Editing Unused content in Pikmin 2

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{{page title|Unused content in ''Pikmin 2''}}
{{page title|Unused content in ''Pikmin 2''}}{{game icons|p2=y}}
{{game icons|p2=y}}
{{external|unused content in ''Pikmin 2''|[http://tcrf.net/Pikmin_2 The Cutting Room Floor]|TCRF logo.png}}
{{external|unused content in ''Pikmin 2''|[http://tcrf.net/Pikmin_2 The Cutting Room Floor]|TCRF logo.png}}
{{stub}}
{{stub}}
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There are two unused title screen logos.
There are two unused title screen logos.
<gallery>
<gallery>
Pikmin2BetaJ.png|The word "{{j|ピクミン|Pikumin}}", in blue chrome.
Pikmin2BetaJ.png|The word "{{j|ピクミン|Pikkumin}}", in blue chrome.
Pikmin2BetaE.png|A blue, electrified "Pikmin2".
Pikmin2BetaE.png|A blue, electrified "Pikmin2".
</gallery>
</gallery>
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=== Test messages ===
=== Test messages ===
Unused text, most of which appears to be test messages and debugging text.
Unused text, apparently test messages. The last seven messages appear to be titles of unknown test areas in radar screens, as the title shown for [[newtest]] in the radar is "Test Area (ID 8394_03)".


<code>
<code>
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Oh! no!
Oh! no!
</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.
<code>
MOC = Mouse on Cars!
MOC = Mouse on Cars!
</code>


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''.
<code>
go to hell!
go to hell!
</code>


=== ID messages ===
These messages appear to be titles of unknown test areas in radar screens, as the title shown for [[newtest]] in the radar is "Test Area (ID 8394_03)".
<code>
Under Construction (ID9999)
Under Construction (ID9999)


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<gallery>
<gallery>
P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points.
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points.
P2CU_room_houdai_1_metal.jpg|'''room_houdai_1_metal''': 1 exit point.
File:P2CU_room_houdai_1_metal.jpg|'''room_houdai_1_metal''': 1 exit point.
P2CU_room_ike4_5_tsuchi.jpg|'''room_ike4_5_tsuchi''': 5 exit points.
File:P2CU_room_ike4_5_tsuchi.jpg|'''room_ike4_5_tsuchi''': 5 exit points.
P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': 3 exit points.
File:P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': 3 exit points.
P2CU_room_queen_c_tsuchi.jpg|'''room_queen_c_tsuchi''': 1 exit point.
File:P2CU_room_queen_c_tsuchi.jpg|'''room_queen_c_tsuchi''': 1 exit point.
P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_3_toy''': 3 exit points.
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_3_toy''': 3 exit points.
P2CU_room_large_7_toy.jpg|'''room_large_7_toy''': 7 exit points.
File:P2CU_room_large_7_toy.jpg|'''room_large_7_toy''': 7 exit points.
P2CU_room_mid_tower2_8_toy.jpg|'''room_mid_tower2_8_toy''': 8 exit points.
File:P2CU_room_mid_tower2_8_toy.jpg|'''room_mid_tower2_8_toy''': 8 exit points.
P2CU_room_mid_tower_8_toy.jpg|'''room_mid_tower_8_toy''': 8 exit points.
File:P2CU_room_mid_tower_8_toy.jpg|'''room_mid_tower_8_toy''': 8 exit points.
</gallery>
</gallery>


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===Cave unit name oddities===
===Cave unit name oddities===
The majority of "room" styled [[cave unit]]s are named with this pattern, with a few exceptions: <code>[type]_[details]_[exits]_[style]</code>
The majority of "room" styled cave units are named in this pattern, with a few exceptions:  


Where "details" includes the "layout ID" of the unit, linking it with other units with the same layout in different styles, and the unit dimensions. For example: <code>room_4x4d_4_conc</code> is a room, that is 4 units wide and 4 units long, is a "d" styled layout (connecting it with <code>room_4x4d_4_renga</code> and <code>room_4x4d_4_tile</code>, which share the same layout), it has 4 exits, and it is in the concrete theme.
''[type of unit]_[details of unit, the "layout ID" of the unit, linking it with other units with the same layout in different styles, unit size of unit]_[amount of exits in unit]_[unit style]''<br>
For example: '''room_4x4d_4_conc''' is a room, that is 4 units wide and 4 units long, is a "d" styled layout (connecting it with '''room_4x4d_4_renga''' and '''room_4x4d_4_tile''', which share the same layout), it has 4 exits, and it is in the concrete theme.<br>


Some cave units have abnormal names that do not match up with the actual model or imply other details, listed below. These naming oddities are likely leftovers from earlier stages of development, where hypothetically, those names were correct in relation to the cave unit.
Some cave units have abnormal names that do not match up with the actual model or imply other details, listed below. These naming oddities are likely leftovers from earlier stages of development, where hypothetically, those names were correct in relation to the cave unit.
<gallery>
<gallery>
P2CU_room_manh_2_conc.jpg|<code>room_manh_2_conc</code>: Name implies there are two exit points. There is only one.
File:P2CU_room_manh_2_conc.jpg|'''room_manh_2_conc''': Name implies there are two exit points. There is only one.
P2CU_room_spiral_1_conc.jpg|<code>room_spiral_1_conc</code>: Name implies there is only one exit point. There are five.
File:P2CU_room_spiral_1_conc.jpg|'''room_spiral_1_conc''': Name implies there is only one exit point. There are five.
P2CU_room_houdai2_1_metal.jpg|<code>room_houdai2_1_metal</code>: Name implies there is only one exit point. There are six.
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': Name implies there is only one exit point. There are six.
P2CU_room_boss_1_tsuchi.jpg|<code>room_boss_1_tsuchi</code>: Name implies there is only one exit point. There are none.
File:P2CU_room_boss_1_tsuchi.jpg|'''room_boss_1_tsuchi''': Name implies there is only one exit point. There are none.
P2CU_room_hebi12x12_1_tsuchi.jpg|<code>room_hebi12x12_1_tsuchi</code>: Name implies there is only one exit point. There are none.
File:P2CU_room_hebi12x12_1_tsuchi.jpg|'''room_hebi12x12_1_tsuchi''': Name implies there is only one exit point. There are none.
P2CU_room_tako2x2_8_tile.jpg|<code>room_tako2x2_8_tile</code>: Name implies there are eight exit points. There are four.
File:P2CU_room_tako2x2_8_tile.jpg|'''room_tako2x2_8_tile''': Name implies there are eight exit points. There are four.
P2CU_room_queen_b_tsuchi.jpg|<code>room_queen_b_tsuchi</code>: Naming order in conjunction with <code>room_queen_c_tsuchi</code> implies the existence of <code>room_queen_a_tsuchi</code> but that unit does not exist.
File:P2CU_room_queen_b_tsuchi.jpg|'''room_queen_b_tsuchi''': Naming order in conjunction with ''room_queen_c_tsuchi'' implies the existence of ''room_queen_a_tsuchi'' but that unit does not exist.
P2CU_room_queen_c_tsuchi.jpg|<code>room_queen_c_tsuchi</code>: Naming order in conjunction with <code>room_queen_b_tsuchi</code> implies the existence of <code>room_queen_a_tsuchi</code> but that unit does not exist.
File:P2CU_room_queen_c_tsuchi.jpg|'''room_queen_c_tsuchi''': Naming order in conjunction with ''room_queen_b_tsuchi'' implies the existence of ''room_queen_a_tsuchi'' but that unit does not exist.
</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.
Of special note is '''room_boss_1_tsuchi''' and '''room_hebi12x12_1_tsuchi'''; 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 an cap 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.


==Unused lighting==
==Unused lighting==
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== Other ==
== Other ==
{{todo|1=Research [https://www.youtube.com/watch?v=udjUheeqSTc this] better.}}
* The text in the opening video is overlaid on top of the actual video in ''Pikmin 2'', leaving a small fraction of pixels in the video unused. Video without the text [https://www.youtube.com/watch?v=D1Rx5QNuMt8 here].
* The text in the opening video is overlaid on top of the actual video in ''Pikmin 2'', leaving a small fraction of pixels in the video unused. Video without the text [https://www.youtube.com/watch?v=D1Rx5QNuMt8 here].
* There is a unused feature for [[electrical wire]]s in [[2-Player Battle]] to change color and element based on the Pikmin attacking it; Red Pikmin turn the electric wire's lighting red and set Blue Pikmin on fire, while Blue Pikmin turn the electric wire's lighting blue and apply the drowning effect to Red Pikmin. This also causes them to constantly be on and never turn off.
* There is a unused feature for [[electrical wire]]s in [[2-Player Battle]] to change color and element based on the Pikmin attacking it; Red Pikmin turn the electric wire's lighting red and set Blue Pikmin on fire, while Blue Pikmin turn the electric wire's lighting blue and apply the drowning effect to Red Pikmin. This also causes them to constantly be on and never turn off.
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* [[Unmarked Spectralids]] have 200 health points but die on one hit. Likewise, [[Honeywisps]] have 99999 health points but also die in one hit.
* [[Unmarked Spectralids]] have 200 health points but die on one hit. Likewise, [[Honeywisps]] have 99999 health points but also die in one hit.
* In ''Pikmin'', there is an unused feature that makes Pikmin get [[throw]]n higher the longer the Pikmin is held. This feature has no effect on gameplay since the normal height values and the "fully charged" height values are the same. In ''Pikmin 2'', these values still exist, and are still the same for the normal and full charge amount, but the code for the feature itself has been removed.
* In ''Pikmin'', there is an unused feature that makes Pikmin get [[throw]]n higher the longer the Pikmin is held. This feature has no effect on gameplay since the normal height values and the "fully charged" height values are the same. In ''Pikmin 2'', these values still exist, and are still the same for the normal and full charge amount, but the code for the feature itself has been removed.
* Enemies in ''Pikmin 2'' have set ID numbers, and are spawned using the ID number that is assigned to the enemy. Four of these numbers, <code>39</code>, <code>64</code>, <code>82</code>, and <code>100</code> are never used; they crash the game when spawned. This is because the files for <code>39</code> and <code>64</code> were deleted, and ID numbers <code>82</code> (internally, <code>Pom</code>) and <code>100</code> (internally, <code>UmiMushiBase</code>) appear to be template files for variants of [[Candypop Bud]]s and enemies in the [[mollusking family]], respectively.
* Enemies in ''Pikmin 2'' have set ID numbers, and are spawned using the ID number that is assigned to the enemy. Four of these numbers, <code>39</code>, <code>64</code>, <code>82</code>, and <code>100</code> are never used; they crash the game when spawned. This is because the files for <code>39</code> and <code>64</code> were deleted, and ID numbers <code>82</code> (internally, <code>Pom</code>) and <code>100</code> (internally, <code>UmiMushiBase</code>) appear to be template files for variants of [[Candypop family|Candypop Buds]] and enemies in the [[mollusking family]], respectively.
** Interestingly, <code>82</code> appears after all of the ID numbers for the specific Candypop Buds, which are numbers <code>3</code> through <code>8</code>. The ID number for the [[Ranging Bloyster]] appears much later in the list as <code>71</code> (internally, <code>UmiMushi</code>) while the ID for [[Toady Bloyster]] is <code>101</code> (internally, <code>UmiMushiBlind</code>), so it's possible that some of the ID numbers shifted around during development. Additionally, the enemy that has the ID of <code>39</code> is set to spawn in a unused layout file for [[newtest]] and is referred to as "{{j|フエフキムシ|Fuefukimushi|Flute Player Bug}}" in comments, which is similar to the [[Antenna Beetle]]'s internal name. This enemy would be able to spawn in the [[Awakening Wood]] as dictated by a <code>readme.txt</code> file found in the same directory.
** Interestingly, <code>82</code> appears after all of the ID numbers for the specific Candypop Buds, which are numbers <code>3</code> through <code>8</code>. The ID number for the [[Ranging Bloyster]] appears much later in the list as <code>71</code> (internally, <code>UmiMushi</code>) while the ID for [[Toady Bloyster]] is <code>101</code> (internally, <code>UmiMushiBlind</code>), so it's possible that some of the ID numbers shifted around during development. Additionally, the enemy that has the ID of <code>39</code> is set to spawn in a unused layout file for [[newtest]] and is referred to as "{{j|フエフキムシ|Fuefukimushi|Flute Player Bug}}" in comments, which is similar to the [[Antenna Beetle]]'s internal name. This enemy would be able to spawn in the [[Awakening Wood]] as dictated by a <code>readme.txt</code> file found in the same directory.


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