Difference between revisions of "Pikmin area generator file/File format"

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(Add possible object types)
(Add item object info)
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|-
 
|-
 
|pelt
 
|pelt
|Pellet? {{unsure|unsure}}
+
|Pellet
 
|-
 
|-
 
|work
 
|work
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|-
 
|-
 
|mpar
 
|mpar
|Map Parts? {{unsure|unsure}}
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|Map Parts
 
|-
 
|-
 
|teki
 
|teki
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|Actor {{unknown|unknown}}
 
|Actor {{unknown|unknown}}
 
|}
 
|}
 +
 +
 +
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.
 +
{| class="wikitable"
 +
|+"item" format
 +
|-
 +
!Offset
 +
!Type
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!Description
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|-
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|0x00
 +
|uint32
 +
|String length (in the following offsets the string length will be "n")
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|-
 +
|0x04
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|string
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|Name of object
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|-
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|0x04+n
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|uint8[32]
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|32 bytes of data
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|-
 +
|0x24+n
 +
|uint8[32]
 +
|32 bytes of data
 +
|}
 +
 +
Todo: Parameters, other objects

Revision as of 18:11, 27 December 2017

This page describes the format of the object generator files in Pikmin. These files have the file ending .gen. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.

File header
Offset Type Description
0x0 char[4] a 4 byte string saying v1.0, presumably the version of the format or the version of the file
0x4 float unknown[unsure]
0x8 float unknown[unsure]
0xC float unknown[unsure]
0x10 float unknown[unsure]
0x14 uint32 an unsigned integer specifying the amount of generators in the file

Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.

Generator format
Offset Type Description
0x0 char[4] Four spaces, presumably the name of the generator base that is used in all object types
0x4 char[4] version string, usually v0.0
0x8 uint32 unknown[unsure]
0xC uint32 unknown[unsure]
0x10 uint8[32] 32 bytes of data. unknown[unsure]
0x30 float[3] XYZ position of object
0x3C float[3] unknown[unsure]
0x48 char[4] 4 byte string specifying the type of the object. Type name is reversed
0x4C char[4] version string
0x50 uint8[...] Variable amount of data depending on type of object


Object types
Object name Description
piki Pikmin
debg Debug object unknown[unsure]
item Item
pelt Pellet
work Work object unknown[unsure]
plnt Plant
mpar Map Parts
teki Enemies
boss Boss
mobj Map object
navi unknown[unsure]
actr Actor unknown[unsure]


Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.

"item" format
Offset Type Description
0x00 uint32 String length (in the following offsets the string length will be "n")
0x04 string Name of object
0x04+n uint8[32] 32 bytes of data
0x24+n uint8[32] 32 bytes of data

Todo: Parameters, other objects