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{{DISPLAYTITLE:''Pikmin 2'' directory tree}}
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This article lists all folders and noteworthy files in ''Pikmin 2''. Yellow rows are folders, and blue rows are files.
This article lists all folders and noteworthy files in ''Pikmin 2'', and recommended tools for viewing or modifying them.<br>
 
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
+
| style="background-color: #EEC" | <code>AudioRes</code>
 +
| style="background-color: #EEC" | Audio: music, instruments and sound effects.
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>AudioRes/Banks</code>
 +
| style="background-color: #EEC" | Sound effect and instrument files.
 
|-
 
|-
| 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++
+
| style="background-color: #CCE" | <code>AudioRes/BgmList.txt</code>
 +
| style="background-color: #CCE" | List of songs used in the game.
 
|-
 
|-
| 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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| style="background-color: #CCE" | <code>AudioRes/Conductor.arc</code>
 +
| style="background-color: #CCE" | Some .cnd files about the songs in the game.
 
|-
 
|-
| 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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| style="background-color: #CCE" | <code>AudioRes/Key.arc</code>
 +
| style="background-color: #CCE" | .bas files that supposedly link the enemy's actions to the corresponding sound effects. There's also an enemy.prj file.
 
|-
 
|-
| style="background-color:#ffd1d1"|<code>AudioRes/Key.arc/enemy.prj</code> || style="background-color:#ffd1d1"|Leftover project information about the <code>.BAS</code> files.
+
| style="background-color: #CCE" | <code>AudioRes/PSound.aaf</code>
 +
| style="background-color: #CCE" | Unknown.
 
|-
 
|-
| <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
+
| style="background-color: #CCE" | <code>AudioRes/PSound.asn</code>
 +
| style="background-color: #CCE" | Unknown.
 
|-
 
|-
| <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
+
| style="background-color: #EEC" | <code>AudioRes/Seqs</code>
 +
| style="background-color: #EEC" | Sequenced music (like MIDI files).
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>AudioRes/Stream</code>
 +
| style="background-color: #EEC" | Streamed (non-sequenced) music.
 
|-
 
|-
| <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
+
| style="background-color: #EEC" | <code>banner</code>
 +
| style="background-color: #EEC" | Presumably the game banners, on the GameCube menu, for each language.
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>enemy</code>
 +
| style="background-color: #EEC" | Enemy data.
 
|-
 
|-
| 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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| style="background-color: #EEC" | <code>enemy/common</code>
 +
| style="background-color: #EEC" | Contains <code>enemyCommon.szs</code>. Models of the rocks used in petrification.
 
|-
 
|-
| style="background-color:#ffffcc"|<code>enemy/</code> || style="background-color:#ffffcc"|Enemy data. Also includes plants, hazards, and misc. objects.
+
| style="background-color: #EEC" | <code>enemy/data</code>
 +
| style="background-color: #EEC" | Enemy and plant models and animations.
 
|-
 
|-
| style="background-color:#ffffcc"|<code>enemy/common/enemyCommon.szs/</code> || style="background-color:#ffffcc"|Models of the rocks used in petrification. || FinModelUtility, SuperBMD, RiiStudio
+
| style="background-color: #CCE" | <code>enemy/enemyResList.txt</code>
 +
| style="background-color: #CCE" | List with enemy resource file paths.
 
|-
 
|-
| 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).
+
| style="background-color: #EEC" | <code>enemy/parm</code>
 +
| style="background-color: #EEC" | Contains <code>enemyParms.szs</code>. Enemy settings (collisions, animations, ultra-bitter petrification models, misc.).
 
|-
 
|-
| 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
+
| style="background-color: #CCE" | <code>gameConfig.ini</code>
 +
| style="background-color: #CCE" | Game settings.
 
|-
 
|-
| <code>enemy/parm/enemyResList.txt</code> || List of enemy resource file paths. || Notepad++
+
| style="background-color: #EEC" | <code>memoryCard</code>
 +
| style="background-color: #EEC" | Contains <code>memoryCardHeader.szs</code>. Something about memory cards (banner.dat and icon.dat)
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>message</code>
 +
| style="background-color: #EEC" | Fonts and text strings for all languages/regions.
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>new_screen</code>
 +
| style="background-color: #EEC" | Menu resources, in all languages.
 
|-
 
|-
| <code>message/font_*.szs/pikmin2main.bfn</code> || Font data and textures. || bfntoolkit + GameCube File Tools
+
| style="background-color: #CCE" | <code>opening.bnr</code>
 +
| style="background-color: #CCE" | Game banner
 
|-
 
|-
| <code>message/mesRes_*.szs/pikmin2.bmc</code> || Data for font coloring. || Hex Editor
+
| style="background-color: #CCE" | <code>pikmin2UP.MAP</code>
 +
| style="background-color: #CCE" | Unknown.
 
|-
 
|-
| <code>message/mesRes_*.szs/pikmin2.bmg</code> || [[BMG file]], all text strings and dialog in the game. || pikminBMG
+
| style="background-color: #EEC" | <code>thp</code>
 +
| style="background-color: #EEC" | Pre-rendered videos.
 
|-
 
|-
| 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
+
| style="background-color: #CCE" | <code>timeStamp*.txt</code>
 +
| style="background-color: #CCE" | Build dates. File names are still a bit unclear.
 
|-
 
|-
| <code>opening.bnr</code> || Gamecube banner image. || pyisotools
+
| style="background-color: #EEC" | <code>user</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| <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++
+
| style="background-color: #EEC" | <code>user/Abe</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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)
+
| style="background-color: #EEC" | <code>user/Abe/cave</code>
 +
| style="background-color: #EEC" | Lighting settings.
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Abe/item</code>
 +
| style="background-color: #EEC" | Minor settings for some objects (clog, bridge, geyser, plant, rock, treasure).
 
|-
 
|-
| style="background-color:#ffffcc"|<code>user/Abe/</code> || style="background-color:#ffffcc"|Masamichi Abe's folder, who was a director for the game.
+
| style="background-color: #EEC" | <code>user/Abe/map</code>
 +
| style="background-color: #EEC" | Area settings, test map and Piklopedia areas included (routes, lighting, ...)
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Abe/Pellet</code>
 +
| style="background-color: #EEC" | Treasure models and some configuration files.
 
|-
 
|-
| <code>user/Abe/item/barrelParms.txt</code> || Clog health parameter. || Notepad++
+
| style="background-color: #EEC" | <code>user/Abe/Pellet/*</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| <code>user/Abe/item/bridgeParms.txt</code> || Bridge health parameter. || Notepad++
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/carcass_config.txt</code>
 +
| style="background-color: #CCE" | Unused enemy corpse settings (plus leader carrying). The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.
 
|-
 
|-
| <code>user/Abe/item/fountainParms.txt</code> || Challenge Mode geyser health parameter. || Notepad++
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/item_config.txt</code>
 +
| style="background-color: #CCE" | Unused Exploration Kit + The Key settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.
 
|-
 
|-
| <code>user/Abe/item/plantParms.txt</code> || Burgeoning Spiderwort parameters. || Notepad++
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/item_texts.szs</code>
 +
| style="background-color: #CCE" | Unused Exploration Kit + The Key collisions and animations settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.
 
|-
 
|-
| <code>user/Abe/item/rockParms.txt</code> || Burgeoning Spiderwort mold parameters. || Notepad++
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/otakara_config.txt</code>
 +
| style="background-color: #CCE" | Unused treasure settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.
 
|-
 
|-
| <code>user/Abe/item/TreasureParms.txt</code> || Buried treasure health parameters. || Notepad++
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/otakara_texts.txt</code>
 +
| style="background-color: #CCE" | Unused treasure collision and animation settings. The used settings are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>.
 
|-
 
|-
| 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)
+
| style="background-color: #CCE" | <code>user/Abe/Pellet/*/pelletlist_*.szs</code>
 +
| style="background-color: #CCE" | Carriable thing (treasure, leader, enemy corpse, Exploration Kit + The Key) 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)
+
| style="background-color: #EEC" | <code>user/Abe/piki</code>
 +
| style="background-color: #EEC" | Pikmin and leader settings.
 
|-
 
|-
| 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++
+
| style="background-color: #CCE" | <code>user/Abe/stages.txt</code>
 +
| style="background-color: #CCE" | Area listing.
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Abe/time</code>
 +
| style="background-color: #EEC" | Day time 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++
+
| style="background-color: #EEC" | <code>user/Abe/vs</code>
 +
| style="background-color: #EEC" | 2-Player Battle stage settings (list of cave units for every pattern)
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Ebisawa</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Ebisawa/card_e_reader</code>
 +
| style="background-color: #EEC" | e-Reader stuff? (.dwn format)
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>user/Ebisawa/effect</code>
 +
| style="background-color: #EEC" | Visual effects? (.jpc format)
 
|-
 
|-
| 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: #EEC" | <code>user/Ebisawa/testdata</code>
 +
| style="background-color: #EEC" | Test stuff?
 
|-
 
|-
| 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++
+
| style="background-color: #EEC" | <code>user/Ebisawa/testdata/_2D</code>
 +
| style="background-color: #EEC" | Old menus?
 
|-
 
|-
| <code>user/Abe/piki/naviParms.txt</code> || [[NaviParms|Leader parameters]], like speed and attack power. || Notepad++
+
| style="background-color: #EEC" | <code>user/Ebisawa/title</code>
 +
| style="background-color: #EEC" | Title screens
 
|-
 
|-
| <code>user/Abe/piki/pikiParms.txt</code> || [[PikiParms|Pikmin parameters]], like speed and attack power. || Notepad++
+
| style="background-color: #EEC" | <code>user/Kando</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| <code>user/Abe/stages.txt</code> || List of aboveground areas and parameters. || Notepad++
+
| style="background-color: #CCE" | <code>user/Kando/aiConstants.txt</code>
 +
| style="background-color: #CCE" | Some constants (gravity, spray berries needed, debt, camera angle (FOV?)).
 
|-
 
|-
| <code>user/Abe/time/time.ini</code> || Day cycle parameters, controlling the length of the day and the related events that occur. || Notepad++
+
| style="background-color: #EEC" | <code>user/Kando/bridge</code>
 +
| style="background-color: #EEC" | Bridge models.
 
|-
 
|-
| <code>user/Abe/vs/stages.txt</code> || [[2-Player Battle stage parameters|List of 2-Player Battle stages and parameters]]. || Notepad++
+
| style="background-color: #EEC" | <code>user/Kando/develop</code>
 +
| style="background-color: #EEC" | Some development tool resources?
 
|-
 
|-
| <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: #EEC" | <code>user/Kando/effect</code>
 +
| style="background-color: #EEC" | Visual effects? Contains Onion beam animations.
 
|-
 
|-
| 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: #EEC" | <code>user/Kando/map</code>
 +
| style="background-color: #EEC" | Area models and route/hitbox settings, including Piklopedia / Treasure Hoard, as well as water and the cave vrboxes (skyboxes).  
 
|-
 
|-
| 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: #CCE" | <code>user/Kando/mizu.bti</code>
 +
| style="background-color: #CCE" | Unknown texture.
 
|-
 
|-
| 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: #EEC" | <code>user/Kando/objects</code>
 +
| style="background-color: #EEC" | Model and animation for some objects (clog, bridge, holes, gates, nectar, geyser, mold, Pikmin head, spiderworts, "rock", Ujadani, nectar weed).
 
|-
 
|-
| 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: #EEC" | <code>user/Kando/onyon</code>
 +
| style="background-color: #EEC" | Onion model and animations.
 
|-
 
|-
| 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
+
| style="background-color: #EEC" | <code>user/Kando/piki</code>
 +
| style="background-color: #EEC" | Model and animations for the cursor, Pikmin and leaders.
 
|-
 
|-
| <code>user/Ebisawa/title/title.szs/param/param_pikmin.txt</code> || [[Pikmin 2 title screen|Title screen Pikmin parameters]]. || Notepad++
+
| style="background-color: #EEC" | <code>user/Kando/pod*</code>
 +
| style="background-color: #EEC" | Research Pod model and animations.
 
|-
 
|-
| <code>user/Ebisawa/title/title.szs/param/param_title.txt</code> || [[Pikmin 2 title screen|Title screen parameters]]. || Notepad++
+
| style="background-color: #EEC" | <code>user/Kando/resulttex</code>
 +
| style="background-color: #EEC" | Old Treasure Hoard icons.
 
|-
 
|-
| style="background-color:#ffffcc"|<code>user/Kando/</code> || style="background-color:#ffffcc"|Yuji Kando's folder, who programmed the Pikmin and other various systems.
+
| style="background-color: #EEC" | <code>user/Kando/texCaster</code>
 +
| style="background-color: #EEC" | Unknown texture.
 
|-
 
|-
| <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: #EEC" | <code>user/Kando/ufo*</code>
 +
| style="background-color: #EEC" | Ship model and animations.
 
|-
 
|-
| 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: #EEC" | <code>user/Kando/vstex</code>
 +
| style="background-color: #EEC" | 2-Player Battle Roulette icons and other minor HUD textures.
 
|-
 
|-
| 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: #EEC" | <code>user/Kando/zukan</code>
 +
| style="background-color: #EEC" | Some settings for the test level.
 
|-
 
|-
| 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: #EEC" | <code>user/Koono</code>
 +
| style="background-color: #EEC" | Space mail stuff.
 
|-
 
|-
| 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: #EEC" | <code>user/Matoba</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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: #EEC" | <code>user/Matoba/challenge</code>
 +
| style="background-color: #EEC" | Challenge mode level settings, used and unused.
 
|-
 
|-
| style="background-color:#ffd1d1"|<code>user/Kando/mizu.bti</code> || style="background-color:#ffd1d1"|Unused texture. || GameCube File Tools
+
| style="background-color: #EEC" | <code>user/Matoba/resulttex</code>
 +
| style="background-color: #EEC" | Treasure Hoard icons.
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki/mapunits</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki/mapunits/arc</code>
 +
| style="background-color: #EEC" | Cave unit models.
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki/mapunits/caveinfo</code>
 +
| style="background-color: #EEC" | Cave settings.
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki/mapunits/units</code>
 +
| style="background-color: #EEC" | Cave unit settings.
 
|-
 
|-
| 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: #EEC" | <code>user/Mukki/movie</code>
 +
| style="background-color: #EEC" | In-game cutscenes.
 
|-
 
|-
| 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: #EEC" | <code>user/Nishimura</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| 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: #EEC" | <code>user/Nishimura/Camera</code>
 +
| style="background-color: #EEC" | Camera settings?
 
|-
 
|-
| 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: #EEC" | <code>user/Nishimura/Rumble</code>
 +
| style="background-color: #EEC" | Rumble settings.
 
|-
 
|-
 +
| style="background-color: #EEC" | <code>user/Nishimura/Shadow</code>
 +
| style="background-color: #EEC" | Shadow settings.
 
|-
 
|-
| 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: #EEC" | <code>user/Totaka</code>
 +
| style="background-color: #EEC" | Music settings.
 
|-
 
|-
| style="background-color:#ffffcc"|<code>user/Koono/mail_icon.szs</code> || style="background-color:#ffffcc"|Space mail icons. || GameCube File Tools
+
| style="background-color: #EEC" | <code>user/Wakai</code>
 +
| style="background-color: #EEC" | Some text files related to music?
 
|-
 
|-
| <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: #EEC" | <code>user/Yamashita</code>
 +
| style="background-color: #EEC" |  
 
|-
 
|-
| style="background-color:#ffffcc"|<code>user/Matoba/</code> || style="background-color:#ffffcc"|Taku Matoba's folder, who designed caves for ''Pikmin 2''.
+
| style="background-color: #EEC" | <code>user/Yamashita/arc</code>
 +
| style="background-color: #EEC" | Boot screens.
 
|-
 
|-
| <code>user/Matoba/challenge/stages.txt</code> || [[Pikmin 2 Challenge Mode settings|List of Challenge Mode stages and parameters]]. || Notepad++
+
| style="background-color: #EEC" | <code>user/Yamashita/enemytex</code>
 +
| style="background-color: #EEC" | Piklopedia icons.
 
|-
 
|-
| <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: #EEC" | <code>user/Yamashita/zukan</code>
 +
| style="background-color: #EEC" | Some settings for the Piklopedia/Treasure Hoard areas.
 
|-
 
|-
| 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: #CCE" | <code>*gameConfig.ini</code>
|-
+
| style="background-color: #CCE" | Alternate game configuration files.
| 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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