<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UnclePaul894</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UnclePaul894"/>
	<link rel="alternate" type="text/html" href="https://pikmintkb.com/wiki/Special:Contributions/UnclePaul894"/>
	<updated>2026-05-11T02:09:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5086</id>
		<title>BMD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5086"/>
		<updated>2025-06-22T19:07:42Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I&amp;#039;m doing some material research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; 3D models exist inside &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Material data ==&lt;br /&gt;
[[SuperBMD]] can dump the material data of a model into a handy JSON (JavaScript Object Notation) file. This dump outputs a &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;texheader.json&amp;lt;/code&amp;gt; file. &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; contains the data related to the model&#039;s material. This section will document these JSON files instead of the actual material format used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== mat.json ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Name&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Name of material that is being defined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Flag&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Material flag value. A value of 1 is used for almost all solid materials, while 4 is used for transparent materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorChannelControlsCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of color channel controls.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTexGensCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of texture generators.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTevStagesCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of tev stages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Textures&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The list of textures that the material uses, in square brackets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexEntry&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;HasLookup&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexStageNum&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrices&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Exponent&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scales&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This TevStages does not do much, and is not as important as the following TevStages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexFormat&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;InTedBiasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AddPrev&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UtcLod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;CullMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines which faces to render. &amp;quot;None&amp;quot; shows both sides of the face, &amp;quot;Front&amp;quot; shows the back side of the face, &amp;quot;Back&amp;quot; shows the front side, and &amp;quot;Both&amp;quot; does not show the face at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelControls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LitMask&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DiffuseFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AttenuationFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LightingColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord1Gens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Sources&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrixSource&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexCoordGens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrix1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Projection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines what the texture does. 0, 1, and 7 are the most used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;EffectTranslation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The bigger the number, the smaller the texture is scaled on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Rotation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Translation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ProjectionMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;KonstColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The T-E-V stands for Texture Environment Unit. It is a rendering engine that uses input sources to achieve special effects. Has several possible options, for both the Color and the Alpha. &amp;quot;TexColor&amp;quot; or &amp;quot;TexAlpha&amp;quot; uses the texture&#039;s color or alpha, respectively. &amp;quot;Konst&amp;quot; uses a Konst color. &amp;quot;RasColor&amp;quot; or &amp;quot;RasAlpha&amp;quot; uses rasturized color. &amp;quot;ColorPrev&amp;quot; or &amp;quot;AlphaPrev&amp;quot; uses the previous stage&#039;s color or alpha, respectively. &amp;quot;One&amp;quot; uses 1, &amp;quot;Half&amp;quot; uses 0.5, and &amp;quot;Zero&amp;quot; uses 0. If all inputs are set to Zero, the image will appear black in-game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for ColorOperator, couple of different available options. &amp;quot;Add&amp;quot; makes this equation be used: ColorInD + (ColorInA + (ColorInB * ColorInA)) &amp;quot;Sub&amp;quot; is similar, except ColorInD is subtracted instead.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Scale_1&amp;quot; multiplies the result by 1 (so nothing changes), &amp;quot;Scale_2&amp;quot; multiplies the result by 2, and &amp;quot;Scale_4&amp;quot; quadruples it. &amp;quot;Divide_2&amp;quot; divides result by 2, giving a lower value.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. TevPrev = The final output channel. TevReg0 = first output channel. TevReg1 = second output channel. TevReg2 = third output channel.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for AlphaOperator, it uses the same options as &amp;quot;ColorOp&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Uses the same options as ColorScale.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. Uses the same settings as &amp;quot;ColorRegId&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapModes&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapTables&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;FogInfo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RangeAdjustmentTable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphCompare&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;BMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines how a mesh is rendered in relation to meshes that have already been rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SourceFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DestinationFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| It is inside the bracket of ZMode, it controls if Depth Test is active. Can be set to &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Function&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The Depth Function to use. LEqual = Less Equal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UpdateEnable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZCompLoc&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This controls if Z is compared. Can be set as &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot; If set to true, it only uses one SwapTable.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Dither&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Can be set as &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NBTScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Unknown1&amp;quot;&#039;&#039;&#039;&lt;br /&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5085</id>
		<title>BMD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5085"/>
		<updated>2025-06-22T18:57:48Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I&amp;#039;m doing some material research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; 3D models exist inside &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Material data ==&lt;br /&gt;
[[SuperBMD]] can dump the material data of a model into a handy JSON (JavaScript Object Notation) file. This dump outputs a &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;texheader.json&amp;lt;/code&amp;gt; file. &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; contains the data related to the model&#039;s material. This section will document these JSON files instead of the actual material format used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== mat.json ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Name&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Name of material that is being defined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Flag&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Material flag value. A value of 1 is used for almost all solid materials, while 4 is used for transparent materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorChannelControlsCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of color channel controls.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTexGensCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of texture generators.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTevStagesCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of tev stages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Textures&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The list of textures that the material uses, in square brackets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexEntry&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;HasLookup&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexStageNum&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrices&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Exponent&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scales&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This TevStages does not do much, and is not as important as the following TevStages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexFormat&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;InTedBiasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AddPrev&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UtcLod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;CullMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines which faces to render. &amp;quot;None&amp;quot; shows both sides of the face, &amp;quot;Front&amp;quot; shows the back side of the face, &amp;quot;Back&amp;quot; shows the front side, and &amp;quot;Both&amp;quot; does not show the face at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelControls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LitMask&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DiffuseFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AttenuationFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LightingColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord1Gens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Sources&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrixSource&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexCoordGens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrix1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Projection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines what the texture does. 0, 1, and 7 are the most used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;EffectTranslation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The bigger the number, the smaller the texture is scaled on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Rotation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Translation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ProjectionMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;KonstColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The T-E-V stands for Texture Environment Unit. It is a rendering engine that uses input sources to achieve special effects. Has several possible options, for both the Color and the Alpha. &amp;quot;TexColor&amp;quot; or &amp;quot;TexAlpha&amp;quot; uses the texture&#039;s color or alpha, respectively. &amp;quot;Konst&amp;quot; uses a Konst color. &amp;quot;RasColor&amp;quot; or &amp;quot;RasAlpha&amp;quot; uses rasturized color. &amp;quot;ColorPrev&amp;quot; or &amp;quot;AlphaPrev&amp;quot; uses the previous stage&#039;s color or alpha, respectively. &amp;quot;One&amp;quot; uses 1, &amp;quot;Half&amp;quot; uses 0.5, and &amp;quot;Zero&amp;quot; uses 0. If all inputs are set to Zero, the image will appear black in-game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for ColorOperator, couple of different available options. &amp;quot;Add&amp;quot; makes this equation be used: ColorInD + (ColorInA + (ColorInB * ColorInA)) &amp;quot;Sub&amp;quot; is similar, except ColorInD is subtracted instead.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Scale_1&amp;quot; multiplies the result by 1 (so nothing changes), &amp;quot;Scale_2&amp;quot; multiplies the result by 2, and &amp;quot;Scale_4&amp;quot; quadruples it. &amp;quot;Divide_2&amp;quot; divides result by 2, giving a lower value.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. TevPrev = The final output channel. TevReg0 = first output channel. TevReg1 = second output channel. TevReg2 = third output channel.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for AlphaOperator, it uses the same options as &amp;quot;ColorOp&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Uses the same options as ColorScale.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. Uses the same settings as &amp;quot;ColorRegId&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapModes&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapTables&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;FogInfo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RangeAdjustmentTable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphCompare&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;BMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines how a mesh is rendered in relation to meshes that have already been rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SourceFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DestinationFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| It is inside the bracket of ZMode, it controls if Depth Test is active. Can be set to &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Function&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UpdateEnable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZCompLoc&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This controls if Z is compared. Can be set as &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot; If set to true, it only uses one SwapTable.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Dither&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NBTScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Unknown1&amp;quot;&#039;&#039;&#039;&lt;br /&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5084</id>
		<title>BMD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=5084"/>
		<updated>2025-06-22T18:45:12Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I&amp;#039;m doing some material research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; 3D models exist inside &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Material data ==&lt;br /&gt;
[[SuperBMD]] can dump the material data of a model into a handy JSON (JavaScript Object Notation) file. This dump outputs a &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;texheader.json&amp;lt;/code&amp;gt; file. &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; contains the data related to the model&#039;s material. This section will document these JSON files instead of the actual material format used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== mat.json ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Name&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Name of material that is being defined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Flag&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Material flag value. A value of 1 is used for almost all solid materials, while 4 is used for transparent materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorChannelControlsCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of color channel controls.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTexGensCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of texture generators.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTevStagesCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of tev stages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Textures&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The list of textures that the material uses, in square brackets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexEntry&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;HasLookup&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexStageNum&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrices&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Exponent&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scales&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This TevStages does not do much, and is not as important as the following TevStages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexFormat&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;InTedBiasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AddPrev&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UtcLod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;CullMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines which faces to render. &amp;quot;None&amp;quot; shows both sides of the face, &amp;quot;Front&amp;quot; shows the back side of the face, &amp;quot;Back&amp;quot; shows the front side, and &amp;quot;Both&amp;quot; does not show the face at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelControls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LitMask&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DiffuseFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AttenuationFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LightingColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord1Gens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Sources&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrixSource&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexCoordGens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrix1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Projection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines what the texture does. 0, 1, and 7 are the most used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;EffectTranslation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The bigger the number, the smaller the texture is scaled on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Rotation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Translation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ProjectionMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;KonstColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The T-E-V stands for Texture Environment Unit. It is a rendering engine that uses input sources to achieve special effects. Has several possible options, for both the Color and the Alpha. &amp;quot;TexColor&amp;quot; or &amp;quot;TexAlpha&amp;quot; uses the texture&#039;s color or alpha, respectively. &amp;quot;Konst&amp;quot; uses a Konst color. &amp;quot;RasColor&amp;quot; or &amp;quot;RasAlpha&amp;quot; uses rasturized color. &amp;quot;ColorPrev&amp;quot; or &amp;quot;AlphaPrev&amp;quot; uses the previous stage&#039;s color or alpha, respectively. &amp;quot;One&amp;quot; uses 1, &amp;quot;Half&amp;quot; uses 0.5, and &amp;quot;Zero&amp;quot; uses 0. If all inputs are set to Zero, the image will appear black in-game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for ColorOperator, couple of different available options. &amp;quot;Add&amp;quot; makes this equation be used: ColorInD + (ColorInA + (ColorInB * ColorInA)) &amp;quot;Sub&amp;quot; is similar, except ColorInD is subtracted instead.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Scale_1&amp;quot; multiplies the result by 1 (so nothing changes), &amp;quot;Scale_2&amp;quot; multiplies the result by 2, and &amp;quot;Scale_4&amp;quot; quadruples it. &amp;quot;Divide_2&amp;quot; divides result by 2, giving a lower value.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. TevPrev = The final output channel. TevReg0 = first output channel. TevReg1 = second output channel. TevReg2 = third output channel.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for AlphaOperator, it uses the same options as &amp;quot;ColorOp&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Uses the same options as ColorScale.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. Uses the same settings as &amp;quot;ColorRegId&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapModes&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapTables&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;FogInfo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RangeAdjustmentTable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphCompare&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;BMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines how a mesh is rendered in relation to meshes that have already been rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SourceFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DestinationFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Function&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UpdateEnable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZCompLoc&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This controls if Z is compared. Can be set as &amp;quot;true&amp;quot; or &amp;quot;false.&amp;quot; If set to true, it only uses one SwapTable.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Dither&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NBTScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Unknown1&amp;quot;&#039;&#039;&#039;&lt;br /&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_mapcode_file&amp;diff=4534</id>
		<title>Pikmin 2 mapcode file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_mapcode_file&amp;diff=4534"/>
		<updated>2024-02-24T21:54:26Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I formatted the page better and gave a clearer explanation about how the mapcode works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mapcode.bin is a file format that assigns physical characteristics to each face of the grid.bin file where each face receives two hex digit values identifiers. &lt;br /&gt;
&lt;br /&gt;
The formatting for the mapcode is 0xYY (the x here is not the digit, the Ys are.) For example, 0x00 would give a face with full friction, Pikmin seeds can root, and it uses grass walking sound effects. Refer to the table below for more information.&lt;br /&gt;
&lt;br /&gt;
The following was pasted from Kai&#039;s notes:&lt;br /&gt;
&lt;br /&gt;
First 4 Bytes of data define the amount of faces it&#039;s grid.bin has. Each byte after defines 3 different characteristics of each face.&lt;br /&gt;
&lt;br /&gt;
First Digit (Physical characteristics):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Integer (the value of Y) || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Full Friction, Pikmin Seeds Can Root&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Some Friction, Pikmin Seeds Can Root&lt;br /&gt;
|-&lt;br /&gt;
| 2 || No Friction, Pikmin Seeds Can Root&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Full Friction, Pikmin Seeds Die&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Some Friction, Pikmin Seeds Die&lt;br /&gt;
|-&lt;br /&gt;
| 6 || No Friction, Pikmin Seeds Die&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Second Digit (Sound index):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Integer (the value of Y) || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Grass&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Soil&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Sand&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Water&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Stone&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Snow&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Water*&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Paper Bag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 *Has water particle effects when 1 is used as the first digit.&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_spawning&amp;diff=4533</id>
		<title>Cave spawning</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_spawning&amp;diff=4533"/>
		<updated>2024-02-24T20:49:29Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I have personally experienced the 0-radius claim before when making a cave unit, where two eggs set to spawn in the same spot would push each other away once touched,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains the game&#039;s process behind spawning enemies in a cave. This is obtained through code analysis, both of the game code and the [https://github.com/JHaack4/CaveGen CaveGen] project.&lt;br /&gt;
&lt;br /&gt;
{{credits|JHawk}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The game...&lt;br /&gt;
# Spawns the minimum amounts of objects requested by each [[Cave generation parameters#Entry|entry]] of the main category.&lt;br /&gt;
# Spawns random filler objects from the same entries, until it reaches the limit in [[Cave generation parameters#FloorInfo|parameter &amp;lt;code&amp;gt;{f002}&amp;lt;/code&amp;gt;]]. The way it picks these entries in particular is complex, but one important note is that different entries have a different chance of being picked, controlled by the [[#Weight distribution|random weight distribution]].&lt;br /&gt;
# Spawns the minimum amounts required by entries from the decorative category.&lt;br /&gt;
# Spawns the minimum amounts required by entries from the treasure category&lt;br /&gt;
# Spawns random filler objects from the same entries (also with weights), until it reaches the limit in parameter &amp;lt;code&amp;gt;{f003}&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Spawns the minimum amounts required by entries from the dead end category (non-falling and Candypop Buds).&lt;br /&gt;
# Spawns random filler objects from the same entries, until it runs out of possible dead ends.&lt;br /&gt;
# Spawns the minimum amounts required by entries from the dead end category (all other entries).&lt;br /&gt;
# Spawns random filler objects from the same entries, until it runs out of possible dead ends.&lt;br /&gt;
# Spawns random filler objects from the gate category (also with weights), until it reaches the limit in parameter &amp;lt;code&amp;gt;{f004}&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Process ==&lt;br /&gt;
Some time after the cave is built out of its [[Cave unit list file|available units]], the game will run this &amp;quot;main algorithm&amp;quot; in order to spawn objects. Note that this outline will only include information about which objects spawn, and how many. It does not have information on &#039;&#039;where&#039;&#039; they spawn, using the &amp;quot;score&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Main algorithm ===&lt;br /&gt;
# Run the [[#Main category allocation algorithm|main category allocation algorithm]] to figure out how many &amp;quot;main&amp;quot; category entries of each spawn type will be spawned.&lt;br /&gt;
# Run the [[#Spawn type 5, 8, 1 algorithm|spawn type 5, 8, 1 algorithm]] to spawn all &amp;quot;main&amp;quot; category objects of type 5 (seams).&lt;br /&gt;
# Run the [[#Spawn type 5, 8, 1 algorithm|same algorithm]] to spawn all &amp;quot;main&amp;quot; category objects of type 8 (&amp;quot;special&amp;quot; enemies).&lt;br /&gt;
# Run the [[#Spawn type 5, 8, 1 algorithm|same algorithm]] to spawn all &amp;quot;main&amp;quot; category objects of type 1 (&amp;quot;hard&amp;quot; enemies).&lt;br /&gt;
# Run the [[#Spawn type 0 algorithm|spawn type 0 algorithm]] to spawn all &amp;quot;main&amp;quot; category objects of type 0 (&amp;quot;easy&amp;quot; enemies).&lt;br /&gt;
# Run the [[#Spawn decorative algorithm|spawn decorative algorithm]] to spawn all &amp;quot;decorative&amp;quot; category objects.&lt;br /&gt;
# Run the [[#Spawn treasure algorithm|spawn treasure algorithm]] to spawn all &amp;quot;treasure&amp;quot; category objects.&lt;br /&gt;
# Run the [[#Spawn regular dead end algorithm|spawn regular dead end algorithm]] to spawn all regular &amp;quot;dead end&amp;quot; category objects.&lt;br /&gt;
# Run the [[#Spawn falling dead end algorithm|spawn falling dead end algorithm]] to spawn all falling &amp;quot;dead end&amp;quot; category objects.&lt;br /&gt;
# Run the [[#Spawn gate algorithm|spawn gate algorithm]] to spawn all gates.&lt;br /&gt;
# Remove every spawned object that is not meant to be there (already-collected treasures, Candypop Buds that disappear when you have 20+, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Main category allocation algorithm ===&lt;br /&gt;
This algorithm saves how many objects of type 0 we want to spawn, how many of type 1, of type 5, and of type 8.&lt;br /&gt;
&lt;br /&gt;
# Save the number of allocations of spawn type 0 (&amp;quot;easy&amp;quot; enemies) as 0. Repeat for types 1 (&amp;quot;hard&amp;quot; enemies), 5 (seams), and 8 (&amp;quot;special&amp;quot; enemies).&lt;br /&gt;
# Save the weight of each spawn type as 0.&lt;br /&gt;
# For each &amp;quot;main&amp;quot; category entry in the [[Cave definition file|sublevel&#039;s configuration]]:&lt;br /&gt;
## Add the minimum amount of that entry to the number of allocations of the relevant spawn type.&lt;br /&gt;
## Add the weight of that entry to the weight of the relevant spawn type.&lt;br /&gt;
# Repeat until the number of allocations reaches the &amp;quot;main&amp;quot; category limit in &amp;lt;code&amp;gt;{f002}&amp;lt;/code&amp;gt;:&lt;br /&gt;
## With [[#Weighted distribution|weighted randomness]], pick a spawn type, using the spawn type weights.&lt;br /&gt;
## Add +1 allocation to the chosen spawn type.&lt;br /&gt;
&lt;br /&gt;
=== Spawn type 5, 8, 1 algorithm ===&lt;br /&gt;
This algorithm spawns objects of types 5, 8, or 1.&lt;br /&gt;
&lt;br /&gt;
# Repeat n times, n being the number of allocations for the spawn type.&lt;br /&gt;
## Pick a free spawn point of the given type.&lt;br /&gt;
### For type 5, this means picking a free seam. Note that not all seams have the same chance of being picked.&lt;br /&gt;
### For types 8 or 1, this means a standard spawn point. Note that some points cannot; see [[#Notes|notes]].&lt;br /&gt;
## Run the [[#Regular entry picking algorithm|regular entry picking algorithm]] with all entries of this type, and the number of spawned objects of this type so far.&lt;br /&gt;
## If there is no spawn point or entry that can be picked, finish now.&lt;br /&gt;
## Spawn one object of that entry on that spawn point.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
&lt;br /&gt;
=== Spawn type 0 algorithm ===&lt;br /&gt;
This algorithm spawns objects of type 0.&lt;br /&gt;
&lt;br /&gt;
# Repeat n times, n being the number of allocations for spawn type 0.&lt;br /&gt;
## Pick a free spawn point of type 0. Note that some points cannot; see [[#Notes|notes]].&lt;br /&gt;
## Run the [[#Regular Entry picking algorithm|regular entry picking algorithm]] with all entries of type 0, and the number of spawned objects type 0 so far.&lt;br /&gt;
## If we picked an entry because we still have minimum amounts to fill, then:&lt;br /&gt;
### Save the number of candidates as the number of objects we still have left to spawn of the given entry to meet its minimum.&lt;br /&gt;
## Otherwise:&lt;br /&gt;
### Save the number of candidates as the number of &amp;quot;main&amp;quot; category objects we can still spawn before meeting the &amp;quot;main&amp;quot; category limit in &amp;lt;code&amp;gt;{f002}&amp;lt;/code&amp;gt;.&lt;br /&gt;
## Save the maximum number to spawn as the spawn point&#039;s maximum amount, or the number of candidates, whichever is smaller.&lt;br /&gt;
## If the maximum number to spawn is greater than the spawn point&#039;s minimum amount, then:&lt;br /&gt;
### Save the number to spawn as a random number between the the spawn point&#039;s minimum amount, and our maximum number to spawn.&lt;br /&gt;
## Otherwise:&lt;br /&gt;
### Save the number to spawn as the maximum number to spawn.&lt;br /&gt;
## If there is no spawn point or no entry that can be picked, finish now.&lt;br /&gt;
## If the number to spawn is 0, finish now.&lt;br /&gt;
## Spawn however many objects we wanted to spawn on that spawn point.&lt;br /&gt;
## Randomly move the new objects around the spawn point, using the spawn point&#039;s &amp;quot;radius&amp;quot; property.&lt;br /&gt;
## Push the new objects around out of the way of each other.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
&lt;br /&gt;
=== Spawn decorative algorithm ===&lt;br /&gt;
This algorithm spawns &amp;quot;decorative&amp;quot; category objects.&lt;br /&gt;
&lt;br /&gt;
# Repeat n times, n being the number of &amp;quot;decorative&amp;quot; category objects that need to be spawned.&lt;br /&gt;
## Pick a free spawn point of type 6.&lt;br /&gt;
## Run the [[#Regular entry picking algorithm|regular entry picking algorithm]] with all entries of the &amp;quot;decorative&amp;quot; category, and the number of spawned objects of the &amp;quot;decorative&amp;quot; category so far.&lt;br /&gt;
## If there is no spawn point or entry that can be picked, finish now.&lt;br /&gt;
## Spawn one object of that entry on that spawn point.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
&lt;br /&gt;
=== Spawn treasure algorithm ===&lt;br /&gt;
This algorithm spawns &amp;quot;treasure&amp;quot; category objects. This does not count treasures that are carried inside of enemies in any form.&lt;br /&gt;
&lt;br /&gt;
# Repeat n times, n being the number of &amp;quot;treasure&amp;quot; category objects that need to be spawned as per &amp;lt;code&amp;gt;{f003}&amp;lt;/code&amp;gt;.&lt;br /&gt;
## Pick a free spawn point of type 2. Note that not all points have the same chance of being picked.&lt;br /&gt;
## Run the [[#Regular entry picking algorithm|regular entry picking algorithm]] with all entries of the &amp;quot;treasure&amp;quot; category, and the number of spawned objects of the &amp;quot;treasure&amp;quot; category so far.&lt;br /&gt;
## If there is no spawn point or entry that can be picked, finish now.&lt;br /&gt;
## Spawn one object of that entry on that spawn point.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
&lt;br /&gt;
=== Spawn regular dead end algorithm ===&lt;br /&gt;
This algorithm spawns regular &amp;quot;dead end&amp;quot; category objects. This means all objects that are not set to fall from the sky, as well as all Candypop Buds.&lt;br /&gt;
&lt;br /&gt;
# Repeat for every dead end cave unit placed in the sublevel, in order.&lt;br /&gt;
## If this dead end cannot hold objects, skip to the next.&lt;br /&gt;
## If this dead end&#039;s spawn point has been used, skip to the next.&lt;br /&gt;
## Run the [[#Dead end entry picking algorithm|dead end picking algorithm]] with the regular &amp;quot;dead end&amp;quot; category entries.&lt;br /&gt;
## If there is anything to spawn, then spawn either one or two.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
## If it&#039;s a Candypop Bud, then:&lt;br /&gt;
### Mark the spawn point as used for &amp;quot;dead end falling&amp;quot; purposes.&lt;br /&gt;
### If it falls from the sky, then mark it as used for &amp;quot;dead end falling Candypop&amp;quot; purposes.&lt;br /&gt;
&lt;br /&gt;
=== Spawn falling dead end algorithm ===&lt;br /&gt;
This algorithm spawns falling &amp;quot;dead end&amp;quot; category objects. This means all objects that are not &amp;quot;regular&amp;quot;, as per the [[#Spawn regular dead end algorithm|spawn regular dead end algorithm]].&lt;br /&gt;
&lt;br /&gt;
# Repeat for every dead end cave unit placed in the sublevel, in order.&lt;br /&gt;
## If this dead end cannot hold objects, skip to the next.&lt;br /&gt;
## If this dead end&#039;s spawn point has been used for &amp;quot;dead end falling&amp;quot; purposes, skip to the next.&lt;br /&gt;
## Run the [[#Dead end entry picking algorithm|dead end picking algorithm]] with the falling &amp;quot;dead end&amp;quot; category entries.&lt;br /&gt;
## If there is anything to spawn, then spawn either one or two.&lt;br /&gt;
## Mark that spawn point as used for &amp;quot;dead end falling&amp;quot; purposes.&lt;br /&gt;
&lt;br /&gt;
=== Spawn gate algorithm ===&lt;br /&gt;
This algorithm spawns gate objects.&lt;br /&gt;
&lt;br /&gt;
# Repeat n times, n being the number of gates to spawn as per &amp;lt;code&amp;gt;{f004}&amp;lt;/code&amp;gt;.&lt;br /&gt;
## Pick a gate entry using [[#Weighted distribution|weighted randomness]], using the weights of the gate entries.&lt;br /&gt;
## Pick a spawn point for the gate. While this takes place in seams, the process the game uses for picking is very complicated.&lt;br /&gt;
## If there is no spawn point or entry that can be picked, finish now.&lt;br /&gt;
## Spawn one gate of that entry on that spawn point.&lt;br /&gt;
## Mark that spawn point as used.&lt;br /&gt;
&lt;br /&gt;
=== Regular entry picking algorithm ===&lt;br /&gt;
This algorithm picks an object entry from a given set, and chooses an entry for the purposes of spawning. It checks how many of the set&#039;s type have been spawned so far to decide which one to pick next.&lt;br /&gt;
&lt;br /&gt;
# If we haven&#039;t spawned all necessary minimum amounts for objects of the set, then:&lt;br /&gt;
## Pick an entry whose minimum amounts haven&#039;t been met yet. Prioritize the order in the sublevel configuration file.&lt;br /&gt;
# Otherwise, if weight is a thing, and there are entries in the set with any weight, then:&lt;br /&gt;
## Pick an entry in the set using [[#Weighted distribution|weighted randomness]], using the weights of the entries in the set.&lt;br /&gt;
# Otherwise:&lt;br /&gt;
## Pick none.&lt;br /&gt;
&lt;br /&gt;
=== Dead end entry picking algorithm ===&lt;br /&gt;
This algorithm picks an object entry from a given set, and chooses an entry for the purposes of spawning. It checks how many of the set&#039;s type have been spawned so far to decide which one to pick next.&lt;br /&gt;
&lt;br /&gt;
# If we haven&#039;t spawned all necessary minimum amounts for objects of the set, then:&lt;br /&gt;
## Pick an entry whose minimum amounts haven&#039;t been met yet. Prioritize the order in the sublevel configuration file.&lt;br /&gt;
## If the entry is of the &amp;quot;type&amp;quot; 0, and if we can spawn two of these without going over the entry&#039;s minimum amount:&lt;br /&gt;
### Pick this one, returning 2 as the amount.&lt;br /&gt;
## Otherwise:&lt;br /&gt;
### Pick this one, returning 1 as the amount.&lt;br /&gt;
# Otherwise, if there are entries in the set with any weight, then:&lt;br /&gt;
## Pick an entry in the set using [[#Weighted distribution|weighted randomness]], using the weights of the entries in the set.&lt;br /&gt;
## If the entry is of the &amp;quot;type&amp;quot; 0, pick this one, returning 2 as the amount.&lt;br /&gt;
## Otherwise, pick this one, returning 1 as the amount.&lt;br /&gt;
# Otherwise:&lt;br /&gt;
## Roll the RNG once for no reason.&lt;br /&gt;
## Pick none.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* If a spawn coordinate has a radius of 0, all objects to spawn will be placed in the same spot, and will physically push each other apart. Otherwise, the objects will be forced to maintain a fixed minimum distance from one another, even if that distance will push them beyond the spawn coordinate&#039;s radius.&lt;br /&gt;
* If an object would spawn out of bounds, it will fail to spawn. This can happen if its spawn point is out of bounds, if it got pushed out of bounds due to the [[#Spawn type 0 algorithm|spawn type 0 algorithm]], etc.&lt;br /&gt;
* A spawn point for &amp;quot;main&amp;quot; objects of types 0, 1, or 8 can only be picked if all of the following are true:&lt;br /&gt;
*# It is in a &amp;quot;room&amp;quot; type cave unit.&lt;br /&gt;
*# It has not been used already.&lt;br /&gt;
*# It is far enough away from the ship&#039;s pod (300 units).&lt;br /&gt;
*# It is far enough away from the hole (N/A for type 0, 200 units for type 1, 150 units for type 8).&lt;br /&gt;
*# It is far enough away from the geyser (N/A for type 0, 200 units for type 1, 150 units for type 8).&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Espyo|Espyo]], [[User:Jimble|Jimble]]}}&lt;br /&gt;
&lt;br /&gt;
== Weighted distribution ==&lt;br /&gt;
Some types of object may come up more often than others. For instance, a developer could want a cave where the enemy slots are filled randomly, with each one having a 90% chance of being a Red Bulborb, and 10% chance of being a Wollywog. This is known as weighted random distribution. The way &#039;&#039;Pikmin 2&#039;&#039; does this is that every object entry has a weight number that goes from 0 to 9. Any object entry with a weight of 0 will not be picked, though.&lt;br /&gt;
&lt;br /&gt;
To know what the chances are of the game picking a given entry, all of the weight numbers are summed up, and the chance of that entry is &amp;lt;code&amp;gt;&amp;amp;lt;entry&#039;s weight&amp;amp;gt; / &amp;amp;lt;sum&amp;amp;gt;&amp;lt;/code&amp;gt;. So for example, if you have the following list:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object || Weight&lt;br /&gt;
|-&lt;br /&gt;
| Red Bulborb || 4&lt;br /&gt;
|-&lt;br /&gt;
| Wollywog || 7&lt;br /&gt;
|-&lt;br /&gt;
| Water Dumple || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chances of spawning a Red Bulborb are 28.5% (4 in 14), the chances of a Wollywog are 50% (7 in 14), and the chances of a Water Dumple are 21.4% (3 in 14).&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_generation&amp;diff=4532</id>
		<title>Cave unit generation</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_generation&amp;diff=4532"/>
		<updated>2024-02-24T20:43:06Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I added a link to the waterbox format and made some grammar and formatting fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The caves you see in &#039;&#039;Pikmin 2&#039;&#039; are interesting that it takes individual models and stitches them together to create what you see. The information necessary for this is split between two folders.&lt;br /&gt;
==Arc folder==&lt;br /&gt;
In &amp;lt;code&amp;gt;/user/Mukki/mapunits/arc/*&amp;lt;/code&amp;gt; it contains two SZS archives which contain the bulk of the data. The &amp;lt;code&amp;gt;arc.szs&amp;lt;/code&amp;gt; contains the model data in BMD format as well as its corresponding pause menu map texture as an IA BTI texture. The second archive labeled &amp;lt;code&amp;gt;texts.szs&amp;lt;/code&amp;gt; contains it&#039;s collision, mapcode, route, and waterbox data. Extracting these archives puts them under the same folder called tmp. If you intend to recompile these folders with changes you&#039;ve made make sure the split up the files according to which SZS archive contained them.&lt;br /&gt;
==arc.szs==&lt;br /&gt;
&lt;br /&gt;
===BMD model===&lt;br /&gt;
BMD models used for caves are particular given that the model typically must be created in chunks that are in 170x170 meters. This consistency is necessary for the game to be able to correctly place each individual model seamlessly along one another. Some caves may only consist of a single large model. This gives a bit of creative freedom in the sense that the cave will always look the same without the RNG factor of cave generation. Consistent sizes aren&#039;t needed here since there is no concern for attaching two models. See [[Custom models|here]] for more information on creating a custom model.&lt;br /&gt;
===texture.bti===&lt;br /&gt;
{{todo|Create and link a page that details BTI texture formats.}}&lt;br /&gt;
A tiny texture that is used by the game to build the map you see on the pause menu. Each 8x8 pixels represents each 170x170 meters from its corresponding model. It is in an IA compressed BTI format. More information about GameCube&#039;s BTI texture formats can be found [http://wiki.tockdom.com/wiki/Image_Formats here].&lt;br /&gt;
==text.szs==&lt;br /&gt;
===[[Pikmin 2 collision format|grid.bin]]===&lt;br /&gt;
This holds the collision data for area models. Yoshi2&#039;s tool obj2grid[https://github.com/RenolY2/obj2grid] converts any .OBJ to a working &amp;lt;code&amp;gt;grid.bin&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;mapcode.bin&amp;lt;/code&amp;gt; that will work in-game.&lt;br /&gt;
&lt;br /&gt;
===[[Pikmin 2 mapcode file|mapcode.bin]]===&lt;br /&gt;
Handles extra data assigned to the grid.bin&#039;s mesh to change the collision&#039;s &amp;quot;slipperiness&amp;quot; and footstep sounds.&lt;br /&gt;
&lt;br /&gt;
===[[Cave unit layout file|layout.txt]]=== &lt;br /&gt;
This file controls the spawn coordinates for objects.&lt;br /&gt;
&lt;br /&gt;
===[[Pikmin 2 route|route.txt]]===&lt;br /&gt;
Carrying paths plotted in coordinates based off the model.&lt;br /&gt;
&lt;br /&gt;
===[[Pikmin 2 waterboxes|waterbox.txt]]===&lt;br /&gt;
Water boxes placed as two sets of coordinates to spawn a pool of water. The format for waterbox generation in cave units is the same as in the overworld areas, and can be found at [[Pikmin 2 waterboxes| this page]].&lt;br /&gt;
&lt;br /&gt;
==Units folder==&lt;br /&gt;
This folder &amp;lt;code&amp;gt;/user/Mukki/mapunits/units/*&amp;lt;/code&amp;gt; holds definitions that tells the game how to correctly position together a group cave units. More information can be found at [[Cave unit definition file| this page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=3715</id>
		<title>Pikmin 2 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=3715"/>
		<updated>2022-07-14T22:07:10Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Added the rest of the names for PAL and JP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
Internal names, identifier numbers, and identifier strings used in &#039;&#039;[[Pikmin 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Pikmin 2&#039;s&#039;&#039; overworld area generators, &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; objects are referred to by a numeric ID. There is also another set of values for &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, these are the overworld versions of treasure drop from enemies. Usually in a cave, it&#039;s as simple as using an underline &amp;lt;code&amp;gt;_&amp;lt;/code&amp;gt; and then typing the internal name of the treasure, above ground each enemy has an ID for this. This is found by taking the original treasure&#039;s ID and adding 768.&lt;br /&gt;
&lt;br /&gt;
== Enemies and other objects ==&lt;br /&gt;
Enemies, plants and strange objects. They are mostly internally recognized as &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To place a treasure inside an enemy, take that treasure&#039;s internal number, add 768, and you have the code to put it in any enemy.&lt;br /&gt;
&lt;br /&gt;
Placing Exploration Kit treasures inside enemies works similarly, but you have to add 1024 to the treasure&#039;s internal number instead of 768.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | ID&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Object&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Internal name&lt;br /&gt;
|-&lt;br /&gt;
! Dec || Hex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Pellet Posy ||&amp;lt;code&amp;gt;Pelplant&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; || Dwarf Red Bulborb ||&amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; || Red Bulborb ||&amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x03&amp;lt;/code&amp;gt; || Lapis Lazuli Candypop Bud ||&amp;lt;code&amp;gt;BluePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; || Crimson Candypop Bud ||&amp;lt;code&amp;gt;RedPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x05&amp;lt;/code&amp;gt; || Golden Candypop Bud ||&amp;lt;code&amp;gt;YellowPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x06&amp;lt;/code&amp;gt; || Violet Candypop Bud ||&amp;lt;code&amp;gt;BlackPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x07&amp;lt;/code&amp;gt; || Ivory Candypop Bud ||&amp;lt;code&amp;gt;WhitePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x08&amp;lt;/code&amp;gt; || Queen Candypop Bud ||&amp;lt;code&amp;gt;RandPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x09&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0A&amp;lt;/code&amp;gt; || Iridescent Glint Beetle ||&amp;lt;code&amp;gt;Wealthy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0B&amp;lt;/code&amp;gt; || Doodlebug ||&amp;lt;code&amp;gt;Fart&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0C&amp;lt;/code&amp;gt; || Female Sheargrub ||&amp;lt;code&amp;gt;UjiA&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0D&amp;lt;/code&amp;gt; || Male Sheargrub ||&amp;lt;code&amp;gt;UjiB&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0E&amp;lt;/code&amp;gt; || Shearwig ||&amp;lt;code&amp;gt;Tobi&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0F&amp;lt;/code&amp;gt; || Cloaking Burrow-nit ||&amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Honeywisp ||&amp;lt;code&amp;gt;Qurione&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x11&amp;lt;/code&amp;gt; || Yellow Wollywog ||&amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt; || Wollywog ||&amp;lt;code&amp;gt;MaroFrog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x13&amp;lt;/code&amp;gt; || Falling boulder ||&amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Fire geyser ||&amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x15&amp;lt;/code&amp;gt; || Gas pipe ||&amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x16&amp;lt;/code&amp;gt; || Electrical wire ||&amp;lt;code&amp;gt;ElecHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x17&amp;lt;/code&amp;gt; || Swooping Snitchbug ||&amp;lt;code&amp;gt;Sarai&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Fiery Blowhog ||&amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x19&amp;lt;/code&amp;gt; || Watery Blowhog ||&amp;lt;code&amp;gt;Wtank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1A&amp;lt;/code&amp;gt; || Water Dumple ||&amp;lt;code&amp;gt;Catfish&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1B&amp;lt;/code&amp;gt; || Wogpole ||&amp;lt;code&amp;gt;Tadpole&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1C&amp;lt;/code&amp;gt; || Anode Beetle ||&amp;lt;code&amp;gt;ElecBug&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1D&amp;lt;/code&amp;gt; || Puffy Blowhog ||&amp;lt;code&amp;gt;Mar&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1E&amp;lt;/code&amp;gt; || {{tt|Empress Bulblax|Birthing Bulborb Larva}} ||&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1F&amp;lt;/code&amp;gt; || Bulborb Larva ||&amp;lt;code&amp;gt;Baby&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Bumbling Snitchbug ||&amp;lt;code&amp;gt;Demon&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x21&amp;lt;/code&amp;gt; || Fiery Bulblax ||&amp;lt;code&amp;gt;FireChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x22&amp;lt;/code&amp;gt; || Burrowing Snagret ||&amp;lt;code&amp;gt;SnakeCrow&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x23&amp;lt;/code&amp;gt; || Spotty Bulbear ||&amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x24&amp;lt;/code&amp;gt; || Bomb rock ||&amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x25&amp;lt;/code&amp;gt; || Egg ||&amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x26&amp;lt;/code&amp;gt; || Breadbug (with its home) ||&amp;lt;code&amp;gt;PanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x27&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code; is referenced in newtest/nonloop/2-2.txt, and is referred to as フエフキムシ; roughly Huefukimushi (Japanese for Whistlebug according to Google Translate)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x28&amp;lt;/code&amp;gt; || Giant Breadbug and base || &amp;lt;code&amp;gt;OoPanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x29&amp;lt;/code&amp;gt; || Antenna Beetle || &amp;lt;code&amp;gt;Fuefuki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2A&amp;lt;/code&amp;gt; || Orange Bulborb || &amp;lt;code&amp;gt;BlueChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2B&amp;lt;/code&amp;gt; || Hairy Bulborb || &amp;lt;code&amp;gt;YellowChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2C&amp;lt;/code&amp;gt; || Dwarf Orange Bulborb || &amp;lt;code&amp;gt;BlueKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2D&amp;lt;/code&amp;gt; || Snow Bulborb || &amp;lt;code&amp;gt;YellowKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2E&amp;lt;/code&amp;gt; || Dandelion || &amp;lt;code&amp;gt;Tanpopo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2F&amp;lt;/code&amp;gt; || Clover || &amp;lt;code&amp;gt;Clover&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Common Glowcap || &amp;lt;code&amp;gt;HikariKinoko&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x31&amp;lt;/code&amp;gt; || Figwort (red small) || &amp;lt;code&amp;gt;Ooinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x32&amp;lt;/code&amp;gt; || Figwort (red large) || &amp;lt;code&amp;gt;Ooinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x33&amp;lt;/code&amp;gt; || Shoot (shorter) || &amp;lt;code&amp;gt;Wakame_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x34&amp;lt;/code&amp;gt; || Shoot (taller) || &amp;lt;code&amp;gt;Wakame_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x35&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x36&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Miulin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x37&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Hanachirashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x38&amp;lt;/code&amp;gt; || Beady Long Legs || &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x39&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Kurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3A&amp;lt;/code&amp;gt; || Careening Dirigibug || &amp;lt;code&amp;gt;BombSarai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3B&amp;lt;/code&amp;gt; || Fiery Dweevil || &amp;lt;code&amp;gt;FireOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3C&amp;lt;/code&amp;gt; || Caustic Dweevil || &amp;lt;code&amp;gt;WaterOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3D&amp;lt;/code&amp;gt; || Munge Dweevil || &amp;lt;code&amp;gt;GasOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3E&amp;lt;/code&amp;gt; || Anode Dweevil || &amp;lt;code&amp;gt;ElecOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3F&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Jigumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code}}, unused || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x41&amp;lt;/code&amp;gt; || {{tt|Ravenous Whiskerpillar|Only emerges near Burgeoning Spiderwort.}} || &amp;lt;code&amp;gt;Imomushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x42&amp;lt;/code&amp;gt; || {{tt|Man-at-Legs|Disappears after leaving a boundary, leaving treasure.}} || &amp;lt;code&amp;gt;Houdai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x43&amp;lt;/code&amp;gt; || Bulbmin || &amp;lt;code&amp;gt;LeafChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x44&amp;lt;/code&amp;gt; || Mitite || &amp;lt;code&amp;gt;TamagoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x45&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;BigFoot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x46&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;SnakeWhole&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x47&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;UmiMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x48&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;OniKurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x49&amp;lt;/code&amp;gt; || {{tt|Titan Dweevil|Crashes in most cases due to l_boss.bms complications}} || &amp;lt;code&amp;gt;BigTreasure&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4A&amp;lt;/code&amp;gt; || {{tt|Rock|Is used by rock-spewing enemies; breaks apart when spawning it yourself}} || &amp;lt;code&amp;gt;Stone&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4B&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Kabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4C&amp;lt;/code&amp;gt; || Dwarf Bulbear || &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4D&amp;lt;/code&amp;gt; || Group of 9 Unmarked Spectralids || &amp;lt;code&amp;gt;ShijimiChou&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4E&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;MiniHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4F&amp;lt;/code&amp;gt; || Skitter Leaf || &amp;lt;code&amp;gt;Sokkuri&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x50&amp;lt;/code&amp;gt; || Horsetail || &amp;lt;code&amp;gt;Tukushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x51&amp;lt;/code&amp;gt; || Seeding Dandelion || &amp;lt;code&amp;gt;Watage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x52&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, Candypop Bud base || &amp;lt;code&amp;gt;Pom&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x53&amp;lt;/code&amp;gt; || {{unsure|Breadbug&#039;s Home?}} || &amp;lt;code&amp;gt;PanHouse&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x54&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Hana&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x55&amp;lt;/code&amp;gt; || Glowstem (red) || &amp;lt;code&amp;gt;DaiodoRed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x56&amp;lt;/code&amp;gt; || Glowstem (green) || &amp;lt;code&amp;gt;DaiodoGreen&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x57&amp;lt;/code&amp;gt; || Margaret || &amp;lt;code&amp;gt;Magaret&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x58&amp;lt;/code&amp;gt; || Foxtail || &amp;lt;code&amp;gt;Nekojarashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x59&amp;lt;/code&amp;gt; || Chigoyami paper || &amp;lt;code&amp;gt;Chiyogami&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5A&amp;lt;/code&amp;gt; || Fiddlehead || &amp;lt;code&amp;gt;Zenmai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5B&amp;lt;/code&amp;gt; || Figwort (brown small) || &amp;lt;code&amp;gt;KareOoinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5C&amp;lt;/code&amp;gt; || Figwort (brown large) || &amp;lt;code&amp;gt;KareOoinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5D&amp;lt;/code&amp;gt; || Volatile Dweevil || &amp;lt;code&amp;gt;BombOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5E&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;DangoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5F&amp;lt;/code&amp;gt; || Decorated Cannon Beetle || &amp;lt;code&amp;gt;Rkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva (burrowed) || &amp;lt;code&amp;gt;Fkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x61&amp;lt;/code&amp;gt; || Gatling Groink (pedestal) || &amp;lt;code&amp;gt;FminiHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x62&amp;lt;/code&amp;gt; || {{tt|Waterwraith rollers|Pikmin can touch, but kill leaders}} || &amp;lt;code&amp;gt;Tyre&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x63&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;BlackMan&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x64&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, Bloyster base || &amp;lt;code&amp;gt;UmiMushiBase&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x65&amp;lt;/code&amp;gt; || Toady Bloyster || &amp;lt;code&amp;gt;UmiMushiBlind&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treasures ==&lt;br /&gt;
List of Non-Exploration Kit treasures. For the Exploration Kit treasures, see [[#Exploration Kit treasures|below]]. Treasures are mostly known as &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal name || US || PAL || JP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru&amp;lt;/code&amp;gt; || Rubber Ugly || Rubber Ugly || Rubber Ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo  || Insect Condo || Insect Condo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple_blue&amp;lt;/code&amp;gt; || Meat Satchel || Meat Satchel || Meat Satchel&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane&amp;lt;/code&amp;gt; || Coiled Launcher  || Coiled Launcher || Coiled Launcher&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen&amp;lt;/code&amp;gt; || Confection Hoop  || Confection Hoop || Confection Hoop&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red&amp;lt;/code&amp;gt; || Omniscient Sphere || Omniscient Sphere || Omniscient Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow&amp;lt;/code&amp;gt; || Love Sphere || Love Sphere || Love Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue&amp;lt;/code&amp;gt; || Mirth Sphere || Mirth Sphere || Mirth Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Maternal Sculpture || Maternal Sculpture || Maternal Sculpture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bey_goma&amp;lt;/code&amp;gt; || Stupendous Lens || Mysterious Remains || Ultimate Spinner&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bird_hane&amp;lt;/code&amp;gt; || Leviathan Feather || Leviathan Feather || Leviathan Feather&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt&amp;lt;/code&amp;gt; || Superstrong Stabilizer || Superstrong Stabilizer || Superstrong Stabilizer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;channel&amp;lt;/code&amp;gt; || Space Wave Receiver || Space Wave Receiver || Space Wave Receiver&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_black&amp;lt;/code&amp;gt; || Joy Receptacle || Joy Receptacle || Joy Receptacle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_white&amp;lt;/code&amp;gt; || Worthless Statue  || Worthless Statue || Worthless Statue&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_black&amp;lt;/code&amp;gt; || Priceless Statue || Priceless Statue || Priceless Statue&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_white&amp;lt;/code&amp;gt; || Triple Sugar Threat || Triple Sugar Threat || Triple Sugar Threat&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate&amp;lt;/code&amp;gt; || King of Sweets || King of Sweets || King of Sweets&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo&amp;lt;/code&amp;gt; || Diet Doomer || Diet Doomer || Diet Doomer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite&amp;lt;/code&amp;gt; || Pale Passion || Pale Passion || Pale Passion&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact&amp;lt;/code&amp;gt; || Boom Cone || Magical Stage || Magical Stage&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie&amp;lt;/code&amp;gt; || Bug Bait || Bug Bait || Bug Bait&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;creap&amp;lt;/code&amp;gt; || Milk Tub || Milk Tub || Milk Tub&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red&amp;lt;/code&amp;gt; || Petrified Heart || Petrified Heart || Petrified Heart&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue&amp;lt;/code&amp;gt; || Regal Diamond || Regal Diamond || Regal Diamond  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green&amp;lt;/code&amp;gt; || Princess Pearl || Princess Pearl || Princess Pearl &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;doll&amp;lt;/code&amp;gt; || Silencer || Silencer || Silencer &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri&amp;lt;/code&amp;gt; || Armored Nut || Armored Nut || Armored Nut&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco&amp;lt;/code&amp;gt; || Chocolate Cushion || Chocolate Cushion || Chocolate Cushion &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo&amp;lt;/code&amp;gt; || Sweet Dreamer || Sweet Dreamer || Sweet Dreamer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite&amp;lt;/code&amp;gt; || Cosmic Archive || Cosmic Archive || Cosmic Archive &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_red&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade || Cupid&#039;s Grenade || Cupid&#039;s Grenade  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_blue&amp;lt;/code&amp;gt; || Science Project || Science Project || Science Project &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_gentle&amp;lt;/code&amp;gt; || Manual Honer || Manual Honer || Manual Honer &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_lady&amp;lt;/code&amp;gt; || Broken Food Master || Merciless Extractor || Broken Cooking God&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_dog&amp;lt;/code&amp;gt; || Sud Generator || Sud Generator || Sud Generator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_cat&amp;lt;/code&amp;gt; || Wiggle Noggin || Wiggle Noggin || Wiggle Noggin&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; || Omega Flywheel || Omega Flywheel || Omega Flywheel&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gold_medal&amp;lt;/code&amp;gt; || Lustrous Element || Lustrous Element || Lustrous Element &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape&amp;lt;/code&amp;gt; || Superstick Textile || Superstick Textile || Superstick Textile &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;halloween&amp;lt;/code&amp;gt; || Possessed Squash || Possessed Squash || Possessed Squash &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;haniwa&amp;lt;/code&amp;gt; || Gyroid Bust || Gyroid Bust || Gyroid Bust &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo&amp;lt;/code&amp;gt; || Sunseed Berry || Sunseed Berry || Sunseed Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key&amp;lt;/code&amp;gt; || Glee Spinner || Glee Spinner || Glee Spinner  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan&amp;lt;/code&amp;gt; || Decorative Goo || Decorative Goo || Decorative Goo &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko&amp;lt;/code&amp;gt; || Anti-hiccup Fungus || Anti-hiccup Fungus || Anti-hiccup Fungus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kouseki_suisyou&amp;lt;/code&amp;gt; || Crystal King || Crystal King  || Crystal King &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kumakibori&amp;lt;/code&amp;gt; || Fossilized Ursidae || Fossilized Ursidae || Fossilized Ursidae   &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;locket&amp;lt;/code&amp;gt; || Time Capsule || Time Capsule || Time Capsule &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;makigai&amp;lt;/code&amp;gt; || Olimarnite Shell || Olimarnite Shell || Olimarnite Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;matu_bokkuri&amp;lt;/code&amp;gt; || Conifer Spire || Conifer Spire || Conifer Spire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;milk_cap&amp;lt;/code&amp;gt; || Abstract Masterpiece || Plentiful Tank || Estimated Object GF&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_normal&amp;lt;/code&amp;gt; || Arboreal Frippery  || Abroral Frippery || Aboreal Frippery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_kare&amp;lt;/code&amp;gt; || Onion Replica || Onion Replica || Onion Replica  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_red&amp;lt;/code&amp;gt; || Infernal Vegetable || Infernal Vegetable || Infernal Vegetable  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut&amp;lt;/code&amp;gt; || Adamantine Girdle || Adamantine Girdle || Adamantine Girdle &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tatebue&amp;lt;/code&amp;gt; || Director of Destiny || Director of Destiny || Director of Destiny  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;saru_head&amp;lt;/code&amp;gt; || Colossal Fossil || Colossal Fossil || Colossal Fossil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sensya&amp;lt;/code&amp;gt; || Invigorator || Invigorator || Invigorator &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan&amp;lt;/code&amp;gt; || Vacuum Processor || Vacuum Processor || Vacuum Processor &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;silver_medal&amp;lt;/code&amp;gt; || Mirrored Element || Mirrored Element || Mirrored Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tel_dial&amp;lt;/code&amp;gt; || Nouveau Table || Nouveau Table || Nouveau Table  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_red&amp;lt;/code&amp;gt; || Pink Menace || Pink Menace || Pink Menace&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_blue&amp;lt;/code&amp;gt; || Frosty Bauble || Frosty Bauble || Frosty Bauble  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_green&amp;lt;/code&amp;gt; || Gemstar Husband || Gemstar Husband || Gemstar Husband  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_red&amp;lt;/code&amp;gt; || Gemstar Wife || Gemstar Wife || Gemstar Wife  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_blue&amp;lt;/code&amp;gt; || Universal Com || Universal Com || Universal Com &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_green&amp;lt;/code&amp;gt; || Joyless Jewel || Joyless Jewel || Joyless Jewel &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_red&amp;lt;/code&amp;gt; || Fleeting Art Form || Fleeting Art Form || Fleeting Art Form &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_green&amp;lt;/code&amp;gt; || Innocence Lost || Innocence Lost || Innocence Lost &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_blue&amp;lt;/code&amp;gt; || Icon of Progress || Icon of Progress || Icon of Progress &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_teala&amp;lt;/code&amp;gt; || Unspeakable Wonder || Unspeakable Wonder || Unspeakable Wonder  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;turi_uki&amp;lt;/code&amp;gt; || Aquatic Mine || Aquatic Mine || Aquatic Mine  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;watch&amp;lt;/code&amp;gt; || Temporal Mechanism || Temporal Mechanism || Temporal Mechanism   &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Xmas_item&amp;lt;/code&amp;gt; || Essential Furnishing || Essential Furnishing || Essential Furnishing  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_red&amp;lt;/code&amp;gt; || Flame Tiller || Flame Tiller || Flame Tiller  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_yellow&amp;lt;/code&amp;gt; || Doomsday Apparatus || Doomsday Apparatus || Doomsday Apparatus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_blue&amp;lt;/code&amp;gt; || Impediment Scourge || Impediment Scourge || Lightning Bolt&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flask&amp;lt;/code&amp;gt; || Future Orb || Future Orb || Future Orb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;elec&amp;lt;/code&amp;gt; || Shock Therapist || Shock Therapist || Shock Therapist  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || Flare Cannon || Flare Cannon || Flare Cannon  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gas&amp;lt;/code&amp;gt; || Comedy Bomb || Comedy Bomb || Comedy Bomb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;water&amp;lt;/code&amp;gt; || Monster Pump || Monster Pump || Monster Pump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mojiban&amp;lt;/code&amp;gt; || Mystical Disc || Mystical Disc || Mystical Disc  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_gold&amp;lt;/code&amp;gt; || Vorpal Platter || Vorpal Platter || Vorpal Platter  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_silver&amp;lt;/code&amp;gt; || Taste Sensation || Taste Sensation || Taste Sensation  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_gold&amp;lt;/code&amp;gt; || Lip Service || Lip Service || Family Raft&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_silver&amp;lt;/code&amp;gt; || Utter Scrap || Utter Scrap || Utter Scrap &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru_head&amp;lt;/code&amp;gt; || Paradoxical Enigma || Paradoxical Enigma || Paradoxical Enigma  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt; || King of Bugs || King of Bugs || King of Bugs &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_a&amp;lt;/code&amp;gt; || Essence of Rage || Essence of Rage || Essence of Rage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_b&amp;lt;/code&amp;gt; || Essence of Despair || Essence of Despair || Essence of Despair  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_c&amp;lt;/code&amp;gt; || Essence of True Love || Essence of True Love || Essence of True Love  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_d&amp;lt;/code&amp;gt; || Essence of Desire || Essence of Desire || Essence of Desire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_red&amp;lt;/code&amp;gt; || Citrus Lump || Citrus Lump || Citrus Lump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_blue&amp;lt;/code&amp;gt; || Behemoth Jaw || Behemoth Jaw || Behemoth Jaw  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_green&amp;lt;/code&amp;gt; || Anxious Sprout || Anxious Sprout || Anxious Sprout &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_red&amp;lt;/code&amp;gt; || Implement of Toil || Implement of Toil || Implement of Toil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_blue&amp;lt;/code&amp;gt; || Luck Wafer || Luck Wafer || Luck Wafer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_green&amp;lt;/code&amp;gt; || Meat of Champions || Meat of Champions || Meat of Champions  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_red&amp;lt;/code&amp;gt; || Talisman of Life || Talisman of Life || Talisman of Life  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_green&amp;lt;/code&amp;gt; || Strife Monolith || Strife Monolith || Strife Monolith  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;102&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_blue&amp;lt;/code&amp;gt; || Boss Stone || Boss Stone || Boss Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;103&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_doku&amp;lt;/code&amp;gt; || Toxic Toadstool || Toxic Toadstool || Toxic Toadstool  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;104&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_tubu&amp;lt;/code&amp;gt; || Growshroom || Growshroom || Growshroom  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;105&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_b&amp;lt;/code&amp;gt; || Indomitable CPU || Indomitable CPU || Indomitable CPU  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;106&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_c&amp;lt;/code&amp;gt; || Network Mainbrain || Network Mainbrain || Network Mainbrain  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;107&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt_l&amp;lt;/code&amp;gt; || Repair Juggernaut || Repair Juggernaut || Repair Juggernaut &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;108&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape_s&amp;lt;/code&amp;gt; || Exhausted Superstick || Exhausted Superstick || Exhausted Superstick  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;109&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen_s&amp;lt;/code&amp;gt; || Pastry Wheel || Pastry Wheel || Pastry Wheel &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;110&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo_l&amp;lt;/code&amp;gt; || Combustion Berry || Combustion Berry || Combustion Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;111&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_m_l&amp;lt;/code&amp;gt; || Imperative Cookie || Imperative Cookie || Imperative Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;112&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u&amp;lt;/code&amp;gt; || Compelling Cookie || Compelling Cookie || Compelling Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;113&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u_l&amp;lt;/code&amp;gt; || Impenetrable Cookie || Impenetrable Cookie || Impenetrable Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;114&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s&amp;lt;/code&amp;gt; || Comfort Cookie || Comfort Cookie || Comfort Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;115&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s_l&amp;lt;/code&amp;gt; || Succulent Mattress || Succulent Mattress || Succulent Mattress &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;116&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri_l&amp;lt;/code&amp;gt; || Corpulent Nut || Corpulent Nut || Corpulent Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;117&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire_helmet&amp;lt;/code&amp;gt; || Alien Billboard || Nutrient Silo || Alien Billboard&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;118&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut_l&amp;lt;/code&amp;gt; || Massage Girdle || Massage Girdle || Massage Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;119&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red_l&amp;lt;/code&amp;gt; || Crystallized Telepathy || Crystallized Telepathy || Crystallized Telepathy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;120&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow_l&amp;lt;/code&amp;gt; || Crystallized Telekinesis || Crystallized Telekinesis || Crystallized Telekinesis  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;121&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue_l&amp;lt;/code&amp;gt; || Crystallized Clairvoyance || Crystallized Clairvoyance || Crystallized Clairvoyance  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;122&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red_l&amp;lt;/code&amp;gt; || Eternal Emerald Eye || Eternal Emerald Eye || Eternal Emerald Eye  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;123&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue_l&amp;lt;/code&amp;gt; || Tear Stone || Tear Stone || Tear Stone &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;124&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green_l&amp;lt;/code&amp;gt; || Crystal Clover || Crystal Clover || Crystal Clover  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_red&amp;lt;/code&amp;gt; || Danger Chime || Danger Chime || Danger Chime  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;126&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_blue&amp;lt;/code&amp;gt; || Sulking Antenna || Sulking Antenna || Sulking Antenna &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;127&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_yellow&amp;lt;/code&amp;gt; || Spouse Alert || Spouse Alert || Spouse Alert  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;128&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_red&amp;lt;/code&amp;gt; || Master&#039;s Instrument || Master&#039;s Instrument || Master&#039;s Instrument   &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;129&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_blue&amp;lt;/code&amp;gt; || Extreme Perspirator || Extreme Perspirator || Extreme Perspirator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;130&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_yellow&amp;lt;/code&amp;gt; || Pilgrim Bulb || Pilgrim Bulb || Pilgrim Bulb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;131&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key_fc&amp;lt;/code&amp;gt; || Stone of Glory || Stone of Glory || Stone of Glory  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;132&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_red&amp;lt;/code&amp;gt; || Furious Adhesive || Furious Adhesive || Furious Adhesive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;133&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_yellow&amp;lt;/code&amp;gt; || Quenching Emblem || Quenching Emblem || Quenching Emblem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;134&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_blue&amp;lt;/code&amp;gt; || Flame of Tomorrow || Flame of Tomorrow || Flame of Tomorrow&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;135&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_normal&amp;lt;/code&amp;gt; || Love Nugget || Love Nugget || Love Nugget &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;136&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_yellow&amp;lt;/code&amp;gt; || Child of the Earth || Child of the Earth || Child of the Earth  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;137&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_kare&amp;lt;/code&amp;gt; || Disguised Delicacy || Disguised Delicacy || Disguised Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;138&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_red&amp;lt;/code&amp;gt; || Proton AA || Proton AA || Proton X&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;139&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_black&amp;lt;/code&amp;gt; || Fuel Reservoir || Fuel Reservoir || Omegatron&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;140&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_red&amp;lt;/code&amp;gt; || Optical Illustration || Abstract Masterpiece || Yell Battery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;141&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_black&amp;lt;/code&amp;gt; || Durable Energy Cell || Durable Energy Cell || Revised Eternal Fuel Dynamo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;142&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_red&amp;lt;/code&amp;gt; || Courage Reactor || Courage Reactor || Love and Courage Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;143&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_black&amp;lt;/code&amp;gt; || Thirst Activator  || Perfect Container || Alternative Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;144&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;castanets&amp;lt;/code&amp;gt; || Harmonic Synthesizer || Harmonic Synthesizer || Harmonic Synthesizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;145&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Merciless Extractor || Divine Cooking Tool || Divine Cooking Tool&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;146&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;robot_head&amp;lt;/code&amp;gt; || Remembered Old Buddy || Remembered Old Buddy || Remembered Old Buddy &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;147&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_red&amp;lt;/code&amp;gt; || Fond Gyro Block || Fond Gyro Block || Fond Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;148&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_yellow&amp;lt;/code&amp;gt; || Memorable Gyro Block || Memorable Gyro Block || Memorable Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;149&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_green&amp;lt;/code&amp;gt; || Lost Gyro Block || Lost Gyro Block || Lost Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;150&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_blue&amp;lt;/code&amp;gt; || Favorite Gyro Block || Favorite Gyro Block || Favorite Gyro Block &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;151&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_white&amp;lt;/code&amp;gt; || Treasured Gyro Block || Treasured Gyro Block || Treasured Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;152&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;akagai&amp;lt;/code&amp;gt; || Fortified Delicacy || Fortified Delicacy || Fortified Delicacy &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;153&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;hotate&amp;lt;/code&amp;gt; || Scrumptious Shell || Scrumptious Shell || Scrumptious Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;154&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinjyu&amp;lt;/code&amp;gt; || Memorial Shell || Memorial Shell || Memorial Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;155&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco_s&amp;lt;/code&amp;gt; || Chance Totem || Chance Totem || Chance Totem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;156&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo_s&amp;lt;/code&amp;gt; || Dream Architect || Dream Architect || Dream Architect  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;157&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite_s&amp;lt;/code&amp;gt; || Spiny Alien Treat || Spiny Alien Treat || Spiny Alien Treat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;158&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear_silver&amp;lt;/code&amp;gt; || Spirit Flogger || Spirit Flogger || Spirit Flogger  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;159&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact_make&amp;lt;/code&amp;gt; || Mirrored Stage || Mirrored Stage || Mirrored Stage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;160&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate_l&amp;lt;/code&amp;gt; || Enamel Buster || Enamel Buster || Enamel Buster  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;161&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo_l&amp;lt;/code&amp;gt; || Drought Ender || Drought Ender || Drought Ender  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;162&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite_l&amp;lt;/code&amp;gt; || White Goodness || White Goodness || White Goodness &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;163&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyodo&amp;lt;/code&amp;gt; || Salivatrix || Salivatrix || Highly Logical Money&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;164&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_titiyas&amp;lt;/code&amp;gt; || Creative Inspiration || Activity Arouser || Milky Figure&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;165&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyusyu&amp;lt;/code&amp;gt; || Massive Lid || Drone Supplies || Milk Cover&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;166&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sikoku&amp;lt;/code&amp;gt; || Happiness Emblem || Survival Container || Good Old Memories&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;167&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kajiwara&amp;lt;/code&amp;gt; || Survival Ointment || Container of Sea Bounty || Paper Slider&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;168&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_koiwai&amp;lt;/code&amp;gt; || Mysterious Remains || Container of Knowledge || Understood Person Symbol&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;169&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hirosima&amp;lt;/code&amp;gt; || Dimensional Slicer || Patience Tester || Flying Saucer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;170&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyosin&amp;lt;/code&amp;gt; || Yellow Taste Tyrant || Yellow Taste Tyrant || Universe Art&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;171&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sakotani&amp;lt;/code&amp;gt; || Hypnotic Platter || Alien Billboard || Fake Emblem Thing&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;172&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_daisen&amp;lt;/code&amp;gt; || Gherkin Gate || Gherkin Gate || Idea Assistant&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;173&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hiruzen&amp;lt;/code&amp;gt; || Healing Cask || Hypnotic Platter || Seat of Enlightenment&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;174&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kitaama&amp;lt;/code&amp;gt; || Pondering Emblem || Hapiness Emblem || Milky Cradle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;175&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_nihonraku&amp;lt;/code&amp;gt; || Activity Arouser || Pondering Emblem || Anywhere Floater&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;176&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_maruha&amp;lt;/code&amp;gt; || Stringent Container || Endless Repository || Endless Repository&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;177&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_nichiro&amp;lt;/code&amp;gt; || Patience Tester || Open Architecture || Open Architecture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;178&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_iwate&amp;lt;/code&amp;gt; || Endless Repository || Permanent Container || Permanent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;179&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_kyokuyo&amp;lt;/code&amp;gt; || Fruit Guard || Empty Space Container || Empty Space Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_meidiya&amp;lt;/code&amp;gt; || Nutrient Silo || Stringent Container || Stringent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;181&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_imuraya&amp;lt;/code&amp;gt; || Drone Supplies || Open Archive || Open Archive&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;182&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wadou_kaichin&amp;lt;/code&amp;gt; || Unknown Merit || Unknown Merit || Unknown Merit  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;183&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kuri&amp;lt;/code&amp;gt; || Seed of Greed || Seed of Greed || Seed of Greed &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;184&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;uji_jisyaku&amp;lt;/code&amp;gt; || Heavy-Duty Magnetizer || Heavy-Duty Magnetizer || Heavy-Duty Magnetizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;185&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;badminton&amp;lt;/code&amp;gt; || Air Brake || Air Brake || Air Brake  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;186&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;medama_yaki&amp;lt;/code&amp;gt; || Hideous Victual || Hideous Victual || Hideous Victual  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;187&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;whistle&amp;lt;/code&amp;gt; || Emperor Whistle || Emperor Whistle || Emperor Whistle &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Exploration Kit treasures==&lt;br /&gt;
The Exploration Kit is internally known as &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal Name || US&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_a&amp;lt;/code&amp;gt; || Brute Knuckles  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_b&amp;lt;/code&amp;gt; || Dream Material  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_wide&amp;lt;/code&amp;gt; || Amplified Amplifier  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_pullout&amp;lt;/code&amp;gt; || Professional Noisemaker  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;light_a&amp;lt;/code&amp;gt; || Stellar Orb  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_powerup&amp;lt;/code&amp;gt; || Justice Alloy  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_fire&amp;lt;/code&amp;gt; || Forged Courage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dashboots&amp;lt;/code&amp;gt; || Repugnant Appendage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_a&amp;lt;/code&amp;gt; || Prototype Detector  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_b&amp;lt;/code&amp;gt; || Five-man Napsack  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map01&amp;lt;/code&amp;gt; || Spherical Atlas  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map02&amp;lt;/code&amp;gt; || Geographic Projection  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; || The Key  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
The 4-character &amp;quot;Cave ID&amp;quot; is the primary ID, used throughout the game&#039;s code and data.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Config file&amp;quot; contains the [[cave generation parameters]], and is referenced in &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt; for each overworld, and &amp;lt;code&amp;gt;stages.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Text ID&amp;quot; corresponds to the cave&#039;s name.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location || Name || Config file || Cave ID || Text ID&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 1 || Emergence Cave || &amp;lt;code&amp;gt;tutorial_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8395&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 2 || Subterranean Complex || &amp;lt;code&amp;gt;tutorial_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8399&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 3 || Frontier Cavern || &amp;lt;code&amp;gt;tutorial_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8400&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 1 || Hole of Beasts || &amp;lt;code&amp;gt;forest_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8396&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 2 || White Flower Garden || &amp;lt;code&amp;gt;forest_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8398&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 3 || Bulblax Kingdom || &amp;lt;code&amp;gt;forest_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8401&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 4 || Snagret Hole || &amp;lt;code&amp;gt;forest_4.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8410&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 1 || Citadel of Spiders || &amp;lt;code&amp;gt;yakushima_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8397&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 2 || Glutton&#039;s Kitchen || &amp;lt;code&amp;gt;yakushima_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8402&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 3 || Shower Room || &amp;lt;code&amp;gt;yakushima_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8403&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 4 || Submerged Castle || &amp;lt;code&amp;gt;yakushima_4.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8411&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 1 || Cavern of Chaos || &amp;lt;code&amp;gt;last_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8412&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 2 || Hole of Heroes || &amp;lt;code&amp;gt;last_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8413&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 3 || Dream Den || &amp;lt;code&amp;gt;last_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8414&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 01 || 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; || &amp;lt;code&amp;gt;4900&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 02 || 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; || &amp;lt;code&amp;gt;4920&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 03 || 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; || &amp;lt;code&amp;gt;4905&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 04 || 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; || &amp;lt;code&amp;gt;4903&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 05 || 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; || &amp;lt;code&amp;gt;4917&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 06 || 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; || &amp;lt;code&amp;gt;4915&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 07 || 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; || &amp;lt;code&amp;gt;4901&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 08 || 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; || &amp;lt;code&amp;gt;4911&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 09 || 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; || &amp;lt;code&amp;gt;4914&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 10 || 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; || &amp;lt;code&amp;gt;4906&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 11 || 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; || &amp;lt;code&amp;gt;4910&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 12 || 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; || &amp;lt;code&amp;gt;4902&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 13 || 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; || &amp;lt;code&amp;gt;4912&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 14 || 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; || &amp;lt;code&amp;gt;4923&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 15 || 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; || &amp;lt;code&amp;gt;4907&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 16 || 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; || &amp;lt;code&amp;gt;4921&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 17 || 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; || &amp;lt;code&amp;gt;4919&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 18 || 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; || &amp;lt;code&amp;gt;4918&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 19 || 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; || &amp;lt;code&amp;gt;4924&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 20 || 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; || &amp;lt;code&amp;gt;4904&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 21 || 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; || &amp;lt;code&amp;gt;4929&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 22 || 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; || &amp;lt;code&amp;gt;4927&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 23 || 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; || &amp;lt;code&amp;gt;4913&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 24 || 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; || &amp;lt;code&amp;gt;4925&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 25 || 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; || &amp;lt;code&amp;gt;4908&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 26 || 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; || &amp;lt;code&amp;gt;4916&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 27 || 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; || &amp;lt;code&amp;gt;4928&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 28 || 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; || &amp;lt;code&amp;gt;4926&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 29 || 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; || &amp;lt;code&amp;gt;4922&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 30 || 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; || &amp;lt;code&amp;gt;4909&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 01 || Battle Field || &amp;lt;code&amp;gt;vs_1_otegaru.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs00&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4770&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 02 || War Path || &amp;lt;code&amp;gt;vs_5_semai.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4774&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 03 || Carpet Plain || &amp;lt;code&amp;gt;vs_3_hirobiro.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4772&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 04 || Angle Maze || &amp;lt;code&amp;gt;vs_8_kakukaku.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs07&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4777&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 05 || Colosseum || &amp;lt;code&amp;gt;vs_2_ujyaujya.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4771&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 06 || Rusty Gulch || &amp;lt;code&amp;gt;vs_6_hiyahiya.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs05&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4775&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 07 || Brawl Yard || &amp;lt;code&amp;gt;vs_7_nobinobi.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs06&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4776&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 08 || Tile Lands || &amp;lt;code&amp;gt;vs_10_tile.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs09&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4779&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 09 || Dim Labyrinth || &amp;lt;code&amp;gt;vs_9_meiro.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs08&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4778&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 10 || Hostile Territory || &amp;lt;code&amp;gt;vs_4_karakuchi.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4773&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unused || Unused || &amp;lt;code&amp;gt;caveinfo.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;test&amp;lt;/code&amp;gt; || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
*Olimar is consistently referred to as &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; in the files, which is a romanization of his Japanese name. &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; can also refer to all leaders. His model name is &amp;lt;code&amp;gt;orima1.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
**When &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; is not used to refer to all the captains, they are instead referred to as &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt;. This was Olimar&#039;s internal name in &#039;&#039;Pikmin&#039;&#039;, which may be a leftover from Adam and Eve.&lt;br /&gt;
*Louie is referred to as either &amp;lt;code&amp;gt;luji&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt;, depending on where you are looking. His model name is &amp;lt;code&amp;gt;orima3.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
*The President of Hocotate Freight&#039;s model name is &amp;lt;code&amp;gt;syatyou.bmd&amp;lt;/code&amp;gt;. Otherwise, he&#039;s referred to as simply &amp;quot;President&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Pikmin ==&lt;br /&gt;
In many places, the Pikmin are ordered as follows:&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Blue Pikmin&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Red&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Yellow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Purple&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;White&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bulbmin&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Pikpik carrot&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=3706</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=3706"/>
		<updated>2022-07-06T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Rewritten in some places to make things a bit more clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Determine how the files in loop work, and verify that the information written regarding the gen files is correct.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They indicate a range of days, where the day numbering is one less than what day is displayed to players. For example, consider the following files in &amp;lt;code&amp;gt;tutorial/nonloop&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;code&amp;gt;1-2.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1-4.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2-2.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3-9.txt&amp;lt;/code&amp;gt;. On day 3, the entities in the first 3 files will run their generation procedure, but not the entities in &amp;lt;code&amp;gt;3-9.txt&amp;lt;/code&amp;gt;. Files in &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; are similar, but somewhat more complicated, and require more research.&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for &amp;lt;code&amp;gt;# reserved&amp;lt;/code&amp;gt; which if set to zero, the object will only ever load once, and &amp;lt;code&amp;gt;# 復活日数&amp;lt;/code&amp;gt; underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3ds Max or Yoshi2&#039;s Pikmin 2 Gen Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes the Hocotate Ship, the Onions, Caves, Weight Blocks, Paper Bags, Gates, Rock Clogs, Nectar Grass, Nectar Pebble, Bridges, Burgeoning Spiderwort, Spiderwort Mold, and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes the main five types of Pikmin.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia/entities that can spawn in caves.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item ID || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;x # after boot? true==1&amp;lt;/code&amp;gt;  || index: 0=Blue Onion 1=Red Onion 2=Yellow Onion 4=Ship&amp;lt;br&amp;gt;after boot: 0 = wild Onion, only spawns if you haven&#039;t recruited that color; 1 = landing site, only spawns if you&#039;ve already recruited that color&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (wild Pikmin) || &amp;lt;code&amp;gt;{p000} 4 x&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;# 色 {p001} 4 x	&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;# 数 {p002} 4 x&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0=Blue 1=Red 2=Yellow 3=Purple 4=White. Attempting to spawn Bulbmin or Pikpik carrots crashes the game.&amp;lt;br&amp;gt;{p001} x = number of Pikmin&amp;lt;br&amp;gt;{p002} 1 = wild Pikmin, 0 = unused, intended for an E3 version &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;units.txt&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;{x_XX}&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;# id (for stages.txt) &amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;# FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First text file is the caveinfo file name; units.txt does nothing.&amp;lt;br&amp;gt;{x_XX} is the [[Pikmin_2_identifiers#Caves|cave ID]], used for name, hazard data, and various hardcoded boss behavior. The final digit of the ID is also the music index in BgmList.&amp;lt;br&amp;gt;{fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers&amp;lt;br&amp;gt;{fg04} through {fg06} are the colors of the fog&amp;lt;br&amp;gt;{fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates.&amp;lt;br&amp;gt;&#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {teki} (enemies, plants, and hazards) || [[#Teki|See below]] || &lt;br /&gt;
|-&lt;br /&gt;
| {pelt} (carriable objects) || &amp;lt;code&amp;gt;X   # mgr id&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;X.000000 X.000000 X.000000 	# rotation&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;{0000} 	# pellet local version&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;XXX&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mgr id&amp;lt;/code&amp;gt; is the carriable object type: 0=pellets, 3=normal treasures, 4=Exploration Kit treasures. Other values are untested.&amp;lt;br&amp;gt;The line after &amp;lt;code&amp;gt;pellet local version&amp;lt;/code&amp;gt; is the [[Pikmin 2 identifiers#Treasures|treasure ID]] for treasures.&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = short bridge 1 = sloped bridge 2 = long bridge&lt;br /&gt;
|-&lt;br /&gt;
| {gate} (bramble gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ &amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;x 	#Color &amp;lt;/code&amp;gt; ||First parameter is the gate&#039;s HP, second is the gate&#039;s color. 1 for black, 0 for white&lt;br /&gt;
|-&lt;br /&gt;
| {dgat} (electric gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ&amp;lt;/code&amp;gt; ||The gate&#039;s health. Only comes in one color.&lt;br /&gt;
|-&lt;br /&gt;
| {rock} (spiderwort mold) ||  || Mold is actually called &amp;lt;code&amp;gt;{rock}&amp;lt;/code&amp;gt; internally.&lt;br /&gt;
|-&lt;br /&gt;
| {barl} (rock clog) ||  || When destroyed, a clog will drain any waterbox it&#039;s placed inside; the waterbox is not specified here. Instead, the waterbox is specified in &amp;lt;code&amp;gt;waterbox.txt&amp;lt;code&amp;gt; A clogged cave entrance is simply a &amp;lt;code&amp;gt;{barl}&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;{cave}&amp;lt;/code&amp;gt; at the same coordinates.&lt;br /&gt;
|-&lt;br /&gt;
| {plnt} (Burgeoning Spiderwort) || &amp;lt;code&amp;gt;x  #実タイプ&amp;lt;/code&amp;gt; ||What kind of berries it grows. 0=spicy 1=bitter 2=mixed.&lt;br /&gt;
|-&lt;br /&gt;
| {ujms} (Ujadani bugs) || &amp;lt;code&amp;gt;x 	#うじゃ王数&amp;lt;/code&amp;gt; ||Number of bugs in the group.&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/rocks) || &amp;lt;code&amp;gt;x 	#うじゃ王数 &amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;x 	#石か草か&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;うじゃ王数&amp;lt;/code&amp;gt;: amount of grass/rocks&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;石か草か&amp;lt;/code&amp;gt;: 0=rocks, 1=grass &lt;br /&gt;
|-&lt;br /&gt;
| {dwfl} (downfloors: weight blocks and paper bags) || &amp;lt;code&amp;gt;x 	#沈み人数	&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;x 	#type	&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;x 	# 1:seesaw&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;{XXXX} 	# id&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;沈み人数&amp;lt;/code&amp;gt;: weight required to press. Only used if &amp;lt;code&amp;gt;1:seesaw&amp;lt;/code&amp;gt; is 0. The weight is visible on seesaw blocks but has no effect.&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;: 0=small block, 1=large block, 2=paper bag&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;1:seesaw&amp;lt;/code&amp;gt;: 0=press permanently, 1=seesaw.&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teki==&lt;br /&gt;
&lt;br /&gt;
Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section.&lt;br /&gt;
&lt;br /&gt;
{{note|Note that certain teki will not drop treasures or pellets, even if set to do so. These include fire/electric/poison hazards, bomb rocks, Volatile Dweevils, eggs, Honeywisps, Candypops, Mitites, and Spectralids. Pellet Posies are functional and can drop treasure/pellets in addition to their normal pellet.&lt;br /&gt;
Additionally, decorative plants and chiyogami paper can spawn a set of 4 yellow Spectralids when touched, if their pellet color is 0 and pellet size is 1. This is only fully functional for Margaret (ID 77) and red large Figwort (ID 50), but other plants can spawn Spectralids if one of the aforementioned plants is also present and set to spawn Spectralids.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x		# teki&amp;lt;/code&amp;gt; || The [[Pikmin 2 identifiers#Enemies_and_other_objects|Enemy&#039;s ID]]. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_birth_type&amp;lt;/code&amp;gt; || 0 = Normal, 1 = Falls from the sky&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_num&amp;lt;/code&amp;gt; || Number of enemies to spawn, used if &amp;lt;code&amp;gt;# 0:point 1:circle&amp;lt;/code&amp;gt; is &amp;gt;= 2.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# face direction&amp;lt;/code&amp;gt; || Direction it faces, in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# 0:point 1:circle&amp;lt;/code&amp;gt; || 1 or less = Single, 2 or more = Multiple&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# appear radius&amp;lt;/code&amp;gt; || Radius the enemy can spawn in, around the specified coordinates. Set to 0 to disable. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# enemy size&amp;lt;/code&amp;gt; || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x # お宝アイテムコード&amp;lt;/code&amp;gt; || ID of treasure to drop. Add 768 for normal treasures, 1024 for Exploration Kit treasures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet color&amp;lt;/code&amp;gt; || Color of pellets to drop. 0 = Blue 1 = Red 2 = Yellow 3 = Random.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet size&amp;lt;/code&amp;gt; || Size of dropped pellets; 1, 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Min&amp;lt;/code&amp;gt; || Minimum number of pellets it can drop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Max&amp;lt;/code&amp;gt; || Maximum number of pellets it can drop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.xxxxxx 		# Pellet Min&amp;lt;/code&amp;gt; || Different from the first, this controls the percent chance it will drop pellets. 1.0 is 100%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet type&amp;lt;/code&amp;gt; || Only used with Pellet Posies. Works just like the above &amp;lt;code&amp;gt;# Pellet color&amp;lt;/code&amp;gt;, except 3 = cycling between colors, and will crash if none of the primary colors are unlocked yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet size&amp;lt;/code&amp;gt; || Size of pellet it bears; only 1, 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# size&amp;lt;/code&amp;gt; || The stage of growth of the Pellet Posy. 0 = Sprout, 1 = Halfway, 2 = Mature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_instructions&amp;diff=3705</id>
		<title>Pikmin 2 instructions</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_instructions&amp;diff=3705"/>
		<updated>2022-07-06T18:11:06Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helpful instructions for editing and handling &#039;&#039;Pikmin 2&#039;&#039;&#039;s files. This guide assumes you have some basic knowledge on navigating folders, opening files, using commands, etc.&lt;br /&gt;
See [[General instructions#Obtaining a game&#039;s files|obtaining a game&#039;s files]] if you are unsure on how to do so.&lt;br /&gt;
&lt;br /&gt;
You can view and edit a lot of the game&#039;s files. You can read them without any worry, but if you want to change them and have those changes apply in-game, see [[General instructions#Saving changes|saving changes]] in [[general instructions]].&lt;br /&gt;
{{todo|Instructions for how to edit music.}}&lt;br /&gt;
&lt;br /&gt;
==Text files==&lt;br /&gt;
To read and edit a plain text file (.txt), you can use any text editor such as Notepad or TextEdit. For Windows users, however, [https://notepad-plus-plus.org/download/ Notepad++] is highly recommended as it is far more advanced and will display the Japanese characters within vanilla files. The game treats a comment as anything in the same line taking place after a hashtag (#).&lt;br /&gt;
&lt;br /&gt;
An example from the entities subsection within caves:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# TekiInfo&lt;br /&gt;
{&lt;br /&gt;
	2 	# num&lt;br /&gt;
	$Tadpole 23 	# weight&lt;br /&gt;
	0 	# type&lt;br /&gt;
	Sokkuri_bane 9 	# weight&lt;br /&gt;
	1 	# type&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will treat the following as comments (ignored and can say anything you want):&lt;br /&gt;
* &amp;quot;TekiInfo&amp;quot;&lt;br /&gt;
* &amp;quot;num&amp;quot;&lt;br /&gt;
* &amp;quot;weight&amp;quot; (x2)&lt;br /&gt;
* &amp;quot;type&amp;quot; (x2)&lt;br /&gt;
&lt;br /&gt;
==ARC/SZS files==&lt;br /&gt;
SZS files (.szs) and ARC files (.arc) are Nintendo&#039;s archive files (similar to that of a .zip or .rar). These cannot simply be opened using a program like WinRAR. Instead you must extract the contents using a tool such as [https://www.romhacking.net/utilities/1024/ Lunaboy&#039;s ArcExtract and ArcPack] for Windows, or [http://szs.wiimm.de/ Wiimms SZS Toolset] for macOS.&lt;br /&gt;
&lt;br /&gt;
===Windows===&lt;br /&gt;
To extract the contents of an ARC or SZS file, simply drag-and-drop it on to the downloaded ArcExtract.exe file and the contents within that archive will be extracted in the same directory as the original ARC/SZS file.&lt;br /&gt;
&lt;br /&gt;
To pack modified contents of an ARC or SZS file, make sure you have all the files that were extracted and place them into a new folder named after the original ARC/SZS file. If I wanted to repack &amp;lt;code&amp;gt;enemyParms.szs&amp;lt;/code&amp;gt; then I would make a new folder called &amp;quot;enemyParms&amp;quot; and place all the contents within that folder. Now, drag-and-drop that folder on to the downloaded ArcPack.exe file and then an ARC file will be created and named after the folder you dragged-and-dropped. If you modified specifically an SZS file; in the case of Pikmin 2, you can just rename the extension from &amp;lt;code&amp;gt;enemyParms.arc&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;enemyParms.szs&amp;lt;/code&amp;gt; where you will be prompted by Windows that you&#039;re changing the extension - just click OK/Yes. If you don&#039;t see the &amp;quot;.arc&amp;quot; or &amp;quot;.szs&amp;quot;, then follow [https://www.howtogeek.com/205086/beginner-how-to-make-windows-show-file-extensions/ this guide on showing file extensions].&lt;br /&gt;
&lt;br /&gt;
===macOS===&lt;br /&gt;
First, install Wiimms SZS Toolset using the instructions on the website. Unpacking and repacking is done through command lines. These tools can be used with Windows as well, but it is not practical.&lt;br /&gt;
&lt;br /&gt;
To unpack a file, run the command line &amp;lt;code&amp;gt;wszst extract &amp;amp;lt;SZS file path&amp;amp;gt;&amp;lt;/code&amp;gt;. This will create a folder with the same name as the SZS file - but ending in &amp;quot;.d&amp;quot;. Inside this folder will be the contents of the SZS file, plus an additional data file, which is used by Wiimms SZS Toolset, so that it knows how to repack.&lt;br /&gt;
&lt;br /&gt;
To repack the file, use &amp;lt;code&amp;gt;wszst update &amp;amp;lt;SZS file path&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Scripts===&lt;br /&gt;
If you use Wiimms SZS Toolset on Windows, you can create scripts to automatically unpack and repack a SZS file, so that you don&#039;t have to write commands all the time.&lt;br /&gt;
* Open a text editor such as Notepad, and write &amp;lt;code&amp;gt;wszst extract %1&amp;lt;/code&amp;gt;. Save it as &amp;quot;SZS extract.bat&amp;quot;, remembering to set the file type to &amp;quot;All files&amp;quot; as opposed to &amp;quot;Text file (.txt)&amp;quot;&lt;br /&gt;
* Create a new file with &amp;lt;code&amp;gt;wszst update %1&amp;lt;/code&amp;gt; and save it as &amp;quot;SZS update.bat&amp;quot; - again, remembering to set the file type to &amp;quot;All files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now you will be able to simply drag-and-drop the SZS file on to the batch (.bat) file you need.&lt;br /&gt;
&lt;br /&gt;
==BMD files==&lt;br /&gt;
BMD files (.bmd) are Pikmin 2&#039;s 3D model files. If you simply want to view them, you can do so with [http://www.mediafire.com/?uy2nmmjmkmj BMDView2].&lt;br /&gt;
&lt;br /&gt;
If you want to make your own BMD, you will need &#039;&#039;&#039;Windows&#039;&#039;&#039; and these tools:&lt;br /&gt;
# [https://www.autodesk.com/education/free-software/3ds-max 3ds Max (2015 recommended)] - Download as a student for three years free.&lt;br /&gt;
# [https://github.com/Avatarus-one/MaxBMD MaxBMD] - BMD importer for 3ds Max.&lt;br /&gt;
# [https://github.com/Sage-of-Mirrors/BMDCubed/releases BMDCubed] - DAE to BMD converter specifically for 3ds Max.&lt;br /&gt;
&lt;br /&gt;
Follow these for creating your custom models:&lt;br /&gt;
* Set up 3ds Max&lt;br /&gt;
* Install MaxBMD - It comes with an executable named &amp;lt;code&amp;gt;bmdview.exe&amp;lt;/code&amp;gt;, which you should drop in &amp;lt;code&amp;gt;C:\Autodesk\Autodesk_3ds_Max_&amp;lt;the year number of your 3ds max version&amp;gt;__EFGJKS_Win_64bit_R2_wi_en-US&amp;lt;/code&amp;gt;. Then open 3ds Max and drag MaxBMD&#039;s script onto its tool bar.&lt;br /&gt;
* For custom levels, check out [[Custom models]].&lt;br /&gt;
* For static objects such as treasures, follow the instructions on [[Custom models]] but ignore steps related to custom collision.&lt;br /&gt;
* For making custom models that have bones, such as enemies, watch [https://www.youtube.com/watch?v=pzUhokFHUrk this video tutorial].&lt;br /&gt;
* For changing the textures alone, you will need [https://github.com/blank63/j3dview/releases j3dview]. Open the BMD in j3dview and you can change the textures by replacing the vanilla ones with custom [http://pikmintkb.shoutwiki.com/wiki/Pikmin_2_instructions#BTI_files BTI files]. Note that some textures will get a corrupted UV Map when replaced and j3dview is not compatible with custom BMDs or BMDs from &#039;&#039;Pikmin 2&#039;&#039; that contain bones. This means that j3dview is only good for editing the first three level models (Valley of Repose, Awakening Wood and Perplexing Pool).&lt;br /&gt;
&lt;br /&gt;
==BMG files==&lt;br /&gt;
BMG files (&amp;lt;code&amp;gt;.bmg&amp;lt;/code&amp;gt;) contain the game&#039;s text strings. [https://www.youtube.com/watch?v=ve9cgdIQbSo Yoshi2&#039;s custom Pikmin 2 BMG Tool] is highly recommended for this, as it allows you to change any text without worrying about the character count. To use it, simply drag the BMG onto &amp;lt;code&amp;gt;packBMG.bat&amp;lt;/code&amp;gt;, edit the outputted text file in Notepad++, make sure it&#039;s encoded in UTF-8, save, and drag the saved text file onto &amp;lt;code&amp;gt;packBMG.bat&amp;lt;/code&amp;gt;. That&#039;s all you need to do! (Keep in mind that any version of Python 3 (newer = better) is needed for this tool to work.)&lt;br /&gt;
&lt;br /&gt;
As of version 2.11b, [http://szs.wiimm.de/ Wiimms SZS Toolset] can also properly handle &#039;&#039;Pikmin 2&#039;&#039; BMG files.&lt;br /&gt;
&lt;br /&gt;
Any text editor can also edit these, but once again, [https://notepad-plus-plus.org/download/ Notepad++] is highly recommended. You can find the strings after you scroll past the initial control data. If you want to edit the strings using a text editor, remember to keep their length the same. i.e. You can replace &amp;quot;Floor&amp;quot; with &amp;quot;Level&amp;quot;, but not with &amp;quot;Step&amp;quot; or &amp;quot;Sublevel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==AW (Sound) files==&lt;br /&gt;
AW files (&amp;lt;code&amp;gt;.aw&amp;lt;/code&amp;gt;) are soundfont files. Detailed instructions on how to change these files are found [https://pikmintkb.com/wiki/User:Untitled-1/Sound_Replacement_Tutorial here.]&lt;br /&gt;
You will need Python installed and [https://cdn.discordapp.com/attachments/301121846944727040/358295103019679764/Pikmin2SoundHelperScripts.zip Yoshi2&#039;s sound helper] downloaded.&lt;br /&gt;
&lt;br /&gt;
==BTI files==&lt;br /&gt;
BTI files (&amp;lt;code&amp;gt;.bti&amp;lt;/code&amp;gt;) are image files. You&#039;ll need [http://szs.wiimm.de/ Wiimms SZS Toolset] to view these. As with [[#SZS files|SZS files]], you convert a BTI to PNG with the command line, though you can make a script to skip the command line part. The command to convert a BTI file is &amp;lt;code&amp;gt;wimgt DECODE &amp;amp;lt;BTI file path&amp;amp;gt;&amp;lt;/code&amp;gt;. &lt;br /&gt;
To save the converted PNG files back into a BTI format, use a program called [http://kuribo64.net/uploader/files.php?sortby=date&amp;amp;filename=png2bti.zip&amp;amp;user=&amp;amp;id=3 png2bti]. To use it, flip the image vertically and then drag it onto the exe. To note is that png2bti cannot compress larger images as well as Nintendo themeselves can, but you can get around this by making the modified texture half the size of the one it&#039;s replacing. This shouldn&#039;t be a problem with smaller textures such as 32x32 and below.&lt;br /&gt;
&lt;br /&gt;
===Scripts===&lt;br /&gt;
As with [[#SZS files|SZS files]], you can write a script so that you don&#039;t have to write commands all the time. Open up a text editor, write&lt;br /&gt;
&amp;lt;pre&amp;gt;wimgt DECODE %1&amp;lt;/pre&amp;gt;&lt;br /&gt;
And save it somewhere you can remember, with the name &amp;lt;code&amp;gt;BTI converter.bat&amp;lt;/code&amp;gt;. Then, when you want to convert a BTI file into PNG, simply drag the BTI file onto the BAT file you created.&lt;br /&gt;
Now open a new file in the text editor and write &amp;lt;pre&amp;gt;wimgt ENCODE %1&amp;lt;/pre&amp;gt; And save it with the name &amp;lt;code&amp;gt;BTI updater.bat&amp;lt;/code&amp;gt; Now when you want to convert one of your PNG files back into BTI format, just drag the png onto this new BAT.&lt;br /&gt;
&lt;br /&gt;
==Running your modified game==&lt;br /&gt;
See [[General instructions#Running a modified game]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Instructions]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=3704</id>
		<title>Pikmin 2 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=3704"/>
		<updated>2022-07-06T17:40:45Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Added a few more names for PAL and JP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
Internal names, identifier numbers, and identifier strings used in &#039;&#039;[[Pikmin 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Pikmin 2&#039;s&#039;&#039; overworld area generators, &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; objects are referred to by a numeric ID. There is also another set of values for &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, these are the overworld versions of treasure drop from enemies. Usually in a cave, it&#039;s as simple as using an underline &amp;lt;code&amp;gt;_&amp;lt;/code&amp;gt; and then typing the internal name of the treasure, above ground each enemy has an ID for this. This is found by taking the original treasure&#039;s ID and adding 768.&lt;br /&gt;
&lt;br /&gt;
{{todo|Add in-game names for treasures in regions other than US.}}&lt;br /&gt;
&lt;br /&gt;
== Enemies and other objects ==&lt;br /&gt;
Enemies, plants and strange objects. They are mostly internally recognized as &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To place a treasure inside an enemy, take that treasure&#039;s internal number, add 768, and you have the code to put it in any enemy.&lt;br /&gt;
&lt;br /&gt;
Placing Exploration Kit treasures inside enemies works similarly, but you have to add 1024 to the treasure&#039;s internal number instead of 768.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | ID&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Object&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Internal name&lt;br /&gt;
|-&lt;br /&gt;
! Dec || Hex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Pellet Posy ||&amp;lt;code&amp;gt;Pelplant&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; || Dwarf Red Bulborb ||&amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; || Red Bulborb ||&amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x03&amp;lt;/code&amp;gt; || Lapis Lazuli Candypop Bud ||&amp;lt;code&amp;gt;BluePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; || Crimson Candypop Bud ||&amp;lt;code&amp;gt;RedPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x05&amp;lt;/code&amp;gt; || Golden Candypop Bud ||&amp;lt;code&amp;gt;YellowPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x06&amp;lt;/code&amp;gt; || Violet Candypop Bud ||&amp;lt;code&amp;gt;BlackPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x07&amp;lt;/code&amp;gt; || Ivory Candypop Bud ||&amp;lt;code&amp;gt;WhitePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x08&amp;lt;/code&amp;gt; || Queen Candypop Bud ||&amp;lt;code&amp;gt;RandPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x09&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0A&amp;lt;/code&amp;gt; || Iridescent Glint Beetle ||&amp;lt;code&amp;gt;Wealthy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0B&amp;lt;/code&amp;gt; || Doodlebug ||&amp;lt;code&amp;gt;Fart&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0C&amp;lt;/code&amp;gt; || Female Sheargrub ||&amp;lt;code&amp;gt;UjiA&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0D&amp;lt;/code&amp;gt; || Male Sheargrub ||&amp;lt;code&amp;gt;UjiB&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0E&amp;lt;/code&amp;gt; || Shearwig ||&amp;lt;code&amp;gt;Tobi&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x0F&amp;lt;/code&amp;gt; || Cloaking Burrow-nit ||&amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Honeywisp ||&amp;lt;code&amp;gt;Qurione&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x11&amp;lt;/code&amp;gt; || Yellow Wollywog ||&amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt; || Wollywog ||&amp;lt;code&amp;gt;MaroFrog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x13&amp;lt;/code&amp;gt; || Falling boulder ||&amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Fire geyser ||&amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x15&amp;lt;/code&amp;gt; || Gas pipe ||&amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x16&amp;lt;/code&amp;gt; || Electrical wire ||&amp;lt;code&amp;gt;ElecHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x17&amp;lt;/code&amp;gt; || Swooping Snitchbug ||&amp;lt;code&amp;gt;Sarai&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Fiery Blowhog ||&amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x19&amp;lt;/code&amp;gt; || Watery Blowhog ||&amp;lt;code&amp;gt;Wtank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1A&amp;lt;/code&amp;gt; || Water Dumple ||&amp;lt;code&amp;gt;Catfish&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1B&amp;lt;/code&amp;gt; || Wogpole ||&amp;lt;code&amp;gt;Tadpole&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1C&amp;lt;/code&amp;gt; || Anode Beetle ||&amp;lt;code&amp;gt;ElecBug&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1D&amp;lt;/code&amp;gt; || Puffy Blowhog ||&amp;lt;code&amp;gt;Mar&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1E&amp;lt;/code&amp;gt; || {{tt|Empress Bulblax|Birthing Bulborb Larva}} ||&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x1F&amp;lt;/code&amp;gt; || Bulborb Larva ||&amp;lt;code&amp;gt;Baby&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Bumbling Snitchbug ||&amp;lt;code&amp;gt;Demon&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x21&amp;lt;/code&amp;gt; || Fiery Bulblax ||&amp;lt;code&amp;gt;FireChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x22&amp;lt;/code&amp;gt; || Burrowing Snagret ||&amp;lt;code&amp;gt;SnakeCrow&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x23&amp;lt;/code&amp;gt; || Spotty Bulbear ||&amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x24&amp;lt;/code&amp;gt; || Bomb rock ||&amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x25&amp;lt;/code&amp;gt; || Egg ||&amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x26&amp;lt;/code&amp;gt; || Breadbug (with its home) ||&amp;lt;code&amp;gt;PanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x27&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code; is referenced in newtest/nonloop/2-2.txt, and is referred to as フエフキムシ; roughly Huefukimushi (Japanese for Whistlebug according to Google Translate)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x28&amp;lt;/code&amp;gt; || Giant Breadbug and base || &amp;lt;code&amp;gt;OoPanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x29&amp;lt;/code&amp;gt; || Antenna Beetle || &amp;lt;code&amp;gt;Fuefuki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2A&amp;lt;/code&amp;gt; || Orange Bulborb || &amp;lt;code&amp;gt;BlueChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2B&amp;lt;/code&amp;gt; || Hairy Bulborb || &amp;lt;code&amp;gt;YellowChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2C&amp;lt;/code&amp;gt; || Dwarf Orange Bulborb || &amp;lt;code&amp;gt;BlueKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2D&amp;lt;/code&amp;gt; || Snow Bulborb || &amp;lt;code&amp;gt;YellowKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2E&amp;lt;/code&amp;gt; || Dandelion || &amp;lt;code&amp;gt;Tanpopo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x2F&amp;lt;/code&amp;gt; || Clover || &amp;lt;code&amp;gt;Clover&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Common Glowcap || &amp;lt;code&amp;gt;HikariKinoko&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x31&amp;lt;/code&amp;gt; || Figwort (red small) || &amp;lt;code&amp;gt;Ooinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x32&amp;lt;/code&amp;gt; || Figwort (red large) || &amp;lt;code&amp;gt;Ooinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x33&amp;lt;/code&amp;gt; || Shoot (shorter) || &amp;lt;code&amp;gt;Wakame_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x34&amp;lt;/code&amp;gt; || Shoot (taller) || &amp;lt;code&amp;gt;Wakame_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x35&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x36&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Miulin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x37&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Hanachirashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x38&amp;lt;/code&amp;gt; || Beady Long Legs || &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x39&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Kurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3A&amp;lt;/code&amp;gt; || Careening Dirigibug || &amp;lt;code&amp;gt;BombSarai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3B&amp;lt;/code&amp;gt; || Fiery Dweevil || &amp;lt;code&amp;gt;FireOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3C&amp;lt;/code&amp;gt; || Caustic Dweevil || &amp;lt;code&amp;gt;WaterOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3D&amp;lt;/code&amp;gt; || Munge Dweevil || &amp;lt;code&amp;gt;GasOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3E&amp;lt;/code&amp;gt; || Anode Dweevil || &amp;lt;code&amp;gt;ElecOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x3F&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Jigumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code}}, unused || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x41&amp;lt;/code&amp;gt; || {{tt|Ravenous Whiskerpillar|Only emerges near Burgeoning Spiderwort.}} || &amp;lt;code&amp;gt;Imomushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x42&amp;lt;/code&amp;gt; || {{tt|Man-at-Legs|Disappears after leaving a boundary, leaving treasure.}} || &amp;lt;code&amp;gt;Houdai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x43&amp;lt;/code&amp;gt; || Bulbmin || &amp;lt;code&amp;gt;LeafChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x44&amp;lt;/code&amp;gt; || Mitite || &amp;lt;code&amp;gt;TamagoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x45&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;BigFoot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x46&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;SnakeWhole&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x47&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;UmiMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x48&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;OniKurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x49&amp;lt;/code&amp;gt; || {{tt|Titan Dweevil|Crashes in most cases due to l_boss.bms complications}} || &amp;lt;code&amp;gt;BigTreasure&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4A&amp;lt;/code&amp;gt; || {{tt|Rock|Is used by rock-spewing enemies; breaks apart when spawning it yourself}} || &amp;lt;code&amp;gt;Stone&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4B&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Kabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4C&amp;lt;/code&amp;gt; || Dwarf Bulbear || &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4D&amp;lt;/code&amp;gt; || Group of 9 Unmarked Spectralids || &amp;lt;code&amp;gt;ShijimiChou&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4E&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;MiniHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x4F&amp;lt;/code&amp;gt; || Skitter Leaf || &amp;lt;code&amp;gt;Sokkuri&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x50&amp;lt;/code&amp;gt; || Horsetail || &amp;lt;code&amp;gt;Tukushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x51&amp;lt;/code&amp;gt; || Seeding Dandelion || &amp;lt;code&amp;gt;Watage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x52&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, Candypop Bud base || &amp;lt;code&amp;gt;Pom&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x53&amp;lt;/code&amp;gt; || {{unsure|Breadbug&#039;s Home?}} || &amp;lt;code&amp;gt;PanHouse&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x54&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Hana&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x55&amp;lt;/code&amp;gt; || Glowstem (red) || &amp;lt;code&amp;gt;DaiodoRed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x56&amp;lt;/code&amp;gt; || Glowstem (green) || &amp;lt;code&amp;gt;DaiodoGreen&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x57&amp;lt;/code&amp;gt; || Margaret || &amp;lt;code&amp;gt;Magaret&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x58&amp;lt;/code&amp;gt; || Foxtail || &amp;lt;code&amp;gt;Nekojarashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x59&amp;lt;/code&amp;gt; || Chigoyami paper || &amp;lt;code&amp;gt;Chiyogami&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5A&amp;lt;/code&amp;gt; || Fiddlehead || &amp;lt;code&amp;gt;Zenmai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5B&amp;lt;/code&amp;gt; || Figwort (brown small) || &amp;lt;code&amp;gt;KareOoinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5C&amp;lt;/code&amp;gt; || Figwort (brown large) || &amp;lt;code&amp;gt;KareOoinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5D&amp;lt;/code&amp;gt; || Volatile Dweevil || &amp;lt;code&amp;gt;BombOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5E&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;DangoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x5F&amp;lt;/code&amp;gt; || Decorated Cannon Beetle || &amp;lt;code&amp;gt;Rkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva (burrowed) || &amp;lt;code&amp;gt;Fkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x61&amp;lt;/code&amp;gt; || Gatling Groink (pedestal) || &amp;lt;code&amp;gt;FminiHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x62&amp;lt;/code&amp;gt; || {{tt|Waterwraith rollers|Pikmin can touch, but kill leaders}} || &amp;lt;code&amp;gt;Tyre&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x63&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;BlackMan&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x64&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, Bloyster base || &amp;lt;code&amp;gt;UmiMushiBase&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0x65&amp;lt;/code&amp;gt; || Toady Bloyster || &amp;lt;code&amp;gt;UmiMushiBlind&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treasures ==&lt;br /&gt;
List of Non-Exploration Kit treasures. For the Exploration Kit treasures, see [[#Exploration Kit treasures|below]]. Treasures are mostly known as &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal name || US || PAL || JP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru&amp;lt;/code&amp;gt; || Rubber Ugly || Rubber Ugly || Rubber Ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo  || Insect Condo || Insect Condo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple_blue&amp;lt;/code&amp;gt; || Meat Satchel || Meat Satchel || Meat Satchel&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane&amp;lt;/code&amp;gt; || Coiled Launcher  || Coiled Launcher || Coiled Launcher&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen&amp;lt;/code&amp;gt; || Confection Hoop  || Confection Hoop || Confection Hoop&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red&amp;lt;/code&amp;gt; || Omniscient Sphere || Omniscient Sphere || Omniscient Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow&amp;lt;/code&amp;gt; || Love Sphere || Love Sphere || Love Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue&amp;lt;/code&amp;gt; || Mirth Sphere || Mirth Sphere || Mirth Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Maternal Sculpture || Maternal Sculpture || Maternal Sculpture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bey_goma&amp;lt;/code&amp;gt; || Stupendous Lens || Mysterious Remains || Ultimate Spinner&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bird_hane&amp;lt;/code&amp;gt; || Leviathan Feather || Leviathan Feather || Leviathan Feather&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt&amp;lt;/code&amp;gt; || Superstrong Stabilizer || Superstrong Stabilizer || Superstrong Stabilizer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;channel&amp;lt;/code&amp;gt; || Space Wave Receiver || Space Wave Receiver || Space Wave Receiver&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_black&amp;lt;/code&amp;gt; || Joy Receptacle || Joy Receptacle || Joy Receptacle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_white&amp;lt;/code&amp;gt; || Worthless Statue  || Worthless Statue || Worthless Statue&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_black&amp;lt;/code&amp;gt; || Priceless Statue || Priceless Statue || Priceless Statue&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_white&amp;lt;/code&amp;gt; || Triple Sugar Threat || Triple Sugar Threat || Triple Sugar Threat&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate&amp;lt;/code&amp;gt; || King of Sweets  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo&amp;lt;/code&amp;gt; || Diet Doomer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite&amp;lt;/code&amp;gt; || Pale Passion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact&amp;lt;/code&amp;gt; || Boom Cone || Magical Stage || Magical Stage&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie&amp;lt;/code&amp;gt; || Bug Bait  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;creap&amp;lt;/code&amp;gt; || Milk Tub  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red&amp;lt;/code&amp;gt; || Petrified Heart  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue&amp;lt;/code&amp;gt; || Regal Diamond  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green&amp;lt;/code&amp;gt; || Princess Pearl  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;doll&amp;lt;/code&amp;gt; || Silencer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri&amp;lt;/code&amp;gt; || Armored Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco&amp;lt;/code&amp;gt; || Chocolate Cushion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo&amp;lt;/code&amp;gt; || Sweet Dreamer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite&amp;lt;/code&amp;gt; || Cosmic Archive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_red&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_blue&amp;lt;/code&amp;gt; || Science Project  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_gentle&amp;lt;/code&amp;gt; || Manual Honer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_lady&amp;lt;/code&amp;gt; || Broken Food Master || Merciless Extractor || Broken Cooking God&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_dog&amp;lt;/code&amp;gt; || Sud Generator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_cat&amp;lt;/code&amp;gt; || Wiggle Noggin  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; || Omega Flywheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gold_medal&amp;lt;/code&amp;gt; || Lustrous Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape&amp;lt;/code&amp;gt; || Superstick Textile  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;halloween&amp;lt;/code&amp;gt; || Possessed Squash  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;haniwa&amp;lt;/code&amp;gt; || Gyroid Bust  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo&amp;lt;/code&amp;gt; || Sunseed Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key&amp;lt;/code&amp;gt; || Glee Spinner  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan&amp;lt;/code&amp;gt; || Decorative Goo  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko&amp;lt;/code&amp;gt; || Anti-hiccup Fungus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kouseki_suisyou&amp;lt;/code&amp;gt; || Crystal King  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kumakibori&amp;lt;/code&amp;gt; || Fossilized Ursidae  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;locket&amp;lt;/code&amp;gt; || Time Capsule  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;makigai&amp;lt;/code&amp;gt; || Olimarnite Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;matu_bokkuri&amp;lt;/code&amp;gt; || Conifer Spire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;milk_cap&amp;lt;/code&amp;gt; || Abstract Masterpiece || Plentiful Tank || Estimated Object GF&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_normal&amp;lt;/code&amp;gt; || Arboreal Frippery  || Abroral Frippery || Aboreal Frippery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_kare&amp;lt;/code&amp;gt; || Onion Replica  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_red&amp;lt;/code&amp;gt; || Infernal Vegetable  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut&amp;lt;/code&amp;gt; || Adamantine Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tatebue&amp;lt;/code&amp;gt; || Director of Destiny  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;saru_head&amp;lt;/code&amp;gt; || Colossal Fossil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sensya&amp;lt;/code&amp;gt; || Invigorator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan&amp;lt;/code&amp;gt; || Vacuum Processor  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;silver_medal&amp;lt;/code&amp;gt; || Mirrored Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tel_dial&amp;lt;/code&amp;gt; || Nouveau Table  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_red&amp;lt;/code&amp;gt; || Pink Menace  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_blue&amp;lt;/code&amp;gt; || Frosty Bauble  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_green&amp;lt;/code&amp;gt; || Gemstar Husband  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_red&amp;lt;/code&amp;gt; || Gemstar Wife  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_blue&amp;lt;/code&amp;gt; || Universal Com  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_green&amp;lt;/code&amp;gt; || Joyless Jewel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_red&amp;lt;/code&amp;gt; || Fleeting Art Form  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_green&amp;lt;/code&amp;gt; || Innocence Lost  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_blue&amp;lt;/code&amp;gt; || Icon of Progress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_teala&amp;lt;/code&amp;gt; || Unspeakable Wonder  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;turi_uki&amp;lt;/code&amp;gt; || Aquatic Mine  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;watch&amp;lt;/code&amp;gt; || Temporal Mechanism  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Xmas_item&amp;lt;/code&amp;gt; || Essential Furnishing  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_red&amp;lt;/code&amp;gt; || Flame Tiller  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_yellow&amp;lt;/code&amp;gt; || Doomsday Apparatus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_blue&amp;lt;/code&amp;gt; || Impediment Scourge || Impediment Scourge || Lightning Bolt&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flask&amp;lt;/code&amp;gt; || Future Orb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;elec&amp;lt;/code&amp;gt; || Shock Therapist  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || Flare Cannon  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gas&amp;lt;/code&amp;gt; || Comedy Bomb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;water&amp;lt;/code&amp;gt; || Monster Pump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mojiban&amp;lt;/code&amp;gt; || Mystical Disc  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_gold&amp;lt;/code&amp;gt; || Vorpal Platter  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_silver&amp;lt;/code&amp;gt; || Taste Sensation  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_gold&amp;lt;/code&amp;gt; || Lip Service || Lip Service || Family Raft&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_silver&amp;lt;/code&amp;gt; || Utter Scrap  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru_head&amp;lt;/code&amp;gt; || Paradoxical Enigma  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt; || King of Bugs  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_a&amp;lt;/code&amp;gt; || Essence of Rage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_b&amp;lt;/code&amp;gt; || Essence of Despair  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_c&amp;lt;/code&amp;gt; || Essence of True Love  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_d&amp;lt;/code&amp;gt; || Essence of Desire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_red&amp;lt;/code&amp;gt; || Citrus Lump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_blue&amp;lt;/code&amp;gt; || Behemoth Jaw  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_green&amp;lt;/code&amp;gt; || Anxious Sprout  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_red&amp;lt;/code&amp;gt; || Implement of Toil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_blue&amp;lt;/code&amp;gt; || Luck Wafer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_green&amp;lt;/code&amp;gt; || Meat of Champions  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_red&amp;lt;/code&amp;gt; || Talisman of Life  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_green&amp;lt;/code&amp;gt; || Strife Monolith  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;102&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_blue&amp;lt;/code&amp;gt; || Boss Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;103&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_doku&amp;lt;/code&amp;gt; || Toxic Toadstool  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;104&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_tubu&amp;lt;/code&amp;gt; || Growshroom  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;105&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_b&amp;lt;/code&amp;gt; || Indomitable CPU  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;106&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_c&amp;lt;/code&amp;gt; || Network Mainbrain  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;107&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt_l&amp;lt;/code&amp;gt; || Repair Juggernaut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;108&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape_s&amp;lt;/code&amp;gt; || Exhausted Superstick  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;109&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen_s&amp;lt;/code&amp;gt; || Pastry Wheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;110&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo_l&amp;lt;/code&amp;gt; || Combustion Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;111&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_m_l&amp;lt;/code&amp;gt; || Imperative Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;112&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u&amp;lt;/code&amp;gt; || Compelling Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;113&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u_l&amp;lt;/code&amp;gt; || Impenetrable Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;114&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s&amp;lt;/code&amp;gt; || Comfort Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;115&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s_l&amp;lt;/code&amp;gt; || Succulent Mattress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;116&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri_l&amp;lt;/code&amp;gt; || Corpulent Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;117&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire_helmet&amp;lt;/code&amp;gt; || Alien Billboard || Nutrient Silo || Alien Billboard&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;118&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut_l&amp;lt;/code&amp;gt; || Massage Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;119&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red_l&amp;lt;/code&amp;gt; || Crystallized Telepathy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;120&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow_l&amp;lt;/code&amp;gt; || Crystallized Telekinesis  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;121&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue_l&amp;lt;/code&amp;gt; || Crystallized Clairvoyance  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;122&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red_l&amp;lt;/code&amp;gt; || Eternal Emerald Eye  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;123&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue_l&amp;lt;/code&amp;gt; || Tear Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;124&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green_l&amp;lt;/code&amp;gt; || Crystal Clover  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_red&amp;lt;/code&amp;gt; || Danger Chime  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;126&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_blue&amp;lt;/code&amp;gt; || Sulking Antenna  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;127&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_yellow&amp;lt;/code&amp;gt; || Spouse Alert  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;128&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_red&amp;lt;/code&amp;gt; || Master&#039;s Instrument  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;129&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_blue&amp;lt;/code&amp;gt; || Extreme Perspirator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;130&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_yellow&amp;lt;/code&amp;gt; || Pilgrim Bulb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;131&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key_fc&amp;lt;/code&amp;gt; || Stone of Glory  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;132&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_red&amp;lt;/code&amp;gt; || Furious Adhesive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;133&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_yellow&amp;lt;/code&amp;gt; || Quenching Emblem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;134&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_blue&amp;lt;/code&amp;gt; || Flame of Tomorrow || Flame of Tomorrow || Flame of Tomorrow&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;135&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_normal&amp;lt;/code&amp;gt; || Love Nugget  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;136&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_yellow&amp;lt;/code&amp;gt; || Child of the Earth  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;137&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_kare&amp;lt;/code&amp;gt; || Disguised Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;138&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_red&amp;lt;/code&amp;gt; || Proton AA || Proton AA || Proton X&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;139&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_black&amp;lt;/code&amp;gt; || Fuel Reservoir || Fuel Reservoir || Omegatron&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;140&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_red&amp;lt;/code&amp;gt; || Optical Illustration || Abstract Masterpiece || Yell Battery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;141&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_black&amp;lt;/code&amp;gt; || Durable Energy Cell || Durable Energy Cell || Revised Eternal Fuel Dynamo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;142&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_red&amp;lt;/code&amp;gt; || Courage Reactor || Courage Reactor || Love and Courage Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;143&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_black&amp;lt;/code&amp;gt; || Thirst Activator  || Perfect Container || Alternative Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;144&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;castanets&amp;lt;/code&amp;gt; || Harmonic Synthesizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;145&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Merciless Extractor || Divine Cooking Tool || Divine Cooking Tool&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;146&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;robot_head&amp;lt;/code&amp;gt; || Remembered Old Buddy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;147&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_red&amp;lt;/code&amp;gt; || Fond Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;148&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_yellow&amp;lt;/code&amp;gt; || Memorable Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;149&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_green&amp;lt;/code&amp;gt; || Lost Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;150&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_blue&amp;lt;/code&amp;gt; || Favorite Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;151&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_white&amp;lt;/code&amp;gt; || Treasured Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;152&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;akagai&amp;lt;/code&amp;gt; || Fortified Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;153&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;hotate&amp;lt;/code&amp;gt; || Scrumptious Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;154&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinjyu&amp;lt;/code&amp;gt; || Memorial Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;155&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco_s&amp;lt;/code&amp;gt; || Chance Totem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;156&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo_s&amp;lt;/code&amp;gt; || Dream Architect  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;157&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite_s&amp;lt;/code&amp;gt; || Spiny Alien Treat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;158&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear_silver&amp;lt;/code&amp;gt; || Spirit Flogger  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;159&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact_make&amp;lt;/code&amp;gt; || Mirrored Stage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;160&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate_l&amp;lt;/code&amp;gt; || Enamel Buster  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;161&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo_l&amp;lt;/code&amp;gt; || Drought Ender  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;162&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite_l&amp;lt;/code&amp;gt; || White Goodness  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;163&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyodo&amp;lt;/code&amp;gt; || Salivatrix || Salivatrix || Highly Logical Money&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;164&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_titiyas&amp;lt;/code&amp;gt; || Creative Inspiration || Activity Arouser || Milky Figure&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;165&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyusyu&amp;lt;/code&amp;gt; || Massive Lid || Drone Supplies || Milk Cover&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;166&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sikoku&amp;lt;/code&amp;gt; || Happiness Emblem || Survival Container || Good Old Memories&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;167&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kajiwara&amp;lt;/code&amp;gt; || Survival Ointment || Container of Sea Bounty || Paper Slider&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;168&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_koiwai&amp;lt;/code&amp;gt; || Mysterious Remains || Container of Knowledge || Understood Person Symbol&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;169&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hirosima&amp;lt;/code&amp;gt; || Dimensional Slicer || Patience Tester || Flying Saucer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;170&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyosin&amp;lt;/code&amp;gt; || Yellow Taste Tyrant || Yellow Taste Tyrant || Universe Art&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;171&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sakotani&amp;lt;/code&amp;gt; || Hypnotic Platter || Alien Billboard || Fake Emblem Thing&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;172&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_daisen&amp;lt;/code&amp;gt; || Gherkin Gate || Gherkin Gate || Idea Assistant&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;173&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hiruzen&amp;lt;/code&amp;gt; || Healing Cask || Hypnotic Platter || Seat of Enlightenment&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;174&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kitaama&amp;lt;/code&amp;gt; || Pondering Emblem || Hapiness Emblem || Milky Cradle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;175&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_nihonraku&amp;lt;/code&amp;gt; || Activity Arouser || Pondering Emblem || Anywhere Floater&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;176&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_maruha&amp;lt;/code&amp;gt; || Stringent Container || Endless Repository || Endless Repository&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;177&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_nichiro&amp;lt;/code&amp;gt; || Patience Tester || Open Architecture || Open Architecture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;178&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_iwate&amp;lt;/code&amp;gt; || Endless Repository || Permanent Container || Permanent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;179&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_kyokuyo&amp;lt;/code&amp;gt; || Fruit Guard || Empty Space Container || Empty Space Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_meidiya&amp;lt;/code&amp;gt; || Nutrient Silo || Stringent Container || Stringent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;181&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_imuraya&amp;lt;/code&amp;gt; || Drone Supplies || Open Archive || Open Archive&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;182&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wadou_kaichin&amp;lt;/code&amp;gt; || Unknown Merit  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;183&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kuri&amp;lt;/code&amp;gt; || Seed of Greed  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;184&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;uji_jisyaku&amp;lt;/code&amp;gt; || Heavy-Duty Magnetizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;185&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;badminton&amp;lt;/code&amp;gt; || Air Brake  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;186&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;medama_yaki&amp;lt;/code&amp;gt; || Hideous Victual  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;187&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;whistle&amp;lt;/code&amp;gt; || Emperor Whistle  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Exploration Kit treasures==&lt;br /&gt;
The Exploration Kit is internally known as &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal Name || US&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_a&amp;lt;/code&amp;gt; || Brute Knuckles  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_b&amp;lt;/code&amp;gt; || Dream Material  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_wide&amp;lt;/code&amp;gt; || Amplified Amplifier  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_pullout&amp;lt;/code&amp;gt; || Professional Noisemaker  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;light_a&amp;lt;/code&amp;gt; || Stellar Orb  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_powerup&amp;lt;/code&amp;gt; || Justice Alloy  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_fire&amp;lt;/code&amp;gt; || Forged Courage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dashboots&amp;lt;/code&amp;gt; || Repugnant Appendage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_a&amp;lt;/code&amp;gt; || Prototype Detector  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_b&amp;lt;/code&amp;gt; || Five-man Napsack  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map01&amp;lt;/code&amp;gt; || Spherical Atlas  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map02&amp;lt;/code&amp;gt; || Geographic Projection  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; || The Key  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
The 4-character &amp;quot;Cave ID&amp;quot; is the primary ID, used throughout the game&#039;s code and data.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Config file&amp;quot; contains the [[cave generation parameters]], and is referenced in &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt; for each overworld, and &amp;lt;code&amp;gt;stages.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Text ID&amp;quot; corresponds to the cave&#039;s name.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location || Name || Config file || Cave ID || Text ID&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 1 || Emergence Cave || &amp;lt;code&amp;gt;tutorial_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8395&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 2 || Subterranean Complex || &amp;lt;code&amp;gt;tutorial_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8399&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose 3 || Frontier Cavern || &amp;lt;code&amp;gt;tutorial_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;t_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8400&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 1 || Hole of Beasts || &amp;lt;code&amp;gt;forest_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8396&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 2 || White Flower Garden || &amp;lt;code&amp;gt;forest_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8398&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 3 || Bulblax Kingdom || &amp;lt;code&amp;gt;forest_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8401&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood 4 || Snagret Hole || &amp;lt;code&amp;gt;forest_4.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;f_04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8410&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 1 || Citadel of Spiders || &amp;lt;code&amp;gt;yakushima_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8397&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 2 || Glutton&#039;s Kitchen || &amp;lt;code&amp;gt;yakushima_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8402&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 3 || Shower Room || &amp;lt;code&amp;gt;yakushima_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8403&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool 4 || Submerged Castle || &amp;lt;code&amp;gt;yakushima_4.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;y_04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8411&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 1 || Cavern of Chaos || &amp;lt;code&amp;gt;last_1.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8412&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 2 || Hole of Heroes || &amp;lt;code&amp;gt;last_2.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8413&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild 3 || Dream Den || &amp;lt;code&amp;gt;last_3.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;l_03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;8414&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 01 || 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; || &amp;lt;code&amp;gt;4900&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 02 || 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; || &amp;lt;code&amp;gt;4920&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 03 || 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; || &amp;lt;code&amp;gt;4905&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 04 || 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; || &amp;lt;code&amp;gt;4903&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 05 || 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; || &amp;lt;code&amp;gt;4917&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 06 || 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; || &amp;lt;code&amp;gt;4915&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 07 || 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; || &amp;lt;code&amp;gt;4901&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 08 || 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; || &amp;lt;code&amp;gt;4911&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 09 || 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; || &amp;lt;code&amp;gt;4914&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 10 || 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; || &amp;lt;code&amp;gt;4906&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 11 || 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; || &amp;lt;code&amp;gt;4910&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 12 || 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; || &amp;lt;code&amp;gt;4902&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 13 || 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; || &amp;lt;code&amp;gt;4912&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 14 || 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; || &amp;lt;code&amp;gt;4923&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 15 || 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; || &amp;lt;code&amp;gt;4907&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 16 || 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; || &amp;lt;code&amp;gt;4921&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 17 || 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; || &amp;lt;code&amp;gt;4919&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 18 || 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; || &amp;lt;code&amp;gt;4918&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 19 || 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; || &amp;lt;code&amp;gt;4924&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 20 || 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; || &amp;lt;code&amp;gt;4904&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 21 || 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; || &amp;lt;code&amp;gt;4929&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 22 || 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; || &amp;lt;code&amp;gt;4927&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 23 || 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; || &amp;lt;code&amp;gt;4913&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 24 || 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; || &amp;lt;code&amp;gt;4925&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 25 || 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; || &amp;lt;code&amp;gt;4908&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 26 || 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; || &amp;lt;code&amp;gt;4916&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 27 || 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; || &amp;lt;code&amp;gt;4928&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 28 || 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; || &amp;lt;code&amp;gt;4926&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 29 || 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; || &amp;lt;code&amp;gt;4922&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Challenge Mode 30 || 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; || &amp;lt;code&amp;gt;4909&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 01 || Battle Field || &amp;lt;code&amp;gt;vs_1_otegaru.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs00&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4770&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 02 || War Path || &amp;lt;code&amp;gt;vs_5_semai.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs04&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4774&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 03 || Carpet Plain || &amp;lt;code&amp;gt;vs_3_hirobiro.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs02&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4772&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 04 || Angle Maze || &amp;lt;code&amp;gt;vs_8_kakukaku.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs07&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4777&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 05 || Colosseum || &amp;lt;code&amp;gt;vs_2_ujyaujya.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs01&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4771&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 06 || Rusty Gulch || &amp;lt;code&amp;gt;vs_6_hiyahiya.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs05&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4775&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 07 || Brawl Yard || &amp;lt;code&amp;gt;vs_7_nobinobi.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs06&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4776&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 08 || Tile Lands || &amp;lt;code&amp;gt;vs_10_tile.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs09&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4779&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 09 || Dim Labyrinth || &amp;lt;code&amp;gt;vs_9_meiro.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs08&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4778&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2-Player Battle 10 || Hostile Territory || &amp;lt;code&amp;gt;vs_4_karakuchi.txt&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs03&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4773&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unused || Unused || &amp;lt;code&amp;gt;caveinfo.txt&amp;lt;/code&amp;gt;|| &amp;lt;code&amp;gt;test&amp;lt;/code&amp;gt; || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
*Olimar is consistently referred to as &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; in the files, which is a romanization of his Japanese name. &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; can also refer to all leaders. His model name is &amp;lt;code&amp;gt;orima1.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
**When &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; is not used to refer to all the captains, they are instead referred to as &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt;. This was Olimar&#039;s internal name in &#039;&#039;Pikmin&#039;&#039;, which may be a leftover from Adam and Eve.&lt;br /&gt;
*Louie is referred to as either &amp;lt;code&amp;gt;luji&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt;, depending on where you are looking. His model name is &amp;lt;code&amp;gt;orima3.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
*The President of Hocotate Freight&#039;s model name is &amp;lt;code&amp;gt;syatyou.bmd&amp;lt;/code&amp;gt;. Otherwise, he&#039;s referred to as simply &amp;quot;President&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Pikmin ==&lt;br /&gt;
In many places, the Pikmin are ordered as follows:&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Blue Pikmin&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Red&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Yellow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Purple&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;White&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bulbmin&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Pikpik carrot&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3703</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3703"/>
		<updated>2022-07-06T17:20:54Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Yoshi2&amp;#039; Gen Editor has been very useful for me, so I thought it deserved a spot in the tools section.&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]]&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]]&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;
** [[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;
&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;
| 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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor&amp;diff=3702</id>
		<title>Pikmin 2 Routes Editor</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor&amp;diff=3702"/>
		<updated>2022-07-06T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: UnclePaul894 moved page Pikmin 2 Routes Editor to Pikmin 2 Routes Editor &amp;amp; Gen Editor: It is more convenient for the Routes Editor and Gen Editor to be on the same page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pikmin 2 Routes Editor &amp;amp; Gen Editor]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3701</id>
		<title>Pikmin 2 Routes Editor &amp; Gen Editor</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3701"/>
		<updated>2022-07-06T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: UnclePaul894 moved page Pikmin 2 Routes Editor to Pikmin 2 Routes Editor &amp;amp; Gen Editor: It is more convenient for the Routes Editor and Gen Editor to be on the same page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Add instructions on how to use the Gen Editor.}}&lt;br /&gt;
&lt;br /&gt;
The GUI for placing points on a graph in order to setup the Pikmin carrying routes in &#039;&#039;Pikmin 2&#039;&#039; is [https://github.com/RenolY2 Yoshi2]&#039;s Routes Editor. It can import the route text files, both vanilla and custom, along with import an OBJ or GRID (Pikmin 2 collision) file so you have a bird&#039;s-eye view of your level. When placing a point (by right-clicking), the tool automatically determines the exact Y coordinate (where Y is up) making it easy. Piktools also comes included with the Pikmin 2 Gen Editor, which has a GUI very similar to the Route Editor.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
* [https://github.com/RenolY2/pikmin-tools/releases/download/v1.0.1/piktools-1.0.1.zip v1.0.1]&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
The tool is a simple Windows executable - it has been tested with Wine on macOS by [https://pikmintkb.com/wiki/User:Jimble Jimble] and works perfectly.&lt;br /&gt;
* To open a route file; click &#039;File&#039; in the menu bar at the top left of the window and then select &#039;Load&#039;. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select your route.txt file. The application will then attempt to load all the points on the graph.&lt;br /&gt;
* To display a bird&#039;s-eye view of your model; click &#039;Collision&#039; in the menu bar at the top left of the window and then select either &#039;Load .OBJ&#039; or &#039;Load GRID.BIN&#039;. Which one you choose will depend on whether you want to load a 3D model that you&#039;ve just exported/downloaded as an OBJ file or if you want to load an already-converted/vanilla Pikmin 2 collision file. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select either your model.obj file or your grid.bin file. The application will then attempt to load your model as a heightmap on the graph.&lt;br /&gt;
* To add a point; left-click the &#039;Add Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the adding mode. Now, when you right-click on the graph, a point will be added wherever your cursor is.&lt;br /&gt;
* To remove a point; hold down left-click and drag over the point(s) you want to remove, once the point(s) is(are) highlighted - indicated by going red - you can release the left mouse button and then click &#039;Delete Waypoint(s)&#039; on the right side of the application. The selected point(s) will now be removed.&lt;br /&gt;
* To make a point&#039;s Y coordinate (where Y is up) exact to its location on the model; select the point(s) and then left-click the &#039;Ground Waypoint(s)&#039; button on the right side of the application. The selected waypoints will now be grounded. This is necessary if you decide to move your points around as they are not automatically grounded every time.&lt;br /&gt;
* To move points around after they&#039;ve been placed; left-click the &#039;Move Waypoint(s)&#039; button on the right side of the application. Again, you&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the moving mode. Now, when you select a point and then right-click, the selected point(s) will move to where your cursor is on the graph. Remember to ground the moved points afterwards.&lt;br /&gt;
* To connect one point to another (necessary for telling Pikmin where to go); enable connect mode by left-clicking the &#039;Connect Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets when it&#039;s enabled. Now, select your first point - this is the starting point. The next point you select will create the connection FROM the first point you selected TO the second point you select. It&#039;s important to note that these connections are ONE-WAY, meaning that when Pikmin are carrying something and they reach that first point, they will travel to the second point, but not vice versa. This is indicated by an arrow in the line from the first point to the second point. You can then proceed to select the second point (if it&#039;s already selected, you need to click it again), and then the first. This will make it both ways as there will be two connections; one going one way and the other going the other way.&lt;br /&gt;
* To remove connections between points; simply repeat the original connection method in the same order you made the point. If I have point A and point B, and this is my connection: B --&amp;gt;-- A then I would enable connect mode and select B first, then select A.&lt;br /&gt;
* To change a point&#039;s radius; once a point is created, select it by left-clicking it and then four text boxes will become visible on the right side of the application. The bottom text box is by default 50.0. This is the radius. You can increase/decrease this value to your liking and then press enter to see the changes. The radius is represented by the circle around the square point.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* Left mouse button - selecting&lt;br /&gt;
* Right mouse button - placing points (when adding mode is enabled)&lt;br /&gt;
* Middle mouse button - drag to move the view around&lt;br /&gt;
* Scroll up/down - up zooms in, down zooms out (by default)&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3700</id>
		<title>Pikmin 2 Routes Editor &amp; Gen Editor</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3700"/>
		<updated>2022-07-06T17:17:39Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: A quick note to add more info on the Gen Editor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Add instructions on how to use the Gen Editor.}}&lt;br /&gt;
&lt;br /&gt;
The GUI for placing points on a graph in order to setup the Pikmin carrying routes in &#039;&#039;Pikmin 2&#039;&#039; is [https://github.com/RenolY2 Yoshi2]&#039;s Routes Editor. It can import the route text files, both vanilla and custom, along with import an OBJ or GRID (Pikmin 2 collision) file so you have a bird&#039;s-eye view of your level. When placing a point (by right-clicking), the tool automatically determines the exact Y coordinate (where Y is up) making it easy. Piktools also comes included with the Pikmin 2 Gen Editor, which has a GUI very similar to the Route Editor.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
* [https://github.com/RenolY2/pikmin-tools/releases/download/v1.0.1/piktools-1.0.1.zip v1.0.1]&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
The tool is a simple Windows executable - it has been tested with Wine on macOS by [https://pikmintkb.com/wiki/User:Jimble Jimble] and works perfectly.&lt;br /&gt;
* To open a route file; click &#039;File&#039; in the menu bar at the top left of the window and then select &#039;Load&#039;. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select your route.txt file. The application will then attempt to load all the points on the graph.&lt;br /&gt;
* To display a bird&#039;s-eye view of your model; click &#039;Collision&#039; in the menu bar at the top left of the window and then select either &#039;Load .OBJ&#039; or &#039;Load GRID.BIN&#039;. Which one you choose will depend on whether you want to load a 3D model that you&#039;ve just exported/downloaded as an OBJ file or if you want to load an already-converted/vanilla Pikmin 2 collision file. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select either your model.obj file or your grid.bin file. The application will then attempt to load your model as a heightmap on the graph.&lt;br /&gt;
* To add a point; left-click the &#039;Add Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the adding mode. Now, when you right-click on the graph, a point will be added wherever your cursor is.&lt;br /&gt;
* To remove a point; hold down left-click and drag over the point(s) you want to remove, once the point(s) is(are) highlighted - indicated by going red - you can release the left mouse button and then click &#039;Delete Waypoint(s)&#039; on the right side of the application. The selected point(s) will now be removed.&lt;br /&gt;
* To make a point&#039;s Y coordinate (where Y is up) exact to its location on the model; select the point(s) and then left-click the &#039;Ground Waypoint(s)&#039; button on the right side of the application. The selected waypoints will now be grounded. This is necessary if you decide to move your points around as they are not automatically grounded every time.&lt;br /&gt;
* To move points around after they&#039;ve been placed; left-click the &#039;Move Waypoint(s)&#039; button on the right side of the application. Again, you&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the moving mode. Now, when you select a point and then right-click, the selected point(s) will move to where your cursor is on the graph. Remember to ground the moved points afterwards.&lt;br /&gt;
* To connect one point to another (necessary for telling Pikmin where to go); enable connect mode by left-clicking the &#039;Connect Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets when it&#039;s enabled. Now, select your first point - this is the starting point. The next point you select will create the connection FROM the first point you selected TO the second point you select. It&#039;s important to note that these connections are ONE-WAY, meaning that when Pikmin are carrying something and they reach that first point, they will travel to the second point, but not vice versa. This is indicated by an arrow in the line from the first point to the second point. You can then proceed to select the second point (if it&#039;s already selected, you need to click it again), and then the first. This will make it both ways as there will be two connections; one going one way and the other going the other way.&lt;br /&gt;
* To remove connections between points; simply repeat the original connection method in the same order you made the point. If I have point A and point B, and this is my connection: B --&amp;gt;-- A then I would enable connect mode and select B first, then select A.&lt;br /&gt;
* To change a point&#039;s radius; once a point is created, select it by left-clicking it and then four text boxes will become visible on the right side of the application. The bottom text box is by default 50.0. This is the radius. You can increase/decrease this value to your liking and then press enter to see the changes. The radius is represented by the circle around the square point.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* Left mouse button - selecting&lt;br /&gt;
* Right mouse button - placing points (when adding mode is enabled)&lt;br /&gt;
* Middle mouse button - drag to move the view around&lt;br /&gt;
* Scroll up/down - up zooms in, down zooms out (by default)&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3699</id>
		<title>Pikmin 2 Routes Editor &amp; Gen Editor</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_Routes_Editor_%26_Gen_Editor&amp;diff=3699"/>
		<updated>2022-07-06T17:14:53Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Yoshi2&amp;#039; Gen Editor has been very useful for me, so I thought it deserved a spot in the tools section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The GUI for placing points on a graph in order to setup the Pikmin carrying routes in &#039;&#039;Pikmin 2&#039;&#039; is [https://github.com/RenolY2 Yoshi2]&#039;s Routes Editor. It can import the route text files, both vanilla and custom, along with import an OBJ or GRID (Pikmin 2 collision) file so you have a bird&#039;s-eye view of your level. When placing a point (by right-clicking), the tool automatically determines the exact Y coordinate (where Y is up) making it easy. Piktools also comes included with the Pikmin 2 Gen Editor, which has a GUI very similar to the Route Editor.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
* [https://github.com/RenolY2/pikmin-tools/releases/download/v1.0.1/piktools-1.0.1.zip v1.0.1]&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
The tool is a simple Windows executable - it has been tested with Wine on macOS by [https://pikmintkb.com/wiki/User:Jimble Jimble] and works perfectly.&lt;br /&gt;
* To open a route file; click &#039;File&#039; in the menu bar at the top left of the window and then select &#039;Load&#039;. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select your route.txt file. The application will then attempt to load all the points on the graph.&lt;br /&gt;
* To display a bird&#039;s-eye view of your model; click &#039;Collision&#039; in the menu bar at the top left of the window and then select either &#039;Load .OBJ&#039; or &#039;Load GRID.BIN&#039;. Which one you choose will depend on whether you want to load a 3D model that you&#039;ve just exported/downloaded as an OBJ file or if you want to load an already-converted/vanilla Pikmin 2 collision file. From here, you&#039;ll be greeted by a friendly file menu where you can locate and select either your model.obj file or your grid.bin file. The application will then attempt to load your model as a heightmap on the graph.&lt;br /&gt;
* To add a point; left-click the &#039;Add Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the adding mode. Now, when you right-click on the graph, a point will be added wherever your cursor is.&lt;br /&gt;
* To remove a point; hold down left-click and drag over the point(s) you want to remove, once the point(s) is(are) highlighted - indicated by going red - you can release the left mouse button and then click &#039;Delete Waypoint(s)&#039; on the right side of the application. The selected point(s) will now be removed.&lt;br /&gt;
* To make a point&#039;s Y coordinate (where Y is up) exact to its location on the model; select the point(s) and then left-click the &#039;Ground Waypoint(s)&#039; button on the right side of the application. The selected waypoints will now be grounded. This is necessary if you decide to move your points around as they are not automatically grounded every time.&lt;br /&gt;
* To move points around after they&#039;ve been placed; left-click the &#039;Move Waypoint(s)&#039; button on the right side of the application. Again, you&#039;ll notice it becomes enclosed in square brackets - this means you&#039;re in the moving mode. Now, when you select a point and then right-click, the selected point(s) will move to where your cursor is on the graph. Remember to ground the moved points afterwards.&lt;br /&gt;
* To connect one point to another (necessary for telling Pikmin where to go); enable connect mode by left-clicking the &#039;Connect Waypoint&#039; button on the right side of the application. You&#039;ll notice it becomes enclosed in square brackets when it&#039;s enabled. Now, select your first point - this is the starting point. The next point you select will create the connection FROM the first point you selected TO the second point you select. It&#039;s important to note that these connections are ONE-WAY, meaning that when Pikmin are carrying something and they reach that first point, they will travel to the second point, but not vice versa. This is indicated by an arrow in the line from the first point to the second point. You can then proceed to select the second point (if it&#039;s already selected, you need to click it again), and then the first. This will make it both ways as there will be two connections; one going one way and the other going the other way.&lt;br /&gt;
* To remove connections between points; simply repeat the original connection method in the same order you made the point. If I have point A and point B, and this is my connection: B --&amp;gt;-- A then I would enable connect mode and select B first, then select A.&lt;br /&gt;
* To change a point&#039;s radius; once a point is created, select it by left-clicking it and then four text boxes will become visible on the right side of the application. The bottom text box is by default 50.0. This is the radius. You can increase/decrease this value to your liking and then press enter to see the changes. The radius is represented by the circle around the square point.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* Left mouse button - selecting&lt;br /&gt;
* Right mouse button - placing points (when adding mode is enabled)&lt;br /&gt;
* Middle mouse button - drag to move the view around&lt;br /&gt;
* Scroll up/down - up zooms in, down zooms out (by default)&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_directory_tree&amp;diff=3673</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=3673"/>
		<updated>2022-05-23T05:17:00Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: I noticed that pelletlist_*.szs was listed as being where the animation managers are when it should say otakara_texts.szs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; directory tree}}&lt;br /&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|&#039;&#039;&#039;Unused&#039;&#039;&#039; 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|&#039;&#039;&#039;Unused&#039;&#039;&#039; 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|&#039;&#039;&#039;Unused&#039;&#039;&#039; 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|&#039;&#039;&#039;Unused&#039;&#039;&#039; 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|&#039;&#039;&#039;Unused&#039;&#039;&#039; treasure collision and animation settings. The used settings are in &amp;lt;code&amp;gt;/user/Abe/Pellet/*/otakara_texts.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|[[CameraParms|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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=3419</id>
		<title>BMD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=3419"/>
		<updated>2022-03-06T21:24:21Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Additional info added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; 3D models exist inside &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Material data ==&lt;br /&gt;
[[SuperBMD]] can dump the material data of a model into a handy JSON (JavaScript Object Notation) file. This dump outputs a &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;texheader.json&amp;lt;/code&amp;gt; file. &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; contains the data related to the model&#039;s material. This section will document these JSON files instead of the actual material format used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== mat.json ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Name&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Name of material that is being defined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Flag&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Material flag value. A value of 1 is used for almost all solid materials, while 4 is used for transparent materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorChannelControlsCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of color channel controls.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTexGensCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of texture generators.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTevStagesCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of tev stages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Textures&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The list of textures that the material uses, in square brackets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexEntry&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;HasLookup&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexStageNum&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrices&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Exponent&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scales&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This TevStages does not do much, and is not as important as the following TevStages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexFormat&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;InTedBiasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AddPrev&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UtcLod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;CullMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines which faces to render. &amp;quot;None&amp;quot; shows both sides of the face, &amp;quot;Front&amp;quot; shows the back side of the face, &amp;quot;Back&amp;quot; shows the front side, and &amp;quot;Both&amp;quot; does not show the face at all.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelControls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LitMask&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DiffuseFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AttenuationFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LightingColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord1Gens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Sources&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrixSource&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexCoordGens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrix1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Projection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines what the texture does. 0, 1, and 7 are the most used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;EffectTranslation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The bigger the number, the smaller the texture is scaled on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Rotation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Translation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ProjectionMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;KonstColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The T-E-V stands for Texture Environment Unit. It is a rendering engine that uses input sources to achieve special effects. Has several possible options, for both the Color and the Alpha. &amp;quot;TexColor&amp;quot; or &amp;quot;TexAlpha&amp;quot; uses the texture&#039;s color or alpha, respectively. &amp;quot;Konst&amp;quot; uses a Konst color. &amp;quot;RasColor&amp;quot; or &amp;quot;RasAlpha&amp;quot; uses rasturized color. &amp;quot;ColorPrev&amp;quot; or &amp;quot;AlphaPrev&amp;quot; uses the previous stage&#039;s color or alpha, respectively. &amp;quot;One&amp;quot; uses 1, &amp;quot;Half&amp;quot; uses 0.5, and &amp;quot;Zero&amp;quot; uses 0. If all inputs are set to Zero, the image will appear black in-game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 color inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for ColorOperator, couple of different available options. &amp;quot;Add&amp;quot; makes this equation be used: ColorInD + (ColorInA + (ColorInB * ColorInA)) &amp;quot;Sub&amp;quot; is similar, except ColorInD is subtracted instead.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Scale_1&amp;quot; multiplies the result by 1 (so nothing changes), &amp;quot;Scale_2&amp;quot; multiplies the result by 2, and &amp;quot;Scale_4&amp;quot; quadruples it. &amp;quot;Divide_2&amp;quot; divides result by 2, giving a lower value.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. TevPrev = The final output channel. TevReg0 = first output channel. TevReg1 = second output channel. TevReg2 = third output channel.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| One of the 4 alpha inputs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Short for AlphaOperator, it uses the same options as &amp;quot;ColorOp&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| A small multiplier, it has no large effect. Leaving this at &amp;quot;Zero&amp;quot; usually works fine.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Uses the same options as ColorScale.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The channel the result is put into. Uses the same settings as &amp;quot;ColorRegId&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapModes&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapTables&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;FogInfo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RangeAdjustmentTable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphCompare&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;BMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines how a mesh is rendered in relation to meshes that have already been rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SourceFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DestinationFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Function&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UpdateEnable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZCompLoc&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Dither&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NBTScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Unknown1&amp;quot;&#039;&#039;&#039;&lt;br /&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=3418</id>
		<title>BMD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BMD_file&amp;diff=3418"/>
		<updated>2022-03-06T20:12:36Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: Additional info added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;s&amp;lt;/nowiki&amp;gt; 3D models exist inside &amp;lt;code&amp;gt;.bmd&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Material data ==&lt;br /&gt;
[[SuperBMD]] can dump the material data of a model into a handy JSON (JavaScript Object Notation) file. This dump outputs a &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;texheader.json&amp;lt;/code&amp;gt; file. &amp;lt;code&amp;gt;mat.json&amp;lt;/code&amp;gt; contains the data related to the model&#039;s material. This section will document these JSON files instead of the actual material format used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== mat.json ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Name&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Name of material that is being defined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Flag&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Material flag value. A value of 1 is used for almost all solid materials, while 4 is used for transparent materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorChannelControlsCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of color channel controls.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTexGensCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of texture generators.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NumTevStagesCount&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Amount of tev stages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Textures&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The list of textures that the material uses, in square brackets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexEntry&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;HasLookup&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexStageNum&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrices&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Matrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Exponent&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scales&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ScaleT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| This TevStages does not do much, and is not as important as the following TevStages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexFormat&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;InTedBiasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapS&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;IndTexWrapT&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AddPrev&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UtcLod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;CullMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines which faces to render.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelControls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;MaterialSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LitMask&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DiffuseFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AttenuationFunction&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientSrcColor&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AmbientColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;LightingColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord1Gens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Sources&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrixSource&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexCoordGens&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMatrix1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Projection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines what the texture does. 0, 1, and 7 are the most used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;EffectTranslation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Scale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| The bigger the number, the smaller the texture is scaled on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Rotation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Translation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ProjectionMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;PostTexMatrix&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevOrders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexCoord&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexMap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ChannelId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaSels&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;KonstColors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TevStages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ColorRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInA&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInB&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInC&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaInD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaOp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaBias&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaClamp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphaRegId&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapModes&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RasSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;TexSel&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SwapTables&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;FogInfo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;RangeAdjustmentTable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;AlphCompare&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Comp1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Reference1&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;BMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| Determines how a mesh is rendered in relation to meshes that have already been rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;SourceFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;DestinationFact&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Operation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZMode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Enable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Function&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;UpdateEnable&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;ZCompLoc&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Dither&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;NBTScale&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Unknown1&amp;quot;&#039;&#039;&#039;&lt;br /&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3189</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=3189"/>
		<updated>2021-08-12T01:42:13Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &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 [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;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|Directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONSTANTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 particles|Particles]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Stage generation&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin binary GEN format|Binary GEN format]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Outdated pages&lt;br /&gt;
** [[Pikmin area generator file|Generator]]&lt;br /&gt;
** [[Pikmin gen codes|Gen codes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Overworld&lt;br /&gt;
** [[Pikmin 2 area generator file|Overworld generation parameters]]&lt;br /&gt;
** [[Pikmin 2 map lighting files|Lighting]]&lt;br /&gt;
** [[Pikmin 2 waterboxes|Waterbox]]&lt;br /&gt;
** [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave generation parameters|Cave generation parameters]]&lt;br /&gt;
** [[Pikmin 2 Challenge Mode settings|Challenge Mode]]&lt;br /&gt;
** [[Pikmin 2 cave lighting files|Lighting]]&lt;br /&gt;
* Units (cave rooms)&lt;br /&gt;
** [[Cave unit generation|Cave unit generation]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Cave fixed layout|Cave fixed layout]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[Paired ARC+DIR file]]&lt;br /&gt;
** [[BUN file]] (also ANM)&lt;br /&gt;
* Binary formats&lt;br /&gt;
** [[MOD file]] (3D Model)&lt;br /&gt;
** [[TXE file]] (Texture)&lt;br /&gt;
** [[BTI file]] (Texture)&lt;br /&gt;
** [[BLO file]] (2D screen data)&lt;br /&gt;
** [[PCR file]] (Particle effect parameters)&lt;br /&gt;
** [[DC? files]] (Identifier for either DCA or DCK)&lt;br /&gt;
*** [[DCA file]] (Animation)&lt;br /&gt;
*** [[DCK file]] (Animation)&lt;br /&gt;
** [[H4M file]] (Pre-rendered video)&lt;br /&gt;
** [[JAM file]] (Sequenced music)&lt;br /&gt;
** [[STX file]] (Streamed music)&lt;br /&gt;
** [[AW file]] (Sound Bank)&lt;br /&gt;
** [[Pikmin parameter files|Parameter Files]]&lt;br /&gt;
* Plaintext Formats&lt;br /&gt;
** [[CIN file]] (Cutscene resource manager)&lt;br /&gt;
** [[DSK file]] (Cutscene data)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[CNV file]] (Intermediary conversion file)&lt;br /&gt;
* Unknown Formats&lt;br /&gt;
** [[GST file]]&lt;br /&gt;
** [[ACT file]]&lt;br /&gt;
** [[CARD file]]&lt;br /&gt;
* Missing Formats&lt;br /&gt;
** [[DVW file]] (Material file?) &lt;br /&gt;
** [[JMP file]] (Intermediary plaintext 3D model file?)&lt;br /&gt;
** [[MD3 file]] (3D Model)&lt;br /&gt;
** [[BSP flle]] (3D Model)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Archive Formats&lt;br /&gt;
** [[SZS file]]&lt;br /&gt;
** [[RARC file]]&lt;br /&gt;
* [[BMD file]] (J3D model)&lt;br /&gt;
* [[JSON file]] (Material File)&lt;br /&gt;
* [[BTI file]] (Texture)&lt;br /&gt;
* [[BTK file]] (Animated texture)&lt;br /&gt;
* [[JPC file]] (Particle effect container)&lt;br /&gt;
** [[JPA file]] (Particle effect)&lt;br /&gt;
* [[BCA file]] (Animation)&lt;br /&gt;
* [[BCK file]] (Animation)&lt;br /&gt;
* [[BMS file]] (Sequenced music)&lt;br /&gt;
* [[AST file]] (Streamed music)&lt;br /&gt;
* [[AW file]] (Soundfont)&lt;br /&gt;
* [[THP file]] (Pre-rendered video)&lt;br /&gt;
* [[BLO file]] (2D screen data)&lt;br /&gt;
* [[STB file]] (Cutscene data)&lt;br /&gt;
* [[BMG file]] (Text)&lt;br /&gt;
* [[BPK file]]&lt;br /&gt;
* [[BRK file]]&lt;br /&gt;
* [[BMC file]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** [[DWN file]] (e-Reader minigames?)&lt;br /&gt;
** [[DMD file]] (Intermediary 3D model)&lt;br /&gt;
** [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
** [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 radar files|Radar]]&lt;br /&gt;
* [[BFSTM file|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file (Pikmin 3)|MSBT (text string)]]&lt;br /&gt;
* [[FSKB file]] (Unknown)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Hey! Pikmin save file|Saved game data]]&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC (archive)]]&lt;br /&gt;
* [[BCH file|BCH (animation)]]&lt;br /&gt;
* [[BFLIM file|BFLIM (image)]]&lt;br /&gt;
* [[MSBT file (Hey! Pikmin)|MSBT (text string)]]&lt;br /&gt;
* [[Z file|Z (archive)]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin labeled parameter file|Labeled]]&lt;br /&gt;
** [[Pikmin AI constants|AI constants]]&lt;br /&gt;
** [[Pikmin cunit parameters|Cuint]]&lt;br /&gt;
** [[Pikmin demo parameters|Demo]]&lt;br /&gt;
** [[Pikmin game parameters|Game parameters]]&lt;br /&gt;
** [[Pikmin navi parameters|NaviMgr]]&lt;br /&gt;
** [[Pikmin piki parameters|PikiMgr]]&lt;br /&gt;
** [[Pikmin sound parameters|Sound]]&lt;br /&gt;
** [[Pikmin wave parameters|Wave]]&lt;br /&gt;
** [[Pikmin prefs parameters|Prefs]]&lt;br /&gt;
** [[Pikmin boss parameters|Boss]]&lt;br /&gt;
* [[Pikmin unlabeled parameter file|Unlabeled]]&lt;br /&gt;
** [[Pikmin camera parameters|Camera]]&lt;br /&gt;
** [[Pikmin key parameters|Key]]&lt;br /&gt;
** [[Pikmin enemy parameter file format|Enemy]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms|Leader]]&lt;br /&gt;
* [[pikiParms|Pikmin]]&lt;br /&gt;
* [[CameraParms|Camera]]&lt;br /&gt;
* [[Pikmin 2 enemy parameters|Entity]]&lt;br /&gt;
* [[Titan Dweevil parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2673</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2673"/>
		<updated>2019-06-13T04:05:03Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for &amp;lt;code&amp;gt;# reserved&amp;lt;/code&amp;gt; which if set to zero, the object will only ever load once, and &amp;lt;code&amp;gt;# 復活日数&amp;lt;/code&amp;gt; underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Paper Bags, Gates, Rock Clogs, Nectar Grass, Nectar Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item Id || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt;  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (pikmin) || &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First is the caveinfo file, second does nothing, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {teki} (enemies, plants, and hazards) || &amp;lt;code&amp;gt;x		# teki 	x 		# teki_birth_type 	x 		# teki_num 	x.000000 		# face direction 	x 		# 0:point 1:circle 	x.000000 		# appear radius 	x.000000 		# enemy size 	x # お宝アイテムコード	x 		# Pellet color 	x 		# Pellet size 	x 		# Pellet Min 	x 		# Pellet Max 	x.000000 		# Pellet Min&amp;lt;/code&amp;gt; || Has it&#039;s own section down below.&lt;br /&gt;
|-&lt;br /&gt;
| {pelt} (treasure) || &amp;lt;code&amp;gt;x 	} under pellet local version&amp;lt;/code&amp;gt; ||The [[Pikmin 2 identifiers#Treasures|Treasure&#039;s ID]]&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = short bridge 1 = slope bridge 2 = long bridge&lt;br /&gt;
|-&lt;br /&gt;
| {gate} (bramble gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ x 	#Color &amp;lt;/code&amp;gt; ||First parameter is the gate&#039;s HP, second is the gate&#039;s color. 1 for black, 0 for white&lt;br /&gt;
|-&lt;br /&gt;
| {dgat} (electric gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ&amp;lt;/code&amp;gt; ||The gate&#039;s health. Only comes in one color.&lt;br /&gt;
|-&lt;br /&gt;
| {rock} (spiderwort mold) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. It is in fact called {rock}.&lt;br /&gt;
|-&lt;br /&gt;
| {barl} (rock clog) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. Rock clogs really are called {barl}&lt;br /&gt;
|-&lt;br /&gt;
| {plnt} (burgeoning spiderwort) || &amp;lt;code&amp;gt;x  #実タイプ&amp;lt;/code&amp;gt; ||What kind of berries it grows. 0 for red, 1 for blue, 2 for a mix of both.&lt;br /&gt;
|-&lt;br /&gt;
| {ujms} (ujadani bugs) || &amp;lt;code&amp;gt;x 	#うじゃ王数&amp;lt;/code&amp;gt; ||Number of bugs in the group.&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/pebble) || &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| {dwfl} (weight blocks and paper bags) || x 	#沈み人数	x 	#type	x 	# 1:seesaw || First variable is # of pikmin needed to push it down, second is what it is; 0 for spaced out blocks, 1 for grouped blocks, 2 for paper bag. Last parameter is if it can be pushed up by another block.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teki==&lt;br /&gt;
&lt;br /&gt;
Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x		# teki&amp;lt;/code&amp;gt; || The [[Pikmin 2 identifiers#Enemies_and_other_objects|Enemy&#039;s ID]]. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_birth_type&amp;lt;/code&amp;gt; || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_num&amp;lt;/code&amp;gt; || Number of enemies to spawn, used if &amp;lt;code&amp;gt;# 0:point 1:circle&amp;lt;/code&amp;gt; is &amp;gt; 2.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# face direction&amp;lt;/code&amp;gt; || Direction it faces, in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# 0:point 1:circle&amp;lt;/code&amp;gt; || Spawn Type. 0 = At exact Coordinates, 1 = Radius around Coordinates, 2 or more = Multiple&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# appear radius&amp;lt;/code&amp;gt; || Radius Area it appears in, if used. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# enemy size&amp;lt;/code&amp;gt; || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x # お宝アイテムコード&amp;lt;/code&amp;gt; || Id of treasure to drop, plus 768 or 1024 for Exploration Kit Treasures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet color&amp;lt;/code&amp;gt; || Color of pellets it drops. 0 = Blue 1 = Red 2 = Yellow 3 = All.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet size&amp;lt;/code&amp;gt; || Size of dropped pellets; 1, 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Min &amp;lt;/code&amp;gt; || Minimum number of pellets it drops.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Max&amp;lt;/code&amp;gt; || Maximum number of pellets it can drop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.xxxxxx 		# Pellet Min&amp;lt;/code&amp;gt; || Different from the first, this controls the percent chance it will drop pellets. 1.0 is 100%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet type&amp;lt;/code&amp;gt; || Only used with Pellet Posies. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet size&amp;lt;/code&amp;gt; || Size of pellet it bares; only 1, 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# size&amp;lt;/code&amp;gt; || Only used with Pellet Posies. Works just like the above &amp;lt;code&amp;gt;# Pellet color&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2670</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2670"/>
		<updated>2019-06-11T22:49:26Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for &amp;lt;code&amp;gt;# reserved&amp;lt;/code&amp;gt; which if set to zero, the object will only ever load once, and &amp;lt;code&amp;gt;# 復活日数&amp;lt;/code&amp;gt; underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Paper Bags, Gates, Rock Clogs, Nectar Grass, Nectar Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item Id || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt;  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (pikmin) || &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First is the caveinfo file, second does nothing, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {teki} (enemies, plants, and hazards) || &amp;lt;code&amp;gt;x		# teki 	x 		# teki_birth_type 	x 		# teki_num 	x.000000 		# face direction 	x 		# 0:point 1:circle 	x.000000 		# appear radius 	x.000000 		# enemy size 	x # お宝アイテムコード	x 		# Pellet color 	x 		# Pellet size 	x 		# Pellet Min 	x 		# Pellet Max 	x.000000 		# Pellet Min&amp;lt;/code&amp;gt; || Has it&#039;s own section down below.&lt;br /&gt;
|-&lt;br /&gt;
| {pelt} (treasure) || &amp;lt;code&amp;gt;x 	} under pellet local version&amp;lt;/code&amp;gt; ||The [[Pikmin 2 identifiers#Treasures|Treasure&#039;s ID]]&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = short bridge 1 = slope bridge 2 = long bridge&lt;br /&gt;
|-&lt;br /&gt;
| {gate} (bramble gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ x 	#Color &amp;lt;/code&amp;gt; ||First parameter is the gate&#039;s HP, second is the gate&#039;s color. 1 for black, 0 for white&lt;br /&gt;
|-&lt;br /&gt;
| {dgat} (electric gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ&amp;lt;/code&amp;gt; ||The gate&#039;s health. Only comes in one color.&lt;br /&gt;
|-&lt;br /&gt;
| {rock} (spiderwort mold) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. It is in fact called {rock}.&lt;br /&gt;
|-&lt;br /&gt;
| {barl} (rock clog) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. Rock clogs really are called {barl}&lt;br /&gt;
|-&lt;br /&gt;
| {plnt} (burgeoning spiderwort) || &amp;lt;code&amp;gt;x  #実タイプ&amp;lt;/code&amp;gt; ||What kind of berries it grows. 0 for red, 1 for blue, 2 for a mix of both.&lt;br /&gt;
|-&lt;br /&gt;
| {ujms} (ujadani bugs) || &amp;lt;code&amp;gt;x 	#うじゃ王数&amp;lt;/code&amp;gt; ||Number of bugs in the group.&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/pebble) || &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x || &#039;&#039;&#039;Temporary&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teki==&lt;br /&gt;
&lt;br /&gt;
Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x		# teki&amp;lt;/code&amp;gt; || x.000000 	#ライフ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_birth_type&amp;lt;/code&amp;gt; || {0000} 	# item local version&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# teki_num&amp;lt;/code&amp;gt; || {0000} 	# item local version&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# face direction&amp;lt;/code&amp;gt; || x  #実タイプ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# 0:point 1:circle&amp;lt;/code&amp;gt; || x 	#うじゃ王数&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# appear radius&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x.000000 		# enemy size&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x # お宝アイテムコード&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet color&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet size&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Min &amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# Pellet Max&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet type&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# pellet size&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 		# size&amp;lt;/code&amp;gt; || x 	#うじゃ王数 x 	#石か草か&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2668</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2668"/>
		<updated>2019-06-11T03:59:39Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item Id || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt;  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (pikmin) || &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First is the caveinfo file, second is the units list it pulls from, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {pelt} (treasure) || &amp;lt;code&amp;gt;x 	} under pellet local version&amp;lt;/code&amp;gt; ||The [[Pikmin 2 identifiers#Treasures|Treasure&#039;s ID]]&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = poison bridge 1 = slope bridge 2 = straight bridge&lt;br /&gt;
|-&lt;br /&gt;
| {gate} (bramble gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ x 	#Color &amp;lt;/code&amp;gt; ||First parameter is the gate&#039;s HP, second is the gate&#039;s color. 1 for black, 0 for white&lt;br /&gt;
|-&lt;br /&gt;
| {dgat} (electric gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ&amp;lt;/code&amp;gt; ||The gate&#039;s health. Only comes in one color.&lt;br /&gt;
|-&lt;br /&gt;
| {rock} (spiderwort mold) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. It is in fact called {rock}.&lt;br /&gt;
|-&lt;br /&gt;
| {barl} (rock clog) || &amp;lt;code&amp;gt;{0000} 	# item local version&amp;lt;/code&amp;gt; ||Unknown effect. Rock clogs really are called {barl}&lt;br /&gt;
|-&lt;br /&gt;
| {plnt} (burgeoning spiderwort) || &amp;lt;code&amp;gt;x  #実タイプ&amp;lt;/code&amp;gt; ||What kind of berries it grows. 0 for red, 1 for blue, 2 for a mix of both.&lt;br /&gt;
|-&lt;br /&gt;
| {ujms} (ujadani bugs) || &amp;lt;code&amp;gt;x 	#うじゃ王数&amp;lt;/code&amp;gt; ||Number of bugs in the group.&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/pebble) || &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x || &#039;&#039;&#039;Temporary&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2664</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2664"/>
		<updated>2019-06-10T04:00:20Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item Id || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt;  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (pikmin) || &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First is the caveinfo file, second is the units list it pulls from, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {pelt} (treasure) || &amp;lt;code&amp;gt;x 	} under pellet local version&amp;lt;/code&amp;gt; ||The [[Pikmin 2 identifiers#Treasures|Treasure&#039;s ID]]&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = poison bridge 1 = slope bridge 2 = straight bridge&lt;br /&gt;
|-&lt;br /&gt;
| {gate} (bramble gates) || &amp;lt;code&amp;gt;x.000000 	#ライフ x 	#Color &amp;lt;/code&amp;gt; ||First parameter is the gate&#039;s HP, second is the gate&#039;s color. 1 for black, 0 for white&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/pebble) || &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x || &#039;&#039;&#039;Temporary&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2660</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2660"/>
		<updated>2019-06-06T03:07:05Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Further still under that in the brackets is the &amp;lt;code&amp;gt;# item id&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
==Entity categories==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item Id || Parameters || Notes&lt;br /&gt;
|-&lt;br /&gt;
| {onyn} (onion/ship) || &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt;  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| {piki} (pikmin) || &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {cave} (caves) || &amp;lt;code&amp;gt;x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }&amp;lt;/code&amp;gt; || First is the caveinfo file, second is the units list it pulls from, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. &#039;&#039;&#039;The fours are part of the code&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {brdg} (stick bridges) || &amp;lt;code&amp;gt;x  #橋タイプ&amp;lt;/code&amp;gt; ||0 = poison bridge 1 = slope bridge 2 = straight bridge&lt;br /&gt;
|-&lt;br /&gt;
| {weed} (nectar grass/pebble) || &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x || &#039;&#039;&#039;Temporary&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2658</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2658"/>
		<updated>2019-06-05T03:33:37Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity&#039;s class, for example &amp;lt;code&amp;gt;{item} {0002}&amp;lt;/code&amp;gt;. Finally, entities have 3 &amp;lt;code&amp;gt;# rotation&amp;lt;/code&amp;gt; values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. In the brackets under that lie the Entity&#039;s unique parameters.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
===Entity categories===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges.&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768.&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Below, an x is used to denote where the variable is to be input in a parameter line.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Effect || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x # onyon index x # after boot? true==1&amp;lt;/code&amp;gt; || The type of Onion it is  || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{p000} 4 x	# 色 {p001} 4 x	# 数 {p002} 4 x	# 自活(1=yes) {_eof} &amp;lt;/code&amp;gt; || Controls the type, amount of Pikmin, and if they attack enemies before being whistled. The fours are part of the code || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x 	#うじゃ王数 x 	#石か草か&amp;lt;/code&amp;gt; || First value is number of plucks needed to deplete it, Second is if it&#039;s the stone or the grass || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;under construction&amp;lt;/code&amp;gt; || x || &#039;&#039;&#039;Temporary&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2657</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2657"/>
		<updated>2019-06-04T04:22:52Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant.&lt;br /&gt;
There are multiple types of Entities in the Overworld, with differing parameters. These include...&lt;br /&gt;
&lt;br /&gt;
===Entity categories===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{item} {0002}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges&lt;br /&gt;
#* Some living things as well, like Burgeoning Spirderwort and the Ujadani.&lt;br /&gt;
# &#039;&#039;&#039;&amp;quot;{piki} {0001}&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#* Includes all five types of Pikmin, spawning any into overworld is possible.&lt;br /&gt;
#* Also seems to deal with Submerged Castle&#039;s Blues only code.&lt;br /&gt;
# &#039;&#039;&#039;{teki} {0005}&#039;&#039;&#039;&lt;br /&gt;
#* Includes all things in the Piklopedia; that is to say, enemies.&lt;br /&gt;
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768&lt;br /&gt;
# &#039;&#039;&#039;{pelt} {0000}&#039;&#039;&#039;&lt;br /&gt;
#* Are exclusively treasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2656</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2656"/>
		<updated>2019-06-03T04:02:21Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the &amp;lt;code&amp;gt;EF BB BF&amp;lt;/code&amp;gt; magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. The coordinates next to &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt; seem to be useless. Under &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. Everything above &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; seems to be debug info for the original programmers with no effect on the entity itself. The numbers next to &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In &amp;lt;code&amp;gt;# offset&amp;lt;/code&amp;gt; are more x y z coordinates that will &amp;quot;offset&amp;quot; or move the entity over more by the amount specified. This value is not used in-game and is basically redundant.&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2655</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2655"/>
		<updated>2019-06-02T20:14:07Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which denotes the format of the file. At the top of the file, under &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor.&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2654</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2654"/>
		<updated>2019-06-02T20:13:23Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
Each file starts with a line titled &amp;lt;code&amp;gt;# generatorMgr &amp;lt;Generator(Default)&amp;gt;&amp;lt;/code&amp;gt;. Under this is, &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, which takes denotes the format of the file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the top of the file, under &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. &lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor.&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2653</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=2653"/>
		<updated>2019-06-02T19:41:11Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &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;
&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>UnclePaul894</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2649</id>
		<title>Pikmin 2 area generator file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_area_generator_file&amp;diff=2649"/>
		<updated>2019-06-02T03:32:03Z</updated>

		<summary type="html">&lt;p&gt;UnclePaul894: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This page is under construction.}}&lt;br /&gt;
&lt;br /&gt;
An area&#039;s generator files can be found in &amp;lt;code&amp;gt;/user/Abe/map/*&amp;lt;/code&amp;gt;. Amongst these, the &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders, as well as the &amp;lt;code&amp;gt;defaultgen.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initgen.txt&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;plantsgen.txt&amp;lt;/code&amp;gt; contain data for what objects to spawn in the area, and how.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nonloop&amp;lt;/code&amp;gt; folders have intriguing file-naming formats. They likely mean something, and it&#039;s likely related to the days. Possibilities:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;ending day&amp;amp;gt;.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;starting day&amp;amp;gt;-&amp;amp;lt;number of days&amp;amp;gt.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# generatorMgr &amp;lt;Generator(Default)&amp;gt;&lt;br /&gt;
{v0.1} 	# version&lt;br /&gt;
0.000000 0.000000 0.000000 	# startPos&lt;br /&gt;
0.000000 	# startDir&lt;br /&gt;
34 	# 34 generators&lt;br /&gt;
# 宇宙船&lt;br /&gt;
{&lt;br /&gt;
	{v0.1} 	# version&lt;br /&gt;
	0 	# reserved&lt;br /&gt;
	0 	# 復活日数&lt;br /&gt;
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# &amp;lt;宇宙船&amp;gt;&lt;br /&gt;
	-331.454987 80.000000 1228.323975 	# pos&lt;br /&gt;
	0.000000 0.000000 0.000000 	# offset&lt;br /&gt;
	{item} {0002} 	# onyn&lt;br /&gt;
	{&lt;br /&gt;
		{onyn} 	# item id&lt;br /&gt;
		0.000000 -171.524994 0.000000 	# rotation&lt;br /&gt;
		{0001} 	# item local version&lt;br /&gt;
		4 	# onyon index&lt;br /&gt;
		1 	# after boot? true==1&lt;br /&gt;
	}&lt;br /&gt;
	# gen base&lt;br /&gt;
	{&lt;br /&gt;
		{_eof} &lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the file, under &amp;lt;code&amp;gt;{v0.1}&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;startPos&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;startDir&amp;lt;/code&amp;gt; is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before &amp;lt;code&amp;gt;# pos&amp;lt;/code&amp;gt; are the entity&#039;s x, y, and z coordinates. To find a point&#039;s coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor.&lt;br /&gt;
&lt;br /&gt;
{{credits| [[User:UnclePaul894|UnclePaul894]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>UnclePaul894</name></author>
	</entry>
</feed>