| Progress Continues
We've already had 14002 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: February and March 2021 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
Pikmin 2 (GC)
|Release date(s)|| JP April 29, 2004|
NA August 30, 2004
EU October 8, 2004
AUS November 4, 2004
|Mode(s)||Single-player, Multiplayer (2)|
|Input methods||GameCube Controller|
|GameIDs||GPVE01, GPVP01, GPVJ01|
Pikmin 2, the sequel to Pikmin is a real-time strategy video game, and improves on it's predecessor with a 2-player mode, two new types of pikmin and a pikmin-esque creature "Bulbmin", and removal of the time limit. Pikmin 2 is widely considered an improvement over the previous title, receiving universal acclaim from reviewers. Pikmin 2 was re-released for the Wii as part of the New Play Control! series in Europe, Australia, and Japan in 2009, and North America in 2012.
16:9 Aspect Ratio (Widescreen) Gecko Codes
The Widescreen hack has clipping and HUD alignment issues.
$16:9 Widescreen C241A434 00000003 3DC03FAB 91C24000 C01F002C C2224000 EC110032 00000000 C23BB844 00000003 3DC03FAB 91C24000 C3C6002C C2224000 EFD107B2 00000000 C241AD98 00000004 3C803F40 90820000 C2220000 C0030000 EC110032 D0030000 38800000 00000000 C2434EBC 00000002 3DC03F36 91DC00CC 60000000 00000000
$16:9 Widescreen 04004F30 3C003FE3 04004F34 60008E39 04004F38 9004002C 04004F3C 484208B8 044257F0 4BBDF740
60 FPS Action Replay Code
Pikmin 2 normally runs at 30 FPS but can render at 60 with the following Action Replay code. 60 FPS rendering breaks cut-scenes, so the effect can be adjusted via the D-pad: a right-press on the D-pad triggers 60 FPS, while a left-press on the D-pad reverts to 30 FPS.
These results can be swapped by exchanging
0001 in the code, if desired. The current button assignment makes gameplay more consistent with the Wii version, since:
- Ideally one would press the button for 60 FPS more frequently than the button for 30 FPS.
- D-pad right in the GC version cycles through Pikmin types in the same order as B on the Wiimote (the only button to cycle through Pikmin in the Wii version):
blue → red → yellow → purple → white → bulbmin
- D-pad left in the GC version cycles through Pikmin in the reverse order.
$60FPS toggleable with right/left on dpad 88507009 00000002 045D1028 3C888889 405D1020 00001D01 00000000 40000000 88507009 00000001 045D1028 3D088889 405D1020 00001D02 00000000 40000000
2-Player Story Mode
This Gecko code enables split-screen multiplayer in Story mode, allowing full co-op. Cutscenes play improperly, and only Player 1 can control menus.
$2-Player Story Mode 0414D928 3BE00002
HD Texture Pack
Pikmin 2 HD Texture Pack by HenrikoMagnifico
No configuration changes are known to affect compatibility for this title.
The graph below charts the compatibility with Pikmin 2 since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Pentium E5800 @ 3.2GHz x||ATI Radeon HD 5450||Game runs smoothly at 100%. problems are: longer loading times, all water is black, sounds are incorrect and off. Other than these You'll have to use OpenGL rather than directX9. other than these, this game runs great.|
|Windows 7||Intel Core i7-2820 @ 2.3GHz||AMD Radeon HD 6970M||Absolutely no bugs found yet.||Sol|
|Windows Vista||AMD Athlon LE-1640||NVIDIA GeForce 9200||Game runs perfectly at around 25FPS, only issue is that in the Nintendo screen it sometimes gets stuck.||126.96.36.199|
|Windows 7||Intel Core i5-430M @ 2.27GHz||ATI Mobility Radeon HD 5165||Game runs perfect at between 95% to 100% speed, hangs after saving (no crash, needs reset) and there appears to be no in-game music.||FallToSleep|
|Windows 7||AMD Phenom 2 X6 1100T @ 3.3GHz||NVIDIA GeForce GTX 470||Game runs perfectly and without any problems and at a constant well playable speed.||DeadNoob|
|Windows 7||Intel Core i3-370M @ 2.4GHz||AMD Radeon HD 6370M||Fully playable: No slowdowns, no known glitches during gameplay. During intro movie sequence after starting a new game, press the Start button ASAP to skip it, this will avoid a system crash that happens after your character has disembarked from the ship and is being spoken to by two other characters.|
|Windows 7||AMD Athlon x3 450 @ 3.2GHz||AMD Radeon HD 5770||freeze at startup of the game HLE dsp PAL version. LLE using dsp.||galetteosucresama|
|Windows 7||AMD Phenom x3 @ 2.1GHz||AMD Radeon HD 6770||Fully playable using Direct3D9 at 1920x1080 internal resolution, runs at a consistent 30FPS speed, faster than any other game I have tested on this system in fact. Have experienced no crashes an hour into the game, watched the intro sequence with no crashes either. However, severe graphical glitches will be encountered unless EFB copies is enabled.|
|Windows 7||Intel Core i5-2500||AMD Radeon HD 6950||Played the entire game, getting the 201 treasures. It runs perfectly and really takes advantage of the high resolution the emulator can offer. You can play always zoomed out.|
|Windows 7||Intel Core i3-2100 @ 3.1GHz||ATI Radeon HD 5450||Perfect, runs at full speed and there are no graphic errors.|
|Windows 7||AMD Phenom II 965 @ 3.6GHz||ATI Radeon HD 5870||Running in fullscreen at 1920x1080 with internal resolution set at window size with scaled EFB copies, using DSP LLE with OpenAL, OpenMP texture decoder and External Framebuffer set to Virtual, using Progressive scan and a framelimit of 60, unchecked "Ignore Format Changes", all other settings at their respective defaults. Runs at a nigh-constant 30FPS without slowdown: it occasionally experiences slight slowdowns (downwards of ~23FPS) when there are 90 or more pikmin on-screen at the same time, or if there are about 80 or more on-screen and there is a large fight going on. Otherwise runs extremely smoothly.||incassum|
|Mac OS X 10.9||Intel Core i7-3520M @ 2.9GHz||Intel HD Graphics 4000||Abysmal, freezes immediately or within 3 minutes of play, even with minimal settings. This needs further work.|
|Windows 8.1||Intel Core i7-4700MQ @ 2.4GHz||Intel HD Graphics 4600||Full speed, with minor and rare slowdowns with DirectX backend at 1366x768 with 16x anisotropic filtering and no anti-aliasing. Sound is DSP LLE (recompiler) using the DirectSound backend. Strangely, the game lags in the Area Select screen, despite being entirely 2D.||snesiscool|
|Ubuntu 14.04||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 650||Fully playable, only place with framerate drop is near or inside water in Perplexing Pool. HLE audio fine, no sound issues that are very noticeable. Able to beat the game multiple times with no noteworthy problems.||Xerxes|
|Windows 10||Intel Core i7-4790K @ 4.0GHz||NVIDIA GeForce GTX 970||3xIR (1080p), 8xMSAA, 16xAF, on OpenGL backend with HLE audio. Full speed 99.5% of the time, and always during gameplay (game 100% completed, including Challenge Mode). Amazing! Only minor stuttering during scene changes. Emulation is darn near perfect. Recommend upgrading status from "playable" on capable hardware.||MomoSkySky|
|Windows 10||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 650||Some problems with this game have cropped up since my last test. First of all the game is very prone to crashing to desktop with default settings; this can be fixed by checking "Enable MMU" in the game's properties. Secondly, notes can disappear from the background music using HLE if there's many simultaneous sounds at once, using LLE seems to solve this. Lastly there are texturing problems on text in menus, and the sky in the background of the end of day screens; nothing I tried fixed this, but it's pretty minor. All in all, with these settings enabled and everything else default, the game holds the exact same performance it did before, with the same slowdown in Perplexing Pool.||Xerxes|