Editing Pikmin 2 area generator 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|This page is under construction.}} |
− | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. | + | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. If the file is saved as a UTF-8 text file with the <code>EF BB BF</code> magic word at the start, the game will not read it correctly, assuming you only have one sublevel. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. |
− | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They | + | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They likely mean something, and it's likely related to the days. Possibilities: |
− | <code> | + | * <code><starting day>-<ending day>.txt</code> |
+ | * <code><starting day>-<number of days>.txt</code> | ||
===== Example ===== | ===== Example ===== | ||
Line 40: | Line 41: | ||
==Entity== | ==Entity== | ||
− | Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above <code># pos</code> seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself | + | Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above <code># pos</code> seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself. The numbers next to <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In <code># offset</code> are more x y z coordinates that will "offset" or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity's class, for example <code>{item} {0002}</code>. Further still under that in the brackets is the <code># item id</code>. Finally, entities have 3 <code># rotation</code> values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity's unique parameters. |
There are multiple types of Entities in the Overworld, with differing parameters. These include... | There are multiple types of Entities in the Overworld, with differing parameters. These include... | ||
Line 46: | Line 47: | ||
# '''"{item} {0002}"''' | # '''"{item} {0002}"''' | ||
− | #* Includes | + | #* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Gates, Rock Clogs, Nectar Grass, Necter Pebble, and Bridges. |
+ | #* Some living things as well, like Burgeoning Spirderwort and the Ujadani. | ||
# '''"{piki} {0001}"''' | # '''"{piki} {0001}"''' | ||
− | #* Includes | + | #* Includes all five types of Pikmin, spawning any into overworld is possible. |
+ | #* Also seems to deal with Submerged Castle's Blues only code. | ||
# '''{teki} {0005}''' | # '''{teki} {0005}''' | ||
− | #* Includes all things in the Piklopedia | + | #* Includes all things in the Piklopedia; that is to say, enemies. |
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768. | #* An enemy with a treasure in it is part of this group and has a value of that treasure + 768. | ||
# '''{pelt} {0000}''' | # '''{pelt} {0000}''' | ||
Line 58: | Line 61: | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Item | + | ! Item Id || Parameters || Notes |
|- | |- | ||
− | | {onyn} (onion/ship) || <code>x # onyon index | + | | {onyn} (onion/ship) || <code>x # onyon index x # after boot? true==1</code> || Index 4 = Hocotate Ship, Index 2 = Yellow Onion, Index 1 = Red Onion, Index 0 = Blue Onion, 0 after boot = Onion leaves after a day, 1 after boot = Onion stays for good |
|- | |- | ||
− | | {piki} ( | + | | {piki} (pikmin) || <code>{p000} 4 x # 色 {p001} 4 x # 数 {p002} 4 x # 自活(1=yes) {_eof} </code> || {p000} 0 = Blue 1 = Red 2 = Yellow 3 = Purple 4 = White, {p001} x = # of Pikmin, {p002} 0 for idle Pikmin, 1 if otherwise '''The fours are part of the code''' |
|- | |- | ||
− | | {cave} (caves) || <code>x.txt | + | | {cave} (caves) || <code>x.txt units.txt {x_XX} # id (for stages.txt) # FogParm { {fg00} - {fg09} }</code> || First is the caveinfo file, second is the units list it pulls from, next is the stages.txt id, which includes text and hazard warning data. {fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers, {fg04} through {fg06} are the colors of the fog, and {fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates. '''The fours are part of the code''' |
|- | |- | ||
− | | { | + | | {pelt} (treasure) || <code>x } under pellet local version</code> ||The [[Pikmin 2 identifiers#Treasures|Treasure's ID]] |
|- | |- | ||
− | | { | + | | {brdg} (stick bridges) || <code>x #橋タイプ</code> ||0 = poison bridge 1 = slope bridge 2 = straight bridge |
|- | |- | ||
− | | { | + | | {gate} (bramble gates) || <code>x.000000 #ライフ x #Color </code> ||First parameter is the gate's HP, second is the gate's color. 1 for black, 0 for white |
|- | |- | ||
− | | { | + | | {weed} (nectar grass/pebble) || <code>x #うじゃ王数 x #石か草か</code> || x #1 = amount of grass x #2 = 0 for stone, 1 for nectar grass |
|- | |- | ||
− | + | | <code>under construction</code> || x || '''Temporary'''. | |
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{credits| [[User:UnclePaul894|UnclePaul894]]}} | {{credits| [[User:UnclePaul894|UnclePaul894]]}} |