Difference between revisions of "KCL flag"

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(wtf my bad---- sorry, it was not 001, but 002)
Line 14: Line 14:
 
! What is it?
 
! What is it?
 
|-
 
|-
|0x00
+
|[[KCL_flag#Road_.280x00.29|0x00]]
 
|A
 
|A
 
|Road
 
|Road
 
|-
 
|-
|0x01
+
|[[KCL_flag#Weak_offroad_.280x01.29|0x01]]
 
|A
 
|A
|Weak off road
+
|Weak offroad
 
|-
 
|-
|0x02
+
|[[KCL_flag#Very_weak_offroad_.280x02.29|0x02]]
 
|A
 
|A
|Very weak offroad with a dirt effect
+
|Very weak offroad
 
|-
 
|-
|0x03
+
|[[KCL_flag#Offroad_.280x03.29|0x03]]
 
|A
 
|A
 
|Offroad
 
|Offroad
 
|-
 
|-
|0x04
+
|[[KCL_flag#Heavy_offroad_.280x04.29|0x04]]
 
|A
 
|A
|Heavy offroad with a sand effect
+
|Heavy offroad
 
|-
 
|-
|0x05
+
|[[KCL_flag#Offroad_.280x05.29|0x05]]
 
|A
 
|A
|Off road
+
|Offroad
 
|-
 
|-
|0x06
+
|[[KCL_flag#Boost_.280x06.29|0x06]]
 
|unknown
 
|unknown
 
|Boost
 
|Boost
 
|-
 
|-
|0x07
+
|[[KCL_flag#Fast_trick_.280x07.29|0x07]]
 
|unknown
 
|unknown
 
|Fast trick
 
|Fast trick
 
|-
 
|-
|0x08
+
|[[KCL_flag#Trick_ramp_.280x08.29|0x08]]
 
|unknown
 
|unknown
 
|Trick ramp
 
|Trick ramp
 
|-
 
|-
|0x09
+
|[[KCL_flag#Out_of_bounds_.280x09.29|0x09]]
 
|unknown
 
|unknown
 
|Out of bounds
 
|Out of bounds
 
|-
 
|-
|0x0A
+
|[[KCL_flag#Solid_fall_.280x0A.29|0x0A]]
 
|unknown
 
|unknown
 
|Solid fall
 
|Solid fall
 
|-
 
|-
|0x0B
+
|[[KCL_flag#Moving_Water_.280x0B.29|0x0B]]
 
|B
 
|B
|Shallow Water (weak offroad, like on Shy Guy Beach)
+
|Moving Water
 
|-
 
|-
|0x0C
+
|[[KCL_flag#Wall_.280x0C.29|0x0C]]
 
|A-like
 
|A-like
 
|Wall
 
|Wall
 
|-
 
|-
|0x0D
+
|[[KCL_flag#Wall_.280x0D.29|0x0D]]
 
|unknown
 
|unknown
|Wall, but makes no sound effect when touched. Sparks still appear.
+
|Wall
 
|-
 
|-
|0x0E
+
|[[KCL_flag#Does_nothing_.280x0E.29|0x0E]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x0F
+
|[[KCL_flag#Wall_.280x0F.29|0x0F]]
 
|unknown
 
|unknown
|Normal wall
+
|Wall
 
|-
 
|-
|0x10
+
|[[KCL_flag#Fall_boundary_.280x10.29|0x10]]
 
|A-like
 
|A-like
 
|Fall boundary
 
|Fall boundary
 
|-
 
|-
|0x11
+
|[[KCL_flag#Cannon_Activator_.280x11.29|0x11]]
 
|B
 
|B
 
|Cannon Activator
 
|Cannon Activator
 
|-
 
|-
|0x12
+
|[[KCL_flag#Does_nothing_.280x12.29|0x12]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x13
+
|[[KCL_flag#Blue_ramp_.280x13.29|0x13]]
 
|unknown
 
|unknown
|Half-Pipe blue ramp (like the ones on DK Summit)
+
|Blue ramp
 
|-
 
|-
|0x14
+
|[[KCL_flag#Wall_.280x14.29|0x14]]
 
|unknown
 
|unknown
|Normal Wall
+
|Wall
 
|-
 
|-
|0x15
+
|[[KCL_flag#Moving_terrain_.280x15.29|0x15]]
 
|B
 
|B
 
|Moving terrain
 
|Moving terrain
 
|-
 
|-
|0x16
+
|[[KCL_flag#Sticky_road_.280x16.29|0x16]]
 
|A
 
|A
|Sticky Road
+
|Sticky road
 
|-
 
|-
|0x17
+
|[[KCL_flag#Road_.280x17.29|0x17]]
 
|A
 
|A
|Road, slightly different than 0x00
+
|Road
 
|-
 
|-
|0x18
+
|[[KCL_flag#Sound_Trigger_.280x18.29|0x18]]
 
|unknown
 
|unknown
 
|Sound Trigger
 
|Sound Trigger
 
|-
 
|-
|0x19
+
|[[KCL_flag#Does_nothing_.280x19.29|0x19]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x1A
+
|[[KCL_flag#Does_nothing_.280x1A.29|0x1A]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x1B
+
|[[KCL_flag#Does_nothing_.280x1B.29|0x1B]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x1C
+
|[[KCL_flag#Does_nothing_.280x1C.29|0x1C]]
 
|unknown
 
|unknown
 
|Does nothing
 
|Does nothing
 
|-
 
|-
|0x1D
+
|[[KCL_flag#Road_.280x1D.29|0x1D]]
 
|A
 
|A
|Gravelroad
+
|Road
 
|-
 
|-
|0x1E
+
|[[KCL_flag#Special_Walls_.280x1E.29|0x1E]]
 
|unknown
 
|unknown
 
|Special Walls
 
|Special Walls
 
|-
 
|-
|0x1F
+
|[[KCL_flag#Wall_.280x1F.29|0x1F]]
 
|unknown
 
|unknown
|Wall No effects only block player not items!
+
|Wall
 
|-
 
|-
 
|}
 
|}
  
 
== Variant types ==
 
== Variant types ==
 
Not all variant types are discovered and not of all flags is known which variant it uses. This are the types that are discovered yet:
 
  
 
=== Type A ===
 
=== Type A ===
Line 190: Line 188:
 
|}
 
|}
  
==== Road (0x17) ====
+
==== Weak offroad (0x01) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 197: Line 195:
 
|-
 
|-
 
|0
 
|0
|Normal road, little bit different than 0x00
+
|Sand with spike sounds
 
|-
 
|-
 
|1
 
|1
Line 203: Line 201:
 
|-
 
|-
 
|2
 
|2
|Sand sound, with dirt effect
+
|unknown
 
|-
 
|-
 
|3
 
|3
|Glass road
+
|unknown
 
|-
 
|-
 
|4
 
|4
 +
|unknown
 +
|-
 +
|5
 
|Sand
 
|Sand
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 +
==== Very weak offroad (0x02) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 
|-
 
|-
 
|5
 
|5
|Glass road with sound-effect
+
|Sherbet Land ice
 
|-
 
|-
 
|6
 
|6
|Sand
+
|unknown
 
|-
 
|-
 
|7
 
|7
|Dirt effect with no sound
+
|unknown
 
|}
 
|}
  
==== Road (0x1D) ====
+
==== Offroad (0x03) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 228: Line 257:
 
|-
 
|-
 
|0
 
|0
|Gravel
+
|Dirt
 
|-
 
|-
 
|1
 
|1
|Dirt effect with no sound
+
|Acts like Dirt Road
 
|-
 
|-
 
|2
 
|2
|Normal road (like 0x00)
+
|Mud
 
|-
 
|-
 
|3
 
|3
|Glass road with echo
+
|Water, a little offroad effect.
 
|-
 
|-
 
|4
 
|4
|Gravel, different sound
+
|Grass
 
|-
 
|-
 
|5
 
|5
|No sound effect
+
|Sand
 
|-
 
|-
 
|6
 
|6
|No sound effect
+
|Sand Water
 
|-
 
|-
 
|7
 
|7
|Normal Gravel
+
|Gravel
 
|}
 
|}
  
==== Sticky Road (0x16) ====
+
==== Heavy offroad (0x04) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 259: Line 288:
 
|-
 
|-
 
|0
 
|0
|Wood Road
+
|unknown
 
|-
 
|-
 
|1
 
|1
|Sand Road
+
|unknown
 
|-
 
|-
 
|2
 
|2
|Gravel
+
|unknown
 
|-
 
|-
 
|3
 
|3
|Dirt Road
+
|unknown
 
|-
 
|-
 
|4
 
|4
|Sand/Gravel
+
|unknown
 
|-
 
|-
 
|5
 
|5
|Slot-bound drift sound effect, normal road.
+
|unknown
 
|-
 
|-
 
|6
 
|6
|"Normal Road" Road
+
|unknown
 
|-
 
|-
 
|7
 
|7
|_
+
|unknown
 
|}
 
|}
  
==== Offroad (0x03) ====
+
==== Offroad (0x05) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 290: Line 319:
 
|-
 
|-
 
|0
 
|0
|Dirt
+
|unknown
 
|-
 
|-
 
|1
 
|1
|Acts like Dirt Road
+
|unknown
 
|-
 
|-
 
|2
 
|2
|Mud
+
|unknown
 
|-
 
|-
 
|3
 
|3
|Water, a little offroad effect.
+
|unknown
 
|-
 
|-
 
|4
 
|4
|Grass
+
|unknown
 
|-
 
|-
 
|5
 
|5
|Sand
+
|unknown
 
|-
 
|-
 
|6
 
|6
|Sand Water
+
|unknown
 
|-
 
|-
 
|7
 
|7
|Gravel
+
|unknown
 
|}
 
|}
  
==== Weak Offoad (0x01) ====
+
==== Boost (0x06) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 321: Line 350:
 
|-
 
|-
 
|0
 
|0
|Sand with spike sounds
+
|unknown
 
|-
 
|-
 
|1
 
|1
|Sand
+
|unknown
 
|-
 
|-
 
|2
 
|2
Line 336: Line 365:
 
|-
 
|-
 
|5
 
|5
|Sand
+
|unknown
 
|-
 
|-
 
|6
 
|6
Line 344: Line 373:
 
|unknown
 
|unknown
 
|}
 
|}
 
  
 
==== Fast Trick (0x07) ====
 
==== Fast Trick (0x07) ====
Line 350: Line 378:
 
|-
 
|-
 
! Basic effect (Z, octal)
 
! Basic effect (Z, octal)
! What is it? (type of jump)
+
! What is it?
 
|-
 
|-
 
|0
 
|0
Line 377: Line 405:
 
|}
 
|}
  
 +
==== Trick ramp (0x08) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
  
 +
==== Out of bounds (0x09) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
  
==== Fall boundary (0x10) ====
+
==== Solid fall (0x0A) ====
 
+
{| class="wikitable"
Note: this is an A-like variant type kcl.
+
|-
Probably it's divided in 2 sections of 8 and 3 bits.
+
! Basic effect (Z, octal)
The 3 bits one is the basic type (column Z)
+
! What is it?
The 8 bits section defines the index, KMP can also refer to this index. (only for the pocha's)
+
|-
 
+
|0
Formula: 0x8Y + Z<br>
+
|unknown
Y = index<br>
+
|-
Z = basic type
+
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
  
 +
==== Shallow water (0x0B) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 396: Line 505:
 
|-
 
|-
 
|0
 
|0
|Air fall
+
|unknown
 
|-
 
|-
 
|1
 
|1
|Water (pocha.brres), Setting 1 refers to the index in KMP.
+
|unknown
 
|-
 
|-
 
|2
 
|2
|Lava (pochaYogan.brres), Setting 1 refers to the index in KMP.
+
|unknown
 
|-
 
|-
 
|3
 
|3
|Water (used in MT).
+
|unknown
 
|-
 
|-
 
|4
 
|4
|Ice Water (pocha.brres, ice.brres on respawn), Setting 1 refers to the index in KMP.
+
|unknown
 
|-
 
|-
 
|5
 
|5
|Air Fall but with entry a burning air fall.
+
|unknown
 
|-
 
|-
 
|6
 
|6
|Quicksand
+
|unknown
 
|-
 
|-
 
|7
 
|7
|
+
|unknown
 
|}
 
|}
 
== Known Variants ==
 
  
 
==== Wall (0x0C) ====
 
==== Wall (0x0C) ====
Line 465: Line 572:
 
|}
 
|}
  
==== Wall (0x1E) ====
+
==== Wall 2 (0x0D) ====
Similar to A as the last 3 bits are the basic effect and the first 3 bits are the collision effect. Shadow effect and intensity is ignored or unused.
+
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Does nothing (0x0E) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Wall 3 (0x0F) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Fall boundary (0x10) ====
 +
 
 +
Note: this is an A-like variant type kcl.
 +
Probably it's divided in 2 sections of 8 and 3 bits.
 +
The 3 bits one is the basic type (column Z)
 +
The 8 bits section defines the index, KMP can also refer to this index. (only for the pocha's)
 +
 
 +
Formula: 0x8Y + Z<br>
 +
Y = index<br>
 +
Z = basic type
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|Air fall
 +
|-
 +
|1
 +
|Water (pocha.brres), Setting 1 refers to the index in KMP.
 +
|-
 +
|2
 +
|Lava (pochaYogan.brres), Setting 1 refers to the index in KMP.
 +
|-
 +
|3
 +
|Water (used in MT).
 +
|-
 +
|4
 +
|Ice Water (pocha.brres, ice.brres on respawn), Setting 1 refers to the index in KMP.
 +
|-
 +
|5
 +
|Air Fall but with entry a burning air fall.
 +
|-
 +
|6
 +
|Quicksand
 +
|-
 +
|7
 +
|
 +
|}
 +
 
 +
==== Cannon Activator (0x11) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Does nothing (0x12) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Half-Pipe (0x13) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Wall 4 (0x14) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Moving terrain (0x15) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Sticky road (0x16) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|Wood Road
 +
|-
 +
|1
 +
|Sand Road
 +
|-
 +
|2
 +
|Gravel
 +
|-
 +
|3
 +
|Dirt Road
 +
|-
 +
|4
 +
|Sand/Gravel
 +
|-
 +
|5
 +
|Slot-bound drift sound effect, normal road.
 +
|-
 +
|6
 +
|"Normal Road" Road
 +
|-
 +
|7
 +
|_
 +
|}
 +
 
 +
==== Road (0x17) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|Normal road, little bit different than 0x00
 +
|-
 +
|1
 +
|Sand
 +
|-
 +
|2
 +
|Sand sound, with dirt effect
 +
|-
 +
|3
 +
|Glass road
 +
|-
 +
|4
 +
|Sand
 +
|-
 +
|5
 +
|Glass road with sound-effect
 +
|-
 +
|6
 +
|Sand
 +
|-
 +
|7
 +
|Dirt effect with no sound
 +
|}
 +
 
 +
==== Does nothing (0x19) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Does nothing (0x1A) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Does nothing (0x1B) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Does nothing (0x1C) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|unknown
 +
|-
 +
|1
 +
|unknown
 +
|-
 +
|2
 +
|unknown
 +
|-
 +
|3
 +
|unknown
 +
|-
 +
|4
 +
|unknown
 +
|-
 +
|5
 +
|unknown
 +
|-
 +
|6
 +
|unknown
 +
|-
 +
|7
 +
|unknown
 +
|}
 +
 
 +
==== Road (0x1D) ====
 +
{| class="wikitable"
 +
|-
 +
! Basic effect (Z, octal)
 +
! What is it?
 +
|-
 +
|0
 +
|Gravel
 +
|-
 +
|1
 +
|Dirt effect with no sound
 +
|-
 +
|2
 +
|Normal road (like 0x00)
 +
|-
 +
|3
 +
|Glass road with echo
 +
|-
 +
|4
 +
|Gravel, different sound
 +
|-
 +
|5
 +
|No sound effect
 +
|-
 +
|6
 +
|No sound effect
 +
|-
 +
|7
 +
|Normal Gravel
 +
|}
  
 +
==== Wall 5 (0x1F) ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! ID
+
! Basic effect (Z, octal)
 
! What is it?
 
! What is it?
 
|-
 
|-
|000
+
|0
|Spin Out when touched
+
|unknown
 
|-
 
|-
|001
+
|1
|Unknown
+
|unknown
 
|-
 
|-
|002
+
|2
|Unknown
+
|unknown
 
|-
 
|-
|003
+
|3
|Unknown
+
|unknown
 
|-
 
|-
|004
+
|4
|Rainbow Road Sound effect Wall (slot based)
+
|unknown
 
|-
 
|-
|005
+
|5
|Wall from Mushrooms
+
|unknown
 
|-
 
|-
|006
+
|6
|Unknown
+
|unknown
 
|-
 
|-
|007
+
|7
|Unknown
+
|unknown
 
|}
 
|}
  
==== Sound Trigger (0x18) Bowser Castle Wii====
+
----
 +
 
 +
 
 +
== Sound Trigger (0x18) ==
 +
 
 +
 
 +
==== Bowser Castle Wii ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 530: Line 1,147:
 
Little Info in order to have Twromp effect just disable every sound trigger (put 003 then 007).
 
Little Info in order to have Twromp effect just disable every sound trigger (put 003 then 007).
  
==== Sound Trigger (0x18) Koopa Cape====
+
==== Koopa Cape ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 585: Line 1,202:
 
|}
 
|}
  
==== Sound Trigger (0x18) Rainbow Road====
+
==== Rainbow Road ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-

Revision as of 14:04, 29 February 2012

This page describes the flags of KCL files.



Mario Kart Wii Collision Flags

In Mario Kart Wii the collision flag values are normally split. The 5 least significant bits determine the basic type of the flag. The next 11 bits determine the variation upon the type. The list below describes these types and their variants.

Collision Types (basic type)

Type Variant type What is it?
0x00 A Road
0x01 A Weak offroad
0x02 A Very weak offroad
0x03 A Offroad
0x04 A Heavy offroad
0x05 A Offroad
0x06 unknown Boost
0x07 unknown Fast trick
0x08 unknown Trick ramp
0x09 unknown Out of bounds
0x0A unknown Solid fall
0x0B B Moving Water
0x0C A-like Wall
0x0D unknown Wall
0x0E unknown Does nothing
0x0F unknown Wall
0x10 A-like Fall boundary
0x11 B Cannon Activator
0x12 unknown Does nothing
0x13 unknown Blue ramp
0x14 unknown Wall
0x15 B Moving terrain
0x16 A Sticky road
0x17 A Road
0x18 unknown Sound Trigger
0x19 unknown Does nothing
0x1A unknown Does nothing
0x1B unknown Does nothing
0x1C unknown Does nothing
0x1D A Road
0x1E unknown Special Walls
0x1F unknown Wall

Variant types

Type A

Variant type A is split in 4 bit-groups. The first and last 2 groups are 3 bits each, and the second group is 2 bits.

Group W Group X Group Y Group Z
Amount of bits 3 2 3 3
Function Collision effect Intensity Shadow effect Basic effect

To write this structure down, you can write each group as an octal number, but be aware of the 2-bits group, calculating hex to octal will not work right. A good way to get the right variant in hex is this:

  • write down each group in octal (X can be max. 3)
  • convert each group to binary (X is 2 bits, others 3 bits)
  • write them in the order: wxyz, you'll get www|xx|yyy|zzz in binary, you can convert that number to hex.

Note: hex shows only W right, octal only Y and Z.

So, www in binary controls the collision effect, xx controls intensity, yyy controls shadow effect, and zzz controls the basic effect (such as grass vs. dirt). For example, www represents a binary number of three digits. This 3-digit number controls which effect is used. The same applies to yyy and zzz, except xx can only go up to 3 as there are only 2 binary digits. A complete string of binary numbers (wwwxxyyyzzz in that order) is converted as a whole to hex to get the variant that is entered into the SZS Modifier or CTools.

Another way is using the following formula: Variant (in hexadecimals) = 0x100W+0x40X+0x8Y+Z Of course is this formula basic on the theory stated above.

Functions:

Collision effect:

Bit Effect
0 0 = Not trickable
1 = Trickable
1 0 = Drivable
1 = Not drivable. Forces a player to change direction which makes the player unable to drive on that surface.
2 Value 1 is used for walls that don't make you bounce when colliding on them

Intensity:
Exact values unknown

Shadow effect:
All light effects pertain to the light IDs in posteffect.blight. These colors can be modified by hex editing it in the SZS file (./posteffect/posteffect.blight).

Basic effect:
Different for each basic flag

Type B

Variant type B refers to an ID in the kmp file, which section is different for each flag: "Triggers" means that it's variant refers to a group or point of the specified section.

Type (value) Triggers
Moving road (0x0B) AREA entry If the area has a route it makes the water follow the route, else it moves towards the area point.
Cannon activator (0x11) Cannon (CNPT entry)
Moving road (0x15) Object

Basic Effects (for type A, and type A-like variants)

Road (0x00)

Basic effect (Z, octal) What is it?
0 Normal Road
1 Dirt Road
2 Sand/Carpet
3 Slippery Road
4 Wood Road
5 Snow Road
6 Metal Grid/Chain Link Road
7 Another Normal Road

Weak offroad (0x01)

Basic effect (Z, octal) What is it?
0 Sand with spike sounds
1 Sand
2 unknown
3 unknown
4 unknown
5 Sand
6 unknown
7 unknown

Very weak offroad (0x02)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 Sherbet Land ice
6 unknown
7 unknown

Offroad (0x03)

Basic effect (Z, octal) What is it?
0 Dirt
1 Acts like Dirt Road
2 Mud
3 Water, a little offroad effect.
4 Grass
5 Sand
6 Sand Water
7 Gravel

Heavy offroad (0x04)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Offroad (0x05)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Boost (0x06)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Fast Trick (0x07)

Basic effect (Z, octal) What is it?
0 normal
1 unknown (it's in Mdush.kcl)
2 unknown
3 unknown
4 unknown
5 a little bit lower (with other jump effects)
6 unknown
7 unknown

Trick ramp (0x08)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Out of bounds (0x09)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Solid fall (0x0A)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Shallow water (0x0B)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Wall (0x0C)

Similar to A as the last 3 bits are the basic effect and the first 3 bits are the collision effect. Shadow effect and intensity is ignored or unused.

ID What is it?
000 Normal Wall
001 Rock Wall
002 Metal Wall
003 Guard Rail
004 Short tree wall sound effect
005 Tree Wall
006 Tree Wall without leaf effect
007 Rubber Wall
008 Hollow Wall
009 Wall without being bumped
40x The "bump" depends on the angle you hit the wall.

Wall 2 (0x0D)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Does nothing (0x0E)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Wall 3 (0x0F)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Fall boundary (0x10)

Note: this is an A-like variant type kcl. Probably it's divided in 2 sections of 8 and 3 bits. The 3 bits one is the basic type (column Z) The 8 bits section defines the index, KMP can also refer to this index. (only for the pocha's)

Formula: 0x8Y + Z
Y = index
Z = basic type

Basic effect (Z, octal) What is it?
0 Air fall
1 Water (pocha.brres), Setting 1 refers to the index in KMP.
2 Lava (pochaYogan.brres), Setting 1 refers to the index in KMP.
3 Water (used in MT).
4 Ice Water (pocha.brres, ice.brres on respawn), Setting 1 refers to the index in KMP.
5 Air Fall but with entry a burning air fall.
6 Quicksand
7

Cannon Activator (0x11)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Does nothing (0x12)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Half-Pipe (0x13)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Wall 4 (0x14)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Moving terrain (0x15)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Sticky road (0x16)

Basic effect (Z, octal) What is it?
0 Wood Road
1 Sand Road
2 Gravel
3 Dirt Road
4 Sand/Gravel
5 Slot-bound drift sound effect, normal road.
6 "Normal Road" Road
7 _

Road (0x17)

Basic effect (Z, octal) What is it?
0 Normal road, little bit different than 0x00
1 Sand
2 Sand sound, with dirt effect
3 Glass road
4 Sand
5 Glass road with sound-effect
6 Sand
7 Dirt effect with no sound

Does nothing (0x19)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Does nothing (0x1A)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Does nothing (0x1B)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Does nothing (0x1C)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown

Road (0x1D)

Basic effect (Z, octal) What is it?
0 Gravel
1 Dirt effect with no sound
2 Normal road (like 0x00)
3 Glass road with echo
4 Gravel, different sound
5 No sound effect
6 No sound effect
7 Normal Gravel

Wall 5 (0x1F)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unknown
6 unknown
7 unknown


Sound Trigger (0x18)

Bowser Castle Wii

ID What is it?
000 Disable one time use Sound Trigger (like Bowser Howl).
001 Bowser's Howl + Echo (put 007 at the end of a turn to be able to reuse Bowser Howl!)
002 Sound Distortion + Echo.
003 Deactivate above.
004 Add Drums + Echo on music + Koopa ball / koopa figure sound
005 Unknown or nothing (but tested.)
006 Add Drums without Echo
007 Back to normal - Allow reuse for one time use Sound Trigger.

Little Info in order to have Twromp effect just disable every sound trigger (put 003 then 007).

Koopa Cape

ID What is it?
000 Unknown or nothing (but tested.)
001 Unknown or nothing (but tested.)
002 Unknown or nothing (but tested.)
003 Music change (water tunnel music)
004 Music Change + Echo + Water Background sound.
005 Deactivate all only keep Echo.
006 Music Change 2
007 Add Echo on every trigger.
008 Back To normal.
009 Unknown or nothing (but tested.)
00A Unknown or nothing (but tested.)
00B Unknown or nothing (but tested.)
00C Music Change (Water Tunnel)
00D Music change + echo + water sound.
00E music normal + echo + water sound
00F Back to normal + echo

Rainbow Road

ID What is it?
000 Turn Off button.
001 Gate Sound 1 (Add a turn off button before and after if you use only one gate.
002 Gate Sound 2
003 Gate Sound 3
004 Gate Sound 4
005 Gate Sound 5
006 Tunnel Sound (Add a turn off button to stop it)
007 Nothing or unknown.


Little info about that gate it seem easy but it need little Logic.
Here a good example : 000 -> 001 -> 002 -> 003 -> 004 -> 005 -> 000
That how original Rainbow Road do , That play all get when you pass them and don't play back until you don't have reach the End point "000"
here an idea to make gate every time you pass it : 000 -> 001 -> 000 -> 001 -> ect...
Note: 000 -> 002 and 001 -> 001 doesn't play or play it only once. That will play each gate every time you pass it.
You will see that really easy , same goes with the tunnel one variant to activate it one to stop it.
Good luck :3