LE-CODE/Item Cheat

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Revision as of 00:56, 14 March 2021 by Wiimm (talk | contribs)
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As of build 27, LE-CODE includes a built-in expanded version of Wiimm's Item Cheat. It now supports all four regions, and also supports the Classic Controller in addition to the previously compatible Wii Remote and Nunchuk and GameCube Controller. The base Wii Wheel is still not supported due to a lack of available buttons to use.


Overview

The main purpose of this feature is to test tracks and battle arenas both offline and online with all available items. The cheat code works with the first connected supported controller.

The player can select all available items using various button combinations (see controller specific descriptions below). The items are placed into the item container (top left on-screen). If "Off" is selected, the cheat code is disabled and normal item handling is enabled. All controller options place the items on three layers, with the most important items for testing being on the primary layer.

The Thunder Cloud is a useful item for testing jumps in tracks while small. In Wiimm's Intermezzo, he sets the duration of the effect to 30 seconds to allow for easier testing.

Enabling the Item Cheat

The Item Cheat can be enabled by a LPAR parameter. Wiimmfi detects the usage of this item code. So use it only for testing, but never in regular online races.

Wii Remote and Nunchuk

Buttons for Wii Remote and Nunchuk

The Wii Remote and Nunchuk uses directions on the D-Pad in addition to the , 1, and 2 buttons to select items. Use those in combination with the C and B buttons to access the second and third layers, respectively.

Classic Controller

Buttons for Classic Controller

The Classic Controller uses directions on the right joystick to select items. Select a direction in combination with the Left and Right directions on the D-Pad to access the second and third layers, respectively.

GameCube Controller

Buttons for GameCube Controller

The GameCube Controller uses directions on the C-stick to select items. Select a direction in combination with the Z and B buttons to access the second and third layers, respectively. The Classic Controller and GameCube Controller use identical joystick layouts, with the only difference being the buttons to activate the additional layers.


This section explains, how analog sticks are analyzed to simulate 8 buttons.

??? (will be completed soon)

Joystick Analysis
Controller Data type minimal1 maximal1 neutral2 neutral range2
Wiimote+Nunchuck int16_t −25856 +26880 0 −5273 .. +5273
Classic Controller int16_t −512 +480 0 −100 .. +100
GCN Controller uint8_t 16 238 128 106 .. 150
Notes
1) Minimum and maximum values are only an approximation and vary from controller to controller.
2) The neutral position is a target value. In fact, you should assume at least ±10% of the total area as a neutral position. Column neutral range reflects this recommendation.