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		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=2711</id>
		<title>Pikmin 2 cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=2711"/>
		<updated>2019-06-19T19:46:47Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: /* Gecko codes (Europe) */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin 2&#039;&#039; on the GameCube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; (GameCube, European) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Coop Story Mode [KirbyMimi, Yoshi2]&lt;br /&gt;
0414DA94 3BE00002&lt;br /&gt;
&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
C24257F0 00000002&lt;br /&gt;
3C003FE3 60008E39&lt;br /&gt;
9004002C 00000000&lt;br /&gt;
&lt;br /&gt;
Story Mode: Play Test Map [Ralf]&lt;br /&gt;
0421C188 3FA08094&lt;br /&gt;
0421C18C 63BD2218&lt;br /&gt;
04942340 666F7265&lt;br /&gt;
04942344 73740000&lt;br /&gt;
&lt;br /&gt;
Note: Code works best on 2nd day. Do not enter caves (autosave!).&lt;br /&gt;
&lt;br /&gt;
Story Mode: Moon Jump (Press A) [Ralf]&lt;br /&gt;
06003400 00000018&lt;br /&gt;
7C7F1B78 C0040210&lt;br /&gt;
C0220060 60000000&lt;br /&gt;
D0040210 4813D288&lt;br /&gt;
04140698 4BEC2D68&lt;br /&gt;
28507D08 FEFF0100&lt;br /&gt;
0400340C EC00082A&lt;br /&gt;
E2000001 80008000&lt;br /&gt;
&lt;br /&gt;
Japanese Title Screen [Ralf]&lt;br /&gt;
043180C4 38600005&lt;br /&gt;
043BEE10 38600005&lt;br /&gt;
&lt;br /&gt;
Play E3 Demo Version [Ralf]&lt;br /&gt;
045150C4 00000001&lt;br /&gt;
&lt;br /&gt;
Play KFes Demo Version [Ralf]&lt;br /&gt;
04515124 00000001&lt;br /&gt;
&lt;br /&gt;
Play Club Nintendo Demo Version [Ralf]&lt;br /&gt;
04515134 00000001&lt;br /&gt;
&lt;br /&gt;
Unlock e-Reader Menu (Bonuses) [Ralf]&lt;br /&gt;
043EE13C 38600005&lt;br /&gt;
&lt;br /&gt;
Disable Autosave (Caves) [Ralf]&lt;br /&gt;
04515154 00000001&lt;br /&gt;
&lt;br /&gt;
Invincible Pikmin [Ralf]&lt;br /&gt;
C21499DC 00000004&lt;br /&gt;
38000005 7C03E000&lt;br /&gt;
40820010 7C1D1800&lt;br /&gt;
41810008 800300BC&lt;br /&gt;
60000000 00000000&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
&lt;br /&gt;
Super Power Pikmin [Ralf]&lt;br /&gt;
0415FA0C 386003E8&lt;br /&gt;
0415FA14 386003E8&lt;br /&gt;
&lt;br /&gt;
Pikmins Dig &amp;amp; Destroy Quickly [Ralf]&lt;br /&gt;
0410615C EC210828&lt;br /&gt;
041C98D0 C0040204&lt;br /&gt;
0426F90C EC210828&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
041943F8 48000084&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
04194618 3BE00000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
041497A0 48000020&lt;br /&gt;
04193EE8 4800005C&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Purple Ability [Ralf]&lt;br /&gt;
04149610 38600064&lt;br /&gt;
0414961C 38600064&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
0418F798 60000000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have White Ability [Ralf]&lt;br /&gt;
041141BC 38000004&lt;br /&gt;
041492E0 60000000&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
04194778 4800008C&lt;br /&gt;
041B343C 38000004&lt;br /&gt;
041F41A0 38600000&lt;br /&gt;
&lt;br /&gt;
Have Always Blue Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00000&lt;br /&gt;
&lt;br /&gt;
Have Always Red Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00001&lt;br /&gt;
&lt;br /&gt;
Have Always Yellow Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00002&lt;br /&gt;
&lt;br /&gt;
Have Always Purple Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00003&lt;br /&gt;
&lt;br /&gt;
Have Always White Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00004&lt;br /&gt;
&lt;br /&gt;
Have Always Bulbmins [Ralf]&lt;br /&gt;
0414A73C 3BE00005&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Leaves [Ralf]&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Buds [Ralf]&lt;br /&gt;
0815EE28 389F0908&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Flowers [Ralf]&lt;br /&gt;
0815EE28 389F091C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Buds [Ralf]&lt;br /&gt;
0815EE28 389F0934&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Flowers [Ralf]&lt;br /&gt;
0815EE28 389F094C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Carrots [Ralf]&lt;br /&gt;
0815EDB8 38BF08E4&lt;br /&gt;
20050010 00000000&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Syatyou (President) [Ralf]&lt;br /&gt;
0415AFC0 389F06E4&lt;br /&gt;
&lt;br /&gt;
Replace Louie With Syatyou (President) [Ralf]&lt;br /&gt;
0415B240 60000000&lt;br /&gt;
&lt;br /&gt;
Spicy Spray Doesn&#039;t Fade After Time [Ralf]&lt;br /&gt;
0414A658 60000000&lt;br /&gt;
&lt;br /&gt;
Start With All Kinds of Pikmins [Ralf]&lt;br /&gt;
08942ADC 0000000E&lt;br /&gt;
20060010 00000000&lt;br /&gt;
&lt;br /&gt;
Max Money (Story Mode) [Ralf]&lt;br /&gt;
04942A7C 000F423F&lt;br /&gt;
&lt;br /&gt;
Max Money (Challenge Mode) [Ralf]&lt;br /&gt;
049FE0AC 0001869F&lt;br /&gt;
&lt;br /&gt;
Full Exploration Kit [Ralf]&lt;br /&gt;
029429DC 00000FFF&lt;br /&gt;
&lt;br /&gt;
Piklopedia Complete [Ralf]&lt;br /&gt;
08942DB0 00000003&lt;br /&gt;
0063000C 00000000&lt;br /&gt;
&lt;br /&gt;
Open All Movies Under Bonuses [Ralf]&lt;br /&gt;
005D45FC 00000007&lt;br /&gt;
&lt;br /&gt;
Open All Challenges [Ralf]&lt;br /&gt;
085D4664 00000009&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
All Challenges Perfect [Ralf]&lt;br /&gt;
085D4664 0000003F&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
Infinite Time In Challenges [Ralf]&lt;br /&gt;
04229CBC 60000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
04519140 xxxxxxxx&lt;br /&gt;
04519170 xxxxxxxx&lt;br /&gt;
04519174 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
04519140 3F000000&lt;br /&gt;
04519170 3F000000&lt;br /&gt;
04519174 3F000000&lt;br /&gt;
&lt;br /&gt;
Giant Pikmins [Ralf]&lt;br /&gt;
04519140 40000000&lt;br /&gt;
04519170 40000000&lt;br /&gt;
04519174 40000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Louie Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Louie [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E40xxxx&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Enemies [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E404000&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Size Modifier [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D80xxxx&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Treasures [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D804000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model Size Modifier (Player, Pikmins &amp;amp; Enemies etc.) [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C00xxxx 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Models [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C004000 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pellet Color Modifier&lt;br /&gt;
&lt;br /&gt;
Red Pellet [Ralf]&lt;br /&gt;
041F929C 3BE000rr&lt;br /&gt;
041F92A0 3BC000gg&lt;br /&gt;
041F92A4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Yellow Pellet [Ralf]&lt;br /&gt;
041F92B8 3B8000FF&lt;br /&gt;
041F92B0 3BE000rr&lt;br /&gt;
041F92B4 3BC000gg&lt;br /&gt;
041F92BC 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Blue Pellet [Ralf]&lt;br /&gt;
041F92CC 3B8000FF&lt;br /&gt;
041F92C8 3BE000rr&lt;br /&gt;
041F92D0 3BC000gg&lt;br /&gt;
041F92C4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defaults (rrggbb)&lt;br /&gt;
&lt;br /&gt;
FB1100 - Red Pellet&lt;br /&gt;
FFDC33 - Yellow Pellet&lt;br /&gt;
0033FF - Blue Pellet&lt;br /&gt;
&lt;br /&gt;
Green Pellets [Ralf]&lt;br /&gt;
041F927C 48000020&lt;br /&gt;
041F929C 3BE00000&lt;br /&gt;
041F92A0 3BC000A0&lt;br /&gt;
041F92A4 3BA00020&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream Modifier [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
388000xx 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
xx = Audio Stream ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream IDs&lt;br /&gt;
&lt;br /&gt;
00 - title (TITLE)&lt;br /&gt;
01 - ff_treasureget (TREASURE_GET)&lt;br /&gt;
02 - dayend_n (DAYEND_N)&lt;br /&gt;
03 - dayend_g (DAYEND_G)&lt;br /&gt;
04 - dayend_b (DAYEND_B)&lt;br /&gt;
05 - ff_playerdown (PLAYERDOWN)&lt;br /&gt;
06 - ff_annihi (ANNIHI)&lt;br /&gt;
07 - ff_keyget (KEYGET)&lt;br /&gt;
08 - ff_doping (DOPING)&lt;br /&gt;
09 - ff_doped (DOPED)&lt;br /&gt;
0A - ff_powerupget (POWERUP_GET)&lt;br /&gt;
0B - ff_equipget (EQUIP_GET)&lt;br /&gt;
0C - ff_onyonboot (ONYONBOOT)&lt;br /&gt;
0D - ff_pikminmeet (PIKMIN_MEET)&lt;br /&gt;
0E - book (ZUKAN)&lt;br /&gt;
0F - vs_menu (VS_MENU)&lt;br /&gt;
&lt;br /&gt;
10 - omake (VS_OMAKE)&lt;br /&gt;
11 - option (OPTION)&lt;br /&gt;
12 - result (RESULT)&lt;br /&gt;
13 - u_result (U_RESULT)&lt;br /&gt;
14 - c_result (C_RESULT)&lt;br /&gt;
15 - ff_akirame (AKIRAME)&lt;br /&gt;
16 - ff_timeup (CHALLENGE_TIMEUP)&lt;br /&gt;
17 - ff_c_tget (GET_BEEDAMA)&lt;br /&gt;
18 - ff_c_playerdown (PLAYERDOWN_BTL)&lt;br /&gt;
19 - ff_c_annihi (ZENMETSU_BTL)&lt;br /&gt;
1A - ff_o_win (WIN_ORIMER_BTL)&lt;br /&gt;
1B - ff_l_win (WIN_LUGIE_BTL)&lt;br /&gt;
1C - ff_draw (DRAW_BTL)&lt;br /&gt;
1D - annihi_dayend (ZENMETSU_DAYEND)&lt;br /&gt;
1E - select (FILESELECT)&lt;br /&gt;
1F - pikmin_greet_new (PIKMIN_GREET)&lt;br /&gt;
&lt;br /&gt;
20 - ff_treasurecomp (PAY_COMPLETE)&lt;br /&gt;
21 - ff_pay (PAY_NOT_COMPLETE)&lt;br /&gt;
22 - ReadyGo_Battle (READY_GO_2P)&lt;br /&gt;
23 - ReadyGo_Challenge (READY_GO_CHALLENGE)&lt;br /&gt;
24 - Camera (CAMERA_DEMO)&lt;br /&gt;
25 - FinalFloor (FINAL_FLOOR)&lt;br /&gt;
26 - ff_in_hole (PSSTR_IN_HOLE)&lt;br /&gt;
27 - ff_treasureglad (PSSTR_TREASURE_GLAD)&lt;br /&gt;
28 - ff_out_hole (PSSTR_OUT_HOLE)&lt;br /&gt;
29 - ff_mystery (PSSTR_MYSTERY)&lt;br /&gt;
2A - ff_glad (PSSTR_GLAD)&lt;br /&gt;
2B - ff_pikminglad (PSSTR_PIKMIN_GLAD)&lt;br /&gt;
2C - start_demo (PSSTR_START_DEMO_TUTORIAL)&lt;br /&gt;
2D - ff_watch_pikmin (PSSTR_WATCH_PIKMIN)&lt;br /&gt;
2E - ff_join (PSSTR_JOIN)&lt;br /&gt;
2F - ff_onion (PSSTR_ONYON)&lt;br /&gt;
&lt;br /&gt;
30 - ff_blue_onion (PSSTR_BLUE_ONYON)&lt;br /&gt;
31 - ff_hiba (PSSTR_HIBA)&lt;br /&gt;
32 - ff_mboss (PSSTR_KUROIHITO)&lt;br /&gt;
33 - ff_explain (PSSTR_EXPLAIN)&lt;br /&gt;
34 - start_demo_o (PSSTR_START_DEMO_OTHER)&lt;br /&gt;
35 - ff_luie_start (PSSTR_LUGIE_START)&lt;br /&gt;
36 - ff_floor_in (PSSTR_FLOOR_IN)&lt;br /&gt;
37 - ff_return (PSSTR_RETURN)&lt;br /&gt;
38 - ff_c_floor_in (PSSTR_C_LOOR_IN)&lt;br /&gt;
39 - ff_underground_e (PSSTR_CHALLENGE_START)&lt;br /&gt;
3A - ff_underground_e (PSSTR_UNDERGROUND_START)&lt;br /&gt;
3B - ff_return_e (PSSTR_RETURN_E)&lt;br /&gt;
3C - ff_red_onion (PSSTR_RED_ONYON)&lt;br /&gt;
3D - ff_vs_pdownOW (PSSTR_VS_PDOWN_WIN_ORI)&lt;br /&gt;
3E - ff_vs_pdownLW (PSSTR_VS_PDOWN_WIN_LUI)&lt;br /&gt;
3F - ff_vs_pdownDR (PSSTR_VS_PDOWN_DROW)&lt;br /&gt;
&lt;br /&gt;
40 - ff_vs_annihiOW (PSSTR_VS_PIK_WIN_ORI)&lt;br /&gt;
41 - ff_vs_annihiLW (PSSTR_VS_PIK_WIN_LUI)&lt;br /&gt;
42 - ff_vs_annihiDR (PSSTR_VS_PIK_DROW)&lt;br /&gt;
43 - ff_vs_tgetOW (PSSTR_VS_BEE_WIN_ORI)&lt;br /&gt;
44 - ff_vs_tgetLW (PSSTR_VS_BEE_WIN_LUI)&lt;br /&gt;
45 - ff_vs_tgetDR (PSSTR_VS_BEE_DROW)&lt;br /&gt;
46 - ff_in_hole_u (PSSTR_IN_HOLE_U)&lt;br /&gt;
47 - ff_black_doped (PSSTR_BLACK_DOPING)&lt;br /&gt;
48 - ff_explain_f60 (PSSTR_EXPLAIN_60)&lt;br /&gt;
49 - ff_explain_f75 (PSSTR_EXPLAIN_75)&lt;br /&gt;
4A - ff_explain_f90 (PSSTR_EXPLAIN_90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Camera Demo Audio Stream [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
38800024 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
Change Pikmin limit [KirbyMimi]&lt;br /&gt;
0415EF60 38C000XX&lt;br /&gt;
04150D74 388000XX&lt;br /&gt;
04D4FA1B 00000000&lt;br /&gt;
0413F9F0 388000XX&lt;br /&gt;
0419579C 2C0000XX&lt;br /&gt;
0415E964 2C0000XX&lt;br /&gt;
&lt;br /&gt;
XX = new Pikmin limit, in hexadecimal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (Europe)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value [Yoshi2]&lt;br /&gt;
040c9650 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler PAL [UnclePunch]&lt;br /&gt;
04422440 60000000&lt;br /&gt;
&lt;br /&gt;
$ Enable Heap and Process bar PAL [Yoshi2]&lt;br /&gt;
04030b58 60000000&lt;br /&gt;
0402f34c 60000000&lt;br /&gt;
* Heap bar represents memory usage (in the order code size-&amp;gt;user ram-&amp;gt;system heap free-&amp;gt;system heap used) and process bar represents cpu usage.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value (NTSC-US) [Yoshi2]&lt;br /&gt;
040c95b0 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler [UnclePunch]&lt;br /&gt;
0442219c 60000000&lt;br /&gt;
&lt;br /&gt;
$Coop Story Mode [KirbyMimi]&lt;br /&gt;
0414D928 3BE00002&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=2706</id>
		<title>Pikmin 2 cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=2706"/>
		<updated>2019-06-19T11:34:55Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: /* Gecko codes (Europe) */  add heap/brocess bar code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin 2&#039;&#039; on the GameCube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; (GameCube, European) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Coop Story Mode [KirbyMimi, Yoshi2]&lt;br /&gt;
0414DA94 3BE00002&lt;br /&gt;
&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
C24257F0 00000002&lt;br /&gt;
3C003FE3 60008E39&lt;br /&gt;
9004002C 00000000&lt;br /&gt;
&lt;br /&gt;
Story Mode: Play Test Map [Ralf]&lt;br /&gt;
0421C188 3FA08094&lt;br /&gt;
0421C18C 63BD2218&lt;br /&gt;
04942340 666F7265&lt;br /&gt;
04942344 73740000&lt;br /&gt;
&lt;br /&gt;
Note: Code works best on 2nd day. Do not enter caves (autosave!).&lt;br /&gt;
&lt;br /&gt;
Story Mode: Moon Jump (Press A) [Ralf]&lt;br /&gt;
06003400 00000018&lt;br /&gt;
7C7F1B78 C0040210&lt;br /&gt;
C0220060 60000000&lt;br /&gt;
D0040210 4813D288&lt;br /&gt;
04140698 4BEC2D68&lt;br /&gt;
28507D08 FEFF0100&lt;br /&gt;
0400340C EC00082A&lt;br /&gt;
E2000001 80008000&lt;br /&gt;
&lt;br /&gt;
Japanese Title Screen [Ralf]&lt;br /&gt;
043180C4 38600005&lt;br /&gt;
043BEE10 38600005&lt;br /&gt;
&lt;br /&gt;
Play E3 Demo Version [Ralf]&lt;br /&gt;
045150C4 00000001&lt;br /&gt;
&lt;br /&gt;
Play KFes Demo Version [Ralf]&lt;br /&gt;
04515124 00000001&lt;br /&gt;
&lt;br /&gt;
Play Club Nintendo Demo Version [Ralf]&lt;br /&gt;
04515134 00000001&lt;br /&gt;
&lt;br /&gt;
Unlock e-Reader Menu (Bonuses) [Ralf]&lt;br /&gt;
043EE13C 38600005&lt;br /&gt;
&lt;br /&gt;
Disable Autosave (Caves) [Ralf]&lt;br /&gt;
04515154 00000001&lt;br /&gt;
&lt;br /&gt;
Invincible Pikmin [Ralf]&lt;br /&gt;
C21499DC 00000004&lt;br /&gt;
38000005 7C03E000&lt;br /&gt;
40820010 7C1D1800&lt;br /&gt;
41810008 800300BC&lt;br /&gt;
60000000 00000000&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
&lt;br /&gt;
Super Power Pikmin [Ralf]&lt;br /&gt;
0415FA0C 386003E8&lt;br /&gt;
0415FA14 386003E8&lt;br /&gt;
&lt;br /&gt;
Pikmins Dig &amp;amp; Destroy Quickly [Ralf]&lt;br /&gt;
0410615C EC210828&lt;br /&gt;
041C98D0 C0040204&lt;br /&gt;
0426F90C EC210828&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
041943F8 48000084&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
04194618 3BE00000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
041497A0 48000020&lt;br /&gt;
04193EE8 4800005C&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Purple Ability [Ralf]&lt;br /&gt;
04149610 38600064&lt;br /&gt;
0414961C 38600064&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
0418F798 60000000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have White Ability [Ralf]&lt;br /&gt;
041141BC 38000004&lt;br /&gt;
041492E0 60000000&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
04194778 4800008C&lt;br /&gt;
041B343C 38000004&lt;br /&gt;
041F41A0 38600000&lt;br /&gt;
&lt;br /&gt;
Have Always Blue Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00000&lt;br /&gt;
&lt;br /&gt;
Have Always Red Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00001&lt;br /&gt;
&lt;br /&gt;
Have Always Yellow Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00002&lt;br /&gt;
&lt;br /&gt;
Have Always Purple Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00003&lt;br /&gt;
&lt;br /&gt;
Have Always White Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00004&lt;br /&gt;
&lt;br /&gt;
Have Always Bulbmins [Ralf]&lt;br /&gt;
0414A73C 3BE00005&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Leaves [Ralf]&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Buds [Ralf]&lt;br /&gt;
0815EE28 389F0908&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Flowers [Ralf]&lt;br /&gt;
0815EE28 389F091C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Buds [Ralf]&lt;br /&gt;
0815EE28 389F0934&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Flowers [Ralf]&lt;br /&gt;
0815EE28 389F094C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Carrots [Ralf]&lt;br /&gt;
0815EDB8 38BF08E4&lt;br /&gt;
20050010 00000000&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Syatyou (President) [Ralf]&lt;br /&gt;
0415AFC0 389F06E4&lt;br /&gt;
&lt;br /&gt;
Replace Louie With Syatyou (President) [Ralf]&lt;br /&gt;
0415B240 60000000&lt;br /&gt;
&lt;br /&gt;
Spicy Spray Doesn&#039;t Fade After Time [Ralf]&lt;br /&gt;
0414A658 60000000&lt;br /&gt;
&lt;br /&gt;
Start With All Kinds of Pikmins [Ralf]&lt;br /&gt;
08942ADC 0000000E&lt;br /&gt;
20060010 00000000&lt;br /&gt;
&lt;br /&gt;
Max Money (Story Mode) [Ralf]&lt;br /&gt;
04942A7C 000F423F&lt;br /&gt;
&lt;br /&gt;
Max Money (Challenge Mode) [Ralf]&lt;br /&gt;
049FE0AC 0001869F&lt;br /&gt;
&lt;br /&gt;
Full Exploration Kit [Ralf]&lt;br /&gt;
029429DC 00000FFF&lt;br /&gt;
&lt;br /&gt;
Piklopedia Complete [Ralf]&lt;br /&gt;
08942DB0 00000003&lt;br /&gt;
0063000C 00000000&lt;br /&gt;
&lt;br /&gt;
Open All Movies Under Bonuses [Ralf]&lt;br /&gt;
005D45FC 00000007&lt;br /&gt;
&lt;br /&gt;
Open All Challenges [Ralf]&lt;br /&gt;
085D4664 00000009&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
All Challenges Perfect [Ralf]&lt;br /&gt;
085D4664 0000003F&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
Infinite Time In Challenges [Ralf]&lt;br /&gt;
04229CBC 60000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
04519140 xxxxxxxx&lt;br /&gt;
04519170 xxxxxxxx&lt;br /&gt;
04519174 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
04519140 3F000000&lt;br /&gt;
04519170 3F000000&lt;br /&gt;
04519174 3F000000&lt;br /&gt;
&lt;br /&gt;
Giant Pikmins [Ralf]&lt;br /&gt;
04519140 40000000&lt;br /&gt;
04519170 40000000&lt;br /&gt;
04519174 40000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Louie Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Louie [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E40xxxx&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Enemies [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E404000&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Size Modifier [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D80xxxx&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Treasures [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D804000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model Size Modifier (Player, Pikmins &amp;amp; Enemies etc.) [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C00xxxx 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Models [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C004000 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pellet Color Modifier&lt;br /&gt;
&lt;br /&gt;
Red Pellet [Ralf]&lt;br /&gt;
041F929C 3BE000rr&lt;br /&gt;
041F92A0 3BC000gg&lt;br /&gt;
041F92A4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Yellow Pellet [Ralf]&lt;br /&gt;
041F92B8 3B8000FF&lt;br /&gt;
041F92B0 3BE000rr&lt;br /&gt;
041F92B4 3BC000gg&lt;br /&gt;
041F92BC 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Blue Pellet [Ralf]&lt;br /&gt;
041F92CC 3B8000FF&lt;br /&gt;
041F92C8 3BE000rr&lt;br /&gt;
041F92D0 3BC000gg&lt;br /&gt;
041F92C4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defaults (rrggbb)&lt;br /&gt;
&lt;br /&gt;
FB1100 - Red Pellet&lt;br /&gt;
FFDC33 - Yellow Pellet&lt;br /&gt;
0033FF - Blue Pellet&lt;br /&gt;
&lt;br /&gt;
Green Pellets [Ralf]&lt;br /&gt;
041F927C 48000020&lt;br /&gt;
041F929C 3BE00000&lt;br /&gt;
041F92A0 3BC000A0&lt;br /&gt;
041F92A4 3BA00020&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream Modifier [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
388000xx 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
xx = Audio Stream ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream IDs&lt;br /&gt;
&lt;br /&gt;
00 - title (TITLE)&lt;br /&gt;
01 - ff_treasureget (TREASURE_GET)&lt;br /&gt;
02 - dayend_n (DAYEND_N)&lt;br /&gt;
03 - dayend_g (DAYEND_G)&lt;br /&gt;
04 - dayend_b (DAYEND_B)&lt;br /&gt;
05 - ff_playerdown (PLAYERDOWN)&lt;br /&gt;
06 - ff_annihi (ANNIHI)&lt;br /&gt;
07 - ff_keyget (KEYGET)&lt;br /&gt;
08 - ff_doping (DOPING)&lt;br /&gt;
09 - ff_doped (DOPED)&lt;br /&gt;
0A - ff_powerupget (POWERUP_GET)&lt;br /&gt;
0B - ff_equipget (EQUIP_GET)&lt;br /&gt;
0C - ff_onyonboot (ONYONBOOT)&lt;br /&gt;
0D - ff_pikminmeet (PIKMIN_MEET)&lt;br /&gt;
0E - book (ZUKAN)&lt;br /&gt;
0F - vs_menu (VS_MENU)&lt;br /&gt;
&lt;br /&gt;
10 - omake (VS_OMAKE)&lt;br /&gt;
11 - option (OPTION)&lt;br /&gt;
12 - result (RESULT)&lt;br /&gt;
13 - u_result (U_RESULT)&lt;br /&gt;
14 - c_result (C_RESULT)&lt;br /&gt;
15 - ff_akirame (AKIRAME)&lt;br /&gt;
16 - ff_timeup (CHALLENGE_TIMEUP)&lt;br /&gt;
17 - ff_c_tget (GET_BEEDAMA)&lt;br /&gt;
18 - ff_c_playerdown (PLAYERDOWN_BTL)&lt;br /&gt;
19 - ff_c_annihi (ZENMETSU_BTL)&lt;br /&gt;
1A - ff_o_win (WIN_ORIMER_BTL)&lt;br /&gt;
1B - ff_l_win (WIN_LUGIE_BTL)&lt;br /&gt;
1C - ff_draw (DRAW_BTL)&lt;br /&gt;
1D - annihi_dayend (ZENMETSU_DAYEND)&lt;br /&gt;
1E - select (FILESELECT)&lt;br /&gt;
1F - pikmin_greet_new (PIKMIN_GREET)&lt;br /&gt;
&lt;br /&gt;
20 - ff_treasurecomp (PAY_COMPLETE)&lt;br /&gt;
21 - ff_pay (PAY_NOT_COMPLETE)&lt;br /&gt;
22 - ReadyGo_Battle (READY_GO_2P)&lt;br /&gt;
23 - ReadyGo_Challenge (READY_GO_CHALLENGE)&lt;br /&gt;
24 - Camera (CAMERA_DEMO)&lt;br /&gt;
25 - FinalFloor (FINAL_FLOOR)&lt;br /&gt;
26 - ff_in_hole (PSSTR_IN_HOLE)&lt;br /&gt;
27 - ff_treasureglad (PSSTR_TREASURE_GLAD)&lt;br /&gt;
28 - ff_out_hole (PSSTR_OUT_HOLE)&lt;br /&gt;
29 - ff_mystery (PSSTR_MYSTERY)&lt;br /&gt;
2A - ff_glad (PSSTR_GLAD)&lt;br /&gt;
2B - ff_pikminglad (PSSTR_PIKMIN_GLAD)&lt;br /&gt;
2C - start_demo (PSSTR_START_DEMO_TUTORIAL)&lt;br /&gt;
2D - ff_watch_pikmin (PSSTR_WATCH_PIKMIN)&lt;br /&gt;
2E - ff_join (PSSTR_JOIN)&lt;br /&gt;
2F - ff_onion (PSSTR_ONYON)&lt;br /&gt;
&lt;br /&gt;
30 - ff_blue_onion (PSSTR_BLUE_ONYON)&lt;br /&gt;
31 - ff_hiba (PSSTR_HIBA)&lt;br /&gt;
32 - ff_mboss (PSSTR_KUROIHITO)&lt;br /&gt;
33 - ff_explain (PSSTR_EXPLAIN)&lt;br /&gt;
34 - start_demo_o (PSSTR_START_DEMO_OTHER)&lt;br /&gt;
35 - ff_luie_start (PSSTR_LUGIE_START)&lt;br /&gt;
36 - ff_floor_in (PSSTR_FLOOR_IN)&lt;br /&gt;
37 - ff_return (PSSTR_RETURN)&lt;br /&gt;
38 - ff_c_floor_in (PSSTR_C_LOOR_IN)&lt;br /&gt;
39 - ff_underground_e (PSSTR_CHALLENGE_START)&lt;br /&gt;
3A - ff_underground_e (PSSTR_UNDERGROUND_START)&lt;br /&gt;
3B - ff_return_e (PSSTR_RETURN_E)&lt;br /&gt;
3C - ff_red_onion (PSSTR_RED_ONYON)&lt;br /&gt;
3D - ff_vs_pdownOW (PSSTR_VS_PDOWN_WIN_ORI)&lt;br /&gt;
3E - ff_vs_pdownLW (PSSTR_VS_PDOWN_WIN_LUI)&lt;br /&gt;
3F - ff_vs_pdownDR (PSSTR_VS_PDOWN_DROW)&lt;br /&gt;
&lt;br /&gt;
40 - ff_vs_annihiOW (PSSTR_VS_PIK_WIN_ORI)&lt;br /&gt;
41 - ff_vs_annihiLW (PSSTR_VS_PIK_WIN_LUI)&lt;br /&gt;
42 - ff_vs_annihiDR (PSSTR_VS_PIK_DROW)&lt;br /&gt;
43 - ff_vs_tgetOW (PSSTR_VS_BEE_WIN_ORI)&lt;br /&gt;
44 - ff_vs_tgetLW (PSSTR_VS_BEE_WIN_LUI)&lt;br /&gt;
45 - ff_vs_tgetDR (PSSTR_VS_BEE_DROW)&lt;br /&gt;
46 - ff_in_hole_u (PSSTR_IN_HOLE_U)&lt;br /&gt;
47 - ff_black_doped (PSSTR_BLACK_DOPING)&lt;br /&gt;
48 - ff_explain_f60 (PSSTR_EXPLAIN_60)&lt;br /&gt;
49 - ff_explain_f75 (PSSTR_EXPLAIN_75)&lt;br /&gt;
4A - ff_explain_f90 (PSSTR_EXPLAIN_90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Camera Demo Audio Stream [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
38800024 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
Change Pikmin limit [KirbyMimi]&lt;br /&gt;
0415EF60 38C000XX&lt;br /&gt;
04150D74 388000XX&lt;br /&gt;
04D4FA1B 00000000&lt;br /&gt;
0413F9F0 388000XX&lt;br /&gt;
0419579C 2C0000XX&lt;br /&gt;
0415E964 2C0000XX&lt;br /&gt;
&lt;br /&gt;
XX = new Pikmin limit, in hexadecimal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (Europe)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value [Yoshi2]&lt;br /&gt;
040c9650 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler PAL [UnclePunch]&lt;br /&gt;
04422440 60000000&lt;br /&gt;
&lt;br /&gt;
$ Enable Heap and Process bar PAL [Yoshi2]&lt;br /&gt;
04030b58 60000000&lt;br /&gt;
0402f34c 60000000&lt;br /&gt;
* Heap bar represents memory usage (in the order code-&amp;gt;user heap-&amp;gt;total free-&amp;gt;system heap) and process bar represents cpu usage.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value (NTSC-US) [Yoshi2]&lt;br /&gt;
040c95b0 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler [UnclePunch]&lt;br /&gt;
0442219c 60000000&lt;br /&gt;
&lt;br /&gt;
$Coop Story Mode [KirbyMimi]&lt;br /&gt;
0414D928 3BE00002&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=1970</id>
		<title>Pikmin 2 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=1970"/>
		<updated>2018-10-06T09:18:10Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: add info about placing exploration kit treasures inside enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
Internal names, identifier numbers, and identifier strings used in &#039;&#039;[[Pikmin 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Pikmin 2&#039;s&#039;&#039; overworld area generators, &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; objects are referred to by a numeric ID. There is also another set of values for &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, these are the overworld versions of treasure drop from enemies. Usually in a cave, it&#039;s as simple as using an underline &amp;lt;code&amp;gt;_&amp;lt;/code&amp;gt; and then typing the internal name of the treasure, above ground each enemy has an ID for this. This is found by taking the original treasure&#039;s ID and adding 768.&lt;br /&gt;
&lt;br /&gt;
{{todo|Add internal names for all the enemies and treasures.}}&lt;br /&gt;
&lt;br /&gt;
== Enemies and other objects ==&lt;br /&gt;
Enemies, plants and strange objects. They are mostly internally recognized as &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To place a treasure inside an enemy, take that treasure&#039;s internal number, add 768, and you have the code to put it in any enemy.&lt;br /&gt;
&lt;br /&gt;
Placing Exploration Kit treasures inside enemies works similary but you have to add 1024 to the Kit&#039;s internal number instead of 768.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Object || Internal Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Pellet Posy ||&amp;lt;code&amp;gt;Pelplant&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Dwarf Red Bulborb ||&amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || Red Bulborb ||&amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || Lapis Lazuli Candypop Bud ||&amp;lt;code&amp;gt;BluePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || Crimson Candypop Bud ||&amp;lt;code&amp;gt;RedPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || Golden Candypop Bud ||&amp;lt;code&amp;gt;YellowPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || Violet Candypop Bud ||&amp;lt;code&amp;gt;BlackPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || Ivory Candypop Bud ||&amp;lt;code&amp;gt;WhitePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || Queen Candypop Bud ||&amp;lt;code&amp;gt;RandPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || Iridescent Glint Beetle ||&amp;lt;code&amp;gt;Wealthy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || Doodlebug ||&amp;lt;code&amp;gt;Fart&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || Female Sheargrub ||&amp;lt;code&amp;gt;UjiA&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || Male Sheargrub ||&amp;lt;code&amp;gt;UjiB&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || Shearwig ||&amp;lt;code&amp;gt;Tobi&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || Cloaking Burrow-nit ||&amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || Honeywisp ||&amp;lt;code&amp;gt;Qurione&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || Yellow Wollywog ||&amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || Wollywog ||&amp;lt;code&amp;gt;MaroFrog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || Falling boulder ||&amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || Fire geyser ||&amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || Gas pipe ||&amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || Electrical wire ||&amp;lt;code&amp;gt;ElecHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || Swooping Snitchbug ||&amp;lt;code&amp;gt;Sarai&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || Fiery Blowhog ||&amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || Watery Blowhog ||&amp;lt;code&amp;gt;Wtank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || Water Dumple ||&amp;lt;code&amp;gt;Catfish&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || Wogpole ||&amp;lt;code&amp;gt;Tadpole&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || Anode Beetle ||&amp;lt;code&amp;gt;ElecBug&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || Puffy Blowhog ||&amp;lt;code&amp;gt;Mar&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || {{tt|Empress Bulblax|Birthing Bulborb Larva}} ||&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || Bulborb Larva ||&amp;lt;code&amp;gt;Baby&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || Bumbling Snitchbug ||&amp;lt;code&amp;gt;Demon&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || Fiery Bulblax ||&amp;lt;code&amp;gt;FireChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || Burrowing Snagret ||&amp;lt;code&amp;gt;SnakeCrow&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || Spotty Bulbear ||&amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || Bomb rock ||&amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || Egg ||&amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || Breadbug (with its home) ||&amp;lt;code&amp;gt;PanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code; is referenced in newtest/nonloop/2-2.txt, and is referred to as フエフキムシ; roughly Huefukimushi}} || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || Giant Breadbug and base || &amp;lt;code&amp;gt;OoPanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || Antenna Beetle || &amp;lt;code&amp;gt;Fuefuki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || Orange Bulborb || &amp;lt;code&amp;gt;BlueChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || Hairy Bulborb || &amp;lt;code&amp;gt;YellowChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || Dwarf Orange Bulborb || &amp;lt;code&amp;gt;BlueKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || Snow Bulborb || &amp;lt;code&amp;gt;YellowKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || Dandelion || &amp;lt;code&amp;gt;Tanpopo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || Clover || &amp;lt;code&amp;gt;Clover&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || Common Glowcap || &amp;lt;code&amp;gt;HikariKinoko&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || Figwort (red small) || &amp;lt;code&amp;gt;Ooinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || Figwort (red large) || &amp;lt;code&amp;gt;Ooinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || Shoot (shorter) || &amp;lt;code&amp;gt;Wakame_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || Shoot (taller) || &amp;lt;code&amp;gt;Wakame_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Miulin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Hanachirashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || Beady Long Legs || &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Kurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || Careening Dirigibug || &amp;lt;code&amp;gt;BombSarai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || Fiery Dweevil || &amp;lt;code&amp;gt;FireOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || Caustic Dweevil || &amp;lt;code&amp;gt;WaterOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || Munge Dweevil || &amp;lt;code&amp;gt;GasOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || Anode Dweevil || &amp;lt;code&amp;gt;ElecOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Jigumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code}}, unused || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || {{tt|Ravenous Whiskerpillar|Only emerges near Burgeoning Spiderwort.}} || &amp;lt;code&amp;gt;Imomushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || {{tt|Man-at-Legs|Disappears after leaving a boundary, leaving treasure.}} || &amp;lt;code&amp;gt;Houdai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || Bulbmin || &amp;lt;code&amp;gt;LeafChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || Mitite || &amp;lt;code&amp;gt;TamagoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;BigFoot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;SnakeWhole&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;UmiMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;OniKurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || {{tt|Titan Dweevil|Crashes in most cases due to l_boss.bms complications}} || &amp;lt;code&amp;gt;BigTreasure&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || {{tt|Rock|Is used by rock-spewing enemies; breaks apart when spawning it yourself}} || &amp;lt;code&amp;gt;Stone&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Kabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || Dwarf Bulbear || &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || Group of 9 Unmarked Spectralids || &amp;lt;code&amp;gt;ShijimiChou&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;MiniHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || Skitter Leaf || &amp;lt;code&amp;gt;Sokkuri&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || Horsetail || &amp;lt;code&amp;gt;Tukushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || Seeding Dandelion || &amp;lt;code&amp;gt;Watage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || {{unsure|Candypop Bud?}}, &#039;&#039;&#039;Crashes&#039;&#039;&#039;, unused || &amp;lt;code&amp;gt;Pom&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || {{unsure|Breadbug&#039;s Home?}} || &amp;lt;code&amp;gt;PanHouse&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Hana&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || Glowstem (red) || &amp;lt;code&amp;gt;DaiodoRed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || Glowstem (green) || &amp;lt;code&amp;gt;DaiodoGreen&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || Margaret || &amp;lt;code&amp;gt;Magaret&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || Foxtail || &amp;lt;code&amp;gt;Nekojarashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || Chigoyami paper || &amp;lt;code&amp;gt;Chiyogami&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || Fiddlehead || &amp;lt;code&amp;gt;Zenmai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || Figwort (brown small) || &amp;lt;code&amp;gt;KareOoinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || Figwort (brown large) || &amp;lt;code&amp;gt;KareOoinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || Volatile Dweevil || &amp;lt;code&amp;gt;BombOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;DangoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || Decorated Cannon Beetle || &amp;lt;code&amp;gt;Rkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva (burrowed) || &amp;lt;code&amp;gt;Fkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || Gatling Groink (pedestal) || &amp;lt;code&amp;gt;FminiHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || {{tt|Waterwraith rollers|Pikmin can touch, but kill leaders}} || &amp;lt;code&amp;gt;Tyre&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;BlackMan&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, unused || &amp;lt;code&amp;gt;UmiMushiBase&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || Toady Bloyster || &amp;lt;code&amp;gt;UmiMushiBlind&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treasures ==&lt;br /&gt;
List of Non-Exploration Kit treasures. For the Exploration Kit treasures, see [[#Exploration Kit treasures|below]]. Treasures are mostly known as &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal name || US || PAL || JP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru&amp;lt;/code&amp;gt; || Rubber Ugly || Rubber Ugly || Rubber Ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo  || Insect Condo || Insect Condo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple_blue&amp;lt;/code&amp;gt; || Meat Satchel || Meat Satchel || Meat Satchel&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane&amp;lt;/code&amp;gt; || Coiled Launcher  || Coiled Launcher || Coiled Launcher&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen&amp;lt;/code&amp;gt; || Confection Hoop  || Confection Hoop || Confection Hoop&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red&amp;lt;/code&amp;gt; || Omniscient Sphere || Omniscient Sphere || Omniscient Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow&amp;lt;/code&amp;gt; || Love Sphere || Love Sphere || Love Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue&amp;lt;/code&amp;gt; || Mirth Sphere  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Maternal Sculpture  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bey_goma&amp;lt;/code&amp;gt; || Stupendous Lens || Mysterious Remains || Ultimate Spinner&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bird_hane&amp;lt;/code&amp;gt; || Leviathan Feather  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt&amp;lt;/code&amp;gt; || Superstrong Stabilizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;channel&amp;lt;/code&amp;gt; || Space Wave Receiver  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_black&amp;lt;/code&amp;gt; || Joy Receptacle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_white&amp;lt;/code&amp;gt; || Worthless Statue  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_black&amp;lt;/code&amp;gt; || Priceless Statue  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_white&amp;lt;/code&amp;gt; || Triple Sugar Threat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate&amp;lt;/code&amp;gt; || King of Sweets  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo&amp;lt;/code&amp;gt; || Diet Doomer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite&amp;lt;/code&amp;gt; || Pale Passion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact&amp;lt;/code&amp;gt; || Boom Cone || Magical Stage || Magical Stage&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie&amp;lt;/code&amp;gt; || Bug Bait  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;creap&amp;lt;/code&amp;gt; || Milk Tub  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red&amp;lt;/code&amp;gt; || Petrified Heart  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue&amp;lt;/code&amp;gt; || Regal Diamond  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green&amp;lt;/code&amp;gt; || Princess Pearl  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;doll&amp;lt;/code&amp;gt; || Silencer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri&amp;lt;/code&amp;gt; || Armored Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco&amp;lt;/code&amp;gt; || Chocolate Cushion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo&amp;lt;/code&amp;gt; || Sweet Dreamer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite&amp;lt;/code&amp;gt; || Cosmic Archive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_red&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_blue&amp;lt;/code&amp;gt; || Science Project  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_gentle&amp;lt;/code&amp;gt; || Manual Honer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_lady&amp;lt;/code&amp;gt; || Broken Food Master || Merciless Extractor || Broken Cooking God&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_dog&amp;lt;/code&amp;gt; || Sud Generator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_cat&amp;lt;/code&amp;gt; || Wiggle Noggin  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; || Omega Flywheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gold_medal&amp;lt;/code&amp;gt; || Lustrous Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape&amp;lt;/code&amp;gt; || Superstick Textile  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;halloween&amp;lt;/code&amp;gt; || Possessed Squash  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;haniwa&amp;lt;/code&amp;gt; || Gyroid Bust  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo&amp;lt;/code&amp;gt; || Sunseed Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key&amp;lt;/code&amp;gt; || Glee Spinner  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan&amp;lt;/code&amp;gt; || Decorative Goo  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko&amp;lt;/code&amp;gt; || Anti-hiccup Fungus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kouseki_suisyou&amp;lt;/code&amp;gt; || Crystal King  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kumakibori&amp;lt;/code&amp;gt; || Fossilized Ursidae  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;locket&amp;lt;/code&amp;gt; || Time Capsule  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;makigai&amp;lt;/code&amp;gt; || Olimarnite Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;matu_bokkuri&amp;lt;/code&amp;gt; || Conifer Spire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;milk_cap&amp;lt;/code&amp;gt; || Abstract Masterpiece || Plentiful Tank || Estimated Object GF&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_normal&amp;lt;/code&amp;gt; || Arboreal Frippery  || Abroral Frippery || Aboreal Frippery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_kare&amp;lt;/code&amp;gt; || Onion Replica  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_red&amp;lt;/code&amp;gt; || Infernal Vegetable  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut&amp;lt;/code&amp;gt; || Adamantine Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tatebue&amp;lt;/code&amp;gt; || Directory of Destiny  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;saru_head&amp;lt;/code&amp;gt; || Colossal Fossil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sensya&amp;lt;/code&amp;gt; || Invigorator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan&amp;lt;/code&amp;gt; || Vacuum Processor  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;silver_medal&amp;lt;/code&amp;gt; || Mirrored Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tel_dial&amp;lt;/code&amp;gt; || Nouveau Table  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_red&amp;lt;/code&amp;gt; || Pink Menace  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_blue&amp;lt;/code&amp;gt; || Frosty Bauble  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_green&amp;lt;/code&amp;gt; || Gemstar Husband  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_red&amp;lt;/code&amp;gt; || Gemstar Wife  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_blue&amp;lt;/code&amp;gt; || Universal Com  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_green&amp;lt;/code&amp;gt; || Joyless Jewel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_red&amp;lt;/code&amp;gt; || Fleeting Art Form  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_green&amp;lt;/code&amp;gt; || Innocence Lost  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_blue&amp;lt;/code&amp;gt; || Icon of Progress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_teala&amp;lt;/code&amp;gt; || Unspeakable Wonder  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;turi_uki&amp;lt;/code&amp;gt; || Aquatic Mine  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;watch&amp;lt;/code&amp;gt; || Temporal Mechanism  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Xmas_item&amp;lt;/code&amp;gt; || Essential Furnishing  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_red&amp;lt;/code&amp;gt; || Flame Tiller  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_yellow&amp;lt;/code&amp;gt; || Doomsday Apparatus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_blue&amp;lt;/code&amp;gt; || Impediment Scourge || Impediment Scourge || Lightning Bolt&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flask&amp;lt;/code&amp;gt; || Future Orb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;elec&amp;lt;/code&amp;gt; || Shock Therapist  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || Flare Cannon  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gas&amp;lt;/code&amp;gt; || Comedy Bomb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;water&amp;lt;/code&amp;gt; || Monster Pump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mojiban&amp;lt;/code&amp;gt; || Mystical Disc  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_gold&amp;lt;/code&amp;gt; || Vorpal Platter  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_silver&amp;lt;/code&amp;gt; || Taste Sensation  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_gold&amp;lt;/code&amp;gt; || Lip Service || Lip Service || Family Raft&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_silver&amp;lt;/code&amp;gt; || Utter Scrap  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru_head&amp;lt;/code&amp;gt; || Paradoxical Enigma  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt; || King of Bugs  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_a&amp;lt;/code&amp;gt; || Essence of Rage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_b&amp;lt;/code&amp;gt; || Essence of Despair  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_c&amp;lt;/code&amp;gt; || Essence of True Love  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_d&amp;lt;/code&amp;gt; || Essence of Desire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_red&amp;lt;/code&amp;gt; || Citrus Lump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_blue&amp;lt;/code&amp;gt; || Behemoth Jaw  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_green&amp;lt;/code&amp;gt; || Anxious Sprout  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_red&amp;lt;/code&amp;gt; || Implement of Toil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_blue&amp;lt;/code&amp;gt; || Luck Wafer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_green&amp;lt;/code&amp;gt; || Meat of Champions  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_red&amp;lt;/code&amp;gt; || Talisman of Life  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_green&amp;lt;/code&amp;gt; || Strife Monolith  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;102&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_blue&amp;lt;/code&amp;gt; || Boss Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;103&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_doku&amp;lt;/code&amp;gt; || Toxic Toadstool  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;104&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_tubu&amp;lt;/code&amp;gt; || Growshroom  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;105&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_b&amp;lt;/code&amp;gt; || Indomitable CPU  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;106&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_c&amp;lt;/code&amp;gt; || Network Mainbrain  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;107&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt_l&amp;lt;/code&amp;gt; || Repair Juggernaut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;108&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape_s&amp;lt;/code&amp;gt; || Exhausted Superstick  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;109&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen_s&amp;lt;/code&amp;gt; || Pastry Wheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;110&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo_l&amp;lt;/code&amp;gt; || Combustion Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;111&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_m_l&amp;lt;/code&amp;gt; || Imperative Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;112&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u&amp;lt;/code&amp;gt; || Compelling Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;113&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u_l&amp;lt;/code&amp;gt; || Impenetrable Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;114&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s&amp;lt;/code&amp;gt; || Comfort Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;115&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s_l&amp;lt;/code&amp;gt; || Succulent Mattress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;116&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri_l&amp;lt;/code&amp;gt; || Corpulent Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;117&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire_helmet&amp;lt;/code&amp;gt; || Alien Billboard || Nutrient Silo || Alien Billboard&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;118&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut_l&amp;lt;/code&amp;gt; || Massage Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;119&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red_l&amp;lt;/code&amp;gt; || Crystallized Telepathy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;120&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow_l&amp;lt;/code&amp;gt; || Crystallized Telekinesis  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;121&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue_l&amp;lt;/code&amp;gt; || Crystallized Clairvoyance  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;122&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red_l&amp;lt;/code&amp;gt; || Eternal Emerald Eye  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;123&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue_l&amp;lt;/code&amp;gt; || Tear Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;124&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green_l&amp;lt;/code&amp;gt; || Crystal Clover  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_red&amp;lt;/code&amp;gt; || Danger Chime  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;126&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_blue&amp;lt;/code&amp;gt; || Sulking Antenna  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;127&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_yellow&amp;lt;/code&amp;gt; || Spouse Alert  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;128&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_red&amp;lt;/code&amp;gt; || Master&#039;s Instrument  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;129&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_blue&amp;lt;/code&amp;gt; || Extreme Perspirator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;130&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_yellow&amp;lt;/code&amp;gt; || Pilgrim Bulb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;131&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key_fc&amp;lt;/code&amp;gt; || Stone of Glory  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;132&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_red&amp;lt;/code&amp;gt; || Furious Adhesive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;133&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_yellow&amp;lt;/code&amp;gt; || Quenching Emblem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;134&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_blue&amp;lt;/code&amp;gt; || Flame of Tomorrow || Flame of Tomorrow || Flame of Tomorrow&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;135&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_normal&amp;lt;/code&amp;gt; || Love Nugget  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;136&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_yellow&amp;lt;/code&amp;gt; || Child of the Earth  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;137&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_kare&amp;lt;/code&amp;gt; || Disguised Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;138&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_red&amp;lt;/code&amp;gt; || Proton AA || Proton AA || Proton X&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;139&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_black&amp;lt;/code&amp;gt; || Fuel Reservoir || Fuel Reservoir || Omegatron&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;140&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_red&amp;lt;/code&amp;gt; || Optical Illustration || Abstract Masterpiece || Yell Battery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;141&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_black&amp;lt;/code&amp;gt; || Durable Energy Cell || Durable Energy Cell || Revised Eternal Fuel Dynamo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;142&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_red&amp;lt;/code&amp;gt; || Courage Reactor || Courage Reactor || Love and Courage Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;143&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_black&amp;lt;/code&amp;gt; || Thirst Activator  || Perfect Container || Alternative Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;144&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;castanets&amp;lt;/code&amp;gt; || Harmonic Synthesizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;145&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Merciless Extractor || Divine Cooking Tool || Divine Cooking Tool&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;146&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;robot_head&amp;lt;/code&amp;gt; || Remembered Old Buddy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;147&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_red&amp;lt;/code&amp;gt; || Fond Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;148&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_yellow&amp;lt;/code&amp;gt; || Memorable Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;149&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_green&amp;lt;/code&amp;gt; || Lost Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;150&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_blue&amp;lt;/code&amp;gt; || Favorite Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;151&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_white&amp;lt;/code&amp;gt; || Treasured Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;152&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;akagai&amp;lt;/code&amp;gt; || Fortified Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;153&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;hotate&amp;lt;/code&amp;gt; || Scrumptious Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;154&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinjyu&amp;lt;/code&amp;gt; || Memorial Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;155&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco_s&amp;lt;/code&amp;gt; || Chance Totem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;156&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo_s&amp;lt;/code&amp;gt; || Dream Architect  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;157&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite_s&amp;lt;/code&amp;gt; || Spiny Alien Treat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;158&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear_silver&amp;lt;/code&amp;gt; || Spirit Flogger  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;159&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact_make&amp;lt;/code&amp;gt; || Mirrored Stage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;160&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate_l&amp;lt;/code&amp;gt; || Enamel Buster  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;161&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo_l&amp;lt;/code&amp;gt; || Drought Ender  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;162&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite_l&amp;lt;/code&amp;gt; || White Goodness  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;163&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyodo&amp;lt;/code&amp;gt; || Salivatrix || Salivatrix || Highly Logical Money&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;164&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_titiyas&amp;lt;/code&amp;gt; || Creative Inspiration || Activity Arouser || Milky Figure&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;165&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyusyu&amp;lt;/code&amp;gt; || Massive Lid || Drone Supplies || Milk Cover&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;166&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sikoku&amp;lt;/code&amp;gt; || Happiness Emblem || Survival Container || Good Old Memories&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;167&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kajiwara&amp;lt;/code&amp;gt; || Survival Ointment || Container of Sea Bounty || Paper Slider&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;168&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_koiwai&amp;lt;/code&amp;gt; || Mysterious Remains || Container of Knowledge || Understood Person Symbol&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;169&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hirosima&amp;lt;/code&amp;gt; || Dimensional Slicer || Patience Tester || Flying Saucer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;170&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyosin&amp;lt;/code&amp;gt; || Yellow Taste Tyrant || Yellow Taste Tyrant || Universe Art&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;171&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sakotani&amp;lt;/code&amp;gt; || Hypnotic Platter || Alien Billboard || Fake Emblem Thing&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;172&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_daisen&amp;lt;/code&amp;gt; || Gherkin Gate || Gherkin Gate || Idea Assistant&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;173&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hiruzen&amp;lt;/code&amp;gt; || Healing Cask || Hypnotic Platter || Seat of Enlightenment&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;174&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kitaama&amp;lt;/code&amp;gt; || Pondering Emblem || Hapiness Emblem || Milky Cradle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;175&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_nihonraku&amp;lt;/code&amp;gt; || Activity Arouser || Pondering Emblem || Anywhere Floater&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;176&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_maruha&amp;lt;/code&amp;gt; || Stringent Container || Endless Repository || Endless Repository&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;177&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_nichiro&amp;lt;/code&amp;gt; || Patience Tester || Open Architecture || Open Architecture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;178&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_iwate&amp;lt;/code&amp;gt; || Endless Repository || Permanent Container || Permanent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;179&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_kyokuyo&amp;lt;/code&amp;gt; || Fruit Guard || Empty Space Container || Empty Space Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_meidiya&amp;lt;/code&amp;gt; || Nutrient Silo || Stringent Container || Stringent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;181&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_imuraya&amp;lt;/code&amp;gt; || Drone Supplies || Open Archive || Open Archive&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;182&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wadou_kaichin&amp;lt;/code&amp;gt; || Unknown Merit  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;183&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kuri&amp;lt;/code&amp;gt; || Seed of Greed  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;184&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;uji_jisyaku&amp;lt;/code&amp;gt; || Heavy-Duty Magnetizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;185&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;badminton&amp;lt;/code&amp;gt; || Air Brake  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;186&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;medama_yaki&amp;lt;/code&amp;gt; || Hideous Victual  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;187&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;whistle&amp;lt;/code&amp;gt; || Emperor Whistle  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Exploration Kit treasures==&lt;br /&gt;
The Exploration Kit is internally known as &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal Name || US&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_a&amp;lt;/code&amp;gt; || Brute Knuckles  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_b&amp;lt;/code&amp;gt; || Dream Material  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_wide&amp;lt;/code&amp;gt; || Amplified Amplifier  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_pullout&amp;lt;/code&amp;gt; || Professional Noisemaker  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;light_a&amp;lt;/code&amp;gt; || Stellar Orb  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_powerup&amp;lt;/code&amp;gt; || Justice Alloy  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_fire&amp;lt;/code&amp;gt; || Forged Courage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dashboots&amp;lt;/code&amp;gt; || Repugnant Appendage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_a&amp;lt;/code&amp;gt; || Prototype Detector  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_b&amp;lt;/code&amp;gt; || Five-man Napsack  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map01&amp;lt;/code&amp;gt; || Spherical Atlas  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map02&amp;lt;/code&amp;gt; || Geographic Projection  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; || The Key  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Area || Internal name || Game name&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_1&amp;lt;/code&amp;gt; || Emergence Cave&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_2&amp;lt;/code&amp;gt; || Subterranean Complex&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_3&amp;lt;/code&amp;gt; || Frontier Cavern&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_1&amp;lt;/code&amp;gt; || Hole of Beasts&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_2&amp;lt;/code&amp;gt; || White Flower Garden&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_3&amp;lt;/code&amp;gt; || Bulblax Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_4&amp;lt;/code&amp;gt; || Snagret Hole&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_1&amp;lt;/code&amp;gt; || Citadel of Spiders&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_2&amp;lt;/code&amp;gt; || Glutton&#039;s Kitchen&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_3&amp;lt;/code&amp;gt; || Shower Room&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_4&amp;lt;/code&amp;gt; || Submerged Castle&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_1&amp;lt;/code&amp;gt; || Cavern of Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_2&amp;lt;/code&amp;gt; || Hole of Heroes&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_3&amp;lt;/code&amp;gt; || Dream Den&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
*Olimar is consistently referred to as &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; in the files, which is a romanization of his Japanese name. &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; can also refer to all leaders. His model name is &amp;lt;code&amp;gt;orima1.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
**When &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; is not used to refer to all the captains, they are instead referred to as &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt;. This was Olimar&#039;s internal name in &#039;&#039;Pikmin&#039;&#039;, which may be a leftover from Adam and Eve.&lt;br /&gt;
*Louie is referred to as either &amp;lt;code&amp;gt;luji&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt;, depending on where you are looking. His model name is &amp;lt;code&amp;gt;orima3.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
*The President of Hocotate Freight&#039;s model name is &amp;lt;code&amp;gt;syatyou.bmd&amp;lt;/code&amp;gt;. Otherwise, he&#039;s referred to as simply &amp;quot;President&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Olimar%27s_states_in_Pikmin&amp;diff=1962</id>
		<title>Olimar&#039;s states in Pikmin</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Olimar%27s_states_in_Pikmin&amp;diff=1962"/>
		<updated>2018-09-24T10:06:44Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: olimar&amp;#039;s states&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Olimar can assume one of many states at any given point depending on what he does or what the game makes him do. The following table is a list of what should be all the states he can be in, as taken from the game&#039;s code and symbol map. The Windows Debug build of Pikmin can show Olimar&#039;s current state on the screen.&lt;br /&gt;
&lt;br /&gt;
Small Note: In the symbol map, all the states are prefixed with &amp;quot;Navi&amp;quot;. It&#039;s omitted in the table due to redundancy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Olimar&#039;s states&lt;br /&gt;
|-&lt;br /&gt;
!Internal state name&lt;br /&gt;
!value (Decimal)&lt;br /&gt;
!value (Hex)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|WalkState&lt;br /&gt;
|0&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrowState&lt;br /&gt;
|1&lt;br /&gt;
|0x1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrowWaitState&lt;br /&gt;
|2&lt;br /&gt;
|0x2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GatherState&lt;br /&gt;
|3&lt;br /&gt;
|0x3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReleaseState&lt;br /&gt;
|4&lt;br /&gt;
|0x4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NukuState&lt;br /&gt;
|5&lt;br /&gt;
|0x5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NukuAdjustState&lt;br /&gt;
|6&lt;br /&gt;
|0x6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PressedState&lt;br /&gt;
|7&lt;br /&gt;
|0x7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FlickState&lt;br /&gt;
|8&lt;br /&gt;
|0x8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FunbariState&lt;br /&gt;
|9&lt;br /&gt;
|0x9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RopeState&lt;br /&gt;
|10&lt;br /&gt;
|0xa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RopeExitState&lt;br /&gt;
|11&lt;br /&gt;
|0xb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ContainerState&lt;br /&gt;
|12&lt;br /&gt;
|0xc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UfoState&lt;br /&gt;
|13&lt;br /&gt;
|0xd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UfoAccessState&lt;br /&gt;
|14&lt;br /&gt;
|0xe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PartsAccessState&lt;br /&gt;
|15&lt;br /&gt;
|0xf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PickState&lt;br /&gt;
|16&lt;br /&gt;
|0x10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IdleState&lt;br /&gt;
|17&lt;br /&gt;
|0x11&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StuckState&lt;br /&gt;
|18&lt;br /&gt;
|0x12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BuryState&lt;br /&gt;
|19&lt;br /&gt;
|0x13&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GeyzerState&lt;br /&gt;
|20&lt;br /&gt;
|0x14&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DemoWaitState&lt;br /&gt;
|21&lt;br /&gt;
|0x15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DemoInfState&lt;br /&gt;
|22&lt;br /&gt;
|0x16&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StartingState&lt;br /&gt;
|23&lt;br /&gt;
|0x17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PelletState&lt;br /&gt;
|24&lt;br /&gt;
|0x18&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DemoSunsetState&lt;br /&gt;
|25&lt;br /&gt;
|0x19&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SowState&lt;br /&gt;
|26&lt;br /&gt;
|0x1a&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WaterState&lt;br /&gt;
|27&lt;br /&gt;
|0x1b&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AttackState&lt;br /&gt;
|28&lt;br /&gt;
|0x1c&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeadState&lt;br /&gt;
|29&lt;br /&gt;
|0x1d&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PushState&lt;br /&gt;
|30&lt;br /&gt;
|0x1e&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PushPikiState&lt;br /&gt;
|31&lt;br /&gt;
|0x1f&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LockState&lt;br /&gt;
|32&lt;br /&gt;
|0x20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PikiZeroState&lt;br /&gt;
|33&lt;br /&gt;
|0x21&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ClearState&lt;br /&gt;
|34&lt;br /&gt;
|0x22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IroIroState&lt;br /&gt;
|35&lt;br /&gt;
|0x23&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Notes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1810</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1810"/>
		<updated>2018-08-27T11:51:00Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: JCMR data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JCMR = &lt;br /&gt;
Object that deals with the camera movement. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JCMR data entries&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JCMR data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|If equal to 0, terminates list of data entries and no further JCMR data follows. Otherwise equal to 0x8000003C&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|0x40 bytes of data&lt;br /&gt;
|Only exists if previous value was 0x8000003C, purpose unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length rounded up to multiple of 4&lt;br /&gt;
|JACT data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1804</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1804"/>
		<updated>2018-08-25T18:55:23Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add some jact info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; cutscene file}}&lt;br /&gt;
Cutscenes in &#039;&#039;Pikmin 2&#039;&#039; are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown. Always 0x0003?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always &amp;lt;code&amp;gt;0xFEFF&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|Offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;: terminates the list of subentries&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt;: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt;: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. For the sake of object count, each JMSG counts as an object while the controls are independantly just one object.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;, else &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always &amp;lt;code&amp;gt;0x8000000800040859&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always &amp;lt;code&amp;gt;0x0001&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;br /&gt;
&lt;br /&gt;
= JACT = &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JACT object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JACT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Length of object name.&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|char[length]&lt;br /&gt;
|Object name&lt;br /&gt;
|-&lt;br /&gt;
|0xC+length&lt;br /&gt;
|jact data&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first character in the name of a JACT object has a meaning: &amp;quot;+&amp;quot; means special actor, &amp;quot;@&amp;quot; means particle actor, &amp;quot;*&amp;quot; means creature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1798</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1798"/>
		<updated>2018-08-24T20:44:20Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: /* JFVB */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cutscenes in Pikmin 2 are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;. Cutscenes have predetermined number of frames.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always 0x4?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always 0x100?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data entry list&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry list&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|offset to data? Always 0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|Subentry list&lt;br /&gt;
|The list of subentries is terminated by a null entry (4 null bytes).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite), 2 (constant), 3 (transition), 4 (list), 5 (list parameter), 6 (hermite). Only 2 and 6 are known to be used by Pikmin 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Subentry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint16&lt;br /&gt;
|Total subentry size, starting from offset 0x4 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x2&lt;br /&gt;
|uint16&lt;br /&gt;
|Subentry type&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|Subentry data&lt;br /&gt;
|Exact data layout depends on subentry type and the type of the entry the subentry is located in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Known subentry types: &lt;br /&gt;
* 0x0: terminates the list of subentries&lt;br /&gt;
* 0x1: If entry type is 2, one float follows. If entry type is 6, a 4 bytes integer and many floats follow. The integer is broken up like this: the first 4 bits are the width of the following float table, the remaining bits are the height. Multiply width with height to get the amount of floats that follow. Table is likely used for interpolation, possibly related to hermite interpolation.&lt;br /&gt;
* 0x12: Only known to be used in entry type 6. This subentry contains two floats which specify a value range. It appears before a 0x1 subentry.&lt;br /&gt;
&lt;br /&gt;
= JMSG =&lt;br /&gt;
This object handles the querying of messages from the BMG database and responsible for the calling message boxes onscreen. There are two segments to the JMSG objects, first is an array of message box objects, and then a control section with additional parameters. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JMSG&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|If this is the first message box this is set to 0x0000000B, else 0x0000000C&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|10 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;メッセージ&amp;quot;, or &amp;quot;Message&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x16&lt;br /&gt;
|uint16&lt;br /&gt;
|{{unsure|Unknown identifer?}}&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint16&lt;br /&gt;
|An identifer? Value is always 0x0200&lt;br /&gt;
|-&lt;br /&gt;
|0x1A&lt;br /&gt;
|uint16&lt;br /&gt;
|Value represents what frame to pause the cutscene and display the message box onscreen&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|8 Bytes&lt;br /&gt;
|Value doesn&#039;t appear to change, always 0x8000000800040859&lt;br /&gt;
|-&lt;br /&gt;
|0x24&lt;br /&gt;
|uint32&lt;br /&gt;
|ID of message&lt;br /&gt;
|-&lt;br /&gt;
|0x28&lt;br /&gt;
|uint16&lt;br /&gt;
|Same as value from 0x14. Always 0x0200&lt;br /&gt;
|-&lt;br /&gt;
|0x2A&lt;br /&gt;
|uint16&lt;br /&gt;
|Always 0x0001&lt;br /&gt;
|-&lt;br /&gt;
|0x2C&lt;br /&gt;
|uint16&lt;br /&gt;
|Padding of 0&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JMSG controls section&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|Size of section in bytes&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of FF&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Unknown, set to 0x0000000D&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|12 bytes&lt;br /&gt;
|A string in Shift-JIS Romaji, &amp;quot;コントロール&amp;quot;, or &amp;quot;Control&amp;quot; in English&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of 0&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|0x1C&lt;br /&gt;
|12 Bytes&lt;br /&gt;
|Start of control values for the JMSG object&lt;br /&gt;
|-&lt;br /&gt;
|0x28*&lt;br /&gt;
|uint32&lt;br /&gt;
|Padding of 0&#039;s, end of section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗ Ending offset differs depending on the amount of JMSG objects there are since each object gets its own 12 bytes of control values.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1792</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1792"/>
		<updated>2018-08-23T19:47:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Added entry types based on JStudio::fvb::TFactory::create function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cutscenes in Pikmin 2 are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always 0x4?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
JFVB is one of the possible objects that can appear in the stb file. The size of the JFVB data is usually big because it&#039;s like its own section inside the file.&lt;br /&gt;
For the purpose of the object count, JFVB counts as one object&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always 0x100?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|padding&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|unknown&lt;br /&gt;
|entry data depending on entry type?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
FVB entry types: 1 (composite?), 2 (constant?), 3 (transition?), 4 (list?), 5 (list parameter?),  6 (hermite?)&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1790</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1790"/>
		<updated>2018-08-23T15:44:59Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cutscenes in Pikmin 2 are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always 0x4?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
For the purpose of the object count, JFVB counts as one object&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;, terminated by a null byte&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always 0x100?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|FVB data entry&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data entry&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|entry size starting from 0x0 to end&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|entry type?&lt;br /&gt;
|-&lt;br /&gt;
|0x6 &lt;br /&gt;
|uint16&lt;br /&gt;
|padding&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|unknown&lt;br /&gt;
|entry data depending on entry type?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1789</id>
		<title>Pikmin 2 cutscene file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cutscene_file&amp;diff=1789"/>
		<updated>2018-08-23T14:10:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Started writing down info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cutscenes in Pikmin 2 are controlled by a file called &amp;lt;code&amp;gt;demo.stb&amp;lt;/code&amp;gt;. This file can be found in each of the cutscene archives in &amp;lt;code&amp;gt;/user/Mukki/&amp;lt;name of cutscene&amp;gt;/demo.szs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This page describes the format of the file. The page is work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+STB Header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;STB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|Total file size&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of objects&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|char[8]&lt;br /&gt;
|String that spells &amp;quot;jstudio&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x18&lt;br /&gt;
|uint8[6]&lt;br /&gt;
|Likely 6 bytes of padding&lt;br /&gt;
|-&lt;br /&gt;
|0x1E&lt;br /&gt;
|int16&lt;br /&gt;
|Unknown. Always 0x4?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the STB header follows object data. The following info explains that object data:&lt;br /&gt;
&lt;br /&gt;
= JFVB = &lt;br /&gt;
For the purpose of the object count, JFVB counts as one object&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+JFWB object&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|uint32&lt;br /&gt;
|JFVB total data size (starting with 0x0 to end) &lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;JFVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|FVB data&lt;br /&gt;
|See table below for more info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FVB data&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|String that spells &amp;quot;FVB&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|uint16&lt;br /&gt;
|Byte order mark? Always 0xFEFF&lt;br /&gt;
|-&lt;br /&gt;
|0x6&lt;br /&gt;
|uint16&lt;br /&gt;
|Unknown, always 0x100?&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|FVB data size (starting with &amp;quot;FVB&amp;quot; string to end)&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|Amount of entries in FVB data&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=1786</id>
		<title>Pikmin 2 memory addresses</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=1786"/>
		<updated>2018-08-21T15:53:32Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Forgot louie&amp;#039;s US addresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; memory addresses}}&lt;br /&gt;
A list of memory addresses for important things in &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Leader coordinates==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement; positive is up.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0DCD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0DCD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0DCD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pikmin count==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Red Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;8092F98B&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BAA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BAE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BB2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BC2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BC6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BCA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BCE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BD2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BD6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BB6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BBA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BBE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942B9E&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BA2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BA6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adventure stats==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current day&lt;br /&gt;
| || &amp;lt;code&amp;gt;80B0FBD8&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int || Day 1 is &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, day 2 is &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
|-&lt;br /&gt;
! Current total Poko count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A7C&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Ultra-spicy spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A54&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int&lt;br /&gt;
|-&lt;br /&gt;
! Ultra-bitter spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A58&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay control ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current cutscene timer ID&lt;br /&gt;
| || &amp;lt;code&amp;gt;0x809FDE6E&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Memory addresses]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=1785</id>
		<title>Pikmin 2 memory addresses</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_memory_addresses&amp;diff=1785"/>
		<updated>2018-08-21T15:47:33Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: changed the &amp;quot;address&amp;quot; values into actual addresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; memory addresses}}&lt;br /&gt;
A list of memory addresses for important things in &#039;&#039;Pikmin 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Leader coordinates==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement; positive is up.&lt;br /&gt;
|-&lt;br /&gt;
! Olimar&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;80E0D9B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11C58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0F7B8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s X&lt;br /&gt;
| &amp;lt;code&amp;gt;00E0DCD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Y&lt;br /&gt;
| &amp;lt;code&amp;gt;00E0DCD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Vertical movement.&lt;br /&gt;
|-&lt;br /&gt;
! Louie/President&#039;s Z&lt;br /&gt;
| &amp;lt;code&amp;gt;00E0DCD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E11F78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80E0FAD8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || 4-byte float || Horizontal movement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pikmin count==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Red Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;8092F98B&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BAA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BAE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Red Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BB2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BC2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BC6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Purple Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BCA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Leafs in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BCE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Buds in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BD2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! White Flowers in Ship&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BD6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BB6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BBA&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Yellow Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BBE&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Leafs in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942B9E&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Buds in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BA2&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Blue Flowers in Onion&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;80942BA6&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adventure stats==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current day&lt;br /&gt;
| || &amp;lt;code&amp;gt;80B0FBD8&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int || Day 1 is &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, day 2 is &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
|-&lt;br /&gt;
! Current total Poko count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A7C&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int || &lt;br /&gt;
|-&lt;br /&gt;
! Ultra-spicy spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A54&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int&lt;br /&gt;
|-&lt;br /&gt;
! Ultra-bitter spray count&lt;br /&gt;
| || &amp;lt;code&amp;gt;80942A58&amp;lt;/code&amp;gt; || || || || || 4-byte unsigned int&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay control ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Variable || colspan=&amp;quot;6&amp;quot; | Address || rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! GC US || GC EU || GC JP || Wii US || Wii EU || Wii JP&lt;br /&gt;
|-&lt;br /&gt;
! Current cutscene timer ID&lt;br /&gt;
| || &amp;lt;code&amp;gt;0x809FDE6E&amp;lt;/code&amp;gt; || || || || || 2-byte unsigned int || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Memory addresses]]&lt;br /&gt;
[[Category:Pikmin 2]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=1756</id>
		<title>Pikmin 2 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_identifiers&amp;diff=1756"/>
		<updated>2018-08-07T15:36:13Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Added internal names for some crashing or unknown entities that I figured out from the game&amp;#039;s main executable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 2&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
Internal names, identifier numbers, and identifier strings used in &#039;&#039;[[Pikmin 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Pikmin 2&#039;s&#039;&#039; overworld area generators, &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; objects are referred to by a numeric ID. There is also another set of values for &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;, these are the overworld versions of treasure drop from enemies. Usually in a cave, it&#039;s as simple as using an underline &amp;lt;code&amp;gt;_&amp;lt;/code&amp;gt; and then typing the internal name of the treasure, above ground each enemy has an ID for this. This is found by taking the original treasure&#039;s ID and adding 768.&lt;br /&gt;
&lt;br /&gt;
{{todo|These values (numbers versus English names) have only been confirmed for GC US. Check all other releases.}}&lt;br /&gt;
{{todo|Add internal names for all the enemies and treasures.}}&lt;br /&gt;
&lt;br /&gt;
== Enemies and other objects ==&lt;br /&gt;
Enemies, plants and strange objects. They are mostly internally recognized as &amp;lt;code&amp;gt;teki&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To place a treasure inside an enemy, take that treasure&#039;s internal number, add 768, and you have the code to put it in any enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Object || Internal Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Pellet Posy ||&amp;lt;code&amp;gt;Pelplant&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Dwarf Red Bulborb ||&amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || Red Bulborb ||&amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || Lapis Lazuli Candypop Bud ||&amp;lt;code&amp;gt;BluePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || Crimson Candypop Bud ||&amp;lt;code&amp;gt;RedPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || Golden Candypop Bud ||&amp;lt;code&amp;gt;YellowPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || Violet Candypop Bud ||&amp;lt;code&amp;gt;BlackPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || Ivory Candypop Bud ||&amp;lt;code&amp;gt;WhitePom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || Queen Candypop Bud ||&amp;lt;code&amp;gt;RandPom&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || Iridescent Glint Beetle ||&amp;lt;code&amp;gt;Wealthy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || Doodlebug ||&amp;lt;code&amp;gt;Fart&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || Female Sheargrub ||&amp;lt;code&amp;gt;UjiA&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || Male Sheargrub ||&amp;lt;code&amp;gt;UjiB&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || Shearwig ||&amp;lt;code&amp;gt;Tobi&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || Cloaking Burrow-nit ||&amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || Honeywisp ||&amp;lt;code&amp;gt;Qurione&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || Yellow Wollywog ||&amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || Wollywog ||&amp;lt;code&amp;gt;MaroFrog&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || Falling boulder ||&amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || Fire geyser ||&amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || Gas pipe ||&amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || Electrical wire ||&amp;lt;code&amp;gt;ElecHiba&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || Swooping Snitchbug ||&amp;lt;code&amp;gt;Sarai&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || Fiery Blowhog ||&amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || Watery Blowhog ||&amp;lt;code&amp;gt;Wtank&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || Water Dumple ||&amp;lt;code&amp;gt;Catfish&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || Wogpole ||&amp;lt;code&amp;gt;Tadpole&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || Anode Beetle ||&amp;lt;code&amp;gt;ElecBug&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || Puffy Blowhog ||&amp;lt;code&amp;gt;Mar&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || {{tt|Empress Bulblax|Birthing Bulborb Larva}} ||&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || Bulborb Larva ||&amp;lt;code&amp;gt;Baby&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || Bumbling Snitchbug ||&amp;lt;code&amp;gt;Demon&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || Fiery Bulblax ||&amp;lt;code&amp;gt;FireChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || Burrowing Snagret ||&amp;lt;code&amp;gt;SnakeCrow&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || Spotty Bulbear ||&amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || Bomb rock ||&amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || Egg ||&amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || Breadbug (with its home) ||&amp;lt;code&amp;gt;PanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code; is referenced in newtest/nonloop/2-2.txt, and is referred to as フエフキムシ; roughly Huefukimushi}} || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || Giant Breadbug and base || &amp;lt;code&amp;gt;OoPanModoki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || Antenna Beetle || &amp;lt;code&amp;gt;Fuefuki&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || Orange Bulborb || &amp;lt;code&amp;gt;BlueChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || Hairy Bulborb || &amp;lt;code&amp;gt;YellowChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || Dwarf Orange Bulborb || &amp;lt;code&amp;gt;BlueKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || Snow Bulborb || &amp;lt;code&amp;gt;YellowKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || Dandelion || &amp;lt;code&amp;gt;Tanpopo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || Clover || &amp;lt;code&amp;gt;Clover&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || Common Glowcap || &amp;lt;code&amp;gt;HikariKinoko&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || Figwort (red small) || &amp;lt;code&amp;gt;Ooinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || Figwort (red large) || &amp;lt;code&amp;gt;Ooinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || Shoot (shorter) || &amp;lt;code&amp;gt;Wakame_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || Shoot (taller) || &amp;lt;code&amp;gt;Wakame_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || Emperor Bulblax || &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || Mamuta || &amp;lt;code&amp;gt;Miulin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || Withering Blowhog || &amp;lt;code&amp;gt;Hanachirashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || Beady Long Legs || &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || Lesser Spotted Jellyfloat || &amp;lt;code&amp;gt;Kurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || Careening Dirigibug || &amp;lt;code&amp;gt;BombSarai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || Fiery Dweevil || &amp;lt;code&amp;gt;FireOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || Caustic Dweevil || &amp;lt;code&amp;gt;WaterOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || Munge Dweevil || &amp;lt;code&amp;gt;GasOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || Anode Dweevil || &amp;lt;code&amp;gt;ElecOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || Hermit Crawmad || &amp;lt;code&amp;gt;Jigumo&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || {{tt|&#039;&#039;&#039;Crashes&#039;&#039;&#039;|No longer exists in the game&#039;s code}}, unused || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || {{tt|Ravenous Whiskerpillar|Only emerges near Burgeoning Spiderwort.}} || &amp;lt;code&amp;gt;Imomushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || {{tt|Man-at-Legs|Disappears after leaving a boundary, leaving treasure.}} || &amp;lt;code&amp;gt;Houdai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || Bulbmin || &amp;lt;code&amp;gt;LeafChappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || Mitite || &amp;lt;code&amp;gt;TamagoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || Raging Long Legs || &amp;lt;code&amp;gt;BigFoot&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || Pileated Snagret || &amp;lt;code&amp;gt;SnakeWhole&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || Ranging Bloyster || &amp;lt;code&amp;gt;UmiMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || Greater Spotted Jellyfloat || &amp;lt;code&amp;gt;OniKurage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || {{tt|Titan Dweevil|Crashes in most cases due to l_boss.bms complications}} || &amp;lt;code&amp;gt;BigTreasure&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || {{tt|Rock|Is used by rock-spewing enemies; breaks apart when spawning it yourself}} || &amp;lt;code&amp;gt;Stone&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva || &amp;lt;code&amp;gt;Kabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || Dwarf Bulbear || &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || Group of 9 Unmarked Spectralids || &amp;lt;code&amp;gt;ShijimiChou&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || Gatling Groink || &amp;lt;code&amp;gt;MiniHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || Skitter Leaf || &amp;lt;code&amp;gt;Sokkuri&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || Horsetail || &amp;lt;code&amp;gt;Tukushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || Seeding Dandelion || &amp;lt;code&amp;gt;Watage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || {{unsure|Candypop Bud?}}, &#039;&#039;&#039;Crashes&#039;&#039;&#039;, unused || &amp;lt;code&amp;gt;Pom&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || {{unsure|Breadbug&#039;s Home?}} || &amp;lt;code&amp;gt;PanHouse&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || Creeping Chrysanthemum || &amp;lt;code&amp;gt;Hana&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || Glowstem (red) || &amp;lt;code&amp;gt;DaiodoRed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || Glowstem (green) || &amp;lt;code&amp;gt;DaiodoGreen&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || Margaret || &amp;lt;code&amp;gt;Margaret&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || Foxtail || &amp;lt;code&amp;gt;Nekojarashi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || Chigoyami paper || &amp;lt;code&amp;gt;Chiyogami&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || Fiddlehead || &amp;lt;code&amp;gt;Zenmai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || Figwort (brown small) || &amp;lt;code&amp;gt;KareOoinu_s&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || Figwort (brown large) || &amp;lt;code&amp;gt;KareOoinu_l&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || Volatile Dweevil || &amp;lt;code&amp;gt;BombOtakara&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || Segmented Crawbster || &amp;lt;code&amp;gt;DangoMushi&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || Decorated Cannon Beetle || &amp;lt;code&amp;gt;Rkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || Armored Cannon Beetle Larva (burrowed) || &amp;lt;code&amp;gt;Fkabuto&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || Gatling Groink (pedestal) || &amp;lt;code&amp;gt;FminiHoudai&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || {{tt|Waterwraith rollers|Pikmin can touch, but kill leaders}} || &amp;lt;code&amp;gt;Tyre&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || Waterwraith || &amp;lt;code&amp;gt;BlackMan&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &#039;&#039;&#039;Crashes&#039;&#039;&#039;, unused || &amp;lt;code&amp;gt;UmiMushiBase&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || Toady Bloyster || &amp;lt;code&amp;gt;UmiMushiBlind&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treasures ==&lt;br /&gt;
List of Non-Exploration Kit treasures. For the Exploration Kit treasures, see [[#Exploration Kit treasures|below]]. Treasures are mostly known as &amp;lt;code&amp;gt;otakara&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal name || US || PAL || JP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru&amp;lt;/code&amp;gt; || Rubber Ugly || Rubber Ugly || Rubber Ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo  || Insect Condo || Insect Condo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;apple_blue&amp;lt;/code&amp;gt; || Meat Satchel || Meat Satchel || Meat Satchel&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane&amp;lt;/code&amp;gt; || Coiled Launcher  || Coiled Launcher || Coiled Launcher&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen&amp;lt;/code&amp;gt; || Confection Hoop  || Confection Hoop || Confection Hoop&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red&amp;lt;/code&amp;gt; || Omniscient Sphere || Omniscient Sphere || Omniscient Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow&amp;lt;/code&amp;gt; || Love Sphere || Love Sphere || Love Sphere&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue&amp;lt;/code&amp;gt; || Mirth Sphere  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Maternal Sculpture  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bey_goma&amp;lt;/code&amp;gt; || Stupendous Lens || Mysterious Remains || Ultimate Spinner&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bird_hane&amp;lt;/code&amp;gt; || Leviathan Feather  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt&amp;lt;/code&amp;gt; || Superstrong Stabilizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;channel&amp;lt;/code&amp;gt; || Space Wave Receiver  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;13&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_black&amp;lt;/code&amp;gt; || Joy Receptacle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_king_white&amp;lt;/code&amp;gt; || Worthless Statue  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_black&amp;lt;/code&amp;gt; || Priceless Statue  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chess_queen_white&amp;lt;/code&amp;gt; || Triple Sugar Threat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;17&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate&amp;lt;/code&amp;gt; || King of Sweets  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;18&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo&amp;lt;/code&amp;gt; || Diet Doomer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;19&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite&amp;lt;/code&amp;gt; || Pale Passion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact&amp;lt;/code&amp;gt; || Boom Cone || Magical Stage || Magical Stage&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;21&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie&amp;lt;/code&amp;gt; || Bug Bait  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;22&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;creap&amp;lt;/code&amp;gt; || Milk Tub  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;23&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red&amp;lt;/code&amp;gt; || Petrified Heart  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue&amp;lt;/code&amp;gt; || Regal Diamond  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green&amp;lt;/code&amp;gt; || Princess Pearl  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;26&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;doll&amp;lt;/code&amp;gt; || Silencer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;27&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri&amp;lt;/code&amp;gt; || Armored Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;28&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco&amp;lt;/code&amp;gt; || Chocolate Cushion  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;29&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo&amp;lt;/code&amp;gt; || Sweet Dreamer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo_s&amp;lt;/code&amp;gt; || Cosmic Archive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_red&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flower_blue&amp;lt;/code&amp;gt; || Science Project  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;33&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_gentle&amp;lt;/code&amp;gt; || Manual Honer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;34&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_lady&amp;lt;/code&amp;gt; || Broken Food Master || Merciless Extractor || Broken Cooking God&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;35&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_dog&amp;lt;/code&amp;gt; || Sud Generator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;36&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_cat&amp;lt;/code&amp;gt; || Wiggle Noggin  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;37&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; || Omega Flywheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gold_medal&amp;lt;/code&amp;gt; || Lustrous Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;39&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape&amp;lt;/code&amp;gt; || Superstick Textile  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;halloween&amp;lt;/code&amp;gt; || Possessed Squash  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;41&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;haniwa&amp;lt;/code&amp;gt; || Gyroid Bust  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo&amp;lt;/code&amp;gt; || Sunseed Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;43&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key&amp;lt;/code&amp;gt; || Glee Spinner  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;44&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan&amp;lt;/code&amp;gt; || Decorative Goo  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko&amp;lt;/code&amp;gt; || Anti-hiccup Fungus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;46&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kouseki_suisyou&amp;lt;/code&amp;gt; || Crystal King  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;47&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kumakibori&amp;lt;/code&amp;gt; || Fossilized Ursidae  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;locket&amp;lt;/code&amp;gt; || Time Capsule  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;49&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;makigai&amp;lt;/code&amp;gt; || Olimarnite Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;matu_bokkuri&amp;lt;/code&amp;gt; || Conifer Spire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;51&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;milk_cap&amp;lt;/code&amp;gt; || Abstract Masterpiece || Plentiful Tank || Estimated Object GF&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;52&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_normal&amp;lt;/code&amp;gt; || Arboreal Frippery  || Abroral Frippery || Aboreal Frippery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;53&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_kare&amp;lt;/code&amp;gt; || Onion Replica  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;54&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;momiji_red&amp;lt;/code&amp;gt; || Infernal Vegetable  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;55&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut&amp;lt;/code&amp;gt; || Adamantine Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;56&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tatebue&amp;lt;/code&amp;gt; || Directory of Destiny  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;57&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;saru_head&amp;lt;/code&amp;gt; || Colossal Fossil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;58&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sensya&amp;lt;/code&amp;gt; || Invigorator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;59&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan&amp;lt;/code&amp;gt; || Vacuum Processor  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;silver_medal&amp;lt;/code&amp;gt; || Mirrored Element  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;61&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tel_dial&amp;lt;/code&amp;gt; || Nouveau Table  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;62&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_red&amp;lt;/code&amp;gt; || Pink Menace  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;63&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_blue&amp;lt;/code&amp;gt; || Frosty Bauble  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_a_green&amp;lt;/code&amp;gt; || Gemstar Husband  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;65&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_red&amp;lt;/code&amp;gt; || Gemstar Wife  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;66&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_blue&amp;lt;/code&amp;gt; || Universal Com  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;67&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_b_green&amp;lt;/code&amp;gt; || Joyless Jewel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;68&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_red&amp;lt;/code&amp;gt; || Fleeting Art Form  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;69&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_green&amp;lt;/code&amp;gt; || Innocence Lost  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_ring_c_blue&amp;lt;/code&amp;gt; || Icon of Progress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;71&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;toy_teala&amp;lt;/code&amp;gt; || Unspeakable Wonder  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;72&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;turi_uki&amp;lt;/code&amp;gt; || Aquatic Mine  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;73&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;watch&amp;lt;/code&amp;gt; || Temporal Mechanism  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;74&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Xmas_item&amp;lt;/code&amp;gt; || Essential Furnishing  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_red&amp;lt;/code&amp;gt; || Flame Tiller  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;76&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_yellow&amp;lt;/code&amp;gt; || Doomsday Apparatus  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;77&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;yoyo_blue&amp;lt;/code&amp;gt; || Impediment Scourge || Impediment Scourge || Lightning Bolt&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;78&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;flask&amp;lt;/code&amp;gt; || Future Orb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;79&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;elec&amp;lt;/code&amp;gt; || Shock Therapist  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || Flare Cannon  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;81&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gas&amp;lt;/code&amp;gt; || Comedy Bomb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;82&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;water&amp;lt;/code&amp;gt; || Monster Pump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;83&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mojiban&amp;lt;/code&amp;gt; || Mystical Disc  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;84&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_gold&amp;lt;/code&amp;gt; || Vorpal Platter  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;85&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;futa_a_silver&amp;lt;/code&amp;gt; || Taste Sensation  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;86&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_gold&amp;lt;/code&amp;gt; || Lip Service || Lip Service || Family Raft&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;87&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_b_silver&amp;lt;/code&amp;gt; || Utter Scrap  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;88&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ahiru_head&amp;lt;/code&amp;gt; || Paradoxical Enigma  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;89&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt; || King of Bugs  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_a&amp;lt;/code&amp;gt; || Essence of Rage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;91&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_b&amp;lt;/code&amp;gt; || Essence of Despair  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;92&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_c&amp;lt;/code&amp;gt; || Essence of True Love  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;93&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;teala_dia_d&amp;lt;/code&amp;gt; || Essence of Desire  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;94&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_red&amp;lt;/code&amp;gt; || Citrus Lump  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;95&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_blue&amp;lt;/code&amp;gt; || Behemoth Jaw  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;96&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_a_green&amp;lt;/code&amp;gt; || Anxious Sprout  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;97&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_red&amp;lt;/code&amp;gt; || Implement of Toil  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;98&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_blue&amp;lt;/code&amp;gt; || Luck Wafer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_b_green&amp;lt;/code&amp;gt; || Meat of Champions  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_red&amp;lt;/code&amp;gt; || Talisman of Life  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;101&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_green&amp;lt;/code&amp;gt; || Strife Monolith  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;102&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dia_c_blue&amp;lt;/code&amp;gt; || Boss Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;103&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_doku&amp;lt;/code&amp;gt; || Toxic Toadstool  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;104&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kinoko_tubu&amp;lt;/code&amp;gt; || Growshroom  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;105&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_b&amp;lt;/code&amp;gt; || Indomitable CPU  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;106&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinkukan_c&amp;lt;/code&amp;gt; || Network Mainbrain  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;107&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bolt_l&amp;lt;/code&amp;gt; || Repair Juggernaut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;108&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gum_tape_s&amp;lt;/code&amp;gt; || Exhausted Superstick  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;109&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;baum_kuchen_s&amp;lt;/code&amp;gt; || Pastry Wheel  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;110&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ichigo_l&amp;lt;/code&amp;gt; || Combustion Berry  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;111&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_m_l&amp;lt;/code&amp;gt; || Imperative Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;112&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u&amp;lt;/code&amp;gt; || Compelling Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;113&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_u_l&amp;lt;/code&amp;gt; || Impenetrable Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;114&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s&amp;lt;/code&amp;gt; || Comfort Cookie  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;115&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;cookie_s_l&amp;lt;/code&amp;gt; || Succulent Mattress  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;116&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donguri_l&amp;lt;/code&amp;gt; || Corpulent Nut  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;117&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fire_helmet&amp;lt;/code&amp;gt; || Alien Billboard || Nutrient Silo || Alien Billboard&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;118&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;nut_l&amp;lt;/code&amp;gt; || Massage Girdle  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;119&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_red_l&amp;lt;/code&amp;gt; || Crystallized Telepathy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;120&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_yellow_l&amp;lt;/code&amp;gt; || Crystallized Telekinesis  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;121&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;be_dama_blue_l&amp;lt;/code&amp;gt; || Crystallized Clairvoyance  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;122&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_red_l&amp;lt;/code&amp;gt; || Eternal Emerald Eye  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;123&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_blue_l&amp;lt;/code&amp;gt; || Tear Stone  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;124&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;diamond_green_l&amp;lt;/code&amp;gt; || Crystal Clover  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_red&amp;lt;/code&amp;gt; || Danger Chime  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;126&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_blue&amp;lt;/code&amp;gt; || Sulking Antenna  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;127&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bell_yellow&amp;lt;/code&amp;gt; || Spouse Alert  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;128&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_red&amp;lt;/code&amp;gt; || Master&#039;s Instrument  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;129&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_blue&amp;lt;/code&amp;gt; || Extreme Perspirator  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;130&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bane_yellow&amp;lt;/code&amp;gt; || Pilgrim Bulb  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;131&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;juji_key_fc&amp;lt;/code&amp;gt; || Stone of Glory  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;132&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_red&amp;lt;/code&amp;gt; || Furious Adhesive  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;133&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_yellow&amp;lt;/code&amp;gt; || Quenching Emblem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;134&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;tape_blue&amp;lt;/code&amp;gt; || Flame of Tomorrow || Flame of Tomorrow || Flame of Tomorrow&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;135&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_normal&amp;lt;/code&amp;gt; || Love Nugget  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;136&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_yellow&amp;lt;/code&amp;gt; || Child of the Earth  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;137&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;leaf_kare&amp;lt;/code&amp;gt; || Disguised Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;138&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_red&amp;lt;/code&amp;gt; || Proton AA || Proton AA || Proton X&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;139&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_3_black&amp;lt;/code&amp;gt; || Fuel Reservoir || Fuel Reservoir || Omegatron&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;140&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_red&amp;lt;/code&amp;gt; || Optical Illustration || Abstract Masterpiece || Yell Battery&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;141&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_2_black&amp;lt;/code&amp;gt; || Durable Energy Cell || Durable Energy Cell || Revised Eternal Fuel Dynamo&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;142&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_red&amp;lt;/code&amp;gt; || Courage Reactor || Courage Reactor || Love and Courage Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;143&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;denchi_1_black&amp;lt;/code&amp;gt; || Thirst Activator  || Perfect Container || Alternative Reactor&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;144&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;castanets&amp;lt;/code&amp;gt; || Harmonic Synthesizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;145&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Merciless Extractor || Divine Cooking Tool || Divine Cooking Tool&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;146&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;robot_head&amp;lt;/code&amp;gt; || Remembered Old Buddy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;147&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_red&amp;lt;/code&amp;gt; || Fond Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;148&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_yellow&amp;lt;/code&amp;gt; || Memorable Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;149&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_green&amp;lt;/code&amp;gt; || Lost Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;150&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_blue&amp;lt;/code&amp;gt; || Favorite Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;151&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;j_block_white&amp;lt;/code&amp;gt; || Treasured Gyro Block  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;152&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;akagai&amp;lt;/code&amp;gt; || Fortified Delicacy  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;153&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;hotate&amp;lt;/code&amp;gt; || Scrumptious Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;154&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sinjyu&amp;lt;/code&amp;gt; || Memorial Shell  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;155&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutschoco_s&amp;lt;/code&amp;gt; || Chance Totem  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;156&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutsichigo_s&amp;lt;/code&amp;gt; || Dream Architect  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;157&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;donutswhite_s&amp;lt;/code&amp;gt; || Spiny Alien Treat  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;158&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;gear_silver&amp;lt;/code&amp;gt; || Spirit Flogger  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;159&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;compact_make&amp;lt;/code&amp;gt; || Mirrored Stage  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;160&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocolate_l&amp;lt;/code&amp;gt; || Enamel Buster  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;161&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocoichigo_l&amp;lt;/code&amp;gt; || Drought Ender  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;162&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;chocowhite_l&amp;lt;/code&amp;gt; || White Goodness  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;163&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyodo&amp;lt;/code&amp;gt; || Salivatrix || Salivatrix || Highly Logical Money&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;164&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_titiyas&amp;lt;/code&amp;gt; || Creative Inspiration || Activity Arouser || Milky Figure&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;165&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyusyu&amp;lt;/code&amp;gt; || Massive Lid || Drone Supplies || Milk Cover&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;166&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sikoku&amp;lt;/code&amp;gt; || Happiness Emblem || Survival Container || Good Old Memories&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;167&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kajiwara&amp;lt;/code&amp;gt; || Survival Ointment || Container of Sea Bounty || Paper Slider&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;168&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_koiwai&amp;lt;/code&amp;gt; || Mysterious Remains || Container of Knowledge || Understood Person Symbol&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;169&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hirosima&amp;lt;/code&amp;gt; || Dimensional Slicer || Patience Tester || Flying Saucer&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;170&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kyosin&amp;lt;/code&amp;gt; || Yellow Taste Tyrant || Yellow Taste Tyrant || Universe Art&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;171&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_sakotani&amp;lt;/code&amp;gt; || Hypnotic Platter || Alien Billboard || Fake Emblem Thing&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;172&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_daisen&amp;lt;/code&amp;gt; || Gherkin Gate || Gherkin Gate || Idea Assistant&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;173&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_hiruzen&amp;lt;/code&amp;gt; || Healing Cask || Hypnotic Platter || Seat of Enlightenment&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;174&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_kitaama&amp;lt;/code&amp;gt; || Pondering Emblem || Hapiness Emblem || Milky Cradle&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;175&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;g_futa_nihonraku&amp;lt;/code&amp;gt; || Activity Arouser || Pondering Emblem || Anywhere Floater&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;176&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_maruha&amp;lt;/code&amp;gt; || Stringent Container || Endless Repository || Endless Repository&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;177&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_nichiro&amp;lt;/code&amp;gt; || Patience Tester || Open Architecture || Open Architecture&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;178&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_iwate&amp;lt;/code&amp;gt; || Endless Repository || Permanent Container || Permanent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;179&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_kyokuyo&amp;lt;/code&amp;gt; || Fruit Guard || Empty Space Container || Empty Space Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_meidiya&amp;lt;/code&amp;gt; || Nutrient Silo || Stringent Container || Stringent Container&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;181&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kan_imuraya&amp;lt;/code&amp;gt; || Drone Supplies || Open Archive || Open Archive&lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;182&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wadou_kaichin&amp;lt;/code&amp;gt; || Unknown Merit  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;183&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;kuri&amp;lt;/code&amp;gt; || Seed of Greed  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;184&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;uji_jisyaku&amp;lt;/code&amp;gt; || Heavy-Duty Magnetizer  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;185&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;badminton&amp;lt;/code&amp;gt; || Air Brake  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;186&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;medama_yaki&amp;lt;/code&amp;gt; || Hideous Victual  &lt;br /&gt;
|-  &lt;br /&gt;
| &amp;lt;code&amp;gt;187&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;whistle&amp;lt;/code&amp;gt; || Emperor Whistle  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Exploration Kit treasures==&lt;br /&gt;
The Exploration Kit is internally known as &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Internal Name || US&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_a&amp;lt;/code&amp;gt; || Brute Knuckles  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_b&amp;lt;/code&amp;gt; || Dream Material  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_wide&amp;lt;/code&amp;gt; || Amplified Amplifier  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;fue_pullout&amp;lt;/code&amp;gt; || Professional Noisemaker  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;light_a&amp;lt;/code&amp;gt; || Stellar Orb  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_powerup&amp;lt;/code&amp;gt; || Justice Alloy  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;suit_fire&amp;lt;/code&amp;gt; || Forged Courage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;dashboots&amp;lt;/code&amp;gt; || Repugnant Appendage  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_a&amp;lt;/code&amp;gt; || Prototype Detector  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;radar_b&amp;lt;/code&amp;gt; || Five-man Napsack  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map&amp;lt;/code&amp;gt; || Spherical Atlas  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;map02&amp;lt;/code&amp;gt; || Geographic Projection  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; || The Key  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{credits|Scruffy, Pikmanfan2002}}&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Area || Internal name || Game name&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_1&amp;lt;/code&amp;gt; || Emergence Cave&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_2&amp;lt;/code&amp;gt; || Subterranean Complex&lt;br /&gt;
|-&lt;br /&gt;
| Valley of Repose || &amp;lt;code&amp;gt;tutorial_3&amp;lt;/code&amp;gt; || Frontier Cavern&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_1&amp;lt;/code&amp;gt; || Hole of Beasts&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_2&amp;lt;/code&amp;gt; || White Flower Garden&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_3&amp;lt;/code&amp;gt; || Bulblax Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| Awakening Wood || &amp;lt;code&amp;gt;forest_4&amp;lt;/code&amp;gt; || Snagret Hole&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_1&amp;lt;/code&amp;gt; || Citadel of Spiders&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_2&amp;lt;/code&amp;gt; || Glutton&#039;s Kitchen&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_3&amp;lt;/code&amp;gt; || Shower Room&lt;br /&gt;
|-&lt;br /&gt;
| Perplexing Pool || &amp;lt;code&amp;gt;yakushima_4&amp;lt;/code&amp;gt; || Submerged Castle&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_1&amp;lt;/code&amp;gt; || Cavern of Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_2&amp;lt;/code&amp;gt; || Hole of Heroes&lt;br /&gt;
|-&lt;br /&gt;
| Wistful Wild || &amp;lt;code&amp;gt;last_3&amp;lt;/code&amp;gt; || Dream Den&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
*Olimar is consistently referred to as &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; in the files, which is a romanization of his Japanese name. &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; can also refer to all leaders. His model name is &amp;lt;code&amp;gt;orima1.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
**When &amp;lt;code&amp;gt;orima&amp;lt;/code&amp;gt; is not used to refer to all the captains, they are instead referred to as &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt;. This was Olimar&#039;s internal name in &#039;&#039;Pikmin&#039;&#039;, which may be a leftover from Adam and Eve.&lt;br /&gt;
*Louie is referred to as either &amp;lt;code&amp;gt;luji&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;loozy&amp;lt;/code&amp;gt;, depending on where you are looking. His model name is &amp;lt;code&amp;gt;orima3.bmd&amp;lt;/code&amp;gt;.&lt;br /&gt;
*The President of Hocotate Freight&#039;s model name is &amp;lt;code&amp;gt;syatyou.bmd&amp;lt;/code&amp;gt;. Otherwise, he&#039;s referred to as simply &amp;quot;President&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=1752</id>
		<title>Pikmin 2 cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=1752"/>
		<updated>2018-08-02T06:24:31Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add exception handler code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin 2&#039;&#039; on the GameCube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; (GameCube, European) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
C24257F0 00000002&lt;br /&gt;
3C003FE3 60008E39&lt;br /&gt;
9004002C 00000000&lt;br /&gt;
&lt;br /&gt;
Story Mode: Play Test Map [Ralf]&lt;br /&gt;
0421C188 3FA08094&lt;br /&gt;
0421C18C 63BD2218&lt;br /&gt;
04942340 666F7265&lt;br /&gt;
04942344 73740000&lt;br /&gt;
&lt;br /&gt;
Note: Code works best on 2nd day. Do not enter caves (autosave!).&lt;br /&gt;
&lt;br /&gt;
Story Mode: Moon Jump (Press A) [Ralf]&lt;br /&gt;
06003400 00000018&lt;br /&gt;
7C7F1B78 C0040210&lt;br /&gt;
C0220060 60000000&lt;br /&gt;
D0040210 4813D288&lt;br /&gt;
04140698 4BEC2D68&lt;br /&gt;
28507D08 FEFF0100&lt;br /&gt;
0400340C EC00082A&lt;br /&gt;
E2000001 80008000&lt;br /&gt;
&lt;br /&gt;
Japanese Title Screen [Ralf]&lt;br /&gt;
043180C4 38600005&lt;br /&gt;
043BEE10 38600005&lt;br /&gt;
&lt;br /&gt;
Play E3 Demo Version [Ralf]&lt;br /&gt;
045150C4 00000001&lt;br /&gt;
&lt;br /&gt;
Play KFes Demo Version [Ralf]&lt;br /&gt;
04515124 00000001&lt;br /&gt;
&lt;br /&gt;
Play Club Nintendo Demo Version [Ralf]&lt;br /&gt;
04515134 00000001&lt;br /&gt;
&lt;br /&gt;
Unlock e-Reader Menu (Bonuses) [Ralf]&lt;br /&gt;
043EE13C 38600005&lt;br /&gt;
&lt;br /&gt;
Disable Autosave (Caves) [Ralf]&lt;br /&gt;
04515154 00000001&lt;br /&gt;
&lt;br /&gt;
Invincible Pikmin [Ralf]&lt;br /&gt;
C21499DC 00000004&lt;br /&gt;
38000005 7C03E000&lt;br /&gt;
40820010 7C1D1800&lt;br /&gt;
41810008 800300BC&lt;br /&gt;
60000000 00000000&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
&lt;br /&gt;
Super Power Pikmin [Ralf]&lt;br /&gt;
0415FA0C 386003E8&lt;br /&gt;
0415FA14 386003E8&lt;br /&gt;
&lt;br /&gt;
Pikmins Dig &amp;amp; Destroy Quickly [Ralf]&lt;br /&gt;
0410615C EC210828&lt;br /&gt;
041C98D0 C0040204&lt;br /&gt;
0426F90C EC210828&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
041943F8 48000084&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
04194618 3BE00000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
041497A0 48000020&lt;br /&gt;
04193EE8 4800005C&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Purple Ability [Ralf]&lt;br /&gt;
04149610 38600064&lt;br /&gt;
0414961C 38600064&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
0418F798 60000000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have White Ability [Ralf]&lt;br /&gt;
041141BC 38000004&lt;br /&gt;
041492E0 60000000&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
04194778 4800008C&lt;br /&gt;
041B343C 38000004&lt;br /&gt;
041F41A0 38600000&lt;br /&gt;
&lt;br /&gt;
Have Always Blue Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00000&lt;br /&gt;
&lt;br /&gt;
Have Always Red Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00001&lt;br /&gt;
&lt;br /&gt;
Have Always Yellow Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00002&lt;br /&gt;
&lt;br /&gt;
Have Always Purple Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00003&lt;br /&gt;
&lt;br /&gt;
Have Always White Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00004&lt;br /&gt;
&lt;br /&gt;
Have Always Bulbmins [Ralf]&lt;br /&gt;
0414A73C 3BE00005&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Leaves [Ralf]&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Buds [Ralf]&lt;br /&gt;
0815EE28 389F0908&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Flowers [Ralf]&lt;br /&gt;
0815EE28 389F091C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Buds [Ralf]&lt;br /&gt;
0815EE28 389F0934&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Flowers [Ralf]&lt;br /&gt;
0815EE28 389F094C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Carrots [Ralf]&lt;br /&gt;
0815EDB8 38BF08E4&lt;br /&gt;
20050010 00000000&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Syatyou (President) [Ralf]&lt;br /&gt;
0415AFC0 389F06E4&lt;br /&gt;
&lt;br /&gt;
Replace Louie With Syatyou (President) [Ralf]&lt;br /&gt;
0415B240 60000000&lt;br /&gt;
&lt;br /&gt;
Spicy Spray Doesn&#039;t Fade After Time [Ralf]&lt;br /&gt;
0414A658 60000000&lt;br /&gt;
&lt;br /&gt;
Start With All Kinds of Pikmins [Ralf]&lt;br /&gt;
08942ADC 0000000E&lt;br /&gt;
20060010 00000000&lt;br /&gt;
&lt;br /&gt;
Max Money (Story Mode) [Ralf]&lt;br /&gt;
04942A7C 000F423F&lt;br /&gt;
&lt;br /&gt;
Max Money (Challenge Mode) [Ralf]&lt;br /&gt;
049FE0AC 0001869F&lt;br /&gt;
&lt;br /&gt;
Full Exploration Kit [Ralf]&lt;br /&gt;
029429DC 00000FFF&lt;br /&gt;
&lt;br /&gt;
Piklopedia Complete [Ralf]&lt;br /&gt;
08942DB0 00000003&lt;br /&gt;
0063000C 00000000&lt;br /&gt;
&lt;br /&gt;
Open All Movies Under Bonuses [Ralf]&lt;br /&gt;
005D45FC 00000007&lt;br /&gt;
&lt;br /&gt;
Open All Challenges [Ralf]&lt;br /&gt;
085D4664 00000009&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
All Challenges Perfect [Ralf]&lt;br /&gt;
085D4664 0000003F&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
Infinite Time In Challenges [Ralf]&lt;br /&gt;
04229CBC 60000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
04519140 xxxxxxxx&lt;br /&gt;
04519170 xxxxxxxx&lt;br /&gt;
04519174 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
04519140 3F000000&lt;br /&gt;
04519170 3F000000&lt;br /&gt;
04519174 3F000000&lt;br /&gt;
&lt;br /&gt;
Giant Pikmins [Ralf]&lt;br /&gt;
04519140 40000000&lt;br /&gt;
04519170 40000000&lt;br /&gt;
04519174 40000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Louie Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Louie [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E40xxxx&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Enemies [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E404000&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Size Modifier [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D80xxxx&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Treasures [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D804000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model Size Modifier (Player, Pikmins &amp;amp; Enemies etc.) [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C00xxxx 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Models [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C004000 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pellet Color Modifier&lt;br /&gt;
&lt;br /&gt;
Red Pellet [Ralf]&lt;br /&gt;
041F929C 3BE000rr&lt;br /&gt;
041F92A0 3BC000gg&lt;br /&gt;
041F92A4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Yellow Pellet [Ralf]&lt;br /&gt;
041F92B8 3B8000FF&lt;br /&gt;
041F92B0 3BE000rr&lt;br /&gt;
041F92B4 3BC000gg&lt;br /&gt;
041F92BC 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Blue Pellet [Ralf]&lt;br /&gt;
041F92CC 3B8000FF&lt;br /&gt;
041F92C8 3BE000rr&lt;br /&gt;
041F92D0 3BC000gg&lt;br /&gt;
041F92C4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defaults (rrggbb)&lt;br /&gt;
&lt;br /&gt;
FB1100 - Red Pellet&lt;br /&gt;
FFDC33 - Yellow Pellet&lt;br /&gt;
0033FF - Blue Pellet&lt;br /&gt;
&lt;br /&gt;
Green Pellets [Ralf]&lt;br /&gt;
041F927C 48000020&lt;br /&gt;
041F929C 3BE00000&lt;br /&gt;
041F92A0 3BC000A0&lt;br /&gt;
041F92A4 3BA00020&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream Modifier [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
388000xx 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
xx = Audio Stream ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream IDs&lt;br /&gt;
&lt;br /&gt;
00 - title (TITLE)&lt;br /&gt;
01 - ff_treasureget (TREASURE_GET)&lt;br /&gt;
02 - dayend_n (DAYEND_N)&lt;br /&gt;
03 - dayend_g (DAYEND_G)&lt;br /&gt;
04 - dayend_b (DAYEND_B)&lt;br /&gt;
05 - ff_playerdown (PLAYERDOWN)&lt;br /&gt;
06 - ff_annihi (ANNIHI)&lt;br /&gt;
07 - ff_keyget (KEYGET)&lt;br /&gt;
08 - ff_doping (DOPING)&lt;br /&gt;
09 - ff_doped (DOPED)&lt;br /&gt;
0A - ff_powerupget (POWERUP_GET)&lt;br /&gt;
0B - ff_equipget (EQUIP_GET)&lt;br /&gt;
0C - ff_onyonboot (ONYONBOOT)&lt;br /&gt;
0D - ff_pikminmeet (PIKMIN_MEET)&lt;br /&gt;
0E - book (ZUKAN)&lt;br /&gt;
0F - vs_menu (VS_MENU)&lt;br /&gt;
&lt;br /&gt;
10 - omake (VS_OMAKE)&lt;br /&gt;
11 - option (OPTION)&lt;br /&gt;
12 - result (RESULT)&lt;br /&gt;
13 - u_result (U_RESULT)&lt;br /&gt;
14 - c_result (C_RESULT)&lt;br /&gt;
15 - ff_akirame (AKIRAME)&lt;br /&gt;
16 - ff_timeup (CHALLENGE_TIMEUP)&lt;br /&gt;
17 - ff_c_tget (GET_BEEDAMA)&lt;br /&gt;
18 - ff_c_playerdown (PLAYERDOWN_BTL)&lt;br /&gt;
19 - ff_c_annihi (ZENMETSU_BTL)&lt;br /&gt;
1A - ff_o_win (WIN_ORIMER_BTL)&lt;br /&gt;
1B - ff_l_win (WIN_LUGIE_BTL)&lt;br /&gt;
1C - ff_draw (DRAW_BTL)&lt;br /&gt;
1D - annihi_dayend (ZENMETSU_DAYEND)&lt;br /&gt;
1E - select (FILESELECT)&lt;br /&gt;
1F - pikmin_greet_new (PIKMIN_GREET)&lt;br /&gt;
&lt;br /&gt;
20 - ff_treasurecomp (PAY_COMPLETE)&lt;br /&gt;
21 - ff_pay (PAY_NOT_COMPLETE)&lt;br /&gt;
22 - ReadyGo_Battle (READY_GO_2P)&lt;br /&gt;
23 - ReadyGo_Challenge (READY_GO_CHALLENGE)&lt;br /&gt;
24 - Camera (CAMERA_DEMO)&lt;br /&gt;
25 - FinalFloor (FINAL_FLOOR)&lt;br /&gt;
26 - ff_in_hole (PSSTR_IN_HOLE)&lt;br /&gt;
27 - ff_treasureglad (PSSTR_TREASURE_GLAD)&lt;br /&gt;
28 - ff_out_hole (PSSTR_OUT_HOLE)&lt;br /&gt;
29 - ff_mystery (PSSTR_MYSTERY)&lt;br /&gt;
2A - ff_glad (PSSTR_GLAD)&lt;br /&gt;
2B - ff_pikminglad (PSSTR_PIKMIN_GLAD)&lt;br /&gt;
2C - start_demo (PSSTR_START_DEMO_TUTORIAL)&lt;br /&gt;
2D - ff_watch_pikmin (PSSTR_WATCH_PIKMIN)&lt;br /&gt;
2E - ff_join (PSSTR_JOIN)&lt;br /&gt;
2F - ff_onion (PSSTR_ONYON)&lt;br /&gt;
&lt;br /&gt;
30 - ff_blue_onion (PSSTR_BLUE_ONYON)&lt;br /&gt;
31 - ff_hiba (PSSTR_HIBA)&lt;br /&gt;
32 - ff_mboss (PSSTR_KUROIHITO)&lt;br /&gt;
33 - ff_explain (PSSTR_EXPLAIN)&lt;br /&gt;
34 - start_demo_o (PSSTR_START_DEMO_OTHER)&lt;br /&gt;
35 - ff_luie_start (PSSTR_LUGIE_START)&lt;br /&gt;
36 - ff_floor_in (PSSTR_FLOOR_IN)&lt;br /&gt;
37 - ff_return (PSSTR_RETURN)&lt;br /&gt;
38 - ff_c_floor_in (PSSTR_C_LOOR_IN)&lt;br /&gt;
39 - ff_underground_e (PSSTR_CHALLENGE_START)&lt;br /&gt;
3A - ff_underground_e (PSSTR_UNDERGROUND_START)&lt;br /&gt;
3B - ff_return_e (PSSTR_RETURN_E)&lt;br /&gt;
3C - ff_red_onion (PSSTR_RED_ONYON)&lt;br /&gt;
3D - ff_vs_pdownOW (PSSTR_VS_PDOWN_WIN_ORI)&lt;br /&gt;
3E - ff_vs_pdownLW (PSSTR_VS_PDOWN_WIN_LUI)&lt;br /&gt;
3F - ff_vs_pdownDR (PSSTR_VS_PDOWN_DROW)&lt;br /&gt;
&lt;br /&gt;
40 - ff_vs_annihiOW (PSSTR_VS_PIK_WIN_ORI)&lt;br /&gt;
41 - ff_vs_annihiLW (PSSTR_VS_PIK_WIN_LUI)&lt;br /&gt;
42 - ff_vs_annihiDR (PSSTR_VS_PIK_DROW)&lt;br /&gt;
43 - ff_vs_tgetOW (PSSTR_VS_BEE_WIN_ORI)&lt;br /&gt;
44 - ff_vs_tgetLW (PSSTR_VS_BEE_WIN_LUI)&lt;br /&gt;
45 - ff_vs_tgetDR (PSSTR_VS_BEE_DROW)&lt;br /&gt;
46 - ff_in_hole_u (PSSTR_IN_HOLE_U)&lt;br /&gt;
47 - ff_black_doped (PSSTR_BLACK_DOPING)&lt;br /&gt;
48 - ff_explain_f60 (PSSTR_EXPLAIN_60)&lt;br /&gt;
49 - ff_explain_f75 (PSSTR_EXPLAIN_75)&lt;br /&gt;
4A - ff_explain_f90 (PSSTR_EXPLAIN_90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Camera Demo Audio Stream [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
38800024 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (Europe)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value [Yoshi2]&lt;br /&gt;
040c9650 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler PAL [UnclePunch]&lt;br /&gt;
04422440 60000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value (NTSC-US) [Yoshi2]&lt;br /&gt;
040c95b0 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&lt;br /&gt;
$Automatically Show Pikmin 2 Exception Handler [UnclePunch]&lt;br /&gt;
0442219c 60000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=1681</id>
		<title>Pikmin 2 custom music</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=1681"/>
		<updated>2018-06-28T19:00:26Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Better formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Pikmin 2&#039;&#039; uses a sequenced music format called BMS for some of its music. It is a powerful format containing commands that are executed by an interpreter built into the game that is, among other things, capable of basic maths on a limited number of registers and conditional branching, thus it is more powerful than MIDI. The following article will describe a few details that are important to creating a custom BMS file that actually plays in-game.&lt;br /&gt;
&lt;br /&gt;
= About BMS = &lt;br /&gt;
The BMS files are located inside &amp;lt;code&amp;gt;/AudioRes/Seqs/Seq.arc&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;Seq.arc&amp;lt;/code&amp;gt; is a [[RARC file (Pikmin 2)|RARC]] archive so you need a tool that can unpack and repack those archives.&lt;br /&gt;
&lt;br /&gt;
The game uses 6 instrument banks in total but banks 4 and 5 (counting starts with 0) are used primarily for music, with the rest being primarily for sound effects. Which instruments can be played depends on the &amp;lt;code&amp;gt;wScene&amp;lt;/code&amp;gt; files (wave archives) that are loaded. Use Dolphin&#039;s log with file monitoring enabled to figure out which &amp;lt;code&amp;gt;wScene&amp;lt;/code&amp;gt; is loaded in a level.&lt;br /&gt;
&lt;br /&gt;
Check  [[Pikmin_2_custom_music/available_instruments|here]] for which instruments from which instrument banks can be played if a given &amp;lt;code&amp;gt;wScene&amp;lt;/code&amp;gt; file is loaded:&lt;br /&gt;
&lt;br /&gt;
= Convert MIDI to BMS =&lt;br /&gt;
&lt;br /&gt;
Download [https://github.com/RenolY2/flaaffy/releases/tag/v0.6.1 this flaaffy fork] which has some changes added to help the user with creating a working bms file.&lt;br /&gt;
&lt;br /&gt;
You can use the provided .bat files using drag&amp;amp;drop or you can use these commands in the command line:&lt;br /&gt;
&amp;lt;pre&amp;gt;mareep -errand jolt -input your_midi.midi -output your_cotton.txt -loop&lt;br /&gt;
mareep -errand cotton -input your_cotton.txt -output your_bms.bms&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work routine is like this: First you convert the midi into cotton. Cotton is flaffy&#039;s assembly language that compiles directly into bms. In this form you can make changes to the instrument and bank values to have the music sound better ingame by editing the variables at the top. Once you are done with the editing you can convert the cotton txt file into bms and place it over a music file of your choice in the &amp;lt;code&amp;gt;Seq.arc&amp;lt;/code&amp;gt; described above.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=1680</id>
		<title>Pikmin 2 custom music</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=1680"/>
		<updated>2018-06-28T18:20:37Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Improve custom music tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pikmin 2 uses a sequenced music format called BMS for some of its music. It is a powerful format containing commands that are executed by a interpreter built into the game that is, among other things, capable of basic maths on a limited number of registers and conditional branching, thus it is more powerful than MIDI. The following article will describe a few details that are important to creating a custom BMS file that actually plays ingame.&lt;br /&gt;
&lt;br /&gt;
= About BMS = &lt;br /&gt;
The BMS files are located inside \AudioRes\Seqs\Seq.arc. Seq.arc is a RARC archive so you need a tool that can unpack and repack those archives.&lt;br /&gt;
&lt;br /&gt;
The game uses 6 instrument banks in total but bank 4 and 5 (counting starts with 0) are used primarily for music, with the rest being primarily for sound effects. Which instruments can be played depends on the wScene files (wave archives) that are loaded. Use Dolphin&#039;s log with file monitoring enabled to figure out which wScene is loaded in a level.&lt;br /&gt;
&lt;br /&gt;
Check here for which instruments from which instrument banks can be played if a given wScene file is loaded: [[Pikmin_2_custom_music/available_instruments]]&lt;br /&gt;
&lt;br /&gt;
= Convert MIDI to BMS =&lt;br /&gt;
&lt;br /&gt;
Download this flaaffy fork which has some changes added to help the user with creating a working bms file: https://github.com/RenolY2/flaaffy/releases/tag/v0.6.1 (original author of flaaffy is arookas) &lt;br /&gt;
&lt;br /&gt;
You can use the provided .bat files using drag&amp;amp;drop or you can use these commands in the command line:&lt;br /&gt;
&amp;lt;pre&amp;gt;mareep -errand jolt -input your_midi.midi -output your_cotton.txt -loop&lt;br /&gt;
mareep -errand cotton -input your_cotton.txt -output your_bms.bms&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work routine is like this: First you convert the midi into cotton. Cotton is flaffy&#039;s assembly language that compiles directly into bms. In this form you can make changes to the instrument and bank values to have the music sound better ingame by editing the variables at the top. Once you are done with the editing you can convert the cotton txt file into bms and place it over a music file of your choice in the Seq.arc described above.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=705</id>
		<title>Pikmin cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=705"/>
		<updated>2018-01-09T10:17:43Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Change cheat name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin&#039;&#039; on the Gamecube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin&#039;&#039; (GameCube, European version) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(m) [Ralf]&lt;br /&gt;
ZDU1-GGAZ-J8QVF&lt;br /&gt;
7EUH-WUPE-BWEXV&lt;br /&gt;
&lt;br /&gt;
The CodeJunkies master code is crap. This is an additional master code with better code handling.&lt;br /&gt;
&lt;br /&gt;
Enable 60Hz Mode [Ralf]&lt;br /&gt;
K79V-ZGNM-1P58Y&lt;br /&gt;
1RG4-CT0E-7TFH8&lt;br /&gt;
TRPZ-9Y7Y-45DJJ&lt;br /&gt;
ZV4V-3CF9-W8MFX&lt;br /&gt;
5CCE-WXHF-2B36Y&lt;br /&gt;
3K8C-PPBR-A3VUR&lt;br /&gt;
88XP-5T26-JMHQ7&lt;br /&gt;
&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
15ZV-P8NW-GK0QA&lt;br /&gt;
7BXK-ZK2Z-JFR1H&lt;br /&gt;
4BFH-BTFQ-TW68W&lt;br /&gt;
&lt;br /&gt;
Enable 2D Screen Checker [Ralf]&lt;br /&gt;
V644-EFYT-JFFVH&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
CTAZ-GAY6-XNX41&lt;br /&gt;
&lt;br /&gt;
Enable Game Course Clear Section [Ralf]&lt;br /&gt;
C712-G8UB-97WAN&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
U5QW-EJE4-BUBV9&lt;br /&gt;
&lt;br /&gt;
Enable Beta Camera Mode [Ralf]&lt;br /&gt;
20UN-92GV-DYUPA&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
449G-HTEN-QCDQK&lt;br /&gt;
&lt;br /&gt;
Enable Beta (E3) Camera Mode [Ralf]&lt;br /&gt;
636M-6JTG-D2XHR&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
TQEQ-17XZ-VNGVE&lt;br /&gt;
&lt;br /&gt;
Enable Beta Marker [Ralf]&lt;br /&gt;
HVXM-MZZ0-0ZMCW&lt;br /&gt;
B93V-8JQN-38C4D&lt;br /&gt;
0099-WVHZ-W35BV&lt;br /&gt;
7420-4CG5-NYU83&lt;br /&gt;
YG30-4799-QDU6B&lt;br /&gt;
&lt;br /&gt;
Infinite Time (Always Night Time) [Ralf]&lt;br /&gt;
U4EC-YDTY-F5KHQ&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
&lt;br /&gt;
Infinite Time On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
KCC2-RGZY-A9U8V&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
35G5-KXBT-U15VV&lt;br /&gt;
&lt;br /&gt;
Olimar Is Invincible [Ralf]&lt;br /&gt;
DZ0X-UUFJ-11XTT&lt;br /&gt;
6CAQ-NZZJ-VMN59&lt;br /&gt;
&lt;br /&gt;
Most Enemies Don&#039;t Attack Olimar [Ralf]&lt;br /&gt;
034C-9TWR-A0B03&lt;br /&gt;
17DZ-CC61-WFR5M&lt;br /&gt;
TERH-5HCE-R82XB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
04004000 3C608000&lt;br /&gt;
04004004 C003400C&lt;br /&gt;
04004008 480FB1D4&lt;br /&gt;
040FF1D8 4BF04E28&lt;br /&gt;
0400400C xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
NE51-HJFP-6R509&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
HK64-VCCF-YNK65&lt;br /&gt;
&lt;br /&gt;
Large Olimar [Ralf]&lt;br /&gt;
XGCB-RDZB-FTY9H&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
Q4DM-N18M-0TBXP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
040B9090 C00297F0&lt;br /&gt;
040B9098 60000000&lt;br /&gt;
040B90A0 60000000&lt;br /&gt;
043EE910 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
GH9G-GE0D-J54XY&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
C2KY-9YFT-4B1WK&lt;br /&gt;
&lt;br /&gt;
Large Pikmins [Ralf]&lt;br /&gt;
BHT6-NXQ2-6KRJT&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
N19H-5AFV-3FB4J&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
04143AEC 3C608000&lt;br /&gt;
04143AF0 C0034010&lt;br /&gt;
04143AF4 C0234010&lt;br /&gt;
04004010 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Enemies [Ralf]&lt;br /&gt;
YP8X-EPA8-MJWN4&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
JM8C-4W6Q-0DVPK&lt;br /&gt;
&lt;br /&gt;
Large Enemies [Ralf]&lt;br /&gt;
Y30M-NWR4-FJ5PH&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
QEUA-EENZ-1HN4Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moon Jump (Press A) [Ralf]&lt;br /&gt;
1UD0-PE8D-VP87J&lt;br /&gt;
J42C-2774-P312D&lt;br /&gt;
CD2X-8DYH-KQEP2&lt;br /&gt;
HNTU-BU3Q-8J43W&lt;br /&gt;
K5PE-5X8J-23P71&lt;br /&gt;
50T3-3ZGR-59FZ9&lt;br /&gt;
8Y81-XR29-1BQBG&lt;br /&gt;
K3H8-E1CV-XRYA6&lt;br /&gt;
4K0F-4WG8-J6QK7&lt;br /&gt;
WBZ5-5J8G-B2ZB1&lt;br /&gt;
X9Q3-23VK-5U0KR&lt;br /&gt;
R6QG-YNX6-47Z98&lt;br /&gt;
0GRE-X2FZ-RE697&lt;br /&gt;
4W67-5R7Z-10CZ4&lt;br /&gt;
8MZ9-3N0P-XPZ8D&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Leaves [Ralf]&lt;br /&gt;
MU6A-6HJD-D2074&lt;br /&gt;
DHR8-0JF1-0AKZW&lt;br /&gt;
B52R-2DBP-QVM0A&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Buds [Ralf]&lt;br /&gt;
N8YT-HGE4-3YCDZ&lt;br /&gt;
GJPA-FYJK-U7M0Z&lt;br /&gt;
THCZ-0WM9-650FN&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Flowers [Ralf]&lt;br /&gt;
G2E4-QKG4-HDTQW&lt;br /&gt;
ZDJM-3JNG-1NYK7&lt;br /&gt;
VBUJ-VY0T-TCQJ6&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
7N73-8YRG-29F36&lt;br /&gt;
EFGJ-F7TV-VHPDM&lt;br /&gt;
CQY2-6RNJ-YF401&lt;br /&gt;
9M8F-XXMD-8AYKQ&lt;br /&gt;
HE0G-XTVM-6N7GF&lt;br /&gt;
JXWC-T1M3-8Q0YC&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
458Q-JKMH-DR03M&lt;br /&gt;
NFKQ-F8Y7-FQYY9&lt;br /&gt;
7VXJ-VGN1-RHPBH&lt;br /&gt;
7AU3-3A95-Z6QZA&lt;br /&gt;
32YQ-R8UJ-JMW3Q&lt;br /&gt;
YNXG-WE9C-1ZNY4&lt;br /&gt;
0PYH-VRA2-N2VUE&lt;br /&gt;
Y21P-ZGK7-1NYQU&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
Q2ZR-81JA-NVPZB&lt;br /&gt;
ZVEW-PK61-4QV51&lt;br /&gt;
VUDG-1ZM2-Y12N2&lt;br /&gt;
48E1-Q0RT-HJC62&lt;br /&gt;
8D52-WZ9C-3QENT&lt;br /&gt;
TB94-H903-EVAVF&lt;br /&gt;
WYZ9-H1Q2-6CRNU&lt;br /&gt;
RWH3-YYZ7-MH2G7&lt;br /&gt;
XT90-V18N-3MF78&lt;br /&gt;
M15V-A6HP-2ZD6T&lt;br /&gt;
&lt;br /&gt;
Olimar Wears No Space Suit [Ralf]&lt;br /&gt;
F5HN-U00R-QPB1P&lt;br /&gt;
XN97-CEWB-BYE1Y&lt;br /&gt;
DHYT-91D9-VCEER&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Beta Olimar [Ralf]&lt;br /&gt;
EMXQ-GK8Y-1UWJW&lt;br /&gt;
8UE8-N12W-A9RH6&lt;br /&gt;
MWW8-E53W-HKZ8M&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MiniOlis [Ralf]&lt;br /&gt;
W1JQ-KPPD-9C15N&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Beta MiniOlis [Ralf]&lt;br /&gt;
9FEF-PQZA-13XNT&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
J1HN-NJ2F-Y0T58&lt;br /&gt;
2GET-EDMQ-KAWUT&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With OliPikis [Ralf]&lt;br /&gt;
W5UE-ZGC5-JUGR4&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
0C8V-AZQX-19YBM&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MushiPikis [Ralf]&lt;br /&gt;
GQYN-QCMW-QATR3&lt;br /&gt;
7V7P-30FW-RV17C&lt;br /&gt;
NK8R-W0VJ-M51P0&lt;br /&gt;
W8K2-J0C4-9B71C&lt;br /&gt;
J41B-DJ4W-8EVW8&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
87DA-UCGT-0PEV9&lt;br /&gt;
56FD-NFAW-TE5TV&lt;br /&gt;
CMHA-TZ1M-0WU43&lt;br /&gt;
EFD7-13B1-DN0RH&lt;br /&gt;
&lt;br /&gt;
Walk Under Water [Ralf]&lt;br /&gt;
3NH0-39JR-53B0M&lt;br /&gt;
FRHQ-CVU0-0UWNF&lt;br /&gt;
&lt;br /&gt;
Quick Wall Destruction [Ralf]&lt;br /&gt;
73Q2-Q6RA-7MK59&lt;br /&gt;
UEAH-UJPC-4C9ZA&lt;br /&gt;
&lt;br /&gt;
No Leaf/Bud/Flower (Pikmin) [Ralf]&lt;br /&gt;
Z7NA-0X1J-30AUB&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
&lt;br /&gt;
Grow Flower Pikmin (Works On All Days) [Ralf]&lt;br /&gt;
7W7Q-XT1U-E15CR&lt;br /&gt;
5UK5-42G0-TYDP5&lt;br /&gt;
&lt;br /&gt;
Show Debug Text [Ralf]&lt;br /&gt;
H36P-F9NT-UAVF0&lt;br /&gt;
QZEW-FDJP-7ZZRM&lt;br /&gt;
&lt;br /&gt;
Map Debug On/Off (Press DPad Up/Down) [Ralf]&lt;br /&gt;
694A-E83H-XZ1ZM&lt;br /&gt;
0WRR-GKZ0-UF0Q2&lt;br /&gt;
ZEBW-JDYY-8U7TG&lt;br /&gt;
B0G8-833D-5ZXXQ&lt;br /&gt;
EWRZ-QKAA-WEUTA&lt;br /&gt;
&lt;br /&gt;
Debug Paths On/Off (Press R + DPad Up/Down) [Ralf]&lt;br /&gt;
A8X1-RPWU-ATXYA&lt;br /&gt;
5W7J-MW3B-Q3234&lt;br /&gt;
B8P6-KM80-20YY5&lt;br /&gt;
E80X-71XN-78QNX&lt;br /&gt;
WH53-31PX-JKF14&lt;br /&gt;
&lt;br /&gt;
Debug SE Infos On/Off (Press L + DPad Up/Down) [Ralf]&lt;br /&gt;
44A1-JG10-XRGW1&lt;br /&gt;
5H0U-560E-12KBX&lt;br /&gt;
0CGJ-GCB3-5HWBB&lt;br /&gt;
1C90-H2BG-WPXVX&lt;br /&gt;
Q0XD-W8ZH-CPDW4&lt;br /&gt;
&lt;br /&gt;
Debug Vectors On/Off (Press L + DPad Left/Right) [Ralf]&lt;br /&gt;
EJP8-K42W-XKXB4&lt;br /&gt;
ZB0J-A9WX-UWJ8Y&lt;br /&gt;
7HUQ-DKDP-5ZVX4&lt;br /&gt;
DNP3-7NUR-07HDH&lt;br /&gt;
RX9N-AWCX-EZZ25&lt;br /&gt;
&lt;br /&gt;
Enemy Debug Spheres On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
59XT-QN7A-EXX3A&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
AXMZ-Z70R-GWNY9&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
X25G-FX6Y-5RFVY&lt;br /&gt;
&lt;br /&gt;
Note: Activated code may slow down the game.&lt;br /&gt;
&lt;br /&gt;
Plants On/Off (Press A + DPad Up/Down) [Ralf]&lt;br /&gt;
950W-XW9X-1XX0B&lt;br /&gt;
P2Z7-2CZM-N2669&lt;br /&gt;
RUPG-P02D-T23UP&lt;br /&gt;
RQG6-HZVC-3AP8V&lt;br /&gt;
J88U-QC6J-GH83W&lt;br /&gt;
&lt;br /&gt;
Night Mode On/Off (Press A + DPad Left/Right) [Ralf]&lt;br /&gt;
U76M-YVBF-KKDF3&lt;br /&gt;
DMAH-XR6U-XYRD4&lt;br /&gt;
5EX9-GY0E-8DP6V&lt;br /&gt;
NT8K-MCJX-EBJRV&lt;br /&gt;
2HWU-9MZG-P9BJ1&lt;br /&gt;
&lt;br /&gt;
Everything Jump On/Off (Press R + DPad Left/Right) [Ralf]&lt;br /&gt;
V6R3-Y6N2-WVHGX&lt;br /&gt;
QC2A-6DWE-8G6BG&lt;br /&gt;
3X9H-6TRD-Z7E7C&lt;br /&gt;
DDK7-5VBP-746Z1&lt;br /&gt;
ND92-T752-24AUN&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Goombas [Ralf]&lt;br /&gt;
23J0-Y8W4-R51ZQ&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
FJHR-RPRX-W3RCF&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
K3W3-FC3U-ZMBGQ&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
39AM-FVJ5-V1RWC&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
QPQB-U6J0-NV4XB&lt;br /&gt;
&lt;br /&gt;
Replace Plants With M128 Keys [Ralf]&lt;br /&gt;
32TD-YC11-YVWUN&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5TUQ-55F3-C45VB&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
47AZ-WPQP-N21M7&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
05QC-HMQT-YY8PD&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
WDCJ-GB1F-2TZZD&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Red Beta Pellets [Ralf]&lt;br /&gt;
ZTAG-VTDB-5543U&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5F66-93Q8-930HT&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
6X1P-5CZ1-REDQ6&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
ZV0T-9ZZT-7JJQH&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
60NZ-V8XG-A9VC0&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With Play3 Map [Ralf]&lt;br /&gt;
EEVY-NZ7K-QMJ71&lt;br /&gt;
VUYB-RWT9-F1VGV&lt;br /&gt;
40XV-XHXG-0ZB0J&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With E3 Play3 Map [Ralf]&lt;br /&gt;
4ZAH-3MDQ-0YAUX&lt;br /&gt;
WK16-X2M9-BEHNP&lt;br /&gt;
6285-XGR7-34092&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Impact Site Map with ...&lt;br /&gt;
&lt;br /&gt;
Test Map [Ralf]&lt;br /&gt;
YJ2E-PRAC-N9HJY&lt;br /&gt;
G8X1-9JUV-PAEV5&lt;br /&gt;
XPKE-X9QR-EXFQA&lt;br /&gt;
5P7W-FZVQ-PC8UT&lt;br /&gt;
HN6F-D8HT-F4736&lt;br /&gt;
&lt;br /&gt;
Map06 [Ralf]&lt;br /&gt;
46MC-88TN-QCZVV&lt;br /&gt;
CZAJ-W08M-97879&lt;br /&gt;
3DTP-YMN6-4EV2K&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Play3 Map [Ralf]&lt;br /&gt;
NU9A-PKR4-DVU5P&lt;br /&gt;
U86B-ZD81-NDAU5&lt;br /&gt;
EPHM-2PD8-H75Z3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
E3 Play3 Map [Ralf]&lt;br /&gt;
U78A-K042-PV3FE&lt;br /&gt;
HMJR-98NQ-3MHJ6&lt;br /&gt;
FZ2X-DY6T-F0HA3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Shape Test Map [Ralf]&lt;br /&gt;
VB3D-0CN4-BWZ2V&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Tutorial 1 Map [Ralf]&lt;br /&gt;
XK5A-RGPZ-6PXGH&lt;br /&gt;
3Z69-F9PF-XXBD6&lt;br /&gt;
5WTR-C4F4-QECA8&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
UFO Practice Map [Ralf]&lt;br /&gt;
80NK-FRQ2-U5HXE&lt;br /&gt;
56Z7-H0HQ-8R2YX&lt;br /&gt;
K7RV-GHQ2-VN52V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest of Hope Map with ...&lt;br /&gt;
&lt;br /&gt;
Anim Test Map [Ralf]&lt;br /&gt;
M6QE-YKV9-TJG00&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Code Test Map [Ralf]&lt;br /&gt;
A9M0-8Q12-Y980M&lt;br /&gt;
VDKX-HYZK-PA2WU&lt;br /&gt;
84KB-E1E9-Y2NMW&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Play4 Map [Ralf]&lt;br /&gt;
X2FG-B9V8-3F4RG&lt;br /&gt;
V60M-UZHF-EGVH0&lt;br /&gt;
9GJ4-PNHT-K90A9&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Route Map [Ralf]&lt;br /&gt;
7U70-MR8B-0N8HE&lt;br /&gt;
80DX-7XTN-J3M8R&lt;br /&gt;
F7E8-FK4D-AHWE0&lt;br /&gt;
Z5YZ-JJ05-361P5&lt;br /&gt;
ABWR-F7Z8-KEGVC&lt;br /&gt;
&lt;br /&gt;
Tutorial 2 Map [Ralf]&lt;br /&gt;
TVPT-3VKC-9048C&lt;br /&gt;
JJZG-Z8XC-Z9W8K&lt;br /&gt;
CHJV-DCD6-16089&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
UFO Stage 1 Map [Ralf]&lt;br /&gt;
C8XQ-H37Z-XZR4B&lt;br /&gt;
V441-4JNW-58860&lt;br /&gt;
XEM0-4J2Y-TG784&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest Navel Map with ...&lt;br /&gt;
&lt;br /&gt;
Bridge Test Map [Ralf]&lt;br /&gt;
6P9C-X4WX-3G603&lt;br /&gt;
6MD7-RY3D-551F0&lt;br /&gt;
C9Y7-46J4-BDEKG&lt;br /&gt;
WJVT-DNA5-4UX0V&lt;br /&gt;
E06C-RXAM-3DJM3&lt;br /&gt;
&lt;br /&gt;
Demo Map [Ralf]&lt;br /&gt;
Z542-56AM-JJ8K4&lt;br /&gt;
XK2Y-MYN0-J81C7&lt;br /&gt;
E50B-R80G-FYQE7&lt;br /&gt;
RYVX-BE8N-N3K9V&lt;br /&gt;
MYZB-1XWB-7HV0A&lt;br /&gt;
&lt;br /&gt;
Play Boss Map [Ralf]&lt;br /&gt;
4R9U-V5TC-Z3B2J&lt;br /&gt;
2BAC-656E-WZQHT&lt;br /&gt;
CRPA-8TZA-WU16T&lt;br /&gt;
C1VX-NWA6-69E4K&lt;br /&gt;
C9JD-D080-K946K&lt;br /&gt;
&lt;br /&gt;
UFO Stage 2 Map [Ralf]&lt;br /&gt;
AWRD-NDC1-M4K01&lt;br /&gt;
HKM3-EMK8-X90WE&lt;br /&gt;
19GV-MW62-CUK3J&lt;br /&gt;
&lt;br /&gt;
UFO Test Map [Ralf]&lt;br /&gt;
Q141-NHYQ-PDD7F&lt;br /&gt;
WXPJ-7Z7Y-2NCCP&lt;br /&gt;
Y7JV-FGX8-RFBPE&lt;br /&gt;
3YA6-H8XT-8AFQ8&lt;br /&gt;
131J-QYUC-97EKF&lt;br /&gt;
&lt;br /&gt;
VS1 Map [Ralf]&lt;br /&gt;
49Q5-ZPG2-0DH9V&lt;br /&gt;
RQ9D-AJEA-91ZC5&lt;br /&gt;
V81J-2MAY-BTVV4&lt;br /&gt;
EZ3M-474K-MNFRN&lt;br /&gt;
ERY7-TQ16-462UD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Distant Spring Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 1 Map [Ralf]&lt;br /&gt;
FP9V-KMM1-4FJZ2&lt;br /&gt;
NY82-HEXW-G9Y95&lt;br /&gt;
0JC1-VEZJ-JA4DU&lt;br /&gt;
R915-WFXV-GYM5Z&lt;br /&gt;
MM99-N1FR-7UHXH&lt;br /&gt;
&lt;br /&gt;
Teki 2 Map [Ralf]&lt;br /&gt;
Q1CC-F8R3-7ARYD&lt;br /&gt;
49N2-BJJ4-8A7JG&lt;br /&gt;
5K42-NNU6-429RF&lt;br /&gt;
YXNG-1M90-XZVWZ&lt;br /&gt;
FB69-RNAK-B12M6&lt;br /&gt;
&lt;br /&gt;
Teki 3 Map [Ralf]&lt;br /&gt;
BRAT-ZRHB-1JC3P&lt;br /&gt;
H36M-28UP-6D78B&lt;br /&gt;
B2BX-NH3N-GR8WM&lt;br /&gt;
37GG-TXNT-G2UHG&lt;br /&gt;
C3ZV-XMDV-3DJVZ&lt;br /&gt;
&lt;br /&gt;
Teki 4 Map [Ralf]&lt;br /&gt;
Y0HK-F1AN-D8V5W&lt;br /&gt;
19NW-Z3E6-58HUZ&lt;br /&gt;
G3ZV-FBWU-96VCG&lt;br /&gt;
4C2T-222G-1649P&lt;br /&gt;
GUBB-0ZD0-9CWW3&lt;br /&gt;
&lt;br /&gt;
UFO Stage 3 Map [Ralf]&lt;br /&gt;
649Z-QDXP-RPH0D&lt;br /&gt;
C6BT-0TD9-48B61&lt;br /&gt;
P7U5-EEMX-M9NVA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Final Trial Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 5 Map [Ralf]&lt;br /&gt;
CJM8-3GU3-UX9F3&lt;br /&gt;
91TJ-3Q0Y-0V8HP&lt;br /&gt;
VKDD-Q6B7-JRHAU&lt;br /&gt;
D327-BX9B-NNNWZ&lt;br /&gt;
XBK9-NHGN-PJ9UP&lt;br /&gt;
&lt;br /&gt;
Teki 6 Map [Ralf]&lt;br /&gt;
5F1U-9N32-9YN2Y&lt;br /&gt;
UJ6C-EJCJ-Y55EN&lt;br /&gt;
WZ39-C7AQ-KJNQD&lt;br /&gt;
QEN0-MFGA-E27W2&lt;br /&gt;
RAK2-2EJR-04FHG&lt;br /&gt;
&lt;br /&gt;
Teki 7 Map [Ralf]&lt;br /&gt;
Q9U7-HPQZ-NYC75&lt;br /&gt;
9WBN-0147-1D2YZ&lt;br /&gt;
666X-G2R3-C6JAC&lt;br /&gt;
ZV7X-2XHW-8ZM6V&lt;br /&gt;
C0VG-QEC2-0XA16&lt;br /&gt;
&lt;br /&gt;
Teki 8 Map [Ralf]&lt;br /&gt;
8NY4-GDEX-AF74Y&lt;br /&gt;
95T8-BUWX-VPWF1&lt;br /&gt;
TWUW-EBR7-7DGB8&lt;br /&gt;
5E8Y-D5Y8-WGTBV&lt;br /&gt;
M4P7-EKUX-NKABD&lt;br /&gt;
&lt;br /&gt;
UFO Last Map [Ralf]&lt;br /&gt;
ERGN-BDPR-38RNX&lt;br /&gt;
RK28-5JZ6-EDXYM&lt;br /&gt;
NX1E-RV7B-99KNE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Map Modifier [Ralf]&lt;br /&gt;
0405644C 4BFAD5B4&lt;br /&gt;
04003A08 801D0024&lt;br /&gt;
04003A0C 48052A44&lt;br /&gt;
04003A00 3C80xxxx&lt;br /&gt;
04003A04 6084yyyy&lt;br /&gt;
&lt;br /&gt;
xxxxyyyy = Map ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map IDs&lt;br /&gt;
&lt;br /&gt;
00000000 - Story Mode Impact Site Map&lt;br /&gt;
00010001 - Story Mode Forest of Hope Map&lt;br /&gt;
00020002 - Story Mode Forest Navel Map&lt;br /&gt;
00030003 - Story Mode Distant Spring Map&lt;br /&gt;
00040004 - Story Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
00050005 - Demo Map&lt;br /&gt;
00060005 - Teki 1 Map&lt;br /&gt;
00070005 - Teki 2 Map&lt;br /&gt;
00080005 - Teki 3 Map&lt;br /&gt;
00090005 - Teki 4 Map&lt;br /&gt;
000A0005 - Teki 5 Map&lt;br /&gt;
000B0005 - Teki 6 Map&lt;br /&gt;
000C0005 - Teki 7 Map&lt;br /&gt;
000D0005 - Teki 8 Map&lt;br /&gt;
000E0005 - Test Map&lt;br /&gt;
000F0005 - Shape Test Map&lt;br /&gt;
&lt;br /&gt;
00100000 - Challenge Mode Impact Site Map&lt;br /&gt;
00110001 - Challenge Mode Forest of Hope Map&lt;br /&gt;
00120002 - Challenge Mode Forest Navel Map&lt;br /&gt;
00130003 - Challenge Mode Distant Spring Map&lt;br /&gt;
00140004 - Challenge Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Codes&lt;br /&gt;
&lt;br /&gt;
Play Demo Map [Ralf]&lt;br /&gt;
2ZRD-71NH-ENJ1D&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
W72R-ABTK-A1H1V&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 1 Map [Ralf]&lt;br /&gt;
JR3D-W75A-H3VH1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
1Z9B-N4Y9-JZ77F&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 2 Map [Ralf]&lt;br /&gt;
W92J-94GK-RM839&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
YNKE-JPAU-66M75&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 3 Map [Ralf]&lt;br /&gt;
Y43B-HQHX-UR3YG&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N864-XHAG-C0FRR&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 4 Map [Ralf]&lt;br /&gt;
FCT2-EF38-XW76R&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8NA7-ZKJR-MJHAN&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 5 Map [Ralf]&lt;br /&gt;
PAV6-JDFN-Y58XY&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
WNGW-J6TV-U40AP&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 6 Map [Ralf]&lt;br /&gt;
V22C-GW1X-F2WV1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N50K-ECRM-8HQFH&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 7 Map [Ralf]&lt;br /&gt;
JQDZ-UV25-QWC8J&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
ZD3N-RHDY-4ZFXX&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 8 Map [Ralf]&lt;br /&gt;
XY7W-B7NU-K5MPQ&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
4RZ1-16XW-G67Q8&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Test Map [Ralf]&lt;br /&gt;
Y89D-CJ6M-5ERF4&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8DZP-MCK7-2KPPJ&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Shape Test Map [Ralf]&lt;br /&gt;
W6TW-GWFN-4BH33&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
AR8F-R4T4-U8TAE&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie Modifier [Ralf]&lt;br /&gt;
00000000 822AF246&lt;br /&gt;
0000xxxx 00060002&lt;br /&gt;
&lt;br /&gt;
xxxx = Movie ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie IDs&lt;br /&gt;
&lt;br /&gt;
F1B4 - Demo 1&lt;br /&gt;
F1CC - Demo 2&lt;br /&gt;
F1E4 - Demo 3&lt;br /&gt;
F1FC - Demo 4&lt;br /&gt;
F214 - Ending&lt;br /&gt;
F22C - Happy Ending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Ending Movie [Ralf]&lt;br /&gt;
986Z-PJEA-3D8UB&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
7YJ2-8GTQ-F3VZH&lt;br /&gt;
&lt;br /&gt;
Play Happy Ending Movie [Ralf]&lt;br /&gt;
NA7E-JDGQ-RE08W&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
F0J6-7VWE-6EYW4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background Music Modifier [Ralf]&lt;br /&gt;
04019420 281E0000&lt;br /&gt;
04019424 4182001C&lt;br /&gt;
04019428 48000014&lt;br /&gt;
0401943C 3B8000xx&lt;br /&gt;
&lt;br /&gt;
xx = Song ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Song IDs&lt;br /&gt;
&lt;br /&gt;
01 - SysEvent (TIS)&lt;br /&gt;
04 - Tutorial (TIS)&lt;br /&gt;
05 - Play3 (TFH)&lt;br /&gt;
07 - Jungle (title)&lt;br /&gt;
09 - Yaku (TDS)&lt;br /&gt;
0A - Cave (TFN)&lt;br /&gt;
0B - Boss2 (Beady Long Legs)&lt;br /&gt;
0C - Map (Map screen)&lt;br /&gt;
10 - Boss3 (Emperor Bulblax)&lt;br /&gt;
11 - Flow (TFT)&lt;br /&gt;
12 - Select (Save select)&lt;br /&gt;
13 - Char (Challenge Mode)&lt;br /&gt;
14 - CResult (Challenge Mode result)&lt;br /&gt;
15 - FResult (Final Analysis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Yaku (BGM) [Ralf]&lt;br /&gt;
GE0N-PRNE-CCWH7&lt;br /&gt;
CH9C-C6Y3-P35X1&lt;br /&gt;
0YVX-WK0Y-YQDX8&lt;br /&gt;
FX3C-FKZD-M744C&lt;br /&gt;
C14E-YKH8-QBZZR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plants Modifier [Ralf]&lt;br /&gt;
0411A8BC 60000000&lt;br /&gt;
0411AE84 38A000xx&lt;br /&gt;
&lt;br /&gt;
xx = Plant ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plant IDs&lt;br /&gt;
&lt;br /&gt;
00 - Clover&lt;br /&gt;
01 - Chidome (Lawn Pennywort)&lt;br /&gt;
02 - Hutaba (Wild Ginger)&lt;br /&gt;
03 - Ine (Rice Plant)&lt;br /&gt;
04 - Tanpopo (Dandelion)&lt;br /&gt;
05 - Large Ooinu (Field Speedwell)&lt;br /&gt;
06 - Small Ooinu (Field Speedwell)&lt;br /&gt;
07 - Mizukusa (Water Plant)&lt;br /&gt;
08 - Large Wakame (Seaweed)&lt;br /&gt;
09 - Small Wakame (Seaweed)&lt;br /&gt;
0A - Kinoko (Mushrooms)&lt;br /&gt;
0B - Hae (Flies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Mushrooms [Ralf]&lt;br /&gt;
N2NK-ENHY-3YAM0&lt;br /&gt;
CDHY-UAG9-F2JET&lt;br /&gt;
FU1Z-PYCW-0ZDRU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v1 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5FD&lt;br /&gt;
04015D48 4BFFF551&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15)&lt;br /&gt;
yy = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of all banks with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v2 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5F5&lt;br /&gt;
04015D48 4BFFF549&lt;br /&gt;
04015290 280300zz&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx/zz = Bank (00..15)&lt;br /&gt;
yy    = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of bank zz with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Replacer [Ralf]&lt;br /&gt;
04015C9C 4BFFF5ED&lt;br /&gt;
04015D48 4BFFF541&lt;br /&gt;
04015288 280300ii&lt;br /&gt;
0401528C 40820014&lt;br /&gt;
04015290 280400jj&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
Replaces instrument jj of bank ii with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Percussion Modifier [Ralf]&lt;br /&gt;
04015FC4 4BFFF275&lt;br /&gt;
04015238 386000xx&lt;br /&gt;
0401523C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15, Default: 00)&lt;br /&gt;
yy = Percussion ID (Default: E7)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value (NTSC-US) [Yoshi2]&lt;br /&gt;
0400d78c 3860xxxx&lt;br /&gt;
04218080 3c00yyyy&lt;br /&gt;
*The first line modifies GetRandom_s32 to return xxxx,&lt;br /&gt;
* the second line modifies rand to always return yyyy. rand will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=438</id>
		<title>Pikmin 2 cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=438"/>
		<updated>2018-01-09T10:15:37Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Rename cheat to something more clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin 2&#039;&#039; on the GameCube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; (GameCube, European) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
C24257F0 00000002&lt;br /&gt;
3C003FE3 60008E39&lt;br /&gt;
9004002C 00000000&lt;br /&gt;
&lt;br /&gt;
Story Mode: Play Test Map [Ralf]&lt;br /&gt;
0421C188 3FA08094&lt;br /&gt;
0421C18C 63BD2218&lt;br /&gt;
04942340 666F7265&lt;br /&gt;
04942344 73740000&lt;br /&gt;
&lt;br /&gt;
Note: Code works best on 2nd day. Do not enter caves (autosave!).&lt;br /&gt;
&lt;br /&gt;
Story Mode: Moon Jump (Press A) [Ralf]&lt;br /&gt;
06003400 00000018&lt;br /&gt;
7C7F1B78 C0040210&lt;br /&gt;
C0220060 60000000&lt;br /&gt;
D0040210 4813D288&lt;br /&gt;
04140698 4BEC2D68&lt;br /&gt;
28507D08 FEFF0100&lt;br /&gt;
0400340C EC00082A&lt;br /&gt;
E2000001 80008000&lt;br /&gt;
&lt;br /&gt;
Japanese Title Screen [Ralf]&lt;br /&gt;
043180C4 38600005&lt;br /&gt;
043BEE10 38600005&lt;br /&gt;
&lt;br /&gt;
Play E3 Demo Version [Ralf]&lt;br /&gt;
045150C4 00000001&lt;br /&gt;
&lt;br /&gt;
Play KFes Demo Version [Ralf]&lt;br /&gt;
04515124 00000001&lt;br /&gt;
&lt;br /&gt;
Play Club Nintendo Demo Version [Ralf]&lt;br /&gt;
04515134 00000001&lt;br /&gt;
&lt;br /&gt;
Unlock e-Reader Menu (Bonuses) [Ralf]&lt;br /&gt;
043EE13C 38600005&lt;br /&gt;
&lt;br /&gt;
Disable Autosave (Caves) [Ralf]&lt;br /&gt;
04515154 00000001&lt;br /&gt;
&lt;br /&gt;
Invincible Pikmin [Ralf]&lt;br /&gt;
C21499DC 00000004&lt;br /&gt;
38000005 7C03E000&lt;br /&gt;
40820010 7C1D1800&lt;br /&gt;
41810008 800300BC&lt;br /&gt;
60000000 00000000&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
&lt;br /&gt;
Super Power Pikmin [Ralf]&lt;br /&gt;
0415FA0C 386003E8&lt;br /&gt;
0415FA14 386003E8&lt;br /&gt;
&lt;br /&gt;
Pikmins Dig &amp;amp; Destroy Quickly [Ralf]&lt;br /&gt;
0410615C EC210828&lt;br /&gt;
041C98D0 C0040204&lt;br /&gt;
0426F90C EC210828&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
041943F8 48000084&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
04194618 3BE00000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
041497A0 48000020&lt;br /&gt;
04193EE8 4800005C&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Purple Ability [Ralf]&lt;br /&gt;
04149610 38600064&lt;br /&gt;
0414961C 38600064&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
0418F798 60000000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have White Ability [Ralf]&lt;br /&gt;
041141BC 38000004&lt;br /&gt;
041492E0 60000000&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
04194778 4800008C&lt;br /&gt;
041B343C 38000004&lt;br /&gt;
041F41A0 38600000&lt;br /&gt;
&lt;br /&gt;
Have Always Blue Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00000&lt;br /&gt;
&lt;br /&gt;
Have Always Red Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00001&lt;br /&gt;
&lt;br /&gt;
Have Always Yellow Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00002&lt;br /&gt;
&lt;br /&gt;
Have Always Purple Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00003&lt;br /&gt;
&lt;br /&gt;
Have Always White Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00004&lt;br /&gt;
&lt;br /&gt;
Have Always Bulbmins [Ralf]&lt;br /&gt;
0414A73C 3BE00005&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Leaves [Ralf]&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Buds [Ralf]&lt;br /&gt;
0815EE28 389F0908&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Flowers [Ralf]&lt;br /&gt;
0815EE28 389F091C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Buds [Ralf]&lt;br /&gt;
0815EE28 389F0934&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Flowers [Ralf]&lt;br /&gt;
0815EE28 389F094C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Carrots [Ralf]&lt;br /&gt;
0815EDB8 38BF08E4&lt;br /&gt;
20050010 00000000&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Syatyou (President) [Ralf]&lt;br /&gt;
0415AFC0 389F06E4&lt;br /&gt;
&lt;br /&gt;
Replace Louie With Syatyou (President) [Ralf]&lt;br /&gt;
0415B240 60000000&lt;br /&gt;
&lt;br /&gt;
Spicy Spray Doesn&#039;t Fade After Time [Ralf]&lt;br /&gt;
0414A658 60000000&lt;br /&gt;
&lt;br /&gt;
Start With All Kinds of Pikmins [Ralf]&lt;br /&gt;
08942ADC 0000000E&lt;br /&gt;
20060010 00000000&lt;br /&gt;
&lt;br /&gt;
Max Money (Story Mode) [Ralf]&lt;br /&gt;
04942A7C 000F423F&lt;br /&gt;
&lt;br /&gt;
Max Money (Challenge Mode) [Ralf]&lt;br /&gt;
049FE0AC 0001869F&lt;br /&gt;
&lt;br /&gt;
Full Exploration Kit [Ralf]&lt;br /&gt;
029429DC 00000FFF&lt;br /&gt;
&lt;br /&gt;
Piklopedia Complete [Ralf]&lt;br /&gt;
08942DB0 00000003&lt;br /&gt;
0063000C 00000000&lt;br /&gt;
&lt;br /&gt;
Open All Movies Under Bonuses [Ralf]&lt;br /&gt;
005D45FC 00000007&lt;br /&gt;
&lt;br /&gt;
Open All Challenges [Ralf]&lt;br /&gt;
085D4664 00000009&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
All Challenges Perfect [Ralf]&lt;br /&gt;
085D4664 0000003F&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
Infinite Time In Challenges [Ralf]&lt;br /&gt;
04229CBC 60000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
04519140 xxxxxxxx&lt;br /&gt;
04519170 xxxxxxxx&lt;br /&gt;
04519174 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
04519140 3F000000&lt;br /&gt;
04519170 3F000000&lt;br /&gt;
04519174 3F000000&lt;br /&gt;
&lt;br /&gt;
Giant Pikmins [Ralf]&lt;br /&gt;
04519140 40000000&lt;br /&gt;
04519170 40000000&lt;br /&gt;
04519174 40000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Louie Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Louie [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E40xxxx&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Enemies [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E404000&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Size Modifier [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D80xxxx&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Treasures [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D804000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model Size Modifier (Player, Pikmins &amp;amp; Enemies etc.) [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C00xxxx 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Models [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C004000 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pellet Color Modifier&lt;br /&gt;
&lt;br /&gt;
Red Pellet [Ralf]&lt;br /&gt;
041F929C 3BE000rr&lt;br /&gt;
041F92A0 3BC000gg&lt;br /&gt;
041F92A4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Yellow Pellet [Ralf]&lt;br /&gt;
041F92B8 3B8000FF&lt;br /&gt;
041F92B0 3BE000rr&lt;br /&gt;
041F92B4 3BC000gg&lt;br /&gt;
041F92BC 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Blue Pellet [Ralf]&lt;br /&gt;
041F92CC 3B8000FF&lt;br /&gt;
041F92C8 3BE000rr&lt;br /&gt;
041F92D0 3BC000gg&lt;br /&gt;
041F92C4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defaults (rrggbb)&lt;br /&gt;
&lt;br /&gt;
FB1100 - Red Pellet&lt;br /&gt;
FFDC33 - Yellow Pellet&lt;br /&gt;
0033FF - Blue Pellet&lt;br /&gt;
&lt;br /&gt;
Green Pellets [Ralf]&lt;br /&gt;
041F927C 48000020&lt;br /&gt;
041F929C 3BE00000&lt;br /&gt;
041F92A0 3BC000A0&lt;br /&gt;
041F92A4 3BA00020&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream Modifier [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
388000xx 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
xx = Audio Stream ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream IDs&lt;br /&gt;
&lt;br /&gt;
00 - title (TITLE)&lt;br /&gt;
01 - ff_treasureget (TREASURE_GET)&lt;br /&gt;
02 - dayend_n (DAYEND_N)&lt;br /&gt;
03 - dayend_g (DAYEND_G)&lt;br /&gt;
04 - dayend_b (DAYEND_B)&lt;br /&gt;
05 - ff_playerdown (PLAYERDOWN)&lt;br /&gt;
06 - ff_annihi (ANNIHI)&lt;br /&gt;
07 - ff_keyget (KEYGET)&lt;br /&gt;
08 - ff_doping (DOPING)&lt;br /&gt;
09 - ff_doped (DOPED)&lt;br /&gt;
0A - ff_powerupget (POWERUP_GET)&lt;br /&gt;
0B - ff_equipget (EQUIP_GET)&lt;br /&gt;
0C - ff_onyonboot (ONYONBOOT)&lt;br /&gt;
0D - ff_pikminmeet (PIKMIN_MEET)&lt;br /&gt;
0E - book (ZUKAN)&lt;br /&gt;
0F - vs_menu (VS_MENU)&lt;br /&gt;
&lt;br /&gt;
10 - omake (VS_OMAKE)&lt;br /&gt;
11 - option (OPTION)&lt;br /&gt;
12 - result (RESULT)&lt;br /&gt;
13 - u_result (U_RESULT)&lt;br /&gt;
14 - c_result (C_RESULT)&lt;br /&gt;
15 - ff_akirame (AKIRAME)&lt;br /&gt;
16 - ff_timeup (CHALLENGE_TIMEUP)&lt;br /&gt;
17 - ff_c_tget (GET_BEEDAMA)&lt;br /&gt;
18 - ff_c_playerdown (PLAYERDOWN_BTL)&lt;br /&gt;
19 - ff_c_annihi (ZENMETSU_BTL)&lt;br /&gt;
1A - ff_o_win (WIN_ORIMER_BTL)&lt;br /&gt;
1B - ff_l_win (WIN_LUGIE_BTL)&lt;br /&gt;
1C - ff_draw (DRAW_BTL)&lt;br /&gt;
1D - annihi_dayend (ZENMETSU_DAYEND)&lt;br /&gt;
1E - select (FILESELECT)&lt;br /&gt;
1F - pikmin_greet_new (PIKMIN_GREET)&lt;br /&gt;
&lt;br /&gt;
20 - ff_treasurecomp (PAY_COMPLETE)&lt;br /&gt;
21 - ff_pay (PAY_NOT_COMPLETE)&lt;br /&gt;
22 - ReadyGo_Battle (READY_GO_2P)&lt;br /&gt;
23 - ReadyGo_Challenge (READY_GO_CHALLENGE)&lt;br /&gt;
24 - Camera (CAMERA_DEMO)&lt;br /&gt;
25 - FinalFloor (FINAL_FLOOR)&lt;br /&gt;
26 - ff_in_hole (PSSTR_IN_HOLE)&lt;br /&gt;
27 - ff_treasureglad (PSSTR_TREASURE_GLAD)&lt;br /&gt;
28 - ff_out_hole (PSSTR_OUT_HOLE)&lt;br /&gt;
29 - ff_mystery (PSSTR_MYSTERY)&lt;br /&gt;
2A - ff_glad (PSSTR_GLAD)&lt;br /&gt;
2B - ff_pikminglad (PSSTR_PIKMIN_GLAD)&lt;br /&gt;
2C - start_demo (PSSTR_START_DEMO_TUTORIAL)&lt;br /&gt;
2D - ff_watch_pikmin (PSSTR_WATCH_PIKMIN)&lt;br /&gt;
2E - ff_join (PSSTR_JOIN)&lt;br /&gt;
2F - ff_onion (PSSTR_ONYON)&lt;br /&gt;
&lt;br /&gt;
30 - ff_blue_onion (PSSTR_BLUE_ONYON)&lt;br /&gt;
31 - ff_hiba (PSSTR_HIBA)&lt;br /&gt;
32 - ff_mboss (PSSTR_KUROIHITO)&lt;br /&gt;
33 - ff_explain (PSSTR_EXPLAIN)&lt;br /&gt;
34 - start_demo_o (PSSTR_START_DEMO_OTHER)&lt;br /&gt;
35 - ff_luie_start (PSSTR_LUGIE_START)&lt;br /&gt;
36 - ff_floor_in (PSSTR_FLOOR_IN)&lt;br /&gt;
37 - ff_return (PSSTR_RETURN)&lt;br /&gt;
38 - ff_c_floor_in (PSSTR_C_LOOR_IN)&lt;br /&gt;
39 - ff_underground_e (PSSTR_CHALLENGE_START)&lt;br /&gt;
3A - ff_underground_e (PSSTR_UNDERGROUND_START)&lt;br /&gt;
3B - ff_return_e (PSSTR_RETURN_E)&lt;br /&gt;
3C - ff_red_onion (PSSTR_RED_ONYON)&lt;br /&gt;
3D - ff_vs_pdownOW (PSSTR_VS_PDOWN_WIN_ORI)&lt;br /&gt;
3E - ff_vs_pdownLW (PSSTR_VS_PDOWN_WIN_LUI)&lt;br /&gt;
3F - ff_vs_pdownDR (PSSTR_VS_PDOWN_DROW)&lt;br /&gt;
&lt;br /&gt;
40 - ff_vs_annihiOW (PSSTR_VS_PIK_WIN_ORI)&lt;br /&gt;
41 - ff_vs_annihiLW (PSSTR_VS_PIK_WIN_LUI)&lt;br /&gt;
42 - ff_vs_annihiDR (PSSTR_VS_PIK_DROW)&lt;br /&gt;
43 - ff_vs_tgetOW (PSSTR_VS_BEE_WIN_ORI)&lt;br /&gt;
44 - ff_vs_tgetLW (PSSTR_VS_BEE_WIN_LUI)&lt;br /&gt;
45 - ff_vs_tgetDR (PSSTR_VS_BEE_DROW)&lt;br /&gt;
46 - ff_in_hole_u (PSSTR_IN_HOLE_U)&lt;br /&gt;
47 - ff_black_doped (PSSTR_BLACK_DOPING)&lt;br /&gt;
48 - ff_explain_f60 (PSSTR_EXPLAIN_60)&lt;br /&gt;
49 - ff_explain_f75 (PSSTR_EXPLAIN_75)&lt;br /&gt;
4A - ff_explain_f90 (PSSTR_EXPLAIN_90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Camera Demo Audio Stream [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
38800024 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (Europe)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value [Yoshi2]&lt;br /&gt;
040c9650 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Freeze RNG at value (NTSC-US) [Yoshi2]&lt;br /&gt;
040c95b0 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=704</id>
		<title>Pikmin cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=704"/>
		<updated>2018-01-09T09:55:21Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin&#039;&#039; on the Gamecube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin&#039;&#039; (GameCube, European version) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(m) [Ralf]&lt;br /&gt;
ZDU1-GGAZ-J8QVF&lt;br /&gt;
7EUH-WUPE-BWEXV&lt;br /&gt;
&lt;br /&gt;
The CodeJunkies master code is crap. This is an additional master code with better code handling.&lt;br /&gt;
&lt;br /&gt;
Enable 60Hz Mode [Ralf]&lt;br /&gt;
K79V-ZGNM-1P58Y&lt;br /&gt;
1RG4-CT0E-7TFH8&lt;br /&gt;
TRPZ-9Y7Y-45DJJ&lt;br /&gt;
ZV4V-3CF9-W8MFX&lt;br /&gt;
5CCE-WXHF-2B36Y&lt;br /&gt;
3K8C-PPBR-A3VUR&lt;br /&gt;
88XP-5T26-JMHQ7&lt;br /&gt;
&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
15ZV-P8NW-GK0QA&lt;br /&gt;
7BXK-ZK2Z-JFR1H&lt;br /&gt;
4BFH-BTFQ-TW68W&lt;br /&gt;
&lt;br /&gt;
Enable 2D Screen Checker [Ralf]&lt;br /&gt;
V644-EFYT-JFFVH&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
CTAZ-GAY6-XNX41&lt;br /&gt;
&lt;br /&gt;
Enable Game Course Clear Section [Ralf]&lt;br /&gt;
C712-G8UB-97WAN&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
U5QW-EJE4-BUBV9&lt;br /&gt;
&lt;br /&gt;
Enable Beta Camera Mode [Ralf]&lt;br /&gt;
20UN-92GV-DYUPA&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
449G-HTEN-QCDQK&lt;br /&gt;
&lt;br /&gt;
Enable Beta (E3) Camera Mode [Ralf]&lt;br /&gt;
636M-6JTG-D2XHR&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
TQEQ-17XZ-VNGVE&lt;br /&gt;
&lt;br /&gt;
Enable Beta Marker [Ralf]&lt;br /&gt;
HVXM-MZZ0-0ZMCW&lt;br /&gt;
B93V-8JQN-38C4D&lt;br /&gt;
0099-WVHZ-W35BV&lt;br /&gt;
7420-4CG5-NYU83&lt;br /&gt;
YG30-4799-QDU6B&lt;br /&gt;
&lt;br /&gt;
Infinite Time (Always Night Time) [Ralf]&lt;br /&gt;
U4EC-YDTY-F5KHQ&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
&lt;br /&gt;
Infinite Time On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
KCC2-RGZY-A9U8V&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
35G5-KXBT-U15VV&lt;br /&gt;
&lt;br /&gt;
Olimar Is Invincible [Ralf]&lt;br /&gt;
DZ0X-UUFJ-11XTT&lt;br /&gt;
6CAQ-NZZJ-VMN59&lt;br /&gt;
&lt;br /&gt;
Most Enemies Don&#039;t Attack Olimar [Ralf]&lt;br /&gt;
034C-9TWR-A0B03&lt;br /&gt;
17DZ-CC61-WFR5M&lt;br /&gt;
TERH-5HCE-R82XB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
04004000 3C608000&lt;br /&gt;
04004004 C003400C&lt;br /&gt;
04004008 480FB1D4&lt;br /&gt;
040FF1D8 4BF04E28&lt;br /&gt;
0400400C xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
NE51-HJFP-6R509&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
HK64-VCCF-YNK65&lt;br /&gt;
&lt;br /&gt;
Large Olimar [Ralf]&lt;br /&gt;
XGCB-RDZB-FTY9H&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
Q4DM-N18M-0TBXP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
040B9090 C00297F0&lt;br /&gt;
040B9098 60000000&lt;br /&gt;
040B90A0 60000000&lt;br /&gt;
043EE910 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
GH9G-GE0D-J54XY&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
C2KY-9YFT-4B1WK&lt;br /&gt;
&lt;br /&gt;
Large Pikmins [Ralf]&lt;br /&gt;
BHT6-NXQ2-6KRJT&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
N19H-5AFV-3FB4J&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
04143AEC 3C608000&lt;br /&gt;
04143AF0 C0034010&lt;br /&gt;
04143AF4 C0234010&lt;br /&gt;
04004010 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Enemies [Ralf]&lt;br /&gt;
YP8X-EPA8-MJWN4&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
JM8C-4W6Q-0DVPK&lt;br /&gt;
&lt;br /&gt;
Large Enemies [Ralf]&lt;br /&gt;
Y30M-NWR4-FJ5PH&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
QEUA-EENZ-1HN4Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moon Jump (Press A) [Ralf]&lt;br /&gt;
1UD0-PE8D-VP87J&lt;br /&gt;
J42C-2774-P312D&lt;br /&gt;
CD2X-8DYH-KQEP2&lt;br /&gt;
HNTU-BU3Q-8J43W&lt;br /&gt;
K5PE-5X8J-23P71&lt;br /&gt;
50T3-3ZGR-59FZ9&lt;br /&gt;
8Y81-XR29-1BQBG&lt;br /&gt;
K3H8-E1CV-XRYA6&lt;br /&gt;
4K0F-4WG8-J6QK7&lt;br /&gt;
WBZ5-5J8G-B2ZB1&lt;br /&gt;
X9Q3-23VK-5U0KR&lt;br /&gt;
R6QG-YNX6-47Z98&lt;br /&gt;
0GRE-X2FZ-RE697&lt;br /&gt;
4W67-5R7Z-10CZ4&lt;br /&gt;
8MZ9-3N0P-XPZ8D&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Leaves [Ralf]&lt;br /&gt;
MU6A-6HJD-D2074&lt;br /&gt;
DHR8-0JF1-0AKZW&lt;br /&gt;
B52R-2DBP-QVM0A&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Buds [Ralf]&lt;br /&gt;
N8YT-HGE4-3YCDZ&lt;br /&gt;
GJPA-FYJK-U7M0Z&lt;br /&gt;
THCZ-0WM9-650FN&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Flowers [Ralf]&lt;br /&gt;
G2E4-QKG4-HDTQW&lt;br /&gt;
ZDJM-3JNG-1NYK7&lt;br /&gt;
VBUJ-VY0T-TCQJ6&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
7N73-8YRG-29F36&lt;br /&gt;
EFGJ-F7TV-VHPDM&lt;br /&gt;
CQY2-6RNJ-YF401&lt;br /&gt;
9M8F-XXMD-8AYKQ&lt;br /&gt;
HE0G-XTVM-6N7GF&lt;br /&gt;
JXWC-T1M3-8Q0YC&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
458Q-JKMH-DR03M&lt;br /&gt;
NFKQ-F8Y7-FQYY9&lt;br /&gt;
7VXJ-VGN1-RHPBH&lt;br /&gt;
7AU3-3A95-Z6QZA&lt;br /&gt;
32YQ-R8UJ-JMW3Q&lt;br /&gt;
YNXG-WE9C-1ZNY4&lt;br /&gt;
0PYH-VRA2-N2VUE&lt;br /&gt;
Y21P-ZGK7-1NYQU&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
Q2ZR-81JA-NVPZB&lt;br /&gt;
ZVEW-PK61-4QV51&lt;br /&gt;
VUDG-1ZM2-Y12N2&lt;br /&gt;
48E1-Q0RT-HJC62&lt;br /&gt;
8D52-WZ9C-3QENT&lt;br /&gt;
TB94-H903-EVAVF&lt;br /&gt;
WYZ9-H1Q2-6CRNU&lt;br /&gt;
RWH3-YYZ7-MH2G7&lt;br /&gt;
XT90-V18N-3MF78&lt;br /&gt;
M15V-A6HP-2ZD6T&lt;br /&gt;
&lt;br /&gt;
Olimar Wears No Space Suit [Ralf]&lt;br /&gt;
F5HN-U00R-QPB1P&lt;br /&gt;
XN97-CEWB-BYE1Y&lt;br /&gt;
DHYT-91D9-VCEER&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Beta Olimar [Ralf]&lt;br /&gt;
EMXQ-GK8Y-1UWJW&lt;br /&gt;
8UE8-N12W-A9RH6&lt;br /&gt;
MWW8-E53W-HKZ8M&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MiniOlis [Ralf]&lt;br /&gt;
W1JQ-KPPD-9C15N&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Beta MiniOlis [Ralf]&lt;br /&gt;
9FEF-PQZA-13XNT&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
J1HN-NJ2F-Y0T58&lt;br /&gt;
2GET-EDMQ-KAWUT&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With OliPikis [Ralf]&lt;br /&gt;
W5UE-ZGC5-JUGR4&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
0C8V-AZQX-19YBM&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MushiPikis [Ralf]&lt;br /&gt;
GQYN-QCMW-QATR3&lt;br /&gt;
7V7P-30FW-RV17C&lt;br /&gt;
NK8R-W0VJ-M51P0&lt;br /&gt;
W8K2-J0C4-9B71C&lt;br /&gt;
J41B-DJ4W-8EVW8&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
87DA-UCGT-0PEV9&lt;br /&gt;
56FD-NFAW-TE5TV&lt;br /&gt;
CMHA-TZ1M-0WU43&lt;br /&gt;
EFD7-13B1-DN0RH&lt;br /&gt;
&lt;br /&gt;
Walk Under Water [Ralf]&lt;br /&gt;
3NH0-39JR-53B0M&lt;br /&gt;
FRHQ-CVU0-0UWNF&lt;br /&gt;
&lt;br /&gt;
Quick Wall Destruction [Ralf]&lt;br /&gt;
73Q2-Q6RA-7MK59&lt;br /&gt;
UEAH-UJPC-4C9ZA&lt;br /&gt;
&lt;br /&gt;
No Leaf/Bud/Flower (Pikmin) [Ralf]&lt;br /&gt;
Z7NA-0X1J-30AUB&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
&lt;br /&gt;
Grow Flower Pikmin (Works On All Days) [Ralf]&lt;br /&gt;
7W7Q-XT1U-E15CR&lt;br /&gt;
5UK5-42G0-TYDP5&lt;br /&gt;
&lt;br /&gt;
Show Debug Text [Ralf]&lt;br /&gt;
H36P-F9NT-UAVF0&lt;br /&gt;
QZEW-FDJP-7ZZRM&lt;br /&gt;
&lt;br /&gt;
Map Debug On/Off (Press DPad Up/Down) [Ralf]&lt;br /&gt;
694A-E83H-XZ1ZM&lt;br /&gt;
0WRR-GKZ0-UF0Q2&lt;br /&gt;
ZEBW-JDYY-8U7TG&lt;br /&gt;
B0G8-833D-5ZXXQ&lt;br /&gt;
EWRZ-QKAA-WEUTA&lt;br /&gt;
&lt;br /&gt;
Debug Paths On/Off (Press R + DPad Up/Down) [Ralf]&lt;br /&gt;
A8X1-RPWU-ATXYA&lt;br /&gt;
5W7J-MW3B-Q3234&lt;br /&gt;
B8P6-KM80-20YY5&lt;br /&gt;
E80X-71XN-78QNX&lt;br /&gt;
WH53-31PX-JKF14&lt;br /&gt;
&lt;br /&gt;
Debug SE Infos On/Off (Press L + DPad Up/Down) [Ralf]&lt;br /&gt;
44A1-JG10-XRGW1&lt;br /&gt;
5H0U-560E-12KBX&lt;br /&gt;
0CGJ-GCB3-5HWBB&lt;br /&gt;
1C90-H2BG-WPXVX&lt;br /&gt;
Q0XD-W8ZH-CPDW4&lt;br /&gt;
&lt;br /&gt;
Debug Vectors On/Off (Press L + DPad Left/Right) [Ralf]&lt;br /&gt;
EJP8-K42W-XKXB4&lt;br /&gt;
ZB0J-A9WX-UWJ8Y&lt;br /&gt;
7HUQ-DKDP-5ZVX4&lt;br /&gt;
DNP3-7NUR-07HDH&lt;br /&gt;
RX9N-AWCX-EZZ25&lt;br /&gt;
&lt;br /&gt;
Enemy Debug Spheres On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
59XT-QN7A-EXX3A&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
AXMZ-Z70R-GWNY9&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
X25G-FX6Y-5RFVY&lt;br /&gt;
&lt;br /&gt;
Note: Activated code may slow down the game.&lt;br /&gt;
&lt;br /&gt;
Plants On/Off (Press A + DPad Up/Down) [Ralf]&lt;br /&gt;
950W-XW9X-1XX0B&lt;br /&gt;
P2Z7-2CZM-N2669&lt;br /&gt;
RUPG-P02D-T23UP&lt;br /&gt;
RQG6-HZVC-3AP8V&lt;br /&gt;
J88U-QC6J-GH83W&lt;br /&gt;
&lt;br /&gt;
Night Mode On/Off (Press A + DPad Left/Right) [Ralf]&lt;br /&gt;
U76M-YVBF-KKDF3&lt;br /&gt;
DMAH-XR6U-XYRD4&lt;br /&gt;
5EX9-GY0E-8DP6V&lt;br /&gt;
NT8K-MCJX-EBJRV&lt;br /&gt;
2HWU-9MZG-P9BJ1&lt;br /&gt;
&lt;br /&gt;
Everything Jump On/Off (Press R + DPad Left/Right) [Ralf]&lt;br /&gt;
V6R3-Y6N2-WVHGX&lt;br /&gt;
QC2A-6DWE-8G6BG&lt;br /&gt;
3X9H-6TRD-Z7E7C&lt;br /&gt;
DDK7-5VBP-746Z1&lt;br /&gt;
ND92-T752-24AUN&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Goombas [Ralf]&lt;br /&gt;
23J0-Y8W4-R51ZQ&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
FJHR-RPRX-W3RCF&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
K3W3-FC3U-ZMBGQ&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
39AM-FVJ5-V1RWC&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
QPQB-U6J0-NV4XB&lt;br /&gt;
&lt;br /&gt;
Replace Plants With M128 Keys [Ralf]&lt;br /&gt;
32TD-YC11-YVWUN&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5TUQ-55F3-C45VB&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
47AZ-WPQP-N21M7&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
05QC-HMQT-YY8PD&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
WDCJ-GB1F-2TZZD&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Red Beta Pellets [Ralf]&lt;br /&gt;
ZTAG-VTDB-5543U&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5F66-93Q8-930HT&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
6X1P-5CZ1-REDQ6&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
ZV0T-9ZZT-7JJQH&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
60NZ-V8XG-A9VC0&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With Play3 Map [Ralf]&lt;br /&gt;
EEVY-NZ7K-QMJ71&lt;br /&gt;
VUYB-RWT9-F1VGV&lt;br /&gt;
40XV-XHXG-0ZB0J&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With E3 Play3 Map [Ralf]&lt;br /&gt;
4ZAH-3MDQ-0YAUX&lt;br /&gt;
WK16-X2M9-BEHNP&lt;br /&gt;
6285-XGR7-34092&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Impact Site Map with ...&lt;br /&gt;
&lt;br /&gt;
Test Map [Ralf]&lt;br /&gt;
YJ2E-PRAC-N9HJY&lt;br /&gt;
G8X1-9JUV-PAEV5&lt;br /&gt;
XPKE-X9QR-EXFQA&lt;br /&gt;
5P7W-FZVQ-PC8UT&lt;br /&gt;
HN6F-D8HT-F4736&lt;br /&gt;
&lt;br /&gt;
Map06 [Ralf]&lt;br /&gt;
46MC-88TN-QCZVV&lt;br /&gt;
CZAJ-W08M-97879&lt;br /&gt;
3DTP-YMN6-4EV2K&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Play3 Map [Ralf]&lt;br /&gt;
NU9A-PKR4-DVU5P&lt;br /&gt;
U86B-ZD81-NDAU5&lt;br /&gt;
EPHM-2PD8-H75Z3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
E3 Play3 Map [Ralf]&lt;br /&gt;
U78A-K042-PV3FE&lt;br /&gt;
HMJR-98NQ-3MHJ6&lt;br /&gt;
FZ2X-DY6T-F0HA3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Shape Test Map [Ralf]&lt;br /&gt;
VB3D-0CN4-BWZ2V&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Tutorial 1 Map [Ralf]&lt;br /&gt;
XK5A-RGPZ-6PXGH&lt;br /&gt;
3Z69-F9PF-XXBD6&lt;br /&gt;
5WTR-C4F4-QECA8&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
UFO Practice Map [Ralf]&lt;br /&gt;
80NK-FRQ2-U5HXE&lt;br /&gt;
56Z7-H0HQ-8R2YX&lt;br /&gt;
K7RV-GHQ2-VN52V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest of Hope Map with ...&lt;br /&gt;
&lt;br /&gt;
Anim Test Map [Ralf]&lt;br /&gt;
M6QE-YKV9-TJG00&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Code Test Map [Ralf]&lt;br /&gt;
A9M0-8Q12-Y980M&lt;br /&gt;
VDKX-HYZK-PA2WU&lt;br /&gt;
84KB-E1E9-Y2NMW&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Play4 Map [Ralf]&lt;br /&gt;
X2FG-B9V8-3F4RG&lt;br /&gt;
V60M-UZHF-EGVH0&lt;br /&gt;
9GJ4-PNHT-K90A9&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Route Map [Ralf]&lt;br /&gt;
7U70-MR8B-0N8HE&lt;br /&gt;
80DX-7XTN-J3M8R&lt;br /&gt;
F7E8-FK4D-AHWE0&lt;br /&gt;
Z5YZ-JJ05-361P5&lt;br /&gt;
ABWR-F7Z8-KEGVC&lt;br /&gt;
&lt;br /&gt;
Tutorial 2 Map [Ralf]&lt;br /&gt;
TVPT-3VKC-9048C&lt;br /&gt;
JJZG-Z8XC-Z9W8K&lt;br /&gt;
CHJV-DCD6-16089&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
UFO Stage 1 Map [Ralf]&lt;br /&gt;
C8XQ-H37Z-XZR4B&lt;br /&gt;
V441-4JNW-58860&lt;br /&gt;
XEM0-4J2Y-TG784&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest Navel Map with ...&lt;br /&gt;
&lt;br /&gt;
Bridge Test Map [Ralf]&lt;br /&gt;
6P9C-X4WX-3G603&lt;br /&gt;
6MD7-RY3D-551F0&lt;br /&gt;
C9Y7-46J4-BDEKG&lt;br /&gt;
WJVT-DNA5-4UX0V&lt;br /&gt;
E06C-RXAM-3DJM3&lt;br /&gt;
&lt;br /&gt;
Demo Map [Ralf]&lt;br /&gt;
Z542-56AM-JJ8K4&lt;br /&gt;
XK2Y-MYN0-J81C7&lt;br /&gt;
E50B-R80G-FYQE7&lt;br /&gt;
RYVX-BE8N-N3K9V&lt;br /&gt;
MYZB-1XWB-7HV0A&lt;br /&gt;
&lt;br /&gt;
Play Boss Map [Ralf]&lt;br /&gt;
4R9U-V5TC-Z3B2J&lt;br /&gt;
2BAC-656E-WZQHT&lt;br /&gt;
CRPA-8TZA-WU16T&lt;br /&gt;
C1VX-NWA6-69E4K&lt;br /&gt;
C9JD-D080-K946K&lt;br /&gt;
&lt;br /&gt;
UFO Stage 2 Map [Ralf]&lt;br /&gt;
AWRD-NDC1-M4K01&lt;br /&gt;
HKM3-EMK8-X90WE&lt;br /&gt;
19GV-MW62-CUK3J&lt;br /&gt;
&lt;br /&gt;
UFO Test Map [Ralf]&lt;br /&gt;
Q141-NHYQ-PDD7F&lt;br /&gt;
WXPJ-7Z7Y-2NCCP&lt;br /&gt;
Y7JV-FGX8-RFBPE&lt;br /&gt;
3YA6-H8XT-8AFQ8&lt;br /&gt;
131J-QYUC-97EKF&lt;br /&gt;
&lt;br /&gt;
VS1 Map [Ralf]&lt;br /&gt;
49Q5-ZPG2-0DH9V&lt;br /&gt;
RQ9D-AJEA-91ZC5&lt;br /&gt;
V81J-2MAY-BTVV4&lt;br /&gt;
EZ3M-474K-MNFRN&lt;br /&gt;
ERY7-TQ16-462UD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Distant Spring Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 1 Map [Ralf]&lt;br /&gt;
FP9V-KMM1-4FJZ2&lt;br /&gt;
NY82-HEXW-G9Y95&lt;br /&gt;
0JC1-VEZJ-JA4DU&lt;br /&gt;
R915-WFXV-GYM5Z&lt;br /&gt;
MM99-N1FR-7UHXH&lt;br /&gt;
&lt;br /&gt;
Teki 2 Map [Ralf]&lt;br /&gt;
Q1CC-F8R3-7ARYD&lt;br /&gt;
49N2-BJJ4-8A7JG&lt;br /&gt;
5K42-NNU6-429RF&lt;br /&gt;
YXNG-1M90-XZVWZ&lt;br /&gt;
FB69-RNAK-B12M6&lt;br /&gt;
&lt;br /&gt;
Teki 3 Map [Ralf]&lt;br /&gt;
BRAT-ZRHB-1JC3P&lt;br /&gt;
H36M-28UP-6D78B&lt;br /&gt;
B2BX-NH3N-GR8WM&lt;br /&gt;
37GG-TXNT-G2UHG&lt;br /&gt;
C3ZV-XMDV-3DJVZ&lt;br /&gt;
&lt;br /&gt;
Teki 4 Map [Ralf]&lt;br /&gt;
Y0HK-F1AN-D8V5W&lt;br /&gt;
19NW-Z3E6-58HUZ&lt;br /&gt;
G3ZV-FBWU-96VCG&lt;br /&gt;
4C2T-222G-1649P&lt;br /&gt;
GUBB-0ZD0-9CWW3&lt;br /&gt;
&lt;br /&gt;
UFO Stage 3 Map [Ralf]&lt;br /&gt;
649Z-QDXP-RPH0D&lt;br /&gt;
C6BT-0TD9-48B61&lt;br /&gt;
P7U5-EEMX-M9NVA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Final Trial Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 5 Map [Ralf]&lt;br /&gt;
CJM8-3GU3-UX9F3&lt;br /&gt;
91TJ-3Q0Y-0V8HP&lt;br /&gt;
VKDD-Q6B7-JRHAU&lt;br /&gt;
D327-BX9B-NNNWZ&lt;br /&gt;
XBK9-NHGN-PJ9UP&lt;br /&gt;
&lt;br /&gt;
Teki 6 Map [Ralf]&lt;br /&gt;
5F1U-9N32-9YN2Y&lt;br /&gt;
UJ6C-EJCJ-Y55EN&lt;br /&gt;
WZ39-C7AQ-KJNQD&lt;br /&gt;
QEN0-MFGA-E27W2&lt;br /&gt;
RAK2-2EJR-04FHG&lt;br /&gt;
&lt;br /&gt;
Teki 7 Map [Ralf]&lt;br /&gt;
Q9U7-HPQZ-NYC75&lt;br /&gt;
9WBN-0147-1D2YZ&lt;br /&gt;
666X-G2R3-C6JAC&lt;br /&gt;
ZV7X-2XHW-8ZM6V&lt;br /&gt;
C0VG-QEC2-0XA16&lt;br /&gt;
&lt;br /&gt;
Teki 8 Map [Ralf]&lt;br /&gt;
8NY4-GDEX-AF74Y&lt;br /&gt;
95T8-BUWX-VPWF1&lt;br /&gt;
TWUW-EBR7-7DGB8&lt;br /&gt;
5E8Y-D5Y8-WGTBV&lt;br /&gt;
M4P7-EKUX-NKABD&lt;br /&gt;
&lt;br /&gt;
UFO Last Map [Ralf]&lt;br /&gt;
ERGN-BDPR-38RNX&lt;br /&gt;
RK28-5JZ6-EDXYM&lt;br /&gt;
NX1E-RV7B-99KNE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Map Modifier [Ralf]&lt;br /&gt;
0405644C 4BFAD5B4&lt;br /&gt;
04003A08 801D0024&lt;br /&gt;
04003A0C 48052A44&lt;br /&gt;
04003A00 3C80xxxx&lt;br /&gt;
04003A04 6084yyyy&lt;br /&gt;
&lt;br /&gt;
xxxxyyyy = Map ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map IDs&lt;br /&gt;
&lt;br /&gt;
00000000 - Story Mode Impact Site Map&lt;br /&gt;
00010001 - Story Mode Forest of Hope Map&lt;br /&gt;
00020002 - Story Mode Forest Navel Map&lt;br /&gt;
00030003 - Story Mode Distant Spring Map&lt;br /&gt;
00040004 - Story Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
00050005 - Demo Map&lt;br /&gt;
00060005 - Teki 1 Map&lt;br /&gt;
00070005 - Teki 2 Map&lt;br /&gt;
00080005 - Teki 3 Map&lt;br /&gt;
00090005 - Teki 4 Map&lt;br /&gt;
000A0005 - Teki 5 Map&lt;br /&gt;
000B0005 - Teki 6 Map&lt;br /&gt;
000C0005 - Teki 7 Map&lt;br /&gt;
000D0005 - Teki 8 Map&lt;br /&gt;
000E0005 - Test Map&lt;br /&gt;
000F0005 - Shape Test Map&lt;br /&gt;
&lt;br /&gt;
00100000 - Challenge Mode Impact Site Map&lt;br /&gt;
00110001 - Challenge Mode Forest of Hope Map&lt;br /&gt;
00120002 - Challenge Mode Forest Navel Map&lt;br /&gt;
00130003 - Challenge Mode Distant Spring Map&lt;br /&gt;
00140004 - Challenge Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Codes&lt;br /&gt;
&lt;br /&gt;
Play Demo Map [Ralf]&lt;br /&gt;
2ZRD-71NH-ENJ1D&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
W72R-ABTK-A1H1V&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 1 Map [Ralf]&lt;br /&gt;
JR3D-W75A-H3VH1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
1Z9B-N4Y9-JZ77F&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 2 Map [Ralf]&lt;br /&gt;
W92J-94GK-RM839&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
YNKE-JPAU-66M75&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 3 Map [Ralf]&lt;br /&gt;
Y43B-HQHX-UR3YG&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N864-XHAG-C0FRR&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 4 Map [Ralf]&lt;br /&gt;
FCT2-EF38-XW76R&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8NA7-ZKJR-MJHAN&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 5 Map [Ralf]&lt;br /&gt;
PAV6-JDFN-Y58XY&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
WNGW-J6TV-U40AP&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 6 Map [Ralf]&lt;br /&gt;
V22C-GW1X-F2WV1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N50K-ECRM-8HQFH&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 7 Map [Ralf]&lt;br /&gt;
JQDZ-UV25-QWC8J&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
ZD3N-RHDY-4ZFXX&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 8 Map [Ralf]&lt;br /&gt;
XY7W-B7NU-K5MPQ&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
4RZ1-16XW-G67Q8&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Test Map [Ralf]&lt;br /&gt;
Y89D-CJ6M-5ERF4&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8DZP-MCK7-2KPPJ&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Shape Test Map [Ralf]&lt;br /&gt;
W6TW-GWFN-4BH33&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
AR8F-R4T4-U8TAE&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie Modifier [Ralf]&lt;br /&gt;
00000000 822AF246&lt;br /&gt;
0000xxxx 00060002&lt;br /&gt;
&lt;br /&gt;
xxxx = Movie ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie IDs&lt;br /&gt;
&lt;br /&gt;
F1B4 - Demo 1&lt;br /&gt;
F1CC - Demo 2&lt;br /&gt;
F1E4 - Demo 3&lt;br /&gt;
F1FC - Demo 4&lt;br /&gt;
F214 - Ending&lt;br /&gt;
F22C - Happy Ending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Ending Movie [Ralf]&lt;br /&gt;
986Z-PJEA-3D8UB&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
7YJ2-8GTQ-F3VZH&lt;br /&gt;
&lt;br /&gt;
Play Happy Ending Movie [Ralf]&lt;br /&gt;
NA7E-JDGQ-RE08W&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
F0J6-7VWE-6EYW4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background Music Modifier [Ralf]&lt;br /&gt;
04019420 281E0000&lt;br /&gt;
04019424 4182001C&lt;br /&gt;
04019428 48000014&lt;br /&gt;
0401943C 3B8000xx&lt;br /&gt;
&lt;br /&gt;
xx = Song ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Song IDs&lt;br /&gt;
&lt;br /&gt;
01 - SysEvent (TIS)&lt;br /&gt;
04 - Tutorial (TIS)&lt;br /&gt;
05 - Play3 (TFH)&lt;br /&gt;
07 - Jungle (title)&lt;br /&gt;
09 - Yaku (TDS)&lt;br /&gt;
0A - Cave (TFN)&lt;br /&gt;
0B - Boss2 (Beady Long Legs)&lt;br /&gt;
0C - Map (Map screen)&lt;br /&gt;
10 - Boss3 (Emperor Bulblax)&lt;br /&gt;
11 - Flow (TFT)&lt;br /&gt;
12 - Select (Save select)&lt;br /&gt;
13 - Char (Challenge Mode)&lt;br /&gt;
14 - CResult (Challenge Mode result)&lt;br /&gt;
15 - FResult (Final Analysis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Yaku (BGM) [Ralf]&lt;br /&gt;
GE0N-PRNE-CCWH7&lt;br /&gt;
CH9C-C6Y3-P35X1&lt;br /&gt;
0YVX-WK0Y-YQDX8&lt;br /&gt;
FX3C-FKZD-M744C&lt;br /&gt;
C14E-YKH8-QBZZR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plants Modifier [Ralf]&lt;br /&gt;
0411A8BC 60000000&lt;br /&gt;
0411AE84 38A000xx&lt;br /&gt;
&lt;br /&gt;
xx = Plant ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plant IDs&lt;br /&gt;
&lt;br /&gt;
00 - Clover&lt;br /&gt;
01 - Chidome (Lawn Pennywort)&lt;br /&gt;
02 - Hutaba (Wild Ginger)&lt;br /&gt;
03 - Ine (Rice Plant)&lt;br /&gt;
04 - Tanpopo (Dandelion)&lt;br /&gt;
05 - Large Ooinu (Field Speedwell)&lt;br /&gt;
06 - Small Ooinu (Field Speedwell)&lt;br /&gt;
07 - Mizukusa (Water Plant)&lt;br /&gt;
08 - Large Wakame (Seaweed)&lt;br /&gt;
09 - Small Wakame (Seaweed)&lt;br /&gt;
0A - Kinoko (Mushrooms)&lt;br /&gt;
0B - Hae (Flies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Mushrooms [Ralf]&lt;br /&gt;
N2NK-ENHY-3YAM0&lt;br /&gt;
CDHY-UAG9-F2JET&lt;br /&gt;
FU1Z-PYCW-0ZDRU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v1 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5FD&lt;br /&gt;
04015D48 4BFFF551&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15)&lt;br /&gt;
yy = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of all banks with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v2 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5F5&lt;br /&gt;
04015D48 4BFFF549&lt;br /&gt;
04015290 280300zz&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx/zz = Bank (00..15)&lt;br /&gt;
yy    = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of bank zz with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Replacer [Ralf]&lt;br /&gt;
04015C9C 4BFFF5ED&lt;br /&gt;
04015D48 4BFFF541&lt;br /&gt;
04015288 280300ii&lt;br /&gt;
0401528C 40820014&lt;br /&gt;
04015290 280400jj&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
Replaces instrument jj of bank ii with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Percussion Modifier [Ralf]&lt;br /&gt;
04015FC4 4BFFF275&lt;br /&gt;
04015238 386000xx&lt;br /&gt;
0401523C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15, Default: 00)&lt;br /&gt;
yy = Percussion ID (Default: E7)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Fix RNG (NTSC-US) [Yoshi2]&lt;br /&gt;
0400d78c 3860xxxx&lt;br /&gt;
04218080 3c00yyyy&lt;br /&gt;
*The first line modifies GetRandom_s32 to return xxxx,&lt;br /&gt;
* the second line modifies rand to always return yyyy. rand will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=437</id>
		<title>Pikmin 2 cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_cheat_codes&amp;diff=437"/>
		<updated>2018-01-09T09:53:48Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists Action Replay and Gecko codes for &#039;&#039;Pikmin 2&#039;&#039; on the GameCube.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes (Europe)===&lt;br /&gt;
&#039;&#039;Pikmin 2&#039;&#039; (GameCube, European) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
C24257F0 00000002&lt;br /&gt;
3C003FE3 60008E39&lt;br /&gt;
9004002C 00000000&lt;br /&gt;
&lt;br /&gt;
Story Mode: Play Test Map [Ralf]&lt;br /&gt;
0421C188 3FA08094&lt;br /&gt;
0421C18C 63BD2218&lt;br /&gt;
04942340 666F7265&lt;br /&gt;
04942344 73740000&lt;br /&gt;
&lt;br /&gt;
Note: Code works best on 2nd day. Do not enter caves (autosave!).&lt;br /&gt;
&lt;br /&gt;
Story Mode: Moon Jump (Press A) [Ralf]&lt;br /&gt;
06003400 00000018&lt;br /&gt;
7C7F1B78 C0040210&lt;br /&gt;
C0220060 60000000&lt;br /&gt;
D0040210 4813D288&lt;br /&gt;
04140698 4BEC2D68&lt;br /&gt;
28507D08 FEFF0100&lt;br /&gt;
0400340C EC00082A&lt;br /&gt;
E2000001 80008000&lt;br /&gt;
&lt;br /&gt;
Japanese Title Screen [Ralf]&lt;br /&gt;
043180C4 38600005&lt;br /&gt;
043BEE10 38600005&lt;br /&gt;
&lt;br /&gt;
Play E3 Demo Version [Ralf]&lt;br /&gt;
045150C4 00000001&lt;br /&gt;
&lt;br /&gt;
Play KFes Demo Version [Ralf]&lt;br /&gt;
04515124 00000001&lt;br /&gt;
&lt;br /&gt;
Play Club Nintendo Demo Version [Ralf]&lt;br /&gt;
04515134 00000001&lt;br /&gt;
&lt;br /&gt;
Unlock e-Reader Menu (Bonuses) [Ralf]&lt;br /&gt;
043EE13C 38600005&lt;br /&gt;
&lt;br /&gt;
Disable Autosave (Caves) [Ralf]&lt;br /&gt;
04515154 00000001&lt;br /&gt;
&lt;br /&gt;
Invincible Pikmin [Ralf]&lt;br /&gt;
C21499DC 00000004&lt;br /&gt;
38000005 7C03E000&lt;br /&gt;
40820010 7C1D1800&lt;br /&gt;
41810008 800300BC&lt;br /&gt;
60000000 00000000&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
&lt;br /&gt;
Super Power Pikmin [Ralf]&lt;br /&gt;
0415FA0C 386003E8&lt;br /&gt;
0415FA14 386003E8&lt;br /&gt;
&lt;br /&gt;
Pikmins Dig &amp;amp; Destroy Quickly [Ralf]&lt;br /&gt;
0410615C EC210828&lt;br /&gt;
041C98D0 C0040204&lt;br /&gt;
0426F90C EC210828&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
041943F8 48000084&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
041487E8 48000054&lt;br /&gt;
04148DAC 480000BC&lt;br /&gt;
04194618 3BE00000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
041497A0 48000020&lt;br /&gt;
04193EE8 4800005C&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Purple Ability [Ralf]&lt;br /&gt;
04149610 38600064&lt;br /&gt;
0414961C 38600064&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
0418F798 60000000&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have White Ability [Ralf]&lt;br /&gt;
041141BC 38000004&lt;br /&gt;
041492E0 60000000&lt;br /&gt;
0415FA08 60000000&lt;br /&gt;
04194778 4800008C&lt;br /&gt;
041B343C 38000004&lt;br /&gt;
041F41A0 38600000&lt;br /&gt;
&lt;br /&gt;
Have Always Blue Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00000&lt;br /&gt;
&lt;br /&gt;
Have Always Red Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00001&lt;br /&gt;
&lt;br /&gt;
Have Always Yellow Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00002&lt;br /&gt;
&lt;br /&gt;
Have Always Purple Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00003&lt;br /&gt;
&lt;br /&gt;
Have Always White Pikmins [Ralf]&lt;br /&gt;
0414A73C 3BE00004&lt;br /&gt;
&lt;br /&gt;
Have Always Bulbmins [Ralf]&lt;br /&gt;
0414A73C 3BE00005&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Leaves [Ralf]&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Buds [Ralf]&lt;br /&gt;
0815EE28 389F0908&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Flowers [Ralf]&lt;br /&gt;
0815EE28 389F091C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Buds [Ralf]&lt;br /&gt;
0815EE28 389F0934&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
All Pikmins Have Purple Flowers [Ralf]&lt;br /&gt;
0815EE28 389F094C&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Carrots [Ralf]&lt;br /&gt;
0815EDB8 38BF08E4&lt;br /&gt;
20050010 00000000&lt;br /&gt;
0815EE28 389F08F0&lt;br /&gt;
20040024 00000000&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Syatyou (President) [Ralf]&lt;br /&gt;
0415AFC0 389F06E4&lt;br /&gt;
&lt;br /&gt;
Replace Louie With Syatyou (President) [Ralf]&lt;br /&gt;
0415B240 60000000&lt;br /&gt;
&lt;br /&gt;
Spicy Spray Doesn&#039;t Fade After Time [Ralf]&lt;br /&gt;
0414A658 60000000&lt;br /&gt;
&lt;br /&gt;
Start With All Kinds of Pikmins [Ralf]&lt;br /&gt;
08942ADC 0000000E&lt;br /&gt;
20060010 00000000&lt;br /&gt;
&lt;br /&gt;
Max Money (Story Mode) [Ralf]&lt;br /&gt;
04942A7C 000F423F&lt;br /&gt;
&lt;br /&gt;
Max Money (Challenge Mode) [Ralf]&lt;br /&gt;
049FE0AC 0001869F&lt;br /&gt;
&lt;br /&gt;
Full Exploration Kit [Ralf]&lt;br /&gt;
029429DC 00000FFF&lt;br /&gt;
&lt;br /&gt;
Piklopedia Complete [Ralf]&lt;br /&gt;
08942DB0 00000003&lt;br /&gt;
0063000C 00000000&lt;br /&gt;
&lt;br /&gt;
Open All Movies Under Bonuses [Ralf]&lt;br /&gt;
005D45FC 00000007&lt;br /&gt;
&lt;br /&gt;
Open All Challenges [Ralf]&lt;br /&gt;
085D4664 00000009&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
All Challenges Perfect [Ralf]&lt;br /&gt;
085D4664 0000003F&lt;br /&gt;
101D001C 00000000&lt;br /&gt;
&lt;br /&gt;
Infinite Time In Challenges [Ralf]&lt;br /&gt;
04229CBC 60000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
04519140 xxxxxxxx&lt;br /&gt;
04519170 xxxxxxxx&lt;br /&gt;
04519174 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
04519140 3F000000&lt;br /&gt;
04519170 3F000000&lt;br /&gt;
04519174 3F000000&lt;br /&gt;
&lt;br /&gt;
Giant Pikmins [Ralf]&lt;br /&gt;
04519140 40000000&lt;br /&gt;
04519170 40000000&lt;br /&gt;
04519174 40000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
180029DC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Louie Size Modifier [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC xxxxxxxx&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3FC00000 = 1.5 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Louie [Ralf]&lt;br /&gt;
48000000 809FDE18&lt;br /&gt;
DE000000 80B08180&lt;br /&gt;
18002CFC 3F000000&lt;br /&gt;
20020004 00000000&lt;br /&gt;
E0000000 80008000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E40xxxx&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Enemies [Ralf]&lt;br /&gt;
C2105514 00000003&lt;br /&gt;
C0030200 3E404000&lt;br /&gt;
92430168 9243016C&lt;br /&gt;
92430170 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Size Modifier [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D80xxxx&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Treasures [Ralf]&lt;br /&gt;
0416A268 91830018&lt;br /&gt;
0416A270 9183001C&lt;br /&gt;
0416A278 91830020&lt;br /&gt;
0416A260 3D804000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model Size Modifier (Player, Pikmins &amp;amp; Enemies etc.) [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C00xxxx 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
x2.0 - 4000&lt;br /&gt;
x1.0 - 3F80&lt;br /&gt;
x0.5 - 3F00&lt;br /&gt;
&lt;br /&gt;
Big Models [Ralf]&lt;br /&gt;
C2428950 00000003&lt;br /&gt;
3C004000 90040000&lt;br /&gt;
90040004 90040008&lt;br /&gt;
C0240000 00000000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pellet Color Modifier&lt;br /&gt;
&lt;br /&gt;
Red Pellet [Ralf]&lt;br /&gt;
041F929C 3BE000rr&lt;br /&gt;
041F92A0 3BC000gg&lt;br /&gt;
041F92A4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Yellow Pellet [Ralf]&lt;br /&gt;
041F92B8 3B8000FF&lt;br /&gt;
041F92B0 3BE000rr&lt;br /&gt;
041F92B4 3BC000gg&lt;br /&gt;
041F92BC 3BA000bb&lt;br /&gt;
&lt;br /&gt;
Blue Pellet [Ralf]&lt;br /&gt;
041F92CC 3B8000FF&lt;br /&gt;
041F92C8 3BE000rr&lt;br /&gt;
041F92D0 3BC000gg&lt;br /&gt;
041F92C4 3BA000bb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defaults (rrggbb)&lt;br /&gt;
&lt;br /&gt;
FB1100 - Red Pellet&lt;br /&gt;
FFDC33 - Yellow Pellet&lt;br /&gt;
0033FF - Blue Pellet&lt;br /&gt;
&lt;br /&gt;
Green Pellets [Ralf]&lt;br /&gt;
041F927C 48000020&lt;br /&gt;
041F929C 3BE00000&lt;br /&gt;
041F92A0 3BC000A0&lt;br /&gt;
041F92A4 3BA00020&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream Modifier [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
388000xx 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&lt;br /&gt;
xx = Audio Stream ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Audio Stream IDs&lt;br /&gt;
&lt;br /&gt;
00 - title (TITLE)&lt;br /&gt;
01 - ff_treasureget (TREASURE_GET)&lt;br /&gt;
02 - dayend_n (DAYEND_N)&lt;br /&gt;
03 - dayend_g (DAYEND_G)&lt;br /&gt;
04 - dayend_b (DAYEND_B)&lt;br /&gt;
05 - ff_playerdown (PLAYERDOWN)&lt;br /&gt;
06 - ff_annihi (ANNIHI)&lt;br /&gt;
07 - ff_keyget (KEYGET)&lt;br /&gt;
08 - ff_doping (DOPING)&lt;br /&gt;
09 - ff_doped (DOPED)&lt;br /&gt;
0A - ff_powerupget (POWERUP_GET)&lt;br /&gt;
0B - ff_equipget (EQUIP_GET)&lt;br /&gt;
0C - ff_onyonboot (ONYONBOOT)&lt;br /&gt;
0D - ff_pikminmeet (PIKMIN_MEET)&lt;br /&gt;
0E - book (ZUKAN)&lt;br /&gt;
0F - vs_menu (VS_MENU)&lt;br /&gt;
&lt;br /&gt;
10 - omake (VS_OMAKE)&lt;br /&gt;
11 - option (OPTION)&lt;br /&gt;
12 - result (RESULT)&lt;br /&gt;
13 - u_result (U_RESULT)&lt;br /&gt;
14 - c_result (C_RESULT)&lt;br /&gt;
15 - ff_akirame (AKIRAME)&lt;br /&gt;
16 - ff_timeup (CHALLENGE_TIMEUP)&lt;br /&gt;
17 - ff_c_tget (GET_BEEDAMA)&lt;br /&gt;
18 - ff_c_playerdown (PLAYERDOWN_BTL)&lt;br /&gt;
19 - ff_c_annihi (ZENMETSU_BTL)&lt;br /&gt;
1A - ff_o_win (WIN_ORIMER_BTL)&lt;br /&gt;
1B - ff_l_win (WIN_LUGIE_BTL)&lt;br /&gt;
1C - ff_draw (DRAW_BTL)&lt;br /&gt;
1D - annihi_dayend (ZENMETSU_DAYEND)&lt;br /&gt;
1E - select (FILESELECT)&lt;br /&gt;
1F - pikmin_greet_new (PIKMIN_GREET)&lt;br /&gt;
&lt;br /&gt;
20 - ff_treasurecomp (PAY_COMPLETE)&lt;br /&gt;
21 - ff_pay (PAY_NOT_COMPLETE)&lt;br /&gt;
22 - ReadyGo_Battle (READY_GO_2P)&lt;br /&gt;
23 - ReadyGo_Challenge (READY_GO_CHALLENGE)&lt;br /&gt;
24 - Camera (CAMERA_DEMO)&lt;br /&gt;
25 - FinalFloor (FINAL_FLOOR)&lt;br /&gt;
26 - ff_in_hole (PSSTR_IN_HOLE)&lt;br /&gt;
27 - ff_treasureglad (PSSTR_TREASURE_GLAD)&lt;br /&gt;
28 - ff_out_hole (PSSTR_OUT_HOLE)&lt;br /&gt;
29 - ff_mystery (PSSTR_MYSTERY)&lt;br /&gt;
2A - ff_glad (PSSTR_GLAD)&lt;br /&gt;
2B - ff_pikminglad (PSSTR_PIKMIN_GLAD)&lt;br /&gt;
2C - start_demo (PSSTR_START_DEMO_TUTORIAL)&lt;br /&gt;
2D - ff_watch_pikmin (PSSTR_WATCH_PIKMIN)&lt;br /&gt;
2E - ff_join (PSSTR_JOIN)&lt;br /&gt;
2F - ff_onion (PSSTR_ONYON)&lt;br /&gt;
&lt;br /&gt;
30 - ff_blue_onion (PSSTR_BLUE_ONYON)&lt;br /&gt;
31 - ff_hiba (PSSTR_HIBA)&lt;br /&gt;
32 - ff_mboss (PSSTR_KUROIHITO)&lt;br /&gt;
33 - ff_explain (PSSTR_EXPLAIN)&lt;br /&gt;
34 - start_demo_o (PSSTR_START_DEMO_OTHER)&lt;br /&gt;
35 - ff_luie_start (PSSTR_LUGIE_START)&lt;br /&gt;
36 - ff_floor_in (PSSTR_FLOOR_IN)&lt;br /&gt;
37 - ff_return (PSSTR_RETURN)&lt;br /&gt;
38 - ff_c_floor_in (PSSTR_C_LOOR_IN)&lt;br /&gt;
39 - ff_underground_e (PSSTR_CHALLENGE_START)&lt;br /&gt;
3A - ff_underground_e (PSSTR_UNDERGROUND_START)&lt;br /&gt;
3B - ff_return_e (PSSTR_RETURN_E)&lt;br /&gt;
3C - ff_red_onion (PSSTR_RED_ONYON)&lt;br /&gt;
3D - ff_vs_pdownOW (PSSTR_VS_PDOWN_WIN_ORI)&lt;br /&gt;
3E - ff_vs_pdownLW (PSSTR_VS_PDOWN_WIN_LUI)&lt;br /&gt;
3F - ff_vs_pdownDR (PSSTR_VS_PDOWN_DROW)&lt;br /&gt;
&lt;br /&gt;
40 - ff_vs_annihiOW (PSSTR_VS_PIK_WIN_ORI)&lt;br /&gt;
41 - ff_vs_annihiLW (PSSTR_VS_PIK_WIN_LUI)&lt;br /&gt;
42 - ff_vs_annihiDR (PSSTR_VS_PIK_DROW)&lt;br /&gt;
43 - ff_vs_tgetOW (PSSTR_VS_BEE_WIN_ORI)&lt;br /&gt;
44 - ff_vs_tgetLW (PSSTR_VS_BEE_WIN_LUI)&lt;br /&gt;
45 - ff_vs_tgetDR (PSSTR_VS_BEE_DROW)&lt;br /&gt;
46 - ff_in_hole_u (PSSTR_IN_HOLE_U)&lt;br /&gt;
47 - ff_black_doped (PSSTR_BLACK_DOPING)&lt;br /&gt;
48 - ff_explain_f60 (PSSTR_EXPLAIN_60)&lt;br /&gt;
49 - ff_explain_f75 (PSSTR_EXPLAIN_75)&lt;br /&gt;
4A - ff_explain_f90 (PSSTR_EXPLAIN_90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Camera Demo Audio Stream [Ralf]&lt;br /&gt;
C23325AC 00000004&lt;br /&gt;
7C7F1B78 88830073&lt;br /&gt;
2804001F 4182000C&lt;br /&gt;
38800024 98830073&lt;br /&gt;
60000000 00000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (Europe)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Fix RNG (PAL) [Yoshi2]&lt;br /&gt;
040c9650 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gecko codes (US)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Fix RNG (NTSC-US) [Yoshi2]&lt;br /&gt;
040c95b0 3c00xxxx&lt;br /&gt;
*Modifies rand to always return xxxx. It will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=703</id>
		<title>Pikmin cheat codes</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_cheat_codes&amp;diff=703"/>
		<updated>2018-01-09T09:47:21Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add rng fixer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Pikmin&#039;&#039; (GameCube, European version) Action Replay codes that can be used to unearth debugging features, unused content, explore areas, etc.&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
===Action Replay codes===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(m) [Ralf]&lt;br /&gt;
ZDU1-GGAZ-J8QVF&lt;br /&gt;
7EUH-WUPE-BWEXV&lt;br /&gt;
&lt;br /&gt;
The CodeJunkies master code is crap. This is an additional master code with better code handling.&lt;br /&gt;
&lt;br /&gt;
Enable 60Hz Mode [Ralf]&lt;br /&gt;
K79V-ZGNM-1P58Y&lt;br /&gt;
1RG4-CT0E-7TFH8&lt;br /&gt;
TRPZ-9Y7Y-45DJJ&lt;br /&gt;
ZV4V-3CF9-W8MFX&lt;br /&gt;
5CCE-WXHF-2B36Y&lt;br /&gt;
3K8C-PPBR-A3VUR&lt;br /&gt;
88XP-5T26-JMHQ7&lt;br /&gt;
&lt;br /&gt;
16:9 Aspect Ratio (Widescreen) [Ralf]&lt;br /&gt;
15ZV-P8NW-GK0QA&lt;br /&gt;
7BXK-ZK2Z-JFR1H&lt;br /&gt;
4BFH-BTFQ-TW68W&lt;br /&gt;
&lt;br /&gt;
Enable 2D Screen Checker [Ralf]&lt;br /&gt;
V644-EFYT-JFFVH&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
CTAZ-GAY6-XNX41&lt;br /&gt;
&lt;br /&gt;
Enable Game Course Clear Section [Ralf]&lt;br /&gt;
C712-G8UB-97WAN&lt;br /&gt;
G770-WGFN-K2CDU&lt;br /&gt;
U5QW-EJE4-BUBV9&lt;br /&gt;
&lt;br /&gt;
Enable Beta Camera Mode [Ralf]&lt;br /&gt;
20UN-92GV-DYUPA&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
449G-HTEN-QCDQK&lt;br /&gt;
&lt;br /&gt;
Enable Beta (E3) Camera Mode [Ralf]&lt;br /&gt;
636M-6JTG-D2XHR&lt;br /&gt;
JUB7-RBYN-ND6RK&lt;br /&gt;
TQEQ-17XZ-VNGVE&lt;br /&gt;
&lt;br /&gt;
Enable Beta Marker [Ralf]&lt;br /&gt;
HVXM-MZZ0-0ZMCW&lt;br /&gt;
B93V-8JQN-38C4D&lt;br /&gt;
0099-WVHZ-W35BV&lt;br /&gt;
7420-4CG5-NYU83&lt;br /&gt;
YG30-4799-QDU6B&lt;br /&gt;
&lt;br /&gt;
Infinite Time (Always Night Time) [Ralf]&lt;br /&gt;
U4EC-YDTY-F5KHQ&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
&lt;br /&gt;
Infinite Time On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
KCC2-RGZY-A9U8V&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
4YMN-RAPW-UEX8W&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
35G5-KXBT-U15VV&lt;br /&gt;
&lt;br /&gt;
Olimar Is Invincible [Ralf]&lt;br /&gt;
DZ0X-UUFJ-11XTT&lt;br /&gt;
6CAQ-NZZJ-VMN59&lt;br /&gt;
&lt;br /&gt;
Most Enemies Don&#039;t Attack Olimar [Ralf]&lt;br /&gt;
034C-9TWR-A0B03&lt;br /&gt;
17DZ-CC61-WFR5M&lt;br /&gt;
TERH-5HCE-R82XB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Olimar Size Modifier [Ralf]&lt;br /&gt;
04004000 3C608000&lt;br /&gt;
04004004 C003400C&lt;br /&gt;
04004008 480FB1D4&lt;br /&gt;
040FF1D8 4BF04E28&lt;br /&gt;
0400400C xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Olimar [Ralf]&lt;br /&gt;
NE51-HJFP-6R509&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
HK64-VCCF-YNK65&lt;br /&gt;
&lt;br /&gt;
Large Olimar [Ralf]&lt;br /&gt;
XGCB-RDZB-FTY9H&lt;br /&gt;
ZYT6-BR51-6H6UD&lt;br /&gt;
NYDW-P2KM-PJ7EE&lt;br /&gt;
KVC0-6WV9-6GU12&lt;br /&gt;
ZHED-K12R-AUP7E&lt;br /&gt;
Q4DM-N18M-0TBXP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pikmin Size Modifier [Ralf]&lt;br /&gt;
040B9090 C00297F0&lt;br /&gt;
040B9098 60000000&lt;br /&gt;
040B90A0 60000000&lt;br /&gt;
043EE910 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F800000 = 1.0 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Pikmins [Ralf]&lt;br /&gt;
GH9G-GE0D-J54XY&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
C2KY-9YFT-4B1WK&lt;br /&gt;
&lt;br /&gt;
Large Pikmins [Ralf]&lt;br /&gt;
BHT6-NXQ2-6KRJT&lt;br /&gt;
RWVV-RVZR-DGHUB&lt;br /&gt;
1AUG-WEK4-6PZ7M&lt;br /&gt;
MB5B-1T49-1R4WR&lt;br /&gt;
N19H-5AFV-3FB4J&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy Size Modifier [Ralf]&lt;br /&gt;
04143AEC 3C608000&lt;br /&gt;
04143AF0 C0034010&lt;br /&gt;
04143AF4 C0234010&lt;br /&gt;
04004010 xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx = Size (IEEE-754 SP Floating-Point Number, default = 3F99999A = 1.2 dec)&lt;br /&gt;
&lt;br /&gt;
Mini Enemies [Ralf]&lt;br /&gt;
YP8X-EPA8-MJWN4&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
JM8C-4W6Q-0DVPK&lt;br /&gt;
&lt;br /&gt;
Large Enemies [Ralf]&lt;br /&gt;
Y30M-NWR4-FJ5PH&lt;br /&gt;
TG4F-P75G-HV12Y&lt;br /&gt;
PAF5-TRY9-3E662&lt;br /&gt;
K937-NQEZ-RAG99&lt;br /&gt;
QEUA-EENZ-1HN4Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moon Jump (Press A) [Ralf]&lt;br /&gt;
1UD0-PE8D-VP87J&lt;br /&gt;
J42C-2774-P312D&lt;br /&gt;
CD2X-8DYH-KQEP2&lt;br /&gt;
HNTU-BU3Q-8J43W&lt;br /&gt;
K5PE-5X8J-23P71&lt;br /&gt;
50T3-3ZGR-59FZ9&lt;br /&gt;
8Y81-XR29-1BQBG&lt;br /&gt;
K3H8-E1CV-XRYA6&lt;br /&gt;
4K0F-4WG8-J6QK7&lt;br /&gt;
WBZ5-5J8G-B2ZB1&lt;br /&gt;
X9Q3-23VK-5U0KR&lt;br /&gt;
R6QG-YNX6-47Z98&lt;br /&gt;
0GRE-X2FZ-RE697&lt;br /&gt;
4W67-5R7Z-10CZ4&lt;br /&gt;
8MZ9-3N0P-XPZ8D&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Leaves [Ralf]&lt;br /&gt;
MU6A-6HJD-D2074&lt;br /&gt;
DHR8-0JF1-0AKZW&lt;br /&gt;
B52R-2DBP-QVM0A&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Buds [Ralf]&lt;br /&gt;
N8YT-HGE4-3YCDZ&lt;br /&gt;
GJPA-FYJK-U7M0Z&lt;br /&gt;
THCZ-0WM9-650FN&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Flowers [Ralf]&lt;br /&gt;
G2E4-QKG4-HDTQW&lt;br /&gt;
ZDJM-3JNG-1NYK7&lt;br /&gt;
VBUJ-VY0T-TCQJ6&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Red Ability [Ralf]&lt;br /&gt;
7N73-8YRG-29F36&lt;br /&gt;
EFGJ-F7TV-VHPDM&lt;br /&gt;
CQY2-6RNJ-YF401&lt;br /&gt;
9M8F-XXMD-8AYKQ&lt;br /&gt;
HE0G-XTVM-6N7GF&lt;br /&gt;
JXWC-T1M3-8Q0YC&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Blue Ability [Ralf]&lt;br /&gt;
458Q-JKMH-DR03M&lt;br /&gt;
NFKQ-F8Y7-FQYY9&lt;br /&gt;
7VXJ-VGN1-RHPBH&lt;br /&gt;
7AU3-3A95-Z6QZA&lt;br /&gt;
32YQ-R8UJ-JMW3Q&lt;br /&gt;
YNXG-WE9C-1ZNY4&lt;br /&gt;
0PYH-VRA2-N2VUE&lt;br /&gt;
Y21P-ZGK7-1NYQU&lt;br /&gt;
&lt;br /&gt;
All Pikmin Have Yellow Ability [Ralf]&lt;br /&gt;
Q2ZR-81JA-NVPZB&lt;br /&gt;
ZVEW-PK61-4QV51&lt;br /&gt;
VUDG-1ZM2-Y12N2&lt;br /&gt;
48E1-Q0RT-HJC62&lt;br /&gt;
8D52-WZ9C-3QENT&lt;br /&gt;
TB94-H903-EVAVF&lt;br /&gt;
WYZ9-H1Q2-6CRNU&lt;br /&gt;
RWH3-YYZ7-MH2G7&lt;br /&gt;
XT90-V18N-3MF78&lt;br /&gt;
M15V-A6HP-2ZD6T&lt;br /&gt;
&lt;br /&gt;
Olimar Wears No Space Suit [Ralf]&lt;br /&gt;
F5HN-U00R-QPB1P&lt;br /&gt;
XN97-CEWB-BYE1Y&lt;br /&gt;
DHYT-91D9-VCEER&lt;br /&gt;
&lt;br /&gt;
Replace Olimar With Beta Olimar [Ralf]&lt;br /&gt;
EMXQ-GK8Y-1UWJW&lt;br /&gt;
8UE8-N12W-A9RH6&lt;br /&gt;
MWW8-E53W-HKZ8M&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MiniOlis [Ralf]&lt;br /&gt;
W1JQ-KPPD-9C15N&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With Beta MiniOlis [Ralf]&lt;br /&gt;
9FEF-PQZA-13XNT&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
VN34-WMZ3-CMGHD&lt;br /&gt;
J1HN-NJ2F-Y0T58&lt;br /&gt;
2GET-EDMQ-KAWUT&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With OliPikis [Ralf]&lt;br /&gt;
W5UE-ZGC5-JUGR4&lt;br /&gt;
PAFM-6MJN-G8NFZ&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
T8V3-75QR-AXD3R&lt;br /&gt;
0C8V-AZQX-19YBM&lt;br /&gt;
&lt;br /&gt;
Replace Pikmins With MushiPikis [Ralf]&lt;br /&gt;
GQYN-QCMW-QATR3&lt;br /&gt;
7V7P-30FW-RV17C&lt;br /&gt;
NK8R-W0VJ-M51P0&lt;br /&gt;
W8K2-J0C4-9B71C&lt;br /&gt;
J41B-DJ4W-8EVW8&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
87DA-UCGT-0PEV9&lt;br /&gt;
56FD-NFAW-TE5TV&lt;br /&gt;
CMHA-TZ1M-0WU43&lt;br /&gt;
EFD7-13B1-DN0RH&lt;br /&gt;
&lt;br /&gt;
Walk Under Water [Ralf]&lt;br /&gt;
3NH0-39JR-53B0M&lt;br /&gt;
FRHQ-CVU0-0UWNF&lt;br /&gt;
&lt;br /&gt;
Quick Wall Destruction [Ralf]&lt;br /&gt;
73Q2-Q6RA-7MK59&lt;br /&gt;
UEAH-UJPC-4C9ZA&lt;br /&gt;
&lt;br /&gt;
No Leaf/Bud/Flower (Pikmin) [Ralf]&lt;br /&gt;
Z7NA-0X1J-30AUB&lt;br /&gt;
JUHR-UU2R-784DR&lt;br /&gt;
&lt;br /&gt;
Grow Flower Pikmin (Works On All Days) [Ralf]&lt;br /&gt;
7W7Q-XT1U-E15CR&lt;br /&gt;
5UK5-42G0-TYDP5&lt;br /&gt;
&lt;br /&gt;
Show Debug Text [Ralf]&lt;br /&gt;
H36P-F9NT-UAVF0&lt;br /&gt;
QZEW-FDJP-7ZZRM&lt;br /&gt;
&lt;br /&gt;
Map Debug On/Off (Press DPad Up/Down) [Ralf]&lt;br /&gt;
694A-E83H-XZ1ZM&lt;br /&gt;
0WRR-GKZ0-UF0Q2&lt;br /&gt;
ZEBW-JDYY-8U7TG&lt;br /&gt;
B0G8-833D-5ZXXQ&lt;br /&gt;
EWRZ-QKAA-WEUTA&lt;br /&gt;
&lt;br /&gt;
Debug Paths On/Off (Press R + DPad Up/Down) [Ralf]&lt;br /&gt;
A8X1-RPWU-ATXYA&lt;br /&gt;
5W7J-MW3B-Q3234&lt;br /&gt;
B8P6-KM80-20YY5&lt;br /&gt;
E80X-71XN-78QNX&lt;br /&gt;
WH53-31PX-JKF14&lt;br /&gt;
&lt;br /&gt;
Debug SE Infos On/Off (Press L + DPad Up/Down) [Ralf]&lt;br /&gt;
44A1-JG10-XRGW1&lt;br /&gt;
5H0U-560E-12KBX&lt;br /&gt;
0CGJ-GCB3-5HWBB&lt;br /&gt;
1C90-H2BG-WPXVX&lt;br /&gt;
Q0XD-W8ZH-CPDW4&lt;br /&gt;
&lt;br /&gt;
Debug Vectors On/Off (Press L + DPad Left/Right) [Ralf]&lt;br /&gt;
EJP8-K42W-XKXB4&lt;br /&gt;
ZB0J-A9WX-UWJ8Y&lt;br /&gt;
7HUQ-DKDP-5ZVX4&lt;br /&gt;
DNP3-7NUR-07HDH&lt;br /&gt;
RX9N-AWCX-EZZ25&lt;br /&gt;
&lt;br /&gt;
Enemy Debug Spheres On/Off (Press DPad Left/Right) [Ralf]&lt;br /&gt;
59XT-QN7A-EXX3A&lt;br /&gt;
J1MH-ANWD-ETV55&lt;br /&gt;
AXMZ-Z70R-GWNY9&lt;br /&gt;
187F-Y7EK-0XA6F&lt;br /&gt;
X25G-FX6Y-5RFVY&lt;br /&gt;
&lt;br /&gt;
Note: Activated code may slow down the game.&lt;br /&gt;
&lt;br /&gt;
Plants On/Off (Press A + DPad Up/Down) [Ralf]&lt;br /&gt;
950W-XW9X-1XX0B&lt;br /&gt;
P2Z7-2CZM-N2669&lt;br /&gt;
RUPG-P02D-T23UP&lt;br /&gt;
RQG6-HZVC-3AP8V&lt;br /&gt;
J88U-QC6J-GH83W&lt;br /&gt;
&lt;br /&gt;
Night Mode On/Off (Press A + DPad Left/Right) [Ralf]&lt;br /&gt;
U76M-YVBF-KKDF3&lt;br /&gt;
DMAH-XR6U-XYRD4&lt;br /&gt;
5EX9-GY0E-8DP6V&lt;br /&gt;
NT8K-MCJX-EBJRV&lt;br /&gt;
2HWU-9MZG-P9BJ1&lt;br /&gt;
&lt;br /&gt;
Everything Jump On/Off (Press R + DPad Left/Right) [Ralf]&lt;br /&gt;
V6R3-Y6N2-WVHGX&lt;br /&gt;
QC2A-6DWE-8G6BG&lt;br /&gt;
3X9H-6TRD-Z7E7C&lt;br /&gt;
DDK7-5VBP-746Z1&lt;br /&gt;
ND92-T752-24AUN&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Goombas [Ralf]&lt;br /&gt;
23J0-Y8W4-R51ZQ&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
FJHR-RPRX-W3RCF&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
K3W3-FC3U-ZMBGQ&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
39AM-FVJ5-V1RWC&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
QPQB-U6J0-NV4XB&lt;br /&gt;
&lt;br /&gt;
Replace Plants With M128 Keys [Ralf]&lt;br /&gt;
32TD-YC11-YVWUN&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5TUQ-55F3-C45VB&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
47AZ-WPQP-N21M7&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
05QC-HMQT-YY8PD&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
WDCJ-GB1F-2TZZD&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Red Beta Pellets [Ralf]&lt;br /&gt;
ZTAG-VTDB-5543U&lt;br /&gt;
EB1J-F7BT-FPY1R&lt;br /&gt;
5F66-93Q8-930HT&lt;br /&gt;
0GJ6-BPG5-57BZZ&lt;br /&gt;
6X1P-5CZ1-REDQ6&lt;br /&gt;
N8Q3-5FB4-AVDQ8&lt;br /&gt;
ZV0T-9ZZT-7JJQH&lt;br /&gt;
VF0M-TGB3-37T34&lt;br /&gt;
60NZ-V8XG-A9VC0&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With Play3 Map [Ralf]&lt;br /&gt;
EEVY-NZ7K-QMJ71&lt;br /&gt;
VUYB-RWT9-F1VGV&lt;br /&gt;
40XV-XHXG-0ZB0J&lt;br /&gt;
&lt;br /&gt;
Replace Forest of Hope Map With E3 Play3 Map [Ralf]&lt;br /&gt;
4ZAH-3MDQ-0YAUX&lt;br /&gt;
WK16-X2M9-BEHNP&lt;br /&gt;
6285-XGR7-34092&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Impact Site Map with ...&lt;br /&gt;
&lt;br /&gt;
Test Map [Ralf]&lt;br /&gt;
YJ2E-PRAC-N9HJY&lt;br /&gt;
G8X1-9JUV-PAEV5&lt;br /&gt;
XPKE-X9QR-EXFQA&lt;br /&gt;
5P7W-FZVQ-PC8UT&lt;br /&gt;
HN6F-D8HT-F4736&lt;br /&gt;
&lt;br /&gt;
Map06 [Ralf]&lt;br /&gt;
46MC-88TN-QCZVV&lt;br /&gt;
CZAJ-W08M-97879&lt;br /&gt;
3DTP-YMN6-4EV2K&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Play3 Map [Ralf]&lt;br /&gt;
NU9A-PKR4-DVU5P&lt;br /&gt;
U86B-ZD81-NDAU5&lt;br /&gt;
EPHM-2PD8-H75Z3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
E3 Play3 Map [Ralf]&lt;br /&gt;
U78A-K042-PV3FE&lt;br /&gt;
HMJR-98NQ-3MHJ6&lt;br /&gt;
FZ2X-DY6T-F0HA3&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Shape Test Map [Ralf]&lt;br /&gt;
VB3D-0CN4-BWZ2V&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
Tutorial 1 Map [Ralf]&lt;br /&gt;
XK5A-RGPZ-6PXGH&lt;br /&gt;
3Z69-F9PF-XXBD6&lt;br /&gt;
5WTR-C4F4-QECA8&lt;br /&gt;
8M43-CQTJ-H37K7&lt;br /&gt;
N39Q-WPK3-M84RC&lt;br /&gt;
M5AK-22T1-FB6R6&lt;br /&gt;
AG53-DP09-DKQ1R&lt;br /&gt;
&lt;br /&gt;
UFO Practice Map [Ralf]&lt;br /&gt;
80NK-FRQ2-U5HXE&lt;br /&gt;
56Z7-H0HQ-8R2YX&lt;br /&gt;
K7RV-GHQ2-VN52V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest of Hope Map with ...&lt;br /&gt;
&lt;br /&gt;
Anim Test Map [Ralf]&lt;br /&gt;
M6QE-YKV9-TJG00&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Code Test Map [Ralf]&lt;br /&gt;
A9M0-8Q12-Y980M&lt;br /&gt;
VDKX-HYZK-PA2WU&lt;br /&gt;
84KB-E1E9-Y2NMW&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Play4 Map [Ralf]&lt;br /&gt;
X2FG-B9V8-3F4RG&lt;br /&gt;
V60M-UZHF-EGVH0&lt;br /&gt;
9GJ4-PNHT-K90A9&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
Route Map [Ralf]&lt;br /&gt;
7U70-MR8B-0N8HE&lt;br /&gt;
80DX-7XTN-J3M8R&lt;br /&gt;
F7E8-FK4D-AHWE0&lt;br /&gt;
Z5YZ-JJ05-361P5&lt;br /&gt;
ABWR-F7Z8-KEGVC&lt;br /&gt;
&lt;br /&gt;
Tutorial 2 Map [Ralf]&lt;br /&gt;
TVPT-3VKC-9048C&lt;br /&gt;
JJZG-Z8XC-Z9W8K&lt;br /&gt;
CHJV-DCD6-16089&lt;br /&gt;
6A70-F45T-2UDHX&lt;br /&gt;
26AE-KV52-CZ26F&lt;br /&gt;
W7P7-43ZB-UT9BX&lt;br /&gt;
0R9R-1X06-P2YAD&lt;br /&gt;
&lt;br /&gt;
UFO Stage 1 Map [Ralf]&lt;br /&gt;
C8XQ-H37Z-XZR4B&lt;br /&gt;
V441-4JNW-58860&lt;br /&gt;
XEM0-4J2Y-TG784&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Forest Navel Map with ...&lt;br /&gt;
&lt;br /&gt;
Bridge Test Map [Ralf]&lt;br /&gt;
6P9C-X4WX-3G603&lt;br /&gt;
6MD7-RY3D-551F0&lt;br /&gt;
C9Y7-46J4-BDEKG&lt;br /&gt;
WJVT-DNA5-4UX0V&lt;br /&gt;
E06C-RXAM-3DJM3&lt;br /&gt;
&lt;br /&gt;
Demo Map [Ralf]&lt;br /&gt;
Z542-56AM-JJ8K4&lt;br /&gt;
XK2Y-MYN0-J81C7&lt;br /&gt;
E50B-R80G-FYQE7&lt;br /&gt;
RYVX-BE8N-N3K9V&lt;br /&gt;
MYZB-1XWB-7HV0A&lt;br /&gt;
&lt;br /&gt;
Play Boss Map [Ralf]&lt;br /&gt;
4R9U-V5TC-Z3B2J&lt;br /&gt;
2BAC-656E-WZQHT&lt;br /&gt;
CRPA-8TZA-WU16T&lt;br /&gt;
C1VX-NWA6-69E4K&lt;br /&gt;
C9JD-D080-K946K&lt;br /&gt;
&lt;br /&gt;
UFO Stage 2 Map [Ralf]&lt;br /&gt;
AWRD-NDC1-M4K01&lt;br /&gt;
HKM3-EMK8-X90WE&lt;br /&gt;
19GV-MW62-CUK3J&lt;br /&gt;
&lt;br /&gt;
UFO Test Map [Ralf]&lt;br /&gt;
Q141-NHYQ-PDD7F&lt;br /&gt;
WXPJ-7Z7Y-2NCCP&lt;br /&gt;
Y7JV-FGX8-RFBPE&lt;br /&gt;
3YA6-H8XT-8AFQ8&lt;br /&gt;
131J-QYUC-97EKF&lt;br /&gt;
&lt;br /&gt;
VS1 Map [Ralf]&lt;br /&gt;
49Q5-ZPG2-0DH9V&lt;br /&gt;
RQ9D-AJEA-91ZC5&lt;br /&gt;
V81J-2MAY-BTVV4&lt;br /&gt;
EZ3M-474K-MNFRN&lt;br /&gt;
ERY7-TQ16-462UD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Distant Spring Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 1 Map [Ralf]&lt;br /&gt;
FP9V-KMM1-4FJZ2&lt;br /&gt;
NY82-HEXW-G9Y95&lt;br /&gt;
0JC1-VEZJ-JA4DU&lt;br /&gt;
R915-WFXV-GYM5Z&lt;br /&gt;
MM99-N1FR-7UHXH&lt;br /&gt;
&lt;br /&gt;
Teki 2 Map [Ralf]&lt;br /&gt;
Q1CC-F8R3-7ARYD&lt;br /&gt;
49N2-BJJ4-8A7JG&lt;br /&gt;
5K42-NNU6-429RF&lt;br /&gt;
YXNG-1M90-XZVWZ&lt;br /&gt;
FB69-RNAK-B12M6&lt;br /&gt;
&lt;br /&gt;
Teki 3 Map [Ralf]&lt;br /&gt;
BRAT-ZRHB-1JC3P&lt;br /&gt;
H36M-28UP-6D78B&lt;br /&gt;
B2BX-NH3N-GR8WM&lt;br /&gt;
37GG-TXNT-G2UHG&lt;br /&gt;
C3ZV-XMDV-3DJVZ&lt;br /&gt;
&lt;br /&gt;
Teki 4 Map [Ralf]&lt;br /&gt;
Y0HK-F1AN-D8V5W&lt;br /&gt;
19NW-Z3E6-58HUZ&lt;br /&gt;
G3ZV-FBWU-96VCG&lt;br /&gt;
4C2T-222G-1649P&lt;br /&gt;
GUBB-0ZD0-9CWW3&lt;br /&gt;
&lt;br /&gt;
UFO Stage 3 Map [Ralf]&lt;br /&gt;
649Z-QDXP-RPH0D&lt;br /&gt;
C6BT-0TD9-48B61&lt;br /&gt;
P7U5-EEMX-M9NVA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Challenge Mode Final Trial Map with ...&lt;br /&gt;
&lt;br /&gt;
Teki 5 Map [Ralf]&lt;br /&gt;
CJM8-3GU3-UX9F3&lt;br /&gt;
91TJ-3Q0Y-0V8HP&lt;br /&gt;
VKDD-Q6B7-JRHAU&lt;br /&gt;
D327-BX9B-NNNWZ&lt;br /&gt;
XBK9-NHGN-PJ9UP&lt;br /&gt;
&lt;br /&gt;
Teki 6 Map [Ralf]&lt;br /&gt;
5F1U-9N32-9YN2Y&lt;br /&gt;
UJ6C-EJCJ-Y55EN&lt;br /&gt;
WZ39-C7AQ-KJNQD&lt;br /&gt;
QEN0-MFGA-E27W2&lt;br /&gt;
RAK2-2EJR-04FHG&lt;br /&gt;
&lt;br /&gt;
Teki 7 Map [Ralf]&lt;br /&gt;
Q9U7-HPQZ-NYC75&lt;br /&gt;
9WBN-0147-1D2YZ&lt;br /&gt;
666X-G2R3-C6JAC&lt;br /&gt;
ZV7X-2XHW-8ZM6V&lt;br /&gt;
C0VG-QEC2-0XA16&lt;br /&gt;
&lt;br /&gt;
Teki 8 Map [Ralf]&lt;br /&gt;
8NY4-GDEX-AF74Y&lt;br /&gt;
95T8-BUWX-VPWF1&lt;br /&gt;
TWUW-EBR7-7DGB8&lt;br /&gt;
5E8Y-D5Y8-WGTBV&lt;br /&gt;
M4P7-EKUX-NKABD&lt;br /&gt;
&lt;br /&gt;
UFO Last Map [Ralf]&lt;br /&gt;
ERGN-BDPR-38RNX&lt;br /&gt;
RK28-5JZ6-EDXYM&lt;br /&gt;
NX1E-RV7B-99KNE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Map Modifier [Ralf]&lt;br /&gt;
0405644C 4BFAD5B4&lt;br /&gt;
04003A08 801D0024&lt;br /&gt;
04003A0C 48052A44&lt;br /&gt;
04003A00 3C80xxxx&lt;br /&gt;
04003A04 6084yyyy&lt;br /&gt;
&lt;br /&gt;
xxxxyyyy = Map ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map IDs&lt;br /&gt;
&lt;br /&gt;
00000000 - Story Mode Impact Site Map&lt;br /&gt;
00010001 - Story Mode Forest of Hope Map&lt;br /&gt;
00020002 - Story Mode Forest Navel Map&lt;br /&gt;
00030003 - Story Mode Distant Spring Map&lt;br /&gt;
00040004 - Story Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
00050005 - Demo Map&lt;br /&gt;
00060005 - Teki 1 Map&lt;br /&gt;
00070005 - Teki 2 Map&lt;br /&gt;
00080005 - Teki 3 Map&lt;br /&gt;
00090005 - Teki 4 Map&lt;br /&gt;
000A0005 - Teki 5 Map&lt;br /&gt;
000B0005 - Teki 6 Map&lt;br /&gt;
000C0005 - Teki 7 Map&lt;br /&gt;
000D0005 - Teki 8 Map&lt;br /&gt;
000E0005 - Test Map&lt;br /&gt;
000F0005 - Shape Test Map&lt;br /&gt;
&lt;br /&gt;
00100000 - Challenge Mode Impact Site Map&lt;br /&gt;
00110001 - Challenge Mode Forest of Hope Map&lt;br /&gt;
00120002 - Challenge Mode Forest Navel Map&lt;br /&gt;
00130003 - Challenge Mode Distant Spring Map&lt;br /&gt;
00140004 - Challenge Mode Final Trial Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Story Mode Codes&lt;br /&gt;
&lt;br /&gt;
Play Demo Map [Ralf]&lt;br /&gt;
2ZRD-71NH-ENJ1D&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
W72R-ABTK-A1H1V&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 1 Map [Ralf]&lt;br /&gt;
JR3D-W75A-H3VH1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
1Z9B-N4Y9-JZ77F&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 2 Map [Ralf]&lt;br /&gt;
W92J-94GK-RM839&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
YNKE-JPAU-66M75&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 3 Map [Ralf]&lt;br /&gt;
Y43B-HQHX-UR3YG&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N864-XHAG-C0FRR&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 4 Map [Ralf]&lt;br /&gt;
FCT2-EF38-XW76R&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8NA7-ZKJR-MJHAN&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 5 Map [Ralf]&lt;br /&gt;
PAV6-JDFN-Y58XY&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
WNGW-J6TV-U40AP&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 6 Map [Ralf]&lt;br /&gt;
V22C-GW1X-F2WV1&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
N50K-ECRM-8HQFH&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 7 Map [Ralf]&lt;br /&gt;
JQDZ-UV25-QWC8J&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
ZD3N-RHDY-4ZFXX&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Teki 8 Map [Ralf]&lt;br /&gt;
XY7W-B7NU-K5MPQ&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
4RZ1-16XW-G67Q8&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Test Map [Ralf]&lt;br /&gt;
Y89D-CJ6M-5ERF4&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
8DZP-MCK7-2KPPJ&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
Play Shape Test Map [Ralf]&lt;br /&gt;
W6TW-GWFN-4BH33&lt;br /&gt;
NRYM-5V4Y-KJYUX&lt;br /&gt;
DE9G-ZUEC-43CUV&lt;br /&gt;
1EAG-1UCD-7HRJ2&lt;br /&gt;
AR8F-R4T4-U8TAE&lt;br /&gt;
MBWR-V11Z-KP90T&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie Modifier [Ralf]&lt;br /&gt;
00000000 822AF246&lt;br /&gt;
0000xxxx 00060002&lt;br /&gt;
&lt;br /&gt;
xxxx = Movie ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movie IDs&lt;br /&gt;
&lt;br /&gt;
F1B4 - Demo 1&lt;br /&gt;
F1CC - Demo 2&lt;br /&gt;
F1E4 - Demo 3&lt;br /&gt;
F1FC - Demo 4&lt;br /&gt;
F214 - Ending&lt;br /&gt;
F22C - Happy Ending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Ending Movie [Ralf]&lt;br /&gt;
986Z-PJEA-3D8UB&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
7YJ2-8GTQ-F3VZH&lt;br /&gt;
&lt;br /&gt;
Play Happy Ending Movie [Ralf]&lt;br /&gt;
NA7E-JDGQ-RE08W&lt;br /&gt;
KERD-ZADD-1Z12R&lt;br /&gt;
F0J6-7VWE-6EYW4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background Music Modifier [Ralf]&lt;br /&gt;
04019420 281E0000&lt;br /&gt;
04019424 4182001C&lt;br /&gt;
04019428 48000014&lt;br /&gt;
0401943C 3B8000xx&lt;br /&gt;
&lt;br /&gt;
xx = Song ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Song IDs&lt;br /&gt;
&lt;br /&gt;
01 - SysEvent (TIS)&lt;br /&gt;
04 - Tutorial (TIS)&lt;br /&gt;
05 - Play3 (TFH)&lt;br /&gt;
07 - Jungle (title)&lt;br /&gt;
09 - Yaku (TDS)&lt;br /&gt;
0A - Cave (TFN)&lt;br /&gt;
0B - Boss2 (Beady Long Legs)&lt;br /&gt;
0C - Map (Map screen)&lt;br /&gt;
10 - Boss3 (Emperor Bulblax)&lt;br /&gt;
11 - Flow (TFT)&lt;br /&gt;
12 - Select (Save select)&lt;br /&gt;
13 - Char (Challenge Mode)&lt;br /&gt;
14 - CResult (Challenge Mode result)&lt;br /&gt;
15 - FResult (Final Analysis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play Yaku (BGM) [Ralf]&lt;br /&gt;
GE0N-PRNE-CCWH7&lt;br /&gt;
CH9C-C6Y3-P35X1&lt;br /&gt;
0YVX-WK0Y-YQDX8&lt;br /&gt;
FX3C-FKZD-M744C&lt;br /&gt;
C14E-YKH8-QBZZR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plants Modifier [Ralf]&lt;br /&gt;
0411A8BC 60000000&lt;br /&gt;
0411AE84 38A000xx&lt;br /&gt;
&lt;br /&gt;
xx = Plant ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plant IDs&lt;br /&gt;
&lt;br /&gt;
00 - Clover&lt;br /&gt;
01 - Chidome (Lawn Pennywort)&lt;br /&gt;
02 - Hutaba (Wild Ginger)&lt;br /&gt;
03 - Ine (Rice Plant)&lt;br /&gt;
04 - Tanpopo (Dandelion)&lt;br /&gt;
05 - Large Ooinu (Field Speedwell)&lt;br /&gt;
06 - Small Ooinu (Field Speedwell)&lt;br /&gt;
07 - Mizukusa (Water Plant)&lt;br /&gt;
08 - Large Wakame (Seaweed)&lt;br /&gt;
09 - Small Wakame (Seaweed)&lt;br /&gt;
0A - Kinoko (Mushrooms)&lt;br /&gt;
0B - Hae (Flies)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace Plants With Mushrooms [Ralf]&lt;br /&gt;
N2NK-ENHY-3YAM0&lt;br /&gt;
CDHY-UAG9-F2JET&lt;br /&gt;
FU1Z-PYCW-0ZDRU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v1 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5FD&lt;br /&gt;
04015D48 4BFFF551&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15)&lt;br /&gt;
yy = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of all banks with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Modifier v2 [Ralf]&lt;br /&gt;
04015C9C 4BFFF5F5&lt;br /&gt;
04015D48 4BFFF549&lt;br /&gt;
04015290 280300zz&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx/zz = Bank (00..15)&lt;br /&gt;
yy    = Instrument ID&lt;br /&gt;
&lt;br /&gt;
Replaces all instruments of bank zz with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instrument Replacer [Ralf]&lt;br /&gt;
04015C9C 4BFFF5ED&lt;br /&gt;
04015D48 4BFFF541&lt;br /&gt;
04015288 280300ii&lt;br /&gt;
0401528C 40820014&lt;br /&gt;
04015290 280400jj&lt;br /&gt;
04015294 4082000C&lt;br /&gt;
04015298 386000xx&lt;br /&gt;
0401529C 388000yy&lt;br /&gt;
&lt;br /&gt;
Replaces instrument jj of bank ii with instrument yy of bank xx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Percussion Modifier [Ralf]&lt;br /&gt;
04015FC4 4BFFF275&lt;br /&gt;
04015238 386000xx&lt;br /&gt;
0401523C 388000yy&lt;br /&gt;
&lt;br /&gt;
xx = Bank (00..15, Default: 00)&lt;br /&gt;
yy = Percussion ID (Default: E7)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gecko codes===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Fix RNG (NTSC-US) [Yoshi2]&lt;br /&gt;
0400d78c 3860xxxx&lt;br /&gt;
04218080 3c00yyyy&lt;br /&gt;
*The first line modifies GetRandom_s32 to return xxxx,&lt;br /&gt;
* the second line modifies rand to always return yyyy. rand will not return a number bigger than 7FFF.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Pikmin]]&lt;br /&gt;
[[Category:Codes]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=683</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=683"/>
		<updated>2017-12-30T19:08:52Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: forgot a bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generator==&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]/uint32&lt;br /&gt;
|object version string. For Teki, this is a little endian integer with unknown purposes. For bosses it can be a version string or a little endian integer.&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Object data===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
piki, debg, navi: No object-specific data&lt;br /&gt;
&lt;br /&gt;
actr, mobj, plnt, pelt: a 4 byte value&lt;br /&gt;
&lt;br /&gt;
work: &amp;lt;br&amp;gt;&lt;br /&gt;
4 bytes string1 length&amp;lt;br&amp;gt;&lt;br /&gt;
string1&amp;lt;br&amp;gt;&lt;br /&gt;
4 bytes string2 length&amp;lt;br&amp;gt;&lt;br /&gt;
string2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if string1 is &amp;quot;move stone&amp;quot;, three float values follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
mpar:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32&amp;lt;br&amp;gt;&lt;br /&gt;
uint32&amp;lt;br&amp;gt;&lt;br /&gt;
uint32 more data&amp;lt;br&amp;gt;&lt;br /&gt;
if the &amp;quot;more data&amp;quot; integer is 1, 6 32 bit floats follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
teki:&amp;lt;br&amp;gt;&lt;br /&gt;
the object version from the general generator format is interpreted as a integer value&lt;br /&gt;
&lt;br /&gt;
if value &amp;lt; 7 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32, uint32, uint32, Multi Parameters&amp;lt;br&amp;gt;&lt;br /&gt;
if value == 8 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32, uint32, uint32, 4 bytes string, three more uint32, four more floats&amp;lt;br&amp;gt;&lt;br /&gt;
if value == 9 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
byte, byte, byte, 4 bytes string, three more uint32, four more floats&amp;lt;br&amp;gt;&lt;br /&gt;
if value &amp;gt;= 10 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
byte, byte, byte, 4 bytes string, Multi Parameters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multi Parameters is two times 20 bytes of data, so 40 bytes in total&lt;br /&gt;
&lt;br /&gt;
boss:&amp;lt;br&amp;gt;&lt;br /&gt;
object version is interpreted as a integer value. If object version is exactly v0.0 or the integer value is &amp;gt;= 2 then boss has a uint32 for data.&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, boss format is one uint32 and a 4 bytes string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters: Objects have a list of parameters starting after the object specific data (Exception is the object with a null type which has no object parameters). Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, always 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).&lt;br /&gt;
&lt;br /&gt;
===Area data===&lt;br /&gt;
Area info: After the object parameters comes the area data. There&#039;s two types of area: &amp;quot;pint&amp;quot; (Point Area) and &amp;quot;circ&amp;quot; (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? {{unsure|unsure}}). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? {{unsure|unsure}}).&lt;br /&gt;
&lt;br /&gt;
===Spawn type data===&lt;br /&gt;
Spawn type info: After the area info comes type info which can be one of &amp;quot;1one&amp;quot;, &amp;quot;aton&amp;quot; or &amp;quot;irnd&amp;quot;, with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random {{unsure|unsure}}). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=682</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=682"/>
		<updated>2017-12-30T19:06:03Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add info on remaining object types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generator==&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]/uint32&lt;br /&gt;
|object version string. For Teki, this is a little endian integer with unknown purposes. For bosses it can be a version string or a little endian integer.&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Object data===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
piki, debg, navi: No object-specific data&lt;br /&gt;
&lt;br /&gt;
actr, mobj, plnt, pelt: a 4 byte value&lt;br /&gt;
&lt;br /&gt;
work: &amp;lt;br&amp;gt;&lt;br /&gt;
4 bytes string1 length&amp;lt;br&amp;gt;&lt;br /&gt;
string1&amp;lt;br&amp;gt;&lt;br /&gt;
4 bytes string2 length&amp;lt;br&amp;gt;&lt;br /&gt;
string2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if string1 is &amp;quot;move stone&amp;quot;, three float values follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
mpar:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32&amp;lt;br&amp;gt;&lt;br /&gt;
uint32&amp;lt;br&amp;gt;&lt;br /&gt;
uint32 more data&amp;lt;br&amp;gt;&lt;br /&gt;
if the &amp;quot;more data&amp;quot; integer is 1, 6 32 bit floats follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
teki:&amp;lt;br&amp;gt;&lt;br /&gt;
the object version from the general generator format is interpreted as a integer value&lt;br /&gt;
&lt;br /&gt;
if value &amp;lt; 7 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32, uint32, uint32, Multi Parameters&amp;lt;br&amp;gt;&lt;br /&gt;
if value == 8 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
uint32, uint32, uint32, 4 bytes string, three more uint32, four more floats&amp;lt;br&amp;gt;&lt;br /&gt;
if value == 9 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
byte, byte, byte, 4 bytes string, three more uint32, four more floats&amp;lt;br&amp;gt;&lt;br /&gt;
if value &amp;gt;= 10 then format is like this:&amp;lt;br&amp;gt;&lt;br /&gt;
byte, byte, byte, 4 bytes string, Multi Parameters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multi Parameters is two times 20 bytes of data, so 40 bytes in total&lt;br /&gt;
&lt;br /&gt;
boss:&amp;lt;br&amp;gt;&lt;br /&gt;
object version is interpreted as a integer value. If object version is exactly v0.0 or the integer value is &amp;gt;= 2 then boss has a uint32 for data.&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, boss format is one uint32 and a 4 bytes string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters: Objects have a list of parameters starting after the object specific data (Exception is the object with a null type which has no object parameters. Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, always 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).&lt;br /&gt;
&lt;br /&gt;
===Area data===&lt;br /&gt;
Area info: After the object parameters comes the area data. There&#039;s two types of area: &amp;quot;pint&amp;quot; (Point Area) and &amp;quot;circ&amp;quot; (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? {{unsure|unsure}}). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? {{unsure|unsure}}).&lt;br /&gt;
&lt;br /&gt;
===Spawn type data===&lt;br /&gt;
Spawn type info: After the area info comes type info which can be one of &amp;quot;1one&amp;quot;, &amp;quot;aton&amp;quot; or &amp;quot;irnd&amp;quot;, with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random {{unsure|unsure}}). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=681</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=681"/>
		<updated>2017-12-30T17:39:12Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add info about exceptions to format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]/uint32&lt;br /&gt;
|version string. For Teki, this is a little endian integer with unknown purposes. For bosses it can be a version string or a little endian integer.&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Todo: other objects&lt;br /&gt;
&lt;br /&gt;
Parameters: Objects have a list of parameters starting after the object specific data. Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, usually 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).&lt;br /&gt;
&lt;br /&gt;
Area info: After the object parameters comes the area data. There&#039;s two types of area: &amp;quot;pint&amp;quot; (Point Area) and &amp;quot;circ&amp;quot; (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? {{unsure|unsure}}). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? {{unsure|unsure}}).&lt;br /&gt;
&lt;br /&gt;
Type info: After the area info comes type info which can be one of &amp;quot;1one&amp;quot;, &amp;quot;aton&amp;quot; or &amp;quot;irnd&amp;quot;, with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random {{unsure|unsure}}). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=680</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=680"/>
		<updated>2017-12-28T11:43:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add area and type info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Todo: other objects&lt;br /&gt;
&lt;br /&gt;
Parameters: Objects have a list of parameters starting after the object specific data. Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, usually 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).&lt;br /&gt;
&lt;br /&gt;
Area info: After the object parameters comes the area data. There&#039;s two types of area: &amp;quot;pint&amp;quot; (Point Area) and &amp;quot;circ&amp;quot; (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? {{unsure|unsure}}). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? {{unsure|unsure}}).&lt;br /&gt;
&lt;br /&gt;
Type info: After the area info comes type info which can be one of &amp;quot;1one&amp;quot;, &amp;quot;aton&amp;quot; or &amp;quot;irnd&amp;quot;, with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random {{unsure|unsure}}). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=679</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=679"/>
		<updated>2017-12-27T18:12:58Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: add parameter info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Todo: Parameters, other objects&lt;br /&gt;
&lt;br /&gt;
Parameters: Objects have a list of parameters starting after the object specific data. Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, usually 4. After each parameter name comes a 4 byte integer which is the value of the parameter.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=678</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=678"/>
		<updated>2017-12-27T17:11:16Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add item object info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;quot;item&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|uint32&lt;br /&gt;
|String length (in the following offsets the string length will be &amp;quot;n&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|0x04&lt;br /&gt;
|string&lt;br /&gt;
|Name of object&lt;br /&gt;
|-&lt;br /&gt;
|0x04+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|-&lt;br /&gt;
|0x24+n&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Todo: Parameters, other objects&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=677</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=677"/>
		<updated>2017-12-26T16:28:30Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add possible object types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object types&lt;br /&gt;
|-&lt;br /&gt;
!Object name&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|piki&lt;br /&gt;
|Pikmin &lt;br /&gt;
|-&lt;br /&gt;
|debg&lt;br /&gt;
|Debug object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|Item&lt;br /&gt;
|-&lt;br /&gt;
|pelt&lt;br /&gt;
|Pellet? {{unsure|unsure}}&lt;br /&gt;
|-&lt;br /&gt;
|work&lt;br /&gt;
|Work object {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|plnt&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|mpar&lt;br /&gt;
|Map Parts? {{unsure|unsure}}&lt;br /&gt;
|-&lt;br /&gt;
|teki&lt;br /&gt;
|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|boss&lt;br /&gt;
|Boss&lt;br /&gt;
|-&lt;br /&gt;
|mobj&lt;br /&gt;
|Map object&lt;br /&gt;
|-&lt;br /&gt;
|navi&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|actr&lt;br /&gt;
|Actor {{unknown|unknown}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=676</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=676"/>
		<updated>2017-12-25T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Clarify where the generator data starts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=675</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=675"/>
		<updated>2017-12-25T19:34:57Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add generator info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator format&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|Four spaces, presumably the name of the generator base that is used in all object types&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string, usually v0.0&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|uint32&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|uint8[32]&lt;br /&gt;
|32 bytes of data. {{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x30&lt;br /&gt;
|float[3]&lt;br /&gt;
|XYZ position of object&lt;br /&gt;
|-&lt;br /&gt;
|0x3C&lt;br /&gt;
|float[3]&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x48&lt;br /&gt;
|char[4]&lt;br /&gt;
|4 byte string specifying the type of the object. Type name is reversed&lt;br /&gt;
|-&lt;br /&gt;
|0x4C&lt;br /&gt;
|char[4]&lt;br /&gt;
|version string&lt;br /&gt;
|-&lt;br /&gt;
|0x50&lt;br /&gt;
|uint8[...]&lt;br /&gt;
|Variable amount of data depending on type of object&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=674</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=674"/>
		<updated>2017-12-25T19:15:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Add unknown tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in &#039;&#039;[[Pikmin]]&#039;&#039;. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|{{unknown|unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=673</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=673"/>
		<updated>2017-12-25T18:51:11Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Styling changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the object generator files in [[Pikmin]]. These files have the file ending &amp;lt;code&amp;gt;.gen&amp;lt;/code&amp;gt;. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Type&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/binary_file_format&amp;diff=685</id>
		<title>Pikmin area generator file/binary file format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/binary_file_format&amp;diff=685"/>
		<updated>2017-12-25T18:42:01Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Yoshi2 moved page Pikmin area generator file/binary file format to Pikmin area generator file/File format: sentence case for title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pikmin area generator file/File format]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=672</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=672"/>
		<updated>2017-12-25T18:42:01Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Yoshi2 moved page Pikmin area generator file/binary file format to Pikmin area generator file/File format: sentence case for title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the generator files in Pikmin 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator File Header&lt;br /&gt;
|-&lt;br /&gt;
|Offset&lt;br /&gt;
|Type&lt;br /&gt;
|Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=671</id>
		<title>Pikmin area generator file/File format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_area_generator_file/File_format&amp;diff=671"/>
		<updated>2017-12-25T18:02:32Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Start of info about the generator file format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the format of the generator files in Pikmin 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generator File Header&lt;br /&gt;
|-&lt;br /&gt;
|Offset&lt;br /&gt;
|Type&lt;br /&gt;
|Description &lt;br /&gt;
|-&lt;br /&gt;
|0x0&lt;br /&gt;
|char[4]&lt;br /&gt;
|a 4 byte string saying v1.0, presumably the version of the format or the version of the file&lt;br /&gt;
|-&lt;br /&gt;
|0x4&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x8&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0xC&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x10&lt;br /&gt;
|float&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|0x14&lt;br /&gt;
|uint32&lt;br /&gt;
|an unsigned integer specifying the amount of generators in the file}&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=1288</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=1288"/>
		<updated>2017-12-12T10:56:20Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Small oversight, mission coding help is challenge mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since new fans to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
| 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 [http://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [http://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [http://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main info]]&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 info]]&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 info]]&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 info]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
* [[AST file list|AST files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
* [[MSBT file list|MSBT files]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin 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;4&amp;quot; | Constants&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;
* [[Pikmin 2 object IDs|Object IDs]]&lt;br /&gt;
* [[Pikmin 2 internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 object IDs|Object IDs]]&lt;br /&gt;
* [[Pikmin 3 internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin enemy parameter file format|Enemy parameters]]&lt;br /&gt;
* [[Pikmin area generator file|Area generator file]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BMG file]]&lt;br /&gt;
* [[Pikmin 2 area generator file|Area generator]]&lt;br /&gt;
* [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
* [[Pikmin 2 waterboxes|Waterboxes]]&lt;br /&gt;
* [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave definition file|Cave definition]]&lt;br /&gt;
** [[Cave unit list file|Cave unit list]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Pikmin 2 challenge mode|Challenge mode]]&lt;br /&gt;
* [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 radar files|Radar files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC file]]&lt;br /&gt;
* [[BCH file]]&lt;br /&gt;
* [[BFLIM file]]&lt;br /&gt;
* [[Z file]]&lt;br /&gt;
* [[Hey! Pikmin save file|Save file]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms]]&lt;br /&gt;
* [[pikiParms]]&lt;br /&gt;
* [[CameraParms|Camera parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam]]&lt;br /&gt;
* [[fruitsParam]]&lt;br /&gt;
* [[pikminParam]]&lt;br /&gt;
* [[itemprogressParam]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=1287</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Main_Page&amp;diff=1287"/>
		<updated>2017-12-12T10:32:04Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Revert names back to what they were originally to retain consistency with the actual page names and have the same case as the other pages that were named (sentence case)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
| welcome = Welcome to the &#039;&#039;&#039;&#039;&#039;Pikmin&#039;&#039; Technical Knowledge Base&#039;&#039;&#039;!&lt;br /&gt;
| blurb = A wiki dedicated to the internal files in &#039;&#039;Pikmin&#039;&#039; games.&lt;br /&gt;
| about_title = About&lt;br /&gt;
| about_content =&lt;br /&gt;
Throughout the years, &#039;&#039;Pikmin&#039;&#039; fans have tinkered with the files inside the games in order to better learn how they work, and to create custom content. Since there are a lot of nuances in every little thing, and since new fans to the concept of file editing show up all the time, this wiki was created with the purpose of serving as a knowledge base for all that the fans know!&lt;br /&gt;
| 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 [http://pikminwiki.com/ Pikipedia] instead.&lt;br /&gt;
** Fan-made content. Try [http://pikminfanon.com/ Pikmin Fanon] instead.&lt;br /&gt;
** Unused content or regional differences. Try [http://tcrf.net TCRF] instead.&lt;br /&gt;
* It&#039;s not an official source of info. The information here is mostly obtained via experimenting, and is subject to change as new discoveries are made.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Global information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Global info&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[General instructions]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
* [[Save files]]&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game-specific information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width: 75%;&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 2&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 90%;&amp;quot;&amp;gt;(and &#039;&#039;New Play Control! Pikmin 2&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Pikmin 3&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;&#039;&#039;Hey! Pikmin&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | General&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin|Main info]]&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 info]]&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 info]]&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 info]]&lt;br /&gt;
* [[Hey! Pikmin instructions|Instructions]]&lt;br /&gt;
* [[Hey! Pikmin troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Hey! Pikmin glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE LISTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File lists&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 2 directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
* [[AST file list|AST files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 directory tree|Directory tree]]&lt;br /&gt;
&lt;br /&gt;
* [[MSBT file list|MSBT files]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin 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;4&amp;quot; | Constants&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;
* [[Pikmin 2 object IDs|Object IDs]]&lt;br /&gt;
* [[Pikmin 2 internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 object IDs|Object IDs]]&lt;br /&gt;
* [[Pikmin 3 internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Hey! Pikmin internal names|Internal names]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILE FORMATS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | File formats&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin enemy parameter file format|Enemy parameters]]&lt;br /&gt;
* [[Pikmin area generator file|Area generator file]]&lt;br /&gt;
* [[Pikmin route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[BMG file]]&lt;br /&gt;
* [[Pikmin 2 area generator file|Area generator]]&lt;br /&gt;
* [[Pikmin 2 save file|Saved game data]]&lt;br /&gt;
* [[Pikmin 2 waterboxes|Waterboxes]]&lt;br /&gt;
* [[Pikmin 2 collision format|Collision]]&lt;br /&gt;
* Caves&lt;br /&gt;
** [[Cave definition file|Cave definition]]&lt;br /&gt;
** [[Cave unit list file|Cave unit list]]&lt;br /&gt;
** [[Cave unit definition file|Cave unit definition]]&lt;br /&gt;
** [[Pikmin 2 challenge mode|Challenge mode]]&lt;br /&gt;
* [[Pikmin 2 title screen|Title screen]]&lt;br /&gt;
* [[Pikmin 2 route|Routes]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pikmin 3 radar files|Radar files]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[ARC file (Hey! Pikmin)|ARC file]]&lt;br /&gt;
* [[BCH file]]&lt;br /&gt;
* [[BFLIM file]]&lt;br /&gt;
* [[Z file]]&lt;br /&gt;
* [[Hey! Pikmin save file|Save file]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PARAMETERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Parameters&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[naviParms]]&lt;br /&gt;
* [[pikiParms]]&lt;br /&gt;
* [[CameraParms|Camera parameters]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[carryParam]]&lt;br /&gt;
* [[fruitsParam]]&lt;br /&gt;
* [[pikminParam]]&lt;br /&gt;
* [[itemprogressParam]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPLANATIONS AND NOTES&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Explanations and notes&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Cave spawning]]&lt;br /&gt;
* [[Custom models]]&lt;br /&gt;
* [[Submerged Castle oddities]]&lt;br /&gt;
* [[Mission Coding Help]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Pikmin 3 oddities|Oddities]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* [[:Category:Pages with things to do|Things to do]]&lt;br /&gt;
* [[:Category:Pages with unsure information|Unsure info that needs to be confirmed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PikminTKB]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Hey!_Pikmin_save_file&amp;diff=214</id>
		<title>Hey! Pikmin save file</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Hey!_Pikmin_save_file&amp;diff=214"/>
		<updated>2017-11-26T14:45:57Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: /* Checksum */ add info on the checksum algorithm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The file format for a &#039;&#039;Hey! Pikmin&#039;&#039; [[Save files|saved game]]. Note: this comes from analyses of the &amp;lt;code&amp;gt;.sav&amp;lt;/code&amp;gt; files generated by Citra.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
The save data is split into several blocks that start with 4-byte magic words.&lt;br /&gt;
&lt;br /&gt;
=== SAVE ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;SAVE&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;000C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;000C&amp;lt;/code&amp;gt; || 4 bytes || Save data checksum || {{unsure|Calculated using an unknown algorithm.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NEWS ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;NEWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OPTI ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0020&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;OPTI&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0028&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0008&amp;lt;/code&amp;gt; || 1 byte || Music volume || &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PBUF ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;002C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;PBUF&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PARK ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0080&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;PARK&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MINI ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04A4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;MINI&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CRNT ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0588&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;CRNT&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GAME ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09A8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;GAME&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EVNT ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09E0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;EVNT&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HELP ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0AE8&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;HELP&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RINF ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0BF0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;RINF&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RSLT ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0C2C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;RSLT&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPER ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0C38&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;SPER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STRE ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0C48&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;STRE&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PLRP ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0C90&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;PLRP&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DATE ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0CE0&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;DATE&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TTDS ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0CFC&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;TTDS&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WMAP ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0D08&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;WMAP&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SAMI ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Offset || rowspan=&amp;quot;2&amp;quot; | Length || rowspan=&amp;quot;2&amp;quot; | Field || rowspan=&amp;quot;2&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
! File || Block&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0D80&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; || 4 bytes || Block magic word || Always &amp;lt;code&amp;gt;SAMI&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Checksum ==&lt;br /&gt;
The checksum seems to be a CRC32 of the 0xd87 bytes that follow after the checksum (i.e. just one byte short of the entire remaining data), with crc32 as implemented by e.g. zlib.&lt;br /&gt;
&lt;br /&gt;
The following python code can recalculate the checksum if the data after the checksum is modified:&lt;br /&gt;
 import struct&lt;br /&gt;
 from zlib import crc32&lt;br /&gt;
 &lt;br /&gt;
 filepath = &amp;quot;radish0.sav&amp;quot;  # put the script in the same folder as the save file&lt;br /&gt;
 with open(filepath, &amp;quot;rb&amp;quot;) as f:&lt;br /&gt;
     header = f.read(0xC)&lt;br /&gt;
     chksum = struct.unpack(&amp;quot;I&amp;quot;, f.read(4))[0]&lt;br /&gt;
     &lt;br /&gt;
     data = f.read()&lt;br /&gt;
 &lt;br /&gt;
 calculated_chksum = crc32(data[0:0xd87])&lt;br /&gt;
 with open(filepath, &amp;quot;wb&amp;quot;) as f:&lt;br /&gt;
     f.write(header)&lt;br /&gt;
     f.write(struct.pack(&amp;quot;I&amp;quot;, calculated_chksum))&lt;br /&gt;
     f.write(data)&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:Hey! Pikmin]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=816</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=816"/>
		<updated>2017-10-15T09:11:00Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: add printf fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.&lt;br /&gt;
&lt;br /&gt;
80454234 function that creates GUI elements in P2. At 804542e4 it uses memcpy to copy data around, e.g. pikmin limits in case it opens the onion screen&lt;br /&gt;
&lt;br /&gt;
801561cc debug entry point that is triggered when GUI elements are created and destroyed? Has access to the current gui element object in r3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gecko codes for fixing Printf functionality in Pikmin 2&#039;s sequenced music format:&lt;br /&gt;
$Fix BMS Printf (Pikmin 2 PAL, Yoshi2)&lt;br /&gt;
C209DC14 00000007&lt;br /&gt;
3861001C 8081000C&lt;br /&gt;
80A10010 80C10014&lt;br /&gt;
80E10018 7F6902A6&lt;br /&gt;
3F80800E 639CD750&lt;br /&gt;
7F8903A6 4CC63182&lt;br /&gt;
4E800421 7F6903A6&lt;br /&gt;
BB6100AC 00000000&lt;br /&gt;
&lt;br /&gt;
Untested yet, if you test it please report if it works or doesn&#039;t:&lt;br /&gt;
$Fix BMS Printf (Pikmin 2 NTSC, Yoshi2)&lt;br /&gt;
C209db54 00000007&lt;br /&gt;
3861001C 8081000C&lt;br /&gt;
80A10010 80C10014&lt;br /&gt;
80E10018 7F6902A6&lt;br /&gt;
3F80800E 639Cd6ec &lt;br /&gt;
7F8903A6 4CC63182&lt;br /&gt;
4E800421 7F6903A6&lt;br /&gt;
BB6100AC 00000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thoughts about the STB format of pikmin 2: &lt;br /&gt;
controls the cutscenes in pikmin 2&lt;br /&gt;
description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB&lt;br /&gt;
It&#039;s possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020&lt;br /&gt;
and the unsigned integer for object count at 0xC ot 00000000.&lt;br /&gt;
&lt;br /&gt;
Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together&lt;br /&gt;
In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the &amp;quot;AquickbrownFoxJumpsoverthelazy&amp;quot; message is played with the index 0x7F8.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=815</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=815"/>
		<updated>2017-10-14T09:44:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.&lt;br /&gt;
&lt;br /&gt;
80454234 function that creates GUI elements in P2. At 804542e4 it uses memcpy to copy data around, e.g. pikmin limits in case it opens the onion screen&lt;br /&gt;
&lt;br /&gt;
801561cc debug entry point that is triggered when GUI elements are created and destroyed? Has access to the current gui element object in r3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoughts about the STB format of pikmin 2: &lt;br /&gt;
controls the cutscenes in pikmin 2&lt;br /&gt;
description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB&lt;br /&gt;
It&#039;s possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020&lt;br /&gt;
and the unsigned integer for object count at 0xC ot 00000000.&lt;br /&gt;
&lt;br /&gt;
Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together&lt;br /&gt;
In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the &amp;quot;AquickbrownFoxJumpsoverthelazy&amp;quot; message is played with the index 0x7F8.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=814</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=814"/>
		<updated>2017-10-13T20:00:01Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: gui element creator address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.&lt;br /&gt;
&lt;br /&gt;
80454234 function that creates GUI elements in P2. At 804542e4 it uses memcpy to copy data around, e.g. pikmin limits in case it opens the onion screen&lt;br /&gt;
&lt;br /&gt;
Thoughts about the STB format of pikmin 2: &lt;br /&gt;
controls the cutscenes in pikmin 2&lt;br /&gt;
description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB&lt;br /&gt;
It&#039;s possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020&lt;br /&gt;
and the unsigned integer for object count at 0xC ot 00000000.&lt;br /&gt;
&lt;br /&gt;
Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together&lt;br /&gt;
In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the &amp;quot;AquickbrownFoxJumpsoverthelazy&amp;quot; message is played with the index 0x7F8.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=813</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=813"/>
		<updated>2017-10-05T12:29:10Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoughts about the STB format of pikmin 2: &lt;br /&gt;
controls the cutscenes in pikmin 2&lt;br /&gt;
description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB&lt;br /&gt;
It&#039;s possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020&lt;br /&gt;
and the unsigned integer for object count at 0xC ot 00000000.&lt;br /&gt;
&lt;br /&gt;
Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together&lt;br /&gt;
In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the &amp;quot;AquickbrownFoxJumpsoverthelazy&amp;quot; message is played with the index 0x7F8.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=812</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=812"/>
		<updated>2017-09-23T15:04:27Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=811</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=811"/>
		<updated>2017-09-20T15:14:20Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
Pikmin 2 PAL&lt;br /&gt;
80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a &amp;quot;Valley of Repose&amp;quot; loading screen. Seems the game tries to start newtest if you check Dolphin logs)&lt;br /&gt;
&lt;br /&gt;
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) causes the game to stutter.&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=447</id>
		<title>Pikmin 2 custom music</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=447"/>
		<updated>2017-08-30T10:57:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: add available instruments link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pikmin 2 uses a sequenced music format called BMS for some of its music. It is a powerful format containing commands that are executed by a BMS interpreter built into the game that is, among other things, capable of basic maths on a limited number of registers and conditional branching. Thus it is more similar to machine code than MIDI. The following article will describe a few details that are important to creating a custom BMS file that actually plays ingame.&lt;br /&gt;
&lt;br /&gt;
The flaaffy toolchain created by arookas is important to creating custom BMS files and can also be used to dump instrument banks (IBNK) and sounds (WSYS) from Pikmin 2 and can be found here: https://github.com/arookas/flaaffy&lt;br /&gt;
&lt;br /&gt;
-- Background Info--&lt;br /&gt;
The BMS files are located inside \AudioRes\Seqs\Seq.arc. Seq.arc is a RARC archive. Information related to sounds/music is stored inside \AudioRes\PSound.aaf.&lt;br /&gt;
Pikmin 2 contains 6 instrument banks numbered 0 to 5. You will find 6 occurences of IBNK inside PSound.aaf. It has exactly one occurence of WSYS inside PSound.aaf which references the wave archives stored in \AudioRes\Banks. There are 49 wave archives numbered wScene_0.aw through wScene_48.aw. Only some archives are loaded at a time, so you cannot play any sounds you wish. Turn on file monitoring in Dolphin&#039;s log configuration and check what wave banks are used in a specific scene/level.&lt;br /&gt;
&lt;br /&gt;
Check here for which instruments from which instrument banks can be played if a given wScene file is loaded: http://pikmintkb.shoutwiki.com/wiki/Pikmin_2_custom_music/available_instruments&lt;br /&gt;
&lt;br /&gt;
-- Convert MIDI to BMS --&lt;br /&gt;
&lt;br /&gt;
Download flaaffy from the github link above (check Releases for a compiled exe).&lt;br /&gt;
Making a BMS out of a MIDI is a two step process. mareep.exe is a command line tool so you need to open the command line in the same folder as mareep.exe or create a bat file in the same folder to do the conversion.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;mareep -errand jolt -input your_midi.midi -output your_cotton.txt -loop&lt;br /&gt;
mareep -errand cotton -input your_cotton.txt -output your_bms.bms&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music/available_instruments&amp;diff=450</id>
		<title>Pikmin 2 custom music/available instruments</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music/available_instruments&amp;diff=450"/>
		<updated>2017-08-30T10:56:10Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Created page with &amp;quot;In Pikmin 2, only some wave archives are loaded at a time, so not all instruments can be played in a BMS. By enabling File Monitoring in Dolphin&amp;#039;s logger you can check which f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Pikmin 2, only some wave archives are loaded at a time, so not all instruments can be played in a BMS.&lt;br /&gt;
By enabling File Monitoring in Dolphin&#039;s logger you can check which files are loaded when starting a specific scene or level.&lt;br /&gt;
&lt;br /&gt;
The following list shows which instruments/programs from an instrument bank can be played if a specific wScene_X file is loaded.&lt;br /&gt;
If a wScene file is not listed, you can assume that the instrument bank does not have any programs that use sounds from that wScene file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Instrument bank 0&lt;br /&gt;
Bank 0: With wave archive wScene_0 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 3&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 20&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 25&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 30&lt;br /&gt;
Program 31&lt;br /&gt;
Program 32&lt;br /&gt;
Program 33&lt;br /&gt;
Program 35&lt;br /&gt;
Program 37&lt;br /&gt;
Program 38&lt;br /&gt;
Program 39&lt;br /&gt;
Program 47&lt;br /&gt;
Program 229&lt;br /&gt;
Program 230 but not all sounds available. Missing: 1410&lt;br /&gt;
Program 231&lt;br /&gt;
Program 232&lt;br /&gt;
Program 233&lt;br /&gt;
Program 234&lt;br /&gt;
Program 235&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Instrument bank 1&lt;br /&gt;
Bank 1: With wave archive wScene_0 the following programs can be used:&lt;br /&gt;
Program 0&lt;br /&gt;
Program 1&lt;br /&gt;
Program 2&lt;br /&gt;
Program 3&lt;br /&gt;
Program 4&lt;br /&gt;
Program 5&lt;br /&gt;
Program 6&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 11&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 20&lt;br /&gt;
Program 21&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 24&lt;br /&gt;
Program 25&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 29&lt;br /&gt;
Program 30&lt;br /&gt;
Program 31&lt;br /&gt;
Program 32&lt;br /&gt;
Program 33&lt;br /&gt;
Program 34&lt;br /&gt;
Program 35&lt;br /&gt;
Program 36&lt;br /&gt;
Program 37&lt;br /&gt;
Program 38&lt;br /&gt;
Program 39&lt;br /&gt;
Program 40&lt;br /&gt;
Program 41&lt;br /&gt;
Program 42&lt;br /&gt;
Program 43&lt;br /&gt;
Program 44&lt;br /&gt;
Program 45&lt;br /&gt;
Program 46&lt;br /&gt;
Program 47&lt;br /&gt;
Program 48&lt;br /&gt;
Program 49&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 52&lt;br /&gt;
Program 53&lt;br /&gt;
Program 54&lt;br /&gt;
Program 55&lt;br /&gt;
Program 56&lt;br /&gt;
Program 57&lt;br /&gt;
Program 58&lt;br /&gt;
Program 59&lt;br /&gt;
Program 60&lt;br /&gt;
Program 61&lt;br /&gt;
Program 62&lt;br /&gt;
Program 63&lt;br /&gt;
Program 64&lt;br /&gt;
Program 65&lt;br /&gt;
Program 66&lt;br /&gt;
Program 67&lt;br /&gt;
Program 68&lt;br /&gt;
Program 70&lt;br /&gt;
Program 71&lt;br /&gt;
Program 72&lt;br /&gt;
Program 73&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75&lt;br /&gt;
Program 77&lt;br /&gt;
Program 78&lt;br /&gt;
Program 79&lt;br /&gt;
Program 80&lt;br /&gt;
Program 81&lt;br /&gt;
Program 82&lt;br /&gt;
Program 228&lt;br /&gt;
Program 229&lt;br /&gt;
Program 230&lt;br /&gt;
Program 231&lt;br /&gt;
Program 232&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Instrument bank 2&lt;br /&gt;
Bank 2: With wave archive wScene_0 the following programs can be used:&lt;br /&gt;
Program 0&lt;br /&gt;
Program 1&lt;br /&gt;
Program 2&lt;br /&gt;
Program 3&lt;br /&gt;
Program 4&lt;br /&gt;
Program 5&lt;br /&gt;
Program 6&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 11&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 20&lt;br /&gt;
Program 21&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 24&lt;br /&gt;
Program 25&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 29&lt;br /&gt;
Program 39&lt;br /&gt;
Program 45&lt;br /&gt;
Program 46&lt;br /&gt;
Program 47&lt;br /&gt;
Program 48&lt;br /&gt;
Program 49&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 52&lt;br /&gt;
Program 53&lt;br /&gt;
Program 54&lt;br /&gt;
Program 55&lt;br /&gt;
Program 56&lt;br /&gt;
Program 57&lt;br /&gt;
Program 58&lt;br /&gt;
Program 59&lt;br /&gt;
Program 60&lt;br /&gt;
Program 61&lt;br /&gt;
Program 62&lt;br /&gt;
Program 63&lt;br /&gt;
Program 64&lt;br /&gt;
Program 65&lt;br /&gt;
Program 66&lt;br /&gt;
Program 67&lt;br /&gt;
Program 68&lt;br /&gt;
Program 69&lt;br /&gt;
Program 70&lt;br /&gt;
Program 71&lt;br /&gt;
Program 72&lt;br /&gt;
Program 73&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75&lt;br /&gt;
Program 76&lt;br /&gt;
Program 77&lt;br /&gt;
Program 78&lt;br /&gt;
Program 79&lt;br /&gt;
Program 80&lt;br /&gt;
Program 81&lt;br /&gt;
Program 82&lt;br /&gt;
Program 83&lt;br /&gt;
Program 84&lt;br /&gt;
Program 85&lt;br /&gt;
Program 86&lt;br /&gt;
Program 87&lt;br /&gt;
Program 88&lt;br /&gt;
Program 89&lt;br /&gt;
Program 90&lt;br /&gt;
Program 91&lt;br /&gt;
Program 92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Instrument bank 3&lt;br /&gt;
Bank 3: With wave archive wScene_0 the following programs can be used:&lt;br /&gt;
Program 0&lt;br /&gt;
Program 1&lt;br /&gt;
Program 2&lt;br /&gt;
Program 3&lt;br /&gt;
Program 4&lt;br /&gt;
Program 5&lt;br /&gt;
Program 6&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 11&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 20&lt;br /&gt;
Program 21&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 24&lt;br /&gt;
Program 25&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 29&lt;br /&gt;
Program 30&lt;br /&gt;
Program 31&lt;br /&gt;
Program 32&lt;br /&gt;
Program 33&lt;br /&gt;
Program 34&lt;br /&gt;
Program 35&lt;br /&gt;
Program 36&lt;br /&gt;
Program 37&lt;br /&gt;
Program 38&lt;br /&gt;
Program 39&lt;br /&gt;
Program 40&lt;br /&gt;
Program 41&lt;br /&gt;
Program 42&lt;br /&gt;
Program 43&lt;br /&gt;
Program 44&lt;br /&gt;
Program 45&lt;br /&gt;
Program 46&lt;br /&gt;
Program 47&lt;br /&gt;
Program 48&lt;br /&gt;
Program 49&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 52&lt;br /&gt;
Program 53&lt;br /&gt;
Program 54&lt;br /&gt;
Program 55&lt;br /&gt;
Program 56&lt;br /&gt;
Program 57&lt;br /&gt;
Program 58&lt;br /&gt;
Program 59&lt;br /&gt;
Program 60&lt;br /&gt;
Program 61&lt;br /&gt;
Program 62&lt;br /&gt;
Program 63&lt;br /&gt;
Program 64&lt;br /&gt;
Program 65&lt;br /&gt;
Program 66&lt;br /&gt;
Program 67&lt;br /&gt;
Program 68&lt;br /&gt;
Program 69&lt;br /&gt;
Program 70&lt;br /&gt;
Program 71&lt;br /&gt;
Program 72&lt;br /&gt;
Program 73&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Instrument bank 4&lt;br /&gt;
Bank 4: With wave archive wScene_0 the following programs can be used:&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 30&lt;br /&gt;
Program 66&lt;br /&gt;
Program 70&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75 but not all sounds available. Missing: 431&lt;br /&gt;
Program 88&lt;br /&gt;
Program 100&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 234&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_1 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 11&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 80&lt;br /&gt;
Program 82&lt;br /&gt;
Program 93 but not all sounds available. Missing: 437&lt;br /&gt;
Program 101&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_2 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 11&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 18&lt;br /&gt;
Program 19&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 50&lt;br /&gt;
Program 80&lt;br /&gt;
Program 82&lt;br /&gt;
Program 92&lt;br /&gt;
Program 93 but not all sounds available. Missing: 437&lt;br /&gt;
Program 101&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 579, 576, 577, 578&lt;br /&gt;
Program 232 but not all sounds available. Missing: 442, 438, 439&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236&lt;br /&gt;
Program 237 but not all sounds available. Missing: 450, 440, 442, 444, 445, 445, 446, 449, 452&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_3 the following programs can be used:&lt;br /&gt;
Program 9&lt;br /&gt;
Program 23&lt;br /&gt;
Program 32&lt;br /&gt;
Program 33&lt;br /&gt;
Program 34&lt;br /&gt;
Program 35&lt;br /&gt;
Program 36&lt;br /&gt;
Program 37&lt;br /&gt;
Program 38&lt;br /&gt;
Program 39&lt;br /&gt;
Program 40&lt;br /&gt;
Program 50&lt;br /&gt;
Program 92&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 559, 557, 567, 579, 576, 376, 577, 578, 556, 558&lt;br /&gt;
Program 231&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 238 but not all sounds available. Missing: 376, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_4 the following programs can be used:&lt;br /&gt;
Program 5&lt;br /&gt;
Program 14&lt;br /&gt;
Program 22&lt;br /&gt;
Program 41&lt;br /&gt;
Program 42&lt;br /&gt;
Program 43&lt;br /&gt;
Program 44&lt;br /&gt;
Program 45&lt;br /&gt;
Program 46&lt;br /&gt;
Program 47&lt;br /&gt;
Program 48&lt;br /&gt;
Program 49&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 52&lt;br /&gt;
Program 53&lt;br /&gt;
Program 92&lt;br /&gt;
Program 232&lt;br /&gt;
Program 233 but not all sounds available. Missing: 377, 526, 526, 537&lt;br /&gt;
Program 235 but not all sounds available. Missing: 462, 456, 460, 461, 463, 464, 458, 493&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 557, 567, 522, 520, 376, 521, 556, 558&lt;br /&gt;
Program 237 but not all sounds available. Missing: 450, 440, 444, 445, 445, 446, 449, 452&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_5 the following programs can be used:&lt;br /&gt;
Program 34&lt;br /&gt;
Program 58 but not all sounds available. Missing: 355, 354, 352&lt;br /&gt;
Program 65&lt;br /&gt;
Program 81 but not all sounds available. Missing: 355, 354, 352&lt;br /&gt;
Program 115&lt;br /&gt;
Program 116&lt;br /&gt;
Program 235 but not all sounds available. Missing: 462, 456, 460, 461, 463, 459, 464, 458&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_7 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 5&lt;br /&gt;
Program 17&lt;br /&gt;
Program 229&lt;br /&gt;
Program 230&lt;br /&gt;
Program 237 but not all sounds available. Missing: 450, 451, 442, 444, 445, 445, 446, 449, 452&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_8 the following programs can be used:&lt;br /&gt;
Program 10&lt;br /&gt;
Program 17&lt;br /&gt;
Program 24&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_9 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 2&lt;br /&gt;
Program 3&lt;br /&gt;
Program 4&lt;br /&gt;
Program 7&lt;br /&gt;
Program 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_10 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 3&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 14&lt;br /&gt;
Program 19&lt;br /&gt;
Program 21&lt;br /&gt;
Program 22&lt;br /&gt;
Program 23&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_11 the following programs can be used:&lt;br /&gt;
Program 6&lt;br /&gt;
Program 15&lt;br /&gt;
Program 19&lt;br /&gt;
Program 24&lt;br /&gt;
Program 93 but not all sounds available. Missing: 437&lt;br /&gt;
Program 228&lt;br /&gt;
Program 229&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 237 but not all sounds available. Missing: 450, 451, 442, 444, 445, 445, 446, 449, 452&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_12 the following programs can be used:&lt;br /&gt;
Program 6&lt;br /&gt;
Program 7&lt;br /&gt;
Program 10&lt;br /&gt;
Program 17&lt;br /&gt;
Program 24&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_13 the following programs can be used:&lt;br /&gt;
Program 6&lt;br /&gt;
Program 19&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 29&lt;br /&gt;
Program 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_14 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 9&lt;br /&gt;
Program 13&lt;br /&gt;
Program 15&lt;br /&gt;
Program 18&lt;br /&gt;
Program 23&lt;br /&gt;
Program 31&lt;br /&gt;
Program 82&lt;br /&gt;
Program 93 but not all sounds available. Missing: 437&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_15 the following programs can be used:&lt;br /&gt;
Program 8&lt;br /&gt;
Program 11&lt;br /&gt;
Program 14&lt;br /&gt;
Program 22&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51 but not all sounds available. Missing: 459&lt;br /&gt;
Program 54&lt;br /&gt;
Program 55&lt;br /&gt;
Program 56&lt;br /&gt;
Program 57&lt;br /&gt;
Program 58&lt;br /&gt;
Program 59&lt;br /&gt;
Program 60&lt;br /&gt;
Program 81&lt;br /&gt;
Program 92&lt;br /&gt;
Program 101&lt;br /&gt;
Program 115&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 559, 557, 567, 579, 576, 376, 577, 578, 556, 558&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233&lt;br /&gt;
Program 238 but not all sounds available. Missing: 376, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_16 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 4&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 15&lt;br /&gt;
Program 30&lt;br /&gt;
Program 62&lt;br /&gt;
Program 79&lt;br /&gt;
Program 88&lt;br /&gt;
Program 93 but not all sounds available. Missing: 437&lt;br /&gt;
Program 111&lt;br /&gt;
Program 112&lt;br /&gt;
Program 113&lt;br /&gt;
Program 114&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_17 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 12&lt;br /&gt;
Program 27&lt;br /&gt;
Program 40&lt;br /&gt;
Program 65&lt;br /&gt;
Program 88&lt;br /&gt;
Program 231 but not all sounds available. Missing: 377, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_18 the following programs can be used:&lt;br /&gt;
Program 9&lt;br /&gt;
Program 11&lt;br /&gt;
Program 19&lt;br /&gt;
Program 23&lt;br /&gt;
Program 30&lt;br /&gt;
Program 31&lt;br /&gt;
Program 63&lt;br /&gt;
Program 101&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_19 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 11&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 30&lt;br /&gt;
Program 50&lt;br /&gt;
Program 88&lt;br /&gt;
Program 92&lt;br /&gt;
Program 101&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_20 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 19&lt;br /&gt;
Program 30&lt;br /&gt;
Program 64&lt;br /&gt;
Program 71&lt;br /&gt;
Program 72&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_21 the following programs can be used:&lt;br /&gt;
Program 32&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51 but not all sounds available. Missing: 457&lt;br /&gt;
Program 73&lt;br /&gt;
Program 92&lt;br /&gt;
Program 116&lt;br /&gt;
Program 235&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_22 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 7&lt;br /&gt;
Program 34&lt;br /&gt;
Program 51 but not all sounds available. Missing: 457&lt;br /&gt;
Program 64&lt;br /&gt;
Program 67&lt;br /&gt;
Program 70&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75&lt;br /&gt;
Program 100&lt;br /&gt;
Program 116&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 234&lt;br /&gt;
Program 235&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_24 the following programs can be used:&lt;br /&gt;
Program 21&lt;br /&gt;
Program 27&lt;br /&gt;
Program 38&lt;br /&gt;
Program 63&lt;br /&gt;
Program 70&lt;br /&gt;
Program 73&lt;br /&gt;
Program 75&lt;br /&gt;
Program 83&lt;br /&gt;
Program 85&lt;br /&gt;
Program 86&lt;br /&gt;
Program 87&lt;br /&gt;
Program 232&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 557, 567, 522, 520, 376, 521, 556, 558&lt;br /&gt;
Program 237 but not all sounds available. Missing: 450, 440, 444, 445, 445, 446, 449, 452&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_25 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 18&lt;br /&gt;
Program 30&lt;br /&gt;
Program 37&lt;br /&gt;
Program 40&lt;br /&gt;
Program 49&lt;br /&gt;
Program 50&lt;br /&gt;
Program 58&lt;br /&gt;
Program 69&lt;br /&gt;
Program 81&lt;br /&gt;
Program 82&lt;br /&gt;
Program 92&lt;br /&gt;
Program 95&lt;br /&gt;
Program 96&lt;br /&gt;
Program 97&lt;br /&gt;
Program 98&lt;br /&gt;
Program 99&lt;br /&gt;
Program 115&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
Program 239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_27 the following programs can be used:&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 30&lt;br /&gt;
Program 66&lt;br /&gt;
Program 70&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75 but not all sounds available. Missing: 431&lt;br /&gt;
Program 88&lt;br /&gt;
Program 100&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 234&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_29 the following programs can be used:&lt;br /&gt;
Program 2&lt;br /&gt;
Program 10&lt;br /&gt;
Program 14&lt;br /&gt;
Program 22&lt;br /&gt;
Program 31&lt;br /&gt;
Program 34&lt;br /&gt;
Program 42&lt;br /&gt;
Program 43&lt;br /&gt;
Program 51&lt;br /&gt;
Program 61&lt;br /&gt;
Program 62&lt;br /&gt;
Program 70&lt;br /&gt;
Program 73&lt;br /&gt;
Program 75 but not all sounds available. Missing: 431&lt;br /&gt;
Program 76&lt;br /&gt;
Program 78&lt;br /&gt;
Program 79&lt;br /&gt;
Program 233 but not all sounds available. Missing: 377, 526, 526, 537&lt;br /&gt;
Program 235 but not all sounds available. Missing: 462, 456, 460, 461, 463, 464, 458, 493&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_30 the following programs can be used:&lt;br /&gt;
Program 9&lt;br /&gt;
Program 23&lt;br /&gt;
Program 36&lt;br /&gt;
Program 45&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 53&lt;br /&gt;
Program 59&lt;br /&gt;
Program 61&lt;br /&gt;
Program 65&lt;br /&gt;
Program 67&lt;br /&gt;
Program 92&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537&lt;br /&gt;
Program 234 but not all sounds available. Missing: 497, 497&lt;br /&gt;
Program 235 but not all sounds available. Missing: 462, 456, 460, 461, 463, 464, 458, 493&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 522, 520, 521&lt;br /&gt;
Program 238 but not all sounds available. Missing: 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_33 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 14&lt;br /&gt;
Program 16&lt;br /&gt;
Program 22&lt;br /&gt;
Program 44&lt;br /&gt;
Program 51 but not all sounds available. Missing: 457&lt;br /&gt;
Program 63&lt;br /&gt;
Program 68&lt;br /&gt;
Program 70&lt;br /&gt;
Program 74&lt;br /&gt;
Program 75&lt;br /&gt;
Program 100&lt;br /&gt;
Program 116&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 234&lt;br /&gt;
Program 235&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_34 the following programs can be used:&lt;br /&gt;
Program 1&lt;br /&gt;
Program 9&lt;br /&gt;
Program 10&lt;br /&gt;
Program 21&lt;br /&gt;
Program 23&lt;br /&gt;
Program 34&lt;br /&gt;
Program 41&lt;br /&gt;
Program 51 but not all sounds available. Missing: 457&lt;br /&gt;
Program 58&lt;br /&gt;
Program 70&lt;br /&gt;
Program 75&lt;br /&gt;
Program 81&lt;br /&gt;
Program 89&lt;br /&gt;
Program 115&lt;br /&gt;
Program 116&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 377, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 234&lt;br /&gt;
Program 235&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238 but not all sounds available. Missing: 377, 518&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_35 the following programs can be used:&lt;br /&gt;
Program 7&lt;br /&gt;
Program 12&lt;br /&gt;
Program 13&lt;br /&gt;
Program 14&lt;br /&gt;
Program 15 but not all sounds available. Missing: 554&lt;br /&gt;
Program 16&lt;br /&gt;
Program 19&lt;br /&gt;
Program 22&lt;br /&gt;
Program 27&lt;br /&gt;
Program 30&lt;br /&gt;
Program 47&lt;br /&gt;
Program 54&lt;br /&gt;
Program 74&lt;br /&gt;
Program 88&lt;br /&gt;
Program 93&lt;br /&gt;
Program 100&lt;br /&gt;
Program 102&lt;br /&gt;
Program 228 but not all sounds available. Missing: 575, 574, 559, 557, 567, 579, 576, 577, 578, 556, 558&lt;br /&gt;
Program 231 but not all sounds available. Missing: 390, 323, 502, 503, 501, 501, 504, 505&lt;br /&gt;
Program 233 but not all sounds available. Missing: 526, 526, 537, 457&lt;br /&gt;
Program 234&lt;br /&gt;
Program 236 but not all sounds available. Missing: 519, 517, 451, 557, 567, 522, 520, 521, 556, 558&lt;br /&gt;
Program 238&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 4: With wave archive wScene_36 the following programs can be used:&lt;br /&gt;
Program 42&lt;br /&gt;
Program 51&lt;br /&gt;
Program 91&lt;br /&gt;
Program 103&lt;br /&gt;
Program 104&lt;br /&gt;
Program 105&lt;br /&gt;
Program 106&lt;br /&gt;
Program 107&lt;br /&gt;
Program 108&lt;br /&gt;
Program 109&lt;br /&gt;
Program 110&lt;br /&gt;
Program 233 but not all sounds available. Missing: 377, 526, 526, 537&lt;br /&gt;
Program 235 but not all sounds available. Missing: 462, 456, 460, 461, 463, 464, 458, 493&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the following instruments exist in bank 4 but the waves they reference couldn&#039;t be found: 0, 20, 25, 77, 84, 90, 94&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Instrument bank 5&lt;br /&gt;
Bank 5: With wave archive wScene_6 the following programs can be used:&lt;br /&gt;
Program 35&lt;br /&gt;
Program 36&lt;br /&gt;
Program 37&lt;br /&gt;
Program 38&lt;br /&gt;
Program 39&lt;br /&gt;
Program 40&lt;br /&gt;
Program 41&lt;br /&gt;
Program 42&lt;br /&gt;
Program 43&lt;br /&gt;
Program 44&lt;br /&gt;
Program 45&lt;br /&gt;
Program 46&lt;br /&gt;
Program 82&lt;br /&gt;
Program 83&lt;br /&gt;
Program 229 but not all sounds available. Missing: 168, 167, 163, 26, 27, 240&lt;br /&gt;
Program 235&lt;br /&gt;
Program 236&lt;br /&gt;
Program 237&lt;br /&gt;
Program 239 but not all sounds available. Missing: 224, 225, 226, 227, 246, 249, 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_23 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 8&lt;br /&gt;
Program 20&lt;br /&gt;
Program 23&lt;br /&gt;
Program 24&lt;br /&gt;
Program 25&lt;br /&gt;
Program 26&lt;br /&gt;
Program 27&lt;br /&gt;
Program 28&lt;br /&gt;
Program 29&lt;br /&gt;
Program 30&lt;br /&gt;
Program 31&lt;br /&gt;
Program 32&lt;br /&gt;
Program 59&lt;br /&gt;
Program 66&lt;br /&gt;
Program 67&lt;br /&gt;
Program 75&lt;br /&gt;
Program 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_26 the following programs can be used:&lt;br /&gt;
Program 4&lt;br /&gt;
Program 7&lt;br /&gt;
Program 9&lt;br /&gt;
Program 11&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 17&lt;br /&gt;
Program 19&lt;br /&gt;
Program 20&lt;br /&gt;
Program 24&lt;br /&gt;
Program 54&lt;br /&gt;
Program 59&lt;br /&gt;
Program 67&lt;br /&gt;
Program 68&lt;br /&gt;
Program 72&lt;br /&gt;
Program 104&lt;br /&gt;
Program 105&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232 but not all sounds available. Missing: 140, 243, 254, 254, 300, 300&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_28 the following programs can be used:&lt;br /&gt;
Program 9&lt;br /&gt;
Program 21&lt;br /&gt;
Program 32&lt;br /&gt;
Program 34&lt;br /&gt;
Program 66&lt;br /&gt;
Program 75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_31 the following programs can be used:&lt;br /&gt;
Program 3&lt;br /&gt;
Program 6&lt;br /&gt;
Program 9&lt;br /&gt;
Program 12&lt;br /&gt;
Program 27&lt;br /&gt;
Program 46&lt;br /&gt;
Program 52&lt;br /&gt;
Program 53&lt;br /&gt;
Program 54&lt;br /&gt;
Program 58&lt;br /&gt;
Program 98&lt;br /&gt;
Program 228&lt;br /&gt;
Program 231&lt;br /&gt;
Program 232 but not all sounds available. Missing: 250, 140, 9, 10, 243, 254, 254&lt;br /&gt;
Program 233 but not all sounds available. Missing: 112, 30, 30, 31, 32, 32, 33, 33, 29, 29, 28, 70, 71, 10, 9, 139, 7, 6, 4, 5, 8, 174, 175, 176, 144, 145, 122, 123, 21, 21, 21, 250, 251, 252, 253, 126, 127, 128, 124, 125, 203, 204, 202&lt;br /&gt;
Program 238&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_32 the following programs can be used:&lt;br /&gt;
Program 0&lt;br /&gt;
Program 2&lt;br /&gt;
Program 9&lt;br /&gt;
Program 54&lt;br /&gt;
Program 55&lt;br /&gt;
Program 62&lt;br /&gt;
Program 63&lt;br /&gt;
Program 64&lt;br /&gt;
Program 65&lt;br /&gt;
Program 231&lt;br /&gt;
Program 233 but not all sounds available. Missing: 135, 112, 30, 30, 31, 32, 32, 33, 33, 29, 29, 28, 70, 71, 10, 9, 139, 7, 6, 4, 5, 8, 174, 175, 176, 144, 145, 122, 123, 21, 21, 21, 250, 251, 252, 253, 126, 127, 128, 124, 125, 203, 204, 202&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_37 the following programs can be used:&lt;br /&gt;
Program 7&lt;br /&gt;
Program 8&lt;br /&gt;
Program 15&lt;br /&gt;
Program 16&lt;br /&gt;
Program 26&lt;br /&gt;
Program 32&lt;br /&gt;
Program 47&lt;br /&gt;
Program 64&lt;br /&gt;
Program 66&lt;br /&gt;
Program 68&lt;br /&gt;
Program 69&lt;br /&gt;
Program 71&lt;br /&gt;
Program 73&lt;br /&gt;
Program 75&lt;br /&gt;
Program 76&lt;br /&gt;
Program 92&lt;br /&gt;
Program 103&lt;br /&gt;
Program 228&lt;br /&gt;
Program 233 but not all sounds available. Missing: 112, 30, 30, 31, 32, 32, 33, 33, 29, 29, 28, 70, 71, 46, 47, 48, 10, 9, 139, 7, 6, 4, 5, 8, 174, 175, 176, 144, 145, 122, 123, 21, 21, 21, 250, 251, 252, 253, 126, 127, 128, 124, 125, 203, 204, 202&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_38 the following programs can be used:&lt;br /&gt;
Program 8&lt;br /&gt;
Program 19&lt;br /&gt;
Program 54&lt;br /&gt;
Program 71&lt;br /&gt;
Program 72&lt;br /&gt;
Program 92&lt;br /&gt;
Program 103&lt;br /&gt;
Program 104&lt;br /&gt;
Program 105&lt;br /&gt;
Program 106&lt;br /&gt;
Program 110&lt;br /&gt;
Program 111&lt;br /&gt;
Program 112&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232 but not all sounds available. Missing: 140, 243, 254, 254, 300, 300&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_39 the following programs can be used:&lt;br /&gt;
Program 32&lt;br /&gt;
Program 47&lt;br /&gt;
Program 66&lt;br /&gt;
Program 75&lt;br /&gt;
Program 76&lt;br /&gt;
Program 84&lt;br /&gt;
Program 85&lt;br /&gt;
Program 86&lt;br /&gt;
Program 89&lt;br /&gt;
Program 230&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_40 the following programs can be used:&lt;br /&gt;
Program 3&lt;br /&gt;
Program 50&lt;br /&gt;
Program 51&lt;br /&gt;
Program 54&lt;br /&gt;
Program 70&lt;br /&gt;
Program 72&lt;br /&gt;
Program 87&lt;br /&gt;
Program 88&lt;br /&gt;
Program 90&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_41 the following programs can be used:&lt;br /&gt;
Program 2&lt;br /&gt;
Program 48&lt;br /&gt;
Program 52&lt;br /&gt;
Program 54&lt;br /&gt;
Program 63&lt;br /&gt;
Program 72&lt;br /&gt;
Program 91&lt;br /&gt;
Program 92&lt;br /&gt;
Program 114&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232 but not all sounds available. Missing: 140, 243, 254, 254, 300, 300&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_42 the following programs can be used:&lt;br /&gt;
Program 93&lt;br /&gt;
Program 94&lt;br /&gt;
Program 95&lt;br /&gt;
Program 229 but not all sounds available. Missing: 168, 163, 26, 27, 240&lt;br /&gt;
Program 237 but not all sounds available. Missing: 162&lt;br /&gt;
Program 239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_43 the following programs can be used:&lt;br /&gt;
Program 41&lt;br /&gt;
Program 54&lt;br /&gt;
Program 61&lt;br /&gt;
Program 72&lt;br /&gt;
Program 96&lt;br /&gt;
Program 97&lt;br /&gt;
Program 98&lt;br /&gt;
Program 99&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232 but not all sounds available. Missing: 140, 243, 254, 254, 300, 300&lt;br /&gt;
Program 233&lt;br /&gt;
Program 238 but not all sounds available. Missing: 76&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_44 the following programs can be used:&lt;br /&gt;
Program 54&lt;br /&gt;
Program 61&lt;br /&gt;
Program 72&lt;br /&gt;
Program 96&lt;br /&gt;
Program 100&lt;br /&gt;
Program 101&lt;br /&gt;
Program 102&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232 but not all sounds available. Missing: 140, 243, 254, 254, 300, 300&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_45 the following programs can be used:&lt;br /&gt;
Program 3&lt;br /&gt;
Program 5&lt;br /&gt;
Program 54&lt;br /&gt;
Program 61&lt;br /&gt;
Program 72&lt;br /&gt;
Program 113&lt;br /&gt;
Program 228 but not all sounds available. Missing: 138, 57, 58, 158&lt;br /&gt;
Program 232&lt;br /&gt;
Program 233&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_46 the following programs can be used:&lt;br /&gt;
Program 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_47 the following programs can be used:&lt;br /&gt;
Program 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bank 5: With wave archive wScene_48 the following programs can be used:&lt;br /&gt;
Program 77&lt;br /&gt;
Program 78&lt;br /&gt;
Program 79&lt;br /&gt;
Program 80&lt;br /&gt;
Program 81&lt;br /&gt;
Program 95&lt;br /&gt;
Program 107&lt;br /&gt;
Program 108&lt;br /&gt;
Program 229&lt;br /&gt;
Program 237 but not all sounds available. Missing: 161, 162&lt;br /&gt;
Program 239 but not all sounds available. Missing: 224, 225, 226, 227, 246, 249, 161, 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the following instruments exist in bank 5 but the waves they reference couldn&#039;t be found: 1, 10, 13, 14, 18, 22, 33, 49, 56, 57, 74, 109&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=446</id>
		<title>Pikmin 2 custom music</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_custom_music&amp;diff=446"/>
		<updated>2017-08-24T12:05:04Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: Created page with &amp;quot;Pikmin 2 uses a sequenced music format called BMS for some of its music. It is a powerful format containing commands that are executed by a BMS interpreter built into the game...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pikmin 2 uses a sequenced music format called BMS for some of its music. It is a powerful format containing commands that are executed by a BMS interpreter built into the game that is, among other things, capable of basic maths on a limited number of registers and conditional branching. Thus it is more similar to machine code than MIDI. The following article will describe a few details that are important to creating a custom BMS file that actually plays ingame.&lt;br /&gt;
&lt;br /&gt;
The flaaffy toolchain created by arookas is important to creating custom BMS files and can also be used to dump instrument banks (IBNK) and sounds (WSYS) from Pikmin 2 and can be found here: https://github.com/arookas/flaaffy&lt;br /&gt;
&lt;br /&gt;
-- Background Info--&lt;br /&gt;
The BMS files are located inside \AudioRes\Seqs\Seq.arc. Seq.arc is a RARC archive. Information related to sounds/music is stored inside \AudioRes\PSound.aaf.&lt;br /&gt;
Pikmin 2 contains 6 instrument banks numbered 0 to 5. You will find 6 occurences of IBNK inside PSound.aaf. It has exactly one occurence of WSYS inside PSound.aaf which references the wave archives stored in \AudioRes\Banks. There are 49 wave archives numbered wScene_0.aw through wScene_48.aw. Only some archives are loaded at a time, so you cannot play any sounds you wish. Turn on file monitoring in Dolphin&#039;s log configuration and check what wave banks are used in a specific scene/level.&lt;br /&gt;
&lt;br /&gt;
~~To be done: Write down which levels use which wave archives and which instruments can be used to play sounds in which levels~~&lt;br /&gt;
&lt;br /&gt;
-- Convert MIDI to BMS --&lt;br /&gt;
&lt;br /&gt;
Download flaaffy from the github link above (check Releases for a compiled exe).&lt;br /&gt;
Making a BMS out of a MIDI is a two step process. mareep.exe is a command line tool so you need to open the command line in the same folder as mareep.exe or create a bat file in the same folder to do the conversion.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;mareep -errand jolt -input your_midi.midi -output your_cotton.txt -loop&lt;br /&gt;
mareep -errand cotton -input your_cotton.txt -output your_bms.bms&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=810</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=810"/>
		<updated>2017-07-25T12:49:21Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=809</id>
		<title>User:Yoshi2</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=User:Yoshi2&amp;diff=809"/>
		<updated>2017-07-25T12:49:03Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will write down a bunch of things I know before moving them over to the right place on the wiki&lt;br /&gt;
&lt;br /&gt;
http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bunch of random addresses I have found which I will write down here so they don&#039;t get lost so easily&lt;br /&gt;
80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL&lt;br /&gt;
80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_2_collision_format&amp;diff=444</id>
		<title>Pikmin 2 collision format</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_2_collision_format&amp;diff=444"/>
		<updated>2017-07-23T15:24:41Z</updated>

		<summary type="html">&lt;p&gt;Yoshi2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following describes the format of &#039;&#039;Pikmin 2&#039;&#039;&#039;s &amp;lt;code&amp;gt;grid.bin&amp;lt;/code&amp;gt; files, which describe the collision of overworld levels and cave units. The information might be incorrect or incomplete.&lt;br /&gt;
&lt;br /&gt;
The format has no header and directly starts off with data. The Y coordinate points upwards. All values are big endian. Size of data is in bytes.&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size of data || Description&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || Unsigned integer describing how many vertices are defined.&lt;br /&gt;
|-&lt;br /&gt;
|  0xC*(vertex count) || 3 32-bit floats describing the XYZ coordinates for each vertex.&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || Unsigned integer describing how many triangles are defined.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C*(triangle count) || For each triangle in the collision there are 76 bytes of data describing the vertices of the triangle, normals, tangents, and more.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || {{unknown|Unknown, maybe data about the level size.}}&lt;br /&gt;
|-&lt;br /&gt;
|  0x8 || Two 32 bit unsigned integers describing the width and length of a grid of triangle groups. Is not related to the actual size of the map.&lt;br /&gt;
|-&lt;br /&gt;
|  0x8 || {{Unknown|Unknown.}}&lt;br /&gt;
|-&lt;br /&gt;
| Remaining data || Contains groups of triangles. Each group starts with one 32 bit unsigned integer describing the amount of triangles in the group, followed by that many 32 bit unsigned integers describing the index of each triangle (0-indexed). Amount of groups equals to the width of the grid multiplied by its length.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Triangle data==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size of data || Description&lt;br /&gt;
|-&lt;br /&gt;
|  0xC || 3 32 bit unsigned integers describing the (0-based) indices of the vertices v1, v2, v3 in this triangle.&lt;br /&gt;
|-&lt;br /&gt;
|  0xC || 3 floats describing the normal vector of the triangle.&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || float that affects collision in the direction of the normal, distance_normal.&lt;br /&gt;
|-&lt;br /&gt;
|  0xC || 3 floats describing the tangent of the edge (v1, v2).&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || float that affects collision in the direction of the tangent of (v1,v2), distance_tan1.&lt;br /&gt;
|-&lt;br /&gt;
|  0xC || 3 floats describing the tangent of the edge (v2, v3).&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || float that affects collision in the direction of the tangent of (v2,v3), distance_tan2.&lt;br /&gt;
|-&lt;br /&gt;
|  0xC || 3 floats describing the tangent of the edge (v3, v1).&lt;br /&gt;
|-&lt;br /&gt;
|  0x4 || float that affects collision in the direction of the tangent of (v3, v1), distance_tan3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values distance_normal, distance_tan1, distance_tan2, distance_tan3 can be calculated as follows:&lt;br /&gt;
&lt;br /&gt;
distance_normal = normal_x*middle_x + normal_y*middle_y + normal_z*middle_z, where middle_x/y/z are the coordinates of the middle between vertices v1, v2, v3&lt;br /&gt;
&lt;br /&gt;
distance_tan1 = tan1_x*v1_x + tan1_y*v1_y + tan1_z*v1_z, where tan1_x/y/z are the xyz components of the tangent of (v1,v2), and v1_x/y/z are the coordinates of the vertex v1&lt;br /&gt;
&lt;br /&gt;
distance_tan2 = tan2_x*v2_x + tan2_y*v2_y + tan2_z*v2_z, similar to above but for tangent of (v2, v3)&lt;br /&gt;
&lt;br /&gt;
distance_tan3 = tan3_x*v3_x + tan3_y*v3_y + tan3_z*v3_z, similar to above but for tangent of (v3, v1)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 2]]&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Yoshi2</name></author>
	</entry>
</feed>