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.png}} | ||
{{external|unused content in ''Pikmin 2''|[http://tcrf.net/Pikmin_2 The Cutting Room Floor]|TCRF | |||
{{stub}} | {{stub}} | ||
''[[Pikmin 2]]'' has a vast amount of '''[[unused content]]''' inside the disc, although most of it is text, cut treasures, and unused models. | ''[[Pikmin 2]]'' has a vast amount of '''[[unused content]]''' inside the disc, although most of it is text, cut treasures, and unused models. | ||
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=== 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. | ||
{{clear | {{clear}} | ||
===''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 "{{j|ピクミン| | 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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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, and a blue background was added. | 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, and a blue background was added. | ||
=== | ===Waterwaith dummy texture=== | ||
[[File:Pikmin2WaterwraithDummy.png|left|thumb]] | [[File:Pikmin2WaterwraithDummy.png|left|thumb]] | ||
There is a dummy texture in the [[Waterwraith]]'s model. Its look is created with frame buffer shaders, meaning that this underlying texture is not usually seen. | There is a dummy texture in the [[Waterwraith]]'s model. Its look 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 ''Pikmin 2'', titled [[newtest]]. It has a Piklopedia version in another file, which is missing the section of the map with footstep sounds. It has multiple unused layouts in <code>/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. It seems to be a test map, based on its title and its contents, which include organized slopes, water, and clusters of enemies and objects. It overall has a basic, flat garden environment similar to the [[Perplexing Pool]]. | 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. It has multiple unused layouts in <code>/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. It seems to be a test map, based on its title and its contents, which include organized slopes, water, and clusters of enemies and objects. It overall has a basic, flat garden environment similar to the [[Perplexing Pool]]. | ||
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Water Slopes.png|A small pool of water probably used to test walking up slopes and carrying pellets underwater. | Water Slopes.png|A small pool of water probably used to test walking up slopes and carrying pellets underwater. | ||
MapTestMove.png|Walls seemingly used to test leader and Pikmin movement on slopes. Notice the numbers indicating the steepness of each wall. | MapTestMove.png|Walls seemingly used to test leader and Pikmin movement on slopes. Notice the numbers indicating the steepness of each wall. | ||
MapTest Monsters.png|Numerous [[Bulborb]]s and other clusters of enemies. They could have been used for performance tests. | MapTest Monsters.png|Numerous [[Red Bulborb|Bulborb]]s and other clusters of enemies. They could have been used for performance tests. | ||
MapTestObstacles.png|Many clusters of obstacles and more enemies. | MapTestObstacles.png|Many clusters of obstacles and more enemies. | ||
TestMapSound.png|These platforms were probably used to test walking sounds. | TestMapSound.png|These platforms were probably used to test walking sounds. | ||
</gallery> | </gallery> | ||
== Unused text== | == Unused text== | ||
=== readme.txt === | === readme.txt === | ||
A unused <code>readme.txt</code> found in <code>/user/Abe/map/newtest/nonloop</code> apparently indicates that the layout files for [[newtest]] found in the same directory as the file specify which enemies are to spawn in certain areas. | |||
Curiously, <code>2-2.txt</code> specifies that a enemy with the ID of <code>39</code> 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. All of these layouts are just slightly sloppy straight rows of placed objects. | |||
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> | ||
* {{j|プラントテスト|Puranto tesuto}} is "plant test" | * {{j|プラントテスト|Puranto tesuto}} is "plant test". | ||
* {{j|チュートリアル分布|Chūtoriaru bunpu}} reads: "tutorial distribution", referring to the Valley of Repose. | * {{j|チュートリアル分布|Chūtoriaru bunpu}} reads: "tutorial distribution", referring to the Valley of Repose. | ||
* {{j|フォレスト分布|Foresuto bunpu}} reads: "Forest distribution", referring to the Awakening Wood. | * {{j|フォレスト分布|Foresuto bunpu}} reads: "Forest distribution", referring to the Awakening Wood. | ||
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=== Unknown Piklopedia entry === | === Unknown Piklopedia entry === | ||
An unused [[ | An unused [[Piklopedia]] entry for an unknown enemy. It may have been an early entry for the [[Burrowing Snagret]] (or at least a relative of it), based on the fact that it "stretches its neck" and does not chase Pikmin, similarly to the Burrowing Snarget's way of attacking. | ||
<code>Stretches its neck to look for | <code>Stretches its neck to look for | ||
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=== Test messages === | === Test messages === | ||
Unused 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! | ||
MOC = Mouse on Cars! | MOC = Mouse on Cars! | ||
go to hell! | go to hell! | ||
Under Construction (ID9999) | Under Construction (ID9999) | ||
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=== Developer comments === | === Developer comments === | ||
All files for parameters, cave generation files, and area generation files are presented in human-readable format. They also have unseen developer comments in Japanese and English, to easily identify the different parameters, sections, and values. | All files for parameters, cave generation files, and area generation files are presented in human-readable format. They also have unseen developer comments in Japanese and English, to easily identify the different parameters, sections, and values. | ||
== Unused music == | == Unused music == | ||
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|Another track used in an unused cutscene. The Onions are always above ground, meaning this sound goes unused. | |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]]. The Red Onion has a textbox that automatically closes itself as the textbox points to a message that doesn't exist. | Much like in the [[Pikmin (game)|first game]], each [[Onion]] was to be found dormant, and had their own "boot up" [[cutscene]]. The Red Onion has a textbox that automatically closes itself as the textbox points to a message that doesn't exist. | ||
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This cave is known as <code>caveinfo</code> internally, and is composed of earlier versions of sublevels used in other caves, with some sublevels with unique layouts being totally cut from the game and remaining here. It has 34 floors and uses the [[Petrified Heart]], [[Regal Diamond]], and [[Tear Stone]] as placeholders for treasures in most of its sublevels. | This cave is known as <code>caveinfo</code> internally, and is composed of earlier versions of sublevels used in other caves, with some sublevels with unique layouts being totally cut from the game and remaining here. It has 34 floors and uses the [[Petrified Heart]], [[Regal Diamond]], and [[Tear Stone]] as placeholders for treasures in most of its sublevels. | ||
== Cave units | === Cave 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:SCLevel2Beta.png|200px]] | |[[File:SCLevel2Beta.png|200px]] | ||
|'''room_north4x4k_1_bomb_conc''' | |'''room_north4x4k_1_bomb_conc''' | ||
|The same as the room that sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground. | |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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|This unit belongs on the dirt-type levels (<code>_tsuchi</code>), 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 (which is similar to the soil textures in the first sublevel of the [[Snagret Hole]]) is further indication of its exclusion from the game. | |This unit belongs on the dirt-type levels (<code>_tsuchi</code>), 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 (which is similar to the soil textures in the first sublevel of the [[Snagret Hole]]) is further indication of its exclusion from the game. | ||
|} | |} | ||
==Unused lighting== | ==Unused lighting== | ||
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===Key light=== | ===Key light=== | ||
A slightly lighter version of the lighting used in the [[Snack Pit]], whereas the final version uses <nowiki>key_light_lv1.ini</nowiki>. | A slightly lighter version of the lighting used in the [[Snack Pit]], whereas the final version uses <nowiki>key_light_lv1.ini</nowiki>. The presence of this indicates a floor was cut from the Snack Pit in the final game. | ||
<gallery> | <gallery> | ||
Keylight.png|Key_light_lv0.ini. | Keylight.png|Key_light_lv0.ini. | ||
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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. | ||
* The game files state that the sublevel theme for [[Hole of Heroes]] sublevel 6 is intended to play on all sublevels of the [[Submerged Castle]], but some hard-coded logic makes the Submerged Castle's theme play instead. | |||
* | |||
* The game files state that the skyboxes used for the 8th sublevel of the [[Dream Den]], all sublevels of the [[Hot House]], and [[Collector's Room]] is a skybox called "vrbox". "vrbox" is not a valid skybox, but is the name of the folder containing all the skybox models. Additionally, all levels of the [[Green Hole]] use a skybox known as "f010". Since "vrbox" and "f010" do not exist, the game uses no skybox as a result. | * The game files state that the skyboxes used for the 8th sublevel of the [[Dream Den]], all sublevels of the [[Hot House]], and [[Collector's Room]] is a skybox called "vrbox". "vrbox" is not a valid skybox, but is the name of the folder containing all the skybox models. Additionally, all levels of the [[Green Hole]] use a skybox known as "f010". Since "vrbox" and "f010" do not exist, the game uses no skybox as a result. | ||
* [[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. | |||
== Other == | == Other == | ||
* There's a texture of what appears to be the top of a drain pipe clogged with grease surrounded by tile textures. This texture is located under the [[Shower Room]]'s entrance, but it cannot be fully seen because the cave entrance covers most of the texture. It can be seen on the Piklopedia in the same spot, but even then it's obscured by a water texture, not to mention that the level model is actually [[Piklopedia#Areas|an almost completely different model.]] | |||
* In addition to caveinfo spawning only in the Perplexing Pool on the first day, there are also two random eggs that fall from the sky for an unknown reason in the location where the Beady Long Legs is located, on day 3. It is also impossible to get to the Perplexing Pool on day 3. | |||
* | |||
* 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. | ||
* [[Pellet]]s, [[nectar]], [[spray nectar]], and Pikmin seeds (of a random color) can be spawned in a generation file for an area, but these features are unused. The generation file of [[newtest]] spawns blue pellets in the ramped water section, but that too, is unused as [[newtest]] cannot be accessed in normal gameplay. | * [[Pellet]]s, [[nectar]], [[spray nectar]], and Pikmin seeds (of a random color) can be spawned in a generation file for an area, but these features are unused. The generation file of [[newtest]] spawns blue pellets in the ramped water section, but that too, is unused as [[newtest]] cannot be accessed in normal gameplay. | ||
* An archive called <code>meck</code> is present in the folder for cave skyboxes, but all the archive contains is an empty folder called "meck". | * An archive called <code>meck</code> is present in the folder for cave skyboxes, but all the archive contains is an empty folder called "meck". | ||
* The game has a failsafe for where [[White Pikmin]] are unlocked but [[Purple Pikmin]] aren't, where the screen to select the amount of White Pikmin just simply shows up. This isn't seen in normal gameplay | * The game has a failsafe for where [[White Pikmin]] are unlocked but [[Purple Pikmin]] aren't, where the screen to select the amount of White Pikmin just simply shows up. This isn't seen in normal gameplay. | ||
* Pikmin can die by managing to fall out of an [[area]], similarly to [[The Forest Navel]]. It isn't possible to see Pikmin die by this method in normal gameplay because there are no bottomless pits in areas in ''Pikmin 2''. | * Pikmin can die by managing to fall out of an [[area]], similarly to [[The Forest Navel]]. It isn't possible to see Pikmin die by this method in normal gameplay because there are no bottomless pits in areas in ''Pikmin 2''. | ||
* 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:P2CU room_oootakara_tile.jpg|Titan Dweevil's arena]], but Pikmin are never seen carrying objects out of the room in-game. | ||
* 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. | ||
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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 | * 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 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>) | ** 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>). 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. | ||
<gallery> | <gallery> |