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! Path || Details || Recommended Tool | ! Path || Details || Recommended Tool | ||
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− | | style="background-color:#ffffcc"|<code>AudioRes/</code> || style="background-color:#ffffcc"| | + | | style="background-color:#ffffcc"|<code>AudioRes/</code> || style="background-color:#ffffcc"|JAudio resources. Contains data for music, instruments, and sound effects. || Pikmin 2 Sound Modding Toolkit |
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− | | style="background-color:#ffffcc"|<code>AudioRes/Banks</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>AudioRes/Banks</code> || style="background-color:#ffffcc"|<code>.AW</code> wave scene files. Contain audio samples of instruments and sound effects for the instrument programs. || Pikmin 2 Sound Modding Toolkit |
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− | | style="background-color:#ffd1d1"|<code>AudioRes/BgmList.txt</code> || style="background-color:#ffd1d1"|Early list of | + | | style="background-color:#ffd1d1"|<code>AudioRes/BgmList.txt</code> || style="background-color:#ffd1d1"|Early list of sequences and volume settings. The real <code>BgmList.txt</code> is in Totaka's folder. || Notepad++ |
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− | | style="background-color:#ffffcc"|<code>AudioRes/Conductor.arc/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>AudioRes/Conductor.arc/</code> || style="background-color:#ffffcc"|<code>.CND</code> conductor files. Creates music for caves. || Hex Editor |
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| 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 | | 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:#ffd1d1"|<code>AudioRes/Key.arc/enemy.prj</code> || style="background-color:#ffd1d1"|Leftover project information about the <code>.BAS</code> files. | | 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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− | | <code>AudioRes/PSound.aaf</code> | | + | | <code>AudioRes/PSound.aaf</code> || <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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| <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 | | <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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− | | style="background-color:#ffffcc"|<code>AudioRes/Seqs/Seq.arc/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>AudioRes/Seqs/Seq.arc/</code> || style="background-color:#ffffcc"|<code>.BMS</code> binary music sequences. Contains sequenced music (akin to MIDI files). || flaaffy or JAIMaker |
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| <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 | | <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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− | | style="background-color:#ffffcc"|<code>AudioRes/Stream/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>AudioRes/Stream/</code> || style="background-color:#ffffcc"|<code>.AST</code> audio streams. Contains streamed music (akin to WAV or MP3 files). || JATAST |
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| 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 | | 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:#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:#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). | ||
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− | | style="background-color:#ffffcc"|<code>enemy/parm/enemyParms.szs/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>enemy/parm/enemyParms.szs/</code> || style="background-color:#ffffcc"|Parameters for enemy HP, damage, move speed, collisions, animations, ultra-bitter petrification models, and more. || Notepad++, Pikmin 2 Enemy Collision Tree Blender Addon, Pikmin 2 Enemy Bitter/Stoneinfo Blender Addon |
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| <code>enemy/parm/enemyResList.txt</code> || List of enemy resource file paths. || Notepad++ | | <code>enemy/parm/enemyResList.txt</code> || List of enemy resource file paths. || Notepad++ | ||
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| <code>message/mesRes_*.szs/pikmin2.bmc</code> || Data for font coloring. || Hex Editor | | <code>message/mesRes_*.szs/pikmin2.bmc</code> || Data for font coloring. || Hex Editor | ||
|- | |- | ||
− | | <code>message/mesRes_*.szs/pikmin2.bmg</code> || | + | | <code>message/mesRes_*.szs/pikmin2.bmg</code> || All text strings and dialog in the game. || pikminBMG |
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− | | style="background-color:#ffffcc"|<code>new_screen/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>new_screen/</code> || style="background-color:#ffffcc"|<code>.BLO</code>files: HUDs, interfaces, and menus, with all their resources like graphics and animations. || pyblo2-gui |
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| <code>opening.bnr</code> || Gamecube banner image. || pyisotools | | <code>opening.bnr</code> || Gamecube banner image. || pyisotools | ||
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| <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++ | | <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++ | ||
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− | | style="background-color:#ffffcc"|<code>thp/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>thp/</code> || style="background-color:#ffffcc"|<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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| 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:#ffd1d1"|<code>timeStamp*.txt</code> || style="background-color:#ffd1d1"|Build dates. "J", "P", and "U" likely represent the Japanese, PAL, and US versions. || Notepad++ | ||
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| 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:#ffffcc"|<code>user/Abe/</code> || style="background-color:#ffffcc"|Masamichi Abe's folder, who was a director for the game. | ||
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− | | style="background-color:#ffffcc"|<code>user/Abe/cave/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>user/Abe/cave/</code> || style="background-color:#ffffcc"|Lighting files for caves. || Drought Ender's Cave Creator, Notepad++ |
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| <code>user/Abe/item/barrelParms.txt</code> || Clog health parameter. || Notepad++ | | <code>user/Abe/item/barrelParms.txt</code> || Clog health parameter. || Notepad++ | ||
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| <code>user/Abe/item/bridgeParms.txt</code> || Bridge health parameter. || Notepad++ | | <code>user/Abe/item/bridgeParms.txt</code> || Bridge health parameter. || Notepad++ | ||
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− | | <code>user/Abe/item/fountainParms.txt</code> || Challenge Mode | + | | <code>user/Abe/item/fountainParms.txt</code> || Challenge Mode Geyser health parameter. || Notepad++ |
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| <code>user/Abe/item/plantParms.txt</code> || Burgeoning Spiderwort parameters. || Notepad++ | | <code>user/Abe/item/plantParms.txt</code> || Burgeoning Spiderwort parameters. || Notepad++ | ||
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| <code>user/Abe/item/TreasureParms.txt</code> || Buried treasure health parameters. || Notepad++ | | <code>user/Abe/item/TreasureParms.txt</code> || Buried treasure health parameters. || Notepad++ | ||
|- | |- | ||
− | | style="background-color:#ffffcc"|<code>user/Abe/map/</code> || style="background-color:#ffffcc"|Routes/pathing, | + | | style="background-color:#ffffcc"|<code>user/Abe/map/</code> || style="background-color:#ffffcc"|Routes/pathing, object generation, and day cycle lighting, and settings for aboveground areas (including the test map and Piklopedia areas). || Gen & Route Editor, Notepad++ (for .txt files/.ini lighting) |
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| 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:#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) | ||
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| 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/*/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 | + | | 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. || Notepad++ |
|- | |- | ||
− | | <code>user/Abe/piki/naviParms.txt</code> | | + | | <code>user/Abe/piki/naviParms.txt</code> || Leader parameters, like speed and attack power. || Notepad++ |
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− | | <code>user/Abe/piki/pikiParms.txt</code> | | + | | <code>user/Abe/piki/pikiParms.txt</code> || Pikmin parameters, like speed and attack power. || Notepad++ |
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| <code>user/Abe/stages.txt</code> || List of aboveground areas and parameters. || Notepad++ | | <code>user/Abe/stages.txt</code> || List of aboveground areas and parameters. || Notepad++ | ||
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| <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/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> | | + | | <code>user/Abe/vs/stages.txt</code> || List of 2-Player Battle stages and parameters. || Notepad++ |
|- | |- | ||
− | | <code>user/Abe/vs/vs_X_*.txt</code> | | + | | <code>user/Abe/vs/vs_X_*.txt</code> || Pre-determined layouts for the 2-Player Battle stages, listing the cave units they use and their locations. || Notepad++ |
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| 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/</code> || style="background-color:#ffffcc"|Yasushi Ebisawa's folder, who programmed the particle effects and title screen. | ||
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| 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/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> | + | | style="background-color:#ffffcc"|<code>user/Ebisawa/effect/</code> || style="background-color:#ffffcc"|<code>.JPC</code> JParticle archive files. All of the game's used particles and effects. || jpc_conv, GameCube File Tools |
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| 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:#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) | ||
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| 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:#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> | | + | | <code>user/Ebisawa/title/title.szs/param/param_pikmin.txt</code> || Title screen Pikmin parameters. || Notepad++ |
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− | | <code>user/Ebisawa/title/title.szs/param/param_title.txt</code> | | + | | <code>user/Ebisawa/title/title.szs/param/param_title.txt</code> || Title screen parameters. || Notepad++ |
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| 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:#ffffcc"|<code>user/Kando/</code> || style="background-color:#ffffcc"|Yuji Kando's folder, who programmed the Pikmin and other various systems. | ||
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| 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/bridge/</code> || style="background-color:#ffd1d1"|Unused bridge models. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files), GameCube File Tools | ||
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− | | 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 | + | | 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 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> | + | | style="background-color:#ffd1d1"|<code>user/Kando/effect/game.jpc</code> || style="background-color:#ffd1d1"|Unused <code>.JPC</code> JParticle archive file with a bunch of particle effects. || jpc_conv, GameCube File Tools |
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| 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/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, | + | | style="background-color:#ffffcc"|<code>user/Kando/maps/</code> || style="background-color:#ffffcc"|Models for aboveground/piklopedia areas, waterboxes, and 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:#ffd1d1"|<code>user/Kando/mizu.bti</code> || style="background-color:#ffd1d1"|Unused texture. || GameCube File Tools | ||
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| 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/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 | + | | 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 waterboxes), Notepad++ (for .txt files/.ini lighting) |
|- | |- | ||
|- | |- | ||
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| style="background-color:#ffffcc"|<code>user/Koono/mail_icon.szs</code> || style="background-color:#ffffcc"|Space mail icons. || GameCube File Tools | | 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 | + | | <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''. | | 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> | | + | | <code>user/Matoba/challenge/stages.txt</code> || 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++ | | <code>user/Matoba/challenge/kfes-stages.txt</code> || List of Challenge Mode stages and parameters, when the game is in KFes mode. || Notepad++ | ||
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| 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/</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"| | + | | style="background-color:#ffffcc"|<code>user/Mukki/mapunits/arc/</code> || style="background-color:#ffffcc"|Cave unit models, routes/pathfinding, and 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"| | + | | style="background-color:#ffffcc"|<code>user/Mukki/caveinfo/</code> || style="background-color:#ffffcc"|Cave files. || Drought Ender's Cave Creator, Notepad++ |
|- | |- | ||
− | | style="background-color:#ffffcc"|<code>user/Mukki/units/</code> || style="background-color:#ffffcc"| | + | | style="background-color:#ffffcc"|<code>user/Mukki/units/</code> || style="background-color:#ffffcc"|Cave unit list files. || Drought Ender's Cave Creator, Notepad++ |
|- | |- | ||
− | | style="background-color:#ffffcc"|<code>user/Mukki/movie/</code> || style="background-color:#ffffcc" | + | | style="background-color:#ffffcc"|<code>user/Mukki/movie/</code> || style="background-color:#ffffcc"|<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''. | | 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> | | + | | <code>user/Nishimura/Camera/caveCameraParms.txt</code> || Camera parameters when in caves. || Notepad++ |
|- | |- | ||
− | | <code>user/Nishimura/Camera/groundCameraParms.txt</code> | | + | | <code>user/Nishimura/Camera/groundCameraParms.txt</code> || 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"| | + | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/引きカメラcameraParms.txt</code> || style="background-color:#ffd1d1"|Unknown camera parameters. |
|- | |- | ||
− | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/撮影cameraParms.txt</code> || style="background-color:#ffd1d1"| | + | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/撮影cameraParms.txt</code> || style="background-color:#ffd1d1"|Unknown camera parameters. |
|- | |- | ||
− | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物 groundCameraParms.txt</code> || style="background-color:#ffd1d1"| | + | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物 groundCameraParms.txt</code> || style="background-color:#ffd1d1"|Unknown camera parameters. |
|- | |- | ||
− | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物caveCameraParms.txt</code> || style="background-color:#ffd1d1"| | + | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物caveCameraParms.txt</code> || style="background-color:#ffd1d1"|Unknown camera parameters. |
|- | |- | ||
| <code>user/Nishimura/Rumble/rumbleData.txt</code> || Controller rumble time and power parameters. || Notepad++ | | <code>user/Nishimura/Rumble/rumbleData.txt</code> || Controller rumble time and power parameters. || Notepad++ | ||
Line 209: | Line 209: | ||
| 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''. | | 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 | + | | <code>user/Totaka/BgmList.txt</code> || List of all <code>.BMS</code> sequences and volume settings for each. || Notepad++ |
|- | |- | ||
− | + | | <code>user/Totaka/BgmList_BgmTest.txt</code> || List of all <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 | + | | <code>user/Totaka/BgmList_Forest.txt</code> || List of <code>.CND</code> conductor files to use for Awakening Wood cave sublevels. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/BgmList_Last.txt</code> || List of | + | | <code>user/Totaka/BgmList_Last.txt</code> || List of <code>.CND</code> conductor files to use for Wistful Wild cave sublevels. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/BgmList_Tutorial.txt</code> || List of | + | | <code>user/Totaka/BgmList_Tutorial.txt</code> || List of <code>.CND</code> conductor files to use for Valley of Repose cave sublevels. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/BgmList_Yakushima.txt</code> || List of | + | | <code>user/Totaka/BgmList_Yakushima.txt</code> || List of <code>.CND</code> conductor files to use for Perplexing Pool cave sublevels. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/ChallengeBgmList.txt</code> || List of | + | | <code>user/Totaka/ChallengeBgmList.txt</code> || List of <code>.CND</code> conductor files to use for all Challenge Mode cave sublevels. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/StreamList.txt</code> || List of all | + | | <code>user/Totaka/StreamList.txt</code> || List of all streams, their ID, and volume settings. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/trackMap_Cond_T.txt</code> | | + | | <code>user/Totaka/trackMap_Cond_T.txt</code> || Track mappings that apply to caveconc and new_XX's <code>.CND</code> conductor files. The listed songs were written by Kazumi Totaka. || Notepad++ |
|- | |- | ||
− | | <code>user/Totaka/trackMap_Seq_T.txt</code> | | + | | <code>user/Totaka/trackMap_Seq_T.txt</code> || Track mappings that apply to caveglass and caverelax's <code>.BMS</code> sequences. The listed songs were written by Kazumi Totaka. || Notepad++ |
|- | |- | ||
| style="background-color:#ffffcc"|<code>user/Wakai/</code> || style="background-color:#ffffcc"|Hajime Wakai's folder, who wrote music for ''Pikmin 2''. | | 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> | | + | | <code>user/Wakai/trackMap_Cond_W.txt</code> || Track mappings that apply to cavemetal and cavesoil <code>.CND</code> conductor files. The listed songs were written by Hajime Wakai. || Notepad++ |
|- | |- | ||
− | | <code>user/Wakai/trackMap_Seq_W.txt</code> | | + | | <code>user/Wakai/trackMap_Seq_W.txt</code> || Track mappings that apply to a few of Hajime Wakai's <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/</code> || style="background-color:#ffffcc"|Yoshikazu Yamashita's folder, who did system programming and programmed most of the enemies for ''Pikmin 2''. | ||
Line 241: | Line 241: | ||
| 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/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 | + | | style="background-color:#ffffcc"|<code>user/Yamashita/zukan/</code> || style="background-color:#ffffcc"|Piklopedia enemy and used lighting parameters. || Notepad++ |
|- | |- | ||