Difference between revisions of "User:Yoshi2"

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80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.
 
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.
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Thoughts about the STB format of pikmin 2:
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controls the cutscenes in pikmin 2
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description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB
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It's possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020
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and the unsigned integer for object count at 0xC ot 00000000.
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Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together
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In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the "AquickbrownFoxJumpsoverthelazy" message is played with the index 0x7F8.

Revision as of 13:29, 5 October 2017

I will write down a bunch of things I know before moving them over to the right place on the wiki

http://pikmintkb.shoutwiki.com/wiki/User:Yoshi2/SZS_archive_packing


Here's a bunch of random addresses I have found which I will write down here so they don't get lost so easily

80d914ac - 80d914b4 XYZ coordinates of olimar in Pikmin 1, first level, PAL

80D193A4 - 80D193AC XYZ coordinates of a 20 pikmin pellet in Pikmin 1, first level, PAL

Pikmin 2 PAL 80DF7B68 - Index of the level the rocket is standing on, can be between 0 and 4 but only 0-3 will work fine, 4 will crash the game (if you disable panic handlers, you will be stuck on a "Valley of Repose" loading screen. Seems the game tries to start newtest if you check Dolphin logs)

80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.


Thoughts about the STB format of pikmin 2: controls the cutscenes in pikmin 2 description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB It's possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020 and the unsigned integer for object count at 0xC ot 00000000.

Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the "AquickbrownFoxJumpsoverthelazy" message is played with the index 0x7F8.