Editing Unused content in Pikmin 2

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=== Test messages ===
=== Test messages ===
Unused text, most of which appears to be test messages and debugging text.
Unused text, most of which appear to be test messages and debugging text.


<code>
<code>
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</code>


The following error message fires under certain conditions in the [[area selection menu]]'s code. Its meaning is unknown; it likely refers to a development in-joke.
The following error message fires under certain conditions in the world map screen's code. Its meaning is unknown; it likely refers to a development in-joke.


<code>
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The following error message fires under certain conditions in <code>sysShape</code> (usually when the game crashes), which is an internal manager related to preloading and setting up models in ''Pikmin 2''.
The following error message fires under certain conditions in <code>sysShape</code>(usually when it crashes), which is an internal manager related to preloading and setting up models in ''Pikmin 2.''


<code>
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</gallery>
</gallery>


While there are "4x4" layout IDs for letters of the alphabet up until O, there is no "4x4n" or "4x4m" shape that exists. A cave unit with a "3x4n" layout ID does exist, however, but the cave unit that uses that shape is the only lettered 3x4 cave unit. There is also a "3x3m" ID that is used in the snow and concrete sets, but that ID too is the only lettered 3x3 ID.
While there are "4x4" layout ID's for letters of the alphabet up until O, there is no "4x4n" or "4x4m" shape that exists. A cave unit with a "3x4n" layout ID does exist, however, but the cave unit that uses that shape is the only lettered 3x4 cave unit. There is also a "3x3m" ID that is used in the snow and concrete sets, but that ID too is the only lettered 3x3 ID.


Of special note is <code>room_boss_1_tsuchi</code> and <code>room_hebi12x12_1_tsuchi</code>; the ends of both units differ in texture from the rest of the unit, suggesting that the cave unit originally had an exit in line with their internal names, but then later had a dead end unit stitched onto the model.
Of special note is <code>room_boss_1_tsuchi</code> and <code>room_hebi12x12_1_tsuchi</code>; the ends of both units differ in texture from the rest of the unit, suggesting that the cave unit originally had an exit in line with their internal names, but then later had a dead end unit stitched onto the model.

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