Editing Pikmin gen codes

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The generator information for each individual object in the original Pikmin game. The information is displayed in Yoshi2's gen-to-json converter language.
 
The generator information for each individual object in the original Pikmin game. The information is displayed in Yoshi2's gen-to-json converter language.
  
As an example, the following spawns the Whimsical Radar in its original location in The Forest of Hope
+
Whimsical Radar:
<br>
+
<code>    "Object type: pelt",  
<pre>    "Object type: pelt",  
 
 
     {
 
     {
 
         "name": "    ",  
 
         "name": "    ",  
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             }
 
             }
 
         ]
 
         ]
     }, </pre>
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     }, </code>
<br>
 
The following gen code spawns a Beady Long Legs from Challenge Mode's The Final Trial in the same location as the starting area of The Forest Of Hope.
 
<br>
 
    "Object type: boss",
 
    {
 
        "name": "    ",
 
        "unk1": "0x0",
 
        "unk2": "0x0",
 
        "metadata": "835f837d834f8382310000000000000000000000000000000000000000000000",
 
        "position": "-300 -37 2040",
 
        "position offset": "0.0 0.0 0.0",
 
        "object type": "boss",
 
        "object version": 2,
 
        "object data": {
 
            "boss type?": 1248,
 
            "obj parameters": {}
 
        },
 
        "area data": [
 
            "pint",
 
            "0.0 0.0 0.0",
 
            {}
 
        ],
 
        "spawn type data": [
 
            "1one",
 
            {
 
                "b00": "0x0",
 
                "b01": "0x0",
 
                "p00": "0x0",
 
                "p01": "0xb4",
 
                "p02": "0x0"
 
            }
 
        ]
 
    },
 
<br>
 
 
 
Explanation:
 
{| class="wikitable"
 
! File line || Line explanation
 
|-
 
| <pre>"name":</pre> || Presumably the name of the object, except this is always left as a single tab character.
 
|-
 
| <pre>"unk1"</pre> || Unknown.
 
|-
 
| <pre>"unk2"</pre> || Unknown.
 
|-
 
| <pre>"metadata"</pre> || The metadata of the enemy. Extremely unknown and may stay that way for a long time.
 
|-
 
| <pre>"position"</pre> || The position of the object as <code>x</code>, <code>y</code>, <code>z</code>, where each value is separated by a space and <code>y</code> (the middle value) is height.
 
|-
 
| <pre>"position offset"</pre> || The offset for the aforementioned position.
 
|-
 
| <pre>"object type"</pre> || The type of object. This can be <code>pelt</code>, <code>item</code>, <code>work</code>, <code>teki</code> and <code>boss</code>. There could be more that are currently unknown.
 
|-
 
| <pre>"object version"</pre> || The object's version. Unknown but is different quite frequently so definitely does something that is yet to be documented.
 
|-
 
| <pre>"object data"</pre> || The object's data. See [[#Object data|this section.]]
 
|}
 
 
 
=== Object data ===
 
 
 
*For <code>"pelt"</code>, this consists of <code>"unk int"</code> and closed <code>"obj paramaters"</code>.
 
 
 
*For <code>"item"</code>, this consists of <code>"item data 1"</code>, <code>"item data 2"</code> and <code>"item name"</code>, its <code>"obj parameters"</code> are <code>"p00"</code>, <code>"p01"</code>, <code>"p02"</code> and <code>"p03"</code>.
 
 
 
*For <code>"work"</code>, this consists of possibly <code>"work XYZ?"</code> which will just have a set of XYZ values accompanied by <code>"string2"</code> (for bridges and "stone") and <code>"string1"</code>.
 
 
 
*For <code>"teki"</code>, this consists of <code>"unk byte2"</code>, <code>"unk byte1"</code>, closed <code>"obj parameters"</code>, <code>"unk byte"</code>, <code>"identification"</code> and <code>"multiparameters"</code> (which seems to be two very large values, perhaps hexadecimal referencing).
 
 
 
*For <code>"boss"</code>, this consists of <code>"boss type?"</code> which is a single value that presumably references what boss it is, its <code>"obj parameters"</code> are closed.
 
 
 
 
 
{{credits|Jimble}}
 
 
 
[[Category:Pikmin]]
 
[[Category:File formats]]
 

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