Difference between revisions of "MOD file"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
m
(Replaced content with "{{todo|Cleanup.}} The entire MOD file documentation is currently being hosted online on a public MEGA folder containing a lot of information on the Pikmin 1 file formats....")
Line 1: Line 1:
 
{{todo|Cleanup.}}
 
{{todo|Cleanup.}}
The following is an unabridged copy of my current notes on the MOD file format.
 
  
<pre>
+
The entire MOD file documentation is currently being hosted online on a public MEGA folder containing a lot of information on the Pikmin 1 file formats.
MOD files practice 0x20 alignment for sections
 
  
 
+
Please visit it here:
 
+
https://mega.nz/#F!Ek1RmI5R!8xYfk-REVLvFuMjJsOplUg
??? Section (0x00000000) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000000)
 
0x04 int # Size of Container
 
}
 
Container {
 
???
 
)
 
)
 
 
 
Visual Geometry (0x00000010) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000010)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of Geometry Vertex structs (var %10)
 
0x14 unk # Padding?
 
0x0C struct # Geometry Vertex {
 
0x04 float # X position
 
0x04 float # Y position
 
0x04 float # Z position
 
} [•] Repeated %10 times.
 
}
 
}
 
 
 
??? section (0x00000013) {
 
 
 
}
 
 
 
??? section (0x00000011) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000011)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ??? structs (var %11)
 
0x14 unk # Padding?
 
0x0C struct # ??? {
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
} [•] Repeated %11 times.
 
}
 
}
 
 
 
??? section (0x00000018) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000018)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ??? structs (var %18)
 
0x14 unk # Padding?
 
0x20 struct # ??? {
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
0x04 float #
 
} [•] Repeated %18 times.
 
}
 
}
 
 
 
Textures (0x00000020) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000020)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of texture files (var %20)
 
0x14 unk # Padding?
 
TXE file {
 
} [•] Repeated %20 times.
 
}
 
}
 
 
 
??? section (0x00000022) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000022)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ??? structs (var %22)
 
0x14 unk # Padding?
 
0x20 struct # ??? {
 
0x04 unk
 
0x04 data
 
0x18 unk
 
} [•] Repeated %22 times??
 
}
 
)
 
 
 
??? section (0x00000030) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000030)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ??? structs (var %30)
 
0x14 unk # Padding?
 
0x20 struct # ??? {
 
0x04 int
 
0x04 unk
 
0x04 int?
 
0x14 unk
 
} [•] Repeated %30 times??
 
}
 
)
 
 
 
??? section (0x00000040) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000040)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ??? structs (var %40)
 
0x14 unk # Padding?
 
0x20 struct # ??? {
 
0x04 int?
 
0x1C unk
 
} [•] Repeated %40 times??
 
}
 
}
 
 
 
??? section (0x00000050)
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000050)
 
0x04 int # Size of Container
 
}
 
Container {
 
???
 
}
 
}
 
 
 
Floor Collision Geometry (0x00000060) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000060)
 
0x04 int # Size of Container
 
}
 
Container {
 
0x04 int # Number of ?something? structs (var %60)
 
0x14 unk # Padding?
 
0x4C? struct # ?something? {
 
 
 
 
} [•] Repeated %60 times.
 
}
 
}
 
 
 
??? section (0x00000100) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000100)
 
0x04 int # Size of Container
 
}
 
Container {
 
???
 
}
 
}
 
 
 
MapMgr bounds + Coll tris? (0x00000110) {
 
0x08 Subheader {
 
0x04 int # Section identifier (0x00000110)
 
0x04 int # Size of Container
 
}
 
Container {
 
mapMgr bounds {
 
0x04 float # X1
 
0x04 float # Y1
 
0x04 float # Z1
 
0x04 float # X2
 
0x04 float # Y2
 
0x04 float # Z2
 
}
 
0x04 float
 
Coll tris? {
 
0x?? ints
 
}
 
}
 
}
 
</pre>
 
  
 
{{Credits|[[User:Minty_Meeo|Minty_Meeo]]}}
 
{{Credits|[[User:Minty_Meeo|Minty_Meeo]]}}

Revision as of 02:47, 9 March 2019

To do: Cleanup.

The entire MOD file documentation is currently being hosted online on a public MEGA folder containing a lot of information on the Pikmin 1 file formats.

Please visit it here: https://mega.nz/#F!Ek1RmI5R!8xYfk-REVLvFuMjJsOplUg

Credits: Minty_Meeo