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Forum: General Discussion
Last Post: Fifty
2 hours ago
» Replies: 8,184
» Views: 6,198,289
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(Request) Specific Items ...
Forum: Code Support / Help / Requests
Last Post: DrTap
03-27-2025, 07:36 PM
» Replies: 5
» Views: 321
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Help setting instruction ...
Forum: Code Support / Help / Requests
Last Post: pinguin
03-27-2025, 05:18 PM
» Replies: 0
» Views: 15
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Racer Size Modifier [Josh...
Forum: Visual & Sound Effects
Last Post: Vega
03-26-2025, 01:30 PM
» Replies: 1
» Views: 5,756
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Character Size Modifier [...
Forum: Visual & Sound Effects
Last Post: Vega
03-26-2025, 01:29 PM
» Replies: 2
» Views: 6,992
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Scalable Speed (GCN) [Jos...
Forum: Offline Non-Item
Last Post: Vega
03-25-2025, 01:01 PM
» Replies: 5
» Views: 4,984
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No Invincibility Frames [...
Forum: Online Non-Item
Last Post: DrTap
03-23-2025, 09:33 AM
» Replies: 1
» Views: 5,403
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Countdown v2.0 [MrBean350...
Forum: Code Support / Help / Requests
Last Post: BAMM99x
03-23-2025, 06:05 AM
» Replies: 7
» Views: 17,040
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Do Wiimms MKW releases br...
Forum: Code Support / Help / Requests
Last Post: cgar
03-22-2025, 02:48 AM
» Replies: 0
» Views: 73
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Modding Coconut Mall's In...
Forum: Coding & Hacking General Discussion
Last Post: Fifty
03-21-2025, 07:45 PM
» Replies: 2
» Views: 232
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Clear Exhaust Pipe Boost Particle After Damage [Ro] |
Posted by: _Ro - 02-11-2025, 05:01 AM - Forum: Visual & Sound Effects
- No Replies
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Clear Exhaust Pipe Boost Particle After Damage [Ro]
This code will clear the exhaust pipe boost particle after damage. When you boost, the exhaust pipe boost particle duration is the same as the boost, however, when the boost is cleared by damage, the boost particle isn't cleared, but this is not a problem because boost doesn't last long enough for the particle to stay after damage.
However, when using codes that enlarge the boost time (for example: Kart Status Stacker or Ultra Miniturbo), this is a problem because the boost particle will stay even after damage until the time runs out. This code fixes it by clearing the boost particle entirely after damage.
This is Wingcapman's request: https://mariokartwii.com/showthread.php?tid=2394
NTSC-U
C2563138 00000006
3C60809C 8063DA10
80630068 809F0000
80A40028 80840000
88840010 1C840004
7C63202E 38000000
90030018 00000000
PAL
C25674B8 00000006
3C60809C 806321D0
80630068 809F0000
80A40028 80840000
88840010 1C840004
7C63202E 38000000
90030018 00000000
NTSC-J
C2566E38 00000006
3C60809C 80631230
80630068 809F0000
80A40028 80840000
88840010 1C840004
7C63202E 38000000
90030018 00000000
NTSC-K
C2555510 00000006
3C60809B 80630810
80630068 809F0000
80A40028 80840000
88840010 1C840004
7C63202E 38000000
90030018 00000000
Code creator: Ro
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[Request] Reset Exhaust Pipe Boost Animation's Timer to 0 if Player gets damaged |
Posted by: Wingcapman - 02-10-2025, 11:26 PM - Forum: Code Support / Help / Requests
- Replies (2)
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This might be a weird cosmetic request, and I'm not even sure if a fix for this already exists, but whenever the player gets hit during their boost animation, the exhaust pipes from their vehicle still plays the boost animation, despite they get physically interrupted; they simply don't continue boosting after the damage animation's finished.
This is a noticable thing whenever the player slips over a banana right after using a mushroom boost, going over a boost panel or after a long-lasting mini-turbo. And with the Ultra Mini-turbo now being a thing for a mod, since not everyone wants the function to get rid of invincibility frames and where a boost can continue after the animation is finished (this is used in the Formula Kart Wii mod as an example), it just wouldn't make sense to see the exhaust pipes still going off, while a slipstream does get canceled properly.
So my request will be a code to cancel the exhaust pipe boost visuals if the player gets damaged. I'm not sure if the same code/function can be used for the Ultra Mini-turbo, but I'd like to see it working for at least the vanilla game so that we have a base.
If it does work with the Ultra Mini-turbo or if it wouldn't be too difficult or time-consuming to make a variant to work with the Ultra Mini-turbo, then that's perfect.
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Attach Camera to Player ID [B_squo] |
Posted by: Vega - 02-10-2025, 03:37 PM - Forum: Offline Non-Item
- Replies (4)
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Attach Camera to Player ID [B_squo]
Code will allow you to attach the camera to any player/CPU in the offline race/battle.
Y = Slot/Player ID
Y values:
0 = Player 1
1 = CPU 1
2 = CPU 2
etc etc
B = Final CPU
NTSC-U
C2679a0c 00000002
3800000Y 9803009C
8803009C 00000000
PAL
C267DE94 00000002
3800000Y 9803009C
8803009C 00000000
NTSC-J
C267d500 00000002
3800000Y 9803009C
8803009C 00000000
NTSC-K
C266c23c 00000002
3800000Y 9803009C
8803009C 00000000
Code creator: B_squo
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Prevent Possible Respawn Bugs from other CPU-Based Codes [B_squo] |
Posted by: Vega - 02-10-2025, 03:37 PM - Forum: Offline Non-Item
- No Replies
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Prevent Possible Respawn Bugs from other CPU-Based Codes [B_squo]
In this video HERE, with those codes equipped (steer/drift like CPUs, Racer Count Mod, Attach Camera to Player ID), a bug may occur where you will get respawned if you stay stationary/very-slow too long. This code fixes that.
NTSC-U
04734cd8 4e800020
PAL
04744ba4 4e800020
NTSC-J
04744210 4e800020
NTSC-K
04732f64 4e800020
Code creator: B_squo
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Set Competition/Tournament CPU Soft Speed Limit [B_squo] |
Posted by: Vega - 02-10-2025, 03:18 PM - Forum: Offline Non-Item
- No Replies
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Set Competition/Tournament CPU Soft Speed Limit [B_squo]
The devs coded in a specific soft speed limit for the CPUs for competitions and tournaments, which overrides the Engine Class speed. This code will mimic those effects.
NTSC-U
04727b58 38600001
04727b70 38000001
PAL
04731D10 38600001
04731D28 38000001
NTSC-J
0473137c 38600001
04731394 38000001
NTSC-K
047200b8 38600001
047200d0 38000001
Code creator: B_squo
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Customizable Track Based Character+Vehicle Selection -Online- [Vega] |
Posted by: Vega - 01-31-2025, 01:43 AM - Forum: Online Non-Item
- Replies (2)
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Customizable Track Based Character+Vehicle Selection -Online- [Vega]
Code allows you to set the character+vehicle combo to play as for every course (including Battle courses). So for example if you set Daisy Mach Bike for rDKJP, every time rDKJP is selected, your character+vehicle will be updated to that specific combo. Do NOT use on Wiimmfi Public WWs, will get you banned.
The values in YELLOW are the char+vechicle combos that YOU need to fill in. Each halfword (4 digits) is a character THEN vechicle value. The first 2 digits of the 4 is the character value. The second 2 digits of the 4 is the vehicle value.
So for example MCMC is the character + vehicle values for MC (Mario Circuit). The first "MC" is the Character value. The second "MC" is the Vehicle value.
Another example is rPBB is the character + vehicle value for rPB (GCN Peach Beach). The "rP" is the Character value. The "BB" is the Vehicle value.
It will take you awhile to fill in all the values. Note that the values AFTER "rBC3rSGB" are the Battle Courses. If unsure, just fill these all with 1602 (FK, Heavy Kart).
Here's a list of all the applicable Character + Vehicle values that you can use to complete the code. Obviously, if you use an invalid combo, the Game will freeze (black screen).
Code: Character Values:
00 = Mario
01 = Baby Peach
02 = Waluigi
03 = Bowser
04 = Baby Daisy
05 = Dry Bones
06 = Baby Mario
07 = Luigi
08 = Toad
09 = Donkey Kong
0A = Yoshi
0B = Wario
0C = Baby Luigi
0D = Toadette
0E = Koopa
0F = Daisy
10 = Peach
11 = Birdo
12 = Diddy Kong
13 = King Boo
14 = Bowser Jr.
15 = Dry Bowser
16 = Funky Kong
17 = Rosalina
18 = S Mii AM
19 = S Mii AF
1A = S Mii BM
1B = S Mii BF
1C = S Mii CM
1D = S Mii CF
1E = M Mii AM
1F = M Mii AF
20 = M Mii BM
21 = M Mii BF
22 = M Mii CM
23 = M Mii CF
24 = L Mii AM
25 = L Mii AF
26 = L Mii BM
27 = L Mii BF
28 = L Mii CM
29 = L Mii CF
2A = M Mii
2B = S Mii
2C = L Mii
Vehicle Values:
00 = Standard Kart S
01 = Standard Kart M
02 = Standard Kart L
03 = Booster Seat
04 = Classic Dragster
05 = Offroader
06 = Mini Beast
07 = Wild Wing
08 = Flame Flyer
09 = Cheep Charger
0A = Super Blooper
0B = Piranha Prowler
0C = Tiny Titan
0D = Daytripper
0E = Jetsetter
0F = Blue Falcon
10 = Sprinter
11 = Honeycoupe
12 = Standard Bike S
13 = Standard Bike M
14 = Standard Bike L
15 = Bullet Bike
16 = Mach Bike
17 = Flame Runner
18 = Bit Bike
19 = Sugarscoot
1A = Wario Bike
1B = Quacker
1C = Zip Zip
1D = Shooting Star
1E = Magikruiser
1F = Sneakster
20 = Spear
21 = Jet Bubble
22 = Dolphin Dasher
23 = Phantom
NTSC-U
C2612EF4 00000010
8063D930 8963003C
2C0B00FF 4182006C
48000059 MCMCMMMM
MGMGGVGV TFTFCMCM
DKSCWGMM LCLCDCDC
MHMHMTMT BCBCRRRR
DDRRKCKC rPBBrMCC
rWSSrDKM rYFFrDHH
rPGGrDSS rMC3rGV2
rMRRrSLL rBCCDKJP
rBC3rSGB brDPbBPP
bCCRbFSS bTDDbrCL
brTHbBC4 bBC3brSS
7D8802A6 556B083C
7D4B622E B143001C
60000000 00000000
PAL
C2644314 00000010
80632100 8963003C
2C0B00FF 4182006C
48000059 MCMCMMMM
MGMGGVGV TFTFCMCM
DKSCWGMM LCLCDCDC
MHMHMTMT BCBCRRRR
DDRRKCKC rPBBrMCC
rWSSrDKM rYFFrDHH
rPGGrDSS rMC3rGV2
rMRRrSLL rBCCDKJP
rBC3rSGB brDPbBPP
bCCRbFSS bTDDbrCL
brTHbBC4 bBC3brSS
7D8802A6 556B083C
7D4B622E B143001C
60000000 00000000
NTSC-J
C2643980 00000010
80631160 8963003C
2C0B00FF 4182006C
48000059 MCMCMMMM
MGMGGVGV TFTFCMCM
DKSCWGMM LCLCDCDC
MHMHMTMT BCBCRRRR
DDRRKCKC rPBBrMCC
rWSSrDKM rYFFrDHH
rPGGrDSS rMC3rGV2
rMRRrSLL rBCCDKJP
rBC3rSGB brDPbBPP
bCCRbFSS bTDDbrCL
brTHbBC4 bBC3brSS
7D8802A6 556B083C
7D4B622E B143001C
60000000 00000000
NTSC-K
C263262C 00000010
80630740 8963003C
2C0B00FF 4182006C
48000059 MCMCMMMM
MGMGGVGV TFTFCMCM
DKSCWGMM LCLCDCDC
MHMHMTMT BCBCRRRR
DDRRKCKC rPBBrMCC
rWSSrDKM rYFFrDHH
rPGGrDSS rMC3rGV2
rMRRrSLL rBCCDKJP
rBC3rSGB brDPbBPP
bCCRbFSS bTDDbrCL
brTHbBC4 bBC3brSS
7D8802A6 556B083C
7D4B622E B143001C
60000000 00000000
Code creator: Vega
Source:
Code: #C2 Hook Addresses
#NTSC-U 80612EF4
#PAL 80644314
#NTSC-J 80643980
#NTSC-K 8063262C
#Region Set
.set region, '' #Use e,p,j, or k
#Symbols
.set toadette, 0xD
.set daisy, 0xF
.set funky, 0x16
.set skartlarge, 0x2
.set mach, 0x16
.set flamerunner, 0x17
.set magi, 0x1E
.set spear, 0x20
#Register Notes
#LR NOT safe!, r0 and r4 thru r12 safe
#r3 is SELECT Packet Ptr
#Hook Address Notes
#Code hooked at first parent that calls SELECT_Get_Winning_Track
#SELECT Packet Notes
#Relative to SELECT Handler Root Ptr which is your SELECT Ptr - 8
#Subtract offsets by 8 to get relative to actual start of your SELECT Packet
#0x8 Time of Sender
#0x10 Assumed Time of Receiver
#0x18 Your previous Race Position
#0x1A Your GP/Battle Points
#0x1C Your Character
#0x1D Your Vehicle
#0x1E Your Track Pick
#0x1F Your Rank Icon
#0x20 Your Guests previous Race Position
#0x22 Your Guests GP/Battle Points
#0x24 Your Guests Char
#0x25 Your Guests Vehicle
#0x26 Your Guests Track Pick (is yours ofc)
#0x27 Reserved/null byte
#0x28 Select ID word (unique; random)
#0x2C Battle Type (only bit 0 used of byte, rest is null/reserved)
#0x2D Team Bits (24 bits)
#0x3C Selected Track (0xFF is not picked yet)
#0x3D Selection/Lottery Phase
#0x3E Who Won Track Pick (0xFF is track not picked yet)
#0x3F CC
#Original Instruction; grab SELECT ptr
.if (region == 'E' || region == 'e') #NTSC-U
lwz r3, -0x26D0 (r3)
.elseif (region == 'P' || region == 'p') #PAL
lwz r3, 0x2100 (r3)
.elseif (region == 'J' || region == 'j') #NTSC-J
lwz r3, 0x1160 (r3)
.elseif (region == 'K' || region == 'k') #NTSC-K
lwz r3, 0x0740 (r3)
.else #Invalid Region
.err #Region match not detected. Tell the Assembler to halt and throw an error.
.endif
#Just incase SOMEHOW the track hasn't been determined yet...
lbz r11, 0x3C (r3)
cmpwi r11, 0xFF
beq- the_end
#Create Lookup Table and its ptr
#NOTE: "Perfect Combo" used as example, adjust this before assembling and don't forget to add in more symbols
bl table
.byte funky, spear #MC
.byte funky, flamerunner #MMM
.byte funky, flamerunner #MG
.byte funky, flamerunner #GV
.byte funky, flamerunner #TF
.byte funky, flamerunner #CM
.byte funky, flamerunner #DKSC
.byte funky, flamerunner #WGM
.byte funky, spear #LC
.byte funky, flamerunner #DC
.byte funky, flamerunner #MH
.byte funky, flamerunner #MT
.byte funky, flamerunner #BC
.byte funky, flamerunner #RR
.byte funky, flamerunner #DDR
.byte funky, flamerunner #KC
.byte funky, spear #rPB
.byte funky, flamerunner #rMC
.byte funky, flamerunner #rWS
.byte daisy, mach #rDKM
.byte funky, spear #rYF
.byte funky, flamerunner #rDH
.byte funky, flamerunner #rPG
.byte funky, flamerunner #rDS
.byte funky, flamerunner #rMC3
.byte funky, flamerunner #rGV2
.byte funky, flamerunner #rMR
.byte toadette, magi #rSL
.byte funky, flamerunner #rBC
.byte daisy, mach #rDKJP
.byte funky, flamerunner #rBC3
.byte toadette, magi #rSGB
.byte funky, skartlarge #bDP
.byte funky, skartlarge #bBP
.byte funky, skartlarge #bCCR
.byte funky, skartlarge #bFS
.byte funky, skartlarge #bTD
.byte funky, skartlarge #brCL
.byte funky, skartlarge #brTH
.byte funky, skartlarge #brBC4
.byte funky, skartlarge #brBC3
.byte funky, skartlarge #brS
.align 2
table:
mflr r12
#Mulli Track value by 2, and use that as index to grab char+vehicle combo from table
slwi r11, r11, 1
lhzx r10, r11, r12
#Write Char+Vehicle to SELECT packet
sth r10, 0x1C (r3)
#End
the_end:
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