Difference between revisions of "Slot"

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=Special Slots=
 
=Special Slots=
Most tracks will run on all slots, with exceptions of '''slots [[#Slot 4.2 (Moonview Highway)|4.2]]''', '''[[#Slot 6.1 (N64 Sherbet Land)|6.1]]''' and '''[[#Slot 6.2 (GBA Shy Guy Beach)|6.2]]'''. Additionally, some tracks will only run at '''slots [[#Slot 3.1 (Daisy Circuit)|3.1]]''' and '''[[#Slot 7.1 (DS Desert Hills)|7.1]]'''. Here are the rules for these special slots:
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Most tracks run on all slots, with exceptions of '''slots [[#Slot 4.2 (Moonview Highway)|4.2]]''', '''[[#Slot 6.1 (N64 Sherbet Land)|6.1]]''' and '''[[#Slot 6.2 (GBA Shy Guy Beach)|6.2]]'''; additionally, some tracks run only at '''slots [[#Slot 3.1 (Daisy Circuit)|3.1]]''', '''[[#Slot 5.3 (SNES Ghost Valley 2)|5.3]]''' and '''[[#Slot 7.1 (DS Desert Hills)|7.1]]'''. Here are the rules for these special slots:
  
 
* Tracks can run on '''slot 4.2''' only if they have at least one {{obj-ref|kart_truck car_body K_bomb_car|truck, car or bomb car}} and have the special [[MDL0]] from the original track containing '''polygon11''' and '''polygon60'''.
 
* Tracks can run on '''slot 4.2''' only if they have at least one {{obj-ref|kart_truck car_body K_bomb_car|truck, car or bomb car}} and have the special [[MDL0]] from the original track containing '''polygon11''' and '''polygon60'''.
* Tracks will run on '''slot 6.1''' only if the sub file '''{{obj-ref|ice.brres}}''' is inserted. Furthermore, this sub file is necessary to activate the '''[[KCL flag]] 0x10 with variant 003 (0x0070)''', or the game will freeze.  
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* Tracks can run on '''slot 6.1''' only if the [[object]] {{obj-ref|ice}} is used; furthermore this object is necessary to activate the [[KCL flag#Fall Boundary (0x10)|icy water fall boundary]] or the game freezes.  
* Tracks using [[object]]s {{obj-ref|HeyhoShipGBA}} or {{obj-ref|HeyhoBallGBA}} will only run on '''slot 6.2''' and they must use {{obj-ref|HeyhoShipGBA}} with a route and the object {{obj-ref|pocha}} with [[KCL flag#Fall_Boundary (0x10)|water fall boundary]] flag to run.
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* Tracks using objects {{obj-ref|HeyhoShipGBA}} and {{obj-ref|HeyhoBallGBA}} run only on '''slot 6.2''' and they must use {{obj-ref|HeyhoShipGBA}} and the object {{obj-ref|pocha}} with [[KCL flag#Fall_Boundary (0x10)|water fall boundary]] flag to run.
* Tracks using objects {{obj-ref|sunDS}} or {{obj-ref|pylon01}} will only run on '''slots 3.1''' and '''7.1'''.
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* Tracks using objects {{obj-ref|sunDS}} or {{obj-ref|pylon01}} run only on '''slots 3.1''' and '''7.1'''.
* Some tracks using object {{obj-ref|poihana}} (Cataquacks from GCN Peach Beach), cannot run on '''slot 5.1'''. Curiously, the object is used on this slot by Nintendo.
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* Some tracks using object {{obj-ref|poihana}} can't run on '''slot 5.1'''; curiously, the object is used on this slot by Nintendo.
* All other slots are different for [[KCL flag#Sound Trigger (0x18)|KCL Sound Triggers]], particular sounds or GFX for [[KCL flag]]s, or what effects they give to tracks.
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* Tracks using objects of group {{obj-ref|obakeblockSFC}} run only on '''slots 5.3'''.
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* All other slots are different for [[KCL flag#Sound Trigger (0x18)|KCL Sound Triggers]], particular sounds or GFX for [[KCL flag|KCL flags]] or what effects they give to tracks.
  
 
===Slot Expansion===
 
===Slot Expansion===

Revision as of 22:05, 20 August 2015

Slots are the places that Nintendo tracks or Custom Tracks run. Mario Kart Wii has 32 track slots organized into 8 cups with 4 tracks each. The slots are numbered from 1.1 (first cup, first track) up to 8.4 (eighth cup, fourth track). Nearly all slots have special features.

Race Slot Track Name
Slot 1.1 Luigi Circuit
Slot 1.2 Moo Moo Meadows
Slot 1.3 Mushroom Gorge
Slot 1.4 Toad's Factory
Slot 2.1 Mario Circuit
Slot 2.2 Coconut Mall
Slot 2.3 DK Summit[1]
Slot 2.4 Wario's Gold Mine
Slot 3.1 Daisy Circuit
Slot 3.2 Koopa Cape
Slot 3.3 Maple Treeway
Slot 3.4 Grumble Volcano
Slot 4.1 Dry Dry Ruins
Slot 4.2 Moonview Highway
Slot 4.3 Bowser's Castle
Slot 4.4 Rainbow Road
Slot 5.1 GCN Peach Beach
Slot 5.2 DS Yoshi Falls
Slot 5.3 SNES Ghost Valley 2
Slot 5.4 N64 Mario Raceway
Slot 6.1 N64 Sherbet Land
Slot 6.2 GBA Shy Guy Beach
Slot 6.3 DS Delfino Square
Slot 6.4 GCN Waluigi Stadium
Slot 7.1 DS Desert Hills
Slot 7.2 GBA Bowser Castle 3
Slot 7.3 N64 DK's Jungle Parkway
Slot 7.4 GCN Mario Circuit
Slot 8.1 SNES Mario Circuit 3
Slot 8.2 DS Peach Gardens
Slot 8.3 GCN DK Mountain
Slot 8.4 N64 Bowser's Castle
  1. DK's Snowboard Cross in Europe

The arena slots are arranged into 2 cups with 5 arenas each.

Battle Slot Arena Name
Slot 1.1 Block Plaza
Slot 1.2 Delfino Pier
Slot 1.3 Funky Stadium
Slot 1.4 Chain Chomp Wheel
Slot 1.5 Thwomp Desert
Slot 2.1 SNES Battle Course 4
Slot 2.2 GBA Battle Course 3
Slot 2.3 N64 Skyscraper
Slot 2.4 GCN Cookie Land
Slot 2.5 DS Twilight House

Special Slots

Most tracks run on all slots, with exceptions of slots 4.2, 6.1 and 6.2; additionally, some tracks run only at slots 3.1, 5.3 and 7.1. Here are the rules for these special slots:

Slot Expansion

It is possible to expand the track selection list to include more slots. It should be noted that new slots have no unique slot features, but can use special slot effects and music slots.

Unique and Special Slot Features

Slot 1.1 (Luigi Circuit)

Unique

  • An audience ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Music

  • Slots 2.1 uses the same background music files.

Slot 1.2 (Moo Moo Meadows)

Unique

  • During the intro camera pans, sounds of cows and bells can be heard.

Slot 1.3 (Mushroom Gorge)

Unique

  • Wind ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

  • There is always a white fog in the middle of the screen and other random clouds of fog throughout the course. However, the fog on the screen can be replaced with an AREA that uses spores.
  • Sand off-road is dark grey.
  • Jump Pad has SFX, but the SFX works in the kinoko_bend object KCL, regardless of slots.

Recommended tracks:

Slot 1.4 (Toad's Factory)

Unique

  • An audience ambience plays in the background indefinitely if the KCL Sound Trigger is not used.
  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Slot 2.1 (Mario Circuit)

Special

Music

  • Slots 1.1 uses the same background music files.

Slot 2.3 (DK Summit)

Unique

  • An audience ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

  • It's always snowing. This effect seems to link to other env effects if they are used at the same time.
  • The cannon sound and little wooden gate sounds can be heard when encountered.
  • Posteffect fog clears up at around 45 seconds.

Recommended tracks:

Slot 2.4 (Wario's Gold Mine)

Unique

  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Slot 3.1 (Daisy Circuit)

Special

  • Tracks including the objects cruiserR work only properly on this slot. They might work in other slots, but they only work the way they're supposed to with no bugs or crashes if they are on slot 3.1.
  • There are also some tracks that don't work on this slot (such as tracks based off from Dry Dry Ruins), it's unknown why.
  • Tracks using the object sunDS or pylon01 work only at this slots and 7.1.

Recommended tracks:

Slot 3.2 (Koopa Cape)

Unique

  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Slot 3.3 (Maple Treeway)

Special

Slot 3.4 (Grumble Volcano)

Special

Slot 4.1 (Dry Dry Ruins)

Unique

  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Special

Slot 4.2 (Moonview Highway)

Unique

  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Special

  • Tracks work only if there is at least one truck, car or bomb car and the course_model.brres must be the original with polygon11 and polygon60.
  • Getting hit by anything on this slot grants the driver invincibility to cars and trucks for a short duration of time.
  • The wheels of traffic hazards animates only on this slot.

Known running custom tracks are:

Slot 4.3 (Bowser's Castle)

Unique

  • KCL Sound Trigger can be used to trigger alternate channels in a multi-channel BRSTM among other sound effects. This can also cause problems with BRSTMs that do not have multiple channels.

Special

Slot 4.4 (Rainbow Road)

Special

  • Sounds of the cannon can be heard.
  • The camera has a different angle when taking a cannon.
  • Road and Sticky Road have a special sound when drifting.
  • KCL Sound Trigger for Gate Sounds is present.
  • Hitting the backside of something solid with a Bullet Bill results in a fall boundary.

Slot 5.1 (GCN Peach Beach)

Special

Slot 5.2 (DS Yoshi Falls)

Unique

  • A bird ambience plays in the background indefinitely.

Slot 5.3 (SNES Ghost Valley 2)

Special

  • Tracks which use the SNES Ghost Valley 2 KMP file usually have problems when put on other slots. For example, item boxes are invisible and can only used once. However, this slot accepts any track.
  • The group obakeblockSFC and the sub file obakeblockSFC.brres work only on this slot.

Known tracks with glitches on other Slots:

Slot 5.4 (N64 Mario Raceway)

Unique

  • An audience ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

Recommended tracks:

Slot 6.1 (N64 Sherbet Land)

Unique

Special

  • Only courses including the object ice (from the original N64 Sherbet Land) run at this slot.

Recommended tracks:

Slot 6.2 (GBA Shy Guy Beach)

Special

Recommended tracks:

Slot 6.3 (DS Delfino Square)

Unique

  • A Pianta audience ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

Slot 6.4 (GCN Waluigi Stadium)

Unique

  • An audience ambience plays in the background right away, but only for a few seconds.

Special

  • Applauses for each trick can be heard.

Recommended tracks:

Slot 7.1 (DS Desert Hills)

Special

Recommended tracks:

Slot 7.2 (GBA Bowser Castle 3)

Special

  • A thunderstorm ambience plays in the background right away, but only for a few seconds.
  • Sand off-road is red.

Slot 7.3 (N64 DK's Jungle Parkway)

Unique

  • A jungle ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

Slot 7.4 (GCN Mario Circuit)

Unique

  • During the intro camera pans, sounds of a Chain Chomp can be heard.

Slot 8.1 (SNES Mario Circuit 3)

Special

Slot 8.2 (DS Peach Gardens)

Unique

  • During the intro camera pans, sounds of Chain Chomps can be heard.
  • A bird ambience plays in the background indefinitely.

Special

Slot 8.3 (GCN DK Mountain)

Unique

  • A jungle ambience plays in the background indefinitely if the KCL Sound Trigger is not used.

Special

Slot 8.4 (N64 Bowser's Castle)

Unique

  • Random coughs of the Bowser howl and fire can be heard.
  • KCL Sound Trigger for the Bowser howl is present.

Recommended tracks: