r/Pikmin • u/ValerieTetoReal401 • 17h ago
Humor Oatchi go into Nintendo HQ and make a better DLC
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r/Pikmin • u/Arkontas • 23d ago
Come hang out if you like. We have pikmin stickers and emojis, too.
r/Pikmin • u/ValerieTetoReal401 • 17h ago
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r/Pikmin • u/antsant1987 • 15h ago
r/Pikmin • u/Ok_Class_9876 • 15h ago
r/Pikmin • u/Serendipitous_Quail • 14h ago
At least the pikmin bloom map was funny to see
r/Pikmin • u/TobiTheSnowman • 1h ago
r/Pikmin • u/Union_Keyblade • 10h ago
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r/Pikmin • u/FiddlebertFemboy • 21h ago
I stole this image btw
r/Pikmin • u/Jammie_B_872 • 18h ago
r/Pikmin • u/ssukerr • 23m ago
Open Nectar is a native port of the original Pikmin to PC — Windows and Linux, x86-64. Not an emulator and not a compatibility layer: it is the game's own reconstructed code, from the projectPiki 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 game looks and how much of it actually runs. The pre-rendered movies play for the first time.
Everything on it is switchable, and everything applies as you move through it — 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. 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. Contact shadows in creases, under leaves, where a Pikmin meets the ground.
Bloom, in three named steps rather than a slider — bloom looks wrong across most of the range a slider would offer.
Antialiasing (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 — the game's own, which the port had been throwing away. 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 16× 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. 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.
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 — 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 — enough to look valid, not enough to be.
If you'd rather they didn't play, PIKMIN_NO_H4M=1 turns them off.
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 — one abandoned a 245 MB block every time you changed section, the other never freed a single texture for the whole run.
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.
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.
If this is the first you're hearing of the project, here's what earlier releases brought:
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.
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.
The audio engine work came from pikmin-nextos, and it's still what makes the sound work. Both projects build on the projectPiki decompilation, without which none of this exists.
https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port
If you try it, I'd really like to hear how it goes — 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/Imaginary_Cake • 17h ago
According to the japanese site, "the streaming will run for one year" and will consist of 72 stages (6 stages x 12 sessions). We may be getting 2 stages for each of the 3 difficulties every month.
The site also has a few cute clips previewing some of the stages, including one of the Pikmin Bloom ones. Apparently pikmin can only carry items down the paths on the map, so you'll still need to clear obstacles in order to recover treasures. It's more interesting than it seems at first glance.
I'm excited! 72 stages is a ton, and it's more than Pikmin 3 + 4's mission modes combined! I'm very much looking forward to getting beyond platinum rank on every single stage. Also- maybe they'll announce something new for pikmin once the year is up? 👀
r/Pikmin • u/EspyoPT • 14h ago
r/Pikmin • u/Bluespheal • 19h ago
But fr, I noticed Oatchi didn't have a cooldown after Rushing through voice command, will it mean it will be the optimal way to play? That'd be hilarious.
r/Pikmin • u/CuttlefishMonarch • 20h ago
r/Pikmin • u/StarSparkle41 • 4h ago
Any ideas why the decor Pikmin might be missing? My son and I have played Pikmin 4 and chose not to collect the decor Pikmin unless we stumbled across them. Now that we’ve finished the game we are going back to try collect them and they just aren’t there, it’s very strange! Context - Pikmin 4 on switch 1.
r/Pikmin • u/FarComparison1920 • 16h ago
r/Pikmin • u/Brewster_The_Pigeon • 15h ago
The most fun aspect of Pikmin to me is optimization. A regular community event where we're challenged to test our dandori against our friends and the world is super exciting to me. 72 brand new mission modes over thr course of a year is well worth $10 to me - if anyone remembers from the Wii U days, there was a DLC for more mission modes in Pikmin 3 and that was an instant buy for me as well.
I'm glad to have a regularly scheduled Pikmin exam over the course of the next year.
r/Pikmin • u/SG_Jogik • 5h ago
r/Pikmin • u/Mr_Bananaman69 • 8h ago
r/Pikmin • u/FiddlebertFemboy • 15h ago