Difference between revisions of "Pikmin directory tree"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
m (6 revisions imported)
m (Fixed typo)
 
(2 intermediate revisions by the same user not shown)
Line 7: Line 7:
 
|-
 
|-
 
{{dt|d||dataDir|Location of essentially all game files.}}
 
{{dt|d||dataDir|Location of essentially all game files.}}
 +
{{dt|d|dataDir|2d_data|Contains several unused image files in the [[TXE file|TXE]] format.}}
 
{{dt|d|dataDir|archives|Storage folder for all .ARC and .DIR file pairs}}
 
{{dt|d|dataDir|archives|Storage folder for all .ARC and .DIR file pairs}}
 
{{dt|f|dataDir/archives|blo_eng.arc|Copy of <code>dataDir\screen\eng_blo</code>}}
 
{{dt|f|dataDir/archives|blo_eng.arc|Copy of <code>dataDir\screen\eng_blo</code>}}
Line 27: Line 28:
 
{{dt|f|dataDir/archives|ufopartsbin.arc|Copy of <code>dataDir\objects\ufoparts</code>}}
 
{{dt|f|dataDir/archives|ufopartsbin.arc|Copy of <code>dataDir\objects\ufoparts</code>}}
 
{{dt|f|dataDir/archives|water.arc|Copy of <code>dataDir\objects\water</code>}}
 
{{dt|f|dataDir/archives|water.arc|Copy of <code>dataDir\objects\water</code>}}
{{dt|f|dataDir/archives|weeks.arc|Copy of <code>dataDir\objects\weeds</code>}}
+
{{dt|f|dataDir/archives|weeds.arc|Copy of <code>dataDir\objects\weeds</code>}}
{{dt|f|dataDir/objects\plants|conversion.lnk|Shortcut to <code>Z:\conversion\courses\plants</code>. {{unsure|Purpose is unknown}}}}
+
{{dt|d|dataDir|bosses|Contains parameters, models, animations, and animation managers for every boss. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
{{dt|d|dataDir|camera|Seems to contains per-camera-ters {{unsure|(3 versions)}}}}
+
{{dt|f|dataDir|build.map|An actual symbol map, unlike a ''certain sequel''}}
{{dt|d|dataDir|bosses|Unused in the final game. Used in [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
+
{{dt|d|dataDir|camera|Contains 3 versions of the game's per-camera-ters. <code>camepara.bin</code> is used.}}
 
{{dt|d|dataDir|cinemas|Contains (copies of) models and animations used in cutscenes, along with other stuff}}
 
{{dt|d|dataDir|cinemas|Contains (copies of) models and animations used in cutscenes, along with other stuff}}
 
{{dt|f|dataDir/cinemas|opening.cin|{{unsure|Used on for title screen?}}}}
 
{{dt|f|dataDir/cinemas|opening.cin|{{unsure|Used on for title screen?}}}}
 
{{dt|f|dataDir/cinemas|opening.ini|{{unsure|Used on for title screen?}}}}
 
{{dt|f|dataDir/cinemas|opening.ini|{{unsure|Used on for title screen?}}}}
{{dt|d|dataDir|courses|.MOD files for gameplay areas}}
+
{{dt|d|dataDir|courses|Contains the 3D models for every area of the game.  Some testing maps, too.}}
 +
{{dt|d|dataDir|effects|Contains particle effects and onion spotlight things.}}
 
{{dt|f|dataDir/ghost|record.gst|{{unsure|Mysterious file.  What does this do??}}}}
 
{{dt|f|dataDir/ghost|record.gst|{{unsure|Mysterious file.  What does this do??}}}}
{{dt|d|dataDir|intro|{{unsure|Area names when landing, et cetera}}}}
+
{{dt|d|dataDir|intro|Contains the Nintendo logo image, course name images and the countdown graphic's model and animations.}}}}
 
{{dt|d|dataDir|MovieData|Prerendered video in '''H4M''' format}}
 
{{dt|d|dataDir|MovieData|Prerendered video in '''H4M''' format}}
 
+
{{dt|d|dataDir|objects| Contains models, animations, animation managers for misc. objects. Unused in the final game.  Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
 +
{{dt|f|dataDir/objects/plants|conversion.lnk|Shortcut to <code>Z:\conversion\courses\plants</code>.  {{unsure|Purpose is unknown}}}}
 +
{{dt|d|dataDir|parms|Contains general parameter files.}}
 +
{{dt|d|dataDir|pikis|Contains models, animations, and animation managers for Pikmin, Olimar, and stages of maturity of Pikmin.}}
 
{{dt|f|dataDir/savedata|test.card|{{unsure|Memory card defaults?}}}}
 
{{dt|f|dataDir/savedata|test.card|{{unsure|Memory card defaults?}}}}
{{dt|f|dataDir/SndData/Seqs|pikiseq.arc|The one '''ARC''' file that isn't like the rest (no partner '''DIR''' file)}}
+
{{dt|d|dataDir|screen|Contains textures and layouts for 2D menus.}}
 +
{{dt|d|dataDir|shapes|Contains miscellaneous 3D models like the cursor and some stuff used in debugger.}}
 +
{{dt|f|dataDir/SndData/Seqs|pikiseq.arc|A '''BARC''' file. It contains the game's sequenced music.}}
 
{{dt|d|dataDir|stages|Contains '''GEN''' files for {{unsure|all stages}}}}
 
{{dt|d|dataDir|stages|Contains '''GEN''' files for {{unsure|all stages}}}}
 +
{{dt|d|dataDir|tekikeys|Contains animation managers for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
 +
{{dt|d|dataDir|tekipara|Contains parameters for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
 +
{{dt|d|dataDir|tekis|Contains animations and models for all enemies. Unused in the final game. Used by the [https://tcrf.net/Pikmin/Windows_Executable Windows x86 Debugger]}}
 +
{{dt|d|dataDir|testdata|Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious "1.act" file.}}
 +
  
 
{{dt|f||config.ini|A big let-down}}
 
{{dt|f||config.ini|A big let-down}}
{{dt|f|dataDir|build.map|An actual symbol map, unlike a ''certain sequel''}}
 
 
{{dt|f||sysBootup.exe|Development tool left on the disk.  For more info, see [https://tcrf.net/Pikmin/Windows_Executable TCRF.net]}}
 
{{dt|f||sysBootup.exe|Development tool left on the disk.  For more info, see [https://tcrf.net/Pikmin/Windows_Executable TCRF.net]}}
 
|}
 
|}

Latest revision as of 14:06, 12 October 2024

This article lists all folders and noteworthy files in Pikmin. Yellow rows are folders, and blue rows are files.


To do: Apparently we're supposed to figure all of these out and link them to the relevant pages.

Entry Description
dataDir Location of essentially all game files.
dataDir/2d_data Contains several unused image files in the TXE format.
dataDir/archives Storage folder for all .ARC and .DIR file pairs
dataDir/archives/blo_eng.arc Copy of dataDir\screen\eng_blo
dataDir/archives/blo_kodomo.arc Copy of dataDir\screen\kodomo_blo
dataDir/archives/blo_otona.arc Copy of dataDir\screen\otona_blo
dataDir/archives/bomb.arc Copy of dataDir\objects\bomb
dataDir/archives/bosses.arc Copy of dataDir\bosses
dataDir/archives/bridges.arc Copy of dataDir\objects\bridge
dataDir/archives/effshapes.arc Copy of dataDir\effects\shapes
dataDir/archives/fl_water.dir Copy of dataDir\objects\fl_water
dataDir/archives/gates.arc Copy of dataDir\objects\gate
dataDir/archives/goal.arc Copy of dataDir\objects\goal
dataDir/archives/pelletsbin.arc Copy of dataDir\objects\pellets (.BIN files only)
dataDir/archives/pikihead.arc Copy of dataDir\objects\pikihead
dataDir/archives/plants.arc Copy of dataDir\objects\plants
dataDir/archives/rope.arc Copy of dataDir\objects\rope
dataDir/archives/tekikey.arc Copy of dataDir\tekikeys
dataDir/archives/tekipara.arc Copy of dataDir\tekipara
dataDir/archives/tekis.arc Copy of dataDir\tekis
dataDir/archives/ufopartsbin.arc Copy of dataDir\objects\ufoparts
dataDir/archives/water.arc Copy of dataDir\objects\water
dataDir/archives/weeds.arc Copy of dataDir\objects\weeds
dataDir/bosses Contains parameters, models, animations, and animation managers for every boss. Unused in the final game. Used by the Windows x86 Debugger
dataDir/build.map An actual symbol map, unlike a certain sequel
dataDir/camera Contains 3 versions of the game's per-camera-ters. camepara.bin is used.
dataDir/cinemas Contains (copies of) models and animations used in cutscenes, along with other stuff
dataDir/cinemas/opening.cin Used on for title screen?[unsure]
dataDir/cinemas/opening.ini Used on for title screen?[unsure]
dataDir/courses Contains the 3D models for every area of the game. Some testing maps, too.
dataDir/effects Contains particle effects and onion spotlight things.
dataDir/ghost/record.gst Mysterious file. What does this do??[unsure]
dataDir/intro Contains the Nintendo logo image, course name images and the countdown graphic's model and animations.
dataDir/MovieData Prerendered video in H4M format
dataDir/objects Contains models, animations, animation managers for misc. objects. Unused in the final game. Used by the Windows x86 Debugger
dataDir/objects/plants/conversion.lnk Shortcut to Z:\conversion\courses\plants. Purpose is unknown[unsure]
dataDir/parms Contains general parameter files.
dataDir/pikis Contains models, animations, and animation managers for Pikmin, Olimar, and stages of maturity of Pikmin.
dataDir/savedata/test.card Memory card defaults?[unsure]
dataDir/screen Contains textures and layouts for 2D menus.
dataDir/shapes Contains miscellaneous 3D models like the cursor and some stuff used in debugger.
dataDir/SndData/Seqs/pikiseq.arc A BARC file. It contains the game's sequenced music.
dataDir/stages Contains GEN files for all stages[unsure]
dataDir/tekikeys Contains animation managers for all enemies. Unused in the final game. Used by the Windows x86 Debugger
dataDir/tekipara Contains parameters for all enemies. Unused in the final game. Used by the Windows x86 Debugger
dataDir/tekis Contains animations and models for all enemies. Unused in the final game. Used by the Windows x86 Debugger
dataDir/testdata Contains some leftover files. Early models for a few ship parts/enemies, along with a mysterious "1.act" file.
config.ini A big let-down
sysBootup.exe Development tool left on the disk. For more info, see TCRF.net
Credits: Minty_Meeo