodSpot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0185&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TPodSuck_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0186&amp;lt;/code&amp;gt; || Pod rainbow rings || &amp;lt;code&amp;gt;Onyon_TPodSuck_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0187&amp;lt;/code&amp;gt; || Pellet Posy || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp1Grow1_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0188&amp;lt;/code&amp;gt; || Pellet Posy || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp1Grow1_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0189&amp;lt;/code&amp;gt; || Pellet Posy || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp1Grow2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018a&amp;lt;/code&amp;gt; || Pellet Posy || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp1Grow2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018b&amp;lt;/code&amp;gt; || Pellet Posy || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp1Grow2_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018c&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenCrashL&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018d&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenCrashR&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018e&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenCrashRock&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;018f&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenDamage&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0190&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0191&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0192&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0193&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenDead_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0194&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenFlick_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0195&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenFlick_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0196&amp;lt;/code&amp;gt; || Empress Bulblax sleeping snot bubble || &amp;lt;code&amp;gt;Enemy_Queen_TQueenHanacho&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0197&amp;lt;/code&amp;gt; || Empress Bulblax making a larva || &amp;lt;code&amp;gt;Enemy_Queen_TQueenLay&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0198&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRoll_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0199&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRoll_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019a&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCL_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019b&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCR_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019c&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCL_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019d&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCR_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019e&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCL_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;019f&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenRollCR_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a0&amp;lt;/code&amp;gt; || Empress Bulblax || &amp;lt;code&amp;gt;Enemy_Queen_TQueenWakeup&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a1&amp;lt;/code&amp;gt; || Honeywisp || &amp;lt;code&amp;gt;Enemy_Qurione_TQuriApp&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a2&amp;lt;/code&amp;gt; || Honeywisp || &amp;lt;code&amp;gt;Enemy_Qurione_TQuriDisap&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a3&amp;lt;/code&amp;gt; || Honeywisp || &amp;lt;code&amp;gt;Enemy_Qurione_TQuriGlow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a4&amp;lt;/code&amp;gt; || Honeywisp || &amp;lt;code&amp;gt;Enemy_Qurione_TQuriHit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a5&amp;lt;/code&amp;gt; || Honeywisp || &amp;lt;code&amp;gt;Enemy_Qurione_TQuriHit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a6&amp;lt;/code&amp;gt; || Falling boulder break || &amp;lt;code&amp;gt;Enemy_Rock_TRockDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a7&amp;lt;/code&amp;gt; || Falling boulder break || &amp;lt;code&amp;gt;Enemy_Rock_TRockDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a8&amp;lt;/code&amp;gt; || Falling boulder break || &amp;lt;code&amp;gt;Enemy_Rock_TRockDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01a9&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_Rock_TRockGrRun&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01aa&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_Rock_TRockRun&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ab&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TSekikaLOff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ac&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TSekikaLon&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ad&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TSekikaSOff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ae&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TSekikaSOn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01af&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TStoneAttack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b0&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireABC_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b1&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireABC_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b2&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireABC_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b3&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireHit&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b4&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireIND&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b5&amp;lt;/code&amp;gt; || Fiery Blowhog || &amp;lt;code&amp;gt;Enemy_Tank_TTankFireYodare&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b6&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b7&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b8&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWat_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01b9&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWat_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ba&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWatHit&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01bb&amp;lt;/code&amp;gt; || Watery Blowhog || &amp;lt;code&amp;gt;Enemy_WTank_TTankWatYodare&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01bc&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Plant_TTsuyuGrow0&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01bd&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Plant_TTsuyuGrow1_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01be&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Plant_TTsuyuGrow1_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01bf&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Plant_TTsuyuGrow2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c0&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_Plant_TTsuyuGrow2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c1&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TTsuyuGrowon&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c2&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoGasIn&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c3&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoGasOut&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c4&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoPodGeku_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c5&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoPodGeku_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c6&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoPodOpen_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c7&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoPodOpen_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c8&amp;lt;/code&amp;gt; || Ship rainbow rings || &amp;lt;code&amp;gt;Onyon_TUfoPodOpenSuck&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01c9&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoPodSuck&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ca&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoSpotact_ver01_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01cb&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Onyon_TUfoSpotact_ver01_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01cc&amp;lt;/code&amp;gt; || Ship waypoint || &amp;lt;code&amp;gt;Onyon_UfoSpot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01cd&amp;lt;/code&amp;gt; || Ship waypoint || &amp;lt;code&amp;gt;Onyon_UfoSpot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ce&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoAp_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01cf&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoAp_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d0&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoEat&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d1&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoHd_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d2&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoHd_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d3&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiAttack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d4&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiDeadawa&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d5&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiDeadmelt&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d6&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiEat&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d7&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiEyeBlue_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d8&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiEyeBlue_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01d9&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiEyeRed_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01da&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiEyeRed_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01db&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiFlick_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01dc&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiFlick_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01dd&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiFlick_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01de&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiHamon_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01df&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiHamon_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e0&amp;lt;/code&amp;gt; || Ranging Bloyster blue tail glow || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiWeakBlue_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e1&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiWeakBlue_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e2&amp;lt;/code&amp;gt; || Ranging Bloyster red tail glow || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiWeakRed_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e3&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;Enemy_UmiMushi_TUmiWeakRed_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e4&amp;lt;/code&amp;gt; || Seeding Dandelion || &amp;lt;code&amp;gt;Enemy_Watage_TWatage&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e5&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkAp_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e6&amp;lt;/code&amp;gt; || Fiery Bulblax fire sphere || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiBody_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e7&amp;lt;/code&amp;gt; || Fiery Bulblax fire - looks like Minecraft grass || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiBody_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e8&amp;lt;/code&amp;gt; || Fiery Bulblax hellfire || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiBody_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01e9&amp;lt;/code&amp;gt; || Fiery Bulblax heatwave || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiBody_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ea&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiAp_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01eb&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiAp_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ec&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiAttack&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ed&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiAttackhit&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ee&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiHd_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ef&amp;lt;/code&amp;gt; || Cloaking Burrow-nit || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiHd_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f0&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f1&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f2&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;Enemy_SnakeWhole_TCphebiDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f3&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;Enemy_SnakeWhole_TCphebiDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f4&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;Enemy_SnakeWhole_TCphebiDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f5&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;Enemy_SnakeWhole_TCphebiDead_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f6&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;Enemy_SnakeWhole_TCphebiDeadHane&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f7&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Enemy_Miulin_TMiuAttack_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f8&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Enemy_Miulin_TMiuAttack_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01f9&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadBomb_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01fa&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadBomb_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01fb&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadBomb_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01fc&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadBomb_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01fd&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadHahen1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01fe&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadHahen2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01ff&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadHahen2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0200&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadSteam_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0201&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadSteam_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0202&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaDeadSteamT&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0203&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaHahen&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0204&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOnHahen1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0205&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOnHahen2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0206&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOnSmoke_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0207&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOnSmoke_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0208&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOnSteam1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0209&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Ememy_Houdai_THamaOnSteam2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020a&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaOpen&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020b&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaSteam&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020c&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaSteamBd&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020d&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaStreamSt&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020e&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchApSand_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;020f&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchApSand_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0210&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchApSand_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0211&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKchApWat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0212&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKchApWat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0213&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKchApWat_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0214&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKchApWat_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0215&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKchApWat_5&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0216&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchYodareBaseChaseMtx&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0217&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchCryAB_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0218&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchCryAB_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0219&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchCryInd&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021a&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDamage_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021b&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDamage_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021c&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDamage_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021d&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDamage_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021e&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDeadHana_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;021f&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDeadHana_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0220&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchYodareBaseChaseMtx_Dead&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0221&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveSand_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0222&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveSand_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0223&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveSand_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0224&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveWat_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0225&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveWat_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0226&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDiveWat_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0227&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchDownsmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0228&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_KchFlickSand_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0229&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_KchFlickSand_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022a&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchSmokeHana&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022b&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchYodareBaseChaseMtx_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022c&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchYodareHitGr&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022d&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;Enemy_KingChappy_TKchYodareHitWat&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022e&amp;lt;/code&amp;gt; || Enemy eat White Pikmin || &amp;lt;code&amp;gt;Enemy_TEnemyPoisonL&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;022f&amp;lt;/code&amp;gt; || Enemy eat White Pikmin || &amp;lt;code&amp;gt;Enemy_TEnemyPoisonS&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0230&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiCharge&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0231&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiDeadLight&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0232&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiDeadMouth&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0233&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiDeadSe_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0234&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiDeadSe_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0235&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiHit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0236&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiHit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0237&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiHit_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0238&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiHit_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0239&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiShell&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023a&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiShoot_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023b&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiShoot_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023c&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiShoot_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023d&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiSmokeL&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023e&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;Enemy_MiniHoudai_TChibiSmokeS&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;023f&amp;lt;/code&amp;gt; || Mitite appears || &amp;lt;code&amp;gt;Enemy_TamagoMushi_TTamagoAp_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0240&amp;lt;/code&amp;gt; || Mitite appears || &amp;lt;code&amp;gt;Enemy_TamagoMushi_TTamagoAp_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0241&amp;lt;/code&amp;gt; || Fiery Bulblax smoke on killed || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiDeadsmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0242&amp;lt;/code&amp;gt; || Fiery Bulblax shake off || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiFlick&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0243&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0244&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0245&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0246&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0247&amp;lt;/code&amp;gt; || Man-at-Legs || &amp;lt;code&amp;gt;Enemy_Houdai_THdamaShoot_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0248&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElecparts&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0249&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaPdead&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024a&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaPhouden_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024b&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaPhouden_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024c&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024d&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024e&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;024f&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElecAttack1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0250&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElecAttack2_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0251&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaElecAttack2_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0252&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Enemy_HanaChirashi_TFusenAirhit_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0253&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Enemy_HanaChirashi_TFusenAirhit_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0254&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Enemy_HanaChirashi_TFusenhAir_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0255&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Enemy_HanaChirashi_TFusenhAir_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0256&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Enemy_HanaChirashi_TFusenhAir_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0257&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaFire_6&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0258&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Enemy_Hana_THanaMiss_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0259&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Enemy_Hana_THanaMiss_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025a&amp;lt;/code&amp;gt; || Iridescent Glint Beetle sparkles || &amp;lt;code&amp;gt;Enemy_Wealthy_TOoganeKira&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025b&amp;lt;/code&amp;gt; || Pellet Posy 10 pellet grow || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp110Grow2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025c&amp;lt;/code&amp;gt; || Pellet Posy 20 pellet grow || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp120Grow2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025d&amp;lt;/code&amp;gt; || Pellet Posy 5 pellet grow || &amp;lt;code&amp;gt;Enemy_Pelplant_TPp15Grow2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025e&amp;lt;/code&amp;gt; || Male Sheargrub || &amp;lt;code&amp;gt;Enemy_Ujib_TUjinkoPkate&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;025f&amp;lt;/code&amp;gt; || Cloaking Burrow-nit eating || &amp;lt;code&amp;gt;Enemy_Armor_TYoroiEat&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260&amp;lt;/code&amp;gt; || Bomb rock glowing || &amp;lt;code&amp;gt;Enemy_Bomb_TBombrockLight&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0261&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaBombBody&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0262&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaBombLeg&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0263&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadAwa&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0264&amp;lt;/code&amp;gt; || Titan Dweevil Dead Bubbles Body || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadBody_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0265&amp;lt;/code&amp;gt; || Titan Dweevil Dead Drips Body || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadBody_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0266&amp;lt;/code&amp;gt; || Titan Dweevil Dead Bubbles Legs || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadLeg_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0267&amp;lt;/code&amp;gt; || Titan Dweevil Dead Drips Legs || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadLeg_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0268&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaPartsoff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0269&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaStartBody&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026a&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaStartLeg&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026b&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaStartOta&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026c&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaStartSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026d&amp;lt;/code&amp;gt; || Leader Punch || &amp;lt;code&amp;gt;Navi_TOrimapunch&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026e&amp;lt;/code&amp;gt; || Breadbug appear dust || &amp;lt;code&amp;gt;Enemy_PanModokiBase_TPanApp&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;026f&amp;lt;/code&amp;gt; || Breadbug hide dust || &amp;lt;code&amp;gt;Enemy_PanModokiBase_TPanHide&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0270&amp;lt;/code&amp;gt; || Breadbug carry dust || &amp;lt;code&amp;gt;Enemy_PanModokiBase_TPanSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0271&amp;lt;/code&amp;gt; || Candypop Bud dead || &amp;lt;code&amp;gt;Enemy_Pom_TPonDead&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0272&amp;lt;/code&amp;gt; || Valley of Repose snow || &amp;lt;code&amp;gt;TTutorialSnow&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0273&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0274&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0275&amp;lt;/code&amp;gt; || PikPik carrots being eaten, crushed, etc. || &amp;lt;code&amp;gt;Piki_TPikuBomb&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0276&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPikuDead&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0277&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaChangeBody&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0278&amp;lt;/code&amp;gt; || Titan Dweevil || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaChangeLeg&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0279&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TOtakaraDive_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TOtakaraDive_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027b&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Pellet_TOtakaraDive_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027c&amp;lt;/code&amp;gt; || Wistful Wild Leaves || &amp;lt;code&amp;gt;TLastMomiji&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027d&amp;lt;/code&amp;gt; || Titan Dweevil Evaporation Body || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadBody_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027e&amp;lt;/code&amp;gt; || Titan Dweevil Evaporation Legs || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaDeadLeg_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;027f&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_OtakaraBase_TOtaPartsoff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0280&amp;lt;/code&amp;gt; || Titan Dweevil Fireflies || &amp;lt;code&amp;gt;Enemy_BigTreasure_TOootaParticle&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0281&amp;lt;/code&amp;gt; || Green (Bulbmin/Carrot) idle halo || &amp;lt;code&amp;gt;Piki_TPkToeKourin_green&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0282&amp;lt;/code&amp;gt; || {{Unknown}} || {{Unknown}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0283&amp;lt;/code&amp;gt; || Hairy Bulborb Hair || &amp;lt;code&amp;gt;Enemy_YellowChappy_TKechappyTest_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0284&amp;lt;/code&amp;gt; || Hairy Bulborb Hair || &amp;lt;code&amp;gt;Enemy_YellowChappy_TKechappyTest_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0285&amp;lt;/code&amp;gt; || Hairy Bulborb Hair || &amp;lt;code&amp;gt;Enemy_YellowChappy_TKechappyTest_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0286&amp;lt;/code&amp;gt; || Fiery Bulblax enter water steam || &amp;lt;code&amp;gt;Enemy_FireChappy_TYakiSteam&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0287&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Enemy_Kabuto_TKkabutoRot&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0288&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Enemy_Kabuto_TKkabutoWait&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0289&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_DownFloor_TPbagDown_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028a&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_DownFloor_TPbagDown_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028b&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_DownFloor_TPbagDown_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028c&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_DownFloor_TPbagOn_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028d&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Item_DownFloor_TPbagOn_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028e&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_Rock_TRockWRunChasePos_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;028f&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_Rock_TRockWRunChasePos_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0290&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_Rock_TRockWRunChasePos_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0291&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyPiyo&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0292&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkS_Walkwater_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0293&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Piki_TPkS_Walkwater_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0294&amp;lt;/code&amp;gt; || Hairy Bulborb || &amp;lt;code&amp;gt;Enemy_YellowChappy_TKechappyOff&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0295&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageBend1_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0296&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageBend1_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0297&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageDead1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0298&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageDead2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0299&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageMove&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029a&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageRecov_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029b&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageRecov_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029c&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;Enemy_BlackMan_TKageRun&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029d&amp;lt;/code&amp;gt; || Waterwraith rollers destroyed || &amp;lt;code&amp;gt;Enemy_Tyre_TKageTyreDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029e&amp;lt;/code&amp;gt; || Waterwraith rollers destroyed || &amp;lt;code&amp;gt;Enemy_Tyre_TKageTyreDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;029f&amp;lt;/code&amp;gt; || Waterwraith rollers destroyed || &amp;lt;code&amp;gt;Enemy_Tyre_TKageTyreDead_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a0&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKageTyresmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a1&amp;lt;/code&amp;gt; || Waterwraith rollers || &amp;lt;code&amp;gt;Enemy_Tyre_TKageTyreup&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a2&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoAttack2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a3&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoCrash_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a4&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoCrash_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a5&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoDamage&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a6&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoDead_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a7&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoDead_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a8&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoDeadSmoke&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02a9&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoRun_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02aa&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoRun_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02ab&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoTurn_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02ac&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoTurn_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02ad&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoWallBreak&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02ae&amp;lt;/code&amp;gt; || Waterwraith shake off|| &amp;lt;code&amp;gt;Enemy_BlackMan_TKageFlick&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02af&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyApsmokeM&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b0&amp;lt;/code&amp;gt; || || &amp;lt;code&amp;gt;Enemy_TEnemyApsmokeS&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b1&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoFly_1&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b2&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoFly_2&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b3&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;Enemy_DangoMushi_TDangoFly_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b4&amp;lt;/code&amp;gt; || Gas pipe || &amp;lt;code&amp;gt;Enemy_GasHiba_TGasuHiba_3&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02b5&amp;lt;/code&amp;gt; || Gas pipe || &amp;lt;code&amp;gt;Enemy_GasHiba_TGasuHiba_4&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle textures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TextureID || File name || Image&lt;br /&gt;
|-&lt;br /&gt;
| #0 || &amp;lt;code&amp;gt;IP2_star5_i || [[File:IP2_star5_i.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #1 || &amp;lt;code&amp;gt;IP2_kemuri6_ia || [[File:IP2_kemuri6_ia.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &amp;lt;code&amp;gt;IP2_hire2_ia || [[File:IP2_hire2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &amp;lt;code&amp;gt;IP2_glow1_i || [[File:IP2_glow1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &amp;lt;code&amp;gt;IP2_fly_ia&amp;gt; || [[File:IP2_fly_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #5 || &amp;lt;code&amp;gt;IP2_splash1_i || [[File:IP2_splash1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #6 || &amp;lt;code&amp;gt;IP2_mizutama1_ia || [[File:IP2_mizutama1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #7 || &amp;lt;code&amp;gt;IP2_becha4_ia || [[File:IP2_becha4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #8 || &amp;lt;code&amp;gt;IP2_ami1_i || [[File:IP2_ami1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #9 || &amp;lt;code&amp;gt;IP2_firemsk1_ia || [[File:GreenScreen1.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #10 || &amp;lt;code&amp;gt;IP2_rock3_s3tc || [[File:IP2_rock3_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #11 || &amp;lt;code&amp;gt;IP2_kemuri5_i || [[File:IP2_kemuri5_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #12 || &amp;lt;code&amp;gt;IP2_hitmark2_ia || [[File:IP2_hitmark2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #13 || &amp;lt;code&amp;gt;IP2_cursor1_i || [[File:IP2_cursor1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #14 || &amp;lt;code&amp;gt;IP2_kemuri7_ia || [[File:IP2_kemuri7_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #15 || &amp;lt;code&amp;gt;IP2_glow3_i || [[File:IP2_glow3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #16 || &amp;lt;code&amp;gt;IP2_fireami1_ia || [[File:IP2_fireami1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #17 || &amp;lt;code&amp;gt;IP2_indmsk1_ia || [[File:GreenScreen2.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #18 || &amp;lt;code&amp;gt;IP2_senko_i || [[File:IP2_senko_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #19 || &amp;lt;code&amp;gt;IP2_shwave2_i || [[File:IP2_shwave2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #20 || &amp;lt;code&amp;gt;IP2_glow4_i || [[File:IP2_glow4_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #21 || &amp;lt;code&amp;gt;IP2_mizutama2_ia || [[File:IP2_mizutama2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #22 || &amp;lt;code&amp;gt;IP2_stardust1_i || [[File:IP2_stardust1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #23 || &amp;lt;code&amp;gt;IP2_glowline_i || [[File:IP2_glowline_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #24 || &amp;lt;code&amp;gt;IP2_otafire2_i || [[File:IP2_otafire2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #25 || &amp;lt;code&amp;gt;IP2_glow6mm_i || [[File:IP2_glow6mm_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #26 || &amp;lt;code&amp;gt;IP2_shwave1_i || [[File:IP2_shwave1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #27 || &amp;lt;code&amp;gt;IP2_hahen2_ia || [[File:IP2_hahen2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #28 || &amp;lt;code&amp;gt;IP2_star8_i || [[File:IP2_star8_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #29 || &amp;lt;code&amp;gt;IP2_hane4_ia || [[File:IP2_hane4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #30 || &amp;lt;code&amp;gt;IP2_birix_l1_i || [[File:IP2_birix_l1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #31 || &amp;lt;code&amp;gt;IP2_birix_l2_i || [[File:IP2_birix_l2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #32 || &amp;lt;code&amp;gt;IP2_hahen1_ia || [[File:IP2_hahen1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #33 || &amp;lt;code&amp;gt;IP2_hamon2_ia || [[File:GreenScreen3.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #34 || &amp;lt;code&amp;gt;IP2_oukan3_i || [[File:IP2_oukan3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #35 || &amp;lt;code&amp;gt;IP2_kurage6_ia || [[File:IP2_kurage6_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #36 || &amp;lt;code&amp;gt;IP2_blur1_ia || [[File:GreenScreen4.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #37 || &amp;lt;code&amp;gt;IP2_glow2_i || [[File:IP2_glow2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #38 || &amp;lt;code&amp;gt;IP2_orilight2_i || [[File:IP2_orilight2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #39 || &amp;lt;code&amp;gt;IP2_thunder1_i || [[File:IP2_thunder1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #40 || &amp;lt;code&amp;gt;IP2_smallcloud_i || [[File:IP2_smallcloud_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #41 || &amp;lt;code&amp;gt;IP2_biri_r1_i || [[File:IP2_biri_r1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #42 || &amp;lt;code&amp;gt;IP2_enemydead_ia || [[File:IP2_enemydead_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #43 || &amp;lt;code&amp;gt;IP2_indwp1_ia || [[File:IP2_indwp1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #44 || &amp;lt;code&amp;gt;IP2_dummy || [[File:IP2_dummy.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #45 || &amp;lt;code&amp;gt;IP2_indwp3_ia || [[File:IP2_indwp3_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #46 || &amp;lt;code&amp;gt;IP2_indmsk3_ia || [[File:GreenScreen5.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #47 || &amp;lt;code&amp;gt;IP2_hibana2_ia || [[File:IP2_hibana2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #48 || &amp;lt;code&amp;gt;IP2_sakura1_s3tc || [[File:IP2_sakura1_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #49 || &amp;lt;code&amp;gt;IP2_sakura2_s3tc || [[File:IP2_sakura2_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #50 || &amp;lt;code&amp;gt;IP2_indwp3_i || [[File:IP2_indwp3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #51 || &amp;lt;code&amp;gt;IP2_sand1_ia || [[File:IP2_sand1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #52 || &amp;lt;code&amp;gt;IP2_smash_i || [[File:IP2_smash_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #53 || &amp;lt;code&amp;gt;IP2_kiseki1_i || [[File:IP2_kiseki1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #54 || &amp;lt;code&amp;gt;IP2_yuge_i || [[File:IP2_yuge_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #55 || &amp;lt;code&amp;gt;IP2_fireball2_i || [[File:IP2_fireball2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #56 || &amp;lt;code&amp;gt;IP2_indwp2_ia || [[File:IP2_indwp2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #57 || &amp;lt;code&amp;gt;IP2_star4_ia || [[File:IP2_star4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #58 || &amp;lt;code&amp;gt;IP2_kemuri4_ia || [[File:IP2_kemuri4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #59 || &amp;lt;code&amp;gt;IP2_ami2_i || [[File:IP2_ami2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #60 || &amp;lt;code&amp;gt;IP2_indmsk2_ia || [[File:GreenScreen6.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #61 || &amp;lt;code&amp;gt;IP2_indwp4_ia || [[File:IP2_indwp4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #62 || &amp;lt;code&amp;gt;IP2_mizutama3_i || [[File:IP2_mizutama3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #63 || &amp;lt;code&amp;gt;IP2_yodare_ia || [[File:IP2_yodare_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #64 || &amp;lt;code&amp;gt;IP2_fur_mm_ia || [[File:IP2_fur_mm_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #65 || &amp;lt;code&amp;gt;IP2_furdown1_ia || [[File:IP2_furdown1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #66 || &amp;lt;code&amp;gt;IP2_furdown2_ia || [[File:IP2_furdown2_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #67 || &amp;lt;code&amp;gt;IP2_furdown3_ia || [[File:IP2_furdown3_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #68 || &amp;lt;code&amp;gt;IP2_furdown4_ia || [[File:IP2_furdown4_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #69 || &amp;lt;code&amp;gt;IP2_furdown5_ia || [[File:IP2_furdown5_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #70 || &amp;lt;code&amp;gt;IP2_furball1_ia || [[File:GreenScreen7.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #71 || &amp;lt;code&amp;gt;IP2_smash_p_i || [[File:IP2_smash_p_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #72 || &amp;lt;code&amp;gt;IP2_ringhalo_i || [[File:IP2_ringhalo_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #73 || &amp;lt;code&amp;gt;IP2_momiji1_s3tc || [[File:IP2_momiji1_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #74 || &amp;lt;code&amp;gt;IP2_momiji2_s3tc || [[File:IP2_momiji2_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #75 || &amp;lt;code&amp;gt;IP2_orilight3_i || [[File:IP2_orilight3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #76 || &amp;lt;code&amp;gt;IP2_kurage1_ia || [[File:GreenScreen8.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #77 || &amp;lt;code&amp;gt;IP2_kuragemsk_ia || [[File:GreenScreen9.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #78 || &amp;lt;code&amp;gt;IP2_glow5_i || [[File:IP2_glow5_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #79 || &amp;lt;code&amp;gt;IP2_rock2_s3tc || [[File:IP2_rock2_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #80 || &amp;lt;code&amp;gt;IP2_ginball1_s3tc || [[File:IP2_ginball1_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #81 || &amp;lt;code&amp;gt;IP2_fly_i || [[File:IP2_fly_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #82 || &amp;lt;code&amp;gt;IP2_vfire_noise2_i || [[File:IP2_vfire_noise2_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #83 || &amp;lt;code&amp;gt;IP2_fireball1_ia || [[File:IP2_fireball1_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #84 || &amp;lt;code&amp;gt;IP2_hanabira_ia || [[File:IP2_hanabira_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #85 || &amp;lt;code&amp;gt;IP2_deadpiki_ia || [[File:IP2_deadpiki_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #86 || &amp;lt;code&amp;gt;IP2_hitmark4mm_ia || [[File:IP2_hitmark4mm_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #87 || &amp;lt;code&amp;gt;IP2_kanden3_ia || [[File:IP2_kanden3_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #88 || &amp;lt;code&amp;gt;IP2_grid1_i || [[File:IP2_grid1_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #89 || &amp;lt;code&amp;gt;IP2_snow3_i || [[File:IP2_snow3_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #90 || &amp;lt;code&amp;gt;IP2_snow4_i || [[File:IP2_snow4_i.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #91 || &amp;lt;code&amp;gt;IP2_monitor_ia || [[File:IP2_monitor_ia.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #92 || &amp;lt;code&amp;gt;IP2_watage2_ia || [[File:GreenScreen10.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #93 || &amp;lt;code&amp;gt;IP2_weed_s3tc || [[File:IP2_weed_s3tc.bti.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| #94 || &amp;lt;code&amp;gt;IP2_ami2mm_i || [[File:IP2_ami2mm_i.bti.png|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File lists]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=3124</id>
		<title>JPC file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=JPC_file&amp;diff=3124"/>
		<updated>2021-07-01T22:21:49Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: added a few descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information on this page was gathered from eff2d_world_map.jpc and game.jpc. This page is not finished.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JPC files&#039;&#039;&#039; represent an indexed collection of [[JPA file]]s, and contain information on particle systems and store [[BTI file|BTI images]].&lt;br /&gt;
&lt;br /&gt;
== File header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  0x0 (8 char) || String, &amp;lt;code&amp;gt;JPAC2-10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  0x8 (uint16) || Number of BEM1 headers, total number of defined emitters.&lt;br /&gt;
|-&lt;br /&gt;
|  0xA (uint16) || Number of BTI format textures (TEX1).&lt;br /&gt;
|-&lt;br /&gt;
|  0xC (uint32) || Total size of data excluding the TEX1 sections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Before the BEM1 section, every particle emitter starts off with 8 bytes of data:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  0x0 (uint16)|| Identifier.&lt;br /&gt;
|-&lt;br /&gt;
|  0x2 (uint16)|| {{unsure|Unknown - Always set to 5.}}&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 (uint8)|| {{unsure|Unknown - Crash handler mentions something about JPAWorkData.}}&lt;br /&gt;
|-&lt;br /&gt;
|  0x5 (uint8)|| {{unsure|Unknown - Crash handler mentions JPAKeyBlock? Related to alpha? [https://i.gyazo.com/5507d06343f68515f91c630545947f87.pngCrashes when changed to something else].}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BEM1 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type || Description&lt;br /&gt;
|-&lt;br /&gt;
|  0x0 (4 char)|| String, &amp;lt;code&amp;gt;BEM1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 (uint32)|| Value is always &amp;lt;code&amp;gt;0x7C&amp;lt;/code&amp;gt; since the data size of this section is static (124 bytes).&lt;br /&gt;
|-&lt;br /&gt;
|  0x8 (uint16)|| {{unsure|Unknown - Doesn&#039;t seem to do anything. Changing doesn&#039;t crash.}}&lt;br /&gt;
|-&lt;br /&gt;
|  0xA (uint8)|| {{unsure|Purpose unknown.}} Can be set from 0-7. Crashes resulted when set to 7. Crash handler mentions JPADyanmicBlocks? Setting numbers higher than 7 will wrap around to represent 0-7.&lt;br /&gt;
|-&lt;br /&gt;
|  0xB (uint8)|| Bit flags. {{unsure|Upper 4 bits not used? Going right to left the 1st bit doesn&#039;t seem to do anything noticeable. 2nd seems to turn off particle cap. 3rd seems to determine if the particle system should fire continuously or once. 4th makes the particles parented to the emitter.}}&lt;br /&gt;
|-&lt;br /&gt;
|  0x10 (float)|| Scale X, these scale values may be used for the shape that particles can spawn within.&lt;br /&gt;
|-&lt;br /&gt;
|  0x14 (float)|| Scale Y.&lt;br /&gt;
|-&lt;br /&gt;
|  0x18 (float)|| Scale Z.&lt;br /&gt;
|-&lt;br /&gt;
|  0x1C (float)|| Emitter&#039;s X offset from origin.&lt;br /&gt;
|-&lt;br /&gt;
|  0x20 (float)|| Emitter&#039;s Y offset from origin.&lt;br /&gt;
|-&lt;br /&gt;
|  0x24 (float)|| Emitter&#039;s Z offset from origin.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game.JPC Particle List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Description || Internal name || Image&lt;br /&gt;
|-&lt;br /&gt;
|  0000|| Flies from Doodlebug || Enemy_Fart_TBabyFly_ver01 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0001|| Fart from Doodlebug || Enemy_Fart_TBabaHe_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0002|| Fart from Doodlebug || Enemy_Fart_TBabaHe_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0003|| Bulborb Larva || Enemy_Baby_TBabyBecha || -&lt;br /&gt;
|-&lt;br /&gt;
|  0004|| Bulborb Larva spawns || Enemy_Baby_TBabyBorn || -&lt;br /&gt;
|-&lt;br /&gt;
|  0005|| Drain Clog Destroyed || Item_Barrel_TBarrelDead_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0006|| Drain Clog Destroyed || Item_Barrel_TBarrelDead_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0007|| Drain Clog Destroyed || Item_Barrel_TBarrelDead_3 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0008|| Bomb Rock Explosion || Enemy_Bomb_TBombrockABCD_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0009|| Bomb Rock Explosion || Enemy_Bomb_TBombrockABCD_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000a|| Bomb Rock Explosion || Enemy_Bomb_TBombrockABCD_3 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000b|| Bomb Rock Explosion || Enemy_Bomb_TBombrockABCD_4 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000c|| Bomb Rock Explosion || Enemy_Bomb_TBombrockEFGH_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000d|| Bomb Rock Explosion || Enemy_Bomb_TBombrockEFGH_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000e|| Bomb Rock Explosion || Enemy_Bomb_TBombrockEFGH_3 || -&lt;br /&gt;
|-&lt;br /&gt;
|  000f|| Bomb Rock Explosion || Enemy_Bomb_TBombrockEFGH_4 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0010|| Pikmin breaking bridge || Piki_TBridgeAttack || -&lt;br /&gt;
|-&lt;br /&gt;
|  0011|| Bridge breaking || Item_Bridge_TBridgeSet || -&lt;br /&gt;
|-&lt;br /&gt;
|  0012|| Careening Dirigibug Dead || Enemy_BombSarai_TBsaraiDead_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0013|| Careening Dirigibug Dead || Enemy_BombSarai_TBsaraiDead_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0014|| Careening Dirigibug Create Bomb || Enemy_BombSarai_TBsaraiSupli || -&lt;br /&gt;
|-&lt;br /&gt;
|  0015|| Ravenous Whiskerpillar Eat || Enemy_ImoMushi_TChouDown_1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0016|| Ravenous Whiskerpillar Eat || Enemy_ImoMushi_TChouDown_2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0017|| Ravenous Whiskerpillar Eat || Enemy_ImoMushi_TChouDown_3 || -&lt;br /&gt;
|-&lt;br /&gt;
|  0018|| Hit Unmarked Spectralid || Enemy_ShijimiChou_TChouHit || -&lt;br /&gt;
|-&lt;br /&gt;
|  0019|| Part of Captain Whistle || Cursor1 || -&lt;br /&gt;
|-&lt;br /&gt;
|  001a|| Part of Captain Whistle || Cursor2 || -&lt;br /&gt;
|-&lt;br /&gt;
|  001b|| Part of Captain Whistle || Cursor3 || -&lt;br /&gt;
|-&lt;br /&gt;
|  001c|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadBomb&lt;br /&gt;
|-&lt;br /&gt;
|  001d|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadElecA&lt;br /&gt;
|-&lt;br /&gt;
|  001e|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadElecB&lt;br /&gt;
|-&lt;br /&gt;
|  001f|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadHahenA&lt;br /&gt;
|-&lt;br /&gt;
|  0020|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadHahenB&lt;br /&gt;
|-&lt;br /&gt;
|  0021|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadHahenC1&lt;br /&gt;
|-&lt;br /&gt;
|  0022|| Beady Long Legs || Enemy_DamaGumo_TDamaDeadHahenC2&lt;br /&gt;
|-&lt;br /&gt;
|  0023|| Beady Long Legs || Enemy_DamaGumo_TDamaFootw&lt;br /&gt;
|-&lt;br /&gt;
|  0024|| Beady Long Legs || Enemy_DamaGumo_TDamaFoot_1&lt;br /&gt;
|-&lt;br /&gt;
|  0025|| Beady Long Legs || Enemy_DamaGumo_TDamaFoot_2&lt;br /&gt;
|-&lt;br /&gt;
|  0026|| Beady Long Legs || Enemy_DamaGumo_TDamaHahen&lt;br /&gt;
|-&lt;br /&gt;
|  0027|| Beady Long Legs || Enemy_DamaGumo_TDamaSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  0028|| Beady Long Legs || Enemy_DamaGumo_TDamaWalkw_1&lt;br /&gt;
|-&lt;br /&gt;
|  0029|| Beady Long Legs || Enemy_DamaGumo_TDamaWalkw_2&lt;br /&gt;
|-&lt;br /&gt;
|  002a|| Beady Long Legs || Enemy_DamaGumo_TDamaWalkw_3&lt;br /&gt;
|-&lt;br /&gt;
|  002b|| Beady Long Legs || Enemy_DamaGumo_TDamaWalk_1&lt;br /&gt;
|-&lt;br /&gt;
|  002c|| Beady Long Legs || Enemy_DamaGumo_TDamaWalk_2&lt;br /&gt;
|-&lt;br /&gt;
|  002d|| Electrical wire || Enemy_ElecHiba_TDenkiHiba_1&lt;br /&gt;
|-&lt;br /&gt;
|  002e|| Electrical wire || Enemy_ElecHiba_TDenkiHiba_2&lt;br /&gt;
|-&lt;br /&gt;
|  002f|| Electrical wire || Enemy_ElecHiba_TDenkiHiba_3&lt;br /&gt;
|-&lt;br /&gt;
|  0030|| Electrical wire || Enemy_ElecHiba_TDenkiPole_1&lt;br /&gt;
|-&lt;br /&gt;
|  0031|| Electrical wire || Enemy_ElecHiba_TDenkiPole_2&lt;br /&gt;
|-&lt;br /&gt;
|  0032|| Electrical wire || Enemy_ElecHiba_TDenkipoleSign&lt;br /&gt;
|-&lt;br /&gt;
|  0033|| Anode Beetle || Enemy_ElecBug_TDnkmsHoudenA&lt;br /&gt;
|-&lt;br /&gt;
|  0034|| Anode Beetle || Enemy_ElecBug_TDnkmsHoudenB&lt;br /&gt;
|-&lt;br /&gt;
|  0035|| Anode Beetle || Enemy_ElecBug_TDnkmsThunderA&lt;br /&gt;
|-&lt;br /&gt;
|  0036|| Anode Beetle || Enemy_ElecBug_TDnkmsThunderB&lt;br /&gt;
|-&lt;br /&gt;
|  0037|| Small Scale Block Rises || Item_DownFloor_TDownf1On&lt;br /&gt;
|-&lt;br /&gt;
|  0038|| Small Scale Block Moving || Item_DownFloor_TDownf1Updown&lt;br /&gt;
|-&lt;br /&gt;
|  0039|| Small Scale Block Rises In Water || Item_DownFloor_TDownf1WOn&lt;br /&gt;
|-&lt;br /&gt;
|  003a|| Small Scale Block Moving In Water || Item_DownFloor_TDownf1WUpdown&lt;br /&gt;
|-&lt;br /&gt;
|  003b|| Large Scale Block Rising  || Item_DownFloor_TDownf2On&lt;br /&gt;
|-&lt;br /&gt;
|  003c|| Large Scale Block Moving || Item_DownFloor_TDownf2Updown&lt;br /&gt;
|-&lt;br /&gt;
|  003d|| Large Scale Block Rising In Water || Item_DownFloor_TDownf2WOn&lt;br /&gt;
|-&lt;br /&gt;
|  003e|| Large Scale Block Moving In Water|| Item_DownFloor_TDownf2WUpdown&lt;br /&gt;
|-&lt;br /&gt;
|  003f|| - || Item_DownFloor_TDownf3On {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0040|| Paper Bag Moving || Item_DownFloor_TDownf3Updown&lt;br /&gt;
|-&lt;br /&gt;
|  0041|| Paper Bag Rising in Water || Item_DownFloor_TDownf3WOn&lt;br /&gt;
|-&lt;br /&gt;
|  0042|| Paper Bag Moving in Water || Item_DownFloor_TDownf3WUpdown&lt;br /&gt;
|-&lt;br /&gt;
|  0043|| Captain Using Spicy Spray? || Navi_TDopingSmoke_1&lt;br /&gt;
|-&lt;br /&gt;
|  0044|| - || Navi_TDopingSmoke_2&lt;br /&gt;
|-&lt;br /&gt;
|  0045|| - || Navi_TDopingSmoke_3&lt;br /&gt;
|-&lt;br /&gt;
|  0046|| Electric Gate Electricity || Item_ElecGate_TEgateA&lt;br /&gt;
|-&lt;br /&gt;
|  0047|| Electric Gate Electricity || Item_ElecGate_TEgateBC_1&lt;br /&gt;
|-&lt;br /&gt;
|  0048|| Electric Gate Electricity || Item_ElecGate_TEgateBC_2&lt;br /&gt;
|-&lt;br /&gt;
|  0049|| Egg Broken || Enemy_Egg_TEggdown&lt;br /&gt;
|-&lt;br /&gt;
|  004a|| - || Enemy_TEnemyBombM_1&lt;br /&gt;
|-&lt;br /&gt;
|  004b|| - || Enemy_TEnemyBombM_2&lt;br /&gt;
|-&lt;br /&gt;
|  004c|| - || Enemy_TEnemyBombM_3&lt;br /&gt;
|-&lt;br /&gt;
|  004d|| - || Enemy_TEnemyBombM_4&lt;br /&gt;
|-&lt;br /&gt;
|  004e|| - || Enemy_TEnemyBombS_1&lt;br /&gt;
|-&lt;br /&gt;
|  004f|| - || Enemy_TEnemyBombS_2&lt;br /&gt;
|-&lt;br /&gt;
|  0050|| - || Enemy_TEnemyBombS_3&lt;br /&gt;
|-&lt;br /&gt;
|  0051|| - || Enemy_TEnemyBombS_4&lt;br /&gt;
|-&lt;br /&gt;
|  0052|| Enemy Dead Ghost || Enemy_TEnemyDead&lt;br /&gt;
|-&lt;br /&gt;
|  0053|| - || Enemy_TEnemyDownSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  0054|| - || Enemy_TEnemyDownWat_1&lt;br /&gt;
|-&lt;br /&gt;
|  0055|| - || Enemy_TEnemyDownWat_2&lt;br /&gt;
|-&lt;br /&gt;
|  0056|| - || Enemy_TEnemyDownWat_3&lt;br /&gt;
|-&lt;br /&gt;
|  0057|| - || Enemy_TEnemyHamonM&lt;br /&gt;
|-&lt;br /&gt;
|  0058|| - || Enemy_TEnemyHamonMInd&lt;br /&gt;
|-&lt;br /&gt;
|  0059|| Enemy Walking Dust || Enemy_TEnemyWalkSmokeS&lt;br /&gt;
|-&lt;br /&gt;
|  005a|| Big Enemy Walking Dust || Enemy_TEnemyWalkSmokeM&lt;br /&gt;
|-&lt;br /&gt;
|  005b|| Falling Flowers in Awakening Wood || TForestSakura&lt;br /&gt;
|-&lt;br /&gt;
|  005c|| Yellow Wollywog || Enemy_Frog_TFrogDive_1&lt;br /&gt;
|-&lt;br /&gt;
|  005d|| Yellow Wollywog || Enemy_Frog_TFrogDive_2&lt;br /&gt;
|-&lt;br /&gt;
|  005e|| Yellow Wollywog || Enemy_Frog_TFrogDive_3&lt;br /&gt;
|-&lt;br /&gt;
|  005f|| Yellow Wollywog || Enemy_Frog_TFrogDive_4&lt;br /&gt;
|-&lt;br /&gt;
|  0060|| Yellow Wollywog Falling || Enemy_Frog_TFrogLanddrop_1&lt;br /&gt;
|-&lt;br /&gt;
|  0061|| Yellow Wollywog Falling || Enemy_Frog_TFrogLanddrop_2&lt;br /&gt;
|-&lt;br /&gt;
|  0062|| Yellow Wollywog || Enemy_Frog_TFrogPota&lt;br /&gt;
|-&lt;br /&gt;
|  0063|| Broken Pellet Posy || Pellet_TFruitsDownP_1&lt;br /&gt;
|-&lt;br /&gt;
|  0064|| Broken Pellet Posy || Pellet_TFruitsDownP_2&lt;br /&gt;
|-&lt;br /&gt;
|  0065|| Broken Pellet Posy || Pellet_TFruitsDownR_1&lt;br /&gt;
|-&lt;br /&gt;
|  0066|| Broken Pellet Posy || Pellet_TFruitsDownR_2&lt;br /&gt;
|-&lt;br /&gt;
|  0067|| Captain Whistle Beam || Cursor_TFueactBiriBase_1&lt;br /&gt;
|-&lt;br /&gt;
|  0068|| Captain Whistle Beam || Cursor_TFueactBiriBase_2&lt;br /&gt;
|-&lt;br /&gt;
|  0069|| - || TFueactCircle&lt;br /&gt;
|-&lt;br /&gt;
|  006a|| - || Cursor4&lt;br /&gt;
|-&lt;br /&gt;
|  006b|| Antenna Beetle || Enemy_FueFuki_TFuebugOnpa&lt;br /&gt;
|-&lt;br /&gt;
|  006c|| Puffy Blowhog || Enemy_Mar_TFusenAirhit_1&lt;br /&gt;
|-&lt;br /&gt;
|  006d|| Puffy Blowhog || Enemy_Mar_TFusenAirhit_2&lt;br /&gt;
|-&lt;br /&gt;
|  006e|| Puffy Blowhog || Enemy_Mar_TFusenAir_1&lt;br /&gt;
|-&lt;br /&gt;
|  006f|| Puffy Blowhog || Enemy_Mar_TFusenAir_2&lt;br /&gt;
|-&lt;br /&gt;
|  0070|| Puffy Blowhog || Enemy_Mar_TFusenAir_3&lt;br /&gt;
|-&lt;br /&gt;
|  0071|| Puffy Blowhog || Enemy_Mar_TFusenDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  0072|| Puffy Blowhog || Enemy_Mar_TFusenDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  0073|| Puffy Blowhog || Enemy_Mar_TFusenSui&lt;br /&gt;
|-&lt;br /&gt;
|  0074|| Gas pipe || Enemy_GasHiba_TGasuHiba_1&lt;br /&gt;
|-&lt;br /&gt;
|  0075|| Gas pipe || Enemy_GasHiba_TGasuHiba_2&lt;br /&gt;
|-&lt;br /&gt;
|  0076|| - || Piki_TGate1Attack_1&lt;br /&gt;
|-&lt;br /&gt;
|  0077|| - || Piki_TGate1Attack_2&lt;br /&gt;
|-&lt;br /&gt;
|  0078|| - || Item_Gate_TGate1Down_1&lt;br /&gt;
|-&lt;br /&gt;
|  0079|| - || Item_Gate_TGate1Down_2&lt;br /&gt;
|-&lt;br /&gt;
|  007a|| - || Piki_TGate2Attack_1&lt;br /&gt;
|-&lt;br /&gt;
|  007b|| - || Piki_TGate2Attack_2&lt;br /&gt;
|-&lt;br /&gt;
|  007c|| - || Item_Gate_TGate2Down_1&lt;br /&gt;
|-&lt;br /&gt;
|  007d|| - || Item_Gate_TGate2Down_2&lt;br /&gt;
|-&lt;br /&gt;
|  007e|| - || Piki_TPkS_Gate3Attack&lt;br /&gt;
|-&lt;br /&gt;
|  007f|| - || Item_BigFountain_TGeyserAct_1&lt;br /&gt;
|-&lt;br /&gt;
|  0080|| - || Item_BigFountain_TGeyserAct_2&lt;br /&gt;
|-&lt;br /&gt;
|  0081|| - || Item_BigFountain_TGeyserAct_3&lt;br /&gt;
|-&lt;br /&gt;
|  0082|| - || Item_BigFountain_TGeyserSet_1&lt;br /&gt;
|-&lt;br /&gt;
|  0083|| - || Item_BigFountain_TGeyserSet_2&lt;br /&gt;
|-&lt;br /&gt;
|  0084|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0085|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0086|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0087|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0088|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0089|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  008a|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  008b|| Fiery Bulblax snot bubble || Enemy_ChappyBase_THanachoN&lt;br /&gt;
|-&lt;br /&gt;
|  008c|| Bulborb snot bubble || Enemy_ChappyBase_THanachoY&lt;br /&gt;
|-&lt;br /&gt;
|  008d|| Man-at-Legs || Enemy_Houdai_THdamaHit1_1&lt;br /&gt;
|-&lt;br /&gt;
|  008e|| Man-at-Legs || Enemy_Houdai_THdamaHit1_2&lt;br /&gt;
|-&lt;br /&gt;
|  008f|| Man-at-Legs || Enemy_Houdai_THdamaHit1_3&lt;br /&gt;
|-&lt;br /&gt;
|  0090|| Man-at-Legs || Enemy_Houdai_THdamaHit1_4&lt;br /&gt;
|-&lt;br /&gt;
|  0091|| Man-at-Legs || Enemy_Houdai_THdamaHit2W_1&lt;br /&gt;
|-&lt;br /&gt;
|  0092|| Man-at-Legs || Enemy_Houdai_THdamaHit2W_2&lt;br /&gt;
|-&lt;br /&gt;
|  0093|| Man-at-Legs || Enemy_Houdai_THdamaHit2W_3&lt;br /&gt;
|-&lt;br /&gt;
|  0094|| Man-at-Legs || Enemy_Houdai_THdamaHit2_1&lt;br /&gt;
|-&lt;br /&gt;
|  0095|| Man-at-Legs || Enemy_Houdai_THdamaHit2_2&lt;br /&gt;
|-&lt;br /&gt;
|  0096|| Man-at-Legs || Enemy_Houdai_THdamaHit2_3&lt;br /&gt;
|-&lt;br /&gt;
|  0097|| Man-at-Legs || Enemy_Houdai_THdamaHit3_1&lt;br /&gt;
|-&lt;br /&gt;
|  0098|| Man-at-Legs || Enemy_Houdai_THdamaHit3_2&lt;br /&gt;
|-&lt;br /&gt;
|  0099|| Man-at-Legs || Enemy_Houdai_THdamaHit3_3&lt;br /&gt;
|-&lt;br /&gt;
|  009a|| Man-at-Legs || Enemy_Houdai_THdamaHit3_4&lt;br /&gt;
|-&lt;br /&gt;
|  009b|| Man-at-Legs || Enemy_Houdai_THdamaShell&lt;br /&gt;
|-&lt;br /&gt;
|  009c|| Man-at-Legs || Enemy_Houdai_THdamaShootA&lt;br /&gt;
|-&lt;br /&gt;
|  009f|| Man-at-Legs || Enemy_Houdai_THamaShoot_1&lt;br /&gt;
|-&lt;br /&gt;
|  009e|| Man-at-Legs || Enemy_Houdai_THamaShoot_2&lt;br /&gt;
|-&lt;br /&gt;
|  009f|| Man-at-Legs || Enemy_Houdai_THdamaSight&lt;br /&gt;
|-&lt;br /&gt;
|  00a0|| Burrowing Snagret || Enemy_SnakeCrow_THabiAphd_dive&lt;br /&gt;
|-&lt;br /&gt;
|  00a1|| Burrowing Snagret || Enemy_SnakeCrow_THabiAphd_dive_2&lt;br /&gt;
|-&lt;br /&gt;
|  00a2|| Burrowing Snagret || Enemy_SnakeCrow_THabiAphd_dive_3&lt;br /&gt;
|-&lt;br /&gt;
|  00a3|| Burrowing Snagret || Enemy_SnakeCrow_THabiAphd_dive_4&lt;br /&gt;
|-&lt;br /&gt;
|  00a4|| Burrowing Snagret || Enemy_SnakeCrow_THebiDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  00a5|| Burrowing Snagret || Enemy_SnakeCrow_THebiDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  00a6|| Burrowing Snagret || Enemy_SnakeCrow_THebiDead_3&lt;br /&gt;
|-&lt;br /&gt;
|  00a7|| Burrowing Snagret || Enemy_SnakeCrow_THebiDead_4&lt;br /&gt;
|-&lt;br /&gt;
|  00a8|| Burrowing Snagret || Enemy_SnakeCrow_THebiDeadHane_ver01&lt;br /&gt;
|-&lt;br /&gt;
|  00a9|| Burrowing Snagret || Enemy_SnakeCrow_THebiRot&lt;br /&gt;
|-&lt;br /&gt;
|  00aa|| Burrowing Snagret || Enemy_SnakeCrow_THebiWait&lt;br /&gt;
|-&lt;br /&gt;
|  00ab|| Fire geyser || Enemy_Hiba_THibaFire_1&lt;br /&gt;
|-&lt;br /&gt;
|  00ac|| Fire geyser || Enemy_Hiba_THibaFire_2&lt;br /&gt;
|-&lt;br /&gt;
|  00ad|| Fire geyser || Enemy_Hiba_THibaFire_3&lt;br /&gt;
|-&lt;br /&gt;
|  00ae|| Fire geyser || Enemy_Hiba_THibaFire_4&lt;br /&gt;
|-&lt;br /&gt;
|  00af|| Overworld Cave Fog || Item_Hole_WarpZone_1&lt;br /&gt;
|-&lt;br /&gt;
|  00b0|| Overworld Cave Fog || Item_Hole_WarpZone_2&lt;br /&gt;
|-&lt;br /&gt;
|  00b1|| Overworld Cave Fog || Item_Hole_WarpZone_3&lt;br /&gt;
|-&lt;br /&gt;
|  00b2|| Overworld Cave Fog || Item_Hole_WarpZone_4&lt;br /&gt;
|-&lt;br /&gt;
|  00b3|| Splash when Bitter drop hits ground || Honey_THoneydownB&lt;br /&gt;
|-&lt;br /&gt;
|  00b4|| Splash when Spicy drop hits ground || Honey_THoneydownR&lt;br /&gt;
|-&lt;br /&gt;
|  00b5|| Splash when Nectar drop hits ground || Honey_THoneydownY&lt;br /&gt;
|-&lt;br /&gt;
|  00b6|| Ravenous Whiskerpillar Break Berry || Enemy_Imomushi_TImoEat_1&lt;br /&gt;
|-&lt;br /&gt;
|  00b7|| Ravenous Whiskerpillar Break Berry || Enemy_ImoMushi_TImoEat_2&lt;br /&gt;
|-&lt;br /&gt;
|  00b8|| Ravenous Whiskerpillar || Enemy_Imomushi_TImoSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  00b9|| Hermit Crawmad || Enemy_Jigumo_TJgmAttack_1&lt;br /&gt;
|-&lt;br /&gt;
|  00ba|| Hermit Crawmad || Enemy_Jigumo_TJgmAttack_2&lt;br /&gt;
|-&lt;br /&gt;
|  00bb|| Hermit Crawmad || Enemy_Jigumo_TJgmAttackW_1&lt;br /&gt;
|-&lt;br /&gt;
|  00bc|| Hermit Crawmad || Enemy_Jigumo_TJgmAttackW_2&lt;br /&gt;
|-&lt;br /&gt;
|  00bd|| Hermit Crawmad || Enemy_Jigumo_TJgmAttackW_3&lt;br /&gt;
|-&lt;br /&gt;
|  00be|| Hermit Crawmad || Enemy_Jigumo_TJgmBack&lt;br /&gt;
|-&lt;br /&gt;
|  00bf|| Hermit Crawmad || Enemy_Jigumo_TJgmBackW_1&lt;br /&gt;
|-&lt;br /&gt;
|  00c0|| Hermit Crawmad || Enemy_Jigumo_TJgmBackW_2&lt;br /&gt;
|-&lt;br /&gt;
|  00c1|| Hermit Crawmad Underwater Bubbles|| Enemy_Jigumo_TJgmBubble&lt;br /&gt;
|-&lt;br /&gt;
|  00c2|| Armored Cannon Beetle Larva || Enemy_Kabuto_TKabutoAttack&lt;br /&gt;
|-&lt;br /&gt;
|  00c3|| Iridescent Flint Beetle || Enemy_Kogane_TKoganeDive_1&lt;br /&gt;
|-&lt;br /&gt;
|  00c4|| Iridescent Flint Beetle || Enemy_Kogane_TKoganeDive_2&lt;br /&gt;
|-&lt;br /&gt;
|  00c5|| Iridescent Flint Beetle || Enemy_Kogane_TKoganeHit_1&lt;br /&gt;
|-&lt;br /&gt;
|  00c6|| Iridescent Flint Beetle || Enemy_Kogane_TKoganeHit_2&lt;br /&gt;
|-&lt;br /&gt;
|  00c7|| Falling boulder || Item_Rock_TKouhai1_1&lt;br /&gt;
|-&lt;br /&gt;
|  00c8|| Falling boulder || Item_Rock_TKouhai1_2&lt;br /&gt;
|-&lt;br /&gt;
|  00c9|| Falling boulder || Item_Rock_TKouhai2_1&lt;br /&gt;
|-&lt;br /&gt;
|  00ca|| Falling boulder || Item_Rock_TKouhai2_2&lt;br /&gt;
|-&lt;br /&gt;
|  00cb|| Falling boulder || Item_Rock_TKouhai3_1&lt;br /&gt;
|-&lt;br /&gt;
|  00cc|| Falling boulder || Item_Rock_TKouhai3_2&lt;br /&gt;
|-&lt;br /&gt;
|  00cd|| Falling boulder || Item_Rock_TkKouhaiDamage&lt;br /&gt;
|-&lt;br /&gt;
|  00ce|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  00cf|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  00d0|| Falling boulder || Enemy_Rock_TKouhaiFuku_1&lt;br /&gt;
|-&lt;br /&gt;
|  00d1|| Falling boulder || Enemy_Rock_TKouhaiFuku_2&lt;br /&gt;
|-&lt;br /&gt;
|  00d2|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageBomb_1&lt;br /&gt;
|-&lt;br /&gt;
|  00d3|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageBomb_2&lt;br /&gt;
|-&lt;br /&gt;
|  00d4|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageDeadrun&lt;br /&gt;
|-&lt;br /&gt;
|  00d5|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageEye&lt;br /&gt;
|-&lt;br /&gt;
|  00d6|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageFlick&lt;br /&gt;
|-&lt;br /&gt;
|  00d7|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageGepu&lt;br /&gt;
|-&lt;br /&gt;
|  00d8|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageHire_1&lt;br /&gt;
|-&lt;br /&gt;
|  00d9|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageHire_2&lt;br /&gt;
|-&lt;br /&gt;
|  00da|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageHire_3&lt;br /&gt;
|-&lt;br /&gt;
|  00db|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageKira&lt;br /&gt;
|-&lt;br /&gt;
|  00dc|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageSui_1&lt;br /&gt;
|-&lt;br /&gt;
|  00dd|| Greater Spotted Jellyfloat || Enemy_OniKurage_TKurageSui_2&lt;br /&gt;
|-&lt;br /&gt;
|  00de|| Olimar/Louie Light || Navi_TOrimaLight_loozy_1&lt;br /&gt;
|-&lt;br /&gt;
|  00df|| Olimar/Louie Light || Navi_TOrimaLightAct_loozy_1&lt;br /&gt;
|-&lt;br /&gt;
|  00e0|| Olimar/Louie Light || Navi_TOrimaLightAct_loozy_2&lt;br /&gt;
|-&lt;br /&gt;
|  00e1|| Olimar/Louie Light || Navi_TOrimaLight_loozy_2&lt;br /&gt;
|-&lt;br /&gt;
|  00e2|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewKurageBomb_1&lt;br /&gt;
|-&lt;br /&gt;
|  00e3|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewKurageBomb_2&lt;br /&gt;
|-&lt;br /&gt;
|  00e4|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkurageDeadrun&lt;br /&gt;
|-&lt;br /&gt;
|  00e5|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkurageEye&lt;br /&gt;
|-&lt;br /&gt;
|  00e6|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkurageFlick&lt;br /&gt;
|-&lt;br /&gt;
|  00e7|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkuragHire_1&lt;br /&gt;
|-&lt;br /&gt;
|  00e8|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkuragHire_2&lt;br /&gt;
|-&lt;br /&gt;
|  00e9|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkuragHire_3&lt;br /&gt;
|-&lt;br /&gt;
|  00ea|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkuragKira&lt;br /&gt;
|-&lt;br /&gt;
|  00eb|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkurageSui_1&lt;br /&gt;
|-&lt;br /&gt;
|  00ec|| Lesser Spotted Jellyfloat || Enemy_Kurage_TNewkurageSui_2&lt;br /&gt;
|-&lt;br /&gt;
|  00ed|| Raging Long Legs || Enemy_BigFoot_TOdamaDeadHahenA&lt;br /&gt;
|-&lt;br /&gt;
|  00ee|| Raging Long Legs || Enemy_BigFoot_TOdamaDeadHahenB&lt;br /&gt;
|-&lt;br /&gt;
|  00ef|| Raging Long Legs || Enemy_BigFoot_TOdamaDeadHahenC1&lt;br /&gt;
|-&lt;br /&gt;
|  00f0|| Raging Long Legs || Enemy_BigFoot_TOdamaDeadHahenC2&lt;br /&gt;
|-&lt;br /&gt;
|  00f1|| Raging Long Legs || Enemy_BigFoot_TOdamaFoot_1&lt;br /&gt;
|-&lt;br /&gt;
|  00f2|| Raging Long Legs Fur || Enemy_BigFoot_TOdamaFur1&lt;br /&gt;
|-&lt;br /&gt;
|  00f3|| Raging Long Legs Fur || Enemy_BigFoot_TOdamaFur2&lt;br /&gt;
|-&lt;br /&gt;
|  00f4|| Raging Long Legs || Enemy_BigFoot_TOdamaHahen&lt;br /&gt;
|-&lt;br /&gt;
|  00f5|| Raging Long Legs || Enemy_BigFoot_TOdamaWalk_1&lt;br /&gt;
|-&lt;br /&gt;
|  00f6|| Raging Long Legs || Enemy_BigFoot_TOdamaWalk_2&lt;br /&gt;
|-&lt;br /&gt;
|  00f7|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  00f8|| Interactable Blue Onion Beam || Onyon_ContainerAct_blue_1&lt;br /&gt;
|-&lt;br /&gt;
|  00f9|| Interactable Blue Onion Beam || Onyon_ContainerAct_blue_2&lt;br /&gt;
|-&lt;br /&gt;
|  00fa|| Interactable Red Onion Beam || Onyon_ContainerAct_red_1&lt;br /&gt;
|-&lt;br /&gt;
|  00fb|| Interactable Red Onion Beam || Onyon_ContainerAct_red_2&lt;br /&gt;
|-&lt;br /&gt;
|  00fc|| Interactable Yellow Onion Beam || Onyon_ContainerAct_yellow_1&lt;br /&gt;
|-&lt;br /&gt;
|  00fd|| Interactable Yellow Onion Beam || Onyon_ContainerAct_yellow_2&lt;br /&gt;
|-&lt;br /&gt;
|  00fe|| - || Onyon_TOnyonEatAB_1&lt;br /&gt;
|-&lt;br /&gt;
|  00ff|| - || Onyon_TOnyonEatAB_2&lt;br /&gt;
|-&lt;br /&gt;
|  0100|| - || Onyon_TOnyonEatC&lt;br /&gt;
|-&lt;br /&gt;
|  0101|| - || Onyon_TOnyonLay_1&lt;br /&gt;
|-&lt;br /&gt;
|  0102|| - || Onyon_TOnyonLay_2&lt;br /&gt;
|-&lt;br /&gt;
|  0103|| - || Onyon_TOnyonPuffKira&lt;br /&gt;
|-&lt;br /&gt;
|  0104|| - || Onyon_TOnyonPuffPuff&lt;br /&gt;
|-&lt;br /&gt;
|  0105|| Blue Onion Beacon Base || Onyon_Container_Blue&lt;br /&gt;
|-&lt;br /&gt;
|  0106|| Red Onion Beacon Base || Onyon_Container_Red&lt;br /&gt;
|-&lt;br /&gt;
|  0107|| Yellow Onion Beacon Base || Onyon_Container_Yellow&lt;br /&gt;
|-&lt;br /&gt;
|  0108|| Titan Dweevil || Enemy_BigTreasure_TOootaElec_1&lt;br /&gt;
|-&lt;br /&gt;
|  0109|| Titan Dweevil || Enemy_BigTreasure_TOootaElec_2&lt;br /&gt;
|-&lt;br /&gt;
|  010a|| Titan Dweevil || Enemy_BigTreasure_TOootaElec_3&lt;br /&gt;
|-&lt;br /&gt;
|  010b|| Titan Dweevil || Enemy_BigTreasure_TOootaElecLeg&lt;br /&gt;
|-&lt;br /&gt;
|  010c|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_1&lt;br /&gt;
|-&lt;br /&gt;
|  010d|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_2&lt;br /&gt;
|-&lt;br /&gt;
|  010e|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_3&lt;br /&gt;
|-&lt;br /&gt;
|  010f|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_4&lt;br /&gt;
|-&lt;br /&gt;
|  0110|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_5&lt;br /&gt;
|-&lt;br /&gt;
|  0111|| Titan Dweevil || Enemy_BigTreasure_TOootaFoot_1&lt;br /&gt;
|-&lt;br /&gt;
|  0112|| Titan Dweevil || Enemy_BigTreasure_TOootaFoot_2&lt;br /&gt;
|-&lt;br /&gt;
|  0113|| Titan Dweevil || Enemy_BigTreasure_TOootaGas_1&lt;br /&gt;
|-&lt;br /&gt;
|  0114|| Titan Dweevil || Enemy_BigTreasure_TOootaGas_2&lt;br /&gt;
|-&lt;br /&gt;
|  0115|| Titan Dweevil || Enemy_BigTreasure_TOootaWalk_1&lt;br /&gt;
|-&lt;br /&gt;
|  0116|| Titan Dweevil || Enemy_BigTreasure_TOootaWalk_2&lt;br /&gt;
|-&lt;br /&gt;
|  0117|| Titan Dweevil || Enemy_BigTreasure_TOootaWbomb_1&lt;br /&gt;
|-&lt;br /&gt;
|  0118|| Titan Dweevil || Enemy_BigTreasure_TOootaWbomb_2&lt;br /&gt;
|-&lt;br /&gt;
|  0119|| Titan Dweevil || Enemy_BigTreasure_TOootaWbomb_3&lt;br /&gt;
|-&lt;br /&gt;
|  011a|| Titan Dweevil || Enemy_BigTreasure_TOootaWbomb_4&lt;br /&gt;
|-&lt;br /&gt;
|  011b|| Titan Dweevil || Enemy_BigTreasure_TOootaWbHit_1&lt;br /&gt;
|-&lt;br /&gt;
|  011c|| Titan Dweevil || Enemy_BigTreasure_TOootaWbHit_2&lt;br /&gt;
|-&lt;br /&gt;
|  011d|| Titan Dweevil || Enemy_BigTreasure_TOootaWbHit_3&lt;br /&gt;
|-&lt;br /&gt;
|  011e|| Titan Dweevil || Enemy_BigTreasure_TOootaWbHit_4&lt;br /&gt;
|-&lt;br /&gt;
|  011f|| Titan Dweevil || Enemy_BigTreasure_TOootaWbShot_1&lt;br /&gt;
|-&lt;br /&gt;
|  0120|| Titan Dweevil || Enemy_BigTreasure_TOootaWbShot_2&lt;br /&gt;
|-&lt;br /&gt;
|  0121|| Captain Stuff || Navi_TOrimadamage_1&lt;br /&gt;
|-&lt;br /&gt;
|  0122|| Captain Stuff || Navi_TOrimadamage_2&lt;br /&gt;
|-&lt;br /&gt;
|  0123|| Captain Stuff || Navi_TOrimaLight_orima_1&lt;br /&gt;
|-&lt;br /&gt;
|  0124|| Captain Stuff || Navi_TOrimaLightAct_orima_1&lt;br /&gt;
|-&lt;br /&gt;
|  0125|| Captain Stuff || Navi_TOrimaLightAct_orima_2&lt;br /&gt;
|-&lt;br /&gt;
|  0126|| Captain Stuff || Navi_TOrimaLight_orima_2&lt;br /&gt;
|-&lt;br /&gt;
|  0127|| Common Dweevil Particles || Enemy_OtakaraBase_TOtakaraApL_1&lt;br /&gt;
|-&lt;br /&gt;
|  0128|| Common Dweevil Particles || Enemy_OtakaraBase_TOtakaraApL_2&lt;br /&gt;
|-&lt;br /&gt;
|  0129|| Common Dweevil Particles || Enemy_OtakaraBase_TOtakaraApL_3&lt;br /&gt;
|-&lt;br /&gt;
|  012a|| Common Dweevil Particles || Enemy_OtakaraBase_TOtakaraApS_1&lt;br /&gt;
|-&lt;br /&gt;
|  012b|| Common Dweevil Particles || Enemy_OtakaraBase_TOtakaraApS_2&lt;br /&gt;
|-&lt;br /&gt;
|  012c|| Anode Dweevil Attack Charge || Enemy_ElecOtakara_TOtaChargeelec_1&lt;br /&gt;
|-&lt;br /&gt;
|  012d|| Anode Dweevil Attack Charge || Enemy_ElecOtakara_TOtaChargeelec_2&lt;br /&gt;
|-&lt;br /&gt;
|  012e|| Fiery Dweevil Attack Charge || Enemy_FireOtakara_TOtaChargefire_1&lt;br /&gt;
|-&lt;br /&gt;
|  012f|| Fiery Dweevil Attack Charge || Enemy_FireOtakara_TOtaChargefire_2&lt;br /&gt;
|-&lt;br /&gt;
|  0130|| Munge Dweevil Attack Charge || Enemy_GasOtakara_TOtaChargegas_1&lt;br /&gt;
|-&lt;br /&gt;
|  0131|| Munge Dweevil Attack Charge || Enemy_GasOtakara_TOtaChargegas_2&lt;br /&gt;
|-&lt;br /&gt;
|  0132|| Caustic Dweevil Attack Charge || Enemy_WaterOtakara_TOtaChargewat_1&lt;br /&gt;
|-&lt;br /&gt;
|  0133|| Caustic Dweevil Attack Charge || Enemy_WaterOtakara_TOtaChargewat_2&lt;br /&gt;
|-&lt;br /&gt;
|  0134|| Anode Dweevil Attack || Enemy_ElecOtakara_TOtaElec_1&lt;br /&gt;
|-&lt;br /&gt;
|  0135|| Anode Dweevil Attack || Enemy_ElecOtakara_TOtaElec_2&lt;br /&gt;
|-&lt;br /&gt;
|  0136|| Anode Dweevil Attack || Enemy_ElecOtakara_TOtaElec_3&lt;br /&gt;
|-&lt;br /&gt;
|  0137|| Fiery Dweevil Attack || Enemy_FireOtakara_TOtaFire_1&lt;br /&gt;
|-&lt;br /&gt;
|  0138|| Fiery Dweevil Attack || Enemy_FireOtakara_TOtaFire_2&lt;br /&gt;
|-&lt;br /&gt;
|  0139|| Fiery Dweevil Attack || Enemy_FireOtakara_TOtaFire_3&lt;br /&gt;
|-&lt;br /&gt;
|  013a|| Fiery Dweevil Attack || Enemy_FireOtakara_TOtaFire_4&lt;br /&gt;
|-&lt;br /&gt;
|  013b|| Fiery Dweevil Attack || Enemy_FireOtakara_TOtaFire_5&lt;br /&gt;
|-&lt;br /&gt;
|  013c|| Munge Dweevil Attack || Enemy_GasOtakara_TOtaGas_1&lt;br /&gt;
|-&lt;br /&gt;
|  013d|| Munge Dweevil Attack || Enemy_GasOtakara_TOtaGas_2&lt;br /&gt;
|-&lt;br /&gt;
|  013e|| Caustic Dweevil Attack || Enemy_WaterOtakara_TOtaWat_1&lt;br /&gt;
|-&lt;br /&gt;
|  013f|| Caustic Dweevil Attack || Enemy_WaterOtakara_TOtaWat_2&lt;br /&gt;
|-&lt;br /&gt;
|  0140|| Caustic Dweevil Attack || Enemy_WaterOtakara_TOtaWat_3&lt;br /&gt;
|-&lt;br /&gt;
|  0141|| Caustic Dweevil Attack || Enemy_WaterOtakara_TOtaWat_4&lt;br /&gt;
|-&lt;br /&gt;
|  0142|| - || Pellet_TPelkira_ver01_1&lt;br /&gt;
|-&lt;br /&gt;
|  0143|| - || Pellet_TPelkira_ver01_2&lt;br /&gt;
|-&lt;br /&gt;
|  0144|| - || Pellet_TPelkira_ver01_3&lt;br /&gt;
|-&lt;br /&gt;
|  0145|| - || Pellet_TPelkira_ver01_4&lt;br /&gt;
|-&lt;br /&gt;
|  0146|| - || Piki_TPkAp_1&lt;br /&gt;
|-&lt;br /&gt;
|  0147|| - || Piki_TPkAp_2&lt;br /&gt;
|-&lt;br /&gt;
|  0148|| - || Piki_PikiDamage&lt;br /&gt;
|-&lt;br /&gt;
|  0149|| - || PIki_TPkAttackDP&lt;br /&gt;
|-&lt;br /&gt;
|  014a|| - || Piki_TPkBlackDown&lt;br /&gt;
|-&lt;br /&gt;
|  014b|| - || Piki_TPkBlackDrop_1&lt;br /&gt;
|-&lt;br /&gt;
|  014c|| - || Piki_TPkBlackDrop_2&lt;br /&gt;
|-&lt;br /&gt;
|  014d|| - || Piki_TPkBlackDrop_3&lt;br /&gt;
|-&lt;br /&gt;
|  014e|| - || Piki_TPkS_Chinka_1&lt;br /&gt;
|-&lt;br /&gt;
|  014f|| - || Piki_TPkS_Chinka_2&lt;br /&gt;
|-&lt;br /&gt;
|  0150|| - || Piki_TPkS_Chiru&lt;br /&gt;
|-&lt;br /&gt;
|  0151|| - || Piki_TPkS_ChiruRed&lt;br /&gt;
|-&lt;br /&gt;
|  0152|| - || Piki_TPkToeChudoku&lt;br /&gt;
|-&lt;br /&gt;
|  0153|| Purple Pikmin ghost || Piki_TPkS_Dead_purple&lt;br /&gt;
|-&lt;br /&gt;
|  0154|| Blue Pikmin ghost || Piki_TPkS_Dead_blue&lt;br /&gt;
|-&lt;br /&gt;
|  0155|| Red Pikmin ghost || Piki_TPkS_Dead_red&lt;br /&gt;
|-&lt;br /&gt;
|  0156|| White Pikmin ghost || Piki_TPkS_Dead_white&lt;br /&gt;
|-&lt;br /&gt;
|  0157|| Yellow Pikmin ghost || Piki_TPkS_Dead_yellow&lt;br /&gt;
|-&lt;br /&gt;
|  0158|| - || Piki_TPkS_Dig&lt;br /&gt;
|-&lt;br /&gt;
|  0159|| - || Enemy_TEnemyDive_1&lt;br /&gt;
|-&lt;br /&gt;
|  015a|| - || Enemy_TEnemyDive_2&lt;br /&gt;
|-&lt;br /&gt;
|  015b|| - || Piki_TPkToeDoping&lt;br /&gt;
|-&lt;br /&gt;
|  015c|| - || Piki_TPkS_Gedoku_1&lt;br /&gt;
|-&lt;br /&gt;
|  015d|| - || Piki_TPkS_Gedoku_2&lt;br /&gt;
|-&lt;br /&gt;
|  015e|| - || Piki_TPkGlow1&lt;br /&gt;
|-&lt;br /&gt;
|  015f|| - || Piki_TPkGlow2_1&lt;br /&gt;
|-&lt;br /&gt;
|  0160|| - || Piki_TPkGlow2_2&lt;br /&gt;
|-&lt;br /&gt;
|  0161|| - || Piki_TPkToeHamonA&lt;br /&gt;
|-&lt;br /&gt;
|  0162|| - || Piki_TPkToeHamonB&lt;br /&gt;
|-&lt;br /&gt;
|  0163|| - || Piki_TPkS_Inattack&lt;br /&gt;
|-&lt;br /&gt;
|  0164|| - || Piki_TPkInstick&lt;br /&gt;
|-&lt;br /&gt;
|  0165|| - || Piki_TPkKanden_1&lt;br /&gt;
|-&lt;br /&gt;
|  0166|| - || Piki_TPkKanden_2&lt;br /&gt;
|-&lt;br /&gt;
|  0167|| - || Piki_TPkKanden_3&lt;br /&gt;
|-&lt;br /&gt;
|  0168|| - || Piki_TPkKanden_4&lt;br /&gt;
|-&lt;br /&gt;
|  0169|| Purple Pikmin idle halo || Piki_TPkToeKourin_purple&lt;br /&gt;
|-&lt;br /&gt;
|  016a|| Blue Pikmin idle halo || Piki_TPkToeKourin_blue&lt;br /&gt;
|-&lt;br /&gt;
|  016b|| Red Pikmin idle halo || Piki_TPkToeKourin_red&lt;br /&gt;
|-&lt;br /&gt;
|  016c|| White Pikmin idle halo || Piki_TPkToeKourin_white&lt;br /&gt;
|-&lt;br /&gt;
|  016d|| Yellow Pikmin idle halo || Piki_TPkToeKourin_yellow&lt;br /&gt;
|-&lt;br /&gt;
|  016e|| - || Piki_TPkToeMoeSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  016f|| - || Piki_TPkMoeA&lt;br /&gt;
|-&lt;br /&gt;
|  0170|| - || Piki_TPkToeTanekira&lt;br /&gt;
|-&lt;br /&gt;
|  0171|| - || Piki_TPkToeMoeBC&lt;br /&gt;
|-&lt;br /&gt;
|  0172|| Purple Pikmin throw trail color || Piki_TPkNageBlur_Purple&lt;br /&gt;
|-&lt;br /&gt;
|  0173|| Blue Pikmin throw trail color || Piki_TPkNageBlur_Blue&lt;br /&gt;
|-&lt;br /&gt;
|  0174|| Red Pikmin throw trail color || Piki_TPkNageBlur_Red&lt;br /&gt;
|-&lt;br /&gt;
|  0175|| White Pikmin throw trail color || Piki_TPkNageBlur_White&lt;br /&gt;
|-&lt;br /&gt;
|  0176|| Yellow Pikmin throw trail color || Piki_TPkNageBlur_Yellow&lt;br /&gt;
|-&lt;br /&gt;
|  0177|| - || Piki_TPkToeNagekira&lt;br /&gt;
|-&lt;br /&gt;
|  0178|| - || Piki_TPkToeTaneKira&lt;br /&gt;
|-&lt;br /&gt;
|  0179|| Pikmin Walking Dust || Piki_TPkS_Walksmoke&lt;br /&gt;
|-&lt;br /&gt;
|  017a|| - || Piki_TPkS_WaterOff_1&lt;br /&gt;
|-&lt;br /&gt;
|  017b|| - || Piki_TPkS_WaterOff_2&lt;br /&gt;
|-&lt;br /&gt;
|  017c|| - || Piki_TPkToeWater_1&lt;br /&gt;
|-&lt;br /&gt;
|  017d|| - || Piki_TPkToeWater_2&lt;br /&gt;
|-&lt;br /&gt;
|  017e|| - || Onyon_TPodGepu_1&lt;br /&gt;
|-&lt;br /&gt;
|  017f|| - || Onyon_TPodGepu_2&lt;br /&gt;
|-&lt;br /&gt;
|  0180|| - || Onyon_TPodKira&lt;br /&gt;
|-&lt;br /&gt;
|  0181|| - || Onyon_TPodOpenA&lt;br /&gt;
|-&lt;br /&gt;
|  0182|| - || Onyon_TPodOpenB&lt;br /&gt;
|-&lt;br /&gt;
|  0183|| - || Onyon_TPodSpot_1&lt;br /&gt;
|-&lt;br /&gt;
|  0184|| - || Onyon_TPodSpot_2&lt;br /&gt;
|-&lt;br /&gt;
|  0185|| - || Onyon_TPodSuck_1&lt;br /&gt;
|-&lt;br /&gt;
|  0186|| - || Onyon_TPodSuck_2&lt;br /&gt;
|-&lt;br /&gt;
|  0187|| Pellet Posy || Enemy_Pelplant_TPp1Grow1_1&lt;br /&gt;
|-&lt;br /&gt;
|  0188|| Pellet Posy || Enemy_Pelplant_TPp1Grow1_2&lt;br /&gt;
|-&lt;br /&gt;
|  0189|| Pellet Posy || Enemy_Pelplant_TPp1Grow2_1&lt;br /&gt;
|-&lt;br /&gt;
|  018a|| Pellet Posy || Enemy_Pelplant_TPp1Grow2_2&lt;br /&gt;
|-&lt;br /&gt;
|  018b|| Pellet Posy || Enemy_Pelplant_TPp1Grow2_3&lt;br /&gt;
|-&lt;br /&gt;
|  018c|| Empress Bulblax || Enemy_Queen_TQueenCrashL&lt;br /&gt;
|-&lt;br /&gt;
|  018d|| Empress Bulblax || Enemy_Queen_TQueenCrashR&lt;br /&gt;
|-&lt;br /&gt;
|  018e|| Empress Bulblax || Enemy_Queen_TQueenCrashRock&lt;br /&gt;
|-&lt;br /&gt;
|  018f|| Empress Bulblax || Enemy_Queen_TQueenDamage&lt;br /&gt;
|-&lt;br /&gt;
|  0190|| Empress Bulblax || Enemy_Queen_TQueenDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  0191|| Empress Bulblax || Enemy_Queen_TQueenDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  0192|| Empress Bulblax || Enemy_Queen_TQueenDead_3&lt;br /&gt;
|-&lt;br /&gt;
|  0193|| Empress Bulblax || Enemy_Queen_TQueenDead_4&lt;br /&gt;
|-&lt;br /&gt;
|  0194|| Empress Bulblax || Enemy_Queen_TQueenFlick_1&lt;br /&gt;
|-&lt;br /&gt;
|  0195|| Empress Bulblax || Enemy_Queen_TQueenFlick_2&lt;br /&gt;
|-&lt;br /&gt;
|  0196|| Empress Bulblax Sleeping Snot Bubble || Enemy_Queen_TQueenHanacho&lt;br /&gt;
|-&lt;br /&gt;
|  0197|| Empress Bulblax Make Baby || Enemy_Queen_TQueenLay&lt;br /&gt;
|-&lt;br /&gt;
|  0198|| Empress Bulblax || Enemy_Queen_TQueenRoll_1&lt;br /&gt;
|-&lt;br /&gt;
|  0199|| Empress Bulblax || Enemy_Queen_TQueenRoll_2&lt;br /&gt;
|-&lt;br /&gt;
|  019a|| Empress Bulblax || Enemy_Queen_TQueenRollCL_1&lt;br /&gt;
|-&lt;br /&gt;
|  019b|| Empress Bulblax || Enemy_Queen_TQueenRollCR_1&lt;br /&gt;
|-&lt;br /&gt;
|  019c|| Empress Bulblax || Enemy_Queen_TQueenRollCL_2&lt;br /&gt;
|-&lt;br /&gt;
|  019d|| Empress Bulblax || Enemy_Queen_TQueenRollCR_2&lt;br /&gt;
|-&lt;br /&gt;
|  019e|| Empress Bulblax || Enemy_Queen_TQueenRollCL_3&lt;br /&gt;
|-&lt;br /&gt;
|  019f|| Empress Bulblax || Enemy_Queen_TQueenRollCR_3&lt;br /&gt;
|-&lt;br /&gt;
|  01a0|| Empress Bulblax || Enemy_Queen_TQueenWakeup&lt;br /&gt;
|-&lt;br /&gt;
|  01a1|| Honeywisp || Enemy_Qurione_TQuriApp&lt;br /&gt;
|-&lt;br /&gt;
|  01a2|| Honeywisp || Enemy_Qurione_TQuriDisap&lt;br /&gt;
|-&lt;br /&gt;
|  01a3|| Honeywisp || Enemy_Qurione_TQuriGlow&lt;br /&gt;
|-&lt;br /&gt;
|  01a4|| Honeywisp || Enemy_Qurione_TQuriHit_1&lt;br /&gt;
|-&lt;br /&gt;
|  01a5|| Honeywisp || Enemy_Qurione_TQuriHit_2&lt;br /&gt;
|-&lt;br /&gt;
|  01a6|| Falling Boulder Break || Enemy_Rock_TRockDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  01a7|| Falling Boulder Break || Enemy_Rock_TRockDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  01a8|| Falling Boulder Break || Enemy_Rock_TRockDead_3&lt;br /&gt;
|-&lt;br /&gt;
|  01a9|| - || Enemy_Rock_TRockGrRun&lt;br /&gt;
|-&lt;br /&gt;
|  01aa|| - || Enemy_Rock_TRockRun&lt;br /&gt;
|-&lt;br /&gt;
|  01ab|| - || Enemy_TSekikaLOff&lt;br /&gt;
|-&lt;br /&gt;
|  01ac|| - || Enemy_TSekikaLon&lt;br /&gt;
|-&lt;br /&gt;
|  01ad|| - || Enemy_TSekikaSOff&lt;br /&gt;
|-&lt;br /&gt;
|  01ae|| - || Enemy_TSekikaSOn&lt;br /&gt;
|-&lt;br /&gt;
|  01af|| - || Piki_TStoneAttack&lt;br /&gt;
|-&lt;br /&gt;
|  01b0|| Fiery Blowhog || Enemy_Tank_TTankFireABC_1&lt;br /&gt;
|-&lt;br /&gt;
|  01b1|| Fiery Blowhog || Enemy_Tank_TTankFireABC_2&lt;br /&gt;
|-&lt;br /&gt;
|  01b2|| Fiery Blowhog || Enemy_Tank_TTankFireABC_3&lt;br /&gt;
|-&lt;br /&gt;
|  01b3|| Fiery Blowhog || Enemy_Tank_TTankFireHit&lt;br /&gt;
|-&lt;br /&gt;
|  01b4|| Fiery Blowhog || Enemy_Tank_TTankFireIND&lt;br /&gt;
|-&lt;br /&gt;
|  01b5|| Fiery Blowhog || Enemy_Tank_TTankFireYodare&lt;br /&gt;
|-&lt;br /&gt;
|  01b6|| Watery Blowhog || Enemy_WTank_TTankWat_1&lt;br /&gt;
|-&lt;br /&gt;
|  01b7|| Watery Blowhog || Enemy_WTank_TTankWat_2&lt;br /&gt;
|-&lt;br /&gt;
|  01b8|| Watery Blowhog || Enemy_WTank_TTankWat_3&lt;br /&gt;
|-&lt;br /&gt;
|  01b9|| Watery Blowhog || Enemy_WTank_TTankWat_4&lt;br /&gt;
|-&lt;br /&gt;
|  01ba|| Watery Blowhog || Enemy_WTank_TTankWatHit&lt;br /&gt;
|-&lt;br /&gt;
|  01bb|| Watery Blowhog || Enemy_WTank_TTankWatYodare&lt;br /&gt;
|-&lt;br /&gt;
|  01bc|| - || Item_Plant_TTsuyuGrow0&lt;br /&gt;
|-&lt;br /&gt;
|  01bd|| - || Item_Plant_TTsuyuGrow1_1&lt;br /&gt;
|-&lt;br /&gt;
|  01be|| - || Item_Plant_TTsuyuGrow1_2&lt;br /&gt;
|-&lt;br /&gt;
|  01bf|| - || Item_Plant_TTsuyuGrow2_1&lt;br /&gt;
|-&lt;br /&gt;
|  01c0|| - || Item_Plant_TTsuyuGrow2_2&lt;br /&gt;
|-&lt;br /&gt;
|  01c1|| - || Pellet_TTsuyuGrowon&lt;br /&gt;
|-&lt;br /&gt;
|  01c2|| - || Onyon_TUfoGasIn&lt;br /&gt;
|-&lt;br /&gt;
|  01c3|| - || Onyon_TUfoGasOut&lt;br /&gt;
|-&lt;br /&gt;
|  01c4|| - || Onyon_TUfoPodGeku_1&lt;br /&gt;
|-&lt;br /&gt;
|  01c5|| - || Onyon_TUfoPodGeku_2&lt;br /&gt;
|-&lt;br /&gt;
|  01c6|| - || Onyon_TUfoPodOpen_1&lt;br /&gt;
|-&lt;br /&gt;
|  01c7|| - || Onyon_TUfoPodOpen_2&lt;br /&gt;
|-&lt;br /&gt;
|  01c8|| - || Onyon_TUfoPodOpenSuck&lt;br /&gt;
|-&lt;br /&gt;
|  01c9|| - || Onyon_TUfoPodSuck&lt;br /&gt;
|-&lt;br /&gt;
|  01ca|| - || Onyon_TUfoSpotact_ver01_1&lt;br /&gt;
|-&lt;br /&gt;
|  01cb|| - || Onyon_TUfoSpotact_ver01_2&lt;br /&gt;
|-&lt;br /&gt;
|  01cc|| - || Onyon_UfoSpot_1&lt;br /&gt;
|-&lt;br /&gt;
|  01cd|| - || Onyon_UfoSpot_2&lt;br /&gt;
|-&lt;br /&gt;
|  01ce|| Male Sheargrub || Enemy_Ujib_TUjinkoAp_1&lt;br /&gt;
|-&lt;br /&gt;
|  01cf|| Male Sheargrub || Enemy_Ujib_TUjinkoAp_2&lt;br /&gt;
|-&lt;br /&gt;
|  01d0|| Male Sheargrub || Enemy_Ujib_TUjinkoEat&lt;br /&gt;
|-&lt;br /&gt;
|  01d1|| Male Sheargrub || Enemy_Ujib_TUjinkoHd_1&lt;br /&gt;
|-&lt;br /&gt;
|  01d2|| Male Sheargrub || Enemy_Ujib_TUjinkoHd_2&lt;br /&gt;
|-&lt;br /&gt;
|  01d3|| Ranging Bloyster || Enemy_UmiMushi_TUmiAttack&lt;br /&gt;
|-&lt;br /&gt;
|  01d4|| Ranging Bloyster || Enemy_UmiMushi_TUmiDeadawa&lt;br /&gt;
|-&lt;br /&gt;
|  01d5|| Ranging Bloyster || Enemy_UmiMushi_TUmiDeadmelt&lt;br /&gt;
|-&lt;br /&gt;
|  01d6|| Ranging Bloyster || Enemy_UmiMushi_TUmiEat&lt;br /&gt;
|-&lt;br /&gt;
|  01d7|| Ranging Bloyster || Enemy_UmiMushi_TUmiEyeBlue_1&lt;br /&gt;
|-&lt;br /&gt;
|  01d8|| Ranging Bloyster || Enemy_UmiMushi_TUmiEyeBlue_2&lt;br /&gt;
|-&lt;br /&gt;
|  01d9|| Ranging Bloyster || Enemy_UmiMushi_TUmiEyeRed_1&lt;br /&gt;
|-&lt;br /&gt;
|  01da|| Ranging Bloyster || Enemy_UmiMushi_TUmiEyeRed_2&lt;br /&gt;
|-&lt;br /&gt;
|  01db|| Ranging Bloyster || Enemy_UmiMushi_TUmiFlick_1&lt;br /&gt;
|-&lt;br /&gt;
|  01dc|| Ranging Bloyster || Enemy_UmiMushi_TUmiFlick_2&lt;br /&gt;
|-&lt;br /&gt;
|  01dd|| Ranging Bloyster || Enemy_UmiMushi_TUmiFlick_3&lt;br /&gt;
|-&lt;br /&gt;
|  01de|| Ranging Bloyster || Enemy_UmiMushi_TUmiHamon_1&lt;br /&gt;
|-&lt;br /&gt;
|  01df|| Ranging Bloyster || Enemy_UmiMushi_TUmiHamon_2&lt;br /&gt;
|-&lt;br /&gt;
|  01e0|| Ranging Bloyster blue tail glow || Enemy_UmiMushi_TUmiWeakBlue_1&lt;br /&gt;
|-&lt;br /&gt;
|  01e1|| Ranging Bloyster || Enemy_UmiMushi_TUmiWeakBlue_2&lt;br /&gt;
|-&lt;br /&gt;
|  01e2|| Ranging Bloyster red tail glow || Enemy_UmiMushi_TUmiWeakRed_1&lt;br /&gt;
|-&lt;br /&gt;
|  01e3|| Ranging Bloyster || Enemy_UmiMushi_TUmiWeakRed_2&lt;br /&gt;
|-&lt;br /&gt;
|  01e4|| Seeding Dandelion || Enemy_Watage_TWatage&lt;br /&gt;
|-&lt;br /&gt;
|  01e5|| - || Piki_TPkAp_3&lt;br /&gt;
|-&lt;br /&gt;
|  01e6|| Fiery Bulblax || Enemy_FireChappy_TYakiBody_1&lt;br /&gt;
|-&lt;br /&gt;
|  01e7|| Fiery Bulblax || Enemy_FireChappy_TYakiBody_2&lt;br /&gt;
|-&lt;br /&gt;
|  01e8|| Fiery Bulblax || Enemy_FireChappy_TYakiBody_3&lt;br /&gt;
|-&lt;br /&gt;
|  01e9|| Fiery Bulblax || Enemy_FireChappy_TYakiBody_4&lt;br /&gt;
|-&lt;br /&gt;
|  01ea|| Cloaking Burrow-nit || Enemy_Armor_TYoroiAp_1&lt;br /&gt;
|-&lt;br /&gt;
|  01eb|| Cloaking Burrow-nit || Enemy_Armor_TYoroiAp_2&lt;br /&gt;
|-&lt;br /&gt;
|  01ec|| Cloaking Burrow-nit || Enemy_Armor_TYoroiAttack&lt;br /&gt;
|-&lt;br /&gt;
|  01ed|| Cloaking Burrow-nit || Enemy_Armor_TYoroiAttackhit&lt;br /&gt;
|-&lt;br /&gt;
|  01ee|| Cloaking Burrow-nit || Enemy_Armor_TYoroiHd_1&lt;br /&gt;
|-&lt;br /&gt;
|  01ef|| Cloaking Burrow-nit || Enemy_Armor_TYoroiHd_2&lt;br /&gt;
|-&lt;br /&gt;
|  01f0|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  01f1|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  01f2|| Pileated Snagret || Enemy_SnakeWhole_TCphebiDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  01f3|| Pileated Snagret || Enemy_SnakeWhole_TCphebiDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  01f4|| Pileated Snagret || Enemy_SnakeWhole_TCphebiDead_3&lt;br /&gt;
|-&lt;br /&gt;
|  01f5|| Pileated Snagret || Enemy_SnakeWhole_TCphebiDead_4&lt;br /&gt;
|-&lt;br /&gt;
|  01f6|| Pileated Snagret || Enemy_SnakeWhole_TCphebiDeadHane&lt;br /&gt;
|-&lt;br /&gt;
|  01f7|| Mamuta || Enemy_Miulin_TMiuAttack_1&lt;br /&gt;
|-&lt;br /&gt;
|  01f8|| Mamuta || Enemy_Miulin_TMiuAttack_2&lt;br /&gt;
|-&lt;br /&gt;
|  01f9|| Man-at-Legs || Enemy_Houdai_THdamaDeadBomb_1&lt;br /&gt;
|-&lt;br /&gt;
|  01fa|| Man-at-Legs || Enemy_Houdai_THdamaDeadBomb_2&lt;br /&gt;
|-&lt;br /&gt;
|  01fb|| Man-at-Legs || Enemy_Houdai_THdamaDeadBomb_3&lt;br /&gt;
|-&lt;br /&gt;
|  01fc|| Man-at-Legs || Enemy_Houdai_THdamaDeadBomb_4&lt;br /&gt;
|-&lt;br /&gt;
|  01fd|| Man-at-Legs || Enemy_Houdai_THdamaDeadHahen1&lt;br /&gt;
|-&lt;br /&gt;
|  01fe|| Man-at-Legs || Enemy_Houdai_THdamaDeadHahen2_1&lt;br /&gt;
|-&lt;br /&gt;
|  01ff|| Man-at-Legs || Enemy_Houdai_THdamaDeadHahen2_2&lt;br /&gt;
|-&lt;br /&gt;
|  0200|| Man-at-Legs || Enemy_Houdai_THdamaDeadSteam_1&lt;br /&gt;
|-&lt;br /&gt;
|  0201|| Man-at-Legs || Enemy_Houdai_THdamaDeadSteam_2&lt;br /&gt;
|-&lt;br /&gt;
|  0202|| Man-at-Legs || Enemy_Houdai_THdamaDeadSteamT&lt;br /&gt;
|-&lt;br /&gt;
|  0203|| Man-at-Legs || Enemy_Houdai_THdamaHahen&lt;br /&gt;
|-&lt;br /&gt;
|  0204|| Man-at-Legs || Enemy_Houdai_THdamaOnHahen1&lt;br /&gt;
|-&lt;br /&gt;
|  0205|| Man-at-Legs || Enemy_Houdai_THdamaOnHahen2&lt;br /&gt;
|-&lt;br /&gt;
|  0206|| Man-at-Legs || Enemy_Houdai_THdamaOnSmoke_1&lt;br /&gt;
|-&lt;br /&gt;
|  0207|| Man-at-Legs || Enemy_Houdai_THdamaOnSmoke_2&lt;br /&gt;
|-&lt;br /&gt;
|  0208|| Man-at-Legs || Enemy_Houdai_THdamaOnSteam1&lt;br /&gt;
|-&lt;br /&gt;
|  0209|| Man-at-Legs || Ememy_Houdai_THamaOnSteam2&lt;br /&gt;
|-&lt;br /&gt;
|  020a|| Man-at-Legs || Enemy_Houdai_THdamaOpen&lt;br /&gt;
|-&lt;br /&gt;
|  020b|| Man-at-Legs || Enemy_Houdai_THdamaSteam&lt;br /&gt;
|-&lt;br /&gt;
|  020c|| Man-at-Legs || Enemy_Houdai_THdamaSteamBd&lt;br /&gt;
|-&lt;br /&gt;
|  020d|| Man-at-Legs || Enemy_Houdai_THdamaStreamSt&lt;br /&gt;
|-&lt;br /&gt;
|  020e|| Emperor Bulblax || Enemy_KingChappy_TKchApSand_1&lt;br /&gt;
|-&lt;br /&gt;
|  020f|| Emperor Bulblax || Enemy_KingChappy_TKchApSand_2&lt;br /&gt;
|-&lt;br /&gt;
|  0210|| Emperor Bulblax || Enemy_KingChappy_TKchApSand_3&lt;br /&gt;
|-&lt;br /&gt;
|  0211|| Water Wraith Rollers || Enemy_Tyre_TKchApWat_1&lt;br /&gt;
|-&lt;br /&gt;
|  0212|| Water Wraith Rollers || Enemy_Tyre_TKchApWat_2&lt;br /&gt;
|-&lt;br /&gt;
|  0213|| Water Wraith Rollers || Enemy_Tyre_TKchApWat_3&lt;br /&gt;
|-&lt;br /&gt;
|  0214|| Water Wraith Rollers || Enemy_Tyre_TKchApWat_4&lt;br /&gt;
|-&lt;br /&gt;
|  0215|| Water Wraith Rollers || Enemy_Tyre_TKchApWat_5&lt;br /&gt;
|-&lt;br /&gt;
|  0216|| Emperor Bulblax || Enemy_KingChappy_TKchYodareBaseChaseMtx&lt;br /&gt;
|-&lt;br /&gt;
|  0217|| Emperor Bulblax || Enemy_KingChappy_TKchCryAB_1&lt;br /&gt;
|-&lt;br /&gt;
|  0218|| Emperor Bulblax || Enemy_KingChappy_TKchCryAB_2&lt;br /&gt;
|-&lt;br /&gt;
|  0219|| Emperor Bulblax || Enemy_KingChappy_TKchCryInd&lt;br /&gt;
|-&lt;br /&gt;
|  021a|| Emperor Bulblax || Enemy_KingChappy_TKchDamage_1&lt;br /&gt;
|-&lt;br /&gt;
|  021b|| Emperor Bulblax || Enemy_KingChappy_TKchDamage_2&lt;br /&gt;
|-&lt;br /&gt;
|  021c|| Emperor Bulblax || Enemy_KingChappy_TKchDamage_3&lt;br /&gt;
|-&lt;br /&gt;
|  021d|| Emperor Bulblax || Enemy_KingChappy_TKchDamage_4&lt;br /&gt;
|-&lt;br /&gt;
|  021e|| Emperor Bulblax || Enemy_KingChappy_TKchDeadHana_1&lt;br /&gt;
|-&lt;br /&gt;
|  021f|| Emperor Bulblax || Enemy_KingChappy_TKchDeadHana_2&lt;br /&gt;
|-&lt;br /&gt;
|  0220|| Emperor Bulblax || Enemy_KingChappy_TKchYodareBaseChaseMtx_Dead&lt;br /&gt;
|-&lt;br /&gt;
|  0221|| Emperor Bulblax || Enemy_KingChappy_TKchDiveSand_1&lt;br /&gt;
|-&lt;br /&gt;
|  0222|| Emperor Bulblax || Enemy_KingChappy_TKchDiveSand_2&lt;br /&gt;
|-&lt;br /&gt;
|  0223|| Emperor Bulblax || Enemy_KingChappy_TKchDiveSand_3&lt;br /&gt;
|-&lt;br /&gt;
|  0224|| Emperor Bulblax || Enemy_KingChappy_TKchDiveWat_1&lt;br /&gt;
|-&lt;br /&gt;
|  0225|| Emperor Bulblax || Enemy_KingChappy_TKchDiveWat_2&lt;br /&gt;
|-&lt;br /&gt;
|  0226|| Emperor Bulblax || Enemy_KingChappy_TKchDiveWat_3&lt;br /&gt;
|-&lt;br /&gt;
|  0227|| Emperor Bulblax || Enemy_KingChappy_TKchDownsmoke&lt;br /&gt;
|-&lt;br /&gt;
|  0228|| Emperor Bulblax || Enemy_KingChappy_KchFlickSand_1&lt;br /&gt;
|-&lt;br /&gt;
|  0229|| Emperor Bulblax || Enemy_KingChappy_KchFlickSand_2&lt;br /&gt;
|-&lt;br /&gt;
|  022a|| Emperor Bulblax || Enemy_KingChappy_TKchSmokeHana&lt;br /&gt;
|-&lt;br /&gt;
|  022b|| Emperor Bulblax || Enemy_KingChappy_TKchYodareBaseChaseMtx_2&lt;br /&gt;
|-&lt;br /&gt;
|  022c|| Emperor Bulblax || Enemy_KingChappy_TKchYodareHitGr&lt;br /&gt;
|-&lt;br /&gt;
|  022d|| Emperor Bulblax || Enemy_KingChappy_TKchYodareHitWat&lt;br /&gt;
|-&lt;br /&gt;
|  022e|| Enemy Eat White Pikmin || Enemy_TEnemyPoisonL&lt;br /&gt;
|-&lt;br /&gt;
|  022f|| Enemy Eat White Pikmin || Enemy_TEnemyPoisonS&lt;br /&gt;
|-&lt;br /&gt;
|  0230|| Gatling Groink || Enemy_MiniHoudai_TChibiCharge&lt;br /&gt;
|-&lt;br /&gt;
|  0231|| Gatling Groink || Enemy_MiniHoudai_TChibiDeadLight&lt;br /&gt;
|-&lt;br /&gt;
|  0232|| Gatling Groink || Enemy_MiniHoudai_TChibiDeadMouth&lt;br /&gt;
|-&lt;br /&gt;
|  0233|| Gatling Groink || Enemy_MiniHoudai_TChibiDeadSe_1&lt;br /&gt;
|-&lt;br /&gt;
|  0234|| Gatling Groink || Enemy_MiniHoudai_TChibiDeadSe_2&lt;br /&gt;
|-&lt;br /&gt;
|  0235|| Gatling Groink || Enemy_MiniHoudai_TChibiHit_1&lt;br /&gt;
|-&lt;br /&gt;
|  0236|| Gatling Groink || Enemy_MiniHoudai_TChibiHit_2&lt;br /&gt;
|-&lt;br /&gt;
|  0237|| Gatling Groink || Enemy_MiniHoudai_TChibiHit_3&lt;br /&gt;
|-&lt;br /&gt;
|  0238|| Gatling Groink || Enemy_MiniHoudai_TChibiHit_4&lt;br /&gt;
|-&lt;br /&gt;
|  0239|| Gatling Groink || Enemy_MiniHoudai_TChibiShell&lt;br /&gt;
|-&lt;br /&gt;
|  023a|| Gatling Groink || Enemy_MiniHoudai_TChibiShoot_1&lt;br /&gt;
|-&lt;br /&gt;
|  023b|| Gatling Groink || Enemy_MiniHoudai_TChibiShoot_2&lt;br /&gt;
|-&lt;br /&gt;
|  023c|| Gatling Groink || Enemy_MiniHoudai_TChibiShoot_3&lt;br /&gt;
|-&lt;br /&gt;
|  023d|| Gatling Groink || Enemy_MiniHoudai_TChibiSmokeL&lt;br /&gt;
|-&lt;br /&gt;
|  023e|| Gatling Groink || Enemy_MiniHoudai_TChibiSmokeS&lt;br /&gt;
|-&lt;br /&gt;
|  023f|| Mitite Appears || Enemy_TamagoMushi_TTamagoAp_1&lt;br /&gt;
|-&lt;br /&gt;
|  0240|| Mitite Appears || Enemy_TamagoMushi_TTamagoAp_2&lt;br /&gt;
|-&lt;br /&gt;
|  0241|| Fiery Bulblax Smoke on Killed || Enemy_FireChappy_TYakiDeadsmoke&lt;br /&gt;
|-&lt;br /&gt;
|  0242|| Fiery Bulblax Shake Off || Enemy_FireChappy_TYakiFlick&lt;br /&gt;
|-&lt;br /&gt;
|  0243|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0244|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0245|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0246|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0247|| Man-at-Legs || Enemy_Houdai_THdamaShoot_3&lt;br /&gt;
|-&lt;br /&gt;
|  0248|| Titan Dweevil || Enemy_BigTreasure_TOootaElecparts&lt;br /&gt;
|-&lt;br /&gt;
|  0249|| Titan Dweevil || Enemy_BigTreasure_TOootaPdead&lt;br /&gt;
|-&lt;br /&gt;
|  024a|| Titan Dweevil || Enemy_BigTreasure_TOootaPhouden_1&lt;br /&gt;
|-&lt;br /&gt;
|  024b|| Titan Dweevil || Enemy_BigTreasure_TOootaPhouden_2&lt;br /&gt;
|-&lt;br /&gt;
|  024c|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  024d|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  024e|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  024f|| Titan Dweevil || Enemy_BigTreasure_TOootaElecAttack1&lt;br /&gt;
|-&lt;br /&gt;
|  0250|| Titan Dweevil || Enemy_BigTreasure_TOootaElecAttack2_1&lt;br /&gt;
|-&lt;br /&gt;
|  0251|| Titan Dweevil || Enemy_BigTreasure_TOootaElecAttack2_2&lt;br /&gt;
|-&lt;br /&gt;
|  0252|| Withering Blowhog || Enemy_HanaChirashi_TFusenAirhit_1&lt;br /&gt;
|-&lt;br /&gt;
|  0253|| Withering Blowhog || Enemy_HanaChirashi_TFusenAirhit_2&lt;br /&gt;
|-&lt;br /&gt;
|  0254|| Withering Blowhog || Enemy_HanaChirashi_TFusenhAir_1&lt;br /&gt;
|-&lt;br /&gt;
|  0255|| Withering Blowhog || Enemy_HanaChirashi_TFusenhAir_2&lt;br /&gt;
|-&lt;br /&gt;
|  0256|| Withering Blowhog || Enemy_HanaChirashi_TFusenhAir_3&lt;br /&gt;
|-&lt;br /&gt;
|  0257|| Titan Dweevil || Enemy_BigTreasure_TOootaFire_6&lt;br /&gt;
|-&lt;br /&gt;
|  0258|| Creeping Chrysanthemum || Enemy_Hana_THanaMiss_1&lt;br /&gt;
|-&lt;br /&gt;
|  0259|| Creeping Chrysanthemum || Enemy_Hana_THanaMiss_2&lt;br /&gt;
|-&lt;br /&gt;
|  025a|| Iridescent Glint Beetle Sparkles || Enemy_Wealthy_TOoganeKira&lt;br /&gt;
|-&lt;br /&gt;
|  025b|| Pellet Posy 10 Pellet Grow || Enemy_Pelplant_TPp110Grow2&lt;br /&gt;
|-&lt;br /&gt;
|  025c|| Pellet Posy 20 Pellet Grow || Enemy_Pelplant_TPp120Grow2&lt;br /&gt;
|-&lt;br /&gt;
|  025d|| Pellet Posy 5 Pellet Grow || Enemy_Pelplant_TPp15Grow2&lt;br /&gt;
|-&lt;br /&gt;
|  025e|| Male Sheargrub || Enemy_Ujib_TUjinkoPkate&lt;br /&gt;
|-&lt;br /&gt;
|  025f|| Cloaking Burrow-nit Eating || Enemy_Armor_TYoroiEat&lt;br /&gt;
|-&lt;br /&gt;
|  0260|| Bomb Rock Glowing || Enemy_Bomb_TBombrockLight&lt;br /&gt;
|-&lt;br /&gt;
|  0261|| Titan Dweevil || Enemy_BigTreasure_TOootaBombBody&lt;br /&gt;
|-&lt;br /&gt;
|  0262|| Titan Dweevil || Enemy_BigTreasure_TOootaBombLeg&lt;br /&gt;
|-&lt;br /&gt;
|  0263|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadAwa&lt;br /&gt;
|-&lt;br /&gt;
|  0264|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadBody_1&lt;br /&gt;
|-&lt;br /&gt;
|  0265|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadBody_2&lt;br /&gt;
|-&lt;br /&gt;
|  0266|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadLeg_1&lt;br /&gt;
|-&lt;br /&gt;
|  0267|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadLeg_2&lt;br /&gt;
|-&lt;br /&gt;
|  0268|| Titan Dweevil || Enemy_BigTreasure_TOootaPartsoff&lt;br /&gt;
|-&lt;br /&gt;
|  0269|| Titan Dweevil || Enemy_BigTreasure_TOootaStartBody&lt;br /&gt;
|-&lt;br /&gt;
|  026a|| Titan Dweevil || Enemy_BigTreasure_TOootaStartLeg&lt;br /&gt;
|-&lt;br /&gt;
|  026b|| Titan Dweevil || Enemy_BigTreasure_TOootaStartOta&lt;br /&gt;
|-&lt;br /&gt;
|  026c|| Titan Dweevil || Enemy_BigTreasure_TOootaStartSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  026d|| Captain Punch || Navi_TOrimapunch&lt;br /&gt;
|-&lt;br /&gt;
|  026e|| Breadbug Appear Dust || Enemy_PanModokiBase_TPanApp&lt;br /&gt;
|-&lt;br /&gt;
|  026f|| Breadbug Hide Dust || Enemy_PanModokiBase_TPanHide&lt;br /&gt;
|-&lt;br /&gt;
|  0270|| Breadbug Carry Dust || Enemy_PanModokiBase_TPanSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  0271|| Candypop Bud Dead || Enemy_Pom_TPonDead&lt;br /&gt;
|-&lt;br /&gt;
|  0272|| Valley of Repose Snow || TTutorialSnow&lt;br /&gt;
|-&lt;br /&gt;
|  0273|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0274|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0275|| - || Piki_TPikuBomb&lt;br /&gt;
|-&lt;br /&gt;
|  0276|| - || Piki_TPikuDead&lt;br /&gt;
|-&lt;br /&gt;
|  0277|| Titan Dweevil || Enemy_BigTreasure_TOootaChangeBody&lt;br /&gt;
|-&lt;br /&gt;
|  0278|| Titan Dweevil || Enemy_BigTreasure_TOootaChangeLeg&lt;br /&gt;
|-&lt;br /&gt;
|  0279|| - || Pellet_TOtakaraDive_1&lt;br /&gt;
|-&lt;br /&gt;
|  027a|| - || Pellet_TOtakaraDive_2&lt;br /&gt;
|-&lt;br /&gt;
|  027b|| - || Pellet_TOtakaraDive_3&lt;br /&gt;
|-&lt;br /&gt;
|  027c|| Wistful Wild Leaves || TLastMomiji&lt;br /&gt;
|-&lt;br /&gt;
|  027d|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadBody_3&lt;br /&gt;
|-&lt;br /&gt;
|  027e|| Titan Dweevil || Enemy_BigTreasure_TOootaDeadLeg_3&lt;br /&gt;
|-&lt;br /&gt;
|  027f|| - || Enemy_OtakaraBase_TOtaPartsoff&lt;br /&gt;
|-&lt;br /&gt;
|  0280|| Titan Dweevil || Enemy_BigTreasure_TOootaParticle&lt;br /&gt;
|-&lt;br /&gt;
|  0281|| Green (Bulbmin/Carrot) idle halo || Piki_TPkToeKourin_green&lt;br /&gt;
|-&lt;br /&gt;
|  0282|| {{Unknown}} || {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|  0283|| Hairy Bulborb Hair || Enemy_YellowChappy_TKechappyTest_1&lt;br /&gt;
|-&lt;br /&gt;
|  0284|| Hairy Bulborb Hair || Enemy_YellowChappy_TKechappyTest_2&lt;br /&gt;
|-&lt;br /&gt;
|  0285|| Hairy Bulborb Hair || Enemy_YellowChappy_TKechappyTest_3&lt;br /&gt;
|-&lt;br /&gt;
|  0286|| Fiery Bulblax Enter Water Steam || Enemy_FireChappy_TYakiSteam&lt;br /&gt;
|-&lt;br /&gt;
|  0287|| Armored Cannon Beetle Larva || Enemy_Kabuto_TKkabutoRot&lt;br /&gt;
|-&lt;br /&gt;
|  0288|| Armored Cannon Beetle Larva || Enemy_Kabuto_TKkabutoWait&lt;br /&gt;
|-&lt;br /&gt;
|  0289|| - || Item_DownFloor_TPbagDown_1&lt;br /&gt;
|-&lt;br /&gt;
|  028a|| - || Item_DownFloor_TPbagDown_2&lt;br /&gt;
|-&lt;br /&gt;
|  028b|| - || Item_DownFloor_TPbagDown_3&lt;br /&gt;
|-&lt;br /&gt;
|  028c|| - || Item_DownFloor_TPbagOn_1&lt;br /&gt;
|-&lt;br /&gt;
|  028d|| - || Item_DownFloor_TPbagOn_2&lt;br /&gt;
|-&lt;br /&gt;
|  028e|| - || Enemy_Rock_TRockWRunChasePos_1&lt;br /&gt;
|-&lt;br /&gt;
|  028f|| - || Enemy_Rock_TRockWRunChasePos_2&lt;br /&gt;
|-&lt;br /&gt;
|  0290|| - || Enemy_Rock_TRockWRunChasePos_3&lt;br /&gt;
|-&lt;br /&gt;
|  0291|| - || Enemy_TEnemyPiyo&lt;br /&gt;
|-&lt;br /&gt;
|  0292|| - || Piki_TPkS_Walkwater_1&lt;br /&gt;
|-&lt;br /&gt;
|  0293|| - || Piki_TPkS_Walkwater_2&lt;br /&gt;
|-&lt;br /&gt;
|  0294|| Hairy Bulborb || Enemy_YellowChappy_TKechappyOff&lt;br /&gt;
|-&lt;br /&gt;
|  0295|| Water Wraith || Enemy_BlackMan_TKageBend1_1&lt;br /&gt;
|-&lt;br /&gt;
|  0296|| Water Wraith || Enemy_BlackMan_TKageBend1_2&lt;br /&gt;
|-&lt;br /&gt;
|  0297|| Water Wraith || Enemy_BlackMan_TKageDead1&lt;br /&gt;
|-&lt;br /&gt;
|  0298|| Water Wraith || Enemy_BlackMan_TKageDead2&lt;br /&gt;
|-&lt;br /&gt;
|  0299|| Water Wraith || Enemy_BlackMan_TKageMove&lt;br /&gt;
|-&lt;br /&gt;
|  029a|| Water Wraith || Enemy_BlackMan_TKageRecov_1&lt;br /&gt;
|-&lt;br /&gt;
|  029b|| Water Wraith || Enemy_BlackMan_TKageRecov_2&lt;br /&gt;
|-&lt;br /&gt;
|  029c|| Water Wraith || Enemy_BlackMan_TKageRun&lt;br /&gt;
|-&lt;br /&gt;
|  029d|| Water Wraith Rollers Destroyed || Enemy_Tyre_TKageTyreDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  029e|| Water Wraith Rollers Destroyed || Enemy_Tyre_TKageTyreDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  029f|| Water Wraith Rollers Destroyed || Enemy_Tyre_TKageTyreDead_3&lt;br /&gt;
|-&lt;br /&gt;
|  02a0|| Water Wraith Rollers || Enemy_Tyre_TKageTyresmoke&lt;br /&gt;
|-&lt;br /&gt;
|  02a1|| Water Wraith Rollers || Enemy_Tyre_TKageTyreup&lt;br /&gt;
|-&lt;br /&gt;
|  02a2|| Segmented Crawbster || Enemy_DangoMushi_TDangoAttack2&lt;br /&gt;
|-&lt;br /&gt;
|  02a3|| Segmented Crawbster || Enemy_DangoMushi_TDangoCrash_1&lt;br /&gt;
|-&lt;br /&gt;
|  02a4|| Segmented Crawbster || Enemy_DangoMushi_TDangoCrash_2&lt;br /&gt;
|-&lt;br /&gt;
|  02a5|| Segmented Crawbster || Enemy_DangoMushi_TDangoDamage&lt;br /&gt;
|-&lt;br /&gt;
|  02a6|| Segmented Crawbster || Enemy_DangoMushi_TDangoDead_1&lt;br /&gt;
|-&lt;br /&gt;
|  02a7|| Segmented Crawbster || Enemy_DangoMushi_TDangoDead_2&lt;br /&gt;
|-&lt;br /&gt;
|  02a8|| Segmented Crawbster || Enemy_DangoMushi_TDangoDeadSmoke&lt;br /&gt;
|-&lt;br /&gt;
|  02a9|| Segmented Crawbster || Enemy_DangoMushi_TDangoRun_1&lt;br /&gt;
|-&lt;br /&gt;
|  02aa|| Segmented Crawbster || Enemy_DangoMushi_TDangoRun_2&lt;br /&gt;
|-&lt;br /&gt;
|  02ab|| Segmented Crawbster || Enemy_DangoMushi_TDangoTurn_1&lt;br /&gt;
|-&lt;br /&gt;
|  02ac|| Segmented Crawbster || Enemy_DangoMushi_TDangoTurn_2&lt;br /&gt;
|-&lt;br /&gt;
|  02ad|| Segmented Crawbster || Enemy_DangoMushi_TDangoWallBreak&lt;br /&gt;
|-&lt;br /&gt;
|  02ae|| Water Wraith Shake Off|| Enemy_BlackMan_TKageFlick&lt;br /&gt;
|-&lt;br /&gt;
|  02af|| - || Enemy_TEnemyApsmokeM&lt;br /&gt;
|-&lt;br /&gt;
|  02b0|| - || Enemy_TEnemyApsmokeS&lt;br /&gt;
|-&lt;br /&gt;
|  02b1|| Segmented Crawbster || Enemy_DangoMushi_TDangoFly_1&lt;br /&gt;
|-&lt;br /&gt;
|  02b2|| Segmented Crawbster || Enemy_DangoMushi_TDangoFly_2&lt;br /&gt;
|-&lt;br /&gt;
|  02b3|| Segmented Crawbster || Enemy_DangoMushi_TDangoFly_3&lt;br /&gt;
|-&lt;br /&gt;
|  02b4|| Gas pipe || Enemy_GasHiba_TGasuHiba_3&lt;br /&gt;
|-&lt;br /&gt;
|  02b5|| Gas pipe || Enemy_GasHiba_TGasuHiba_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=2932</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=2932"/>
		<updated>2020-05-27T16:10:38Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara_config.txt}}&lt;br /&gt;
&amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; is a file that dictates non-Exploration Kit treasure properties in &#039;&#039;Pikmin 2&#039;&#039;. &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt; is a similar file that lists all Exploration Kit treasures; its entries also contain one extra property, &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;. This page will explain both files.&lt;br /&gt;
&lt;br /&gt;
To find them, go to &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;, where you will see a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;. Extract this file to get several text files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item_config.txt&amp;lt;/code&amp;gt;. The files &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/otakara_config.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/user/Abe/Pellet/&amp;amp;lt;region&amp;amp;gt;/item_config.txt&amp;lt;/code&amp;gt; are &#039;&#039;&#039;unused&#039;&#039;&#039; by the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The first line that&#039;s not a comment indicates the number of entries.&lt;br /&gt;
&lt;br /&gt;
Then come a series of blocks, starting and ending with curly braces &amp;amp;ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word &amp;lt;code&amp;gt;end&amp;lt;/code&amp;gt;. The following properties exist:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Property || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&lt;br /&gt;
| The internal name of the treasure (used when spawning treasures in caves).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;archive&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive containing the model, in &amp;lt;/code&amp;gt;/user/Abe/pellet/region&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bmd&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the [[BMD file|&amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; model]] within the &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; archive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;animmgr&amp;lt;/code&amp;gt;&lt;br /&gt;
| File name of the animation manager in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;colltree&amp;lt;/code&amp;gt;&lt;br /&gt;
| Name of the collision text file in &amp;lt;code&amp;gt;otakara_texts.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| Radius where Pikmin pick up the treasure base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;p_radius&amp;lt;/code&amp;gt;&lt;br /&gt;
| Radius of the treasure&#039;s shadow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;&lt;br /&gt;
| Height offset of the treasure model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inertiascaling&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Has to do with ground collision. Higher values = more stable.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;particletype&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;numparticles&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;particlesize&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;friction&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Likely unused.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;min&amp;lt;/code&amp;gt;&lt;br /&gt;
| Minimum Pikmin strength needed to carry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;max&amp;lt;/code&amp;gt;&lt;br /&gt;
| Maximum number of Pikmin that can carry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmax&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Number of Pikmin treasure produces. Leftover data from pellet files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikicountmin&amp;lt;/code&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Unused&#039;&#039;&#039;. Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dynamics&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Something related to the treasures collision}}.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;money&amp;lt;/code&amp;gt;&lt;br /&gt;
| Number of Pokos the treasure is worth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unique&amp;lt;/code&amp;gt;&lt;br /&gt;
| If set to no, the treasure will always appear, even if it is already collected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;code&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unknown}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dictionary&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spot placement in the Treasure Hoard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth&amp;lt;/code&amp;gt;&lt;br /&gt;
| This and the next values are how you make treasures buried.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_max&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|Depth is the most important for this.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_a&amp;lt;/code&amp;gt;&lt;br /&gt;
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_b&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_c&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;depth_d&amp;lt;/code&amp;gt;&lt;br /&gt;
| Same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls the ID of the ship&#039;s announcement message. If not present, no message loads, as is the case with all normal treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following is the example of an entry.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru&lt;br /&gt;
	archive		ahiru.szs&lt;br /&gt;
	bmd		    ahiru.bmd&lt;br /&gt;
	animmgr		animmgr.txt&lt;br /&gt;
	colltree	collInfo.txt&lt;br /&gt;
	radius		     35&lt;br /&gt;
	p_radius		 35&lt;br /&gt;
	height		     25&lt;br /&gt;
	inertiascaling	500&lt;br /&gt;
	particletyp  simple&lt;br /&gt;
	numparticles  8&lt;br /&gt;
	particlesize  1&lt;br /&gt;
	friction	0.1&lt;br /&gt;
	min		      8&lt;br /&gt;
	max		     15&lt;br /&gt;
	pikicountmax  0&lt;br /&gt;
	pikicountmin  0&lt;br /&gt;
	dynamics	lod&lt;br /&gt;
	money		 90&lt;br /&gt;
	unique		yes&lt;br /&gt;
	code	      0&lt;br /&gt;
	dictionary	129&lt;br /&gt;
	depth		  0&lt;br /&gt;
	depth_max	 25&lt;br /&gt;
	depth_a		 15&lt;br /&gt;
	depth_b		 20&lt;br /&gt;
	depth_c		 37&lt;br /&gt;
	depth_d		 37&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_map_lighting_files&amp;diff=2861</id>
		<title>Pikmin 2 map lighting files</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_map_lighting_files&amp;diff=2861"/>
		<updated>2020-01-03T20:32:41Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Lighting configuration files for overworld maps are found under &amp;lt;code&amp;gt;root/user/Abe/map/&amp;lt;map name&amp;gt;&amp;lt;/code&amp;gt; as .ini files. Each overworld has one, as well as all Piklopedia maps and the test map. They control the lighting of maps and how they change throughout the day.&lt;br /&gt;
&lt;br /&gt;
=Configuration Format=&lt;br /&gt;
The example below represents settings for Valley of Repose&#039;s &amp;lt;code&amp;gt;light.ini&amp;lt;/code&amp;gt; taken directly from the file and broken up into segments. Note that parameter Ids that start with u are unsigned 8-bit integers that go from 0-255. Ids that start with f are floating point values.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
############################################### &lt;br /&gt;
# &lt;br /&gt;
# Game Light Mgr Setting  &lt;br /&gt;
# &lt;br /&gt;
############################################### &lt;br /&gt;
#=============================================== &lt;br /&gt;
#	共通設定 &amp;lt;Common Settings&amp;gt;&lt;br /&gt;
#=============================================== &lt;br /&gt;
{0001} 	# バージョン &amp;lt;Version&amp;gt;&lt;br /&gt;
0	# &amp;lt;Type&amp;gt; &lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Version appears to always be 0000 for both caves and overworlds, but Type is different. For overworlds it is 0, but in caves it is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
#=============================================== &lt;br /&gt;
#	太陽タイプ設定 &amp;lt;Sun Type Settings&amp;gt;&lt;br /&gt;
#=============================================== &lt;br /&gt;
# パラメタ &amp;lt;Parameters&amp;gt;&lt;br /&gt;
# MoveParms&lt;br /&gt;
{&lt;br /&gt;
	{f000} 4 25000.000000 	# 光源までの距離 &amp;lt;Distance to light source&amp;gt;&lt;br /&gt;
	{f001} 4 135.000000 	# 日の出角度 &amp;lt;Sunrise Angle&amp;gt;&lt;br /&gt;
	{f002} 4 45.000000 	# 日の入角度 &amp;lt;Sunset Angle&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
These are the basic settings that control the sun spotlight&#039;s height and rotation values that affects the vertex lighting of the model. &amp;lt;code&amp;gt;{f000}&amp;lt;/code&amp;gt; changes hpw high up the light source is, and thus the size of the spotlight. Higher values make brighter maps.&amp;lt;code&amp;gt;{f001}&amp;lt;/code&amp;gt; represents the starting angle of the spotlight while &amp;lt;code&amp;gt;{f002}&amp;lt;/code&amp;gt; would be the end angle based off the start and end of day on the &amp;lt;code&amp;gt;time.ini&amp;lt;/code&amp;gt; All these values can be set to negative values as well and it&#039;s possible to have the spotlight rotate around the model multiple times before the day ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the main parameters are five different versions of lighting settings, for different times of the day. The first is always night, or the color you see at the very end of the day during takeoff. Next is morning light, or the light you see at the start of a day. After that is Noon light, and then evening light. At the end is &amp;quot;for demo&amp;quot; light. It seems like this should be the light used during day 1, but this is not the case. The game actually uses the morning light values during day 1.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
#=============================================== &lt;br /&gt;
# ライトカラー設定 &amp;lt;Light Color Settings&amp;gt;&lt;br /&gt;
#=============================================== &lt;br /&gt;
#----------------------------------------------- &lt;br /&gt;
# 夜 &amp;lt;Night&amp;gt;&lt;br /&gt;
#----------------------------------------------- &lt;br /&gt;
# メインライト &amp;lt;Main Light&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 67 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 47 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 51 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 255 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# サブライト &amp;lt;Sublight&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 10 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 10 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 15 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 255 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# スペキュラライト &amp;lt;Specular Light&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 128 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 128 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 128 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 0 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# アンビエントライト &amp;lt;Ambient Light&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 35 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 28 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 35 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 0 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# フォグ &amp;lt;Fog&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 28 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 18 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 10 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 48 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# GameFogParms&lt;br /&gt;
{&lt;br /&gt;
	{f000} 4 0.000000 	# 開始z値 &amp;lt;Start Z Value&amp;gt;&lt;br /&gt;
	{f001} 4 4500.000000 	# 終了z値 &amp;lt;End Z Value&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
# 影 &amp;lt;Shadow&amp;gt;&lt;br /&gt;
# ColorParms&lt;br /&gt;
{&lt;br /&gt;
	{u800} 4 0 	# 赤 &amp;lt;Red&amp;gt;&lt;br /&gt;
	{u801} 4 0 	# 緑 &amp;lt;Green&amp;gt;&lt;br /&gt;
	{u802} 4 0 	# 青 &amp;lt;Blue&amp;gt;&lt;br /&gt;
	{u803} 4 50 	# アルファ &amp;lt;Alpha&amp;gt;&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
The main light has the color of the sun spotlight. Sublight is used on some models to represent reflected highlight. Specular light determines the color of specular reflection. Ambient light refers to the flat lighting of anything not affected by other lightsources. In Pikmin 2, the game uses linear interpolation for its fog from where alpha intensity is 0 to 1 starting from the value of Start Z and End Z. Shadows refer to the color of circlar shadows underneath all objects.&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=DSK_file&amp;diff=2859</id>
		<title>DSK file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=DSK_file&amp;diff=2859"/>
		<updated>2020-01-02T19:37:22Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: made the start of this page, as I learned a lot about the file yesterday. Feel free to clean it with nicer formatting, I will likely add more to this in the future.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;lt;code&amp;gt;.dsk&amp;lt;/code&amp;gt; (Demo Scene Key) file is used by Pikmin to make moving cameras and other key-framed movements present during cutscenes. The file is plaintext, but has a lot of floats and other values. &amp;lt;code&amp;gt;.dsk&amp;lt;/code&amp;gt; files can be found in &amp;lt;code&amp;gt;root/dataDir/cinemas/demo[x]&amp;lt;/code&amp;gt;. Sometimes there will be multiple of them. In cutscenes that have text show up, the first is usually the main cutscene and the second is for the frozen camera while text is up. Any other &amp;lt;code&amp;gt;.dsk&amp;lt;/code&amp;gt; files you see are likely unused. You can use Dolphin&#039;s file monitor log to see what files are loaded by what cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of .dsk File ==&lt;br /&gt;
This is the cutscene for waking up at Impact Site on Day 1 (demo03):&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | Configuration Contents &amp;quot;/data/&lt;br /&gt;
! Configuration Contents&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
&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/demo03/demo03_1&lt;br /&gt;
	toolname	soft3D&lt;br /&gt;
	source	&#039;SOFTIMAGE3D_SDKv1.93.0 / 3Dv3.93.0&#039;&lt;br /&gt;
	date	2001/09/06&lt;br /&gt;
	time	15:17:32&lt;br /&gt;
	host	MAKITAS-ZPRO&lt;br /&gt;
	magnify	1.000000&lt;br /&gt;
	numframes	460&lt;br /&gt;
	numcameras	1&lt;br /&gt;
	numAmbLights	0&lt;br /&gt;
	numDifLights	2&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	252&lt;br /&gt;
	float	0.000000 87.567604 -0.019684 50.000000 83.686050 -5.796547 181.000000 69.293304&lt;br /&gt;
	float	0.000000 237.000000 69.293304 0.000000 238.000000 69.293304 -977.039124 239.000000&lt;br /&gt;
	float	4.157364 -977.039124 240.000000 4.157364 0.000000 389.000000 4.157364 0.000000&lt;br /&gt;
	float	391.000000 3.547012 -35.213814 407.000000 -63.687897 -35.213928 409.000000 -64.298271&lt;br /&gt;
	float	0.000000 459.000000 -64.298271 0.000000 460.000000 87.567604 0.000000 0.000000&lt;br /&gt;
	float	164.088867 -0.210571 51.000000 148.932449 -15.726013 179.000000 96.254196 -0.083199&lt;br /&gt;
	float	237.000000 96.254196 0.000000 238.000000 96.254196 -231.319763 239.000000 80.832878&lt;br /&gt;
	float	-231.319763 240.000000 80.832878 0.000000 389.000000 80.832878 0.000000 391.000000&lt;br /&gt;
	float	81.336586 29.060783 407.000000 136.823380 29.060898 410.000000 137.327087 0.000000&lt;br /&gt;
	float	459.000000 137.327087 0.000000 460.000000 164.088867 0.000000 0.000000 1947.254150&lt;br /&gt;
	float	0.007324 52.000000 1946.349365 -1.384277 183.000000 1947.495972 0.000000 237.000000&lt;br /&gt;
	float	1947.495972 0.000000 238.000000 1947.495972 -189.228516 239.000000 1934.880737 -189.228516&lt;br /&gt;
	float	240.000000 1934.880737 0.000000 389.000000 1934.880737 0.000000 392.000000 1935.755371&lt;br /&gt;
	float	24.924316 407.000000 1960.156494 13.121338 410.000000 1960.384033 0.000000 459.000000&lt;br /&gt;
	float	1960.384033 0.000000 460.000000 1947.254150 0.000000 0.000000 47.342243 0.040054&lt;br /&gt;
	float	70.000000 51.076900 2.462883 182.000000 58.051655 0.000000 237.000000 58.051655&lt;br /&gt;
	float	0.000000 238.000000 58.051655 292.489655 239.000000 77.550964 292.489655 240.000000&lt;br /&gt;
	float	77.550964 0.000000 389.000000 77.550964 0.000000 391.000000 78.740662 68.638115&lt;br /&gt;
	float	407.000000 209.793732 68.638000 409.000000 210.983414 0.000000 459.000000 210.983414&lt;br /&gt;
	float	0.000000 460.000000 47.342243 0.000000 0.000000 22.798201 -0.005436 139.000000&lt;br /&gt;
	float	20.997837 -0.248251 237.000000 20.825630 0.000000 238.000000 20.825630 43.545570&lt;br /&gt;
	float	239.000000 23.728668 43.545570 240.000000 23.728668 0.000000 389.000000 23.728668&lt;br /&gt;
	float	0.000000 400.000000 25.903618 9.173155 409.000000 27.459347 0.000000 459.000000&lt;br /&gt;
	float	27.459347 0.000000 460.000000 22.798201 0.000000 0.000000 1909.964844 -0.018311&lt;br /&gt;
	float	52.000000 1907.585083 -2.744751 208.000000 1903.818726 0.000000 237.000000 1903.818726&lt;br /&gt;
	float	0.000000 238.000000 1903.818726 73.308105 239.000000 1908.705933 73.308105 240.000000&lt;br /&gt;
	float	1908.705933 0.000000 389.000000 1908.705933 0.000000 391.000000 1908.202026 -29.073486&lt;br /&gt;
	float	407.000000 1852.691040 -29.073486 410.000000 1852.187134 0.000000 459.000000 1852.187134&lt;br /&gt;
	float	0.000000 460.000000 1909.964844 0.000000 0.000000 0.000000 74.433838 0.000000&lt;br /&gt;
	float	238.000000 74.433838 -0.035609 239.000000 38.338299 0.000000 390.000000 38.338299&lt;br /&gt;
	float	0.000000 408.000000 47.080536 0.000000 415.000000 47.080536 0.000000 475.000000&lt;br /&gt;
	float	47.080536 0.000000 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	13	0	0&lt;br /&gt;
	cam_pos_y	13	39	0&lt;br /&gt;
	cam_pos_z	13	78	0&lt;br /&gt;
	cam_lat_x	13	117	0&lt;br /&gt;
	cam_lat_y	11	156	0&lt;br /&gt;
	cam_lat_z	13	189	0&lt;br /&gt;
	cam_twist	1	228	0&lt;br /&gt;
	cam_fovy	7	229	0&lt;br /&gt;
	cam_near	1	250	0&lt;br /&gt;
	cam_far		1	251	0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;KEY_DIFFUSE_LIGHT_ANM&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	size	12&lt;br /&gt;
	float	-181.302521 101.465294 137.835602 150.184036 137.668640 1.000000 -296.745667 -20.224216&lt;br /&gt;
	float	3378.791260 62.576744 84.478439 98.558266 &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;KEY_DIFFUSE_LIGHT_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	0&lt;br /&gt;
	name	light3_1_3_2_3&lt;br /&gt;
	light_type	point&lt;br /&gt;
	light_pos_x	1	0	0&lt;br /&gt;
	light_pos_y	1	1	0&lt;br /&gt;
	light_pos_z	1	2	0&lt;br /&gt;
	light_r_param	1	0	0&lt;br /&gt;
	light_g_param	1	0	0&lt;br /&gt;
	light_b_param	1	0	0&lt;br /&gt;
	light_visible	1	0	0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;KEY_DIFFUSE_LIGHT_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	1&lt;br /&gt;
	name	light4_1_3_2_3&lt;br /&gt;
	light_type	point&lt;br /&gt;
	light_pos_x	1	6	0&lt;br /&gt;
	light_pos_y	1	7	0&lt;br /&gt;
	light_pos_z	1	8	0&lt;br /&gt;
	light_r_param	1	9	0&lt;br /&gt;
	light_g_param	1	10	0&lt;br /&gt;
	light_b_param	1	11	0&lt;br /&gt;
	light_visible	1	5	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	1.180000&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;
&amp;lt;EX_SI_KEY_DIFFUSE_LIGHT_ANM&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	size	1&lt;br /&gt;
	float	10000.000000 &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EX_SI_KEY_DIFFUSE_LIGHT_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	0&lt;br /&gt;
	name	light3_1_3_2_3&lt;br /&gt;
	light_type	point&lt;br /&gt;
	si_light_ShadowType	none&lt;br /&gt;
	si_light_AreaType	none&lt;br /&gt;
	si_light_start		1	0	0&lt;br /&gt;
	si_light_end		1	0	0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EX_SI_KEY_DIFFUSE_LIGHT_TABLE&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	index	1&lt;br /&gt;
	name	light4_1_3_2_3&lt;br /&gt;
	light_type	point&lt;br /&gt;
	si_light_ShadowType	none&lt;br /&gt;
	si_light_AreaType	none&lt;br /&gt;
	si_light_start		1	0	0&lt;br /&gt;
	si_light_end		1	0	0&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;
== Explanation ==&lt;br /&gt;
The first part of any .dsk file is &amp;lt;code&amp;gt;&amp;lt;SCENE_KEY_ANIM_INFO&amp;gt;&amp;lt;/code&amp;gt;. The majority of this segment is development creation data, like the time and directory, that don&#039;t do anything. So far, the only thing here that I&#039;ve found does anything is &amp;quot;numcameras&amp;quot; which crashes the game at 0. (It is possible &amp;quot;playmode&amp;quot; has an effect too.)&lt;br /&gt;
&lt;br /&gt;
After this is &amp;lt;code&amp;gt;&amp;lt;KEY_CAMERA_ANIM&amp;gt;&amp;lt;/code&amp;gt;. This segment is nothing more than a bunch of floating point numbers. At the start is the number of floats present after it. Don&#039;t think anything of the number of floats per line, it doesn&#039;t mean anything.  Changing these floats will change how the camera behaves during cutscenes.&lt;br /&gt;
&lt;br /&gt;
After that is what actually assigns all those floats in the previous segment, &amp;lt;code&amp;gt;&amp;lt;KEY_CAMERA_TABLE&amp;gt;&amp;lt;/code&amp;gt;. This segment is made of 12 lines. &lt;br /&gt;
index: the index of this  camera table. This should always be 0.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | List of parameters&lt;br /&gt;
!name&lt;br /&gt;
!description&lt;br /&gt;
|-&lt;br /&gt;
|index|| Index of this camera, used when there are multiple cameras in a cutscene.&lt;br /&gt;
|-&lt;br /&gt;
|name|| Name of the camera, which is seemingly used by other segments of the file.&lt;br /&gt;
|-&lt;br /&gt;
|cam_pos_x|| x value of cameras location.&lt;br /&gt;
|-&lt;br /&gt;
|cam_pos_y|| y value of cameras location.&lt;br /&gt;
|-&lt;br /&gt;
|cam_pos_z|| z value of cameras location.&lt;br /&gt;
|-&lt;br /&gt;
|cam_lat_x|| x value of where the camera is focused on.&lt;br /&gt;
|-&lt;br /&gt;
|cam_lat_y|| y value of where the camera is focused on.&lt;br /&gt;
|-&lt;br /&gt;
|cam_lat_z|| z value of where the camera is focused on.&lt;br /&gt;
|-&lt;br /&gt;
|cam_twist|| Camera Roll Axis? (usually left at 0.000000).&lt;br /&gt;
|-&lt;br /&gt;
|cam_fovy|| The field of view of the camera.&lt;br /&gt;
|-&lt;br /&gt;
|cam_near|| Near culling distance of camera (doesn&#039;t work?) (always 0.100000)&lt;br /&gt;
|-&lt;br /&gt;
|cam_far|| Far culling distance of camera (doesn&#039;t work?) (always 32768.000000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After all of these parameters is a set of 3 values, these control how many floats from the float table above are for each of parameters. The right value is always 0. At first I thought this matched the value with the index of this camera, but it seems that even when there are multiple tables it stays at 0. Changing it can break the cutscene, so it clearly does something...&lt;br /&gt;
The middle value is the highest index float this parameter uses. Keep in mind they can technically be anywhere in the file, and multiple parameters can use the same floats.&lt;br /&gt;
The left value is the number of floats used for this parameter, counting backwards from the middle value.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
After this are many other minor segments, such as &amp;lt;code&amp;gt;&amp;lt;EX_SI_KEY_CAMERA_ANM&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;EX_SI_KEY_CAMERA_TABLE&amp;gt;&amp;lt;/code&amp;gt;. These two are seemingly always present, although the former is always empty. the latter uses the camera name to connect to the main camera, as described before, but it is unknown what it actually does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;KEY_DIFFUSE_LIGHT_ANM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;KEY_DIFFUSE_LIGHT_TABLE&amp;gt;&amp;lt;/code&amp;gt; work in a similar way to the camera movement values, but control lighting. It has different parameters in the table though, so I will put them here too.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | List of parameters&lt;br /&gt;
!name&lt;br /&gt;
!description&lt;br /&gt;
|-&lt;br /&gt;
|index|| Index of this spotlight, used when there are multiple cameras in a cutscene.&lt;br /&gt;
|-&lt;br /&gt;
|name|| Name of the spotlight, which is seemingly used by other segments of the file.&lt;br /&gt;
|-&lt;br /&gt;
|light_type|| unique to lighting, not quite sure on this one yet.&lt;br /&gt;
|-&lt;br /&gt;
|light_pos_x|| x value of spotlight location.&lt;br /&gt;
|-&lt;br /&gt;
|light_pos_y|| y value of spotlight location.&lt;br /&gt;
|-&lt;br /&gt;
|light_pos_z|| z value of spotlight location.&lt;br /&gt;
|-&lt;br /&gt;
|light_r_param|| amount of red in spotlight.&lt;br /&gt;
|-&lt;br /&gt;
|light_g_param|| amount of green in spotlight.&lt;br /&gt;
|-&lt;br /&gt;
|light_b_param|| amount of blue in spotlight.&lt;br /&gt;
|-&lt;br /&gt;
|light_visible|| amount of alpha in light. (always 255.000000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The three values after each parameter work the same here as with the camera, although they are usually much simpler, if even present at all.&lt;br /&gt;
&lt;br /&gt;
Lighting also has its own &amp;lt;code&amp;gt;&amp;lt;EX_SI_KEY_CAMERA_ANM&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;EX_SI_KEY_CAMERA_TABLE&amp;gt;&amp;lt;/code&amp;gt;, which seem equally strange and unknown.&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_glossary&amp;diff=2847</id>
		<title>Pikmin 2 glossary</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_glossary&amp;diff=2847"/>
		<updated>2019-11-30T02:12:43Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: added some more terms to this, namely a lot of internal names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glossary of terms used in &#039;&#039;Pikmin 2&#039;&#039;, in a technical context. See also the [[Glossary|global glossary]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Navigation:&#039;&#039;&#039;&#039;&#039; [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
==#==&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
;Barrel&lt;br /&gt;
Internal name for the clog objects.&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
;Forest&lt;br /&gt;
Internal name for Awakening Wood.&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
;Item&lt;br /&gt;
This is what upgrade treasures are called internally.&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
;Last&lt;br /&gt;
Internal name for Wistful Wild&lt;br /&gt;
==M==&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
;Navi&lt;br /&gt;
The internal name for captains.&lt;br /&gt;
==O==&lt;br /&gt;
;Omake&lt;br /&gt;
Internal name for the cinema/bonus menu.&lt;br /&gt;
;Onyon&lt;br /&gt;
Internal name for pikmin onions.&lt;br /&gt;
;Otakara&lt;br /&gt;
The internal name for common treasures.&lt;br /&gt;
==P==&lt;br /&gt;
;Piki&lt;br /&gt;
Internal name for the Pikmin.&lt;br /&gt;
;Plant&lt;br /&gt;
This is often what spiderwort plants are called internally, but sometimes applies to normal plant creatures.&lt;br /&gt;
;Pod&lt;br /&gt;
Internal name of ship pod used in caves.&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
;Tutorial&lt;br /&gt;
Internal name for Valley of Repose&lt;br /&gt;
==U==&lt;br /&gt;
;Ufo&lt;br /&gt;
Internal name of the ship&lt;br /&gt;
;Ujamushi&lt;br /&gt;
Internal name for the bugs that rarely appear in Wistful Wild.&lt;br /&gt;
==V==&lt;br /&gt;
;vrbox&lt;br /&gt;
What the game calls the cave skyboxes.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
;Yakushima&lt;br /&gt;
The internal name of the Perplexing Pool.&lt;br /&gt;
==Z==&lt;br /&gt;
;Zukan&lt;br /&gt;
:Romanization of 図鑑.  Ambiguously, it is the internal name for both the Piklopedia and Treasure Hoard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Glossaries]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_save_file&amp;diff=2817</id>
		<title>Pikmin 2 save file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_save_file&amp;diff=2817"/>
		<updated>2019-10-15T18:10:53Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; save file}}&lt;br /&gt;
Data about the &#039;&#039;Pikmin 2&#039;&#039; save file format. The following info was taken from the US version of &#039;&#039;Pikmin 2&#039;&#039; based on a &amp;lt;code&amp;gt;.gci&amp;lt;/code&amp;gt; save taken from Dolphin. This data applies to all GameCube versions of the game, the only difference being the region code on the 4th byte of the file&lt;br /&gt;
&lt;br /&gt;
{{todo|Figure out how to decrypt save files for the NPC version}}&lt;br /&gt;
&lt;br /&gt;
The save file contains save data for each of the 3 save slot used in-game. The data of such a save slot starts with the 8 byte magic word string &amp;lt;code&amp;gt;PlVa0003&amp;lt;/code&amp;gt; and is &amp;lt;code&amp;gt;0xC000&amp;lt;/code&amp;gt; bytes (49152 bytes in decimal) long. Directly after the string follows a byte which has the slot number of the save (&amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; for first slot, &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; for second, &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; for third). The last 4 bytes of the slot data contain the checksum calculated for the preceding slot data. The checksum is detailed in [[#Checksum|this section]].&lt;br /&gt;
&lt;br /&gt;
== Addresses ==&lt;br /&gt;
Addresses of interest relative to the start of the save slot (i.e. the start of the magic word string):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Address || Size || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || 4 bytes&lt;br /&gt;
| Integer representing the day count as shown on the file select screen (might not be permanent, i.e. overwritten when you end a day normally.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2C&amp;lt;/code&amp;gt; || 4 bytes&lt;br /&gt;
| Integer representing the Poko count as shown on the file select screen.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || 4 bytes&lt;br /&gt;
| Integer representing the treasure count as shown on the file select screen. Usually the same as the amount of treasures as accessed on the Area Select Screen.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x3C&amp;lt;/code&amp;gt; || 4 bytes&lt;br /&gt;
| Integer representing the time (in minutes) played on the save file as shown on the file select screen.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x53&amp;lt;/code&amp;gt; || array of 2, 4 byte integers followed by a 1 byte bitmask&lt;br /&gt;
| 4 byte integer of Pikmin lost to the said enemy, followed by a 4 byte integer representing the amount of enemies killed, followed by a 1 byte bitmask &amp;lt;code&amp;gt;0b1&amp;lt;/code&amp;gt; represents that the enemy has been unlocked in the Piklopedia and &amp;lt;code&amp;gt;0b10&amp;lt;/code&amp;gt; represents that the enemy has been viewed in the Piklopedia.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x3ED&amp;lt;/code&amp;gt; || 2 bytes&lt;br /&gt;
| Bitmask for Exploration Kit items and their activity. The least significant bit represents the EK item with an internal ID of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; When the bit is set to 1, the item is active. This activity does not reflect the treasure being collected.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x3F1&amp;lt;/code&amp;gt; || 21 length 4 byte array&lt;br /&gt;
| Pikmin types that fall from the sky during entering and exiting a cave. Editing this value on a save file that is on the area select screen will result in the Pikmin falling from the sky upon entering an area. The Pikmin types are organized into groups of three, with the first integer representing a leaf Pikmin, the second a bud Pikmin, and the third a flower Pikmin. The Pikmin types in the array are ordered Blue, Red, Yellow, Purple, White, Bulbmin, and an unused PikPik carrot.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x479&amp;lt;/code&amp;gt; || 21 length 4 byte array&lt;br /&gt;
| Same as above but for Pikmin in the Onions and Ship. {{todo|Find out what happens when Bulbmin and PikPik carrots are added}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4CF&amp;lt;/code&amp;gt; || 188 length 1 byte array&lt;br /&gt;
| 1 byte each represents the treasure as accessed on the area select screen. Treasures appear to follow their [[Pikmin 2 identifiers|internal IDs]] for order. These are all the treasures not part of the Exploration Kit (nor The Key). Non-zero values mean collected. 02 means that the treasure will appear with &amp;quot;New&amp;quot; in the piklopedia, while 06 means its old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x58D&amp;lt;/code&amp;gt; || 13 length 1 byte array&lt;br /&gt;
| Same as above, only for Exploration Kit treasures including The Key.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x834&amp;lt;/code&amp;gt; || 4 bytes&lt;br /&gt;
| Actual Poko count the game registers, differing from what is displayed on the file select screen if only one of the two addresses is edited.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Checksum ==&lt;br /&gt;
The checksum of a save slot is calculated according to [http://hitmen.c02.at/files/yagcd/yagcd/chap12.html#sec12.5 this method].&lt;br /&gt;
&lt;br /&gt;
[https://gist.github.com/RenolY2/e0d93dde832b63f9197ef60861f22d89 This Python script] (requires Python &amp;gt;3.4) assists with calculating the checksum for the data in a save slot. Not recalculating and fixing the checksum results in the game detecting the modified save slot as being corrupted (but if you have any unmodified save slots, those will still work fine).&lt;br /&gt;
&lt;br /&gt;
Very careful editing might allow you to fool the corruption detection without having to recalculate the value: Due to the checksum being an additive one, {{unsure|if you increase one value by 1 and decrease a different value by 1, the checksum should still remain valid.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2812</id>
		<title>BLO file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2812"/>
		<updated>2019-09-06T00:08:59Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: slightly less terrible now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Types of BLO ==&lt;br /&gt;
The &amp;lt;code&amp;gt;BLO&amp;lt;/code&amp;gt; filetype is used by several Nintendo games such as &#039;&#039;Pikmin&#039;&#039;, &#039;&#039;Pikmin 2&#039;&#039;, &#039;&#039;Super Mario Sunshine&#039;&#039;, and &#039;&#039;The Legend of Zelda: The Wind Waker&#039;&#039; to control screen data, such as which sprites appear and where. There are 3 main types of a blo file, &amp;lt;code&amp;gt;scrnblo1&amp;lt;/code&amp;gt; (which &#039;&#039;Sunshine&#039;&#039; and &#039;&#039;Wind Waker&#039;&#039; use), &amp;lt;code&amp;gt;scrnblo2&amp;lt;/code&amp;gt; (which &#039;&#039;Pikmin 2&#039;&#039; uses), and the format &#039;&#039;Pikmin&#039;&#039; uses, sometimes called &amp;lt;code&amp;gt;scrnblo0&amp;lt;/code&amp;gt;. There are several differences between them and they are not interchangeable. This page will focus on &amp;lt;code&amp;gt;scrnblo2&amp;lt;/code&amp;gt;, the flavour &#039;&#039;Pikmin 2&#039;&#039; uses.&lt;br /&gt;
&lt;br /&gt;
== TEX1 ==&lt;br /&gt;
The first main segment of a &amp;lt;code&amp;gt;scrnblo2&amp;lt;/code&amp;gt; file, this is where the game loads BTI textures in &amp;lt;code&amp;gt;/new_screen/eng/*screen szs*/timg&amp;lt;/code&amp;gt;. You can change the filenames of the textures to be loaded, and possibly add or remove entries. The number of textures to load is defined in a BE 32 bit integer 0x08 away from the sections magic &amp;lt;code&amp;gt;TEX1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== FNT1 ==&lt;br /&gt;
This section is dedicated to loading fonts, hence the name &amp;lt;code&amp;gt;FNT1&amp;lt;/code&amp;gt;. In &#039;&#039;Pikmin 2&#039;&#039;, this only ever loads &amp;lt;code&amp;gt;piki2_font00.bfn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== MAT1 ==&lt;br /&gt;
This section creates screen &amp;quot;objects&amp;quot; with internal names that the game uses to control them. Its by far the biggest segment of the &amp;lt;code&amp;gt;BLO&amp;lt;/code&amp;gt;. The important part is where the names of the materials are listed. They always follow the naming convention of &amp;lt;code&amp;gt;mat_name_v&amp;lt;/code&amp;gt;. The main makeup of this section is padding.&lt;br /&gt;
&lt;br /&gt;
== PAN2 ==&lt;br /&gt;
This section acts like a group, it holds many &amp;lt;code&amp;gt;PIC2&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;TBX2&amp;lt;/code&amp;gt; segments together so you can easily move a whole object as one piece. There is always a &amp;lt;code&amp;gt;PAN2&amp;lt;/code&amp;gt; section called &amp;lt;code&amp;gt;ROOT&amp;lt;/code&amp;gt; in every &amp;lt;code&amp;gt;scrnblo2&amp;lt;/code&amp;gt;, and sometimes more.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: The name of the material.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt;: 2 floats representing x and y size coordinates. Does nothing in PAN2.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x28&amp;lt;/code&amp;gt;: 2 floats representing x and y scale. Often 1.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x3C&amp;lt;/code&amp;gt;: 2 floats representing x and y coordinates, relative to parent PAN2.&lt;br /&gt;
&lt;br /&gt;
A PAN2 is like an opening curly bracket, everything after it will be a child of it, until you reach and &amp;quot;END1&amp;quot; command, which acts like the closing bracket. You can have PAN2 objects nested in other PAN2s as well.&lt;br /&gt;
&lt;br /&gt;
== PIC2 ==&lt;br /&gt;
This is very similar to the last segment, but for an individual sprite object. They are notably longer than &amp;lt;code&amp;gt;PAN2&amp;lt;/code&amp;gt; segments. You probably shouldn&#039;t change their parameters if you have the option to edit their whole &amp;lt;code&amp;gt;PAN2&amp;lt;/code&amp;gt; segment instead. Here&#039;s some info about them:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;0x07&amp;lt;/code&amp;gt;: string saying &amp;lt;code&amp;gt;pan2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;0x19&amp;lt;/code&amp;gt;: Name of material, it likes to have &amp;lt;code&amp;gt;RE&amp;lt;/code&amp;gt; before it for some reason, but that&#039;s not part of the name.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x28&amp;lt;/code&amp;gt;: x and y pixel dimensions.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt;: x and y scale.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x45&amp;lt;/code&amp;gt;: x and y coordinates relative to parent &amp;lt;code&amp;gt;PAN2&amp;lt;/code&amp;gt; entry.&lt;br /&gt;
&lt;br /&gt;
After that is a whole row for the RGBA gradient colors for each corner of the sprite.&lt;br /&gt;
&lt;br /&gt;
== TBX2 ==&lt;br /&gt;
These are a lot like &amp;lt;code&amp;gt;PIC2&amp;lt;/code&amp;gt;, and are also part of a &amp;lt;code&amp;gt;PAN2&amp;lt;/code&amp;gt;. The difference is they write text using the loaded font.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x07&amp;lt;/code&amp;gt;: string for &amp;lt;code&amp;gt;pan2&amp;lt;/code&amp;gt;, could be what connects the single &amp;lt;code&amp;gt;tbx2&amp;lt;/code&amp;gt; to a &amp;lt;code&amp;gt;pan2&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x1A&amp;lt;/code&amp;gt;: internal name of material being used.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x21&amp;lt;/code&amp;gt;: text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so it only really works for fully static text.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x27&amp;lt;/code&amp;gt;: x and y dimensions of containing box&lt;br /&gt;
* &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt;: x and y scale.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x43&amp;lt;/code&amp;gt;: x and y offset to parent.&lt;br /&gt;
&lt;br /&gt;
After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas.&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Creating_Interactive_BMS_Files&amp;diff=2810</id>
		<title>Creating Interactive BMS Files</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Creating_Interactive_BMS_Files&amp;diff=2810"/>
		<updated>2019-08-21T00:53:43Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Finished the documentation, for now at least.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Add diagrams and example images.}}&lt;br /&gt;
&lt;br /&gt;
So you want your pikmin 2 music to have the interactivity of normal pikmin 2 songs? Well, I can tell you how to do that. While Flaaffy made bms files dont have interactivity, enough hex editing can fix that. Note that this all only applies to the four overworld themes. Caves use a completely different system for interactive music that isn&#039;t yet understood. Also note that music made this way wont have the Louie swing variant, just the interactive event tracks(working, treasure, enemy near, combat, spiderwort) and the sunset version. (Keep in mind this tutorial assumes you have at least decent knowledge of Hex editing going in).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
First off, make your midi. It&#039;s good to know ahead of time what tracks will serve what purpose. Remember that the combined total of all tracks can&#039;t exceed 16. I usually have between 5 - 8 main tracks and 1-2 for each of the special mixes. also make sure you have AudioRes/Seqs/seq.arc extracted, with all the bms files ready to replace. n_tutorial.bms is the Valley of Repose theme, Forest.bms is the Awakening Wood theme, yakushima.bms is the Perplexing Pool theme, and last.bms is the Wistful Wild theme.&lt;br /&gt;
&lt;br /&gt;
Next, make the bms of your midi like you normally would with Flaaffy. The instruments and banks you choose with flaaffy don&#039;t matter. Make sure each track only loads an instrument and program once at the beginning of the track and never again. Get your bms and open it in HxD. Also open specifically the original last.bms in HxD. Regardless of what song your making, last.bms is the easiest to work with by far.&lt;br /&gt;
&lt;br /&gt;
In last.bms, delete everytyhing after &amp;lt;code&amp;gt;0x04 90&amp;lt;/code&amp;gt;, leaving just the header. Now, in your flaaffy bms do a search for the first instance of &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; in the bms, and delete everything before that. It should be around 2 lines in. Now, cut and paste whats left of the flaaffy bms to the end of last.bms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Staying Organized ==&lt;br /&gt;
You will surely want a text file with notes to keep yourself orgranized, because things can get messy coming up. Look at figure 1 to see how I format mine. From now on a track of the flaaffy bms will be reffered to as a &amp;quot;note set&amp;quot; and the actual tracks of the bms are just &amp;quot;tracks&amp;quot;. You&#039;ll want to write down the offset of every instrument youre using, the offset of every note set, and what track uses what note set and instrument. Using this will make the &amp;quot;track setting&amp;quot; step far easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Loops ==&lt;br /&gt;
&lt;br /&gt;
Now that you have the base of your interactive bms, its time to set the looping for every track. First, go to &amp;lt;code&amp;gt;0x04 90&amp;lt;/code&amp;gt;. You should see &amp;lt;code&amp;gt;A4 20&amp;lt;/code&amp;gt;. Remember the offset this &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; is at. Now search for the next &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; in the bms. Now you&#039;re at the start of the next note set. Before anything else, add padding 00s to move the a420 you just found to the start of a new line. It will simplify steps in the future. Look back a bit and you will see the last track&#039;s looping jump branch. In a standard flaaffy bms, it will be an offset to the start of the note set followed by a &amp;quot;E7&amp;quot;. Replace this E7 with FF and change the offset right before it to the start of the previous &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; plus 0x6. For example. If a track has a &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; starting at &amp;lt;code&amp;gt;0x0d 90&amp;lt;/code&amp;gt;, the loop offset at the end should look like this, &amp;lt;code&amp;gt;C8 00 00 0d 96&amp;lt;/code&amp;gt;. Continue to do this for every note set, search for &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt;, move it to the start of next line, change the loop offset to point to the &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; +6, change the E7 to FF. do this until you get to the final track. Make sure as you do this, take notes of the offset of every &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt;. The final line has to be 32 byte aligned, so add 00 padding if needed.&lt;br /&gt;
&lt;br /&gt;
== Setting Instruments ==&lt;br /&gt;
Go to the top part of your bms. Specifically, jump to offset &amp;lt;code&amp;gt;0x 03 2b&amp;lt;/code&amp;gt;. You will see a C4, followed by 00 00 01 8E. This part shouldn&#039;t be touched, but the part after it is important. There should be a &amp;lt;code&amp;gt;A4 20 XX A4 21 XX&amp;lt;/code&amp;gt;. The byte following a4 20 is the bank this instrument will use. The a4 21 is the program. Make sure you know what bank and programs can be used within the bms you are replacing. Also keep in mind these are hex values, so program 14 would be entered as &amp;lt;code&amp;gt;A4 21 0e&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;A4 21 14&amp;lt;/code&amp;gt;. Continue to look around for these a4 21s, and take notes on the program number and the offset to the &amp;lt;code&amp;gt;C4&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;C4 00 00 01 8E&amp;lt;/code&amp;gt; before it. The instrument offset at &amp;lt;code&amp;gt;0x 04 53&amp;lt;/code&amp;gt; specifically is strange because it sets a program twice, only the second one matters though.&lt;br /&gt;
&lt;br /&gt;
== Setting Tracks ==&lt;br /&gt;
Now that you have the loops for all the note set set up, and all the instrument setting in place, its time to actually assign the note set offsets and instrument offsets for each track.&lt;br /&gt;
First, go to the header of the bms. Specifically, go to &amp;lt;code&amp;gt;0x1CB&amp;lt;/code&amp;gt;. You should see a C4, followed by two &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt;s and a value. This value is the instrument of the first track. This is where the notes youve been taking come in use. Change this value to the instrument you want track 1 to use. After this is a &amp;lt;code&amp;gt;C8&amp;lt;/code&amp;gt;. After this is the note set offset. Change this to the offset of the note set you want, plus &amp;lt;code&amp;gt;0x9&amp;lt;/code&amp;gt;. For example, if you want it to jump to note set 1, that will always be at 0x0490. Lets say we want it to use an instrument at &amp;lt;code&amp;gt;0x03 EA&amp;lt;/code&amp;gt;. The Hex data will look like this: C4 00 00 04 99 C8 00 00 03 EA FF. That FF at the end signifies the end of this tracks data, afterwards is the next tracks data. Note that it alternates with the sunset versions of tracks, so it goes &amp;quot;track 1, track 1 sunset, track 2, track 2 sunset&amp;quot; and so on. For sunset versions of songs, I normally make tracks I want using bank 4 program 50, and tracks I don&#039;t want set to any instrument that isn&#039;t actually loaded with the wscene, so it&#039;s silent. The note set should usually be the same as the normal equivalent, unless you&#039;re really trying to be creative. Repeat this process, setting the instrument and note set for every music track in the bms.&lt;br /&gt;
&lt;br /&gt;
== Final Touches ==&lt;br /&gt;
Once you have set the insrtument and note set for every track, you&#039;re nearly done! Next, we need to set the tempo of the bms. Go to 0xE9 in the bms, and you should see a &amp;lt;code&amp;gt;FD&amp;lt;/code&amp;gt;. After it is a 2 byte value that is the tempo. It may take trial and error to get the proper value for this. Sometimes I need it as low as 100, other times as high as 400. Also, I&#039;ve noticed that the game tends to crash if there isn&#039;t enough 00 padding at the end of the bms, so I recomend adding another line or two.&lt;br /&gt;
&lt;br /&gt;
Once your tempo is set, We&#039;re done with the bms! But we aren&#039;t done yet. Go to &amp;lt;code&amp;gt;user/Wakai/trackMap_seq_W.txt&amp;lt;/code&amp;gt;, and find your bms file&#039;s settings. Now you set how many tracks each variant gets! &amp;quot;basic&amp;quot; is the standard mix, &amp;quot;event&amp;quot; is the working mix, &amp;quot;otakara event&amp;quot; is the treasure mix, &amp;quot;kehai&amp;quot; is the enemy near mix, &amp;quot;battle&amp;quot; is the combat mix, and &amp;quot;ground&amp;quot; is the spiderworts. the &amp;quot;pikmin&amp;quot; stuff after this doesn&#039;t seem to do anything. Another thing worth mentioning is the global volume of the bms that is set in &amp;lt;code&amp;gt;user/totaka/bgmlist.txt&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_Challenge_Mode_settings&amp;diff=2802</id>
		<title>Pikmin 2 Challenge Mode settings</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_Challenge_Mode_settings&amp;diff=2802"/>
		<updated>2019-08-14T00:41:12Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: i found out what 2d index is, also documented the cave ids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; Challenge Mode stages}}&lt;br /&gt;
{{todo|Cleanup.}}&lt;br /&gt;
All of the Challenge Mode stage settings in &#039;&#039;Pikmin 2&#039;&#039; are defined in the file &amp;lt;code&amp;gt;/user/Matoba/challenge/stages.txt&amp;lt;/code&amp;gt;. To modify a cave itself, see [[Cave generation parameters]].&lt;br /&gt;
&lt;br /&gt;
The following is the first entry of the file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
30 	# num stages&lt;br /&gt;
# stage&lt;br /&gt;
{&lt;br /&gt;
	4 	# version&lt;br /&gt;
	ch_ABEM_tutorial.txt # Name of cave file. The following is for the Explorer&#039;s Cave&lt;br /&gt;
	# PikiCounter&lt;br /&gt;
	0 	# Blue Leaf Pikmin Count&lt;br /&gt;
	0 	# Blue Bud Pikmin Count&lt;br /&gt;
	0 	# Blue Flower Pikmin Count&lt;br /&gt;
	50 	# Red Leaf Pikmin Count&lt;br /&gt;
	0 	# Red Bud Pikmin Count&lt;br /&gt;
	0 	# Red Flower Pikmin Count&lt;br /&gt;
	0 	# Yellow Leaf Pikmin Count&lt;br /&gt;
	0 	# Yellow Bud Pikmin Count&lt;br /&gt;
	0 	# Yellow Flower Pikmin Count&lt;br /&gt;
	0 	# Purple Leaf Pikmin Count&lt;br /&gt;
	0 	# Purple Bud Pikmin Count&lt;br /&gt;
	0 	# Purple Flower Pikmin Count&lt;br /&gt;
	0 	# White Leaf Pikmin Count&lt;br /&gt;
	0 	# White Bud Pikmin Count&lt;br /&gt;
	0 	# White Flower Pikmin Count&lt;br /&gt;
	0 	# Bulbmin Leaf Pikmin Count&lt;br /&gt;
	0 	# Bulbmin Bud Pikmin Count&lt;br /&gt;
	0 	# Bulbmin Flower Pikmin Count&lt;br /&gt;
	0 	# Pikpik Carrot Leaf Pikmin Count&lt;br /&gt;
	0 	# Pikpik Carrot Bud Pikmin Count&lt;br /&gt;
	0 	# Pikpik Carrot Flower Pikmin Count&lt;br /&gt;
	0.000000 	# Time(unused)&lt;br /&gt;
	2 	# Bitter Sprays&lt;br /&gt;
	2 	# Spicy Sprays&lt;br /&gt;
	2 	# Number of floors the cave has&lt;br /&gt;
	0 	# otakara num(unused)&lt;br /&gt;
	0 	# 2d index (id of the cave, basically just controls what message id is used for the caves name) &lt;br /&gt;
	100.000000 	# Time added when player reaches floor 1&lt;br /&gt;
	100.000000 	# Time added when player reaches floor 2, so on&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File names ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Config File || Cave ID&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Cave || &amp;lt;code&amp;gt;ch_ABEM_tutorial.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;c_00&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Novice Training || &amp;lt;code&amp;gt;ch_NARI_07whitepurple.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_20&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lost Toy Box || &amp;lt;code&amp;gt;ch_NARI_03toy.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_05&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Creator&#039;s Garden || &amp;lt;code&amp;gt;ch_NARI_01kusachi.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_03&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green Hole || &amp;lt;code&amp;gt;ch_ABEM_LeafChappy.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_17&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hot House || &amp;lt;code&amp;gt;ch_NARI_05start3easy.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_15&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brawny Abyss || &amp;lt;code&amp;gt;ch_MUKI_metal.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_01&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Red Chasm || &amp;lt;code&amp;gt;ch_MAT_limited_time.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_11&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Trampled Garden || &amp;lt;code&amp;gt;ch_MAT_t_hunter_hana.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_14&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Twilight Garden || &amp;lt;code&amp;gt;ch_MUKI_damagumo.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_06&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cryptic Cavern || &amp;lt;code&amp;gt;ch_MAT_t_hunter_enemy.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Concrete Maze || &amp;lt;code&amp;gt;ch_MAT_conc_cave.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_02&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Collector&#039;s Room || &amp;lt;code&amp;gt;ch_NARI_04series.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_12&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dweevil Nest || &amp;lt;code&amp;gt;ch_MAT_t_hunter_otakara.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_23&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cavernous Abyss || &amp;lt;code&amp;gt;ch_MUKI_bigfoot.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_07&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Snack Pit || &amp;lt;code&amp;gt;ch_MIYA_oopan.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_21&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Three Color Training || &amp;lt;code&amp;gt;ch_MAT_yellow_purple_white.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_19&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Training || &amp;lt;code&amp;gt;ch_MUKI_redblue.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_18&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cave of Snarls || &amp;lt;code&amp;gt;ch_NARI_08tobasare.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_24&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Giant&#039;s Bath || &amp;lt;code&amp;gt;ch_NARI_02tile.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_04&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rumbling Grotto || &amp;lt;code&amp;gt;ch_MAT_crawler.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_29&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subterranean Lair || &amp;lt;code&amp;gt;ch_MAT_route_rover.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_27&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hidden Garden || &amp;lt;code&amp;gt;ch_MUKI_enemyzero.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_13&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Abduction Den || &amp;lt;code&amp;gt;ch_NARI_09suikomi.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Secret Testing Range || &amp;lt;code&amp;gt;ch_MUKI_houdai.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_08&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Breeding Ground || &amp;lt;code&amp;gt;ch_NARI_06start3hard.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_16&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cave of Pain || &amp;lt;code&amp;gt;ch_MAT_flier.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_28&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully Den || &amp;lt;code&amp;gt;ch_MIYA_trap.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_26&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sniper Room || &amp;lt;code&amp;gt;ch_MUKI_bombing.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_22&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Emperor&#039;s Realm || &amp;lt;code&amp;gt;ch_MUKI_king.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;c_09&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMS_file&amp;diff=2801</id>
		<title>BMS file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMS_file&amp;diff=2801"/>
		<updated>2019-08-13T02:36:34Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: started a page on how to make interactive music.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A .bms file holds data for sequenced music in pikmin 1 and 2. Bms files are sort of like midis, but with more advanced features. A custom bms file can be&lt;br /&gt;
made with Flaaffy by Arookas, which can be found here: https://github.com/arookas/flaaffy/releases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Documentation: ==&lt;br /&gt;
 &lt;br /&gt;
{{todo|Actually document every byte of a bms header and music data and what it all means.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Interactive Music: ==&lt;br /&gt;
So you want your pikmin 2 music to have the interactivity of normal pikmin 2 songs? Well, I can tell you how to do that. While Flaaffy made bms files dont have interactivity, enough hex editing can fix that. Note that this all only applies to the four overworld themes. Caves use a completely different system for interactive music that isn&#039;t yet understood. Also note that music made this way wont have the Louie swing variant, just the interactive event tracks(working, treasure, enemy near, combat, spiderwort) and the sunset version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started: ==&lt;br /&gt;
First off, make your midi. It&#039;s good to know ahead of time what tracks will serve what purpose. Remember that the combined total of all tracks can&#039;t exceed 16. I usually have between 5 - 8 main tracks and 1-2 for each of the special mixes. also make sure you have AudioRes/Seqs/seq.arc extracted, with all the bms files ready to replace. n_tutorial.bms is the Valley of Repose theme, Forest.bms is the Awakening Wood theme, yakushima.bms is the Perplexing Pool theme, and last.bms is the Wistful Wild theme.&lt;br /&gt;
&lt;br /&gt;
Next, make the bms of your midi like you normally would with Flaaffy. The instruments and banks you choose with flaaffy don&#039;t matter. Make sure each track only loads an instrument and program once at the beginning of the track and never again. Get your bms and open it in HxD. Also open specifically the original last.bms in HxD. Regardless of what song your making, last.bms is the easiest to work with by far.&lt;br /&gt;
&lt;br /&gt;
In last.bms, delete everytyhing after &amp;lt;code&amp;gt;0x04 90&amp;lt;/code&amp;gt;, leaving just the header. Now, in your flaaffy bms do a search for the first instance of &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; in the bms, and delete everything before that. It should be around 2 lines in. Now, cut and paste whats left of the flaaffy bms to the end of last.bms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Staying Organized: ==&lt;br /&gt;
You will surely want a text file with notes to keep yourself orgranized, because things can get messy coming up. Look at figure 1 to see how I format mine. From now on a track of the flaaffy bms will be reffered to as a &amp;quot;note track&amp;quot; and the actual tracks of the bms are just &amp;quot;tracks&amp;quot;. You&#039;ll want to write down the offset of every instrument youre using, the offset of every note track, and what track uses what note track and instrument. Using this will make the &amp;quot;track setting&amp;quot; step far easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Loops: ==&lt;br /&gt;
&lt;br /&gt;
Now that you have the base of your interactive bms, its time to set the looping for every track. First, go to &amp;lt;code&amp;gt;0x04 90&amp;lt;/code&amp;gt;. You should see &amp;lt;code&amp;gt;A4 20&amp;lt;/code&amp;gt;. Remember the offset this &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; is at. Now search for the next &amp;lt;code&amp;gt;a420&amp;lt;/code&amp;gt; in the bms. Now you&#039;re at the start of the next note track. Before anything else, add padding 00s to move the a420 you just found to the start of a new line. It will simplify steps in the future. Look back a bit and you will see the last track&#039;s looping jump branch. In a standard flaaffy bms, it will be an offset to the start of the note track followed by a &amp;quot;E7&amp;quot;. Replace this E7 with FF and change the offset right before it to the start of the previous &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; plus 0x6. For example. If a track has a &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; starting at &amp;lt;code&amp;gt;0x0d 90&amp;lt;/code&amp;gt;, the loop offset at the end should look like this, &amp;lt;code&amp;gt;C8 00 00 0d 96&amp;lt;/code&amp;gt;. Continue to do this for every note track, search for &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt;, move it to the start of next line, change the loop offset to point to the &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt; +6, change the E7 to FF. do this until you get to the final track. Make sure as you do this, take notes of the offset of every &amp;lt;code&amp;gt;a4 20&amp;lt;/code&amp;gt;. The final line has to be 32 byte aligned, so add 00 padding if needed. You will see a A4 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Instruments: ==&lt;br /&gt;
Go to the top part of your bms. Specifically, jump to offset &amp;lt;code&amp;gt;0x 03 2b&amp;lt;/code&amp;gt;. You will see a C4, followed by 00 00 01 8E. This part shouldn&#039;t be touched, but the part after it is important. There should be a &amp;lt;code&amp;gt;A4 20 XX A4 21 XX&amp;lt;/code&amp;gt;. The byte following a4 20 is the bank this instrument will use. The a4 21 is the program. Make sure you know what bank and programs can be used within the bms you are replacing. Also keep in mind these are hex values, so program 14 would be entered as &amp;lt;code&amp;gt;A4 21 0e&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;A4 21 14&amp;lt;/code&amp;gt;. Continue to look around for these a4 21s, and take notes on the program number and the offset to the &amp;lt;code&amp;gt;C4&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;C4 00 00 01 8E&amp;lt;/code&amp;gt; before it. The instrument offset at &amp;lt;code&amp;gt;0x 04 53&amp;lt;/code&amp;gt; specifically is strange because it sets a program twice, only the second one matters though.&lt;br /&gt;
&lt;br /&gt;
== Setting Tracks: ==&lt;br /&gt;
Now that you have the loops for all the note tracks set up, and all the instrument setting in place, its time to actually assign the note track offsets and instrument offsets for each track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final Touches: ==&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2799</id>
		<title>Pikmin 2 BMS file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2799"/>
		<updated>2019-08-07T21:08:27Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BMS file (&amp;lt;code&amp;gt;.bms&amp;lt;/code&amp;gt;) is the sequenced audio file in Pikmin 2 and several other Nintendo GameCube games like &#039;&#039;Super Mario Sunshine&#039;&#039;. It is commonly mistaken to be a MIDI file (&amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt;), however it is actually far more advanced than a MIDI as it contains many more unique settings and variations. Some BMS files are manipulated by [[Pikmin 2 CND file list|CND files]] (&amp;lt;code&amp;gt;.cnd&amp;lt;/code&amp;gt;) to make slight changes in the composition - this is how we have multiple variations of similar songs for caves.&lt;br /&gt;
&lt;br /&gt;
{{todo|Fill in the missing descriptions, and then add a streamable link.}}&lt;br /&gt;
{{note|Confirm any changes you make before editing.}}&lt;br /&gt;
=== List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Link !! wScene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2pbattle.bms&amp;lt;/code&amp;gt; || Unused copy of n_tutorial || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_iron.bms&amp;lt;/code&amp;gt; || unused copy of cavemetal00 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_zawinul01.bms&amp;lt;/code&amp;gt; || unused early cave || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;battle_t.bms&amp;lt;/code&amp;gt; || 2 Player battle || [https://www.youtube.com/watch?v=jlOzsUFxZ_4 Audio] || &amp;lt;code&amp;gt;wScene_6.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;book.bms&amp;lt;/code&amp;gt; || Piklopedia/Treasure hoard || [https://www.youtube.com/watch?v=4ihknTHRZ1k&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=27 Audio] || &amp;lt;code&amp;gt;wScene_36.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_menu.bms&amp;lt;/code&amp;gt; || Challenge Mode menu || [https://www.youtube.com/watch?v=KhC93s9m-pw&amp;amp;index=151&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_20.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_result.bms&amp;lt;/code&amp;gt; || Unused Challenge Mode result || [https://www.youtube.com/watch?v=GQ3OSeHj_kI&amp;amp;index=158&amp;amp;list=PL8270A5CCBAE70F4B Audio]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveboss.bms&amp;lt;/code&amp;gt; || unused copy of cavemetal.bms || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveconc.bms&amp;lt;/code&amp;gt; || Cave concrete theme || [[Pikmin 2 CND file list#caveconc|List of caveconc variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveglass.bms&amp;lt;/code&amp;gt; || Cave yard theme || [[Pikmin 2 CND file list#caveglass|List of caveglass variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavekeyget.bms&amp;lt;/code&amp;gt; || Key (Challenge Mode) || [https://www.youtube.com/watch?v=k9St988S3-A&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=154 Audio] || &amp;lt;code&amp;gt;wScene_5.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavemetal.bms&amp;lt;/code&amp;gt; || Cave metal theme || [[Pikmin 2 CND file list#cavemetal|List of cavemetal variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caverelax.bms&amp;lt;/code&amp;gt; || Rest || [https://www.youtube.com/watch?v=y2pWFNhMw_w&amp;amp;index=55&amp;amp;list=PL8270A5CCBAE70F4B Audio] - [[Pikmin 2 CND file list#caverelax|CND file]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavesoil.bms&amp;lt;/code&amp;gt; || Cave soil theme || [[Pikmin 2 CND file list#cavesoil|List of cavesoil variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetile.bms&amp;lt;/code&amp;gt; || Cave tile theme || [[Pikmin 2 CND file list#cavetile|List of cavetile variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetsumiki.bms&amp;lt;/code&amp;gt; || Cave toybox theme || [[Pikmin 2 CND file list#cavetsumiki|List of cavetsumiki variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;comp_result.bms&amp;lt;/code&amp;gt; || Treasure Completion Results || [https://www.youtube.com/watch?v=M8CHkqhj8GY&amp;amp;index=131&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;f_result.bms&amp;lt;/code&amp;gt; || Debt Repayed Results |||| &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_annihi.bms&amp;lt;/code&amp;gt; || Early Pikmin Extinction || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doped.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doping.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_keyget.bms&amp;lt;/code&amp;gt; || Early Key Get || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_playerdown.bms&amp;lt;/code&amp;gt; || Early Captain Down || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_treasureget.bms&amp;lt;/code&amp;gt; || Early Treasure Collected || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;forest.bms&amp;lt;/code&amp;gt; || Awakening Wood || [https://www.youtube.com/watch?v=RvOQFbK4jzc&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=48 Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=GaTb-HyG1Ck&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=49 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=EkOjNicj9SI&amp;amp;index=65&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=BeVON-GQaKk&amp;amp;index=66&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_2.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiscore.bms&amp;lt;/code&amp;gt; || High Scores || [https://www.youtube.com/watch?v=KDECh13XRwQ&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=9 Audio] || &amp;lt;code&amp;gt;wScene_21.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id_test.bms&amp;lt;/code&amp;gt; || Unused Early Awakening Wood || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_post.bms&amp;lt;/code&amp;gt; || Waterwraith attacks || [https://www.youtube.com/watch?v=U4L18dH42uI&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=112 Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_pre.bms&amp;lt;/code&amp;gt; || Submerged Castle || [https://www.youtube.com/watch?v=N2Ikt9RJCNk&amp;amp;index=110&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;l_boss.bms&amp;lt;/code&amp;gt; || Titan Dweevil || || &amp;lt;code&amp;gt;wScene_35.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;last.bms&amp;lt;/code&amp;gt; || Wistful Wild || [https://www.youtube.com/watch?v=vW-MEqhiGzc&amp;amp;index=116&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=1W-JdlUB7L4&amp;amp;index=117&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=DHlGY1EMXNk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=118 Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=zHKEDit6y7o&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=119 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_4.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;m_boss.bms&amp;lt;/code&amp;gt; || Normal Boss |||| &amp;lt;code&amp;gt;wScene_0.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial_1stday.bms&amp;lt;/code&amp;gt; || Valley of Repose (day one) || || N\A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial.bms&amp;lt;/code&amp;gt; || Valley of Repose || [https://www.youtube.com/watch?v=cUT6OtEiy6Q&amp;amp;index=19&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=gwdUTJ_swwk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=20 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=hxOR4xAkasI&amp;amp;index=21&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=dmtxA9fVuZA&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=22 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_15.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_00.bms&amp;lt;/code&amp;gt; || Cave snow theme || [[Pikmin 2 CND file list#new_00|List of new_00 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_01.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Hole of Heroes&amp;quot; theme || [[Pikmin 2 CND file list#new_01|List of new_01 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_02.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Tile 2&amp;quot; theme || [[Pikmin 2 CND file list#new_02|List of new_02 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_03.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Giant Breadbug&amp;quot; theme || [[Pikmin 2 CND file list#new_03|List of new_03 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_04.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Fire&amp;quot; theme || [[Pikmin 2 CND file list#new_04|List of new_04 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_05.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Bulblax&amp;quot; theme || [[Pikmin 2 CND file list#new_05|List of new_05 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_06.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snow 3&amp;quot; theme || [[Pikmin 2 CND file list#new_06|List of new_06 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_07.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snagret&amp;quot; theme || [[Pikmin 2 CND file list#new_07|List of new_07 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;new_08.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Toybox 2&amp;quot; theme || [[Pikmin 2 CND file list#new_08|List of new_08 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;result.bms&amp;lt;/code&amp;gt; || Unused Early Day Results || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;se.bms&amp;lt;/code&amp;gt; ||  All Sound effects || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u_result.bms&amp;lt;/code&amp;gt; || Unused Early Cave Results || || &amp;lt;code&amp;gt;wScene_17.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap_intro.bms&amp;lt;/code&amp;gt; || New area unlocked in area selection || || &amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap.bms&amp;lt;/code&amp;gt; || Area selection || [https://www.youtube.com/watch?v=BGpUlo-ACRE&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=26 Audio] ||&amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yakushima.bms&amp;lt;/code&amp;gt; || Perplexing Pool || || &amp;lt;code&amp;gt;wScene_3.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Jimble, PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_CND_file_list&amp;diff=2796</id>
		<title>Pikmin 2 CND file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_CND_file_list&amp;diff=2796"/>
		<updated>2019-07-31T16:50:26Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: added wScene documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Lots of work. Add Youtube videos for CND variations such as caveconc_00_1.cnd}}&lt;br /&gt;
CND files, otherwise known as &amp;quot;conductor&amp;quot; files, control the instruments for its corresponding BMS sequence file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! File Name&lt;br /&gt;
! Olimar Variant&lt;br /&gt;
! Louie Variant&lt;br /&gt;
! Wscene&lt;br /&gt;
|-https://www.youtube.com/watch?v=Mex3XhI7Wu0&lt;br /&gt;
| 	caveconc_00_0.cnd|| [https://youtube.com/watch?v=bM0GTFBi5ew?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=V_dbtchPSH4?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_26.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	caveconc_00_1.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	caveconc_05_0.cnd|| [https://youtube.com/watch?v=Ndq8ce5TAaQ?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=74HRB29COqk?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_31.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	caveconc_05_1.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	caveconc_10_0.cnd|| [https://youtube.com/watch?v=A_V8V2bdPEY?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=ibHCg0_a4Us?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_32.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	caveconc_10_1.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	caveglass_00_0.cnd|| [https://youtube.com/watch?v=pScxbZXqf58?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=Wmy8tpWmeT4?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_23.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	caveglass_10_0.cnd|| Identical to above. || Identical to above.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_00_0.cnd|| [https://youtube.com/watch?v=n4JrDdmUotM?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=EPgT-7pEjhU?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_10.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_00_1.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_00_2.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_00_3.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_00_4.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_05_0.cnd|| [https://www.youtube.com/watch?v=YiW-AvVToE8 YouTube] || [https://www.youtube.com/watch?v=Mex3XhI7Wu0 YouTube]|| &amp;lt;code&amp;gt; wScene_29.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_05_1.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_05_2.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_05_3.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_05_4.cnd|| [https://youtube.com/watch?v=Cr6lyNCdRug?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=_DMudJasfsg?list=PL8270A5CCBAE70F4B YouTube] ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_10_0.cnd|| [https://youtube.com/watch?v=m6qz5nw0KG4?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=gGJR_WiqhMw?list=PL8270A5CCBAE70F4B YouTube] ||  &amp;lt;code&amp;gt; wScene_30.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_10_1.cnd|| No Video Available. || No Video Available.|| &lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_10_2.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_10_3.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavemetal_10_4.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	caverelax.cnd|| [https://youtube.com/watch?v=y2pWFNhMw_w?list=PL8270A5CCBAE70F4B YouTube]|| No Video Available. ||  &amp;lt;code&amp;gt; wScene_28.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_00_0.cnd|| [https://youtube.com/watch?v=Y9pXKfFzfIw?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=LdmlQ_mrhLE?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_22.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_00_1.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_00_2.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_00_3.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_00_4.cnd|| No Video Available. || No Video Available.||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_05_0.cnd|| [https://youtube.com/watch?v=BDilZG1_q68?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=US42kf1pUHY?list=PL8270A5CCBAE70F4B YouTube]  || &amp;lt;code&amp;gt; wScene_33.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_05_1.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_05_2.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_05_3.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_05_4.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_10_0.cnd|| [https://youtube.com/watch?v=ALlrNlYd5tM?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=ZfHKGJQb_xg?list=PL8270A5CCBAE70F4B YouTube] || &amp;lt;code&amp;gt; wScene_34.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_10_1.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_10_2.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_10_3.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavesoil_10_4.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|-&lt;br /&gt;
| 	cavetile_00_0.cnd|| [https://youtube.com/watch?v=JWGhb78nPKQ?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=bird3SA3ooU?list=PL8270A5CCBAE70F4B YouTube] ||  &amp;lt;code&amp;gt; wScene_24.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	cavetsumiki_00_0.cnd|| [https://youtube.com/watch?v=VcUQyQiJ_XU?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=_VbW1l-QixA?list=PL8270A5CCBAE70F4B YouTube]||  &amp;lt;code&amp;gt; wScene_25.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_00_0.cnd|| [https://youtube.com/watch?v=eYpompND69k?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=T2HCxo8WfKE?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_37.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_00_1.cnd|| [https://youtube.com/watch?v=VvuPzRaBCiY?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=9_5I6EvLNmo?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_37.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_01_0.cnd|| [https://youtube.com/watch?v=BngBNaB5Dnk?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=o_jOQTeGzsc?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_38.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_02_0.cnd|| [https://youtube.com/watch?v=8H_HuzCUXc4?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=aODvh0KcKCY?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_39.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_03_0.cnd|| [https://youtube.com/watch?v=ym74xnaFs34?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=1LfCJ9x-y-I?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_40.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_04_0.cnd|| [https://youtube.com/watch?v=sUy_WfWPCT0?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=E0uZby-kjPw?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_41.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_05_0.cnd|| [https://youtube.com/watch?v=wrSGzTSfz9o?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=kagFk7ve8SA?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_42.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_06_0.cnd|| [https://youtube.com/watch?v=ksym-e4vYQ4?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=4YhXTs1S5ls?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_43.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_07_0.cnd|| [https://youtube.com/watch?v=w6z4_dbIRcs?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=fWmanIs7tPQ?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_44.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_08_0.cnd|| [https://youtube.com/watch?v=qg73D79-Jp8?list=PL8270A5CCBAE70F4B YouTube] || [https://youtube.com/watch?v=5t6OoHUVP8A?list=PL8270A5CCBAE70F4B YouTube]|| &amp;lt;code&amp;gt; wScene_45.aw &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 	new_08_1.cnd|| No Video Available. || No Video Available. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2795</id>
		<title>Pikmin 2 BMS file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2795"/>
		<updated>2019-07-31T16:39:45Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BMS file (&amp;lt;code&amp;gt;.bms&amp;lt;/code&amp;gt;) is the sequenced audio file in Pikmin 2 and several other Nintendo GameCube games like &#039;&#039;Super Mario Sunshine&#039;&#039;. It is commonly mistaken to be a MIDI file (&amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt;), however it is actually far more advanced than a MIDI as it contains many more unique settings and variations. Some BMS files are manipulated by [[Pikmin 2 CND file list|CND files]] (&amp;lt;code&amp;gt;.cnd&amp;lt;/code&amp;gt;) to make slight changes in the composition - this is how we have multiple variations of similar songs for caves.&lt;br /&gt;
&lt;br /&gt;
{{todo|Fill in the missing descriptions, and then add a streamable link.}}&lt;br /&gt;
{{note|Confirm any changes you make before editing.}}&lt;br /&gt;
=== List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Link !! wScene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2pbattle.bms&amp;lt;/code&amp;gt; || Unused copy of n_tutorial || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_iron.bms&amp;lt;/code&amp;gt; || unused early cavemetal || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_zawinul01.bms&amp;lt;/code&amp;gt; || unused early cave || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;battle_t.bms&amp;lt;/code&amp;gt; || 2 Player battle || [https://www.youtube.com/watch?v=jlOzsUFxZ_4 Audio] || &amp;lt;code&amp;gt;wScene_6.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;book.bms&amp;lt;/code&amp;gt; || Piklopedia/Treasure hoard || [https://www.youtube.com/watch?v=4ihknTHRZ1k&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=27 Audio] || &amp;lt;code&amp;gt;wScene_36.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_menu.bms&amp;lt;/code&amp;gt; || Challenge Mode menu || [https://www.youtube.com/watch?v=KhC93s9m-pw&amp;amp;index=151&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_20.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_result.bms&amp;lt;/code&amp;gt; || Unused Challenge Mode result || [https://www.youtube.com/watch?v=GQ3OSeHj_kI&amp;amp;index=158&amp;amp;list=PL8270A5CCBAE70F4B Audio]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveboss.bms&amp;lt;/code&amp;gt; || unused early boss theme || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveconc.bms&amp;lt;/code&amp;gt; || Cave concrete theme || [[Pikmin 2 CND file list#caveconc|List of caveconc variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveglass.bms&amp;lt;/code&amp;gt; || Cave yard theme || [[Pikmin 2 CND file list#caveglass|List of caveglass variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavekeyget.bms&amp;lt;/code&amp;gt; || Key (Challenge Mode) || [https://www.youtube.com/watch?v=k9St988S3-A&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=154 Audio] || &amp;lt;code&amp;gt;wScene_5.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavemetal.bms&amp;lt;/code&amp;gt; || Cave metal theme || [[Pikmin 2 CND file list#cavemetal|List of cavemetal variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caverelax.bms&amp;lt;/code&amp;gt; || Rest || [https://www.youtube.com/watch?v=y2pWFNhMw_w&amp;amp;index=55&amp;amp;list=PL8270A5CCBAE70F4B Audio] - [[Pikmin 2 CND file list#caverelax|CND file]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavesoil.bms&amp;lt;/code&amp;gt; || Cave soil theme || [[Pikmin 2 CND file list#cavesoil|List of cavesoil variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetile.bms&amp;lt;/code&amp;gt; || Cave tile theme || [[Pikmin 2 CND file list#cavetile|List of cavetile variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetsumiki.bms&amp;lt;/code&amp;gt; || Cave toybox theme || [[Pikmin 2 CND file list#cavetsumiki|List of cavetsumiki variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;comp_result.bms&amp;lt;/code&amp;gt; || Treasure Completion Results || [https://www.youtube.com/watch?v=M8CHkqhj8GY&amp;amp;index=131&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;f_result.bms&amp;lt;/code&amp;gt; || Debt Repayed Results |||| &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_annihi.bms&amp;lt;/code&amp;gt; || Early Pikmin Extinction || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doped.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doping.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_keyget.bms&amp;lt;/code&amp;gt; || Early Key Get || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_playerdown.bms&amp;lt;/code&amp;gt; || Early Captain Down || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_treasureget.bms&amp;lt;/code&amp;gt; || Early Treasure Collected || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;forest.bms&amp;lt;/code&amp;gt; || Awakening Wood || [https://www.youtube.com/watch?v=RvOQFbK4jzc&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=48 Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=GaTb-HyG1Ck&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=49 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=EkOjNicj9SI&amp;amp;index=65&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=BeVON-GQaKk&amp;amp;index=66&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_2.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiscore.bms&amp;lt;/code&amp;gt; || High Scores || [https://www.youtube.com/watch?v=KDECh13XRwQ&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=9 Audio] || &amp;lt;code&amp;gt;wScene_21.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id_test.bms&amp;lt;/code&amp;gt; || Unused Early Awakening Wood || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_post.bms&amp;lt;/code&amp;gt; || Waterwraith attacks || [https://www.youtube.com/watch?v=U4L18dH42uI&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=112 Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_pre.bms&amp;lt;/code&amp;gt; || Submerged Castle || [https://www.youtube.com/watch?v=N2Ikt9RJCNk&amp;amp;index=110&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;l_boss.bms&amp;lt;/code&amp;gt; || Titan Dweevil || || &amp;lt;code&amp;gt;wScene_35.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;last.bms&amp;lt;/code&amp;gt; || Wistful Wild || [https://www.youtube.com/watch?v=vW-MEqhiGzc&amp;amp;index=116&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=1W-JdlUB7L4&amp;amp;index=117&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=DHlGY1EMXNk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=118 Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=zHKEDit6y7o&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=119 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_4.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;m_boss.bms&amp;lt;/code&amp;gt; || Normal Boss |||| &amp;lt;code&amp;gt;wScene_0.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial_1stday.bms&amp;lt;/code&amp;gt; || Valley of Repose (day one) || || N\A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial.bms&amp;lt;/code&amp;gt; || Valley of Repose || [https://www.youtube.com/watch?v=cUT6OtEiy6Q&amp;amp;index=19&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=gwdUTJ_swwk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=20 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=hxOR4xAkasI&amp;amp;index=21&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=dmtxA9fVuZA&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=22 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_15.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_00.bms&amp;lt;/code&amp;gt; || Cave snow theme || [[Pikmin 2 CND file list#new_00|List of new_00 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_01.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Hole of Heroes&amp;quot; theme || [[Pikmin 2 CND file list#new_01|List of new_01 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_02.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Tile 2&amp;quot; theme || [[Pikmin 2 CND file list#new_02|List of new_02 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_03.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Giant Breadbug&amp;quot; theme || [[Pikmin 2 CND file list#new_03|List of new_03 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_04.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Fire&amp;quot; theme || [[Pikmin 2 CND file list#new_04|List of new_04 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_05.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Bulblax&amp;quot; theme || [[Pikmin 2 CND file list#new_05|List of new_05 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_06.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snow 3&amp;quot; theme || [[Pikmin 2 CND file list#new_06|List of new_06 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_07.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snagret&amp;quot; theme || [[Pikmin 2 CND file list#new_07|List of new_07 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;new_08.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Toybox 2&amp;quot; theme || [[Pikmin 2 CND file list#new_08|List of new_08 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;result.bms&amp;lt;/code&amp;gt; || Unused Early Day Results || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;se.bms&amp;lt;/code&amp;gt; ||  All Sound effects || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u_result.bms&amp;lt;/code&amp;gt; || Unused Early Cave Results || || &amp;lt;code&amp;gt;wScene_17.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap_intro.bms&amp;lt;/code&amp;gt; || New area unlocked in area selection || || &amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap.bms&amp;lt;/code&amp;gt; || Area selection || [https://www.youtube.com/watch?v=BGpUlo-ACRE&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=26 Audio] ||&amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yakushima.bms&amp;lt;/code&amp;gt; || Perplexing Pool || || &amp;lt;code&amp;gt;wScene_3.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Jimble, PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2794</id>
		<title>Pikmin 2 BMS file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2794"/>
		<updated>2019-07-31T16:37:27Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: added wScene documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BMS file (&amp;lt;code&amp;gt;.bms&amp;lt;/code&amp;gt;) is the sequenced audio file in Pikmin 2 and several other Nintendo GameCube games like &#039;&#039;Super Mario Sunshine&#039;&#039;. It is commonly mistaken to be a MIDI file (&amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt;), however it is actually far more advanced than a MIDI as it contains many more unique settings and variations. Some BMS files are manipulated by [[Pikmin 2 CND file list|CND files]] (&amp;lt;code&amp;gt;.cnd&amp;lt;/code&amp;gt;) to make slight changes in the composition - this is how we have multiple variations of similar songs for caves.&lt;br /&gt;
&lt;br /&gt;
{{todo|Fill in the missing descriptions, and then add a streamable link.}}&lt;br /&gt;
{{note|Confirm any changes you make before editing.}}&lt;br /&gt;
=== List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Link !! wScene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2pbattle.bms&amp;lt;/code&amp;gt; || Unused copy of n_tutorial || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_iron.bms&amp;lt;/code&amp;gt; || unused early cavemetal || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_zawinul01.bms&amp;lt;/code&amp;gt; || unused early cave || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;battle_t.bms&amp;lt;/code&amp;gt; || 2 Player battle || [https://www.youtube.com/watch?v=jlOzsUFxZ_4 Audio] || &amp;lt;code&amp;gt;wScene_6.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;book.bms&amp;lt;/code&amp;gt; || Piklopedia/Treasure hoard || [https://www.youtube.com/watch?v=4ihknTHRZ1k&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=27 Audio] || &amp;lt;code&amp;gt;wScene_36.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_menu.bms&amp;lt;/code&amp;gt; || Challenge Mode menu || [https://www.youtube.com/watch?v=KhC93s9m-pw&amp;amp;index=151&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_20.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_result.bms&amp;lt;/code&amp;gt; || Unused Challenge Mode result || [https://www.youtube.com/watch?v=GQ3OSeHj_kI&amp;amp;index=158&amp;amp;list=PL8270A5CCBAE70F4B Audio]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveboss.bms&amp;lt;/code&amp;gt; || unused early boss theme || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveconc.bms&amp;lt;/code&amp;gt; || Cave concrete theme || [[Pikmin 2 CND file list#caveconc|List of caveconc variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveglass.bms&amp;lt;/code&amp;gt; || Cave yard theme || [[Pikmin 2 CND file list#caveglass|List of caveglass variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavekeyget.bms&amp;lt;/code&amp;gt; || Key (Challenge Mode) || [https://www.youtube.com/watch?v=k9St988S3-A&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=154 Audio] || &amp;lt;code&amp;gt;wScene_5.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavemetal.bms&amp;lt;/code&amp;gt; || Cave metal theme || [[Pikmin 2 CND file list#cavemetal|List of cavemetal variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caverelax.bms&amp;lt;/code&amp;gt; || Rest || [https://www.youtube.com/watch?v=y2pWFNhMw_w&amp;amp;index=55&amp;amp;list=PL8270A5CCBAE70F4B Audio] - [[Pikmin 2 CND file list#caverelax|CND file]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavesoil.bms&amp;lt;/code&amp;gt; || Cave soil theme || [[Pikmin 2 CND file list#cavesoil|List of cavesoil variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetile.bms&amp;lt;/code&amp;gt; || Cave tile theme || [[Pikmin 2 CND file list#cavetile|List of cavetile variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetsumiki.bms&amp;lt;/code&amp;gt; || Cave toybox theme || [[Pikmin 2 CND file list#cavetsumiki|List of cavetsumiki variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;comp_result.bms&amp;lt;/code&amp;gt; || Treasure Completion Results || [https://www.youtube.com/watch?v=M8CHkqhj8GY&amp;amp;index=131&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;f_result.bms&amp;lt;/code&amp;gt; || Debt Repayed Results || &amp;lt;code&amp;gt;wScene_19.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_annihi.bms&amp;lt;/code&amp;gt; || Early Pikmin Extinction || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doped.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doping.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_keyget.bms&amp;lt;/code&amp;gt; || Early Key Get || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_playerdown.bms&amp;lt;/code&amp;gt; || Early Captain Down || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_treasureget.bms&amp;lt;/code&amp;gt; || Early Treasure Collected || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;forest.bms&amp;lt;/code&amp;gt; || Awakening Wood || [https://www.youtube.com/watch?v=RvOQFbK4jzc&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=48 Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=GaTb-HyG1Ck&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=49 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=EkOjNicj9SI&amp;amp;index=65&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=BeVON-GQaKk&amp;amp;index=66&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_2.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiscore.bms&amp;lt;/code&amp;gt; || High Scores || [https://www.youtube.com/watch?v=KDECh13XRwQ&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=9 Audio] || &amp;lt;code&amp;gt;wScene_21.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id_test.bms&amp;lt;/code&amp;gt; || Unused Early Awakening Wood || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_post.bms&amp;lt;/code&amp;gt; || Waterwraith attacks || [https://www.youtube.com/watch?v=U4L18dH42uI&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=112 Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_pre.bms&amp;lt;/code&amp;gt; || Submerged Castle || [https://www.youtube.com/watch?v=N2Ikt9RJCNk&amp;amp;index=110&amp;amp;list=PL8270A5CCBAE70F4B Audio] || &amp;lt;code&amp;gt;wScene_48.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;l_boss.bms&amp;lt;/code&amp;gt; || Titan Dweevil || || &amp;lt;code&amp;gt;wScene_35.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;last.bms&amp;lt;/code&amp;gt; || Wistful Wild || [https://www.youtube.com/watch?v=vW-MEqhiGzc&amp;amp;index=116&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=1W-JdlUB7L4&amp;amp;index=117&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=DHlGY1EMXNk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=118 Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=zHKEDit6y7o&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=119 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_4.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;m_boss.bms&amp;lt;/code&amp;gt; || Normal Boss |||| &amp;lt;code&amp;gt;wScene_0.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial_1stday.bms&amp;lt;/code&amp;gt; || Valley of Repose (day one) || || N\A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial.bms&amp;lt;/code&amp;gt; || Valley of Repose || [https://www.youtube.com/watch?v=cUT6OtEiy6Q&amp;amp;index=19&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=gwdUTJ_swwk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=20 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=hxOR4xAkasI&amp;amp;index=21&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=dmtxA9fVuZA&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=22 Olimar&#039;s partner&#039;s sunset audio] || &amp;lt;code&amp;gt;wScene_15.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_00.bms&amp;lt;/code&amp;gt; || Cave snow theme || [[Pikmin 2 CND file list#new_00|List of new_00 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_01.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Hole of Heroes&amp;quot; theme || [[Pikmin 2 CND file list#new_01|List of new_01 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_02.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Tile 2&amp;quot; theme || [[Pikmin 2 CND file list#new_02|List of new_02 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_03.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Giant Breadbug&amp;quot; theme || [[Pikmin 2 CND file list#new_03|List of new_03 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_04.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Fire&amp;quot; theme || [[Pikmin 2 CND file list#new_04|List of new_04 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_05.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Bulblax&amp;quot; theme || [[Pikmin 2 CND file list#new_05|List of new_05 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_06.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snow 3&amp;quot; theme || [[Pikmin 2 CND file list#new_06|List of new_06 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_07.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snagret&amp;quot; theme || [[Pikmin 2 CND file list#new_07|List of new_07 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;new_08.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Toybox 2&amp;quot; theme || [[Pikmin 2 CND file list#new_08|List of new_08 variants]]||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;result.bms&amp;lt;/code&amp;gt; || Unused Early Day Results || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;se.bms&amp;lt;/code&amp;gt; ||  All Sound effects || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u_result.bms&amp;lt;/code&amp;gt; || Unused Early Cave Results || || &amp;lt;code&amp;gt;wScene_17.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap_intro.bms&amp;lt;/code&amp;gt; || New area unlocked in area selection || || &amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap.bms&amp;lt;/code&amp;gt; || Area selection || [https://www.youtube.com/watch?v=BGpUlo-ACRE&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=26 Audio] ||&amp;lt;code&amp;gt;wScene_16.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yakushima.bms&amp;lt;/code&amp;gt; || Perplexing Pool || || &amp;lt;code&amp;gt;wScene_3.aw&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Jimble, PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Titan_Dweevil_parameters&amp;diff=2757</id>
		<title>Titan Dweevil parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Titan_Dweevil_parameters&amp;diff=2757"/>
		<updated>2019-06-30T00:25:51Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Created page with &amp;quot;These are the Unique Parameters of the Titan Dweevil, fully documented on what each does. The file containing these parameters is &amp;lt;code&amp;gt;root/enemy/parms/EnemyParms.szs/BigTrea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Unique Parameters of the Titan Dweevil, fully documented on what each does. The file containing these parameters is &amp;lt;code&amp;gt;root/enemy/parms/EnemyParms.szs/BigTreasure/enemyParm.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | Parameters&lt;br /&gt;
! Configuration Contents&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;source lang=&amp;quot;powershell&amp;quot;&amp;gt;&lt;br /&gt;
# EnemyParmsBase&lt;br /&gt;
{&lt;br /&gt;
	# MOVEMENT&lt;br /&gt;
	{fp01} 4 3.000000 	# Base walking speed multiplier (Best way to change walk speed)&lt;br /&gt;
	{fp02} 4 -0.200000 	# Walk vertical deceleration&lt;br /&gt;
	{fp03} 4 0.500000 	# Walk vertical acceleration&lt;br /&gt;
	{fp04} 4 -2.000000 	# Min acceleration reduction&lt;br /&gt;
	{fp05} 4 10.000000 	# Max acceleration reduction&lt;br /&gt;
	{fp06} 4 120.000000 # Leg swinging strength&lt;br /&gt;
	&lt;br /&gt;
	# ATTACK TIME&lt;br /&gt;
	{fp10} 4 2.500000 	# Delay before electric attack&lt;br /&gt;
	{fp11} 4 2.800000 	# Delay before fire attack&lt;br /&gt;
	{fp31} 4 2.500000 	# Delay before broken fire attack&lt;br /&gt;
	{fp12} 4 2.500000 	# Delay before gas attack&lt;br /&gt;
	{fp13} 4 2.500000 	# Delay before water attack&lt;br /&gt;
	{fp20} 4 5.000000 	# Duration of electric attack&lt;br /&gt;
	{fp21} 4 5.000000 	# Duration of fire attack&lt;br /&gt;
	{fp22} 4 5.000000 	# Duration of gas attack&lt;br /&gt;
	{fp23} 4 5.000000 	# Duration of water attack&lt;br /&gt;
	&lt;br /&gt;
	# NORMAL ELEC ATTACK&lt;br /&gt;
	&lt;br /&gt;
	{fe00} 4 0.750000 	# Node Bounce Factor&lt;br /&gt;
	{fe01} 4 0.650000 	# Node Friction Factor&lt;br /&gt;
	{fe02} 4 100.000000 # horizontal node base speed&lt;br /&gt;
	{fe03} 4 220.000000 # horizontal node speed deviation&lt;br /&gt;
	{fe04} 4 170.000000 # vertical base speed&lt;br /&gt;
	{fe05} 4 200.000000 # vertical speed deviation&lt;br /&gt;
	{fe06} 4 2.700000 	# Delay before nodes discharge&lt;br /&gt;
	{fe08} 4 0.020000 	# Delay for current to jump to next node&lt;br /&gt;
	{fe07} 4 10 		# Number of Nodes involved in attack (This is NOT how many nodes spawn, its how many existing nodes get used in the attack)&lt;br /&gt;
	&lt;br /&gt;
	# NORMAL ELEC ATTACK 2?&lt;br /&gt;
	&lt;br /&gt;
	{fe10} 4 0.700000 	# Node Bounce Factor&lt;br /&gt;
	{fe11} 4 0.650000 	# Node Friction Factor&lt;br /&gt;
	{fe12} 4 80.000000 	# Horizontal node base speed&lt;br /&gt;
	{fe13} 4 250.000000 # Horizontal speed deviation&lt;br /&gt;
	{fe14} 4 350.000000 # Vertical base speed&lt;br /&gt;
	{fe15} 4 100.000000 # Vertical speed deviation&lt;br /&gt;
	{fe16} 4 4.500000 	# Delay before nodes discharge&lt;br /&gt;
	{fe18} 4 0.020000 	# Delay for current to jump to next node&lt;br /&gt;
	{fe17} 4 12 		# Number of Nodes involved in attack&lt;br /&gt;
	&lt;br /&gt;
	#DAMAGED ELEC ATTACK&lt;br /&gt;
	&lt;br /&gt;
	{fe20} 4 0.970000 	# Node Bounce Factor&lt;br /&gt;
	{fe21} 4 0.750000 	# Node Friction Factor&lt;br /&gt;
	{fe22} 4 60.000000 	# Horizontal node base speed&lt;br /&gt;
	{fe23} 4 70.000000 	# Horizontal node speed deviation&lt;br /&gt;
	{fe24} 4 350.000000 # Vertical node base speed&lt;br /&gt;
	{fe25} 4 100.000000 # Vertical node speed deviation&lt;br /&gt;
	{fe26} 4 0.500000 	# Delay before nodes discharge&lt;br /&gt;
	{fe28} 4 0.250000 	# Delay for current to jump to next node&lt;br /&gt;
	{fe27} 4 8 			# Number of Nodes involved in attack&lt;br /&gt;
	&lt;br /&gt;
	#DAMAGED ELECTRIC ATTACK 2?&lt;br /&gt;
	&lt;br /&gt;
	{fe30} 4 0.200000 	# Node Bounce Factor&lt;br /&gt;
	{fe31} 4 0.985000 	# Node Friction Factor&lt;br /&gt;
	{fe32} 4 100.000000 # Horizontal node base speed&lt;br /&gt;
	{fe33} 4 90.000000 	# Horizontal node speed deviation&lt;br /&gt;
	{fe34} 4 70.000000 	# Vertical base random speed&lt;br /&gt;
	{fe35} 4 20.000000 	# Vertical node speed deviation&lt;br /&gt;
	{fe36} 4 0.200000 	# Delay before nodes discharge&lt;br /&gt;
	{fe38} 4 0.150000 	# Delay for current to jump to next node&lt;br /&gt;
	{fe37} 4 14 		# Number of Nodes involved in attack&lt;br /&gt;
	{fe99} 4 0 			# Pattern Check (at the end of each attack, doesnt seem to do anything)&lt;br /&gt;
	&lt;br /&gt;
	#FIRE ATTACK&lt;br /&gt;
	{ff00} 4 1.000000 	# Standard Fire Scale&lt;br /&gt;
	{ff10} 4 1.250000 	# Broken Fire Scale&lt;br /&gt;
	{fg99} 4 0 			# Pattern Check&lt;br /&gt;
	&lt;br /&gt;
	#GAS ATTACK&lt;br /&gt;
	{fg00} 4 0.015000 	# Standard Rotation Speed&lt;br /&gt;
	{fg10} 4 0.020000 	# Broken Rotation Speed&lt;br /&gt;
	{fg30} 4 30.000000 	# Standard Inversion Time (related to pattern it makes)&lt;br /&gt;
	{fg40} 4 2.000000 	# Broken Inversion Time&lt;br /&gt;
	{fg99} 4 0 			# Pattern Check&lt;br /&gt;
	&lt;br /&gt;
	#WATER ATTACK&lt;br /&gt;
	{fw00} 4 0.500000 	# Standard Interval between Shots&lt;br /&gt;
	{fw01} 4 0.500000 	# Standard Angle Modifier&lt;br /&gt;
	{fw02} 4 100.000000 # Standard Max Distance of Shots&lt;br /&gt;
	{fw10} 4 0.250000 	# Broken Shot Interval&lt;br /&gt;
	{fw11} 4 0.400000 	# Broken Angle Modifier&lt;br /&gt;
	{fw12} 4 50.000000 	# Broken Max Distance of Shots&lt;br /&gt;
	{fw99} 4 0 			# Pattern Check&lt;br /&gt;
	&lt;br /&gt;
	{_eof} &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2756</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2756"/>
		<updated>2019-06-30T00:15:51Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: New Page Documenting Titan Dweevil&amp;#039;s Unique Parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since new fans to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [http://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [http://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|Directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 particles|Particles]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil|Titan Dweevil Parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MANAGERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Managers&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BX file]] (Soundfont index)&lt;br /&gt;
* [[Pikmin pellet manager|Pellets]]&lt;br /&gt;
* [[Pikmin anim manager|Animations]]&lt;br /&gt;
* [[Pikmin teki manager|Tekis (DOL)]]&lt;br /&gt;
* [[Pikmin stage manager|Stage manager]]&lt;br /&gt;
* [[Pikmin stage information|Stage information / lighting]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[AAF file]] (Soundfont index)&lt;br /&gt;
* Pellet List&lt;br /&gt;
** [[Pikmin 2 otakara_config.txt|Treasure Config]]&lt;br /&gt;
** [[Pikmin 2 item_config.txt|Item Config]]&lt;br /&gt;
** [[Pikmin 2 carcass_config.txt|Carcass Config]]&lt;br /&gt;
** [[Pikmin 2 numberpellet_config.txt|Number Pellet Config]]&lt;br /&gt;
* [[Pikmin 2 animmgr.txt|Animation Manager]]&lt;br /&gt;
* [[Pikmin 2 collinfo.txt|Collision Info]]&lt;br /&gt;
&lt;br /&gt;
* [[Mail Table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 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;
* [[Disassembly instructions]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities|Special cave properties]]&lt;br /&gt;
* [[How Pikmin 2 loads text|How &#039;&#039;Pikmin 2&#039;&#039; loads text]]&lt;br /&gt;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Disassembly instructions]]&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>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2726</id>
		<title>Pikmin 2 BMS file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_BMS_file_list&amp;diff=2726"/>
		<updated>2019-06-22T23:14:29Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BMS file (&amp;lt;code&amp;gt;.bms&amp;lt;/code&amp;gt;) is the sequenced audio file in Pikmin 2 and several other Nintendo GameCube games like &#039;&#039;Super Mario Sunshine&#039;&#039;. It is commonly mistaken to be a MIDI file (&amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt;), however it is actually far more advanced than a MIDI as it contains many more unique settings and variations. Some BMS files are manipulated by [[Pikmin 2 CND file list|CND files]] (&amp;lt;code&amp;gt;.cnd&amp;lt;/code&amp;gt;) to make slight changes in the composition - this is how we have multiple variations of similar songs for caves.&lt;br /&gt;
&lt;br /&gt;
{{todo|Fill in the missing descriptions, and then add a streamable link.}}&lt;br /&gt;
{{note|Confirm any changes you make before editing.}}&lt;br /&gt;
=== List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Link&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2pbattle.bms&amp;lt;/code&amp;gt; || Unused copy of n_tutorial || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_iron.bms&amp;lt;/code&amp;gt; || unused early cavemetal || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a_zawinul01.bms&amp;lt;/code&amp;gt; || unused early cave || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;battle_t.bms&amp;lt;/code&amp;gt; || 2 Player battle || [https://www.youtube.com/watch?v=jlOzsUFxZ_4 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;book.bms&amp;lt;/code&amp;gt; || Piklopedia/Treasure hoard || [https://www.youtube.com/watch?v=4ihknTHRZ1k&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=27 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_menu.bms&amp;lt;/code&amp;gt; || Challenge Mode menu || [https://www.youtube.com/watch?v=KhC93s9m-pw&amp;amp;index=151&amp;amp;list=PL8270A5CCBAE70F4B Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;c_result.bms&amp;lt;/code&amp;gt; || Challenge Mode result || [https://www.youtube.com/watch?v=GQ3OSeHj_kI&amp;amp;index=158&amp;amp;list=PL8270A5CCBAE70F4B Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveboss.bms&amp;lt;/code&amp;gt; || unused early boss theme || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveconc.bms&amp;lt;/code&amp;gt; || Cave concrete theme || [[Pikmin 2 CND file list#caveconc|List of caveconc variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caveglass.bms&amp;lt;/code&amp;gt; || Cave yard theme || [[Pikmin 2 CND file list#caveglass|List of caveglass variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavekeyget.bms&amp;lt;/code&amp;gt; || Key (Challenge Mode) || [https://www.youtube.com/watch?v=k9St988S3-A&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=154 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavemetal.bms&amp;lt;/code&amp;gt; || Cave metal theme || [[Pikmin 2 CND file list#cavemetal|List of cavemetal variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caverelax.bms&amp;lt;/code&amp;gt; || Rest || [https://www.youtube.com/watch?v=y2pWFNhMw_w&amp;amp;index=55&amp;amp;list=PL8270A5CCBAE70F4B Audio] - [[Pikmin 2 CND file list#caverelax|CND file]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavesoil.bms&amp;lt;/code&amp;gt; || Cave soil theme || [[Pikmin 2 CND file list#cavesoil|List of cavesoil variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetile.bms&amp;lt;/code&amp;gt; || Cave tile theme || [[Pikmin 2 CND file list#cavetile|List of cavetile variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cavetsumiki.bms&amp;lt;/code&amp;gt; || Cave toybox theme || [[Pikmin 2 CND file list#cavetsumiki|List of cavetsumiki variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;comp_result.bms&amp;lt;/code&amp;gt; || Treasure Completion Results || [https://www.youtube.com/watch?v=M8CHkqhj8GY&amp;amp;index=131&amp;amp;list=PL8270A5CCBAE70F4B Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;f_result.bms&amp;lt;/code&amp;gt; || Debt Repayed Results || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_annihi.bms&amp;lt;/code&amp;gt; || Early Pikmin Extinction || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doped.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_doping.bms&amp;lt;/code&amp;gt; || Early Spicy Spray || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_keyget.bms&amp;lt;/code&amp;gt; || Early Key Get || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_playerdown.bms&amp;lt;/code&amp;gt; || Early Captain Down || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ff_treasureget.bms&amp;lt;/code&amp;gt; || Early Treasure Collected || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;forest.bms&amp;lt;/code&amp;gt; || Awakening Wood || [https://www.youtube.com/watch?v=RvOQFbK4jzc&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=48 Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=GaTb-HyG1Ck&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=49 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=EkOjNicj9SI&amp;amp;index=65&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=BeVON-GQaKk&amp;amp;index=66&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s sunset audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiscore.bms&amp;lt;/code&amp;gt; || High Scores || [https://www.youtube.com/watch?v=KDECh13XRwQ&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=9 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id_test.bms&amp;lt;/code&amp;gt; || Unused Early Awakening Wood || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_post.bms&amp;lt;/code&amp;gt; || Waterwraith attacks || [https://www.youtube.com/watch?v=U4L18dH42uI&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=112 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kuro_pre.bms&amp;lt;/code&amp;gt; || Submerged Castle || [https://www.youtube.com/watch?v=N2Ikt9RJCNk&amp;amp;index=110&amp;amp;list=PL8270A5CCBAE70F4B Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;l_boss.bms&amp;lt;/code&amp;gt; || Titan Dweevil || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;last.bms&amp;lt;/code&amp;gt; || Wistful Wild || [https://www.youtube.com/watch?v=vW-MEqhiGzc&amp;amp;index=116&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=1W-JdlUB7L4&amp;amp;index=117&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=DHlGY1EMXNk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=118 Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=zHKEDit6y7o&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=119 Olimar&#039;s partner&#039;s sunset audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;m_boss.bms&amp;lt;/code&amp;gt; || Normal Boss || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial_1stday.bms&amp;lt;/code&amp;gt; || Valley of Repose (day one) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;n_tutorial.bms&amp;lt;/code&amp;gt; || Valley of Repose || [https://www.youtube.com/watch?v=cUT6OtEiy6Q&amp;amp;index=19&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=gwdUTJ_swwk&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=20 Olimar&#039;s partner&#039;s audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=hxOR4xAkasI&amp;amp;index=21&amp;amp;list=PL8270A5CCBAE70F4B Olimar&#039;s sunset audio] &amp;lt;br&amp;gt; [https://www.youtube.com/watch?v=dmtxA9fVuZA&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=22 Olimar&#039;s partner&#039;s sunset audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_00.bms&amp;lt;/code&amp;gt; || Cave snow theme || [[Pikmin 2 CND file list#new_00|List of new_00 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_01.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Hole of Heroes&amp;quot; theme || [[Pikmin 2 CND file list#new_01|List of new_01 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_02.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Tile 2&amp;quot; theme || [[Pikmin 2 CND file list#new_02|List of new_02 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_03.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Giant Breadbug&amp;quot; theme || [[Pikmin 2 CND file list#new_03|List of new_03 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_04.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Fire&amp;quot; theme || [[Pikmin 2 CND file list#new_04|List of new_04 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_05.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Bulblax&amp;quot; theme || [[Pikmin 2 CND file list#new_05|List of new_05 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_06.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snow 3&amp;quot; theme || [[Pikmin 2 CND file list#new_06|List of new_06 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_07.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Snagret&amp;quot; theme || [[Pikmin 2 CND file list#new_07|List of new_07 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;new_08.bms&amp;lt;/code&amp;gt; || Cave &amp;quot;Toybox 2&amp;quot; theme || [[Pikmin 2 CND file list#new_08|List of new_08 variants]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;result.bms&amp;lt;/code&amp;gt; || Unused Early Day Results || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;se.bms&amp;lt;/code&amp;gt; ||  All Sound effects || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u_result.bms&amp;lt;/code&amp;gt; || Unused Early Cave Results || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap_intro.bms&amp;lt;/code&amp;gt; || New area unlocked in area selection || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;worldmap.bms&amp;lt;/code&amp;gt; || Area selection || [https://www.youtube.com/watch?v=BGpUlo-ACRE&amp;amp;list=PL8270A5CCBAE70F4B&amp;amp;index=26 Audio]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yakushima.bms&amp;lt;/code&amp;gt; || Perplexing Pool || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Jimble, PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=2725</id>
		<title>Pikmin 2 otakara config.txt</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_otakara_config.txt&amp;diff=2725"/>
		<updated>2019-06-22T22:46:16Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; otakara config.txt}}&lt;br /&gt;
Found under &amp;lt;code&amp;gt;/user/Abe/&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt; is a list of several &amp;lt;code&amp;gt;.szs&amp;lt;/code&amp;gt; files. Look for the one named &amp;lt;code&amp;gt;pelletlist_&amp;amp;lt;region&amp;amp;gt;&amp;lt;/code&amp;gt;; can be &amp;lt;code&amp;gt;pelletlist_us.szs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pelletlist_pal.szs&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pelletlist_jpn.szs&amp;lt;/code&amp;gt;. Extract this file to get several txt files, including &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt;. Inside &amp;lt;code&amp;gt;otakara_config.txt&amp;lt;/code&amp;gt; are several blocks that look like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	name		ahiru # The internal name of the treasure (used when spawning treasures in caves)&lt;br /&gt;
	archive		ahiru.szs # name of the .szs archive containing the model, ins user/Abe/pellet/region&lt;br /&gt;
	bmd		    ahiru.bmd # Name of the .bmd model within the .szs archive&lt;br /&gt;
	animmgr		animmgr.txt # File name of the animation mangager in otakara_texts.szs&lt;br /&gt;
	colltree	collInfo.txt # name of the collision text file in otakara_texts.szs&lt;br /&gt;
	radius		     35 # Radius where pikmin pick up the treasure base.&lt;br /&gt;
	p_radius		 35 # Radius of the shadow the treasure makes&lt;br /&gt;
	height		     25 # height offset of the treasure model.&lt;br /&gt;
	inertiascaling	500 # has to do with ground collision. higher values = more stable&lt;br /&gt;
	particletyp  simple # (?)&lt;br /&gt;
	numparticles  8 # (?)&lt;br /&gt;
	particlesize  1 # (?)&lt;br /&gt;
	friction	0.1 # Likely unused.&lt;br /&gt;
	min		      8 # Min number of Pikmin needed to carry.&lt;br /&gt;
	max		     15 # Max number of Pikmin that can carry.&lt;br /&gt;
	pikicountmax  0 # Number of Pikmin treasure produces. Leftover data from similar files.&lt;br /&gt;
	pikicountmin  0 # Same as above.&lt;br /&gt;
	dynamics	lod # (?)&lt;br /&gt;
	money		 90 # Number of pokos the treasure is worth.&lt;br /&gt;
	unique		yes # if set to no, the treasure will always appear no matter what.&lt;br /&gt;
	code	      0 # (?)&lt;br /&gt;
	dictionary	129 # Spot placement in the Treasure Horde&lt;br /&gt;
	depth		  0 # This and the next values are how you make treasures buried.&lt;br /&gt;
	depth_max	 25 # depth is the most important for this.&lt;br /&gt;
	depth_a		 15 # these seem to be radii the pikmin make around the object as they unbury it.&lt;br /&gt;
	depth_b		 20 # ^&lt;br /&gt;
	depth_c		 37 # ^&lt;br /&gt;
	depth_d		 37 # ^&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_fixed_layout&amp;diff=2636</id>
		<title>Cave fixed layout</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_fixed_layout&amp;diff=2636"/>
		<updated>2019-05-29T00:46:16Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 2 player battles, cave are generated using a fixed cave layout file, unlike any other time in the game where it&#039;s random. These files contain data for cave units, what the file name is, along with the rooms direction and coordinates. Fixed cave layout files can be found in &amp;lt;code&amp;gt;user/Abe/vs&amp;lt;/code&amp;gt;. There is one for every versus stage with the exception of the Dim Labyrinth. This page will explain what everything in the file is used for.&lt;br /&gt;
&lt;br /&gt;
==File Example==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1.000000 	# Edit Map Ratio &lt;br /&gt;
3 		# Pattern &lt;br /&gt;
17 		# unit total ( 0 )&lt;br /&gt;
room_vs_hitode4x4_6_metal 	1 	12 	8 	# name / dir / offset ( x, y )&lt;br /&gt;
room_vs_hitode4x4_6_metal 	3 	3 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
room_hitode4x4_3_metal 	0 	12 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
room_cent_4_metal 	0 	7 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
room_hitode4x4_3_metal 	2 	3 	13 	# name / dir / offset ( x, y )&lt;br /&gt;
item_cap_metal 	0 	4 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
item_cap_metal 	2 	14 	16 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	10 	11 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	7 	19 	# name / dir / offset ( x, y )&lt;br /&gt;
wayl_metal 	1 	9 	19 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	10 	9 	# name / dir / offset ( x, y )&lt;br /&gt;
wayl_metal 	3 	9 	9 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	7 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
way3_metal 	3 	9 	11 	# name / dir / offset ( x, y )&lt;br /&gt;
way3_metal 	1 	9 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
way2_metal 	0 	9 	18 	# name / dir / offset ( x, y )&lt;br /&gt;
way2_metal 	0 	9 	10 	# name / dir / offset ( x, y )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first value in the file is the edit map ratio, and you probably shouldn&#039;t&lt;br /&gt;
change it from 1. After that is how many layouts there are. This is typically three, but you can make less layouts {{unknown|or possibly even more layouts}}. After this is the actual start of the cave layouts.&lt;br /&gt;
&lt;br /&gt;
At the start of the layout is a line for how many units there are, commented with # unit total ( x ) where x is the layout number. Make sure the value here is equal to the number of unit entries this layout has.&lt;br /&gt;
&lt;br /&gt;
After this is the direction and offset data about the unit. In order, the four things the game reads on each line are the name of the unit&#039;s folder, the direction the room faces, the x offset, and the y offset.&lt;br /&gt;
&lt;br /&gt;
==How to Make a Fixed Layout File==&lt;br /&gt;
Making your own fixed layout files can be a pain, since you need to keep proper track of the direction and offset of each unit. When making a layout file, I use Microsoft Excel to make a map of the layout, where each square is one unit, but some graph paper could work to. Start by making a graph similar to figure 1, with numbers counting up and right from a 0,0 origin.&lt;br /&gt;
Before making the fixed layout file, it&#039;s important that you add all the needed units to the versus caves unit list file.&lt;br /&gt;
&lt;br /&gt;
To make custom layouts, you&#039;ll need to know how the grid system works with Pikmin 2 cave units. The size of all cave units is a number of grid units. The easiest way to see the size of a unit is to look at the unit list file you made with the units and look at the unit&#039;s &amp;quot;Cell size&amp;quot; value. Then, somewhere in the excel graph, add the unit with a letter or something to reprsent it. For full rooms, I put the edges of the room where the doors are in all caps. To see where the doors in a unit are exactly, this page is very useful: https://www.pikminwiki.com/Cave_unit . Use these images of the units to see where the units doors are. Use caps and ways to ensure there are no gaps or open ends of rooms. It&#039;s also essential for there to be at least two rooms with a spawn point or the game will crash. It&#039;s also important that there are at least 7 treasure spawn points for the marbles to spawn in. Anyway, once you have everything in place it should look something like figure 2.&lt;br /&gt;
&lt;br /&gt;
Now that you have everything graphed out, it&#039;s time to make the actual config file. The first, and easiest part, is to enter all of the units you want to be in the cave. Remember you have to put the unit name for everytime you want it, unlike a unit list where its only needed once. Again, don&#039;t forget about the number of units at the top of the layout. After this, find the direction of each room. This is probably the hardest part, and what gets me confused the most. All of the pictures of units on that Pikipedia page are facing in the &amp;quot;1&amp;quot; direction. Rotate clockwise 90 degrees to find the direction you want, either 0 1 2 or 3 for each of the four cardinal directions. After youve given every unit a direction, you should use the numbered graph to find the offsets of each unit. No matter what direction a unit faces, the units offset should be the coordinates of its bottom-left most region. The first value in the config file is the height of the unit, and the second is the horizontal value. After doing all this you will have a complete layout file! If you did everything right, it should load in game. There&#039;s a high chance that it will crash on your first attempt, so look very closely at all your unit dirs and offsets and make sure they are all correct. Remember the trick to choose which layout you get, it can come in a lot of use. Remember to use that example layout file above for reference on how to make these files.&lt;br /&gt;
&lt;br /&gt;
[[File:figure1.png|400px]] Figure 1&lt;br /&gt;
[[File:figure2.png|400px]] Figure 2&lt;br /&gt;
[[File:figure3.png|200px]] An example of a layout,&lt;br /&gt;
[[File:figure4.png|400px]] And what it looks like in game.&lt;br /&gt;
&lt;br /&gt;
{{Credits|PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Figure4.png&amp;diff=2635</id>
		<title>File:Figure4.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Figure4.png&amp;diff=2635"/>
		<updated>2019-05-29T00:45:26Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Figure3.png&amp;diff=2634</id>
		<title>File:Figure3.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Figure3.png&amp;diff=2634"/>
		<updated>2019-05-29T00:44:38Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Figure2.png&amp;diff=2633</id>
		<title>File:Figure2.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Figure2.png&amp;diff=2633"/>
		<updated>2019-05-29T00:41:09Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Figure1.png&amp;diff=2632</id>
		<title>File:Figure1.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Figure1.png&amp;diff=2632"/>
		<updated>2019-05-29T00:39:13Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_fixed_layout&amp;diff=2631</id>
		<title>Cave fixed layout</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_fixed_layout&amp;diff=2631"/>
		<updated>2019-05-29T00:35:30Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Created page with &amp;quot;In 2 player battles, cave are generated using a fixed cave layout file, unlike any other time in the game where it&amp;#039;s random. These files contain data for cave units, what the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 2 player battles, cave are generated using a fixed cave layout file, unlike any other time in the game where it&#039;s random. These files contain data for cave units, what the file name is, along with the rooms direction and coordinates. Fixed cave layout files can be found in &amp;lt;code&amp;gt;user/Abe/vs&amp;lt;/code&amp;gt;. There is one for every versus stage with the exception of the Dim Labyrinth. This page will explain what everything in the file is used for.&lt;br /&gt;
&lt;br /&gt;
==File Example==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1.000000 	# Edit Map Ratio &lt;br /&gt;
3 		# Pattern &lt;br /&gt;
17 		# unit total ( 0 )&lt;br /&gt;
room_vs_hitode4x4_6_metal 	1 	12 	8 	# name / dir / offset ( x, y )&lt;br /&gt;
room_vs_hitode4x4_6_metal 	3 	3 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
room_hitode4x4_3_metal 	0 	12 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
room_cent_4_metal 	0 	7 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
room_hitode4x4_3_metal 	2 	3 	13 	# name / dir / offset ( x, y )&lt;br /&gt;
item_cap_metal 	0 	4 	12 	# name / dir / offset ( x, y )&lt;br /&gt;
item_cap_metal 	2 	14 	16 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	10 	11 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	7 	19 	# name / dir / offset ( x, y )&lt;br /&gt;
wayl_metal 	1 	9 	19 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	10 	9 	# name / dir / offset ( x, y )&lt;br /&gt;
wayl_metal 	3 	9 	9 	# name / dir / offset ( x, y )&lt;br /&gt;
way2x2_metal 	1 	7 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
way3_metal 	3 	9 	11 	# name / dir / offset ( x, y )&lt;br /&gt;
way3_metal 	1 	9 	17 	# name / dir / offset ( x, y )&lt;br /&gt;
way2_metal 	0 	9 	18 	# name / dir / offset ( x, y )&lt;br /&gt;
way2_metal 	0 	9 	10 	# name / dir / offset ( x, y )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first value in the file is the edit map ratio, and you probably shouldn&#039;t&lt;br /&gt;
change it from 1. After that is how many layouts there are. This is typically three, but you can make less layouts {{unknown|or possibly even more layouts}}. After this is the actual start of the cave layouts.&lt;br /&gt;
&lt;br /&gt;
At the start of the layout is a line for how many units there are, commented with # unit total ( x ) where x is the layout number. Make sure the value here is equal to the number of unit entries this layout has.&lt;br /&gt;
&lt;br /&gt;
After this is the direction and offset data about the unit. In order, the four things the game reads on each line are the name of the unit&#039;s folder, the direction the room faces, the x offset, and the y offset.&lt;br /&gt;
&lt;br /&gt;
==How to Make a Fixed Layout File==&lt;br /&gt;
Making your own fixed layout files can be a pain, since you need to keep proper track of the direction and offset of each unit. When making a layout file, I use Microsoft Excel to make a map of the layout, where each square is one unit, but some graph paper could work to. Start by making a graph similar to figure 1, with numbers counting up and right from a 0,0 origin.&lt;br /&gt;
Before making the fixed layout file, it&#039;s important that you add all the needed units to the versus caves unit list file.&lt;br /&gt;
&lt;br /&gt;
To make custom layouts, you&#039;ll need to know how the grid system works with Pikmin 2 cave units. The size of all cave units is a number of grid units. The easiest way to see the size of a unit is to look at the unit list file you made with the units and look at the unit&#039;s &amp;quot;Cell size&amp;quot; value. Then, somewhere in the excel graph, add the unit with a letter or something to reprsent it. For full rooms, I put the edges of the room where the doors are in all caps. To see where the doors in a unit are exactly, this page is very useful: https://www.pikminwiki.com/Cave_unit . Use these images of the units to see where the units doors are. Use caps and ways to ensure there are no gaps or open ends of rooms. It&#039;s also essential for there to be at least two rooms with a spawn point or the game will crash. It&#039;s also important that there are at least 7 treasure spawn points for the marbles to spawn in. Anyway, once you have everything in place it should look something like figure 2.&lt;br /&gt;
&lt;br /&gt;
Now that you have everything graphed out, it&#039;s time to make the actual config file. The first, and easiest part, is to enter all of the units you want to be in the cave. Remember you have to put the unit name for everytime you want it, unlike a unit list where its only needed once. Again, don&#039;t forget about the number of units at the top of the layout. After this, find the direction of each room. This is probably the hardest part, and what gets me confused the most. All of the pictures of units on that Pikipedia page are facing in the &amp;quot;1&amp;quot; direction. Rotate clockwise 90 degrees to find the direction you want, either 0 1 2 or 3 for each of the four cardinal directions. After youve given every unit a direction, you should use the numbered graph to find the offsets of each unit. No matter what direction a unit faces, the units offset should be the coordinates of its bottom-left most region. The first value in the config file is the height of the unit, and the second is the horizontal value. After doing all this you will have a complete layout file! If you did everything right, it should load in game. There&#039;s a high chance that it will crash on your first attempt, so look very closely at all your unit dirs and offsets and make sure they are all correct. Remember the trick to choose which layout you get, it can come in a lot of use.&lt;br /&gt;
&lt;br /&gt;
{{Credits|PikHacker}}&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2630</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2630"/>
		<updated>2019-05-28T23:29:11Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since new fans to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partners&#039;&#039;&#039;:&lt;br /&gt;
* [https://pikminwiki.com Pikipedia] - the &#039;&#039;Pikmin&#039;&#039; wiki&lt;br /&gt;
* [https://discord.gg/msMKc3G Pikcord] - the &#039;&#039;Pikmin&#039;&#039; community Discord server&lt;br /&gt;
* [https://discord.gg/G7Pgkdh Hocotate Hacker] - the &#039;&#039;Pikmin&#039;&#039; hacking community Discord server&lt;br /&gt;
| other_title = What this wiki is &#039;&#039;not&#039;&#039;&lt;br /&gt;
| other_content =&lt;br /&gt;
* It&#039;s not a wiki about pirating &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
* It&#039;s not a file-sharing service.&lt;br /&gt;
* It&#039;s not a wiki where you document...&lt;br /&gt;
** Canon content. Try [https://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [http://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [http://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main information]]&lt;br /&gt;
* [[Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Pikmin cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2|Main information]]&lt;br /&gt;
* [[Pikmin 2 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 2 cheat codes|Useful cheat codes]]&lt;br /&gt;
* [[Pikmin 2 memory addresses|Memory addresses]]&lt;br /&gt;
* [[Pikmin 2 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 2 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3|Main information]]&lt;br /&gt;
* [[Pikmin 3 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 3 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 3 glossary|Glossary]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin|Main information]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|Directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 particles|Particles]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|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;
** [[Fixed Layout File|Fixed Layout File]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
&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;
* [[User:Untitled-1/Sound_Replacement_Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Pikmin 2 disassembly instructions|Disassembly instructions]]&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>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2434</id>
		<title>BLO file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2434"/>
		<updated>2019-02-15T17:01:33Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Types of BLO ==&lt;br /&gt;
A blo file is used by several nintendo games such as Pikmin, Pikmin 2, Super Mario Sunshine, and Wind Waker to control screen data, such as which sprites appear and where. The main issue though, is that there are 3 types of blo, scrnblo1 (which Sunshine and Wind Waker use), scrnblo2 (which Pikmin 2 uses), and another format used by pikmin 1, sometimes called scrnblo0. There are several differences between them and they cant just be swapped. This page will focus on scrnblo2, so information here wont apply much for other blo types. Pikmin 2 blos are found in root/new_screen/eng/*screen szs*/screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== TEX1 ==&lt;br /&gt;
The first main segment of a blo2 file, this is where the game loads BTI textures in root/new_screen/eng/*screen szs*/timg&amp;quot;. You can change these names, and possibly add or remove entries. At 0x11 from the start of TEX1, is the number of textures to load, so remember that if you try it. That being said, this probably isnt what you would want to edit. The important stuff is the PAN2 segments described below&lt;br /&gt;
&lt;br /&gt;
== FNT1 ==&lt;br /&gt;
This is very similar to the last segment, but for loading fonts. In Pikmin 2, this only ever loads piki2_font00.bfn which is strange as that is not the file name of the used font. I&#039;m not exactly sure how this all works, but you shouldnt have to mess with it.&lt;br /&gt;
&lt;br /&gt;
== MAT1 ==&lt;br /&gt;
This segment creates screen &amp;quot;objects&amp;quot; with internal names that the game uses to control them. Its by far the biggest segment of the blo, but most of it seems to be some sort of padding.The important part is where the names of the materials are listed. They always follow the naming convention of mat_name_v. Unfortunately, the developers didn&#039;t make the names easy to identify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PAN2 ==&lt;br /&gt;
This segment acts like a group, it holds many pic2and tbx2 segments together so you can easily move a whole object as one piece. There is always one called ROOT in every blo, and usually some more. Every PIC2 segment has &amp;quot;pan2&amp;quot; in it, so dont get confused by that. Here are offsets for stuff you can do with a PAN2 group.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x12 The name of the material being controlled.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x20 2 floats representing x and y something. Doesnt seem to do anything.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 floats representing x and y scale. Usually 1.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x3C 2 floats representing x and y coordinates relative to root. &lt;br /&gt;
&amp;lt;br /&amp;gt;They seem to always end with a BGN1, but I&#039;m not sure what its for.&lt;br /&gt;
&lt;br /&gt;
== PIC2 ==&lt;br /&gt;
This is very similar to the last segment, but for an individual sprite object. They are notably longer than PAN2 segments. You probably shouldn&#039;t change their parameters if you have the option to edit their whole PAN2 segment instead. Heres some info about them:&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single pic2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x19 Name of material being edited, its likes to have &amp;quot;RE&amp;quot; before it, but thats not part of the name.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 more floats, again not sure what they do.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x45 x and y coordinates relative to PAN2 entry&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some data I dont get then a whole row of FFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TBX2 ==&lt;br /&gt;
These are a lot like PIC2, and are also part of a PAN2. The difference is they write text using the loaded font.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single tbx2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x1A internal name of material being used.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x21 text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so its only really works for fully static text.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x27 x and y coordinates?&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x43 more x and y stuff.&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ending ==&lt;br /&gt;
&lt;br /&gt;
After the last PIC2 or TBX2 is multiple END1 and an EXT1 with padding to align it. If theres anything i need to correct, let me know on the Discord. Thanks for Reading! PikHacker&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2433</id>
		<title>BLO file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2433"/>
		<updated>2019-02-15T17:01:01Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: thanks Ambrosia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Types of BLO ==&lt;br /&gt;
A blo file is used by several nintendo games such as Pikmin, Pikmin 2, Super Mario Sunshine, and Wind Waker to control screen data, such as which sprites appear and where. The main issue though, is that there are 3 types of blo, scrnblo1 (which Sunshine and Wind Waker use), scrnblo2 (which Pikmin 2 uses), and another format used by pikmin 1, sometimes called scrnblo0. There are several differences between them and they cant just be swapped. This page will focus on scrnblo2, so information here wont apply much for other blo types. Pikmin 2 blos are found in root/new_screen/eng/*screen szs*/screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== TEX1 ==&lt;br /&gt;
The first main segment of a blo2 file, this is where the game loads BTI textures in root/new_screen/eng/*screen szs*/timg&amp;quot;. You can change these names, and possibly add or remove entries. At 0x11 from the start of TEX1, is the number of textures to load, so remember that if you try it. That being said, this probably isnt what you would want to edit. The important stuff is the PAN2 segments described below&lt;br /&gt;
&lt;br /&gt;
== FNT1 ==&lt;br /&gt;
This is very similar to the last segment, but for loading fonts. In Pikmin 2, this only ever loads piki2_font00.bfn which is strange as that is not the file name of the used font. I&#039;m not exactly sure how this all works, but you shouldnt have to mess with it.&lt;br /&gt;
&lt;br /&gt;
== MAT1 ==&lt;br /&gt;
This segment creates screen &amp;quot;objects&amp;quot; with internal names that the game uses to control them. Its by far the biggest segment of the blo, but most of it seems to be some sort of padding.The important part is where the names of the materials are listed. They always follow the naming convention of mat_name_v. Unfortunately, the developers didn&#039;t make the names easy to identify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PAN2 ==&lt;br /&gt;
This segment acts like a group, it holds many pic2and tbx2 segments together so you can easily move a whole object as one piece. There is always one called ROOT in every blo, and usually some more. Every PIC2 segment has &amp;quot;pan2&amp;quot; in it, so dont get confused by that. Here are offsets for stuff you can do with a PAN2 group.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x12 The name of the material being controlled.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x20 2 floats representing x and y something. Dont seems to do anything.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 floats representing x and y scale. Usually 1.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x3C 2 floats representing x and y coordinates relative to root. &lt;br /&gt;
&amp;lt;br /&amp;gt;They seem to always end with a BGN1, but I&#039;m not sure what its for.&lt;br /&gt;
&lt;br /&gt;
== PIC2 ==&lt;br /&gt;
This is very similar to the last segment, but for an individual sprite object. They are notably longer than PAN2 segments. You probably shouldn&#039;t change their parameters if you have the option to edit their whole PAN2 segment instead. Heres some info about them:&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single pic2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x19 Name of material being edited, its likes to have &amp;quot;RE&amp;quot; before it, but thats not part of the name.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 more floats, again not sure what they do.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x45 x and y coordinates relative to PAN2 entry&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some data I dont get then a whole row of FFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TBX2 ==&lt;br /&gt;
These are a lot like PIC2, and are also part of a PAN2. The difference is they write text using the loaded font.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single tbx2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x1A internal name of material being used.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x21 text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so its only really works for fully static text.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x27 x and y coordinates?&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x43 more x and y stuff.&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ending ==&lt;br /&gt;
&lt;br /&gt;
After the last PIC2 or TBX2 is multiple END1 and an EXT1 with padding to align it. If theres anything i need to correct, let me know on the Discord. Thanks for Reading! PikHacker&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2432</id>
		<title>BLO file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BLO_file&amp;diff=2432"/>
		<updated>2019-02-15T16:52:55Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Added info about how scrnblo2 works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Types of BLO ==&lt;br /&gt;
A blo file is used by several nintendo games such as Pikmin, Pikmin 2, Super Mario Sunshine, and Wind Waker to control screen data, such as which sprites appear and where. The main issue though, is that there are 3 types of blo, scrnblo1 (which Sunshine and Wind Waker use), scrnblo2 (which Pikmin 2 uses), and another format used by pikmin 1, sometimes called scrnblo0. There are several differences between them and they cant just be swapped. This page will focus on scrnblo2, so information here wont apply much for other blo types.&lt;br /&gt;
&lt;br /&gt;
== TEX1 ==&lt;br /&gt;
Ther first main segment of a blo2 file, this is where the game loads bti textures in the &amp;quot;timg&amp;quot; folder of the screen data. You can change these names, and possibly add or remove entries. at 0x11 from the start of TEX1, is the number of textures to load, so remember that if you try it.&lt;br /&gt;
&lt;br /&gt;
== FNT1 ==&lt;br /&gt;
This is very similar to the last segment, but for loading fonts. In Pikmin 2, this only ever loads piki2_font00.bfn which is strange as that is not the file name of the used font. I&#039;m not exactly sure how this all works, but you shouldnt have to mess with it.&lt;br /&gt;
&lt;br /&gt;
== MAT1 ==&lt;br /&gt;
This segment creates screen &amp;quot;objects&amp;quot; with internal names that the game uses to control them. Its by far the biggest segment of the blo, but most of it seems to be some sort of padding.The important part is where the names of the materials are listed. They always follow the naming convention of mat_name_v. Unfortunately, the developers didn&#039;t make the names easy to identify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PAN2 ==&lt;br /&gt;
This segment acts like a group, it holds many pic2and tbx2 segments together so you can easily move a whole object as one piece. There is always one called ROOT in every blo, and usually some more. Every PIC2 segment has &amp;quot;pan2&amp;quot; in it, so dont get confused by that. Here are offsets for stuff you can do with a PAN2 group.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x12 The name of the material being controlled.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x20 2 floats representing x and y something. Dont seems to do anything.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 floats representing x and y scale. Usually 1.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x3C 2 floats representing x and y coordinates relative to root. &lt;br /&gt;
&amp;lt;br /&amp;gt;They seem to always end with a BGN1, but I&#039;m not sure what its for.&lt;br /&gt;
&lt;br /&gt;
== PIC2 ==&lt;br /&gt;
This is very similar to the last segment, but for an individual sprite object. They are notably longer than PAN2 segments. You probably shouldn&#039;t change their parameters if you have the option to edit their whole PAN2 segment instead. Heres some info about them:&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single pic2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x19 Name of material being edited, its likes to have &amp;quot;RE&amp;quot; before it, but thats not part of the name.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x28 2 more floats, again not sure what they do.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x45 x and y coordinates relative to PAN2 entry&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some data I dont get then a whole row of FFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TBX2 ==&lt;br /&gt;
These are a lot like PIC2, and are also part of a PAN2. The difference is they write text using the loaded font.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x07 string for pan2, could be what connects the single tbx2 to a pan2.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x1A internal name of material being used.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x21 text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so its only really works for fully static text.&lt;br /&gt;
&amp;lt;br /&amp;gt;0x27 x and y coordinates?&lt;br /&gt;
&amp;lt;br /&amp;gt;0x30 x and y scale&lt;br /&gt;
&amp;lt;br /&amp;gt;0x43 more x and y stuff.&lt;br /&gt;
&amp;lt;br /&amp;gt;After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ending ==&lt;br /&gt;
&lt;br /&gt;
After the last PIC2 or TBX2 is multiple END1 and an EXT1 with padding to align it. If theres anything i need to correct, let me know on the Discord. Thanks for Reading! PikHacker&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_title_screen&amp;diff=2431</id>
		<title>Pikmin 2 title screen</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_title_screen&amp;diff=2431"/>
		<updated>2019-02-14T17:42:03Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: Added examples of what happens if you place too many Pikmin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The data for the title screen in &#039;&#039;Pikmin 2&#039;&#039; can be found in &amp;lt;code&amp;gt;/user/Ebisawa/title/title.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{todo|Add the rest of the files.}}&lt;br /&gt;
&lt;br /&gt;
== Pikmin coordinates ==&lt;br /&gt;
The coordinates of the Pikmin can be found inside the &amp;lt;code&amp;gt;logo&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;title.szs&amp;lt;/code&amp;gt;. The &amp;quot;PIKMIN 2&amp;quot; formation is in &amp;lt;code&amp;gt;coordinate_eng&amp;lt;/code&amp;gt;, &amp;quot;Nintendo&amp;quot; in &amp;lt;code&amp;gt;coordinate_nintendo&amp;lt;/code&amp;gt;, and &amp;quot;ピクミン2&amp;quot; in &amp;lt;code&amp;gt;coordinate_jpn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
These plain text files are made up of several numbers, separated by spaces. The first number indicates how many Blue Pikmin are in this formation. The next number is the X coordinate of the first Blue Pikmin, and the number after that is the Y coordinate. Then come the coordinates of the second Blue Pikmin, and so on. When all Blue Pikmin are done, there comes another number that specifies the total of Red Pikmin. After that come the coordinates of the first Red Pikmin, and so on. The list continues like this, with the order of the Pikmin declared being: Blue, Red, Yellow, Purple, and White.&lt;br /&gt;
&lt;br /&gt;
You can have 0 Pikmin of a given type. Also, the game is only ready to read up to 100 Pikmin of each type, meaning you&#039;re limited to 500 Pikmin in total. If one type has more than 100 Pikmin, the game might start reading garbage data and placing undeclared Pikmin in random spots.&lt;br /&gt;
&lt;br /&gt;
Note that for the Y coordinate, negative is down, positive is up. Coordinates 0,0 roughly correspond to the center of the title screen.&lt;br /&gt;
&lt;br /&gt;
[[File:toomanypikmin.png|200px|An example of what can happen if you use too many pikmin coordinates]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
* [https://github.com/Espyo/Misc_Pikmin_tools Pikmin 2 title tool] &amp;amp;ndash; converts a PNG file into a text file that the game understands, or vice-versa.&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Toomanypikmin.png&amp;diff=2430</id>
		<title>File:Toomanypikmin.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Toomanypikmin.png&amp;diff=2430"/>
		<updated>2019-02-14T17:40:41Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: for the title screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for the title screen&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Textindex.png&amp;diff=2427</id>
		<title>File:Textindex.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Textindex.png&amp;diff=2427"/>
		<updated>2019-02-11T20:02:40Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: PikHacker uploaded a new version of File:Textindex.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2426</id>
		<title>How Pikmin 2 loads text</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2426"/>
		<updated>2019-02-11T20:00:07Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way &#039;&#039;Pikmin 2&#039;&#039; loads text is very complicated. That is why I am making a page to describe what I&#039;ve learned about how it works and how I made new treasures that have text associated with them. The first thing to note is that the game loads text in 2 different ways. In cutscenes, text loaded in text boxes is loaded by its index in the BMG file. Every other part of the game uses the text&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
The way index loading works is simple.  You enter what index the game should load in the cutscene&#039;s STB and it loads the text, even its brand new text after the last vanilla message. If the game only called text by index, we could easily add as much new text as we want. But it doesn&#039;t, the game &#039;&#039;&#039;ONLY&#039;&#039;&#039; loads text this way for cutscenes.&lt;br /&gt;
&lt;br /&gt;
Loading text by ID is where things get messy, and unfortunately, its what the game does 99% of the time. you can change the ID of existing text boxes and it works fine. but adding new text boxes messes with the whole system. New text messages have to be put at the end of the list or you break the game loading by index. Unfortunately, &#039;&#039;&#039;the game will NOT load text by ID if the text&#039;s index is higher than the highest index in the vanilla game&#039;&#039;&#039;. In other words, &#039;&#039;&#039;you CAN NOT add new text entirely unless its being loaded by index&#039;&#039;&#039;, which is unlikely unless you&#039;re somehow making all new cutscenes.&lt;br /&gt;
&lt;br /&gt;
== How I Made Custom Treasures Have Text==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to explain how my custom treasure has text that loads. Of course, all text associated with the treasure collection screen and piklopedia is loaded by ID. In the games boot.dol there is a line that tells the game to start reading treasure IDs at ID 0101_00. There are also lines that tell the game where to start reading Olimars log and Sales Pitch. Normally the treasure names stop at 0301_00 for the 201 vanilla treasures. After that there is a gap in IDs until 0401_00 where it starts reading Olimars journal entries. Olimars log goes to 0601_00 where the Sales pitches pick up right after starting at 701_00. It&#039;s good theres a gap between each group because that allows me to use ID 0302_00 to ID 0400_00 for treasure name text without having to change ID numbers for Olimar Journals. The issue is that, as I said before, I cant just add new text and move everything else forward, or all text messages past the highest vanilla index wont load. This means I have no choice but to overwrite Olimars Journal entries while changing their IDs to be in sequence starting where the vanilla entries end. I can then move Olimars Logs to replace sales pitches. Thankfully, &#039;&#039;&#039;theres no part of the code that tells the game to STOP reading text IDs&#039;&#039;&#039; after 301_00, and it just keeps using text for each treasure until theres a gap in IDs, where it stops. &lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the game uses 2 copies of a treasures name for the collection screen and the pikopedia. After I post this, I&#039;m going to experiment with it because I think I might be able to make the game use only 1 entry for each name, which would mean the names wouldn&#039;t overflow into olimars log and olimars log would only overflow into sales pitch for the first 50, keeping 151 sale pitch entries. This could be a big help, but no guarentee it will work.&lt;br /&gt;
&lt;br /&gt;
Edit: It worked! this means treasure names only use half as many message ID. They finish around 0250_00 and leaves me with room to add olimars logs without adding any new text boxes and replacing anything. I&#039;ll update this again when its all done and I know exactly how to fit everything.&lt;br /&gt;
&lt;br /&gt;
One more thing worth noting is that new treasure can not be assigned to any part of a set. It&#039;s not in otakara_config.txt, trust me its hard coded. This means even if I made custom text for the new treasures sales pitch, you would never unlock the ability to see it in game.&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! - PikHacker&lt;br /&gt;
&lt;br /&gt;
[[File:Tiki_with_text.png|300 px|This is treasure 202 in the pilopedia, complete with displayed name]]&lt;br /&gt;
[[File:burn in pickles.png|300 px|After i got the game to use only half as many treasure name entries]]&lt;br /&gt;
[[File:textindex.png|300 px|This text is after the last valid index, so while it loads fine when loaded by index, its impossible to load it by ID because this game is dumb]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2425</id>
		<title>How Pikmin 2 loads text</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2425"/>
		<updated>2019-02-11T19:59:44Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way &#039;&#039;Pikmin 2&#039;&#039; loads text is very complicated. That is why I am making a page to describe what I&#039;ve learned about how it works and how I made new treasures that have text associated with them. The first thing to note is that the game loads text in 2 different ways. In cutscenes, text loaded in text boxes is loaded by its index in the BMG file. Every other part of the game uses the text&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
The way index loading works is simple.  You enter what index the game should load in the cutscene&#039;s STB and it loads the text, even its brand new text after the last vanilla message. If the gam&#039;&#039;&#039;e only called text by index, we could easily add as much new text as we want. But it doesn&#039;t, the game&#039;&#039;&#039; ONLY loads text this way for cutscenes.&lt;br /&gt;
&lt;br /&gt;
Loading text by ID is where things get messy, and unfortunately, its what the game does 99% of the time. you can change the ID of existing text boxes and it works fine. but adding new text boxes messes with the whole system. New text messages have to be put at the end of the list or you break the game loading by index. Unfortunately, &#039;&#039;&#039;the game will NOT load text by ID if the text&#039;s index is higher than the highest index in the vanilla game&#039;&#039;&#039;. In other words, &#039;&#039;&#039;you CAN NOT add new text entirely unless its being loaded by index&#039;&#039;&#039;, which is unlikely unless you&#039;re somehow making all new cutscenes.&lt;br /&gt;
&lt;br /&gt;
== How I Made Custom Treasures Have Text==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to explain how my custom treasure has text that loads. Of course, all text associated with the treasure collection screen and piklopedia is loaded by ID. In the games boot.dol there is a line that tells the game to start reading treasure IDs at ID 0101_00. There are also lines that tell the game where to start reading Olimars log and Sales Pitch. Normally the treasure names stop at 0301_00 for the 201 vanilla treasures. After that there is a gap in IDs until 0401_00 where it starts reading Olimars journal entries. Olimars log goes to 0601_00 where the Sales pitches pick up right after starting at 701_00. It&#039;s good theres a gap between each group because that allows me to use ID 0302_00 to ID 0400_00 for treasure name text without having to change ID numbers for Olimar Journals. The issue is that, as I said before, I cant just add new text and move everything else forward, or all text messages past the highest vanilla index wont load. This means I have no choice but to overwrite Olimars Journal entries while changing their IDs to be in sequence starting where the vanilla entries end. I can then move Olimars Logs to replace sales pitches. Thankfully, &#039;&#039;&#039;theres no part of the code that tells the game to STOP reading text IDs&#039;&#039;&#039; after 301_00, and it just keeps using text for each treasure until theres a gap in IDs, where it stops. &lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the game uses 2 copies of a treasures name for the collection screen and the pikopedia. After I post this, I&#039;m going to experiment with it because I think I might be able to make the game use only 1 entry for each name, which would mean the names wouldn&#039;t overflow into olimars log and olimars log would only overflow into sales pitch for the first 50, keeping 151 sale pitch entries. This could be a big help, but no guarentee it will work.&lt;br /&gt;
&lt;br /&gt;
Edit: It worked! this means treasure names only use half as many message ID. They finish around 0250_00 and leaves me with room to add olimars logs without adding any new text boxes and replacing anything. I&#039;ll update this again when its all done and I know exactly how to fit everything.&lt;br /&gt;
&lt;br /&gt;
One more thing worth noting is that new treasure can not be assigned to any part of a set. It&#039;s not in otakara_config.txt, trust me its hard coded. This means even if I made custom text for the new treasures sales pitch, you would never unlock the ability to see it in game.&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! - PikHacker&lt;br /&gt;
&lt;br /&gt;
[[File:Tiki_with_text.png|300 px|This is treasure 202 in the pilopedia, complete with displayed name]]&lt;br /&gt;
[[File:burn in pickles.png|300 px|After i got the game to use only half as many treasure name entries]]&lt;br /&gt;
[[File:textindex.png|300 px|This text is after the last valid index, so while it loads fine when loaded by index, its impossible to load it by ID because this game is dumb]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2424</id>
		<title>How Pikmin 2 loads text</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2424"/>
		<updated>2019-02-11T19:56:20Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way &#039;&#039;Pikmin 2&#039;&#039; loads text is very complicated. That is why I am making a page to describe what I&#039;ve learned about how it works and how I made new treasures that have text associated with them. The first thing to note is that the game loads text in 2 different ways. In cutscenes, text loaded in text boxes is loaded by its index in the BMG file. Every other part of the game uses the text&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
The way index loading works is simple.  You enter what index the game should load in the cutscene&#039;s STB and it loads the text, even its brand new text after the last vanilla line. The issue is that the game ONLY loads text this way for cutscenes.&lt;br /&gt;
&lt;br /&gt;
Loading text by ID is where things get messy, and unfortunately, its what the game does 99% of the time. you can change the ID of existing text boxes and it works fine. but adding new text boxes messes with the whole system. New text messages have to be put at the end of the list or you break the game loading by index. Unfortunately, &#039;&#039;&#039;the game will NOT load text by ID if the text&#039;s index is higher than the highest index in the vanilla game&#039;&#039;&#039;. In other words, &#039;&#039;&#039;you CAN NOT add new text entirely unless its being loaded by index&#039;&#039;&#039;, which is unlikely unless you&#039;re somehow making all new cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How I Made Custom Treasures Have Text==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to explain how my custom treasure has text that loads. Of course, all text associated with the treasure collection screen and piklopedia is loaded by ID. In the games boot.dol there is a line that tells the game to start reading treasure IDs at ID 0101_00. There are also lines that tell the game where to start reading Olimars log and Sales Pitch. Normally the treasure names stop at 0301_00 for the 201 vanilla treasures. After that there is a gap in IDs until 0401_00 where it starts reading Olimars journal entries. Olimars log goes to 0601_00 where the Sales pitches pick up right after starting at 701_00. It&#039;s good theres a gap between each group because that allows me to use ID 0302_00 to ID 0400_00 for treasure name text without having to change ID numbers for Olimar Journals. The issue is that, as I said before, I cant just add new text and move everything else forward, or all text messages past the highest vanilla index wont load. This means I have no choice but to overwrite Olimars Journal entries while changing their IDs to be in sequence starting where the vanilla entries end. I can then move Olimars Logs to replace sales pitches. Thankfully, &#039;&#039;&#039;theres no part of the code that tells the game to STOP reading text IDs&#039;&#039;&#039; after 301_00, and it just keeps using text for each treasure until theres a gap in IDs, where it stops. &lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the game uses 2 copies of a treasures name for the collection screen and the pikopedia. After I post this, I&#039;m going to experiment with it because I think I might be able to make the game use only 1 entry for each name, which would mean the names wouldn&#039;t overflow into olimars log and olimars log would only overflow into sales pitch for the first 50, keeping 151 sale pitch entries. This could be a big help, but no guarentee it will work.&lt;br /&gt;
&lt;br /&gt;
Edit: It worked! this means treasure names only use half as many message ID. They finish around 0250_00 and leaves me with room to add olimars logs without adding any new text boxes and replacing anything. I&#039;ll update this again when its all done and I know exactly how to fit everything.&lt;br /&gt;
&lt;br /&gt;
One more thing worth noting is that new treasure can not be assigned to any part of a set. It&#039;s not in otakara_config.txt, trust me its hard coded. This means even if I made custom text for the new treasures sales pitch, you would never unlock the ability to see it in game.&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! - PikHacker&lt;br /&gt;
&lt;br /&gt;
[[File:Tiki_with_text.png|300 px|This is treasure 202 in the pilopedia, complete with displayed name]]&lt;br /&gt;
[[File:burn in pickles.png|300 px|After i got the game to use only half as many treasure name entries]]&lt;br /&gt;
[[File:textindex.png|300 px|This text is after the last valid index, so while it loads fine when loaded by index, its impossible to load it by ID because this game is dumb]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2423</id>
		<title>How Pikmin 2 loads text</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2423"/>
		<updated>2019-02-11T19:47:57Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* How I Made Custom Treasures Have Text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way Pikmin 2 loads text is very complicated. That is why I am making a page to describe what I&#039;ve learned about how it works and how I made new treasures that have text associated with them. The first thing to note is that the game loads text in 2 different ways. In cutscenes, text loaded in text boxes is loaded by its index in the BMG file. Every other part of the game uses the text&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
The way index loading works is simple.  You enter what index the game should load in the cutscene&#039;s STB and it loads the text, even its brand new text after the last vanilla line. The issue is that the game ONLY loads text this way for cutscenes.&lt;br /&gt;
&lt;br /&gt;
Loading text by ID is where things get messy, and unfortunately, its what the game does 99% of the time. you can change the ID of existing text boxes and it works fine. but adding new text boxes messes with the whole system. New text messages have to be put at the end of the list or you break the game loading by index. Unfortunately, the game will NOT load text by ID if the text&#039;s index is higher than the highest index in the vanilla game. In other words, you CAN NOT add new text entirely unless its being loaded by index, which is unlikely unless you&#039;re somehow making all new cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How I Made Custom Treasures Have Text==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to explain how my custom treasure has text that loads. Of course, all text associated with the treasure collection screen and piklopedia is loaded by ID. In the games boot.dol there is a line that tells the game to start reading treasure IDs at ID 0101_00. There are also lines that tell the game where to start reading Olimars log and Sales Pitch. Normally the treasure names stop at 0301_00 for the 201 vanilla treasures. After that there is a gap in IDs until 0401_00 where it starts reading Olimars journal entries. Olimars log goes to 0601_00 where the Sales pitches pick up right after starting at 701_00. It&#039;s good theres a gap between each group because that allows me to use ID 0302_00 to ID 0400_00 for treasure name text without having to change ID numbers for Olimar Journals. The issue is that, as I said before, I cant just add new text and move everything else forward, or all text messages past the highest vanilla index wont load. This means I have no choice but to overwrite Olimars Journal entries while changing their IDs to be in sequence starting where the vanilla entries end. I can then move Olimars Logs to replace sales pitches. Thankfully, theres no part of the code that tells the game to STOP reading text IDs after 301_00, and it just keeps using text for each treasure until theres a gap in IDs, where it stops. &lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the game uses 2 copies of a treasures name for the collection screen and the pikopedia. After I post this, I&#039;m going to experiment with it because I think I might be able to make the game use only 1 entry for each name, which would mean the names wouldn&#039;t overflow into olimars log and olimars log would only overflow into sales pitch for the first 50, keeping 151 sale pitch entries. This could be a big help, but no guarentee it will work.&lt;br /&gt;
&lt;br /&gt;
Edit: It worked! this means treasure names only use half as many message ID. They finish around 0250_00 and leaves me with room to add olimars logs without adding any new text boxes and replacing anything. I&#039;ll update this again when its all done and I know exactly how to fit everything.&lt;br /&gt;
&lt;br /&gt;
One more thing worth noting is that new treasure can not be assigned to any part of a set. It&#039;s not in otakara_config.txt, trust me its hard coded. This means even if I made custom text for the new treasures sales pitch, you would never unlock the ability to see it in game.&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! - PikHacker&lt;br /&gt;
&lt;br /&gt;
[[File:Tiki_with_text.png|300 px|This is treasure 202 in the pilopedia, complete with displayed name]]&lt;br /&gt;
[[File:burn in pickles.png|300 px|After i got the game to use only half as many treasure name entries]]&lt;br /&gt;
[[File:textindex.png|300 px|This text is after the last valid index, so while it loads fine when loaded by index, its impossible to load it by ID because this game is dumb]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Textindex.png&amp;diff=2422</id>
		<title>File:Textindex.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Textindex.png&amp;diff=2422"/>
		<updated>2019-02-11T19:46:34Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2421</id>
		<title>How Pikmin 2 loads text</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=How_Pikmin_2_loads_text&amp;diff=2421"/>
		<updated>2019-02-11T19:32:42Z</updated>

		<summary type="html">&lt;p&gt;PikHacker: /* How I Made Custom Treasures Have Text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The way Pikmin 2 loads text is very complicated. That is why I am making a page to describe what I&#039;ve learned about how it works and how I made new treasures that have text associated with them. The first thing to note is that the game loads text in 2 different ways. In cutscenes, text loaded in text boxes is loaded by its index in the BMG file. Every other part of the game uses the text&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
The way index loading works is simple.  You enter what index the game should load in the cutscene&#039;s STB and it loads the text, even its brand new text after the last vanilla line. The issue is that the game ONLY loads text this way for cutscenes.&lt;br /&gt;
&lt;br /&gt;
Loading text by ID is where things get messy, and unfortunately, its what the game does 99% of the time. you can change the ID of existing text boxes and it works fine. but adding new text boxes messes with the whole system. New text messages have to be put at the end of the list or you break the game loading by index. Unfortunately, the game will NOT load text by ID if the text&#039;s index is higher than the highest index in the vanilla game. In other words, you CAN NOT add new text entirely unless its being loaded by index, which is unlikely unless you&#039;re somehow making all new cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How I Made Custom Treasures Have Text==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to explain how my custom treasure has text that loads. Of course, all text associated with the treasure collection screen and piklopedia is loaded by ID. In the games boot.dol there is a line that tells the game to start reading treasure IDs at ID 0101_00. There are also lines that tell the game where to start reading Olimars log and Sales Pitch. Normally the treasure names stop at 0301_00 for the 201 vanilla treasures. After that there is a gap in IDs until 0401_00 where it starts reading Olimars journal entries. Olimars log goes to 0601_00 where the Sales pitches pick up right after starting at 701_00. It&#039;s good theres a gap between each group because that allows me to use ID 0302_00 to ID 0400_00 for treasure name text without having to change ID numbers for Olimar Journals. The issue is that, as I said before, I cant just add new text and move everything else forward, or all text messages past the highest vanilla index wont load. This means I have no choice but to overwrite Olimars Journal entries while changing their IDs to be in sequence starting where the vanilla entries end. I can then move Olimars Logs to replace sales pitches. Thankfully, theres no part of the code that tells the game to STOP reading text IDs after 301_00, and it just keeps using text for each treasure until theres a gap in IDs, where it stops. &lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the game uses 2 copies of a treasures name for the collection screen and the pikopedia. After I post this, I&#039;m going to experiment with it because I think I might be able to make the game use only 1 entry for each name, which would mean the names wouldn&#039;t overflow into olimars log and olimars log would only overflow into sales pitch for the first 50, keeping 151 sale pitch entries. This could be a big help, but no guarentee it will work.&lt;br /&gt;
&lt;br /&gt;
Edit: It worked! this means treasure names only use half as many message ID. They finish around 0250_00 and leaves me with room to add olimars logs without adding any new text boxes and replacing anything. I&#039;ll update this again when its all done and I know exactly how to fit everything.&lt;br /&gt;
&lt;br /&gt;
One more thing worth noting is that new treasure can not be assigned to any part of a set. It&#039;s not in otakara_config.txt, trust me its hard coded. This means even if I made custom text for the new treasures sales pitch, you would never unlock the ability to see it in game.&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! - PikHacker&lt;br /&gt;
&lt;br /&gt;
[[File:Tiki_with_text.png|300 px|This is treasure 202 in the pilopedia, complete with displayed name]]&lt;br /&gt;
[[File:burn in pickles.png|300 px|After i got the game to use only half as many treasure name entries]]&lt;/div&gt;</summary>
		<author><name>PikHacker</name></author>
	</entry>
</feed>