Difference between revisions of "Pikmin 2 directory tree"
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(Created page with "This article lists all folders and noteworthy files in ''Pikmin 2''. Yellow rows are folders, and blue rows are files. {{todo|Figure all of these out and link them to the rel...") |
(Replacing inaccurate terminology. A) NTSC and PAL solely refer to the analog video connections and should never refer to regional releases of video games. B) Video games released in the US also see release in Canada and sometimes parts of South America.) |
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− | This article lists all folders and noteworthy files in ''Pikmin 2''. Yellow rows are folders, and | + | {{DISPLAYTITLE:''Pikmin 2'' directory tree}} |
+ | This article lists all folders and noteworthy files in ''Pikmin 2'', and recommended tools for viewing or modifying them.<br> | ||
+ | Yellow rows are folders, and red rows are unused files or folders with no effect on the game. | ||
− | {{todo| | + | {{todo|Add links for everything.}} |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! | + | ! Path || Details || Recommended Tool |
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/</code> || style="background-color:#ffffcc"|[[Jsystem#JAudio|JAudio]] resources. Contains data for music, instruments, and sound effects. || Pikmin 2 Sound Modding Toolkit |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/Banks</code> || style="background-color:#ffffcc"|[[AW file|<code>.AW</code> wave scene files]]. Contain audio samples of instruments and sound effects for the instrument programs. || Pikmin 2 Sound Modding Toolkit |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>AudioRes/BgmList.txt</code> || style="background-color:#ffd1d1"|Early list of [[Pikmin 2 BMS file list|sequences]] and volume settings. The real <code>BgmList.txt</code> is in Totaka's folder. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/Conductor.arc/</code> || style="background-color:#ffffcc"|[[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. Creates music for caves. || Hex Editor |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/Key.arc/</code> || style="background-color:#ffffcc"|<code>.BAS</code> files, which link SoundIDs to enemy animations. || Hex Editor |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>AudioRes/Key.arc/enemy.prj</code> || style="background-color:#ffd1d1"|Leftover project information about the <code>.BAS</code> files. |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>AudioRes/PSound.aaf</code> || [[AFF file|<code>.AAF</code> audio archive file]]. Integral file that contains information about all the available sound effects, waves, instrument banks + programs, and music. || Pikmin 2 Sound Modding Toolkit | |
− | | | ||
|- | |- | ||
− | + | | <code>AudioRes/PSound.asn</code> || <code>.ASN</code> audio sound names. Contains a list of all SoundIDs, which reference a sequence from <code>se.bms</code>. || asn2csv | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/Seqs/Seq.arc/</code> || style="background-color:#ffffcc"|[[Pikmin 2 BMS file list|<code>.BMS</code> binary music sequences]]. Contains sequenced music (akin to MIDI files). || flaaffy or JAIMaker |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>AudioRes/Seqs/Seq.arc/se.bms</code> || Special <code>.BMS</code> file containing all sound effect sequences in the game. || p2setoolkit, flaaffy or JAIMaker | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>AudioRes/Stream/</code> || style="background-color:#ffffcc"|[[AST file list|<code>.AST</code> audio streams.]] Contains streamed music (akin to WAV or MP3 files). || JATAST |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>banner/</code> || style="background-color:#ffd1d1"|Contains three different Gamecube banner images for ''Pikmin 2''. This folder is unused; depending on the region, one of these was copied and placed into the root directory as <code>opening.bnr</code> || pyisotools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>enemy/</code> || style="background-color:#ffffcc"|Enemy data. Also includes plants, hazards, and misc. objects. |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>enemy/common/enemyCommon.szs/</code> || style="background-color:#ffffcc"|Models of the rocks used in petrification. || FinModelUtility, SuperBMD, RiiStudio |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>enemy/data/</code> || style="background-color:#ffffcc"|Enemy models, <code>.BCA</code> animations, and textures. || FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for <code>.BTI</code> textures). |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>enemy/parm/enemyParms.szs/</code> || style="background-color:#ffffcc"|[[Pikmin 2 enemy parameters|Parameters for enemy HP, damage, move speed, collisions, animations, and ultra-bitter petrification models]]. || Notepad++, Pikmin 2 Enemy Collision Tree Blender Addon, Pikmin 2 Enemy Bitter/Stoneinfo Blender Addon |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>enemy/parm/enemyResList.txt</code> || List of enemy resource file paths. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>*gameConfig.ini</code> || style="background-color:#ffd1d1"|These were likely game configuration settings that changed how the game was compiled, to create special versions of ''Pikmin 2''. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>memoryCard/memoryCardHeader.szs/</code> || style="background-color:#ffffcc"|Memory card menu icons and banner images. || Wiimms Image Tool + Hex Editor |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>message/font_*.szs/pikmin2main.bfn</code> || Font data and textures. || bfntoolkit + GameCube File Tools | |
− | | | ||
|- | |- | ||
− | + | | <code>message/mesRes_*.szs/pikmin2.bmc</code> || Data for font coloring. || Hex Editor | |
− | | | ||
|- | |- | ||
− | + | | <code>message/mesRes_*.szs/pikmin2.bmg</code> || [[BMG file]], all text strings and dialog in the game. || pikminBMG | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>new_screen/</code> || style="background-color:#ffffcc"|[[BLO file|<code>.BLO</code>files]]: HUDs, interfaces, and menus, with all their resources like graphics and animations. || pyblo2-gui |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>opening.bnr</code> || Gamecube banner image. || pyisotools | |
− | | | ||
|- | |- | ||
− | + | | <code>pikmin2*P.MAP</code> || Symbol map. Text file that lists where every function and piece of data in the game's code is located and its name, and is used in-game by the crash handler for debugging purposes. The symbol map in retail versions of the game is unreadable. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>thp/</code> || style="background-color:#ffffcc"|[[THP file|<code>.THP</code>files]]. Pre-rendered videos. The .ini files control when text strings are loaded on top of the videos. || wiiflowthpvideoconverter, Notepad++ (for .ini files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>timeStamp*.txt</code> || style="background-color:#ffd1d1"|Build dates. "J", "P", and "U" likely represent the Japanese, European, and North American versions. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/</code> || style="background-color:#ffffcc"|Masamichi Abe's folder, who was a director for the game. |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/cave/</code> || style="background-color:#ffffcc"|[[Pikmin 2 cave lighting files|Lighting files for caves]]. || Drought Ender's Cave Creator, Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Abe/item/barrelParms.txt</code> || Clog health parameter. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/item/bridgeParms.txt</code> || Bridge health parameter. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/item/fountainParms.txt</code> || Challenge Mode geyser health parameter. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/item/plantParms.txt</code> || Burgeoning Spiderwort parameters. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/item/rockParms.txt</code> || Burgeoning Spiderwort mold parameters. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/item/TreasureParms.txt</code> || Buried treasure health parameters. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/map/</code> || style="background-color:#ffffcc"|Routes/pathing, [[Pikmin 2 area generator file|object generation]], [[Pikmin 2 map lighting files|day cycle lighting]], and settings for aboveground areas (including the test map and Piklopedia areas). || Gen & Route Editor, Notepad++ (for .txt files/.ini lighting) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/</code> || style="background-color:#ffffcc"|All treasure models and their <code>.BCK</code> carrying animations, as well as parameters for all carriable objects. || FinModelUtility, SuperBMD (animations), RiiStudio, Notepad++ (for collision/parameters) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/carcass_config.txt</code> || style="background-color:#ffd1d1"|Unused enemy carcass parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/item_config.txt</code> || style="background-color:#ffd1d1"|Unused Exploration Kit treasure parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/item_texts.szs</code> || style="background-color:#ffffcc"|Collision parameters for the Exploration Kit treasures, and their animation file paths. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Abe/Pellet/*/otakara_config.txt</code> || style="background-color:#ffd1d1"|Unused treasure parameters. The real parameters are in <code>/user/Abe/Pellet/*/pelletlist_*.szs</code>. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/otakara_texts.szs</code> || style="background-color:#ffffcc"|Collision parameters for the treasures, and their animation file paths. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pellet.szs/</code> || style="background-color:#ffffcc"|All numbered pellet models, their <code>.BCK</code> carrying animations, and <code>.BRK</code> files that control their color. || FinModelUtility, SuperBMD (animations), RiiStudio |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pellet_texts.szs/</code> || style="background-color:#ffffcc"|Collision parameters for the numbered pellets, and their animation file paths. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Abe/Pellet/*/pelletlist_*.szs</code> || style="background-color:#ffffcc"|Carryable object parameters, including enemy carcasses, Spiderwort berries, treasures, Exploration Kit treasures, and the numbered pellets. Includes carry weights, pokos earned, seeds earned, and the depth treasures are buried. || Notepad++ |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Abe/piki/naviParms.txt</code> || [[NaviParms|Leader parameters]], like speed and attack power. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/piki/pikiParms.txt</code> || [[PikiParms|Pikmin parameters]], like speed and attack power. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/stages.txt</code> || List of aboveground areas and parameters. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/time/time.ini</code> || Day cycle parameters, controlling the length of the day and the related events that occur. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/vs/stages.txt</code> || [[2-Player Battle stage parameters|List of 2-Player Battle stages and parameters]]. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Abe/vs/vs_X_*.txt</code> || [[Cave fixed layout|Pre-determined layouts]] for the 2-Player Battle stages, listing the cave units they use and their locations. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Ebisawa/</code> || style="background-color:#ffffcc"|Yasushi Ebisawa's folder, who programmed the particle effects and title screen. |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Ebisawa/card_e_reader/</code> || style="background-color:#ffffcc"|<code>.DWN</code> files for the three e-Reader Pikmin minigames. |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Ebisawa/effect/</code> || style="background-color:#ffffcc"|<code>.JPC</code> [[Jsystem#JParticle|JParticle]] archive files. All of the game's used particles and effects. || jpc_conv, GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Ebisawa/testdata/</code> || style="background-color:#ffd1d1"|Unused menu files, e-Reader files, and title screen things. || FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for <code>.BTI</code> textures) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Ebisawa/title/</code> || style="background-color:#ffffcc"|Models and <code>.BCK</code> animations for the title screen and enemies/Pikmin on it. || FinModelUtility, SuperBMD (animations), RiiStudio |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Ebisawa/title/title.szs/param/param_pikmin.txt</code> || [[Pikmin 2 title screen|Title screen Pikmin parameters]]. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Ebisawa/title/title.szs/param/param_title.txt</code> || [[Pikmin 2 title screen|Title screen parameters]]. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/</code> || style="background-color:#ffffcc"|Yuji Kando's folder, who programmed the Pikmin and other various systems. |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Kando/aiConstants.txt</code> || Some parameters for constants: gravity, Spiderwort berries needed to create 1 spray, amount needed to repay the debt, and "camera angle" (the Y-axis rotation for when you enter a stage). || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Kando/bridge/</code> || style="background-color:#ffd1d1"|Unused bridge models. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files), GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Kando/develop/</code> || style="background-color:#ffd1d1"|Leftover development tool resources, seemingly for a map editor, route/path manager, a [[Jsystem#J2DGraph|2D graphic]] tester, and animation tester, among other things. || FinModelUtility, SuperBMD, RiiStudio, GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Kando/effect/game.jpc</code> || style="background-color:#ffd1d1"|Unused <code>.JPC</code> [[Jsystem#JParticle|JParticle]] archive file with a bunch of particle effects. || jpc_conv, GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/effect/modeleffect.szs</code> || style="background-color:#ffffcc"|Onion beam model and <code>.BRK</code>/<code>.BTK</code> animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/maps/</code> || style="background-color:#ffffcc"|Models for aboveground/piklopedia areas, [[Pikmin 2 waterboxes|waterboxes]], and [https://www.pikminwiki.com/Pikmin_2_cave_generation#Backgrounds cave vrboxes]. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Kando/mizu.bti</code> || style="background-color:#ffd1d1"|Unused texture. || GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/objects/</code> || style="background-color:#ffffcc"|Models and animations for some objects: clog, bridge, seesaw blocks, cave entrances, gates, nectar, geyser, Burgeoning Spiderwort mold, Pikmin head, Burgeoning Spiderwort, nectar rock, Ujadani, and nectar weed. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/onyon/</code> || style="background-color:#ffffcc"|Onion models and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/piki/</code> || style="background-color:#ffffcc"|Model and animations for Pikmin, leaders, and the cursor + reticle. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/pod*/</code> || style="background-color:#ffffcc"|Research Pod model and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffd1d1"|<code>user/Kando/resulttex/</code> || style="background-color:#ffd1d1"|Unused old Treasure Hoard icons, likely for cave/day end results. || GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Kando/texCaster/arc.szs/tex.bti</code> || Texture that is placed below treasures that spawn in caves. || GameCube File Tools | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/ufo*/</code> || style="background-color:#ffffcc"|Hocotate Ship model and animations. || FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the <code>.BIN</code> collision files) |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/vstex/</code> || style="background-color:#ffffcc"|2-Player Battle Roulette icons and other minor HUD textures. || GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Kando/zukan/</code> || style="background-color:#ffffcc"|Slightly simpler copy of the unused test map, with its own generation and lighting settings. || Gen & Route Editor (for routes/finding coords for [[Pikmin 2 waterboxes|waterboxes]]), Notepad++ (for .txt files/.ini lighting) |
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|- | |- | ||
− | |||
− | |||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Koono/</code> || style="background-color:#ffffcc"|Hiroyuki Kono (Koono)'s folder, who programmed menus for ''Pikmin 2''. |
− | | style="background-color: # | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Koono/mail_icon.szs</code> || style="background-color:#ffffcc"|Space mail icons. || GameCube File Tools |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Koono/mail_table.szs/mail_table.bin</code> || IDs from the <code>.BMG</code> that correspond to each piece of [[mail]]. || Hex Editor | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Matoba/</code> || style="background-color:#ffffcc"|Taku Matoba's folder, who designed caves for ''Pikmin 2''. |
− | | style="background-color: # | ||
|- | |- | ||
− | + | | <code>user/Matoba/challenge/stages.txt</code> || [[Pikmin 2 Challenge Mode settings|List of Challenge Mode stages and parameters]]. || Notepad++ | |
− | | | ||
|- | |- | ||
− | + | | <code>user/Matoba/challenge/kfes-stages.txt</code> || List of Challenge Mode stages and parameters, when the game is in KFes mode. || Notepad++ | |
− | | | ||
|- | |- | ||
− | | style="background-color: # | + | | style="background-color:#ffffcc"|<code>user/Matoba/resulttex/</code> || style="background-color:#ffffcc"|Treasure icons used in the Treasure Hoard and cave/day end results. || GameCube File Tools |
− | | style="background-color: # | + | |- |
− | | | + | | style="background-color:#ffd1d1"|<code>user/Morimura/</code> || style="background-color:#ffd1d1"|Naoya Morimura's leftover folder, who programmed the more complicated enemies for ''Pikmin 2''. |
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Mukki/</code> || style="background-color:#ffffcc"|Yutaka Hiramuki's folder, who designed caves for ''Pikmin 2''. | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Mukki/mapunits/arc/</code> || style="background-color:#ffffcc"|[[Cave unit generation|Cave unit assets and data]]. Contains models, routes/pathfinding, and [[Pikmin 2 waterboxes|waterboxes]]. || FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the <code>.BIN</code> collision files, Gen & Route Editor (for routes/finding coords for waterboxes), Notepad++ (for waterboxes), GameCube File Tools (for radar texture) | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Mukki/caveinfo/</code> || style="background-color:#ffffcc"|[[Cave generation parameters|Cave generation files]]. || Drought Ender's Cave Creator, Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Mukki/units/</code> || style="background-color:#ffffcc"|[[Cave unit definition file|Cave unit definition files]]. || Drought Ender's Cave Creator, Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Mukki/movie/</code> || style="background-color:#ffffcc"|[[STB file|<code>.STB</code> files]]. In-game cutscenes. || pikmin2-stb | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Nishimura/</code> || style="background-color:#ffffcc"|Katsushito Nishimura's folder, who programmed enemies and the levels for ''Pikmin 2''. | ||
+ | |- | ||
+ | | <code>user/Nishimura/Camera/caveCameraParms.txt</code> || [[Pikmin 2 camera parameters|Camera parameters]] when in caves. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Nishimura/Camera/groundCameraParms.txt</code> || [[Pikmin 2 camera parameters|Camera parameters]] when aboveground. || Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/引きカメラcameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]]. | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/撮影cameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]]. | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物 groundCameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]]. | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Nishimura/Camera/本物caveCameraParms.txt</code> || style="background-color:#ffd1d1"|Unused [[Pikmin 2 camera parameters|camera parameters]]. | ||
+ | |- | ||
+ | | <code>user/Nishimura/Rumble/rumbleData.txt</code> || Controller rumble time and power parameters. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Nishimura/Rumble/rumbleParms.txt</code> || Controller rumble modifier for distant objects. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Nishimura/Shadow/shadowParms.txt</code> || Shadow parameters. || Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Ogawa/</code> || style="background-color:#ffd1d1"|Yuzuru Ogawa's leftover folder, who programmed menus for ''Pikmin 2'', | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Totaka/</code> || style="background-color:#ffffcc"|Kazumi Totaka's folder, who directed the sound design and created some music and sound effects for ''Pikmin 2''. | ||
+ | |- | ||
+ | | <code>user/Totaka/BgmList.txt</code> || List of all [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]] and volume settings for each. || Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffd1d1"|<code>user/Totaka/BgmList_BgmTest.txt</code> || style="background-color:#ffd1d1"|List of all [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] in the game, with a leftover developer comment about compiling cave songs. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/BgmList_Forest.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Awakening Wood cave sublevels. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/BgmList_Last.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Wistful Wild cave sublevels. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/BgmList_Tutorial.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Valley of Repose cave sublevels. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/BgmList_Yakushima.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for Perplexing Pool cave sublevels. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/ChallengeBgmList.txt</code> || List of [[Pikmin 2 CND file list|<code>.CND</code> conductor files]] to use for all Challenge Mode cave sublevels. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/StreamList.txt</code> || List of all [[AST file list|streams]], their ID, and volume settings. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/trackMap_Cond_T.txt</code> || [[Trackmap parameters|Track mappings]] that apply to caveconc and new_XX [[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Totaka/trackMap_Seq_T.txt</code> || [[Trackmap parameters|Track mappings]] that apply to caveglass and caverelax [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]]. || Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Wakai/</code> || style="background-color:#ffffcc"|Hajime Wakai's folder, who wrote music for ''Pikmin 2''. | ||
+ | |- | ||
+ | | <code>user/Wakai/trackMap_Cond_W.txt</code> || [[Trackmap parameters|Track mappings]] that apply to cavemetal and cavesoil [[Pikmin 2 CND file list|<code>.CND</code> conductor files]]. || Notepad++ | ||
+ | |- | ||
+ | | <code>user/Wakai/trackMap_Seq_W.txt</code> || [[Trackmap parameters|Track mappings]] that apply to a few of Hajime Wakai's [[Pikmin 2 BMS file list|<code>.BMS</code> sequences]].|| Notepad++ | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Yamashita/</code> || style="background-color:#ffffcc"|Yoshikazu Yamashita's folder, who did system programming and programmed most of the enemies for ''Pikmin 2''. | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Yamashita/arc/</code> || style="background-color:#ffffcc"|Boot screen textures. || GameCube File Tools | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Yamashita/enemytex/</code> || style="background-color:#ffffcc"|Piklopedia icons. || GameCube File Tools | ||
+ | |- | ||
+ | | style="background-color:#ffffcc"|<code>user/Yamashita/zukan/</code> || style="background-color:#ffffcc"|Piklopedia enemy appearance parameters and day cycle lighting parameters. || Notepad++ | ||
+ | |- | ||
+ | |||
[[Category:Pikmin 2]] | [[Category:Pikmin 2]] | ||
[[Category:Directory trees]] | [[Category:Directory trees]] |
Latest revision as of 04:12, 25 August 2024
This article lists all folders and noteworthy files in Pikmin 2, and recommended tools for viewing or modifying them.
Yellow rows are folders, and red rows are unused files or folders with no effect on the game.
To do: Add links for everything.
Path | Details | Recommended Tool |
---|---|---|
AudioRes/ |
JAudio resources. Contains data for music, instruments, and sound effects. | Pikmin 2 Sound Modding Toolkit |
AudioRes/Banks |
.AW wave scene files. Contain audio samples of instruments and sound effects for the instrument programs. |
Pikmin 2 Sound Modding Toolkit |
AudioRes/BgmList.txt |
Early list of sequences and volume settings. The real BgmList.txt is in Totaka's folder. |
Notepad++ |
AudioRes/Conductor.arc/ |
.CND conductor files. Creates music for caves. |
Hex Editor |
AudioRes/Key.arc/ |
.BAS files, which link SoundIDs to enemy animations. |
Hex Editor |
AudioRes/Key.arc/enemy.prj |
Leftover project information about the .BAS files.
| |
AudioRes/PSound.aaf |
.AAF audio archive file. Integral file that contains information about all the available sound effects, waves, instrument banks + programs, and music. |
Pikmin 2 Sound Modding Toolkit |
AudioRes/PSound.asn |
.ASN audio sound names. Contains a list of all SoundIDs, which reference a sequence from se.bms . |
asn2csv |
AudioRes/Seqs/Seq.arc/ |
.BMS binary music sequences. Contains sequenced music (akin to MIDI files). |
flaaffy or JAIMaker |
AudioRes/Seqs/Seq.arc/se.bms |
Special .BMS file containing all sound effect sequences in the game. |
p2setoolkit, flaaffy or JAIMaker |
AudioRes/Stream/ |
.AST audio streams. Contains streamed music (akin to WAV or MP3 files). |
JATAST |
banner/ |
Contains three different Gamecube banner images for Pikmin 2. This folder is unused; depending on the region, one of these was copied and placed into the root directory as opening.bnr |
pyisotools |
enemy/ |
Enemy data. Also includes plants, hazards, and misc. objects. | |
enemy/common/enemyCommon.szs/ |
Models of the rocks used in petrification. | FinModelUtility, SuperBMD, RiiStudio |
enemy/data/ |
Enemy models, .BCA animations, and textures. |
FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for .BTI textures).
|
enemy/parm/enemyParms.szs/ |
Parameters for enemy HP, damage, move speed, collisions, animations, and ultra-bitter petrification models. | Notepad++, Pikmin 2 Enemy Collision Tree Blender Addon, Pikmin 2 Enemy Bitter/Stoneinfo Blender Addon |
enemy/parm/enemyResList.txt |
List of enemy resource file paths. | Notepad++ |
*gameConfig.ini |
These were likely game configuration settings that changed how the game was compiled, to create special versions of Pikmin 2. | Notepad++ |
memoryCard/memoryCardHeader.szs/ |
Memory card menu icons and banner images. | Wiimms Image Tool + Hex Editor |
message/font_*.szs/pikmin2main.bfn |
Font data and textures. | bfntoolkit + GameCube File Tools |
message/mesRes_*.szs/pikmin2.bmc |
Data for font coloring. | Hex Editor |
message/mesRes_*.szs/pikmin2.bmg |
BMG file, all text strings and dialog in the game. | pikminBMG |
new_screen/ |
.BLO files: HUDs, interfaces, and menus, with all their resources like graphics and animations. |
pyblo2-gui |
opening.bnr |
Gamecube banner image. | pyisotools |
pikmin2*P.MAP |
Symbol map. Text file that lists where every function and piece of data in the game's code is located and its name, and is used in-game by the crash handler for debugging purposes. The symbol map in retail versions of the game is unreadable. | Notepad++ |
thp/ |
.THP files. Pre-rendered videos. The .ini files control when text strings are loaded on top of the videos. |
wiiflowthpvideoconverter, Notepad++ (for .ini files) |
timeStamp*.txt |
Build dates. "J", "P", and "U" likely represent the Japanese, European, and North American versions. | Notepad++ |
user/Abe/ |
Masamichi Abe's folder, who was a director for the game. | |
user/Abe/cave/ |
Lighting files for caves. | Drought Ender's Cave Creator, Notepad++ |
user/Abe/item/barrelParms.txt |
Clog health parameter. | Notepad++ |
user/Abe/item/bridgeParms.txt |
Bridge health parameter. | Notepad++ |
user/Abe/item/fountainParms.txt |
Challenge Mode geyser health parameter. | Notepad++ |
user/Abe/item/plantParms.txt |
Burgeoning Spiderwort parameters. | Notepad++ |
user/Abe/item/rockParms.txt |
Burgeoning Spiderwort mold parameters. | Notepad++ |
user/Abe/item/TreasureParms.txt |
Buried treasure health parameters. | Notepad++ |
user/Abe/map/ |
Routes/pathing, object generation, day cycle lighting, and settings for aboveground areas (including the test map and Piklopedia areas). | Gen & Route Editor, Notepad++ (for .txt files/.ini lighting) |
user/Abe/Pellet/ |
All treasure models and their .BCK carrying animations, as well as parameters for all carriable objects. |
FinModelUtility, SuperBMD (animations), RiiStudio, Notepad++ (for collision/parameters) |
user/Abe/Pellet/*/carcass_config.txt |
Unused enemy carcass parameters. The real parameters are in /user/Abe/Pellet/*/pelletlist_*.szs . |
Notepad++ |
user/Abe/Pellet/*/item_config.txt |
Unused Exploration Kit treasure parameters. The real parameters are in /user/Abe/Pellet/*/pelletlist_*.szs . |
Notepad++ |
user/Abe/Pellet/*/item_texts.szs |
Collision parameters for the Exploration Kit treasures, and their animation file paths. | Notepad++ |
user/Abe/Pellet/*/otakara_config.txt |
Unused treasure parameters. The real parameters are in /user/Abe/Pellet/*/pelletlist_*.szs . |
Notepad++ |
user/Abe/Pellet/*/otakara_texts.szs |
Collision parameters for the treasures, and their animation file paths. | Notepad++ |
user/Abe/Pellet/*/pellet.szs/ |
All numbered pellet models, their .BCK carrying animations, and .BRK files that control their color. |
FinModelUtility, SuperBMD (animations), RiiStudio |
user/Abe/Pellet/*/pellet_texts.szs/ |
Collision parameters for the numbered pellets, and their animation file paths. | Notepad++ |
user/Abe/Pellet/*/pelletlist_*.szs |
Carryable object parameters, including enemy carcasses, Spiderwort berries, treasures, Exploration Kit treasures, and the numbered pellets. Includes carry weights, pokos earned, seeds earned, and the depth treasures are buried. | Notepad++ |
user/Abe/piki/naviParms.txt |
Leader parameters, like speed and attack power. | Notepad++ |
user/Abe/piki/pikiParms.txt |
Pikmin parameters, like speed and attack power. | Notepad++ |
user/Abe/stages.txt |
List of aboveground areas and parameters. | Notepad++ |
user/Abe/time/time.ini |
Day cycle parameters, controlling the length of the day and the related events that occur. | Notepad++ |
user/Abe/vs/stages.txt |
List of 2-Player Battle stages and parameters. | Notepad++ |
user/Abe/vs/vs_X_*.txt |
Pre-determined layouts for the 2-Player Battle stages, listing the cave units they use and their locations. | Notepad++ |
user/Ebisawa/ |
Yasushi Ebisawa's folder, who programmed the particle effects and title screen. | |
user/Ebisawa/card_e_reader/ |
.DWN files for the three e-Reader Pikmin minigames.
| |
user/Ebisawa/effect/ |
.JPC JParticle archive files. All of the game's used particles and effects. |
jpc_conv, GameCube File Tools |
user/Ebisawa/testdata/ |
Unused menu files, e-Reader files, and title screen things. | FinModelUtility, SuperBMD (animations), RiiStudio, GameCube File Tools (for .BTI textures)
|
user/Ebisawa/title/ |
Models and .BCK animations for the title screen and enemies/Pikmin on it. |
FinModelUtility, SuperBMD (animations), RiiStudio |
user/Ebisawa/title/title.szs/param/param_pikmin.txt |
Title screen Pikmin parameters. | Notepad++ |
user/Ebisawa/title/title.szs/param/param_title.txt |
Title screen parameters. | Notepad++ |
user/Kando/ |
Yuji Kando's folder, who programmed the Pikmin and other various systems. | |
user/Kando/aiConstants.txt |
Some parameters for constants: gravity, Spiderwort berries needed to create 1 spray, amount needed to repay the debt, and "camera angle" (the Y-axis rotation for when you enter a stage). | Notepad++ |
user/Kando/bridge/ |
Unused bridge models. | FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the .BIN collision files), GameCube File Tools
|
user/Kando/develop/ |
Leftover development tool resources, seemingly for a map editor, route/path manager, a 2D graphic tester, and animation tester, among other things. | FinModelUtility, SuperBMD, RiiStudio, GameCube File Tools |
user/Kando/effect/game.jpc |
Unused .JPC JParticle archive file with a bunch of particle effects. |
jpc_conv, GameCube File Tools |
user/Kando/effect/modeleffect.szs |
Onion beam model and .BRK /.BTK animations. |
FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/maps/ |
Models for aboveground/piklopedia areas, waterboxes, and cave vrboxes. | FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/mizu.bti |
Unused texture. | GameCube File Tools |
user/Kando/objects/ |
Models and animations for some objects: clog, bridge, seesaw blocks, cave entrances, gates, nectar, geyser, Burgeoning Spiderwort mold, Pikmin head, Burgeoning Spiderwort, nectar rock, Ujadani, and nectar weed. | FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/onyon/ |
Onion models and animations. | FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/piki/ |
Model and animations for Pikmin, leaders, and the cursor + reticle. | FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/pod*/ |
Research Pod model and animations. | FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/resulttex/ |
Unused old Treasure Hoard icons, likely for cave/day end results. | GameCube File Tools |
user/Kando/texCaster/arc.szs/tex.bti |
Texture that is placed below treasures that spawn in caves. | GameCube File Tools |
user/Kando/ufo*/ |
Hocotate Ship model and animations. | FinModelUtility, SuperBMD (animations), RiiStudio, obj2grid (for the .BIN collision files)
|
user/Kando/vstex/ |
2-Player Battle Roulette icons and other minor HUD textures. | GameCube File Tools |
user/Kando/zukan/ |
Slightly simpler copy of the unused test map, with its own generation and lighting settings. | Gen & Route Editor (for routes/finding coords for waterboxes), Notepad++ (for .txt files/.ini lighting) |
user/Koono/ |
Hiroyuki Kono (Koono)'s folder, who programmed menus for Pikmin 2. | |
user/Koono/mail_icon.szs |
Space mail icons. | GameCube File Tools |
user/Koono/mail_table.szs/mail_table.bin |
IDs from the .BMG that correspond to each piece of mail. |
Hex Editor |
user/Matoba/ |
Taku Matoba's folder, who designed caves for Pikmin 2. | |
user/Matoba/challenge/stages.txt |
List of Challenge Mode stages and parameters. | Notepad++ |
user/Matoba/challenge/kfes-stages.txt |
List of Challenge Mode stages and parameters, when the game is in KFes mode. | Notepad++ |
user/Matoba/resulttex/ |
Treasure icons used in the Treasure Hoard and cave/day end results. | GameCube File Tools |
user/Morimura/ |
Naoya Morimura's leftover folder, who programmed the more complicated enemies for Pikmin 2. | |
user/Mukki/ |
Yutaka Hiramuki's folder, who designed caves for Pikmin 2. | |
user/Mukki/mapunits/arc/ |
Cave unit assets and data. Contains models, routes/pathfinding, and waterboxes. | FinModelUtility, SuperBMD, RiiStudio, obj2grid (for the .BIN collision files, Gen & Route Editor (for routes/finding coords for waterboxes), Notepad++ (for waterboxes), GameCube File Tools (for radar texture)
|
user/Mukki/caveinfo/ |
Cave generation files. | Drought Ender's Cave Creator, Notepad++ |
user/Mukki/units/ |
Cave unit definition files. | Drought Ender's Cave Creator, Notepad++ |
user/Mukki/movie/ |
.STB files. In-game cutscenes. |
pikmin2-stb |
user/Nishimura/ |
Katsushito Nishimura's folder, who programmed enemies and the levels for Pikmin 2. | |
user/Nishimura/Camera/caveCameraParms.txt |
Camera parameters when in caves. | Notepad++ |
user/Nishimura/Camera/groundCameraParms.txt |
Camera parameters when aboveground. | Notepad++ |
user/Nishimura/Camera/引きカメラcameraParms.txt |
Unused camera parameters. | |
user/Nishimura/Camera/撮影cameraParms.txt |
Unused camera parameters. | |
user/Nishimura/Camera/本物 groundCameraParms.txt |
Unused camera parameters. | |
user/Nishimura/Camera/本物caveCameraParms.txt |
Unused camera parameters. | |
user/Nishimura/Rumble/rumbleData.txt |
Controller rumble time and power parameters. | Notepad++ |
user/Nishimura/Rumble/rumbleParms.txt |
Controller rumble modifier for distant objects. | Notepad++ |
user/Nishimura/Shadow/shadowParms.txt |
Shadow parameters. | Notepad++ |
user/Ogawa/ |
Yuzuru Ogawa's leftover folder, who programmed menus for Pikmin 2, | |
user/Totaka/ |
Kazumi Totaka's folder, who directed the sound design and created some music and sound effects for Pikmin 2. | |
user/Totaka/BgmList.txt |
List of all .BMS sequences and volume settings for each. |
Notepad++ |
user/Totaka/BgmList_BgmTest.txt |
List of all .CND conductor files in the game, with a leftover developer comment about compiling cave songs. |
Notepad++ |
user/Totaka/BgmList_Forest.txt |
List of .CND conductor files to use for Awakening Wood cave sublevels. |
Notepad++ |
user/Totaka/BgmList_Last.txt |
List of .CND conductor files to use for Wistful Wild cave sublevels. |
Notepad++ |
user/Totaka/BgmList_Tutorial.txt |
List of .CND conductor files to use for Valley of Repose cave sublevels. |
Notepad++ |
user/Totaka/BgmList_Yakushima.txt |
List of .CND conductor files to use for Perplexing Pool cave sublevels. |
Notepad++ |
user/Totaka/ChallengeBgmList.txt |
List of .CND conductor files to use for all Challenge Mode cave sublevels. |
Notepad++ |
user/Totaka/StreamList.txt |
List of all streams, their ID, and volume settings. | Notepad++ |
user/Totaka/trackMap_Cond_T.txt |
Track mappings that apply to caveconc and new_XX .CND conductor files. |
Notepad++ |
user/Totaka/trackMap_Seq_T.txt |
Track mappings that apply to caveglass and caverelax .BMS sequences. |
Notepad++ |
user/Wakai/ |
Hajime Wakai's folder, who wrote music for Pikmin 2. | |
user/Wakai/trackMap_Cond_W.txt |
Track mappings that apply to cavemetal and cavesoil .CND conductor files. |
Notepad++ |
user/Wakai/trackMap_Seq_W.txt |
Track mappings that apply to a few of Hajime Wakai's .BMS sequences. |
Notepad++ |
user/Yamashita/ |
Yoshikazu Yamashita's folder, who did system programming and programmed most of the enemies for Pikmin 2. | |
user/Yamashita/arc/ |
Boot screen textures. | GameCube File Tools |
user/Yamashita/enemytex/ |
Piklopedia icons. | GameCube File Tools |
user/Yamashita/zukan/ |
Piklopedia enemy appearance parameters and day cycle lighting parameters. | Notepad++ |