Editing Unused content in Pikmin 2

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{{page title|Unused content in ''Pikmin 2''}}
{{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 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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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.


===Waterwraith dummy texture===
===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}}
===Obscured Perplexing Pool texture===
[[File:Pikmin2 PP HiddenTexture.png|thumb|The partially-obscured texture.]]
This texture that combines two textures is used, but in each case it's either distorted or portions of the texture aren't used &ndash; the player never gets to see both parts of the texture clearly.
The bottom part of this texture, resembling a drain pipe clogged with grease, 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 in the Piklopedia in the same spot, but even then it's warped by the water texture above it and the Piklopedia's bloom filter; not to mention that the level model is actually [[Piklopedia (Pikmin 2)#Areas|an almost completely different model]].
The top part of this texture is seen on the chipped parts of concrete/tile in the same area, but only portions of it can be seen at a time. In the two cases where it's facing upwards, the middle section is normally covered by a metal pipe, and for the chipped concrete at the landing site, the surrounding tile part is not visible. In the other case when it's used in the crack in the Shower Room's entrance, only a quarter of it is used, and part of it's at an extremely narrow slant, making it hard to look at clearly.
{{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.
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== Unused text==
== Unused text==
=== readme.txt ===
=== readme.txt ===
An unused <code>readme.txt</code> found in <code>/user/Abe/map/newtest/nonloop</code> indicates that the layout files for [[newtest]] found in the same directory as the file likely specify which enemies are to spawn in certain areas.
A unused <code>readme.txt</code> found in <code>/user/Abe/map/newtest/nonloop</code> indicates that the layout files for [[newtest]] found in the same directory as the file likely specify which enemies are to spawn in certain areas.


Curiously, <code>2-2.txt</code> specifies that an 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 the objects placed in these layouts are in sloppy rows, so they are not early layouts of areas. It is unclear which of the enemies listed spawned in caves or the overworld.
Curiously, <code>2-2.txt</code> specifies that an 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 the objects placed in these layouts are in sloppy rows, so they are not early layouts of areas.


<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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=== 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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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 ===
=== Unused cave unit models ===
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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|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.
|}
|}
===Pointless cave unit exits===
Caves are made out of multiple [[cave unit]]s, each with their own exit points. The game then connects these units during sublevel generation by connecting exit points. Some cave units have exit points that are useless in sublevel generation, because the resulting sublevel is always the same in-game, showing no randomization. This is because every time the sublevel is generated, it can only ever use the same cave units in the same way, so these rooms always have the same dead-end units connected to them. In addition, there is a property that controls the corridor-to-room ratio, with 0 resulting in only dead-end units spawning and no corridors, and 1 being lots of corridors connecting exit points. Where these cave units appear, this ratio is set to zero, so corridors cannot generate, resulting in the only thing to connect to them being the dead-ends. This would be functionally identical to a sublevel using a single cave unit with the dead-ends as part of the model. Shown below are the cave units where this issue arises:
<gallery>
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.
P2CU_room_ike4_5_tsuchi.jpg|'''room_ike4_5_tsuchi''': 5 exit points.
P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': 3 exit points.
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.
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.
P2CU_room_mid_tower_8_toy.jpg|'''room_mid_tower_8_toy''': 8 exit points.
</gallery>
Of special note is the last sublevel of the [[Dream Den]], which can actually show randomization in the sublevel visuals, since there are two different dead-end units that can be used for that sublevel. Normally, all of the player's attention gets diverted to defeating the [[Titan Dweevil]], carrying back the treasures, and exiting the cave, instead of the type of dead-end unit used when the sublevel was generated.
===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>
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.
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>
P2CU_room_manh_2_conc.jpg|<code>room_manh_2_conc</code>: 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.
P2CU_room_houdai2_1_metal.jpg|<code>room_houdai2_1_metal</code>: 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.
P2CU_room_hebi12x12_1_tsuchi.jpg|<code>room_hebi12x12_1_tsuchi</code>: 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.
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.
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.
</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 <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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== Ignored cave settings ==
== Ignored cave settings ==
* Some sublevels have data to play a certain [[Music in Pikmin 2|song]], but end up playing a different one in-game:
* 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.
** In all sublevels of the [[Submerged Castle]], the track ''[[Music in Pikmin 2#Hole of Heroes|Hole of Heroes]]'' should play, but the cave's hardcoded logic makes ''[[Music in Pikmin 2#Submerged Castle|Submerged Castle]]'' play instead.
* 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.
** In [[Dream Den]] sublevel 9, the track ''Hole of Heroes'' should play, but the rest sublevel hardcoded logic makes ''[[Music in Pikmin 2#Rest|Rest]]'' play instead.
* Some [[cave units]] are defined to be used in sublevels, but the game can never generate a sublevel that uses them:
** In [[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.
** In 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.
** All garden-themed sublevels include the unused four-way garden cave unit with a twig, but all those sublevels generate in such a way that it can never be used.
* Some sublevels define in their data that certain objects should spawn, but the sublevel can never generate in a way that accommodates them:
** In [[Cavern of Chaos]] sublevel 2, 1 green Glowstem is meant to spawn, but none can ever appear.
** In Cavern of Chaos sublevel 4, 24 bomb-rocks are meant to spawn, but only 21 can appear at most.
** In Dream Den sublevel 8, 2 Fiddleheads are meant to spawn, but none can ever appear.
** In [[Cave of Snarls]] sublevel 2, 99 Glowstems are meant to spawn, but it is only possible for 28 to appear.
** In [[Breeding Ground]] sublevel 1, 20 Dandelions and 60 Margarets are meant to spawn, but it is only possible for 16 Dandelions to appear and 0 Margarets.
** In [[Sniper Room]] sublevel 1, 2 Armored Cannon Beetle Larvae are meant to spawn, each with a Tear Stone, but it is only possible for 1 Armored Cannon Beetle Larva (with its Tear Stone) to appear.
* All sublevels of the Submerged Castle specify that the [[Waterwraith]] carries the [[Professional Noisemaker]] inside. The treasure cannot be obtained normally in the first four sublevels however. In addition, the [[Treasure Gauge]] won't detect this treasure, and will shut off if all the other treasures in the sublevel are collected.
* 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 ==
{{todo|1=Research [https://www.youtube.com/watch?v=udjUheeqSTc this] better.}}
* 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 in the Piklopedia in the same spot, but even then it's obscured and distorted by a water texture and the Piklopedia's bloom filter; not to mention that the level model is actually [[Piklopedia (Pikmin 2)#Areas|an almost completely different model]].
 
* 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 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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