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Proto:Pikmin



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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























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