Editing Unused content in Pikmin 2
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ | {{DISPLAYTITLE: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 | {{external|unused content in ''Pikmin 2''|[http://tcrf.net/Pikmin_2 The Cutting Room Floor]|TCRF.png}} | ||
{{stub}} | {{stub}} | ||
''[[Pikmin 2]]'' has a vast amount of [[unused content]] inside the disc. There is unused content featured in all aspects in the game, like [[enemies]], [[area]]s, textures, text, and more. | |||
''[[Pikmin 2]]'' has a vast amount of | |||
== Unused graphics == | == Unused graphics == | ||
=== Piklopedia icon === | === Piklopedia icon === | ||
[[File:Piklopedia zzdummy.png|left|The dummy texture.]] | [[File:Piklopedia zzdummy.png|left|The dummy texture.]] | ||
A dummy [[ | A dummy [[Piklopedia]] icon can be found amidst the regular Piklopedia icon textures, in the game's files. Presumably, it was used during development to identify enemies with no icon at the time. | ||
===''Mappy''=== | ===''Mappy''=== | ||
Two icons originally from ''{{w|Mappy}}'' remain unused. Judging by the internal filename, <code>j2dtest.arc</code>, the initial inclusion was most likely for testing. | Two icons originally from ''{{w|Mappy}}'' remain unused. Judging by the internal filename, <code>j2dtest.arc</code>, the initial inclusion was most likely for testing. | ||
Line 24: | Line 22: | ||
There are two unused title screen logos. | There are two unused title screen logos. | ||
<gallery> | <gallery> | ||
Pikmin2BetaJ.png|The word " | Pikmin2BetaJ.png|The word "Pikmin", in blue chrome. | ||
Pikmin2BetaE.png|A blue, electrified "Pikmin2" | Pikmin2BetaE.png|A blue, electrified "Pikmin2" | ||
</gallery> | </gallery> | ||
Line 40: | Line 38: | ||
===World map menu=== | ===World map menu=== | ||
[[File: | [[File:Pikmin2World_map_info_00.png|thumb|Early map screen]] | ||
A texture for the preliminary layout of the world map is in <code>/new_screen/jpn/worldmap.szs</code>. The entire HUD was later rearranged and redone, | A texture for the preliminary layout of the world map is in <code>/new_screen/jpn/worldmap.szs</code>. The entire HUD was later rearranged and redone, in addition to a blue background. | ||
=== | ===Waterwaith dummy texture=== | ||
[[File:Pikmin2WaterwraithDummy.png|left|thumb]] | [[File:Pikmin2WaterwraithDummy.png|left|thumb]] | ||
There is a dummy texture in the [[Waterwraith]]'s model. Its | There is a dummy texture in the [[Waterwraith]]'s model. Its model is created with frame buffer shaders, meaning that this underlying texture is not usually seen. | ||
{{clear}} | {{clear}} | ||
== Unused maps == | == Unused maps == | ||
There is a single unused level in | There is a single unused level in Pikmin 2, titled [[newtest]]. It has a Piklopedia version in another file, which is missing the section of the map with footstep sounds. | ||
<code>\root\user\Abe\map\newtest\nonloop</code> It has multiple unused layouts in <code>\root\user\Abe\map\newtest\nonloop</code>, three of which specify enemies that are planned to spawn in certain areas, as dictated by a "readme" file found in the same directory. | |||
<gallery> | <gallery> | ||
Test Map Sawn.png|The landing site, | Test Map Sawn.png|The landing site, (0,0). | ||
Water Slopes.png|A small pool of water | Water Slopes.png|A small pool of water used to test walking up slopes and carrying pellets underwater. | ||
MapTestMove.png|Walls | MapTestMove.png|Walls used to test captain's and pikmin's movement on slopes. | ||
MapTest Monsters.png|Numerous | MapTest Monsters.png|Numerous enemies found on TestMap | ||
MapTestObstacles.png|Many | MapTestObstacles.png|Many obstacles found on MapTest. | ||
TestMapSound.png|These platforms | TestMapSound.png|These platforms are used to next walking sounds. | ||
</gallery> | </gallery> | ||
== Unused text== | == Unused text== | ||
A unused readme.txt found in <code>\root\user\Abe\map\newtest\nonloop</code> apparently indicates that the layout files for [[newtest]] found in the same directory as the readme.txt specifies which enemies are to spawn in certain areas. | |||
Curiously, <code>2-2.txt</code> specifies that a enemy with the ID of '''39''' would spawn in the [[Awakening Wood]]. Attempting to spawn the enemy with the ID of 39 crashes the game, as it does not exist. Additionally, the file for the [[Perplexing Pool]], <code>3-3.txt</code> is absent. | |||
Curiously, <code>2-2.txt</code> specifies that | |||
<code>0-0.txt…プラントテスト | <code>0-0.txt…プラントテスト | ||
Line 107: | Line 72: | ||
4-4.txt…ラスト分布</code> | 4-4.txt…ラスト分布</code> | ||
プラントテスト is apparently "plant test". | |||
チュートリアル分布 reads: "tutorial distribution" | |||
フォレスト分布 reads: "Forest distrubution" | |||
ヤクシマ分布 reads: "Yakushima distribution" | |||
ラスト分布 reads: "last distribution" | |||
A unused Piklopedia entry for a unknown enemy. | |||
<code>Stretches its neck to look for | <code>Stretches its neck to look for | ||
Line 121: | Line 85: | ||
chasing them.</code> | chasing them.</code> | ||
A unused Treasure Hoard entry for a unknown treasure. | |||
<code>A hard, shiny rock. | <code>A hard, shiny rock. | ||
Line 128: | Line 91: | ||
Makes an excellent gift.</code> | Makes an excellent gift.</code> | ||
Unused text, apparently test messages. The last seven messages appears 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)". | |||
Unused text, | |||
<code> | <code> | ||
Line 141: | Line 103: | ||
Oh! no! | Oh! no! | ||
MOC = Mouse on Cars! | MOC = Mouse on Cars! | ||
go to hell! | go to hell! | ||
Under Construction (ID9999) | Under Construction (ID9999) | ||
Line 175: | Line 124: | ||
Test Area (ID 8394_03) | Test Area (ID 8394_03) | ||
</code> | </code> | ||
== Unused music == | == Unused music == | ||
The [[Valley of Repose]] has | The [[Valley of Repose]] has a unused [[Burgeoning Spiderwort]] track, but no Burgeoning Spiderworts are found in that area. However, if Burgeoning Spiderworts are hacked into the Valley of Repose, a unused track will play. | ||
{{# | {{#ev:youtube|v=ZRGVL125w7Q}} | ||
Other unused songs include: | Other unused songs include: | ||
Line 197: | Line 137: | ||
|- | |- | ||
|[[File:BookBeta.ogg]]<br>''book'' | |[[File:BookBeta.ogg]]<br>''book'' | ||
|Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens, or the | |Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens, or the File Select. | ||
|- | |- | ||
|[[File:CameraBeta.ogg]]<br>''Camera'' | |[[File:CameraBeta.ogg]]<br>''Camera'' | ||
Line 203: | Line 143: | ||
|- | |- | ||
|[[File:OlimarWinBeta.ogg]]<br>''ff_o_win'' | |[[File:OlimarWinBeta.ogg]]<br>''ff_o_win'' | ||
|Likely meant for a | |Likely meant for a 2P result screen. This variation is for Olimar winning. | ||
|- | |- | ||
|[[File:LouieWinBeta.ogg]]<br>''ff_l_win'' | |[[File:LouieWinBeta.ogg]]<br>''ff_l_win'' | ||
|Likely meant for a | |Likely meant for a 2P result screen. This variation is for Louie winning. | ||
|- | |- | ||
|[[File:DrawBeta.ogg]]<br>''ff_draw'' | |[[File:DrawBeta.ogg]]<br>''ff_draw'' | ||
|Likely meant for a | |Likely meant for a 2P result screen. This variation is for a draw game. | ||
|- | |- | ||
|[[File:GiveUpBeta.ogg]]<br>''ff_akirame'' | |[[File:GiveUpBeta.ogg]]<br>''ff_akirame'' | ||
Line 215: | Line 155: | ||
|- | |- | ||
|[[File:OnionBootUpBeta.ogg]]<br>''ff_onyonboot'' | |[[File:OnionBootUpBeta.ogg]]<br>''ff_onyonboot'' | ||
|Another track used in an unused cutscene. The | |Another track used in an unused cutscene. The onions are always above ground, meaning this sound goes unused. | ||
|} | |} | ||
== Unused scenes == | == Unused scenes == | ||
Much like in the [[Pikmin (game)|first game]], each [[Onion]] was to be found dormant, and had their own "boot up" [[cutscene]] | Much like in the [[Pikmin (game)|first game]], each [[Onion]] was to be found dormant, and had their own "boot up" [[cutscene]]. | ||
{{# | {{#ev:youtube|v=Qs4GbCKMgZs}} | ||
{{# | {{#ev:youtube|v=dMJdjmYkGD8}} | ||
{{# | {{#ev:youtube|v=rTiI4y87O9o}} | ||
== Unused caves == | == Unused caves == | ||
A cave entrance leading to | A cave entrance leading to a unused cave can be seen in the Perplexing Pool just to the right of the [[Red Onion]]'s landing site, but only on Day 1. It is completely impossible to get to the Perplexing Pool on Day 1 without hacking. | ||
This cave is known as <code>caveinfo</code> internally, and is composed of earlier versions of sublevels used in other caves | This cave is known as "<code>caveinfo</code>" internally, and is composed of earlier versions of sublevels used in other caves. It has 34 floors and uses the [[Petrified Heart]], [[Regal Diamond]], and [[Tear Stone]] as placeholders for treasures in most of it's sublevels. | ||
== | === Map units === | ||
The caves are made up of randomly laid out map units (located on <code>/user/Mukki/mapunits/units</code>, with each sublevel having a specific one. These units are unused: | The caves are made up of randomly laid out map units (located on <code>/user/Mukki/mapunits/units</code>, with each sublevel having a specific one. These units are unused: | ||
Line 239: | Line 179: | ||
|[[File:Way3Conc.png|200px]] | |[[File:Way3Conc.png|200px]] | ||
|'''item_way3_conc''' | |'''item_way3_conc''' | ||
|A concrete three-way crossing, presumably with an item in the middle, judging by the name | |A concrete three-way crossing, presumably with an item in the middle, judging by the name. | ||
|- | |- | ||
|[[File:Way3Metal.png|200px]] | |[[File:Way3Metal.png|200px]] | ||
Line 251: | Line 191: | ||
|[[File:Way4Conc.png|200px]] | |[[File:Way4Conc.png|200px]] | ||
|'''item_way4_conc''' | |'''item_way4_conc''' | ||
|A concrete four-way crossing, presumably with an item in the middle, judging by the name | |A concrete four-way crossing, presumably with an item in the middle, judging by the name. | ||
|- | |- | ||
|[[File:Way4Metal.png|200px]] | |[[File:Way4Metal.png|200px]] | ||
Line 263: | Line 203: | ||
|[[File:Way1Conc.png|200px]] | |[[File:Way1Conc.png|200px]] | ||
|'''item_wayl_conc''' | |'''item_wayl_conc''' | ||
|A concrete turning corridor, presumably with an item in the middle, judging by the name | |A concrete turning corridor, presumably with an item in the middle, judging by the name. | ||
|- | |- | ||
|[[File:Way1Metal.png|200px]] | |[[File:Way1Metal.png|200px]] | ||
|'''item_wayl_metal''' | |'''item_wayl_metal''' | ||
|A metal turning corridor, presumably with an item in the middle, judging by the name | |A metal turning corridor, presumably with an item in the middle, judging by the name. | ||
|- | |- | ||
|''Visually the same as the used dirt turning corridor'' | |''Visually the same as the used dirt turning corridor'' | ||
Line 283: | Line 223: | ||
|[[File:SCLevel2Beta.png|200px]] | |[[File:SCLevel2Beta.png|200px]] | ||
|'''room_north4x4k_1_bomb_conc''' | |'''room_north4x4k_1_bomb_conc''' | ||
|The same as the room that | |The same as the room that Sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground. | ||
|- | |- | ||
|[[File:Way4.png|200px]] | |[[File:Way4.png|200px]] | ||
|'''way4_kusachi''' | |'''way4_kusachi''' | ||
|A four-way crossing used in gardens, featuring a twig with a leaf that casts a shadow. | |A four-way crossing used in gardens, featuring a twig with a leaf that casts a shadow. No used floor layout ever has four paths that cross, so this unit goes unused. | ||
|- | |- | ||
|[[File:Way6.png|200px]] | |[[File:Way6.png|200px]] | ||
|'''way6_tsuchi''' | |'''way6_tsuchi''' | ||
|This unit belongs on the dirt-type levels ( | |This unit belongs on the dirt-type levels (_tsuchi), and is meant to split a single path into five different ones. This unit is only incorporated on the list of all units, but that list is referenced by no cave. Even though it looks like it contains all of the necessary map unit data, its strange floor texture is further indication of its exclusion from the game. | ||
|} | |} | ||
==Unused Lighting== | |||
==Unused | |||
===Jyouu_light=== | ===Jyouu_light=== | ||
Probably used for the | Probably used for the Hole of Beasts at one time in development. ''Jyoou'' translates to ''queen''. | ||
<gallery> | <gallery> | ||
Jyoou1.png|Jyoou_light_lv0.ini. | Jyoou1.png|Jyoou_light_lv0.ini. | ||
Jyoou2.png|Jyoou_light_lv1.ini | Jyoou2.png|Jyoou_light_lv1.ini | ||
Jyoou3.png|Jyoou_light_lv2.ini. | Jyoou3.png|Jyoou_light_lv2.ini. | ||
Jyoou5.png|Jyoou_light_lv4_5.ini | Jyoou5.png|Jyoou_light_lv4_5.ini | ||
Jyoou6.png|Jyoou_light_lv6.ini | Jyoou6.png|Jyoou_light_lv6.ini | ||
</gallery> | </gallery> | ||
===Sirohana_light=== | ===Sirohana_light=== | ||
''Sirohana'' translates to ''white flower'', so these | ''Sirohana'' translates to ''white flower'', so these lightings may have been used for the White Flower Garden. | ||
<gallery> | <gallery> | ||
Sirohana1.png|Sirohana_light_lv0.ini | Sirohana1.png|Sirohana_light_lv0.ini | ||
Sirohana2.png|Sirohana_light_lv1.ini | Sirohana2.png|Sirohana_light_lv1.ini | ||
Sirohana4.png|Sirohana_light_lv3.ini | Sirohana4.png|Sirohana_light_lv3.ini | ||
Sirohana5.png|Sirohana_light_lv4.ini | Sirohana5.png|Sirohana_light_lv4.ini | ||
</gallery> | </gallery> | ||
Line 357: | Line 259: | ||
<gallery> | <gallery> | ||
Muraon1.png|Muraon_light_lv0.ini | Muraon1.png|Muraon_light_lv0.ini | ||
Muraon2.png|Muraon_light_lv3.ini | Muraon2.png|Muraon_light_lv3.ini | ||
</gallery> | </gallery> | ||
===Key | ===Key Light=== | ||
A slightly lighter | A slightly lighter viersion of the lighting used in the Snack Pit level in Challenge Mode. | ||
<gallery> | <gallery> | ||
Keylight.png|Key_light_lv0.ini | Keylight.png|Key_light_lv0.ini | ||
</gallery> | </gallery> | ||
===Head | ===Head Beacon Lamps=== | ||
These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files. | These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files. | ||
*Interestingly, a slightly modified version of this capitan-specific light casting was used in Pikmin 3, albiet with an added alpha channel with bumpmap-tracking to reduce the intensity of the color based on where the capitan is standing. | |||
Interestingly, a slightly modified version of this | |||
<gallery> | <gallery> | ||
Olimarlight.png|light_red.ini | Olimarlight.png|light_red.ini | ||
</gallery> | </gallery> | ||
== Unused treasures == | == Unused treasures == | ||
There are some unused treasures in ''Pikmin 2'' | There are some unused treasures in ''Pikmin 2'''s game data. Some of them include the disks for Japanese [[Nintendo GameCube]] games: ''Pikmin'', ''The Legend of Zelda: The Wind Waker'', ''Luigi's Mansion'', and ''Super Mario Sunshine''. | ||
<gallery> | <gallery> | ||
Unused Pikmin disk P2 treasure.png|''Pikmin'' | Unused Pikmin disk P2 treasure.png|''Pikmin'' disk. | ||
Unused LM disk P2 treasure.png|''Luigi's Mansion'' | Unused LM disk P2 treasure.png|''Luigi's Mansion'' disk. | ||
Unused Zelda disk P2 treasure.png|''The Wind Waker'' | Unused Zelda disk P2 treasure.png|''The Wind Waker'' disk. | ||
Unused Mario disk P2 treasure.png|''Super Mario Sunshine'' | Unused Mario disk P2 treasure.png|''Super Mario Sunshine'' disk. | ||
</gallery> | </gallery> | ||
Line 389: | Line 291: | ||
{{main|e-Reader}} | {{main|e-Reader}} | ||
The Japanese version of ''Pikmin 2'' has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files. | The Japanese version of ''Pikmin 2'' has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files. | ||
== Other == | == Other == | ||
* The [[Waterwraith]] is set to hold the [[Professional Noisemaker]] on all sublevels of the [[Submerged Castle]]. It is completely impossible to bring non-blue Pikmin into the Submerged Castle, as the game is coded to not count non-blue Pikmin when bringing Pikmin into the Submerged Castle, so this value goes unseen in normal gameplay. | |||
* In ''Pikmin'', there is an unused feature that makes Pikmin get [[throw]]n higher the longer the Pikmin is held. The future 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, '''39, 64, 82, and 100''' are never used; they crash the game when spawned. This is because the files for '''39''' and '''64''' were deleted, and ID numbers '''82''' (internally, ''Pom'') and '''100''' (internally, ''UmiMushiBase'') appear to be template files for variants of [[Candypop Buds]] and enemies in the [[Mollusking family]], respectively. | |||
** Interestingly, '''82''' appears after all of the ID numbers for Candypop Buds, with ID numbers 3 through 8 being all the ID numbers for Candypop Buds that appear ingame. The ID number for the [[Ranging Bloyster]] appears much later in the list as '''71''' (internally, ''UmiMushi'') while the ID for [[Toady Bloyster]] is '''101''' (internally, ''UmiMushiBlind''.). Additionally, the enemy that has the ID of '''39''' is set to spawn in a unused layout file for [[newtest]] and is refered to as ''"フエフキムシ"'' in comments. This enemy would be to spawn in the [[Awakening Wood]] as dictated by a readme.txt file found in the same directory. | |||
* The [[Waterwraith]] is set to hold the [[Professional Noisemaker]] on all sublevels of the [[Submerged Castle]]. It is completely impossible to bring non- | |||
* In ''Pikmin'', there is an unused feature that makes Pikmin get [[throw]]n higher the longer the Pikmin is held. | |||
* Enemies in | |||
** Interestingly, | |||
<gallery> | <gallery> |