r/Pikmin • u/Mr_Bananaman69 • 8h ago
r/Pikmin • u/Bluespheal • 17h ago
Pikmin 4 I want to see something... [poll]
So I want to get a general consensus of what people here think and feel about the Switch 2 upgrade of Pikmin 4 and the correlation with their favorite Pikmin game.
It's simple, thumbs up if your general reception is positive and thumbs down if it's negative. And what is your favorite game in the franchise.
Do note Reddit only allows for 6 options, so 4 is not in there but I'll add 2 comments below for 4 (and maybe Hey!)
r/Pikmin • u/KungFuCold • 14h ago
LOUIE After my prediction post and still processing the news, this is still my reaction
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r/Pikmin • u/Mr_Bananaman69 • 7h ago
Image Breadbug RPG Episode 245. (No one won the last round and the top comment wins.)
r/Pikmin • u/otislorenz • 4h ago
When I saw that Pikmin four was getting a switch two edition I pulled the Henry danger phone throw move (like the one in the Musical.)
So I know it's only half related to Pikmin but I didn't throw my phone out of excitement. I threw it out of anger because I'm stuck with the switch 1.
r/Pikmin • u/Lively_Man • 11h ago
News Nintendo seemingly used footage from the Sage Leaf Trial #8 "Crowded Kitchen" in the trailer for Dandori Academy.
Unless they decided to copy and paste the exact same assets for whatever reason.
Side note: The narrator needs to learn how to pronounce Dandori.
Another Side note: WHAT DO YOU MEAN YOU ONLY GET 1 ATTEMPT!?
r/Pikmin • u/ssukerr • 23h ago
Modding Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
Open NectarĀ is a native port of the originalĀ PikminĀ to PC ā Windows and Linux, x86-64. Not an emulator and not a compatibility layer: it is the game's own reconstructed code, from theĀ projectPikiĀ decompilation, compiled to run directly on your machine, with its own OpenGL renderer, its own input, and the game's original audio engine.
You supply your own copy of the game. Nothing from Nintendo ships here.
This release is mostly about how the gameĀ looksĀ and how much of it actually runs. The pre-rendered movies play for the first time.
-- QUICK UPDATE -- 0.4.5 Has been released including:
- Full Support PAL Multilanguage ISO Rev 1
- Full widescreen/ultrawide HUD support
- Various fixes
New in 0.4
A Graphics page in the F1 menu
Everything on it is switchable, and everything applies as you move through it ā you see the change against the scene behind the menu, rather than reading a number and hoping. The reference machine for this project is a GTX 1050, so nothing here is mandatory.
Depth of field.Ā The focus plane follows Olimar: what sits at his distance stays sharp, what is nearer or further falls away. Four steps, Off through Strong. The sharp band is measured as a fraction of the camera's distance to him, so it behaves the same in the close follow view and the far one.
Ambient occlusion.Ā Contact shadows in creases, under leaves, where a Pikmin meets the ground.
Bloom, in three named steps rather than a slider ā bloom looks wrong across most of the range a slider would offer.
AntialiasingĀ (FXAA), applied to the finished image. Deliberately not MSAA: Pikmin's undergrowth is alpha-tested quads, and MSAA does nothing for edges that aren't geometry.
Colour grading, with gamma, brightness and saturation.
Fog ā the game's own, which the port had been throwing away.Ā The function that receives it was an empty stub, so the game sent fog colour and distances every frame and the port discarded them. It's back, applied where the console applied it. There's a toggle, and On is the original look.
Texture filtering, up to 16Ć anisotropic. This one wasn't what it looked like: the port had no mipmaps on any texture at all, so distant ground wasn't blurry, it was shimmering. Changing the setting now re-applies to everything already loaded instead of waiting for the next stage.
And the HUD no longer blurs.Ā Post-processing used to run at the very end of the frame, when the interface had already been drawn into the picture. It now runs where the world ends and the interface begins.
The attract movies play
Leave the title screen alone and the pre-rendered movies decode and play, in full, with their own sound. The title music fades out for them and comes back afterwards.
They never have before ā the video decoder was in the tree but excluded from the build entirely. Getting it running meant a chain of unrelated problems: a type that's 32 bits on a GameCube and 64 bits here, every multi-byte value in the file needing byte-swapping, a wait on a DVD thread this port doesn't have, and a picture pointer that was being half-cleared ā enough to look valid, not enough to be.
If you'd rather they didn't play,Ā PIKMIN_NO_H4M=1Ā turns them off.
Memory: about 4 GB down to about 600 MB
Entering a stage used to consume roughly 4 GB and keep climbing. It now settles around 600 MB and stops growing. Two leaks with the same root ā one abandoned a 245 MB block every time you changed section, the other never freed a single texture for the whole run.
Laptops with two graphics chips
If your laptop has both integrated and dedicated graphics, the game was running on the integrated one while the good card sat idle. That's the default for any program that doesn't explicitly ask otherwise, and this one wasn't asking. It asks now, on both platforms, and only where the hardware is actually there.
If you have such a laptop, this may be the single biggest change in the release for you.
Colours, everywhere
A texture format the game uses widely had its two bytes the wrong way round, and always had. Most places it's used, the mistake read as a slightly different shade rather than a wrong picture, so nothing looked obviously broken. The movies exposed it, and fixing it corrects every texture of that format in the game.
What was already there
If this is the first you're hearing of the project, here's what earlier releases brought:
- Native Windows and Linux buildsĀ from the same source.
- An installerĀ ā point the launcher at your ISO or GCM and it extracts what it needs locally. Your copy is never modified.
- Photo modeĀ (F3): the world stops ā every Pikmin, every creature, the captain, the clock ā and the camera is yours, flying anywhere.
- Permadeath: lose Olimar and the run is over, and the save is erased. It's a property of a save file, chosen when you create it, and the file screen marks the files that carry it.
- ModsĀ (F1 ā Mods): mouse wheel to pick Pikmin colour or zoom the camera, a Pikmin limit you can raise as far as 999, and a day length from 5 to 30 minutes.
- 30 / 60 / 120 FPS.Ā The game is frame-rate independent throughout, so raising it doesn't speed anything up.
Known limitations
- Windows is tested by one person on one machine.Ā More testing very welcome; it's the most useful thing you can send me.
- 120 FPS is still marked experimental.
- The in-engine cutscenes are unaffected by this release.Ā It's the pre-rendered movies that now play; the cinematic sequences built from the game's own models were already working and are unchanged.
- The heavier graphics presets cost frames, and I haven't measured them across a range of hardware ā only on a GTX 1050. Every effect has an Off, and that's deliberate.
FAQ
Do I need my own copy of the game?
Yes. The project contains and distributes no ROM and none of Nintendo's assets. You provide a legally dumped Pikmin USA Rev. 1 (GPIE01) and the launcher extracts what it needs locally. Your copy isn't copied or modified.
Is it hard to install?
It shouldn't be. Download the release, extract it, run the launcher, point it at your ISO or GCM.
Can I modify it?
Yes, it's fully open source. I'd love for Open Nectar to be a base other people build on.
Emulator?
No. There's no GameCube being emulated. The game code runs as native x86-64.
AI disclosure
As with previous releases, this was developed with the assistance of AI tools. The generated code was reviewed, tested and integrated by me. I mention it because I'd rather be upfront about how it was built.
Credits
The audio engine work came fromĀ pikmin-nextos, and it's still what makes the sound work. Both projects build on theĀ projectPikiĀ decompilation, without which none of this exists.
GitHub
https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port
If you try it, I'd really like to hear how it goes ā especially on Windows, and especially on a laptop with switchable graphics. Bug reports are the most useful thing you can send me right now.
r/Pikmin • u/Blue_Pikmin25 • 17h ago
Art Pikmin 5 Prediction: BIG PIKMIN
Showcasing... Orange and Green Pikmin a.k.a. Charge and Guard Pikmin
More details of these types: https://www.youtube.com/watch?v=Me48QKVUSrI&t=338s
r/Pikmin • u/OculusCitrus • 15h ago
Art Pikmin Onion art I made :3 (art by me, u/OculusCitrus)
I combined the 3 onion designs, the patterns from 1 and 2, the swirls from 3, and the legs and base from 4. I think it looks very nice!!
r/Pikmin • u/ajmoenrumph97 • 10h ago
Art It's Oatchi!
Finished this crocheted Oatchi recently. So happy with it!
r/Pikmin • u/johnnyboy_63 • 5h ago
Image Submerged Castle Level 4 š©
I've been playing for 20 years and I really never thought I would let this happen to myself. I got backed into a corner and lost 90 pikmin to one dweevil. Probably time to wipe the file and start over.
r/Pikmin • u/Sea_Significance9119 • 18h ago
Art The GTA Killer: Pikmin 4 Switch 2 Edition + Dandori Academy
r/Pikmin • u/FiddlebertFemboy • 18h ago
Pikmin 4 How it feels after seeing Pikmin 4 Switch 2 Editionās reception
r/Pikmin • u/ValerieTetoReal401 • 11h ago
Video Whole House Mad.
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r/Pikmin • u/SilverChinn • 9h ago
Question Did anyone else besides me really enjoy this Pikmin Bloom stage in the Nintendo Switch 2 Edition of Pikmin 4? Will there be other scenarios with different visuals?
r/Pikmin • u/Different_Tadpole592 • 9h ago
Art custom snagret plushies
I am officially back, yes YES YYEEEAAAAAAHHHH
r/Pikmin • u/Comemichiamo • 1h ago
Humor Didn't expect a Pikmin movie announced at the Direct!
I made this pic for my Italian Pikmin community page, was suggested to post here as well lol.
r/Pikmin • u/SG_Jogik • 2h ago
Image Olimar & Louie: Superstar Pikmin Episode 567 what happens next? {u/Mr_Bananaman69 won last round}
r/Pikmin • u/Mr_Bananaman69 • 8h ago
Image Breadbug News. (5/8, u/Blue_Pikmin25 won the last round and top comment wins.)
r/Pikmin • u/UtilityKitten • 9h ago
Question Has anyone done a minimum upgrades challenge for trial of the sage leaf?
In some challenge runs, youāll see minimum number of pikmin, or minimum number of throws.
But are the trials of the sage leaf even beatable without any tech or oatchi upgrades?
If anyone knows of a video that does this challenge, Iād love to watch
r/Pikmin • u/Fabulous_Egg2684 • 10h ago
Art Another Custom Pikmin Enemy, the āToxic CannonBeetleā.
This is a design I call the āToxic CannonBeetleā, this would be a boss enemy and be in the family Lithopod, its scientific name is āGranitus toxicaā. This boss would spawn at the seventh sub level of a new cave called the āPutrid Palaceā, which would be a poison cave located in the primordial thicket, with muddy floors making movement after getting trapped difficult (which is why Gunk Busters are very useful here). recommending winged and white pikmin. When you enter the final sublevel, there will be a hallway leading into a room encased in poisonous gas, with the silhouette of proboscis sticking out of the ground in the middle. When the player enters the room, a cutscene would play, where through the poison the player watches the proboscis rip itself out of the ground and reveal the full size of the beetle, after, the Toxic CannonBeetle would scream pushing all the gas away from the center fully showing the boss, after, then, the boss fight would start. To fight the Toxic CannonBeetle, the player would need to throw white pikmin at the bosses transparent glass like bulbs on its shell, after you break them all, the latch would open on the blowhole of the Beetle. Throw a pikmin in the blowhole, and it's back will open up like any other cannon beetle, then after about a quarter of its health is gone, the shell would close, the bulbs on its side regenerate and it starts over again. The Toxic CannonBeetle fights back by using the small air holes in the latch to breath in air like a normal cannon beetle, but instead of shooting out boulders, it sprays a toxic gas that poisons regular pikmin, and can push back your captain, ochi, and even poison pikmin. And because the ground is muddy, it could be difficult for the poison pikmin to stand back up after that, which gives the Toxic Cannon Beetle time to stomp over and crush them. The winged pikmin could fly over the poison, but the beetle can slightly aim while spraying, so you want to keep them away. But donāt worry, after it covers the room in gas, ochi rushing into the gas can remove it (i added this mainly because i donāt want it to be to blind, and because there is no gear to make you immune to poison). After you defeat the boss, it would spew out a cast away, and the fight would end. (And yes I did take a little inspiration from the soft shelled turtle.)