Difference between revisions of "H4M file"

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|-
 
|-
 
| <code>cntB_S.h4m</code>
 
| <code>cntB_S.h4m</code>
| Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>.
+
| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
 
|-
 
|-
 
| <code>cntC_S.h4m</code>
 
| <code>cntC_S.h4m</code>
| Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive.
+
| Name of the.
 
|-
 
|-
 
| <code>cntD_S.h4m</code>
 
| <code>cntD_S.h4m</code>
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|-
 
|-
 
| <code>sr_S.h4m</code>
 
| <code>sr_S.h4m</code>
| Name of the collision text file in <code>otakara_texts.szs</code>.
+
| Name of the collision text file in.
 
|-
 
|-
 
| <code>srhp_S.h4m</code>
 
| <code>srhp_S.h4m</code>

Revision as of 11:15, 20 May 2024

A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData within the Moive Data Folder there are six different files each with there own moive, and here is what is in them

Movie Description
cntA_S.h4m The internal name of the treasure (used when spawning treasures in caves).
cntB_S.h4m A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
cntC_S.h4m Name of the.
cntD_S.h4m File name of the animation manager in otakara_texts.szs.
sr_S.h4m Name of the collision text file in.
srhp_S.h4m Collision processing radius?[unsure]
Credits: Minty_Meeo,