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