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(Modified 60 FPS code to make Pikmin cycling consistent w/ Wii version, added clarification) |
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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. | 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 <code>0002</code> and <code>0001</code> in the code if desired. The current button assignment makes gameplay more consistent with the Wii version, since: | These results can be swapped by exchanging <code>0002</code> and <code>0001</code> 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 | * 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 | * 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): | ||
: <code>blue → red → yellow → purple → white → bulbmin</code> | : <code>blue → red → yellow → purple → white → bulbmin</code> | ||
* D-pad left in the GC version cycles through Pikmin in the reverse order. | * D-pad left in the GC version cycles through Pikmin in the reverse order. |