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Nosedive/taildive gravity multiplier [stebler] |
Posted by: stebler - 12-04-2020, 01:00 PM - Forum: Offline Non-Item
- No Replies
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Nosedive/taildive gravity multiplier [stebler]
NTSC-U:
048b1054 XXXX0000
048b105c YYYYYYYY
048b1060 ZZZZZZZZ
PAL:
048b5914 XXXX0000
048b591c YYYYYYYY
048b5920 ZZZZZZZZ
NTSC-J:
048b4a74 XXXX0000
048b4a7c YYYYYYYY
048b4a80 ZZZZZZZZ
NTSC-K:
048a3d8c XXXX0000
048a3d94 YYYYYYYY
048a3d98 ZZZZZZZZ
Nosediving and taildiving are enabled after x frames of airtime (50 by default).
When nosediving, gravity is multiplied by (1 + y * m).
When taildiving, gravity is multiplied by (1 - z * m).
The default value for both y and z is 0.2.
m is a value between 0 and 1 and depends on the angle between the current player top vector, and another top vector that is equals to the player top vector when taking off and that gets closer to the neutral top vector (0, 1, 0) every frame: when the angle is smaller than 20 degrees, m is 0, when the angle is larger than 40 degrees, it is 1, otherwise the value is linearly interpolated. When the angle is smaller than 0, it is first negated.
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Bullet Bill Speed Modifier [davidevgen, CLF78] |
Posted by: CLF78 - 12-03-2020, 02:34 PM - Forum: Offline; Item
- Replies (6)
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This version of the code fixes the after cannon speed and lets you change the landing speed.
NTSC-U
048B1134 XXXXXXXX
048B1138 YYYYYYYY
00571CF7 00000038
PAL
048B59F4 XXXXXXXX
048B59F8 YYYYYYYY
0057855B 000000F8
NTSC-J
048B4B54 XXXXXXXX
048B4B58 YYYYYYYY
00577EDB 00000058
NTSC-K
048A3E6C XXXXXXXX
048A3E70 YYYYYYYY
005665B3 00000070
X Value = Landing speed after Bullet Bill (default = 120.0)
Y Value = Normal speed during Bullet Bill (default = 144.0)
NOTE: The third line (which makes the game use the normal speed when landing from cannons) is INCOMPATIBLE with the Speed Modifier (and therefore LE-CODE), you can remove it if you don't need it.
Code created by: davidevgen (normal speed) & CLF78 (the rest)
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Impervious Code [Hakua] |
Posted by: mapnov - 12-01-2020, 11:28 PM - Forum: Online; Item
- No Replies
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Impervious Code [Hakua]
This code allows you to not be frozen by a dropped-hacked item (such as a Star or Mushroom). It also allows you to not be frozen when touching a dropped-hacked item while having other items equipped (for example: Triple Shells). On your screen, items will not be effected from any collisions from other items. You can use this code with a form of dropped-hacked item/freeze item code to freeze WW's without being frozen.
NTSC-U
04798984 60000000
PAL
047A1990 60000000
NTSC-J
047A0FFC 60000000
NTSC-K
0478FD50 60000000
Code created by: Hakua (dark70m40)
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This Impervious Code I found years ago |
Posted by: mapnov - 11-29-2020, 01:25 AM - Forum: Code Support / Help / Requests
- Replies (4)
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Hello. I remember in 2014 when I was searching for anti freeze codes and I found this one on a japanese forum:
04798984 60000000
(it is NTSC-U)
This code protects you against being frozen when hitting a dropped star or shroom (just like Luis's Impervious Code), but! It ALSO protects you against being frozen when you hit a star or shroom WHILE having a triple shells equipped (Luis code doesn't protect against this.)
So basically this code allows you to not be frozen when you get close to a (dropped-hacked) star or mushroom while having triple shells (or bananas) equipped.
I don't know who made this code, and I can't remember where I found it, but I think it is really useful and I would appreciate if you could port it to the other regions.
Thanks ^^. sorry if this is a bit difficult to read... I'm still learning English.
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Do Not Set Up MenuData and RaceData to Game [TheNinjaKingOW / Ro] |
Posted by: Zeraora - 11-29-2020, 01:09 AM - Forum: Online Non-Item
- Replies (2)
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This code seems to make Menu and RaceData not be set up at the start of a race. You will not appear at the results screen, everyone receives 0vr, You will automatically receive 9999vr depending on what mode you were on, and the track that was selected does not load and the track displayed at live view will be played.
NTSC-U:
0461DB10 4E800020
PAL:
04650E24 4E800020
NTSC-J:
04650490 4E800020
NTSC-K:
0463F13C 4E800020
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Change combo after track vote |
Posted by: Melg - 11-26-2020, 11:46 PM - Forum: Code Support / Help / Requests
- Replies (12)
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Hey guys,
I've been trying for a few weeks to get this code going but I'm really struggling at the moment.
The goal would be to automatically load the character selection menu or (maybe simpler) to find a way for people to select their combo (funky+bb, funky+spear, daisy+mach and toadette+magik) via a button press after vote or something after the track has been picked.
Vega has created a very useful and powerful code that automatically chooses the optimal vehicle based on the track picked. Sadly some people would rather play the bowser bike than the spear on MC for example so the code isn't nearly as useful as I hoped it would be.
I've looked into how panels are setup and all that stuff and I've tried understanding MrBean's code but I cannot say I got far. As far as I know it seems like a very complex code to do since the vote selection panel instantly transitions to the track loading.
Do you have any suggestions/ideas on how to make this a thing?
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