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	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vic</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=Vic"/>
	<link rel="alternate" type="text/html" href="https://pikmintkb.com/wiki/Special:Contributions/Vic"/>
	<updated>2026-05-11T15:49:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=CARD_file&amp;diff=4820</id>
		<title>CARD file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=CARD_file&amp;diff=4820"/>
		<updated>2024-12-30T19:00:19Z</updated>

		<summary type="html">&lt;p&gt;Vic: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In &#039;&#039;Pikmin&#039;&#039;, &amp;lt;code&amp;gt;test.card&amp;lt;/code&amp;gt; is a file found in &amp;lt;code&amp;gt;dataDir/savedata&amp;lt;/code&amp;gt;. The file is completely unused, never being loaded by the game.&lt;br /&gt;
&lt;br /&gt;
This file was initially theorized to contain memory card defaults&amp;lt;ref&amp;gt;[[Pikmin directory tree]]&amp;lt;/ref&amp;gt;, but this theory was proven incorrect. It was later discovered that the file was unused.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_Deluxe_directory_tree&amp;diff=4810</id>
		<title>Pikmin 3 Deluxe directory tree</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_Deluxe_directory_tree&amp;diff=4810"/>
		<updated>2024-10-31T13:13:53Z</updated>

		<summary type="html">&lt;p&gt;Vic: romfs is not actually a part of the game&amp;#039;s filesystem, it&amp;#039;s a general thing used by all Switch games dumped with an emulator like Yuzu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree}}&lt;br /&gt;
This article lists all folders and noteworthy files in &#039;&#039;Pikmin 3 Deluxe&#039;&#039;. Yellow rows are folders, and blue rows are files.&lt;br /&gt;
&lt;br /&gt;
{{todo|Go into more detail, especially in terms of adding sub-folders.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
{{dt|d||CMCmn|Main content}}&lt;br /&gt;
{{dt|d|CMCmn|audio|Audio files}}&lt;br /&gt;
{{dt|d|CMCmn/audio|audiores|Sound effects}}&lt;br /&gt;
{{dt|d|CMCmn/audio/audiores|stream|Music}}&lt;br /&gt;
{{dt|d|CMCmn|camera|Camera-related scripts}}&lt;br /&gt;
{{dt|d|CMCmn|command|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|control_setting|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|course_arc|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|demo|Cutscenes and animations for cutscenes}}}&lt;br /&gt;
{{dt|d|CMCmn|demo_share|Models for KopPad video call cutscenes}}&lt;br /&gt;
{{dt|d|CMCmn|effect|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|enemy|Enemy models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|generator|Objects to spawn in each area}}&lt;br /&gt;
{{dt|d|CMCmn/generator|damagumo_map|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|enemy_00|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapA|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapA_side|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapB|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapB_vp|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapC|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapD|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapD_side|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mapE|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis1|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis3|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis4|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis5|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis11|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis12|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis13|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis14|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|mis15|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|object_00|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|patrol|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|perf_mapB|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_antsnest|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_antsnest2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_buildingblocks|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_buildingblocks2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_flowerbed|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_flowerbed2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_pipeworld|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_pipeworld2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_puddle|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_puddle2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_sandbox|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/generator|vs_sandbox2|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|keyitem|Important items, like upgrades}}&lt;br /&gt;
{{dt|d|CMCmn|lyt|Menus}}&lt;br /&gt;
{{dt|d|CMCmn|map|Area/Bingo Battle-related models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|map2d|Radar textures}}&lt;br /&gt;
{{dt|d|CMCmn|movie|Pre-rendered cutscenes}}&lt;br /&gt;
{{dt|d|CMCmn/movie|HowToOperate|How to play videos}}&lt;br /&gt;
{{dt|d|CMCmn/movie|PictureBook|Enemy tutorial videos}}&lt;br /&gt;
{{dt|d|CMCmn|movie_caption|Intro cutscene subtitle data}}&lt;br /&gt;
{{dt|d|CMCmn|nonactor|Misc. non-gameplay objects}}&lt;br /&gt;
{{dt|d|CMCmn|object|Gameplay object models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|orimamemo|Data File textures}}&lt;br /&gt;
{{dt|d|CMCmn|otakara|Fruit/Treasure models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|plant|Plant models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|player|Pikmin, leader, and cursor models and parameters}}&lt;br /&gt;
{{dt|d|CMCmn|rankingdata_test|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|system|Misc. settings and files}}&lt;br /&gt;
{{dt|d|CMCmn/system|agl_root|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/system|mission_set|Mission mode and side story level attributes and timers}}&lt;br /&gt;
{{dt|d|CMCmn/system|quest_set|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn/system|vs_set|Versus mode level attributes and timers}}&lt;br /&gt;
{{dt|d|CMCmn|tex_only|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|vib_data|{{unknown}}}}&lt;br /&gt;
{{dt|d|CMCmn|worldmap|Drake&#039;s interior and area selection screen things}}}&lt;br /&gt;
{{dt|d||(EU{{!}}US{{!}}US)*|Fonts and strings.}}&lt;br /&gt;
{{dt|d||tmp|{{unknown}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3 Deluxe]]&lt;br /&gt;
[[Category:Directory trees]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4809</id>
		<title>Pikmin directory tree</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4809"/>
		<updated>2024-10-12T13:06:07Z</updated>

		<summary type="html">&lt;p&gt;Vic: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists all folders and noteworthy files in &#039;&#039;Pikmin&#039;&#039;. Yellow rows are folders, and blue rows are files.&lt;br /&gt;
&lt;br /&gt;
{{todo|Apparently we&#039;re supposed to 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||dataDir|Location of essentially all game files.}}&lt;br /&gt;
{{dt|d|dataDir|2d_data|Contains several unused image files in the [[TXE file|TXE]] format.}}&lt;br /&gt;
{{dt|d|dataDir|archives|Storage folder for all .ARC and .DIR file pairs}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_eng.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\eng_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_kodomo.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\kodomo_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_otona.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\otona_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bomb.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bomb&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bosses.arc|Copy of &amp;lt;code&amp;gt;dataDir\bosses&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bridges.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bridge&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|effshapes.arc|Copy of &amp;lt;code&amp;gt;dataDir\effects\shapes&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|fl_water.dir|Copy of &amp;lt;code&amp;gt;dataDir\objects\fl_water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|gates.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\gate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|goal.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\goal&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pelletsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pellets&amp;lt;/code&amp;gt; &#039;&#039;&#039;(.BIN files only)&#039;&#039;&#039;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pikihead.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pikihead&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|plants.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\plants&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|rope.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\rope&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekikey.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekikeys&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekipara.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekipara&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekis.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekis&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|ufopartsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\ufoparts&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|water.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|weeds.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\weeds&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|d|dataDir|bosses|Contains parameters, models, animations, and animation managers for every boss. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir|build.map|An actual symbol map, unlike a &#039;&#039;certain sequel&#039;&#039;}}&lt;br /&gt;
{{dt|d|dataDir|camera|Contains 3 versions of the game&#039;s per-camera-ters. &amp;lt;code&amp;gt;camepara.bin&amp;lt;/code&amp;gt; is used.}}&lt;br /&gt;
{{dt|d|dataDir|cinemas|Contains (copies of) models and animations used in cutscenes, along with other stuff}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.cin|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.ini|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|d|dataDir|courses|Contains the 3D models for every area of the game.  Some testing maps, too.}}&lt;br /&gt;
{{dt|d|dataDir|effects|Contains particle effects and onion spotlight things.}}&lt;br /&gt;
{{dt|f|dataDir/ghost|record.gst|{{unsure|Mysterious file.  What does this do??}}}}&lt;br /&gt;
{{dt|d|dataDir|intro|Contains the Nintendo logo image, course name images and the countdown graphic&#039;s model and animations.}}}}&lt;br /&gt;
{{dt|d|dataDir|MovieData|Prerendered video in &#039;&#039;&#039;H4M&#039;&#039;&#039; format}}&lt;br /&gt;
{{dt|d|dataDir|objects| Contains models, animations, animation managers for misc. objects. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir/objects/plants|conversion.lnk|Shortcut to &amp;lt;code&amp;gt;Z:\conversion\courses\plants&amp;lt;/code&amp;gt;.  {{unsure|Purpose is unknown}}}}&lt;br /&gt;
{{dt|d|dataDir|parms|Contains general parameter files.}}&lt;br /&gt;
{{dt|d|dataDir|pikis|Contains models, animations, and animation managers for Pikmin, Olimar, and stages of maturity of Pikmin.}}&lt;br /&gt;
{{dt|f|dataDir/savedata|test.card|{{unsure|Memory card defaults?}}}}&lt;br /&gt;
{{dt|d|dataDir|screen|Contains textures and layouts for 2D menus.}}&lt;br /&gt;
{{dt|d|dataDir|shapes|Contains miscellaneous 3D models like the cursor and some stuff used in debugger.}}&lt;br /&gt;
{{dt|f|dataDir/SndData/Seqs|pikiseq.arc|A &#039;&#039;&#039;BARC&#039;&#039;&#039; file. It contains the game&#039;s sequenced music.}}&lt;br /&gt;
{{dt|d|dataDir|stages|Contains &#039;&#039;&#039;GEN&#039;&#039;&#039; files for {{unsure|all stages}}}}&lt;br /&gt;
{{dt|d|dataDir|tekikeys|Contains animation managers for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekipara|Contains parameters for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekis|Contains animations and models for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|testdata|Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious &amp;quot;1.act&amp;quot; file.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{dt|f||config.ini|A big let-down}}&lt;br /&gt;
{{dt|f||sysBootup.exe|Development tool left on the disk.  For more info, see [https://tcrf.net/Pikmin/Windows_Executable TCRF.net]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Minty_Meeo|Minty_Meeo]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Directory trees]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4808</id>
		<title>Pikmin directory tree</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4808"/>
		<updated>2024-10-04T11:11:44Z</updated>

		<summary type="html">&lt;p&gt;Vic: Forgot to add this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists all folders and noteworthy files in &#039;&#039;Pikmin&#039;&#039;. Yellow rows are folders, and blue rows are files.&lt;br /&gt;
&lt;br /&gt;
{{todo|Apparently we&#039;re supposed to 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||dataDir|Location of essentially all game files.}}&lt;br /&gt;
{{dt|d|dataDir|2d_data|Contains several unused image files in the [[TXE file|TXE]] format.}}&lt;br /&gt;
{{dt|d|dataDir|archives|Storage folder for all .ARC and .DIR file pairs}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_eng.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\eng_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_kodomo.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\kodomo_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_otona.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\otona_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bomb.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bomb&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bosses.arc|Copy of &amp;lt;code&amp;gt;dataDir\bosses&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bridges.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bridge&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|effshapes.arc|Copy of &amp;lt;code&amp;gt;dataDir\effects\shapes&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|fl_water.dir|Copy of &amp;lt;code&amp;gt;dataDir\objects\fl_water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|gates.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\gate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|goal.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\goal&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pelletsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pellets&amp;lt;/code&amp;gt; &#039;&#039;&#039;(.BIN files only)&#039;&#039;&#039;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pikihead.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pikihead&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|plants.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\plants&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|rope.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\rope&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekikey.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekikeys&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekipara.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekipara&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekis.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekis&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|ufopartsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\ufoparts&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|water.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|weeks.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\weeds&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|d|dataDir|bosses|Contains parameters, models, animations, and animation managers for every boss. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir|build.map|An actual symbol map, unlike a &#039;&#039;certain sequel&#039;&#039;}}&lt;br /&gt;
{{dt|d|dataDir|camera|Contains 3 versions of the game&#039;s per-camera-ters. &amp;lt;code&amp;gt;camepara.bin&amp;lt;/code&amp;gt; is used.}}&lt;br /&gt;
{{dt|d|dataDir|cinemas|Contains (copies of) models and animations used in cutscenes, along with other stuff}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.cin|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.ini|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|d|dataDir|courses|Contains the 3D models for every area of the game.  Some testing maps, too.}}&lt;br /&gt;
{{dt|d|dataDir|effects|Contains particle effects and onion spotlight things.}}&lt;br /&gt;
{{dt|f|dataDir/ghost|record.gst|{{unsure|Mysterious file.  What does this do??}}}}&lt;br /&gt;
{{dt|d|dataDir|intro|Contains the Nintendo logo image, course name images and the countdown graphic&#039;s model and animations.}}}}&lt;br /&gt;
{{dt|d|dataDir|MovieData|Prerendered video in &#039;&#039;&#039;H4M&#039;&#039;&#039; format}}&lt;br /&gt;
{{dt|d|dataDir|objects| Contains models, animations, animation managers for misc. objects. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir/objects/plants|conversion.lnk|Shortcut to &amp;lt;code&amp;gt;Z:\conversion\courses\plants&amp;lt;/code&amp;gt;.  {{unsure|Purpose is unknown}}}}&lt;br /&gt;
{{dt|d|dataDir|parms|Contains general parameter files.}}&lt;br /&gt;
{{dt|d|dataDir|pikis|Contains models, animations, and animation managers for Pikmin, Olimar, and stages of maturity of Pikmin.}}&lt;br /&gt;
{{dt|f|dataDir/savedata|test.card|{{unsure|Memory card defaults?}}}}&lt;br /&gt;
{{dt|d|dataDir|screen|Contains textures and layouts for 2D menus.}}&lt;br /&gt;
{{dt|d|dataDir|shapes|Contains miscellaneous 3D models like the cursor and some stuff used in debugger.}}&lt;br /&gt;
{{dt|f|dataDir/SndData/Seqs|pikiseq.arc|A &#039;&#039;&#039;BARC&#039;&#039;&#039; file. It contains the game&#039;s sequenced music.}}&lt;br /&gt;
{{dt|d|dataDir|stages|Contains &#039;&#039;&#039;GEN&#039;&#039;&#039; files for {{unsure|all stages}}}}&lt;br /&gt;
{{dt|d|dataDir|tekikeys|Contains animation managers for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekipara|Contains parameters for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekis|Contains animations and models for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|testdata|Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious &amp;quot;1.act&amp;quot; file.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{dt|f||config.ini|A big let-down}}&lt;br /&gt;
{{dt|f||sysBootup.exe|Development tool left on the disk.  For more info, see [https://tcrf.net/Pikmin/Windows_Executable TCRF.net]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Minty_Meeo|Minty_Meeo]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Directory trees]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4807</id>
		<title>Pikmin directory tree</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_directory_tree&amp;diff=4807"/>
		<updated>2024-10-04T11:02:42Z</updated>

		<summary type="html">&lt;p&gt;Vic: Heavily expand page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists all folders and noteworthy files in &#039;&#039;Pikmin&#039;&#039;. Yellow rows are folders, and blue rows are files.&lt;br /&gt;
&lt;br /&gt;
{{todo|Apparently we&#039;re supposed to 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||dataDir|Location of essentially all game files.}}&lt;br /&gt;
{{dt|d|dataDir|archives|Storage folder for all .ARC and .DIR file pairs}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_eng.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\eng_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_kodomo.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\kodomo_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|blo_otona.arc|Copy of &amp;lt;code&amp;gt;dataDir\screen\otona_blo&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bomb.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bomb&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bosses.arc|Copy of &amp;lt;code&amp;gt;dataDir\bosses&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|bridges.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\bridge&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|effshapes.arc|Copy of &amp;lt;code&amp;gt;dataDir\effects\shapes&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|fl_water.dir|Copy of &amp;lt;code&amp;gt;dataDir\objects\fl_water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|gates.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\gate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|goal.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\goal&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pelletsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pellets&amp;lt;/code&amp;gt; &#039;&#039;&#039;(.BIN files only)&#039;&#039;&#039;}}&lt;br /&gt;
{{dt|f|dataDir/archives|pikihead.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\pikihead&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|plants.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\plants&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|rope.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\rope&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekikey.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekikeys&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekipara.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekipara&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|tekis.arc|Copy of &amp;lt;code&amp;gt;dataDir\tekis&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|ufopartsbin.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\ufoparts&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|water.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\water&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|f|dataDir/archives|weeks.arc|Copy of &amp;lt;code&amp;gt;dataDir\objects\weeds&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{dt|d|dataDir|bosses|Contains parameters, models, animations, and animation managers for every boss. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir|build.map|An actual symbol map, unlike a &#039;&#039;certain sequel&#039;&#039;}}&lt;br /&gt;
{{dt|d|dataDir|camera|Contains 3 versions of the game&#039;s per-camera-ters. &amp;lt;code&amp;gt;camepara.bin&amp;lt;/code&amp;gt; is used.}}&lt;br /&gt;
{{dt|d|dataDir|cinemas|Contains (copies of) models and animations used in cutscenes, along with other stuff}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.cin|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|f|dataDir/cinemas|opening.ini|{{unsure|Used on for title screen?}}}}&lt;br /&gt;
{{dt|d|dataDir|courses|Contains the 3D models for every area of the game.  Some testing maps, too.}}&lt;br /&gt;
{{dt|d|dataDir|effects|Contains particle effects and onion spotlight things.}}&lt;br /&gt;
{{dt|f|dataDir/ghost|record.gst|{{unsure|Mysterious file.  What does this do??}}}}&lt;br /&gt;
{{dt|d|dataDir|intro|Contains the Nintendo logo image, course name images and the countdown graphic&#039;s model and animations.}}}}&lt;br /&gt;
{{dt|d|dataDir|MovieData|Prerendered video in &#039;&#039;&#039;H4M&#039;&#039;&#039; format}}&lt;br /&gt;
{{dt|d|dataDir|objects| Contains models, animations, animation managers for misc. objects. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|f|dataDir/objects/plants|conversion.lnk|Shortcut to &amp;lt;code&amp;gt;Z:\conversion\courses\plants&amp;lt;/code&amp;gt;.  {{unsure|Purpose is unknown}}}}&lt;br /&gt;
{{dt|d|dataDir|parms|Contains general parameter files.}}&lt;br /&gt;
{{dt|d|dataDir|pikis|Contains models, animations, and animation managers for Pikmin, Olimar, and stages of maturity of Pikmin.}}&lt;br /&gt;
{{dt|f|dataDir/savedata|test.card|{{unsure|Memory card defaults?}}}}&lt;br /&gt;
{{dt|d|dataDir|screen|Contains textures and layouts for 2D menus.}}&lt;br /&gt;
{{dt|d|dataDir|shapes|Contains miscellaneous 3D models like the cursor and some stuff used in debugger.}}&lt;br /&gt;
{{dt|f|dataDir/SndData/Seqs|pikiseq.arc|A &#039;&#039;&#039;BARC&#039;&#039;&#039; file. It contains the game&#039;s sequenced music.}}&lt;br /&gt;
{{dt|d|dataDir|stages|Contains &#039;&#039;&#039;GEN&#039;&#039;&#039; files for {{unsure|all stages}}}}&lt;br /&gt;
{{dt|d|dataDir|tekikeys|Contains animation managers for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekipara|Contains parameters for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|tekis|Contains animations and models for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}&lt;br /&gt;
{{dt|d|dataDir|testdata|Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious &amp;quot;1.act&amp;quot; file.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{dt|f||config.ini|A big let-down}}&lt;br /&gt;
{{dt|f||sysBootup.exe|Development tool left on the disk.  For more info, see [https://tcrf.net/Pikmin/Windows_Executable TCRF.net]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|[[User:Minty_Meeo|Minty_Meeo]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Directory trees]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4806</id>
		<title>ACT file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4806"/>
		<updated>2024-10-03T17:08:16Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In &amp;lt;code&amp;gt;dataDir/testdata/&amp;lt;/code&amp;gt; there is a mysterious file called &amp;lt;code&amp;gt;1.act&amp;lt;/code&amp;gt;. It is unknown what this file is.&lt;br /&gt;
&lt;br /&gt;
This file has commonly been mistaken to be a Hierarchy file from the Nintendo GAMECUBE Character Pipeline SDK, but, even though they share the same file extension, they are not the same file format. In the Character Pipeline SDK, ACT files are hierarchical skeletons/armatures that accompany models.&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4805</id>
		<title>ACT file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=ACT_file&amp;diff=4805"/>
		<updated>2024-10-03T17:07:53Z</updated>

		<summary type="html">&lt;p&gt;Vic: Completely rewrite page. Original text was incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In &amp;lt;code&amp;gt;dataDir/testdata/&amp;lt;/code&amp;gt; there is a mysterious file called &amp;lt;code&amp;gt;1.act&amp;lt;/code&amp;gt;. It is unknown what this file is.&lt;br /&gt;
&lt;br /&gt;
This file has commonly been mistaken to be a Hierarchy file from the Nintendo GAMECUBE Character Pipeline SDK, but, even though they share the extension, they are not the same file format. In the Character Pipeline SDK, ACT files are hierarchical skeletons/armatures that accompany models.&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4804</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=4804"/>
		<updated>2024-10-03T17:03:23Z</updated>

		<summary type="html">&lt;p&gt;Vic: Undo edit by GameCubing8619.&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;20%;&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;20%;&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;20%;&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;20%;&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;
! width=&amp;quot;20%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 4&#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;5&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;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4|Main information]]&lt;br /&gt;
* [[Pikmin 4 instructions|Instructions]]&lt;br /&gt;
* [[Pikmin 4 troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Pikmin 4 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;5&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[JAM file list|JAM file list (Pikiseq.arc)]]&lt;br /&gt;
* [[STX file list|STX file list]]&lt;br /&gt;
* [[CIN file list|CIN file list]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
* [[AST file list|AST (streamed music)]]&lt;br /&gt;
* [[Pikmin 2 BMS file list|BMS (sequenced music)]]&lt;br /&gt;
* [[Pikmin 2 CND file list|CND (sequenced music for caves)]]&lt;br /&gt;
* [[Guide_To_Sound_File_Names|List of sound effect files in the first bank]]&lt;br /&gt;
* [[Pikmin 2 cave units information|List of information of each cave unit]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|&#039;&#039;Pikmin 3&#039;&#039; directory tree]]&lt;br /&gt;
* [[Pikmin 3 Deluxe directory tree|&#039;&#039;Pikmin 3 Deluxe&#039;&#039; directory tree]]&lt;br /&gt;
* [[BFSTM file list|BFSTM (streamed music)]]&lt;br /&gt;
* [[MSBT file list|MSBT (text string)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin directory tree|Directory tree]]&lt;br /&gt;
* [[BCSTM file list|BCSTM (music)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 directory tree|directory tree]]&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;5&amp;quot; | Constants&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin identifiers|Identifiers]]&lt;br /&gt;
* [[Olimar&#039;s voyage log table]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 2 Pikmin states|Pikmin states]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 3 progress value|Progress value]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin identifiers|Identifiers]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 4 identifiers|Identifiers]]&lt;br /&gt;
* [[Pikmin 4 text identifiers|Text Identifiers]]&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;5&amp;quot; | Particle effects&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PCR particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[JPC particles]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Pikmin 3)]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[PTCL particles (Hey Pikmin)]]&lt;br /&gt;
&lt;br /&gt;
| 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;5&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;
* 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;
| valign=&amp;quot;top&amp;quot; |&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;
* Teki Units&lt;br /&gt;
** [[NoraSpawner]]&lt;br /&gt;
* [[Dandori Battles]]&lt;br /&gt;
* [[Disabling Pikmin]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&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;
** [[BARC file]]&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;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[WEBM file|WEBM (video)]]&lt;br /&gt;
* [[BNVIB file|BNVIB]]&lt;br /&gt;
* [[UTOC/UCAS file|UTOC/UCAS (Archive for UASSET Files)]]&lt;br /&gt;
* [[UASSET file|UASSET File (Unreal Engine Asset File)]]&lt;br /&gt;
* [[UFONT file|UFONT]]&lt;br /&gt;
* [[LOCRES file|LOCRES]]&lt;br /&gt;
* [[WEM file|WEM]]&lt;br /&gt;
* [[BNK file|BNK]]&lt;br /&gt;
* [[Save Files]]&lt;br /&gt;
&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;5&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;
* [[Trackmap parameters|trackMap parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam|Carry]]&lt;br /&gt;
* [[fruitsParam|Fruit]]&lt;br /&gt;
* [[pikminParam|Pikmin]]&lt;br /&gt;
* [[itemprogressParam|Item progress]]&lt;br /&gt;
* [[Mission settings]]&lt;br /&gt;
* [[GameobjectParam|Object]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[ActorSerializeParameter and AI]]&lt;br /&gt;
* [[Data Table/Actor Parameters]]&lt;br /&gt;
* [[Enemy Parameters]]&lt;br /&gt;
* [[ActorGeneratorList]]&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;5&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 otakara_config.txt|Otakara 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;
| 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;5&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;
* [[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;
* [[Sound Replacement Tutorial|Sound Replacement Tutorial]]&lt;br /&gt;
* [[Enemy Memory Usage]]&lt;br /&gt;
* [[Disassembly instructions]]&lt;br /&gt;
* [[Jsystem]]&lt;br /&gt;
* [[Pikmin 2 gEnemyInfo|gEnemyInfo]]&lt;br /&gt;
* [[Epoch Notes]]&lt;br /&gt;
* [[Cubes Yap Notes]]&lt;br /&gt;
* [[User:Captain Salty/Blo Editing Notes|Blo Editing Notes]]&lt;br /&gt;
* [[Cutscene Notes]]&lt;br /&gt;
* [[Creating Interactive BMS Files|Creating interactive area music]]&lt;br /&gt;
* [[Creating cave music|Creating interactive cave music]]&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;
* [[Pikmin 3 Bingo Battle|Bingo Battle]]&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;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* Documentation&lt;br /&gt;
** [[Lilith&#039;s P4 Notes]]&lt;br /&gt;
** [[Pikmin 4 Demo Research]]&lt;br /&gt;
* Tutorials&lt;br /&gt;
** [[Model Importing Tutorial]]&lt;br /&gt;
** [[WEM Audio Modding Tutorial]]&lt;br /&gt;
** [[Enemy Duplication Tutorial (WIP)]]&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;5&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;
* [[DOL-Ckit]]&lt;br /&gt;
* [[Drought Enders Cave Creator]]&lt;br /&gt;
* [[SuperBMD]]&lt;br /&gt;
* [[pikminBMGtool]]&lt;br /&gt;
* [[btk-conv]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Gen Editor]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin stage viewer]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[P4UassetEditor]]&lt;br /&gt;
* [[Modified FModel]]&lt;br /&gt;
* [[UCas/UToc Packer]]&lt;br /&gt;
* [[Dandori DB]]&lt;br /&gt;
* [[Dandori Desktop]]&lt;br /&gt;
* [[UE4LocalizationsTool]]&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>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4801</id>
		<title>Jsystem</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Jsystem&amp;diff=4801"/>
		<updated>2024-09-29T09:20:20Z</updated>

		<summary type="html">&lt;p&gt;Vic: /* J3DGraphAnimator */ Those formats have extensions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What Jsystem is==&lt;br /&gt;
Jsystem is a dev lib that nintendo used around the gc/wii era for devlopment before being replaced by NintendoWare toolkit later in the wiis life. and is not only used in pikmin 2 but is also used for games such as twilight princess and super mario sunshine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Subsystem Version || Some code for the JSYSTEM library that this file is used in, along with a version, like &amp;quot;J3D2&amp;quot; or &amp;quot;JPA2&amp;quot;. Sometimes this is a generic code, like &amp;quot;MESG&amp;quot; for [[BMG]] files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || char[4] || File Type || The kind of file used by this subsystem, like &amp;quot;bmd1&amp;quot;, &amp;quot;bmg1&amp;quot;. Usually the same as the file extension of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x08&amp;lt;/center&amp;gt; || int || File Size || The total size of the file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x0C&amp;lt;/center&amp;gt; || int || Chunk Count || The number of &amp;quot;chunks&amp;quot; that follow.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x10&amp;lt;/center&amp;gt; || char[4] || (Optional) Subversion || &amp;quot;SVRn&amp;quot; with some number might appear, or it might be 0xFF padding like below. It is ignored. It is hypothesized that this was a marker was used to track data migration during the development of the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x14&amp;lt;/center&amp;gt; || char[12] || Padding || This was likely reserved space in case they wanted to expand the header later. It is ignored. Official files have it as 0xFF padding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chunk Data ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || char[4] || Chunk Type || A FourCC code describing the contents of the chunk. This is chunk-specific.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || int || Size || The size of the chunk, including this header. In some cases, this has been known to be off slightly and run off the end of the file. It is used to locate the next chunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each chunk is aligned to a 0x20 boundary, and the size is the aligned version. If the data does is not aligned to 0x20, then Nintendo&#039;s official tooling uses a custom string to fill the remaining chunk contents. The longest known version of this string is:&lt;br /&gt;
&lt;br /&gt;
 This is padding data to alignme&lt;br /&gt;
&lt;br /&gt;
The rest of the data is file and chunk-specific. See the format&#039;s page for further information.&lt;br /&gt;
&lt;br /&gt;
== Name Tables ==&lt;br /&gt;
&lt;br /&gt;
Name tables are pools of strings used by multiple different JSYSTEM files, under the class name JUTNameTab. They collect all strings used in a chunk or section so that multiple references to the same string can be referenced by an index into the name table. A name table is laid out like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || int || Name Count || The number of names in this Name Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x04&amp;lt;/center&amp;gt; || JUTNameTabEntry[Count] || Entries || A variable-length set of entries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry consists of the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset                !! Type               !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x00&amp;lt;/center&amp;gt; || short || Hash Code || A hash code of the string for fast lookup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;0x02&amp;lt;/center&amp;gt; || short || String Offset || An offset, relative to the start of the name table, containing the string contents followed by a NUL byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Known JSYSTEM libraries =&lt;br /&gt;
&lt;br /&gt;
== JUtility ==&lt;br /&gt;
&lt;br /&gt;
Utility toolkit with various bits and bobs. Contains JKernel, which are the core routines for doing I/O from disc, and memory management.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[SZS file]] || JKRDecomp || Yaz0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[SZP file]] || JKRDecomp || Yay0 Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[ARC file]] || JKRArchive || File Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BTI file]] || JUTTexture || Binary Texture Image&lt;br /&gt;
|-&lt;br /&gt;
| [[BFN file]] || JUTResFont || Binary Font&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J3DGraph ==&lt;br /&gt;
&lt;br /&gt;
J3DGraph is a 3D rendering library.&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphBase ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BMD]] || J3DModelData || Binary Model&lt;br /&gt;
|-&lt;br /&gt;
| [[BMD and BDL|BDL]] || J3DModelData || Binary Display List&lt;br /&gt;
|-&lt;br /&gt;
| [[BMT]] || J3DMaterialTable || Binary Material Table&lt;br /&gt;
|-&lt;br /&gt;
| [[BLS]] || J3DClusterLoader || Binary cLuSter (Alternate vertex cluster shapes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== J3DGraphAnimator ===&lt;br /&gt;
&lt;br /&gt;
J3DGraphAnimator is a helper library that can animate various parts of J3D objects. Most animations come in two forms, &amp;quot;full&amp;quot;, where each frame of an animation is serialized its entirety, and &amp;quot;key&amp;quot;, where only key frames are serialized, and the runtime interpolates between key frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BTK]] || J3DAnmTextureSRTKey || Texture SRT Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCK]] || J3DAnmTransformKey || Joint Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BRK]] || J3DAnmTevRegKey || Texture Register Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BPK]] || J3DAnmColor || Color Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| [[BTP]] || J3DAnmTexPattern || Texture Palette Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BCA]] || J3DAnmTransformFull || Joint Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BVA]] || J3DAnmVisibilityFull || Visibility Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLA]] || J3DAnmClusterFull || Cluster Animation (Full)&lt;br /&gt;
|-&lt;br /&gt;
| [[BLK]] || J3DAnmClusterKey || Cluster Animation (Key)&lt;br /&gt;
|-&lt;br /&gt;
| BPA || J3DAnmColorFull || Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| BXA || J3DAnmVtxColorFull || Vertex Color Animation (Full) (No Known Usages)&lt;br /&gt;
|-&lt;br /&gt;
| BXK || J3DAnmVtxColorKey || Vertex Color Animation (Key) (No Known Usages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J2DGraph ==&lt;br /&gt;
&lt;br /&gt;
J2DGraph is a 2D rendering and UI library.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[BLO]] || || Binary Layout&lt;br /&gt;
|-&lt;br /&gt;
| [[BMG]] || || Binary Message&lt;br /&gt;
|-&lt;br /&gt;
| [[BMC]] || || Binary Message Color (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JParticle ==&lt;br /&gt;
&lt;br /&gt;
[[JParticle]] is a particle and effects system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPC]] || JPAEmitterArchiveLoaderDataBase || JParticle Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[JParticle|JPA]] || JPAEmitterLoaderDataBase || Particle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JAudio ==&lt;br /&gt;
&lt;br /&gt;
JAudio is a music and audio system, which encompasses audio and music playback.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[AAF]] || || Audio Archive File&lt;br /&gt;
|-&lt;br /&gt;
| [[BAA]] || || Binary Audio Archive&lt;br /&gt;
|-&lt;br /&gt;
| [[BMS]] || || Binary Music Sequence&lt;br /&gt;
|-&lt;br /&gt;
| [[AW]] || || Wave Archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maybe also BAS (Binary Animation Sound)&lt;br /&gt;
&lt;br /&gt;
== JStudio ==&lt;br /&gt;
&lt;br /&gt;
JStudio is a cutscene recording &amp;amp; playback library able to sequence and play back prerecorded animations for multiple actors, objects, lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[STB]] || JStudio::TParse || JStudio Binary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== JMap ==&lt;br /&gt;
&lt;br /&gt;
JMap is a helper library for serializing map layouts. It has been seen in Luigi&#039;s Mansion and Super Mario Galaxy 1 and 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension !! JSYSTEM Class Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BCSV]] || JMapInfo || Binary CSV, a miscellaneous serialization format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{credits|GameCubing8619,cloudmodding}}&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4800</id>
		<title>BX file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4800"/>
		<updated>2024-09-21T08:49:43Z</updated>

		<summary type="html">&lt;p&gt;Vic: Fixed category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In &amp;lt;code&amp;gt;dataDir/SndData/Banks/&amp;lt;/code&amp;gt; there is a file called &amp;lt;code&amp;gt;pikibank.bx&amp;lt;/code&amp;gt;. It is Pikmin 1&#039;s soundfont index file.&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4799</id>
		<title>BX file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4799"/>
		<updated>2024-09-21T08:49:18Z</updated>

		<summary type="html">&lt;p&gt;Vic: Added some stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In &amp;lt;code&amp;gt;dataDir/SndData/Banks/&amp;lt;/code&amp;gt; there is a file called &amp;lt;code&amp;gt;pikibank.bx&amp;lt;/code&amp;gt;. It is Pikmin 1&#039;s soundfont index file.&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikibank.bx&amp;diff=4798</id>
		<title>Pikibank.bx</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikibank.bx&amp;diff=4798"/>
		<updated>2024-09-21T08:41:50Z</updated>

		<summary type="html">&lt;p&gt;Vic: Add redirect to BX file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[BX file]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4797</id>
		<title>BX file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BX_file&amp;diff=4797"/>
		<updated>2024-09-21T08:40:29Z</updated>

		<summary type="html">&lt;p&gt;Vic: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=BARC_file&amp;diff=4796</id>
		<title>BARC file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=BARC_file&amp;diff=4796"/>
		<updated>2024-09-21T08:39:03Z</updated>

		<summary type="html">&lt;p&gt;Vic: Added stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;BARC files&#039;&#039;&#039; are file format used in Pikmin. There is only one BARC file in the game, &amp;lt;code&amp;gt;pikiseq.arc&amp;lt;/code&amp;gt;. BARC files consist of two files: a &amp;lt;code&amp;gt;.arc&amp;lt;/code&amp;gt; file and a &amp;lt;code&amp;gt;.hed&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The format is similar to [[Paired ARC+DIR Files]], but with some differences. The biggest difference is that &amp;lt;code&amp;gt;pikiseq.hed&amp;lt;/code&amp;gt; is embedded in the game&#039;s DOL.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=NaviMgr&amp;diff=4794</id>
		<title>NaviMgr</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=NaviMgr&amp;diff=4794"/>
		<updated>2024-09-13T17:45:10Z</updated>

		<summary type="html">&lt;p&gt;Vic: Added redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pikmin navi parameters]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=JAM_file_list&amp;diff=4789</id>
		<title>JAM file list</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=JAM_file_list&amp;diff=4789"/>
		<updated>2024-08-26T18:07:41Z</updated>

		<summary type="html">&lt;p&gt;Vic: Old and incorrect. Removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Archived files==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Offset		|| Size			|| Filename	|| Song&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x2C40&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;pikise.jam&amp;lt;/code&amp;gt;	|| {{unsure|Global SFX}}	&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02C40&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x1520&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;sysevent.jam&amp;lt;/code&amp;gt;	|| Startup jingle		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;	|| 				&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;	|| 				&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04160&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x6380&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;tutorial.jam&amp;lt;/code&amp;gt;	|| The Impact Site		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0A4E0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x4260&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;play3.jam&amp;lt;/code&amp;gt;	|| The Forest of Hope		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0E740&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x2820&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;d_end2.jam&amp;lt;/code&amp;gt;	|| Today&#039;s Results		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x10F60&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x3680&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;jungle.jam&amp;lt;/code&amp;gt;	|| Title Screen			&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;	|| 				&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x145E0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x3D00&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;yaku.jam&amp;lt;/code&amp;gt;	|| The Distant Spring		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x182E0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x56A0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;cave.jam&amp;lt;/code&amp;gt;	|| The Forest Navel		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1D980&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x2300&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;boss2.jam&amp;lt;/code&amp;gt;	|| Beady Long Legs		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1FC80&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x3020&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;map.jam&amp;lt;/code&amp;gt;	|| Area select			&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x22CA0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x7400&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;demobgm.jam&amp;lt;/code&amp;gt;	|| {{unsure|Cutscene SFX}}	&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;	|| 				&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;	|| 				&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2A0A0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x25A0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;boss3.jam&amp;lt;/code&amp;gt;	|| Emperor Bulblax		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2C640&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x4660&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;flow.jam&amp;lt;/code&amp;gt;	|| The Final Trial		&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x30CA0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x0460&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;select.jam&amp;lt;/code&amp;gt;	|| File select			&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x31100&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x15C0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;char.jam&amp;lt;/code&amp;gt;	|| Challenge Mode select	&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x326C0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x21C0&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;cresult.jam&amp;lt;/code&amp;gt;	|| Challenge Mode final results	&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x34880&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;0x1080&amp;lt;/code&amp;gt;	|| &amp;lt;code&amp;gt;fresult.jam&amp;lt;/code&amp;gt;	|| Story Mode final results	&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Strangely, changing the names of the [[JAM file]]s in &amp;lt;code&amp;gt;pikiseq.hed&amp;lt;/code&amp;gt; does not affect the file&#039;s ability to be loaded.  It can be assumed, then, that files are loaded by their position in &amp;lt;code&amp;gt;pikiseq.hed&amp;lt;/code&amp;gt;, not filename.&lt;br /&gt;
&lt;br /&gt;
Swapping the offsets and sizes of [[JAM file]]s in &amp;lt;code&amp;gt;pikiseq.hed&amp;lt;/code&amp;gt; can allow for successful melody-swaps.  Instrumentation is controlled by a third party.&lt;br /&gt;
&lt;br /&gt;
The value &amp;lt;code&amp;gt;0x00000016&amp;lt;/code&amp;gt; in the header of &amp;lt;code&amp;gt;pikiseq.hed&amp;lt;/code&amp;gt; dictates how many [[JAM file]]s are defined within it.  Strangely, there can be no less than 2 defined JAM files.&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4786</id>
		<title>Cave unit definition file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4786"/>
		<updated>2024-08-16T11:04:59Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, each sublevel points to a cave unit definition file. These files can be found in &amp;lt;code&amp;gt;/user/Mukki/mapunits/units&amp;lt;/code&amp;gt;, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel&#039;s room count (&amp;lt;code&amp;gt;{f005}&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
After a decorated set of comments that say &amp;lt;code&amp;gt;units definition file&amp;lt;/code&amp;gt; comes a line containing the number of units defined in this file. This line is commented with &amp;lt;code&amp;gt;number of units&amp;lt;/code&amp;gt;. Each unit&#039;s data is defined inside its own block, and conveniently has a comment before it that mentions its name.&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Version || &amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;room_ike1_2_tsuchi&amp;lt;/code&amp;gt; || Folder name of the unit to spawn || &amp;lt;code&amp;gt;foldername&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;7 6&amp;lt;/code&amp;gt; || Width (7) and length (6) of the unit that&#039;s spawning (line 3); defines how many cave grid cells this unit || &amp;lt;code&amp;gt;dX/dZ ; cell size&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Room type: 0=dead end, 1=room, 2=hallway || &amp;lt;code&amp;gt;room type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;code&amp;gt;0 1&amp;lt;/code&amp;gt; || The unit&#039;s &amp;quot;room&amp;quot; flags. Judging by the name, and how most of the &amp;quot;room&amp;quot; type units have it set to 1, it&#039;s presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn&#039;t seem to do anything though. || &amp;lt;code&amp;gt;room Flags&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The number of doors (exits) the unit has || &amp;lt;code&amp;gt;num doors&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Door index || &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;0 0 0&amp;lt;/code&amp;gt; || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || &amp;lt;code&amp;gt;dir/offs/wpindex&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The number of doors this can link to || &amp;lt;code&amp;gt;door links&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the door sub-entry, there is one line for each door link.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1258.716064 0 1&amp;lt;/code&amp;gt; || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || &amp;lt;code&amp;gt;dist/door-id/tekiflag&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File list==&lt;br /&gt;
This is a list of unit definition files, their theme and what units they contain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! File || Theme || Units (text) || Units (images)&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_ari_metal.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_ari1_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]]  [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_king_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;room_kingchp_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room kingchp tsuchi.jpg|64px]]&lt;br /&gt;
|- &lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_manp_boss_conc.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Concrete&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;room_manh7x7p_boss_conc&amp;lt;/code&amp;gt; || [[File:P2CU item cap conc.jpg|64px]] [[File:P2CU way3 conc.jpg|64px]] [[File:P2CU way4 conc.jpg|64px]] [[File:P2CU wayl conc.jpg|64px]] [[File:P2CU way2 conc.jpg|64px]] [[File:P2CU way2x2 conc.jpg|64px]] [[File:P2CU room manh7x7p 9 conc.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_mid1_boss_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_mid1_6_boss_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU_room_mid1_6_tsuchi.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_mid1_metal.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_mid2_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]] [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room mid2 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_mid1_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;room_mid1_6_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room mid1 6 tsuchi.jpg|64px]] &lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_vshit67_toy.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Toybox&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_toy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_toy&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way4_toy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_toy&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;way2_toy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_toy&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;room_vs_hitode6x7_4_toy&amp;lt;/code&amp;gt; || [[File:P2CU item cap toy.jpg|64px]] [[File:P2CU way3 toy.jpg|64px]] [[File:P2CU way4 toy.jpg|64px]] [[File:P2CU wayl toy.jpg|64px]] [[File:P2CU way2 toy.jpg|64px]] [[File:P2CU way2x2 toy.jpg|64px]] [[File:P2CU room hitode6x7 4 toy.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Credits|Jimble, Kai}}&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_hitode6x7_4_toy.jpg&amp;diff=4785</id>
		<title>File:P2CU room hitode6x7 4 toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_hitode6x7_4_toy.jpg&amp;diff=4785"/>
		<updated>2024-08-16T11:01:56Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_toy.jpg&amp;diff=4784</id>
		<title>File:P2CU way2x2 toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_toy.jpg&amp;diff=4784"/>
		<updated>2024-08-16T11:01:25Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2_toy.jpg&amp;diff=4783</id>
		<title>File:P2CU way2 toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2_toy.jpg&amp;diff=4783"/>
		<updated>2024-08-16T11:01:10Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_toy.jpg&amp;diff=4782</id>
		<title>File:P2CU wayl toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_toy.jpg&amp;diff=4782"/>
		<updated>2024-08-16T11:00:49Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way4_toy.jpg&amp;diff=4781</id>
		<title>File:P2CU way4 toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way4_toy.jpg&amp;diff=4781"/>
		<updated>2024-08-16T11:00:34Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way3_toy.jpg&amp;diff=4780</id>
		<title>File:P2CU way3 toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way3_toy.jpg&amp;diff=4780"/>
		<updated>2024-08-16T11:00:14Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_toy.jpg&amp;diff=4779</id>
		<title>File:P2CU item cap toy.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_toy.jpg&amp;diff=4779"/>
		<updated>2024-08-16T10:59:58Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_mid2_3_metal.jpg&amp;diff=4778</id>
		<title>File:P2CU room mid2 3 metal.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_mid2_3_metal.jpg&amp;diff=4778"/>
		<updated>2024-08-16T10:20:37Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4776</id>
		<title>Cave unit definition file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4776"/>
		<updated>2024-08-15T09:57:27Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, each sublevel points to a cave unit definition file. These files can be found in &amp;lt;code&amp;gt;/user/Mukki/mapunits/units&amp;lt;/code&amp;gt;, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel&#039;s room count (&amp;lt;code&amp;gt;{f005}&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
After a decorated set of comments that say &amp;lt;code&amp;gt;units definition file&amp;lt;/code&amp;gt; comes a line containing the number of units defined in this file. This line is commented with &amp;lt;code&amp;gt;number of units&amp;lt;/code&amp;gt;. Each unit&#039;s data is defined inside its own block, and conveniently has a comment before it that mentions its name.&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Version || &amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;room_ike1_2_tsuchi&amp;lt;/code&amp;gt; || Folder name of the unit to spawn || &amp;lt;code&amp;gt;foldername&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;7 6&amp;lt;/code&amp;gt; || Width (7) and length (6) of the unit that&#039;s spawning (line 3); defines how many cave grid cells this unit || &amp;lt;code&amp;gt;dX/dZ ; cell size&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Room type: 0=dead end, 1=room, 2=hallway || &amp;lt;code&amp;gt;room type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;code&amp;gt;0 1&amp;lt;/code&amp;gt; || The unit&#039;s &amp;quot;room&amp;quot; flags. Judging by the name, and how most of the &amp;quot;room&amp;quot; type units have it set to 1, it&#039;s presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn&#039;t seem to do anything though. || &amp;lt;code&amp;gt;room Flags&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The number of doors (exits) the unit has || &amp;lt;code&amp;gt;num doors&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Door index || &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;0 0 0&amp;lt;/code&amp;gt; || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || &amp;lt;code&amp;gt;dir/offs/wpindex&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The number of doors this can link to || &amp;lt;code&amp;gt;door links&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the door sub-entry, there is one line for each door link.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1258.716064 0 1&amp;lt;/code&amp;gt; || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || &amp;lt;code&amp;gt;dist/door-id/tekiflag&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File list==&lt;br /&gt;
This is a list of unit definition files, their theme and what units they contain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! File || Theme || Units (text) || Units (images)&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_ari_metal.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_ari1_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]]  [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_king_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_kingchp_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room kingchp tsuchi.jpg|64px]]&lt;br /&gt;
|- &lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_manp_boss_conc.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Concrete&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;room_manh7x7p_boss_conc&amp;lt;/code&amp;gt; || [[File:P2CU item cap conc.jpg|64px]] [[File:P2CU way3 conc.jpg|64px]] [[File:P2CU way4 conc.jpg|64px]] [[File:P2CU wayl conc.jpg|64px]] [[File:P2CU way2 conc.jpg|64px]] [[File:P2CU way2x2 conc.jpg|64px]] [[File:P2CU room manh7x7p 9 conc.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_mid1_boss_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_mid1_6_boss_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU_room_mid1_6_tsuchi.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Credits|Jimble, Kai}}&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_mid1_6_tsuchi.jpg&amp;diff=4775</id>
		<title>File:P2CU room mid1 6 tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_mid1_6_tsuchi.jpg&amp;diff=4775"/>
		<updated>2024-08-15T09:47:24Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4774</id>
		<title>Cave unit definition file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4774"/>
		<updated>2024-08-15T09:29:17Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, each sublevel points to a cave unit definition file. These files can be found in &amp;lt;code&amp;gt;/user/Mukki/mapunits/units&amp;lt;/code&amp;gt;, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel&#039;s room count (&amp;lt;code&amp;gt;{f005}&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
After a decorated set of comments that say &amp;lt;code&amp;gt;units definition file&amp;lt;/code&amp;gt; comes a line containing the number of units defined in this file. This line is commented with &amp;lt;code&amp;gt;number of units&amp;lt;/code&amp;gt;. Each unit&#039;s data is defined inside its own block, and conveniently has a comment before it that mentions its name.&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Version || &amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;room_ike1_2_tsuchi&amp;lt;/code&amp;gt; || Folder name of the unit to spawn || &amp;lt;code&amp;gt;foldername&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;7 6&amp;lt;/code&amp;gt; || Width (7) and length (6) of the unit that&#039;s spawning (line 3); defines how many cave grid cells this unit || &amp;lt;code&amp;gt;dX/dZ ; cell size&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Room type: 0=dead end, 1=room, 2=hallway || &amp;lt;code&amp;gt;room type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;code&amp;gt;0 1&amp;lt;/code&amp;gt; || The unit&#039;s &amp;quot;room&amp;quot; flags. Judging by the name, and how most of the &amp;quot;room&amp;quot; type units have it set to 1, it&#039;s presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn&#039;t seem to do anything though. || &amp;lt;code&amp;gt;room Flags&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The number of doors (exits) the unit has || &amp;lt;code&amp;gt;num doors&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Door index || &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;0 0 0&amp;lt;/code&amp;gt; || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || &amp;lt;code&amp;gt;dir/offs/wpindex&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The number of doors this can link to || &amp;lt;code&amp;gt;door links&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the door sub-entry, there is one line for each door link.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1258.716064 0 1&amp;lt;/code&amp;gt; || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || &amp;lt;code&amp;gt;dist/door-id/tekiflag&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File list==&lt;br /&gt;
This is a list of unit definition files, their theme and what units they contain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! File || Theme || Units (text) || Units (images)&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_ari_metal.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_ari1_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]]  [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_king_tsuchi.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Soil&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_tsuchi&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_tsuchi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_kingchp_tsuchi&amp;lt;/code&amp;gt; || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room kingchp tsuchi.jpg|64px]]&lt;br /&gt;
|- &lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;code&amp;gt;1_ABE_manp_boss_conc.txt&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Concrete&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;item_cap_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way3_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way4_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wayl_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2_conc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2x2_conc&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;room_manh7x7p_boss_conc&amp;lt;/code&amp;gt; || [[File:P2CU item cap conc.jpg|64px]] [[File:P2CU way3 conc.jpg|64px]] [[File:P2CU way4 conc.jpg|64px]] [[File:P2CU wayl conc.jpg|64px]] [[File:P2CU way2 conc.jpg|64px]] [[File:P2CU way2x2 conc.jpg|64px]] [[File:P2CU room manh7x7p 9 conc.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Credits|Jimble, Kai}}&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_manh7x7p_9_conc.jpg&amp;diff=4773</id>
		<title>File:P2CU room manh7x7p 9 conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_manh7x7p_9_conc.jpg&amp;diff=4773"/>
		<updated>2024-08-15T09:20:46Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_conc.jpg&amp;diff=4772</id>
		<title>File:P2CU way2x2 conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_conc.jpg&amp;diff=4772"/>
		<updated>2024-08-15T09:19:32Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2_conc.jpg&amp;diff=4771</id>
		<title>File:P2CU way2 conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2_conc.jpg&amp;diff=4771"/>
		<updated>2024-08-15T09:19:11Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_conc.jpg&amp;diff=4770</id>
		<title>File:P2CU wayl conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_conc.jpg&amp;diff=4770"/>
		<updated>2024-08-15T09:18:40Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way4_conc.jpg&amp;diff=4769</id>
		<title>File:P2CU way4 conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way4_conc.jpg&amp;diff=4769"/>
		<updated>2024-08-15T09:18:18Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way3_conc.jpg&amp;diff=4768</id>
		<title>File:P2CU way3 conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way3_conc.jpg&amp;diff=4768"/>
		<updated>2024-08-15T09:17:54Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_conc.jpg&amp;diff=4767</id>
		<title>File:P2CU item cap conc.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_conc.jpg&amp;diff=4767"/>
		<updated>2024-08-15T09:17:32Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_kingchp_tsuchi.jpg&amp;diff=4766</id>
		<title>File:P2CU room kingchp tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_kingchp_tsuchi.jpg&amp;diff=4766"/>
		<updated>2024-08-15T09:00:11Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_tsuchi.jpg&amp;diff=4765</id>
		<title>File:P2CU way2x2 tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_tsuchi.jpg&amp;diff=4765"/>
		<updated>2024-08-15T08:59:47Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2_tsuchi.jpg&amp;diff=4764</id>
		<title>File:P2CU way2 tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2_tsuchi.jpg&amp;diff=4764"/>
		<updated>2024-08-15T08:59:29Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_tsuchi.jpg&amp;diff=4763</id>
		<title>File:P2CU wayl tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_wayl_tsuchi.jpg&amp;diff=4763"/>
		<updated>2024-08-15T08:59:05Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way4_tsuchi.jpg&amp;diff=4762</id>
		<title>File:P2CU way4 tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way4_tsuchi.jpg&amp;diff=4762"/>
		<updated>2024-08-15T08:58:41Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way3_tsuchi.jpg&amp;diff=4761</id>
		<title>File:P2CU way3 tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way3_tsuchi.jpg&amp;diff=4761"/>
		<updated>2024-08-15T08:58:18Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_tsuchi.jpg&amp;diff=4760</id>
		<title>File:P2CU item cap tsuchi.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_item_cap_tsuchi.jpg&amp;diff=4760"/>
		<updated>2024-08-15T08:57:48Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4759</id>
		<title>Cave unit definition file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4759"/>
		<updated>2024-08-14T14:00:04Z</updated>

		<summary type="html">&lt;p&gt;Vic: Added table of contents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, each sublevel points to a cave unit definition file. These files can be found in &amp;lt;code&amp;gt;/user/Mukki/mapunits/units&amp;lt;/code&amp;gt;, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel&#039;s room count (&amp;lt;code&amp;gt;{f005}&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
After a decorated set of comments that say &amp;lt;code&amp;gt;units definition file&amp;lt;/code&amp;gt; comes a line containing the number of units defined in this file. This line is commented with &amp;lt;code&amp;gt;number of units&amp;lt;/code&amp;gt;. Each unit&#039;s data is defined inside its own block, and conveniently has a comment before it that mentions its name.&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Version || &amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;room_ike1_2_tsuchi&amp;lt;/code&amp;gt; || Folder name of the unit to spawn || &amp;lt;code&amp;gt;foldername&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;7 6&amp;lt;/code&amp;gt; || Width (7) and length (6) of the unit that&#039;s spawning (line 3); defines how many cave grid cells this unit || &amp;lt;code&amp;gt;dX/dZ ; cell size&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Room type: 0=dead end, 1=room, 2=hallway || &amp;lt;code&amp;gt;room type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;code&amp;gt;0 1&amp;lt;/code&amp;gt; || The unit&#039;s &amp;quot;room&amp;quot; flags. Judging by the name, and how most of the &amp;quot;room&amp;quot; type units have it set to 1, it&#039;s presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn&#039;t seem to do anything though. || &amp;lt;code&amp;gt;room Flags&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The number of doors (exits) the unit has || &amp;lt;code&amp;gt;num doors&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Door index || &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;0 0 0&amp;lt;/code&amp;gt; || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || &amp;lt;code&amp;gt;dir/offs/wpindex&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The number of doors this can link to || &amp;lt;code&amp;gt;door links&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the door sub-entry, there is one line for each door link.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1258.716064 0 1&amp;lt;/code&amp;gt; || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || &amp;lt;code&amp;gt;dist/door-id/tekiflag&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File list==&lt;br /&gt;
This is a list of unit definition files, their theme and what units they contain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! File || Theme || Units (text) || Units (images)&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;code&amp;gt;1_ABE_ari_metal.txt&amp;lt;/code&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_ari1_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]]  [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| TBA || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || TBA || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Credits|Jimble, Kai}}&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4758</id>
		<title>Cave unit definition file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Cave_unit_definition_file&amp;diff=4758"/>
		<updated>2024-08-14T13:57:52Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;Pikmin 2&#039;&#039;, each sublevel points to a cave unit definition file. These files can be found in &amp;lt;code&amp;gt;/user/Mukki/mapunits/units&amp;lt;/code&amp;gt;, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel&#039;s room count (&amp;lt;code&amp;gt;{f005}&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
After a decorated set of comments that say &amp;lt;code&amp;gt;units definition file&amp;lt;/code&amp;gt; comes a line containing the number of units defined in this file. This line is commented with &amp;lt;code&amp;gt;number of units&amp;lt;/code&amp;gt;. Each unit&#039;s data is defined inside its own block, and conveniently has a comment before it that mentions its name.&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Version || &amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;room_ike1_2_tsuchi&amp;lt;/code&amp;gt; || Folder name of the unit to spawn || &amp;lt;code&amp;gt;foldername&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;7 6&amp;lt;/code&amp;gt; || Width (7) and length (6) of the unit that&#039;s spawning (line 3); defines how many cave grid cells this unit || &amp;lt;code&amp;gt;dX/dZ ; cell size&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Room type: 0=dead end, 1=room, 2=hallway || &amp;lt;code&amp;gt;room type&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &amp;lt;code&amp;gt;0 1&amp;lt;/code&amp;gt; || The unit&#039;s &amp;quot;room&amp;quot; flags. Judging by the name, and how most of the &amp;quot;room&amp;quot; type units have it set to 1, it&#039;s presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn&#039;t seem to do anything though. || &amp;lt;code&amp;gt;room Flags&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The number of doors (exits) the unit has || &amp;lt;code&amp;gt;num doors&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Door index || &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;code&amp;gt;0 0 0&amp;lt;/code&amp;gt; || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || &amp;lt;code&amp;gt;dir/offs/wpindex&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The number of doors this can link to || &amp;lt;code&amp;gt;door links&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From this point onwards, before ending the door sub-entry, there is one line for each door link.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line || Example || Description || Comment&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;code&amp;gt;1258.716064 0 1&amp;lt;/code&amp;gt; || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || &amp;lt;code&amp;gt;dist/door-id/tekiflag&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File list==&lt;br /&gt;
This is a list of unit definition files, their theme and what units they contain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! File || Theme || Units (text) || Units (images)&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;code&amp;gt;1_ABE_ari_metal.txt&amp;lt;/code&amp;gt; || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Metal&amp;lt;/div&amp;gt; || &amp;lt;code&amp;gt;cap_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;item_cap_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way3_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way4_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;wayl_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;way2_metal&amp;lt;/code&amp;gt;,&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;way2x2_metal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;room_ari1_3_metal&amp;lt;/code&amp;gt; || [[File:P2CU cap metal.jpg|64px]]  [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|| TBA || &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;TBA&amp;lt;/div&amp;gt; || TBA || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Credits|Jimble, Kai}}&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_room_ari1_3_metal.jpg&amp;diff=4757</id>
		<title>File:P2CU room ari1 3 metal.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_room_ari1_3_metal.jpg&amp;diff=4757"/>
		<updated>2024-08-14T13:32:36Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_metal.jpg&amp;diff=4756</id>
		<title>File:P2CU way2x2 metal.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2x2_metal.jpg&amp;diff=4756"/>
		<updated>2024-08-14T13:31:59Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vic</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:P2CU_way2_metal.jpg&amp;diff=4755</id>
		<title>File:P2CU way2 metal.jpg</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:P2CU_way2_metal.jpg&amp;diff=4755"/>
		<updated>2024-08-14T13:31:35Z</updated>

		<summary type="html">&lt;p&gt;Vic: &lt;/p&gt;
&lt;hr /&gt;
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		<updated>2024-08-14T13:31:13Z</updated>

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