Difference between revisions of "Pikmin 3 Bingo Battle"
Line 1: | Line 1: | ||
− | Bingo Battle has 12 selectable maps all with 3 layouts each, totaling in 36 unique stages. Each | + | 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 | + | ==The Anatomy of the vs_set .txt== |
− | <syntaxhighlight># | + | The entries of interest are as follows, using vsset_vs01_a.szs as an example: |
+ | |||
+ | <syntaxhighlight lang="python" line start="13"># TimeLimit | ||
{ | { | ||
− | + | 10 0 | |
}</syntaxhighlight> | }</syntaxhighlight> | ||
− | + | 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># | + | <syntaxhighlight lang="python" line start="35"># PikminValueSetting |
{ | { | ||
− | + | 5 -1 -1 | |
}</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. | |
− | <syntaxhighlight> | + | <syntaxhighlight lang="python" line start="45"> |
− | |||
− | |||
# BingoSheet | # BingoSheet | ||
{ | { | ||
Line 34: | Line 33: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | The | + | 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 | + | ==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 | + | |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
Contents
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.