Difference between revisions of "KCL flag"
Baoulettes (talk | contribs) (→Sound Trigger (0x18) Bowser Castle Wii: added some info about Bowser's Howl (001) and Back to Normal (007)) |
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| 000 | | 000 | ||
− | | | + | | Disable one time use Sound Trigger (like Bowser Howl). |
|- | |- | ||
| 001 | | 001 | ||
− | | Bowser's Howl (put 007 at the end of a turn to be able to reuse Bowser Howl!) | + | | Bowser's Howl + Echo (put 007 at the end of a turn to be able to reuse Bowser Howl!) |
|- | |- | ||
| 002 | | 002 |
Revision as of 15:10, 22 September 2011
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 off road |
0x02 | A | Very weak offroad with a dirt effect |
0x03 | A | Offroad |
0x04 | A | Heavy offroad with a sand effect |
0x05 | A | Off road |
0x06 | unknown | Boost |
0x07 | unknown | Fast trick |
0x08 | unknown | Trick ramp |
0x09 | unknown | Out of bounds |
0x0A | unknown | Solid fall |
0x0B | unknown | Shallow Water (weak offroad, like on Shy Guy Beach) |
0x0C | unknown | Wall |
0x0D | unknown | Wall, but makes no sound effect when touched. Sparks still appear. |
0x0E | unknown | Does nothing |
0x0F | unknown | Normal wall |
0x10 | unknown | Fall boundary |
0x11 | B | Cannon Activator |
0x12 | unknown | Does nothing |
0x13 | unknown | Half-Pipe blue ramp (like the ones on DK Summit) |
0x14 | unknown | Normal Wall |
0x15 | unknown (B??) | Moving terrain |
0x16 | A | Sticky Road |
0x17 | A | Road, slightly different than 0x00 |
0x18 | unknown | Sound Trigger |
0x19 | unknown | Does nothing |
0x1A | unknown | Music channel activator??? |
0x1B | unknown | Does nothing |
0x1C | unknown | Does nothing |
0x1D | A | Gravelroad |
0x1E | unknown | Spin-out when touched |
0x1F | unknown | Wall |
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
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 variants)
Road (0x00)
Basic effect (Z, octal) | What is it? |
---|---|
0 | Normal Road |
1 | Dirt Road |
2 | Sand |
3 | Slippery Road |
4 | Wood Road |
5 | Snow Road |
6 | Metal Grid/Chain Link Road |
7 | Another Normal Road |
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 |
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 |
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 | Nothing |
6 | "Normal Road" Road |
7 | _ |
Offroad (0x03)
Basic effect (Z, octal) | What is it? |
---|---|
0 | Dirt |
1 | Acts like Dirt Road |
2 | Mud |
3 | Water, no offroad effect. |
4 | Grass |
5 | Sand |
6 | Water, no offroad effect. |
7 | Gravel |
Weak Offoad (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 |
Known Variants
Wall (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. |
Fall Boundary (0x10)
ID | What is it? |
---|---|
000 | Air fall |
001 | Water (activates pocha, "shadow effect" actually changes which pocha is used) |
002 | Lava (activates pochayogan, "shadow effect" actually changes which pochayogan is used) |
004 | Ice (Activates pocha and ice.brres, "shadow effect" actually changes which pocha is used) |
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 | Desactivate above. |
004 | Add Drums + Echo on music |
005 | Unknow or nothing (but tested.) |
006 | Add Drums without Echo |
007 | Back to normal - Allow reuse for one time use Sound Trigger. |
Sound Trigger (0x18) Koopa Cape
ID | What is it? |
---|---|
000 | Unknow or nothing (but tested.) |
001 | Unknow or nothing (but tested.) |
002 | Unknow or nothing (but tested.) |
003 | Music change (water tunnel music) |
004 | Music Change + Echo + Water Background sound. |
005 | Desactivate all only keep Echo. |
006 | Music Change 2 |
007 | Add Echo on every trigger. |
008 | Back To normal. |
009 | Unknow or nothing (but tested.) |
00A | Unknow or nothing (but tested.) |
00B | Unknow 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 |