Saved game selection menu: Difference between revisions

Expanded with information about what happens inside caves. Thanks, Botanist!
(→‎Orb color: Included mist spin speeds.)
(Expanded with information about what happens inside caves. Thanks, Botanist!)
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=== Orb color ===
=== Orb color ===
Each orb in ''Pikmin 2'' has some colored mist inside. The color reflects the amount of Pikmin the player has, though it ignores any buried Pikmin. The color is based on the Pikmin types with the highest count, though Yellow Pikmin control the green component of the color. This means a fully balanced team makes for a white mist. The color also becomes lighter or darker depending on how many more White or Purple Pikmin the player has compared to the other types, though this lightness only seems to affect the pulsating ring around the currently highlighted orb.
Each orb in ''Pikmin 2'' has some colored mist inside. The color reflects the amount of Pikmin the player has. The color is based on the Pikmin types with the highest count, though Yellow Pikmin control the green component of the color. This means a fully balanced team makes for a white mist. The color also becomes lighter or darker depending on how many more White Pikmin or Purple Pikmin the player has compared to the other types, though this lightness only seems to affect the pulsating ring around the currently highlighted orb.


The color calculation is as follows<ref>From instruction <code>0x803D9560</code> to <code>803D971C</code> of the US Demo 17 ''Pikmin 2'' DOL; function <code>ebi::Screen::FileSelect::TMainScreen::calcDataBallColor_</code> with debugging symbols.</ref>: first, the game checks which of the three primary Pikmin types has the highest count. Then it uses the amount of Red Pikmin to control the color's red component; the closer the Red Pikmin count is to that highest count, the higher the red component, up to 190. Yellow Pikmin do the same, but affect the green component, and Blue Pikmin control the blue component. If the player has no Pikmin of the primary types, the components all default to 190.
The color calculation is as follows<ref>From instruction <code>0x803D9560</code> to <code>803D971C</code> of the US Demo 17 ''Pikmin 2'' DOL; function <code>ebi::Screen::FileSelect::TMainScreen::calcDataBallColor_</code> with debugging symbols.</ref>: first, the game gets the Pikmin counts for each type. If the saved game is at the start of a new day, this refers to Pikmin in the Onions or ship (buried Pikmin are ignored), but if it is inside a cave, it refers to the Pikmin trekking the cave. Afterwards, it checks which of the three primary Pikmin types has the highest count. It then uses the amount of Red Pikmin to control the color's red component; the closer the Red Pikmin count is to that highest count, the higher the red component, up to 190. Yellow Pikmin do the same, but affect the green component, and Blue Pikmin control the blue component. If the player has no Pikmin of the primary types, the components all default to 190.


Finally, the game adds an extra value (positive or negative) to the three color components. If the player has more White Pikmin than Purple Pikmin, this extra value is positive, and if the opposite, it's negative. The value partially depends on the distance between these two Pikmin type counts. The closer the number of White Pikmin is to the total of Pikmin the player owns, the higher the extra value, up to 60. Likewise, the closer the number of Purple Pikmin is to the Pikmin total, the lower, to a minimum of -60.
Finally, the game adds an extra value (positive or negative) to the three color components. If the player has more White Pikmin than Purple Pikmin, this extra value is positive, and if the opposite, it's negative. The value partially depends on the distance between these two Pikmin type counts. The closer the number of White Pikmin is to the total of Pikmin the player owns, the higher the extra value, up to 60. Likewise, the closer the number of Purple Pikmin is to the Pikmin total, the lower, to a minimum of -60.