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(The texture text wasn't adding anything. And the bomb rock thing is just a poor reading of the game files, that will be corrected soon. Also, isn't the Man-at-Legs always affected by gravity anyway?) |
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|[[File:Way3Conc.png|200px]] | |[[File:Way3Conc.png|200px]] | ||
|'''item_way3_conc''' | |'''item_way3_conc''' | ||
|A concrete three-way crossing, presumably with an item in the middle, judging by the name. | |A concrete three-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from an earlier stage of development. | ||
The sand texture is different compared to the sand texture in the final and appears to be a leftover from | |||
|- | |- | ||
|[[File:Way3Metal.png|200px]] | |[[File:Way3Metal.png|200px]] | ||
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|[[File:Way4Conc.png|200px]] | |[[File:Way4Conc.png|200px]] | ||
|'''item_way4_conc''' | |'''item_way4_conc''' | ||
|A concrete four-way crossing, presumably with an item in the middle, judging by the name. | |A concrete four-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from a earlier stage of development. | ||
The sand texture is different compared to the sand texture in the final and appears to be a leftover from a earlier stage of development. | |||
|- | |- | ||
|[[File:Way4Metal.png|200px]] | |[[File:Way4Metal.png|200px]] | ||
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|[[File:Way1Conc.png|200px]] | |[[File:Way1Conc.png|200px]] | ||
|'''item_wayl_conc''' | |'''item_wayl_conc''' | ||
|A concrete turning corridor, presumably with an item in the middle, judging by the name. | |A concrete turning corridor, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from a earlier stage of development. | ||
The sand texture is different compared to the sand texture in the final and appears to be a leftover from a earlier stage of development. | |||
|- | |- | ||
|[[File:Way1Metal.png|200px]] | |[[File:Way1Metal.png|200px]] | ||
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|'''way6_tsuchi''' | |'''way6_tsuchi''' | ||
|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. | ||
|} | |} | ||
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The Japanese version of ''Pikmin 2'' has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files. | The Japanese version of ''Pikmin 2'' has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files. | ||
== Ignored | == Ignored cave settings == | ||
*The unused four-way garden cave unit with a twig is used in all garden cave layouts, but all the garden | |||
* 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 | * [[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. | ** 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 | * [[Dream Den]], sublevel 8 | ||
** 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants. | ** 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants. | ||
* [[Dream Den]], sublevel 14 | * [[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 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 == | ||
*A single rogue untextured | * 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 | * 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-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. | * 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. | * 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. |