Difference between revisions of "Cave unit definition file"
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− | In ''Pikmin 2'', each sublevel points to a cave unit | + | In ''Pikmin 2'', each sublevel points to a cave unit definition file. These files can be found in <code>/user/Mukki/mapunits/units</code>, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel's room count (<code>{f005}</code>). |
+ | |||
+ | __TOC__ | ||
==Header== | ==Header== | ||
Line 6: | Line 8: | ||
==Unit== | ==Unit== | ||
− | + | {| class="wikitable sortable" | |
− | + | |- | |
− | + | ! Line || Example || Description || Comment | |
− | + | |- | |
− | ' | + | | 1 || <code>1</code> || Version || <code>version</code> |
− | + | |- | |
− | + | | 2 || <code>room_ike1_2_tsuchi</code> || Folder name of the unit to spawn || <code>foldername</code> | |
− | + | |- | |
− | + | | 3 || <code>7 6</code> || Width (7) and length (6) of the unit that's spawning (line 3); defines how many cave grid cells this unit || <code>dX/dZ ; cell size</code> | |
− | + | |- | |
− | + | | 4 || <code>1</code> || Room type: 0=dead end, 1=room, 2=hallway || <code>room type</code> | |
− | + | |- | |
− | + | | 5 || <code>0 1</code> || The unit's "room" flags. Judging by the name, and how most of the "room" type units have it set to 1, it's presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn't seem to do anything though. || <code>room Flags</code> | |
− | + | |- | |
+ | | 6 || <code>2</code> || The number of doors (exits) the unit has || <code>num doors</code> | ||
+ | |} | ||
− | + | From this point onwards, before ending the unit entry, there are four lines for each door sub-entry. | |
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! Line || Example || Description || Comment | ||
+ | |- | ||
+ | | 1 || <code>0</code> || Door index || <code>index</code> | ||
+ | |- | ||
+ | | 2 || <code>0 0 0</code> || Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) || <code>dir/offs/wpindex</code> | ||
+ | |- | ||
+ | | 3 || <code>1</code> || The number of doors this can link to || <code>door links</code> | ||
+ | |} | ||
− | + | From this point onwards, before ending the door sub-entry, there is one line for each door link. | |
− | + | {| class="wikitable sortable" | |
+ | |- | ||
+ | ! Line || Example || Description || Comment | ||
+ | |- | ||
+ | | 1 || <code>1258.716064 0 1</code> || Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag {{unknown}} || <code>dist/door-id/tekiflag</code> | ||
+ | |} | ||
− | + | ==File list== | |
+ | This is a list of unit definition files, their theme and what units they contain. | ||
− | ''' | + | {| class="wikitable sortable" |
+ | |- | ||
+ | ! File || Theme || Units (text) || Units (images) | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_ari_metal.txt</code></div> || <div style='text-align: center;'>Metal</div> || <code>cap_metal</code>, <code>item_cap_metal</code>,<br> <code>way3_metal</code>, <code>way4_metal</code>,<br> <code>wayl_metal</code>, <code>way2_metal</code>,<br> <code>way2x2_metal</code>, <code>room_ari1_3_metal</code> || [[File:P2CU cap metal.jpg|64px]] [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room ari1 3 metal.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_king_tsuchi.txt</code></div> || <div style='text-align: center;'>Soil</div> || <code>item_cap_tsuchi</code>, <code>way3_tsuchi</code>,<br> <code>way4_tsuchi</code>, <code>wayl_tsuchi</code>,<br> <code>way2_tsuchi</code>, <code>way2x2_tsuchi</code>, <br><code>room_kingchp_tsuchi</code> || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room kingchp tsuchi.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_manp_boss_conc.txt</code></div> || <div style='text-align: center;'>Concrete</div> || <code>item_cap_conc</code>, <code>way3_conc</code>,<br> <code>way4_conc</code>, <code>wayl_conc</code>,<br> <code>way2_conc</code>, <code>way2x2_conc</code>,<br> <code>room_manh7x7p_boss_conc</code> || [[File:P2CU item cap conc.jpg|64px]] [[File:P2CU way3 conc.jpg|64px]] [[File:P2CU way4 conc.jpg|64px]] [[File:P2CU wayl conc.jpg|64px]] [[File:P2CU way2 conc.jpg|64px]] [[File:P2CU way2x2 conc.jpg|64px]] [[File:P2CU room manh7x7p 9 conc.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_mid1_boss_tsuchi.txt</code></div> || <div style='text-align: center;'>Soil</div> || <code>item_cap_tsuchi</code>, <code>way3_tsuchi</code>, <br><code>way4_tsuchi</code>, <code>wayl_tsuchi</code>, <br><code>way2_tsuchi</code>, <code>way2x2_tsuchi</code>, <code>room_mid1_6_boss_tsuchi</code> || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU_room_mid1_6_tsuchi.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_mid1_metal.txt</code></div> || <div style='text-align: center;'>Metal</div> || <code>cap_metal</code>, <code>item_cap_metal</code>, <br><code>way3_metal</code>, <code>way4_metal</code>, <br><code>wayl_metal</code>, <code>way2_metal</code>, <br><code>way2x2_metal</code>, <code>room_mid2_3_metal</code> || [[File:P2CU cap metal.jpg|64px]] [[File:P2CU item cap metal.jpg|64px]] [[File:P2CU way3 metal.jpg|64px]] [[File:P2CU way4 metal.jpg|64px]] [[File:P2CU wayl metal.jpg|64px]] [[File:P2CU way2 metal.jpg|64px]] [[File:P2CU way2x2 metal.jpg|64px]] [[File:P2CU room mid2 3 metal.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_mid1_tsuchi.txt</code></div> || <div style='text-align: center;'>Soil</div> || <code>item_cap_tsuchi</code>, <code>way3_tsuchi</code>, <br><code>way4_tsuchi</code>, <code>wayl_tsuchi</code>, <br><code>way2_tsuchi</code>, <code>way2x2_tsuchi</code>, <br><code>room_mid1_6_tsuchi</code> || [[File:P2CU item cap tsuchi.jpg|64px]] [[File:P2CU way3 tsuchi.jpg|64px]] [[File:P2CU way4 tsuchi.jpg|64px]] [[File:P2CU wayl tsuchi.jpg|64px]] [[File:P2CU way2 tsuchi.jpg|64px]] [[File:P2CU way2x2 tsuchi.jpg|64px]] [[File:P2CU room mid1 6 tsuchi.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'><code>1_ABE_vshit67_toy.txt</code></div> || <div style='text-align: center;'>Toybox</div> || <code>item_cap_toy</code>, <code>way3_toy</code>, <br><code>way4_toy</code>, <code>wayl_toy</code>, <br><code>way2_toy</code>, <code>way2x2_toy</code>, <br><code>room_vs_hitode6x7_4_toy</code> || [[File:P2CU item cap toy.jpg|64px]] [[File:P2CU way3 toy.jpg|64px]] [[File:P2CU way4 toy.jpg|64px]] [[File:P2CU wayl toy.jpg|64px]] [[File:P2CU way2 toy.jpg|64px]] [[File:P2CU way2x2 toy.jpg|64px]] [[File:P2CU room hitode6x7 4 toy.jpg|64px]] | ||
+ | |- | ||
+ | || <div style='text-align: center;'>TBA</div> || <div style='text-align: center;'>TBA</div> || <div style='text-align: center;'>TBA</div> || <div style='text-align: center;'>TBA</div> | ||
+ | |} | ||
− | {{Credits|Jimble, | + | {{Credits|Jimble, Kai}} |
[[Category:Pikmin 2]] | [[Category:Pikmin 2]] | ||
[[Category:File formats]] | [[Category:File formats]] |
Latest revision as of 12:04, 16 August 2024
In Pikmin 2, each sublevel points to a cave unit definition file. These files can be found in /user/Mukki/mapunits/units
, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel's room count ({f005}
).
Contents
Header[edit]
After a decorated set of comments that say units definition file
comes a line containing the number of units defined in this file. This line is commented with number of units
. Each unit's data is defined inside its own block, and conveniently has a comment before it that mentions its name.
Unit[edit]
Line | Example | Description | Comment |
---|---|---|---|
1 | 1 |
Version | version
|
2 | room_ike1_2_tsuchi |
Folder name of the unit to spawn | foldername
|
3 | 7 6 |
Width (7) and length (6) of the unit that's spawning (line 3); defines how many cave grid cells this unit | dX/dZ ; cell size
|
4 | 1 |
Room type: 0=dead end, 1=room, 2=hallway | room type
|
5 | 0 1 |
The unit's "room" flags. Judging by the name, and how most of the "room" type units have it set to 1, it's presumed to help count the room units as... well, rooms and not hallways or dead ends. Changing it to anything other than 1, or 0 for the non-room units, doesn't seem to do anything though. | room Flags
|
6 | 2 |
The number of doors (exits) the unit has | num doors
|
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.
Line | Example | Description | Comment |
---|---|---|---|
1 | 0 |
Door index | index
|
2 | 0 0 0 |
Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) | dir/offs/wpindex
|
3 | 1 |
The number of doors this can link to | door links
|
From this point onwards, before ending the door sub-entry, there is one line for each door link.
Line | Example | Description | Comment |
---|---|---|---|
1 | 1258.716064 0 1 |
Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag Unknown[unsure] | dist/door-id/tekiflag
|
File list[edit]
This is a list of unit definition files, their theme and what units they contain.