Difference between revisions of "H4M file"

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A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData
+
A format made by Hudson Soft that contains the ending credits and the video demos that play in Pikmin 1. They are found in <code>dataDir\MovieData</code>.
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Property || Description
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! Movie || Description
 
|-
 
|-
| <code>name</code>
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| <code>cntA_S.h4m</code>
| The internal name of the treasure (used when spawning treasures in caves).
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| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
 
|-
 
|-
| <code>archive</code>
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| <code>cntB_S.h4m</code>
| Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>.
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| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
 
|-
 
|-
| <code>bmd</code>
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| <code>cntC_S.h4m</code>
| Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive.
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| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
 
|-
 
|-
| <code>animmgr</code>
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| <code>cntD_S.h4m</code>
| File name of the animation manager in <code>otakara_texts.szs</code>.
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| A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
 
|-
 
|-
| <code>colltree</code>
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| <code>sr_S.h4m</code>
| Name of the collision text file in <code>otakara_texts.szs</code>.
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| The Ending Credits Of The Game With The Normal Non 100% Ending At The End.
 
|-
 
|-
| <code>radius</code>
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| <code>srhp_S.h4m</code>
{{unsure|Collision processing radius?}}
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The Ending Credits Of The Game With The "Best" Ending At The End.
|-
 
| <code>p_radius</code>
 
| Radius of shadow and where Pikmin pick up the treasure base.
 
|-
 
| <code>height</code>
 
| Height offset of the treasure model.
 
|-
 
| <code>inertiascaling</code>
 
| A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity.
 
|-
 
| <code>particletype</code>
 
| {{unknown}}.
 
|-
 
| <code>numparticles</code>
 
| {{unknown}}.
 
|-
 
| <code>particlesize</code>
 
| {{unknown}}.
 
|-
 
| <code>friction</code>
 
| {{unsure|Likely unused.}}
 
|-
 
| <code>min</code>
 
| Minimum Pikmin strength needed to carry.
 
|-
 
| <code>max</code>
 
| Maximum number of Pikmin that can carry.
 
 
|}
 
|}
 
{{Credits|Minty_Meeo,}}
 
{{Credits|Minty_Meeo,}}

Latest revision as of 10:00, 25 May 2024

A format made by Hudson Soft that contains the ending credits and the video demos that play in Pikmin 1. They are found in dataDir\MovieData.

Movie Description
cntA_S.h4m A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
cntB_S.h4m A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
cntC_S.h4m A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
cntD_S.h4m A Pause Screen Demo That Plays When There Is Long Periods Of Inactivity.
sr_S.h4m The Ending Credits Of The Game With The Normal Non 100% Ending At The End.
srhp_S.h4m The Ending Credits Of The Game With The "Best" Ending At The End.
Credits: Minty_Meeo,