JPC file

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Revision as of 19:06, 26 August 2021 by Espyo (talk | contribs) (Moving list of particles to its own article (this one should cover the file format). Also, minor cleanup.)
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Editor's note: The information on this page was gathered from eff2d_world_map.jpc and game.jpc. This page is not finished.

JPC files represent an indexed collection of JPA files, and contain information on the particle systems of Pikmin 2, as well as BTI images for the particles. A list of particle emitters and textures can be found here.

File header[edit]

Data type Description
0x0 (8 char) Magic word string, JPAC2-10.
0x8 (uint16) Number of BEM1 blocks, total number of defined emitters.
0xA (uint16) Number of BTI format textures (TEX1).
0xC (uint32) Total size of data excluding the TEX1 sections.

Before the BEM1 section, every particle emitter starts off with 8 bytes of data:

Offset Data type Description
0x0 uint16 Identifier.
0x2 uint16 Unknown - Always set to 5.[unsure]
0x4 uint8 Unknown - Crash handler mentions something about JPAWorkData.[unsure]
0x5 uint8 Unknown - Crash handler mentions JPAKeyBlock? Related to alpha?[unsure] Crashes when changed to something else.

BEM1 block[edit]

Offset Data type Description
0x0 4 char Magic word string, BEM1.
0x4 uint32 Value is always 0x7C since the data size of this section is static (124 bytes).
0x8 uint16 Unknown - Doesn't seem to do anything. Changing doesn't crash.[unsure]
0xA uint8 Purpose unknown.[unsure] Can be set from 0-7. Crashes resulted when set to 7. Crash handler mentions JPADyanmicBlocks? Setting numbers higher than 7 will wrap around to represent 0-7.
0xB uint8 Bit flags. Upper 4 bits not used? Going right to left the 1st bit doesn't seem to do anything noticeable. 2nd seems to turn off particle cap. 3rd seems to determine if the particle system should fire continuously or once. 4th makes the particles parented to the emitter.[unsure]
0x10 float Scale X, these scale values may be used for the shape that particles can spawn within.
0x14 float Scale Y.
0x18 float Scale Z.
0x1C float Emitter's X offset from origin.
0x20 float Emitter's Y offset from origin.
0x24 float Emitter's Z offset from origin.