Editing Pikmin area generator file/File format

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This page describes the format of the object generator files in ''[[Pikmin]]''. These files have the file ending <code>.gen</code>. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.
+
This page describes the format of the generator files in Pikmin 1.
  
==Header==
 
 
{| class="wikitable"
 
{| class="wikitable"
|+File header
+
|+Generator File Header
 
|-
 
|-
!Offset
+
|Offset
!Type
+
|Type
!Description  
+
|Description  
 
|-
 
|-
 
|0x0
 
|0x0
Line 15: Line 14:
 
|0x4
 
|0x4
 
|float
 
|float
|{{unknown|unknown}}
+
|Unknown
 
|-
 
|-
 
|0x8
 
|0x8
 
|float
 
|float
|{{unknown|unknown}}
+
|Unknown
 
|-
 
|-
 
|0xC
 
|0xC
 
|float
 
|float
|{{unknown|unknown}}
+
|Unknown
 
|-
 
|-
 
|0x10
 
|0x10
 
|float
 
|float
|{{unknown|unknown}}
+
|Unknown
 
|-
 
|-
 
|0x14
 
|0x14
 
|uint32
 
|uint32
|an unsigned integer specifying the amount of generators in the file
+
|an unsigned integer specifying the amount of generators in the file}
|}
 
 
 
==Generator==
 
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.
 
 
 
{| class="wikitable"
 
|+Generator format
 
|-
 
!Offset
 
!Type
 
!Description
 
|-
 
|0x0
 
|char[4]
 
|Four spaces, presumably the name of the generator base that is used in all object types
 
|-
 
|0x4
 
|char[4]
 
|version string, usually v0.0
 
|-
 
|0x8
 
|uint32
 
|{{unknown|unknown}}
 
|-
 
|0xC
 
|uint32
 
|{{unknown|unknown}}
 
|-
 
|0x10
 
|uint8[32]
 
|32 bytes of data. {{unknown|unknown}}
 
|-
 
|0x30
 
|float[3]
 
|XYZ position of object
 
|-
 
|0x3C
 
|float[3]
 
|{{unknown|unknown}}
 
|-
 
|0x48
 
|char[4]
 
|4 byte string specifying the type of the object. Type name is reversed
 
|-
 
|0x4C
 
|char[4]/uint32
 
|object version string. For Teki, this is a little endian integer with unknown purposes. For bosses it can be a version string or a little endian integer.
 
|-
 
|0x50
 
|uint8[...]
 
|Variable amount of data depending on type of object
 
|}
 
 
 
There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data.
 
 
 
{| class="wikitable"
 
|+Object types
 
|-
 
!Object name
 
!Description
 
|-
 
|piki
 
|Pikmin
 
|-
 
|debg
 
|Debug object {{unknown|unknown}}
 
|-
 
|item
 
|Item
 
|-
 
|pelt
 
|Pellet
 
|-
 
|work
 
|Work object {{unknown|unknown}}
 
|-
 
|plnt
 
|Plant
 
|-
 
|mpar
 
|Map Parts
 
|-
 
|teki
 
|Enemies
 
|-
 
|boss
 
|Boss
 
|-
 
|mobj
 
|Map object
 
|-
 
|navi
 
|{{unknown|unknown}}
 
|-
 
|actr
 
|Actor {{unknown|unknown}}
 
|}
 
 
 
 
 
 
 
===Object data===
 
 
 
 
 
 
 
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.
 
{| class="wikitable"
 
|+"item" format
 
|-
 
!Offset
 
!Type
 
!Description
 
|-
 
|0x00
 
|uint32
 
|String length (in the following offsets the string length will be "n")
 
|-
 
|0x04
 
|string
 
|Name of object
 
|-
 
|0x04+n
 
|uint8[32]
 
|32 bytes of data
 
|-
 
|0x24+n
 
|uint8[32]
 
|32 bytes of data
 
|}
 
 
 
piki, debg, navi: No object-specific data
 
 
 
actr, mobj, plnt, pelt: a 4 byte value
 
 
 
work: <br>
 
4 bytes string1 length<br>
 
string1<br>
 
4 bytes string2 length<br>
 
string2<br>
 
 
 
if string1 is "move stone", three float values follow.
 
 
 
 
 
mpar:<br>
 
uint32<br>
 
uint32<br>
 
uint32 more data<br>
 
if the "more data" integer is 1, 6 32 bit floats follow.
 
 
 
 
 
teki:<br>
 
the object version from the general generator format is interpreted as a integer value
 
 
 
if value < 7 then format is like this:<br>
 
uint32, uint32, uint32, Multi Parameters<br>
 
if value == 8 then format is like this:<br>
 
uint32, uint32, uint32, 4 bytes string, three more uint32, four more floats<br>
 
if value == 9 then format is like this:<br>
 
byte, byte, byte, 4 bytes string, three more uint32, four more floats<br>
 
if value >= 10 then format is like this:<br>
 
byte, byte, byte, 4 bytes string, Multi Parameters<br>
 
 
 
Multi Parameters is two times 20 bytes of data, so 40 bytes in total
 
 
 
boss:<br>
 
object version is interpreted as a integer value. If object version is exactly v0.0 or the integer value is >= 2 then boss has a uint32 for data.<br>
 
Otherwise, boss format is one uint32 and a 4 bytes string.
 
 
 
 
 
Parameters: Objects have a list of parameters starting after the object specific data (Exception is the object with a null type which has no object parameters). Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, always 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).
 
 
 
===Area data===
 
Area info: After the object parameters comes the area data. There's two types of area: "pint" (Point Area) and "circ" (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? {{unsure|unsure}}). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? {{unsure|unsure}}).
 
 
 
===Spawn type data===
 
Spawn type info: After the area info comes type info which can be one of "1one", "aton" or "irnd", with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random {{unsure|unsure}}). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.
 

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