Proto:Pikmin
Proto:Pikmin
This page details one or more prototype versions of Pikmin.
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Two Japanese GameCube kiosk discs with demos of Pikmin have been ripped. The TGC files containing the demo on each disc are identical.
Pikmin Jitsuen-you Demo
Dairantou Smash Brothers DX Jitsuen-you Demo
All file comparisons should be and have been done between the extracted TGC file and the final Japanese release, as they have the most similar filesystem (i.e. neither has English translation files)
A playable demo and movie of Pikmin were released on Interactive Multi-Game Demo Disc - January 2002.
Contents
1 Debug Content
1.1 Display Debug Coordonates
1.2 Debug Path
1.3 Show Debug Text
1.4 Debug Character Values
1.5 Debug Menu
2 Immediately Obvious Differences
3 dataDir Differences
3.1 What is Known
3.2 Different Files
3.3 Missing Files / Folders
3.4 Additional Files
4 Differences at Disc Root
4.1 Postulation
4.2 Missing Files/Folders
Debug Content
Display Debug Coordonates
Version | Action Replay Code |
---|---|
NTSC-U Demo | 0439A624 00000001 |
NTSC-J Demo | 043A1804 00000001 |
Debug Path
Version | Action Replay Code |
---|---|
NTSC-U Demo | 0439A62C 00000001 |
NTSC-J Demo | 043A180C 00000001 |
Show Debug Text
Version | Action Replay Code |
---|---|
NTSC-U Demo | 0439A630 00000001 |
NTSC-J Demo | 043A1810 00000001 |
Debug Character Values
Version | Action Replay Code |
---|---|
NTSC-U Demo | 0439A63C 00000001 |
NTSC-J Demo | 043A181C 00000001 |
Debug Menu
To access this, hold the D-pad right when loading a menu, with the following code enabled:
Version | Action Replay Code |
---|---|
NTSC-U Demo | 0A39F180 00000002 0439F728 00000005 |
NTSC-J Demo | 0A3A6360 00000002 043A6908 00000005 |
Immediately Obvious Differences
This build of the game thrusts you right into a modified Forest of Hope, complete with alternate enemy placement, no ship parts, different obstacles, etc.
Beady Long Legs' boss theme is able to play in this area. It is unknown how, as spawning Beady Long Legs in the final game anywhere but the Forest Navel does not play the boss theme.
The pause menu is different from the final game.
The radar screen functions (It is conceivable that this is some kind of developer hack).
The area name during the loading transition is different from the final game.
Whatever Olimar says after the landing animation, it looks unique.
There is no warning when Olimar is low on health
There is no title screen attract mode
dataDir Differences
What is Known
demo_forest.mod is a near-copy of forest.mod. It has different route nodes, and a slight binary difference around the 2/5 mark.
The MovieData folder is likely missing to save space (the videos are elsewhere on the kiosk disc).
loading.bti and ot_map.bti are shown when loading the demo and the area respectively.
practice.mod has a few route node changes, though there is a bulk of differences in the middle of the file
files related to the demo have the prefix of "ot_"
Five of said files can be found in "screenotona_blo"
demo41.cin in the demo has an extra, verbose seeming, 'addcut' section.
The differences in the ARC and DIR files located in "archives" likely corresponds to file differences elsewhere in the filesystem.
The early demo movie found in the final Japanese release is also in this kiosk demo.
Different Files
build.map
archivesblo_kodomo.arc
archivesblo.otona.arc
archivesblo.otona.dir
archivesbosses.arc
archivesbosses.dir
bosseskinganims.bin
cinemasdemo41.cin
coursespracicepractice.mod
parmsgamePrms.bin
screenkodomo_bloauf_c1_0.blo
screenkodomo_bloufo_b1_0.blo
screenkodomo_bloufo_p.blo
screenotona_bloauf_c1_0.blo
screenotona_blore_i_00.blo
screenotona_blotu_tx36.blo
screenotona_bloufo_b1_0.blo
screenotona_bloufo_p.blo
SndDatacompend1.stx
SndDatahappyend1.stx
SndDataBankspikibank.bx
SndDataBankspikise_2.aw
SndDataSeqspikiseq.arc
stageschal1.ini
stageschal1default.gen
Missing Files / Folders
MovieData
MovieDatacntA_S.h4m
MovieDatacntB_S.h4m
MovieDatacntC_S.h4m
MovieDatacntD_S.h4m
MovieDatasr_S.h4m
MovieDatasrhp_S.h4m
Additional Files
coursestestdemo_forest.mod
introloading.bti
introot_map.bti
screenotona_bloot_menu2.blo
screenotona_bloot_pa_ok.blo
screenotona_bloot_pause.blo
screenotona_bloot_play.blo
screenotona_bloot_re.blo
stageschal1.gen敵
stageschal1-1.gen草&ペレット
stageschal11.gen敵0と同じ
stageschal12-29.gen本当はinit
stageschal1コピー ~ init.gen
Differences at Disc Root
Postulation
It only makes sense that these excess files were trimmed to save space. After all, there is no need for memory card info, and everything else that was removed is either related to the Windows x86 Debugger or is an unused banner.
Missing Files/Folders
banners&icons
Debug
plugins
config.ini
log.txt
sysBootup.exe
sysBootup.opt
sysCore.dll
コピー ~ opening.bnr
The Pikmin series | |
---|---|
GameCube | Pikmin (Prototype) • Pikmin 2 (Prototype) |
Wii | New Play Control! Pikmin • New Play Control! Pikmin 2 |
Wii U | Pikmin 3 (Prototype) |
Nintendo 3DS | Hey! Pikmin |
Categories:
- Prototypes
- Articles needing basics
- Pikmin series
Cleanup > Articles needing basics
Games > Games by content > Prototypes
Games > Games by series > Pikmin series
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