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< User:ZASNK
Revision as of 16:54, 4 December 2024 by ZASNK (talk | contribs) (→‎Random Events: some reorganisation)

Welcome to my sandbox.


User page Talk Sandbox Test Template Todo Signature Nav YN files


Purpose

This sandbox is used to share wiki information, plan future edits, and to test templates and parser functions.

Most wiki guides previously found here have been moved to help pages.

Yume Nikki Websites

Official stuff

Fan stuff

Other stuff

Subarea Warps

All subareas in old versions are named 小マップ, translating to "small map", although I will refer to it as subarea. Each subarea is numbered (using full-width numbers), and warps to subareas mostly match the number of the map. For example, 小7へ in Eyeball World leads to 小マップ7 (Mini Hell).

0.04
Subarea Origin
Map name ID Location Map name ID Wiki name Warp name Verdict
小マップ1 30 Guillotine World (small)
小マップ2 26 Neon Tile Path
小マップ4 23 Checkered Tile Path A
小マップ5 25 Face Carpet Plaza
小マップ6 29 Dense Woods A
小マップ7 1 Mini Hell
小マップ8 28 Hell
小マップ9 21 Checkered Tile Path B
小マップ10 32 Footprint Path A
小マップ11 33 Footprint Path B
小マップ12 34 Toriningen's Bed event
小マップ13 35 Wilderness: Dark World Gate
小マップ13A 36 Wilderness: Route 4
小マップ13B 37 Wilderness: Route 1
小マップ13C 38 Wilderness: Route 2
小マップ13D 39 Wilderness: Rave Box
小マップ13E 40 Wilderness: Toriningen Party
小マップ13F 43 Wilderness: Barracks Settlement Entrance
小マップ14 41 Barracks Settlement: Town
小マップ14A 45 Barracks Settlement: Isee Path
小マップ15A 42 Sewers: City Gutter
小マップ15B 44 Sewers: Entrance
小マップ15C 46 Sewers Nopperabou area
小マップ15D 47 Sewers: Sewer Tunnel
小マップ15E 73 Sewers dead end tunnel
小マップ16A 48 Mall: Main Room
小マップ16B 49 Big Red
小マップ16C 51 Mall: Elevator Room
小マップ16D 52 Mall: Reception Room
小マップ16E 53 Mall: Flute Room
小マップ16F 54 Mall: Tokuto-kun's room
小マップ17 50 Windmill World

Translation Differences

The rest of this sandbox section has already been moved to Yume Nikki:Translation Differences.

Title screen and menu
Original Uboachan Steam
(new game)
(continue)
(quit from title)
(effects)
(quit from menu, if different from title)
Instructions
Original Uboachan Steam
(this would involve a lot of transcribing)
Miscellaneous
Original Uboachan Steam
(chair ride)
(window theme change)

(some other stuff that could be included: famicom menu, FC instructions)

YNOnline Guide

YNOnline is the server client made by Char0x61 found here: https://gitlab.com/CataractJustice/YNOnline

It does NOT refer to YNO/YNOproject, found at https://ynoproject.net/ (also see YNOproject Wiki)

This guide is for Windows machines only. It also uses your actual IP address, so only use this to play with people you trust.

  1. Install node.js. The easiest way is using an installer: https://nodejs.org/en/download/prebuilt-installer
  2. Install python: https://www.python.org/downloads/
  3. Supposedly you also need to download "Visual C++ Build Environment": https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community You can try skipping this step at your own risk
  4. Download the YNOnline server: https://gitlab.com/CataractJustice/YNOnline/-/archive/main/YNOnline-main.zip
  5. Extract to a folder with correct permissions (under your main user folder is a good idea).
  6. Copy the game folder to .\YNOnline-main\private\public\play\games Please note the game folder you copy and use for online must be the actual game folder containing the asset folders, map files, ldb, lmt, and exe. It cannot be a parent folder like one with a "start.exe"
  7. Rename the game folder to what you want to appear in the URL after setup is complete.
  8. Download gencache.exe, which you can find a link to on EasyRPG's webplayer guide: https://easyrpg.org/player/guide/webplayer/
  9. Copy gencache.exe to inside the game folder and run it to generate a file named "index.json"
  10. Delete that copy of gencache.exe as it is no longer needed.
  11. Under .\YNOnline-main\private use Notepad to open the file configuration.js then change the following lines:
    	port: <YOUR PORT>,
    	clientPath: "YNOnline-main/private/public",
    	gamesPath: "./YNOnline-main/private/public/play/games/",
    Note the start of gamesPath should keep the character – do not replace that dot with the parent folders in this specific case. Keep track of the number you choose for the server port, as you'll need to use it for other settings as well.
  12. Under .\YNOnline-main\private\public\scripts use Notepad to open the file ynonline.js then change the first line:
    let port = <YOUR PORT>;
    This must match with the port number you used before.
  13. Open port forwarding on your router. This involves the following steps:
    1. Visit your main router's IP address by typing it into the address bar while connected to the internet (usually it's 192.168.0.1, but if not you can find tips on how to find your router IP online).
    2. Make sure you have the WAN IP enabled (research how to do this on your router brand if you get stuck).
    3. Enable the port forwarding option if it's off.
    4. Set the port forwarding rule using your port as the internal & external ports, your internal IP address (the system being used to host the server; check your system network settings for the IPv4 address and copy that), and finally the protocol should be set to both TCP and UDP.
  14. Open the command line (Windows+R then type "cmd")
  15. Use the following command:
    node ".\YNOnline-main\private\YNOnline.js"
    Remember to replace that dot at the start with your drive and parent folders, e.g. C:\Users\ExamplePerson\YNOnline-main\private if ExamplePerson put the server into their main user folder. Leave the command window open after you do this step.
  16. Use your browser to visit http://<YOUR WAN IP>:<YOUR PORT>/?game=Game folder name
  17. Verify the game is working properly by starting a new game (do not stay on the title screen!) and checking for "Connected" on the top right.

If these steps don't work as written here (on User:ZASNK/Sandbox), leave a message on my talk page or message me on Discord (zaidalkaz)

Yume Nikki Walkable Tiles

The number of tiles listed assumes you're playing on a normal copy of the game, and that you can use all effects, such as Cat or Knife to (re)move stationary NPCs and such. Only tiles that you can stand on completely stationary count. Each tile "step" of a stair is one walkable tile. Areas with spawning events such as the real world or Nexus are counted as not having those events.

Default sort follows the map tree. If your browser has JavaScript enabled, you can sort the table by map ID or by any other header.

Walkable tiles
Map Info Tiles
Map ID Location name Width Height # tiles Walkable tiles % walkable
1 Debug Room 20 15 300 293 97.67
157 FC Dungeon Glitch Room 20 15 300 57 19
2 Game Start 20 15 300 0 0
3 Madotsuki's Room: Real Room 20 15 300 57 19
4 Madotsuki's Room: Balcony 31 15 465 35 7.53
6 Madotsuki's Room: Dream Room 20 15 300 58 19.33
7 Madotsuki's Room: Dream Balcony day 31 15 465 35 7.53
8 Madotsuki's Room: Dream Balcony night 31 15 465 35 7.53
9 Nexus 35 31 1085 1072 98.8
10 Forest World 110 110 12100 6700 55.37
41 Face Carpet Plaza 60 50 3000 1657 55.23
11 Block World
12 Puddle World 120 120 14400 14389 99.92
42 Dense Woods A 200 70 14000 1068 7.63
43 Dense Woods A: To Infinite Road
44 Dense Woods A: Infinite Road entrance
45 Dense Woods A: Infinite Road
46 Dense Woods A: Infinite Road exit
13 Dark World 110 110 12100 12095 99.96
50 Wilderness: Dark World Gate 30 30 900 339 37.67
51 Wilderness: Route 4
52 Wilderness: Route 1
53 Wilderness: Route 2
54 Wilderness: Rave Box
55 Wilderness: Toriningen Party
56 Wilderness: Barracks Settlement Entrance
57 Wilderness: FC Portal
144 Static Tunnel 20 15 300 8 2.67
58 Wilderness: Route 3
59 Wilderness: Northern Wilderness
60 Wilderness: Infinite Wilderness
65 Wilderness: Hot Spring House
61 Wilderness: Fence
62 Wilderness: Northern Wilderness Pylons
63 Wilderness: Staircase Bottom
64 Wilderness: Staircase to the Sky
14 Snow World: Main area
22 Snow World: Top-middle igloo 20 15 300 4 1.33
23 Snow World: Top-left igloo 20 15 300 4 1.33
24 Snow World: Top-right surprise Toriningen igloo 20 15 300 4 1.33
25 Snow World: Bottom-left igloo 20 15 300 4 1.33
26 Snow World: Bottom-right Kamakurako igloo 20 15 300 4 1.33
27 Snow World: Igloo near Toriningen 20 15 300 4 1.33
28 Snow World: Pink Sea entrance 20 15 300 1 0.33
15 Mural World 120 120 14400
70 Sewers: Entrance
71 Sewers: City Gutter
72 Sewers: Processing Plant
73 Sewers: Sewer Tunnel
74 Sewers: Docks Staircase
75 Sewers: Nopperabou Pool
81 Sewers: Big Red 20 15 300 15 5
83 Windmill World 80 80 6400 6367 99.48
16 Graffiti World 160 110 17600 17561 99.78
76 Mall: Elevator Room 20 15 300 74 24.67
77 Mall: Main Room 120 100 12000 2149 17.91
82 Mall: Manhole Room
177 Mall: Rooftop Exit
178 Mall: Mall Rooftop
179 Mall: Witch's Flight event
78 Mall: Reception Room
79 Mall: Flute Room
80 Mall: Tokuto-kun's Room
17 Eyeball World 120 120 14400 14346 99.63
48 Footprint Path A
49 Footprint Path B

Random Events

Var 11 and Var 12 are the two "private use" variables that reset when warping. Var 26 is the general temporary variable. Switches 130-132 are the "private use" switches.

Balcony Backgrounds

Variables 33 and 34 are used for memorising the background of the real and dream backgrounds respectively.

When leaving the dream, Var 33 is rolled 0-1. If 0, the dark, cloudy background is chosen for the balcony. Otherwise, the bright background is chosen for the balcony.

When entering the dream, Var 34 is rolled 1-3. If 1, the mountain background is chosen for the dream balcony. Otherwise, the background of the sky is chosen. This means the mountain background is a 1/3 chance versus the sky background's 2/3 chance.

Crick in the Neck

  • When leaving the dream, Var 19 is rolled 1-64
    • If 1, Madotsuki has the "crick in the neck"
    • Else Madotsuki is normal

Per Dream

    • Var 52 (dream bed) is rolled 1-5
      • 1 is Madotsuki's dream bedroom
      • 2 is Block World
      • 3 is Snow World
      • 4 is Candle World
        • If the player doesn't have Poop Hair the bed sets Var 52 = 4, forcing this bed to work
      • 5 is Number World Bed Room
      • The way the dream beds work is setting Var 26 to the bed's ID, then using a common event to check if Var 52 == Var 26.
        • Exiting the Staircase of Hands upwards rerolls Var 52 1-5
    • Var 39 (FACE event) is rolled 0-3
      • If 1, the Zipperile has the special appearance and can be stabbed
      • Else the Zippertile is normal
    • Var 26 is rolled 0-2
      • If 0, the Famicom Glitch event is enabled
      • Else the event is disabled

Other

  • KALIMBA event is activated if Var 11 == 1
    • Rolled 0-7 every time the TV is switched on
  • Mafurako's warp location is Var 35 rolled 1-5
  • The Barracks Settlement entrance from the Wilderness rolls Var 11 1-6. This corresponds to the chosen Pirori.
    • If 1, the Pirori just north-west of the nearest one is chosen
    • If 2, the nearest Pirori is chosen
    • If 3, the Pirori near the pole in the middle of a line of houses is chosen
    • If 4, the Pirori just north-east of the nearest one is chosen
    • If 5, the northmost Pirori is chosen
    • If 6, the Pirori below the triple housing is chosen
  • Falling Men use Var 26
    • It is first rolled 0-3
      • If 0, the first falling man is moved onscreen, and Var 11 = 2
      • Else Var 11 = 1
    • If Var 11 == 2, it is rolled 0-3 again by the second event
      • If 0, another falling man picture is shown onscreen and Var 11 = 4
      • Else Var 11 = 3
    • Var 11 handles their random movement
      • If 2 or 3, only the first one has its movement running. It is identical between the two pages.
      • If 4, both are moving
  • Sewers creature is dependent on Var 11, which is set according to the temporary variable Var 26
    • Var 26 is rolled 0-7
    • If 0, Var 11 = 1 (Water Pirori)
    • If 1, Var 11 = 2 (Submarine Creature)
  • Mall escalator safety cone disappears if Var 11 == 1
    • Rolled 1-4 by the elevator in Graffiti World
    • Set to 1 by the elevator in Underground World
  • Mall Rooftop Black Cat position uses Var 11. It is first rolled 0-63
      • If 0, Var 11 = 3
      • Else Var 11 is rolled 1-2. 1 is on top of the entrance and 2 is on the air condition units
  • Menu changing uses Var 26
    • It first checks if your menu is the default or not
      • If NOT the default, it always sets it to the default
      • Else it continues to the random change
        • Var 26 is rolled 0-1
          • If 0, the gradient theme is chosen
          • Else the red theme is chosen
  • The Spaceship BGM uses Var 50 (BGM random) rolling it 0-40
    • If 8, it calls CE228 and waits 60/10 seconds
      • CE228 rolls Var 50 0-3 to determine which variation of the Spaceship pawn to play.
        • If 0, it plays at 60/50/50
        • If 1, it plays at 60/100/50
        • If 2, it plays at 60/120/50
        • If 3, it plays at 60/140/50
    • Else it waits 1/10 seconds
  • The Spaceship bed uses Var 26 rolled 1-6
    • If 1, the crash event is queued
    • Else normal sleep happens
  • Number World Bed Room Toriningen rolls Var 26 0-1
    • If 1, the trap is in Lamp World
    • Else the trap is in the main area of Number World
  • Entering Mini Hell rolls Var 26 1-4 to choose the entrance
    • If 1, it's the west closet
    • If 2, it's the east closet
    • If 3, it's the south closet
    • If 4, it's the north closet
  • Guillotine World warp has 2 random processes: selecting which variant and swapping the exit closet
    • Var 26 is rolled 0-7
      • If NOT 0, the player is transferred to the normal variant
      • Else the player is transferred to the large variant
    • Var 26 is then rolled 0-3
      • If 1, the exit closet (1) is swapped with closet 2 (left of the starting point)
      • If 2, the exit closet is swapped with closet 3 (above the starting point)
      • If 4, the exit closet is swapped with closet 4 (right of the starting point)
      • Else no event is activated, so the exit closet stays where it is (near the Guillotine)
  • Returning from Guillotine World rolls Var 26 1-8
    • The first closet from the left corresponds to a value of 1, and so on up to the eight closet
  • The Henkei Shita in Hell uses Var 26 rolled 0-255
    • If 4, the player is transferred to Footprint Path A
    • Else nothing happens
  • The return event in Mini Hell acts the exact same as Guillotine World
  • The bridge in the Witch's Island uses Var 11 rolled 1-16
    • If 1, Tasei's Kid spawns
    • Else the pond is empty
  • In the main area of White Desert A, Var 11 is rolled 0-3599 every 0.5 seconds
    • If it ever equals 1, the Takofuusen event occurs
    • Else nothing happens
  • The Eye Box rolls Var 26 1-30, and only teleports the player if it equals 1
  • The Severed Heads in the Sky event rolls Var 11 1-2, and chooses the male head if 1
  • Poniko's House has many different processes:
    • The light switch does the following:
      1. First it checks if Var 11 == 0 (normal)
      2. If it is 0, it then checks if S130 == ON
        • If true, Var 12 = 1
        • If false, Var 12 is rolled 0-63
      1. If Var 12 == 0 (set by the random roll), Var 11 = 2 (Uboa), and the Uboa event occurs. Else it is set to night.
      2. If it is NOT 0, it checks if Var 11 == 1.
      3. If it is 1, it sets S130 = ON, Var 11 = 0, and starts a 5 second timer
      4. If it is not 1, then it must be 2, so the screen flashes
    • If S130 == ON, an event that checks for the timer is running. If the timer reaches 0, S130 is set to OFF.
    • If Var 11 == 2 (Uboa), Var 12 is rolled 1-8, and shakes the screen if it equals 1. (What is "Wait for action"?)
  • The UFO in the Sky Garden rolls Var 11 1-6 to determine how fast the picture should move to the anchor event
    • If 1, it takes 1/10 seconds to move
    • If 2, it takes 3/10 seconds to move
    • If 3, it takes 4/10 seconds to move
    • If 4, it takes 7/10 seconds to move
    • If 5, it takes 12/10 seconds to move
    • If 2, it stays in place for 20/10 and skips the queued movement
  • CE218, used by the flowers in the Crossover Garden, uses Var 26 rolled 0-2
    • If 0, it plays at 50/150/50
    • If 1, it plays at 50/130/50
    • If 2, it plays at 50/100/50
  • The UFOs on Mars rolls Var 26 1-4, and only runs the code to make the UFO visible if Var 26 == 1. Interestingly there is unused code for 2 UFOs following a similar system to the Sky Garden UFO.
  • The entrance to the FC Pyramids area rolls Var 11 1-8, but sets it to 1 if the Demon effect is equipped.
    • The Demon in the FC Pyramids area does not appear if Var 11 >= 2
    • This means it only appears if Var 11 == 1, which is a 1/8 chance
  • I did not check this, but it is reported that there is a 1/50 chance of a pink eggplant appearing every time a normal eggplant is collected in NASU.
  • NPCs roll Var 20 to decide whether to give money.
    • For the small Goblins, it is rolled 1-4
    • For the large Goblin, it is rolled 1-2
    • Organoid sets it to 1
    • Every other NPC rolls it 1-8
  • Lizardmen use CE142 which itself calls the five display CEs 143-147. Each of these roll Var 26 1-9 to determine the number displayed.

Game Guides

Guides related to actually playing the games, instead of examining their files or whatever else.

Face Any Direction

You can face any direction you want on any tile in Yume Nikki's dream worlds, using the power of glitches. This guide outlines how to face whichever direction you want on any given tile assuming you can't do it manually by walking into it and/or sitting down.

Dream World

  • Face DOWN by using Cat or Faceless Ghost.
  • Face RIGHT by sitting down with 1 after facing DOWN.
  • Face UP by performing the following:
  1. Equip Frog in the chair
  2. Go to the tile you wish to face UP on and face DOWN on that tile
  3. Use the Frog effect
  4. Wait for Madotsuki to appear sitting down
  5. Equip any effect
  • Face LEFT by equipping the Faceless Ghost effect in the chair then using it.

Using Towel after equipping it in the chair can force you to face UP or LEFT as well, but it's hard to get to a state where you aren't also sitting down, so it's best to use one of the explained methods instead.

FC World

  • Face DOWN by using Cat or Faceless Ghost.
  • Face RIGHT by sitting down with 1 after facing DOWN.
  • Face UP by performing one of the following:
  1. If you can face LEFT on the tile:
    1. Equip Frog in the chair
    2. Go to the tile you wish to face UP on and face LEFT on that tile
    3. Use the Frog effect
    4. Wait for Madotsuki to appear sitting down
    5. Equip any effect
  2. If you cannot face LEFT on the tile:
    1. Equip Towel in the chair
    2. Go to the tile you wish to face UP on
    3. Spam 1 to use the Towel effect until you somehow end up facing UP (yes, I know this sounds silly, but it works)
    4. Wait for Madotsuki to appear sitting down
    5. Equip any effect
  • Face LEFT by equipping Towel in the chair then using it on the tile.

Real World

  • Face DOWN by pressing 9 to pinch your cheek.
  • Face RIGHT by sitting down with 1 after facing DOWN.
  • You cannot face UP on every tile in the Real World.
  • Face LEFT by performing the following:
  1. Go to the Dream World
  2. Perform the Broken Instructions glitch to store the instructions
  3. Press 9 to wake up with the instructions stored
  4. Sit down while facing LEFT on any tile
  5. Press Z and close the instructions
  6. Move to the tile you wish to face LEFT on (you will have glitched movement)
  7. Wait for Madotsuki to tilt her head (second sitting down state)
  8. Press 1 to stand up.

No-key Challenge

Is it possible to beat the game without pressing a certain key? If not, when is the very first time the key is absolutely necessary? Equivalent keys all count as the same (e.g. Z, Space, and Enter are all counted as "interact key").

  • Interact (Z, Space, Enter) is necessary to close the Instructions at the start of a new game.
  • Menu (X, C, V, B, N, Esc) is necessary to equip either the Umbrella or Yuki-onna effects to make it past the Blazing Corridor of Underground World and collect the Poop Hair effect.
  • 1 can be necessary to return to the Nexus using the Medamaude effect after collecting the Stoplight effect, due to the connection between Dense Woods A and the Infinite Road being one-way. However, 9 can be used instead.
  • 3 is never necessary. All it does is remove small Madotsuki clones while using the Midget effect, or make one of the Jellyfish chime during the ending.
  • 5 is necessary to drop effect eggs in the Nexus, which is the only way to unlock the ending.
  • 9 can be necessary to return to Madotsuki's Room after collecting the Stoplight effect, due to the connection between Dense Woods A and the Infinite Road being one-way. However, 1 can be used instead, to return to the Nexus using the Medamaude effect. 1 can also be used to wake up by taking advantage of the optional wake-up event during the Witch's Flight event.
  • 1 or 9 is necessary as there is no way to return from the Road without at least one of those two keys.

Inaccessible without Interact:

  • Everything, including Madotsuki's Room

Inaccessible without Menu:

Inaccessible without 1:

  • The Witch's Flight event in the Mall Rooftop
  • Monoko's event, as it requires the usage of the Stoplight effect
  • The Melting Madotsuki event, as it requires changing into the snowman
  • The UFOs on Mars event, as it requires the usage of the Cat effect

Assuming 9 can still be used, no other areas are inaccessible.

Inaccessible without 3:

All areas are accessible.

Inaccessible without 5:

  • The ending

Inaccessible without 9:

Assuming 1 can still be used, no areas are inaccessible.

Inaccessible without 1 and 9:

  • The Witch's Flight event in the Mall Rooftop
  • Monoko's event, as it requires the usage of the Stoplight effect
  • The Melting Madotsuki event, as it requires changing into the snowman

Only one of the following two routes can be accessed during a dream session, and accessing either of them prevents the player from waking up, thereby preventing them from saving as well.

  • The Spaceship and Mars
    • The UFOs on Mars event remains inaccessible, as it requires the usage of the Cat effect
  • The Infinite Road, Road, and White Desert Mountain Ring

The Uboa event will also prevent the player from continuing, making Uboa's Trap another inaccessible area.

It should be noted that neither is strictly necessary to wake up in general, as either the FACE event or the Famicom Glitch events can wake the player up. However, the former is only available as a 1/4 chance, and the latter as a 1/3 chance, making it unreliable. This means it is technically possible to visit all other areas and experience all other events and still save the game.

Down key

Thank you wiki0dd for bringing up the possibility of arrow keys, and for your section "Arrow Key Challenge (WIP)".

This challenge only applies to the gameplay itself. The main menus loop vertically, the effects menu can be navigated using left and right, and the family game menu also loops vertically.

These are areas I was able to access without ever pressing the "down" key:

  1. NASU
  2. Madotsuki's Dream Room
  3. Staircase of Hands
  4. Underground World up to the elevator
  5. The elevator room of the Mall
  6. Graffiti World, containing the Bicycle effect
  7. The Nexus, at the bottom row of doors, making all Nexus worlds accessible
  8. Mural World, containing the Long Hair and Blonde Hair effects
  9. The very first map of the Sewers
  10. Snow World, containing the Yuki-onna effect
  11. Two tiles at the very start of the Pink Sea
  12. The rest of Underground World (now with the Yuki-onna effect), giving access to the Mouth Monster granting the Poop Hair effect
  13. The Spaceship, although there is no way to reach the bed
  14. Eyeball World, containing the Medamaude effect
  15. Both areas of the Footprint Path, although only the very beginning of Footprint Path B is available
  16. Candle World, containing the Midget effect
  17. Checkered Tile Path, but I was caught by the Toriningen
  18. If you manage to get past the Toriningen (which is surprisingly possible), you can make it to Hell, but the only way to move is down, making this path useless
  19. Dark World, containing the Knife effect
  20. The Wilderness from the gate to the Aztec Rave Monkey event
  21. On a separate trip, you can also reach the other side of the fence from the FC portal
  22. Puddle World, containing the Umbrella effect
  23. The very start of Dense Woods A, which includes the Vending Machine
  24. Shield-Folk World, containing the Cat effect
  25. The Static Maze, although there is no way to progress to the ladder
  26. Block World, containing the Hat and Scarf effect. After obtaining it, there is no way to progress. On a separate trip to Block World, you can reach Mafurako, but you must move down to reach the white gate, making the trip useless.
  27. Neon World, containing the Neon effect
  28. The Neon Tile Path
  29. Once again, the only way to continue in Hell is by going down, making for another dead end
  30. Number World, where there is no way to progress
  31. Forest World, containing the Frog effect
  32. Face Carpet Plaza (most likely requiring a separate trip since the Frog in Forest World starts out higher than the entrance to here)
  33. Hell once again, except this time there's a way up. There's no way to get to the Docks B or Witch's Island. There's also no way to reach the Vending Machine or any of the other three Nenrikido. Only the Henkei Shita is accessible, and the only possible thing to do with it is stab it with the Knife until you get taken to Footprint Path A.

These are areas I believe are impossible to access no matter what:

Obtained effects
Effect Obtained?
Frog Yes
Umbrella Yes
Hat and Scarf Yes
Yuki-onna Yes
Knife Yes
Medamaude Yes
Fat No
Midget Yes
Flute No
Neon Yes
Nopperabou No
Severed Head No
Towel No
Cat Yes
Lamp No
Bicycle Yes
Long Hair Yes
Poop Hair Yes
Blonde Hair Yes
Triangle Kerchief No
Witch No
Demon No
Buyo Buyo No
Stoplight No
Total 14

Saved Code

Map ID

Adds Map ID records from Locationbox input

{{#ifeq:{{{Map ID}}}|None||{{#arraymaptemplate:{{{Map ID}}}|Template:MapIDs|,|, }}}}

Example code:

{{#ifeq:0076, 0077, 0078 (test1), 0079, 0080, 0082 (test2), 0177, 0178, 0179|None||{{#arraymaptemplate:0076, 0077, 0078 (test1), 0079, 0080, 0082 (test2), 0177, 0178, 0179|Template:MapIDs|,|, }}}}

Example:

(blanked)

Yume Nikki main page edit

Commented out. Please view source.

Yume 2kki main page edit

The changes are replacing center tags with divs. The discord widget was centered. Some HTML was removed without changing the output. No categories are added. I want to test on a computer how placing the MenuIcon class inside the img itself might change the output. The icon File:AUTHORS.png is 4px too high and must be changed.

The 6px of padding between icons and headers might be useless. I also need to check what the classes actually do to see if it's worth copying to other wikis.

Header Gradient

Example

SMW

AKA Semantic MediaWiki

Badges

Below asks for hidden badges.

Icon(s)NameLocation(s)Author(s)BatchDate
Nasu gold(badgeyn).gif
Nasu gold(badgeyn).png
Gold NASUMadotsuki's RoomCatmat32022-05-12
GoldNekoin(badgeyn).gif
GoldNekoin(badgeyn).png
Golden NekoinShield-Folk Worldmiau22022-05-10
ErasedMuma(badgeMR).gif
ErasedMuma(badgeMR).png
Kill the Erased MumabWF5322022-11-09
Shinsoku gold badge DF.gif
Shinsoku gold badge DF.png
Shinsoku Neko: True Shinsoku Neko EditionSabitsuki's RoomPats1222024-08-09
WorstThief(badgeMR).gif
WorstThief(badgeMR).png
Worst Thief EVER.ChicagoJetrotal322022-11-09

Yume Nikki Map IDs


PageMap IDs
Debug Room1 (?)
Madotsuki's Room3 (Real Room)
4 (Balcony)
6 (Dream Room)
7 (Dream Balcony day)
8 (Dream Balcony night)
Nexus9 (?)
Forest World10 (?)
Block World11 (?)
Puddle World12 (?)
Dark World13 (?)
Snow World14 (Main area)
22 (Top-middle igloo)
23 (Top-left igloo)
25 (Bottom-left igloo)
27 (Igloo near Toriningen)
28 (Pink Sea entrance)
24 (Top-right surprise Toriningen igloo)
26 (Bottom-right Kamakurako igloo)
Mural World15 (?)
Graffiti World16 (?)
Eyeball World17 (?)
Candle World18 (?)
Shield-Folk World19 (?)
Neon World20 (?)
Number World21 (Main area)
29 (Stabbing Room)
30 (Bed Room)
32 (Stairway Entrance)
33 (Stairway)
Lamp World31 (?)
Guillotine World35 (Normal size)
36 (Big Guillotine World)
Neon Tile Path37 (Lower section)
38 (Upper section)
Checkered Tile Path39 (Lower section)
40 (Upper section)
Face Carpet Plaza41 (?)
Dense Woods A42 (Dense Woods A)
43 (To Infinite Road)
44 (Infinite Road entrance)
45 (Infinite Road)
46 (Infinite Road exit)
Hell47 (?)
Footprint Path48 (Footprint Path A)
49 (Footprint Path B)
Wilderness50 (Dark World Gate)
51 (Route 4)
52 (Route 1)
53 (Route 2)
54 (Rave Box)
55 (Toriningen Party)
56 (Barracks Settlement Entrance)
57 (FC Portal)
58 (Route 3)
59 (Northern Wilderness)
60 (Infinite Wilderness)
61 (Fence)
62 (Northern Wilderness Pylons)
63 (Staircase Bottom)
64 (Staircase to the Sky)
65 (Hot Spring House)
Barracks Settlement66 (Town)
68 (Isee Path)
69 (Seahorse)
Mini Hell67 (?)
Sewers70 (Entrance)
71 (City Gutter)
72 (Processing Plant)
73 (Sewer Tunnel)
74 (Docks Staircase)
75 (Nopperabou Pool)
81 (Big Red)
Mall76 (Elevator Room)
77 (Main Room)
78 (Reception Room)
79 (Flute Room)
80 (Tokuto-kun's room)
82 (Manhole Room)
177 (Rooftop Exit)
178 (Mall Rooftop)
179 (Witch's Flight event)
Windmill World83 (?)
Dense Woods B84 (Manhole to the Mall)
86 (Main area)
Dark Woods86 (Dense Woods B gate)
90 (Dark Woods)
Road86 (?)
Traincar87 (Blue sky)
88 (Inside)
89 (Red sky)
Witch's Island91 (Lake Shore)
92 (Lake Bridge)
93 (Island)
White Desert A94 (Main area)
95 (Monoko's Tunnel)
96 (White Desert Path 1)
97 (Monoe's Void)
98 (White Desert Path 3 - Severed Heads)
99 (Eye Box)
100 (White Desert Path 2)
Poniko's House101 (Uboa's Trap)
109 (Poniko's House)
White Desert Mountain Ring102 (Brain Creature)
103 (The Thing)
104 (Manhole-sama)
105 (Main area)
White Desert B105 (Main area)
106 (White Desert Underground Lagoon)
107 (Stairway)
Pink Sea108 (?)
Teleport Maze110 (?)
Docks A111 (?)
Docks B111 (?)
Sky Garden112 (Garden)
113 (Cliffside)
115 (Red Sky Garden door)
116 (Crossover Garden)
117 (Blue Ghost World door)
Ghost World114 (?)
Static Maze118 (?)
FC House120 (FC Field)
121 (FC House)
122 (Doors A and B)
123 (Walking Eye)
124 (Doors B C and E)
125 (Wavy staircases)
126 (Small two-door loop)
127 (Door D drawers)
128 (Doors F and G)
129 (Doors G and H)
130 (Two staircase drawers platform)
131 (Three staircase drawers platform)
132 (Door H platform)
133 (Merutomaro)
134 (Lone door to FC World A route)
135 (Long staircase to FC Goblins' Room)
136 (V shape room)
137 (Mushrooms)
138 (Goblins' Room door)
139 (FC Goblins' Room)
140 (FC Demon's Room)
141 (Route to FC World A: door)
142 (Route to FC World A: staircase)
143 (Route to FC World A: room)
Static Tunnel144 (?)
FC World A145 (Cave from Static Tunnel)
147 (FC Ruins)
158 (Main FC World)
FC World B146 (FC Pyramids)
151 (FC Cave first room)
152 (FC Cave Buyo Buyo)
154 (Pirori Shore)
158 (Main FC World)
FC Dungeon148 (FC Dungeon rooms)
149 (Dungeon Glitch room without event)
150 (Monochrome room)
157 (Dungeon Glitch room with event)
FC World C153 (Moai peninsula)
158 (Main FC World)
Staircase of Hands159 (?)
Underground World160 (Hallway)
161 (Blazing Corridor)
162 (Storage Room)
Spaceship163 (Entrance from Underground World)
164 (Main room)
165 (Missing entrance)
166 (Spaceship Bedroom)
167 (Exit to Mars)
Mars168 (Crash Site)
169 (Flat path)
170 (Start of hill)
171 (Hill slope)
172 (Summit)
173 (Underground stairs)
174 (Mars Underground)

BGM by Artist

 BGM/AuthorBGM/TitleBGM/AudioBGM/Speed
A Long JourneyNoahravnoahrav_music_40aCu noahrav music 40a 100.ogg100
Abyssal Bleubathynomus, Nolan Brewerbath_nolan_brewer_tanajuraCu bath nolan brewer tanajura 100.ogg
Abyssal Hallwaysorchidmantisorchidmantis_abyssal_hallways2Cu orchidmantis abyssal hallways2 80.ogg80
Achromatic Positive HellscapeBlackMambaMAMBAspacey2Cu MAMBAspacey2 100.ogg100
... further results

Focused Planning

This section is less "mind map" and more "todo"

name

Tracking Progress
Page Cleaned? Points to keep
Bed Room Separate WikiOdd's sandbox entry
Bloody Touching Monster Separate WikiOdd's sandbox entry
Candle World Separate WikiOdd's sandbox entry
Dave Spector Separate WikiOdd's sandbox entry
Effects Separate WikiOdd's sandbox entry
Eyeball World Separate WikiOdd's sandbox entry
FACE Separate WikiOdd's sandbox entry
FC World Separate WikiOdd's sandbox entry
Graffiti World Separate WikiOdd's sandbox entry
Hell Separate WikiOdd's sandbox entry
KyuuKyuu-kun Separate WikiOdd's sandbox entry
Lamp World
Madotsuki's Room
Madotsuki
Mars
Monoe
Mural World Mostly The figures in the murals appear to be holding tools that may resemble the hammer & sickle of Communism.
NASU
Neon Creatures
Neon World
Number World
Restroom
Shield-Folk World
Snow World
The Barracks Settlement
The Dense Woods
The Docks
The KALIMBA TV Channel
The Mall
The Neon Tile Path
The Pink Sea
The Sewers
The Sky Garden
The Stabbing Room
The Thing with the Quivering Jaw
The Wilderness
Underground World
White Desert Underground Area
White Desert
Windmill World
Witch's Island
Yume Nikki

Notice Templates

Category:Notice templates
and YNFG Wiki's category

Planned notices:

  • {{Outdated}} for content in need of update.
    • Uneven Dream Fast Forward effect
  • {{MapNotice}} for locations needing new or updated maps.
    • Yume Tsushin Detective effect
  • {{MissingImages}} for pages that could use more images.
    • nostAlgic Doodle effect
  • {{Forked}} for forked content that would have a better search engine ranking if reworded.
    • Potential: Ultra Violet Egg effect, Oversomnia Tuning Fork effect, nostAlgic Fork effect
  • {{Archived}} for pages that are kept outdated on purpose (e.g. Yume 2kki:Music Room Track Listing)
    • Potential: Deep Dreams Monochrome alter, Uneven Dream Pajama? effect, Mikan Muzou Tape effect, Oversomnia Ice Statue effect
  • {{Move}} to request a page move by an admin (or any user with replace text perms), since changing all links/mentions manually is usually not worth it
    • Potential: Amillusion Shopping key, …TBA

Please note I wrote the potential effects from memory - names may be inaccurate

Notice images
Game Character Attribute Template
Yume Nikki Unused Puddle World torii gate Delete
Yume Nikki FC Moai YNOproject badge art Claim
Yume 2kki Urotsuki Custom Stub
Yume 2kki Urotsuki Crossing effect Quarantined
.flow Kaibutsu HorrorWarning
Someday Itsuki Wrench effect PropertySetting
Answered Prayers Fluorette Shovel prayer MissingInfo
Mesonoxian Tyran Box effect CategorySetting
Custom Loadingsuki Animated gif NotReleased
Custom Glitchsuki Animated gif NotReleased2
No image ExFangame

General Navbox

Not quite sure how to organise this but the idea is to have all important pages in this box so it can be used on pages and easily lead people to other places

Wikipedia has plenty of navboxes to reference such as the MoS navbox

TBA
Basics Wiki rulesStyle GuideEditing
General Editing File uploading and usageEmbedding videosNamespacesFormatting
Location Pages Locationbox docBGM docConnection types
TBA Talk pagesTemplates

Rough Planning

Thoughts turned into wikitext, to get the weight off my head.

Media Types

Images on wiki pages are:

  • Gameplay screenshots
    • Usually showing off a location
    • Sometimes to show off a character
    • Many times to show an event process
      • Event may be taking place clearly within the location
      • Event may also be full-screen
    • Menu screenshots too
    • VM screenshots to find those
  • World maps
    • May have annotations
    • Some only show a part of the full map file
    • Different parts may be stitched together in a more clear layout
    • Some parts can be made invisible
  • Character pictures
    • Usually edited to isolate the character
    • Can be a section of the CharSet file
    • In case of the protagonist, usually the specific faceset is used
  • Visual gameplay elements that aren't characters, like the torii gate in {{delete}}
  • Game files, raw
    • Used picture files
    • Full panoramas
    • Maybe event pictures too
      • If the event picture is literally identical to an in-game screenshot, which takes priority?
    • Do unedited maps count?
  • Game icons (like menu theme icons)
  • Art
    • Official art by the developer(s)
    • Unofficial art that best represents the feature (like characters in the ynfg wiki)
  • Wiki template images, like for {{stub}}
    • These usually feature a character anyways
  • YNOproject badge images
  • Guide images such as how to perform a set of actions
  • Wiki main page banners
    • Maybe some misc buttons too but those are probably still considered banners
    • Usually feature characters
    • May feature other elements too

Audio on wiki pages are:

  • Song BGM files, usually ogg at least 1 min length
    • Sometimes edited to show something off
    • Sometimes the original file, for comparing with the slowed/sped sound in-game
  • SFX previews at original length
Features table
Feature In which media
Character
  • Normal gameplay screenshots
  • Event screenshots
  • Picture files
  • CharSet files
  • Panorama files
  • Maps (think of manhole-sama)
  • Isolated images
  • In wiki banners
  • In notice images
  • SFX
  • Art (both official and unofficial)
  • Can be seen in guide images
Location
  • Normal gameplay screenshots
  • Maps (all types)
  • In wiki banners
  • Related to ChipSet files
  • Related to Panorama files
  • World music
  • SFX (as ambience?)
  • Art (may be depicted in it)
  • Can be seen in guide images
Other GFX (besides characters)
  • Normal gameplay screenshots
  • Isolated images
  • In wiki banners
  • In notice images
TBA

Category Structure

The current setup:

  • YumeWiki
    • Help
      • TBA
    • Maintenance
      • Templates
      • Tracking page types like wiki-dependent
      • Tracking page properties or features like automatically created MediaWiki categories
    • Content
      • All wiki pages normal readers would want, across all wikis

Now for a bit of chatter:

  • Do templates actually fit under Maintenance or would they fit better under some other admin category?
  • Original idea was to make Maintenance have lowercase categories but Content categories in Title Case:
    • Would Help pages still be viewed by normal readers? Should that be lower or title case?
    • How would the stub and missing info categories work? readers see them all the time but its technically Maintenance
    • Are either of changing everything to lowercase (ugly) or changing all system messages to title case (sysop only job) preferable to a dual system (I think not)
    • What about general pages like the disclaimer?
  • Where should general pages like the wiki disclaimer go? some other admin category (again)?
  • There are some general pages that cover multiple locations (eg), should these have a special category? made by wind
    • Disambig categories?
  • Should talk pages ever be categorised anywhere?

Collectibles

This table is to see what features collectibles may have, and which ones are most in common between all the different types.

Collectible Features
Collectible # Name or Title Alt lang titles Icon Desc Cond­ition Pre-reqs Loc­ation Image or

Text Prev­iew

Image

of Unlock­ing

Use Action Appear­ance Author Unlocks Another ???
Menu Themes
Wallpapers
Kura Puzzles
System Sounds
Bestiary
Crystals
Feats
Coins
Pet Items
Keys
Other Items
Mailbox Messages Has speculatory notes and "Sent by"
Pwee Dolls
Gummies
Notes
Effects ✅*
Masks

Guides and help

Test Space

Test anything here



Moved files

Old (redirect) New (used)
Isee in Barracks Settlement.PNG Isee in Barracks Settlement.png
End Screen.png YN Ending.png
Snow World.png YN Snow World map.png
67b5f3a78ef3ca47649b8cbb907f693a.png YN Mall map.png
Mall.png YN Mall.png
So weird.png YN Neon World unused bg.png
Neon World.png YN Neon World map.png
Nexusmap.JPG YN Nexus map labelled.JPG
The Nexus.png YN Nexus map.png
Lucky.png YN Falling Men event.png
Docks yume(badgeyn).png Docks yume(badgeYN).png
Docks yume(badgeyn).gif Docks yume(badgeYN).gif