This is a sub-page of Pikmin.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: The Japanese version's files are slightly to largely different. Run the Japanese version and check for differences. Also, there's probably still a lot more to check.
On the root of the Pikmin disc are a few files for a Windows executable, where you can run the game on a PC. It comes filled with a bunch of debugging features, and best of all it's possible to have it run on any modern machine! For a guide on how to do so, see the Notes page.
When you run the program, you get two windows: a main game window, just like what you'd see on an emulator, and a control window with a log, titled "OpenGL / Dolphin System". The stuff that gets added to this log also gets written to log.txt.
Some graphical effects are a bit wrong in the game. For instance, if you press Start on the title screen, the back of the screen becomes really dark except for the main menu.
By default, most things are invisible and behave a bit wrong. You have to access the in-game debug menu and enable "Game-Mode" in order to get stuff to show mostly right. Even still, only one Pikmin will really appear correctly, while the rest will just randomly flicker on the ground. You can see them if you hold the A key or enable Kando Debug from the Kando Options.
On the menus, you can navigate around just like in the actual game, but you can also pull out some extra debugging menus to access more options, with Tab. In-game, you have the regular game controls, except quite a few things are wonky (e.g. Olimar's health always appears as 0). You also get a lot of debugging features in-game by pressing the Z key. No audio plays at any point in the game.
Some objects, like Candypop Buds or Snagrets, have some spheres and boxes around them, which are always visible.
Some random things may make the game crash, like making the day time reach 0, or decreasing the value of debug menu options while in-game.
The numpad keys require Num lock to be on. Keys in bold are shared between the regular controls and the debugging features, so be careful not to toggle a debugging function while trying to do a regular in-game action.
|Control stick U/D/L/R||Numpad 8/2/4/6|
|C stick U/D/L/R||Arrow keys U/D/L/R|
|In-game, hide the map's geometry||A|
|In-game, open debug menus||Z|
|On menus, open debug menus||Tab|
|In-game, dump some info on the log?||Tab|
|Toggle thing visibilities||V|
|Full screen toggle||F1|
|Toggle performance charts of sorts||F2|
|Toggles updating of stuff besides Olimar||Space|
On the main menu, there are the same options as usual, but starting the game takes you instantly to the area selection screen, where only The Impact Site is unlocked, and it's in the Day 1 status. The sound volume settings on the options menu also don't work, and changing a language has no impact on the game.
While on the debugging menus, B (B key) closes the menu, A (Space Key) toggles or confirms an option, X (V key) increases a value, and Y (N key) decreases it.
On the main menu, you have the following debug options, accessible by pressing Tab:
- Start GL Game: Same as starting the game normally.
- Challenge Mode: Same as starting Challenge Mode normally.
- Movie Sample: Opens a black screen, with the text "Movie Player : " followed by ever-increasing numbers. Only way out is to press Esc.
- Rumble: Opens the Debug Menu. You can also access it by pressing X (V key) on the main menu.
- Testscreen: Opens the 2D screen test. You can also access it by pressing Y (N key) on the main menu.
- Lighting: Opens a menu with lighting settings:
- Light count: Changes the number of OpenGL lights. Decreasing makes the game crash if you do it mid-game.
- Time: Changes the time of day. Decreasing it mid-game makes it crash.
- Dump Settings: Unknown.
- morning, day, evening, night, movie: Unknown. Cannot be changed.
- Options: Options menu.
- Toggle timers: Toggle some charts, same as if you press F2. There are three settings: Off, On, and Full.
- Toggle print: Unknown.
- Toggle DInfo: If enabled, coordinate arrows appear under objects, some strange circular shape appears on the left side of the screen, and some paths are drawn on the stage.
- Toggle DExtra: Toggles extra debugging information on the screen. (Culled AI, view, shape, number of enemies, Gens, Ptcls and Child).
- Toggle Blur: Supposedly toggles the blur effect, but it doesn't make a difference here as the blur is never present.
- Toggle FileInfo: Unknown.
- Toggle Colls: Toggles the visibility of the ship's beam of light, and toggles visibility of the triangulation of the geometry. It also toggles the visibility of some numbers above Olimar and on the ground.
On the area selection menu (and also on the Challenge Mode menu), you can press Tab to open a list of areas to enter. Pressing Y (N key) makes it open the Voyage Log, but close it right afterwards. The following areas are available on the debug menu for the main story mode, which you can "unlock" by choosing the "Open All Maps" option:
- Practice: The Impact Site.
- Stage1 Forest: The Forest of Hope.
- Stage2 Cave: The Forest Navel.
- Stage3 Yakushima: The Distant Spring.
- Last Stage: The Final Trial.
- Demo: The Forest of Hope again?
- Play Teki 1 to Play Teki 8: The tuto2 maps.
- Test Map: testmap.
- Shapetest Map: shapetest.
The following areas are usable for Challenge Mode. These are just the same as the regular areas.
- Challenge 0: The Impact Site.
- Challenge 1: The Forest of Hope.
- Challenge 2: The Forest Navel.
- Challenge 3: The Distant Spring.
- Challenge 4: The Final Trial.
In-game, you can access a debugging menu with the Z key, with the following options:
- Change Course: Go back to the area selection screen or Challenge Mode screen.
- Day End: Ends the day, but makes the game crash.
- Options: Same as the main menu's options menu.
- Kando Options: More wacky options.
- Bridge Opt: Unknown.
- Route Debug: Toggles the visibility of some on-stage numbers and markers. Probably for debugging the carrying routes.
- Opt level: Unknown. Can be switched from 0 to 3 with X (V key), but as usual, decreasing it with Y (N key) crashes the game.
- Call Sort: Unknown. A (Space key) toggles between "[Use Coll Sort]" and "[ignore Coll Sort]"
- Kando Debug: Toggles some on-stage debugging markers. Places two markers near the center of the Pikmin group, and places markers for each Pikmin spot on the group.
- Sound Debug: Toggles the visibility of sound handle IDs on-screen, as well as Olimar's coordinates.
- Mode: Toggles between "Generator Mode" and "Game-Mode". In Generator Mode, some important things are invisible.
- stop: Unknown. Toggles between "stop", "no stop" and "slip". "no stop" and "slip" appear to activate a moon jump.
- LOD: Unknown.
- Colls: Unknown
- ASYNC: Unknown.
- Ins: Unknown. Toggles between "fast" and "slow".
- UFO Level: Changes the appearance and completeness of the Dolphin. On every change, the animation for the ship's upgrade takes place. Values beyond 16 don't do anything, and as usual trying to decrease the value causes a crash.
- Flower Pikis: Unknown. Looks like it should turn all Pikmin into flower Pikmin, but it doesn't.
- Break Sluice: Unknown.
- COLLECT PIKIS: Unknown.
- FULLFILL PIKI: Unknown.
- Lighting: Same as the one on the main menu's debug menu.
- Movie Player: Opens another menu. This supposedly allows the playing of cutscenes, but nothing ever happens.
- Movie #: Allows you to change the movie number. As usual, decreasing the number causes a crash.
- Play / Stop: Plays or stops the movie.
- Pause / Frame Step: Pauses the movie and advances a frame each time it's selected.
- Quit: Returns to the title screen.
At almost all times, there are three counters on the left of the screen, with three columns each, and a slash after the number on the second column:
- Gens: Unknown.
- Ptcls: Stands for particles. Sometimes, the game warns that the Ptcl buffer is empty.
- Child: Unknown.
In-game, the number of Pikmin in certain states is written.
- form: Number of Pikmin following Olimar.
- free: Number of Pikmin idling on the field.
- work: Number of Pikmin moving objects or fighting enemies.
- me: Number of Pikmin planted in the ground on the map.
- total: Total number of living Pikmin on the map.
- dead: Total number of Pikmin that have died since the current map was loaded.
- fall: Number of Pikmin that have fallen off the map.
- cont: Number of Pikmin trapped in the mouth of an enemy before death (may be short for "contained").
Slightly below this information is a set of variables related to enemies.
- culled:ai # view #/# shape # (# tekis): The first numbers are related to how many enemies are on-screen. If the numbers are flickering, that means an enemy is close to being on-screen (if you use Free Camera on the actual game, you'll notice that enemies close to being on-screen are only rendered every other frame). The last number is the total number of enemies.
If you're hiding anything, by having pressed. X (V key), the type of thing you hid will appear under the previous line of text with the format "HIDE #", where "#" is the type. The following types exist, and are toggled in order:
- Nothing: If nothing is being hidden, no text appears.
- PIKI: Hides Pikmin, but their idle glows remain.
- TEKI: Hides enemies, but not bosses.
- ITEM: Hides Onions and the Dolphin.
- BOSS: Hides bosses... and Iridescent Flint Beetles, geysers, and Candypop Buds, since those are bosses internally, too.
- PELLET: Hides pellets.
- WORK: Hides task-related objects, like bridges.
- PLANTS: Hides plants.
- MAP: Hides most of the map's geometry. "Water" and some patches of ground remain. Pressing D-Pad Up (A key) hides everything, though.
- 2D: Hides the top two lines of debugging HUD text.
At the bottom, there is a line saying "navi st# y# #/#". Navi is the internal name for the captain. st# describes the state of the captain. y# is the y-coordinate of the captain. #/# is a simplified pikmin counter.
Finally, if you're playing a cutscene, such as landing on an area, you get a "frame = #" counter, and a "movieHeap free = #" counter. The frame counter increases one per frame as the cutscene takes place. The other number probably has something to do with the memory.
If you enable either the "on" or "full" "Timers" (press F2), you get 7 lines at the top, and a framerate counter at the bottom; below the framerate counter is the word "all", some sort of CPU usage bar and a number. The lines at the top are:
- # polys = # pps: The number of polygons being rendered, and likely, the number of polygons it's rendering per second.
- # anims: Number of animations taking place at once.
- # mats: Unknown, probably the number of materials.
- # disps: Unknown.
- # mtxs: Unknown, possibly the number of matrices.
- # / # lighting skips / sets: Unknown.
- # light sets: Unknown.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: More investigation is needed into the Age server. There are strong indicators that PikiGame and sysCore.dll contain a complete level/cutscene/model editor for Pikmin, but they all seem to require this Age server. AgeServer() is an object that exists inside of the sysCore.dll, but more investigation is needed to see if it can be triggered without whatever the AtxServer is trying to connect to.
On the "OpenGL / Dolphin System" window, there is a "Tools" menu, with the following options:
The options with "filter" in their name don't do anything. PikiGame starts the main game, but if you choose it while it's already running, it crashes.
TexConv opens up a model viewer, with no known controls. This model viewer has a menu with two options, "File" and "View". View doesn't do anything, and as for File, you can either open a TGA texture with it or exit. If you give it a TGA, nothing happens. The window itself has the framerate at the bottom, and "currModel = noneSelected!" at the top. For some reason, opening this also enables the "timers" chart on the game window, same as if you had pressed F2.
AtxServer boots a client and binds a WinSocket port, but it has no end to connect to. It also outputs some log information. Nothing else is known about it.
Looking into the code of AtxServer (plugAtxServer.dll), it seems to have a fully implemented 3D model viewer/editor. It outputs .mod files and even has support for wireframe view.