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{{ | {{DISPLAYTITLE:Unused content in ''Pikmin 3''}}{{game icons|p3=y}} | ||
{{game icons|p3=y}} | {{external|unused content in ''Pikmin 3''|[http://tcrf.net/Pikmin_3 The Cutting Room Floor]|TCRF.png}} | ||
{{external|unused content in ''Pikmin 3''|[http://tcrf.net/Pikmin_3 The Cutting Room Floor]|TCRF | {{Todo|Obtain better screenshots of NamaPongashi's model and other unused objects, and document the unused behaviors of Armored Cannon Larva variants. There are also unused objects that exist in the code but are not listed here. }} | ||
{{ | ''[[Pikmin 3]]'' does not have as much '''[[unused content]]''' in the disc as the prequels, but there is still a substantial amount. | ||
==Unused enemies== | ==Unused enemies== | ||
Nearly all the following [[enemy]] data can be found in the <code>/content/CMCmn/enemy</code>, referring to unused enemies. | Nearly all the following [[enemy]] data can be found in the <code>/content/CMCmn/enemy</code>, referring to unused enemies. | ||
To note is that almost all enemies have a <code>lockon.txt</code> file that determines how the [[lock-on]] works. All used enemies use version 5 of the file format, but some unused enemies use versions 0 | To note is that almost all enemies have a <code>lockon.txt</code> file that determines how the [[lock-on]] works. All used enemies use version 5 of the file format, but some unused enemies use versions 0 or 1. In addition, there is a block of health-related parameters, and it too has a format version. Used enemies use version 8. | ||
===''kakureimo''=== | ===''kakureimo''=== | ||
[[File:Kakureimo 1.png|thumb|<code>kakureimo</code>.]] | [[File:Kakureimo 1.png|thumb|right|<code>kakureimo</code>.]] | ||
<code>kakureimo</code> is a fat leech-like enemy. It has a purple body, yellow stomach along with yellow back stripes, and three green eyes on each side of its small head. Its mouth is circular and filled with jagged teeth, and it has two large antennae on its head. Size-wise, it's around the size of a [[Bulborb]]. {{j|隠れ|kakure}} is the stem of the verb {{j|隠れる|kakureru}} which means "to hide", and {{j|いも|imo}} translates to "potato", although it is also part of the word {{j|イモムシ|imomushi|caterpillar|f=tp}}. | <code>kakureimo</code> is a fat leech-like enemy. It has a purple body, yellow stomach along with yellow back stripes, and three green eyes on each side of its small head. Its mouth is circular and filled with jagged teeth, and it has two large antennae on its head. Size-wise, it's around the size of a [[Red Bulborb]]. {{j|隠れ|kakure}} is the stem of the verb {{j|隠れる|kakureru}} which means "to hide", and {{j|いも|imo}} translates to "potato", although it is also part of the word {{j|イモムシ|imomushi|caterpillar|f=tp}}. | ||
When it spawns, it pops out from underneath the ground. When there are no Pikmin or leaders nearby, it waddles around to explore a small area immediately outside of its "home" , but if one gets into view, it becomes alarmed and dashes to its original spot, where it burrows underground. After being left alone for a bit, it will reemerge and repeat the cycle. Given unknown rules, it may decide to stay underground until it's left alone, or it will cautiously poke its head out to survey the area. When it burrows, its health is entirely restored. Other than that, some parts of the enemy are unfinished, in that it has no particle effects, some animations are a bit jerky, and parts of its logic are missing, in that Pikmin can latch on to it while it buries and continue to attack it, even through the ground | When it spawns, it pops out from underneath the ground. When there are no Pikmin or leaders nearby, it waddles around to explore a small area immediately outside of its "home" , but if one gets into view, it becomes alarmed and dashes to its original spot, where it burrows underground. After being left alone for a bit, it will reemerge and repeat the cycle. Given unknown rules, it may decide to stay underground until it's left alone, or it will cautiously poke its head out to survey the area. When it burrows, its health is entirely restored. Other than that, some parts of the enemy are unfinished, in that it has no particle effects, some animations are a bit jerky, and parts of its logic are missing, in that Pikmin can latch on to it while it buries and continue to attack it, even through the ground.{{cite youtube|REufQDiAu58|of the ''kakureimo'' in action}} | ||
Given how it acts the same as the ''[[#moguraimo|moguraimo]]'', it has a similar name to it, and sports a similar color scheme, it's safe to say that the two creatures are somehow related. | Given how it acts the same as the ''[[#moguraimo|moguraimo]]'', it has a similar name to it, and sports a similar color scheme, it's safe to say that the two creatures are somehow related. | ||
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{{enemy stats | {{enemy stats | ||
|weight3 = | |weight3 = Unknown | ||
|carriers3 = Unknown | |carriers3 = Unknown | ||
|seeds3 = | |seeds3 = Unknown | ||
|value3 = 20 | |value3 = 20 | ||
|hp3 = 3000 | |hp3 = 3000 | ||
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===''moguraimo''=== | ===''moguraimo''=== | ||
[[File:Pikmin 3 Ravenous Whiskerpillar.png|thumb|<code>moguraimo</code>.]] | [[File:Pikmin 3 Ravenous Whiskerpillar.png|thumb|right|<code>moguraimo</code>.]] | ||
This creature bears a strong resemblance to the [[Ravenous Whiskerpillar]] from ''Pikmin 2''. The internal name, however, is | This creature bears a strong resemblance to the [[Ravenous Whiskerpillar]] from ''Pikmin 2''. The internal name, however, is quite different: it used to be <code>imomushi</code> ({{j|イモムシ|imomushi|caterpillar|f=tp}}), but is now <code>moguraimo</code> ({{j|モグライモ|mogura imo|mole potato|f=tp}}). Appearance-wise, it is slightly larger than before, and unless the texture mapping of the model is incorrect, its skin is mostly purple; besides that, its eyes are slightly larger, it has antennae, and its namesake whiskers are gone. In terms of behavior, it acts exactly the same as the ''[[#kakureimo|kakureimo]]''.{{cite youtube|GZHcc8mZKHA|of the ''moguraimo'' in action}} Given how it acts the same as the ''kakureimo'', has a similar name to it, and sports a similar color scheme, it's safe to say that the two creatures are somehow related. However, due to its striking resemblance to an already-existing enemy, the model may just be a placeholder. The following can be observed from the game's files: | ||
*It has animations for dying, appearing, burrowing, moving, biting, swallowing prey, chewing prey, being carried, noticing prey, looking around, going to its original spot, and the unknown animations <code>lookout</code>, <code>lookin</code>, <code>sense</code>, and <code>prowl</code>. | *It has animations for dying, appearing, burrowing, moving, biting, swallowing prey, chewing prey, being carried, noticing prey, looking around, going to its original spot, and the unknown animations <code>lookout</code>, <code>lookin</code>, <code>sense</code>, and <code>prowl</code>. | ||
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{{enemy stats | {{enemy stats | ||
|weight3 = | |weight3 = Unknown | ||
|carriers3 = Unknown | |carriers3 = Unknown | ||
|seeds3 = | |seeds3 = Unknown | ||
|value3 = 30 | |value3 = 30 | ||
|hp3 = 1125 | |hp3 = 1125 | ||
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===''crystal_maro_frog''=== | ===''crystal_maro_frog''=== | ||
[[File:Crystal Wollywog.png|thumb|<code>crystal_maro_frog</code>.]] | [[File:Crystal Wollywog.png|thumb|right|<code>crystal_maro_frog</code>.]] | ||
Data for a brown version of the standard [[ | Data for a brown version of the standard [[Wollywog]] exists, but with a rock attached to its body. Its internal name is <code>crystal_maro_frog</code> ("Crystal Wollywog"), which implies that the rock is made of [[crystal]]. It is uncertain where exactly the rock or crystal would be attached to its body. Besides the coloring, it looks roughly the same as the ''[[Pikmin 2]]'' Wollywog. The following can be observed from the files: | ||
*It has animations for dying, idling, washing its face, moving, turning, jumping, floating, falling, landing, being carried, and an unknown <code>fail</code> animation. | *It has animations for dying, idling, washing its face, moving, turning, jumping, floating, falling, landing, being carried, and an unknown <code>fail</code> animation. | ||
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===''iwadama''=== | ===''iwadama''=== | ||
[[File:Pikmin 3 unused Beady Long Legs.png|thumb|<code>iwadama</code>.]] | [[File:Pikmin 3 unused Beady Long Legs.png|thumb|right|<code>iwadama</code>.]] | ||
There is a model for | There is a model for the [[Beady Long Legs]] as it appears in ''Pikmin 2'', size included, but its circular head is replaced with a large version of one of its feet. Presumably, it would've stomped on the ground using its head as well. With the model are two textures, which are the same as the ''Pikmin 2'' one, but one is tinted blue and the other pink. On the image shown to the right, the ''Pikmin 2'' texture was used for clarity. This creature's internal name is <code>iwadama</code>, meaning "rock orb". The Beady Long Leg's old internal name, <code>damagumo</code>, is now being used for the [[Shaggy Long Legs]]. The following can be noted from the game files: | ||
*It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | *It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | ||
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===''buriko''=== | ===''buriko''=== | ||
[[File:Pikmin 3 unused Male Sheargrub.png|thumb|<code>buriko</code>.]] | [[File:Pikmin 3 unused Male Sheargrub.png|thumb|right|<code>buriko</code>.]] | ||
A fat variant of a [[Male Sheargrub]], around roughly the same size, too. It resembles a tick, and in a sense, the [[Ujadani]]. The texture that comes with the model is the same as the one in ''Pikmin 2''. The internal name is <code>buriko</code>, and the used Male Sheargrub's name is <code>ujinko_b</code>, whereas it used to be <code>ujib</code> in ''Pikmin 2''. It moves very quickly, and because of this, it has a hard time catching and eating Pikmin. It cannot damage leaders, and cannot get damaged.{{cite youtube|w3WN4wcm9S8|of the Wollywog, Emperor Bulblax, and ''buriko'' in action|rname=BEW video}} Its color mapping isn't set up correctly, so it appears orange when alive, and turns white and purple if defeated with a bomb rock.{{cite youtube|SEbcShTxrxU|of the ''kakureimo'', the ''moguraimo'', Emperor Bulblax and ''buriko'' in action}} From examining the game's files, the following can also be noted: | |||
It moves very quickly, and because of this, it has a hard time catching and eating Pikmin. It cannot damage leaders, and cannot get damaged.{{cite youtube|w3WN4wcm9S8|of the Wollywog, Emperor Bulblax, and ''buriko'' in action|rname=BEW video}} Its color mapping isn't set up correctly, so it appears orange when alive, and turns white and purple if defeated with a bomb rock.{{cite youtube|SEbcShTxrxU|of the ''kakureimo'', the ''moguraimo'', Emperor Bulblax and ''buriko'' in action}} From examining the game's files, the following can also be noted: | |||
*It has animations for dying, getting squashed, moving, biting, being carried, idling, swallowing, and two unknown animations called <code>caution</code> and <code>calm</code>. | *It has animations for dying, getting squashed, moving, biting, being carried, idling, swallowing, and two unknown animations called <code>caution</code> and <code>calm</code>. | ||
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{{clear}} | {{clear}} | ||
===''Pikmin 2'' copies=== | |||
The following unused enemies exist in the enemies folder as well, but their model and textures are copies or near-copies of the ''Pikmin 2'' files. They are also roughly the same size they were in that game. | |||
;Honeywisp | |||
*It functions identically to its ''Pikmin 2'' counterpart, but despite the textures being the same, it looks more realistic in ''Pikmin 3''. The egg it carries is the same as the regular ''Pikmin 3'' eggs. The only known thing about its behavior is that it flies around and eventually vanishes.{{cite youtube|hQADfjL5nZY|of the Honeywisp in action}} Throwing a Pikmin at the egg results in a [[crash]]. | |||
*It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | |||
*It is missing a <code>cull_info.txt</code>, <code>dynamics.txt</code>, and a <code>lockon.txt</code> file, present in most other enemies' data. | |||
*The lock-on data's format version is 6. | |||
{{p3 enemy technical | |||
|name = clione | |||
|hp = 1 | |||
|rock = 1 | |||
|white = 0 | |||
|brout = 1 | |||
|brin = 0 | |||
|direct = 0 | |||
|damage = 10 | |||
|territory = 0 | |||
|value = 40 | |||
}} | |||
;Emperor Bulblax | |||
*Its behavior is very incomplete. It simply repeats its tongue preparation animation constantly.{{cite youtube|rname=BEW video}} | |||
*It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | |||
*It is missing a <code>dynamics.txt</code> file, present in most other enemies' data. | |||
*The lock-on data's format version is 1, and the health parameter data's format version is 2. | |||
{{p3 enemy technical | |||
|name = kingchappy | |||
|hp = 3000 | |||
|rock = 75 | |||
|white = 4 | |||
|brout = 6 | |||
|brin = 3 | |||
|direct = 0 | |||
|damage = N/A | |||
|territory = N/A | |||
|value = 100 | |||
}} | |||
;Wollywog | |||
*When idling, it repeats its shaking animation constantly, although it causes no damage. This constant shaking is caused by a variable that measures the amount of Pikmin required to activate the shake animation, except this variable is set to zero by default, resulting in it shaking off Pikmin despite none being present. When a leader gets close, it performs its jump attack successfully.{{cite youtube|rname=BEW video}} Nothing else is functional about it; the corpse of this enemy will crash the game upon being picked up. | |||
*It is missing a <code>cull_info.txt</code> and <code>dynamics.txt</code> file, present in most other enemies' data. | |||
*It has an animation for burrowing itself. | |||
*The lock-on data's format version is 5, and the health parameter data's format version is 6. | |||
{{p3 enemy technical | |||
|name = marofrog | |||
|hp = 1500 | |||
|rock = 30 | |||
|white = 0 | |||
|brout = 1 | |||
|brin = 0 | |||
|direct = 0 | |||
|damage = 10 | |||
|territory = 300 | |||
|value = 30 | |||
}} | |||
;Breadbug | |||
This enemy's data is missing several files: <code>anim_define.txt</code>, <code>cull_info.txt</code>, <code>dynamics.txt</code>, <code>lockon.txt</code>, and <code>params.txt</code>. In addition, it has a <code>panmodoki.txt</code> file which is just a copy of <code>coll_tree.txt</code>. Because of this, no parameter information is known about it. | |||
===Armored Cannon Larva variants=== | |||
The [[Armored Cannon Larva]] and [[Arctic Cannon Larva]] share the same archive. Inside it are parameter files for every version of the beetle, including unused ones. <code>params.txt</code> is the one used for the Armored Cannon Larva, and <code>params_yuki.txt</code> corresponds to the Arctic Cannon Larva ({{j|ゆき|yuki}} means snow). The unused files are called <code>params_fixed.txt</code>, <code>params_green.txt</code>, <code>params_red.txt</code> (perhaps for the [[Decorated Cannon Beetle]]), and <code>params_ruri.txt</code> ({{j|るり|ruri}} means Lapis Lazuli). | |||
===Other=== | ===Other=== | ||
In addition, the unknown and mostly-empty <code>kokgamiegg</code> "enemy" seems to have been made on accident, created instead of the used <code>kokagamiegg</code> (the [[Phosbat Pod]]), and <code>tuyukusa</code> is a mostly broken and smaller version of <code>tsuyukusa</code> but written using a different romanization system, the [[Burgeoning Spiderwort]]. Finally, the fire geyser has parameter files for a <code>bubble</code> and a <code>gas</code> variant, suggesting the planned return of [[ | In addition, the unknown and mostly-empty <code>kokgamiegg</code> "enemy" seems to have been made on accident, created instead of the used <code>kokagamiegg</code> (the [[Phosbat Pod]]), and <code>tuyukusa</code> is a mostly broken and smaller version of <code>tsuyukusa</code> but written using a different romanization system, the [[Burgeoning Spiderwort]]. Finally, the fire geyser has parameter files for a <code>bubble</code> and a <code>gas</code> variant, suggesting the planned return of [[gas pipe]]s and the addition of water geyser-like hazard obstacles. | ||
The file <code>/content/CMCmn/system/param_db.szs/generatorsave_db.txt</code> has what appear to be respawn day paramaters for the game's objects. Inside the list, one can find the entries <code>GasHiba</code>, which is what the [[gas pipe]]s in ''Pikmin 2'' are internally called, <code>MureBuka</code>, an unknown object related to the Scornets (who have the internal name <code>Mure</code>), and <code>Tamagumo</code>, an alternative spelling of <code>Damagumo</code>, which is also present in the file. | |||
Finally, there is an unedited group of sound files of a human howling, which were likely intended for an unused enemy scrapped early in development.{{cite youtube|mGla9ZOj9KI|of sound effect trivia, including the sound effect.|m=9|s=53}} | |||
==Unused parameters== | ==Unused parameters== | ||
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===Fruit=== | ===Fruit=== | ||
The following fruit have | The following fruit have unused Poko values because they don't appear in [[Mission Mode]]. | ||
*The [[Astringent Clump]] has a value of {{pokos|100|y}} | *The [[Astringent Clump]] has a value of {{pokos|100|y}}. | ||
*The [[Blonde Impostor]] has a part value of {{pokos|100|y}} each and a whole value of {{pokos|200|y}}. | *The [[Blonde Impostor]] has a part value of {{pokos|100|y}} each and a whole value of {{pokos|200|y}}. | ||
*The [[Delectable Bouquet]] has a value of {{pokos|80|y}}. | *The [[Delectable Bouquet]] has a value of {{pokos|80|y}}. | ||
*The [[Disguised Delicacy]] has a part value of {{pokos|50|y}} each and a whole value of {{pokos|100|y}}. | *The [[Disguised Delicacy]] has a part value of {{pokos|50|y}} each and a whole value of {{pokos|100|y}}. | ||
*The [[Portable Sunset]] has a value of {{pokos|80|y}}. | *The [[Portable Sunset]] has a value of {{pokos|80|y}}. | ||
*The [[Velvety Dreamdrop]] has a value of {{pokos|100|y}} | *The [[Velvety Dreamdrop]] has a value of {{pokos|100|y}}. | ||
The following fruit have unused [[juice]] values because they don't appear in [[Story Mode]]. | The following fruit have unused [[juice]] values because they don't appear in [[Story Mode]]. | ||
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*The [[Golden Grenade]] has a juice value of 0. | *The [[Golden Grenade]] has a juice value of 0. | ||
==Unused | ==Unused music== | ||
Two songs exist inside the game, but are unused. They are a "sad" and a "happy" version of the [[Music in Pikmin 3#End of day|end of day]] theme, much like the ones in ''Pikmin 2''. | |||
== | == Unused scenes == | ||
Much like in the [[Pikmin (game)|first game]], each [[Onion]] was to be found dormant, and had their own "boot up" [[cutscene]]. | |||
{{#widget:YouTube|id=Sa-7QsRirg0}} | |||
| | |||
{{ | |||
Interestingly, the size of the Onion in the cutscene is much larger than ones seen in-game, more close to its appearence in the first two ''Pikmin'' games. It is likely the cutscene was made before the Onion's redesign, and was never updated as it went unused. | |||
==Other== | ==Other== | ||
* | * Although the front of [[PNF-404]] in the area selection screen is obviously visible, there are details on the back of the planet that are completely hidden and unused. This unseen geography can only be seen by looking at its direct texture. | ||
* There is an unique, unused [[Candypop family|Candypop Bud]]-like object named <code>NamaPongashi</code>. | * There is an unique, unused [[Candypop family|Candypop Bud]]-like object named <code>NamaPongashi</code>. It is purple when closed but white when open, and its model derives from the ''Pikmin 2'' Candypop Buds, but with black sharp tips at the ends of the petals.{{cite youtube|bl7r63NFeFU|of unused objects|rname=BielR3 video}} {{j|生|nama}} means "raw" or "unprocessed", which indicates that this is probably the base object that all Candypop Buds were meant to derive from. When Pikmin are thrown in, they die, but new seeds do not come out. After five are thrown in, it stops working. | ||
* [[ | * [[Gas pipe]]s were meant to return, as per the object called <code>GasHiba</code>. Like in ''Pikmin 2'', only [[White Pikmin]] can survive the poison.{{cite youtube|rname=BielR3 video}} | ||
* There is an object called <code>dragonball</code>, that was likely used to test textures. One half of it is red with white spots, like the [[Red Bulborb|Bulborb]] or [[Dwarf Red Bulborb|Dwarf Bulborb]], while the other is white with blue spots, like the [[Hairy Bulborb]] or [[Snow Bulborb]]. This is interesting, since the Hairy and Snow Bulborb are absent from this game. | |||
* There is an object called <code>dragonball</code>, that was likely used to test textures. One half of it is red with white spots, like the [[Bulborb]] or [[Dwarf Bulborb]], while the other is white with blue spots, like the [[Hairy Bulborb]] or [[Snow Bulborb]]. This is interesting, since the Hairy and Snow Bulborb are absent from this game. | * There is a large unused black and white checkered box called <code>TestBox</code>. It does nothing at all when spawned and is solid.{{cite youtube|rname=BielR3 video}} | ||
* There is a model for the [[Bulbmin]] in the folder containing all Pikmin and leaders. However, it is exactly the same as its ''Pikmin 2'' model, so it was likely scrapped early in development.{{cite youtube|HWrVtwhoAUA|explaining the unused Bulbmin model.|m=5|s=36}} | * There is a model for the [[Bulbmin]] in the folder containing all Pikmin and leaders. However, it is exactly the same as its ''Pikmin 2'' model, so it was likely scrapped early in development.{{cite youtube|HWrVtwhoAUA|explaining the unused Bulbmin model.|m=5|s=36}} | ||
<gallery> | <gallery> | ||
File:Pangaeaultima a.gtx.png|The entire texture of PNF-404. The top half and some parts near the edges are completely unseen in-game. | |||
NamaPongashi | NamaPongashi closed.png|<code>NamaPongashi</code> open. | ||
File:NamaPongashi open.png|<code>NamaPongashi</code> closed. | |||
</gallery> | </gallery> | ||