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Replace Cow Walk Animatio...
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Angry Wigglers [Ro]
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Show Minimap Topography [...
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Photo Online BRSTM/BCSTM/BFSTM Maker
Posted by: Kazuki - 09-10-2023, 11:44 PM - Forum: Resources and References - No Replies

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.

[Image: 2023-09-11_083425.png]

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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

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

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

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

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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  Blueshell behavior request + existing Code
Posted by: daerup - 08-20-2023, 08:43 PM - Forum: Code Support / Help / Requests - No Replies

Hi,
I am curious to know if there is a code available that alters the behavior of the blueshell in such a way that, when thrown by the leading player (1st place), it targets the second-ranking player instead of the thrower. So with this Code, you cant blue yourself any longer. I think this would be really fun for offline play with friends Big Grin
Does this or something similar already exist?



On a another note, I recall seeing a code that caused a player who was hit by a shock to get squished when bumped by someone who is normally sized (like when getting bumped by a mega), same as it has been in Mario Kart 64.
I cant for the live of me find this anywhere and I am starting to question if it even exists lol.

Does somebody have this code?

Thanks for your time.
Kind regards

Daerup

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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

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

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)

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

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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