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  Dynamic Gravity [JoshuaMK]
Posted by: JoshuaMK - 07-01-2019, 03:37 AM - Forum: Incomplete & Outdated Codes - Replies (15)

Dynamic Gravity [JoshuaMK]

NOTE: Outdated by newer version.

Note: This code only works with GCN. It also only works with 1P's remote. This code utilizes memory region 0x80001790 of the Exception Vector Area. Make sure no other codes being used utilize this memory region.

This code changes gravity dynamically based on how much you hold up or down on the analog stick!

(NTSC-U)
C2576FC0 00000002
901D0218 3D808000
900C1790 00000000
C2590400 00000018
3D808000 816C1790
2C0B001E 41800040
3D808034 618CC203
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(PAL)
C257D824 00000002
901D0218 3D808000
900C1790 00000000
C2596C24 00000018
3D808000 816C1790
2C0B001E 41800040
3D808035 618C0583
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(NTSC-J)
C257D1A4 00000002
901D0218 3D808000
900C1790 00000000
C25965A4 00000018
3D808000 816C1790
2C0B001E 41800040
3D808034 618CFF03
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(NTSC-K)
C256B87C 00000002
901D0218 3D808000
900C1790 00000000
C2584C7C 00000018
3D808000 816C1790
2C0B001E 41800040
3D808033 618CE583
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000



Gravity is a float value, so use a hex to floating point calculator for help.



XXXX = Gravity when not in air or neutral stick in air
MMMM = Gravity when holding slightly up on analog stick in air
hhhh = Gravity when holding moderately up on analog stick in air
HHHH = Gravity when holding all the way up on analog stick in air
LLLL = Gravity when holding slightly down on analog stick in air
UUUU = Gravity when holding moderately down on analog stick in air
YYYY = Gravity when holding all the way down on analog stick in air



General Chart:

0000 = x0 Gravity
3f00 = x0.5 Gravity
3f20 = x0.625 Gravity
3f40 = x0.75 Gravity
3f60 = x0.875 Gravity
3f80 = x1 Gravity
4000 = x2 Gravity
4040 = x3 Gravity
4080 = x4 Gravity
40a0 = x5 Gravity
4120 = x10 Gravity



#########
#Source ASM#
#########

#######################
#Store Air Timer Value Into Memory#
#######################

stw r0, 0x0218 (r29)
lis r12, 0x8000
stw r0, 0x1790 (r12)

#########################
#Load Air Timer Value Into Register 11 #
#########################

lis r12, 0x8000
lwz r11, 0x1790 (r12)

############################################
#Compare r11 to Set Value and Branch to Normal Gravity if Less Than #
############################################

cmpwi r11, 30
blt normal_value

############################
#Load Analog Stick Y Axis Byte Into Memory#
############################

lis r12, 0x8034
ori r12, r12, 0xc203
lbz r11, 0 (r12)

#####################################
#Compare Y axis Byte to set values and Branch Accordingly#
#####################################

cmpwi r11, 0xe4
bgt heaviest_value
cmpwi r11, 0xc9
bgt heavier_value
cmpwi r11, 0xae
bgt heavy_value
cmpwi r11, 0x20
blt lightest_value
cmpwi r11, 0x3b
blt lighter_value
cmpwi r11, 0x56
blt light_value

################################
#Set New Value for Gravity and Branch to the End #
################################

normal_value:
lis r12, 0x3f80
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heavy_value:
lis r12, 0x3f95
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heavier_value:
lis r12, 0x3fb0
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heaviest_value:
lis r12, 0x3fc5
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
light_value:
lis r12, 0x3f65
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
lighter_value:
lis r12, 0x3f50
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
lightest_value:
lis r12, 0x3f35
stw r12, 0 (r31)
lfs f1, 0 (r31)
the_end:



Code Creator: JoshuaMK
Code Contributors: Hamster35000vr (Gravity RAM address used to find code that sets gravity value)

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  Where have you been?
Posted by: Fzerowii - 06-27-2019, 12:18 PM - Forum: General Discussion - Replies (9)

Post what parts of the world you’ve been to!  I’m from the USA but I’m studying abroad right now in India.  I’ve also been to Canada, Japan, Iceland, Norway, Sweden, and I was in the Denmark airport but I don’t know if that counts Big Grin

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  Hey Everyone!
Posted by: JoshuaMK - 06-25-2019, 10:44 PM - Forum: Introductions - Replies (8)

Been playing Mario Kart Wii since 2011, became pro in 2017, and set a WR at GV glitch in 2019. Now I am also writing ASM codes for this game, since I was lucky enough to have everything piece together in my mind lol! Hopefully the codes I produce will amaze everyone, or at least be helpful in some way.

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  Domain Name Changer [Vega]
Posted by: Vega - 06-18-2019, 07:28 PM - Forum: Online Non-Item - Replies (2)

Domain Name Changer [Vega]

This code will allow you to edit in a custom domain name for your game for use to connect to a DWC-Emulator based Wii server. You will also need to use the No SSL code located HERE.

This code works on every Wii game, not just MKWii.

X Values = Domain Name (in ASCII Hex) Use any ASCII to Hex Online Converter

Any remaining unused X values must be set to zero.

You can put in any custom domain in the code that you want as long as it doesn't exceed the original domain's length (nintendowifi.net) of 16 characters.

Example Domain (example.com)
X values would be 6578616D 706C652E 636F6D00 00000000

Region-Free
C0000000 0000001A
3C004E80 60000020
900F0000 BFC1FFF8
7FC802A6 48000019
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
00000000 7D8802A6
3960FFFF 386CFFFF
8C030001 2C000000
396B0001 4082FFF4
3D408000 614A2FFF
3D202E6E 6129696E
3C00017F 6000CFFC
7C0903A6 840A0001
7C004800 40A20054
7D435378 38ACFFFF
7D7F5B78 8C050001
9C030001 37FFFFFF
4082FFF4 20AB0010
38A50001 7C0518AE
2C00002F 4182000C
98030001 4800001C
7CA51A14 38A5FFFF
8C050001 9C030001
2C000000 4082FFF4
4200FFA4 7FC803A6
BBC1FFF8 4E800020



Code creator: Vega



#START ASSEMBLY (C0)

#Register Notes
#r12 = Pointer to Domain Name
#r11 = Domain Byte Counter
#r10 = 0x80002FFF
#r9 = ASCII word for comparison
#CTR = 0x017FCFFC (main loop tracker/decrementer)

#Make it where C0 code only executes once
lis r0, 0x4E80
ori r0, r0, 0x0020
stw r0, 0 (r15)

#Backup r31, r30, & LR
stmw r30, -0x8 (sp)
mflr r30

#Set Domain Name
bl the_domain
.llong 0x6161616161616161 #Garbage domain used for compilation
.llong 0x2E636F6D00000000
.zero 4
the_domain:
mflr r12

#Calculate User's Domain Length in Bytes
li r11, -1
addi r3, r12, -1

domain_length:
lbzu r0, 0x1 (r3)
cmpwi r0, 0
addi r11, r11, 1
bne+ domain_length

#Set Beginning Address, ASCII, & Loop Tracker
lis r10, 0x8000
ori r10, r10, 0x2FFF #Start Load Address is 0x80003000
lis r9, 0x2E6E
ori r9, r9, 0x696E #ASCII for ".nin"
lis r0, 0x017F #0x817FFFFC - 0x80003000 = 0x17FCFFC
ori r0, r0, 0xCFFC
mtctr r0

#Main Loop
main_loop:
lwzu r0, 0x1 (r10)
cmpw r0, r9
bne+ decrement

#Domain String Found, edit in new Domain
mr r3, r10 #Make sure r10's current value doesn't get modified
addi r5, r12, -1 #Set Loop Load Address
mr r31, r11 #Domain length in bytes used for byte loop amount

edit_domain:
lbzu r0, 0x1 (r5)
stbu r0, 0x1 (r3)
subic. r31, r31, 1
bne+ edit_domain

#Check for Slash (sub directories) in URL; important FYI: r3 currently points to last byte of new domain!
subfic r5, r11, 16 #16 - r11 = r5; r5 is differnce of old vs new domain length
addi r5, r5, 1 #Add 1 to the difference
lbzx r0, r5, r3 #Load the character immediate after nintendowifi.net (will be slash or null)
cmpwi r0, 0x2F #Compare value to ASCII forward slash
beq- fix_subdirectories #If equal, we need to fix the URL

#No Slash (sub directories), simply append a null
zero_fill:
stb r0, 0x1 (r3) #r0 will be null since its not 0x2F
b decrement

#Fix Subdirectories part of URL (shift it over left); computer length of it first
fix_subdirectories:
add r5, r5, r3 #Will point to slash after nintendowifi.net
addi r5, r5, -1 #Loop first load address must be -1 in reference to Memmove r4's argument

url_shift_loop:
lbzu r0, 0x1 (r5)
stbu r0, 0x1 (r3)
cmpwi r0, 0 #Since cmpwi is after the stbu, it will auto append null at end
bne+ url_shift_loop

decrement:
bdnz+ main_loop

#Restore r31, r30, & LR
mtlr r30
lmw r30, -0x8 (sp)

#End C0
#blr #Uncomment if not using pyii to compile

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  No SSL (MKW specific) [Vega]
Posted by: Vega - 06-18-2019, 06:22 PM - Forum: Incomplete & Outdated Codes - Replies (2)

No SSL (MKW specific) [Vega]

NOTE: Outdated by Fix94's No SSL in main codes forum because that one is region free and it works for all wii games, not just MKWii.

This code will change all instances within the game's files of https to http. This is a good code for users of ALTWFC-type servers. You can use this code instead of configuring the Private Server NoSSL option within USB Loader GX.

NTSC-U
C200A3F4 0000000D
3D808000 618C3000
3D60017F 616BCFFC
7D6903A6 3D407474
614A7073 816C0000
7C0B5000 40A20034
392C0003 390C0002
7D274B78 38C00000
8D670001 2C0B0000
38C60001 4082FFF4
8D690001 9D680001
34C6FFFF 4082FFF4
398C0001 4200FFC0
7C0803A6 00000000

PAL
C200A434 0000000D
3D808000 618C3000
3D60017F 616BCFFC
7D6903A6 3D407474
614A7073 816C0000
7C0B5000 40A20034
392C0003 390C0002
7D274B78 38C00000
8D670001 2C0B0000
38C60001 4082FFF4
8D690001 9D680001
34C6FFFF 4082FFF4
398C0001 4200FFC0
7C0803A6 00000000

NTSC-J
C200A390 0000000D
3D808000 618C3000
3D60017F 616BCFFC
7D6903A6 3D407474
614A7073 816C0000
7C0B5000 40A20034
392C0003 390C0002
7D274B78 38C00000
8D670001 2C0B0000
38C60001 4082FFF4
8D690001 9D680001
34C6FFFF 4082FFF4
398C0001 4200FFC0
7C0803A6 00000000

NTSC-K
C200A53C 0000000D
3D808000 618C3000
3D60017F 616BCFFC
7D6903A6 3D407474
614A7073 816C0000
7C0B5000 40A20034
392C0003 390C0002
7D274B78 38C00000
8D670001 2C0B0000
38C60001 4082FFF4
8D690001 9D680001
34C6FFFF 4082FFF4
398C0001 4200FFC0
7C0803A6 00000000



Code creator: Vega

Code credits: RiiDefi (address founder)



#~~~~~~~~~~~~~~~~#
# START ASSEMBLY #
#~~~~~~~~~~~~~~~~#

#

#~~~~~~~~~~~~~~~~~~~~~~~~#
# Statements & Variables #
#~~~~~~~~~~~~~~~~~~~~~~~~#

.set asc_ii, 0x74747073 #The 'ttps' in https://

#~~~~~~~~~~~~~~~~~~~#
# Set Start Address #
#~~~~~~~~~~~~~~~~~~~#

lis r12, 0x8000
ori r12, r12, 0x3000

#~~~~~~~~~~~~~~~~~~~~~~~~#
# Set Countdown Register #
#~~~~~~~~~~~~~~~~~~~~~~~~#

lis r11, 0x017F #0x817FFFFC - 0x80003000 = 0x17FCFFC
ori r11, r11, 0xCFFC
mtctr r11

#~~~~~~~~~~~#
# Set ASCII #
#~~~~~~~~~~~#

lis r10, asc_ii@h
ori r10, r10, asc_ii@l

#~~~~~~~~~~~~~~~~#
# Main/Root Loop #
#~~~~~~~~~~~~~~~~#

root_loop:
lwz r11, 0x0 (r12)
cmpw r11, r10
bne+ not_found

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#        HandWritten Memmove      #
#          r8 = Destination        #
#            r9 = Source          #
# r6 = Length of String to be Moved #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

addi r9, r12, 3 #This will start at the s in https://
addi r8, r12, 2 #This will start at the p in https://
mr r7, r9

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#            Pre Subroutine Loop Config            #
# This will tell us the result for Memmove's r5 arg #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

li r6, 0

the_loop:
lbzu r11, 0x1 (r7)
cmpwi r11, 0
addi r6, r6, 1 #Increment r6 by 1 everytime is non-null byte is read, once a null byte is read, r6 will hold the correct string amount for memmove's 3rd argument
bne+ the_loop

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Call HandWritten Memmove Function #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

another_loop:
lbzu r11, 0x1 (r9)
stbu r11, 0x1 (r8)
subic. r6, r6, 1
bne+ another_loop

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Not_Found Label, 2nd Part of Main/Root Loop #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

not_found:
addi r12, r12, 1
bdnz+ root_loop

#~~~~~~~~~~~~~~~~~~~~~#
# Default Instruction #
#~~~~~~~~~~~~~~~~~~~~~#

mtlr r0

#

#~~~~~~~~~~~~~~#
# END ASSEMBLY #
#~~~~~~~~~~~~~~#


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  Stacked Teams (Online, HOST Only) [Vega]
Posted by: Vega - 06-17-2019, 02:00 PM - Forum: Online Non-Item - No Replies

Stacked Teams (Online, HOST Only) [Vega]

Code only works when you are the HOST of the Online Room. With this code, if a Team VS/Battle is chosen, you will be on the lopsided team with all the players in the room except for player slot 1 (non-guest). You also have the ability (with the X value) to choose what team color you want your lopsided team to be.

Example: You set X value to 1, and you are in a 7 player room. When the Team VS/Battle starts, you plus everyone else (except player slot 1 non-guest) will all be on the red team (6v1).

X = Value to set for Red or Blue Team
0 = Blue
1 = Red

NTSC-U
C2659AB8 00000006
5400000E 3980000X
2C0C0000 40A2000C
39800004 4800000C
3D8000FF 618CFFFB
7D800378 901F002C
60000000 00000000

PAL
C26619F4 00000006
5400000E 3980000X
2C0C0000 40A2000C
39800004 4800000C
3D8000FF 618CFFFB
7D800378 901F002C
60000000 00000000

NTSC-J
C2661060 00000006
5400000E 3980000X
2C0C0000 40A2000C
39800004 4800000C
3D8000FF 618CFFFB
7D800378 901F002C
60000000 00000000

NTSC-K
C264FD0C 00000006
5400000E 3980000X
2C0C0000 40A2000C
39800004 4800000C
3D8000FF 618CFFFB
7D800378 901F002C
60000000 00000000



Source:

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#                  Notes for Team Bits                 #
# Bits 0 thru 7 are reserved, not used for Team Bits #
#           A bit flips from 0 to 1 if Red Team        # 
#           Bit 31 = HOST aka slot 0, non guest         #
#                  Bit 30 = Guest of HOST               #
#            Bit 29 = Player slot 1, non guest          #
#              Bit 28 = Player slot 1, guest            #
#           Bit 27 = Player slot 2, non guest           #
#              Bit 26 = Player slot 2, guest            #
#                      etc etc etc                     #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

clrrwi r0, r0, 24 #Clear out all the team bits of the compiled word

li r12, 0x1 #1 simply used to allow compilation, set this to what you want

cmpwi r12, 0x0
bne+ red_team

li r12, 0x0004 #Set bits so you+everyone is on blue team except player slot 1 non-guest
b the_end

red_team:
lis r12, 0x00FF
ori r12, r12, 0xFFFB #Set bits so you+everyone is on red team except player slot 1 non-guest

the_end:
or r0, r12, r0 #Logically OR finalized bits to completed compiled word
stw r0, 0x002C (r31) #Default Instruction



Code creator: Vega

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  How to make your own custom track
Posted by: KartPlayer - 06-14-2019, 06:27 PM - Forum: Textures/Mods/CT's - No Replies

Link - http://wiki.tockdom.com/wiki/Custom_Track_Tutorial

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  Item Reset [Fishguy]
Posted by: Vega - 06-08-2019, 02:38 PM - Forum: Offline; Item - Replies (2)

Item Reset [Fishguy]

Offline: Once you press the activator, you will see any items you placed in gameplay disappear. If left activated, when trying to throw items, they will instantly vanish.

Online: Works like offline, but opponents cannot see the effects.

NTSC-U
2834XXXX YYYYZZZZ
04796738 2C00000A
0479673C FD810040
E0000000 00000000
2834XXXX YYYYZZZZ
04796738 C01F0000
0479673C FC010040
E0000000 00000000

PAL
2834XXXX YYYYZZZZ
0479F744 2C00000A
0479F748 FD810040
E0000000 00000000
2A34XXXX YYYYZZZZ
0479F744 C01F0000
0479F748 FC010040
E0000000 00000000

NTSC-J
2834XXXX YYYYZZZZ
0479EDB0 2C00000A
0479EDB4 FD810040
E0000000 00000000
2A34XXXX YYYYZZZZ
0479EDB0 C01F0000
0479EDB4 FC010040
E0000000 00000000

NTSC-K
2833XXXX YYYYZZZZ
0478DB04 2C00000A
0478DB08 FD810040
E0000000 00000000
2833XXXX YYYYZZZZ
0478DB04 C01F0000
0478DB08 FC010040
E0000000 80008000

Code creator: Fishguy

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  Hi There!
Posted by: Volcanic - 06-08-2019, 01:47 AM - Forum: Introductions - Replies (3)

Hey Fellow Hackers! My Name Is Volcanic. I Started Playing Mario Kart Wii Ever Since I Was 5 Years Old. I Played Offline Until 2013 Came. The Year I Started Playing Mario Kart Wii Online. I Was Legit Back Then, I started hacking since 2015. (i know i was a few years late to the hacking scene) but then i joined the mario kart wii community a year later, back when i was a bit dumb xD

to the introduction of my life! 



i was born in 2003, november 6th. or 11/6/2003 for short. 
and i am now 15 as of now, but will be turning 16 on the month and date i was born that i told you guys.

i know this was a brief introduction, but thats all im going to say cause i do not want to go to into detail

i hope i get to meet one of you guys and get along, until then, peace out!  Wink

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  Haven’t played this game in years
Posted by: Fzerowii - 05-31-2019, 01:36 AM - Forum: Introductions - Replies (2)

I used to be on the original Mario kart Wii forums back in the day.  I joined way back in 2008.  Surprised to see a forum still around but anyway I’m new here.  I’m 26 (almost 27) and maybe one day I’ll play mkwii again...

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