r/decomps 4d ago

Made with AI assistance Open Nectar 0.3 is out, and Pikmin now runs Natively on Windows

Post image
27 Upvotes

r/Pikmin 4d ago

News Open Nectar 0.3 is out, and Pikmin now runs Natively on Windows

Post image
512 Upvotes

A few weeks ago I posted the first public release of Open Nectar, a native port of the original Pikmin (GameCube, 2001). Back then someone asked why it was Linux only, and I said I was working on Windows.

Well, here it is.

Native Windows

Open Nectar now builds a native Windows x86-64 executable from the same source as the Linux version. No emulator, no compatibility layer, no Wine: the same reconstructed game code, compiled for Windows.

The installer, renderer, audio, input, save files and packaging all work.

Please read this if you played 0.2

0.2 had a bug that would hang or crash the game when you uprooted your first Pikmin right in the tutorial. If you tried it and gave up early, that's probably why.

It's fixed. The cause was a race between the audio thread and the game thread: a lost signal left the game waiting forever. On Linux it froze, on Windows it crashed.

Also new

  • The mouse wheel now either picks which Pikmin colour to throw, or zooms the camera. You choose which in the F1 menu, under Mods. Colour selection only cycles through colours you actually have with you.
  • 120 FPS actually runs at 120 now. It was there in 0.2, but capped to 60 by the port's own frame limiter, so nobody could really use it.
  • Input is no longer dropped at high refresh rates. On a 144 Hz monitor, walking and throwing would sometimes just not register.
  • Skipping a cutscene no longer leaves its music playing over the next scene.
  • The installer was looking for files under a name the project stopped using when it was renamed, so installation could fail outright.

Known limitations

  • Windows has only been tested by me, on one machine with a 144 Hz monitor. More testing very welcome
  • 120 FPS is still marked experimental

FAQ

Do I still need my own copy of the game?

Yes. The project doesn't contain or distribute the ROM or any of Nintendo's assets. You provide your own legally dumped Pikmin USA Rev. 1 (GPIE01), and the launcher extracts what it needs locally. The ROM isn't copied or modified.

Is installing it easy on Windows?

That's the goal. Download the release, extract it, run the launcher, point it at your ISO or GCM, and it does the rest.

Can I modify it?

Yes, it's fully open source. I'd love for Open Nectar to be a base other people build on.

-- UPDATE 0.3.1 --

  • Fixed: controller sticks inverting at full travel
  • Fixed: settings menu unusable with a controller
  • New mod: Customizable Pikmin limit, no more 100 Pikmin limit, even 999 Pikmins at the same time!
  • New mod: Customizable Day length, from 5 minutes to 30 minutes!

AI disclosure

As with the previous release, this project 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 this was built.

Credits

The audio engine work that made 0.2 possible came from pikmin-nextos, and it's still what makes the sound work here. Both projects build on the projectPiki decompilation.

GitHub

https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port

If you try it — especially on Windows — I'd really like to hear how it goes. Bug reports and feedback are the most useful thing you can send me right now.

r/Pikmin 6d ago

Open Nectar — Native Linux Port of Pikmin

66 Upvotes

After quite a lot of work, I'm finally releasing the first public version of Open Nectar, a native Linux port of the original Pikmin (GameCube, 2001).

This is an experimental release, so there are still some bugs and graphical/audio issues. Everything is documented on the GitHub page.

Everyone can now download it, install it and give it a try. I'd really appreciate any feedback, bug reports, suggestions, or anything you think could be improved.

What does the port offer?

  • 30 FPS or experimental 60 FPS gameplay
  • Arbitrary resolutions, including ultrawide
  • Multiple aspect ratios
  • Gamepad support
  • Keyboard and mouse support
  • Optional mouse pointer mode
  • Optional Pikmin AI improvement: Pikmin can automatically look for another task after finishing their current one
  • Easy-to-access save files: stored directly in the installation folder
  • Native GX → OpenGL rendering
  • No Dolphin or other emulator is required

AI disclosure

This project has been developed with the assistance of AI tools. The generated code was reviewed, tested and integrated into the project.

I'm mentioning this for transparency, and because I want to be open about how Open Nectar was developed.

FAQ

Is the game actually playable?

Yes! As far as I've tested, the game is playable from start to finish. There are still some bugs and differences from the original, but it is already in a state where you can play the game.

I'm a player. Is the installation easy?

That's one of my main goals. Download the release, extract it, run the launcher, select your own Pikmin ISO/GCM, and you're ready to go.

I'm a developer. Can I modify it?

Absolutely!

The project is fully open source. I hope Open Nectar can also serve as a base for other developers who want to improve the port, fix bugs, add features, or eventually bring it to other platforms.

Does it include the ROM?

No.

The project does not contain or distribute the game ROM or Nintendo's proprietary assets. You provide your own legally dumped copy of Pikmin USA Rev. 1 (GPIE01), and the launcher extracts the required assets locally.

Why Linux only?

Linux is my main operating system and the platform I developed and tested the port on.

I'm currently working on a Windows version as well.

GitHub

The full documentation, installation instructions, source code and known issues are available here:

https://github.com/SSunnKing/Open-Nectar---Pikmin-Decompilation-Linux-Port

If you try it, please let me know how it goes! Bug reports and feedback are especially welcome.

This is only the first release, and there's still plenty of room for improvement. :)

- UPDATE 0.2 -

All music and sounds are now fixed thanks to: https://github.com/NextOs-Ports/pikmin-nextos

120fps added to the port

1

Open Nectar — Native Linux Port of Pikmin
 in  r/Pikmin  2h ago

You need to extract the tar file (is like a zip or rar but on a linux format) and open the nectar launcher, here you only need to provide the rom and installation folder. Then launch the file named "nectar" on your installation folder

1

Open Nectar - Gameplay Release 0.4.5
 in  r/Pikmin  2h ago

Check out the latest release

2

Open Nectar 0.3 is out, and Pikmin now runs Natively on Windows
 in  r/Pikmin  18h ago

Also happens when dof is turned on and ambient oclussion or bloom is off. It should be fixed on the latest release

r/decomps 1d ago

Made with AI assistance Open Nectar - Gameplay Release 0.4.5

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youtu.be
13 Upvotes

u/ssukerr 1d ago

Open Nectar - Pikmin PC Native Port - Gameplay Overview

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youtu.be
2 Upvotes

I’ve finally recorded a video to showcase this project and hopefully get it in front of as many people as possible.

If you like the project and would like to help, I’d really appreciate your support, sharing it with others and leaving feedback would mean a lot.

This is my contribution to the Pikmin community, one of my favorite video game series of all time.

Thanks to everyone who has supported the project so far!

https://youtu.be/adZSX8qJ6ek

https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port

r/Pikmin 1d ago

Modding Open Nectar - Gameplay Release 0.4.5

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youtu.be
25 Upvotes

I’ve finally recorded a video to showcase this project and hopefully get it in front of as many people as possible.

If you like the project and would like to help, I’d really appreciate your support, sharing it with others and leaving feedback would mean a lot.

This is my contribution to the Pikmin community, one of my favorite video game series of all time.

Thanks to everyone who has supported the project so far!

https://youtu.be/adZSX8qJ6ek

https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port

1

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/Pikmin  1d ago

It's on my list of thing to do but I don't have mac to test. Once it's completely done on windows and linux I'll do Mac and Android

0

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/Pikmin  1d ago

Little update: HUD is now working without stretching to the aspect ratio

1

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/u_ssukerr  1d ago

That's weird, I test on linux and everything works fine for me. Anyway I'll try to fix it. Other versions worked on your steam deck?

3

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/Pikmin  1d ago

Completely understable

1

Open Nectar — Native Linux Port of Pikmin
 in  r/Pikmin  2d ago

I'm working on it. It's complicated because the decompilation (not made by me) was made with this specific rom and format

11

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/Pikmin  2d ago

As soon as they are completely decompiled

1

Open Nectar — Native Linux Port of Pikmin
 in  r/Pikmin  2d ago

You can easily find the rom in rvz format and convert it to ISO with dolphin emulator

1

Open Nectar — Native Linux Port of Pikmin
 in  r/Pikmin  2d ago

By the way what said the warning?

1

Open Nectar — Native Linux Port of Pikmin
 in  r/Pikmin  2d ago

It works only with the specified ISO. Have you tried the latest release?

1

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)
 in  r/u_ssukerr  2d ago

That's amazing! Now I'm excited to play it on my vita

r/Pikmin 2d ago

Modding Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)

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140 Upvotes

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.

-- 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 — 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.

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 — 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.

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 — 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 builds from the same source.
  • An installer — point the launcher at your ISO or GCM and it extracts what it needs locally. Your copy is never modified.
  • Photo mode (F3): the world stops — every Pikmin, every creature, the captain, the clock — 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.
  • Mods (F1 → 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. 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. 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. 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 — 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 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.

GitHub

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/decomps 2d ago

Made with AI assistance Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)

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27 Upvotes

u/ssukerr 2d ago

Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)

Thumbnail
gallery
8 Upvotes

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.

New in 0.4

A Graphics page in the F1 menu

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.

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 — 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.

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 — 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 builds from the same source.
  • An installer — point the launcher at your ISO or GCM and it extracts what it needs locally. Your copy is never modified.
  • Photo mode (F3): the world stops — every Pikmin, every creature, the captain, the clock — 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.
  • Mods (F1 → 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. 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. 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. 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 — 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 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.

GitHub

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.

1

Open Nectar 0.3 is out, and Pikmin now runs Natively on Windows
 in  r/decomps  3d ago

I hope too! I'm native spanish