Editing Unused content in Pikmin 2
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{{ | {{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. | ||
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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> | ||
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===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 | ||
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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 | ||
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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. | ||
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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> | ||
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Oh! no! | Oh! no! | ||
MOC = Mouse on Cars! | MOC = Mouse on Cars! | ||
go to hell! | go to hell! | ||
Under Construction (ID9999) | Under Construction (ID9999) | ||
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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: | ||
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|- | |- | ||
|[[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'' | ||
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|- | |- | ||
|[[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'' | ||
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|- | |- | ||
|[[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: | ||
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|[[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. This metal cave unit has unusually high walls; this change can be seen in [[:File:Early Two Player Mode Pikmin 2.jpg|a prerelease screenshot of 2-Player Battle]], which depicts the | |A metal turning corridor, presumably with an item in the middle, judging by the name. This metal cave unit has unusually high walls; this change can be seen in [[:File:Early Two Player Mode Pikmin 2.jpg|a prerelease screenshot of 2-Player Battle]], which depicts the metal cave unit set with high walls. | ||
|- | |- | ||
|''Visually the same as the used dirt turning corridor'' | |''Visually the same as the used dirt turning corridor'' | ||
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|[[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]] | ||
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|} | |} | ||
==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> | ||
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<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> | ||
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== Ignored cave settings == | == Ignored cave settings == | ||
* | |||
* The unused four-way garden cave unit with a twig is used in all garden cave layouts, but all the garden sublevels generate in such a way that it never spawns. | |||
* [[Emergence Cave]], sublevel 1 | |||
** The list of cave units includes corridors, crossways, and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another. | |||
* | * [[Dream Den]], sublevel 8 | ||
* | ** 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants. | ||
* [[Dream Den]], sublevel 14 | |||
** The list of cave units includes pipe corridors, pipe crossways, and a pipe dead end, even though the sublevel is just the main room and a concrete dead end. | |||
** | |||
* | |||
* | |||
* The | |||
== Other == | == Other == | ||
* A single rogue one-sided untextured triangle is floating under the dirty plate in both the normal and [[Piklopedia]] version of the [[Awakening Wood]]. | |||
* There are waypoints for carrying objects out of the [[cave unit]] for the [[:File:P2CU_room_oootakara_tile.jpg|Titan Dweevil's arena]], but Pikmin are never seen carrying objects out of the room in-game. | |||
* | |||
* There are waypoints for carrying objects out of the [[cave unit]] for the [[:File: | |||
* The [[Man-at-Legs]] while dormant is affected by gravity. This can not normally be seen in the game. | * The [[Man-at-Legs]] while dormant is affected by gravity. This can not normally be seen in the game. | ||
* The [[Waterwraith]] is set to hold the [[Professional Noisemaker]] on all sublevels of the [[Submerged Castle]]. It is completely impossible to bring non- | * 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. | |||
* In ''Pikmin'', there is an unused feature that makes Pikmin get [[throw]]n higher the longer the Pikmin is held. | ** 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. | ||
* Enemies in | |||
** Interestingly, | |||
<gallery> | <gallery> |