Difference between revisions of "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. | ||
− | Whimsical Radar | + | As an example, the following spawns the Whimsical Radar in its original location in The Forest of Hope |
<br> | <br> | ||
<pre> "Object type: pelt", | <pre> "Object type: pelt", | ||
Line 33: | Line 33: | ||
] | ] | ||
}, </pre> | }, </pre> | ||
+ | <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]] |
Latest revision as of 05:19, 5 April 2018
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
"Object type: pelt", { "name": " ", "unk1": "0x8d50d0b", "unk2": "0x0", "metadata": "66757a6f6b75318d8291e482cc8fe3000062990a88069c0a78ed0d0b40b5970a", "position": "-1729.949462890625 47.253089904785156 1390.955322265625", "position offset": "0.0 0.0 0.0", "object type": "pelt", "object version": "v0.0", "object data": { "unk int": 825255541, "obj parameters": {} }, "area data": [ "pint", "0.0 0.0 0.0", {} ], "spawn type data": [ "1one", { "b00": "0x0", "b01": "0x0", "p00": "0x0", "p01": "0x0", "p02": "0x0" } ] },
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.
"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" } ] },
Explanation:
File line | Line explanation |
---|---|
"name": |
Presumably the name of the object, except this is always left as a single tab character. |
"unk1" |
Unknown. |
"unk2" |
Unknown. |
"metadata" |
The metadata of the enemy. Extremely unknown and may stay that way for a long time. |
"position" |
The position of the object as x , y , z , where each value is separated by a space and y (the middle value) is height.
|
"position offset" |
The offset for the aforementioned position. |
"object type" |
The type of object. This can be pelt , item , work , teki and boss . There could be more that are currently unknown.
|
"object version" |
The object's version. Unknown but is different quite frequently so definitely does something that is yet to be documented. |
"object data" |
The object's data. See this section. |
Object data[edit]
- For
"pelt"
, this consists of"unk int"
and closed"obj paramaters"
.
- For
"item"
, this consists of"item data 1"
,"item data 2"
and"item name"
, its"obj parameters"
are"p00"
,"p01"
,"p02"
and"p03"
.
- For
"work"
, this consists of possibly"work XYZ?"
which will just have a set of XYZ values accompanied by"string2"
(for bridges and "stone") and"string1"
.
- For
"teki"
, this consists of"unk byte2"
,"unk byte1"
, closed"obj parameters"
,"unk byte"
,"identification"
and"multiparameters"
(which seems to be two very large values, perhaps hexadecimal referencing).
- For
"boss"
, this consists of"boss type?"
which is a single value that presumably references what boss it is, its"obj parameters"
are closed.
Credits: Jimble