Pikmin area generator file/File format

From Pikmin Technical Knowledge Base
Revision as of 17:28, 26 December 2017 by Yoshi2 (talk | contribs) (Add possible object types)
Jump to navigation Jump to search

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? 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]