Editing Talk:Carry

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The page says "The Onion will match the type of the Pikmin type that makes up the majority of the carriers. If the number is a tie, the type will be decided randomly between the tying types.". Now, is that True? Does it really pick at random? With purple/white in 2, yes. With 1 red 1 yellow in 1 and 2, i think so. With purple/white in 3, i haven't played Mission mode a lot, so i don't know. With 1 red 1 yellow in 3 and 4, no. Try it yourself. Throw the red first, then the yellow, it's Going to red. Throw yellow first, then red, it's Going to yellow. Throw red first, yellow next and Blue last, it's Going to red. [[User:Mama09001|Mama09001]] ([[User talk:Mama09001|talk]]) 05:58, May 30, 2024 (EDT)
The page says "The Onion will match the type of the Pikmin type that makes up the majority of the carriers. If the number is a tie, the type will be decided randomly between the tying types.". Now, is that True? Does it really pick at random? With purple/white in 2, yes. With 1 red 1 yellow in 1 and 2, i think so. With purple/white in 3, i haven't played Mission mode a lot, so i don't know. With 1 red 1 yellow in 3 and 4, no. Try it yourself. Throw the red first, then the yellow, it's Going to red. Throw yellow first, then red, it's Going to yellow. Throw red first, yellow next and Blue last, it's Going to red. [[User:Mama09001|Mama09001]] ([[User talk:Mama09001|talk]]) 05:58, May 30, 2024 (EDT)
== "Arbitrary" Speed units in Pikmin 2 ==
Having directly re-derived the formula with the current constants 21.6 and 26.4 from my personal fork of the decomp Ghidra project for Pikmin 2, the output of the carry speed function is represented in in-game distance units per second.
The best baseline to build an intuition for what the units mean is to observe that in the GCN version of Pikmin 2, the cursor will always be at most 100 units away from the player. Speed is always represented internally as units per second. When running at full speed, the player runs at 160 units per second without Rush Boots and 205 units per second with Rush Boots.
The formula the game uses to derive speed simplifies into the form presented here given the constants found in a parameter file. I do not remember which file specifically contains the influencing numbers, but I believe the original numbers are 0.4 and 0.22 and various manipulations thereof.
Before these constants were 21.6 and 26.4, the old constants were 180 and 220 as found experimentally by the JP Challenge Mode community in 2017. Those were based on Olimar's napsack carry speed being defined as 1000, which was indeed a little more arbitrary.
However, since the current numbers will produce an identical output to what would be observed when stepping through execution with memory watches, I would argue they are not arbitrary. [[User:APerTAS|APerTAS]] ([[User talk:APerTAS|talk]]) 02:59, August 4, 2024 (EDT)

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