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(Request) Modified POW Everyone code |
Posted by: saturn - 11-01-2020, 04:45 PM - Forum: Code Support / Help / Requests
- Replies (2)
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I'd like to request a modified version of the POW Everyone code.
The POW Everyone code just POWs you instantly, which is not very helpful.
Instead, I'd like to change it a little bit - the code activates the whole POW sequence as normal. That way, you can prepare to dodge the POW.
The reason I request this is because it's become increasingly popular to hop-dodge POWs in competitive play in order to keep your items. You can do this by hitting a wall or by hopping frame perfectly (assuming you're on flat ground).
This proposed code would help players practice that mechanic.
Thank you!
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Track Randomizer [CLF78] |
Posted by: CLF78 - 10-26-2020, 05:34 PM - Forum: Misc/Other
- Replies (13)
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This code will let you load a random track from a specific folder, based on the picked track. Usage notes below.
NTSC-U
0453B2BC 48000050
060002B0 00000040
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010000 52616365
2F436F75 7273652F
25732F25 64000000
C253B32C 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72E40
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
C253C680 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72E40
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
PAL
045407F8 48000050
060002B0 00000040
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010000 52616365
2F436F75 7273652F
25732F25 64000000
C2540868 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72EE0
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
C2541BBC 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72EE0
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
NTSC-J
04540178 48000050
060002B0 00000040
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010000 52616365
2F436F75 7273652F
25732F25 64000000
C25401E8 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72E00
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
C254153C 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72E00
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
NTSC-K
0452E850 48000050
060002B0 00000040
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010101 01010101
01010000 52616365
2F436F75 7273652F
25732F25 64000000
C252E8C0 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72F58
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
C252FC14 0000000D
7CCB3378 7CAA2B78
540CF0BE 2C0C0029
41810050 3C608000
606302B0 7C8360AE
38840001 38600000
3CE0800F 60E72F58
7CE903A6 4E800421
2C030000 40A20010
7D455378 7D665B78
48000014 3CA08000
60A502DC 7D665B78
7C671B78 38610008
38800080 00000000
Usage Notes: - Let's pretend you want to have 3 random tracks over Mario Circuit.
- Find the correct byte in the first 06 code (see source below) and change it to the amount of tracks (in this case, 3)
- Note down which entry in the byte list Mario Circuit is (in this case, it's 1)
- Make a new folder named with the track's name in Race/Course
- In that folder, place the tracks and rename them to 1.szs, 2.szs and so on (the game will pick a random number everytime)
- The game can also pick value 0, which will load the original track
- The end result will be a folder in Race/Course named castle_course, which will contain 1.szs, 2.szs and 3.szs
- Enjoy!
Note: This code uses addresses 0x800002B0-0x800002F0 in the Exception Vector Area. Make sure no other codes are using these!
Source:
Code: # Set mode here
.set mode, 0
# Mode 1, Multiplayer File Skip
.if (mode == 1)
# @8053B2BC NTSC-U, 805407F8 PAL, 80540178 NTSC-J, 8052E850 NTSC-K
b 80
# Mode 2, Track Amounts and Track String
.elseif (mode == 2)
# @800002B0
.byte 1, 1, 1, 1 # Mario Circuit, Moo Moo Meadows, Mushroom Gorge, Grumble Volcano
.byte 1, 1, 1, 1 # Toad's Factory, Coconut Mall, DK Summit, Wario's Gold Mine
.byte 1, 1, 1, 1 # Luigi Circuit, Daisy Circuit, Moonview Highway, Maple Treeway
.byte 1, 1, 1, 1 # Bowser Castle, Rainbow Road, Dry Dry Ruins, Koopa Cape
.byte 1, 1, 1, 1 # GCN Peach Beach, GCN Mario Circuit, GCN Waluigi Stadium, GCN DK Mountain
.byte 1, 1, 1, 1 # DS Yoshi Falls, DS Desert Hills, DS Peach Gardens, DS Delfino Square
.byte 1, 1, 1, 1 # SNES Mario Circuit 3, SNES Ghost Valley 2, N64 Mario Raceway, N64 Sherbet Land
.byte 1, 1, 1, 1 # N64 Bowser's Castle, N64 DK's Jungle Parkway, GBA Bowser Castle 3, GBA Shy Guy Beach
.byte 1, 1, 1, 1, 1 # Delfino Pier, Block Plaza, Chain Chomp Wheel, Funky Stadium, Thwomp Desert
.byte 1, 1, 1, 1, 1 # GCN Cookie Land, DS Twilight House, SNES Battle Course 4, GBA Battle Course 3, N64 Skyscraper
.align 2
# Do NOT touch this string
.string "Race/Course/%s/%d"
.align 2
# Mode 3, ASM
.elseif (mode == 3)
# Injects
# @8053B32C NTSC-U, 80540868 PAL, 805401E8 NTSC-J, 8052E8C0 NTSC-K
# @8053C680 NTSC-U, 80541BBC PAL, 8054153C NTSC-J, 8052FC14 NTSC-K
# Addresses
.set ByteAmounts, 0x800002B0
.set CharString, 0x800002DC
.set region, ''
.if (region == 'P' || region == 'p')
.set UtilRandom, 0x800F2EE0
.elseif (region == 'U' || region == 'u' || region == 'E' || region == 'e')
.set UtilRandom, 0x800F2E40
.elseif (region == 'J' || region == 'j')
.set UtilRandom, 0x800F2E00
.elseif (region == 'K' || region == 'k')
.set UtilRandom, 0x800F2F58
.else
.err
.endif
# Backup some registers for later use
mr r11, r6
mr r10, r5
# Divide slot index by 4
srwi r12, r0, 2
# Check if it's a track/battle arena
cmpwi r12, 41
bgt end
# Setup arguments for UtilRandom
lis r3, ByteAmounts@h
ori r3, r3, ByteAmounts@l
lbzx r4, r3, r12
addi r4, r4, 1
li r3, 0
# Call UtilRandom
lis r7, UtilRandom@h
ori r7, r7, UtilRandom@l
mtctr r7
bctrl
# Check if result is 0
cmpwi r3, 0
bne+ pickRandomTrack
# If so use the original arguments
mr r5, r10
mr r6, r11
b finishSetup
# Use custom arguments otherwise
pickRandomTrack:
lis r5, CharString@h
ori r5, r5, CharString@l
mr r6, r11
mr r7, r3
# Common argument
finishSetup:
addi r3, r1, 0x8
# Original instruction
end:
li r4, 0x80
.else
.err
.endif
Code created by: CLF78
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Hi! |
Posted by: beamobhoy - 10-26-2020, 04:19 PM - Forum: Introductions
- Replies (4)
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Hi! Newbie to modding here! My son is an autistic lad with severe learning disabilities but he is a big fan of Mario Kart. i'm here to help get more tracks and mods for him to enjoy!
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Be gentle with me.... |
Posted by: beamobhoy - 10-26-2020, 03:23 PM - Forum: Coding & Hacking General Discussion
- Replies (2)
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Hi, I'm new to this stuff. Have sorted my autistic sons CTGPR with no issues but now he wants the MKW Hack Pack and i'm out of my depth!
I have downloaded the Hack Pack and put it on my sons sd card in the riivolution folder. When turning on the wii and going to riivolution, the option to turn on the hackpack doesn't show. What am I doing wrong?!
Thanks in anticipation!
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Character Ink timer modifier [Mew] |
Posted by: Mewmaster99 - 10-24-2020, 04:00 PM - Forum: Incomplete & Outdated Codes
- Replies (2)
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Character ink timer modifier [Mew]
NOTE: Outdated by 1superchip's version
This modifies how long the blooper ink stays on your character. This does not modify the on screen ink timer.
NTSC U:
0457b348 XXXXXXXX
PAL:
04581BAC XXXXXXXX
NTSC J:
0458152C XXXXXXXX
NTSC K:
0456FC04 XXXXXXXX
Values:
3800FFFF instantly gone
38030000 never goes away unless a boost pad, mushroom, or cannon is used
3803FFFD 1/3 of the time
3803FFFE 1/2 of the time
3803FFFF normal time
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hello |
Posted by: moth - 10-14-2020, 05:21 PM - Forum: Introductions
- Replies (5)
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my name is mothkid (formerly i've used like 100 different aliases so who knows if you know me from before,) and i make various mods, primarily character mods and other file edits. i've always noticed that the "Textures/Mods/Music/CT's" section of this forum is quite bare, so i figured i could try contributing everything that i've learned over the years, in order to form an archive of information in some areas that can be quite lacking
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Porting Custom Characters into MKW |
Posted by: moth - 10-14-2020, 05:13 PM - Forum: Textures/Mods/CT's
- No Replies
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Unlike with custom tracks, custom characters don't have a lot of documentation that I can find, so I'm going to archive as much information as I can into this thread. If you have anything you would like to contribute, do kindly post it as a comment, and I'll add it to this post if it seems necessary. If you have any questions or troubles, the best place to go is Atlas' MK Hacking and Modding Community discord server, linked here: https://discord.com/invite/fPRqbvV
For tutorials on how to port models into the game, the best one I'm aware of was written by Atlas, and is linked here: https://pastebin.com/Pcd9tHJw .
Notes:
- Atlas specifically uses 3ds Max 2015, however the tutorial works perfectly fine with 2021, and presumably should work with any version after 2010.
- If you're looking for models to use, a good place to look is Models Resource, linked here: https://www.models-resource.com/ . They have a vast array of models from various games on various platforms.
- In the case that a model doesn't open correctly in 3ds Max, which can happen with non .dae files, try opening it in the newest version of Blender, and exporting it as a .dae, taking care to remove the camera, model and light that Blender creates on startup.
- Exporting materials and shaders with Brawl Box or Brawl Crate doesn't always work correctly, and will generally produce errors. You're better off taking a copy of the original .szs file, and copying the materials and shaders over to your model manually.
- Textures widths and heights MUST be perfect squares (eg. 128x256), or else the texture might not load correctly in game.
- Brawl Box doesn't always display models correctly as they would display in game. (See this image as an example: https://i.imgur.com/lNoKg4b.png , while it looks bright and unshaded in Brawl Box, it actually looks perfectly okay in game.)
- Models taken from MKW directly don't need to have their normals modified, and don't need to have VertexPaint applied. (see https://i.imgur.com/PDLqBcb.png as an example. Neither Koopa's nor Rosalina's models needed to have the aforementioned normals or VertexPaint edits, as they were ripped from their original game files.)
- Obtaining the original game files can be done in one of two ways. You can either rip them directly from an ISO (Use Wiimm's ISO Tools to extract it, see https://mkwii.com/showthread.php?tid=13 for assistance if needed, then navigate to \files\Race\Kart. See the top of this thread to find the file you need based on its name: https://mkwii.com/showthread.php?tid=275), or, if you're in Atlas' modding discord, you can use Mee6 to obtain them (in the #bot-sandbox channel, type !get MKW/<file>.szs, where <file> is the original file name. See the top of this thread to find the file based on it's name: https://mkwii.com/showthread.php?tid=275 . eg. If you wanted Mario on Mach Bike you would type in !get MKW/ma_bike-mr.szs)
This thread will be updated with any new information and resources I come across that are worth adding. As previously mentioned, if you have anything you'd like to see added to this post, please leave it as a comment. Cheers.
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Final Lap Music Trigger Modifier [CLF78] |
Posted by: CLF78 - 10-06-2020, 10:37 PM - Forum: Visual & Sound Effects
- Replies (1)
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This code lets you change the lap where the final lap music begins playing.
NTSC-U
0470492C 281FXXXX
PAL
0470B2D0 281FXXXX
NTSC-J
0470A93C 281FXXXX
NTSC-K
046F9678 281FXXXX
X Value = Lap + 1 (if you want the music to trigger at the end of lap 1, set X to 2)
Note: Nopping the instruction after this one disables final lap music altogether.
Code created by: CLF78
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