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 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| | 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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== Unused text== | == Unused text== | ||
=== readme.txt === | === readme.txt === | ||
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. It is unclear which of the enemies listed spawned in caves or the overworld. | ||
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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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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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|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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== 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 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 | * 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. | ||