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{{DISPLAYTITLE:''Pikmin 2'' directory tree}}
 
{{DISPLAYTITLE:''Pikmin 2'' directory tree}}
This article lists all folders and noteworthy files in ''Pikmin 2'', and recommended tools for viewing or modifying them.<br>
+
This article lists all folders and noteworthy files in ''Pikmin 2''. Yellow rows are folders, and blue rows are files.
Yellow rows are folders, and red rows are unused files or folders with no effect on the game.
 
  
{{todo|Add links for everything.}}
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{{todo|Figure all of these out and link them to the relevant pages.}}
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Path || Details || Recommended Tool
+
! Entry || Description
 
|-
 
|-
| style="background-color:#ffffcc"|<code>AudioRes/</code> || style="background-color:#ffffcc"|[[Jsystem#JAudio|JAudio]] resources. Contains data for music, instruments, and sound effects. || Pikmin 2 Sound Modding Toolkit
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{{dt|d||AudioRes|Audio: music, instruments and sound effects.}}
|-
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{{dt|d|AudioRes|Banks|Sound effect and instrument files.}}
| style="background-color:#ffffcc"|<code>AudioRes/Banks</code> || style="background-color:#ffffcc"|[[AW file|<code>.AW</code> wave scene files]]. Contain audio samples of instruments and sound effects for the instrument programs. || Pikmin 2 Sound Modding Toolkit
+
{{dt|f|AudioRes|BgmList.txt|List of songs used in the game.}}
|-
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{{dt|f|AudioRes|Conductor.arc|Some .cnd files about the songs in the game.}}
| style="background-color:#ffd1d1"|<code>AudioRes/BgmList.txt</code> || style="background-color:#ffd1d1"|Early list of [[Pikmin 2 BMS file list|sequences]] and volume settings. The real <code>BgmList.txt</code> is in Totaka's folder. || Notepad++
+
{{dt|f|AudioRes|Key.arc|.bas files that supposedly link the enemy's actions to the corresponding sound effects. There's also an enemy.prj file.}}
|-
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{{dt|f|AudioRes|PSound.aaf|Unknown.}}
| style="background-color:#ffffcc"|<code>AudioRes/Conductor.arc/</code> || style="background-color:#ffffcc"|[[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. Creates music for caves. || Hex Editor
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{{dt|f|AudioRes|PSound.asn|Unknown.}}
|-
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{{dt|d|AudioRes|Seqs|Sequenced music (like MIDI files).}}
| style="background-color:#ffffcc"|<code>AudioRes/Key.arc/</code> || style="background-color:#ffffcc"|<code>.BAS</code> files, which link SoundIDs to enemy animations. || Hex Editor
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{{dt|d|AudioRes|Stream|[[AST file list|Streamed (non-sequenced) music]].}}
|-
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{{dt|d||banner|Presumably the game banners, on the GameCube menu, for each language.}}
| style="background-color:#ffd1d1"|<code>AudioRes/Key.arc/enemy.prj</code> || style="background-color:#ffd1d1"|Leftover project information about the <code>.BAS</code> files.
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{{dt|d||enemy|Enemy data.}}
|-
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{{dt|d|enemy|common|Contains <code>enemyCommon.szs</code>. Models of the rocks used in petrification.}}
| <code>AudioRes/PSound.aaf</code> || [[AFF file|<code>.AAF</code> audio archive file]]. Integral file that contains information about all the available sound effects, waves, instrument banks + programs, and music. || Pikmin 2 Sound Modding Toolkit
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{{dt|d|enemy|data|Enemy and plant models and animations.}}
|-
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{{dt|f|enemy|enemyResList.txt|List with enemy resource file paths.}}
| <code>AudioRes/PSound.asn</code> || <code>.ASN</code> audio sound names. Contains a list of all SoundIDs, which reference a sequence from <code>se.bms</code>. || asn2csv
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{{dt|d|enemy|parm|Contains <code>enemyParms.szs</code>. Enemy settings (collisions, animations, ultra-bitter petrification models, misc.).}}
|-
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{{dt|f||gameConfig.ini|Game settings.}}
| style="background-color:#ffffcc"|<code>AudioRes/Seqs/Seq.arc/</code> || style="background-color:#ffffcc"|[[Pikmin 2 BMS file list|<code>.BMS</code> binary music sequences]].  Contains sequenced music (akin to MIDI files). || flaaffy or JAIMaker
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{{dt|d||memoryCard|Contains <code>memoryCardHeader.szs</code>. Something about memory cards (banner.dat and icon.dat)}}
|-
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{{dt|d||message|Fonts and text strings for all languages/regions.}}
| <code>AudioRes/Seqs/Seq.arc/se.bms</code> || Special <code>.BMS</code> file containing all sound effect sequences in the game. || p2setoolkit, flaaffy or JAIMaker
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{{dt|d||new_screen|Menu resources, in all languages.}}
|-
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{{dt|f||opening.bnr|Game banner}}
| style="background-color:#ffffcc"|<code>AudioRes/Stream/</code> || style="background-color:#ffffcc"|[[AST file list|<code>.AST</code> audio streams.]]  Contains streamed music (akin to WAV or MP3 files). || JATAST
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{{dt|f||pikmin2*P.MAP|Unknown. The filename is <code>pikmin2UP.MAP</code> in the US version, <code>pikmin2PP.MAP</code> in the European version, and <code>pikmin2JP.MAP</code> in the Japanese version.}}
|-
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{{dt|d||thp|Pre-rendered videos.}}
| style="background-color:#ffd1d1"|<code>banner/</code> || style="background-color:#ffd1d1"|Contains three different Gamecube banner images for ''Pikmin 2''. This folder is unused; depending on the region, one of these was copied and placed into the root directory as <code>opening.bnr</code> || pyisotools
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{{dt|f||timeStamp*.txt|Build dates. File names are still a bit unclear.}}
|-
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{{dt|d||user|}}
| style="background-color:#ffffcc"|<code>enemy/</code> || style="background-color:#ffffcc"|Enemy data. Also includes plants, hazards, and misc. objects.
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{{dt|d|user|Abe|}}
|-
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{{dt|d|user/Abe|cave|Lighting settings.}}
| style="background-color:#ffffcc"|<code>enemy/common/enemyCommon.szs/</code> || style="background-color:#ffffcc"|Models of the rocks used in petrification. || FinModelUtility, SuperBMD, RiiStudio
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{{dt|d|user/Abe|item|Minor settings for some objects (clog, bridge, geyser, plant, rock, treasure).}}
|-
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{{dt|d|user/Abe|map|Area settings, test map and Piklopedia areas included (routes, lighting, ...)}}
| style="background-color:#ffffcc"|<code>enemy/data/</code> || style="background-color:#ffffcc"|Enemy models, <code>.BCA</code> animations, and textures. || FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for <code>.BTI</code> textures).
+
{{dt|d|user/Abe|Pellet|Treasure models and some configuration files.}}
|-
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{{dt|d|user/Abe/Pellet|*|}}
| style="background-color:#ffffcc"|<code>enemy/parm/enemyParms.szs/</code> || style="background-color:#ffffcc"|[[Pikmin 2 enemy parameters|Parameters for enemy HP, damage, move speed, collisions, animations, and ultra-bitter petrification models]]. || Notepad++, Pikmin 2 Enemy Collision Tree Blender Addon, Pikmin 2 Enemy Bitter/Stoneinfo Blender Addon
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{{dt|f|user/Abe/Pellet/*|carcass_config.txt|'''Unused''' enemy corpse settings (plus leader carrying). The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.}}
|-
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{{dt|f|user/Abe/Pellet/*|item_config.txt|'''Unused''' Exploration Kit + The Key settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.}}
| <code>enemy/parm/enemyResList.txt</code> || List of enemy resource file paths. || Notepad++
+
{{dt|f|user/Abe/Pellet/*|item_texts.szs|'''Unused''' Exploration Kit + The Key collisions and animations settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.}}
|-
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{{dt|f|user/Abe/Pellet/*|otakara_config.txt|'''Unused''' treasure settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.}}
| style="background-color:#ffd1d1"|<code>*gameConfig.ini</code> || style="background-color:#ffd1d1"|These were likely game configuration settings that changed how the game was compiled, to create special versions of ''Pikmin 2''. || Notepad++
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{{dt|f|user/Abe/Pellet/*|otakara_texts.txt|'''Unused''' treasure collision and animation settings. The used settings are in <code>/user/Abe/Pellet/*/otakara_texts.szs</code>.}}
|-
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{{dt|f|user/Abe/Pellet/*|pelletlist_*.szs|Carriable thing (treasure, leader, enemy corpse, Exploration Kit + The Key) settings.}}
| style="background-color:#ffffcc"|<code>memoryCard/memoryCardHeader.szs/</code> || style="background-color:#ffffcc"|Memory card menu icons and banner images. || Wiimms Image Tool + Hex Editor
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{{dt|d|user/Abe|piki|Pikmin and leader settings.}}
|-
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{{dt|f|user/Abe|stages.txt|Area listing.}}
| <code>message/font_*.szs/pikmin2main.bfn</code> || Font data and textures. || bfntoolkit + GameCube File Tools
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{{dt|d|user/Abe|time|Day time settings.}}
|-
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{{dt|d|user/Abe|vs|2-Player Battle stage settings (list of cave units for every pattern)}}
| <code>message/mesRes_*.szs/pikmin2.bmc</code> || Data for font coloring. || Hex Editor
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{{dt|d|user|Ebisawa|}}
|-
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{{dt|d|user/Ebisawa|card_e_reader|e-Reader stuff? (.dwn format)}}
| <code>message/mesRes_*.szs/pikmin2.bmg</code> || [[BMG file]], all text strings and dialog in the game. || pikminBMG
+
{{dt|d|user/Ebisawa|effect|Visual effects? (.jpc format)}}
|-
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{{dt|d|user/Ebisawa|testdata|Test stuff?}}
| style="background-color:#ffffcc"|<code>new_screen/</code> || style="background-color:#ffffcc"|[[BLO file|<code>.BLO</code>files]]: HUDs, interfaces, and menus, with all their resources like graphics and animations. || pyblo2-gui
+
{{dt|d|user/Ebisawa/testdata|_2D|Old menus?}}
|-
+
{{dt|d|user/Ebisawa|title|Title screens}}
| <code>opening.bnr</code> || Gamecube banner image. || pyisotools
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{{dt|d|user/Ebisawa/title/title.szs|param|Title screen parameters}}
|-
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{{dt|f|user/Ebisawa/title/title.szs/param|param_pikmin.txt|Title pikmin parameters}}
| <code>pikmin2*P.MAP</code> || Symbol map. Text file that lists where every function and piece of data in the game's code is located and its name, and is used in-game by the crash handler for debugging purposes. The symbol map in retail versions of the game is unreadable. || Notepad++
+
{{dt|f|user/Ebisawa/title/title.szs/param|param_title.txt|Title parameters}}
|-
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{{dt|d|user|Kando|}}
| style="background-color:#ffffcc"|<code>thp/</code> || style="background-color:#ffffcc"|[[THP file|<code>.THP</code>files]]. Pre-rendered videos. The .ini files control when text strings are loaded on top of the videos. || wiiflowthpvideoconverter, Notepad++ (for .ini files)
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{{dt|f|user/Kando|aiConstants.txt|Some constants (gravity, spray berries needed, debt, camera angle (FOV?)).}}
|-
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{{dt|d|user/Kando|bridge|Bridge models.}}
| style="background-color:#ffd1d1"|<code>timeStamp*.txt</code> || style="background-color:#ffd1d1"|Build dates. "J", "P", and "U" likely represent the Japanese, PAL, and US versions. || Notepad++
+
{{dt|d|user/Kando|develop|Some development tool resources?}}
|-
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{{dt|d|user/Kando|effect|Visual effects? Contains Onion beam animations.}}
| style="background-color:#ffffcc"|<code>user/Abe/</code> || style="background-color:#ffffcc"|Masamichi Abe's folder, who was a director for the game.
+
{{dt|d|user/Kando|map|Area models and route/hitbox settings, including Piklopedia / Treasure Hoard, as well as water and the cave vrboxes (skyboxes). }}
|-
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{{dt|f|user/Kando|mizu.bti|Unknown texture.}}
| style="background-color:#ffffcc"|<code>user/Abe/cave/</code> || style="background-color:#ffffcc"|[[Pikmin 2 cave lighting files|Lighting files for caves]]. || Drought Ender's Cave Creator, Notepad++
+
{{dt|d|user/Kando|objects|Model and animation for some objects (clog, bridge, holes, gates, nectar, geyser, mold, Pikmin head, spiderworts, "rock", Ujadani, nectar weed).}}
|-
+
{{dt|d|user/Kando|onyon|Onion model and animations.}}
| <code>user/Abe/item/barrelParms.txt</code> || Clog health parameter. || Notepad++
+
{{dt|d|user/Kando|piki|Model and animations for the cursor, Pikmin and leaders.}}
|-
+
{{dt|d|user/Kando|pod*|Research Pod model and animations.}}
| <code>user/Abe/item/bridgeParms.txt</code> || Bridge health parameter. || Notepad++
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{{dt|d|user/Kando|resulttex|Old Treasure Hoard icons.}}
|-
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{{dt|d|user/Kando|texCaster|Unknown texture.}}
| <code>user/Abe/item/fountainParms.txt</code> || Challenge Mode geyser health parameter. || Notepad++
+
{{dt|d|user/Kando|ufo*|Ship model and animations.}}
|-
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{{dt|d|user/Kando|vstex|2-Player Battle Roulette icons and other minor HUD textures.}}
| <code>user/Abe/item/plantParms.txt</code> || Burgeoning Spiderwort parameters. || Notepad++
+
{{dt|d|user/Kando|zukan|Slightly simpler version of the test level.}}
|-
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{{dt|d|user|Koono|Space mail stuff.}}
| <code>user/Abe/item/rockParms.txt</code> || Burgeoning Spiderwort mold parameters. || Notepad++
+
{{dt|d|user|Matoba|}}
|-
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{{dt|d|user/Matoba|challenge|Challenge mode level settings, used and unused.}}
| <code>user/Abe/item/TreasureParms.txt</code> || Buried treasure health parameters. || Notepad++
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{{dt|d|user/Matoba|resulttex|Treasure Hoard icons.}}
|-
+
{{dt|d|user|Mukki|}}
| style="background-color:#ffffcc"|<code>user/Abe/map/</code> || style="background-color:#ffffcc"|Routes/pathing, [[Pikmin 2 area generator file|object generation]], [[Pikmin 2 map lighting files|day cycle lighting]], and settings for aboveground areas (including the test map and Piklopedia areas). || Gen & Route Editor, Notepad++  (for .txt files/.ini lighting)
+
{{dt|d|user/Mukki|mapunits|}}
|-
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{{dt|d|user/Mukki/mapunits|arc|[[Cave unit definition file|Cave unit models and settings]].}}
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/</code> || style="background-color:#ffffcc"|All treasure models and their <code>.BCK</code> carrying animations, as well as parameters for all carriable objects. || FinModelUtility, SuperBMD (animations), RiiStudio, Notepad++ (for collision/parameters)
+
{{dt|d|user/Mukki/mapunits|caveinfo|[[Cave definition file|Cave settings]].}}
|-
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{{dt|d|user/Mukki/mapunits|units|[[Cave unit list file|Cave unit lists]].}}
| style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/carcass_config.txt</code> || style="background-color:#ffd1d1"|Unused enemy carcass parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++
+
{{dt|d|user/Mukki|movie|In-game cutscenes.}}
|-
+
{{dt|d|user|Nishimura|}}
| style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/item_config.txt</code> || style="background-color:#ffd1d1"|Unused Exploration Kit treasure parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++
+
{{dt|d|user/Nishimura|Camera|[[CameraParms|Camera settings]].}}
|-
+
{{dt|d|user/Nishimura|Rumble|Rumble settings.}}
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/item_texts.szs</code> || style="background-color:#ffffcc"|Collision parameters for the Exploration Kit treasures, and their animation file paths. || Notepad++
+
{{dt|d|user/Nishimura|Shadow|Shadow settings.}}
|-
+
{{dt|d|user|Totaka|Music settings.}}
| style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/otakara_config.txt</code> || style="background-color:#ffd1d1"|Unused treasure parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++
+
{{dt|d|user|Wakai|Some text files related to music?}}
|-
+
{{dt|d|user|Yamashita|}}
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/otakara_texts.szs</code> || style="background-color:#ffffcc"|Collision parameters for the treasures, and their animation file paths. || Notepad++
+
{{dt|d|user/Yamashita|arc|Boot screens.}}
|-
+
{{dt|d|user/Yamashita|enemytex|Piklopedia icons.}}
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pellet.szs/</code> || style="background-color:#ffffcc"|All numbered pellet models, their <code>.BCK</code> carrying animations, and <code>.BRK</code> files that control their color. || FinModelUtility, SuperBMD (animations), RiiStudio
+
{{dt|d|user/Yamashita|zukan|Some settings for the Piklopedia/Treasure Hoard areas.}}
|-
+
{{dt|f||*gameConfig.ini|Alternative game configuration files.}}
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pellet_texts.szs/</code> || style="background-color:#ffffcc"|Collision parameters for the numbered pellets, and their animation file paths. || Notepad++
+
|}
|-
 
| style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pelletlist_*.szs</code> || style="background-color:#ffffcc"|Carryable object parameters, including enemy carcasses, Spiderwort berries, treasures, Exploration Kit treasures, and the numbered pellets. Includes carry weights, pokos earned, seeds earned, and the depth treasures are buried. || Notepad++
 
|-
 
| <code>user/Abe/piki/naviParms.txt</code> || [[NaviParms|Leader parameters]], like speed and attack power. || Notepad++
 
|-
 
| <code>user/Abe/piki/pikiParms.txt</code> || [[PikiParms|Pikmin parameters]], like speed and attack power. || Notepad++
 
|-
 
| <code>user/Abe/stages.txt</code> || List of aboveground areas and parameters. || Notepad++
 
|-
 
| <code>user/Abe/time/time.ini</code> || Day cycle parameters, controlling the length of the day and the related events that occur. || Notepad++
 
|-
 
| <code>user/Abe/vs/stages.txt</code> || [[2-Player Battle stage parameters|List of 2-Player Battle stages and parameters]]. || Notepad++
 
|-
 
| <code>user/Abe/vs/vs_X_*.txt</code> || [[Cave fixed layout|Pre-determined layouts]] for the 2-Player Battle stages, listing the cave units they use and their locations. || Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Ebisawa/</code> || style="background-color:#ffffcc"|Yasushi Ebisawa's folder, who programmed the particle effects and title screen.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Ebisawa/card_e_reader/</code> || style="background-color:#ffffcc"|<code>.DWN</code> files for the three e-Reader Pikmin minigames.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Ebisawa/effect/</code> || style="background-color:#ffffcc"|<code>.JPC</code> [[Jsystem#JParticle|JParticle]] archive files. All of the game's used particles and effects. || jpc_conv, GameCube File Tools
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Ebisawa/testdata/</code> || style="background-color:#ffd1d1"|Unused menu files, e-Reader files, and title screen things. || FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for <code>.BTI</code> textures)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Ebisawa/title/</code> || style="background-color:#ffffcc"|Models and <code>.BCK</code> animations for the title screen and enemies/Pikmin on it. || FinModelUtility, SuperBMD (animations), RiiStudio
 
|-
 
| <code>user/Ebisawa/title/title.szs/param/param_pikmin.txt</code> || [[Pikmin 2 title screen|Title screen Pikmin parameters]]. || Notepad++
 
|-
 
| <code>user/Ebisawa/title/title.szs/param/param_title.txt</code> || [[Pikmin 2 title screen|Title screen parameters]]. || Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/</code> || style="background-color:#ffffcc"|Yuji Kando's folder, who programmed the Pikmin and other various systems.
 
|-
 
| <code>user/Kando/aiConstants.txt</code> || Some parameters for constants: gravity, Spiderwort berries needed to create 1 spray, amount needed to repay the debt, and "camera angle" (the Y-axis rotation for when you enter a stage). || Notepad++
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/bridge/</code> || style="background-color:#ffd1d1"|Unused bridge models. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files), GameCube File Tools
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/develop/</code> || style="background-color:#ffd1d1"|Leftover development tool resources, seemingly for a map editor, route/path manager, a [[Jsystem#J2DGraph|2D graphic]] tester, and animation tester, among other things. || FinModelUtility, SuperBMD, RiiStudio, GameCube File Tools
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/effect/game.jpc</code> || style="background-color:#ffd1d1"|Unused <code>.JPC</code> [[Jsystem#JParticle|JParticle]] archive file with a bunch of particle effects. || jpc_conv, GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/effect/modeleffect.szs</code> || style="background-color:#ffffcc"|Onion beam model and <code>.BRK</code>/<code>.BTK</code> animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/maps/</code> || style="background-color:#ffffcc"|Models for aboveground/piklopedia areas, [[Pikmin 2 waterboxes|waterboxes]], and [https://www.pikminwiki.com/Pikmin_2_cave_generation#Backgrounds cave vrboxes]. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/mizu.bti</code> || style="background-color:#ffd1d1"|Unused texture. || GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/objects/</code> || style="background-color:#ffffcc"|Models and animations for some objects: clog, bridge, seesaw blocks, cave entrances, gates, nectar, geyser, Burgeoning Spiderwort mold, Pikmin head, Burgeoning Spiderwort, nectar rock, Ujadani, and nectar weed. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/onyon/</code> || style="background-color:#ffffcc"|Onion models and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/piki/</code> || style="background-color:#ffffcc"|Model and animations for Pikmin, leaders, and the cursor + reticle. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/pod*/</code> || style="background-color:#ffffcc"|Research Pod model and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/resulttex/</code> || style="background-color:#ffd1d1"|Unused old Treasure Hoard icons, likely for cave/day end results. || GameCube File Tools
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Kando/texCaster/arc.szs/tex.bti</code> || style="background-color:#ffd1d1"|Unused texture. || GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/ufo*/</code> || style="background-color:#ffffcc"|Hocotate Ship model and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/vstex/</code> || style="background-color:#ffffcc"|2-Player Battle Roulette icons and other minor HUD textures. || GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Kando/zukan/</code> || style="background-color:#ffffcc"|Slightly simpler copy of the unused test map, with its own generation and lighting settings. || Gen & Route Editor (for routes/finding coords for [[Pikmin 2 waterboxes|waterboxes]]), Notepad++ (for .txt files/.ini lighting)
 
|-
 
|-
 
| style="background-color:#ffffcc"|<code>user/Koono/</code> || style="background-color:#ffffcc"|Hiroyuki Kono (Koono)'s folder, who programmed menus for ''Pikmin 2''.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Koono/mail_icon.szs</code> || style="background-color:#ffffcc"|Space mail icons. || GameCube File Tools
 
|-
 
| <code>user/Koono/mail_table.szs/mail_table.bin</code> || IDs from the <code>.BMG</code> that correspond to each piece of [[mail]]. || Hex Editor
 
|-
 
| style="background-color:#ffffcc"|<code>user/Matoba/</code> || style="background-color:#ffffcc"|Taku Matoba's folder, who designed caves for ''Pikmin 2''.
 
|-
 
| <code>user/Matoba/challenge/stages.txt</code> || [[Pikmin 2 Challenge Mode settings|List of Challenge Mode stages and parameters]]. || Notepad++
 
|-
 
| <code>user/Matoba/challenge/kfes-stages.txt</code> || List of Challenge Mode stages and parameters, when the game is in KFes mode. || Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Matoba/resulttex/</code> || style="background-color:#ffffcc"|Treasure icons used in the Treasure Hoard and cave/day end results. || GameCube File Tools
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Morimura/</code> || style="background-color:#ffd1d1"|Naoya Morimura's leftover folder, who programmed the more complicated enemies for ''Pikmin 2''.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Mukki/</code> || style="background-color:#ffffcc"|Yutaka Hiramuki's folder, who designed caves for ''Pikmin 2''.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Mukki/mapunits/arc/</code> || style="background-color:#ffffcc"|[[Cave unit generation|Cave unit assets and data]]. Contains models, routes/pathfinding, and [[Pikmin 2 waterboxes|waterboxes]]. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files, Gen & Route Editor (for routes/finding coords for waterboxes), Notepad++ (for waterboxes), GameCube File Tools (for radar texture)
 
|-
 
| style="background-color:#ffffcc"|<code>user/Mukki/caveinfo/</code> || style="background-color:#ffffcc"|[[Cave generation parameters|Cave generation files]]. || Drought Ender's Cave Creator, Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Mukki/units/</code> || style="background-color:#ffffcc"|[[Cave unit definition file|Cave unit definition files]]. || Drought Ender's Cave Creator, Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Mukki/movie/</code> || style="background-color:#ffffcc"|[[STB file|<code>.STB</code> files]]. In-game cutscenes. || pikmin2-stb
 
|-
 
| style="background-color:#ffffcc"|<code>user/Nishimura/</code> || style="background-color:#ffffcc"|Katsushito Nishimura's folder, who programmed enemies and the levels for ''Pikmin 2''.
 
|-
 
| <code>user/Nishimura/Camera/caveCameraParms.txt</code> || [[Pikmin 2 camera parameters|Camera parameters]] when in caves. || Notepad++
 
|-
 
| <code>user/Nishimura/Camera/groundCameraParms.txt</code> || [[Pikmin 2 camera parameters|Camera parameters]] when aboveground. || Notepad++
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/引きカメラcameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]].
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/撮影cameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]].
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物 groundCameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]].
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物caveCameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]].
 
|-
 
| <code>user/Nishimura/Rumble/rumbleData.txt</code> || Controller rumble time and power parameters. || Notepad++
 
|-
 
| <code>user/Nishimura/Rumble/rumbleParms.txt</code> || Controller rumble modifier for distant objects. || Notepad++
 
|-
 
| <code>user/Nishimura/Shadow/shadowParms.txt</code> || Shadow parameters. || Notepad++
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Ogawa/</code> || style="background-color:#ffd1d1"|Yuzuru Ogawa's leftover folder, who programmed menus for ''Pikmin 2'',
 
|-
 
| style="background-color:#ffffcc"|<code>user/Totaka/</code> || style="background-color:#ffffcc"|Kazumi Totaka's folder, who directed the sound design and created some music and sound effects for ''Pikmin 2''.
 
|-
 
| <code>user/Totaka/BgmList.txt</code> || List of all [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]] and volume settings for each. || Notepad++
 
|-
 
| style="background-color:#ffd1d1"|<code>user/Totaka/BgmList_BgmTest.txt</code> || style="background-color:#ffd1d1"|List of all [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] in the game, with a leftover developer comment about compiling cave songs. || Notepad++
 
|-
 
| <code>user/Totaka/BgmList_Forest.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Awakening Wood cave sublevels. || Notepad++
 
|-
 
| <code>user/Totaka/BgmList_Last.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Wistful Wild cave sublevels. || Notepad++
 
|-
 
| <code>user/Totaka/BgmList_Tutorial.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Valley of Repose cave sublevels. || Notepad++
 
|-
 
| <code>user/Totaka/BgmList_Yakushima.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Perplexing Pool cave sublevels. || Notepad++
 
|-
 
| <code>user/Totaka/ChallengeBgmList.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for all Challenge Mode cave sublevels. || Notepad++
 
|-
 
| <code>user/Totaka/StreamList.txt</code> || List of all [[AST file list|streams]], their ID, and volume settings. || Notepad++
 
|-
 
| <code>user/Totaka/trackMap_Cond_T.txt</code> || [[Trackmap parameters|Track mappings]] that apply to caveconc and new_XX [[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. || Notepad++
 
|-
 
| <code>user/Totaka/trackMap_Seq_T.txt</code> || [[Trackmap parameters|Track mappings]] that apply to caveglass and caverelax [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]]. || Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Wakai/</code> || style="background-color:#ffffcc"|Hajime Wakai's folder, who wrote music for ''Pikmin 2''.
 
|-
 
| <code>user/Wakai/trackMap_Cond_W.txt</code> || [[Trackmap parameters|Track mappings]] that apply to cavemetal and cavesoil [[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. || Notepad++
 
|-
 
| <code>user/Wakai/trackMap_Seq_W.txt</code> || [[Trackmap parameters|Track mappings]] that apply to a few of Hajime Wakai's [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]].|| Notepad++
 
|-
 
| style="background-color:#ffffcc"|<code>user/Yamashita/</code> || style="background-color:#ffffcc"|Yoshikazu Yamashita's folder, who did system programming and programmed most of the enemies for ''Pikmin 2''.
 
|-
 
| style="background-color:#ffffcc"|<code>user/Yamashita/arc/</code> || style="background-color:#ffffcc"|Boot screen textures. || GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Yamashita/enemytex/</code> || style="background-color:#ffffcc"|Piklopedia icons. || GameCube File Tools
 
|-
 
| style="background-color:#ffffcc"|<code>user/Yamashita/zukan/</code> || style="background-color:#ffffcc"|Piklopedia enemy appearance parameters and day cycle lighting parameters. || Notepad++
 
|-
 
 
 
  
 
[[Category:Pikmin 2]]
 
[[Category:Pikmin 2]]
 
[[Category:Directory trees]]
 
[[Category:Directory trees]]

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