Difference between revisions of "Cave generation parameters"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
m
 
(45 intermediate revisions by 9 users not shown)
Line 1: Line 1:
In ''Pikmin 2'', the files that define a cave's settings can be found in <code>/user/Mukki/mapunits/caveinfo</code>. For instance, the Emergence Cave uses <code>tutorial_1.txt</code>.
+
In ''Pikmin 2'', the files that define a cave's settings can be found in <code>/user/Mukki/mapunits/caveinfo</code>. For instance, the Emergence Cave uses <code>tutorial_1.txt</code>. All comments (Japanese or English statements followed by a <code>#</code>) are unnecessary and deleting them will save file space.
  
==Header==
+
To avoid any issues when reading or writing these files, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++].
Each file starts with a simple block titled <code>CaveInfo</code>. It contains only one parameter, <code>{c000}</code>, which takes two values, a <code>4</code> and the number of sublevels in the cave.
 
  
After the opening block, there is a lone number. This number is, once again, the number of sublevels in the cave. After this comes a series of blocks, with each group of 5 belonging to a sublevel.
+
== Concepts ==
 +
It is important to know these basic concepts.
  
==Sublevel==
+
Each object-related block in a sublevel has a series of data on what objects to spawn, and how. In this page, each of these data is called an '''entry'''. Each entry merely contains information about ''how'' to spawn an object, it does not actually reflect a specific object. For instance, there could be an entry for a Dwarf Bulborb that fall from the sky carrying the Essence of Desire, but the game could spawn 10 Dwarf Bulborbs from this entry &ndash; in this case all ten would fall from the sky and carry the Essence of Desire.
Each sublevel starts with a block titled <code>FloorInfo</code> (the comment for the first sublevel has a number to the left of it; this is the [[#Header|number of sublevels]]). The object spawn process for each sublevel is controlled by the following blocks, and is explained in a bit more detail '''[[Cave spawning|here]]'''.
 
  
All notes (Japanese or English statements followed by a #) are unnecessary and it will save file space by deleting them.
+
Each entry can belong to one of the following categories, which affect many things, some of which are detailed in this table:
 
 
===FloorInfo===
 
This block has a large number of parameters that determine how the sublevel works. All content in these parameters consist of two words. The first word is a number, <code>4</code> for numbers and <code>-1</code> for strings. The second word is the actual value of the parameter - the one you can modify.
 
 
 
{{todo|Figure out what happens if you change {f000} and {f001}.}}
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 +
! Category || Block || Kind of object || Locations || Min. amount? || Used for filler? || Other notes
 
|-
 
|-
! Parameter || Description || Japanese comment
+
! Main
 +
| [[#TekiInfo|TekiInfo]]
 +
| Anything but treasures and gates
 +
| "Room" cave units
 +
| Yes
 +
| Until the limit in [[#FloorInfo|parameter <code>{f002}</code>]]
 +
| [[#Spawn type|Spawn type]] is 0, 1, 5, or 8
 
|-
 
|-
| <code>{f000}</code> || The sublevel number this sublevel belongs to, minus 1. For example, if this floor is sublevel 1, the value is 0. Comment translates to "floor introduction". Seems to crash the game if lower than the current sublevel. || 階はじめ
+
! Decorative
 +
| [[#TekiInfo|TekiInfo]]
 +
| Anything but treasures and gates
 +
| "Room" cave units
 +
| Yes
 +
| No
 +
| [[#Spawn type|Spawn type]] is 6
 
|-
 
|-
| <code>{f001}</code> || Same as above. Comment translates to "floor end". Seems to duplicate the floor and replace future sublevels. For example, if you are on sublevel 1 ({f000} is set to 0) when {f001} is set to 2, sublevels 2 and 3 will be the exact same as the first sublevel. The other sublevels will be untouched.  || 階おわり
+
! Treasure
 +
| [[#ItemInfo|ItemInfo]]
 +
| Treasures only
 +
| "Room" cave units or those with "item" in the name
 +
| Yes
 +
| Until the limit in [[#FloorInfo|parameter <code>{f003}</code>]]
 +
|  
 
|-
 
|-
| <code>{f002}</code> || Maximum enemy number. Enemies in dead ends do not count. || 敵最大数
+
! Gate
 +
| [[#GateInfo|GateInfo]]
 +
| Gates only
 +
| Seams between units
 +
| No
 +
| Until the limit in [[#FloorInfo|parameter <code>{f004}</code>]]
 
|-
 
|-
| <code>{f003}</code> || Maximum treasure number. || アイテム最大数
+
! Dead end
|-
+
| [[#CapInfo|CapInfo]]
| <code>{f004}</code> || Maximum gate number. || ゲート最大数
+
| Anything but gates
|-
+
| "Dead end" cave units with "item" in the name
| <code>{f005}</code> || Number of "room" cave units. || ルーム数
+
| Yes
|-
+
| Until it runs out of dead ends
| <code>{f006}</code> || Ratio that controls how many corridors there are compared to rooms. || ルートの割合
+
|  
|-
 
| <code>{f007}</code> || 1 if this floor has a geyser, 0 otherwise. || 帰還噴水(1=あり)
 
|-
 
| <code>{f008}</code> || [[Cave unit list file]] name. || 使用ユニット
 
|-
 
| <code>{f009}</code> || Lighting definition file name. || 使用ライト
 
|-
 
| <code>{f00A}</code> || Skybox. Valid values are: <code>none</code>, <code>f010</code>, <code>vrbox</code> (they all mean none), <code>ice</code> (ice cavern), <code>test</code> (cavern), <code>build</code> (steel), <code>hiroba</code> (garden), <code>flooring</code> (wooden floor), <code>tatami</code> (carpet). || VRBOX
 
|-
 
| <code>{f010}</code> || 1 if the next sublevel hole is clogged, 0 otherwise. || 階段を壊す岩で隠す(0=オフ 1=オン)
 
|-
 
| <code>{f011}</code> || {{unsure|Unknown.}} Comment translates to "α attribute". || α属性
 
|-
 
| <code>{f012}</code> || Music type. 0 for normal, 1 to mute (until a boss), 2 to use rest sublevel music || β属性
 
|-
 
| <code>{f013}</code> || 1 if sublevel has an invisible solid plane of ground, generally used for the <code>hiroba</code>, <code>flooring</code> and <code>tatami</code> skyboxes. If 0, Pikmin can fall off the edge to their deaths. || 隠し床
 
|-
 
| <code>{f014}</code> || Maximum number of dead ends. || キャップ最大数
 
|-
 
| <code>{f015}</code> || {{unsure|Sublevel format version?}} || Version
 
|-
 
| <code>{f016}</code> || {{unsure|Time until the Waterwraith appears. || BlackManTimer
 
|-
 
| <code>{f017}</code> || 0 is normal, anything else makes it spawn two (connected) seesaw blocks randomly in the level. May spawn the leaders and Pikmin inside one. '''Unused.''' || 沈む壁
 
 
|}
 
|}
  
===TekiInfo===
+
These categories are not recognized by the game, and their names are merely guidelines. This is because you can have fully-functional enemies in the "decorative" category, and you can have cosmetic plants in the "main" category, for instance. What is important is understanding that the game reads and controls object entries differently depending on a lot of factors, and this categorization is just a simple way of explaining everything.
<code>TekiInfo</code> determines the main objects (enemies) to spawn on the sublevel.
 
  
The first number in the block is the total of entries. It is titled <code>num</code>. Each entry consists of two lines. The first line in an entry determines how it spawns, the object's class, what treasure it has inside, how many to spawn, and how likely this object is to be used to fill the enemy slots (only applicable if the object's type indicates that it's an enemy). The second line of each entry is the type of object.
+
While this page explains how the text file works, it will not explain how spawning works. For that, there is the '''[[cave spawning]]''' article. You don't need to read the whole thing, but for context for this article, you should at least read the [[Cave spawning#Summary|summary]].
  
To note is that if something is wrong with the object's spawn data, the game will probably break down, but it might also trigger an error handler. If it does, the object is turned into a fully-functional Common Glowcap.
+
== Format ==
 +
These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the <code>EF BB BF</code> magic word at the start, the game will not read it correctly, assuming you only have one sublevel. With Notepad++, you can check if the encoding is right in the bottom right.
  
======Class======
+
Each file starts with the header, [[#CaveInfo|CaveInfo]]. Afterwards comes the data for each sublevel. Each sublevel consists of five consecutive blocks of information: [[#FloorInfo|FloorInfo]], [[#TekiInfo|TekiInfo]], [[#ItemInfo|ItemInfo]], [[#GateInfo|GateInfo]], and [[#CapInfo|CapInfo]].
The first word in the first line contains the object class (fire geyser, Red Bulborb, clover, etc.), using its internal name (case insensitive). Treasures will not work; use the [[#ItemInfo|<code>ItemInfo</code> block]] for that.
 
  
If it is an enemy and is carrying something inside it, the internal name of that object's class is also included in that word, in lowercase, after an underscore (e.g. <code>Chappy_key</code>). In this case, the name of the enemy itself is no longer case insensitive and must be written in CamelCase, although exact casing depends on the object.
+
When this page refers to "parameters", it means something along the lines of <code>{f000} 4 0</code>. The first word is the parameter's name. The second word is the type: <code>4</code> for numbers and <code>-1</code> for strings. The third word is the parameter's value &ndash; the one you can modify.
  
======Spawn method======
+
=== CaveInfo ===
Some objects spawn from the sky, like Volatile Dweevils that only appear when you get close to their spawn position. To get an object to do this, write a dollar sign and/or a number before the name of the object, without a space in between. Example: <code>$4BombOtakara</code>. You have to write a specific thing to get a specific behavior, and if you write an invalid one, the game crashes:
+
The header block is usually commented with <code>CaveInfo</code>. It contains only one parameter, <code>{c000}</code>, which controls the number of sublevels in the cave.
  
{| class="wikitable sortable"
+
After the opening block there is a lone number. This number is, once again, the number of sublevels in the cave.
! Code || Effect || Notes
 
|-
 
| <code>$</code> || Always fall if a Pikmin or leader is nearby. ||
 
|-
 
| <code>$0</code> || Triggers the Common Glowcap error handler. || '''Unused'''.
 
|-
 
| <code>$1</code> || {{unsure|Unknown.}} ||
 
|-
 
| <code>$2</code> || Only fall if a Pikmin is nearby, leaders are ignored. ||
 
|-
 
| <code>$3</code> || Only fall if a leader is nearby, Pikmin are ignored. || '''Unused'''.
 
|-
 
| <code>$4</code> || Only fall if Pikmin are carrying nearby. ||
 
|-
 
| <code>$5</code> || Only fall if a Purple causes an earthquake nearby. ||
 
|}
 
  
Not all objects support this feature. The objects that don't support the feature completely ignore the $ sign and spawn normally. No bosses or plants (besides candypop buds) are changed.  
+
=== FloorInfo ===
 +
Each sublevel starts with a block typically commented with <code>FloorInfo</code>. It has a large number of parameters that determine how the sublevel works. The following table lists what parameters exist, what they do, and what comments (in Japanese) usually follow the value.
  
Here is a list of all other known objects and whether or not they are capable of using this behavior.
+
{{todo|Figure out what happens if you change {f000} and {f001}. Also specify what happens if {f003}/{f004} are set to 0.}}
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Enemy || Supported || Notes
 
 
|-
 
|-
| Anode Beetle || Yes ||  
+
! Parameter || Description || Japanese comment
 
|-
 
|-
| Anode Dweevil || Yes ||
+
| <code>{f000}</code> || The sublevel number this sublevel belongs to, minus 1. For example, if this floor is sublevel 1, the value is 0. Comment translates to "floor introduction". Seems to crash the game if lower than the current sublevel. || 階はじめ
 
|-
 
|-
| Antenna Beetle || No ||
+
| <code>{f001}</code> || Same as above. Comment translates to "floor end". Seems to duplicate the floor and replace future sublevels. For example, if you are on sublevel 1 ({f000} is set to 0) when {f001} is set to 2, sublevels 2 and 3 will be the exact same as the first sublevel. The other sublevels will be untouched.  || 階おわり
 
|-
 
|-
| Armored Cannon Beetle Larva (Buried) || No ||
+
| <code>{f002}</code> || Ideal maximum number of objects in the main [[#Concepts|category]]. See [[#Amount|here]] and [[#Weight|here]] for more details. If this is set to 0, absolutely no objects of the main category will spawn. || 敵最大数
 
|-
 
|-
| Armored Cannon Beetle Larva (Free) || Yes ||  
+
| <code>{f003}</code> || Same as <code>{f002}</code> but for objects in the treasure [[#Concepts|category]]. It does not count treasures inside enemies. || アイテム最大数
 
|-
 
|-
| Bomb-rock || Yes ||
+
| <code>{f004}</code> || Same as <code>{f002}</code> but for objects in the gate [[#Concepts|category]]. || ゲート最大数
 
|-
 
|-
| Breadbug || No ||
+
| <code>{f005}</code> || Number of "room" cave units. || ルーム数
 
|-
 
|-
| Bulbmin || Yes ||
+
| <code>{f006}</code> || Corridor probability. If this number is higher, the game will spawn more corridors relative to the number of rooms. || ルートの割合
 
|-
 
|-
| Bulborb Larva || Yes || Uses a unique falling animation, the same animation thats used when they are born from the Empress Bulblax.
+
| <code>{f007}</code> || 1 if this floor has a geyser, 0 otherwise. || 帰還噴水(1=あり)
 
|-
 
|-
| Bumbling Snitchbug || Yes || Floats down from the sky.
+
| <code>{f008}</code> || [[Cave unit definition file]] name. || 使用ユニット
 
|-
 
|-
| Careening Dirigibug || Yes || Floats down from the sky.
+
| <code>{f009}</code> || Lighting definition file name. || 使用ライト
 
|-
 
|-
| Caustic Dweevil || Yes ||  
+
| <code>{f00A}</code> || Skybox. Existing skyboxes are: <code>ice</code> (ice cavern), <code>test</code> (cavern), <code>build</code> (steel), <code>hiroba</code> (garden), <code>flooring</code> (wooden floor), <code>tatami</code> (carpet). If an invalid name is used, then there will be no skybox. || VRBOX
 
|-
 
|-
| Cloaking Burrow-nit || No ||  
+
| <code>{f010}</code> || 1 if the next sublevel hole is clogged, 0 otherwise. || 階段を壊す岩で隠す(0=オフ 1=オン)
 
|-
 
|-
| Creeping Chrysanthemum || No ||  
+
| <code>{f011}</code> || Echo strength; 0 for longest echo, used in soil/remaining themes, 1 is normally used for metal, 2 is used for concrete, 3 is used for tile, 4 is used for garden, and 5 is an almost unnoticeable echo, used for toy themes. || α属性
 
|-
 
|-
| Crimson Candypop Bud || Yes ||  
+
| <code>{f012}</code> || Music type; 0 for normal, 1 to mute (until a boss), 2 to use rest sublevel music || β属性
 
|-
 
|-
| Decorated Cannon Beetle || Yes ||  
+
| <code>{f013}</code> || 1 if sublevel has an invisible solid plane of ground, generally used for the <code>hiroba</code>, <code>flooring</code> and <code>tatami</code> skyboxes. If 0, Pikmin can fall off the edge to their deaths. || 隠し床
 
|-
 
|-
| Doodlebug || No ||  
+
| <code>{f014}</code> || Dead end probability (0-100). E.g. if this value is 50, open doors will be set to dead ends with 50% probability. || キャップ最大数
 
|-
 
|-
| Dwarf Bulbear || Yes ||  
+
| <code>{f015}</code> || File format version; 1 is normal, 0 will ignore all dead end spawns ([[#CapInfo|CapInfo]]) || Version
 
|-
 
|-
| Dwarf Orange Bulborb || Yes ||  
+
| <code>{f016}</code> || {{unsure|Time until the Waterwraith appears. || BlackManTimer
 
|-
 
|-
| Dwarf Red Bulborb || Yes ||
+
| <code>{f017}</code> || 0 is normal, anything else makes it spawn two (connected) seesaw blocks randomly in the level. May spawn the leaders and Pikmin inside one. '''Unused.''' || 沈む壁
|-
 
| Egg || Yes  || Breaks upon hitting the ground.
 
|-
 
| Electrical Wire || No ||
 
|-
 
| Falling Boulder || Yes || Falling boulders sort of float in place for a bit, then fall down at a much quicker speed than normal. If multiple boulders spawn inside of each other, they will bounce off of each other at an angle when they are triggered by the player.
 
|-
 
| Female Sheargrub || No  ||
 
|-
 
| Fiery Blowhog || Yes  ||
 
|-
 
| Fiery Bulblax || Yes  ||
 
|-
 
| Fiery Dweevil || Yes  ||
 
|-
 
| Fire Geyser || No  ||
 
|-
 
| Foxtail || No  ||
 
|-
 
| Gas Pipe || No  ||
 
|-
 
| Gatling Groink (Both variants) || Yes  ||
 
|-
 
| Golden Candypop Bud || Yes  ||
 
|-
 
| Greater Spotted Jellyfloat || Yes  || Floats down from the sky.
 
|-
 
| Hairy Bulborb || Yes  ||
 
|-
 
| Hermit Crawmad || No ||
 
|-
 
| Honeywisp || No  ||
 
|-
 
| Iridescent Flint Beetle || No  ||
 
|-
 
| Iridescent Glint Beetle || No  ||
 
|-
 
| Ivory Candypop Bud || Yes  ||
 
|-
 
| Lapis Lazuli Candypop Bud || Yes  ||
 
|-
 
| Lesser Spotted Jellyfloat || Yes  || Floats down from the sky
 
|-
 
| Lithopod Boulder (Unused) || Yes  || The trail particles of the boulder will remain stationary in the air until the rolling boulder is triggered by the player.
 
|-
 
| Male Sheargrub || No  ||
 
|-
 
| Mamuta || No  ||
 
|-
 
| Mitite || No  ||
 
|-
 
| Munge Dweevil || Yes  ||
 
|-
 
| Orange Bulborb || Yes  ||
 
|-
 
| Puffy Blowhog || Yes  || Floats down from the sky.
 
|-
 
| Queen Candypop Bud || Yes  ||
 
|-
 
| Ravenous Whiskerpillar || No  ||
 
|-
 
| Red Bulborb || Yes  ||
 
|-
 
| Shearwig || No  ||
 
|-
 
| Skitter Leaf || No  ||
 
|-
 
| Snow Bulborb || Yes  ||
 
|-
 
| Spotty Bulbear || Yes  ||
 
|-
 
| Swooping Snitchbug || Yes  || Floats down from the sky.
 
|-
 
| Toady Bloyster || No  ||
 
|-
 
| Unmarked Spectralids || No  ||
 
|-
 
| Violet Candypop Bud || Yes  ||
 
|-
 
| Volatile Dweevil || Yes  ||
 
|-
 
| Water Dumple || Yes  ||
 
|-
 
| Waterwraith Rollers (Unused) || No  ||
 
|-
 
| Watery Blowhog || Yes  ||
 
|-
 
| Withering Blowhog || Yes  || Floats down from the sky.
 
|-
 
| Wogpole || Yes  ||
 
|-
 
| Wollywog || Yes  ||
 
|-
 
| Yellow Wollywog || Yes  ||  
 
 
|}
 
|}
  
======Amount======
+
=== TekiInfo ===
The second word is a number, where the last digit is the [[Cave spawning#Weighted distribution|spawn distribution weight]] and the other digits are the minimum amount to spawn. This line is commented with <code>weight</code>.
+
<code>TekiInfo</code> determines the [[#Concepts|main category]] objects and the [[#Concepts|decorative category]] objects to spawn on the sublevel. It also controls what sort of spawn points they appear in, if they fall from the sky or not, if they are carrying a treasure inside, and more. Gates and treasures cannot be specified here (other than the treasures that are [[#Carrying|carried]] by enemies). The game will spawn the minimum amounts specified in these entries and then, in the case of main category objects, keep filling randomly until the limit in [[#FloorInfo|parameter <code>{f002}</code>]]. These objects only appear in "room" cave units.
<br>
 
If the last digit (weight) is set to 0, it will specifically spawn the minimum amount (all but the last digit) - as long as there is enough room in the maximum enemy count; <code>{f002}</code>.
 
  
The following example will spawn exactly five Wogpoles in Enemy Group A:
+
The first number in the block is the total of [[#Entry|entries]]. It is usually commented with <code>num</code>. Each entry consists of two lines:
<br>
 
<pre> {f002} 4 5
 
  
(...)
+
# The first line in an entry starts with the object's [[#Fall method|fall method]], the object's [[#Class|class]], what treasure it is [[#Carrying|carrying]], then a space, then the [[#Amount|amount]] to spawn, and/or its [[#Weight|random filling weight]]. Note that entries of the decorative category do not have a random filling weight. It is typically commented with the word "weight".
 +
# The second line of each entry is the [[#Spawn type|spawn type]]. It is typically commented with the word "type".
  
# TekiInfo
+
=== ItemInfo ===
 +
<code>ItemInfo</code> controls what [[#Concepts|treasure category]] objects spawn. The game will spawn the minimum amounts for these treasures, and then will keep filling randomly until it reaches the limit defined in [[#FloorInfo|parameter <code>{f003}</code>]]. Treasures inside enemies aren't included here, nor are they counted for the limit. Instead, they are defined in the [[#Carrying|carrying]] data of objects in [[#TekiInfo|TekiInfo]] or [[#CapInfo|CapInfo]]. Only treasures can be specified in this block &ndash; if you try to spawn something here that is not a treasure, the game will crash. These objects only appear in "room" cave units, or any unit that has "item" in the name.
  
{
+
The first number in the block is the total of [[#Entry|entries]]. It is usually commented with <code>num</code>. Each entry consists of one line:
  1 # num
 
  Tadpole 90 # weight
 
  0 # type
 
}</pre>
 
The reason this spawns exactly five instead of nine as you would normally expect is because there is more than one digit next to the object. This immediately tells the game to use spawn distribution weight. Considering the fact that the weight is set to 0 the game will ''try'' to spawn all nine of those Wogpoles, but due to the limitation of using spawn distribution weight it gets cut down to five as that is all <code>{f002}</code> is allowing.
 
  
<br>
+
# This line contains the object's [[#Class|class]], then a space, then the [[#Amount|amount]] to spawn, and/or its [[#Weight|random filling weight]]. It is typically commented with the word "weight".  
However, if only one digit is present after an object name and <code>type</code> is set to anything ''but'' 6, that digit will only be weight.
 
  
The following example will spawn exactly fifteen Yellow Wollywogs in Enemy Group B:
+
=== GateInfo ===
<br>
+
{{todo|Confirm the claim that the weight only uses the last digit.}}
<pre> {f002} 4 15
+
<code>GateInfo</code> controls what [[#Concepts|gate category]] objects will appear. Each individual gate on a sublevel is randomly colored, and always appears in seams. The game will spawn the number of gates defined in [[#FloorInfo|parameter <code>{f004}</code>]]. These objects appear in the seams between two cave units.
  
(...)
+
The first number in the block is the total of [[#Entry|entries]]. It is usually commented with <code>num</code>. Each entry consists of two lines:
  
# TekiInfo
+
# The first line is the gate's HP. This line starts with any word (although the word <code>gate</code> is what's used in the vanilla game), and after a space, the amount of hit points it has, with decimal places (e.g. <code>1000.000000</code>). It is typically commented with the word "life".
 +
# The second line contains the object's [[#Weight|random filling weight]]. Only the last digit is read by the game, though. If the weight number is 0, the game will not spawn any gate from this entry, of course. It is typically commented with the word "weight".
  
{
+
=== CapInfo ===
  1 # num
+
<code>CapInfo</code> determines what [[#Concepts|dead end category]] objects to spawn. It works similarly to the [[#TekiInfo|<code>TekiInfo</code> block]], though with some differences:
  Frog 1 # weight
+
* While in the <code>TekiInfo</code> block the locations of objects spawned is determined by the spawn type, that is not the case here. These objects only spawn in "dead end" cave units with "item" in the name.
  1 # type
+
* Objects spawned with this block do not count for any limit (e.g. [[#FloorInfo|parameter <code>{f003}</code>]]).
}</pre>
+
* Treasures can also be specified in this block.
Considering this example only spawns one enemy, the value for <code>weight</code> doesn't actually matter. In this case it's 1, which would mean there is a 1/1 chance of spawning it. If it was 2, 3 or 4, it would still always round down to 1/1 as there is only one enemy using the weight.
 
  
<br>
+
The first number in the block is the total of [[#Entry|entries]]. It is usually commented with <code>num</code>. Each entry consists of three lines:
However, this can again be affected if you're not careful. In the case that two enemies spawn; one enemy uses single-digit weight and the other uses two digits but the last digit is 0, that second enemy will spawn as many as directed and then the rest will go to the first enemy. Sounds complicated, eh?
 
  
Well, the following example will help. It spawns exactly two Water Dumples in Enemy Group A and exactly seven Anode Beetles in Enemy Group B:
+
# The first line is presumably, the type of dead end this spawn applies to. It always has the value <code>0</code> in the vanilla game. It is typically commented with the word "captype".
<br>
+
# The second line in an entry starts with the object's [[#Fall method|fall method]], the object's [[#Class|class]], what treasure it is [[#Carrying|carrying]], then a space, then the [[#Amount|amount]] to spawn, and/or its [[#Weight|random filling weight]]. It is typically commented with the word "weight".
<pre> {f002} 4 9
+
# The third line of each entry is the "type". 0 makes it so two objects spawn in the same spot, while 1 allows only one object. It is typically commented with the word "type".
  
(...)
+
== Entry ==
 +
Depending on its [[#Concepts|category]], an entry can have or not have certain information.
  
# TekiInfo
+
To note is that if something is wrong with the entry's data, the game will probably break down when trying to spawn an item of said entry, but it might also trigger an error handler. If it does, the object will be turned into a fully-functional Common Glowcap. Typing an invalid class name will trigger the error handler.
  
{
+
=== Class ===
  2 # num
+
[[#Concepts|Categories]]: main, decorative, treasure, dead end.
  Catfish 20 # weight
 
  0 # type
 
  ElecBug 1 # weight
 
  1 # type
 
}</pre>
 
If the above example's <code>{f002}</code> was only set to 2, then it would always spawn exactly two Water Dumples and zero Anode Beetles. If we were to add more enemies with more single-digit weights, then following [[Cave spawning#Weighted distribution|spawn distribution weight]] we would get more RNG-based results, but would still all be affected in the same way under maximum enemy counts.
 
  
<br>
+
This is the class of object to spawn (e.g. fire geyser, Red Bulborb, clover, etc.). The name typed here must match the [[Pikmin 2 identifiers|internal name]]. (e.g. <code>MaroFrog</code> for a Wollywog.) For main, decorative, and dead end category objects, this name is normally not case-sensitive, but if it's an enemy [[#Carrying|carrying]] something, then it becomes case-sensitive. For treasure category objects, the name must be all lowercase.
'''This is very important:'''
 
In the case that the object spawns in the '''plant location''' (6), a single digit will be the exact count of that object - regardless of <code>{f002}</code>.
 
  
The following example will spawn exactly three Dwarf Red Bulborbs in plant locations:
+
=== Carrying ===
<br>
+
[[#Concepts|Categories]]: main, decorative, dead end.
<pre>  {f002} 4 0
 
  
(...)
+
An entry can specify if an enemy is meant to carry a treasure inside it. If it is, then after the [[#Class|class]] name there should be an underscore, and then afterwards, in all lowercase, the [[Pikmin 2 identifiers|internal name]] of said treasure. (e.g. <code>Chappy_key</code> for a Red Bulborb carrying The Key.) Note that for entries regarding enemies that are carrying something, the class name becomes case-sensitive.
  
# TekiInfo
+
Note that just because an underscore exists doesn't mean for sure that one object is carrying another. If the game sees the name <code>Wakame_s</code>, it isn't going to think that it's an object <code>Wakame</code> carrying an object <code>s</code>, but rather that it is a small shoot. Also note that treasures specified here do not count towards the limit in [[#FloorInfo|parameter <code>{f003}</code>]].
  
{
+
=== Fall method ===
  1 # num
+
[[#Concepts|Categories]]: main, decorative, dead end.
  Kochappy 3 # weight
 
  6 # type
 
}</pre>
 
Otherwise; if it's a single digit and it spawns in other locations, that single digit will be spawn distribution weight. This means that the amount of the enemy will still rely on the maximum enemy count in <code>{f002}</code>. That said, if you spawn an object in the plant location with two or more digits, those digits will work like normal spawn distribution weight, just like how is shown in the first example.
 
  
{{credits|Jimble}}
+
Some objects spawn in the sky and then fall, like Volatile Dweevils that only appear when you get close to their spawn position. To get an object to do this, write a dollar sign and/or a number, before the [[#Class|class]] of the entry, without a space in between. (e.g. <code>$4BombOtakara</code> for a Volatile Dweevil that spawns when Pikmin are carrying nearby). You have to write a specific thing to get a specific behavior, and if you write an invalid one, the game crashes:
  
======Type======
+
{| class="wikitable sortable"
This number controls what type of object this is, and where it spawns. The number ranges from 0 to 8, and most also correspond to a group of spawn coordinates. When spawning an instance of this object, the game picks a random coordinate from the group, if applicable. This line is commented with <code>type</code>. The following table lists the possible numbers, and the comments on the various [[Cave unit definition file|unit layout files]], in <code>/user/Mukki/mapunits/arc/*/texts.szs/layout.txt</code>, are also included due to them helping understand what each number means.
+
! Code || Effect || Notes
 
 
{| class="wikitable"
 
! Group || Content || Notes || <code>layout.txt</code> comment
 
 
|-
 
|-
| 0 || Enemy Group A || || <code>Teki A</code>
+
| (Nothing) || Spawns normally. ||  
 
|-
 
|-
| 1 || Enemy Group B || || <code>Teki B</code>
+
| <code>$</code> || Falls, if a Pikmin or leader is nearby. ||
 
|-
 
|-
| 2 || Treasure || There is no cave definition file that uses this number. It is specifically for objects spawning under [[#CapInfo|CapInfo]]. || <code>Item</code>
+
| <code>$0</code> || Triggers the Common Glowcap error handler. || '''Unused'''.
|-
 
| 3 || {{unsure|Unknown}} || There is no cave definition file or cave unit definition file that uses this number. ||
 
 
|-
 
|-
| 4 || Hole/Geyser || Objects cannot spawn here, this is specifically to tell the game where to place the next hole/geyser in a room if dead ends are not present. || <code>FixObj</code>
+
| <code>$1</code> || Identical to <code>$</code>. ||
 
|-
 
|-
| 5 || Between rooms and at entrances to dead ends || For hazards such as fire geysers, electrical wires and gas pipes. ||  
+
| <code>$2</code> || Falls, if a Pikmin is nearby. Leaders are ignored. ||  
 
|-
 
|-
| 6 || Plant || Spawn distribution weight is slightly different here, see [[#Amount|Amount]] for explanation. || <code>Plant</code>
+
| <code>$3</code> || Falls, if a leader is nearby. Pikmin are ignored. || '''Unused'''.
 
|-
 
|-
| 7 || Leader spawn position || Objects can't use this as the type. This is only used inside cave unit definitions to specify a possible player starting spot in the cave. The Y coordinate is ignored; it snaps to the ground. || <code>Start</code>
+
| <code>$4</code> || Falls, if Pikmin are carrying nearby. ||
 
|-
 
|-
| 8 || Enemy Group C || Typically the boss location. Most rooms do not have coordinates for this. || <code>Teki F</code>
+
| <code>$5</code> || Falls, if a Purple Pikmin causes an earthquake nearby. ||
 
|}
 
|}
  
Objects spawning under <code>TekiInfo</code> can only use types 0, 1, 5, 6, or 8 - objects will not be spawned in dead ends under <code>TekiInfo</code>.
+
Not all objects support this feature. The objects that don't support the feature completely ignore whatever fall method is written and spawn normally. Other objects support it, but have some interesting behavior. Here is a list of all possibilities:
  
Objects spawning under [[#CapInfo|CapInfo]] ''will all'' spawn in dead ends, these can use types 0, 1, 2, 5, 6 or 8.
+
{| class="wikitable mw-collapsible mw-collapsed"
 +
! Objects || Result
 +
|-
 +
|
 +
* All bosses
 +
* All plants (besides Candypop Buds)
 +
* Antenna Beetle
 +
* Armored Cannon Beetle Larva (buried version)
 +
* Breadbug
 +
* Cloaking Burrow-nit
 +
* Creeping Chrysanthemum
 +
* Doodlebug
 +
* Electrical wire
 +
* Female Sheargrub
 +
* Fire geyser
 +
* Gas pipe
 +
* Hermit Crawmad
 +
* Honeywisp
 +
* Iridescent Flint Beetle
 +
* Iridescent Glint Beetle
 +
* Male Sheargrub
 +
* Mamuta
 +
* Mitite
 +
* Ravenous Whiskerpillar
 +
* Shearwig
 +
* Skitter Leaf
 +
* Toady Bloyster
 +
* Unmarked Spectralids
 +
* Waterwraith rollers (unused)
 +
| Not supported
 +
|-
 +
|
 +
* Bumbling Snitchbug
 +
* Careening Dirigibug
 +
* Greater Spotted Jellyfloat
 +
* Lesser Spotted Jellyfloat
 +
* Puffy Blowhog
 +
* Swooping Snitchbug
 +
* Withering Blowhog
 +
| Supported, floats down from the sky
 +
|-
 +
|
 +
* Bomb Rocks &ndash; Will immediately ignite upon hitting the ground.
 +
* Bulborb Larva &ndash; Uses a unique falling animation, the same animation that's used when it is born from the Empress Bulblax.
 +
* Egg &ndash; Breaks upon hitting the ground.
 +
* Falling boulder &ndash; Falling boulders sort of float in place for a bit, then fall down at a much quicker speed than normal. If multiple boulders spawn inside of each other, they will bounce off of each other at an angle when they are triggered by the player.
 +
* Lithopod boulder (unused) &ndash; The trail particles of the boulder will remain stationary in the air until the rolling boulder is triggered by the player.
 +
* All Sleeping Bulborbs &ndash; Will immediately wake up and attack any nearby targets upon hitting the ground, regardless if anything was touching them before. Seen prominently in the Challenge level "Cave Of Pain."
 +
* Spotty Bulbears &ndash; Dwarf Bulbears will still detect them and wander to their position even if they haven't fallen yet. Very useful for detecting where they're gonna fall. It is only seen once in the entire game on a single sublevel in the Dream Den.
 +
| Supported, special behavior
 +
|-
 +
|
 +
* Everything else
 +
| Supported, falls normally
 +
|}
  
======Example======
+
=== Amount ===
<pre>
+
[[#Concepts|Categories]]: main, decorative, treasure, dead end.
{f002} 4 5 # 敵最大数
 
  
(...)
+
Some entries can specify that the sublevel must spawn at least a minimum amount of objects from that entry. The game can possibly [[#Weight|spawn more randomly]] afterwards, but at least the minimum amount will be met (under ideal circumstances anyway). Note that while there are sublevel [[#FloorInfo|parameters]] that control the maximum number of main, treasure, or gate objects, they will not be taken into account when spawning these minimum amounts.
  
# TekiInfo
+
In an entry, the amount comes after the [[#Class|class]] (and [[#Carrying|carry]]), with a space in between. Whatever number is written here is the minimum amount. 0 can be used to specify that there is no minimum amount, and that this entry should only be used for random filler. The filler weight, described [[#Weight|here]], is another number that goes attached to this one. If the filler weight is present, then the amount number can be absent; in this case the game will assume it is 0. Note that while gate category entries need the minimum amount, the game will not actually do anything with that amount.
{
 
2 # num
 
$Tadpole 23 # weight
 
0 # type
 
Sokkuri_bane 9 # weight
 
1 # type
 
}
 
</pre>
 
  
Assuming there's enough space in the sublevel, this would make the game spawn 2 Wogpoles, that only pop up from the sky when you get close. Then, it spawns 3 randomly picked enemies, with each enemy having a 3/12 chance of being a Wogpole (like the aforementioned ones, these spawn from the sky), and a 9/12 chance of being a Skitter Leaf that is carrying a Coiled Launcher. Any Wogpole in this sublevel will spawn in the set of coordinates that belong to group 0, whereas any Skitter Leaf will spawn on the coordinates of group 1.
+
=== Weight ===
 +
[[#Concepts|Categories]]: main, treasure, gate, dead end.
  
===ItemInfo===
+
When the game wants to fill in the sublevel with some randomly-picked objects, it checks the relevant entries to figure out which ones it can pick, and with what chances, as detailed [[Cave spawning#Weighted distribution|here]]. It eventually stops spawning, and the exact conditions depend the [[#Concepts|category]] of the entry. Note that for many reasons, explained in the [[cave spawning]] article, objects may fail to appear, so the sublevel will contain fewer objects of a given category than the sublevel [[#FloorInfo|parameter]] for that limit specifies.
The next block is titled <code>ItemInfo</code>. It controls how treasures spawn. Treasures inside enemies aren't included here.
 
  
The first number in the block is the total of entries. It is titled <code>num</code>. Each entry consists of one line. This line contains the internal name of the treasure, in all lowercase, and then after a space, the amount to spawn. This amount uses the same scheme as the [[#Amount|<code>TekiInfo</code> block]], except it is limited by <code>{f003}</code> instead. If you try to spawn something here that is not a treasure, the game will crash.
+
In an entry, the random filling weight comes directly after the [[#Amount|amount]], without even a space in between. The weight is only one digit, meaning it can only go from 0 to 9. If it is 0, the game will not use this entry for random filling. Note that if only one digit is present, then it refers to the weight, and the game assumes the minimum amount is 0. Also note that entries of the decorative category do not have weight.
  
======Example======
+
{{credits|Jimble, [[User:Espyo|Espyo]]}}
<pre>
 
{f003} 4 4
 
  
(...)
+
=== Spawn type ===
 +
[[#Concepts|Categories]]: main, decorative.
  
# ItemInfo
+
This number controls what type of spawning logic to use, where it spawns, and to a lesser degree, what category of object this is. The number ranges from 0 to 8, and most of these also correspond to a group of spawn coordinates. When spawning an instance of this object, the game picks a random coordinate from the group, if applicable. Note that certain entry categories can only use certain numbers.
{
 
3
 
key 10
 
gold_medal 12
 
saru_head 04
 
}
 
</pre>
 
  
The game will spawn one ''The Key'' and one ''Lustrous Element'', the next two treasures (because <code>{f003}</code> is set to <code>4</code>), will have a 2/6 chance of being a ''Lustrous Element'', and a 4/6 chance of being a ''Colossal Fossil''.
+
The following table lists the possible numbers, and the comments on the various [[Cave unit definition file|unit layout files]] (in <code>/user/Mukki/mapunits/arc/*/texts.szs/layout.txt</code>) are also included due to them helping understand what each number means.
  
===GateInfo===
+
{| class="wikitable"
<code>GateInfo</code> controls what gates will appear. Each individual gate on a sublevel is randomly colored. The game will spawn the number of gates defined in <code>{f004}</code>, but will stop spawning them if there isn't enough room.
+
! rowspan="2" | Group || rowspan="2" | Content || rowspan="2" | <code>layout.txt</code> comment || rowspan="2" | Notes || colspan="2" | Category availability
 
+
|-
The first number in the block is the total of entries. It is titled <code>num</code>.
+
! Main || Decorative
# Each entry consists of two lines.
+
|-
# The first line is the gate's HP. It is titled with <code>life</code>. This line starts with any word (although the word <code>gate</code> is what's used in the vanilla game), and after a space, the amount of hit points it has, with decimal places (e.g. <code>1000.000000</code>).
+
| 0 || "Easy" enemy group || <code>Teki A</code> || Commonly used for easier enemies. Objects using this spawn type can spawn multiple in the same spot. (Depends on the spawn point's minimum and maximum amount.) || style="background-color: #aca;" | Yes || style="background-color: #caa;" | No
# The second line is the [[Cave spawning#Weighted distribution|spawn distribution weight]]. {{unsure|Only the last digit of this number is used.}} If the number is 0, this type of gate will not spawn at all, of course.
+
|-
 
+
| 1 || "Hard" enemy group || <code>Teki B</code> || Commonly used for harder enemies. || style="background-color: #aca;" | Yes || style="background-color: #caa;" | No
======Example======
+
|-
<pre>
+
| 2 || Treasure || <code>Item</code> || Not used directly by any object in the vanilla game. In a cave unit, it marks the location of objects from the treasure category. || style="background-color: #caa;" | No || style="background-color: #caa;" | No
 
+
|-
{f004} 4 2
+
| 3 || {{unsure|Unknown}} || || There is no object or cave unit that uses this number. || style="background-color: #caa;" | No || style="background-color: #caa;" | No
 
+
|-
(...)
+
| 4 || Hole/Geyser || <code>FixObj</code> || Objects can't use this number. In a cave unit, it marks a viable location for the next sublevel hole/geyser in a room, if dead ends are not present in the sublevel. || style="background-color: #caa;" | No || style="background-color: #caa;" | No
 
+
|-
# GateInfo
+
| 5 || Seams || || Commonly used for hazards such as fire geysers, electrical wires and gas pipes. These spots are located in the seams between two connected cave units. || style="background-color: #aca;" | Yes || style="background-color: #caa;" | No
{
+
|-
2
+
| 6 || Plant || <code>Plant</code> || Commonly used by decorative plants. Though other entities can use it just fine as well. || style="background-color: #caa;" | No || style="background-color: #aca;" | Yes
gate 4000.000000
+
|-
1
+
| 7 || Leader spawn || <code>Start</code> || Objects can't use this number. In a cave unit, it marks a possible player starting spot in the sublevel. The Y coordinate is ignored; it snaps to the ground. || style="background-color: #caa;" | No || style="background-color: #caa;" | No
gate 2500.000000
+
|-
1
+
| 8 || "Special" enemy group || <code>Teki F</code> || Commonly used for boss locations, or the location of tower Gatling Groinks/buried Armored Cannon Beetle Larvae. Most rooms do not have coordinates for this. || style="background-color: #aca;" | Yes || style="background-color: #caa;" | No
}
+
|}
</pre>
 
 
 
This will spawn two different types of gates of random colours in random locations. The total number of gates appearing in the level is dependent on the value set in <code>{f004}</code>, which in this case is <code>2</code> so only two gates will spawn.
 
 
 
===CapInfo===
 
<code>CapInfo</code> determines what objects to spawn in dead ends.
 
 
 
The first number in the block is the total number of entries. It is titled <code>num</code>. Each entry consists of three lines.
 
 
 
The logic is the exact same as spawning objects in the [[#TekiInfo|<code>TekiInfo</code> block]], except for the following things:
 
# Each entry is defined by three. There is an extra line before the usual <code>weight</code> and <code>type</code> lines, which determines, presumably, the type of dead end this spawn applies to. It is titled <code>captype</code>, and always has the value <code>0</code>.
 
# Objects spawned here appear in dead ends.
 
# Enemies spawned with this block do not count for the enemy limit.
 
 
 
======Example======
 
<pre>
 
# CapInfo
 
{
 
1
 
0
 
$2Egg 1
 
1
 
0
 
WhitePom 1
 
1
 
}
 
</pre>
 
 
 
This will spawn an egg that will fall down upon spawning and a Ivory Candypop Bud, both in random dead-ends.
 
  
 
[[Category:Pikmin 2]]
 
[[Category:Pikmin 2]]
 
[[Category:File formats]]
 
[[Category:File formats]]

Latest revision as of 19:00, 23 August 2024

In Pikmin 2, the files that define a cave's settings can be found in /user/Mukki/mapunits/caveinfo. For instance, the Emergence Cave uses tutorial_1.txt. All comments (Japanese or English statements followed by a #) are unnecessary and deleting them will save file space.

To avoid any issues when reading or writing these files, use Notepad++.

Concepts[edit]

It is important to know these basic concepts.

Each object-related block in a sublevel has a series of data on what objects to spawn, and how. In this page, each of these data is called an entry. Each entry merely contains information about how to spawn an object, it does not actually reflect a specific object. For instance, there could be an entry for a Dwarf Bulborb that fall from the sky carrying the Essence of Desire, but the game could spawn 10 Dwarf Bulborbs from this entry – in this case all ten would fall from the sky and carry the Essence of Desire.

Each entry can belong to one of the following categories, which affect many things, some of which are detailed in this table:

Category Block Kind of object Locations Min. amount? Used for filler? Other notes
Main TekiInfo Anything but treasures and gates "Room" cave units Yes Until the limit in parameter {f002} Spawn type is 0, 1, 5, or 8
Decorative TekiInfo Anything but treasures and gates "Room" cave units Yes No Spawn type is 6
Treasure ItemInfo Treasures only "Room" cave units or those with "item" in the name Yes Until the limit in parameter {f003}
Gate GateInfo Gates only Seams between units No Until the limit in parameter {f004}
Dead end CapInfo Anything but gates "Dead end" cave units with "item" in the name Yes Until it runs out of dead ends

These categories are not recognized by the game, and their names are merely guidelines. This is because you can have fully-functional enemies in the "decorative" category, and you can have cosmetic plants in the "main" category, for instance. What is important is understanding that the game reads and controls object entries differently depending on a lot of factors, and this categorization is just a simple way of explaining everything.

While this page explains how the text file works, it will not explain how spawning works. For that, there is the cave spawning article. You don't need to read the whole thing, but for context for this article, you should at least read the summary.

Format[edit]

These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the EF BB BF magic word at the start, the game will not read it correctly, assuming you only have one sublevel. With Notepad++, you can check if the encoding is right in the bottom right.

Each file starts with the header, CaveInfo. Afterwards comes the data for each sublevel. Each sublevel consists of five consecutive blocks of information: FloorInfo, TekiInfo, ItemInfo, GateInfo, and CapInfo.

When this page refers to "parameters", it means something along the lines of {f000} 4 0. The first word is the parameter's name. The second word is the type: 4 for numbers and -1 for strings. The third word is the parameter's value – the one you can modify.

CaveInfo[edit]

The header block is usually commented with CaveInfo. It contains only one parameter, {c000}, which controls the number of sublevels in the cave.

After the opening block there is a lone number. This number is, once again, the number of sublevels in the cave.

FloorInfo[edit]

Each sublevel starts with a block typically commented with FloorInfo. It has a large number of parameters that determine how the sublevel works. The following table lists what parameters exist, what they do, and what comments (in Japanese) usually follow the value.


To do: Figure out what happens if you change {f000} and {f001}. Also specify what happens if {f003}/{f004} are set to 0.

Parameter Description Japanese comment
{f000} The sublevel number this sublevel belongs to, minus 1. For example, if this floor is sublevel 1, the value is 0. Comment translates to "floor introduction". Seems to crash the game if lower than the current sublevel. 階はじめ
{f001} Same as above. Comment translates to "floor end". Seems to duplicate the floor and replace future sublevels. For example, if you are on sublevel 1 ({f000} is set to 0) when {f001} is set to 2, sublevels 2 and 3 will be the exact same as the first sublevel. The other sublevels will be untouched. 階おわり
{f002} Ideal maximum number of objects in the main category. See here and here for more details. If this is set to 0, absolutely no objects of the main category will spawn. 敵最大数
{f003} Same as {f002} but for objects in the treasure category. It does not count treasures inside enemies. アイテム最大数
{f004} Same as {f002} but for objects in the gate category. ゲート最大数
{f005} Number of "room" cave units. ルーム数
{f006} Corridor probability. If this number is higher, the game will spawn more corridors relative to the number of rooms. ルートの割合
{f007} 1 if this floor has a geyser, 0 otherwise. 帰還噴水(1=あり)
{f008} Cave unit definition file name. 使用ユニット
{f009} Lighting definition file name. 使用ライト
{f00A} Skybox. Existing skyboxes are: ice (ice cavern), test (cavern), build (steel), hiroba (garden), flooring (wooden floor), tatami (carpet). If an invalid name is used, then there will be no skybox. VRBOX
{f010} 1 if the next sublevel hole is clogged, 0 otherwise. 階段を壊す岩で隠す(0=オフ 1=オン)
{f011} Echo strength; 0 for longest echo, used in soil/remaining themes, 1 is normally used for metal, 2 is used for concrete, 3 is used for tile, 4 is used for garden, and 5 is an almost unnoticeable echo, used for toy themes. α属性
{f012} Music type; 0 for normal, 1 to mute (until a boss), 2 to use rest sublevel music β属性
{f013} 1 if sublevel has an invisible solid plane of ground, generally used for the hiroba, flooring and tatami skyboxes. If 0, Pikmin can fall off the edge to their deaths. 隠し床
{f014} Dead end probability (0-100). E.g. if this value is 50, open doors will be set to dead ends with 50% probability. キャップ最大数
{f015} File format version; 1 is normal, 0 will ignore all dead end spawns (CapInfo) Version
{f016} Time until the Waterwraith appears. BlackManTimer
{f017} 0 is normal, anything else makes it spawn two (connected) seesaw blocks randomly in the level. May spawn the leaders and Pikmin inside one. Unused. 沈む壁

TekiInfo[edit]

TekiInfo determines the main category objects and the decorative category objects to spawn on the sublevel. It also controls what sort of spawn points they appear in, if they fall from the sky or not, if they are carrying a treasure inside, and more. Gates and treasures cannot be specified here (other than the treasures that are carried by enemies). The game will spawn the minimum amounts specified in these entries and then, in the case of main category objects, keep filling randomly until the limit in parameter {f002}. These objects only appear in "room" cave units.

The first number in the block is the total of entries. It is usually commented with num. Each entry consists of two lines:

  1. The first line in an entry starts with the object's fall method, the object's class, what treasure it is carrying, then a space, then the amount to spawn, and/or its random filling weight. Note that entries of the decorative category do not have a random filling weight. It is typically commented with the word "weight".
  2. The second line of each entry is the spawn type. It is typically commented with the word "type".

ItemInfo[edit]

ItemInfo controls what treasure category objects spawn. The game will spawn the minimum amounts for these treasures, and then will keep filling randomly until it reaches the limit defined in parameter {f003}. Treasures inside enemies aren't included here, nor are they counted for the limit. Instead, they are defined in the carrying data of objects in TekiInfo or CapInfo. Only treasures can be specified in this block – if you try to spawn something here that is not a treasure, the game will crash. These objects only appear in "room" cave units, or any unit that has "item" in the name.

The first number in the block is the total of entries. It is usually commented with num. Each entry consists of one line:

  1. This line contains the object's class, then a space, then the amount to spawn, and/or its random filling weight. It is typically commented with the word "weight".

GateInfo[edit]

To do: Confirm the claim that the weight only uses the last digit.

GateInfo controls what gate category objects will appear. Each individual gate on a sublevel is randomly colored, and always appears in seams. The game will spawn the number of gates defined in parameter {f004}. These objects appear in the seams between two cave units.

The first number in the block is the total of entries. It is usually commented with num. Each entry consists of two lines:

  1. The first line is the gate's HP. This line starts with any word (although the word gate is what's used in the vanilla game), and after a space, the amount of hit points it has, with decimal places (e.g. 1000.000000). It is typically commented with the word "life".
  2. The second line contains the object's random filling weight. Only the last digit is read by the game, though. If the weight number is 0, the game will not spawn any gate from this entry, of course. It is typically commented with the word "weight".

CapInfo[edit]

CapInfo determines what dead end category objects to spawn. It works similarly to the TekiInfo block, though with some differences:

  • While in the TekiInfo block the locations of objects spawned is determined by the spawn type, that is not the case here. These objects only spawn in "dead end" cave units with "item" in the name.
  • Objects spawned with this block do not count for any limit (e.g. parameter {f003}).
  • Treasures can also be specified in this block.

The first number in the block is the total of entries. It is usually commented with num. Each entry consists of three lines:

  1. The first line is presumably, the type of dead end this spawn applies to. It always has the value 0 in the vanilla game. It is typically commented with the word "captype".
  2. The second line in an entry starts with the object's fall method, the object's class, what treasure it is carrying, then a space, then the amount to spawn, and/or its random filling weight. It is typically commented with the word "weight".
  3. The third line of each entry is the "type". 0 makes it so two objects spawn in the same spot, while 1 allows only one object. It is typically commented with the word "type".

Entry[edit]

Depending on its category, an entry can have or not have certain information.

To note is that if something is wrong with the entry's data, the game will probably break down when trying to spawn an item of said entry, but it might also trigger an error handler. If it does, the object will be turned into a fully-functional Common Glowcap. Typing an invalid class name will trigger the error handler.

Class[edit]

Categories: main, decorative, treasure, dead end.

This is the class of object to spawn (e.g. fire geyser, Red Bulborb, clover, etc.). The name typed here must match the internal name. (e.g. MaroFrog for a Wollywog.) For main, decorative, and dead end category objects, this name is normally not case-sensitive, but if it's an enemy carrying something, then it becomes case-sensitive. For treasure category objects, the name must be all lowercase.

Carrying[edit]

Categories: main, decorative, dead end.

An entry can specify if an enemy is meant to carry a treasure inside it. If it is, then after the class name there should be an underscore, and then afterwards, in all lowercase, the internal name of said treasure. (e.g. Chappy_key for a Red Bulborb carrying The Key.) Note that for entries regarding enemies that are carrying something, the class name becomes case-sensitive.

Note that just because an underscore exists doesn't mean for sure that one object is carrying another. If the game sees the name Wakame_s, it isn't going to think that it's an object Wakame carrying an object s, but rather that it is a small shoot. Also note that treasures specified here do not count towards the limit in parameter {f003}.

Fall method[edit]

Categories: main, decorative, dead end.

Some objects spawn in the sky and then fall, like Volatile Dweevils that only appear when you get close to their spawn position. To get an object to do this, write a dollar sign and/or a number, before the class of the entry, without a space in between. (e.g. $4BombOtakara for a Volatile Dweevil that spawns when Pikmin are carrying nearby). You have to write a specific thing to get a specific behavior, and if you write an invalid one, the game crashes:

Code Effect Notes
(Nothing) Spawns normally.
$ Falls, if a Pikmin or leader is nearby.
$0 Triggers the Common Glowcap error handler. Unused.
$1 Identical to $.
$2 Falls, if a Pikmin is nearby. Leaders are ignored.
$3 Falls, if a leader is nearby. Pikmin are ignored. Unused.
$4 Falls, if Pikmin are carrying nearby.
$5 Falls, if a Purple Pikmin causes an earthquake nearby.

Not all objects support this feature. The objects that don't support the feature completely ignore whatever fall method is written and spawn normally. Other objects support it, but have some interesting behavior. Here is a list of all possibilities:

Objects Result
  • All bosses
  • All plants (besides Candypop Buds)
  • Antenna Beetle
  • Armored Cannon Beetle Larva (buried version)
  • Breadbug
  • Cloaking Burrow-nit
  • Creeping Chrysanthemum
  • Doodlebug
  • Electrical wire
  • Female Sheargrub
  • Fire geyser
  • Gas pipe
  • Hermit Crawmad
  • Honeywisp
  • Iridescent Flint Beetle
  • Iridescent Glint Beetle
  • Male Sheargrub
  • Mamuta
  • Mitite
  • Ravenous Whiskerpillar
  • Shearwig
  • Skitter Leaf
  • Toady Bloyster
  • Unmarked Spectralids
  • Waterwraith rollers (unused)
Not supported
  • Bumbling Snitchbug
  • Careening Dirigibug
  • Greater Spotted Jellyfloat
  • Lesser Spotted Jellyfloat
  • Puffy Blowhog
  • Swooping Snitchbug
  • Withering Blowhog
Supported, floats down from the sky
  • Bomb Rocks – Will immediately ignite upon hitting the ground.
  • Bulborb Larva – Uses a unique falling animation, the same animation that's used when it is born from the Empress Bulblax.
  • Egg – Breaks upon hitting the ground.
  • Falling boulder – Falling boulders sort of float in place for a bit, then fall down at a much quicker speed than normal. If multiple boulders spawn inside of each other, they will bounce off of each other at an angle when they are triggered by the player.
  • Lithopod boulder (unused) – The trail particles of the boulder will remain stationary in the air until the rolling boulder is triggered by the player.
  • All Sleeping Bulborbs – Will immediately wake up and attack any nearby targets upon hitting the ground, regardless if anything was touching them before. Seen prominently in the Challenge level "Cave Of Pain."
  • Spotty Bulbears – Dwarf Bulbears will still detect them and wander to their position even if they haven't fallen yet. Very useful for detecting where they're gonna fall. It is only seen once in the entire game on a single sublevel in the Dream Den.
Supported, special behavior
  • Everything else
Supported, falls normally

Amount[edit]

Categories: main, decorative, treasure, dead end.

Some entries can specify that the sublevel must spawn at least a minimum amount of objects from that entry. The game can possibly spawn more randomly afterwards, but at least the minimum amount will be met (under ideal circumstances anyway). Note that while there are sublevel parameters that control the maximum number of main, treasure, or gate objects, they will not be taken into account when spawning these minimum amounts.

In an entry, the amount comes after the class (and carry), with a space in between. Whatever number is written here is the minimum amount. 0 can be used to specify that there is no minimum amount, and that this entry should only be used for random filler. The filler weight, described here, is another number that goes attached to this one. If the filler weight is present, then the amount number can be absent; in this case the game will assume it is 0. Note that while gate category entries need the minimum amount, the game will not actually do anything with that amount.

Weight[edit]

Categories: main, treasure, gate, dead end.

When the game wants to fill in the sublevel with some randomly-picked objects, it checks the relevant entries to figure out which ones it can pick, and with what chances, as detailed here. It eventually stops spawning, and the exact conditions depend the category of the entry. Note that for many reasons, explained in the cave spawning article, objects may fail to appear, so the sublevel will contain fewer objects of a given category than the sublevel parameter for that limit specifies.

In an entry, the random filling weight comes directly after the amount, without even a space in between. The weight is only one digit, meaning it can only go from 0 to 9. If it is 0, the game will not use this entry for random filling. Note that if only one digit is present, then it refers to the weight, and the game assumes the minimum amount is 0. Also note that entries of the decorative category do not have weight.

Credits: Jimble, Espyo

Spawn type[edit]

Categories: main, decorative.

This number controls what type of spawning logic to use, where it spawns, and to a lesser degree, what category of object this is. The number ranges from 0 to 8, and most of these also correspond to a group of spawn coordinates. When spawning an instance of this object, the game picks a random coordinate from the group, if applicable. Note that certain entry categories can only use certain numbers.

The following table lists the possible numbers, and the comments on the various unit layout files (in /user/Mukki/mapunits/arc/*/texts.szs/layout.txt) are also included due to them helping understand what each number means.

Group Content layout.txt comment Notes Category availability
Main Decorative
0 "Easy" enemy group Teki A Commonly used for easier enemies. Objects using this spawn type can spawn multiple in the same spot. (Depends on the spawn point's minimum and maximum amount.) Yes No
1 "Hard" enemy group Teki B Commonly used for harder enemies. Yes No
2 Treasure Item Not used directly by any object in the vanilla game. In a cave unit, it marks the location of objects from the treasure category. No No
3 Unknown[unsure] There is no object or cave unit that uses this number. No No
4 Hole/Geyser FixObj Objects can't use this number. In a cave unit, it marks a viable location for the next sublevel hole/geyser in a room, if dead ends are not present in the sublevel. No No
5 Seams Commonly used for hazards such as fire geysers, electrical wires and gas pipes. These spots are located in the seams between two connected cave units. Yes No
6 Plant Plant Commonly used by decorative plants. Though other entities can use it just fine as well. No Yes
7 Leader spawn Start Objects can't use this number. In a cave unit, it marks a possible player starting spot in the sublevel. The Y coordinate is ignored; it snaps to the ground. No No
8 "Special" enemy group Teki F Commonly used for boss locations, or the location of tower Gatling Groinks/buried Armored Cannon Beetle Larvae. Most rooms do not have coordinates for this. Yes No