# Open Nectar — Pikmin and Pikmin 2 Native PC/Android Ports opennectarlogo (1) Native, open-source ports of *Pikmin* (GameCube, 2001) and *Pikmin 2* (GameCube, 2004) for **Linux, Windows and Android**, and macOS from source. They run the games' code directly on the host system and translate GX to OpenGL; no Dolphin or any other emulator is involved. One launcher and one Android APK carry both games. This project builds upon the decompilations by [projectPiki/pikmin](https://github.com/projectPiki/pikmin) and [projectPiki/pikmin2](https://github.com/projectPiki/pikmin2) and adds a native port layer. ## AI disclosure 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. To make it clear: I'm a coder and I use claude as a tool not as a substitute. I know what is done in my project and how it is done, main problem with open nectar is that I don't have testers, I test myself on my devices where it works fine and once released I fix all the issues reported. Please consider to try the latest release ## Project Status ### Pikmin 2 **Playable from start to finish**, natively, on Linux, Windows and Android, from the USA (`GPVE01`) and European (`GPVP01`) discs: - 30, 60 and 120 FPS, or your monitor's refresh rate: gameplay keeps the original timing while animations and cutscenes are interpolated - The original audio engine, with the console's DSP levels - Console-accurate details: see-through helmet glass with reflections and indirect texture effects (heat haze, geysers, cave holes) - F1 settings menu drawn with Pikmin 2's own assets - **Randomizer**, **Speedrun mode** with timer and splits, **Hard** and **Permadeath** rules, and a captain selector - Optional mods shared with Pikmin 1: swarm at the cursor, Better Pathfinding, Blues Only In Water, Lock-On and Charge, Eternal Night - Texture packs, with a one-click HD pack download in the launcher - Touch controls, touch menus and button icons on Android ### Pikmin 1 **Functional:** - Native builds for Linux x86-64 and Windows x86-64, Android from the same source - Most of the game playable from start to finish - 30, 60 or 120 FPS gameplay, selectable in-game - Full audio: the game's original JAudio engine, with a software DSP - TEV specialization for optimal performance - Controller, keyboard and mouse support, touch controls - **Both retail discs**: Pikmin USA Rev 1 and Pikmin Europe. The European disc carries five languages — English, French, German, Spanish and Italian — switchable from the launcher, F1 or the game's own options - **Pre-rendered movies**: the attract movies play, with sound - **Widescreen**: the HUD is laid out for 16:9 rather than stretched, and the 3D view culls to the same shape, so nothing pops in and out at the sides - Post-processing: antialiasing, restored fog, bloom, ambient occlusion, depth of field, texture filtering and colour grading — every one of them optional - Custom texture packs, with a one-click HD pack download in the launcher - **Randomizer**: ship parts, enemies and bosses, with share codes - **Nectar Map Maker**: an editor for VS arenas, opened from the launcher - **Local co-op**: Olimar and Louie, two controllers, split screen that can merge into a single camera; Louie also playable in single player - HD character models from Pikmin 3 rips - Per-pixel lighting and real-time shadow maps (Off/Soft/Normal/Strong), both optional - **Launcher**: installs, updates itself from GitHub releases, and exposes every F1 setting, texture packs and HD models outside the game - **Speedrun mode**: pure GameCube rules, a real-time timer, per-day splits against your best run, categories, LiveSplit support and an input display - **Skippable cutscenes**: Start skips any cutscene in normal play **In development:** - Some minor graphical differences ## Play directly (without compiling) Grab the package for your system from [Releases](../../releases). ### Linux Two downloads with the same content; pick one: - **`Open_Nectar-x86_64.AppImage`** — one file. Make it executable (`chmod +x Open_Nectar-x86_64.AppImage`, or *Allow executing as program* in its properties) and open it. - **`nectar-linux.tar.gz`** — a folder: `tar -xzf nectar-linux.tar.gz`, then open `nectar-linux/nectar-launcher`. It runs on any x86-64 distribution with glibc 2.29 or newer — Ubuntu 20.04+, Mint 20+, Debian 11+, Fedora, openSUSE Leap 15.3+/Tumbleweed, Arch, Manjaro, SteamOS. SDL2 and the C++ runtime are built into the executables; the system only has to provide an OpenGL driver (any Intel/AMD/NVIDIA one) and, for the file pickers, `zenity` or `kdialog`, which GNOME and KDE already have. Press **Install** under a game's cover, choose your disc image and a folder. That folder ends up with the game data, your saves and settings, the launcher (`nectar-launcher`), Pikmin 1 (`nectar`, for your disc's region), the map editor and, in `pikmin2/`, Pikmin 2. Install the other game from the same launcher with its own disc. Open that launcher to play from then on. `packaging/linux/README.txt` in the download covers troubleshooting. ### Windows **What you need** - 64-bit Windows - Graphics drivers with OpenGL 3.3 or newer. Intel, NVIDIA and AMD drivers all provide it. Windows' generic "Basic Display Adapter" driver does not, and the game will not start with it — install your GPU vendor's driver, not the one Windows Update supplies - About 1 GB free where you install it: the extracted assets take roughly 650 MB, plus the executables **Installing** 1. Extract `nectar-windows.zip` anywhere. There is no installer to run and nothing is written outside the folder you choose. 2. Run `nectar-launcher.exe`. 3. It asks for your Pikmin disc image, and then for a folder to install into. Any folder works. 4. It verifies the image, extracts the assets and starts the game. Installation takes a minute or two, most of it verifying that the disc image is intact and that every extracted file came out right. That check catches damaged copies and failing drives, which are the usual reason a game installs fine and then misbehaves later. ISO/GCM works without additional tools. For RVZ/WIA/GCZ, the launcher uses **DolphinTool.exe** on Windows or **dolphin-tool** on Linux from an existing [Dolphin installation](https://dolphin-emu.org/download/). It looks beside the launcher and on PATH, then offers a file picker if the tool was not found. Keep the tool with the rest of its Dolphin installation. It is not downloaded or included by Open Nectar. Conversion needs about **1.4 GiB extra free space in your system's temporary folder**. The source image is unchanged; a separate temporary ISO is verified, extracted, and removed when the attempt finishes. An interrupted conversion is never reused. Forced termination may leave a `nectar-disc-*` temporary folder; remove it only after the launcher and converter have stopped. The progress display identifies conversion, disc verification, extraction and finishing separately. If setup fails, **Back to setup** keeps your selections so you can correct the image, converter or destination. Temporary file locks at the final extraction step are retried for up to 2.5 seconds; persistent failures show the preserved extraction path instead of silently starting over. Once the game starts, **F1** opens graphics, controls and gameplay settings. **Playing afterwards** Go to the folder you installed into and run `nectar-launcher.exe` again, then click the Pikmin cover. You can also run `nectar.exe` directly, but only from inside that folder: the game looks for its `assets` folder relative to the current directory. **Installing without dialogs** From `cmd` or PowerShell: ``` nectar-launcher.exe --rom C:\path\to\Pikmin.iso --install-dir C:\Games\OpenNectar ``` Add `--extract-only` to install without launching the game afterwards. This works over Remote Desktop and on machines with no desktop session. For a compressed image, add `--dolphin-tool C:\path\to\DolphinTool.exe` if the converter is not beside the launcher or on PATH. The same option accepts the path to `dolphin-tool` on Linux. **The console window is intentional** The game opens a console window alongside it, printing what it is doing. It is not an error. This is a young port and those messages are the only thing that explains a failure, so they are left visible on purpose. To keep them: ``` cd C:\Games\OpenNectar nectar.exe > log.txt 2>&1 ``` **Where your files live** Everything stays in the installation folder: - `save\card0\` — your save files, as ordinary files on disk - `pikmin_settings.conf` — the F1 menu settings - `assets\` — the extracted game data To move the installation elsewhere, use **Move Install** in the launcher (or copy the folder). To remove it, delete it. **If something goes wrong** | Symptom | Cause | |---|---| | SmartScreen warns about the launcher | The .exe files are not signed: *More info* → *Run anyway* | | "Could not initialize window/OpenGL" | Graphics drivers too old, or the generic Windows display driver | | Starts but finds no data | Run it from the installation folder, not from elsewhere | | The image is rejected | It must be Pikmin USA Rev 1 or Pikmin Europe. RVZ/WIA/GCZ also needs the Dolphin converter; ISO/GCM does not | | Disc conversion fails | Check the temporary folder's free space and select the converter from a complete Dolphin installation, or use ISO/GCM | ### Android **What you need** - Android 10 or newer on a 64-bit (arm64) device with OpenGL ES 3.0 — in practice, any phone or tablet from 2019 on - About 1 GB free in internal storage - Your disc image in ISO/GCM. Compressed images (RVZ/WIA/GCZ) are not supported on Android: convert them to ISO with Dolphin on a computer first **Installing** 1. Download `open_nectar_.apk` from [Releases](../../releases) and open it on the device (from the browser's downloads or the Files app). Android asks once to allow installs from that app. 2. Open Nectar. The launcher shows both games: press **Install** under a cover and pick that game's disc image with the system file picker, from wherever it is (internal storage, SD card, USB). 3. It verifies the image and extracts the assets into the app's private storage. Tap the cover to play. One APK carries Pikmin 1 and Pikmin 2, each in its USA and European builds; the installer picks the one your disc needs. Touch controls are drawn on screen (every button the game mentions appears in the layout, and the **layout** button lets you move and resize them); Bluetooth and USB controllers work too. The **settings** button opens the same menu as F1 on desktop. To update, install the new APK over the old one — assets and saves stay. Uninstalling deletes them. ### Both platforms The launcher asks for your disc image, extracts the assets it needs and starts the game. Your disc image is never copied or modified. Supported discs: | Disc | Game ID | Languages | |---|---|---| | Pikmin USA Rev 1 | `GPIE01`, revision 1 | English | | Pikmin Europe | `GPIP01`, revision 0 | English, French, German, Spanish, Italian | | Pikmin 2 USA | `GPVE01` | English | | Pikmin 2 Europe | `GPVP01` | English, French, German, Spanish, Italian | Each release needs its own executable — the game's code is compiled here, and it differs between releases — so the package carries both and the installer picks the one your disc needs. The European disc installs all five languages and starts in English; change it in the launcher's **Settings**, in **F1 → Language** or in the game's own options, without reinstalling. ### The launcher After installing, the launcher in the game's folder is the way in: - **Games** — click a cover to play. Under each cover: **Install** until the game is installed, then **HD textures** (downloads the community HD texture pack: 4K or 1080p on PC, the mobile pack on Android) and, for Pikmin 1, **Map editor**. A single **Update** below both games updates everything. - **Settings** — every option of the in-game F1 menu, plus texture packs, HD models and language, saved straight to `pikmin_settings.conf`. - **Move Install** — moves the whole installation, saves included, to another folder or drive. When a new release is published, the launcher says so, **What's new** shows that release's notes, and **Update** downloads and installs it by itself: saves, settings, texture packs and the extracted game data stay as they are. A newly downloaded package can also update an existing installation: open its launcher, press **Update** and choose the installed folder. The disc image is not needed either way. ### Launcher options ```sh nectar-launcher --rom /path/to/Pikmin.iso --install-dir /path/to/installation nectar-launcher --extract-only # extract assets only, don't run nectar-launcher --help ``` ## Build from source ### Requirements - CMake 3.16+ - C++17 compiler (GCC 10+ or Clang 12+) - SDL2 - OpenGL - zenity (optional on Linux, for the graphical dialog) ### Linux ```sh # Debian/Ubuntu sudo apt install build-essential cmake pkg-config libsdl2-dev libgl1-mesa-dev zenity # Arch Linux sudo pacman -S base-devel cmake sdl2 mesa zenity # Both games and the launcher scripts/build-fusion.sh # Or one game at a time cmake -S games/pikmin1 -B build/pikmin1 -DCMAKE_BUILD_TYPE=Release cmake --build build/pikmin1 -j"$(nproc)" cmake -S games/pikmin2 -B build/pikmin2 -DCMAKE_BUILD_TYPE=Release cmake --build build/pikmin2 --target pikmin2_pc -j"$(nproc)" ``` ### macOS ```sh brew install cmake sdl2-compat cmake -S games/pikmin1 -B build/pikmin1 -DCMAKE_BUILD_TYPE=Release cmake --build build/pikmin1 --target pikmin_pc pikmin_launcher -j"$(sysctl -n hw.ncpu)" cmake -S games/pikmin2 -B build/pikmin2 -DCMAKE_BUILD_TYPE=Release cmake --build build/pikmin2 --target pikmin2_pc -j"$(sysctl -n hw.ncpu)" ``` There are no ready-made macOS packages: macOS players build from source. The Pikmin 1 commands above build the USA game only, so the launcher will ask for `nectar-pal` when you install a European (PAL) Pikmin disc. To get both next to the launcher, run `scripts/build-macos.sh` instead: it also builds the PAL game and places it as `build/pikmin1/bin/nectar-pal`. The helper builds its own static SDL2 and explicitly selects the USA/PAL build regions, including when reusing an existing build directory. Optionally install `libusb` with `brew install libusb` to enable its USB Xbox 360-protocol adapter. That adapter supports one controller at a time and checks for connections and reconnections once per second. Without libusb, standard SDL controller support remains available. The development binaries use Homebrew's libusb when enabled; use the release script for distributable packages. The compiler comes from the Xcode command-line tools (`xcode-select --install`). The port requests an OpenGL 4.1 core context, the newest core profile macOS provides. ### Choosing which release to build The game's own code is compiled here, and it is conditional on which retail release it came from in some four hundred places, so this is a build-time choice rather than a setting. Pikmin 1 defaults to USA Rev 1 and Pikmin 2 to Europe: ```sh cmake -S games/pikmin1 -B build/pikmin1-pal -DPIKMIN_GAME_VERSION=VERSION_GPIP01_00 cmake -S games/pikmin2 -B build/pikmin2-usa -DPIKMIN_GAME_VERSION=VERSION_GPVE01 ``` The release packages carry every region, and the launcher installs whichever the disc asks for. `scripts/release-linux.sh` (tar.gz and AppImage) and `scripts/release-windows.sh` (zip) build them; the Android APK is `./gradlew assembleRelease` in `games/pikmin1/android`. ### Windows (cross-compiled from Linux) The Windows executable is built with MinGW-w64, cross-compiled from Linux. SDL2 for MinGW is expected in `third_party/SDL2-mingw64`. It is not committed to the repository; download `SDL2-devel--mingw.tar.gz` from the [SDL releases](https://github.com/libsdl-org/SDL/releases) and extract its `x86_64-w64-mingw32` directory there, so that `third_party/SDL2-mingw64/lib/libSDL2.a` exists. ```sh sudo apt install g++-mingw-w64-x86-64 cmake -S . -B build-windows \ -DCMAKE_TOOLCHAIN_FILE=cmake/toolchain-mingw64.cmake \ -DCMAKE_BUILD_TYPE=Release cmake --build build-windows -j"$(nproc)" ``` The result is `build-windows/bin/nectar.exe`. SDL2 and the MinGW runtime are linked into it (`PIKMIN_STATIC_RUNTIME`, on by default for Windows), so it needs no DLLs beside it. To ship a folder with both USA and PAL builds: ```sh packaging/windows/package-standalone.sh ``` That writes `packaging/windows/out/nectar-windows/` with `nectar.exe`, `nectar-pal.exe` and `nectar-launcher.exe`, and zips it as `packaging/windows/out/nectar-windows.zip`. ### Run after building ```sh ./build/bin/nectar-launcher --rom /path/to/Pikmin.iso --install-dir ./my-installation ``` Or, for development directly against a checked-out asset tree in `./assets/`: ```sh ./build/bin/nectar ``` ### Android (APK) The Android project lives in `android/` and builds the game through the same root `CMakeLists.txt` (both disc versions, GLES, arm64 only). It needs Android Studio's JDK and SDK with NDK 28 and CMake 3.22; `android/local.properties` points at the SDK. ```sh cd android JAVA_HOME=$HOME/Android/jdk ./gradlew assembleDebug # debug-signed, for adb ``` A release APK is signed with the project key, which is kept outside the repository (see `packaging/android/README-firma.txt`). With the key in place: ```sh ./packaging/android/package-apk.sh ``` produces `packaging/android/out/open_nectar_.apk`, its SHA-256 and the README that goes with it. ## Project structure ``` . ├── games/ │ ├── pikmin1/ # Pikmin: decompiled code (src/, include/), port layer │ │ # (pc_port/), launcher, Android project, packaging │ └── pikmin2/ # Pikmin 2: decompilation (pikmin2-decomp/) and port layer │ # (pc_port/) ├── libs/ # Code shared by both games ├── tools/ # Map maker and development utilities ├── scripts/ # Build and release scripts ├── tests/ └── versions.json # Release version ``` - Each game's decompiled code stays as close to the original as possible - `pc_port/` is the native layer that translates GX→OpenGL and handles audio and input; port changes go there ## Technical architecture The port works as follows: 1. **Game code** (`src/`) is compiled as a static library 2. **Native layer** (`pc_port/`) implements GameCube APIs (GX, AI, PAD, etc.) 3. **GX→OpenGL translation**: GX display lists are translated to OpenGL shaders 4. **TEV specialization**: Optimized shaders are generated per material configuration 5. **Audio**: the game's original JAudio engine runs unchanged; only the boundary where the GameCube's DSP chip used to sit is replaced by a software renderer ## Controls and port features This port includes significant improvements over the original GameCube game, designed to take advantage of keyboard, mouse, and PC capabilities. ### Keyboard and mouse **Keyboard** (defaults; all of it remappable from the F1 menu): | Action | Key | |--------|-----| | Movement (left stick) | W A S D | | Pikmin formation (C-stick) | T (up) F (left) G (down) H (right) | | D-Pad | Arrow keys | | A — throw / confirm | Space | | B — whistle / cancel | Left Shift | | X — dismiss | X | | Y — group | Y | | Z — change camera | Z | | L — rotate camera left | Q | | R — rotate camera right | E | | Start — pause / skip a cutscene | Enter | | Bomb (with Bomb Control on) | B | | Port settings menu | F1 | | Switch control mode | F2 | | Photo mode | F3 | **Mouse:** - In pointer mode, the mouse directly controls the game cursor - Left click: A — throw - Right click: B — whistle - Middle click: Z — change camera - Mouse wheel: picks the Pikmin colour to throw, or zooms the camera (see below) - Mouse offers precision impossible with an analog stick ### F1 Menu — Port settings Press **F1** at any time to open the configuration menu: **Video:** - **Resolution**: Any monitor resolution, including ultrawide - **Display mode**: Windowed, fullscreen, or borderless - **Render scale**: Internal resolution independent of output (improves performance on slower GPUs) - **VSync**: Vertical synchronization on/off - **Refresh rate**: Force a specific refresh rate **Graphics:** Every effect has an Off, and each applies as you move through the menu, against the scene behind it. The reference machine for this project is a GTX 1050, so none of this is mandatory. - **Depth of field**: the focus plane follows the captain — what sits at his distance stays sharp, what is nearer or further falls away. Four steps. The sharp band is a fraction of the camera's distance to him, so it behaves the same in the close follow view and the far one. It stands down during cutscenes - **Ambient occlusion**: contact shadows in creases, under leaves, where a Pikmin meets the ground - **Bloom**: three named steps rather than a slider - **Antialiasing**: FXAA, applied to the finished image. Deliberately not MSAA — Pikmin's undergrowth is alpha-tested quads, and MSAA does nothing for edges that are not geometry - **Fog**: the game's own, which the port used to discard. On is the original - **Texture filtering**: up to 16x anisotropic, with mipmaps the port never built. Changing it re-applies to everything already loaded - **Colour grading**: gamma, brightness and saturation **Language** (European disc only): switches between the five languages on the disc. It takes effect the next time you start the game. **Gameplay:** - **FPS mode**: - `30 FPS (stable)`: Original game behavior - `60 FPS (experimental)`: 60 FPS gameplay - `120 FPS (experimental)`: 120 FPS gameplay, on a display that can show it - **Chain Pikmin actions**: When active, Pikmin automatically look for more work after completing a task. Example: a Pikmin thrown at a flower destroys it and then automatically carries the pellet to the Onion. Disabled by default to maintain fidelity to the original **Mods:** - **Mouse wheel**: chooses what the wheel does, one or the other: - `Pikmin Colour`: cycles which colour to throw next, through the colours you actually have with you. With one colour it does nothing, with two it alternates, with three it cycles. If the chosen colour is out of reach, the captain still grabs the nearest Pikmin - `Camera Zoom`: pulls the camera between 0.45× and 2.50× of its normal distance - **Pikmin limit**: how many Pikmin may be on the field at once, from 50 up to 999. The original is 100. The Onion, the field, the matrix pool and the shape cache are all sized from this number, so it applies when a stage loads rather than mid-day. Tested to 945 Pikmin on screen; high values do cost frame rate, and how much depends on your machine - **Day length**: 5 to 30 minutes of play per in-game day, or Infinite. The original 13.5 minutes is the default. This stretches the game's own clock, so nothing moves faster or slower — sunset simply arrives sooner or later. Infinite never applies to day 1, whose tutorial ends at sunset, or to day 30, whose sunset ends the game - **Bomb Control**: a Bomb button (B on the keyboard; assign one in Gamepad Bindings). A Yellow Pikmin with a bomb rock throws it at the cursor, or drops it lit at its feet when the cursor is too close. Ones already thrown and waiting go first - **Hide Olimar's Texts**: no text boxes while you play (the first Pikmin, every ship part, tips). The cutscene that goes with each text is skipped too, as if you had closed it at once. The ending texts still show - **Enemy health** (Cheats): a share of the original, down to Insta Kill. It applies to bosses as well **Permadeath** is not in this menu, because it belongs to a save file rather than to the port. You choose it once, when you create the file, and the file screen marks the files that carry it. Lose Olimar and the run ends and that save is erased — through the game's own delete, so the slot ends up exactly as a manually deleted one does — and the file screen tells you so. A copy of a permadeath file is a permadeath file. **Photo mode** is on **F3**. It freezes the world and hands you the camera: | | | |---|---| | `WASD` | move along the look direction | | `Space` / `Ctrl` | up / down | | Arrow keys | look | | `Q` / `E` | tilt; `R` levels | | `Shift` / `Alt` | faster / slower | **Controls:** - **Control scheme**: Classic (GameCube) or Mouse pointer - **Mouse sensitivity**: 0.1x to 5.0x - **Stick dead zone**: 0-127 - **Invert sticks**: Options for main stick and C-stick - **Hold to Pluck / Whistle Pluck**: keep the button held, or hold the whistle over sprouts, to pluck them one after another (both optional) ### Speedrun mode **Speedrun** sits on the title screen under Start. It opens its own menu: **Start Run**, **Best Times** and **How It Works** (shown by itself the first time). - **Vanilla rules.** For the run, every cheat, mod and port option that changes play returns its original value: day length, health, speeds, Pikmin limit, 30 FPS simulation, classic controls (cursor on the stick, no gyro), no Quick Grab, Lock-On, free camera, cutscene skipping and so on. Graphics, texture packs and button mapping stay as they are. Leaving Speedrun brings your own settings back. - **Timing as on speedrun.com** (All Parts): real time, loads and cutscenes included, from the new game to the Secret Safe. Start Run goes straight into a new game with Olimar; there is no file select. - **Splits**: one per day, named after the area and visit ("Forest of Hope 2"), shown under the timer with the difference to your best run — green ahead, red behind, gold for your best segment ever. - **Best Times**: personal best with its splits, Sum of Best and the last five runs. Records are saved when a run finishes. - **Input display**: under the timer, the controller in use (Xbox, PlayStation or Switch labels) or a full keyboard and mouse, lighting up what you press. - Speedrun has its own memory card and records in `save/speedrun/`, apart from your normal saves. ### Control modes **Classic Mode (GameCube):** - WASD controls cursor and movement simultaneously - Identical behavior to the original - Recommended for controllers **Mouse Pointer Mode:** - Mouse controls the cursor with absolute precision - WASD available for independent movement - Ideal for strategy with quick selection ### Controller support The port supports any SDL2-compatible controller: - Xbox, PlayStation, Nintendo Switch Pro - Generic controllers with automatic mapping - Customizable configuration from the F1 menu - Vibration supported where available ### Port value-added features **Improvements over the original:** - **Arbitrary resolution**: From 480p up to 4K and ultrawide, no hacks needed - **Widescreen that is not a stretch**: the HUD is laid out for the frame it is drawn in, and the 3D view culls to the same shape - **60 and 120 FPS**: The original ran gameplay at 30 - **Mouse control**: Precision impossible on GameCube, including wheel shortcuts - **Improved Pikmin AI**: Chain tasks automatically (optional) - **Faster plucking**: hold the button or the whistle over sprouts (optional) - **Skippable cutscenes**: Start skips any cutscene, including arriving at an area - **Speedrun mode**: vanilla rules, timer, splits and best times built in - **Superior performance**: TEV specialization generates optimal shaders per material - **No emulation**: Native x86-64 code, no Dolphin overhead - **Instant saves**: Save files are accessible on disk - **Portable**: The release packages run without installing dependencies ## Performance The validated configuration is **1920x1080 with native internal resolution** (`renderScale = 1`) on a GTX 1050 4GB with Mesa 26.0. The game integrates by elapsed time, so raising the frame rate does not speed up gameplay. 120 FPS needs a display that can present it; on a 60 Hz panel with VSync the game still shows 60. **Memory**: entering a stage used about 4 GB and kept climbing. It now settles around 600 MB. **Laptops with switchable graphics**: the game asks for the dedicated GPU on both platforms, and only where that hardware is present. The log line `[PC Port] GPU:` reports which one it got. `NECTAR_NO_PRIME=1` turns the request off. Desktops with only an NVIDIA card are left alone: there is nothing to offload to. **`GPU: ... llvmpipe`** means OpenGL is running in software. On Linux with NVIDIA this is almost always the system, not the game: after a driver update the kernel module and the libraries no longer match until you **reboot**. `glxinfo -B` failing or also showing llvmpipe confirms it. ## Debug and environment variables ```sh PIKMIN_TEV_SPECIALIZE=0 # Disable specialization (slower) PIKMIN_TEV_MAX_STAGES=N # Limit shader complexity PIKMIN_GL_CHECK=1 # Check OpenGL errors PIKMIN_DUMP_SHADERS=1 # Dump generated shaders PIKMIN_PERF_STATS=1 # GPU statistics PIKMIN_TICK_STATS=1 # CPU statistics per tick PIKMIN_AUDIO_STATS=1 # Audio mixer statistics PIKMIN_WHEEL_TRACE=1 # Trace mouse wheel colour selection PIKMIN_H4M_DEBUG=1 # Trace the pre-rendered movie player PIKMIN_NO_H4M=1 # Skip the attract movies PIKMIN_DOF_DEBUG=1 # Focus distance and scene depth PIKMIN_PROJ_DEBUG=1 # One frame's projections, once a second PIKMIN_MENU_PILLARBOX=1 # Menus boxed in 4:3 instead of widescreen NECTAR_LANGUAGE=es # Language (European disc), overrides the setting NECTAR_NO_PRIME=1 # Do not ask for the dedicated GPU NECTAR_PRIME_EGL=1 # Also pin EGL to NVIDIA (can fail on Wayland) ``` The game binary also accepts `--audio-self-test`, which walks scenes, stages, boss transitions, muting, sound effects and cinematic streams without opening a window, and reports whether each produced audio. ## Legal requirements This repository **does not contain ROMs or Nintendo resources**. To play you need to legally dump your own disc of one of: - **Pikmin USA Rev. 1** (`GPIE01`, revision 1) - **Pikmin Europe** (`GPIP01`, revision 0) Do not upload ROMs, extracted assets, keys, or proprietary material to issues or pull requests. See [LEGAL.md](LEGAL.md). ## Contributing Corrections, documentation, tests, and structural improvements are accepted. Before opening a PR: 1. Read [CONTRIBUTING.md](CONTRIBUTING.md) 2. Build in Release and run tests 3. Test in-game for changes that affect gameplay ```sh cmake -S games/pikmin1 -B build/pikmin1 -DCMAKE_BUILD_TYPE=Release cmake --build build/pikmin1 -j"$(nproc)" ctest --test-dir build/pikmin1 --output-on-failure ``` ## License The code is offered under [CC0 1.0](LICENSE.MD). This license does not grant rights over *Pikmin*, its resources, trademarks, or any other material from Nintendo or other third parties. ## Credits - Original decompilation: [projectPiki/pikmin](https://github.com/projectPiki/pikmin) - Software DSP and sound bank loader: [NextOs-Ports/pikmin-nextos](https://github.com/NextOs-Ports/pikmin-nextos), adapted here from SDL3 to SDL2. Licence and attribution in [third_party/nextos-audio/](third_party/nextos-audio/) - Netplay groundwork (not enabled in any build): [GekkoNet](https://github.com/HeatXD/GekkoNet) (BSD-2-Clause) and [libjuice](https://github.com/paullouisageneau/libjuice) (MPL-2.0). Licences and pinned versions in [games/pikmin1/third_party/NETPLAY_VENDOR.md](games/pikmin1/third_party/NETPLAY_VENDOR.md) - Native PC port: Open Nectar Community ## Links - [LEGAL.md](LEGAL.md) - Legal notice - [CONTRIBUTING.md](CONTRIBUTING.md) - Contribution guide