This is a sub-page of Pikmin 2.
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Text from Pikmin2.bmg#
Located within the English messages file message\mesRes_eng\pikmin2.bmg is a handful of unused messages. Some, but not most of this text survived into other translations, and even less survived into the Wii and Switch ports.
Removed Text#
The position of these messages show they were originally meant for cutscenes, but were removed without being left unused.
This message was moved
(ID 1005)
Blank
(ID 1006)
Test Area#
These names are used as the name of the Test Level when it is accessed properly.
Test Area (ID 8394)
Test Area (ID 8394_01)
Test Area (ID 8394_02)
Test Area (ID 8394_03)
Filler Log Entries#
This text is stored with the Piklopedia and Treasure Log template text.
Piklopedia#
Stretches its neck to look for
prey. When it finds Pikmin, it
gobbles them up instead of
chasing them.
Treasure Hoard#
A hard, shiny rock.
Highly valuable.
Makes an excellent gift.
Test Messages#
Test Message 9995
Test Message 9996
AquickbrownFoxJumpsoverthelazy
Under Construction (ID9999)
Also included with these is a message that consists only of hexadecimal op-codes to test the various button icons. Conveniently, it makes for a good way to show the two unused button icons, being the control stick and the start button. The control stick appears in the unused text for the camera tutorial, but the start button is unused entirely (at least for the GC version), as the game only ever refers to it as START/PAUSE written out in regular text.
Treasure Collection Screen#
These messages were seen in early versions of the game on the treasure collection screen. In early versions, the c-stick could be used to zoom in on the treasure, but this was scrapped.
It's been added to your Treasure Log!
You can't log this treasure until you
reach the surface.
Zoom
Suit Damage#
This message hints that at one point, Olimar was meant to be alone, as the day would end immediately should a single leader lose all his health.
Your space suit has sustained damage!
Excessive damage to the suit could be life-threatening.
If you sustain too much damage, I'm afraid to say the day's operations will end immediately.
I have no suit-repair facilities, so you must repair your suit yourself at the end of each day.
Your space suit power meter is the round gauge on the bottom-left.
Pay close attention to it.
Onion Cutscenes#
Text for the unused Onion cutscenes.
The yellow Onion has awakened! You should pluck the seeds it released as soon as they sprout!
The blue Onion has awakened! Pluck the seeds it released as soon as they sprout!
Camera Cutscene#
Text for the camera cutscene.
What are your thoughts, Captain Olimar?
Has this planet changed since your first visit?
I am certain discoveries you missed before await detection by your more-experienced eyes.
I would suggest you appraise your surroundings carefully.
For safety's sake, I shall review camera controls with you.
First, to face forward, press L.
To rotate the camera, slightly depress L and move the camera with Analog Stick.
Next, if you want to zoom the camera, press R.
Press R repeatedly to scroll through the three levels of zoom.
Finally, to adjust camera angles, press Z, which is above R.
Press Z repeatedly to switch between the two different angles.
That is my entire explanation. Olimar, you look bored. Louie... You look confused.
If you fail to learn these basic skills, you will never survive in the cutthroat corporate world.
Attract Demos#
This text mostly matches what is shown in the first 3 attract demos, but that text is entirely baked into the video file itself, and never referenced from the text database.
Pluck
Carry
Fight
Line up
Destroy
Take out
Separate
Swap
Cooperate
Water = Bad
Fire = Bad
Gas = Bad
Shock = Bad
Banner#
This text matches the description used for the game's banner. But the actually used version of that message is stored in the .bnr file itself, as is the case with all GameCube games.
Find your fortune with
the help of all-new Pikmin!
e-Reader#
Text made for the e-Reader menu. A lot was blanked out for non-Japanese releases, but these lines survived.
Select Game
Back
Zoom
Linking
Back
Nintendo GameCube
Controller
Game Boy Advance (SP)
Game Link cable
Nintendo e-Reader
Game Boy Advance
Pikmin Plucking
Pikmin Parts
Pikmin Path
e-Reader
Controls Screen#
An unused fourth page for the pause screen, which would have been a display for the controls, has text that exists only in the Japanese release, as all others blanked it out.
カメラを背後に回す
ズーム
移動
ゆっくりたおすとカーソル
視点きりかえ
リーダーきりかえ
解散・色分け
引き抜く
投げる
集合させる
隊列移動
ゲキニガスプレー
ピクミンのもちかえ
ゲキカラスプレー
File Select#
The first of these is grouped in with the rest of the text for the File Select menu. It probably was meant for showing what sub-level of a cave you are on, but that uses text saying SUB-LEVEL instead. The X and Y text was used in the Japanese version, for the copy and delete button prompts. Other versions of the game use actual button icons instead, leaving the text unused.
Floor
X
Y
Return to Last Save#
Text used for the scrapped Return to Last Save menu. Note that it only exists in Japanese and English, and was blanked out for the PAL exclusive languages.
Return to Last Save
Continue from last save?
Yes
No
In-Game UI#
This text is seen in the main game UI when it is almost the end of the day. However, the text seen there is a texture file, and this plain text version is never used.
It is almost sundown.
Hurry up!!
Hurry! Gather your Pikmin!
Disc Errors#
This text is seen when the Disc is removed, or can't be read. However, the used version of that text is all hard-coded in the .dol, so that the errors can still show up even if the text database isn't loaded or is broken. Compared to the used text, the only difference with these is PIKMIN 2 not being in all caps.
Now loading.
The Disc Cover is open. If you
want to continue the game,
please close the Disc Cover.
Please insert the Pikmin 2
Game Disc.
The Game Disc could not be read.
Please read the Nintendo
GameCube Instruction Booklet
for more information.
An error has occurred. Turn the
power off and refer to the
Nintendo GameCube Instruction
Booklet for further instructions.
Misc.#
Text that could have been used just about anywhere, but isn't.
Description
Total Funds Saved
L Button
R Button
Debt: 10,000 Pokos
Dutch Localization#
The European version of the game has 5 languages: English, Italian, French, Spanish, and German. There is also an empty subfolder in /new_screen named hol, likely a remnant of a Dutch translation. There is also a file in /message named msgRes_hol.szs which only has the progressive scan and 50/60Hz mode screens translated. It also had the "AquickbrownFoxJumpsoverthelazy" test string from the English version.
An official Dutch translation of the game would be introduced in V1.1.0 of the Nintendo Switch port.
Unused Text Colors#
Also included in mesRes_eng.szs is a file called pikmin2.bmc. This file contains color modifiers used for the game's text. Out of all of these, only three alternate ones are ever used in the English release.






ID |
Usage |
|---|---|
0x00 |
The default text color used for the vast majority of the text in the game. |
0x01 |
An alternate red color that is almost always what is used when emphasizing a word or phrase. |
0x02 |
Completely unused. |
0x03 |
This and a couple others are included in the op-codes for the button icon test message as shown above, where they don't appear to change anything. |
0x04 |
Completely unused. |
0x05 |
Used exclusively in the game's first day 1 cutscene to refer to Louie. |
0x06 |
Completely unused. |
0x07 |
Unused in English, but oddly does get used for one Japanese exclusive e-Reader description. |
0x08 |
Completely unused. |
0x09 |
Same situation as color 0x07. |
0x0A |
Completely unused. |
0x0B |
Completely unused. |
0x0C |
Completely unused. |
0x0D |
Used for the final E-mail received from Olimar's wife and nowhere else. |
0x0E |
Completely unused. |
0x0F |
Used as the default for a couple random cutscene text boxes. |
0x10 |
From this point on, all colors are read as pure white (255, 255, 255, 255). |
Screen Layout Placeholder Text#
For every screen layout (.blo) file, all text box objects include some placeholder text that is never used by the game for anything. Most are simply identical to the actual text, unfortunately no random song lyrics to be found here. Only about half of the English layout files are properly translated, a significant portion of the text is still in Japanese for all releases. Regardless, a handful of these text boxes have something noteworthy enough to be worth documenting. Note that these are shown as they are in the English folder of the USA release, the Japanese release has less of these translated, and probably has some interesting facts of its own.
File name |
Text |
Comment |
|---|---|---|
mg_window.blo |
|
The main cutscene dialogue box. Roughly translates to some generic cutscene text describing a new non-specific Pikmin type. |
file_select_dw_data.blo |
|
The random cave chosen to represent the save file's current cave. |
file_select_dw_data.blo |
|
Applied to an entirely offscreen text box, this appears to have once been used to show when a file is in a cave, but no "Underground" text exists in the final .bmg data. |
anim_text.blo |
|
A generic .blo used in dozens of menus, but its placeholder text appears to be from choosing to enter a cave hole. |
memory_card.blo |
|
The final text in the background of this menu added a space between PIKMIN and 2. |
option.blo |
|
Text from the options menu that doesn't exist in the actual text database at all. It seems to have been meant to be shown with the De-flicker option. |
challenge_modo_result.blo |
|
The cave name used in the challenge mode results screen. Clearly Secret Testing Range with a typo. |
challenge_rule_window.blo |
|
Description of the rules of Challenge mode. These rules differ drastically from the final text, in that they don't make sense and seems like a poor translation of the Japanese text. What the difference in clearing an area is versus escaping it is anyone's guess. |
challengemodo_select.blo |
|
This is the description used by the ship when playing Challenge mode for the first time. It just happens to be the first message in the .bmg file, which led to it showing up as placeholder text in a handful of random menus. The last paragraph here is different from the final cutscene text, as the ship is a lot less enthusiastic about your potential fortune and glory. This also makes for a great showcase of how the special text op-codes worked in the developer's tool-kit, compared to the pure hexadecimal values that got compiled into the actual .bmg file. |
vs_title_rule_window.blo |
|
A placeholder for the tips in the 2-Player battle loading screen. It got rewritten for the final version to |
hi_score_main.blo |
|
These two text boxes use "Grand Total" and "Treasures" in the final screen. These descriptions don't really make sense with the final menu, so the menu may have been reworked at some point. |
new_otakarazukan_main.blo |
|
The active treasure name for the Treasure Hoard. It appears to be duplicated 4 times, likely as a test for how much text can fit in the text box dimensions. |
item_name.blo |
|
The placeholder treasure name for the treasure collection screen. For once, actual placeholder text is used instead of a random treasure name. |
s_menu_pause_doukutu_l.blo |
|
The mechanic of giving up in a cave appears to have quite a complex history. In the final game, giving up won't lose any Pikmin, unlike here, where you would apparently lose all Pikmin brought with you. But what's especially odd is that in the Early English Script from the Japanese version, it was said that you would lose exactly half of your collected treasures, an entirely different effect than either this or what actually happens in the final game. |
vs_main_rule_window.blo |
|
Got reworded in the final game to |
vs_main_rule_window.blo |
|
Got reworded in the final game to |
vs_select_list.blo |
|
Placeholder for the 2-Player battle level names. It appears for a similar purpose in some other screens as well. This single letter probably wouldn't be too noteworthy, but the fact Super Mario Sunshine also uses a single lowercase s as placeholder text in a few screens certainly makes this more interesting. |
world_map_info.blo |
|
Dream Den being the placeholder cave name in the world map menu actually lines up with what is seen in the mockup image. |
Development Text#
Beyond just the actual text database, a lot of other text is left in the game's files and code.
Panic Handlers#
Pikmin 2 uses a LOT of panic handlers in its code, and they all have a message to go with them. Most just use "P2Assert", but some have unique messages. The following is just a handful of the more interesting ones (The address is for the USA release of the game):
- 0x8047c73c:
damedayo!(Don't do that!) - 0x8047f41c:
Oh! no! - 0x804826c4:
MOC = Mouse on Cars! - 0x80499c80:
go to hell! - 0x8047f0e8:
zannen ! - 0x8047cb90:
KESHIMASU! - 0x8047cbe0:
DON'T USE THIS ! - 0x8048183c:
No Friend Found for seesaw: searching for same id - 0x8049855c:
fail to open Kantei! - 0x80498574:
call to OG san
Developer File Paths#
All across the game's file-system, full paths of files from the developers computers were left in. They can give some interesting insight to how this game was made.
This first list is taken from as many animation manager config files as possible. EVERY animation has its full path listed, although they are generally identical for a specific config minus the animation name itself, so only unique ones are included.
Z:\Pikmin2Data\conversion\enemy\nishimura\Armor\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\babychappy\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\ooasi\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\oootakara\motion\appear.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\blackMan\motion\kagebozu_bend.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\bomb\motion\hit_start.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\bombsarai\motion\dead1.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Catfish\anim\attack.bca
Z:\conversion\enemy\yamashita\chappy\data\attack.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\chiyogami\motion\chiyogami.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\clover\motion\clover.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\daiodoGreen\motion\daiodo_green.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\daiodoRed\motion\daiodo_red.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\damagumo\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\dangomushi\motion\fly.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Demon\anim\wait1.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\egg\motion\damage1.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\ElecBug\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\ElecHiba\anim\wait.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\yakichappy\motion\attack.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Frog\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\fuefuki\motion\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\GasHiba\anim\wait.bca
Z:\conversion\enemy\yamashita\hana\data\attack1.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Mar\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Hiba\anim\wait.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\hikarikinoko\motion\hikarikinoko.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\houdai\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\imomushi\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\jigumo\motion\appear1.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\babykabuto\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\kareOoinu_l\motion\karaOoinu_l.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\kareOoinu_s\motion\kareOoinu_s.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\kingchappy\motion\attack.bca
Z:\conversion\enemy\yamashita\kochappy\data\attack.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Kogane\anim\move.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\kuragedokkuri\motion\dead1.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\magaret\motion\magaret.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Mar\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\MaroFrog\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\chibihoudai\motion\walk.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\miulin\motion\attack0.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\nekojarashi\motion\nekojarashi.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\kuragedokkuri\motion\dead1.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\ooinu_l\motion\ooinu_L.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\ooinu_s\motion\ooinu_s.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\pannmodoki\motion\dead.bca
Z:\conversion\enemy\yamashita\pelplant\data\damage3.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Pom\anim\wait.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Queen\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Qurione\anim\waitl.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Rock\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Sarai\anim\wait1.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\shijimi\motion\carry.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\hebihina\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\hebihina_comp\motion\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\sokkuri\motion\run1.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Stone\anim\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Tadpole\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\tamagomushi\motion\dead.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Tank\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\tanpopo\motion\tanpopo.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\Tobi\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\tukushi\motion\tukushi.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\tyre\motion\tyre_move.bca
Z:\Pikmin2Data\conversion\enemy\nishimura\UjiA\anim\anim\dead.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\umimusi\motion\attack1.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\wakame_L\motion\wakame_L.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\wakame_s\motion\wakame_s.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\watage\motion\watage.bca
D:\home\Project\Pikmin2\Pikmin2Data\conversion\enemy\designer\zenmai\motion\zenmai.bca
Z:\conversion\objects\pellet\arc\pellet1.bck
C:\Development\firstPG\data\piki_motion\wait.bca
Z:\conversion\objects\onyon\arc\flowwait.bck
D:\home\Project\Pikmin2Data\conversion\objects\onyon\designer\motion\bootup.bck
Z:\conversion\objects\ufo\arc\ufo.bck
conversion\pikis\arc\akubi.bca
D:\home\Project\Pikmin2Data\conversion\pikis\src\arc\mizunomi.bca
D:\home\Project\Pikmin2Data\conversion\objects\ufo\designer\motion\suction.bck
Z:\conversion\objects\barrel\arc\wait.bca
Z:\conversion\objects\downfloor\arc\wait.bck
Z:\conversion\objects\e-gate\arc\damage1.bck
Z:\conversion\objects\gates\damage2.bca
Z:\conversion\objects\honey\arc\born.bca
D:\home\Project\Pikmin2Data\conversion\objects\fountain\designer\motion\damage.bck
D:\home\Project\Pikmin2Data\conversion\objects\rock\designer\motion\wait1.bck
Z:\conversion\objects\pikihead\ugwait.bca
Z:\conversion\objects\plants\arc\wait1.bca
Z:\conversion\objects\rock\arc\up.bck
This list comes from the bitter spray stone info configs for any enemy that can be bitter sprayed. These also contain a rather large number of different developer paths. maya_data heavily implies the 3D modelling program Autodesk Maya was used to make the models and animations for this game, which lines up with other known development resources. A few of these enemies are in a folder named hayashi, which likely represents Michiho Hayashi, who is credited as a creature designer. A few paths also are placed directly in the developer's root folder, which was most likely a bug with their script.
D:\data\maya_data\pikmin2\staff\hayashi\yoroimushi_temp\dmd\stoneInfo_yoroi.txt
D:\data\maya_data\pikmin2\enemy\fix_data\babychappy\dmd\stoneInfo_babychappy.txt
D:\data\maya_data\pikmin2\enemy\fix_data\ooashi\dmd\stoneInfo_ooashi.txt
D:\data\maya_data\pikmin2\enemy\fix_data\oootakara\dmd\stoneInfo_oootakara.txt
D:\data\maya_data\pikmin2\stoneInfo_kagebozu.txt
D:\data\maya_data\pikmin2\enemy\temp_data\bomb\dmd\stoneInfo_bomb.txt
D:\data\maya_data\pikmin2\enemy\temp_data\bombsarai\dmd\stoneinfo_bombsarai.txt
D:\data\maya_data\pikmin2\enemy\fix_data\dangonamazu\dmd\stoneInfo_dangonamazu.txt
D:\data\maya_data\pikmin2\enemy\fix_data\swallow\dmd\stoneInfo_swallow.txt
D:\data\maya_data\pikmin2\enemy\fix_data\damagumo\dmd\stoneInfo_damagumo.txt
D:\data\maya_data\pikmin2\enemy_tmp\dangomushi\dmd\middlefile\stoneInfo_dangomushi.txt
D:\data\maya_data\pikmin2\enemy\temp_data\P2_OniSarai\dmd\stoneInfo_onisarai.txt
D:\data\maya_data\pikmin2\enemy\fix_data\denkimushi\dmd\stoneInfo_denkimushi.txt
D:\data\maya_data\pikmin2\staff\hayashi\yakichappy\dmd\stoneInfo_yakichappy.txt
D:\data\maya_data\pikmin2\enemy\temp_data\frog\dmd\stoneInfo_frog.txt
D:\data\maya_data\pikmin2\enemy\fix_data\fuefuki\dmd\stoneInfo_fuefuki.txt
D:\data\maya_data\pikmin2\enemy\syoku\dmd\stoneInfo_hana.txt
D:\data\maya_data\pikmin2\enemy\hanachirashi\dmd\stoneInfo_hanachirashi.txt
D:\data\maya_data\pikmin2\enemy\fix_data\houdai\dmd\stoneInfo_houdai.txt
D:\data\maya_data\pikmin2\staff\hayashi\imomushi_temp\dmd\stoneInfo_imomushi.txt
D:\data\maya_data\pikmin2\enemy\temp_data\jigumo\dmd\stoneinfo_jigumo.txt
D:\data\maya_data\pikmin2\enemy\fix_data\babykabuto\dmd\stoneInfo_babykabuto.txt
D:\data\maya_data\pikmin2\enemy\fix_data\kingchappy\dmd\stoneInfo_kingchappy.txt
D:\data\maya_data\pikmin2\enemy\fix_data\kochappy\dmd\stoneInfo_kochappy.txt
D:\data\maya_data\pikmin2\enemy\fix_data\kogane\dmd\stoneInfo_kogane.txt
D:\data\maya_data\pikmin2\enemy\kumachappy\dmd\stoneInfo_kumachappy.txt
D:\data\maya_data\pikmin2\enemy\kumakochappy\dmd\stoneInfo_kumakochappy.txt
D:\data\maya_data\pikmin2\enemy\temp_data\kuragedokkuri_temp2\dmd\stoneInfo_kuragedokkuri.txt
D:\data\maya_data\pikmin2\enemy\temp_data\happaoya\dmd\stoneInfo_happaoya.txt
D:\data\maya_data\pikmin2\enemy\fix_data\fuusen\dmd\stoneInfo_fuusen.txt
D:\data\maya_data\pikmin2\enemy\temp_data\marofrog\dmd\stoneInfo_marofrog.txt
D:\data\maya_data\pikmin2\enemy\chibihoudai\dmd\stoneInfo_chibihoudai.txt
D:\data\maya_data\pikmin2\enemy\temp_data\miulin\dmd\stoneInfo_miulin.txt
D:\data\maya_data\pikmin2\enemy\temp_data\onikurage_temp\dmd\stoneInfo_onikurage.txt
D:\data\maya_data\pikmin2\enemy\oopan\dmd\stoneInfo_oopan.txt
D:\data\maya_data\pikmin2\enemy\fix_data\otakara\dmd\stoneInfo_otakara.txt
D:\data\maya_data\pikmin2\enemy\fix_data\panmodoki\dmd\stoneInfo_panmodoki.txt
D:\data\maya_data\pikmin2\enemy\fix_data\queenchappy\dmd\stoneInfo_queenchappy.txt
D:\infoStone_sarai.txt
D:\data\maya_data\pikmin2\enemy\temp_data\shijimi_temp\dmd\stoneInfo_shijimi.txt
D:\data\maya_data\pikmin2\enemy\fix_data\hebihina\dmd\stoneInfo_hebihina.txt
D:\data\maya_data\pikmin2\enemy\temp_data\hebi_complete\dmd\stoneInfo_hebihine_comp.txt
D:\data\maya_data\pikmin2\enemy\temp_data\enemyTes\dmd\stoneInfo_sokkuri.txt
D:\stoneInfo_otama.txt
D:\data\maya_data\pikmin2\enemy\temp_data\tamagomushi_temp\dmd\stoneInfo_tamagomushi.txt
D:\data\maya_data\pikmin2\enemy\fix_data\butadokkuri\dmd\stoneInfo_butadokkuri.txt
D:\stoneInfo_tobinnko.txt
D:\data\maya_data\pikmin2\stoneInfo_tyre.txt
D:\sotneInfo_ujinnko_m.txt
D:\stoneInfo_ujinnko_o.txt
D:\data\maya_data\pikmin2\enemy\temp_data\umimusi\dmd\stoneInfo_umimusi.txt
Music Conversion Notes#
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'...But what does it mean?' |
Present at the start of every trackmap file (a file that tells the game how to distinguish tracks for different musical variations). It generally explains how the lost Pikmin masking system works.
################################################################################
#
# "pikmin数演出トラック定義"
# テーブルはトラックの並びです。
# ピクミン数が少ないときに間引き処理を入れるトラックを"1"としてください。
#
# "マスクするnote on ID"
# テーブルはnote on IDの並びです。
# ピクミン数が少ないときに間引きするnote on IDを"1"としてください。
#
################################################################################
Present at the end of user\Totaka\BgmList_BgmTest.txt is a rather elaborate explanation of how to add new cave themes to the game.
# BGMを追加する時
#
# 曲名定義
# new_XX_Y.cnd
# new_XX.bms
# XXには曲Noを0から順につけてください
# Yを0から順にナンバリングすることで、
# 同一シーケンス、同一波形セットを使ったバリエーション曲を用意してください。
# 波形セットはNEWCAVE_XXが適用されます。
#
# データを用意したら、
# BgmList_BgmTest.txtの”洞窟6”に加え、
# BgmT/caveIncludes.defにコンダクターを、
# BgmT/Makefileにシーケンスを加えてください。
# また、本編のBGMリストに追加すればゲーム上で確認できます。
#
# !!!! リスト追加時の注意 !!!!
# ファイル名に大文字を使わないでください。止まります。
Archive Conversion Log#
The file user\Abe\Pellet\pal\log in the USA version is a leftover log file that gives insight to the tool the developers used to compile the game's .szs archive files.
ボリューム tmp_text リソースIDはインデックスと同じです
ルートディレクトリ 8個のファイル
0: ahiru
'AHIR'
1: ginka
'GINK'
2: momiji_kare
'MOMI'
3: momiji_nomal
'MOMI'
4: momiji_red
'MOMI'
5: watch
'WATC'
6: .
7: ..
ディレクトリ ahiru タイプ名:'AHIR' 3個のファイル
8: collinfo.txt 0x0008 0x11 509バイト
9: .
10: ..
ディレクトリ ginka タイプ名:'GINK' 3個のファイル
11: animmgr.txt 0x000b 0x11 127バイト
12: .
13: ..
ディレクトリ momiji_kare タイプ名:'MOMI' 4個のファイル
14: animmgr.txt 0x000e 0x11 104バイト
15: collinfo.txt 0x000f 0x11 340バイト
16: .
17: ..
ディレクトリ momiji_nomal タイプ名:'MOMI' 4個のファイル
18: animmgr.txt 0x0012 0x11 105バイト
19: collinfo.txt 0x0013 0x11 340バイト
20: .
21: ..
ディレクトリ momiji_red タイプ名:'MOMI' 4個のファイル
22: animmgr.txt 0x0016 0x11 103バイト
23: collinfo.txt 0x0017 0x11 340バイト
24: .
25: ..
ディレクトリ watch タイプ名:'WATC' 3個のファイル
26: animmgr.txt 0x001a 0x11 165バイト
27: .
28: ..