Difference between revisions of "Pikmin 3 Bingo Battle"

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Bingo Battle has 12 selectable maps all with 3 layouts each, totaling in 36 unique stages. Each stage is configured with a txt within the files located in CMCmn\system\vs_set\vsset_vs##_x.szs
+
Bingo Battle has 12 selectable maps all with 3 layouts each, totaling in 36 unique stages. The collectables featured on a given layout's bingo card will always be the same with the positions shuffled. Each layout is configured with a .txt within the files located in CMCmn\system\vs_set\vsset_vs##_x.szs
  
==The anatomy of the vs_set.txt==
 
  
The entries of use are as follows, using vsset_vs01_a.szs as an example:
+
==The Anatomy of the vs_set .txt==
  
<syntaxhighlight># PikminValueSetting
+
The entries of interest are as follows, using vsset_vs01_a.szs as an example:
 +
 
 +
<syntaxhighlight lang="python" line start="13"># TimeLimit
 
{
 
{
5 -1 -1
+
10 0
 
}</syntaxhighlight>
 
}</syntaxhighlight>
  
This determines the starting pikmin colour (first number) and secondary pikmin colour (last number) using the pikmin identifier values. The secondary number being set to -1 means this stage has no secondary pikmin. It is currently unknown what happens if the primary number is set to -1. Also unknown is the purpose for the middle number, every vsset file has it set to -1.
+
Presumably the first number is the time it takes for the overtime mode to begin. Untested to see if changing this works, as it is set to 10 in every vsset
  
  
<syntaxhighlight># TimeLimit
+
<syntaxhighlight lang="python" line start="35"># PikminValueSetting
 
{
 
{
10 0
+
5 -1 -1
 
}</syntaxhighlight>
 
}</syntaxhighlight>
  
Presumably the left number is the time it takes for the overtime mode to begin. Untested to see if changing this works, as it is set to 10 in every vsset
+
This determines the starting pikmin colour (first number) and secondary pikmin colour (last number) using the pikmin identifier values. The secondary number being set to -1 means this stage has no secondary pikmin. It is currently unknown what happens if the primary number is set to -1. Also unknown is the purpose for the middle number, every vsset file has it set to -1.
  
  
<syntaxhighlight>
+
<syntaxhighlight lang="python" line start="45">
# BingoVSSetting version
 
20121027
 
 
# BingoSheet
 
# BingoSheet
 
{
 
{
Line 34: Line 33:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
The Long string of numbers determine what appears on the bingo cards. The 4 4 at the begining and all of the 0s are separators of sort, the numbers inbetween are the IDs of enemy and fruit entities that will populate the bingo card. There are always 16 IDs defined.
+
The numbers on line 50 determine what icons appear on the bingo cards. The 4 4 at the begining and all of the 0s are separators of sort, the numbers inbetween are the IDs of enemy and fruit entities that will populate the bingo card. There are always 16 IDs defined.
 
    
 
    
==Bingo vs_set files Tabulated==
+
==Bingo vs_set Files Tabulated==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Game Order || Internal Order || Stage Name || Internal Name || Layout || Primary Pikmin || Secondary Pikmin || Bingo Card IDs
 
! Game Order || Internal Order || Stage Name || Internal Name || Layout || Primary Pikmin || Secondary Pikmin || Bingo Card IDs
Line 113: Line 112:
 
|}
 
|}
  
==Bingo ID Assignment==
+
==Bingo Card ID Assignment==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
!Bingo ID || Enemy/Fruit/Marble Name || Notes
 
!Bingo ID || Enemy/Fruit/Marble Name || Notes
Line 119: Line 118:
 
| -1 || ? || Unused. Seemingly does nothing
 
| -1 || ? || Unused. Seemingly does nothing
 
|-
 
|-
|0 || ? || Unused. Any collectable not featured in bingo battle and not assigned a number will function! Is unstable when testing with a full board of 0s, specifically when bingo is close or achieved
+
|0 || ? || Unused. Any collectable without an assigned ID will function! Is unstable when testing with a full board of 0s, specifically when bingo is close or achieved
 
|-
 
|-
 
|1 || Red Marble ||
 
|1 || Red Marble ||
Line 245: Line 244:
 
|62+ || ? || Unused. Seemingly does nothing, haven't tested excessively)
 
|62+ || ? || Unused. Seemingly does nothing, haven't tested excessively)
 
|}
 
|}
 +
 +
===Collectables Without Assigned Bingo Card IDs===
 +
 +
The following collectables are not featured in bingo battle, thus have no bingo card ID:
 +
 +
Enemies (non boss):
 +
* Arachnode (didn't test, couldn't spawn)
 +
* Arctic Cannon Larva
 +
* Joustmite
 +
* Scornet (will disappear when killed, seemingly uncollectable)
 +
* Sputtlefish
 +
 +
Fruits:
 +
* Astringent Clump
 +
* Blonde Impostor
 +
* Crimson Banquet
 +
* Juicy Gaggle
 +
* Lesser Mock Bottom
 +
* Mock Bottom
 +
* Pocked Airhead
 +
* Scaly Custard
 +
* Searing Acidshock
 +
* Seed Hive
 +
* Tremendous Sniffer
 +
 +
 +
===Bingo Card Icons===
 +
All of the bingo card Icons are stored in CMCmn\lyt\bingobattle.szs along side all of the mode's UI. I would assume swapping out an icon such as shaggy for an un used enemy or fruit would be trivial, but I have no idea how to assign an actual enemy to that number that would function
 +
 +
==Generator Files==
 +
 +
Each stage layout has its own generator file. It is possible to change the onion locations between layouts of a given map, though the base game does not do this.
 +
 +
==Oddities==
 +
 +
* Extra enemys (and presumably fruits) can be generated into a stage that don't have their ID assigned to the card. They will act as expected, produce sprouts but not contribute to the completion of the card.
 +
* If the Cupid's Grenade is on the bingo card, you don't necessarily have to put them in the generator file as they will eventually spawn in (provided the vsitem spawner isn't removed from the generator). If done as described, they will first show up as "?" until spawned into the game (sometimes it isn't so instant). They will still act as they do normally giving you an item, as well as checking an entry off the card.
 +
* There are no Layouts where every collectible is an enemy, nor every collectible is a fruit
 +
* A used feature of the bingo card is a collectable can be on the card either more than, equal to or less than is generated. Theoretical ways this can be pushed to extremes the base game doesn't:
 +
** Every entry on the card has the same ID. The closest the base game comes to this is in vs_08_c where each marble has 4 entries on the card.
 +
** More entries for a given ID on each card than are generated, eg. 1 bulborb generated with 2 card entries meaning even the player that collects it will have a random lockout, but punish the other player with 2 lockouts.
 +
 +
* Red pikmin are featured in 28/36 stage layouts
 +
* Purple and White pikmin are seen very few times in Bingo Battle and only as secondary pikmin. Unlike other types, they cannot create sprouts of their colour. it is unknown currently what happens if they are set to the primary pikmin
 +
* Wings and rocks are never featured in the same layout together, in fact wings are only ever paired with reds as the secondary colour.
 +
* The following enemies are only featured in Bingo Battle once: Puffy Blowhog, Water Dumple, Toady Bloyster, Flighty Joustmite, Peckish Aristocrab, Waddlepus, Bug-Eyed Crawmad
 +
* The Dawn Pustules are the only collectable not featured in the base game bingo battle with an assigned ID.

Revision as of 15:47, 27 January 2024

Bingo Battle has 12 selectable maps all with 3 layouts each, totaling in 36 unique stages. The collectables featured on a given layout's bingo card will always be the same with the positions shuffled. Each layout is configured with a .txt within the files located in CMCmn\system\vs_set\vsset_vs##_x.szs


The Anatomy of the vs_set .txt

The entries of interest are as follows, using vsset_vs01_a.szs as an example:

13 # TimeLimit
14 {
15 	10 0 
16 }

Presumably the first number is the time it takes for the overtime mode to begin. Untested to see if changing this works, as it is set to 10 in every vsset


35 # PikminValueSetting
36 {
37 	5 -1 -1 
38 }

This determines the starting pikmin colour (first number) and secondary pikmin colour (last number) using the pikmin identifier values. The secondary number being set to -1 means this stage has no secondary pikmin. It is currently unknown what happens if the primary number is set to -1. Also unknown is the purpose for the middle number, every vsset file has it set to -1.


45 	# BingoSheet
46 	{
47 # Version
48 1 		# Sheet
49 		{
50 4 4 10 0 2 0 11 0 32 0 33 0 7 0 17 0 3 0 3 0 6 0 8 0 1 0 9 0 13 0 34 0 5 0 		}
51 
52 			}

The numbers on line 50 determine what icons appear on the bingo cards. The 4 4 at the begining and all of the 0s are separators of sort, the numbers inbetween are the IDs of enemy and fruit entities that will populate the bingo card. There are always 16 IDs defined.

Bingo vs_set Files Tabulated

Game Order Internal Order Stage Name Internal Name Layout Primary Pikmin Secondary Pikmin Bingo Card IDs
1 vs_02 Shaded Terrace vs_flowerbed2 a red 48, 3, 13, 7, 2, 1, 10, 33, 34, 54, 45, 11, 57, 14, 21, 9
1 vs_02 Shaded Terrace vs_flowerbed2 b yellow red 1, 14, 6, 3, 34, 7, 50, 11, 10, 9, 8, 48, 54, 49, 13, 2
1 vs_02 Shaded Terrace vs_flowerbed2 c red yellow 9, 11, 13, 54, 1, 24, 8, 61, 34, 5, 33, 2, 10, 32, 3, 7
2 vs_10 Stagnant Sea vs_puddle2 a red blue 9, 36, 21, 6, 5, 16, 52, 1, 2, 24, 10, 12, 8, 3, 11, 29
2 vs_10 Stagnant Sea vs_puddle2 b blue rock 1, 40, 13, 37, 12, 7, 9, 35, 25, 50, 8, 22, 3, 39, 36, 2
2 vs_10 Stagnant Sea vs_puddle2 c blue 10, 35, 11, 5, 36, 51, 1, 3, 48, 2, 9, 12, 6, 40, 37, 50
3 vs_04 Twisted Cavern vs_antsnest a red rock 54, 2, 11, 7, 25, 8, 26, 48, 3, 10, 9, 13, 5, 14, 1, 50
3 vs_04 Twisted Cavern vs_antsnest b red 3, 11, 1, 49, 9, 7, 48, 13, 14, 5, 54, 50, 6, 2, 22, 10,
3 vs_04 Twisted Cavern vs_antsnest c red white 1, 11, 54, 6, 61, 8, 24, 22, 14, 2, 56, 48, 7, 3, 5, 10
4 vs_05 Arid Metropolis vs_sandbox a red rock 9, 3, 20, 5, 49, 19, 2, 54, 51, 8, 50, 1, 6, 13, 7, 44
4 vs_05 Arid Metropolis vs_sandbox b rock yellow 46, 8, 45, 10, 5, 47, 44, 52, 11, 9, 51, 48, 6, 1, 7, 50
4 vs_05 Arid Metropolis vs_sandbox c yellow purple 49, 7, 3, 8, 9, 38, 60, 2, 1, 47, 59, 54, 46, 13, 48, 38
5 vs_07 Rusted Labyrinth vs_pipeworld a yellow red 9, 51, 2, 8, 17, 10, 12, 13, 1, 50, 49, 11, 6, 17, 3, 7
5 vs_07 Rusted Labyrinth vs_pipeworld b red wing 1, 7, 28, 2, 2, 5, 12, 11, 13, 23, 10, 3, 3, 14, 8, 1
5 vs_07 Rusted Labyrinth vs_pipeworld c red rock 5, 3, 11, 24, 10, 6, 50, 7, 2, 8, 1, 10, 24, 3, 14, 9
6 vs_12 Jigsaw Fortress vs_buildingblocks2 a red yellow 6, 3, 11, 5, 7, 2, 17, 51, 54, 12, 1, 48, 10, 20, 3, 24
6 vs_12 Jigsaw Fortress vs_buildingblocks2 b yellow red 12, 3, 1, 31, 2, 6, 17, 10, 11, 9, 5, 2, 30, 1, 3, 16
6 vs_12 Jigsaw Fortress vs_buildingblocks2 c red wing 6, 37, 7, 9, 58, 1, 8, 10, 11, 8, 2, 44, 57, 17, 54, 5
7 vs_01 Blooming Terrace vs_flowerbed a yellow 10, 2, 11, 32, 33, 7, 17, 3, 3, 6, 8, 1, 9, 13, 34, 5
7 vs_01 Blooming Terrace vs_flowerbed b yellow purple 6, 3, 2, 16, 13, 8, 7, 14, 11, 17, 10, 34, 9, 1, 37, 5
7 vs_01 Blooming Terrace vs_flowerbed c red 6, 11, 13, 7, 1, 5, 12, 32, 33, 21, 10, 2, 54, 14, 34, 49
8 vs_09 Parched Brook vs_puddle a red blue 6, 35, 12, 24, 30, 10, 7, 22, 21, 8, 2, 14, 5, 1, 11, 31
8 vs_09 Parched Brook vs_puddle b yellow blue 9, 31, 22, 6, 17, 2, 8, 40, 1, 7, 59, 10, 49, 13, 12, 35
8 vs_09 Parched Brook vs_puddle c red wing 6, 61, 21, 9, 55, 10, 38, 31, 28, 12, 24, 11, 50, 30, 14, 49
9 vs_03 Buried Pond vs_antsnest2 a red wing 9, 13, 21, 10, 11, 8, 51, 3, 1, 50, 7, 14, 10, 2, 22, 12
9 vs_03 Buried Pond vs_antsnest2 b red blue 1, 16, 13, 3, 3, 8, 2, 22, 18, 1, 7, 10, 5, 11, 12, 2
9 vs_03 Buried Pond vs_antsnest2 c red wing 3, 11, 1, 2, 3, 1, 51, 12, 13, 41, 2, 3, 1, 2, 10, 30
10 vs_06 Sandbox Kingdom vs_sandbox2 a red yellow 6, 31, 3, 38, 2, 38, 8, 1, 7, 43, 24, 11, 9, 29, 3, 5
10 vs_06 Sandbox Kingdom vs_sandbox2 b yellow red 5, 2, 9, 50, 7, 42, 46, 13, 29, 47, 27, 3, 49, 17, 1, 6
10 vs_06 Sandbox Kingdom vs_sandbox2 c red yellow 7, 1, 11, 6, 16, 57, 57, 5, 9, 45, 45, 3, 49, 10, 2, 44
11 vs_08 Corroded Maze vs_pipeworld2 a red yellow 6, 3, 11, 10, 28, 5, 10, 2, 3, 30, 17, 28, 17, 11, 1, 30
11 vs_08 Corroded Maze vs_pipeworld2 b red wing 6, 3, 24, 50, 14, 1, 23, 10, 11, 17, 2, 24, 48, 28, 3, 5
11 vs_08 Corroded Maze vs_pipeworld2 c red white 1, 3, 3, 2, 2, 3, 24, 1, 24, 1, 10, 3, 2, 11, 2, 1
12 vs_11 Jigsaw Colosseum vs_buildingblocks a red white 51, 3, 7, 5, 54, 8, 37, 11, 12, 16, 10, 1, 9, 50, 2, 48
12 vs_11 Jigsaw Colosseum vs_buildingblocks b red rock 57, 3, 20, 45, 24, 6, 9, 1, 2, 7, 5, 10, 16, 11, 48, 19
12 vs_11 Jigsaw Colosseum vs_buildingblocks c rock yellow 9, 5, 48, 54, 10, 51, 26, 7, 2, 17, 49, 44, 6, 1, 8, 50

Bingo Card ID Assignment

Bingo ID Enemy/Fruit/Marble Name Notes
-1 ? Unused. Seemingly does nothing
0 ? Unused. Any collectable without an assigned ID will function! Is unstable when testing with a full board of 0s, specifically when bingo is close or achieved
1 Red Marble
2 Blue Marble
3 Yellow Marble
4 Cupid's Grenade Unused, functions
5 Citrus Lump
6 Insect Condo
7 Sunseed Berry
8 Golden Sunseed
9 Face Wrinkler
10 Bulborb
11 Dwarf Bulborb
12 Yellow Wolywog
13 Female Sheargrub
14 Male Sheargrub
15 Shaggy Long Legs Unused, can't collect shaggy but will display if he is spawned
16 Whiptongue Bulborb
17 Bearded Amprat
18 Pickering Binnow
19 Bulbear
20 Dwarf Bulbear
21 Skitter Leaf
22 Desiccated Skitter Leaf
23 Pyroclasmic Slooch
24 Orange Bulborb
25 Shutterchuck
26 Calcified Crushblat
27 Puffy Blowhog
28 Shearwig
29 Swooping Snitchbug
30 Fiery Blowhog
31 Watery Blowhog
32 Red Spectralid
33 White Spectralid
34 Yellow Spectralid
35 Skeetskate
36 Wogpol
37 Medusal Slurker
38 Armored Cannon Larva
39 Water Dumple
40 Hermit Crawmad
41 Toady Bloyster
42 Flighty Joustmite
43 Peckish Aristocrab
44 Delectable Bouquet
45 Stellar Extrusion
46 Fire Breathing Feast
47 Slapstick Creascent
48 Velvety Dreamdrop
49 Heroine's Tears
50 Zest Bomb
51 Portable Sunset
52 Dusk Pustules
53 Dawn Pustules Unsued, functions
54 Dapper Blob
55 Waddlepus
56 Bug-Eyed Crawmad
57 Disguised Delicacy
58 Swarming Grub
59 Burrowing Snagret
60 Wayward Moon
61 Dwarf Orange Bulborb
62+ ? Unused. Seemingly does nothing, haven't tested excessively)

Collectables Without Assigned Bingo Card IDs

The following collectables are not featured in bingo battle, thus have no bingo card ID:

Enemies (non boss):

  • Arachnode (didn't test, couldn't spawn)
  • Arctic Cannon Larva
  • Joustmite
  • Scornet (will disappear when killed, seemingly uncollectable)
  • Sputtlefish

Fruits:

  • Astringent Clump
  • Blonde Impostor
  • Crimson Banquet
  • Juicy Gaggle
  • Lesser Mock Bottom
  • Mock Bottom
  • Pocked Airhead
  • Scaly Custard
  • Searing Acidshock
  • Seed Hive
  • Tremendous Sniffer


Bingo Card Icons

All of the bingo card Icons are stored in CMCmn\lyt\bingobattle.szs along side all of the mode's UI. I would assume swapping out an icon such as shaggy for an un used enemy or fruit would be trivial, but I have no idea how to assign an actual enemy to that number that would function

Generator Files

Each stage layout has its own generator file. It is possible to change the onion locations between layouts of a given map, though the base game does not do this.

Oddities

  • Extra enemys (and presumably fruits) can be generated into a stage that don't have their ID assigned to the card. They will act as expected, produce sprouts but not contribute to the completion of the card.
  • If the Cupid's Grenade is on the bingo card, you don't necessarily have to put them in the generator file as they will eventually spawn in (provided the vsitem spawner isn't removed from the generator). If done as described, they will first show up as "?" until spawned into the game (sometimes it isn't so instant). They will still act as they do normally giving you an item, as well as checking an entry off the card.
  • There are no Layouts where every collectible is an enemy, nor every collectible is a fruit
  • A used feature of the bingo card is a collectable can be on the card either more than, equal to or less than is generated. Theoretical ways this can be pushed to extremes the base game doesn't:
    • Every entry on the card has the same ID. The closest the base game comes to this is in vs_08_c where each marble has 4 entries on the card.
    • More entries for a given ID on each card than are generated, eg. 1 bulborb generated with 2 card entries meaning even the player that collects it will have a random lockout, but punish the other player with 2 lockouts.
  • Red pikmin are featured in 28/36 stage layouts
  • Purple and White pikmin are seen very few times in Bingo Battle and only as secondary pikmin. Unlike other types, they cannot create sprouts of their colour. it is unknown currently what happens if they are set to the primary pikmin
  • Wings and rocks are never featured in the same layout together, in fact wings are only ever paired with reds as the secondary colour.
  • The following enemies are only featured in Bingo Battle once: Puffy Blowhog, Water Dumple, Toady Bloyster, Flighty Joustmite, Peckish Aristocrab, Waddlepus, Bug-Eyed Crawmad
  • The Dawn Pustules are the only collectable not featured in the base game bingo battle with an assigned ID.