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Pikmin (GameCube)

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This page details one or more prototype versions of Pikmin (GameCube).

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Two Japanese GameCube kiosk discs contain this demo of Pikmin have been found: Pikmin Jitsuen-you Demo and 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).

Another playable demo and movie of Pikmin were released on Interactive Multi-Game Demo Disc - January 2002.

Debug Content#

Display Debug Coordonates#

Version

Action Replay Code

North American Demo

0439A624 00000001

Japanese Demo

043A1804 00000001

Debug Path#

Version

Action Replay Code

North American Demo

0439A62C 00000001

Japanese Demo

043A180C 00000001

Show Debug Text#

Version

Action Replay Code

North American Demo

0439A630 00000001

Japanese Demo

043A1810 00000001

Debug Character Values#

Version

Action Replay Code

North American Demo

0439A63C 00000001

Japanese 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

North American Demo

0A39F180 00000002
0439F728 00000005

Japanese Demo

0A3A6360 00000002
043A6908 00000005

Immediately Obvious Differences#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: IMAGES. WE NEED TO SEE THOSE 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 "screen\otona_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

archives\blo_kodomo.arc

archives\blo.otona.arc

archives\blo.otona.dir

archives\bosses.arc

archives\bosses.dir

bosses\king\anims.bin

cinemas\demo41.cin

courses\pracice\practice.mod

parms\gamePrms.bin

screen\kodomo_blo\auf_c1_0.blo

screen\kodomo_blo\ufo_b1_0.blo

screen\kodomo_blo\ufo_p.blo

screen\otona_blo\auf_c1_0.blo

screen\otona_blo\re_i_00.blo

screen\otona_blo\tu_tx36.blo

screen\otona_blo\ufo_b1_0.blo

screen\otona_blo\ufo_p.blo

SndData\compend1.stx

SndData\happyend1.stx

SndData\Banks\pikibank.bx

SndData\Banks\pikise_2.aw

SndData\Seqs\pikiseq.arc

stages\chal1.ini

stages\chal1\default.gen

Missing Files / Folders#

MovieData

MovieData\cntA_S.h4m

MovieData\cntB_S.h4m

MovieData\cntC_S.h4m

MovieData\cntD_S.h4m

MovieData\sr_S.h4m

MovieData\srhp_S.h4m

Additional Files#

courses\test\demo_forest.mod

intro\loading.bti

intro\ot_map.bti

screen\otona_blo\ot_menu2.blo

screen\otona_blo\ot_pa_ok.blo

screen\otona_blo\ot_pause.blo

screen\otona_blo\ot_play.blo

screen\otona_blo\ot_re.blo

stages\chal1\0.gen敵

stages\chal1\0-1.gen草&ペレット

stages\chal1\1.gen敵0と同じ

stages\chal1\2-29.gen本当はinit

stages\chal1\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