Bullet Bill Speed Modifier [davidevgen, CLF78]
#1
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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#2
I noticed a strange bug that can occur if you set the X value to a high value (I was in the middle of remake 200cc because it replaces all CCs, I was using part of https://mkwii.com/showthread.php?tid=130...=Max+Speed and this code). If you set the value to something ridiculous, lets say 7fff0000, you can phase thru item, item boxes, and players.
~MarioKartWii.com #1~
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#3
I don't know, maybe because you are setting the speed to infinitely high and undefined values? lol
Super Mario Eclipse, what Super Mario Sunshine could've been.
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#4
(03-02-2021, 11:22 PM)JoshuaMK Wrote: I don't know, maybe because you are setting the speed to infinitely high and undefined values? lol
Wouldn't the undefined value be 7fffffff instead of just 7fff0000? It is high yes but, should it also take affect after the use of a BB?
~MarioKartWii.com #1~
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#5
They are both undefined values (nan aka not a number)

https://www.h-schmidt.net/FloatConverter/IEEE754.html
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#6
Huh, didn't know that.
~MarioKartWii.com #1~
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#7
There is a way to make the last line work for LE-CODE by replacing it with 048E5B2C C00559F8 for those who are using LE-CODE and want to use this code.
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