Difference between revisions of "KCL flag"

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(→‎Fall Boundary (0x10): some findings)
m
Line 224: Line 224:
  
 
==Basic Effects (for type A, and type A-like variants)==
 
==Basic Effects (for type A, and type A-like variants)==
====Road (0x00)====
+
===Road (0x00)===
 
A type of road that's solid for both players and items.
 
A type of road that's solid for both players and items.
 
{| class="wikitable"
 
{| class="wikitable"
Line 256: Line 256:
 
|}
 
|}
  
====Slippery Road 1 (0x01)====
+
===Slippery Road 1 (0x01)===
A type of road that is slippery, but does not slow you down. Only variants 0, 1, and 5 are used in [[Mario Kart Wii]]. The other values are most likely filler.
+
A type of road that is slippery, but does not slow you down.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 270: Line 270:
 
|-
 
|-
 
|2
 
|2
|Water
+
|Water (unused)
 
|-
 
|-
 
|3
 
|3
|Snow
+
|Snow (unused)
 
|-
 
|-
 
|4
 
|4
|Grass
+
|Grass (unused)
 
|-
 
|-
 
|5
 
|5
Line 282: Line 282:
 
|-
 
|-
 
|6
 
|6
|Sand, no GFX
+
|Sand, no GFX (unused)
 
|-
 
|-
 
|7
 
|7
|Dirt, no GFX
+
|Dirt, no GFX (unused)
 
|}
 
|}
 
<references>
 
<references>
Line 291: Line 291:
 
</references>
 
</references>
  
====Weak Off-road (0x02)====
+
===Weak Off-road (0x02)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 322: Line 322:
 
|}
 
|}
  
====Off-road (0x03)====
+
===Off-road (0x03)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 356: Line 356:
 
</references>
 
</references>
  
====Heavy Off-road (0x04)====
+
===Heavy Off-road (0x04)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 387: Line 387:
 
|}
 
|}
  
====Slippery Road 2 (0x05)====
+
===Slippery Road 2 (0x05)===
A type of road that is slippery and slightly slows you down. Only variant 0 is used in [[Mario Kart Wii]]. The other values are most likely filler.
+
A type of road that is slippery and slightly slows you down.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 398: Line 398:
 
|-
 
|-
 
|1
 
|1
|Mud
+
|Mud (unused)
 
|-
 
|-
|2
+
|2-5
|Water
+
|Water (unused)
 
|-
 
|-
|3
+
|6-7
|Water
+
|Normal road, different sound (unused)
|-
 
|4
 
|Water
 
|-
 
|5
 
|Water
 
|-
 
|6
 
|Normal road, different sound
 
|-
 
|7
 
|Normal road, different sound
 
 
|}
 
|}
  
====Boost Pad (0x06)====
+
===Boost Pad (0x06)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 429: Line 417:
 
|-
 
|-
 
|1
 
|1
|unknown
+
|used in Chain Chomp Wheel
 
|-
 
|-
|2
+
|2-7
|unknown
+
|unused
|-
 
|3
 
|unknown
 
|-
 
|4
 
|unknown
 
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Boost Ramp (0x07)====
+
===Boost Ramp (0x07)===
 
Higher stages mean longer air time and more landing boost time.
 
Higher stages mean longer air time and more landing boost time.
 
{| class="wikitable"
 
{| class="wikitable"
Line 463: Line 436:
 
|Stage 2 (1 flip)
 
|Stage 2 (1 flip)
 
|-
 
|-
|2
+
|2-7
|Stage 1 (no flips)
+
|Stage 1 (no flips, unused)
|-
 
|3
 
|Stage 1 (no flips)
 
|-
 
|4
 
|Stage 1 (no flips)
 
|-
 
|5
 
|Stage 1 (no flips)
 
|-
 
|6
 
|Stage 1 (no flips)
 
|-
 
|7
 
|Stage 1 (no flips)
 
 
|}
 
|}
  
====Jump Pad (0x08)====
+
===Jump Pad (0x08)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 504: Line 462:
 
|-
 
|-
 
|5
 
|5
|unused
+
|used in Chain Chomp Wheel
 
|-
 
|-
 
|6
 
|6
|used in DS Yoshi Falls
+
|used in DS Yoshi Falls and Funky Stadium
 
|-
 
|-
 
|7
 
|7
Line 517: Line 475:
 
</references>
 
</references>
  
====Item Road (0x09)====
+
===Item Road (0x09)===
 
A type of road that's solid for items only.
 
A type of road that's solid for items only.
 
{| class="wikitable"
 
{| class="wikitable"
Line 537: Line 495:
 
|-
 
|-
 
|4
 
|4
|unknown
+
|unused
 
|-
 
|-
 
|5
 
|5
 
|unknown
 
|unknown
 
|-
 
|-
|6
+
|6-7
|unknown
+
|unused
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Solid Fall (0x0A)====
+
===Solid Fall (0x0A)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 580: Line 535:
 
|}
 
|}
  
====Moving Water (0x0B)====
+
===Moving Water (0x0B)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 598: Line 553:
 
|unknown
 
|unknown
 
|-
 
|-
|4
+
|4-7
|unknown
+
|unused
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Wall (0x0C)====
+
===Wall (0x0C)===
 
A type of wall that's solid for both players and items.
 
A type of wall that's solid for both players and items.
 
Similar to A as the last 3 bits are the basic effect and the first 3 bits are the collision effect.
 
Similar to A as the last 3 bits are the basic effect and the first 3 bits are the collision effect.
Line 646: Line 592:
 
|40x
 
|40x
 
|The "bump" depends on the angle you hit the wall.
 
|The "bump" depends on the angle you hit the wall.
|-
 
 
|}
 
|}
  
====Invisible Wall (0x0D)====
+
===Invisible Wall (0x0D)===
 
A type of wall that's solid for players only.
 
A type of wall that's solid for players only.
 
{| class="wikitable"
 
{| class="wikitable"
Line 659: Line 604:
 
|unknown
 
|unknown
 
|-
 
|-
|1
+
|1-7
|unknown
+
|unused
|-
 
|2
 
|unknown
 
|-
 
|3
 
|unknown
 
|-
 
|4
 
|unknown
 
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Item Wall (0x0E)====
+
===Item Wall (0x0E)===
 
A type of wall that's solid for items only.
 
A type of wall that's solid for items only.
 
{| class="wikitable"
 
{| class="wikitable"
Line 701: Line 628:
 
|-
 
|-
 
|4
 
|4
|unknown
+
|unused
 
|-
 
|-
 
|5
 
|5
 
|unknown
 
|unknown
 
|-
 
|-
|6
+
|6-7
|unknown
+
|unused
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Wall 3 (0x0F)====
+
===Wall 3 (0x0F)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 735: Line 659:
 
|-
 
|-
 
|5
 
|5
|unknown
+
|unused
 
|-
 
|-
 
|6
 
|6
Line 744: Line 668:
 
|}
 
|}
  
====Fall Boundary (0x10)====
+
===Fall Boundary (0x10)===
 
Note: this is an A-like variant type kcl.  
 
Note: this is an A-like variant type kcl.  
 
Probably it's divided in 2 sections of 8 and 3 bits.
 
Probably it's divided in 2 sections of 8 and 3 bits.
Line 778: Line 702:
 
|-
 
|-
 
|6
 
|6
|Quicksand
+
|Quicksand (used in object {{obj-ref|quicksand}})
 
|-
 
|-
 
|7
 
|7
Line 787: Line 711:
 
</references>
 
</references>
  
====Cannon Activator (0x11)====
+
===Cannon Activator (0x11)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 803: Line 727:
 
|-
 
|-
 
|3
 
|3
|To Point 3
+
|To Point 3 (unused)
 
|-
 
|-
 
|4
 
|4
|To Point 4
+
|To Point 4 (unused)
 
|-
 
|-
 
|5
 
|5
|To Point 5
+
|To Point 5 (unused)
 
|-
 
|-
 
|6
 
|6
|To Point 6
+
|To Point 6 (unused)
 
|-
 
|-
 
|7
 
|7
|To Point 7
+
|To Point 7 (unused)
 
|}
 
|}
  
====Force Recalculation (0x12)====
+
===Force Recalculation (0x12)===
 
Forces an enemy/item route recalculation when triggered.
 
Forces an enemy/item route recalculation when triggered.
 
{| class="wikitable"
 
{| class="wikitable"
Line 828: Line 752:
 
|unknown
 
|unknown
 
|-
 
|-
|1
+
|1-7
|unknown
+
|unused
|-
 
|2
 
|unknown
 
|-
 
|3
 
|unknown
 
|-
 
|4
 
|unknown
 
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Half-pipe Ramp (0x13)====
+
===Half-pipe Ramp (0x13)===
 
Best used with Invisible Wall (0x0D) KCL, although that is not needed for this flag to function.
 
Best used with Invisible Wall (0x0D) KCL, although that is not needed for this flag to function.
 
{| class="wikitable"
 
{| class="wikitable"
Line 861: Line 767:
 
|-
 
|-
 
|1
 
|1
|unknown
+
|used in Bowser's Castle
 
|-
 
|-
|2
+
|2-7
|unknown
+
|unused
|-
 
|3
 
|unknown
 
|-
 
|4
 
|unknown
 
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Wall (0x14)====
+
===Wall (0x14)===
 
Allows objects to pass through it like 0x0D, with the same properties as 0x0C.
 
Allows objects to pass through it like 0x0D, with the same properties as 0x0C.
 
{| class="wikitable"
 
{| class="wikitable"
Line 890: Line 781:
 
|-
 
|-
 
|000
 
|000
|Normal Wall
+
|Normal Wall (unused)
 
|-
 
|-
 
|001
 
|001
|Rock Wall
+
|Rock Wall (unused)
 
|-
 
|-
 
|002
 
|002
|Metal Wall
+
|Metal Wall (unused)
 
|-
 
|-
 
|003
 
|003
Line 902: Line 793:
 
|-
 
|-
 
|004
 
|004
|Short tree wall sound effect
+
|Short tree wall sound effect (unused)
 
|-
 
|-
 
|005
 
|005
|Tree Wall
+
|Tree Wall (unused)
 
|-
 
|-
 
|006
 
|006
|Tree Wall without leaf effect
+
|Tree Wall without leaf effect (unused)
 
|-
 
|-
 
|007
 
|007
Line 917: Line 808:
 
|}
 
|}
  
====Moving Road (0x15)====
+
===Moving Road (0x15)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 941: Line 832:
 
|unknown
 
|unknown
 
|-
 
|-
|6
+
|6-7
|unknown
+
|unused
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
 
Unlike moving water, moving road is NOT controlled by routes in the KMP, but rather by specific objects. Variant 000 is controlled by the object BeltCrossing from Toad's Factory, and the escalator objects at Coconut Mall. If the BeltCrossing object is positioned in the KMP to be nearby Moving Road (variant 000) in course.kcl, the moving road will pull all objects directly west. As such the positioning of the object works similar to an AREA point, however it is unknown exactly how large this area is. It is large enough to cause objects outside of the first tunnel in Toad's Factory to be affected when BeltCrossing is at its normal position inside the tunnel.
 
Unlike moving water, moving road is NOT controlled by routes in the KMP, but rather by specific objects. Variant 000 is controlled by the object BeltCrossing from Toad's Factory, and the escalator objects at Coconut Mall. If the BeltCrossing object is positioned in the KMP to be nearby Moving Road (variant 000) in course.kcl, the moving road will pull all objects directly west. As such the positioning of the object works similar to an AREA point, however it is unknown exactly how large this area is. It is large enough to cause objects outside of the first tunnel in Toad's Factory to be affected when BeltCrossing is at its normal position inside the tunnel.
  
====Sticky Road (0x16)====
+
===Sticky Road (0x16)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 981: Line 869:
 
|}
 
|}
  
====Road (0x17)====
+
===Road (0x17)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,012: Line 900:
 
|}
 
|}
  
====Does nothing (0x19)====
+
===Sound Trigger (0x18)===
Nintendo use this type in tracks 2.4 and 4.4 with variant values 0x400, 0x410.
+
====[[Slot#Slot 1.4 (Toad's Factory)|Slot 1.4 (Toad's Factory)]]====
 +
{| class="wikitable"
 +
|-
 +
! ID
 +
! What is it?
 +
|-
 +
| 000
 +
| Sounds off
 +
|-
 +
| 001
 +
| Hydraulic press area
 +
|-
 +
| 002
 +
| Shipping dock area
 +
|-
 +
| 003
 +
| Moving belt area
 +
|-
 +
| 004
 +
| Steam room
 +
|-
 +
| 005
 +
| Restart music at beginning
 +
|-
 +
| 006
 +
| Bulldozer area
 +
|-
 +
| 007
 +
| Audience area
 +
|}
 +
 
 +
====[[Slot#Slot 3.2 (Koopa Cape)|Slot 3.2 (Koopa Cape)]]====
 +
{| class="wikitable"
 +
|-
 +
! ID
 +
! What is it?
 +
|-
 +
| 000
 +
| Music change (Normal)
 +
|-
 +
| 001
 +
| Unknown or nothing (but tested)
 +
|-
 +
| 002
 +
| Unknown or nothing (but tested)
 +
|-
 +
| 003
 +
| Music change (Underwater)
 +
|-
 +
| 004
 +
| Water tunnel echo
 +
|-
 +
| 005
 +
| Deactivate all + echo
 +
|-
 +
| 006
 +
| Music change (Riverside)
 +
|-
 +
| 007
 +
| Back to normal + echo (unused)
 +
|}
 +
 
 +
====[[Slot#Slot 4.3 (Bowser's Castle)|Slot 4.3 (Bowser's Castle)]]====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Basic effect (Z, octal)
+
! ID
 
! What is it?
 
! What is it?
 
|-
 
|-
|0
+
| 000
|unknown
+
| 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.
 +
|}
 +
In order to have Thwomp effect, just disable every sound trigger (put 003 then 007).
 +
 
 +
====[[Slot#Slot 4.4 (Rainbow Road)|Slot 4.4 (Rainbow Road)]]====
 +
{| class="wikitable"
 +
|-
 +
! ID
 +
! What is it?
 
|-
 
|-
|1
+
| 000
|unknown
+
| Turn Off button.
 
|-
 
|-
|2
+
| 001
|unknown
+
| Gate Sound 1 (Add a turn off button before and after if you use only one gate.
 
|-
 
|-
|3
+
| 002
|unknown
+
| Gate Sound 2
 
|-
 
|-
|4
+
| 003
|unknown
+
| Gate Sound 3
 
|-
 
|-
|5
+
| 004
|unknown
+
| Gate Sound 4
 
|-
 
|-
|6
+
| 005
|unknown
+
| Gate Sound 5
 
|-
 
|-
|7
+
| 006
|unknown
+
| Tunnel Sound (Add a turn off button to stop it)
 
|}
 
|}
  
====Does nothing (0x1A)====
+
Sound triggers are easy to use if you know how to use them.
Nintendo use this type in 17 different tracks with variant values 0x000, 0x001, 0x002, 0x004, 0x009, 0x00a, 0x011, 0x012, 0x019, 0x01c, 0x022 and 0x02a.
+
 
 +
Here's a good example:
 +
 
 +
*000 → 001 → 002 → 003 → 004 → 005 → 000
 +
**That's how the original Rainbow Road uses the triggers. All the triggers will play once and won't replay until you reach a "000" turn-off button.
  
 +
Here's a way to play the first gate more than once:
 +
*000 → 001 → 000 → 001 → etc.
 +
*Note that 000 → 002 won't play, and 001 → 001 will only play once. Every sound trigger must be one more than the one before it, in order for it to work.
 +
 +
The tunnel trigger works similarly. Use "000" to stop it.
 +
 +
====[[Slot#Slot 8.4 (N64 Bowser's Castle)|Slot 8.4 (N64 Bowser's Castle)]]====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Basic effect (Z, octal)
+
! ID
 
! What is it?
 
! What is it?
 
|-
 
|-
|0
+
| 000
|unknown
+
| Disable one time use Sound Trigger (like Bowser Howl)
 +
|-
 +
| 001
 +
| ?
 +
|-
 +
| 002
 +
| Bowser's Howl (put 000 at the end of a turn to be able to reuse this)
 
|-
 
|-
|1
+
| 003
|unknown
+
| ?
 
|-
 
|-
|2
+
| 004
|water splash (pocha.brres)<ref name="harmlesssplash" />
+
| ?
 
|-
 
|-
|3
+
| 005
|unknown
+
| ?
 
|-
 
|-
|4
+
| 006
|unknown
+
| ?
 +
|}
 +
 
 +
===Does nothing (0x19)===
 +
Nintendo use this type in Wario's Gold Mine and Rainbow Road with variant values 0x400 and 0x410.
 +
{| class="wikitable"
 
|-
 
|-
|5
+
! Basic effect (Z, octal)
|unknown
+
! What is it?
 
|-
 
|-
|6
+
|0
 
|unknown
 
|unknown
 
|-
 
|-
|7
+
|1-7
|unknown
+
|unused
 
|}
 
|}
<references>
 
<ref name="harmlesssplash">Reusable only if a fall boundary is triggered.</ref>
 
</references>
 
  
====Does nothing (0x1B)====
+
===Does nothing (0x1A)===
Nintendo use this type only in track 1.4 (''Toad's Factory'') with variant value 0x008.
+
Nintendo use this type in 21 different tracks with variant values 0x000, 0x001, 0x002, 0x004, 0x005, 0x006, 0x009, 0x00a, 0x011, 0x012, 0x019, 0x01c, 0x022 and 0x02a.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,095: Line 1,093:
 
|-
 
|-
 
|2
 
|2
|unknown
+
|water splash (pocha.brres)<ref name="harmlesssplash" />
 
|-
 
|-
 
|3
 
|3
Line 1,101: Line 1,099:
 
|-
 
|-
 
|4
 
|4
|unknown
+
|unused
 
|-
 
|-
 
|5
 
|5
Line 1,110: Line 1,108:
 
|-
 
|-
 
|7
 
|7
|unknown
+
|unused
 
|}
 
|}
 +
<references>
 +
<ref name="harmlesssplash">Reusable only if a fall boundary is triggered.</ref>
 +
</references>
  
====Does nothing (0x1C)====
+
===Does nothing (0x1B)===
Nintendo use this type only in track 4.3 (''Bowser's Castle'') with variant value 0x020.
+
Nintendo use this type only in Toad's Factory with variant value 0x008.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,124: Line 1,125:
 
|unknown
 
|unknown
 
|-
 
|-
|1
+
|1-7
|unknown
+
|unused
 +
|}
 +
 
 +
===Does nothing (0x1C)===
 +
Nintendo use this type only in Bowser's Castle with variant value 0x020 and Funky Stadium with variant value 0x000.
 +
 
 +
{| class="wikitable"
 
|-
 
|-
|2
+
! Basic effect (Z, octal)
|unknown
+
! What is it?
 
|-
 
|-
|3
+
|0
 
|unknown
 
|unknown
 
|-
 
|-
|4
+
|1-7
|unknown
+
|unused
|-
 
|5
 
|unknown
 
|-
 
|6
 
|unknown
 
|-
 
|7
 
|unknown
 
 
|}
 
|}
  
====Road (0x1D)====
+
===Road (0x1D)===
Only variant 0 is used in [[Mario Kart Wii]]. The other values are most likely filler.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,169: Line 1,166:
 
|-
 
|-
 
|5
 
|5
|No sound effect  
+
|No sound effect (unused)
 
|-
 
|-
 
|6
 
|6
|Sand
+
|Sand (unused)
 
|-
 
|-
 
|7
 
|7
|Dirt
+
|Dirt (unused)
 
|}
 
|}
  
====Special Walls (0x1E)====
+
===Special Walls (0x1E)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|- <!-------------------------------------------------->
 
|- <!-------------------------------------------------->
Line 1,201: Line 1,198:
 
| Slow: nothing
 
| Slow: nothing
 
|-
 
|-
| rowspan=2 | 2  
+
| rowspan=2 | 2 (unused)
 
| Fast: spark
 
| Fast: spark
 
| Fast: hollow
 
| Fast: hollow
Line 1,246: Line 1,243:
 
| Slow: nothing
 
| Slow: nothing
 
|-
 
|-
| rowspan=2 | 7  
+
| rowspan=2 | 7 (unused)
 
| Fast: spark
 
| Fast: spark
 
| Fast: nothing
 
| Fast: nothing
Line 1,256: Line 1,253:
 
|}
 
|}
  
====Wall 5 (0x1F)====
+
===Wall 5 (0x1F)===
 
{| class="wikitable"
 
{| class="wikitable"
 
|- <!-------------------------------------------------->
 
|- <!-------------------------------------------------->
 
! Basic effect (Z, octal)!! Speed !! Visual !! Sound !! Effect
 
! Basic effect (Z, octal)!! Speed !! Visual !! Sound !! Effect
 
|-
 
|-
| rowspan=2 | 0-7
+
| rowspan=2 | 0<br>1-7 (unused)
 
| Fast:  
 
| Fast:  
 
| nothing
 
| nothing
Line 1,271: Line 1,268:
 
| nothing  
 
| nothing  
 
| nothing (Players can't go through it, items can)
 
| nothing (Players can't go through it, items can)
|}
 
 
==Sound Trigger (0x18)==
 
====[[Slot#Slot 1.4 (Toad's Factory)|Slot 1.4 (Toad's Factory)]]====
 
{| class="wikitable"
 
|-
 
! ID
 
! What is it?
 
|-
 
| 000
 
| Sounds off
 
|-
 
| 001
 
| Hydraulic press area
 
|-
 
| 002
 
| Shipping dock area
 
|-
 
| 003
 
| Moving belt area
 
|-
 
| 004
 
| Steam room
 
|-
 
| 005
 
| Restart music at beginning
 
|-
 
| 006
 
| Bulldozer area
 
|-
 
| 007
 
| Audience area
 
|}
 
 
====[[Slot#Slot 3.2 (Koopa Cape)|Slot 3.2 (Koopa Cape)]]====
 
{| class="wikitable"
 
|-
 
! ID
 
! What is it?
 
|-
 
| 000
 
| Music change (Normal)
 
|-
 
| 001
 
| Unknown or nothing (but tested)
 
|-
 
| 002
 
| Unknown or nothing (but tested)
 
|-
 
| 003
 
| Music change (Underwater)
 
|-
 
| 004
 
| Water tunnel echo
 
|-
 
| 005
 
| Deactivate all + echo
 
|-
 
| 006
 
| Music change (Riverside)
 
|-
 
| 007
 
| Back to normal + echo
 
|}
 
 
====[[Slot#Slot 4.3 (Bowser's Castle)|Slot 4.3 (Bowser's Castle)]]====
 
{| class="wikitable"
 
|-
 
! 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.
 
|}
 
In order to have Thwomp effect, just disable every sound trigger (put 003 then 007).
 
 
====[[Slot#Slot 4.4 (Rainbow Road)|Slot 4.4 (Rainbow Road)]]====
 
{| class="wikitable"
 
|-
 
! 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.
 
|}
 
 
Sound triggers are easy to use if you know how to use them.
 
 
Here's a good example:
 
 
*000 -> 001 -> 002 -> 003 -> 004 -> 005 -> 000
 
**That's how the original Rainbow Road uses the triggers. All the triggers will play once and won't replay until you reach a "000" turn-off button.
 
 
Here's a way to play the first gate more than once:
 
*000 -> 001 -> 000 -> 001 -> etc.
 
*Note that 000 -> 002 won't play, and 001 -> 001 will only play once. Every sound trigger must be one more than the one before it, in order for it to work.
 
 
The tunnel trigger works similarly. Use "000" to stop it.
 
 
====[[Slot#Slot 8.4 (N64 Bowser's Castle)|Slot 8.4 (N64 Bowser's Castle)]]====
 
{| class="wikitable"
 
|-
 
! ID
 
! What is it?
 
|-
 
| 000
 
| Disable one time use Sound Trigger (like Bowser Howl)
 
|-
 
| 001
 
| ?
 
|-
 
| 002
 
| Bowser's Howl (put 000 at the end of a turn to be able to reuse this)
 
|-
 
| 003
 
| ?
 
|-
 
| 004
 
| ?
 
|-
 
| 005
 
| ?
 
|-
 
| 006
 
| ?
 
|-
 
| 007
 
| ?
 
 
|}
 
|}
  
 
[[Category:File Format]]
 
[[Category:File Format]]

Revision as of 14:03, 12 July 2015

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. The numerical relation is:

FLAG = TYPE | VARIANT << 5

Wiimm has made a statistical analysis about the usage of flags in all 32 tracks: kcl-types.txt

Collision Types (basic type)

Type Variant type What is it? Speed factor[1] Second factor[1]
with unknown impact
0x00 A Road 1.0 0.7
0x01 A Slippery Road 1 1.0 0.050 – 0.105
0x02 A Weak Off-road 0.550 – 0.909 0.080 – 0.157
0x03 A Off-road 0.325 – 0.712 0.050 – 0.105
0x04 A Heavy Off-road 0.185 – 0.422 0.050 – 0.105
0x05 A Slippery Road 2 0.881 – 0.999 0.030 – 0.074
0x06 A Boost Pad 1.0 0.7
0x07 A Boost Ramp 1.0 0.7
0x08 A Jump Pad 1.0 0.7
0x09 A Item Road 1.0 0.7
0x0A A Solid Fall 1.0 0.7
0x0B B Moving Water 1.0 0.7
0x0C unknown Wall 1.0 0.7
0x0D unknown Invisible Wall 1.0 0.7
0x0E unknown Item Wall 1.0 0.7
0x0F unknown Wall 3 1.0 0.7
0x10 unknown Fall Boundary 1.0 0.7
0x11 B Cannon Activator 1.0 0.7
0x12 unknown Force Recalculation 1.0 0.7
0x13 unknown Half-pipe Ramp 1.0 0.7
0x14 unknown Wall 1.0 0.7
0x15 B Moving Road 1.0 0.7
0x16 A Sticky Road 1.0 0.7
0x17 A Road 1.0 0.7
0x18 unknown Sound Trigger 1.0 0.7
0x19 unknown Does nothing 1.0 0.7
0x1A unknown Does nothing 1.0 0.7
0x1B unknown Does nothing 1.0 0.7
0x1C unknown Does nothing 1.0 0.7
0x1D A Road 1.0 0.7
0x1E unknown Special Walls 1.0 0.7
0x1F unknown Wall 5 1.0 0.7
[1] : Notes for Speed factor
  • Each vehicle and driver combinations has it's own basic speed. The Speed factor is always ≤1.0 and defines the relative KCL type dependent speed.
  • The impact of the second factors column is unknown. The first assumption small vehicles is wrong.
  • The values are calculated after analysing different Mario Kart Wii files. The ranges depends on the possible driver and vehicle combinations.
  • The different basic speed of the vehicles (75.00 – 85.07) and the driver modifications of the basic speed (add 0 – 0.53) are not part of this speed factor calculations.
  • Some values are senseless (e.g. walls, fall down, effects). But the values are available in the MKWii tables.

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)

A type of road that's solid for both players and items.

Basic effect (Z, octal) What is it?
0 Normal
1 Dirt, GFX on Slots 7.3 and 8.3
2 Dirt, no GFX
3 Smooth
4 Wood
5 Snow with GFX
6 Metal Grid
7 Normal

Slippery Road 1 (0x01)

A type of road that is slippery, but does not slow you down.

Basic effect (Z, octal) What is it?
0 Beach Sand
1 Dirt[1]
2 Water (unused)
3 Snow (unused)
4 Grass (unused)
5 Desert Sand
6 Sand, no GFX (unused)
7 Dirt, no GFX (unused)
  1. GFX is a lighter color on Slot 8.2.

Weak Off-road (0x02)

Basic effect (Z, octal) What is it?
0 Sand
1 Dirt
2 Water
3 Grass
4 White sand
5 Sand/Gravel
6 Gravel
7 Gravel, different sound

Off-road (0x03)

Basic effect (Z, octal) What is it?
0 Sand[1]
1 Dirt
2 Mud
3 Water
4 Grass[1]
5 Sand
6 Gravel
7 Sand/Gravel
  1. 1.0 1.1 GFX can be a different color on different Slots.

Heavy Off-road (0x04)

Basic effect (Z, octal) What is it?
0 Sand
1 Dirt
2 Mud
3 Flowers
4 Grass
5 Snow
6 Sand
7 Dirt, no effect

Slippery Road 2 (0x05)

A type of road that is slippery and slightly slows you down.

Basic effect (Z, octal) What is it?
0 Ice
1 Mud (unused)
2-5 Water (unused)
6-7 Normal road, different sound (unused)

Boost Pad (0x06)

Basic effect (Z, octal) What is it?
0 unknown
1 used in Chain Chomp Wheel
2-7 unused

Boost Ramp (0x07)

Higher stages mean longer air time and more landing boost time.

Basic effect (Z, octal) What is it?
0 Stage 3 (2 flips)
1 Stage 2 (1 flip)
2-7 Stage 1 (no flips, unused)

Jump Pad (0x08)

Basic effect (Z, octal) What is it?
0 used in GBA Bowser Castle 3
1 used in SNES Ghost Valley 2
2 used in GBA Shy Guy Beach
3 used in Mushroom Gorge[1]
4 Bouncy Mushroom[2]
5 used in Chain Chomp Wheel
6 used in DS Yoshi Falls and Funky Stadium
7 unused
  1. This flag causes the Off-Road Glitch.
  2. SFX always work in the kinoko_bend object KCL, but require Slot 1.3 for other KCL.

Item Road (0x09)

A type of road that's solid for items only.

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

Solid Fall (0x0A)

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

Moving Water (0x0B)

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

Wall (0x0C)

A type of wall that's solid for both players and items. 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
001 Rock
002 Metal
003 Wood
004 Ice
005 Bush
006 Bush without leaf effect
007 Mushroom
40x The "bump" depends on the angle you hit the wall.

Invisible Wall (0x0D)

A type of wall that's solid for players only.

Basic effect (Z, octal) What is it?
0 unknown
1-7 unused

Item Wall (0x0E)

A type of wall that's solid for items only.

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

Wall 3 (0x0F)

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 unknown
3 unknown
4 unknown
5 unused
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). Different variants can refer to the same index, but only one Y value will be selected.

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

Basic effect (Z, octal) What is it?
0 Air fall
1 Water (pocha), Setting 1 refers to the index in KMP
2 Lava (pochaYogan), Setting 1 refers to the index in KMP
3 Icy water (pocha, ice on respawn), Setting 1 refers to the index in KMP[1]
4 Lava, no GFX
5 Burning air fall (entry)
6 Quicksand (used in object quicksand)
7 Short fall
  1. Requires slot 6.1

Cannon Activator (0x11)

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

Force Recalculation (0x12)

Forces an enemy/item route recalculation when triggered.

Basic effect (Z, octal) What is it?
0 unknown
1-7 unused

Half-pipe Ramp (0x13)

Best used with Invisible Wall (0x0D) KCL, although that is not needed for this flag to function.

Basic effect (Z, octal) What is it?
0 unknown
1 used in Bowser's Castle
2-7 unused

Wall (0x14)

Allows objects to pass through it like 0x0D, with the same properties as 0x0C.

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

Moving Road (0x15)

Basic effect (Z, octal) What is it?
0 Activated by objects.
1 Activated by objects.
2 Activated by objects.
3 Activated by objects.
4 unknown
5 unknown
6-7 unused

Unlike moving water, moving road is NOT controlled by routes in the KMP, but rather by specific objects. Variant 000 is controlled by the object BeltCrossing from Toad's Factory, and the escalator objects at Coconut Mall. If the BeltCrossing object is positioned in the KMP to be nearby Moving Road (variant 000) in course.kcl, the moving road will pull all objects directly west. As such the positioning of the object works similar to an AREA point, however it is unknown exactly how large this area is. It is large enough to cause objects outside of the first tunnel in Toad's Factory to be affected when BeltCrossing is at its normal position inside the tunnel.

Sticky Road (0x16)

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

Road (0x17)

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

Sound Trigger (0x18)

Slot 1.4 (Toad's Factory)

ID What is it?
000 Sounds off
001 Hydraulic press area
002 Shipping dock area
003 Moving belt area
004 Steam room
005 Restart music at beginning
006 Bulldozer area
007 Audience area

Slot 3.2 (Koopa Cape)

ID What is it?
000 Music change (Normal)
001 Unknown or nothing (but tested)
002 Unknown or nothing (but tested)
003 Music change (Underwater)
004 Water tunnel echo
005 Deactivate all + echo
006 Music change (Riverside)
007 Back to normal + echo (unused)

Slot 4.3 (Bowser's Castle)

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.

In order to have Thwomp effect, just disable every sound trigger (put 003 then 007).

Slot 4.4 (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)

Sound triggers are easy to use if you know how to use them.

Here's a good example:

  • 000 → 001 → 002 → 003 → 004 → 005 → 000
    • That's how the original Rainbow Road uses the triggers. All the triggers will play once and won't replay until you reach a "000" turn-off button.

Here's a way to play the first gate more than once:

  • 000 → 001 → 000 → 001 → etc.
  • Note that 000 → 002 won't play, and 001 → 001 will only play once. Every sound trigger must be one more than the one before it, in order for it to work.

The tunnel trigger works similarly. Use "000" to stop it.

Slot 8.4 (N64 Bowser's Castle)

ID What is it?
000 Disable one time use Sound Trigger (like Bowser Howl)
001 ?
002 Bowser's Howl (put 000 at the end of a turn to be able to reuse this)
003 ?
004 ?
005 ?
006 ?

Does nothing (0x19)

Nintendo use this type in Wario's Gold Mine and Rainbow Road with variant values 0x400 and 0x410.

Basic effect (Z, octal) What is it?
0 unknown
1-7 unused

Does nothing (0x1A)

Nintendo use this type in 21 different tracks with variant values 0x000, 0x001, 0x002, 0x004, 0x005, 0x006, 0x009, 0x00a, 0x011, 0x012, 0x019, 0x01c, 0x022 and 0x02a.

Basic effect (Z, octal) What is it?
0 unknown
1 unknown
2 water splash (pocha.brres)[1]
3 unknown
4 unused
5 unknown
6 unknown
7 unused
  1. Reusable only if a fall boundary is triggered.

Does nothing (0x1B)

Nintendo use this type only in Toad's Factory with variant value 0x008.

Basic effect (Z, octal) What is it?
0 unknown
1-7 unused

Does nothing (0x1C)

Nintendo use this type only in Bowser's Castle with variant value 0x020 and Funky Stadium with variant value 0x000.

Basic effect (Z, octal) What is it?
0 unknown
1-7 unused

Road (0x1D)

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

Special Walls (0x1E)

Basic effect (Z, octal) Visual Sound Effect
0 Fast: spark (stars) Fast: nothing Fast: bump
Slow: spark (stars) Slow: nothing Slow: bump
1 Fast: nothing Fast: nothing Fast: bump (rubber wall)
Slow: nothing Slow: nothing Slow: nothing
2 (unused) Fast: spark Fast: hollow Fast: bump
Slow: nothing Slow: nothing Slow: many bumps (rubber wall)
3 Fast: nothing Fast: nothing Fast: bump
Slow: nothing Slow: nothing Slow: nothing
4 Fast: spark Fast: nothing Fast: bump
Slow: nothing Slow: nothing Slow: nothing
5 Fast: spark Fast: cracking Fast: bump
Slow: nothing Slow: nothing Slow: nothing
6 Fast: spark Fast: metal Fast: bump
Slow: nothing Slow: nothing Slow: nothing
7 (unused) Fast: spark Fast: nothing Fast: bump
Slow: nothing Slow: nothing Slow: nothing

Wall 5 (0x1F)

Basic effect (Z, octal) Speed Visual Sound Effect
0
1-7 (unused)
Fast: nothing nothing bump (Players can't go through it, items can)
Slow: nothing nothing nothing (Players can't go through it, items can)