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	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scruffy</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
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	<updated>2026-05-03T00:13:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_4_identifiers&amp;diff=4333</id>
		<title>Pikmin 4 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_4_identifiers&amp;diff=4333"/>
		<updated>2023-09-18T20:45:21Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: Added area names as they appear in the model/texture files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 4&#039;&#039; identifiers}}&lt;br /&gt;
Some information can be found [https://docs.google.com/document/d/1DU4ix_WIJW3f59-QoBVV7i1bitGmpC7_3c2dv6pG7To/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AmeBozu&amp;lt;/code&amp;gt; || Waterwraith || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Amembo&amp;lt;/code&amp;gt; || Skeeterskate || &amp;lt;code&amp;gt;Dorombo&amp;lt;/code&amp;gt; for Muckerskate&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arikui&amp;lt;/code&amp;gt; || Whiptongue Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt; || Waddlepus || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Baby&amp;lt;/code&amp;gt; || Bulborb Larva || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BabyCrow&amp;lt;/code&amp;gt; || Downy Snagret || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BigChappy&amp;lt;/code&amp;gt; || Jumbo Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BigFrog&amp;lt;/code&amp;gt; || Masterhop || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BigKingChappy&amp;lt;/code&amp;gt; || Sovereign Bulblax || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BigTank&amp;lt;/code&amp;gt; || Titan/Blizzarding Blowhog || &amp;lt;code&amp;gt;BigFireTank&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;BigIceTank&amp;lt;/code&amp;gt; prefix for Fire/Ice&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BigUjinko&amp;lt;/code&amp;gt; || Mama Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BikkuriGiku&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BikkuriKinoko&amp;lt;/code&amp;gt; || Startle Spore || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Billy&amp;lt;/code&amp;gt; || Bearded Amprat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BokeNameko&amp;lt;/code&amp;gt; || Puff/Toxstool || &amp;lt;code&amp;gt;Doku&amp;lt;/code&amp;gt; prefix for Poison&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BossInu&amp;lt;/code&amp;gt; || Ancient Sirehound || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; || Red/Orange/Frosty/Awake Bulborb || &amp;lt;code&amp;gt;Tenten&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Night&amp;lt;/code&amp;gt; prefix for Orange/Ice/Roaming&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chaser&amp;lt;/code&amp;gt; || Moss [Hideaway] || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DamagumoCannon&amp;lt;/code&amp;gt; || Man-At-Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Demejako&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DiscoDamagumo&amp;lt;/code&amp;gt; || Groovy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Dodoro&amp;lt;/code&amp;gt; || Smokey Progg || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ElecMushi&amp;lt;/code&amp;gt; || Anode Beetle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FireChappy&amp;lt;/code&amp;gt; || Fiery Bulblax || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; || Yellow Wollyhop || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Futakuchi&amp;lt;/code&amp;gt; || Armored/Arctic Cannon Larva || &amp;lt;code&amp;gt;Yuki&amp;lt;/code&amp;gt; prefix for Ice&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FutakuchiAdult&amp;lt;/code&amp;gt; || Horned/Arctic Cannon Beetle || &amp;lt;code&amp;gt;Yuki&amp;lt;/code&amp;gt; prefix for Ice&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HageDamagumo&amp;lt;/code&amp;gt; || Baldy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hambo&amp;lt;/code&amp;gt; || Skitter Leaf || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hanachirashi&amp;lt;/code&amp;gt; || Withering Blowhog || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt; || Porquillion || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hariuo&amp;lt;/code&amp;gt; || Pricklepuff || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwakko&amp;lt;/code&amp;gt; || Skutterchuck || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kaburi&amp;lt;/code&amp;gt; || Joustmite || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kajiokoshi&amp;lt;/code&amp;gt; || Pyroclasmic Slooch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kanitama&amp;lt;/code&amp;gt; || Peckish Aristocrab || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KareHambo&amp;lt;/code&amp;gt; || Desiccated Skitter Leaf || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kemekuji&amp;lt;/code&amp;gt; || Toady Bloyster || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt; || Emperor Bulblax || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; || Orange/Moldy/Frosty/Albino Dwarf Bulborb || &amp;lt;code&amp;gt;Ten&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Kino&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Night&amp;lt;/code&amp;gt; prefix for Orange/Poison/Ice/Albino&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; || Iridescent Flint/Glint Beetle || &amp;lt;code&amp;gt;Oo&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Gas&amp;lt;/code&amp;gt; prefix for Glint/Doodlebug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kogani&amp;lt;/code&amp;gt; || Aristocrab Offspring || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; || Spotty Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt; || Dwarf Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kurage&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kurione&amp;lt;/code&amp;gt; || Honeywisp || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mar&amp;lt;/code&amp;gt; || Puffy Blowhog || &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; prefix for Icy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Marigumo&amp;lt;/code&amp;gt; || Arachnode || &amp;lt;code&amp;gt;Net&amp;lt;/code&amp;gt; loads with it&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaroFrog&amp;lt;/code&amp;gt; || Wollywog || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MiniMochi&amp;lt;/code&amp;gt; || Sunsquish ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MitsuMochi&amp;lt;/code&amp;gt; || Foolix || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Miulin&amp;lt;/code&amp;gt; || Mamuta || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Namazu&amp;lt;/code&amp;gt; || Water Dumple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NissBoss&amp;lt;/code&amp;gt; || Gildemander || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NissZako&amp;lt;/code&amp;gt; || Gildemandwee || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Nomi&amp;lt;/code&amp;gt; || Shearflea || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NumaSuitori&amp;lt;/code&amp;gt; || Bogswallow || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OoKurage&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OoPanModoki&amp;lt;/code&amp;gt; || Giant Breadbug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Otakara&amp;lt;/code&amp;gt; || Fiery/Anode/Hydro/Venom/Iceblown Dweevil || &amp;lt;code&amp;gt;Fire&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Elec&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Water&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Gas&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; prefix&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Otama&amp;lt;/code&amp;gt; || Wolpole || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PanModoki&amp;lt;/code&amp;gt; || Breadbug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Patroller&amp;lt;/code&amp;gt; || Bloomcap Bloyster || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt; || Empress Bulblax || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Rusher&amp;lt;/code&amp;gt; || Tusked Blowhog || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Sakadachi&amp;lt;/code&amp;gt; || Crusted Rumpup || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Sarai&amp;lt;/code&amp;gt; || Swooping Snitchbug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Shako&amp;lt;/code&amp;gt; || Hermit Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Shijimi&amp;lt;/code&amp;gt; || Spectralids || &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Yellow&amp;lt;/code&amp;gt; prefix for colors&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Shippo&amp;lt;/code&amp;gt; || Mammoth Snootwhacker || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ShippoZako&amp;lt;/code&amp;gt; || Miniature Snootwhacker || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SnakeCrow&amp;lt;/code&amp;gt; || Burrowing Snagret || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Suitori&amp;lt;/code&amp;gt; || Waddlequaff || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TamagoMushi&amp;lt;/code&amp;gt; || Mitite || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt; || Fiery/Watery/Snowy Blowhog || &amp;lt;code&amp;gt;Fire&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Water&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; prefix&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ThrowEater&amp;lt;/code&amp;gt; || Grubchucler || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TobiKaburi&amp;lt;/code&amp;gt; || Flighty Joustmite || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Tobinko&amp;lt;/code&amp;gt; || Shearwig || has &amp;lt;code&amp;gt;Night&amp;lt;/code&amp;gt; variant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Tobiuo&amp;lt;/code&amp;gt; || Puckering Blinnow || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UjinkoA&amp;lt;/code&amp;gt; || Female Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UjinkoB&amp;lt;/code&amp;gt; || Male Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;YakiSenbei&amp;lt;/code&amp;gt; || Scorch/Shock/Freezecake || &amp;lt;code&amp;gt;Yaki&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Elec&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;Ice&amp;lt;/code&amp;gt; prefix&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Yamashinju&amp;lt;/code&amp;gt; || Pearly Clamcamp || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Yukimushi&amp;lt;/code&amp;gt; || Snowfake Fluttertail || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Cave &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area001&amp;lt;/code&amp;gt; || Sun-Speckled Terrace&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area002&amp;lt;/code&amp;gt; || Blossoming Arcadia&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area003&amp;lt;/code&amp;gt; || Serene Shores&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area004&amp;lt;/code&amp;gt; || Giant&#039;s Hearth&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area006&amp;lt;/code&amp;gt; || Primordial Thicket&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area010&amp;lt;/code&amp;gt; || Hero&#039;s Hideaway&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Area500&amp;lt;/code&amp;gt; || Rescue Command Post&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caves and Dandori ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Cave &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave000&amp;lt;/code&amp;gt; || Burrow of Beginnings&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave001&amp;lt;/code&amp;gt; || Last-Frost Cavern&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave002&amp;lt;/code&amp;gt; || Crackling Cauldron&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave004&amp;lt;/code&amp;gt; || Aquiferous Summit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave005&amp;lt;/code&amp;gt; || Industrial Maze&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave006&amp;lt;/code&amp;gt; || Drafty Gallery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave007&amp;lt;/code&amp;gt; || Secluded Courtyard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave009&amp;lt;/code&amp;gt; || Sightless Passage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave010&amp;lt;/code&amp;gt; || Kingdom of Beasts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave011&amp;lt;/code&amp;gt; || Seafloor Resort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave012&amp;lt;/code&amp;gt; || Subzero Sauna&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave013&amp;lt;/code&amp;gt; || Below-Grade Discotheque&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave014&amp;lt;/code&amp;gt; || Engulfed Castle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave016&amp;lt;/code&amp;gt; || Cavern for a King&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave018&amp;lt;/code&amp;gt; || The Mud Pit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave019&amp;lt;/code&amp;gt; || Subterranean Swarm&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave021&amp;lt;/code&amp;gt; || Doppelganger&#039;s Den&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave022&amp;lt;/code&amp;gt; || Frozen Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave023&amp;lt;/code&amp;gt; || Plunder Palace&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave024&amp;lt;/code&amp;gt; || Ultimate Testing Range&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave025&amp;lt;/code&amp;gt; || Dream Home&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave026&amp;lt;/code&amp;gt; || Cradle of the Beast&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI001_P&amp;lt;/code&amp;gt; || Trial Run&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI002_P&amp;lt;/code&amp;gt; || Battle in a Box&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI003_P&amp;lt;/code&amp;gt; || Dandori Castle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI004_P&amp;lt;/code&amp;gt; || Leafy Showdown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI005_P&amp;lt;/code&amp;gt; || Hot Sandy Duel&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DDB_AI006_P&amp;lt;/code&amp;gt; || Final Battle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave003_F00_P&amp;lt;/code&amp;gt; || Dandori Day Care&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave008_F00_P&amp;lt;/code&amp;gt; || Hotshock Canyon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave015_F00_P&amp;lt;/code&amp;gt; || Test Tubs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave017_F00_P&amp;lt;/code&amp;gt; || Toggle Training&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave020_F00_P&amp;lt;/code&amp;gt; || Cliff-Hanger&#039;s Hold&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave027_F00_P&amp;lt;/code&amp;gt; || Aerial Incinerator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave028_F00_P&amp;lt;/code&amp;gt; || Strategic Freezeway&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave029_F00_P&amp;lt;/code&amp;gt; || Rockway Cellars&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave030_F00_P&amp;lt;/code&amp;gt; || Planning Pools&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave031_F00_P&amp;lt;/code&amp;gt; || Hefty Haulway&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave032_F00_P&amp;lt;/code&amp;gt; || Oasis of Order&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cave034_F00_P&amp;lt;/code&amp;gt; || Ice-Cross Course&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CaveESP000_Title&amp;lt;/code&amp;gt; || Trial of the Sage Leaf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Item || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;RECOVERYKIT&amp;lt;/code&amp;gt; || First Aid Kit || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;YUUDOUESA&amp;lt;/code&amp;gt; || Pikpik Carrot || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SENSORBOMB&amp;lt;/code&amp;gt; || Mine || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BOMB&amp;lt;/code&amp;gt; || Bomb Rock || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HOMINHBOMB&amp;lt;/code&amp;gt; || Trackonator || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ICEBOMB&amp;lt;/code&amp;gt; || Ice Blast || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;THUNDERALL&amp;lt;/code&amp;gt; || Lightning Shock || Item&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PHOTONBALL&amp;lt;/code&amp;gt; || Glow Seed || Item, Not sold by default&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DRONE&amp;lt;/code&amp;gt; || Survey Drone || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM1&amp;lt;/code&amp;gt; || Tuff Stuff || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM2&amp;lt;/code&amp;gt; || Tuff Stuff+ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM3&amp;lt;/code&amp;gt; || Tuff Stuff++ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM1&amp;lt;/code&amp;gt; || Air Armor || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM2&amp;lt;/code&amp;gt; || Air Armor+ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM3&amp;lt;/code&amp;gt; || Air Armor++ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANTIELECTRIC&amp;lt;/code&amp;gt; || Anti-Electrifier || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FLAREGUARD&amp;lt;/code&amp;gt; || Scorch Guard || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ICEGUARD&amp;lt;/code&amp;gt; || Thermal Defense || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANTINORONORO&amp;lt;/code&amp;gt; || Gunk Busters || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DASHBOOTS1&amp;lt;/code&amp;gt; || Rush Boots || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ROCKETPUNCH&amp;lt;/code&amp;gt; || Triple Threat || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CARRYARM&amp;lt;/code&amp;gt; || Extra Hand || Equipment, Not sold by default&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HEADLAMP1&amp;lt;/code&amp;gt; || Headlamp || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HEADLAMP2&amp;lt;/code&amp;gt; || Headlamp+ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TOTSUGEKIFUE&amp;lt;/code&amp;gt; || Charging Horn || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SHUGOFLAG&amp;lt;/code&amp;gt; || Idler&#039;s Alert || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SHUGOEXFLAG&amp;lt;/code&amp;gt; || Homesick Signal || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWOTAKARASENSOR&amp;lt;/code&amp;gt; || Treasure Gauge || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWOTAKARASENSORPLUS&amp;lt;/code&amp;gt; || Treasure Gauge+ || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HIMAJINCOUNTER&amp;lt;/code&amp;gt; || Idle Counter || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TAIRETSUFUE&amp;lt;/code&amp;gt; || Lineup Trumpet || Equipment, Not sold by default&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NUKIFUE&amp;lt;/code&amp;gt; || Plucking Whistle || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANTIWIND&amp;lt;/code&amp;gt; || Brace Boots || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;WIDEFUE&amp;lt;/code&amp;gt; || Power Whistle || Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM1HAPPY&amp;lt;/code&amp;gt; || Tuff Stuff || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM2HAPPY&amp;lt;/code&amp;gt; || Tuff Stuff+ || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VITALSYSTEM3HAPPY&amp;lt;/code&amp;gt; || Tuff Stuff++ || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM1HAPPY&amp;lt;/code&amp;gt; || Air Guard || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM2HAPPY&amp;lt;/code&amp;gt; || Air Guard+ || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;METALSYSTEM3HAPPY&amp;lt;/code&amp;gt; || Air Guard++ || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANTIELECTRICHAPPY&amp;lt;/code&amp;gt; || Anti-Electrifier || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FLAREGUARDHAPPY&amp;lt;/code&amp;gt; || Scorch Guard || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ICEGUARDHAPPY&amp;lt;/code&amp;gt; || Thermal Defense || Oatchi Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;POISONGUARDHAPPY&amp;lt;/code&amp;gt; || Sniff Saver || Oatchi Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character names ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name 1 || Name 2 || Character&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LF000&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Leaf01&amp;lt;/code&amp;gt; || Dash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LF001&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Leaf02&amp;lt;/code&amp;gt; || Corgwin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LF002&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Pilot&amp;lt;/code&amp;gt; || Bernard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LF003&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Leaf03&amp;lt;/code&amp;gt; || Jin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LF004&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Leaf05&amp;lt;/code&amp;gt; || Patch&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Louie&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Louie&amp;lt;/code&amp;gt; || Louie&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV003&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal04&amp;lt;/code&amp;gt; || Schnauz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV006&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal07&amp;lt;/code&amp;gt; || Dalmo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV008&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal06&amp;lt;/code&amp;gt; || Dingo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV009&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal09&amp;lt;/code&amp;gt; || Pitunia&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV011&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal13&amp;lt;/code&amp;gt; || Sy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV013&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal17&amp;lt;/code&amp;gt; || Osa&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SV017&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Normal18&amp;lt;/code&amp;gt; || Frisé&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Name 1&amp;quot; is what&#039;s used for the file names of localization files. &amp;quot;Name 2&amp;quot; is what&#039;s used for their icon in conversation boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=803</id>
		<title>User:Scruffy/Pikmin 2 in First Person Tutorial</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=803"/>
		<updated>2017-06-21T19:30:00Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE: User:Scruffy/&#039;&#039;Pikmin 2&#039;&#039; in First Person Tutorial}}&lt;br /&gt;
&lt;br /&gt;
This is a tutorial for modding &#039;&#039;Pikmin 2&#039;&#039; into a first person view! If you want to understand what each parameter does, [[CameraParms]] is a bit more in-depth. But this will provide values that I used to create a first-person perspective.&lt;br /&gt;
&lt;br /&gt;
You will need a copy of &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s files; I use Dolphin to run them. I cannot tell you where to acquire a copy, but if you have &#039;&#039;Pikmin 2&#039;&#039; in Dolphin, right-click its icon and select &amp;quot;Properties.&amp;quot; This will bring up an internal menu for the game. Head to the &amp;quot;Files&amp;quot; tab to see a directory of all &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s files. Right click and select &amp;quot;Extract All Files,&amp;quot; and select a location to extract them. Dolphin should include in that extraction a &amp;quot;boot.dol&amp;quot; or &amp;quot;start.dol&amp;quot; file which can be use to run this edited copy of &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER: I have only confirmed this mod and custom textures to work on the GameCube, US version of &#039;&#039;Pikmin 2&#039;&#039;. Also, this mod is not for newcomers to the Pikmin series: it is very challenging!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For my video introduction to the concept, look [https://www.youtube.com/watch?v=RTrt3MVANpk here].&lt;br /&gt;
&lt;br /&gt;
==Angle==&lt;br /&gt;
&lt;br /&gt;
In your extracted files, go to user &amp;gt; Nishimura &amp;gt; Camera, and you will find 6 camera parameter files. For story and Challenge modes, edit the &amp;quot;caveCameraParms.txt&amp;quot; and &amp;quot;groundCameraParms.txt&amp;quot; files. In each file, there are two identical sets of parameters for the camera angle (in caves or above ground), and then a set of parameters for camera vibration. Only edit the first set of camera parameters and then one value in the vibration settings, that&#039;s all you need. The following is an explanation of what to change.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice as you open the files that values are categorized by camera angle. For example, in groundCameraParms.txt, the first group of parameters is for the Near(Low) angle. That&#039;s a near zoom at a low angle. There are eight parameters for each angle, and they&#039;re all in the same order. So I&#039;ll follow this same order for explaining what to change:&lt;br /&gt;
&lt;br /&gt;
#The first parameter (ends in &amp;quot;d&amp;quot;) is distance from the leader! This can be negative and the camera will peer out in front of the leader. I found the value -12 to be appropriate.&lt;br /&gt;
#The second parameter (ends in &amp;quot;a&amp;quot;) is the angle of the camera above the horizontal. For most camera settings I kept this at 0°, so the camera looks straight out from the leader. But feel free to try positive or negative angles with different camera settings to adjust your view. Negative numbers cause the camera to look up; positive numbers cause it to look down.&lt;br /&gt;
#The third parameter (ends in &amp;quot;f&amp;quot;) is field of view, or how much of 360° your camera can take in at once. Try a value between 60-65° for normal-looking vision.&lt;br /&gt;
#The fourth parameter (ends in &amp;quot;o&amp;quot;) is vertical offset from the camera&#039;s defined position. In order to keep the camera above the ground, try setting this to 20 to offset it slightly above its position.&lt;br /&gt;
#The fifth parameter (ends in &amp;quot;w&amp;quot;) appears to be weighted distribution for the cameras. Don&#039;t mess with this value.&lt;br /&gt;
#The sixth parameter (should end in &amp;quot;t&amp;quot;) is how much the camera tries to include all Pikmin in the frame. Since this is first-person, set this to 0.&lt;br /&gt;
#The seventh parameter (should end in &amp;quot;nc&amp;quot;) is the minimum distance from the camera at which objects are drawn. Leave this at 1.&lt;br /&gt;
#The eighth parameter (should end in &amp;quot;fc&amp;quot;) is the maximum distance from the camera at which objects are drawn. You can afford to set this higher than its value; I have gotten away with a draw distance of 6800, but the higher it is, the harder the game will have to work to render everything in the distance.&lt;br /&gt;
&lt;br /&gt;
And repeat for each angle in the block of parameters. The seventh angle, called &amp;quot;ZOOM,&amp;quot; has three parameters that are, from top to bottom: distance, angle, and field of view.&lt;br /&gt;
&lt;br /&gt;
==Rotation and Vibration==&lt;br /&gt;
&lt;br /&gt;
Below all the angles is a group of parameters regarding collision and rotation speed. Collision should be turned off, so that the camera does not move to try to frame the active leader. &amp;lt;code&amp;gt;{clcr}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clms}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clmh}&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;{clnh}&amp;lt;/code&amp;gt; all control collision and can be set to 0 to turn collision off. The other six parameters control rotation speeds for different camera states.&lt;br /&gt;
*&amp;lt;code&amp;gt;{cpmd}&amp;lt;/code&amp;gt; Camera acceleration when moving or changing angles: I changed this from from 0.10 to 0.75&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmmt}&amp;lt;/code&amp;gt; Rotation speed when the L button is pressed: I kept this at 0.15&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmft}&amp;lt;/code&amp;gt; Time L button must be held for the camera to start continuously following the cursor: I changed this from 0.6 to 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmta}&amp;lt;/code&amp;gt; Acceleration while following the cursor: I changed this from 0.005 to 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtm}&amp;lt;/code&amp;gt; Rotation speed while following the cursor: I changed this from 0.9 to 2.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtb}&amp;lt;/code&amp;gt; Deceleration when the L button is released: I changed this from 0.85 to 0.15&lt;br /&gt;
&lt;br /&gt;
Feel free to adjust any of these parameters to fine-tune the first-person angle and rotation. Just always remember to save the changes.&lt;br /&gt;
&lt;br /&gt;
Finally, the very last parameter at the end of file, &amp;quot;Vib Max Distance&amp;quot; in the vibration parameters, should be set to something smaller, like 100. This is to make the camera vibration less violent when a leader gets hurt or something causes the screen to shake.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
If you were to play the game in first-person now, you&#039;d find that the whistle and leader beacons are extremely close to the camera and create distracting or even jarring obstructions on-screen. Fortunately, these are all a collection of textures that can be dimmed using Dolphin&#039;s custom texture feature.&lt;br /&gt;
&lt;br /&gt;
Dolphin can extract textures from the game as it loads them, and dump them into a folder in its directory called &amp;quot;Dump.&amp;quot; To enable this, look in Dolphin&#039;s menu: Graphics&amp;gt;Advanced, and select &amp;quot;Dump Textures.&amp;quot; Dolphin dumps textures as it sees them, so expect a lot of textures to show up. Viewing a whistle and a beacon light will dump those textures in the folder &amp;quot;Dump,&amp;quot; allowing you to change them. &#039;&#039;&#039;Whatever you do, make sure the names of the images stay the same. This is how Dolphin identifies customized textures.&#039;&#039;&#039; Once you&#039;re finished dumping textures, make sure to deselect &amp;quot;Dump Textures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The textures I had to change were labeled as follows, so look for these names:&lt;br /&gt;
*tex1_8x16_e5f372504d4db646_0&lt;br /&gt;
*tex1_32x64_4d21d8d22dd6e60c_1&lt;br /&gt;
*tex1_64x64_3bdd263d72dd391a_1&lt;br /&gt;
*tex1_64x64_200d5fd506288c26_1&lt;br /&gt;
*tex1_64x64_548fa93e9040d16d_3&lt;br /&gt;
*tex1_64x64_759f88c54c42e3b7_1&lt;br /&gt;
*tex1_64x64_4824f110426f2fdf_1&lt;br /&gt;
*tex1_64x64_134614a492c288a9_1&lt;br /&gt;
*tex1_64x64_ce209901ebb723a8_1&lt;br /&gt;
&lt;br /&gt;
To create custom textures, take these images into an image editing application and decrease their opacity: I went with 10-15% opacity. Then, save the edited textures to a folder called &amp;quot;GPVE01&amp;quot; in the folder &amp;quot;Load&amp;quot; in Dolphin&#039;s directory (the same directory that contains the &amp;quot;Dump&amp;quot; folder). If these folders do not exist, create &amp;quot;Load&amp;quot; and create &amp;quot;GPVE01&amp;quot; and save the textures in there. Then in Dolphin&#039;s Graphics&amp;gt;Advanced, select &amp;quot;Load Custom Textures.&amp;quot; Once you run the game, the whistle and beacon should be greatly dimmed to the point that they aren&#039;t distracting, but the radius of the whistle will still be visible so you can see the Pikmin you are whistling!&lt;br /&gt;
&lt;br /&gt;
An alternate idea is to copy the texture names listed above, create a bunch of transparent images with the dimensions listed in the texture names (such as 8x16 pixels, 32x64 pixels, etc.), give them their respective names, and save those in &amp;quot;GPVE01.&amp;quot; This saves you having to dump textures, but if you leave them transparent these textures will be completely invisible in game. Not too much of a burden if you don&#039;t mind not seeing leader beacons at all.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Some caveats to consider:&lt;br /&gt;
*The rotation values were determined through trial and error, so feel free to improve upon them.&lt;br /&gt;
*If the camera looks up more than around 6°, the cursor disappears from view. It&#039;s still there, but it&#039;s very difficult to judge where Pikmin will be thrown when looking up.&lt;br /&gt;
*Audio in the game is very different. Noises behind you are almost inaudible above ground, and below ground they are distorted by the game&#039;s reverb. So always check behind you and check your Pikmin counter to make sure your Pikmin are safe!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version 1.1&#039;&#039; I hope to improve this tutorial as I find more information about camera parameters in Pikmin 2.&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=802</id>
		<title>User:Scruffy/Pikmin 2 in First Person Tutorial</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=802"/>
		<updated>2017-06-21T15:50:55Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: Updated and complete!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE: User:Scruffy/&#039;&#039;Pikmin 2&#039;&#039; in First Person Tutorial}}&lt;br /&gt;
&lt;br /&gt;
This is a tutorial for modding &#039;&#039;Pikmin 2&#039;&#039;into a first person view! If you want to understand what each parameter does, [[CameraParms]] is a bit more in-depth. But this will provide values that I used to create a first-person perspective.&lt;br /&gt;
&lt;br /&gt;
You will need a copy of &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s files; I use Dolphin to run them. I cannot tell you where to acquire a copy, but if you have &#039;&#039;Pikmin 2&#039;&#039; in Dolphin, right-click its icon and select &amp;quot;Properties.&amp;quot; This will bring up an internal menu for the game. Head to the &amp;quot;Files&amp;quot; tab to see a directory of all &#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s files. Right click and select &amp;quot;Extract All Files,&amp;quot; and select a location to extract them. Dolphin should include in that extraction a &amp;quot;boot.dol&amp;quot; or &amp;quot;start.dol&amp;quot; file which can be use to run this edited copy of &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER: I have only confirmed this mod and custom textures to work on the GameCube, US version of &#039;&#039;Pikmin 2&#039;&#039;. Also, this mod is not for newcomers to the Pikmin series: it is very challenging!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For my video introduction to the concept, look [https://www.youtube.com/watch?v=RTrt3MVANpk here].&lt;br /&gt;
&lt;br /&gt;
==Angle==&lt;br /&gt;
&lt;br /&gt;
In your extracted files, go to user &amp;gt; Nishimura &amp;gt; Camera, and you will find 6 camera parameter files. For story and Challenge modes, edit the &amp;quot;caveCameraParms.txt&amp;quot; and &amp;quot;groundCameraParms.txt&amp;quot; files. In each file, there are two identical sets of parameters for the camera angle (in caves or above ground), and then a set of parameters for camera vibration. Only edit the first set of camera parameters and then one value in the vibration settings, that&#039;s all you need. The following is an explanation of what to change.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice as you open the files that values are categorized by camera angle. For example, in groundCameraParms.txt, the first group of parameters is for the Near(Low) angle. That&#039;s a near zoom at a low angle. There are eight parameters for each angle, and they&#039;re all in the same order. So I&#039;ll follow this same order for explaining what to change:&lt;br /&gt;
&lt;br /&gt;
#The first parameter (ends in &amp;quot;d&amp;quot;) is distance from the leader! This can be negative and the camera will peer out in front of the leader. I found the value -12 to be appropriate.&lt;br /&gt;
#The second parameter (ends in &amp;quot;a&amp;quot;) is the angle of the camera above the horizontal. For most camera settings I kept this at 0°, so the camera looks straight out from the leader. But feel free to try positive or negative angles with different camera settings to adjust your view. Negative numbers cause the camera to look up; positive numbers cause it to look down.&lt;br /&gt;
#The third parameter (ends in &amp;quot;f&amp;quot;) is field of view, or how much of 360° your camera can take in at once. Try a value between 60-65° for normal-looking vision.&lt;br /&gt;
#The fourth parameter (ends in &amp;quot;o&amp;quot;) is vertical offset from the camera&#039;s defined position. In order to keep the camera above the ground, try setting this to 20 to offset it slightly above its position.&lt;br /&gt;
#The fifth parameter (ends in &amp;quot;w&amp;quot;) appears to be weighted distribution for the cameras. Don&#039;t mess with this value.&lt;br /&gt;
#The sixth parameter (should end in &amp;quot;t&amp;quot;) is how much the camera tries to include all Pikmin in the frame. Since this is first-person, set this to 0.&lt;br /&gt;
#The seventh parameter (should end in &amp;quot;nc&amp;quot;) is the minimum distance from the camera at which objects are drawn. Leave this at 1.&lt;br /&gt;
#The eighth parameter (should end in &amp;quot;fc&amp;quot;) is the maximum distance from the camera at which objects are drawn. You can afford to set this higher than its value; I have gotten away with a draw distance of 6800, but the higher it is, the harder the game will have to work to render everything in the distance.&lt;br /&gt;
&lt;br /&gt;
And repeat for each angle in the block of parameters. The seventh angle, called &amp;quot;ZOOM,&amp;quot; has three parameters that are, from top to bottom: distance, angle, and field of view.&lt;br /&gt;
&lt;br /&gt;
==Rotation and Vibration==&lt;br /&gt;
&lt;br /&gt;
Below all the angles is a group of parameters regarding collision and rotation speed. Collision should be turned off, so that the camera does not move to try to frame the active leader. &amp;lt;code&amp;gt;{clcr}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clms}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clmh}&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;{clnh}&amp;lt;/code&amp;gt; all control collision and can be set to 0 to turn collision off. The other six parameters control rotation speeds for different camera states.&lt;br /&gt;
*&amp;lt;code&amp;gt;{cpmd}&amp;lt;/code&amp;gt; Camera acceleration when moving or changing angles: I changed this from from 0.10 to 0.75&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmmt}&amp;lt;/code&amp;gt; Rotation speed when the L button is pressed: I kept this at 0.15&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmft}&amp;lt;/code&amp;gt; Time L button must be held for the camera to start continuously following the cursor: I changed this from 0.6 to 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmta}&amp;lt;/code&amp;gt; Acceleration while following the cursor: I changed this from 0.005 to 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtm}&amp;lt;/code&amp;gt; Rotation speed while following the cursor: I changed this from 0.9 to 2.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtb}&amp;lt;/code&amp;gt; Deceleration when the L button is released: I changed this from 0.85 to 0.15&lt;br /&gt;
&lt;br /&gt;
Feel free to adjust any of these parameters to fine-tune the first-person angle and rotation. Just always remember to save the changes.&lt;br /&gt;
&lt;br /&gt;
Finally, the very last parameter at the end of file, &amp;quot;Vib Max Distance&amp;quot; in the vibration parameters, should be set to something smaller, like 100. This is to make the camera vibration less violent when a leader gets hurt or something causes the screen to shake.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
If you were to play the game in first-person now, you&#039;d find that the whistle and leader beacons are extremely close to the camera and create distracting or even jarring obstructions on-screen. Fortunately, these are all a collection of textures that can be dimmed using Dolphin&#039;s custom texture feature.&lt;br /&gt;
&lt;br /&gt;
Dolphin can extract textures from the game as it loads them, and dump them into a folder in its directory called &amp;quot;Dump.&amp;quot; To enable this, look in Dolphin&#039;s menu: Graphics&amp;gt;Advanced, and select &amp;quot;Dump Textures.&amp;quot; Dolphin dumps textures as it sees them, so expect a lot of textures to show up. Viewing a whistle and a beacon light will dump those textures in the folder &amp;quot;Dump,&amp;quot; allowing you to change them. &#039;&#039;&#039;Whatever you do, make sure the names of the images stay the same. This is how Dolphin identifies customized textures.&#039;&#039;&#039; Once you&#039;re finished dumping textures, make sure to deselect &amp;quot;Dump Textures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The textures I had to change were labeled as follows, so look for these names:&lt;br /&gt;
*tex1_8x16_e5f372504d4db646_0&lt;br /&gt;
*tex1_32x64_4d21d8d22dd6e60c_1&lt;br /&gt;
*tex1_64x64_3bdd263d72dd391a_1&lt;br /&gt;
*tex1_64x64_200d5fd506288c26_1&lt;br /&gt;
*tex1_64x64_548fa93e9040d16d_3&lt;br /&gt;
*tex1_64x64_759f88c54c42e3b7_1&lt;br /&gt;
*tex1_64x64_4824f110426f2fdf_1&lt;br /&gt;
*tex1_64x64_134614a492c288a9_1&lt;br /&gt;
*tex1_64x64_ce209901ebb723a8_1&lt;br /&gt;
&lt;br /&gt;
To create custom textures, take these images into an image editing application and decrease their opacity: I went with 10-15% opacity. Then, save the edited textures to a folder called &amp;quot;GPVE01&amp;quot; in the folder &amp;quot;Load&amp;quot; in Dolphin&#039;s directory (the same directory that contains the &amp;quot;Dump&amp;quot; folder). If these folders do not exist, create &amp;quot;Load&amp;quot; and create &amp;quot;GPVE01&amp;quot; and save the textures in there. Then in Dolphin&#039;s Graphics&amp;gt;Advanced, select &amp;quot;Load Custom Textures.&amp;quot; Once you run the game, the whistle and beacon should be greatly dimmed to the point that they aren&#039;t distracting, but the radius of the whistle will still be visible so you can see the Pikmin you are whistling!&lt;br /&gt;
&lt;br /&gt;
An alternate idea is to copy the texture names listed above, create a bunch of transparent images with the dimensions listed in the texture names (such as 8x16 pixels, 32x64 pixels, etc.), give them their respective names, and save those in &amp;quot;GPVE01.&amp;quot; This saves you having to dump textures, but if you leave them transparent these textures will be completely invisible in game. Not too much of a burden if you don&#039;t mind not seeing leader beacons at all.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Some caveats to consider:&lt;br /&gt;
*The rotation values were determined through trial and error, so feel free to improve upon them.&lt;br /&gt;
*If the camera looks up more than around 6°, the cursor disappears from view. It&#039;s still there, but it&#039;s very difficult to judge where Pikmin will be thrown when looking up.&lt;br /&gt;
*Audio in the game is very different. Noises behind you are almost inaudible above ground, and below ground they are distorted by the game&#039;s reverb. So always check behind you and check your Pikmin counter to make sure your Pikmin are safe!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version 1.1&#039;&#039; I hope to improve this tutorial as I find more information about camera parameters in Pikmin 2.&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=801</id>
		<title>User:Scruffy/Pikmin 2 in First Person Tutorial</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=801"/>
		<updated>2017-06-18T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial for modding Pikmin 2 into a first person view! If you want to understand what each parameter does, [[CameraParms]] is a bit more in-depth. But this will provide values that I used to create a first-person perspective.&lt;br /&gt;
&lt;br /&gt;
You will need a copy of Pikmin 2&#039;s files; I use Dolphin to run them. I cannot tell you where to acquire a copy, but if you have Pikmin 2 in Dolphin, right-click its icon and select &amp;quot;Properties.&amp;quot; This will bring up an internal menu for the game. Head to the &amp;quot;Files&amp;quot; tab to see a directory of all Pikmin 2&#039;s files. Right click and select &amp;quot;Extract All Files,&amp;quot; and select a location to extract them. Dolphin should include in that extraction a &amp;quot;boot.dol&amp;quot; or &amp;quot;start.dol&amp;quot; file which can be use to run this edited copy of Pikmin 2.&lt;br /&gt;
&lt;br /&gt;
In your extracted files, go to user &amp;gt; Nishimura &amp;gt; Camera, and you will find 6 camera parameter files. For story and Challenge modes, edit the &amp;quot;caveCameraParms.txt&amp;quot; and &amp;quot;groundCameraParms.txt&amp;quot; files. In each file, there are two identical sets of parameters for the camera angle (in caves or above ground), and then a set of parameters for camera vibration. Only edit the first set of camera parameters and then one value in the vibration settings, that&#039;s all you need. The following is an explanation of what to change.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice as you open the files that values are categorized by camera angle. For example, in groundCameraParms.txt, the first group of parameters is for the Near(Low) angle. That&#039;s a near zoom at a low angle. There are eight parameters for each angle, and they&#039;re all in the same order. So I&#039;ll follow this same order for explaining what to change:&lt;br /&gt;
&lt;br /&gt;
#The first parameter (ends in &amp;quot;d&amp;quot;) is distance from the leader! This can be negative and the camera will peer out in front of the leader. I found the value -12 to be appropriate.&lt;br /&gt;
#The second parameter (ends in &amp;quot;a&amp;quot;) is the angle of the camera above the horizontal. For most camera settings I kept this at zero, so the camera looks straight out from the leader. But feel free to try positive or negative angles with different camera settings to adjust your view.&lt;br /&gt;
#The third parameter (ends in &amp;quot;f&amp;quot;) is field of view, or how much of 360° your camera can take in at once. Try a value between 60-65° for normal-looking vision.&lt;br /&gt;
#The fourth parameter (ends in &amp;quot;o&amp;quot;) is vertical offset from the camera&#039;s defined position. In order to keep the camera above the ground, try setting this to 20 to offset it slightly above its position.&lt;br /&gt;
#The fifth parameter (ends in &amp;quot;w&amp;quot;) appears to be weighted distribution for the cameras. Don&#039;t mess with this value.&lt;br /&gt;
#The sixth parameter (should end in &amp;quot;t&amp;quot;) is how much the camera tries to include all Pikmin in the frame. Since this is first-person, set this to 0.&lt;br /&gt;
#The seventh parameter (should end in &amp;quot;nc&amp;quot;) is the minimum distance from the camera at which objects are drawn. Leave this at 1.&lt;br /&gt;
#The eighth parameter (should end in &amp;quot;fc&amp;quot;) is the maximum distance from the camera at which objects are drawn. You can afford to set this higher than its value; I have gotten away with a draw distance of 6800, but the higher it is, the harder the game will have to work to render everything in the distance.&lt;br /&gt;
&lt;br /&gt;
And repeat for each angle in the block of parameters. The seventh angle, called &amp;quot;ZOOM,&amp;quot; has three parameters that are, from top to bottom: distance, angle, and field of view.&lt;br /&gt;
&lt;br /&gt;
Below all the angles is a group of parameters regarding collision and rotation speed. Collision should be turned off, so that the camera does not move to try to frame the active leader. &amp;lt;code&amp;gt;{clcr}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clms}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clmh}&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;{clnh}&amp;lt;/code&amp;gt; all control collision and can be set to 0 to turn collision off. The other six parameters control rotation speeds for different camera states. The exact definitions of each value can be found on [[CameraParms]], but for now these values can be used:&lt;br /&gt;
*&amp;lt;code&amp;gt;{cpmd}&amp;lt;/code&amp;gt; 0.75&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmmt}&amp;lt;/code&amp;gt; 0.15&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmft}&amp;lt;/code&amp;gt; 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmta}&amp;lt;/code&amp;gt; 0.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtm}&amp;lt;/code&amp;gt; 2.5&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtb}&amp;lt;/code&amp;gt; 0.15&lt;br /&gt;
&lt;br /&gt;
Finally, the very last parameter at the end of file, &amp;quot;Vib Max Distance&amp;quot; in the vibration parameters, should be set to something smaller, like 100. This is to make the camera vibration less violent when a leader gets hurt or something causes the screen to shake.&lt;br /&gt;
&lt;br /&gt;
Version 1.0, to be updated with custom texture instructions.&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=800</id>
		<title>User:Scruffy/Pikmin 2 in First Person Tutorial</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Scruffy/Pikmin_2_in_First_Person_Tutorial&amp;diff=800"/>
		<updated>2017-06-18T21:48:51Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: Work in progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial for modding Pikmin 2 into a first person view! If you want to understand what each parameter does, [[CameraParms]] is a bit more in-depth. But this will provide values that I used to create a first-person perspective.&lt;br /&gt;
&lt;br /&gt;
You will need a copy of Pikmin 2&#039;s files; I use Dolphin to run them. I cannot tell you where to acquire a copy, but if you have Pikmin 2 in Dolphin, right-click its icon and select &amp;quot;Properties.&amp;quot; This will bring up an internal menu for the game. Head to the &amp;quot;Files&amp;quot; tab to see a directory of all Pikmin 2&#039;s files. Right click and select &amp;quot;Extract All Files,&amp;quot; and select a location to extract them. Dolphin should include in that extraction a &amp;quot;boot.dol&amp;quot; or &amp;quot;start.dol&amp;quot; file which can be use to run this edited copy of Pikmin 2.&lt;br /&gt;
&lt;br /&gt;
In your extracted files, go to user &amp;gt; Nishimura &amp;gt; Camera, and you will find 6 camera parameter files. For story and Challenge modes, edit the &amp;quot;caveCameraParms.txt&amp;quot; and &amp;quot;groundCameraParms.txt&amp;quot; files. In each file, there are two identical sets of parameters for the camera angle (in caves or above ground), and then a set of parameters for camera vibration. Only edit the first set of camera parameters and then one value in the vibration settings, that&#039;s all you need. The following is an explanation of what to change.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice as you open the files that values are categorized by camera angle. For example, in groundCameraParms.txt, the first group of parameters is for the Near(Low) angle. That&#039;s a near zoom at a low angle. There are eight parameters for each angle, and they&#039;re all in the same order. So I&#039;ll follow this same order for explaining what to change:&lt;br /&gt;
&lt;br /&gt;
#The first parameter (ends in &amp;quot;d&amp;quot;) is distance from the leader! This can be negative and the camera will peer out in front of the leader. I found the value -12 to be appropriate.&lt;br /&gt;
#The second parameter (ends in &amp;quot;a&amp;quot;) is the angle of the camera above the horizontal. For most camera settings I kept this at zero, so the camera looks straight out from the leader. But feel free to try positive or negative angles with different camera settings to adjust your view.&lt;br /&gt;
#The third parameter (ends in &amp;quot;f&amp;quot;) is field of view, or how much of 360° your camera can take in at once. Try a value between 60-65° for normal-looking vision.&lt;br /&gt;
#The fourth parameter (ends in &amp;quot;o&amp;quot;) is vertical offset from the camera&#039;s defined position. In order to keep the camera above the ground, try setting this to 20 to offset it slightly above its position.&lt;br /&gt;
#The fifth parameter (ends in &amp;quot;w&amp;quot;) appears to be weighted distribution for the cameras. Don&#039;t mess with this value.&lt;br /&gt;
#The sixth parameter (should end in &amp;quot;t&amp;quot;) is how much the camera tries to include all Pikmin in the frame. Since this is first-person, set this to 0.&lt;br /&gt;
#The seventh parameter (should end in &amp;quot;nc&amp;quot;) is the minimum distance from the camera at which objects are drawn. Leave this at 1.&lt;br /&gt;
#The eighth parameter (should end in &amp;quot;fc&amp;quot;) is the maximum distance from the camera at which objects are drawn. You can afford to set this higher than its value; I have gotten away with a draw distance of 6800, but the higher it is, the harder the game will have to work to render everything in the distance.&lt;br /&gt;
&lt;br /&gt;
And repeat for each angle in the block of parameters. The seventh angle, called &amp;quot;ZOOM,&amp;quot; has three parameters that are, from top to bottom: distance, angle, and field of view.&lt;br /&gt;
&lt;br /&gt;
Below all the angles is a group of parameters regarding collision and rotation speed. Collision should be turned off, so that the camera does not move to try to frame the active leader. &amp;lt;code&amp;gt;{clcr}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clms}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;{clmh}&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;{clnh}&amp;lt;/code&amp;gt; all control collision and can be set to 0 to turn collision off. The other six parameters control rotation speeds for different camera states. The exact definitions of each value can be found on [[CameraParms]], but for now these values can be used:&lt;br /&gt;
*&amp;lt;code&amp;gt;{cpmd} 4 0.75&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmmt} 4 0.15&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmft} 4 0.5&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmta} 4 0.5&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtm} 4 2.5&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;{cmtb} 4 0.15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, the very last parameter at the end of file, &amp;quot;Vib Max Distance&amp;quot; in the vibration parameters, should be set to something smaller, like 100. This is to make the camera vibration less violent when a leader gets hurt or something causes the screen to shake.&lt;br /&gt;
&lt;br /&gt;
Version 1.0, to be updated with custom texture instructions.&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_camera_parameters&amp;diff=374</id>
		<title>Pikmin 2 camera parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_camera_parameters&amp;diff=374"/>
		<updated>2017-06-17T17:08:15Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: Camera parameters! Hopefully we can fill in some missing info here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, the files that define the camera&#039;s position and motion can be found in &amp;lt;code&amp;gt;/user/NIshimura/Camera&amp;lt;/code&amp;gt;. There are six camera parameter files:&lt;br /&gt;
*caveCameraParms.txt - the camera in caves in the main story and Challenge Mode&lt;br /&gt;
*groundCameraParms.txt  - the camera above ground in the main story&lt;br /&gt;
*引きカメラcameraParms.txt - ?&lt;br /&gt;
*撮影cameraParms - ?&lt;br /&gt;
*本物 groundCameraParms - ?&lt;br /&gt;
*本物caveCameraParms - ?&lt;br /&gt;
&lt;br /&gt;
Each parameter file has two identical sets of parameters (CameraParms) for the camera in question, and then a set of parameters for vibrating the camera when a leader gets hurt or something is meant to shake the screen (VibrationParms).&lt;br /&gt;
&lt;br /&gt;
==CameraParms==&lt;br /&gt;
This block has a large number of parameters that determine where the camera is at its various zooms and angles. All content in these parameters consist of two words. The first word is a number, 4 for numbers and -1 for strings. The second word is the actual value of the parameter - the one you can modify. Only numbers appear in these parameter files.&lt;br /&gt;
&lt;br /&gt;
The comments indicate the angle of the camera in question. &amp;quot;Near&amp;quot;, &amp;quot;Mid&amp;quot;, and &amp;quot;Far&amp;quot; are comments representing zooms, &amp;quot;(Low)&amp;quot; and &amp;quot;(High)&amp;quot; are comments representing angles, and &amp;quot;ZOOM&amp;quot; is the special behind-leader camera activated by holding the R button in game. Each parameter reflects these comments by containing initials of the angle. For example, parameters about the near, low camera angle will contain &amp;quot;&amp;lt;code&amp;gt;nl&amp;lt;/code&amp;gt;&amp;quot; in their name.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter || Description || Japanese comment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnld}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Distance from the leader. || Near(Low)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnla}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Angle above the horizontal. || Near(Low)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnlf}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Field of View, in degrees. || Near(Low)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnlo}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Vertical offset. || Near(Low)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnlw}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Weighted distribution? || Near(Low)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nldt}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Near(Low)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nlnc}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Minimum draw distance. || Near(Low)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nlfc}&amp;lt;/code&amp;gt; || (Near distance, Low angle) Maximum draw distance. || Near(Low)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmld}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Distance from the leader. || Mid(Low)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmla}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Angle above the horizontal. || Mid(Low)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmlf}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Field of View, in degrees. || Mid(Low)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmlo}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Vertical offset. || Mid(Low)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmlw}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Weighted distribution? || Mid(Low)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mldt}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Mid(Low)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mlnc}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Minimum draw distance. || Mid(Low)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mlfc}&amp;lt;/code&amp;gt; || (Medium distance, Low angle) Maximum draw distance. || Mid(Low)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfld}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Distance from the leader. || Far(Low)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfla}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Angle above the horizontal. || Far(Low)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cflf}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Field of View, in degrees. || Far(Low)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cflo}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Vertical offset. || Far(Low)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cflw}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Weighted distribution? || Far(Low)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{fldt}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Far(Low)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{flnc}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Minimum draw distance. || Far(Low)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{flfc}&amp;lt;/code&amp;gt; || (Far distance, Low angle) Maximum draw distance. || Far(Low)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnhd}&amp;lt;/code&amp;gt; || (Near distance, High angle) Distance from the leader. || Near(High)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnha}&amp;lt;/code&amp;gt; || (Near distance, High angle) Angle above the horizontal. || Near(High)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnhf}&amp;lt;/code&amp;gt; || (Near distance, High angle) Field of View, in degrees. || Near(High)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnho}&amp;lt;/code&amp;gt; || (Near distance, High angle) Vertical offset. || Near(High)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cnhw}&amp;lt;/code&amp;gt; || (Near distance, High angle) Weighted distribution? || Near(High)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nhdt}&amp;lt;/code&amp;gt; || (Near distance, High angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Near(High)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nhnc}&amp;lt;/code&amp;gt; || (Near distance, High angle) Minimum draw distance. || Near(High)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{nhfc}&amp;lt;/code&amp;gt; || (Near distance, High angle) Maximum draw distance. || Near(High)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmhd}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Distance from the leader. || Mid(High)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmha}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Angle above the horizontal. || Mid(High)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmhf}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Field of View, in degrees. || Mid(High)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmho}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Vertical offset. || Mid(High)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmhw}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Weighted distribution? || Mid(High)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mhdt}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Mid(High)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mhnc}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Minimum draw distance. || Mid(High)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{mhfc}&amp;lt;/code&amp;gt; || (Medium distance, High angle) Maximum draw distance. || Mid(High)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfhd}&amp;lt;/code&amp;gt; || (Far distance, High angle) Distance from the leader. || Far(High)距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfha}&amp;lt;/code&amp;gt; || (Far distance, High angle) Angle above the horizontal. || Far(High)アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfhf}&amp;lt;/code&amp;gt; || (Far distance, High angle) Field of View, in degrees. || Far(High)ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfho}&amp;lt;/code&amp;gt; || (Far distance, High angle) Vertical offset. || Far(High)オフセット&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cfhw}&amp;lt;/code&amp;gt; || (Far distance, High angle) Weighted distribution? || Far(High)ウェイト&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{fhdt}&amp;lt;/code&amp;gt; || (Far distance, High angle) Tolerance to shift the camera to include all a leader&#039;s Pikmin in the frame. || Far(High)Detached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{fhnc}&amp;lt;/code&amp;gt; || (Far distance, High angle) Minimum draw distance. || Far(High)Near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{fhfc}&amp;lt;/code&amp;gt; || (Far distance, High angle) Maximum draw distance. || Far(High)Far&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{zmdt}&amp;lt;/code&amp;gt; || (Zoomed angle) Distance from the leader. || ZOOM 距離&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{zman}&amp;lt;/code&amp;gt; || (Zoomed angle) Angle above the horizontal. || ZOOM アングル&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{zmfv}&amp;lt;/code&amp;gt; || (Zoomed angle) Field of View, in degrees. || ZOOM ＦＯＶ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{clcr}&amp;lt;/code&amp;gt; || Collision radius. &amp;quot;Collision&amp;quot; is when the camera attempts to remove visual obstructions to the leader. || コリジョン半径&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{clms}&amp;lt;/code&amp;gt; || Collision interpolation speed? || コリジョン補間速度&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{clmh}&amp;lt;/code&amp;gt; || Collision correcting height? || コリジョン補正高&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{clnh}&amp;lt;/code&amp;gt; || Ceiling value for collision correction? || コリジョン無し高&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cpmd}&amp;lt;/code&amp;gt; || Camera acceleration when moving or changing angles. || 設定変更速度&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmmt}&amp;lt;/code&amp;gt; || Rotation speed when the L button is pressed. || 回転速度&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmft}&amp;lt;/code&amp;gt; || Time L button must be held for the camera to start continuously following the cursor. || 回転追従時間&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmta}&amp;lt;/code&amp;gt; || Acceleration while following the cursor. || 回転加速度&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmtm}&amp;lt;/code&amp;gt; || Rotation speed while following the cursor. || 回転最高速度&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmtb}&amp;lt;/code&amp;gt; || Deceleration when the L button is released. || 回転減衰率&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===VibrationParms===&lt;br /&gt;
This block controls how the camera moves when the screen is meant to shake, such as when a leader is hurt or when a Wollywog lands.&lt;br /&gt;
&lt;br /&gt;
{{todo|Figure out what these values actually are. Also figure out if there are different levels of camera shake.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter || Description || Japanese comment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{celv}&amp;lt;/code&amp;gt; || Light vibration amount? || ELEVATION_LIGHT(vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cemv}&amp;lt;/code&amp;gt; || Medium vibration amount? || ELEVATION_MIDDLE(vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cehv}&amp;lt;/code&amp;gt; || Heavy vibration amount? || ELEVATION_HARD(vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cess}&amp;lt;/code&amp;gt; || Slow vibration speed? || ELEVATION_SLOW(speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cems}&amp;lt;/code&amp;gt; || Medium vibration speed? || ELEVATION_MIDDLE(speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cefs}&amp;lt;/code&amp;gt; || Fast vibration speed? || ELEVATION_FAST(speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cest}&amp;lt;/code&amp;gt; || Short vibration duration? || ELEVATION_SHORT(time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cemt}&amp;lt;/code&amp;gt; || Medium vibration duration? || ELEVATION_MIDDLE(time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{celt}&amp;lt;/code&amp;gt; || Long vibration duration? || ELEVATION_LONG(time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{ceqv}&amp;lt;/code&amp;gt; || &amp;quot;Hard&amp;quot; vibration amount? || ELEVATION_HARD(Vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{ceqs}&amp;lt;/code&amp;gt; || &amp;quot;Hard&amp;quot; vibration speed? || ELEVATION_HARD(Speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{ceqt}&amp;lt;/code&amp;gt; || &amp;quot;Hard&amp;quot; vibration duration? || ELEVATION_HARD(Time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{czsv}&amp;lt;/code&amp;gt; || (Zoomed angle) vibration amount? || ZOOM_SHORT(Vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{czss}&amp;lt;/code&amp;gt; || (Zoomed angle) vibration speed? || ZOOM_SHORT(Speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{czst}&amp;lt;/code&amp;gt; || (Zoomed angle) vibration duration? || ZOOM_SHORT(Time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{casv}&amp;lt;/code&amp;gt; || &amp;quot;Azimuth&amp;quot; vibration amount? || AZIMUTH_SHORT(Vib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cass}&amp;lt;/code&amp;gt; || &amp;quot;Azimuth&amp;quot; vibration speed? || AZIMUTH_SHORT(Speed)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cast}&amp;lt;/code&amp;gt; || &amp;quot;Azimuth&amp;quot; vibration duration? || AZIMUTH_SHORT(Time)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{cmdm}&amp;lt;/code&amp;gt; || Maximum distance the camera can be vibrated. || Vib Max Distance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_directory_tree&amp;diff=459</id>
		<title>Pikmin 2 directory tree</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_directory_tree&amp;diff=459"/>
		<updated>2017-06-17T15:14:58Z</updated>

		<summary type="html">&lt;p&gt;Scruffy: We know what &amp;quot;Camera&amp;quot; does now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists all folders and noteworthy files in &#039;&#039;Pikmin 2&#039;&#039;. Yellow rows are folders, and blue rows are files.&lt;br /&gt;
&lt;br /&gt;
{{todo|Figure all of these out and link them to the relevant pages.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Entry || Description&lt;br /&gt;
|-&lt;br /&gt;
{{dt|d||AudioRes|Audio: music, instruments and sound effects.}}&lt;br /&gt;
{{dt|d|AudioRes|Banks|Sound effect and instrument files.}}&lt;br /&gt;
{{dt|f|AudioRes|BgmList.txt|List of songs used in the game.}}&lt;br /&gt;
{{dt|f|AudioRes|Conductor.arc|Some .cnd files about the songs in the game.}}&lt;br /&gt;
{{dt|f|AudioRes|Key.arc|.bas files that supposedly link the enemy&#039;s actions to the corresponding sound effects. There&#039;s also an enemy.prj file.}}&lt;br /&gt;
{{dt|f|AudioRes|PSound.aaf|Unknown.}}&lt;br /&gt;
{{dt|f|AudioRes|PSound.asn|Unknown.}}&lt;br /&gt;
{{dt|d|AudioRes|Seqs|Sequenced music (like MIDI files).}}&lt;br /&gt;
{{dt|d|AudioRes|Stream|[[AST file list|Streamed (non-sequenced) music]].}}&lt;br /&gt;
{{dt|d||banner|Presumably the game banners, on the GameCube menu, for each language.}}&lt;br /&gt;
{{dt|d||enemy|Enemy data.}}&lt;br /&gt;
{{dt|d|enemy|common|Contains &amp;lt;code&amp;gt;enemyCommon.szs&amp;lt;/code&amp;gt;. Models of the rocks used in petrification.}}&lt;br /&gt;
{{dt|d|enemy|data|Enemy and plant models and animations.}}&lt;br /&gt;
{{dt|f|enemy|enemyResList.txt|List with enemy resource file paths.}}&lt;br /&gt;
{{dt|d|enemy|parm|Contains &amp;lt;code&amp;gt;enemyParms.szs&amp;lt;/code&amp;gt;. Enemy settings (collisions, animations, ultra-bitter petrification models, misc.).}}&lt;br /&gt;
{{dt|f||gameConfig.ini|Game settings.}}&lt;br /&gt;
{{dt|d||memoryCard|Contains &amp;lt;code&amp;gt;memoryCardHeader.szs&amp;lt;/code&amp;gt;. Something about memory cards (banner.dat and icon.dat)}}&lt;br /&gt;
{{dt|d||message|Fonts and text strings for all languages/regions.}}&lt;br /&gt;
{{dt|d||new_screen|Menu resources, in all languages.}}&lt;br /&gt;
{{dt|f||opening.bnr|Game banner}}&lt;br /&gt;
{{dt|f||pikmin2*P.MAP|Unknown. The filename is &amp;lt;code&amp;gt;pikmin2UP.MAP&amp;lt;/code&amp;gt; in the US version, &amp;lt;code&amp;gt;pikmin2PP.MAP&amp;lt;/code&amp;gt; in the European version, and &amp;lt;code&amp;gt;pikmin2JP.MAP&amp;lt;/code&amp;gt; in the Japanese version.}}&lt;br /&gt;
{{dt|d||thp|Pre-rendered videos.}}&lt;br /&gt;
{{dt|f||timeStamp*.txt|Build dates. File names are still a bit unclear.}}&lt;br /&gt;
{{dt|d||user|}}&lt;br /&gt;
{{dt|d|user|Abe|}}&lt;br /&gt;
{{dt|d|user/Abe|cave|Lighting settings.}}&lt;br /&gt;
{{dt|d|user/Abe|item|Minor settings for some objects (clog, bridge, geyser, plant, rock, treasure).}}&lt;br /&gt;
{{dt|d|user/Abe|map|Area settings, test map and Piklopedia areas included (routes, lighting, ...)}}&lt;br /&gt;
{{dt|d|user/Abe|Pellet|Treasure models and some configuration files.}}&lt;br /&gt;
{{dt|d|user/Abe/Pellet|*|}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|carcass_config.txt|Unused enemy corpse settings (plus leader carrying). The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/pelletlist_*.szs&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|item_config.txt|Unused Exploration Kit + The Key settings. The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/pelletlist_*.szs&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|item_texts.szs|Unused Exploration Kit + The Key collisions and animations settings. The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/pelletlist_*.szs&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|otakara_config.txt|Unused treasure settings. The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/pelletlist_*.szs&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|otakara_texts.txt|Unused treasure collision and animation settings. The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/pelletlist_*.szs&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
{{dt|f|user/Abe/Pellet/*|pelletlist_*.szs|Carriable thing (treasure, leader, enemy corpse, Exploration Kit + The Key) settings.}}&lt;br /&gt;
{{dt|d|user/Abe|piki|Pikmin and leader settings.}}&lt;br /&gt;
{{dt|f|user/Abe|stages.txt|Area listing.}}&lt;br /&gt;
{{dt|d|user/Abe|time|Day time settings.}}&lt;br /&gt;
{{dt|d|user/Abe|vs|2-Player Battle stage settings (list of cave units for every pattern)}}&lt;br /&gt;
{{dt|d|user|Ebisawa|}}&lt;br /&gt;
{{dt|d|user/Ebisawa|card_e_reader|e-Reader stuff? (.dwn format)}}&lt;br /&gt;
{{dt|d|user/Ebisawa|effect|Visual effects? (.jpc format)}}&lt;br /&gt;
{{dt|d|user/Ebisawa|testdata|Test stuff?}}&lt;br /&gt;
{{dt|d|user/Ebisawa/testdata|_2D|Old menus?}}&lt;br /&gt;
{{dt|d|user/Ebisawa|title|Title screens}}&lt;br /&gt;
{{dt|d|user|Kando|}}&lt;br /&gt;
{{dt|f|user/Kando|aiConstants.txt|Some constants (gravity, spray berries needed, debt, camera angle (FOV?)).}}&lt;br /&gt;
{{dt|d|user/Kando|bridge|Bridge models.}}&lt;br /&gt;
{{dt|d|user/Kando|develop|Some development tool resources?}}&lt;br /&gt;
{{dt|d|user/Kando|effect|Visual effects? Contains Onion beam animations.}}&lt;br /&gt;
{{dt|d|user/Kando|map|Area models and route/hitbox settings, including Piklopedia / Treasure Hoard, as well as water and the cave vrboxes (skyboxes). }}&lt;br /&gt;
{{dt|f|user/Kando|mizu.bti|Unknown texture.}}&lt;br /&gt;
{{dt|d|user/Kando|objects|Model and animation for some objects (clog, bridge, holes, gates, nectar, geyser, mold, Pikmin head, spiderworts, &amp;quot;rock&amp;quot;, Ujadani, nectar weed).}}&lt;br /&gt;
{{dt|d|user/Kando|onyon|Onion model and animations.}}&lt;br /&gt;
{{dt|d|user/Kando|piki|Model and animations for the cursor, Pikmin and leaders.}}&lt;br /&gt;
{{dt|d|user/Kando|pod*|Research Pod model and animations.}}&lt;br /&gt;
{{dt|d|user/Kando|resulttex|Old Treasure Hoard icons.}}&lt;br /&gt;
{{dt|d|user/Kando|texCaster|Unknown texture.}}&lt;br /&gt;
{{dt|d|user/Kando|ufo*|Ship model and animations.}}&lt;br /&gt;
{{dt|d|user/Kando|vstex|2-Player Battle Roulette icons and other minor HUD textures.}}&lt;br /&gt;
{{dt|d|user/Kando|zukan|Slightly simpler version of the test level.}}&lt;br /&gt;
{{dt|d|user|Koono|Space mail stuff.}}&lt;br /&gt;
{{dt|d|user|Matoba|}}&lt;br /&gt;
{{dt|d|user/Matoba|challenge|Challenge mode level settings, used and unused.}}&lt;br /&gt;
{{dt|d|user/Matoba|resulttex|Treasure Hoard icons.}}&lt;br /&gt;
{{dt|d|user|Mukki|}}&lt;br /&gt;
{{dt|d|user/Mukki|mapunits|}}&lt;br /&gt;
{{dt|d|user/Mukki/mapunits|arc|[[Cave unit definition file|Cave unit models and settings]].}}&lt;br /&gt;
{{dt|d|user/Mukki/mapunits|caveinfo|[[Cave definition file|Cave settings]].}}&lt;br /&gt;
{{dt|d|user/Mukki/mapunits|units|[[Cave unit list file|Cave unit lists]].}}&lt;br /&gt;
{{dt|d|user/Mukki|movie|In-game cutscenes.}}&lt;br /&gt;
{{dt|d|user|Nishimura|}}&lt;br /&gt;
{{dt|d|user/Nishimura|Camera|Camera settings.}}&lt;br /&gt;
{{dt|d|user/Nishimura|Rumble|Rumble settings.}}&lt;br /&gt;
{{dt|d|user/Nishimura|Shadow|Shadow settings.}}&lt;br /&gt;
{{dt|d|user|Totaka|Music settings.}}&lt;br /&gt;
{{dt|d|user|Wakai|Some text files related to music?}}&lt;br /&gt;
{{dt|d|user|Yamashita|}}&lt;br /&gt;
{{dt|d|user/Yamashita|arc|Boot screens.}}&lt;br /&gt;
{{dt|d|user/Yamashita|enemytex|Piklopedia icons.}}&lt;br /&gt;
{{dt|d|user/Yamashita|zukan|Some settings for the Piklopedia/Treasure Hoard areas.}}&lt;br /&gt;
{{dt|f||*gameConfig.ini|Alternative game configuration files.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Directory trees]]&lt;/div&gt;</summary>
		<author><name>Scruffy</name></author>
	</entry>
</feed>