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Make it to 10,000
Forum: General Discussion
Last Post: Vega
1 hour ago
» Replies: 4,387
» Views: 3,228,332
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Online BRSTM/BCSTM/BFSTM ...
Forum: Resources and References
Last Post: Kazuki
09-10-2023, 11:44 PM
» Replies: 0
» Views: 107
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Replace Cow Walk Animatio...
Forum: Visual & Sound Effects
Last Post: _Ro
09-10-2023, 01:20 AM
» Replies: 0
» Views: 77
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Angry Wigglers [Ro]
Forum: Visual & Sound Effects
Last Post: _Ro
09-10-2023, 12:40 AM
» Replies: 1
» Views: 347
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Load Disabled Course Obje...
Forum: Offline Non-Item
Last Post: _Ro
09-09-2023, 11:20 PM
» Replies: 0
» Views: 84
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Fix for BRSTM with Fewer ...
Forum: Visual & Sound Effects
Last Post: Kazuki
09-08-2023, 10:01 PM
» Replies: 0
» Views: 148
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Super Ultrawide MK-Wii Co...
Forum: Code Support / Help / Requests
Last Post: Sonic552
08-23-2023, 01:04 AM
» Replies: 0
» Views: 412
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Blueshell behavior reques...
Forum: Code Support / Help / Requests
Last Post: daerup
08-20-2023, 08:43 PM
» Replies: 0
» Views: 151
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Brake drifting [stebler]
Forum: Offline Non-Item
Last Post: Luigi Hack Fan
08-14-2023, 05:21 PM
» Replies: 1
» Views: 4,331
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Show Minimap Topography [...
Forum: Visual & Sound Effects
Last Post: Star
08-14-2023, 01:43 AM
» Replies: 2
» Views: 399
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Online BRSTM/BCSTM/BFSTM Maker |
Posted by: Kazuki - 09-10-2023, 11:44 PM - Forum: Resources and References
- No Replies
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Online BRSTM/BCSTM/BFSTM Maker
Author: Kazuki
This web page was created on 2022/03/10 as my WebAssembly study.
It is multi-track compatible and can even set loop points while playing back on the fly.
Just recently updated to support BCSTM!
Because it uses WebAssembly, it creates BRSTM/BCSTM/BFSTM faster than BrawlBox/Create, even though it is a web app that runs client-based.
wav, mp3, and ogg are supported as source audio files.
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Replace Cow Walk Animation with Unused Run Animation [Ro] |
Posted by: _Ro - 09-10-2023, 01:20 AM - Forum: Visual & Sound Effects
- No Replies
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Replace Cow Walk Animation with Unused Run Animation [Ro]
Silly and useless code, all it does is it replaces the cow walking animation with the unused running animation, seeing in pre-release videos of the game. Basic string replacement.
NTSC-U
0489AC64 72756E00
PAL
0489F334 72756E00
NTSC-J
0489E494 72756E00
NTSC-K
0488D794 72756E00
Code Creator: Ro
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Load Disabled Course Objects [Ro] |
Posted by: _Ro - 09-09-2023, 11:20 PM - Forum: Offline Non-Item
- No Replies
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Load Disabled Course Objects [Ro]
This code will load "disabled" course objects.
The course.kmp file (which stores many of the course's specific parameters, such as object placement) has a presence value defined for every object to determine in which instances it should load (for example, should it load in every mode, only on single player and not multiplayer, etc). Certain objects have this value set to 0x00 which disables the object, preventing it to appear in-game and thus going unused. This code makes it so these objects are loaded.
For reference, here's a list of disabled objects: https://tcrf.net/Mario_Kart_Wii/Unused_Course_Elements
NTSC_U working. Other regions untested.
NTSC-U
0481340C 38000001
PAL
04826F20 38000001
NTSC-J
0482658C 38000001
NTSC-K
048152E0 38000001
Code Creator: Ro
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Fix for BRSTM with Fewer Audio Tracks [stebler] |
Posted by: Kazuki - 09-08-2023, 10:01 PM - Forum: Visual & Sound Effects
- No Replies
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Fix for BRSTM with Fewer Audio Tracks [stebler]
This code prevents the bgm from stopping due to the low number of tracks in BRSTM.
Original code was written by stebler as a part of mkw-sp.
I ported it to gecko code.
It is recommended to use with this code.
NTSC-K is not tested.
(NTSC-U)
c20a4f10 0000001e
7cac2b78 558c463e
718c0080 2c0c0080
40820014 3d807fff
618cffff 7ca56038
480000c4 9421ff80
7c0802a6 90010084
bc610008 48000021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 3d608000
9421ff80 7c0802a6
90010084 bc610008
7ca55b78 3d80800a
618c4f10 7d8803a6
4e800021 9061fffc
b8610008 80010084
7c0803a6 38210080
8181ff7c 2c0c0000
4182000c 38600001
4e800020 3ca08000
9421ff80 7c0802a6
90010084 bc610008
3d80800a 618c4f10
7d8803a6 4e800021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 9421ffe0
60000000 00000000
0409ebd0 38000000
(PAL)
c20a4fb0 0000001e
7cac2b78 558c463e
718c0080 2c0c0080
40820014 3d807fff
618cffff 7ca56038
480000c4 9421ff80
7c0802a6 90010084
bc610008 48000021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 3d608000
9421ff80 7c0802a6
90010084 bc610008
7ca55b78 3d80800a
618c4fb0 7d8803a6
4e800021 9061fffc
b8610008 80010084
7c0803a6 38210080
8181ff7c 2c0c0000
4182000c 38600001
4e800020 3ca08000
9421ff80 7c0802a6
90010084 bc610008
3d80800a 618c4fb0
7d8803a6 4e800021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 9421ffe0
60000000 00000000
0409ec70 38000000
(NTSC-J)
c20a4ed0 0000001e
7cac2b78 558c463e
718c0080 2c0c0080
40820014 3d807fff
618cffff 7ca56038
480000c4 9421ff80
7c0802a6 90010084
bc610008 48000021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 3d608000
9421ff80 7c0802a6
90010084 bc610008
7ca55b78 3d80800a
618c4ed0 7d8803a6
4e800021 9061fffc
b8610008 80010084
7c0803a6 38210080
8181ff7c 2c0c0000
4182000c 38600001
4e800020 3ca08000
9421ff80 7c0802a6
90010084 bc610008
3d80800a 618c4ed0
7d8803a6 4e800021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 9421ffe0
60000000 00000000
0409EB90 38000000
(NTSC-K)
c20a5010 0000001e
7cac2b78 558c463e
718c0080 2c0c0080
40820014 3d807fff
618cffff 7ca56038
480000c4 9421ff80
7c0802a6 90010084
bc610008 48000021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 3d608000
9421ff80 7c0802a6
90010084 bc610008
7ca55b78 3d80800a
618c5010 7d8803a6
4e800021 9061fffc
b8610008 80010084
7c0803a6 38210080
8181ff7c 2c0c0000
4182000c 38600001
4e800020 3ca08000
9421ff80 7c0802a6
90010084 bc610008
3d80800a 618c5010
7d8803a6 4e800021
9061fffc b8610008
80010084 7c0803a6
38210080 8061ff7c
4e800020 9421ffe0
60000000 00000000
0409ecd0 38000000
Code: #Source
#First ASM
#inject at 0x800a4f10 (NTSC-U)
#inject at 0x800a4fb0 (PAL)
#inject at 0x800a4ed0 (NTSC-J)
#inject at 0x800a5010 (NTSC-K)
.macro call_link address
lis r12, \address@h
ori r12, r12, \address@l
mtlr r12
blrl
.endm
.macro pushStack
stwu sp, -0x80 (sp)
mflr r0
stw r0, 0x84 (sp)
stmw r3, 8 (sp)
.endm
.macro popStack
lmw r3, 8 (sp)
lwz r0, 0x84 (sp)
mtlr r0
addi sp, sp, 0x80
.endm
.set region, 'K'
.if (region == 'P')
.set nw4r__snd__StrmFileReader__readStrmTrackInfo, 0x800a4fb0
.elseif (region == 'E')
.set nw4r__snd__StrmFileReader__readStrmTrackInfo, 0x800a4f10
.elseif (region == 'J')
.set nw4r__snd__StrmFileReader__readStrmTrackInfo, 0x800a4ed0
.elseif (region == 'K')
.set nw4r__snd__StrmFileReader__readStrmTrackInfo, 0x800a5010
.else
.err
.endif
mr r12, r5
rlwinm r12, r12, 8, 24, 31
andi. r12, r12, 0x80
cmpwi r12, 0x80
bne not_default_behave
lis r12, 0x7FFF
ori r12, r12, 0xFFFF
and r5, r5, r12
b skip_all
not_default_behave:
pushStack
bl strmTrackInfoReadHook
stw r3, -4 (sp)
popStack
lwz r3, -0x84 (sp)
blr
strmTrackInfoReadHook:
lis r11, 0x8000
pushStack
#r3 = this pointer (nw4r::snd::StrmFileReader)
#r4 = pointer to soundInfo
#r5 = trackId
or r5, r5, r11
call_link nw4r__snd__StrmFileReader__readStrmTrackInfo
stw r3, -4 (sp)
popStack
lwz r12, -0x84 (sp)
cmpwi r12, 0
beq read_track_0
li r3, 1
blr
read_track_0:
lis r5, 0x8000
pushStack
call_link nw4r__snd__StrmFileReader__readStrmTrackInfo
stw r3, -4 (sp)
popStack
lwz r3, -0x84 (sp)
blr
skip_all:
stwu sp, -0x20 (sp) #default instruction
Code: #Source
#Second ASM
#fix STRM params alloc channel count for brsar to 0
#replace at 0x8009ebd0 (NTSC-U)
#replace at 0x8009ec70 (PAL)
#replace at 0x8009eb90 (NTSC-J)
#replace at 0x8009ecd0 (NTSC-K)
li r0, 0
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Super Ultrawide MK-Wii Code possible? |
Posted by: Sonic552 - 08-23-2023, 01:04 AM - Forum: Code Support / Help / Requests
- No Replies
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Hi there,
this code is for widescreen 21:9
2.35:1 animorphic widescreen [Davidevgen NTSC-U]
change the FFAD000 to change the screen appearance optional.
048B053C 3FAAD000
Credited to Davidevgen
I want to know if the code can be edited to get a 32:9 code for (3840x1080)
I have no clue how to code myself. Anyways how big of a task is it?
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How to change the text of credits |
Posted by: Zack - 08-12-2023, 03:58 PM - Forum: Code Support / Help / Requests
- No Replies
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So i've been working on a Mario Kart Wii mod for a while and wanted to know how to change the text of the credits. (The one with the Staff Roll B music)
I know how to change the text normally for like the menus and stuff, but not this one.
Could someone please help!
EDIT: I know StaffRoll.bmg exists, I just don't know where
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Skip Ghost Selection Screen [Gabriela_] |
Posted by: Gabriela_ - 08-10-2023, 08:16 PM - Forum: Time Trials & Battle
- No Replies
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Skip Ghost Selection Screen [Gabriela_]
Considering most distributions don't support ghosts that screen becomes unnecessary for them. This code skips the screen and just shows start game confirmation instead.
PAL:
028409FE 0000001F
04840A00 42800015
NTSC-U:
02825F9E 0000001F
04825FA0 42800015
NTSC-J:
0284006A 0000001F
0484006C 42800015
NTSC-K:
0282EDBE 0000001F
0482EDC0 42800015
Code created by: Gabriela_
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Show Minimap Topography [Mu1hwu] |
Posted by: Mu1hwu - 08-05-2023, 11:54 PM - Forum: Visual & Sound Effects
- Replies (2)
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Show Minimap Topography [Mu1hwu]
Video:
Shows hidden topography on the Minimap.
NTSC-U
00384CD8 00000000
PAL
00389060 00000000
NTSC-J
003889E0 00000000
NTSC-K
00377080 00000000
Code creator: Mu1hwu
Code credits: Ro (Console Support)
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Show Item Boxes on Minimap [Ro] |
Posted by: _Ro - 08-04-2023, 08:19 PM - Forum: Visual & Sound Effects
- No Replies
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Show Item Boxes on Minimap [Ro]
This code will show item boxes on minimap as a dot. If an item box is destroyed, the icon will disappear until the item box respawns. You can also choose what color the icon will be. Unfortunately, there are two catches to this code: It will not affect moving item boxes (can only target one object at time, to be worked on a future version of the code) and the other one is that you MUST use the "Show Battle Map Icons" code by CLF78 (I did not include it in my code to not take any credits and to make sure people are aware of his code. "Show Battle Map Icons" code by CLF78: https://mariokartwii.com/showthread.php?tid=1840
This code can be modified to target any object of choice, this includes moving objects: Icons of the moving object will move on the minimap. It is possible that I will work on a v2 of this code where it affects all item boxes (both stationary and moving boxes) - 80887CDC call NTSC-U for reference
Any region other than NTSC-U is untested!
NTSC-U
04887C1C 48000024
04887C48 3AE00065
04887C44 3AA0000X
PAL
0488C04C 48000024
0488C078 3AE00065
0488C074 3AA0000X
NTSC-J
0488B6B8 48000024
0488B6E4 3AE00065
0488B6E0 3AA0000X
NTSC-K
0487A40C 48000024
0487A438 3AE00065
0487A434 3AA0000X
Icon Color (X Value):
1: Yellow
2: Blue
3: Red
4: Black
5: Grey
6: Dark Blue
7: Cyan (Recommended color)
8: Pink
Code Creator: Ro
Code Credits: CLF78 (Show Battle Map Icons)
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