Editing Pikmin 2 area generator file

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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. 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 indicate a range of days, where the day numbering is one less than what day is displayed to players. For example, consider the following files in <code>tutorial/nonloop</code>:
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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>1-2.txt</code>, <code>1-4.txt</code>, <code>2-2.txt</code>, <code>3-9.txt</code>. On day 3, the entities in the first 3 files will run their generation procedure, but not the entities in <code>3-9.txt</code>. Files in <code>loop</code> are similar, but somewhat more complicated, and require more research.
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* <code>&lt;starting day&gt;-&lt;ending day&gt;.txt</code>
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* <code>&lt;starting day&gt;-&lt;number of days&gt.txt</code>
  
 
===== Example =====
 
===== Example =====

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