Difference between revisions of "Pikmin area generator file/File format"
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(Clarify where the generator data starts) |
(Add possible object types) |
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Line 81: | Line 81: | ||
|uint8[...] | |uint8[...] | ||
|Variable amount of data depending on type of object | |Variable amount of data depending on type of object | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| class="wikitable" | ||
+ | |+Object types | ||
+ | |- | ||
+ | !Object name | ||
+ | !Description | ||
+ | |- | ||
+ | |piki | ||
+ | |Pikmin | ||
+ | |- | ||
+ | |debg | ||
+ | |Debug object {{unknown|unknown}} | ||
+ | |- | ||
+ | |item | ||
+ | |Item | ||
+ | |- | ||
+ | |pelt | ||
+ | |Pellet? {{unsure|unsure}} | ||
+ | |- | ||
+ | |work | ||
+ | |Work object {{unknown|unknown}} | ||
+ | |- | ||
+ | |plnt | ||
+ | |Plant | ||
+ | |- | ||
+ | |mpar | ||
+ | |Map Parts? {{unsure|unsure}} | ||
+ | |- | ||
+ | |teki | ||
+ | |Enemies | ||
+ | |- | ||
+ | |boss | ||
+ | |Boss | ||
+ | |- | ||
+ | |mobj | ||
+ | |Map object | ||
+ | |- | ||
+ | |navi | ||
+ | |{{unknown|unknown}} | ||
+ | |- | ||
+ | |actr | ||
+ | |Actor {{unknown|unknown}} | ||
|} | |} |
Revision as of 17:28, 26 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.
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.
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 name | Description |
---|---|
piki | Pikmin |
debg | Debug object unknown[unsure] |
item | Item |
pelt | Pellet? unsure[unsure] |
work | Work object unknown[unsure] |
plnt | Plant |
mpar | Map Parts? unsure[unsure] |
teki | Enemies |
boss | Boss |
mobj | Map object |
navi | unknown[unsure] |
actr | Actor unknown[unsure] |