Difference between revisions of "KCL flag"
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|unknown | |unknown | ||
|} | |} | ||
− | + | ==== Wall (0x14) ==== | |
− | ==== Wall | + | Allows objects to pass through it like 0x0D, with the same properties as 0x0C. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! | + | ! ID |
! What is it? | ! 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. | ||
|- | |- | ||
− | |||
− | |||
|} | |} | ||
Revision as of 04:12, 13 December 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. 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? |
---|---|---|
0x00 | A | Road |
0x01 | A | Slippery Road 1 |
0x02 | A | Weak Off-road |
0x03 | A | Off-road |
0x04 | A | Heavy Off-road |
0x05 | A | Slippery Road 2 |
0x06 | A | Boost Panel |
0x07 | A | Boost Ramp |
0x08 | A | Jump Pad |
0x09 | A | Out of Bounds |
0x0A | A | Solid Fall |
0x0B | B | Moving Water |
0x0C | unknown | Wall |
0x0D | unknown | Invisible Wall |
0x0E | unknown | Obstacle Wall |
0x0F | unknown | Wall |
0x10 | unknown | Fall Boundary |
0x11 | B | Cannon Activator |
0x12 | unknown | Does nothing |
0x13 | unknown | Half-pipe 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)
A type of road that's solid for both players and items.
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 |
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 | Sand |
1 | Dirt |
2 | Water |
3 | Snow |
4 | Grass |
5 | Sand |
6 | Sand, no effect |
7 | Dirt, no effect |
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 | Black sand |
1 | Dirt |
2 | Mud |
3 | Water |
4 | Grass |
5 | Sand |
6 | Gravel |
7 | Sand/Gravel |
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 |
2 | Water |
3 | Water |
4 | Water |
5 | Water |
6 | Normal road, different sound |
7 | Normal road, different sound |
Boost Panel (0x06)
Basic effect (Z, octal) | What is it? |
---|---|
0 | unknown |
1 | unknown |
2 | unknown |
3 | unknown |
4 | unknown |
5 | unknown |
6 | unknown |
7 | unknown |
Boost Ramp (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 |
Jump Pad (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)
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 | 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 | Sand effect |
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)
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 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. |
Invisible Wall (0x0D)
A type of wall that's solid for players only.
Basic effect (Z, octal) | What is it? |
---|---|
0 | unknown |
1 | unknown |
2 | unknown |
3 | unknown |
4 | unknown |
5 | unknown |
6 | unknown |
7 | unknown |
Obstacle 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 | 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 | Ice Water (pocha.brres, ice.brres on respawn), Setting 1 refers to the index in KMP. |
4 | Water (used in MT). |
5 | Air Fall but with entry a burning air fall. |
6 | Quicksand |
7 |
→ 4 must be verified.
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 Ramp (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 (0x14)
Allows objects to pass through it like 0x0D, with the same properties as 0x0C.
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. |
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 |
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 |
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 | water splash (pocha.brres), reused only if a fall boundary is triggered |
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, different sound |
2 | Normal road |
3 | Glass road with echo |
4 | Gravel, different sound |
5 | No sound effect |
6 | Sand |
7 | Dirt |
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 | 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 | Fast: spark | Fast: nothing | Fast: bump |
Slow: nothing | Slow: nothing | Slow: nothing | |
8 | Fast: spark (stars) | Fast: nothing | Fast: bump |
Slow: spark (stars) | Slow: nothing | Slow: bump | |
9 | Fast: nothing | Fast: nothing | Fast: bump (rubber wall) |
Slow: nothing | Slow: nothing | Slow: nothing | |
10 | Fast: spark (stars) | Fast: nothing | Fast: bump |
Slow: spark (stars) | Slow: nothing | Slow: bump |
Wall 5 (0x1F)
Basic effect (Z, octal) | Speed | Visual | Sound | Effect |
---|---|---|---|---|
0-9 | Fast: | nothing | nothing | bump (Players can't go through it, items can) |
Slow: | nothing | nothing | nothing (Players can't go through it, items can) |
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