Editing JPC file

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{note|The information on this page was gathered from eff2d_world_map.jpc and game.jpc. This page is not finished.}}
+
{{note|The information gathered on this page is gathered from eff2d_world_map.jpc. This page is not finished.}}
  
'''JPC files''' represent an indexed collection of [[JPA file]]s, and contain information on the particle systems of ''Pikmin 2'', as well as [[BTI file|BTI images]] for the particles. A list of particle emitters and textures can be found [[Pikmin 2 particle list|here]].
+
'''JPC files''' represent an indexed collection of JPA files. These files contain information on particle systems and store BTI images.
 +
 
 +
== File Header ==
  
== File header ==
 
 
{| class="wikitable"
 
{| class="wikitable"
! Data type || Description
+
! Size of data || Description
 
|-
 
|-
|  0x0 (8 char) || Magic word string, <code>JPAC2-10</code>.
+
|  0x0 (8 char) || String, “JPAC2-10”
 
|-
 
|-
|  0x8 (uint16) || Number of BEM1 blocks, total number of defined emitters.
+
|  0x8 (uint16) || Number of BEM1 headers, Total number of defined emitters.
 
|-
 
|-
|  0xA (uint16) || Number of BTI format textures (TEX1).
+
|  0xA (uint16) || Number of BTI format textures (TEX1)
 
|-
 
|-
 
|  0xC (uint32) || Total size of data excluding the TEX1 sections.
 
|  0xC (uint32) || Total size of data excluding the TEX1 sections.
 
|}
 
|}
  
Before the BEM1 section, every particle emitter starts off with 8 bytes of data:
+
Before the BEM1 section, every particle emitter starts off with 8 bytes of data:  
 
+
{| class="wikitable"
 +
! Data Type/Size || Description
 +
|-
 +
|  0x0 (uint16)|| Identifier
 +
|-
 +
|  0x2 (uint16)|| Unknown - Always set to 5
 +
|-
 +
|  0x4 (uint8)|| Unknown - Crash handler mentions something about JPAWorkData
 +
|-
 +
|  0x5 (uint8)||  Unknown - Crash handler mentions JPAKeyBlock? Related to alpha? Crashes when changed to something else: https://i.gyazo.com/5507d06343f68515f91c630545947f87.png
 +
|}
 +
== BEM1 ==
 
{| class="wikitable"
 
{| class="wikitable"
! Offset || Data type || Description
+
! Data Type/Size || Description
 +
|-
 +
|  0x0 (4 char)|| String, “BEM1”
 +
|-
 +
|  0x4 (uint32)|| Value is always 7C since the data size of this section is static (124 bytes).
 
|-
 
|-
0x0 || uint16 || Identifier.
+
0x8 (uint16)|| Unknown - Doesn’t seem to do anything. Changing doesn’t crash.
 
|-
 
|-
0x2 || uint16 || {{unsure|Unknown - Always set to 5.}}
+
0xA (uint8)|| 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.
 
|-
 
|-
0x4 || uint8 || {{unsure|Unknown - Crash handler mentions something about JPAWorkData.}}
+
0xB (uint8)|| Bit flags? Upper 4 bits not used? Going right to left the 1st bit doesnt 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.
 
|-
 
|-
0x5 || uint8 || {{unsure|Unknown - Crash handler mentions JPAKeyBlock? Related to alpha?}} [https://i.gyazo.com/5507d06343f68515f91c630545947f87.png Crashes when changed to something else].
+
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
 
|}
 
|}
 
+
== Game.JPC Contents ==
== BEM1 block ==
 
 
{| class="wikitable"
 
{| class="wikitable"
! Offset || Data type || Description
+
! ID || Description || Image
 +
|-
 +
|  0000|| Flies from Doodlebug ||
 +
|-
 +
|  0001|| Fart from Doodlebug ||  
 
|-
 
|-
0x0 || 4 char || Magic word string, <code>BEM1</code>.
+
0153|| Purple Pikmin Ghost ||  
 
|-
 
|-
0x4 || uint32 || Value is always <code>0x7C</code> since the data size of this section is static (124 bytes).
+
0154|| Blue Pikmin Ghost ||  
 
|-
 
|-
0x8 || uint16 || {{unsure|Unknown - Doesn't seem to do anything. Changing doesn't crash.}}
+
0155|| Red Pikmin Ghost ||  
 
|-
 
|-
0xA || uint8 || {{unsure|Purpose unknown.}} 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.
+
0156|| White Pikmin Ghost ||  
 
|-
 
|-
0xB || uint8 || Bit flags. {{unsure|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.}}
+
0157|| Yellow Pikmin Ghost ||  
 
|-
 
|-
0x10 || float || Scale X, these scale values may be used for the shape that particles can spawn within.
+
0169|| Purple Pikmin Idle Halo ||  
 
|-
 
|-
0x14 || float || Scale Y.
+
016A|| Blue Pikmin Idle Halo ||  
 
|-
 
|-
0x18 || float || Scale Z.
+
016B|| Red Pikmin Idle Halo ||  
 
|-
 
|-
0x1C || float || Emitter's X offset from origin.
+
016C|| White Pikmin Idle Halo ||  
 
|-
 
|-
0x20 || float || Emitter's Y offset from origin.
+
016D|| Yellow Pikmin Idle Halo ||  
 
|-
 
|-
0x24 || float || Emitter's Z offset from origin.
+
281 || Green (Bulbmin) Idle Halo ||  
 
|}
 
|}
  
 
[[Category:File formats]]
 
[[Category:File formats]]
 
[[Category:Pikmin 2]]
 
[[Category:Pikmin 2]]

Please note that all contributions to Pikmin Technical Knowledge Base are considered to be released under the Creative Commons Attribution-ShareAlike (see Pikmin Technical Knowledge Base:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Templates used on this page: