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  cam_pos_y 4 1 0
 
  cam_pos_y 4 1 0
  
In the <SCENE_KEY_ANM_INFO> section, I've only observed the numcameras argument actually functioning at all.  Removing everything else is fine.
+
In the <SCENE_KEY_ANM_INFO> section, I've onlt observed the numcameras argument actually functioning at all.  Removing everything else is fine.
 
 
In the <KEY_CAMERA_TABLE> section, cam_pos values are the position of the camera in a scene, and the cam_lat values are the point in space that the camera is focusing on.
 
  
 
{|class="wikitable sortable mw-collapsible"  
 
{|class="wikitable sortable mw-collapsible"  
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==record.gst and test.card==
 
==record.gst and test.card==
 
I have no bloody clue what this thing does.  It is loaded from the filesystem every time you land in a stage.  I think it has something to do with cutscenes, but it's beyond me.  I've tried deleting it.  I've tried filling it with garbage data.  Nothing.  It does bloody nothing every time.  WHAT ARE YOU???
 
I have no bloody clue what this thing does.  It is loaded from the filesystem every time you land in a stage.  I think it has something to do with cutscenes, but it's beyond me.  I've tried deleting it.  I've tried filling it with garbage data.  Nothing.  It does bloody nothing every time.  WHAT ARE YOU???
-Note by Ambrosia- The first 6 bytes spell out pikmin. If you jump 26 bytes ahead it then says `A game by EAD (c) 2001`
 
  
 
Everything I just said for record.gst mostly applies to test.card.  The only difference being I've literally never seen test.card used.  I can't find any strings to load it in the DOL, so it's probably unused.  The weird thing is, I thought it would look similar to the savedata for Pikmin 1.  However, I've looked at it and they're just about nothing alike.  Could this be an old version of the save data?? :thinking:
 
Everything I just said for record.gst mostly applies to test.card.  The only difference being I've literally never seen test.card used.  I can't find any strings to load it in the DOL, so it's probably unused.  The weird thing is, I thought it would look similar to the savedata for Pikmin 1.  However, I've looked at it and they're just about nothing alike.  Could this be an old version of the save data?? :thinking:
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==.H files==
 
==.H files==
 
There are a few .H files left around the disc.  All of them are leftovers from development.  Half of them are plaintext BTI files, while the other half are enumerated bone joints for MOD files.
 
There are a few .H files left around the disc.  All of them are leftovers from development.  Half of them are plaintext BTI files, while the other half are enumerated bone joints for MOD files.
 
==Finding things in RAM==
 
If you ever need to find a file opened in RAM, just search for the filename.  It's usually right next to the data.
 
When parameter files are not opened to replace parameter values, the memory address with the parameters stays roughly the same, minus the string with the filepath.  This is how I determined the DOL embedded parameter values.
 
 
==Summary of DataDir folders==
 
I found this old post of mine in the Hocotate Hacker chat history, and thought it'd be good to preserve it.
 
<source>
 
2d_data    Contains several unused image files.  TXE files are very rare.
 
archives    Contains Paired ARC+DIR Files archives.  It's best to disable them
 
bosses      Contains parameters, models, animations, and animation managers for every boss
 
camera      Contains three versions of the camera parameters.  camepara.bin is used.
 
cinemas    Contains resources used in in-game cutscenes, from models, to animations, to file pointers.
 
courses    Contains the 3D models for every area of the game.  Some testing maps, too.
 
effects    Contains particle effects, Onion stuff, and mysterious PCR files
 
ghost      Contains a file we don't understand, but the game frequently loads
 
intro      Contains Nintendo logo image and course name images
 
MovieData  Contains pre-rendered video in a format we can't really decompile.  Maybe someday.
 
objects    Contains models, animations, animation managers for miscellaneous objects.  Pellets, weeds, ship parts, etc.
 
parms      Contains general parameter files.  Largely understood and documented in The Spreadsheet
 
pikis      Contains models, animations, and animation managers for pikmin, olimar, and stages of maturity of pikmin.
 
savedata    Contains a file we don't understand.  Suspected to be unused.  Editing gives no results.
 
screen      Contains textures and layouts for 2D menus.  Available in many languages.
 
Shapes      Contains miscellaneous 3D models like the cursor and some stuff used in debugger
 
SndData    Contains both sequenced and streamed audio.
 
Stages      Contains GEN files, lighting files, stage resource pointers, and the all important "stages.ini"
 
tekikeys    Contains animation managers for all enemies
 
tekipara    Contains parameters for all enemies.  Mostly understood and documented in The Spreadsheet
 
tekis      Contains animations and models for all enemies
 
testdata    Contains some leftover files.  Early models for a few ship parts/enemies, along with a mysterious "1.act" file.
 
</source>
 
 
==Pikmin Entities in Pikmin 2==
 
When located in RAM, the entities for the Pikmin are 0x2C8 bytes long.  You can find stuff like the Pikmin color, happa level, and lots of pointers presumably to stuff like the model, animations, n' stuff.
 
 
[[Category:Notes]]
 
[[Category:Pikmin]]
 

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