Difference between revisions of "Olimar's voyage log table"

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(Created page with "{{todo|Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.}} This is a table in the g...")
 
m (Espyo moved page End of Day Log Table to Olimar's voyage log table without leaving a redirect)
 
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{{todo|Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.}}
 
{{todo|Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.}}
  
This is a table in the game's code that dictates how the End of Day logs work. In the event that conditions for multiple are met in a day, this table determines which one takes priority. It also determines if a log that is triggered, but not viewed on the same day should be forgotten, kept, or reset.
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This is a table in the game's code that dictates how the end of day logs work in ''Pikmin''. In the event that conditions for multiple are met in a day, this table determines which one takes priority. It also determines if a log that is triggered, but not viewed on the same day should be forgotten, kept, or reset.
  
 
__TOC__
 
__TOC__
  
==Value Explanations==
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==Value explanations==
 
The <code>resultsFlags</code> table is an array of 75 entries, for every possible log, including unused ones.
 
The <code>resultsFlags</code> table is an array of 75 entries, for every possible log, including unused ones.
The first value, the index, is the ID of the .blo file to open for this log. You will notice some are skipped, either for unused .blo files or logs that consist of multiple .blo files.
 
Next is a flag that dictates if the log should be enabled every day by default. This is used for all of Olimar's "nothing" logs that appear when he has nothing specific to write about.
 
The third value is the logs priority. In the event multiple logs are met in a day, the one with the lowest priority value will be seen.
 
The final value determines what to do if the log's condition is met, but it is not seen on the same day. 0 means that the log will be forgotten forever, 1 means it will be reset so it could be triggered again on a later day. 2 means it will remain in the queue and will be used as soon as nothing with higher priority is used over it.
 
  
For example, the log about Olimar dying has very high priority, since if that happened, Olimar would definitely be writing about it right away. But if it were to get skipped that day anyway, its store value is set to 1, so it will be reset and could be triggered on a later day.
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# The first value, the index, is the ID of the BLO file to open for this log. You will notice some are skipped, either for unused BLO files or logs that consist of multiple BLO files.
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# Next is a flag that dictates if the log should be enabled every day by default. This is used for all of Olimar's "nothing" logs that appear when he has nothing specific to write about.
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# The third value is the logs priority. In the event multiple logs are met in a day, the one with the lowest priority value will be seen.
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# The final value determines what to do if the log's condition is met, but it is not seen on the same day. 0 means that the log will be forgotten forever, 1 means it will be reset so it could be triggered again on a later day. 2 means it will remain in the queue and will be used as soon as nothing with higher priority is used over it.
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For example, the log about Olimar being KO'd has very high priority, since if that happened, Olimar would definitely be writing about it right away. But if it were to get skipped that day anyway, its store value is set to 1, so it will be reset and could be triggered on a later day.
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Once a log has been used, it can never be used again, regardless of any values in its table.
 
Once a log has been used, it can never be used again, regardless of any values in its table.
  
 
Lastly, this table also includes what events trigger a log to be viewable that day. Some are very self-explanatory, others not so much. It also has conditions that can force a log to be dropped, even if it was triggered that day.
 
Lastly, this table also includes what events trigger a log to be viewable that day. Some are very self-explanatory, others not so much. It also has conditions that can force a log to be dropped, even if it was triggered that day.
For example, when Yellow Pikmin are gotten, a log is set about how Olimar has found yellows, but does not know about Bomb Rocks yet. Once a bomb rock is used, that log is killed permanently, and the version where he does know about Bomb Rocks is put in instead.
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Once a log has been cancelled, it can never be seen. Same goes for a log with store type 0 that isn't seen on the day it's triggered. This is why some logs are very uncommon to actually see, especially for the bosses.
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For example, when Yellow Pikmin are gotten, a log is set about how Olimar has found Yellow Pikmin, but does not know about bomb rocks yet. Once a bomb rock is used, that log is cancelled and killed permanently, and the version where he does know about bomb rocks is put in instead. Once a log has been cancelled, it can never be seen. Same goes for a log with store type 0 that isn't seen on the day it's triggered. This is why some logs are very uncommon to actually see, especially for the bosses.
  
 
==Table==
 
==Table==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Description                || .blo Index || Auto-enabled || Priority || Store type || Trigger                                  || Trigger Cancel                           || Notes
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! Description                || BLO index  || Auto-enabled || Priority || Store type || Trigger                                  || Trigger cancel                           || Notes
 
|-  
 
|-  
| End of Day 1              || 1          || No          || 1        || Forget    || Set on at the end of day 1                || N/A                                      || Lowest priority in the game since its obviously important.
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| End of day 1              || 1          || No          || 1        || Forget    || Set on at the end of day 1                || N/A                                      || Lowest priority in the game since its obviously important.
 
|-  
 
|-  
 
| First Visit Forest of Hope || 3          || No          || 3        || Forget    || Set on ending day while in Forest of Hope || N/A                                      ||
 
| First Visit Forest of Hope || 3          || No          || 3        || Forget    || Set on ending day while in Forest of Hope || N/A                                      ||
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|-
 
|-
 
| Nothing Log 28            || 84        || Yes          || 626      || Keep      || Set on starting file                      || N/A                                      || "I am so very tired." You can't see this because of days like 1, 10, and 29 that have unavoidable logs. It was probably meant for day 30.
 
| Nothing Log 28            || 84        || Yes          || 626      || Keep      || Set on starting file                      || N/A                                      || "I am so very tired." You can't see this because of days like 1, 10, and 29 that have unavoidable logs. It was probably meant for day 30.
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|}
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[[Category:Pikmin]]
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[[Category:Constants]]

Latest revision as of 22:14, 17 January 2023

To do: Get either images or the actual text for each log, so its clear what they refer to. Also probably better formatting from someone good at it.

This is a table in the game's code that dictates how the end of day logs work in Pikmin. In the event that conditions for multiple are met in a day, this table determines which one takes priority. It also determines if a log that is triggered, but not viewed on the same day should be forgotten, kept, or reset.

Value explanations[edit]

The resultsFlags table is an array of 75 entries, for every possible log, including unused ones.

  1. The first value, the index, is the ID of the BLO file to open for this log. You will notice some are skipped, either for unused BLO files or logs that consist of multiple BLO files.
  2. Next is a flag that dictates if the log should be enabled every day by default. This is used for all of Olimar's "nothing" logs that appear when he has nothing specific to write about.
  3. The third value is the logs priority. In the event multiple logs are met in a day, the one with the lowest priority value will be seen.
  4. The final value determines what to do if the log's condition is met, but it is not seen on the same day. 0 means that the log will be forgotten forever, 1 means it will be reset so it could be triggered again on a later day. 2 means it will remain in the queue and will be used as soon as nothing with higher priority is used over it.

For example, the log about Olimar being KO'd has very high priority, since if that happened, Olimar would definitely be writing about it right away. But if it were to get skipped that day anyway, its store value is set to 1, so it will be reset and could be triggered on a later day.

Once a log has been used, it can never be used again, regardless of any values in its table.

Lastly, this table also includes what events trigger a log to be viewable that day. Some are very self-explanatory, others not so much. It also has conditions that can force a log to be dropped, even if it was triggered that day.

For example, when Yellow Pikmin are gotten, a log is set about how Olimar has found Yellow Pikmin, but does not know about bomb rocks yet. Once a bomb rock is used, that log is cancelled and killed permanently, and the version where he does know about bomb rocks is put in instead. Once a log has been cancelled, it can never be seen. Same goes for a log with store type 0 that isn't seen on the day it's triggered. This is why some logs are very uncommon to actually see, especially for the bosses.

Table[edit]

Description BLO index Auto-enabled Priority Store type Trigger Trigger cancel Notes
End of day 1 1 No 1 Forget Set on at the end of day 1 N/A Lowest priority in the game since its obviously important.
First Visit Forest of Hope 3 No 3 Forget Set on ending day while in Forest of Hope N/A
Forest Navel Opened 5 No 9 Forget Set the moment Forest Navel is unlocked N/A
First Visit Forest Navel 6 No 10 Forget Set on ending day while in Forest Navel N/A
Distant Spring Opened 7 No 11 Forget Set the moment Distant Spring is unlocked N/A
First Visit Distant Spring 8 No 12 Reset Set on ending day while in Distant Spring N/A
Final Day 10 No 13 Forget Set on at end of day 29 N/A
25 Parts 11 No 14 Forget Set on when player has exactly 25 parts Unset when player has 29 parts
29 Parts 12 No 15 Forget Set on when player has exactly 29 parts N/A Effectively also when Final Trial is unlocked.
Olimar Killed 13 No 5 Reset Set upon Olimar entering the Dead state N/A
Pikmin Extinction 14 No 4 Reset Set upon entering the extinction state N/A
Has all 30 parts 15 No 2 Reset N/A N/A Unused log meant for the good ending, has high priority but never actually enabled. Not that it would matter since there is no log at this point.
Yellow Pikmin with Bomb 17 No 6 Reset Set upon a yellow picking up a Bomb Rock N/A
Meeting Blue Pikmin 18 No 7 Forget Set upon plucking the first Blue N/A
Pikmin Routing 19 No 16 Keep N/A N/A An unused log about Pikmin pathfinding, dropped via having no trigger. Probably due to not being too noteworthy.
Olimar's Daydream 20 No 19 Reset Set on starting day 10 Unset starting on day 20 Might as well be a nothing log, but has these requirements for some reason.
15 Parts 21 No 20 Reset Set when the player has 15 or more parts Unset when at 25 or 29 parts
Pikmin left behind 23 No 8 Reset Set if a Pikmin is left behind today N/A
Pikmin dies to Bomb Rock 24 No 17 Reset Set upon a Pikmin dying to an explosion N/A
10 Parts 26 No 18 Keep Set if at over 10 parts and past day 8 N/A
Unused Controls Log 1 27 Yes 200 Keep N/A Unset upon starting a file First of multiple unused and untranslated logs, this one uses a controller image.
Unused Controls Log 2 29 No 201 Keep Set on at end of day 1 Unset upon starting a file This one is still enabled, but it's killed upon starting a file anyway, so it doesn't matter.
Unused Controls Pikmin Log 31 Yes 202 Keep N/A Unset upon starting a file Unused again, seems to be related to Pikmin turning pale.
Broken Bridge 32 No 203 Forget Set when a bridge has been broken N/A
Pikmin Seeds 33 No 204 Keep Set when leaving a seed in the ground N/A
Pikmin Seed Growth 35 No 205 Keep Set when the onion shoots a seed? N/A
Pikmin Onions 36 No 207 Keep Set when yellows are unlocked N/A
Meet Yellow Pikmin 37 No 206 Forget Set upon plucking the first Yellow Unset when a yellow picks up a Bomb Rock
Blue Pikmin in water 38 No 208 Forget Set when a blue Pikmin touches water Unset upon starting a file The last unused and untranslated log. Probably unused since you literally find blues in the water.
Pikmin on Fire 39 No 209 Forget Set when a Pikmin catches on fire N/A
Smoky Progg 40 No 400 Reset Set upon Progg shaking off Pikmin N/A
Bulborbs 41 No 401 Reset Set upon killing a Bulborb (or dwarf?) N/A
Puffstool 42 No 402 Reset Set when Puffmin attack Olimar N/A
Flint Beetle 43 No 403 Reset Set when hitting the Flint Beetle N/A
Honeywisp 44 No 404 Reset Set when hitting a Honeywisp N/A
Candypop Bud 45 No 405 Reset Set when using a Candypop Bud Unset when a Candypop Bud dies
Beady Long Legs 46 No 406 Reset Set when Beady drops Unset when Beady dies
Cannon Beetle 47 No 407 Reset Set when Cannon Beetle shoot Unset when Cannon Beetle dies
Snagret 48 No 408 Reset Set when a Snagret attacks Unset when a Snagret dies
Emperor 49 No 409 Reset Set when Emperor does... anything really Unset when Emperor dies Seriously, the flag is enabled in like 20 different places.
Goolix 50 No 410 Reset Set when something touches Goolix Unset when Goolix dies
Mamuta 51 No 411 Reset Set when Mamuta sees Olimar N/A
Sheargrub 52 No 412 Reset Set when a sheargrub attacks N/A
Fiery Blowhog 53 No 413 Reset Set when a Fiery Blowhog attacks N/A
Pearly Clam-clamp 54 No 414 Reset Set when a Clam dies N/A
Breadbug 55 No 415 Reset Set when a Breadbug dies N/A
Puffy Blowhog 56 No 416 Reset Set when a Puffy Blowhog Attacks Unset when a Puffy Blowhog dies Strange that this one would missable, unless Puffy Blowhog was once a boss of some sort :thinking:
Wollywog 57 No 417 Reset Set when a Wollywog dies N/A
Nothing Log 1 58 Yes 600 Keep Set on starting file N/A From here on are the default logs you get if nothing was done that day.
Nothing Log 2 59 Yes 601 Keep Set on starting file N/A
Nothing Log 3 60 Yes 602 Keep Set on starting file N/A
Nothing Log 4 61 Yes 603 Keep Set on starting file N/A
Nothing Log 5 62 Yes 604 Keep Set on starting file N/A
Nothing Log 6 63 Yes 605 Keep Set on starting file N/A
Nothing Log 7 64 Yes 606 Keep Set on starting file N/A
Nothing Log 8 65 Yes 607 Keep Set on starting file N/A
Nothing Log 9 66 Yes 608 Keep Set on starting file N/A
Nothing Log 10 67 Yes 609 Keep Set on starting file N/A
Nothing Log 11 68 Yes 610 Keep Set on starting file N/A
Nothing Log 12 69 Yes 611 Keep Set on starting file N/A
Nothing Log 13 70 Yes 612 Keep Set on starting file N/A
Nothing Log 14 71 Yes 613 Keep Set on starting file N/A
Nothing Log 15 72 Yes 614 Keep Set on starting file N/A
Nothing Log 16 73 Yes 615 Keep Set on starting file N/A
Nothing Log 17 74 Yes 616 Keep Set on starting file N/A
Nothing Log 18 75 Yes 617 Keep Set on starting file N/A
Nothing Log 19 76 Yes 618 Keep Set on starting file N/A
Nothing Log 20 77 Yes 619 Keep Set on starting file N/A
Nothing Log 21 78 Yes 620 Keep Set on starting file N/A
Nothing Log 23 79 Yes 621 Keep Set on starting file N/A
Nothing Log 24 80 Yes 622 Keep Set on starting file N/A
Nothing Log 25 81 Yes 623 Keep Set on starting file N/A
Nothing Log 26 82 Yes 624 Keep Set on starting file N/A
Nothing Log 27 83 Yes 625 Keep Set on starting file N/A
Nothing Log 28 84 Yes 626 Keep Set on starting file N/A "I am so very tired." You can't see this because of days like 1, 10, and 29 that have unavoidable logs. It was probably meant for day 30.