Talk:Pikmin 2

Okay, so any places where I can find the information to make this article better? I happen to love Pikmin 2, so... --FourZeroNine 13:10, 26 September 2011 (EDT)
 * Actually, discoveries of unused content on Pikmin 2 are very recent. Around 2 months old. I was gonna link to the Pikipedia page, but then I remembered we didn't add any info there. {EspyoT} 13:41, 26 September 2011 (EDT)
 * GoldS has already more or less finished picking through this game. He just hasn't uploaded everything and added it to the page yet. Have patience. -YK [[Image:YK-sig.png|link=User_talk:YK]] 15:05, 26 September 2011 (EDT)

OST
So you found a way to get music from Pikmin 2, GoldS. Could you, by any chance, be able to obtain sound files for the OST of the game? The caves, overworld areas, the variations, etc. I suppose they're organized differently from regular fanfares, due to the enemy, night, ... variations, but if you could somehow rip them and distribute them, that'd be great, seeing as there is no clean OST. The songs either have annoying buzzes or background noise. I'm not sure if this kinda talk is allowed here, but, even if you can't distribute it or talk about it (here), can you at least cool my curiosity, and briefly describe how they're organized? {EspyoT} 09:00, 30 October 2011 (EDT)
 * Unfortunately, I only know how to get the stream files because they're in AST Format and there's a Winamp plugin that can play them. I don't know how to play the sequenced files.--GoldS 11:49, 30 October 2011 (EDT)
 * I imagined as much, because that's kind of the conclusion I got to when I tried. I'm really interested in knowing exactly how many variations there are. For instance, people say that in caves, the less Pikmin you have, the less instruments play, but I never noticed that to be true... {EspyoT} 17:16, 30 October 2011 (EDT)

About the unused musics...
Isn't some unused musics aren't used on EReader version??? Just askin'. Some musics are BMS...

Gabrielwoj 16:21, 8 November 2011 (EST)

About these graphics


Apparently, these two graphics were found among the other graphics in the develop folder. Can someone specify which file(s) these came from? --From: divingkataetheweirdo 12:23, 16 November 2011 (EST)
 * I'm guessing that they're from anmedit2d.arc, but rarcdump can't extract the files from it...speaking of which, how do you extract the files from j2dtest.arc? I tried that but rarcdump crashed.--GoldS 16:00, 16 November 2011 (EST)


 * This is probably Camera control the names are (ymode.bti and xzmode.bti)
 * There is also this unused Card sprite:
 * base1.bti (on develop/card):



-- Gabrielwoj


 * Possibly an unused treasure texture? -Cakes 16:39, 24 July 2013 (EDT)

Sound_Test Cutscene
We need more research about this, but how about to add? http://www.youtube.com/watch?v=THdz07IcWek

Gabrielwoj

Map editing features
Are these completely dummied out and just the GFX remain, or is it actually hackable into the game?

Full Message Dump
Using my custom script, I extracted all the main messages from Pikmin 2 from the NTSC version. Most of those messages in the article about the test messages and such are in the first one, which is in /pikmin2/message/mesRes_engUS.szs. Here is the full dump.

There's also /pikmin12/EngUS/message/pik12message.bmg. Here is the full dump for THAT. I'm sure there's more, I'm digging around the files for a while, so I'll put anything else I find here. --NWPlayer123 July 25, 2013 at 11:40AM (MST)

INI files regarding game settings - possible debug menu?!
-- Jetfire77

I remember last time looking into the ISO's main disc file there was 3 or less/more INIs regarding game settings. One is for retail, another was a E3 version i think, and then the last and most interesting of this is a developer setting. There was settings for developername_Print, which probably listed their respective names on the title screen, or some sort of console displayed their name. ( obviously nulled out for retail ). MarioClub ( i think that was its name, nulled out. ) something to probably do with club Nintendo. An E3 setting, which is something i hope you know, then the most strange is DebugSelectPattern. My only idea is that there was a weird pattern to get the debug menu? I don't have the time to get the ISO again for reading so this all came from memory and deserves attention of you hackers. ( i'll probably get it now )

- update. I got it, and heres da files. There is 5 Pikmin 2 Config Files. First one is Develop, Release, ggameConfig, gggameconfig Again, and then finally GameConfig witch is probably the main one. Ill be making mentions throughout this part. --Jetfire77 19:29, 26 July 2013 (EDT)

Develop-GameConfig.ini


 * 1) Pikmin2 Game Config file

{	gamePrint		1 Print			1 ogawaPrint		0 -- Most likely for all they dev names, their console said hello ogawa. ( insert todo ) yamashitaPrint		0 kandoPrint		1 nishimuraPrint		1 morimuraPrint		0 ebisawaPrint		0 konoPrint		0 allocAllEnemy		1 - Allocate all enemies? According to the dictionary, Allocate means to fix the place of as its 2nd definition. shortCutUp		-1 shortCutDown		-1 shortCutLeft		-1 shortCutRight		-1 mapparts_path		d:/Pikmin2Data/conversion/mapunits/director/units/  - This seems to be a secret Nintendo drive, related to map making. publicity		0 - ??? In SSBM, Publicity turned on crowd. Maybe the crowd could comment on your performance in early? timers			1 mukki_cherry		0 -- A cherry setting?! E3version		0 -- E3 flag. I have no idea what kind of jiffy the game will go into with this setting. heapStatusPrint		1 -- ?! pelletMultiLang		1 -- ?!! marioClubDevelop	1 - This is a debugging flag for testing from Mario Club. Thank you Einstein95 KFesVersion		0 - What is KFes? language		jpn heapFreeSize		1 vsDeathType		0 -- A death type setting... vsHiba	    		0 -- vs Hiba? Is it just a name or a word in Japanese?! vsY			0 baseGameNewCheck	1 -- No idea. Maybe they were checking if its the right game? autosaveOff		1 -- Looks like they didn't want to autosave during debugging. vsDebugSelectPattern	1 - A special pattern means a hidden debug menu is hidden somewhere. end

Now here's the US gameconfig.ini
 * 1) Pikmin2 Game Config file

{	gamePrint		1 Print			1 ogawaPrint		0 yamashitaPrint		0 kandoPrint		0 nishimuraPrint		0 morimuraPrint		0 ebisawaPrint		0 konoPrint		0 allocAllEnemy		1 shortCutUp		-1 shortCutDown		-1 shortCutLeft		-1 shortCutRight		-1 mapparts_path		d:/Pikmin2Data/conversion/mapunits/director/units/ publicity		0 timers			0 mukki_cherry		0 E3version		0 heapStatusPrint		0 pelletMultiLang		1 marioClubDevelop	0 KFesVersion		0 language		eng heapFreeSize		0 vsDeathType		0 vsHiba	    		0 vsY			0 baseGameNewCheck	1


 * The marioClubDevelop flag is actually referring to "Mario Club", Nintendo's subsidiary debugging team. -- Einstein95 (talk) 20:17, 26 July 2013 (EDT)


 * Thanks for that, re-mentioned the flag. I can't seem to find a image editor to replace the developer ini with the config, so someone else is sadly going to have to be the one to do it rather than me. This is quite interesting, maybe the secret level editor or a simple debug menu can be found. --Jetfire77 21:32, 26 July 2013 (EDT)

Has anyone ever mentioned how they got to access the unused cave levels? It would seem you can "edit" some levels because i feel like i got a memory of me putting the Houdai ( man-at-legs cryptic name ) in the first level of the first cave. Though i think it's just me daydreaming i believe it'd possible to hack them in, but i never found the proper ISO editor. GCR crashes and another one has problems... But anways, for you hackers out there this proves useful to finding out enemy IDs and their respective cryptic names. They're referred to as "teki" in the files relating to enemy placement i think. ( credit goes where due ) http://pikmin.wikia.com/wiki/Forum:Enemy_hitpoints Jetfire77--05:49, 29 July 2013 (EDT)


 * It's not impossible to edit the files. The worst part is re-compressing an .szs file. Also another thing, the KFesVersion flag must enable the kfes challenge mode levels. {EspyoT} 08:02, 28 February 2014 (EST)

So we discovered a Debug Mode for Pikmin 1. Someone really needs to investigate further on this. Jetfire77 -- 8:16 2/27/14
 * I think you're on the wrong page. But yeah, what debug mode? {EspyoT} 08:02, 28 February 2014 (EST)

www.Tcrf.net/Pikmin shows a simple Debug Menu. In these little INIs i showed here, we might be able to find another cool debug menu, possibly even unlocking the secret Map Editor by a small chance. MarioClubDevelop and KfesVersion look the most interesting to me. THIS JUST IN! There's a few interesting stuff in the games boot. It's not called BOOT.DOL its called Start.dol. Here's something i found in there, theres more related to the Map Editor, JStudio, and other crap. .....This TV format "DEBUG_PAL" is only for .....temporary solution until PAL DAC board .....is available. Please do NOT use this  .....mode in real games!!! .....VIConfigure: Tried to change mode from (%d) to (%d), which is forbidden.....#\..#d..#l..#\..#d..#l..#\ << Dolphin SDK - AR.release build: Nov 26 2003 05:19:42 (0x2301) >>.....<< Dolphin SDK - ARQ.release build: Nov 26 2003 05:19:43 (0x2301) >> ....<< Dolphin SDK - CARD.release build: Apr 17 2003 12:34:19 (0x2301) >>
 * ..... ! ! ! C A U T I O N ! ! !

Jetfire77 22:12, 10 March 2014 (EDT)
 * Yeah, that's standard GC SDK stuff. -Einstein95 (talk) 22:48, 10 March 2014 (EDT)

I hope someone unlocks the Debug Menu. Alot of crazy stuff is in the start.dol. JStudio seems to be related to the Map Editor, a Cave Editor, but it'll likely crash because theres no valid spot for MapParts. I'm gonna scout out for more debug content, but for now someone else is gonna do the activation discovery. --Jetfire77 (talk) 01:38, 11 March 2014 (EDT)

Anyone know where can i find the V18 ver of the demo disc for Dolphin testing? I found one, but that wants me to pay for some dumb premium service and the other one is corrupted...

--Jetfire77 (talk) 19:55, 11 March 2014 (EDT)