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Pikmin 2 (GC)

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Pikmin 2

Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series Pikmin
Platform(s) GameCube
Release date(s) JP April 29, 2004
NA August 30, 2004
EU October 8, 2004
AUS November 4, 2004
Genre(s) Real-time strategy
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller, Game Boy Advance
Compatibility 4 Edit rating: Pikmin 2 (GC)
Playable
GameIDs
See also...

Wii Version
Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.

Problems

Flickering in In-Game-Menu on macOS

When you open the menu during the game, there can be flickering in the map. This can be fixed by disabling "Fast depth calculation".

This issue occurs on macOS Sonoma with the Metal or Vulkan backend, refer issue 13158.

Enhancements

16:9 Aspect Ratio (Widescreen) Gecko Codes

The Widescreen hack has clipping and HUD alignment issues.

NTSC-U

$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

EU

$16:9 Widescreen
04004F30 3C003FE3
04004F34 60008E39
04004F38 9004002C
04004F3C 484208B8
044257F0 4BBDF740

60 FPS

The following Gecko code makes the game run at 60 FPS.

Doing so causes some issues:

  • Particle effects are sped up.
  • Some UI animations are sped up.
  • The player camera rotates faster.
  • Other minor physics differences.

Also note that most entities animate with no blending.

NTSC-U

The following code above makes cutscenes play at 30 FPS, as they are broken otherwise.

$60 FPS
C242DF28 00000004 # Set to 30 FPS when cutscene starts
3C608042 6063352C
7C6903A6 806D9AEC
38800002 4E800421
801F01F0 00000000
C242E040 00000004 # Set to 60 FPS when cutscene ends
3C608042 6063352C
7C6903A6 806D9AEC
38800001 4E800421
801F01F0 00000000
0414B778 38800001 # `BaseGameSection::init`, force `setFramerate` argument to 60 FPS (2P mode doesn't start with a cutscene)
04513C5C 40100000 # Map translation speed 1
04513C60 3F800000 # Map translation speed 2
0451D7B0 3C75C28F # Map scale speed
C236ECA8 00000002 # Mitite active time
5400083C 901E02C0
60000000 00000000
C236ECCC 00000002 # If on Piklopedia (which runs at 30 FPS), revert the above
5400F87E 901E02C0
60000000 00000000
04514128 3ECCCCCD # Final floor animation
045140D4 3EB33333 # Cave result animation (there's also the background panel animation at 8051FFB8, but it affects other things and it's basically unnoticeable)
04516140 3F000000 # Pay dept animation
045201B4 3F000000 # Final result animation (this unfortunately breaks the color interpolation a little since it shares the 1.0)
04514194 3CCCCCCD # Final result color animation
04514110 3EB33333 # Ready-go animation
04410FA4 388000C8 # Win/Lose reason duration 1
04410FAC 386000FA # Win/Lose reason duration 2
04520224 3F000000 # Win/Lose animation
044106DC 38800078 # Win/Lose duration 1
044106E4 38600168 # Win/Lose duration 2

If 60 FPS cutscenes are preferred, the following experimental code adjusts their speed.

However, the faster particle effects ruin the presentation of most cutscenes. Additionally, many objects do not have their positions interpolated, which causes juddering with the interpolated camera.

For these reasons, the code below is provided for reference only and is not recommended compared to the other.

$60 FPS (experimental 60 FPS cutscenes)
04423540 3BC00001 # `setFramerate`: force 60 FPS
04513C5C 40100000 # Map translation speed 1
04513C60 3F800000 # Map translation speed 2
0451D7B0 3C75C28F # Map scale speed
C236ECA8 00000002 # Mitite active time
5400083C 901E02C0
60000000 00000000
04514128 3ECCCCCD # Final floor animation
045140D4 3EB33333 # Cave result animation (there's also the background panel animation at 8051FFB8, but it affects other things and it's basically unnoticeable)
04516140 3F000000 # Pay dept animation
045201B4 3F000000 # Final result animation (this unfortunately breaks the color interpolation a little since it shares the 1.0)
04514194 3CCCCCCD # Final result color animation
04514110 3EB33333 # Ready-go animation
04410FA4 388000C8 # Win/Lose reason duration 1
04410FAC 386000FA # Win/Lose reason duration 2
04520224 3F000000 # Win/Lose animation
044106DC 38800078 # Win/Lose duration 1
044106E4 38600168 # Win/Lose duration 2
04520628 3F911111 # Cutscene delta time
0452062C 20000000
C2010654 00000002 # Double cutscene sections' "frame duration"
5484083C 909F002C
60000000 00000000
C242ED28 00000003 # Cutscene: objects spawn/despawn timing
48000009 3F000000
7C6802A6 C0030000
60000000 00000000
C24374DC 00000002 # Cutscene: trigger `startFadeblack` a frame earlier (fixes black screen in Day 1 cutscene)
806D9AEC C0230054
FC020840 00000000

USA Demo 1

This version of the game is used as a base for many mods.

$60 FPS
C242E098 00000004 # Set to 30 FPS when cutscene starts
3C608042 606335A8
7C6903A6 806D9AEC
38800002 4E800421
801F01F0 00000000
C242E1B0 00000004 # Set to 60 FPS when cutscene ends
3C608042 606335A8
7C6903A6 806D9AEC
38800001 4E800421
801F01F0 00000000
0414B758 38800001 # `BaseGameSection::init`, force `setFramerate` argument to 60 FPS (2P mode doesn't start with a cutscene)
04513B9C 40100000 # Map translation speed 1
04513BA0 3F800000 # Map translation speed 2
0451D6F0 3C75C28F # Map scale speed
C236ECDC 00000002 # Mitite active time
5400083C 901E02C0
60000000 00000000
C236ED00 00000002 # If on Piklopedia (which runs at 30 FPS), revert the above
5400F87E 901E02C0
60000000 00000000
04514068 3ECCCCCD # Final floor animation
04514014 3EB33333 # Cave result animation
04516080 3F000000 # Pay dept animation
045200F4 3F000000 # Final result animation
045140D4 3CCCCCCD # Final result color animation
04514050 3EB33333 # Ready-go animation
04411020 388000C8 # Win/Lose reason duration 1
04411028 386000FA # Win/Lose reason duration 2
04520164 3F000000 # Win/Lose animation
04410758 38800078 # Win/Lose duration 1
04410760 38600168 # Win/Lose duration 2

HD Texture Pack

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Pikmin 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
2603-415 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r7478 Windows 7 Intel Pentium E5800 @ 3.2 GHz 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.
r7584 Windows 7 Intel Core i7-2820 @ 2.3 GHz AMD Radeon HD 6970M Absolutely no bugs found yet. Sol
3.0 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. 190.219.8.152
3.0 Windows 7 Intel Core i5-430M @ 2.27 GHz 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
3.0 Windows 7 AMD Phenom 2 X6 1100T @ 3.3 GHz NVIDIA GeForce GTX 470 Game runs perfectly and without any problems and at a constant well playable speed. DeadNoob
3.0-63 Windows 7 Intel Core i3-370M @ 2.4 GHz 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.
3.0-591 Windows 7 AMD Athlon x3 450 @ 3.2 GHz AMD Radeon HD 5770 freeze at startup of the game HLE dsp PAL version. LLE using dsp. galetteosucresama
3.0-601 Windows 7 AMD Phenom x3 @ 2.1 GHz 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.
3.5 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.
3.5-367 Windows 7 Intel Core i3-2100 @ 3.1 GHz ATI Radeon HD 5450 Perfect, runs at full speed and there are no graphic errors.
4.0-717 Windows 7 AMD Phenom II 965 @ 3.6 GHz 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
4.0-926 Mac OS X 10.9 Intel Core i7-3520M @ 2.9 GHz Intel HD Graphics 4000 Abysmal, freezes immediately or within 3 minutes of play, even with minimal settings. This needs further work.
4.0-2103 Windows 8.1 Intel Core i7-4700MQ @ 2.4 GHz 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
4.0-4163 Ubuntu 14.04 Intel Core i3-3220 @ 3.3 GHz 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
4.0-8627 Windows 10 Intel Core i7-4790K @ 4.0 GHz 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
5.0-1331 Windows 10 Intel Core i3-3220 @ 3.3 GHz 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

Gameplay Videos

(1440p) Pikmin 2 Gameplay GameCube Dolphin 5.0
Dolphin Emulator 4.0 - Pikmin 2 (1080p HD) - Nintendo GameCube
NVIDIA SHIELD Android TV running Pikmin 2 (1080p HD) - Nintendo GameCube