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 34: Line 34:
 
     }, </pre>
 
     }, </pre>
 
<br>
 
<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:
 
Explanation:
 
{| class="wikitable"
 
{| class="wikitable"
Line 57: Line 91:
 
|}
 
|}
  
 +
=== 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>.
  
=== Object data ===
+
*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>.
  
*When object type is <code>"pelt"</code>, this consists of <code>"unk int"</code> and closed <code>"obj paramaters"</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).
  
*When object type is <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>"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.
  
*When object type is <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>.
 
  
*When object type is <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).
+
{{credits|Jimble}}
  
*When object type is <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.
+
[[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