https://wiki.tockdom.com/w/api.php?action=feedcontributions&user=KHacker35000vr&feedformat=atom
Custom Mario Kart - User contributions [en]
2024-03-29T10:04:21Z
User contributions
MediaWiki 1.35.14
https://wiki.tockdom.com/w/index.php?title=Air_Harbour&diff=442111
Air Harbour
2024-01-01T21:09:11Z
<p>KHacker35000vr: /* Names in Other Languages */ Pointless</p>
<hr />
<div>{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[kHacker35000vr]]<br />
|version= RC1<br />
|date of release= 2023-12-31<br />
|editors used= [[3ds Max]], [[BrawlBox]], [[KMP Modifier]], [[Wiimms SZS Tools]]<br />
|wbz-id= 18447<br />
|download= https://mega.nz/file/aCZhmbQQ#BxK3TvG_48LQAaJCqCmBVZMr3AEnj2b1Zyk-mzRHa_w<br />
}}<br />
<br />
== Overview ==<br />
'''Air Harbour'''<sup id="footnote_inline_en">[[#footnote_note_en|[en]]]</sup> (formerly known as '''Air''') is a [[custom track]] created by [[kHacker35000vr]]. This track was originally created for the fourth edition of the [[Custom Track Jelly]] competition series, in which it is the second track of the third-placing Elements Cup. Out of all tracks, this track received the third highest rating. The premise is a floating island that hosts a small harbor for air ships commonly seen in the ''[[mariowiki:Super Mario (franchise)|Mario]]'' universe. The track consists of one larger and two smaller islands, a ship and a docking platform.<br />
<br />
== Media ==<br />
{{youtube-box||0gIflg-lCoQ|RC1 VS Race (Dolphin)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| RC1<br />
| 2023-12-31<br />
| First release<br />
|}<br />
<br />
== <span id=distrib-list>Custom Track Distributions</span> ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* (none)<br />
<br />
== Names in Other Languages ==<br />
=== Air Harbor ===<br />
{{Language-Info<br />
|en=Air Harbour<br />
|nl={{no|-}}<br />
|fr={{no|-}}<br />
|de={{no|-}}<br />
|it={{no|-}}<br />
|ja={{no|-}}<br />
|ko={{no|-}}<br />
|pt={{no|-}}<br />
|ru={{no|-}}<br />
|es={{no|-}}<br />
|el={{no|-}}<br />
|pl={{no|-}}<br />
|fi={{no|-}}<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
{{User-kHacker35000vr-Link}}<br />
[[Category:Track/Custom]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Air_Harbour&diff=442110
Air Harbour
2024-01-01T21:08:46Z
<p>KHacker35000vr: /* Overview */</p>
<hr />
<div>{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[kHacker35000vr]]<br />
|version= RC1<br />
|date of release= 2023-12-31<br />
|editors used= [[3ds Max]], [[BrawlBox]], [[KMP Modifier]], [[Wiimms SZS Tools]]<br />
|wbz-id= 18447<br />
|download= https://mega.nz/file/aCZhmbQQ#BxK3TvG_48LQAaJCqCmBVZMr3AEnj2b1Zyk-mzRHa_w<br />
}}<br />
<br />
== Overview ==<br />
'''Air Harbour'''<sup id="footnote_inline_en">[[#footnote_note_en|[en]]]</sup> (formerly known as '''Air''') is a [[custom track]] created by [[kHacker35000vr]]. This track was originally created for the fourth edition of the [[Custom Track Jelly]] competition series, in which it is the second track of the third-placing Elements Cup. Out of all tracks, this track received the third highest rating. The premise is a floating island that hosts a small harbor for air ships commonly seen in the ''[[mariowiki:Super Mario (franchise)|Mario]]'' universe. The track consists of one larger and two smaller islands, a ship and a docking platform.<br />
<br />
== Media ==<br />
{{youtube-box||0gIflg-lCoQ|RC1 VS Race (Dolphin)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| RC1<br />
| 2023-12-31<br />
| First release<br />
|}<br />
<br />
== <span id=distrib-list>Custom Track Distributions</span> ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* (none)<br />
<br />
== Names in Other Languages ==<br />
=== Air Harbor ===<br />
{{Language-Info<br />
|en=Air Harbour<br />
|nl={{no|-}}<br />
|fr={{no|-}}<br />
|de={{no|-}}<br />
|it={{no|-}}<br />
|ja={{no|-}}<br />
|ko={{no|-}}<br />
|pt={{no|-}}<br />
|ru={{no|-}}<br />
|es={{no|-}}<br />
|el={{no|-}}<br />
|pl={{no|-}}<br />
|fi={{no|-}}<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
<br />
=== Air ===<br />
{{Language-Info<br />
|en-name=Air<br />
|nl={{no|-}}<br />
|fr={{no|-}}<br />
|de={{no|-}}<br />
|it={{no|-}}<br />
|ja={{no|-}}<br />
|ko={{no|-}}<br />
|pt={{no|-}}<br />
|ru={{no|-}}<br />
|es=Aire<br />
|el={{no|-}}<br />
|pl={{no|-}}<br />
|fi={{no|-}}<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
<br />
{{User-kHacker35000vr-Link}}<br />
[[Category:Track/Custom]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Air_Harbor&diff=442109
Air Harbor
2024-01-01T21:08:29Z
<p>KHacker35000vr: KHacker35000vr moved page Air Harbor to Air Harbour over redirect: Its name is its name, your stupid wiki rules don't apply to a name. A name can be in any language I want it to be.</p>
<hr />
<div>#REDIRECT [[Air Harbour]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Air_Harbour&diff=442108
Air Harbour
2024-01-01T21:08:29Z
<p>KHacker35000vr: KHacker35000vr moved page Air Harbor to Air Harbour over redirect: Its name is its name, your stupid wiki rules don't apply to a name. A name can be in any language I want it to be.</p>
<hr />
<div>{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[kHacker35000vr]]<br />
|version= RC1<br />
|date of release= 2023-12-31<br />
|editors used= [[3ds Max]], [[BrawlBox]], [[KMP Modifier]], [[Wiimms SZS Tools]]<br />
|wbz-id= 18447<br />
|download= https://mega.nz/file/aCZhmbQQ#BxK3TvG_48LQAaJCqCmBVZMr3AEnj2b1Zyk-mzRHa_w<br />
}}<br />
<br />
== Overview ==<br />
'''Air Harbor'''<sup id="footnote_inline_en">[[#footnote_note_en|[en]]]</sup> (formerly known as '''Air''') is a [[custom track]] created by [[kHacker35000vr]]. This track was originally created for the fourth edition of the [[Custom Track Jelly]] competition series, in which it is the second track of the third-placing Elements Cup. Out of all tracks, this track received the third highest rating. The premise is a floating island that hosts a small harbor for air ships commonly seen in the ''[[mariowiki:Super Mario (franchise)|Mario]]'' universe. The track consists of one larger and two smaller islands, a ship and a docking platform.<br />
<br />
== Media ==<br />
{{youtube-box||0gIflg-lCoQ|RC1 VS Race (Dolphin)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| RC1<br />
| 2023-12-31<br />
| First release<br />
|}<br />
<br />
== <span id=distrib-list>Custom Track Distributions</span> ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* (none)<br />
<br />
== Names in Other Languages ==<br />
=== Air Harbor ===<br />
{{Language-Info<br />
|en=Air Harbour<br />
|nl={{no|-}}<br />
|fr={{no|-}}<br />
|de={{no|-}}<br />
|it={{no|-}}<br />
|ja={{no|-}}<br />
|ko={{no|-}}<br />
|pt={{no|-}}<br />
|ru={{no|-}}<br />
|es={{no|-}}<br />
|el={{no|-}}<br />
|pl={{no|-}}<br />
|fi={{no|-}}<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
<br />
=== Air ===<br />
{{Language-Info<br />
|en-name=Air<br />
|nl={{no|-}}<br />
|fr={{no|-}}<br />
|de={{no|-}}<br />
|it={{no|-}}<br />
|ja={{no|-}}<br />
|ko={{no|-}}<br />
|pt={{no|-}}<br />
|ru={{no|-}}<br />
|es=Aire<br />
|el={{no|-}}<br />
|pl={{no|-}}<br />
|fi={{no|-}}<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
<br />
{{User-kHacker35000vr-Link}}<br />
[[Category:Track/Custom]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Template:News_Month_12&diff=441555
Template:News Month 12
2023-12-31T12:21:45Z
<p>KHacker35000vr: </p>
<hr />
<div><noinclude>[[Category:Template/News]]{{News Attention}}<br />
{{News Links and Months}}<br />
<!-- IMPORTANT: Newer entries within the same date must be put below older entries. --><br />
</noinclude>{{textbox|news|December 2023|<br />
; 2023-12-31<br />
* [[Chouchintosh]] released v1.0 of '''[[Animal Crossing: Fantastic Skies]]'''.<br />
* [[Zeem]] updated the custom track distribution '''[[MK Overdrive DX]]''' to v1.2.<br />
* [[TheSuperMarioKartFanatic7536976]] updated the distribution '''[[MKW Pre-E3 '07 Build Replica]]''' to v1.2.<br />
* [[p00ks]] released RC1 of '''[[Foggy Island]]'''.<br />
* [[Wiimm]] updated the software '''[[Wiimms SZS Tools]]''' to v2.40a.<br />
* [[Numerosity]] released v1.0 of the character [[Captain Olimar (Numerosity)]].<br />
* [[kHacker35000vr]] released RC1 of '''[[Air Harbour]]'''.<br />
<br />
; 2023-12-30<br />
* Alan835 released v1.0 of the font '''[[Source Sans (Font)|Source Sans]]'''.<br />
* [[ISwearChris]] released a Beta of '''[[The Frozen Lakes of Steleah]]'''.<br />
* [[Marianne8559]] released v1.0 of the font '''[[Maryanne (Font)|Maryanne]]'''.<br />
* [[KantoEpic]] updated '''[[SNES Boom Boom Fortress 3]]''' to v5.75.<br />
* [[Rubicmaster]] updated '''[[World's Hardest Game]]''' to v1.1.<br />
* [[Rubicmaster]] updated '''[[World's Hardest Game 2]]''' to v1.1.<br />
* [[Saiveeon]] updated the custom track distribution '''[[Bashi's Racing Resort]]''' to Beta 2.<br />
* [[Fuffina]] released v1.0 of '''[[Shy Guy Spelunking]]'''.<br />
<br />
; 2023-12-29<br />
* [[Numerosity]] updated the character '''[[Tiny Kong]]''' to v1.0.<br />
* [[FJRoyet]] updated the custom track distribution '''[[Mario Kart Wii Deluxe]]''' to v8.0.<br />
* [[Slimeserver]] and [[G-Force]] released a Beta of '''[[RMX Nightmare]]'''.<br />
* [[EpicCrossover]] released a Beta of '''[[Abstruse Abscess]]'''.<br />
* [[Rex]] updated '''[[Wispy Caverns]]''' to v1.2.1.<br />
* [[Graciefied]] updated '''[[Gracie Raceway]]''' to v1.1.<br />
* [[Kozakura]] and [[EpicCrossover]] released v1.0 of '''[[Biofrost Lab]]'''.<br />
<br />
; 2023-12-28<br />
* [[Strobenz]] updated '''[[Strobenz Desert Illusion]]''' to v1.3-hotfix.<br />
* [[BroOFun]] updated '''[[Rooster Island (BroOFun)]]''' to v1.0-beta.hotfix.<br />
* [[SymphonyMKW]] released v1.0 of the character '''[[B&G Funky Kong on Flame Runner (Funky Kong Texture)|B&G Funky Kong on Flame Runner]]'''.<br />
* [[Waltz]] updated '''[[Zelda WW Windfall Island]]''' to v1.0.<br />
* [[Bruh de la Boi]] released v1.0 of the character '''[[Foghorn Leghorn]]'''.<br />
* [[MKWahPhil]] and [[EpicCrossover]] released a Beta of '''[[Hello your computer has virus.]]'''<br />
* [[Toadette Hack Fan]] and [[MKWahPhil]] released a Beta of '''[[MKWahPhil's Among Us and Internet Experience]]'''.<br />
* [[MKWahPhil]] released a Beta of '''[[Technically a Loop]]'''.<br />
* [[Xenøn]] updated the custom track distribution '''[[Xenøn's HNS CT Collection]]''' to v4.0.<br />
* [[Marianne8559]] released Alpha 1 of the character '''[[Toadette (Pit Crew)]]'''.<br />
* [[Iggy Ze Koopa]] updated '''[[SNES Boom Boom Fortress 3]]''' to v5.5.<br />
<br />
; 2023-12-27<br />
* [[LTC 91]] released v1.0 of the vehicle '''[[Bumble V (LTC 91)]]'''.<br />
* [[XanderKartWii]] released v1.0 of the battle arena '''[[FNaF3 Fazbear Frights]]'''.<br />
* [[BroOFun]] released v1.0-beta of '''[[Rooster Island (BroOFun)]]'''.<br />
* [[Ancient109]] updated the custom music distribution '''[[E.J's Music Pack]]''' to v2.0.<br />
* [[Marianne8559]] released Beta 1 of the battle arena '''[[SNES Battle Course 1 (Marianne8559)]]'''.<br />
* [[Mystora]] and [[Rex]] released a Beta of '''[[Veer from Fear]]'''.<br />
* [[MKWahPhil]] released a Beta of '''[[Toadette Hack Fan's Biggest Nightmare]]'''.<br />
* [[Dreacastian-Turnip]] released v1.0 of '''[[Freddy Park]]'''.<br />
* [[SymphonyMKW]] released v1.0 of the character '''[[Baja Blast Kong on Flame Runner (Funky Kong Texture)|Baja Blast Kong on Flame Runner]]'''.<br />
* [[MKWahPhil]] and [[Luigi Story]] released v1.0 of '''[[Luigi's Smol Stadium]]'''.<br />
* [[Luigi Story]] and [[MKWahPhil]] released an Alpha of '''[[Desktop Dash: Technical Loop Edition]]'''.<br />
* [[SymphonyMKW]] released v1.0 of the character '''[[Power Trip Funky on Flame Runner (Funky Kong Texture)|Power Trip Funky on Flame Runner]]'''.<br />
* [[YoshTaku]] released v1.0 of the custom track distribution '''[[Project 46]]'''.<br />
<br />
; 2023-12-26<br />
* [[LucioWins]] and [[Fuffina]] released a Beta of '''[[Final Judgement]]'''.<br />
* [[Chouchintosh]] updated '''[[The Arctic Line]]''' to v1.1.<br />
* [[Waltz]] updated '''[[SM64 Shifting Sand Land (Waltz)]]''' to v2.4.<br />
* [[Kazuki]] released v1.0 of the mod '''[[Runtime Wbz Decoding]]'''.<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1-hotfix.<br />
<br />
; 2023-12-25<br />
* [[bugsy]] updated '''[[Starry Cityscape]]''' to v1.0.<br />
* [[Krash]] and [[CesarDB]] updated the custom music distribution '''[[Just Dance Music Pack]]''' to v3.0.<br />
* [[Iggy Ze Koopa]] updated the track edit '''[[MK8DX Moonview Highway (Moonview Highway Edit)|MK8DX Moonview Highway]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] updated '''[[GBA Peach Circuit (Iggy Ze Koopa)]]''' to v3.0.<br />
* [[Iggy Ze Koopa]] updated '''[[GBA Luigi Circuit (Iggy Ze Koopa)]]''' to v3.0.<br />
* [[Krash]] updated the distribution '''[[Krash Kart Wii]]''' to v9.5.<br />
* [[ELightnin]] updated '''[[Molten Mangrove]]''' to v1.2.<br />
* [[UltraWario]] released v1.0 of the character '''[[Professor Elvin Gadd (UltraWario)]]'''.<br />
* [[Cats4Life]] updated '''[[N64 Frappe Snowland (Cats4Life)]]''' to v2.0.<br />
* [[Multimariokartds]] and [[KaneTheSnowman]] updated '''[[Castle in the Sky]]''' to v1.3.<br />
* [[TL]] updated '''[[Cosmic Grove]]''' to v1.2.<br />
* [[Mystic]] and [[tasryse]] updated '''[[Spooky Swamp]]''' to v2.2.<br />
* Noahkirb updated the character '''[[Noahkirby]]''' to v1.5.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[GBA Mario Circuit (Iggy Ze Koopa)]]'''.<br />
* [[Iggy Ze Koopa]] updated '''[[Wii Roy Stadium]]''' to v1.5.<br />
* [[Graciefied]] released v1.0 of '''[[N64 Frappe Snowland (Graciefied)]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the track edit '''[[Wii Lava Circuit (Mario Circuit Edit)|Wii Lava Circuit]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the track edit '''[[N64 Mario Liquidway (N64 Mario Raceway Edit)|N64 Mario Liquidway]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the track edit '''[[N64 DK's Jungle Hellway (N64 DK's Jungle Parkway Edit)|N64 DK's Jungle Hellway]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the track edit '''[[GCN Lava Circuit (GCN Mario Circuit Edit)|GCN Lava Circuit]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the track edit '''[[GBA Wendy's Hell World (GBA Wendy's Ice World Edit)|GBA Wendy's Hell World]]'''.<br />
* [[MatthewChamp]] updated the distribution '''[[Mario Kart Formula 1 Racing]]''' to v2.00.<br />
* [[Numerosity]] released Beta 1 of the character '''[[Tiny Kong]]'''.<br />
<br />
; 2023-12-24<br />
* [[LTC 91]] updated the vehicle '''[[Flowery Badwagon (LTC 91)]]''' to v1.0-hotfix.<br />
* [[ELightnin]] updated '''[[End of Time]]''' to v2.31.<br />
* [[FunkyRacer]] released v1.0 of '''[[Tour Madrid Drive (FunkyRacer)]]'''.<br />
* [[FunkyRacer]] released v1.0 of '''[[Tour Madrid Drive 2 (FunkyRacer)]]'''.<br />
* [[FunkyRacer]] released v1.0 of '''[[Tour Madrid Drive 3 (FunkyRacer)]]'''.<br />
* [[Kozakura]] released v1.0 of '''[[Penguin Canyon (Kozakura)]]'''.<br />
* [[Prampo]] updated the software '''[[Custom Track Distribution Maker]]''' to v0.9.9.<br />
* [[ZPL]] updated the custom track distribution '''[[Retro Rewind]]''' to v5.2.<br />
* [[MKWahPhil]] released v1.0 of '''[[Yoshi's Island Raceway]]'''.<br />
* [[Fuffina]] updated '''[[Thunder City (The World That Never Was)]]''' to v1.01.<br />
* [[King Boo Gaming]] updated '''[[Galactic Belt]]''' to v1.1.<br />
<br />
; 2023-12-23<br />
* [[tarsa129]] and [[Fuffina]] updated '''[[Bowser Jr.'s Crafty Castle]]''' to Beta++++.<br />
* [[XanderKartWii]] released v1.0 of the battle arena '''[[FFPS Pizzeria]]'''.<br />
* [[ELightnin]] updated '''[[Molten Mangrove]]''' to v1.1.<br />
* [[ISwearChris]] updated '''[[The Journey from Hell to Heaven]]''' to v1.1.<br />
* [[ELightnin]] updated the custom track distribution '''[[Lightning Kart Wii]]''' to v1.2.<br />
* [[Kazuki]] released the cheat code '''[[Modified LE-CODE Loader]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Lakeside Meadows 1]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Lakeside Meadows 2]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Lakeside Meadows 3]]'''.<br />
* [[TheGamingBram]] released v1.0 of '''[[3DS Rock Rock Mountain (TheGamingBram)]]'''.<br />
* [[Waltz]] updated '''[[SM64 Inside the Ancient Pyramid (Waltz)]]''' to v2.0.<br />
* [[Gabriela_]] updated '''[[Ruinated Peach's Castle]]''' to v1.02.2.<br />
* [[King Boo Gaming]] released v1.0 of the character '''[[0²]]'''.<br />
* [[Toadette Hack Fan]] and [[Numerosity]] updated the custom track distribution '''[[Insane Kart Wii]]''' to v1.2.0.fix.<br />
<br />
; 2023-12-22<br />
* [[KoopsCentral]] updated the custom music distribution '''[[Starfly's Music Pack]]''' to v1.2.<br />
* [[Toadette Hack Fan]] and [[Numerosity]] updated the custom track distribution '''[[Insane Kart Wii]]''' to v1.2.0.<br />
* [[RyderMK05]] updated the distribution '''[[Touhou Project Racing]]''' to v1.9.<br />
* [[LUDAROBE]] released v1.0 of '''[[Undertaker's Graveyard]]'''.<br />
<br />
; 2023-12-21<br />
* [[Rex]] updated '''[[Harvest Harbor]]''' to v1.2.<br />
* [[Rex]] updated '''[[Withering Will-O-Wisp Woods]]''' to v0.9b.<br />
* [[RyderMK05]] released a Beta of the character '''[[Black Shell Bowser (Bowser Texture)|Black Shell Bowser]]'''.<br />
* [[King Boo Gaming]] updated '''[[Wii U Ludwig Highway]]''' to v2.0-ridgehighway.<br />
* [[Flounder]] updated the custom track distribution '''[[Flounder's Megamix]]''' to v2.1.<br />
* [[Zeem]] updated '''[[Dry Bowser Stadium]]''' to Beta-fix2.<br />
<br />
; 2023-12-20<br />
* [[Bruh de la Boi]], Drybonesbxbe and [[Bryceplayer108]] released v1.0 of '''[[Danville Dash]]'''.<br />
* [[ISwearChris]] updated '''[[Meteor Shower (Crystallic Dream)]]''' to v1.0.<br />
* [[Optllizer]] updated custom track distribution '''[[OptPack]]''' to v1.170.<br />
* [[Optllizer]] updated '''[[Midnight Pipes]]''' to Beta 3.1.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[Ludo-Techno School]]'''.<br />
* [[Iggy Ze Koopa]] updated '''[[W4 Morton's Freezed Castle Path 1]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] updated '''[[W4 Morton's Freezed Castle Path 2]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] updated '''[[W4 Morton's Freezed Castle Path 3]]''' to v2.0.<br />
* [[LucioWins]] released v1.0 of the track edit '''[[Toad's Express (Toad's Factory Edit)|Toad's Express]]'''.<br />
<br />
; 2023-12-19<br />
* [[XanderKartWii]] released v1.0 of the battle arena '''[[FNaF4 House]]'''.<br />
* [[Bits]] released v1.0 of the character '''[[Dr. Kawashima]]'''.<br />
* [[Bits]] updated the character '''[[Gordon Freeman]]''' to v1.1.<br />
* [[ISwearChris]] released a Beta of '''[[Village Hidden in Memories Reflections]]'''.<br />
* [[LucioWins]] released v1.0 of the track edit '''[[Shroom Gorge (Mushroom Gorge Edit)|Shroom Gorge]]'''.<br />
<br />
; 2023-12-18<br />
* [[p00ks]] updated '''[[Koopa's Paper Castle]]''' to v1.1.<br />
* [[SammyGoesHowdy]] released v1.0 of the vehicle '''[[Banisher (SammyGoesHowdy)]]'''.<br />
<br />
; 2023-12-17<br />
* [[XanderKartWii]] released v1.0 of the battle arena '''[[FNaF2 Pizzeria]]'''.<br />
* [[UltraWario]] updated the character '''[[Shadow Mario (UltraWario)]]''' to v2.0.<br />
* [[UltraWario]] updated the character '''[[Bowser Jr. (Super Mario Sunshine) (Bowser Jr. Texture)|Bowser Jr. (Super Mario Sunshine)]]''' to v2.0.<br />
* [[UltraWario]] updated the character '''[[Bowser Jr. (Bandana)]]''' to v2.0.<br />
* [[UltraWario]] released v1.0 of the character '''[[Bowser Jr. (Magic Paintbrush)]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Sandcastle of the Dead Sea]]'''.<br />
* [[Luigids]] updated '''[[SNES Boom Boom Fortress 3]]''' to v4.0.<br />
<br />
; 2023-12-16<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1.<br />
* [[Strobenz]] updated '''[[Τ-Cryovolcano]]''' to v1.3-hotfix.<br />
* [[Kotanien]] updated '''[[GM Construct]]''' to v1.1.<br />
* [[Luigids]] updated '''[[EX Bowser's Castle 1]]''' to Beta 2.<br />
* [[King Boo Gaming]] released v1.0 of '''[[Neo Crazy City]]'''.<br />
* [[yoSauxy]] released v1.0 of the vehicle '''[[ACTUAL Blue Falcon (Blue Falcon Texture)|ACTUAL Blue Falcon]]'''.<br />
<br />
; 2023-12-15<br />
* [[Saiveeon]] updated '''[[Aquahiria]]''' to v1.1.<br />
* [[KoopsCentral]] released v1.0 of the UI edit '''[[Starfly's Menu and Cup Icon Pack]]'''.<br />
<br />
; 2023-12-14<br />
* [[Rex]] updated '''[[Poisonous Pass]]''' to v1.2.<br />
* [[XanderKartWii]] released v1.0 of the battle arena '''[[FNaF1 Pizzeria]]'''.<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1-RC5.<br />
* [[TheGamingBram]] released v1.0 of '''[[N64 Frappe Snowland (TheGamingBram)]]'''.<br />
* [[King of Moe]] released v1.0 of the character '''[[Power]]'''.<br />
<br />
; 2023-12-13<br />
* [[Strobenz]] updated '''[[Τ-Cryovolcano]]''' to v1.3.<br />
* [[Strobenz]] updated '''[[Strobenz Desert Illusion]]''' to v1.3.<br />
* [[Saiveeon]] released v1.0 of '''[[Aquahiria]]'''.<br />
* [[TheSuperMarioKartFanatic7536976]] released v1.0 of the texture hack '''[[Moonview Highway Pre-E3 '07 Edition (Moonview Highway Texture)|Moonview Highway Pre-E3 '07 Edition]]'''.<br />
* [[ZPL]] updated the custom track distribution '''[[Mario Kart Z]]''' to v2.0.<br />
* [[ZPL]] updated '''[[Aqua Dungeon]]''' to v2.2.<br />
* [[ZPL]] released v1.0 of '''[[Heavenly Sanctuary]]'''.<br />
* [[Luigi Story]] released v1.0-pre of the character '''[[Poltergeist]]'''.<br />
* [[Luigi Story]] released v1.0-pre of the character '''[[Slammer (Luigi Story)]]'''.<br />
<br />
; 2023-12-12<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1-RC3.fix.<br />
* [[AaronTheSilverGamer]] updated the distribution '''[[AaronTheSilverGamer's Light Themed Texture and Music Pack]]''' to v1.4.<br />
* [[KoopsCentral]] updated the custom music distribution '''[[Starfly's Music Pack]]''' to v1.1.<br />
* [[King Boo Gaming]] released v1.0 of the battle arena '''[[MP5 Moonlit Midnight]]'''.<br />
<br />
; 2023-12-11<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1-RC2.<br />
* [[Mxxntain.]] released v1.0 of the custom music distribution '''[[Mxxntain. Kart Wii]]'''.<br />
* [[Iggy Ze Koopa]] updated '''[[GBA Wendy's Ice World]]''' to v1.0m.<br />
* [[UltraWario]] updated the character '''[[Goomba (UltraWario)]]''' to v2.0.<br />
* [[UltraWario]] updated the character '''[[Paragoomba]]''' to v2.0.<br />
* [[UltraWario]] released v1.0 of the character '''[[Jack O'Goomba]]'''.<br />
* [[UltraWario]] released v1.0 of the character '''[[Bone Goomba]]'''.<br />
* [[UltraWario]] released v1.0 of the character '''[[Goombrat]]'''.<br />
* [[UltraWario]] released v1.0 of the character '''[[Galoomba]]'''.<br />
* [[UltraWario]] released v1.0 of the character '''[[Paragaloomba]]'''.<br />
* [[Metabus]] updated '''[[The Grand Archives]]''' to v1.01.<br />
* [[PlayersPurity]] released v1.0 of the character '''[[Peachette (PlayersPurity)]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Ice Ice Bluff]]'''.<br />
<br />
; 2023-12-10<br />
* [[Cats4Life]] released v1.0 of '''[[SNES Choco Island 1 (Cats4Life)]]'''.<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.1-RC1.<br />
* [[Kotanien]] released v1.0 of '''[[GM Construct]]'''.<br />
* [[Bits]] updated the character '''[[HEV Suit (Mii Outfit A Edit)|HEV Suit]]''' to v2.0.<br />
* [[Kozakura]] released v1.0 of '''[[Vermilion Valley]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[Wii Roy Stadium]]'''.<br />
* [[Potatoman44]] released v1.0 of '''[[Cold Crystal Cavern]]'''.<br />
* [[KoopsCentral]] released v1.0 of the custom music distribution '''[[Starfly's Music Pack]]'''.<br />
* [[Cats4Life]] updated '''[[SNES Mario Circuit 1 (Cats4Life)]]''' to v2.0.<br />
<br />
; 2023-12-09<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[GBA Wendy's Ice World]]'''.<br />
* [[Iggy Ze Koopa]] updated '''[[GBA Rainbow Clouds]]''' to v2.5.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[Plumber Ridge]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of the texture hack '''[[Plumber Highway (Plumber Ridge Texture)|Plumber Highway]]'''.<br />
* [[MEGAKart69]] updated '''[[Castle of Time]]''' to v2.21.<br />
* [[ELightnin]] updated the custom track distribution '''[[Lightning Kart Wii]]''' to v1.1.<br />
<br />
; 2023-12-08<br />
* [[Saiveeon]] updated '''[[Magic Track]]''' to v1.1.<br />
* [[ELightnin]] updated '''[[End of Time]]''' to v2.23.<br />
<br />
; 2023-12-07<br />
* [[Fuffina]] released v1.0 of the texture hack '''[[Stickerbush Sunset (Stickerbush Serenity Texture)|Stickerbush Sunset]]'''.<br />
* [[Marianne8559]] updated '''[[Kawase's Closed Mind]]''' to v1.0 hotfix.<br />
* [[Prampo]] updated the software '''[[Custom Track Distribution Maker]]''' to v0.9.8.<br />
* [[TheGamingBram]] released v1.0 of '''[[SNES Mario Circuit 1 (TheGamingBram)]]'''.<br />
* [[Diego Vapy]] updated '''[[DX Kingdom Way (Diego Vapy)]]''' to v2.0.<br />
<br />
; 2023-12-06<br />
* [[Marianne8559]] released Beta1 of '''[[Kawase's Closed Mind]]'''.<br />
* [[NGC]] updated the custom track distribution '''[[Mario Kart Definitive Edition]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[GBA Iggy Castle 4]]'''.<br />
<br />
; 2023-12-05<br />
* [[JTG]] updated the character '''[[Birdo (Red) (JTG)]]''' to v2.0.<br />
* [[SammyGoesHowdy]] released v1.0 of the character '''[[Azumarill]]'''.<br />
* [[TheGamingBram]] released v1.0 of '''[[Castle Gorge (TheGamingBram)]]'''.<br />
* [[Dylanmario]] updated the character '''[[Mailman Shy Guy]]''' to v1.1.<br />
<br />
; 2023-12-04<br />
* [[Saiveeon]] updated '''[[Luigi's Lakeside]]''' to v2.0.<br />
* [[MEGAKart69]] updated '''[[Castle of Time]]''' to v2.2.<br />
* dumbwebdev updated the texture hack '''[[Emma's Rainbow Road 1 (Rainbow Road Texture)|Emma's Rainbow Road 1]]''' to v1.1.<br />
<br />
; 2023-12-03<br />
* [[Waltz]] updated '''[[SM64 Shifting Sand Land (Waltz)]]''' to v2.3.<br />
* [[UltraWario]] released v1.0 of the character '''[[Fuzzy]]'''.<br />
* ignis released v1.0 of '''[[Engine Factory]]'''.<br />
* [[Saiveeon]] updated '''[[3DS Piranha Plant Slide (Super blooper kirio)]]''' to v1.3.1.<br />
* [[Saiveeon]] updated '''[[Daisy's Palace (Vulcanus2)]]''' to RC1.1.<br />
* [[Saiveeon]] updated '''[[Delfino Island (Vulcanus2)]]''' to RC1.1.<br />
* [[Saiveeon]] updated '''[[Delfino Waterland]]''' to RC2.1.<br />
* [[Dylanmario]] released v1.0 of the vehicle '''[[Egg 1 (Dylanmario)]]'''.<br />
* dumbwebdev released v1.0 of the texture hack '''[[Emma's Rainbow Road 1 (Rainbow Road Texture)|Emma's Rainbow Road 1]]'''.<br />
* [[MKWiiModding]] updated the cheat code '''[[9.0x Speed Cheat Code]]''' to v2.0.1.<br />
* Bits released v1.0 of the character '''[[HEV Suit (Mii Outfit A Edit)|HEV Suit]]'''.<br />
<br />
; 2023-12-02<br />
* [[King Boo Gaming]] released v1.0 of the vehicle '''[[Oval Racer]]'''.<br />
* [[UltraWario]] updated the character '''[[Mario (Sunshine) (UltraWario)]]''' to v2.0.<br />
* [[UltraWario]] updated the character '''[[Pianta (UltraWario)]]''' to v2.0.<br />
* [[UltraWario]] updated the character '''[[Noki]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] updated '''[[GBA Rainbow Clouds]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] updated '''[[Wii U Ludwig Highway]]''' to v2.0.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[LTR Boom Boom Fortress 1]]'''.<br />
* [[Slimeserver]] updated '''[[Canyon Track]]''' to Beta 2.<br />
* [[Shorky]] updated '''[[Sandy Clocktower]]''' to v1.01.<br />
* Mikul and [[Strobenz]] updated '''[[Blissful Block]]''' to v2.3.<br />
* [[SammyGoesHowdy]] updated the character '''[[Santa Luigi (Luigi Edit)|Santa Luigi]]''' to v3.0.<br />
* [[p00ks]] updated '''[[Letter C Skyway]]''' to Beta 2.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[Piss Track]]'''.<br />
* [[Iggy Ze Koopa]] released v1.0 of '''[[1st Circuit]]'''.<br />
* [[Dylanmario]] released v1.0 of the character '''[[Yoshi (Gold Egg) (Dylanmario)]]'''.<br />
<br />
; 2023-12-01<br />
* [[TheSuperMarioKartFanatic7536976]] updated the distribution '''[[MKW Pre-E3 '07 Build Replica]]''' to v1.1.<br />
* [[King Boo Gaming]] released v1.0 of the vehicle '''[[Pickup]]'''.<br />
* [[Slimeserver]] updated '''[[Canyon Track]]''' to Beta.<br />
* [[Dylanmario]] released v1.0 of the vehicle '''[[Paintster (Dylanmario)]]'''.<br />
* [[King Boo Gaming]] released v1.0 of '''[[SNES Donut Plains 1 (King Boo Gaming)]]'''.<br />
* [[LucioWins]] released v1.0 of the track edit '''[[Moo Meadows (Moo Moo Meadows Edit)|Moo Meadows]]'''.<br />
* [[Luigids]] released a Beta of '''[[Almost Freezing Circuit]]'''.<br />
* [[King Boo Gaming]] released v1.0 of the vehicle '''[[Ferrari F12 Berlinetta]]'''.<br />
}}</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Air_Harbour&diff=441554
Air Harbour
2023-12-31T12:15:16Z
<p>KHacker35000vr: Created page with "{{Misc-Info |name= {{Extract-Title|{{PAGENAME}}}} |creator= kHacker35000vr |designer= kHacker35000vr |version= RC1 |date of release= 2023-12-31 |editors used= 3ds Ma..."</p>
<hr />
<div>{{Misc-Info<br />
|name= {{Extract-Title|{{PAGENAME}}}}<br />
|creator= [[kHacker35000vr]]<br />
|designer= [[kHacker35000vr]]<br />
|version= RC1<br />
|date of release= 2023-12-31<br />
|editors used= [[3ds Max]], [[BrawlBox]], [[KMP Modifier]], [[Wiimms SZS Tools]]<br />
|wbz-id=<br />
|download= https://mega.nz/file/aCZhmbQQ#BxK3TvG_48LQAaJCqCmBVZMr3AEnj2b1Zyk-mzRHa_w<br />
}}<br />
<br />
== Overview ==<br />
This track was originally created with the name ''Air'' for the April 2023 [[CT Jelly]] as one of four tracks making up an entire cup, which was made in collaboration with [[tarsa129]] and ended up in third place. Out of all tracks, this track received the third highest rating. The premise is a floating island that hosts a small harbour for air ships commonly seen in the Mario universe. The course consists of one larger and two smaller islands, a ship and a docking platform.<br />
<br />
== Media ==<br />
{{youtube-box||0gIflg-lCoQ|RC1 VS Race (Dolphin)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| [https://mega.nz/file/aCZhmbQQ#BxK3TvG_48LQAaJCqCmBVZMr3AEnj2b1Zyk-mzRHa_w RC1]<br />
| 2023-12-31<br />
| First release<br />
|-<br />
|}<br />
<br />
== <span id=distrib-list>Custom Track Distributions</span> ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* ''(none)''<br />
<br />
{{User-kHacker35000vr-Link}}<br />
[[Category:Track]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BREFF_(File_Format)&diff=409280
BREFF (File Format)
2023-08-12T11:25:13Z
<p>KHacker35000vr: /* Emitter */</p>
<hr />
<div>= Introduction =<br />
Read [[BREFF and BREFT (File Format)]] for an introduction.<br />
<br />
= File Format =<br />
The Sub File Item explained [[BREFF and BREFT (File Format)#Sub File Item|here]] points to this structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Pointer to effect name (calculated at runtime)<br />
|-<br />
| 0x04 || 0x04 || UInt32 || Size of emitter data.<br />
|-<br />
| {{Unknown|0x08}} || colspan=3 {{Unknown|Start of Emitter data}}<br />
|}<br />
<br />
== Emitter ==<br />
An emitter usually has size 0x14c.<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || &mdash; || {{Unknown|''Unknown flags''}}<br />
|-<br />
| 0x04 || 0x03 || &mdash; || Emit flags<br />
|-<br />
| 0x07 || 0x01 || Byte || Emitter shape<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0x0 || Disc<br />
|-<br />
| 0x1 || Line<br />
|-<br />
| 0x5 || Cube<br />
|-<br />
| 0x7 || Cylinder<br />
|-<br />
| 0x8 || Sphere<br />
|-<br />
| 0x9 || Point<br />
|-<br />
| 0xA || Torus<br />
|}<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Emitter life<br />
|-<br />
| 0x0a || 0x02 || UInt16 || Particle life. Hardcoded for environment effects.<br />
|-<br />
| 0x0c || 0x01 || Byte || Particle life random<br />
|-<br />
| 0x0d || 0x01 || Bool || Inherit child particle translation<br />
|-<br />
| 0x0e || 0x01 || Byte || Emit interval random<br />
|-<br />
| 0x0f || 0x01 || Byte || Emit random<br />
|-<br />
| 0x10 || 0x04 || Float || Emission rate. Hardcoded to 0.5 for most environment effects.<br />
|-<br />
| 0x14 || 0x02 || UInt16 || Emit start<br />
|-<br />
| 0x16 || 0x02 || UInt16 || Emit end<br />
|-<br />
| 0x18 || 0x02 || UInt16 || Emit interval<br />
|-<br />
| 0x1a || 0x01 || Bool || Inherit particle translation<br />
|-<br />
| 0x1b || 0x01 || Bool || Inherit child emitter translation?<br />
|-<br />
| 0x1c || 0x18 || Float[6] || Emitter dimensions. The total size is the sum of the radius of the empty inner area and the size of the shape. A point emitter has no dimension settings.<br />
{|class=wikitable<br />
! Index !! Disc !! Line !! Cube !! Cylinder !! Sphere !! Torus<br />
|-<br />
| 0 || X-size || Length || colspan="4" | X-size<br />
|-<br />
| 1 || Inner radius || X-rotation || Y-size || colspan="3" | Inner radius<br />
|-<br />
| 2 || Angle start || Y-rotation || Z-size || colspan="3" | Angle start<br />
|-<br />
| 3 || Angle end || Z-rotation || Inner radius || colspan="3" | Angle end<br />
|-<br />
| 4 || Z-size || colspan="2" | &mdash; || colspan="3" | Y-size<br />
|-<br />
| 5 || colspan="3" | &mdash; || colspan="3" | Z-size<br />
|}<br />
|-<br />
| 0x34 || 0x02 || UInt16 || Emit diversion?<br />
|-<br />
| 0x36 || 0x01 || Byte || Velocity random<br />
|-<br />
| 0x37 || 0x01 || Byte || Momentum random<br />
|-<br />
| 0x38 || 0x04 || Float || {{unknown|''Power radiation''}}<br />
|-<br />
| 0x3c || 0x04 || Float || {{unknown|''Power Y-axis value''}}<br />
|-<br />
| 0x40 || 0x04 || Float || {{unknown|''Power random''}}<br />
|-<br />
| 0x44 || 0x04 || Float || {{unknown|''Power normal''}}<br />
|-<br />
| 0x48 || 0x04 || Float || {{unknown|''Diffison emitter normal''}}<br />
|-<br />
| 0x4c || 0x04 || Float || {{unknown|''Power spec''}}<br />
|-<br />
| 0x50 || 0x04 || Float || {{unknown|''Diffusion spec''}}<br />
|-<br />
| 0x54 || 0x04 || Float3 || Emission angle<br />
|-<br />
| 0x60 || 0x0C || Float3 || Scale<br />
|-<br />
| 0x6C || 0x0C || Float3 || Rotation<br />
|-<br />
| 0x78 || 0x0C || Float3 || Translation<br />
|-<br />
| 0x84 || 0x01 || Byte || LOD nearest distance<br />
|-<br />
| 0x85 || 0x01 || Byte || LOD farthest distance<br />
|-<br />
| 0x86 || 0x01 || Byte || LOD minimal emission<br />
|-<br />
| 0x87 || 0x01 || Byte || LOD alpha<br />
|-<br />
| 0x88 || 0x04 || UInt32 || Random seed<br />
|-<br />
| 0x8C || 0x08 || &mdash; || {{unknown|''Unknown''}}<br />
|-<br />
| 0x94 || 0x02 || UInt16 || Draw flags bitfield, see table below.<br />
|-<br />
| 0x96 || 0x01 || Byte || Alpha comparison 0<br />
|-<br />
| 0x97 || 0x01 || Byte || Alpha comparison 1<br />
|-<br />
| 0x98 || 0x01 || Byte || Alpha compare operation<br />
|-<br />
| 0x99 || 0x01 || Byte || Number of TEV stages<br />
|-<br />
| 0x9A || 0x01 || Byte || {{unknown|''Unknown''}}<br />
|-<br />
| 0x9B || 0x01 || Byte || Enabled indirect TEV stages (bit X corresponds to indirect stage X)<br />
|-<br />
| 0x9C || 0x04 || Byte[4] || Texture used by each TEV stage<br />
|-<br />
| 0xA0 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|color input sources]] per TEV stage<br />
|-<br />
| 0xB0 || 0x14 || Byte[4][5] || One of the struct below for each TEV stage. For possible values, see [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|Wii Graphics Code]].<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x0 || 1 || Byte || Operation<br />
|-<br />
| 0x1 || 1 || Byte || Bias<br />
|-<br />
| 0x2 || 1 || Byte || Scale<br />
|-<br />
| 0x3 || 1 || Byte || Clamp<br />
|-<br />
| 0x4 || 1 || Byte || Out register<br />
|}<br />
|-<br />
| 0xC4 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Alpha_TEV_Stage|alpha input sources]] per TEV stage<br />
|-<br />
| 0xD4 || 0x14 || Byte[4][5] || Repeat of 0xB0, but for the alpha TEV stages.<br />
|-<br />
| 0xE8 || 0x04 || Byte[4] || Constant color selectors<br />
|-<br />
| 0xEC || 0x04 || Byte[4] || Constant alpha selectors<br />
|-<br />
| 0xF0 || 0x01 || Byte || Blend mode type<br />
|-<br />
| 0xF1 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend source factor]]<br />
|-<br />
| 0xF2 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend destination factor]]<br />
|-<br />
| 0xF3 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend operation]]<br />
|-<br />
| 0xF4 || 0x08 || ColorIn || Assigns particle colors to TEV color registers<br />
|-<br />
| 0xFC || 0x08 || ColorIn || Assigns particle alpha to TEV alpha registers<br />
|-<br />
| 0x104 || 0x01 || Byte || Z-compare function<br />
|-<br />
| 0x105 || 0x01 || Byte || Alpha flick type<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || None<br />
|-<br />
| 1 || Triangle<br />
|-<br />
| 2 || Sawtooth 1<br />
|-<br />
| 3 || Sawtooth 2<br />
|-<br />
| 4 || Square<br />
|-<br />
| 5 || Sine<br />
|}<br />
|-<br />
| 0x106 || 0x02 || Short || Alpha flick cycle length<br />
|-<br />
| 0x107 || 0x01 || Byte || Alpha flick max. cycle random deviation<br />
|-<br />
| 0x108 || 0x01 || Byte || Alpha flick amplitude<br />
|-<br />
| 0x109 || 0x01 || Byte || Lighting mode: 0 = off, 1 = simple, 2 = hardware<br />
|-<br />
| 0x10A || 0x01 || Byte || Lighting type: 0 = none, 1 = ambient, 2 = point<br />
|-<br />
| 0x10C || 0x04 || Byte[4] || Lighting ambient color<br />
|-<br />
| 0x110 || 0x04 || Byte[4] || Lighting diffuse color<br />
|-<br />
| 0x114 || 0x04 || Float || Lighting radius<br />
|-<br />
| 0x118 || 0x0C || Float[3] || Lighting position<br />
|-<br />
| 0x124 || 0x18 || Float[2][3] || Indirect texture matrix<br />
|-<br />
| 0x13C || 0x01 || SByte || Indirect texture matrix scale<br />
|-<br />
| 0x13D || 0x01 || SByte || Piviot X<br />
|-<br />
| 0x13E || 0x01 || SByte || Piviot Y<br />
|-<br />
| 0x13F || 0x01 || &mdash; || Padding<br />
|-<br />
| 0x140 || 0x01 || Byte || Particle type<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Point<br />
|-<br />
| 1 || Line<br />
|-<br />
| 2 || Free<br />
|-<br />
| 3 || Billboard<br />
|-<br />
| 4 || Directional<br />
|-<br />
| 5 || Stripe<br />
|-<br />
| 6 || Smooth stripe<br />
|}<br />
|-<br />
| 0x141 || 0x01 || Byte || Particle type option, see below.<br />
|-<br />
| 0x142 || 0x01 || Byte || Movement direction<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Velocity vector<br />
|-<br />
| 1 || Relative to emitter position<br />
|-<br />
| 2 || Emitter direction<br />
|-<br />
| 3 || Relative to the previous particle<br />
|-<br />
| 4 || Relative to both neighbours (billboard only)<br />
|-<br />
| 6 || Relative to both neighbours (other types)<br />
|}<br />
|-<br />
| 0x143 || 0x01 || Byte || Rotation axis (0 = X, 1 = Y, 2 = Z, 3 = XYZ)<br />
|-<br />
| 0x144 || 0x01 || Byte || <br />
Directional: Y is derived from speed if 1<br><br />
Smooth stripe: number of tube vertices (min. 3)<br />
|-<br />
| 0x145 || 0x01 || Byte || <br />
Directional: 0 = XY surface, 1 = XZ surface<br><br />
Smooth stripe: number of interpolation divisions (min. 1)<br />
|-<br />
| 0x146 || 0x01 || Byte || <br />
Directional: convert to billboard if 1. <br><br />
Stripe and smooth stripe: 1 = connect both ends, 2 = connect newest particle to emitter<br />
|-<br />
| 0x147 || 0x01 || &mdash; || Padding<br />
|-<br />
| 0x148 || 0x04 || Float || Z-Offset<br />
|}<br />
<br />
=== Draw flag bitfield values ===<br />
<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x0001 || Enable Z-compare<br />
|-<br />
| 1 || 0x0002 || Enable Z-update<br />
|-<br />
| 2 || 0x0004 || Compare alpha before texture<br />
|-<br />
| 3 || 0x0008 || Disable alpha clipping<br />
|-<br />
| 4 || 0x0010 || Enable texture 1<br />
|-<br />
| 5|| 0x0020 || Enable texture 2<br />
|-<br />
| 6 || 0x0040 || Enable indirect texture<br />
|-<br />
| 7 || 0x0080 || Project texture 1<br />
|-<br />
| 8 || 0x0100 || Project texture 2<br />
|-<br />
| 9 || 0x0200 || Project indirect texture<br />
|-<br />
| 10 || 0x0400 || Make invisible<br />
|-<br />
| 11 || 0x0800 || Reverse draw order<br />
|-<br />
| 12 || 0x1000 || Enable fog<br />
|-<br />
| 13 || 0x2000 || XYLinkSize<br />
|-<br />
| 14 || 0x4000 || XYLinkScale<br />
|}<br />
<br />
=== Particle type options ===<br />
==== Billboard type ====<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Normal<br />
|-<br />
| 1 || Y-axis billboard<br />
|-<br />
| 2 || Movement direction axis<br />
|-<br />
| 3 || Normal, no roll<br />
|}<br />
==== Stripe type ====<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Normal<br />
|-<br />
| 1 || Cross<br />
|-<br />
| 2 || Always face the screen<br />
|-<br />
| 3 || Tube shaped<br />
|}<br />
==== Other types ====<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Normal<br />
|-<br />
| 1 || Cross<br />
|}<br />
<br />
== Particle ==<br />
Like the emitter, the particle structure has a UInt32 telling how large this section is.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Size of particle data.<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{Unknown|Start of Particle data}}<br />
|}<br />
<br />
Afterwards comes the particle data.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Byte[4] || Color1A.<br />
|-<br />
| 0x04 || 0x04 || Byte[4] || Color1B.<br />
|-<br />
| 0x08 || 0x04 || Byte[4] || Color2A.<br />
|-<br />
| 0x0C || 0x04 || Byte[4] || Color2B.<br />
|-<br />
| 0x10 || 0x08 || Float[2] || Size.<br />
|-<br />
| 0x18 || 0x08 || Float[2] || Scale.<br />
|-<br />
| 0x20 || 0x0C || Float[3] || Rotation.<br />
|-<br />
| 0x2C || 0x08 || Float[2] || Texture Scale 1.<br />
|-<br />
| 0x34 || 0x08 || Float[2] || Texture Scale 2.<br />
|-<br />
| 0x3C || 0x08 || Float[2] || Texture Scale 3.<br />
|-<br />
| 0x44 || 0x0C || Float[3] || Texture Rotation.<br />
|-<br />
| 0x50 || 0x08 || Float[2] || Texture Translate 1.<br />
|-<br />
| 0x58 || 0x08 || Float[2] || Texture Translate 2.<br />
|-<br />
| 0x60 || 0x08 || Float[2] || Texture Translate 3.<br />
|-<br />
| 0x68 || 0x04 || UInt32 || mTexture1.<br />
|-<br />
| 0x6C || 0x04 || UInt32 || mTexture2.<br />
|-<br />
| 0x70 || 0x04 || UInt32 || mTexture3.<br />
|-<br />
| 0x74 || 0x02 || UInt16 || Texture Wrap.<br />
|-<br />
| 0x76 || 0x01 || Byte || Texture Reverse.<br />
|-<br />
| 0x77 || 0x01 || Byte || AlphaCompareRef0.<br />
|-<br />
| 0x78 || 0x01 || Byte || AlphaCompareRef1.<br />
|-<br />
| 0x79 || 0x01 || Byte || Rotate Offset Random 1.<br />
|-<br />
| 0x7A || 0x01 || Byte || Rotate Offset Random 2.<br />
|-<br />
| 0x7B || 0x01 || Byte || Rotate Offset Random 3.<br />
|-<br />
| 0x7C || 0x0C || Float[3] || Rotate Offset.<br />
|-<br />
| 0x84 || 0x02 || UInt16 || '''L1''' = Length of texture reference 1 including the terminating NULL byte.<br />
|-<br />
| 0x86 || '''L1''' || String || Texture Reference 1 (including a NULL byte).<br />
|-<br />
| 0x86 + '''L1''' || 0x02 || UInt16 || '''L2''' = Length of texture reference 2 including the terminating NULL byte.<br />
|-<br />
| 0x8C + '''L1''' || '''L2''' || String || Texture Reference 2 (including a NULL byte).<br />
|-<br />
| 0x8C + '''L1''' + '''L2''' || 0x02 || UInt16 || '''L3''' = Length of texture reference 3 including the terminating NULL byte.<br />
|-<br />
| 0x8E + '''L1''' + '''L2''' || '''L3''' || String || Texture Reference 3 (including a NULL byte).<br />
|-<br />
| {{Unknown|0x8E + '''L1''' + '''L2''' + '''L3'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
Between this and the next structure there might be some padding to make the next structure aligned.<br />
<br />
== Animation Table ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''A''' = Particle animation Count.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || PtcllnitTrackCount.<br />
|-<br />
| 0x04 || '''A''' * 4 || UInt32['''A'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x04 + '''A''' * 4 || '''A''' * 4 || UInt32['''A'''] || Animation Sizes.<br />
|-<br />
| 0x04 + 2('''A''' * 4) || 0x02 || UInt16 || '''B''' = Emitter animation Count<br />
|-<br />
| 0x06 + 2('''A''' * 4) || 0x02 || UInt16 || EmitlnitTrackCount.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + '''B''' * 4 || '''B''' * 4 || UInt32['''E'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + 2('''B''' * 4) || '''B''' * 4 || UInt32['''E'''] || Animation Sizes.<br />
|-<br />
| {{Unknown|0x08 + 2('''A''' * 4) + 2('''B''' * 4)}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
== Animation ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x01 || Byte || '''Animation identifier'''. Always 0xAB or 0xAC.<br />
|-<br />
| 0x01 || 0x01 || Byte || Kind Type.<br />
|-<br />
| 0x02 || 0x01 || Byte || Curve Flag.<br />
|-<br />
| 0x03 || 0x01 || Byte || Kind Enable. <br />
{| class="wikitable"<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || X<br />
|-<br />
| 2 || Y<br />
|-<br />
| 3 || XY<br />
|- <br />
| 4 || Z <br />
|- <br />
| 5 || XZ<br />
|- <br />
| 6 || YZ<br />
|- <br />
| 7 || XYZ<br />
|}<br />
|-<br />
| 0x04 || 0x01 || Byte || Process Flag.<br />
|-<br />
| 0x05 || 0x01 || Byte || Loop Count.<br />
|-<br />
| 0x06 || 0x02 || UInt16 || Random Seed.<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Frame Count.<br />
|-<br />
| 0x0A || 0x02 || UInt16 || Padding.<br />
|-<br />
| 0x0C || 0x04 || UInt32 || KeyTable Size.<br />
|-<br />
| 0x10 || 0x04 || UInt32 || RangeTable Size.<br />
|-<br />
| 0x14 || 0x04 || UInt32 || RandomTable Size.<br />
|-<br />
| 0x18 || 0x04 || UInt32 || NameTable Size.<br />
|-<br />
| 0x1C || 0x04 || UInt32 || InfoTable Size.<br />
|-<br />
| {{Unknown|0x20}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
It seems like the tables contain the actual animation data. The tables comes directly after this section and they appear in the order KeyTable, RangeTable, RandomTable, NameTable and InfoTable. <br />
<br />
=== KeyTable ===<br />
<br />
=== RangeTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x04 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x08 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x0C || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x10}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== RandomTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== NameTable ===<br />
This table seems to link to one or more [[BREFF and BREFT (File Format)#Subfile Item|sub file item]].<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| 0x04 || '''N''' * 0x04 || UInt32['''N'''] || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04 + '''N''' * 0x04}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
After comes the [[BREFF and BREFT (File Format)#Subfile Item|sub file item name references]]. All entries comes after each other and after the last, there might be some padding to align the next structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''L''' = Length of the sub file item name including a NULL byte.<br />
|-<br />
| 0x02 || '''L''' || String || [[BREFF and BREFT (File Format)#Subfile Item|Sub file item name reference]] (including a NULL byte).<br />
|-<br />
| {{Unknown|0x02 + '''L'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
=== InfoTable ===<br />
<br />
= Tools =<br />
The following tools can handle BREFF files:<br />
* [[BrawlBox]], by Kryal and BlackJax96<br />
* [[BREFF Editor]], by [[Atlas]]<br />
* [[Wiimms SZS Tools]], by [[Wiimm]]<br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BREFF_(File_Format)&diff=409271
BREFF (File Format)
2023-08-11T21:56:18Z
<p>KHacker35000vr: /* Emitter */</p>
<hr />
<div>= Introduction =<br />
Read [[BREFF and BREFT (File Format)]] for an introduction.<br />
<br />
= File Format =<br />
The Sub File Item explained [[BREFF and BREFT (File Format)#Sub File Item|here]] points to this structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Pointer to effect name (calculated at runtime)<br />
|-<br />
| 0x04 || 0x04 || UInt32 || Size of emitter data.<br />
|-<br />
| {{Unknown|0x08}} || colspan=3 {{Unknown|Start of Emitter data}}<br />
|}<br />
<br />
== Emitter ==<br />
An emitter usually has size 0x14c.<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || &mdash; || {{Unknown|''Unknown flags''}}<br />
|-<br />
| 0x04 || 0x04 || &mdash; || {{Unknown|''Unknown flag''}}<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Emitter life<br />
|-<br />
| 0x0a || 0x02 || UInt16 || Particle life<br />
|-<br />
| 0x0c || 0x01 || Byte || Particle life random<br />
|-<br />
| 0x0d || 0x01 || Bool || Inherit child particle translation<br />
|-<br />
| 0x0e || 0x01 || Byte || Emit interval random<br />
|-<br />
| 0x0f || 0x01 || Byte || Emit random<br />
|-<br />
| 0x10 || 0x04 || Float || {{unknown|''Unknown emission value''}}<br />
|-<br />
| 0x14 || 0x02 || UInt16 || Emit start<br />
|-<br />
| 0x16 || 0x02 || UInt16 || Emit end<br />
|-<br />
| 0x18 || 0x02 || UInt16 || Emit interval<br />
|-<br />
| 0x1a || 0x01 || Bool || Inherit particle translation<br />
|-<br />
| 0x1b || 0x01 || Bool || Inherit child emitter translation?<br />
|-<br />
| 0x1c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x20 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x24 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x28 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x2c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x30 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x34 || 0x02 || UInt16 || Emit diversion?<br />
|-<br />
| 0x36 || 0x01 || Byte || Velocity random<br />
|-<br />
| 0x37 || 0x01 || Byte || Momentum random<br />
|-<br />
| 0x38 || 0x04 || Float || {{unknown|''Power radiation''}}<br />
|-<br />
| 0x3c || 0x04 || Float || {{unknown|''Power Y-axis value''}}<br />
|-<br />
| 0x40 || 0x04 || Float || {{unknown|''Power random''}}<br />
|-<br />
| 0x44 || 0x04 || Float || {{unknown|''Power normal''}}<br />
|-<br />
| 0x48 || 0x04 || Float || {{unknown|''Diffison emitter normal''}}<br />
|-<br />
| 0x4c || 0x04 || Float || {{unknown|''Power spec''}}<br />
|-<br />
| 0x50 || 0x04 || Float || {{unknown|''Diffusion spec''}}<br />
|-<br />
| 0x54 || 0x04 || Float3 || Emission angle<br />
|-<br />
| 0x60 || 0x0C || Float3 || Scale<br />
|-<br />
| 0x6C || 0x0C || Float3 || Rotation<br />
|-<br />
| 0x78 || 0x0C || Float3 || Translation<br />
|-<br />
| 0x84 || 0x01 || Byte || LOD nearest distance<br />
|-<br />
| 0x85 || 0x01 || Byte || LOD farthest distance<br />
|-<br />
| 0x86 || 0x01 || Byte || LOD minimal emission<br />
|-<br />
| 0x87 || 0x01 || Byte || LOD alpha<br />
|-<br />
| 0x88 || 0x04 || UInt32 || Random seed<br />
|-<br />
| 0x8C || 0x08 || &mdash; || {{unknown|''Unknown''}}<br />
|-<br />
| 0x94 || 0x02 || UInt16 || Draw flags bitfield, see table below.<br />
|-<br />
| 0x96 || 0x01 || Byte || Alpha comparison 0<br />
|-<br />
| 0x97 || 0x01 || Byte || Alpha comparison 1<br />
|-<br />
| 0x98 || 0x01 || Byte || Alpha compare operation<br />
|-<br />
| 0x99 || 0x01 || Byte || Number of TEV stages<br />
|-<br />
| 0x9A || 0x01 || Byte || {{unknown|''Unknown''}}<br />
|-<br />
| 0x9B || 0x01 || Byte || Enabled indirect TEV stages (bit X corresponds to indirect stage X)<br />
|-<br />
| 0x9C || 0x04 || Byte[4] || Texture used by each TEV stage<br />
|-<br />
| 0xA0 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|color input sources]] per TEV stage<br />
|-<br />
| 0xB0 || 0x14 || Byte[4][5] || One of the struct below for each TEV stage. For possible values, see [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|Wii Graphics Code]].<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x0 || 1 || Byte || Operation<br />
|-<br />
| 0x1 || 1 || Byte || Bias<br />
|-<br />
| 0x2 || 1 || Byte || Scale<br />
|-<br />
| 0x3 || 1 || Byte || Clamp<br />
|-<br />
| 0x4 || 1 || Byte || Out register<br />
|}<br />
|-<br />
| 0xC4 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Alpha_TEV_Stage|alpha input sources]] per TEV stage<br />
|-<br />
| 0xD4 || 0x14 || Byte[4][5] || Repeat of 0xB0, but for the alpha TEV stages.<br />
|-<br />
| 0xE8 || 0x04 || Byte[4] || Constant color selectors<br />
|-<br />
| 0xEC || 0x04 || Byte[4] || Constant alpha selectors<br />
|-<br />
| 0xF0 || 0x01 || Byte || Blend mode type<br />
|-<br />
| 0xF1 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend source factor]]<br />
|-<br />
| 0xF2 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend destination factor]]<br />
|-<br />
| 0xF3 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend operation]]<br />
|-<br />
| 0xF4 || 0x08 || ColorIn || Assigns particle colors to TEV color registers<br />
|-<br />
| 0xFC || 0x08 || ColorIn || Assigns particle alpha to TEV alpha registers<br />
|-<br />
| 0x104 || 0x01 || Byte || Z-compare function<br />
|-<br />
| 0x105 || 0x01 || Byte || Alpha flick type<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || None<br />
|-<br />
| 1 || Triangle<br />
|-<br />
| 2 || Sawtooth 1<br />
|-<br />
| 3 || Sawtooth 2<br />
|-<br />
| 4 || Square<br />
|-<br />
| 5 || Sine<br />
|}<br />
|-<br />
| 0x106 || 0x02 || Short || Alpha flick cycle<br />
|-<br />
| 0x107 || 0x01 || Byte || Alpha flick random seed<br />
|-<br />
| 0x108 || 0x01 || Byte || Alpha flick amplitude<br />
|}<br />
<br />
=== Draw flag bitfield values ===<br />
<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x0001 || Enable Z-compare<br />
|-<br />
| 1 || 0x0002 || Enable Z-update<br />
|-<br />
| 2 || 0x0004 || Compare alpha before texture<br />
|-<br />
| 3 || 0x0008 || Disable alpha clipping<br />
|-<br />
| 4 || 0x0010 || Enable texture 1<br />
|-<br />
| 5|| 0x0020 || Enable texture 2<br />
|-<br />
| 6 || 0x0040 || Enable indirect texture<br />
|-<br />
| 7 || 0x0080 || Project texture 1<br />
|-<br />
| 8 || 0x0100 || Project texture 2<br />
|-<br />
| 9 || 0x0200 || Project indirect texture<br />
|-<br />
| 10 || 0x0400 || Make invisible<br />
|-<br />
| 11 || 0x0800 || Reverse draw order<br />
|-<br />
| 12 || 0x1000 || Enable fog<br />
|-<br />
| 13 || 0x2000 || XYLinkSize<br />
|-<br />
| 14 || 0x4000 || XYLinkScale<br />
|}<br />
<br />
== Particle ==<br />
Like the emitter, the particle structure has a UInt32 telling how large this section is.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Size of particle data.<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{Unknown|Start of Particle data}}<br />
|}<br />
<br />
Afterwards comes the particle data.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Byte[4] || Color1A.<br />
|-<br />
| 0x04 || 0x04 || Byte[4] || Color1B.<br />
|-<br />
| 0x08 || 0x04 || Byte[4] || Color2A.<br />
|-<br />
| 0x0C || 0x04 || Byte[4] || Color2B.<br />
|-<br />
| 0x10 || 0x08 || Float[2] || Size.<br />
|-<br />
| 0x18 || 0x08 || Float[2] || Scale.<br />
|-<br />
| 0x20 || 0x0C || Float[3] || Rotation.<br />
|-<br />
| 0x2C || 0x08 || Float[2] || Texture Scale 1.<br />
|-<br />
| 0x34 || 0x08 || Float[2] || Texture Scale 2.<br />
|-<br />
| 0x3C || 0x08 || Float[2] || Texture Scale 3.<br />
|-<br />
| 0x44 || 0x0C || Float[3] || Texture Rotation.<br />
|-<br />
| 0x50 || 0x08 || Float[2] || Texture Translate 1.<br />
|-<br />
| 0x58 || 0x08 || Float[2] || Texture Translate 2.<br />
|-<br />
| 0x60 || 0x08 || Float[2] || Texture Translate 3.<br />
|-<br />
| 0x68 || 0x04 || UInt32 || mTexture1.<br />
|-<br />
| 0x6C || 0x04 || UInt32 || mTexture2.<br />
|-<br />
| 0x70 || 0x04 || UInt32 || mTexture3.<br />
|-<br />
| 0x74 || 0x02 || UInt16 || Texture Wrap.<br />
|-<br />
| 0x76 || 0x01 || Byte || Texture Reverse.<br />
|-<br />
| 0x77 || 0x01 || Byte || AlphaCompareRef0.<br />
|-<br />
| 0x78 || 0x01 || Byte || AlphaCompareRef1.<br />
|-<br />
| 0x79 || 0x01 || Byte || Rotate Offset Random 1.<br />
|-<br />
| 0x7A || 0x01 || Byte || Rotate Offset Random 2.<br />
|-<br />
| 0x7B || 0x01 || Byte || Rotate Offset Random 3.<br />
|-<br />
| 0x7C || 0x0C || Float[3] || Rotate Offset.<br />
|-<br />
| 0x84 || 0x02 || UInt16 || '''L1''' = Length of texture reference 1 including the terminating NULL byte.<br />
|-<br />
| 0x86 || '''L1''' || String || Texture Reference 1 (including a NULL byte).<br />
|-<br />
| 0x86 + '''L1''' || 0x02 || UInt16 || '''L2''' = Length of texture reference 2 including the terminating NULL byte.<br />
|-<br />
| 0x8C + '''L1''' || '''L2''' || String || Texture Reference 2 (including a NULL byte).<br />
|-<br />
| 0x8C + '''L1''' + '''L2''' || 0x02 || UInt16 || '''L3''' = Length of texture reference 3 including the terminating NULL byte.<br />
|-<br />
| 0x8E + '''L1''' + '''L2''' || '''L3''' || String || Texture Reference 3 (including a NULL byte).<br />
|-<br />
| {{Unknown|0x8E + '''L1''' + '''L2''' + '''L3'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
Between this and the next structure there might be some padding to make the next structure aligned.<br />
<br />
== Animation Table ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''A''' = Particle animation Count.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || PtcllnitTrackCount.<br />
|-<br />
| 0x04 || '''A''' * 4 || UInt32['''A'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x04 + '''A''' * 4 || '''A''' * 4 || UInt32['''A'''] || Animation Sizes.<br />
|-<br />
| 0x04 + 2('''A''' * 4) || 0x02 || UInt16 || '''B''' = Emitter animation Count<br />
|-<br />
| 0x06 + 2('''A''' * 4) || 0x02 || UInt16 || EmitlnitTrackCount.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + '''B''' * 4 || '''B''' * 4 || UInt32['''E'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + 2('''B''' * 4) || '''B''' * 4 || UInt32['''E'''] || Animation Sizes.<br />
|-<br />
| {{Unknown|0x08 + 2('''A''' * 4) + 2('''B''' * 4)}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
== Animation ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x01 || Byte || '''Animation identifier'''. Always 0xAB or 0xAC.<br />
|-<br />
| 0x01 || 0x01 || Byte || Kind Type.<br />
|-<br />
| 0x02 || 0x01 || Byte || Curve Flag.<br />
|-<br />
| 0x03 || 0x01 || Byte || Kind Enable. <br />
{| class="wikitable"<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || X<br />
|-<br />
| 2 || Y<br />
|-<br />
| 3 || XY<br />
|- <br />
| 4 || Z <br />
|- <br />
| 5 || XZ<br />
|- <br />
| 6 || YZ<br />
|- <br />
| 7 || XYZ<br />
|}<br />
|-<br />
| 0x04 || 0x01 || Byte || Process Flag.<br />
|-<br />
| 0x05 || 0x01 || Byte || Loop Count.<br />
|-<br />
| 0x06 || 0x02 || UInt16 || Random Seed.<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Frame Count.<br />
|-<br />
| 0x0A || 0x02 || UInt16 || Padding.<br />
|-<br />
| 0x0C || 0x04 || UInt32 || KeyTable Size.<br />
|-<br />
| 0x10 || 0x04 || UInt32 || RangeTable Size.<br />
|-<br />
| 0x14 || 0x04 || UInt32 || RandomTable Size.<br />
|-<br />
| 0x18 || 0x04 || UInt32 || NameTable Size.<br />
|-<br />
| 0x1C || 0x04 || UInt32 || InfoTable Size.<br />
|-<br />
| {{Unknown|0x20}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
It seems like the tables contain the actual animation data. The tables comes directly after this section and they appear in the order KeyTable, RangeTable, RandomTable, NameTable and InfoTable. <br />
<br />
=== KeyTable ===<br />
<br />
=== RangeTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x04 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x08 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x0C || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x10}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== RandomTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== NameTable ===<br />
This table seems to link to one or more [[BREFF and BREFT (File Format)#Subfile Item|sub file item]].<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| 0x04 || '''N''' * 0x04 || UInt32['''N'''] || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04 + '''N''' * 0x04}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
After comes the [[BREFF and BREFT (File Format)#Subfile Item|sub file item name references]]. All entries comes after each other and after the last, there might be some padding to align the next structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''L''' = Length of the sub file item name including a NULL byte.<br />
|-<br />
| 0x02 || '''L''' || String || [[BREFF and BREFT (File Format)#Subfile Item|Sub file item name reference]] (including a NULL byte).<br />
|-<br />
| {{Unknown|0x02 + '''L'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
=== InfoTable ===<br />
<br />
= Tools =<br />
The following tools can handle BREFF files:<br />
* [[BrawlBox]], by Kryal and BlackJax96<br />
* [[BREFF Editor]], by [[Atlas]]<br />
* [[Wiimms SZS Tools]], by [[Wiimm]]<br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BREFF_(File_Format)&diff=409270
BREFF (File Format)
2023-08-11T21:52:31Z
<p>KHacker35000vr: /* Emitter */</p>
<hr />
<div>= Introduction =<br />
Read [[BREFF and BREFT (File Format)]] for an introduction.<br />
<br />
= File Format =<br />
The Sub File Item explained [[BREFF and BREFT (File Format)#Sub File Item|here]] points to this structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Pointer to effect name (calculated at runtime)<br />
|-<br />
| 0x04 || 0x04 || UInt32 || Size of emitter data.<br />
|-<br />
| {{Unknown|0x08}} || colspan=3 {{Unknown|Start of Emitter data}}<br />
|}<br />
<br />
== Emitter ==<br />
An emitter usually has size 0x14c.<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || &mdash; || {{Unknown|''Unknown flags''}}<br />
|-<br />
| 0x04 || 0x04 || &mdash; || {{Unknown|''Unknown flag''}}<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Emitter life<br />
|-<br />
| 0x0a || 0x02 || UInt16 || Particle life<br />
|-<br />
| 0x0c || 0x01 || Byte || Particle life random<br />
|-<br />
| 0x0d || 0x01 || Bool || Inherit child particle translation<br />
|-<br />
| 0x0e || 0x01 || Byte || Emit interval random<br />
|-<br />
| 0x0f || 0x01 || Byte || Emit random<br />
|-<br />
| 0x10 || 0x04 || Float || {{unknown|''Unknown emission value''}}<br />
|-<br />
| 0x14 || 0x02 || UInt16 || Emit start<br />
|-<br />
| 0x16 || 0x02 || UInt16 || Emit end<br />
|-<br />
| 0x18 || 0x02 || UInt16 || Emit interval<br />
|-<br />
| 0x1a || 0x01 || Bool || Inherit particle translation<br />
|-<br />
| 0x1b || 0x01 || Bool || Inherit child emitter translation?<br />
|-<br />
| 0x1c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x20 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x24 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x28 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x2c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x30 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x34 || 0x02 || UInt16 || Emit diversion?<br />
|-<br />
| 0x36 || 0x01 || Byte || Velocity random<br />
|-<br />
| 0x37 || 0x01 || Byte || Momentum random<br />
|-<br />
| 0x38 || 0x04 || Float || {{unknown|''Power radiation''}}<br />
|-<br />
| 0x3c || 0x04 || Float || {{unknown|''Power Y-axis value''}}<br />
|-<br />
| 0x40 || 0x04 || Float || {{unknown|''Power random''}}<br />
|-<br />
| 0x44 || 0x04 || Float || {{unknown|''Power normal''}}<br />
|-<br />
| 0x48 || 0x04 || Float || {{unknown|''Diffison emitter normal''}}<br />
|-<br />
| 0x4c || 0x04 || Float || {{unknown|''Power spec''}}<br />
|-<br />
| 0x50 || 0x04 || Float || {{unknown|''Diffusion spec''}}<br />
|-<br />
| 0x54 || 0x04 || Float3 || Emission angle<br />
|-<br />
| 0x60 || 0x0C || Float3 || Scale<br />
|-<br />
| 0x6C || 0x0C || Float3 || Rotation<br />
|-<br />
| 0x78 || 0x0C || Float3 || Translation<br />
|-<br />
| 0x84 || 0x01 || Byte || LOD nearest distance<br />
|-<br />
| 0x85 || 0x01 || Byte || LOD farthest distance<br />
|-<br />
| 0x86 || 0x01 || Byte || LOD minimal emission<br />
|-<br />
| 0x87 || 0x01 || Byte || LOD alpha<br />
|-<br />
| 0x88 || 0x04 || UInt32 || Random seed<br />
|-<br />
| 0x8C || 0x08 || &mdash; || {{unknown|''Unknown''}}<br />
|-<br />
| 0x94 || 0x02 || UInt16 || Draw flags bitfield, see table below.<br />
|-<br />
| 0x96 || 0x01 || Byte || Alpha comparison 0<br />
|-<br />
| 0x97 || 0x01 || Byte || Alpha comparison 1<br />
|-<br />
| 0x98 || 0x01 || Byte || Alpha compare operation<br />
|-<br />
| 0x99 || 0x01 || Byte || Number of TEV stages<br />
|-<br />
| 0x9A || 0x01 || Byte || {{unknown|''Unknown''}}<br />
|-<br />
| 0x9B || 0x01 || Byte || Enabled indirect TEV stages (bit X corresponds to indirect stage X)<br />
|-<br />
| 0x9C || 0x04 || Byte[4] || Texture used by each TEV stage<br />
|-<br />
| 0xA0 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|color input sources]] per TEV stage<br />
|-<br />
| 0xB0 || 0x14 || Byte[4][5] || One of the struct below for each TEV stage. For possible values, see [[Wii Graphics Code/Blitting Processor#Color_TEV_stage|Wii Graphics Code]].<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x0 || 1 || Byte || Operation<br />
|-<br />
| 0x1 || 1 || Byte || Bias<br />
|-<br />
| 0x2 || 1 || Byte || Scale<br />
|-<br />
| 0x3 || 1 || Byte || Clamp<br />
|-<br />
| 0x4 || 1 || Byte || Out register<br />
|}<br />
|-<br />
| 0xC4 || 0x10 || Byte[4][4] || Four [[Wii Graphics Code/Blitting Processor#Alpha_TEV_Stage|alpha input sources]] per TEV stage<br />
|-<br />
| 0xD4 || 0x14 || Byte[4][5] || Repeat of 0xB0, but for the alpha TEV stages.<br />
|-<br />
| 0xE8 || 0x04 || Byte[4] || Constant color selectors<br />
|-<br />
| 0xEC || 0x04 || Byte[4] || Constant alpha selectors<br />
|-<br />
| 0xF0 || 0x01 || Byte || Blend mode type<br />
|-<br />
| 0xF1 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend source factor]]<br />
|-<br />
| 0xF2 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend destination factor]]<br />
|-<br />
| 0xF3 || 0x01 || Byte || [[Wii Graphics Code/Blitting Processor#Alpha_blend_mode|Blend operation]]<br />
|-<br />
| 0xF4 || 0x08 || ColorIn || Assigns particle colors to TEV color registers<br />
|-<br />
| 0xFC || 0x08 || ColorIn || Assigns particle alpha to TEV alpha registers<br />
|-<br />
| 0x104 || 0x01 || Byte || Z-compare function<br />
|-<br />
| 0x105 || 0x01 || Byte || Alpha flick type<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || None<br />
| -<br />
| 1 || Triangle<br />
| -<br />
| 2 || Sawtooth 1<br />
| -<br />
| 3 || Sawtooth 2<br />
| -<br />
| 4 || Square<br />
| -<br />
| 5 || Sine<br />
| }<br />
|-<br />
| 0x106 || 0x02 || Short || Alpha flick cycle<br />
|-<br />
| 0x107 || 0x01 || Byte || Alpha flick random seed<br />
|-<br />
| 0x108 || 0x01 || Byte || Alpha flick amplitude<br />
|}<br />
<br />
=== Draw flag bitfield values ===<br />
<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x0001 || Enable Z-compare<br />
|-<br />
| 1 || 0x0002 || Enable Z-update<br />
|-<br />
| 2 || 0x0004 || Compare alpha before texture<br />
|-<br />
| 3 || 0x0008 || Disable alpha clipping<br />
|-<br />
| 4 || 0x0010 || Enable texture 1<br />
|-<br />
| 5|| 0x0020 || Enable texture 2<br />
|-<br />
| 6 || 0x0040 || Enable indirect texture<br />
|-<br />
| 7 || 0x0080 || Project texture 1<br />
|-<br />
| 8 || 0x0100 || Project texture 2<br />
|-<br />
| 9 || 0x0200 || Project indirect texture<br />
|-<br />
| 10 || 0x0400 || Make invisible<br />
|-<br />
| 11 || 0x0800 || Reverse draw order<br />
|-<br />
| 12 || 0x1000 || Enable fog<br />
|-<br />
| 13 || 0x2000 || XYLinkSize<br />
|-<br />
| 14 || 0x4000 || XYLinkScale<br />
|}<br />
<br />
== Particle ==<br />
Like the emitter, the particle structure has a UInt32 telling how large this section is.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Size of particle data.<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{Unknown|Start of Particle data}}<br />
|}<br />
<br />
Afterwards comes the particle data.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Byte[4] || Color1A.<br />
|-<br />
| 0x04 || 0x04 || Byte[4] || Color1B.<br />
|-<br />
| 0x08 || 0x04 || Byte[4] || Color2A.<br />
|-<br />
| 0x0C || 0x04 || Byte[4] || Color2B.<br />
|-<br />
| 0x10 || 0x08 || Float[2] || Size.<br />
|-<br />
| 0x18 || 0x08 || Float[2] || Scale.<br />
|-<br />
| 0x20 || 0x0C || Float[3] || Rotation.<br />
|-<br />
| 0x2C || 0x08 || Float[2] || Texture Scale 1.<br />
|-<br />
| 0x34 || 0x08 || Float[2] || Texture Scale 2.<br />
|-<br />
| 0x3C || 0x08 || Float[2] || Texture Scale 3.<br />
|-<br />
| 0x44 || 0x0C || Float[3] || Texture Rotation.<br />
|-<br />
| 0x50 || 0x08 || Float[2] || Texture Translate 1.<br />
|-<br />
| 0x58 || 0x08 || Float[2] || Texture Translate 2.<br />
|-<br />
| 0x60 || 0x08 || Float[2] || Texture Translate 3.<br />
|-<br />
| 0x68 || 0x04 || UInt32 || mTexture1.<br />
|-<br />
| 0x6C || 0x04 || UInt32 || mTexture2.<br />
|-<br />
| 0x70 || 0x04 || UInt32 || mTexture3.<br />
|-<br />
| 0x74 || 0x02 || UInt16 || Texture Wrap.<br />
|-<br />
| 0x76 || 0x01 || Byte || Texture Reverse.<br />
|-<br />
| 0x77 || 0x01 || Byte || AlphaCompareRef0.<br />
|-<br />
| 0x78 || 0x01 || Byte || AlphaCompareRef1.<br />
|-<br />
| 0x79 || 0x01 || Byte || Rotate Offset Random 1.<br />
|-<br />
| 0x7A || 0x01 || Byte || Rotate Offset Random 2.<br />
|-<br />
| 0x7B || 0x01 || Byte || Rotate Offset Random 3.<br />
|-<br />
| 0x7C || 0x0C || Float[3] || Rotate Offset.<br />
|-<br />
| 0x84 || 0x02 || UInt16 || '''L1''' = Length of texture reference 1 including the terminating NULL byte.<br />
|-<br />
| 0x86 || '''L1''' || String || Texture Reference 1 (including a NULL byte).<br />
|-<br />
| 0x86 + '''L1''' || 0x02 || UInt16 || '''L2''' = Length of texture reference 2 including the terminating NULL byte.<br />
|-<br />
| 0x8C + '''L1''' || '''L2''' || String || Texture Reference 2 (including a NULL byte).<br />
|-<br />
| 0x8C + '''L1''' + '''L2''' || 0x02 || UInt16 || '''L3''' = Length of texture reference 3 including the terminating NULL byte.<br />
|-<br />
| 0x8E + '''L1''' + '''L2''' || '''L3''' || String || Texture Reference 3 (including a NULL byte).<br />
|-<br />
| {{Unknown|0x8E + '''L1''' + '''L2''' + '''L3'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
Between this and the next structure there might be some padding to make the next structure aligned.<br />
<br />
== Animation Table ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''A''' = Particle animation Count.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || PtcllnitTrackCount.<br />
|-<br />
| 0x04 || '''A''' * 4 || UInt32['''A'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x04 + '''A''' * 4 || '''A''' * 4 || UInt32['''A'''] || Animation Sizes.<br />
|-<br />
| 0x04 + 2('''A''' * 4) || 0x02 || UInt16 || '''B''' = Emitter animation Count<br />
|-<br />
| 0x06 + 2('''A''' * 4) || 0x02 || UInt16 || EmitlnitTrackCount.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + '''B''' * 4 || '''B''' * 4 || UInt32['''E'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + 2('''B''' * 4) || '''B''' * 4 || UInt32['''E'''] || Animation Sizes.<br />
|-<br />
| {{Unknown|0x08 + 2('''A''' * 4) + 2('''B''' * 4)}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
== Animation ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x01 || Byte || '''Animation identifier'''. Always 0xAB or 0xAC.<br />
|-<br />
| 0x01 || 0x01 || Byte || Kind Type.<br />
|-<br />
| 0x02 || 0x01 || Byte || Curve Flag.<br />
|-<br />
| 0x03 || 0x01 || Byte || Kind Enable. <br />
{| class="wikitable"<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || X<br />
|-<br />
| 2 || Y<br />
|-<br />
| 3 || XY<br />
|- <br />
| 4 || Z <br />
|- <br />
| 5 || XZ<br />
|- <br />
| 6 || YZ<br />
|- <br />
| 7 || XYZ<br />
|}<br />
|-<br />
| 0x04 || 0x01 || Byte || Process Flag.<br />
|-<br />
| 0x05 || 0x01 || Byte || Loop Count.<br />
|-<br />
| 0x06 || 0x02 || UInt16 || Random Seed.<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Frame Count.<br />
|-<br />
| 0x0A || 0x02 || UInt16 || Padding.<br />
|-<br />
| 0x0C || 0x04 || UInt32 || KeyTable Size.<br />
|-<br />
| 0x10 || 0x04 || UInt32 || RangeTable Size.<br />
|-<br />
| 0x14 || 0x04 || UInt32 || RandomTable Size.<br />
|-<br />
| 0x18 || 0x04 || UInt32 || NameTable Size.<br />
|-<br />
| 0x1C || 0x04 || UInt32 || InfoTable Size.<br />
|-<br />
| {{Unknown|0x20}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
It seems like the tables contain the actual animation data. The tables comes directly after this section and they appear in the order KeyTable, RangeTable, RandomTable, NameTable and InfoTable. <br />
<br />
=== KeyTable ===<br />
<br />
=== RangeTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x04 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x08 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x0C || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x10}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== RandomTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== NameTable ===<br />
This table seems to link to one or more [[BREFF and BREFT (File Format)#Subfile Item|sub file item]].<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| 0x04 || '''N''' * 0x04 || UInt32['''N'''] || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04 + '''N''' * 0x04}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
After comes the [[BREFF and BREFT (File Format)#Subfile Item|sub file item name references]]. All entries comes after each other and after the last, there might be some padding to align the next structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''L''' = Length of the sub file item name including a NULL byte.<br />
|-<br />
| 0x02 || '''L''' || String || [[BREFF and BREFT (File Format)#Subfile Item|Sub file item name reference]] (including a NULL byte).<br />
|-<br />
| {{Unknown|0x02 + '''L'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
=== InfoTable ===<br />
<br />
= Tools =<br />
The following tools can handle BREFF files:<br />
* [[BrawlBox]], by Kryal and BlackJax96<br />
* [[BREFF Editor]], by [[Atlas]]<br />
* [[Wiimms SZS Tools]], by [[Wiimm]]<br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Slot&diff=409256
Slot
2023-08-11T14:36:59Z
<p>KHacker35000vr: /* Slot 2.3 (DK Summit) */</p>
<hr />
<div>__NOTOC__<br />
== Overview ==<br />
'''Slots''' are the places that [[Nintendo]] tracks or [[custom track]]s run on. [[Mario Kart Wii]] has 32 track slots organized into eight cups with four 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.<br />
<br />
{| class="textbox grid sortable center"<br />
|+ Tracks<br />
! Cup<br />
! Slot<br />
! Track<br />
! Music ID<br />
! Special Slot ID<br />
|-<br />
| rowspan=4 {{cup-icon||Mushroom Cup}}<br />
| [[#1.1|1.1]]<br />
| [[Wii Luigi Circuit|Luigi Circuit]]<br />
| 0x75<ref name=lc>Slot 1.1 and 2.1 use the same background music files.</ref><br />
| 0x08<br />
|-<br />
| [[#1.2|1.2]]<br />
| [[Wii Moo Moo Meadows|Moo Moo Meadows]]<br />
| 0x77<br />
| 0x01<br />
|-<br />
| [[#1.3|1.3]]<br />
| [[Wii Mushroom Gorge|Mushroom Gorge]]<br />
| 0x79<br />
| 0x02<br />
|-<br />
| [[#1.4|1.4]]<br />
| [[Wii Toad's Factory|Toad's Factory]]<br />
| 0x7B<br />
| 0x04<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Flower Cup}}<br />
| [[#2.1|2.1]]<br />
| [[Wii Mario Circuit|Mario Circuit]]<br />
| 0x7D<ref name=lc/><br />
| 0x00<br />
|- class=alt<br />
| [[#2.2|2.2]]<br />
| [[Wii Coconut Mall|Coconut Mall]]<br />
| 0x7F<br />
| 0x05<br />
|- class=alt<br />
| [[#2.3|2.3]]<br />
| [[Wii DK Summit|DK Summit]]<br />
| 0x81<br />
| 0x06<br />
|- class=alt<br />
| [[#2.4|2.4]]<br />
| [[Wii Wario's Gold Mine|Wario's Gold Mine]]<br />
| 0x83<br />
| 0x07<br />
|-<br />
| rowspan=4 {{cup-icon||Star Cup}}<br />
| [[#3.1|3.1]]<br />
| [[Wii Daisy Circuit|Daisy Circuit]]<br />
| 0x87<br />
| 0x09<br />
|-<br />
| [[#3.2|3.2]]<br />
| [[Wii Koopa Cape|Koopa Cape]]<br />
| 0x85<br />
| 0x0F<br />
|-<br />
| [[#3.3|3.3]]<br />
| [[Wii Maple Treeway|Maple Treeway]]<br />
| 0x8F<br />
| 0x0B<br />
|-<br />
| [[#3.4|3.4]]<br />
| [[Wii Grumble Volcano|Grumble Volcano]]<br />
| 0x8B<br />
| 0x03<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Special Cup}}<br />
| [[#4.1|4.1]]<br />
| [[Wii Dry Dry Ruins|Dry Dry Ruins]]<br />
| 0x89<br />
| 0x0E<br />
|- class=alt<br />
| [[#4.2|4.2]]<br />
| [[Wii Moonview Highway|Moonview Highway]]<br />
| 0x8D<br />
| 0x0A<br />
|- class=alt<br />
| [[#4.3|4.3]]<br />
| [[Wii Bowser's Castle|Bowser's Castle]]<br />
| 0x91<br />
| 0x0C<br />
|- class=alt<br />
| [[#4.4|4.4]]<br />
| [[Wii Rainbow Road|Rainbow Road]]<br />
| 0x93<br />
| 0x0D<br />
|-<br />
| rowspan=4 {{cup-icon||Shell Cup}}<br />
| [[#5.1|5.1]]<br />
| [[GCN Peach Beach]]<br />
| 0xA5<br />
| 0x10<br />
|-<br />
| [[#5.2|5.2]]<br />
| [[DS Yoshi Falls]]<br />
| 0xAD<br />
| 0x14<br />
|-<br />
| [[#5.3|5.3]]<br />
| [[SNES Ghost Valley 2]]<br />
| 0x97<br />
| 0x19<br />
|-<br />
| [[#Slot 5.4|5.4]]<br />
| [[N64 Mario Raceway]]<br />
| 0x9F<br />
| 0x1A<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Banana Cup}}<br />
| [[#6.1|6.1]]<br />
| [[N64 Sherbet Land]]<br />
| 0x9D<br />
| 0x1B<br />
|- class=alt<br />
| [[#6.2|6.2]]<br />
| [[GBA Shy Guy Beach]]<br />
| 0x95<br />
| 0x1F<br />
|- class=alt<br />
| [[#6.3|6.3]]<br />
| [[DS Delfino Square]]<br />
| 0xAF<br />
| 0x17<br />
|- class=alt<br />
| [[#6.4|6.4]]<br />
| [[GCN Waluigi Stadium]]<br />
| 0xA9<br />
| 0x12<br />
|-<br />
| rowspan=4 {{cup-icon||Leaf Cup}}<br />
| [[#7.1|7.1]]<br />
| [[DS Desert Hills]]<br />
| 0xB1<br />
| 0x15<br />
|-<br />
| [[#7.2|7.2]]<br />
| [[GBA Bowser Castle 3]]<br />
| 0x9B<br />
| 0x1E<br />
|-<br />
| [[#7.3|7.3]]<br />
| [[N64 DK's Jungle Parkway]]<br />
| 0xA1<br />
| 0x1D<br />
|-<br />
| [[#7.4|7.4]]<br />
| [[GCN Mario Circuit]]<br />
| 0xA7<br />
| 0x11<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Lightning Cup}}<br />
| [[#8.1|8.1]]<br />
| [[SNES Mario Circuit 3]]<br />
| 0x99<br />
| 0x18<br />
|- class=alt<br />
| [[#8.2|8.2]]<br />
| [[DS Peach Gardens]]<br />
| 0xB3<br />
| 0x16<br />
|- class=alt<br />
| [[#8.3|8.3]]<br />
| [[GCN DK Mountain]]<br />
| 0xAB<br />
| 0x13<br />
|- class=alt<br />
| [[#8.4|8.4]]<br />
| [[N64 Bowser's Castle]]<br />
| 0xA3<br />
| 0x1C<br />
|}<br />
<references/><br />
<br />
The arena slots are arranged into two cups with five arenas each.<br />
{| class="textbox grid sortable center"<br />
|+ Battle Arenas<br />
! Stages<br />
! Slot<br />
! Arena<br />
! Music ID<br />
! Special Slot ID<br />
! Special value<br />
|-<br />
| rowspan=5 {{cup-icon||Wii Stages}}<br />
| 1.1<br />
| [[Wii Block Plaza|Block Plaza]]<br />
| 0xB7<br />
| 0x21<br />
| 15,000<br />
|-<br />
| 1.2<br />
| [[Wii Delfino Pier|Delfino Pier]]<br />
| 0xB5<br />
| 0x20<br />
| 24,000<br />
|-<br />
| 1.3<br />
| [[Wii Funky Stadium|Funky Stadium]]<br />
| 0xB9<br />
| 0x23<br />
| 30,000<br />
|-<br />
| 1.4<br />
| [[Wii Chain Chomp Wheel|Chain Chomp Wheel]]<br />
| 0xBB<br />
| 0x22<br />
| 15,000<br />
|-<br />
| 1.5<br />
| [[Wii Thwomp Desert|Thwomp Desert]]<br />
| 0xBD<br />
| 0x24<br />
| 12,000<br />
|- class=alt<br />
| rowspan=5 {{cup-icon||Retro Stages}}<br />
| 2.1<br />
| [[SNES Battle Course 4]]<br />
| 0xC3<br />
| 0x27<br />
| 20,000<br />
|- class=alt<br />
| 2.2<br />
| [[GBA Battle Course 3]]<br />
| 0xC5<br />
| 0x28<br />
| 20,000<br />
|- class=alt<br />
| 2.3<br />
| [[N64 Skyscraper]]<br />
| 0xC7<br />
| 0x29<br />
| 20,000<br />
|- class=alt<br />
| 2.4<br />
| [[GCN Cookie Land]]<br />
| 0xBF<br />
| 0x25<br />
| 10,000<br />
|- class=alt<br />
| 2.5<br />
| [[DS Twilight House]]<br />
| 0xC1<br />
| 0x26<br />
| 12,000<br />
|}<br />
The special value is defined in a table at 808c9a58 ([[PAL]]). Its meaning is unknown. It may be similar to special slot effects in VS mode.<br />
<br />
There are five other slots reserved for [[Wii Galaxy Colosseum|Galaxy Colosseum]] and the winning, losing and drawing scenes.<br />
{| class="textbox grid sortable center"<br />
|+ Other<br />
! Track<br />
! Music ID<br />
! Special Slot ID<br />
|-<br />
| Galaxy Colosseum<br />
| 0xC9<br />
| 0x36<br />
|-<br />
| ''winningrun_demo''<br />
| &mdash;<br />
| 0x37<br />
|-<br />
| ''loser_demo''<br />
| &mdash;<br />
| 0x38<br />
|-<br />
| ''draw_demo''<br />
| &mdash;<br />
| 0x39<br />
|-<br />
| ''ending_demo''<br />
| {{slot-id|0x75}}<br />
| 0x3A<br />
|}<br />
<br />
== Special Slots ==<br />
Most tracks run on all slots, with exceptions of '''slots [[#4.2|4.2]]''', '''[[#6.1|6.1]]''' and '''[[#6.2|6.2]]'''; additionally, some tracks only run at '''slots [[#3.1|3.1]]''', '''[[#5.3|5.3]]''' and '''[[#7.1|7.1]]'''. Here are the rules for these special slots:<br />
* Tracks can only run on '''slot 4.2''' if they have at least one instance of the objects {{obj-ref|0xd0|kart_truck}} and {{obj-ref|0xd1|car_body}}, and have materials with specific names in the ''course_model.brres''. (Look at the [[#4.2|slot information]] for more.)<br />
* Tracks can only run on '''slot 6.1''' if the {{obj-ref|0x017|ice}} object is present. Furthermore, this object is necessary to activate the [[KCL flag#Fall Boundary (0x10)|icy water fall boundary]], which only works at this slot.<br />
* Tracks can only run on '''slot 6.2''' if the object {{obj-ref|0xce|HeyhoShipGBA}} is used. Objects HeyhoShipGBA and {{obj-ref|0xea|HeyhoBallGBA}} only work at this slot.<br />
* Tracks using objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, or {{obj-ref|0x144|pylon01}} only work on '''slots 3.1''', '''4.2''', '''6.2''', '''7.1''', and [[Wii Galaxy Colosseum|Galaxy Colosseum]].<br />
* The object {{obj-ref|0x197|poihana}} does not function on '''slot [[#5.1|5.1]]''' if neither {{obj-ref|0x2|psea}} nor {{obj-ref|0x4|venice_nami}} are also present.<br />
* Tracks using objects {{obj-ref|0x13c|obakeblockSFCc}}, {{obj-ref|0x16f|obakeblock2SFCc}} and {{obj-ref|0x170|obakeblock3SFCc}} only work on '''slot 5.3''' if these objects are intended with fall animations. They are not scalable on this slot. However, on all other slots, these objects can be scaled but they are unsolid and lack any animations. [[Wiimms SZS Tools]] uses them to make item and enemy routes visible during gameplay or to mark positions.<br />
* 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.<br />
* The battle slots each have different coin limits and different coin respawn layouts. An exact table of all the coin layouts for the battle tracks can be found [[Object/coin#Slot dependency|here]].<br />
<br />
=== Slot Expansion ===<br />
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.<br />
<br />
= Unique and Special Slot Features =<br />
== <span id=1.1>Slot 1.1 (Luigi Circuit)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
<br />
=== Music ===<br />
* Slot [[#Slot 2.1 (Mario Circuit)|2.1]] uses the same background music files.<br />
<br />
== <span id=1.2>Slot 1.2 (Moo Moo Meadows)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of cows and bells can be heard.<br />
<br />
== <span id=1.3>Slot 1.3 (Mushroom Gorge)</span> ==<br />
=== Unique ===<br />
* Wind ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* 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.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is dark green.<br />
* [[KCL flag#Jump Pad (0x08)|Jump Pad with variant 4]] has SFX, but the SFX works in the {{obj-ref|kinoko_bend}} object KCL, regardless of slots.<br />
<br />
== <span id=1.4>Slot 1.4 (Toad's Factory)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Slot 1.4 (Toad's Factory)|KCL Sound Trigger]] is not used.<br />
* The [[KCL flag#Slot 1.4 (Toad's Factory)|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.<br />
<br />
=== Special ===<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
* The object {{obj-ref|0x1fb|Crane}} will have SFX.<br />
<br />
== <span id=2.1>Slot 2.1 (Mario Circuit)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a lighter color.<br />
<br />
=== Music ===<br />
* Slot [[#Slot 1.1 (Luigi Circuit)|1.1]] uses the same background music files.<br />
<br />
== <span id=2.2>Slot 2.2 (Coconut Mall)</span> ==<br />
=== Special ===<br />
* The [[objects]] {{obj-ref|0xcc|CarA1}}, {{obj-ref|0xe7|CarA2}} and {{obj-ref|0xe8|CarA3}} have SFX.<br />
* Audience commotion can be heard in the opening camera sequence.<br />
<br />
== <span id=2.3>Slot 2.3 (DK Summit)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* An alternative first-stage drift effect (rk_hangOnX_SB instead of rk_hangOnX) and trick effect (rk_jumpSeikou_SB and rk_jumpSeikouS_SB instead of rk_jumpSeikou and rk_jumpSeikouS) are used.<br />
* The cannon sound and little wooden gate sounds can be heard when encountered.<br />
* After 50 seconds, the [[BFG (File Format)|posteffect.bfg]] entry slowly changes from 0 to 1.<br />
* [[AREA type#AREA type 0x02 (BFG entry swapper)|AREA type 0x02]] does not work properly on this slot.<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
* The object {{obj-ref|0x2ef|EnvSnow}} only works on this slot.<br />
<br />
== <span id=2.4>Slot 2.4 (Wario's Gold Mine)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
<br />
== <span id=3.1>Slot 3.1 (Daisy Circuit)</span> ==<br />
=== Special ===<br />
* The [[object]] {{obj-ref|0xec|cruiserR}} only works properly on this slot; it might work in other slots, but not the way it is supposed to.<br />
* There are some tracks that do not work on this slot (such as tracks based on [[Wii Dry Dry Ruins|Dry Dry Ruins]]). It is unknown why.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
* [[KCL flag#Weak Off-road (0x02)|Gravel Weak Off-road]] is orange.<br />
<br />
== <span id=3.2>Slot 3.2 (Koopa Cape)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot (Koopa Cape)|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.<br />
<br />
== <span id=3.3>Slot 3.3 (Maple Treeway)</span> ==<br />
=== Special ===<br />
* Sounds of the cannon can be heard.<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is olive-colored.<br />
<br />
== <span id=3.4>Slot 3.4 (Grumble Volcano)</span> ==<br />
=== Special ===<br />
* [[Objects]] {{obj-ref|0xd6|VolcanoBall1}} and {{obj-ref|0x1fc|VolcanoPiece}} have SFX.<br />
* [[KCL flag#Weak Off-road (0x02)|Gravel Weak Off-road]] does not include the rock particles.<br />
* [[KCL flag#Weak Off-road (0x02)|Dirt Weak Off-road]] is red.<br />
<br />
== <span id=4.1>Slot 4.1 (Dry Dry Ruins)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
* The object {{obj-ref|0x199|sanbo}} has SFX.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a darker color (#e7b857) outside. When in [[AREA type#AREA type 0x01 (EnvEffect)|AREA Type 0x01]], the sand gets a green tint (#cfb755).<br />
<br />
== <span id=4.2>Slot 4.2 (Moonview Highway)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
<br />
=== Special ===<br />
* Tracks work only if there is at least one instance of {{obj-ref|0xd1,0xd0|a normal car and a truck}}.<br />
* Materials under the [[MDL0]] must have the following names (in any order):<br />
** Goal_Merg<br />
** Iwa<br />
** Iwa_alfa<br />
** Nuki_Ryoumen<br />
** WallMerg00<br />
** moon_kabe0000<br />
** moon_road00<br />
** road<br />
** road01<br />
** road02<br />
** road03<br />
** siba00<br />
* Getting hit by anything grants the driver invincibility to cars and trucks for a short duration of time.<br />
* The wheels of cars, trucks and {{obj-ref|0xde|bomb cars}} only animate on this slot.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
<br />
== <span id=4.3>Slot 4.3 (Bowser's Castle)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot (Bowser's Castle)|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.<br />
<br />
=== Special ===<br />
* Sounds of the cannon can be heard, although the character does not speak.<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is brown.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is black.<br />
<br />
== <span id=4.4>Slot 4.4 (Rainbow Road)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot 4.4 (Rainbow Road)|KCL Sound Trigger]] for gate sounds is present.<br />
<br />
=== Special ===<br />
* Sounds of the cannon can be heard.<br />
* The camera has a different angle while taking a cannon.<br />
* KCL flags [[KCL flag#Road 2 (0x17)|0x00F7]] and [[KCL flag#Sticky Road (0x16)|0x00B6]] have a special sound when drifting.<br />
* KCL flag [[KCL flag#Special Walls (0x1E)|0x009E]] has a special sound on collision.<br />
* Hitting the backside of something drivable with a Bullet Bill results in a fall boundary. Therefore, height and settings of the item routes have to be determined very accurately.<br />
<br />
== <span id=5.1>Slot 5.1 (GCN Peach Beach)</span> ==<br />
=== Unique ===<br />
* A splash can be heard if a {{obj-ref|0x197|poihana}} object steps in the water of {{obj-ref|0x2|Psea}} or {{obj-ref|0x4|venice_nami}}. The object crashes if neither of the water objects is present.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is light-green.<br />
<br />
== <span id=5.2>Slot 5.2 (DS Yoshi Falls)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is a darker color.<br />
<br />
=== Unique ===<br />
* A bird ambience plays in the background indefinitely.<br />
<br />
== <span id=5.3>Slot 5.3 (SNES Ghost Valley 2)</span> ==<br />
=== Special ===<br />
* The original track has 645 global objects, 602 of which are obake blocks. The average number of objects in all other tracks is 73; this is the only slot that supports that many objects. Using the track in other slots would cause objects to malfunction, e.g. invisible item boxes.<br />
* [[Objects]] {{obj-ref|0x13c|obakeblockSFCc}}, {{obj-ref|0x16f|obakeblock2SFCc}} and {{obj-ref|0x170|obakeblock3SFCc}} are solid and animated only on this slot, but they are not scalable; on other slots they are scalable but they are unsolid and not animated.<br />
<br />
== <span id=5.4>Slot 5.4 (N64 Mario Raceway)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] has a lighter color (lighter than [[#Slot 2.1 (Mario Circuit)|Mario Circuit]]).<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
<br />
== <span id=6.1>Slot 6.1 (N64 Sherbet Land)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] can be used to play an icy cave ambience.<br />
* [[Objects]] {{obj-ref|0xd7,0xd8|penguin_s and penguin_m}} have SFX.<br />
<br />
=== Special ===<br />
* Only courses including {{obj-ref|0x017|ice}} run at this slot.<br />
<br />
== <span id=6.2>Slot 6.2 (GBA Shy Guy Beach)</span> ==<br />
=== Unique ===<br />
* A marine ambience with seagulls plays in the background indefinitely. <br />
<br />
=== Special ===<br />
* Only courses including the object {{obj-ref|0xce|HeyhoShipGBA}} can run at this slot and those tracks do not work on other slots.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The camera changes to a bird's eye view below Y coordinate 3000.<br />
<br />
== <span id=6.3>Slot 6.3 (DS Delfino Square)</span> ==<br />
=== Unique ===<br />
* A Pianta audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is yellowish-green.<br />
<br />
== <span id=6.4>Slot 6.4 (GCN Waluigi Stadium)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background right away, but only for a few seconds.<br />
<br />
=== Special ===<br />
* Applauses for each trick can be heard.<br />
* The GFX color of [[KCL flag#Off-road (0x03)|Mud off-road]] is gray.<br />
<br />
== <span id=7.1>Slot 7.1 (DS Desert Hills)</span> ==<br />
=== Special ===<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The object {{obj-ref|0x199|sanbo}} has SFX.<br />
<br />
== <span id=7.2>Slot 7.2 (GBA Bowser Castle 3)</span> ==<br />
=== Special ===<br />
* A thunderstorm ambience plays in the background right away, but only for a few seconds.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is red.<br />
<br />
== <span id=7.3>Slot 7.3 (N64 DK's Jungle Parkway)</span> ==<br />
=== Unique ===<br />
* A jungle ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Road (0x00)|0x0020]] has dirt GFX.<br />
<br />
== <span id=7.4>Slot 7.4 (GCN Mario Circuit)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of a Chain Chomp can be heard.<br />
<br />
== <span id=8.1>Slot 8.1 (SNES Mario Circuit 3)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a lighter color (darker than [[#Slot 2.1 (Mario Circuit)|Mario Circuit]]).<br />
<br />
== <span id=8.2>Slot 8.2 (DS Peach Gardens)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of Chain Chomps can be heard.<br />
* A bird ambience plays in the background indefinitely.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Slippery Road 1 (0x01)|0x0021]] is a lighter color.<br />
<br />
== <span id=8.3>Slot 8.3 (GCN DK Mountain)</span> ==<br />
=== Unique ===<br />
* A jungle ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Road (0x00)|0x0020]] has dirt GFX.<br />
* The [[object]] {{obj-ref|0x198|DKrockGC}} has SFX.<br />
<br />
== <span id=8.4>Slot 8.4 (N64 Bowser's Castle)</span> ==<br />
=== Unique ===<br />
* Random coughs of the Bowser roar and lava environment sounds can be heard.<br />
* The [[KCL flag#Slot 8.4 (N64 Bowser's Castle)|KCL Sound Trigger]] for the Bowser roar is present.<br />
<br />
== <span id=battle1.1>Battle Slot 1.1 (Block Plaza)</span> ==<br />
=== Special ===<br />
* [[Objects]] {{obj-ref|0x20d|bblock}} and {{obj-ref|0x1fc|VolcanoPiece}} use 150cc timing settings unlike other battle slots.<br />
<br />
== <span id=battle1.2>Battle Slot 1.2 (Delfino Pier)</span> ==<br />
=== Unique ===<br />
* Range value behaves differently for respawn points on this slot.<br />
<br />
=== Special ===<br />
* The following objects have SFX: {{obj-ref|venice_nami}}, {{obj-ref|venice_saku}} and {{obj-ref|venice_hasi}} (the bell sound).<br />
<br />
== <span id=battle1.3>Battle Slot 1.3 (Funky Stadium)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background right away, but only for a few seconds.<br />
<br />
=== Special ===<br />
* It is not possible to burn out or get a start boost.<br />
* Applauses for each trick can be heard.<br />
<br />
== <span id=battle1.4>Battle Slot 1.4 (Chain Chomp Wheel)</span> ==<br />
=== Unique ===<br />
* When {{obj-ref|0x206|casino_roulette}} is present, the object and some variants of certain [[KCL flag]]s rotate the players' direction in addition to the normal position rotation. For more information, see [[Moving Terrain#Rotating Road (KCL 0x1D)|Moving Terrain]].<br />
<br />
=== Special ===<br />
* It is not possible to burn out or get a start boost.<br />
<br />
== <span id=battle1.5>Battle Slot 1.5 (Thwomp Desert)</span> ==<br />
=== Unique ===<br />
* SFX is enabled for {{obj-ref|0x20c|quicksand}}, and behavior for this object is slightly different. ({{obj-ref|0x76|s_itembox}} works properly only on this slot when placed directly on quicksand.)<br />
<br />
== <span id=battle2.1>Battle Slot 2.1 (SNES Battle Course 4)</span> ==<br />
<br />
== <span id=battle2.2>Battle Slot 2.2 (GBA Battle Course 3)</span> ==<br />
<br />
== <span id=battle2.3>Battle Slot 2.3 (N64 Skyscraper)</span> ==<br />
<br />
== <span id=battle2.4>Battle Slot 2.4 (GCN Cookie Land)</span> ==<br />
<br />
== <span id=battle2.5>Battle Slot 2.5 (DS Twilight House)</span> ==<br />
<br />
[[Category:Technical Information]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Object&diff=409255
Object
2023-08-11T14:36:08Z
<p>KHacker35000vr: EnvSnow</p>
<hr />
<div>{{KMP}}<br />
== Overview ==<br />
Here is a list with used '''global objects''' which can be edited in a [[KMP (File Format)|KMP]] Editor.<br />
<br />
== Main List ==<br />
This list includes the names of the object as found in [[Filesystem/Race/Common.szs/ObjFlow.bin|Race/Common.szs/ObjFlow.bin]]. It also contains an explanation of the setting values, in the same order as in the [[KMP]] files.<br />
<br />
=== Note [1]: Name ===<br />
Name extracted from [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]]. If you click the link under the object name you will enter [https://szs.wiimm.de/cgi/mkw/track-ref Wiimms Track Reference] with more info and a cross reference.<br />
<br />
=== Note [2]: Filenames ===<br />
List of filenames extracted from [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]]. Most filenames are followed by one or more flags:<br />
* '''B :''' [[BRRES]] file is needed.<br />
* '''E :''' Effect files ([[BREFF]]+[[BREFT]] pair in sub directory <tt>./effect/</tt>) are needed.<br />
* '''K :''' [[KCL]] file is needed.<br />
* '''D :''' [[BRASD]] file in sub directory <tt>./brasd/</tt> is needed.<br />
* A number before a letter is a multiplicator.<br />
* '''?''': No related file found. The question mark appears for objects that are not used by any track.<br />
<br />
=== Note [3]: Flags ===<br />
The flags are generated by scanning [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]] and analyzing the track and arenas files:<br />
* '''R:''' All analyzed tracks have a route.<br />
* '''r:''' Optional route (all tracks analyzed)<br />
* '''S:''' Solid object ([[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]])<br />
* '''T:''' Used in a standard track.<br />
* '''A:''' Used in a battle arena.<br />
* '''O:''' Used in other SZS files (old, demo, ...)<br />
<br />
=== Note [4]: Settings ===<br />
If at least one of Nintendo tracks use a setting for an object with a non null value and no other description is available, the field is marked with ''"Unknown"''.<br />
<br />
=== Object Table ===<br />
There is also a [[Object/Reference|cross reference]] to all tracks and battle arenas.<br />
If you want to search objects you can also use [[Wiimm]]s external [https://szs.wiimm.de/cgi/mkw/object KMP Object Query].<br>His object database is based on this page and updated frequently.<br />
<!-- Do not change the first line of any object because it is created automatically. Only change the settings 's1= ' .. 's8= ' and text behind 'info= '. Discuss all others on the discussion page. --><br />
<br />
{| class="wikitable"<br />
|- class="tr0a"<br />
! rowspan=4 | 2*ID<br/>Name<sup>'''[1]'''</sup><br/>Filenames<sup>'''[2]'''</sup><br/>Flags<sup>'''[3]'''</sup><br />
! colspan=4 | Object Info<br />
|- class="tr0b"<br />
! colspan=4 | Settings<sup>'''[4]'''</sup><br />
|- class=tr0b<br />
! align=center | 1<br />
! align=center | 2<br />
! align=center | 3<br />
! align=center | 4<br />
|- class=tr0b<br />
! align=center | 5<br />
! align=center | 6<br />
! align=center | 7<br />
! align=center | 8<br />
<br />
{{Object|1|001|1|airblock||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in regular tracks.<br>Used in tournaments as an "invisible wall" above barriers so you cannot fly/jump over them. They are boxes of 200x200x200 units with a pivot in the bottom face.<br />
}}<br />
<br />
{{Object|2|002|2|Psea|<br/>Psea(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sea on <small>GCN</small> Peach Beach; for details see [[Object/Psea]].<br />
}} <br />
<br />
{{Object|1|003|3|lensFX|<br/>lensFX|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lens flare object when looking at the sun; it is also highly recommended to place this object near or coincident to {{obj-ref|sun}}.<br />
}}<br />
<br />
{{Object|2|004|4|venice_nami|<br/>venice_nami(B)|-- -A-<br />
|s1= Rising speed in odd stages<br />
|s2= Stage 5 target height<br />
|s3= Stage 1 target height<br />
|s4= Stage 2 frame count<br />
|s5= Stage 3 target height<br />
|s6= Stage 4 frame count<br />
|s7= Rising speed in even stages<br />
|s8= &mdash;<br />
|info= The rising and dropping sea on Delfino Pier. It requires {{obj-ref|pocha}} if the player can interact with it, or else the game will freeze upon respawning. Slot [[Slot#battle1.2|A1.2]] enables its SFX.<br>This object goes through five stages before it ends at its final height given in setting 2. Stages 1, 3 and 5 are active until a target height is reached, stages 2 and 4 are active for a given time period.<br>The object has an ongoing additional cyclus of rising and dropping between -80 and 80 added to its current height. All target heights are relative to the placement height, the rising speed is in units per frame.<br />
}}<br />
<br />
{{Object|1|005|5|sound_river||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a river sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]], [[Slot#5.2|5.2]], and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|2|006|6|sound_water_fall||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a waterfall sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]] and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|1|007|7|pocha|<br/>pocha(BE)|-- TA-<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a water splash effect when a player touches [[KCL flag#Fall Boundary (0x10)|KCL flag 0x10]] with variants 1 (water) or 3 (icy water that also needs the {{obj-ref|0x17|ice}} object). Also works for [[KCL flag#Effect Trigger (0x1A)|KCL flag 0x1A]] with variant 2, but cannot be triggered again until the player respawns. Only the Y coordinate is used.<br />
}}<br />
<br />
{{Object|2|008|8|sound_lake||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lake sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#2.2|2.2]], [[Slot#3.1|3.1]], [[Slot#5.1|5.1]], and [[Slot#8.2|8.2]].<br />
}}<br />
<br />
{{Object|1|009|9|sound_big_fall||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a louder waterfall sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]] and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|2|00a|10|sound_sea||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a sea sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#5.1|5.1]] and [[Slot#6.3|6.3]].<br />
}}<br />
<br />
{{Object|1|00b|11|sound_fountain||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a fountain sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#2.2|2.2]], [[Slot#3.1|3.1]], [[Slot#5.1|5.1]], and [[Slot#8.2|8.2]].<br />
}}<br />
<br />
{{Object|2|00c|12|sound_volcano||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a volcano sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slot [[Slot#8.3|8.3]].<br />
}}<br />
<br />
{{Object|1|00d|13|sound_audience||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates an audience sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Works on slots [[Slot#1.1|1.1]], [[Slot#1.4|1.4]], [[Slot#2.3|2.3]], [[Slot#3.1|3.1]], and [[Slot#5.4|5.4]]; slot 3.1 does not feature slot-based audience ambience.<br />
}}<br />
<br />
{{Object|2|00e|14|sound_big_river||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a louder river sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]], [[Slot#5.2|5.2]], and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|1|00f|15|sound_sand_fall||R- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Generates a sand fall sound effect. The range where the sound comes from is controlled by the route. This object must have a route.<br />
}}<br />
<br />
{{Object|2|010|16|sound_lift||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lift sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>[[KMP (File Format)#POTI|Route Setting 1]] is always 1 in all Nintendo tracks.<br />
}}<br />
<br />
{{Object|1|011|17|pochaYogan|<br/>pochaYogan(BE)|-- T--<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lava splash effect when a player touches [[KCL flag#Fall Boundary (0x10)|KCL flag 0x10]] with variant 2. Only the Y coordinate is used.<br />
}}<br />
<br />
{{Object|2|012|18|entry|<br/>entry(E)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a fire around the player when falls through a [[KCL flag#Fall Boundary (0x10)|burning air fall boundary]] flag.<br />
}}<br />
<br />
{{Object|1|013|19|pochaMori|<br/>pochaMori(E)|-- TA-<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a leaf splash effect when a player touches [[KCL flag#Effect Trigger (0x1A)|KCL flag 0x1A]] with variant 2. Only the Y coordinate is used. Only works on slots [[Slot#4.2|4.2]] and arena slot [[Slot#battle2.5|2.5]] with group Y KCL index set to 5.<br />
}}<br />
<br />
{{Object|2|014|20|eline_control||-- TA-<br />
|s1= Entry Flag:<br>0 = Do Not Enter<br>1 = Enter<br />
|s2= Time to Next Controller (seconds)<br />
|s3= Controller ID<br />
|s4= Next Controller ID<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[KMP_(File_Format)#ENPH|ENPH]] Section; if -1, use ENPH of previous controller<br />
|info= Enemy line controller. Multiple controllers can be chained together. The timer of the next controller in a chain begins after the end of the previous controller.<br>Controller ID 0 is reserved to indicate the end of a controller chain. Enemies can choose to not obey a controller unless the next ENPH Section is set to -1.<br>Found in slots [[Slot#1.4|1.4]], [[Slot#2.2|2.2]], [[Slot#3.4|3.4]], [[Slot#4.1|4.1]], and arena slot [[Slot#battle1.2|1.2]].<br />
}}<br />
<br />
{{Object|1|015|21|sound_Mii||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a Mii crowd sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#1.1|1.1]] and [[Slot#3.1|3.1]].<br />
}}<br />
<br />
{{Object|2|016|22|begoman_manager||-- --O<br />
|s1= Manager ID (1-based)<br />
|s2= Number of Topmen to control<br />
|s3= First Topman ID to control<br />
|s4= Topman behavior:<br>0: *unknown*<br>1: Coward, they will ignore the player<br>2: Aggressive, they will attack the player<br />
|s5= Number of Topmen under control + Number of Topmen controlled by the previous manager<br />
|s6= *unknown*<br />
|s7= *unknown*<br />
|s8= *unknown*<br />
|info= Galaxy Colosseum Topmen manager; object not used in any track. Once the Topmen controlled by the first manager are defeated, the Topmen controlled by the second manager will spawn and so forth.<br>Only works on slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]], [[Slot#7.1|7.1]], and Galaxy Colosseum.<br />
}}<br />
<br />
{{Object|1|017|23|ice|<br/>ice(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates ice around the player when respawned after falling in an [[KCL flag#Fall Boundary (0x10)|icy water fall boundary]] flag; the location does not matter, the ice effect is always enabled. The ice's scale and position for each vehicle is defined in [[kartPartsDispParam.bin]] and [[bikePartsDispParam.bin]].<br>This object can be used to enable tracks for slot [[Slot#6.1|6.1]], but it only has impact in combination with an icy boundary flag. In this case, it only works on slot 6.1.<br />
}}<br />
<br />
{{Object|2|018|24|startline2D||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a finish line at given location. This object is used in tournaments where you have to drive laps on a battle arena and some others; object not used in any track.<br />
}}<br />
<br />
{{Object|1|065|101|itembox|<br/>itembox(B)|-S TAO<br />
|s1= ''Unknown''<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= &mdash;<br />
|s6= [[Item_Settings_-_Item_Boxes|Timing lottery]]<br />
|s7= Additional height, multiplied with unknown number (always 1?).<br />
|s8= ''Unknown''<br />
|info= Spinning box with a question mark inside it. If touched, it snaps and an item lottery begins; after the lottery, the item shown is retrieved.<br />
}}<br />
<br />
{{Object|2|066|102|DummyPole||-S T-O<br />
|s1= Wall KCL Variant<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pole solidity across different tracks. Deleting this object will cause the pole itself to be unsolid.<br />
}}<br />
<br />
{{Object|1|067|103|flag|<br/>flag|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|068|104|flagBlend|<br/>flagBlend|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|069|105|gnd_sphere||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Solid green sphere with an animation.<br />
}}<br />
<br />
{{Object|2|06a|106|gnd_trapezoid||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Solid red trapezoid with an animation.<br />
}}<br />
<br />
{{Object|1|06b|107|gnd_wave1||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Blue object that makes a wave animation.<br />
}}<br />
<br />
{{Object|2|06c|108|gnd_wave2||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Yellow object that makes a wave animation.<br />
}}<br />
<br />
{{Object|1|06d|109|gnd_wave3||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Orange object that makes a wave animation.<br />
}}<br />
<br />
{{Object|2|06e|110|gnd_wave4||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Blue object that makes a wave animation.<br />
}}<br />
<br />
{{Object|1|06f|111|sun|<br/>sun(B)|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sun in the background; often used with {{obj-ref|lensFX}}.<br />
}}<br />
<br />
{{Object|2|070|112|woodbox|<br/>woodbox(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[LE-CODE]] only: Replace the standard drop height by this value.<br />
|info= Wooden box. When touched, the player slows down and the box drops an item. The wooden boxes respawn after five seconds, drop from 5000 units above the origin and drop onto the first face they touch.<br>In Time Trials, it becomes an unbreakable {{obj-ref|ironbox}}.<br />
}}<br />
<br />
{{Object|1|071|113|KmoonZ|<br/>KmoonZ(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The moon of Rainbow Road.<br />
}}<br />
<br />
{{Object|2|072|114|sunDS|<br/>sunDS(B)|R- T--<br />
|s1= Speed<br />
|s2= Delay before starting in 1/60 seconds after starting of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The Angry Sun from <small>DS</small> Desert Hills. It changes point of view and rotation of the crown according to player's position.<br>[[KMP (File Format)#POTI|Route Setting 2]] controls the behavior depending on the value X:<br>X < 30 (1E in hex) → Stays for X/60 seconds<br>X ≥ 30 (1E in hex) → Drops a {{obj-ref|FireSnake}} staying for X/60 seconds.<br>In both cases, the dropping animation is viewed; if the route start point is set to drop, it will drop at the second "lap" of the route.<br>Only slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]], and [[Slot#7.1|7.1]] support this object.<br />
}}<br />
<br />
{{Object|1|073|115|coin|<br/>coin(BE)|-S -A-<br />
|s1= Mode.<br>0 = Battle<br>1 = [[Tournament]] or [[Mission Mode]].<br />
|s2= Start or respawn place. See [[Coin]] for details.<br />
|s3= Spawn behavior. See [[Coin]] for details.<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Present within all battle arenas in Coin Runners mode and in some tournaments. When touched, it disappears and the player gets one coin.<br>Some coins do not appear at the start of the battle but show up later on. See [[Object/coin]] for details.<br />
}}<br />
<br />
{{Object|2|074|116|ironbox||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>It seems to be born as an object separate from {{obj-ref|woodbox}}. <br />
}}<br />
<br />
{{Object|1|075|117|ItemDirect||-- ---<br />
|s1= 0 = Green Shell<br>1 = Red Shell<br>2 = Banana<br>3 = Mushroom<br>4 = Star<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object used in tournaments (Daisy Circuit and <small>SNES</small> Battle Course 4).<br>Can be used to place an item directly onto the track; they will not show up in Time Trials.<br>You must not place more than 10 of these in a track; otherwise, your track will freeze or hang in online play.<br />
}}<br />
<br />
{{Object|2|076|118|s_itembox|<br/>itembox(B)|-S TA-<br />
|s1= ''Unknown''<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= &mdash;<br />
|s6= [[Item_Settings_-_Item_Boxes|Timing lottery]]<br />
|s7= Height offset with object's position, signed.<br />
|s8= ''Unknown''<br />
|info= Item box that acts similarly to a placed item. It moves in conjunction with most moving objects and is normally locked in a relative Y-position, moving along with the object's behavior. Otherwise, it typically phases through object collision altogether. <br>Some interactions might be slot specific, such as with {{obj-ref|quicksand}}. <br>When placed high without an object underneath, it falls until it reaches the ground, and when placed on a steep surface, it falls down the slope, but can sometimes cause a freeze due to unknown reasons if used in this way.<br/>For more information, see the [[Moving Terrain#Using Objects|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|077|119|pile_coin|<br/>coin(BE)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>This is the pile of coins above the players used in Battle Mode; static and without collision.<br />
}}<br />
<br />
{{Object|2|0c9|201|f_itembox|<br/>itembox(B)|RS T-O<br />
|s1= Start speed in units per 1/60 seconds; if a [[KMP (File Format)#POTI|Route Setting 1]] > 0, then a new speed value is defined<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= Route start point<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route controlled item box. If any [[KMP (File Format)#POTI|Route Setting 2]] = 1, the box breaks at that point.<br />
}}<br />
<br />
{{Object|1|0ca|202|MashBalloonGC|<br/>MashBalloonGC(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Air balloon as seen in <small>GCN</small> Mario Circuit. It has an assigned route but also floats from Y to Y. It turns to face the direction it is traveling in.<br />
}}<br />
<br />
{{Object|2|0cb|203|WLwallGC|<br/>WLwallGC(BK)|-S T--<br />
|s1= Time stationary at initial position<br />
|s2= Time stationary at destination<br />
|s3= Speed of movement<br />
|s4= Movement distance<br />
|s5= Delay until it begins moving for the first time<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Horizontally moving Piranha Plant wall from <small>GCN</small> Waluigi Stadium, where it is combined with {{obj-ref|WLdokanGC}}. Its movement is in the direction opposite its rotation; for example its vanilla usage is rotated to face into the pipe, and it technically backs out towards the road. This movement direction fully obeys the object rotation, allowing it to move vertically if desired. Unlike a sine wave, it stays perfectly still at its initial position and post-movement destination, and its movement back and forth between the two is at a constant speed.<br />
}}<br />
<br />
{{Object|1|0cc|204|CarA1|<br/>CarA1(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall. It moves exactly like {{obj-ref|WLwallGC}} but instead left → right.<br />
}}<br />
<br />
{{Object|2|0cd|205|basabasa|<br/>basabasa(B)|RS T--<br />
|s1= Speed in units per 1/60 seconds<br />
|s2= Delay until start of the next group in 1/60 seconds.<br>Multiple groups can be on the way<br />
|s3= Number of Swoops per group<br />
|s4= How far they can get off the route (unknown values)<br />
|s5= Maximum height<br />
|s6= Distance between the bats in the same group<br />
|s7= Start delay in 1/60 seconds<br />
|s8= &mdash;<br />
|info= Swoops that follow a route. When touched, they act like a wall. They are released as groups which can be edited in any way.<br />
}}<br />
<br />
{{Object|1|0ce|206|HeyhoShipGBA|<br/>HeyhoShipGBA(B)|R- T--<br />
|s1= Speed<br />
|s2= How strong it moves up and down<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Shy Guy ship which shoots exploding cannonballs; cannonball object is {{obj-ref|HeyhoBallGBA}}.<br>This object is made for counterclockwise directed tracks, so if a track is clockwise directed, this object must be modified with [[BrawlBox]] in the following ways:<br>''CullMode'' from ''Materials'' must be set on ''Cull_Outside'' and the Z scale in the KMP must be -1.<br>Only slot [[Slot#6.2|6.2]] supports this object and it is necessary to allow tracks to work on this slot.<br />
}}<br />
<br />
{{Object|2|0cf|207|koopaBall|<br/>koopaBall(BE)|RS T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Gigantic exploding fireball; used with {{obj-ref|koopaFigure}}. It bounces on every new route point and explodes on the last one if the route cycle setting is turned on. This object always spins northward. Scale is only obeyed if the route cycle setting is turned off, although the fiery effect still does not obey scaling.<br />
}}<br />
<br />
{{Object|1|0d0|208|kart_truck|<br/>K_truck(B)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= Texturing:<br>0 = MooMoo<br>1 = Fruit<br>2 = Factory<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Truck from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right).<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|2|0d1|209|car_body|<br/>K_car_body(B)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= Color:<br>0 = Blue<br>1 = Red<br>2 = Yellow<br />
|s5= ''Unknown''<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Car from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right)<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|1|0d2|210|skyship|<br/>skyship(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Blimp from Luigi Circuit. It turns to face the direction it is traveling in.<br />
}}<br />
<br />
{{Object|2|0d3|211|w_woodbox|<br/>woodbox(BE)|RS T--<br />
|s1= Speed<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= ''Unknown''<br />
|s5= Start delay<br />
|s6= Time between 2 boxes<br />
|s7= Max amount of boxes<br />
|s8= &mdash;<br />
|info= Wooden box that follows a route.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the speed (gets added to S1). <br />
}}<br />
<br />
{{Object|1|0d4|212|w_itembox|<br/>itembox(B)|RS T--<br />
|s1= Speed<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= Start delay<br />
|s6= Time between 2 boxes<br />
|s7= Number of itemboxes on the route (default 5)<br />
|s8= &mdash;<br />
|info= Multiple item boxes that follow a route from a starting point to an ending point.<br />
}}<br />
<br />
{{Object|2|0d5|213|w_itemboxline|<br/> Block(BE)<br/> itembox(B)<br/> Press(BE)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= Delay until the first block spawns (time in frames)<br />
|s6= Delay between block spawns (time in frames)<br />
|s7= Number of Blocks/Item Boxes that can exist at any one time<br />
|s8= &mdash;<br />
|info= {{obj-ref|Press}}, ''block.brres'' and {{obj-ref|itembox}} combination from Toad's Factory.<br>Each block follows a route until it reach the press and the press converts it to an item box which continues the route. Route setting 1 is the speed it slows down to (if 0 it uses the speed setting in S1).<br/>Route setting 2:<br/> 0x1: press activates when a block reaches this point<br/>0x2: determines where the item box goes<br />
}}<br />
<br />
{{Object|1|0d6|214|VolcanoBall1|<br/>VolcanoBall1(BE)|RS T--<br />
|s1= Fireball speed<br />
|s2= Delay before starting<br />
|s3= Time between 2 fireballs<br />
|s4= Time until the fire goes out<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fiery rock from Grumble Volcano.<br>When created, a volcano explosion occurs and it follows the route until it touches a solid part, then it becomes a fire.<br/> Requires route points to be relatively close together; otherwise, the game freezes. Slot [[Slot#3.4|3.4]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|0d7|215|penguin_s|<br/>penguin_s(BE3D)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small penguin from <small>N64</small> Sherbet Land. It creates a symmetrical copy of itself under the ground to simulate an ice reflection.<br>[[KMP (File Format)#POTI|Route Setting 1]]: 0 = Default; 1 = Glide; 2 = Animation faster; 3 = Default.<br>[[KMP (File Format)#POTI|Route Setting 2]] describes the speed when Route Setting 1 ≠ 0, but always requires a value ≠ 0.<br>Slot [[#6.1|6.1]] enables its SFX.<br />
}}<br />
<br />
{{Object|1|0d8|216|penguin_m|<br/>penguin_m(BED)|RS T--<br />
|s1= Speed<br />
|s2= [[LE-CODE]] or [[cheat code]] required: <br/>Route start point.<br />
|s3= [[LE-CODE]] or [[cheat code]] required: <br/>If S8=1: Item to drop (same as ItemDirect).<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[LE-CODE]] or special cheat code required: <br/>0: normal behavior<br/>1: custom "mushroom car" behavior developed by [[kHacker35000vr]].<br />
|info= Medium penguin from <small>N64</small> Sherbet Land.<br>Slot [[#6.1|6.1]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|0d9|217|penguin_l|<br/>penguin_l(BE)|R- T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Large penguin from <small>N64</small> Sherbet Land.<br />
}}<br />
<br />
{{Object|1|0da|218|castleballoon1|<br/>castleballoon1(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Balloon from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|0db|219|dossunc|<br/>dossun(BE)|rS T--<br />
|s1= Route speed<br />
|s2= Behaviour with route:<br>1 = Stomp on every route point<br>2 = Couple of Thwomps, goes left and right before going down; read the description<br>3 = Grounded Thwomp, goes left and right<br />
|s3= Start delay in 1/60 seconds after start of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s4= Sleep time in 1/60 seconds after start of countdown<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp with optional route; without route, S1 and S2 must be 0.<br>If S2 = 2, a 3-point route is needed to make effect:<br>1 → Start point, [[KMP (File Format)#POTI|Route Setting 2]] = 0<br>2 → Rotation point, Route Setting 2 = 1<br>3 → Going down point, Route Setting 2 = 0.<br>The couple starts, at the second point turns of 180° and goes left and right, going down around the third point according to player's direction, then goes back to the first point.<br>To make effect, the object needs a rotation of ±90°, route points must have the same Y and Z coordinate and no other object must be near the start point.<br>In Grand Prix and VS races, the object is activated by the proximity of a main player (not a CPU) and the speed is proportional to the player's; in Time Trial speed and start delay are the same of respective settings in KMP file.<br>If S2 = 3, Route Setting 2 ("cycle") must be 1, or else the Thwomp will spin endlessly when hit by an item.<br />
}}<br />
<br />
{{Object|1|0dc|220|dossunc_soko||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. <br />
}}<br />
<br />
{{Object|2|0dd|221|boble|<br/>boble(BE)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lava bubble from <small>GBA</small> Bowser Castle 3.<br>[[KMP (File Format)#POTI|Route Setting 1]] controls the speed (gets added to S1), [[KMP (File Format)#POTI|Route Setting 2]] = 1 means that the model flips horizontally.<br />
}}<br />
<br />
{{Object|1|0de|222|K_bomb_car|<br/>K_bomb_car(BE)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bomb car from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right).<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|2|0df|223|K_bomb_car_dummy|<br/>K_bomb_car_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. <br />
}}<br />
<br />
{{Object|1|0e0|224|car_body_dummy|<br/>car_body_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|0e1|225|kart_truck_dummy|<br/>kart_truck_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0e2|226|hanachan|<br/>hanachan(BE2D)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wiggler from Maple Treeway. It shows up on the minimap in non-racing modes. <br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds of stop in that point.<br>Define the route heights carefully. If the Wiggler has issues with the body segments, move the route to a more flat area.<br />
}}<br />
<br />
{{Object|2|0e3|227|seagull|<br/>seagull(B)|R- T--<br />
|s1= Speed<br />
|s2= Number of seagulls<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Seagull that follows a route. It is found in tracks with a marine setting.<br />
}}<br />
<br />
{{Object|1|0e4|228|moray|<br/>moray(B)|R- TA-<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unagi (eel) from Koopa Cape and Chain Chomp Wheel.<br />
}}<br />
<br />
{{Object|2|0e5|229|crab|<br/>crab(BE3D)|RS T--<br />
|s1= Speed in units per 1/60 seconds<br />
|s2= Crab view direction:<br>0 = Left<br>1 = Right<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crab from <small>GBA</small> Shy Guy Beach.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds of stop in that point.<br />
}}<br />
<br />
{{Object|1|0e6|230|basabasa_dummy||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|0e7|231|CarA2|<br/>CarA2(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|0e8|232|CarA3|<br/>CarA3(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|0e9|233|Hwanwan|<br/>wanwan(BE)|RS T--<br />
|s1= Speed<br />
|s2= Amount of item boxes carried<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following Chain Chomp from <small>DS</small> Peach Gardens.<br>Hwanwan and wanwan only work together if the effect files are absent.<br>[[KMP (File Format)#POTI|Route Setting 2]] = 1 plays a rollover animation, originally used within a tournament in Rainbow Road. <br />
}}<br />
<br />
{{Object|1|0ea|234|HeyhoBallGBA|<br/>HeyhoBallGBA(BE)|-S T--<br />
|s1= Route id from where {{obj-ref|HeyhoShipGBA}} shoots<br />
|s2= Time between shot and arrival in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cannonball landing area that explodes after three seconds, shot by {{obj-ref|HeyhoShipGBA}}; in Grand Prix and VS races, it explodes if touched.<br>The object's scale does not affect the explosion effect's dimension. Generally, CPUs do not go against this object as they try to avoid them.<br>This objects requires {{obj-ref|HeyhoShipGBA}}, and therefore, it can only be used on slot [[Slot#6.2|6.2]]. Note that no more than 59 of this object can be used.<br />
<br />
}}<br />
{{Object|2|0eb|235|Twanwan|<br/>Twanwan(B)|RS -A-<br />
|s1= Route speed<br />
|s2= 0 = start and wait on first route point<br>1 = start at object location and enable release action<br />
|s3= Amplitude<br />
|s4= Period length<br />
|s5= Start delay in 1/60 seconds<br />
|s6= Time until it starts following route in 1/60 seconds (s5 has priority)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rolling Chain Chomp from Chain Chomp Wheel.<br>The object has two different kind of movements; one being a route and one relative to its current location based on a sine wave, whereby the wave is controlled by s3 and s4.<br>It appears on the minimap when playing on arena slot 1.4.<br />
}}<br />
<br />
{{Object|1|0ec|236|cruiserR|<br/>cruiser(BE)|R- T--<br />
|s1= Start speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following boat from Daisy Circuit and Koopa Cape.<br />
}}<br />
<br />
{{Object|2|0ed|237|bird|<br/>bird(B)|R- T--<br />
|s1= Speed<br />
|s2= Number of eagles<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following eagle from <small>GCN</small> DK Mountain.<br />
}}<br />
<br />
{{Object|1|0ee|238|sin_itembox|<br/>itembox(B)|RS T--<br />
|s1= Cycle time in 1/60 seconds<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= 0 = Enable shadow<br>1 = Disable shadow<br />
|s5= Start delay in 1/60 seconds<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Item box following a route back and forth; speed is like a sine function.<br>[[KMP (File Format)#POTI|Route Setting 2]]: 0 = Asymetric; 1 = Symetric.<br />
}}<br />
<br />
{{Object|2|0ef|239|Twanwan_ue|<br/>Twanwan_ue|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0f0|240|BossHanachan|<br/>hanachan(BE2D)|-S ---<br />
|s1= Primary Wiggler Speed<br />
|s2= Time in 1/60 seconds wiggler stops before using its angry speed. Used instead of s7 if player is behind point specified in s6 when wiggler stops<br />
|s3= Secondary Wiggler Speed<br />
|s4= Point player must pass to change wiggler to speed two. The wiggler must stop to activate this speed change. Route settings 0000 0001<br />
|s5= Angry Wiggler Speed<br />
|s6= Point player must pass to allow the wiggler to become angry. Route settings 0000 0001<br />
|s7= Time in 1/60 seconds wiggler stops before using its angry speed. Used instead of s2 if player is past point specified in s6 when wiggler stops<br />
|s8= &mdash;<br />
|info= Big Wiggler boss used in the Wario's Gold Mine tournament; follows a route.<br>If S2 of the route point = 0002 (S1 needs to be 0000; otherwise, it will try to do different things at the same time and Wiggler's body will glitch out), it will play Wiggler's trick animation once Wiggler gets to the point. See [[BossHanachan]] for more information about its route settings.<br />
}}<br />
<br />
{{Object|2|0f1|241|Kdossunc||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0f2|242|BossHanachanHead||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object used in the Wario's Gold Mine tournament to show the Wiggler's head on the minimap. It is not found in the KMP, but adding BossHanachan will automatically generate it in-game.<br />
}}<br />
<br />
{{Object|2|0f3|243|K_bomb_car1|<br/>K_bomb_car1|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Black Bomb car used in one of the Luigi Circuit tournaments.<br />
}}<br />
<br />
{{Object|1|12d|301|dummy|<br/>dummy|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|12e|302|dokan_sfc|<br/>dokan_sfc(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pipe from Luigi Circuit and <small>SNES</small> Mario Circuit 3.<br />
}}<br />
<br />
{{Object|1|12f|303|castletree1|<br/>castletree1(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from Moo Moo Meadows and Mario Circuit.<br />
}}<br />
<br />
{{Object|2|130|304|castletree1c|<br/>castletree1(B)|-S T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from Moo Moo Meadows and Mario Circuit.<br />
}}<br />
<br />
{{Object|1|131|305|castletree2|<br/>castletree2(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from Moo Moo Meadows and Mario Circuit. The tree turns to look always to the player.<br />
}}<br />
<br />
{{Object|2|132|306|castleflower1|<br/>castleflower1(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flower from Mario Circuit.<br />
}}<br />
<br />
{{Object|1|133|307|mariotreeGC|<br/>mariotreeGC(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from GCN Mario Circuit.<br />
}}<br />
<br />
{{Object|2|134|308|mariotreeGCc|<br/>mariotreeGC(B)|-S T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from GCN Mario Circuit.<br />
}}<br />
<br />
{{Object|1|135|309|donkytree1GC|<br/>donkytree1GC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|2|136|310|donkytree2GC|<br/>donkytree2GC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|1|137|311|peachtreeGC|<br/>peachtreeGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|2|138|312|peachtreeGCc|<br/>peachtreeGC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|1|139|313|npc_mii_a|<br/>npc_mii_a|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|13a|314|npc_mii_b|<br/>npc_mii_b|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|13b|315|npc_mii_c|<br/>npc_mii_c|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|13c|316|obakeblockSFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|1|13d|317|WLarrowGC|<br/>WLarrowGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Arrow with eyes from GCN Waluigi Stadium.<br />
}}<br />
<br />
{{Object|2|13e|318|WLscreenGC|<br/>WLscreenGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV from GCN Waluigi Stadium. Nintendo disables it in Multiplayer mode (PFlag = 9).<br />
}}<br />
<br />
{{Object|1|13f|319|WLdokanGC|<br/>WLdokanGC(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Big pipe from GCN Waluigi Stadium, normally combined with {{obj-ref|WLwallGC}}.<br />
}}<br />
<br />
{{Object|2|140|320|MarioGo64c|<br/>MarioGo64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The "GO" sign from N64 Mario Raceway.<br />
}}<br />
<br />
{{Object|1|141|321|PeachHunsuiGC|<br/>PeachHunsuiGC(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fountain from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|2|142|322|kinokoT1|<br/>kinokoT1(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bouncy mushroom decoration from Mushroom Gorge.<br />
}}<br />
<br />
{{Object|1|143|323|kinokoT2|<br/>kinokoT2|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|144|324|pylon01|<br/>pylon01(B)|-S T--<br />
|s1= Color:<br>0 = Red<br>1 = Blue<br>2 = Yellow<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Street cone from Daisy Circuit. Only slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]] and [[Slot#7.1|7.1]] support this object with a limit of 30. Colors can be changed in the CLR0 (maybe even added).<br />
}}<br />
<br />
{{Object|1|145|325|PalmTree|<br/>PalmTree(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid palm from Coconut Mall. It is the largest [[tree]] of [[Mario Kart Wii]].<br />
}}<br />
<br />
{{Object|2|146|326|parasol|<br/>parasol(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Parasol from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|147|327|cruiser|<br/>cruiser(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Boat from Daisy Circuit and Koopa Cape.<br />
}}<br />
<br />
{{Object|2|148|328|K_sticklift00|<br/>K_sticklift00(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Barrier gate from DK Summit.<br />
}}<br />
<br />
{{Object|1|149|329|heyho2|<br/> heyho2(B)<br/> K_chairlift00(B)|R- T--<br />
|s1= Which MDL0 from ''K_chairlift00.brres'' is loaded:<br>0 = K_chairlift00<br>1 = K_chairlift01<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Manager of the Shy Guy Ski Lift from DK Summit. Spawns 30 Chairlifts that travel on a route. Route setting 0 removes the Shy Guys. Route setting 1 randomly makes either 0, 1 or 2 randomly colored Shy Guys spawn on the chair. <br />
}}<br />
<br />
{{Object|2|14a|330|HeyhoTreeGBAc|<br/>HeyhoTreeGBA(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small solid [[tree]] from GBA Shy Guy Beach.<br />
}}<br />
<br />
{{Object|1|14b|331|MFaceBill|<br/>MFaceBill|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|14c|332|truckChimSmk|<br/>truckChimSmk(BE)|-S T--<br />
|s1= Time to start smoking<br />
|s2= 0 = Default smoke variant, doesnt vanish when touched.<br>1 = Different smoke variant (fluffy), doesnt vanish when touched.<br>2 = 1 but vanishes when touched.<br>3 = Different smoke variant (thick), doesnt vanish when touched.<br>4 = Same as 2?.<br>5+ = No smoke but "explode" effect<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Smoke generator on Wario's Gold Mine and Maple Treeway.<br />
}}<br />
<br />
{{Object|1|14d|333|MiiObj01|<br/>MiiObj01(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|14e|334|MiiObj02|<br/>MiiObj02(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|1|14f|335|MiiObj03|<br/>MiiObj03(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|150|336|gardentreeDS|<br/>gardentreeDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid and thin [[tree]] from DS Peach Gardens.<br />
}}<br />
<br />
{{Object|1|151|337|gardentreeDSc|<br/>gardentreeDS(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid and thin [[tree]] from DS Peach Gardens.<br />
}}<br />
<br />
{{Object|2|152|338|FlagA1|<br/>FlagA1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Starting line flag from Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|1|153|339|FlagA2|<br/>FlagA2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Starting line flag from Moo Moo Meadows.<br />
}}<br />
<br />
{{Object|2|154|340|FlagB1|<br/>FlagB1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "W" flag from Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|1|155|341|FlagB2|<br/>FlagB2(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "L" Flag from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|156|342|FlagA3|<br/>FlagA3(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "Mario Kart" flag from DS Delfino Square. <br />
}} <br />
<br />
{{Object|1|157|343|DKtreeA64|<br/>DKtreeA64(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|2|158|344|DKtreeA64c|<br/>DKtreeA64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|1|159|345|DKtreeB64|<br/>DKtreeB64(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Usolid [[tree]] from N64 DK's Jungle Parkway with a small crown.<br />
}}<br />
<br />
{{Object|2|15a|346|DKtreeB64c|<br/>DKtreeB64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from N64 DK's Jungle Parkway with a small crown.<br />
}}<br />
<br />
{{Object|1|15b|347|TownTreeDSc|<br/>TownTreeDS(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from DS Delfino Square with orange leaves.<br />
}}<br />
<br />
{{Object|2|15c|348|Piston|<br/>Piston(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piston machine decoration from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|15d|349|oilSFC|<br/>oilSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Oil puddle from SNES Mario Circuit 3.<br />
}}<br />
<br />
{{Object|2|15e|350|DKmarutaGCc|<br/>DKmarutaGC|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|15f|351|DKropeGCc|<br/>DKropeGC|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|160|352|mii_balloon|<br/>mii_balloon(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Floating balloon from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|161|353|windmill|<br/>windmill(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating windmill decoration from Moo Moo Meadows.<br />
}}<br />
<br />
{{Object|2|162|354|dossun|<br/>dossun(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp caged in N64 Bowser's Castle growling when a player approaches; it is an unsolid decoration.<br />
}}<br />
<br />
{{Object|1|163|355|TownTreeDS|<br/>TownTreeDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from DS Delfino Square with orange leaves.<br />
}}<br />
<br />
{{Object|2|164|356|Ksticketc|<br/>Ksticketc(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toll booth gate from Moonview Highway, opens when approaching. Opens for cars and trucks only on slot 4.2.<br />
}}<br />
<br />
{{Object|1|165|357|monte_a|<br/>monte_a(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0. If higher than setting 3, this will be ignored until that setting's distance is reached.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta alone.<br />
}}<br />
<br />
{{Object|2|166|358|MiiStatueM1|<br/>MiiStatueM1(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mario statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|167|359|ShMiiObj01|<br/>ShMiiObj01(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|168|360|ShMiiObj02|<br/>ShMiiObj02(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|169|361|ShMiiObj03|<br/>ShMiiObj03(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|16a|362|Hanabi|<br/>Hanabi(E)|-- T--<br />
|s1= Frames until the firework "pops" in the intro camera sequence.<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fireworks used in cutscene tracks. Only loads in GP Mode.<br />
}}<br />
<br />
{{Object|1|16b|363|miiposter|<br/>miiposter(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii posters from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|16c|364|dk_miiobj00|<br/>dk_miiobj00(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from DK Summit.<br />
}}<br />
<br />
{{Object|1|16d|365|light_house|<br/>light_house(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lighthouse from Daisy Circuit.<br />
}}<br />
<br />
{{Object|2|16e|366|r_parasol|<br/>r_parasol(B)|-S T--<br />
|s1= Starting state:<br>0 = Open <br>1 = Closed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Parasol from GBA Shy Guy Beach; it opens or closes itself when is hit.<br />
}}<br />
<br />
{{Object|1|16f|367|obakeblock2SFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|2|170|368|obakeblock3SFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|1|171|369|koopaFigure|<br/>koopaFigure(BE2D)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bowser statue from Bowser's Castle.<br />
}}<br />
<br />
{{Object|2|172|370|pukupuku|<br/>pukupuku(B)|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cheep Cheep fish.<br />
}}<br />
<br />
{{Object|1|173|371|v_stand1|<br/>v_stand1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|174|372|v_stand2|<br/>v_stand2|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|175|373|leaf_effect|<br/>leaf_effect(E)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Leaf effect when player drives or flies through [[tree]] leaves. Its SFX is exclusive to certain slot(s).<br />
}}<br />
<br />
{{Object|2|176|374|karehayama|<br/>karehayama(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Leaf pile from Maple Treeway. Its SFX is exclusive to certain slot(s).<br />
}}<br />
<br />
{{Object|1|177|375|EarthRing|<br/>EarthRing(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Earth luminous ring from Rainbow Road.<br />
}}<br />
<br />
{{Object|2|178|376|SpaceSun|<br/>SpaceSun(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sun in Rainbow Road.<br />
}}<br />
<br />
{{Object|1|179|377|BlackHole|<br/>BlackHole|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|17a|378|StarRing|<br/>StarRing(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Launch Star from Rainbow Road.<br />
}}<br />
<br />
{{Object|1|17b|379|M_obj_kanban|<br/>M_obj_kanban(B)|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow/black fence which can be found in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|17c|380|MiiStatueL1|<br/>MiiStatueL1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|17d|381|MiiStatueD1|<br/>MiiStatueD1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Daisy statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|17e|382|MiiSphinxY1|<br/>MiiSphinxY1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii Sphinx without head, unsolid. Object not used in any track.<br />
}}<br />
<br />
{{Object|1|17f|383|MiiSphinxY2|<br/>MiiSphinxY2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yoshi Sphinx from Dry Dry Ruins.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|180|384|FlagA5|<br/>FlagA5(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Start line flag from Koopa Cape. It is less buggy than {{obj-ref|FlagA3}}.<br />
}}<br />
<br />
{{Object|1|181|385|CarB|<br/>CarB(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid car decoration from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|182|386|FlagA4|<br/>FlagA4|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|183|387|Steam|<br/>Steam(E)|-- T--<br />
|s1= &mdash;<br />
|s2= Delay before starting in 1/60 seconds.<br />
|s3= Length of steam effect.<br />
|s4= Time between two steam effects.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Steam effect from Toad's Factory.<br />
}}<br />
<br />
{{Object|2|184|388|Alarm|<br/>Alarm(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Alarm effect from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|185|389|group_monte_a|<br/>group_monte_a(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta audience.<br />
}}<br />
<br />
{{Object|2|186|390|MiiStatueL2|<br/>MiiStatueL2(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|187|391|MiiStatueD2|<br/>MiiStatueD2(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Daisy statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|188|392|MiiStatueP1|<br/>MiiStatueP1(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Peach statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|189|393|SentakuDS|<br/>SentakuDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Hanging clothes decoration.<br />
}}<br />
<br />
{{Object|2|18a|394|fks_screen_wii|<br/>fks_screen_wii(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV from Funky Stadium.<br />
}}<br />
<br />
{{Object|1|18b|395|KoopaFigure64|<br/>KoopaFigure64(BE)|-S T--<br />
|s1= Units of distance from where KoopaFigure64 starts spitting fire<br />
|s2= Fire function and effect:<br>0 = Decoration with default effect<br>1 = Obstacle with L effect<br />
|s3= Spitting fire start delay in 1/60 seconds after start of countdown.<br>0 = Freeze of the game<br>240 (F0 in hex) = Starts spitting fire immediately after the "GO!"<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bowser statue from N64 Bowser's Castle; it spits fire for 5 seconds, then doesn't nothing for 3 seconds, then spits fire again.<br>In GP and VS Race the object is activated by the proximity of a player.<br />
}}<br />
<br />
{{Object|2|18c|396|b_teresa|<br/>b_teresa(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flying Boos from SNES Ghost Valley 2 controlled by [[AREA type#AREA type 0x07 (flying Boos)|AREA type 07]], using exactly one object.<br>Object's location doesn't matter, Boos are always viewed when players enter in related AREA.<br />
}}<br />
<br />
{{Object|1|18d|397|MiiStatueDK1|<br/>MiiStatueDK1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|18e|398|MiiKanban|<br/>MiiKanban(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi face sign from Luigi Circuit.<br />
}}<br />
<br />
{{Object|1|18f|399|BGteresaSFC|<br/>BGteresaSFC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flying Boo from SNES Ghost Valley 2; optimal scale values for this object are values around 3 and 4.<br />
}}<br />
<br />
{{Object|2|191|401|kuribo|<br/>kuribo(B2D)|RS T-O<br />
|s1= Respawn time<br />
|s2= Speed<br />
|s3= Animation speed<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Goomba.<br />
}}<br />
<br />
{{Object|1|192|402|choropu|<br/>choropu(BE)|RS T--<br />
|s1= Speed<br />
|s2= Start delay in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving Monty Mole from Moo Moo Meadows.<br>Can't be used together with {{obj-ref|choropu2}}.<br>[[KMP (File Format)#POTI|Route Setting 2]]: 0 = Burrow, 1 = Pop out. <br />
}}<br />
<br />
{{Object|2|193|403|cow|<br/>cow(B5D)|RS T--<br />
|s1= Number of cows following the leader cow unordered<br />
|s2= ''Unknown''<br />
|s3= Start delay of the cows in 1/60 seconds.<br>The leader cow starts a few seconds earlier<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= A cow following a route followed by some more cows (from Moo Moo Meadows).<br>The leader cow starts at the first point of the route, all other cows around the object position.<br />
}}<br />
<br />
{{Object|1|194|404|pakkun_f|<br/>pakkun_f(B2D)|-S T-O<br />
|s1= Idle time in 1/60 seconds between 2 attacks in time trial and online<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piranha Plant from GCN Mario Circuit, normally combined with {{obj-ref|pakkun_dokan}}.<br />
}}<br />
<br />
{{Object|2|195|405|WLfirebarGC|<br/>WLfirebarGC(B)|-S T--<br />
|s1= Fireballs per arm<br />
|s2= Rotations X per 360 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Fireball distance<br />
|s4= Number or arms<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating fire bars from GCN Waluigi Stadium.<br/>Can't be used together with {{obj-ref|koopaFirebar}}.<br />
}}<br />
<br />
{{Object|1|196|406|wanwan|<br/>wanwan(BE)|-S T--<br />
|s1= Length of chain in game units<br />
|s2= ''Unknown''<br />
|s3= &mdash;<br />
|s4= Let (X,Y) be the center of the area where the Chain Chomp snaps to (neither X nor Y are height coordinates). If X is positive, X/10 is the X-Value for the setting; if X is negative, 65536 + X/10 is the X-Value for the setting (make sure to include the negative sign when adding!). <br />
|s5= Let (X,Y) be the center of the area where the Chain Chomp snaps to (neither X nor Y are height coordinates). If Y is positive, Y/10 is the Y-Value for the setting; if Y is negative, 65536 + Y/10 is the Y-Value for the setting (make sure to include the negative sign when adding!).<br />
|s6= Time to wander around (in 1/60 seconds); if 0, about 5 seconds is used. Add 3.5 seconds for full cycle time<br />
|s7= (Width of wedge in degrees-35)/2<br />
|s8= &mdash;<br />
|info= Chain Chomp. Snaps in a wedge shape that is directed to a given point.<br>Hwanwan and wanwan only work together if the effect files are absent.<br />
}}<br />
<br />
{{Object|2|197|407|poihana|<br/>poihana(BE2D)|-S T--<br />
|s1= Color. Value (Frame Index) for PAT0 animation "body_color" that will be used as main texture.<br>Normal settings:<br>0 = Blue<br>1 = Red<br>2 = Violet<br>3 = Green<br><br />
|s2= Units of distance from where {{obj-ref|poihana}} starts looking for players<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cataquack from GCN Peach Beach. It flings players into the air. In GP and VS race, it looks for players. In Time Trials, it flings only if touched. It is likely possible to add further colors by modifying the Pat0. <br><br />
Only works on [[Slot#5.1|Slot 5.1]] if psea or venice_nami is present for a splash sfx.<br />
}}<br />
<br />
{{Object|1|198|408|DKrockGC|<br/>DKrockGC(BE)|RS T--<br />
|s1= Not 0: Delay of ~1.5 seconds for the second rock<br />
|s2= Minimal cycle time in 1/60 seconds<br />
|s3= Speed<br />
|s4= Bouncing factor<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling rock from GCN DK Mountain, it respawns only if its Route's header has Cycle set to 1. [[Slot#8.3|Slot 8.3]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|199|409|sanbo|<br/>sanbo(BED)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pokey from Dry Dry Ruins and DS Desert Hills.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds to stop at that point. Some of its SFX may be exclusive to certain slots. Requires the bones '''joint1''', '''joint2''', '''joint3''', and '''joint4''' in the [[BRRES (File Format)|BRRES]].<br />
}}<br />
<br />
{{Object|1|19a|410|choropu2|<br/>choropu(BE)|-S T--<br />
|s1= Hide time in 1/60 seconds<br />
|s2= Start delay in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Monty Mole from DS Peach Gardens.<br>Can't be used together with {{obj-ref|choropu}}.<br />
}}<br />
<br />
{{Object|2|19b|411|TruckWagon|<br/>TruckWagon(BE)|RS T--<br />
|s1= Speed<br />
|s2= Delay before the second (groups) truck spawns (time in frames)<br />
|s3= Delay until the first (groups) truck spawns (time in frames)<br />
|s4= 0 = collision, allows for effects/animations and spawns 12 groups of trucks.<br/>1 = No collision, loads _LOD model instead and limits to 3 TruckWagons on a route.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Truck from Wario's Gold Mine.<br>[[KMP (File Format)#POTI|Route Setting 1]] changes the speed (if 0 it uses the speed setting in S1).<br/>[[KMP (File Format)#POTI|Route Setting 2]]: 0x0: Normal behavior<br/> 0x1: Truck sways left and right harder and will not change back until the end of the route.<br/> 0x2: Truck sways left and right. <br/> Requires route points to be relatively close together; otherwise, the game freezes.<br />
}}<br />
<br />
{{Object|1|19c|412|heyho|<br/>heyho(B)|RS T--<br />
|s1= Speed<br />
|s2= Color.<br>Normal settings:<br>0 = Red<br>1 = Yellow<br>2 = Green<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Shy Guy obstacle from DK Summit. Additional colors can probably be added by expanding the Pat0.<br />
}}<br />
<br />
{{Object|2|19d|413|Press|<br/>Press(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= Start delay in 1/60 seconds<br />
|s3= Sleep time in 1/60 seconds;<br>Special case 0 = One time shoot<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Press from Toad's Factory (over the belts).<br>The entered position is the sleeping position, so must be placed over the ground (600 is the default value); the total cycle time depends on the sleep time and the falling height.<br />
}}<br />
<br />
{{Object|1|19e|414|Press_soko||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|19f|415|pile|<br/>pile|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Chain Chomp's wooden pole seen in one of the Mario Circuit tournaments.<br />
}}<br />
<br />
{{Object|1|1a0|416|choropu_ground||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|1a1|417|WLfireringGC|<br/>WLfirebarGC(B)|-S T--<br />
|s1= Number of fireballs<br />
|s2= Rotations X in 1/60 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Pulsation factor, shrinks and enlarges the radius.<br>Special cases:<br> S3 = 0 or S4 = 0 no pulsation;<br> S3 ≥ S4 negative pulsation<br />
|s4= Radius<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating fire ring from GCN Waluigi Stadium. Scale settings refer to fireballs' dimensions and position coordinates to center's coordinates.<br />
}}<br />
<br />
{{Object|1|1a2|418|pakkun_dokan|<br/>pakkun_dokan(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pipe of potted Piranha Plant, normally combined with {{obj-ref|pakkun_f}}.<br />
}}<br />
<br />
{{Object|2|1a3|419|begoman_spike|<br/>begoman_spike(BE)|-S --O<br />
|s1= ID (1-based), used in ''begoman_manager'' to control when they appear<br />
|s2= The radius of the 1st ring in which the topman is allowed to roam in. <br />
|s3= Time in frames from the start of the race until the topman will switch from the 1st ring to the 2nd ring.<br />
|s4= The radius of the 2nd ring in which the topman is allowed to roam in. <br />
|s5= Time in frames from the start of the race until the topman will switch from the 2nd ring to the 3rd ring.<br />
|s6= The radius of the 3rd ring in which the topman is allowed to roam in. <br />
|s7= Time in frames from the start of the race until the topman will switch from the 3rd ring to the 4th ring.<br />
|s8= The radius of the 4th ring in which the topman is allowed to roam in. <br />
|info= Topman from Galaxy Colosseum; object not used in any track. To appear, it (or they) must be the first object of section [[KMP#GOBJ|GOBJ]]. They appear to not obey [[KCL flag#Wall (0x0C)|wall collision]]. Note that the rings are hardcoded to have their centre at (0,0).<br>Only works on slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]], [[Slot#7.1|7.1]], and Galaxy Colosseum.<br />
}}<br />
<br />
{{Object|1|1a4|420|FireSnake|<br/>FireSnake(BE)|-S T--<br />
|s1= Route id from where {{obj-ref|sunDS}} drops<br />
|s2= Time before vanishing in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Grounded Podoboo from DS Desert Hills. It bounces casually around its position point.<br>It works with the object {{obj-ref|sunDS}}, so it only works on slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]] and [[Slot#7.1|7.1]].<br />
}}<br />
<br />
{{Object|2|1a5|421|koopaFirebar|<br/> koopaFirebar(B)<br/> WLfirebarGC(B)|-S T--<br />
|s1= Number of fireballs per hand<br />
|s2= Rotations X per 1/360 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Distance between fireballs<br />
|s4= Number of hands<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating firebar from Bowser's Castle. Specific object rotation values cause strange behavior, such as 0,90,0.<br/>Can't be used together with {{obj-ref|WLfirebarGC}}.<br />
}}<br />
<br />
{{Object|1|1a6|422|Epropeller|<br/>Epropeller(BE)|-S T--<br />
|s1= Rotations per 12 seconds if S8 = 0.<br />
Rotations per 12*S8 seconds if S8 > 0 (needs [[LE-CODE]] or [[Epropeller_Speed|this cheat code]])<br />
|s2= Direction:<br>0 = Clockwise<br>1 = Counterclockwise<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= Unused in the normal game.<br />
<br />
With [[LE-CODE]] or [[Epropeller_Speed|this cheat code]] this setting becomes a multiplicative factor applied in Setting 1.<br />
|info= Electric propeller from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|1a7|423|dc_pillar_c||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|1a8|424|FireSnake_v|<br/>FireSnake(BE)|-S T--<br />
|s1= Start delay in 1/60 seconds after starting of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s2= The time between two firesnake spawns. <600 causes the previous snake to disappear, 600 despawns each second snake immediately.<br />
|s3=Units of distance from position point to landing point following the Y angulation.<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Grounded Podoboo from Grumble Volcano. It jump from its position point describing a parabola and after landing bounces casually around the arrival point for 10 seconds until it vanishes.<br />
}}<br />
<br />
{{Object|2|1a9|425|honeBall|<br/>honeBall(BE)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in regular tracks. Used in the <small>N64</small> Bowser's Castle tournament with Dry Bowser.<br>For use of this object in Mission Mode, at least one CPU must be defined. The location of the object does not matter.<br>If more than one CPU is defined, it will cause weird behavior. If more than one CPU exists in a mission with this object, only the one that is the closest to the player will fire at them. Occasionally, some will try and fire at the same time, but this causes them to spin out repeatedly until another fireball is fired. Regardless of how many CPUs are defined in a mission with this object, or how many times this object is added, only one of the CPUs will fire at the player.<br />
}}<br />
<br />
{{Object|1|1aa|426|puchi_pakkun|<br/>puchi_pakkun(BD)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small Piranha Plant from N64 Mario Raceway.<br />
}}<br />
<br />
{{Object|2|1ab|427|sanbo_big|<br/>sanbo(BED)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Giant Pokey used in the Thwomp Desert tournament, where its scale is 7 on the X, Y and Z-axes.<br>[[KMP Cloud]] always saves it as {{obj-ref|0x1AC|sanbo_big.2}}.<br />
}}<br />
<br />
{{Object|1|1ac|428|sanbo_big.2|<br/>sanbo(BED)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Giant Pokey's body parts used in the Thwomp Desert tournament. When used in the [[KMP]], it works identical as {{obj-ref|0x1ab|sanbo_big}}; however, its minimap icon does not appear correctly and no sounds can be heard.<br />
}}<br />
<br />
{{Object|2|1f5|501|kinoko_ud|<br/>kinoko(BK)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant for the stem instead<br />
|s2= Amplitude of the up-down movement<br />
|s3= Time in 1/60s for a full up-down cycle<br />
|s4= Cycle shift (controls where in the cycle to start)<br />
|s5= Time in 1/60s to pause at the lowest point in the cycle<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bouncy mushroom from Mushroom Gorge.<br />
}}<br />
<br />
{{Object|1|1f6|502|kinoko_bend|<br/>kinoko(BK)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant instead<br />
|s2= Maximum angle<br />
|s3= Time in 1/60s for a full cycle<br />
|s4= Cycle shift (controls where in the cycle to start)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bouncy mushroom. The model perpetually loops an animation that resembles pulling a rubber band and letting go. It appears on the minimap as a solid circle in non-racing modes.<br />
}}<br />
<br />
{{Object|2|1f7|503|VolcanoRock1|<br/>VolcanoRock1(BK)|-S T--<br />
|s1= Model/Effect/KCL file to use (0 or 1)<br />
|s2= Time of one period on the Z-axis in 1/60 seconds<br />
|s3= Amplitude of the cosine on the Z-axis<br />
|s4= Offset starting Z position within the specified movement in 1/60 seconds<br />
|s5= Time of one period on the Y-axis in 1/60 seconds<br />
|s6= Amplitude of the cosine on the Y-axis<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Floating drivable rock (at Grumble Volcano in the lava). It moves like a cosine on the Z-axis and the Y-axis.<br />
}}<br />
<br />
{{Object|1|1f8|504|bulldozer_left|<br/>bulldozer_left(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Movement Distance<br />
|s3= Movement Time<br />
|s4= Time before starting<br />
|s5= Time of standing still<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bulldozer from Toad's Factory. Regardless of Y-rotation, it moves eastward from its current position.<br />
}}<br />
<br />
{{Object|2|1f9|505|bulldozer_right|<br/>bulldozer_right(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Movement distance<br />
|s3= Movement time<br />
|s4= Time before starting<br />
|s5= Time of standing still<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bulldozer from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|1fa|506|kinoko_nm|<br/>kinoko(B)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant instead<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Green mushroom. It appears on the minimap as a solid circle in non-racing modes.<br />
}}<br />
<br />
{{Object|2|1fb|507|Crane|<br/>Crane(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Period of the motion (in 1/60s)<br />
|s3= Amplitude of the motion (in game units)<br />
|s4= Time before starting<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crane platform Toad's Factory. Slot [[Slot#1.4|1.4]] enables its SFX.<br />
}}<br />
<br />
{{Object|1|1fc|508|VolcanoPiece|<br/>VolcanoPiece1(BK)|-S T--<br />
|s1= Model/KCL reference<br />
|s2= Time until it shakes in seconds at 150cc and mirror mode (already starts 4 seconds before in-game timer)<br />
|s3= Time it shakes in seconds at 150cc and mirror mode<br />
|s4= Time until it shakes in seconds at 100cc (already starts 4 seconds before in-game timer)<br />
|s5= Time it shakes in seconds at 100cc<br />
|s6= Time until it shakes in seconds at 50cc and battle (already starts 4 seconds before in-game timer)<br />
|s7= Time it shakes in seconds at 50cc and battle<br />
|s8= Time in frames between shaking and falling (always 30 frames on GV)<br />
|info= Floating, shaking and sinking driveable rock from Grumble Volcano.<br>Slot [[Slot#3.4|3.4]] enables its SFX<br>The normal KCL file is always active, KCL b activates when the rock starts shaking and falls with the rock, KCL c activates when the rock starts to fall (It stays in place while the rock falls)<br />
}}<br />
<br />
{{Object|2|1fd|509|FlamePole|<br/>FlamePole(BEK)|-S T--<br />
|s1= Cycle time in 1/60 seconds + 9 seconds<br />
|s2= Start delay in 1/60 seconds<br />
|s3= Size factor<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ground fire geyser from Bowser's Castle.<br />
}}<br />
<br />
{{Object|1|1fe|510|TwistedWay|<br/>TwistedWay(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving section from Bowser's Castle. Cannot be rotated or scaled.<br />
}}<br />
<br />
{{Object|2|1ff|511|TownBridgeDSc|<br/>TownBridgeDS(BK)|-S T--<br />
|s1= Angle α of inclination in degrees, with 0°≤α<45°; if α ≥ 45° causes beauty flaws and stops the bridge at 45°<br />
|s2= Time in 1/60 seconds used to lift and lower<br />
|s3= Time in 1/60 seconds of stop after lift<br />
|s4= Time in 1/60 seconds of stop after lowering<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Drawbridge from DS Delfino Square; the bridge in DS Delfino Square is created using two of these objects face to face. Regardless of Y-rotation, the object will always rotate on the Z-axis of the stage when the bridge is being lifted or lowered.<br />
}}<br />
<br />
{{Object|1|200|512|DKship64|<br/> DKship64(BE)<br/> group_enemy_a(B)<br/> group_enemy_b(B)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ferry-boat and audience from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|2|201|513|kinoko_kuki||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. It is the stem of both green and bouncy mushrooms.<br />
}}<br />
<br />
{{Object|1|202|514|DKturibashiGCc|<br/>DKturibashiGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wooden, Swaying bridge from GCN DK Mountain. The object collision is not affected by rotation or scale, so all rotation values need to be 0 and scale 1 in order to work properly.<br />
}}<br />
<br />
{{Object|2|203|515|FlamePoleEff|<br/>FlamePoleEff|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|204|516|aurora|<br/>aurora(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving section from Rainbow Road. Cannot be rotated or scaled.<br />
}}<br />
<br />
{{Object|2|205|517|venice_saku|<br/>venice_saku(BK)|-S -A-<br />
|s1= Time until it goes up (in frames)<br />
|s2= How far up it goes<br />
|s3= Speed that it moves up<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fence gate from Delfino Pier. Slot [[Slot#battle1.2|A1.2]] enables its SFX. Using multiple of this object appears to cause all of them to rise simultaneously.<br />
}}<br />
<br />
{{Object|1|206|518|casino_roulette|<br/>casino_roulette(BK)|-S -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The rotating parts of Chain Chomp Wheel; when used with [[KCL flag#Moving Road (0x1D)|KCL flag 0x1D]], the road slowly rotates around the object counterclockwise.<br/>X, Y and Z positions and rotations need to be 0 and scales need to be 1 in order to work properly. Additionally, the file must have a [[SRT0| texture animation]] named "dushBoard" (without quotations), or else the game will freeze.<br/> Arena [[slot]] 1.4 enables functionality that causes players to additionally rotate the direction they are facing on both the object by itself and on KCL flag 0x1D.<br/> For more information, see the [[Moving Terrain#Rotating Road (KCL 0x1D)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|2|207|519|BossField01_OBJ1|<br/>BossField01_OBJ1|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|208|520|dc_pillar|<br/>dc_pillar(BEK)|-S T--<br />
|s1= Time before falling in 1/60 seconds in 150cc and mirror mode<br />
|s2= Final angle in degrees<br>(0° = vertical, 90° = horizontal), normally ≥ 90°<br />
|s3= Time before falling in 1/60 seconds in 100cc mode<br />
|s4= Time before falling in 1/60 seconds in 50cc mode<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling pillar from Dry Dry Ruins.<br />
}}<br />
<br />
{{Object|2|209|521|dc_sandcone|<br/>dc_sandcone(BEK)|-S T--<br />
|s1= Growth speed<br />
|s2= Final size<br />
|s3= Start delay before it starts to grow in 1/60 seconds (starts 4 seconds before the timer in-game)<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pile of sand from Dry Dry Ruins.<br />
}}<br />
<br />
{{Object|1|20a|522|venice_hasi|<br/>venice_hasi(BEK)|-S -A-<br />
|s1= Time until the bridge goes up (and animation starts playing)<br />
|s2= Animation / Bridge opening speed (0x3 normal, 0x1 faster, 0x10 slow)<br />
|s3= ''Unknown''<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bridge from Delfino Pier. Slot [[Slot#battle1.2|A1.2]] enables its SFX (includes a bell sound).<br/> Animation capped at 30 frames. S3 might be a relic of old animation length.<br />
}}<br />
<br />
{{Object|2|20b|523|venice_gondola|<br/> venice_gondola(BE)<br/> monte_a(B)|RS ---<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>A gondola ship that would have traversed the outside of Delfino Pier. This object can be seen briefly in the course selection screen video for Delfino Pier. The game places a Pianta waving at a fixed position on top of the object.<br>No graphic files for this object exist in the final game. This object is solid and must have a route. If the player touches the top, they will bounce forwards. In addition, the bone of its model must be named ''hune''.<br />
}}<br />
<br />
{{Object|1|20c|524|quicksand|<br/> quicksand(BE)<br/> dossun(BE)|-- -A-<br />
|s1= 0 = Use Thwomp<br>1 = Don't use Thwomp<br />
|s2= Sand shake wave length. 0 by default if s1 = 0<br />
|s3= Time until sand wave reaches the end. 0 by default if s1 = 0. Must not be 0 if s1 = 1<br />
|s4= Sand push and pull strength.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp Desert controller. <br/> Arena [[slot]] 1.5 enables its SFX.<br/> {{obj-ref|s_itembox}} is affected by the push/pull factor on slots other than arena slot 1.5, causing buggy interactions. Cannot be scaled, due to hard-coded collision.<br />
}}<br />
<br />
{{Object|2|20d|525|bblock|<br/> bblock1(BK)<br/> MiiStatue1|-S -A-<br />
|s1= Model/KCL reference<br />
|s2= Time until it shakes in seconds at 150cc and mirror mode (already starts 4 seconds before in-game timer)<br />
|s3= Time it shakes in seconds at 150cc and mirror mode<br />
|s4= Time until it shakes in seconds at 100cc (already starts 4 seconds before in-game timer)<br />
|s5= Time it shakes in seconds at 100cc<br />
|s6= Time until it shakes in seconds at 50cc and battle (already starts 4 seconds before in-game timer)<br />
|s7= Time it shakes in seconds at 50cc and battle<br />
|s8= Time in frames between shaking and falling<br />
|info= Block parts from Block Plaza, with statues. The normal KCL file is active until block starts shaking, KCL b activates when the block starts shaking and falls with the block.<br> Slot [[Slot#battle1.1|A1.1]] uses 150cc timing settings unlike other battle slots.<br />
}}<br />
<br />
{{Object|1|20e|526|ami|<br/>ami(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bouncing bridge from Maple Treeway. The collision's rotation and scaling are hard-coded, so it is recommended to keep the object's rotation at 0,180,0 and scale at 1,1,1.<br />
}}<br />
<br />
{{Object|2|20f|527|M_obj_jump|<br/>M_obj_jump (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Trick ramp used on backwards competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|210|528|starGate|<br/>starGate|-S ---<br />
|s1= Number (ordered)<br />
|s2= Trigger<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Gates used in some competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|211|529|RM_ring1|<br/>RM_ring1(BK)|RS --O<br />
|s1= Ring ID;<br>1 = Outer ring<br>2 = ring in the middle<br>3 = Inner ring<br />
|s2= Time after course start when the ring starts shaking (seconds) (s2=0 means the ring will never fall)<br />
|s3= Time that ring shakes (seconds)<br />
|s4= Delay after ring shakes before falling down (1/60 seconds)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Driveable ring zones from Galaxy Colosseum; object not used in any track.<br />
}}<br />
<br />
{{Object|1|212|530|FlamePole_v|<br/>FlamePole_v(BE)|-S T--<br />
|s1= Total cycle length, affects time between rising and dropping only.<br />
|s2= Start delay in 1/60 seconds; it starts 3 seconds before the "GO!" <br />
|s3= The dropping height of the pillar / 384<br />
|s4= Idling time - 200 (1/60 seconds)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fire geyser without a base. It rises like a parabolic curve for 1 second, stays up for s1 - s4 - 490 frames, drops in a linear line for 3 seconds and waits for the time specified in s4 before restarting. Before rising, the geyser has an additional state of 50 frames whereby it is enabled but not rising yet, for this reason it is recommended to not put geysers above track section.<br />
}}<br />
<br />
{{Object|2|213|531|M_obj_s_jump|<br/>M_obj_s_jump (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|214|532|InsekiA|<br/>InsekiA(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 0 = Clockwise, 1 = Counterclockwise<br />
|s3= Rotation speed.<br />
|s4= Rotation offset.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Asteroids from Rainbow Road.<br />
}}<br />
<br />
{{Object|2|215|533|InsekiB|<br/>InsekiB(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 0 = Clockwise, 1 = Counterclockwise<br />
|s3= Rotation speed.<br />
|s4= Rotation offset.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Star bits from Rainbow Road.<br />
}}<br />
<br />
{{Object|1|216|534|FlamePole_v_big|<br/> FlamePole_v_big(E)<br/> FlamePole_v(BE)|-S T--<br />
|s1= If S3 = 1, time outside the lava in 1/100 s, K reference value is 500 (1F4 in hex):<br>X < K → Stays outside the lava for 5 seconds<br>X ≥ K → Stays outside the lava for X/100 seconds.<br />
|s2= Start delay in 1/60 seconds, it starts 3 seconds before the "GO!" if S3 = 0, if not 2 seconds before the "GO!"<br />
|s3= S1 activator and S2 conditioner:<br>0 = S1 Deactivated<br>1 = S1 Activated <br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Really, really big fire geyser without a base from N64 Bowser's Castle.<br>Time outside the lava is regulated by S1 if S3 = 1, if not it stays outside the lava for 5 seconds independently form the valuse of S1.<br />
}}<br />
<br />
{{Object|2|217|535|Mdush|<br/>Mdush(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small jump ramp from Mario Circuit.<br />
}}<br />
<br />
{{Object|1|218|536|HP_pipe|<br/>HP_pipe|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|219|537|DemoCol|<br/>DemoCol(BK)|-S --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Collision zone from the losing demo screen, located in a grass part from Mario Circuit; object not used in any track.<br />
}}<br />
<br />
{{Object|1|21a|538|M_obj_s_jump2|<br/>M_obj_s_jump2 (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|21b|539|M_obj_jump2|<br/>M_obj_jump2 (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|259|601|DonkyCannonGC|<br/>DonkyCannonGC(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= DK cannon from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|2|25a|602|BeltEasy|<br/>BeltEasy(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Second set of belts from Toad's Factory.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25b|603|BeltCrossing|<br/>BeltCrossing(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= First set of belts from Toad's Factory.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|2|25c|604|BeltCurveA|<br/>BeltCurveA(B)|-- T--<br />
|s1= &mdash;<br />
|s2= Initial starting side. A value of 1 means the fast side will be on the left first, every other value means the opposite.<br />
|s3= Time until it switches<br />
|s4= Time until it switches back<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Third set of belts from Toad's Factory. Object is not scalable.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25d|605|BeltCurveB|<br/>BeltCurveB|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|25e|606|escalator|<br/>escalator(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Speed 1 (units per second, signed)<br />
|s3= Time until it switches to Speed 2<br />
|s4= Speed 2 (units per second, signed)<br />
|s5= (Total) time until it switches to Speed 3<br />
|s6= Speed 3 (units per second, signed)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Coconut Mall escalator.<br/> For more information, see the [[Moving Terrain#Usage in Coconut Mall|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25f|607|DonkyCannon_wii|<br/>DonkyCannon_wii(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= DK cannon from DK Summit.<br />
}}<br />
<br />
{{Object|2|260|608|escalator_group|<br/> escalator(BK)<br/> monte_a(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Speed 1 (units per second, signed)<br />
|s3= Time until it switches to Speed 2<br />
|s4= Speed 2 (units per second, signed)<br />
|s5= (Total) time until it switches to Speed 3<br />
|s6= Speed 3 (units per second, signed)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= 2 Time Escalators from Coconut Mall. One of the two escalators uses the given speed, the other uses a multiplied speed of -1 (negative speed), so they always run in opposite directions.<br/> For more information, see the [[Moving Terrain#Usage in Coconut Mall|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|261|609|tree_cannon|<br/>tree_cannon(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cannon from Maple Treeway.<br />
}}<br />
<br />
{{Object|2|2bd|701|group_enemy_b|<br/>group_enemy_b(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience.<br />
}}<br />
<br />
{{Object|1|2be|702|group_enemy_c|<br/>group_enemy_c(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toads audience.<br />
}}<br />
<br />
{{Object|2|2bf|703|taimatsu|<br/>taimatsu(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flame of the torches from N64 DK's Jungle Parkway (torches inside the cave) and Bowser Castle (on the wall).<br />
}}<br />
<br />
{{Object|1|2c0|704|truckChimSmkW|<br/>truckChimSmkW(BE)|-S -A-<br />
|s1= &mdash;<br />
|s2= 0 = Light<br>1 = Dark smoke and it interacts with the Player.<br>2 = Same as 1.<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Houses' smoke from Delfino Pier.<br />
}}<br />
<br />
{{Object|2|2c1|705|Mstand|<br/>Mstand|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|2c2|706|dkmonitor|<br/>dkmonitor(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV screen from DK Summit.<br />
}}<br />
<br />
{{Object|2|2c3|707|group_enemy_a|<br/>group_enemy_a(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience.<br />
}}<br />
<br />
{{Object|1|2c4|708|FlagB3|<br/>FlagB3(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bright Shell Flag from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2c5|709|spot|<br/>spot(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Spotlights from Chain Chomp Wheel.<br />
}}<br />
<br />
{{Object|1|2c6|710|group_enemy_d|<br/>group_enemy_d|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|2c7|711|FlagB4|<br/>FlagB4(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Dark Shell Flag from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2c8|712|group_enemy_e|<br/>group_enemy_e(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|2c9|713|group_monte_L|<br/>group_monte_a(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Delfino Pier.<br />
}}<br />
<br />
{{Object|1|2ca|714|group_enemy_f|<br/>group_enemy_f(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|2cb|715|FallBsA|<br/>FallBsA(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Waterfall from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2cc|716|FallBsB|<br/>FallBsB(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Waterfall from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2cd|717|FallBsC|<br/>FallBsC|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|2ce|718|volsmk|<br/>volsmk(E)|-- T--<br />
|s1= &mdash;<br />
|s2= Time until it starts emitting smoke in seconds at 150cc and mirror mode (already starts 4 seconds before in-game timer)<br />
|s3= Time it emits smoke in seconds at 150cc and mirror mode<br />
|s4= Time until it starts emitting smoke in seconds at 100cc (already starts 4 seconds before in-game timer)<br />
|s5= Time it emits smoke in seconds at 100cc<br />
|s6= Time until it starts emitting smoke in seconds at 50cc (already starts 4 seconds before in-game timer)<br />
|s7= Time it emits smoke in seconds at 50cc<br />
|s8= &mdash;<br />
|info= Smoke used by the trembling rocks from Grumble Volcano.<br />
}}<br />
<br />
{{Object|2|2cf|719|ridgemii00|<br/>ridgemii00(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Moonview Highway.<br />
}}<br />
<br />
{{Object|1|2d0|720|Flash_L|<br/>Flash_L(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|2d1|721|Flash_B|<br/>Flash_B(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on DK Summit.<br />
}}<br />
<br />
{{Object|1|2d2|722|Flash_W|<br/>Flash_W(E)|-- T--<br />
|s1= 0 = flashWaluigi_A<br>1 = flashWaluigi_B<br>2 = flashWaluigi_C<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on GCN Waluigi Stadium. Active whenever the player performs a trick.<br />
}}<br />
<br />
{{Object|2|2d3|723|Flash_M|<br/>Flash_M(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on N64 Mario Raceway. Active whenever the [[KCL_flag#Slot_5.4_.28N64_Mario_Raceway.29|audience ambience]] is playing.<br />
}}<br />
<br />
{{Object|1|2d4|724|Flash_S|<br/>Flash_S(E)|-- -A-<br />
|s1= 0 = flashSkate_A<br>1 = flashSkate_B<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on Funky Stadium. Active whenever the player performs a trick.<br />
}}<br />
<br />
{{Object|2|2d5|725|MiiSignNoko|<br/>MiiSignNoko(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Koopa face sign from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2d6|726|UtsuboDokan|<br/>UtsuboDokan(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piped Unagis (eels) from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2d7|727|Spot64|<br/>Spot64(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Spotlights from N64 Skyscraper.<br />
}}<br />
<br />
{{Object|1|2d8|728|DemoEf|<br/>DemoEf(E)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fireworks used in the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|2|2d9|729|Fall_MH|<br/>Fall_MH(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Part of the waterfall effect from Moonview Highway.<br />
}}<br />
<br />
{{Object|1|2da|730|Fall_Y|<br/>Fall_Y(E)|-- T--<br />
|s1= 0 = A<br>1 = B<br>2 = C<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Breff animation of the waterfall effects from Koopa Cape and DS Yoshi Falls.<br />
}}<br />
<br />
{{Object|2|2db|731|DemoJugemu|<br/>DemoJugemu(BE)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lakitu model from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|1|2dc|732|group_enemy_a_demo|<br/>group_enemy_a_demo(B)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|2|2dd|733|group_monte_a_demo|<br/>group_monte_a_demo(B)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta audience from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|1|2de|734|volfall|<br/>volfall|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|2df|735|MiiStatueM2|<br/>MiiStatueM2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mario statue from DK Summit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e0|736|RhMiiKanban|<br/>RhMiiKanban(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Peach face poster from Moonview Highway.<br />
}}<br />
<br />
{{Object|2|2e1|737|MiiStatueL3|<br/>MiiStatueL3(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Luigi Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e2|738|MiiSignWario|<br/>MiiSignWario(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wario Face Sign in Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|2|2e3|739|MiiStatueBL1|<br/>MiiStatueBL1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Baby Luigi statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e4|740|MiiStatueBD1|<br/>MiiStatueBD1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Baby Daisy statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|2e5|741|Kamifubuki|<br/>Kamifubuki(E)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Confetti from Winning Scene. <br />
}}<br />
<br />
{{Object|1|2e6|742|Crescent64|<br/>Crescent64(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crescent Moon from N64 Skyscraper.<br />
}}<br />
<br />
{{Object|2|2e7|743|MiiSighKino|<br/>MiiSighKino(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toad face sign from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|2e8|744|MiiObjD01|<br/>MiiObjD01(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|2|2e9|745|MiiObjD02|<br/>MiiObjD02(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|1|2ea|746|MiiObjD03|<br/>MiiObjD03(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|2|2eb|747|mare_a|<br/>mare_a(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0. If higher than setting 3, this will be ignored until that setting's distance is reached.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow Noki from GCN Peach Peach.<br />
}}<br />
<br />
{{Object|1|2ec|748|mare_b|<br/>mare_b(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0. If higher than setting 3, this will be ignored until that setting's distance is reached.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Green Noki from GCN Peach Peach.<br />
}}<br />
<br />
{{Object|2|2ed|749|EnvKareha|<br/>EnvKareha(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Downward Leaf effect on screen from Maple Treeway; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] activates this object.<br />
}}<br />
<br />
{{Object|1|2ee|750|EnvFire|<br/>EnvFire(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lava particle effect from Bowser's Castle; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] deactivates this object.<br />
}}<br />
<br />
{{Object|2|2ef|751|EnvSnow|<br/>EnvSnow(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Snow effect from DK Summit; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] deactivates this object. Only works on slot [[Slot#2.3|2.3]].<br />
}}<br />
<br />
{{Object|1|2f0|752|M_obj_start|<br/>M_obj_start|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Start line used in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|2f1|753|EnvKarehaUp|<br/>EnvKarehaUp(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Upward Leaf effect on screen from Maple Treeway; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] activates this object if the first AREA setting is set to 1. Instead of surrounding the player with the particle effect, the object's position is used to create a region in which the effect will occur. This region is loosely 10000un eastward and 10000un above the object's position.<br />
}}<br />
<br />
{{Object|1|2f2|754|M_obj_kanban_y|<br/>M_obj_kanban_y|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow/black fence with an arrow on it, can be found in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|2f3|755|DKfalls|<br/>DKfalls(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The waterfall splash effect found on N64 DK's Jungle Parkway.<br />
}}<br />
<br />
|}<br />
<br />
== Presence flags ==<br />
The last four digits in the last settings column in the [[SZS Modifier]]'s KMP editor control whether or not the object exists in various modes. 003F means present in all game modes.<br />
<br />
Read »[[Presence flag]]s« for more details.<br />
<br />
== Remarks ==<br />
* The different tools support decimal and/or [[hexadecimal]] numbers. Be sure to understand the differences between both numbering systems and to know, how your used tool accept numbers. See »'''[[Hexadecimal]]'''« for details.<br />
* Objects '''pylon01''' and '''sunDS''' work only in [[slot]]s 3.1 and 7.1. Other objects may also be restricted. If a track will start with a black screen after adding an object, look into the '''[[Object/Reference|track reference]]''' and try a slot that [[Nintendo]] uses for the object.<br />
* Objects '''choropu''' and '''choropu2''' cannot be used together. Both objects use the same [[BRRES]] file. This is most likely the problem.<br />
* Objects '''InsekiA''' and '''InsekiB''' will crash the game if Setting 3 is left at 0.<br />
<br />
== Custom Objects ==<br />
Hackers were able to edit the model and other properties of the game's original objects to create new, custom ones. For a list of custom objects and the custom tracks where they are used, look at the [[Custom Objects|custom objects]] page.<br />
<br />
{{Custom Track Tutorial}}<br />
[[Category:File Format/MKW]]<br />
[[Category:Object]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BREFF_(File_Format)&diff=409232
BREFF (File Format)
2023-08-10T21:32:55Z
<p>KHacker35000vr: /* Animation Table */</p>
<hr />
<div>= Introduction =<br />
Read [[BREFF and BREFT (File Format)]] for an introduction.<br />
<br />
= File Format =<br />
The Sub File Item explained [[BREFF and BREFT (File Format)#Sub File Item|here]] points to this structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Pointer to effect name (calculated at runtime)<br />
|-<br />
| 0x04 || 0x04 || UInt32 || Size of emitter data.<br />
|-<br />
| {{Unknown|0x08}} || colspan=3 {{Unknown|Start of Emitter data}}<br />
|}<br />
<br />
== Emitter ==<br />
An emitter usually has size 0x14c.<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || &mdash; || {{Unknown|''Unknown flags''}}<br />
|-<br />
| 0x04 || 0x04 || &mdash; || {{Unknown|''Unknown flag''}}<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Emitter life<br />
|-<br />
| 0x0a || 0x02 || UInt16 || Particle life<br />
|-<br />
| 0x0c || 0x01 || Byte || Particle life random<br />
|-<br />
| 0x0d || 0x01 || Bool || Inherit child particle translation<br />
|-<br />
| 0x0e || 0x01 || Byte || Emit interval random<br />
|-<br />
| 0x0f || 0x01 || Byte || Emit random<br />
|-<br />
| 0x10 || 0x04 || Float || {{unknown|''Unknown emission value''}}<br />
|-<br />
| 0x14 || 0x02 || UInt16 || Emit start<br />
|-<br />
| 0x16 || 0x02 || UInt16 || Emit end<br />
|-<br />
| 0x18 || 0x02 || UInt16 || Emit interval<br />
|-<br />
| 0x1a || 0x01 || Bool || Inherit particle translation<br />
|-<br />
| 0x1b || 0x01 || Bool || Inherit child emitter translation?<br />
|-<br />
| 0x1c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x20 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x24 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x28 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x2c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x30 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x34 || 0x02 || UInt16 || Emit diversion?<br />
|-<br />
| 0x36 || 0x01 || Byte || Velocity random<br />
|-<br />
| 0x37 || 0x01 || Byte || Momentum random<br />
|-<br />
| 0x38 || 0x04 || Float || {{unknown|''Power radiation''}}<br />
|-<br />
| 0x3c || 0x04 || Float || {{unknown|''Power Y-axis value''}}<br />
|-<br />
| 0x40 || 0x04 || Float || {{unknown|''Power random''}}<br />
|-<br />
| 0x44 || 0x04 || Float || {{unknown|''Power normal''}}<br />
|-<br />
| 0x48 || 0x04 || Float || {{unknown|''Diffison emitter normal''}}<br />
|-<br />
| 0x4c || 0x04 || Float || {{unknown|''Power spec''}}<br />
|-<br />
| 0x50 || 0x04 || Float || {{unknown|''Diffusion spec''}}<br />
|-<br />
| 0x54 || 0x04 || Float3 || Emission angle<br />
|-<br />
| 0x60 || 0x0C || Float3 || Scale<br />
|-<br />
| 0x6C || 0x0C || Float3 || Rotation<br />
|-<br />
| 0x78 || 0x0C || Float3 || Translation<br />
|-<br />
| 0x84 || 0x01 || Byte || LOD nearest distance<br />
|-<br />
| 0x85 || 0x01 || Byte || LOD farthest distance<br />
|-<br />
| 0x86 || 0x01 || Byte || LOD minimal emission<br />
|-<br />
| 0x87 || 0x01 || Byte || LOD alpha<br />
|-<br />
| 0x88 || 0x04 || UInt32 || Random seed<br />
|-<br />
| 0x8C || 0x08 || &mdash; || {{unknown|''Unknown''}}<br />
|-<br />
| 0x94 || 0x02 || UInt16 || {{unknown|''Unknown flags''}}<br />
|-<br />
| 0x96 || 0x01 || Byte || Alpha comparison 0<br />
|-<br />
| 0x97 || 0x01 || Byte || Alpha comparison 1<br />
|-<br />
| 0x98 || 0x01 || Byte || Alpha compare operation<br />
|-<br />
| 0x99 || 0x01 || Byte || Number of TEV stages<br />
|}<br />
<br />
== Particle ==<br />
Like the emitter, the particle structure has a UInt32 telling how large this section is.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Size of particle data.<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{Unknown|Start of Particle data}}<br />
|}<br />
<br />
Afterwards comes the particle data.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Byte[4] || Color1A.<br />
|-<br />
| 0x04 || 0x04 || Byte[4] || Color1B.<br />
|-<br />
| 0x08 || 0x04 || Byte[4] || Color2A.<br />
|-<br />
| 0x0C || 0x04 || Byte[4] || Color2B.<br />
|-<br />
| 0x10 || 0x08 || Float[2] || Size.<br />
|-<br />
| 0x18 || 0x08 || Float[2] || Scale.<br />
|-<br />
| 0x20 || 0x0C || Float[3] || Rotation.<br />
|-<br />
| 0x2C || 0x08 || Float[2] || Texture Scale 1.<br />
|-<br />
| 0x34 || 0x08 || Float[2] || Texture Scale 2.<br />
|-<br />
| 0x3C || 0x08 || Float[2] || Texture Scale 3.<br />
|-<br />
| 0x44 || 0x0C || Float[3] || Texture Rotation.<br />
|-<br />
| 0x50 || 0x08 || Float[2] || Texture Translate 1.<br />
|-<br />
| 0x58 || 0x08 || Float[2] || Texture Translate 2.<br />
|-<br />
| 0x60 || 0x08 || Float[2] || Texture Translate 3.<br />
|-<br />
| 0x68 || 0x04 || UInt32 || mTexture1.<br />
|-<br />
| 0x6C || 0x04 || UInt32 || mTexture2.<br />
|-<br />
| 0x70 || 0x04 || UInt32 || mTexture3.<br />
|-<br />
| 0x74 || 0x02 || UInt16 || Texture Wrap.<br />
|-<br />
| 0x76 || 0x01 || Byte || Texture Reverse.<br />
|-<br />
| 0x77 || 0x01 || Byte || AlphaCompareRef0.<br />
|-<br />
| 0x78 || 0x01 || Byte || AlphaCompareRef1.<br />
|-<br />
| 0x79 || 0x01 || Byte || Rotate Offset Random 1.<br />
|-<br />
| 0x7A || 0x01 || Byte || Rotate Offset Random 2.<br />
|-<br />
| 0x7B || 0x01 || Byte || Rotate Offset Random 3.<br />
|-<br />
| 0x7C || 0x0C || Float[3] || Rotate Offset.<br />
|-<br />
| 0x84 || 0x02 || UInt16 || '''L1''' = Length of texture reference 1 including the terminating NULL byte.<br />
|-<br />
| 0x86 || '''L1''' || String || Texture Reference 1 (including a NULL byte).<br />
|-<br />
| 0x86 + '''L1''' || 0x02 || UInt16 || '''L2''' = Length of texture reference 2 including the terminating NULL byte.<br />
|-<br />
| 0x8C + '''L1''' || '''L2''' || String || Texture Reference 2 (including a NULL byte).<br />
|-<br />
| 0x8C + '''L1''' + '''L2''' || 0x02 || UInt16 || '''L3''' = Length of texture reference 3 including the terminating NULL byte.<br />
|-<br />
| 0x8E + '''L1''' + '''L2''' || '''L3''' || String || Texture Reference 3 (including a NULL byte).<br />
|-<br />
| {{Unknown|0x8E + '''L1''' + '''L2''' + '''L3'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
Between this and the next structure there might be some padding to make the next structure aligned.<br />
<br />
== Animation Table ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''A''' = Particle animation Count.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || PtcllnitTrackCount.<br />
|-<br />
| 0x04 || '''A''' * 4 || UInt32['''A'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x04 + '''A''' * 4 || '''A''' * 4 || UInt32['''A'''] || Animation Sizes.<br />
|-<br />
| 0x04 + 2('''A''' * 4) || 0x02 || UInt16 || '''B''' = Emitter animation Count<br />
|-<br />
| 0x06 + 2('''A''' * 4) || 0x02 || UInt16 || EmitlnitTrackCount.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + '''B''' * 4 || '''B''' * 4 || UInt32['''E'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + 2('''B''' * 4) || '''B''' * 4 || UInt32['''E'''] || Animation Sizes.<br />
|-<br />
| {{Unknown|0x08 + 2('''A''' * 4) + 2('''B''' * 4)}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
== Animation ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x01 || Byte || '''Animation identifier'''. Always 0xAB or 0xAC.<br />
|-<br />
| 0x01 || 0x01 || Byte || Kind Type.<br />
|-<br />
| 0x02 || 0x01 || Byte || Curve Flag.<br />
|-<br />
| 0x03 || 0x01 || Byte || Kind Enable. <br />
{| class="wikitable"<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || X<br />
|-<br />
| 2 || Y<br />
|-<br />
| 3 || XY<br />
|- <br />
| 4 || Z <br />
|- <br />
| 5 || XZ<br />
|- <br />
| 6 || YZ<br />
|- <br />
| 7 || XYZ<br />
|}<br />
|-<br />
| 0x04 || 0x01 || Byte || Process Flag.<br />
|-<br />
| 0x05 || 0x01 || Byte || Loop Count.<br />
|-<br />
| 0x06 || 0x02 || UInt16 || Random Seed.<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Frame Count.<br />
|-<br />
| 0x0A || 0x02 || UInt16 || Padding.<br />
|-<br />
| 0x0C || 0x04 || UInt32 || KeyTable Size.<br />
|-<br />
| 0x10 || 0x04 || UInt32 || RangeTable Size.<br />
|-<br />
| 0x14 || 0x04 || UInt32 || RandomTable Size.<br />
|-<br />
| 0x18 || 0x04 || UInt32 || NameTable Size.<br />
|-<br />
| 0x1C || 0x04 || UInt32 || InfoTable Size.<br />
|-<br />
| {{Unknown|0x20}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
It seems like the tables contain the actual animation data. The tables comes directly after this section and they appear in the order KeyTable, RangeTable, RandomTable, NameTable and InfoTable. <br />
<br />
=== KeyTable ===<br />
<br />
=== RangeTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x04 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x08 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x0C || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x10}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== RandomTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== NameTable ===<br />
This table seems to link to one or more [[BREFF and BREFT (File Format)#Subfile Item|sub file item]].<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| 0x04 || '''N''' * 0x04 || UInt32['''N'''] || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04 + '''N''' * 0x04}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
After comes the [[BREFF and BREFT (File Format)#Subfile Item|sub file item name references]]. All entries comes after each other and after the last, there might be some padding to align the next structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''L''' = Length of the sub file item name including a NULL byte.<br />
|-<br />
| 0x02 || '''L''' || String || [[BREFF and BREFT (File Format)#Subfile Item|Sub file item name reference]] (including a NULL byte).<br />
|-<br />
| {{Unknown|0x02 + '''L'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
=== InfoTable ===<br />
<br />
= Tools =<br />
The following tools can handle BREFF files:<br />
* [[BrawlBox]], by Kryal and BlackJax96<br />
* [[BREFF Editor]], by [[Atlas]]<br />
* [[Wiimms SZS Tools]], by [[Wiimm]]<br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BREFF_(File_Format)&diff=409231
BREFF (File Format)
2023-08-10T21:32:37Z
<p>KHacker35000vr: /* Animation Table */</p>
<hr />
<div>= Introduction =<br />
Read [[BREFF and BREFT (File Format)]] for an introduction.<br />
<br />
= File Format =<br />
The Sub File Item explained [[BREFF and BREFT (File Format)#Sub File Item|here]] points to this structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Pointer to effect name (calculated at runtime)<br />
|-<br />
| 0x04 || 0x04 || UInt32 || Size of emitter data.<br />
|-<br />
| {{Unknown|0x08}} || colspan=3 {{Unknown|Start of Emitter data}}<br />
|}<br />
<br />
== Emitter ==<br />
An emitter usually has size 0x14c.<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || &mdash; || {{Unknown|''Unknown flags''}}<br />
|-<br />
| 0x04 || 0x04 || &mdash; || {{Unknown|''Unknown flag''}}<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Emitter life<br />
|-<br />
| 0x0a || 0x02 || UInt16 || Particle life<br />
|-<br />
| 0x0c || 0x01 || Byte || Particle life random<br />
|-<br />
| 0x0d || 0x01 || Bool || Inherit child particle translation<br />
|-<br />
| 0x0e || 0x01 || Byte || Emit interval random<br />
|-<br />
| 0x0f || 0x01 || Byte || Emit random<br />
|-<br />
| 0x10 || 0x04 || Float || {{unknown|''Unknown emission value''}}<br />
|-<br />
| 0x14 || 0x02 || UInt16 || Emit start<br />
|-<br />
| 0x16 || 0x02 || UInt16 || Emit end<br />
|-<br />
| 0x18 || 0x02 || UInt16 || Emit interval<br />
|-<br />
| 0x1a || 0x01 || Bool || Inherit particle translation<br />
|-<br />
| 0x1b || 0x01 || Bool || Inherit child emitter translation?<br />
|-<br />
| 0x1c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x20 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x24 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x28 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x2c || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x30 || 0x04 || Float || {{unknown|''Unknown parameter''}}<br />
|-<br />
| 0x34 || 0x02 || UInt16 || Emit diversion?<br />
|-<br />
| 0x36 || 0x01 || Byte || Velocity random<br />
|-<br />
| 0x37 || 0x01 || Byte || Momentum random<br />
|-<br />
| 0x38 || 0x04 || Float || {{unknown|''Power radiation''}}<br />
|-<br />
| 0x3c || 0x04 || Float || {{unknown|''Power Y-axis value''}}<br />
|-<br />
| 0x40 || 0x04 || Float || {{unknown|''Power random''}}<br />
|-<br />
| 0x44 || 0x04 || Float || {{unknown|''Power normal''}}<br />
|-<br />
| 0x48 || 0x04 || Float || {{unknown|''Diffison emitter normal''}}<br />
|-<br />
| 0x4c || 0x04 || Float || {{unknown|''Power spec''}}<br />
|-<br />
| 0x50 || 0x04 || Float || {{unknown|''Diffusion spec''}}<br />
|-<br />
| 0x54 || 0x04 || Float3 || Emission angle<br />
|-<br />
| 0x60 || 0x0C || Float3 || Scale<br />
|-<br />
| 0x6C || 0x0C || Float3 || Rotation<br />
|-<br />
| 0x78 || 0x0C || Float3 || Translation<br />
|-<br />
| 0x84 || 0x01 || Byte || LOD nearest distance<br />
|-<br />
| 0x85 || 0x01 || Byte || LOD farthest distance<br />
|-<br />
| 0x86 || 0x01 || Byte || LOD minimal emission<br />
|-<br />
| 0x87 || 0x01 || Byte || LOD alpha<br />
|-<br />
| 0x88 || 0x04 || UInt32 || Random seed<br />
|-<br />
| 0x8C || 0x08 || &mdash; || {{unknown|''Unknown''}}<br />
|-<br />
| 0x94 || 0x02 || UInt16 || {{unknown|''Unknown flags''}}<br />
|-<br />
| 0x96 || 0x01 || Byte || Alpha comparison 0<br />
|-<br />
| 0x97 || 0x01 || Byte || Alpha comparison 1<br />
|-<br />
| 0x98 || 0x01 || Byte || Alpha compare operation<br />
|-<br />
| 0x99 || 0x01 || Byte || Number of TEV stages<br />
|}<br />
<br />
== Particle ==<br />
Like the emitter, the particle structure has a UInt32 telling how large this section is.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || Size of particle data.<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{Unknown|Start of Particle data}}<br />
|}<br />
<br />
Afterwards comes the particle data.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Byte[4] || Color1A.<br />
|-<br />
| 0x04 || 0x04 || Byte[4] || Color1B.<br />
|-<br />
| 0x08 || 0x04 || Byte[4] || Color2A.<br />
|-<br />
| 0x0C || 0x04 || Byte[4] || Color2B.<br />
|-<br />
| 0x10 || 0x08 || Float[2] || Size.<br />
|-<br />
| 0x18 || 0x08 || Float[2] || Scale.<br />
|-<br />
| 0x20 || 0x0C || Float[3] || Rotation.<br />
|-<br />
| 0x2C || 0x08 || Float[2] || Texture Scale 1.<br />
|-<br />
| 0x34 || 0x08 || Float[2] || Texture Scale 2.<br />
|-<br />
| 0x3C || 0x08 || Float[2] || Texture Scale 3.<br />
|-<br />
| 0x44 || 0x0C || Float[3] || Texture Rotation.<br />
|-<br />
| 0x50 || 0x08 || Float[2] || Texture Translate 1.<br />
|-<br />
| 0x58 || 0x08 || Float[2] || Texture Translate 2.<br />
|-<br />
| 0x60 || 0x08 || Float[2] || Texture Translate 3.<br />
|-<br />
| 0x68 || 0x04 || UInt32 || mTexture1.<br />
|-<br />
| 0x6C || 0x04 || UInt32 || mTexture2.<br />
|-<br />
| 0x70 || 0x04 || UInt32 || mTexture3.<br />
|-<br />
| 0x74 || 0x02 || UInt16 || Texture Wrap.<br />
|-<br />
| 0x76 || 0x01 || Byte || Texture Reverse.<br />
|-<br />
| 0x77 || 0x01 || Byte || AlphaCompareRef0.<br />
|-<br />
| 0x78 || 0x01 || Byte || AlphaCompareRef1.<br />
|-<br />
| 0x79 || 0x01 || Byte || Rotate Offset Random 1.<br />
|-<br />
| 0x7A || 0x01 || Byte || Rotate Offset Random 2.<br />
|-<br />
| 0x7B || 0x01 || Byte || Rotate Offset Random 3.<br />
|-<br />
| 0x7C || 0x0C || Float[3] || Rotate Offset.<br />
|-<br />
| 0x84 || 0x02 || UInt16 || '''L1''' = Length of texture reference 1 including the terminating NULL byte.<br />
|-<br />
| 0x86 || '''L1''' || String || Texture Reference 1 (including a NULL byte).<br />
|-<br />
| 0x86 + '''L1''' || 0x02 || UInt16 || '''L2''' = Length of texture reference 2 including the terminating NULL byte.<br />
|-<br />
| 0x8C + '''L1''' || '''L2''' || String || Texture Reference 2 (including a NULL byte).<br />
|-<br />
| 0x8C + '''L1''' + '''L2''' || 0x02 || UInt16 || '''L3''' = Length of texture reference 3 including the terminating NULL byte.<br />
|-<br />
| 0x8E + '''L1''' + '''L2''' || '''L3''' || String || Texture Reference 3 (including a NULL byte).<br />
|-<br />
| {{Unknown|0x8E + '''L1''' + '''L2''' + '''L3'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
Between this and the next structure there might be some padding to make the next structure aligned.<br />
<br />
== Animation Table ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''A''' = Particle animation Count.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || PtcllnitTrackCount.<br />
|-<br />
| 0x04 || '''A''' * 4 || UInt32['''A'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x04 + '''A''' * 4 || '''A''' * 4 || UInt32['''A'''] || Animation Sizes.<br />
|-<br />
| 0x04 + 2('''A''' * 4) || 0x02 || UInt16 || '''B'' = Emitter animation Count<br />
|-<br />
| 0x06 + 2('''A''' * 4) || 0x02 || UInt16 || EmitlnitTrackCount.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + '''B''' * 4 || '''B''' * 4 || UInt32['''E'''] || Pointers to animations, filled in during runtime.<br />
|-<br />
| 0x08 + 2('''A''' * 4) + 2('''B''' * 4) || '''B''' * 4 || UInt32['''E'''] || Animation Sizes.<br />
|-<br />
| {{Unknown|0x08 + 2('''A''' * 4) + 2('''B''' * 4)}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
== Animation ==<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x01 || Byte || '''Animation identifier'''. Always 0xAB or 0xAC.<br />
|-<br />
| 0x01 || 0x01 || Byte || Kind Type.<br />
|-<br />
| 0x02 || 0x01 || Byte || Curve Flag.<br />
|-<br />
| 0x03 || 0x01 || Byte || Kind Enable. <br />
{| class="wikitable"<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || X<br />
|-<br />
| 2 || Y<br />
|-<br />
| 3 || XY<br />
|- <br />
| 4 || Z <br />
|- <br />
| 5 || XZ<br />
|- <br />
| 6 || YZ<br />
|- <br />
| 7 || XYZ<br />
|}<br />
|-<br />
| 0x04 || 0x01 || Byte || Process Flag.<br />
|-<br />
| 0x05 || 0x01 || Byte || Loop Count.<br />
|-<br />
| 0x06 || 0x02 || UInt16 || Random Seed.<br />
|-<br />
| 0x08 || 0x02 || UInt16 || Frame Count.<br />
|-<br />
| 0x0A || 0x02 || UInt16 || Padding.<br />
|-<br />
| 0x0C || 0x04 || UInt32 || KeyTable Size.<br />
|-<br />
| 0x10 || 0x04 || UInt32 || RangeTable Size.<br />
|-<br />
| 0x14 || 0x04 || UInt32 || RandomTable Size.<br />
|-<br />
| 0x18 || 0x04 || UInt32 || NameTable Size.<br />
|-<br />
| 0x1C || 0x04 || UInt32 || InfoTable Size.<br />
|-<br />
| {{Unknown|0x20}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
It seems like the tables contain the actual animation data. The tables comes directly after this section and they appear in the order KeyTable, RangeTable, RandomTable, NameTable and InfoTable. <br />
<br />
=== KeyTable ===<br />
<br />
=== RangeTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x04 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x08 || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x0C || 0x04 || Float || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x10}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== RandomTable ===<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| {{Unknown|0x04}} || colspan=3 {{unknown|End of this structure}}<br />
|}<br />
<br />
=== NameTable ===<br />
This table seems to link to one or more [[BREFF and BREFT (File Format)#Subfile Item|sub file item]].<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''N''' = Number of entries.<br />
|-<br />
| 0x02 || 0x02 || UInt16 || {{Unknown-left|Padding?}}<br />
|-<br />
| 0x04 || '''N''' * 0x04 || UInt32['''N'''] || {{Unknown-left|Padding?}}<br />
|-<br />
| {{Unknown|0x04 + '''N''' * 0x04}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
After comes the [[BREFF and BREFT (File Format)#Subfile Item|sub file item name references]]. All entries comes after each other and after the last, there might be some padding to align the next structure.<br />
<br />
{|class=wikitable<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 0x02 || UInt16 || '''L''' = Length of the sub file item name including a NULL byte.<br />
|-<br />
| 0x02 || '''L''' || String || [[BREFF and BREFT (File Format)#Subfile Item|Sub file item name reference]] (including a NULL byte).<br />
|-<br />
| {{Unknown|0x02 + '''L'''}} || colspan=3 {{Unknown|End of this structure}}<br />
|}<br />
<br />
=== InfoTable ===<br />
<br />
= Tools =<br />
The following tools can handle BREFF files:<br />
* [[BrawlBox]], by Kryal and BlackJax96<br />
* [[BREFF Editor]], by [[Atlas]]<br />
* [[Wiimms SZS Tools]], by [[Wiimm]]<br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Slot&diff=404274
Slot
2023-07-03T15:28:37Z
<p>KHacker35000vr: /* Slot 4.4 (Rainbow Road) */</p>
<hr />
<div>__NOTOC__<br />
== Overview ==<br />
'''Slots''' are the places that [[Nintendo]] tracks or [[custom track]]s run on. [[Mario Kart Wii]] has 32 track slots organized into eight cups with four 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.<br />
<br />
{| class="textbox grid sortable center"<br />
|+ Tracks<br />
! Cup<br />
! Slot<br />
! Track<br />
! Music ID<br />
! Special Slot ID<br />
|-<br />
| rowspan=4 {{cup-icon||Mushroom Cup}}<br />
| [[#1.1|1.1]]<br />
| [[Wii Luigi Circuit|Luigi Circuit]]<br />
| 0x75<ref name=lc>Slot 1.1 and 2.1 use the same background music files.</ref><br />
| 0x08<br />
|-<br />
| [[#1.2|1.2]]<br />
| [[Wii Moo Moo Meadows|Moo Moo Meadows]]<br />
| 0x77<br />
| 0x01<br />
|-<br />
| [[#1.3|1.3]]<br />
| [[Wii Mushroom Gorge|Mushroom Gorge]]<br />
| 0x79<br />
| 0x02<br />
|-<br />
| [[#1.4|1.4]]<br />
| [[Wii Toad's Factory|Toad's Factory]]<br />
| 0x7B<br />
| 0x04<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Flower Cup}}<br />
| [[#2.1|2.1]]<br />
| [[Wii Mario Circuit|Mario Circuit]]<br />
| 0x7D<ref name=lc/><br />
| 0x00<br />
|- class=alt<br />
| [[#2.2|2.2]]<br />
| [[Wii Coconut Mall|Coconut Mall]]<br />
| 0x7F<br />
| 0x05<br />
|- class=alt<br />
| [[#2.3|2.3]]<br />
| [[Wii DK Summit|DK Summit]]<br />
| 0x81<br />
| 0x06<br />
|- class=alt<br />
| [[#2.4|2.4]]<br />
| [[Wii Wario's Gold Mine|Wario's Gold Mine]]<br />
| 0x83<br />
| 0x07<br />
|-<br />
| rowspan=4 {{cup-icon||Star Cup}}<br />
| [[#3.1|3.1]]<br />
| [[Wii Daisy Circuit|Daisy Circuit]]<br />
| 0x87<br />
| 0x09<br />
|-<br />
| [[#3.2|3.2]]<br />
| [[Wii Koopa Cape|Koopa Cape]]<br />
| 0x85<br />
| 0x0F<br />
|-<br />
| [[#3.3|3.3]]<br />
| [[Wii Maple Treeway|Maple Treeway]]<br />
| 0x8F<br />
| 0x0B<br />
|-<br />
| [[#3.4|3.4]]<br />
| [[Wii Grumble Volcano|Grumble Volcano]]<br />
| 0x8B<br />
| 0x03<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Special Cup}}<br />
| [[#4.1|4.1]]<br />
| [[Wii Dry Dry Ruins|Dry Dry Ruins]]<br />
| 0x89<br />
| 0x0E<br />
|- class=alt<br />
| [[#4.2|4.2]]<br />
| [[Wii Moonview Highway|Moonview Highway]]<br />
| 0x8D<br />
| 0x0A<br />
|- class=alt<br />
| [[#4.3|4.3]]<br />
| [[Wii Bowser's Castle|Bowser's Castle]]<br />
| 0x91<br />
| 0x0C<br />
|- class=alt<br />
| [[#4.4|4.4]]<br />
| [[Wii Rainbow Road|Rainbow Road]]<br />
| 0x93<br />
| 0x0D<br />
|-<br />
| rowspan=4 {{cup-icon||Shell Cup}}<br />
| [[#5.1|5.1]]<br />
| [[GCN Peach Beach]]<br />
| 0xA5<br />
| 0x10<br />
|-<br />
| [[#5.2|5.2]]<br />
| [[DS Yoshi Falls]]<br />
| 0xAD<br />
| 0x14<br />
|-<br />
| [[#5.3|5.3]]<br />
| [[SNES Ghost Valley 2]]<br />
| 0x97<br />
| 0x19<br />
|-<br />
| [[#Slot 5.4|5.4]]<br />
| [[N64 Mario Raceway]]<br />
| 0x9F<br />
| 0x1A<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Banana Cup}}<br />
| [[#6.1|6.1]]<br />
| [[N64 Sherbet Land]]<br />
| 0x9D<br />
| 0x1B<br />
|- class=alt<br />
| [[#6.2|6.2]]<br />
| [[GBA Shy Guy Beach]]<br />
| 0x95<br />
| 0x1F<br />
|- class=alt<br />
| [[#6.3|6.3]]<br />
| [[DS Delfino Square]]<br />
| 0xAF<br />
| 0x17<br />
|- class=alt<br />
| [[#6.4|6.4]]<br />
| [[GCN Waluigi Stadium]]<br />
| 0xA9<br />
| 0x12<br />
|-<br />
| rowspan=4 {{cup-icon||Leaf Cup}}<br />
| [[#7.1|7.1]]<br />
| [[DS Desert Hills]]<br />
| 0xB1<br />
| 0x15<br />
|-<br />
| [[#7.2|7.2]]<br />
| [[GBA Bowser Castle 3]]<br />
| 0x9B<br />
| 0x1E<br />
|-<br />
| [[#7.3|7.3]]<br />
| [[N64 DK's Jungle Parkway]]<br />
| 0xA1<br />
| 0x1D<br />
|-<br />
| [[#7.4|7.4]]<br />
| [[GCN Mario Circuit]]<br />
| 0xA7<br />
| 0x11<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Lightning Cup}}<br />
| [[#8.1|8.1]]<br />
| [[SNES Mario Circuit 3]]<br />
| 0x99<br />
| 0x18<br />
|- class=alt<br />
| [[#8.2|8.2]]<br />
| [[DS Peach Gardens]]<br />
| 0xB3<br />
| 0x16<br />
|- class=alt<br />
| [[#8.3|8.3]]<br />
| [[GCN DK Mountain]]<br />
| 0xAB<br />
| 0x13<br />
|- class=alt<br />
| [[#8.4|8.4]]<br />
| [[N64 Bowser's Castle]]<br />
| 0xA3<br />
| 0x1C<br />
|}<br />
<references/><br />
<br />
The arena slots are arranged into two cups with five arenas each.<br />
{| class="textbox grid sortable center"<br />
|+ Battle Arenas<br />
! Stages<br />
! Slot<br />
! Arena<br />
! Music ID<br />
! Special Slot ID<br />
! Special value<br />
|-<br />
| rowspan=5 {{cup-icon||Wii Stages}}<br />
| 1.1<br />
| [[Wii Block Plaza|Block Plaza]]<br />
| 0xB7<br />
| 0x21<br />
| 15,000<br />
|-<br />
| 1.2<br />
| [[Wii Delfino Pier|Delfino Pier]]<br />
| 0xB5<br />
| 0x20<br />
| 24,000<br />
|-<br />
| 1.3<br />
| [[Wii Funky Stadium|Funky Stadium]]<br />
| 0xB9<br />
| 0x23<br />
| 30,000<br />
|-<br />
| 1.4<br />
| [[Wii Chain Chomp Wheel|Chain Chomp Wheel]]<br />
| 0xBB<br />
| 0x22<br />
| 15,000<br />
|-<br />
| 1.5<br />
| [[Wii Thwomp Desert|Thwomp Desert]]<br />
| 0xBD<br />
| 0x24<br />
| 12,000<br />
|- class=alt<br />
| rowspan=5 {{cup-icon||Retro Stages}}<br />
| 2.1<br />
| [[SNES Battle Course 4]]<br />
| 0xC3<br />
| 0x27<br />
| 20,000<br />
|- class=alt<br />
| 2.2<br />
| [[GBA Battle Course 3]]<br />
| 0xC5<br />
| 0x28<br />
| 20,000<br />
|- class=alt<br />
| 2.3<br />
| [[N64 Skyscraper]]<br />
| 0xC7<br />
| 0x29<br />
| 20,000<br />
|- class=alt<br />
| 2.4<br />
| [[GCN Cookie Land]]<br />
| 0xBF<br />
| 0x25<br />
| 10,000<br />
|- class=alt<br />
| 2.5<br />
| [[DS Twilight House]]<br />
| 0xC1<br />
| 0x26<br />
| 12,000<br />
|}<br />
The special value is defined in a table at 808c9a58 ([[PAL]]). Its meaning is unknown. It may be similar to special slot effects in VS mode.<br />
<br />
There are five other slots reserved for [[Wii Galaxy Colosseum|Galaxy Colosseum]] and the winning, losing and drawing scenes.<br />
{| class="textbox grid sortable center"<br />
|+ Other<br />
! Track<br />
! Music ID<br />
! Special Slot ID<br />
|-<br />
| Galaxy Colosseum<br />
| 0xC9<br />
| 0x36<br />
|-<br />
| ''winningrun_demo''<br />
| &mdash;<br />
| 0x37<br />
|-<br />
| ''loser_demo''<br />
| &mdash;<br />
| 0x38<br />
|-<br />
| ''draw_demo''<br />
| &mdash;<br />
| 0x39<br />
|-<br />
| ''ending_demo''<br />
| {{slot-id|0x75}}<br />
| 0x3A<br />
|}<br />
<br />
== Special Slots ==<br />
Most tracks run on all slots, with exceptions of '''slots [[#4.2|4.2]]''', '''[[#6.1|6.1]]''' and '''[[#6.2|6.2]]'''; additionally, some tracks only run at '''slots [[#3.1|3.1]]''', '''[[#5.3|5.3]]''' and '''[[#7.1|7.1]]'''. Here are the rules for these special slots:<br />
* Tracks can only run on '''slot 4.2''' if they have at least one instance of the objects {{obj-ref|0xd0|kart_truck}} and {{obj-ref|0xd1|car_body}}, and have materials with specific names in the ''course_model.brres''. (Look at the [[#4.2|slot information]] for more.)<br />
* Tracks can only run on '''slot 6.1''' if the {{obj-ref|0x017|ice}} object is present. Furthermore, this object is necessary to activate the [[KCL flag#Fall Boundary (0x10)|icy water fall boundary]], which only works at this slot.<br />
* Tracks can only run on '''slot 6.2''' if the object {{obj-ref|0xce|HeyhoShipGBA}} is used. Objects HeyhoShipGBA and {{obj-ref|0xea|HeyhoBallGBA}} only work at this slot.<br />
* Tracks using objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, or {{obj-ref|0x144|pylon01}} only work on '''slots 3.1''', '''4.2''', '''6.2''', '''7.1''', and [[Wii Galaxy Colosseum|Galaxy Colosseum]].<br />
* The object {{obj-ref|0x197|poihana}} does not function on '''slot [[#5.1|5.1]]''' if neither {{obj-ref|0x2|psea}} nor {{obj-ref|0x4|venice_nami}} are also present.<br />
* Tracks using objects {{obj-ref|0x13c|obakeblockSFCc}}, {{obj-ref|0x16f|obakeblock2SFCc}} and {{obj-ref|0x170|obakeblock3SFCc}} only work on '''slot 5.3''' if these objects are intended with fall animations. They are not scalable on this slot. However, on all other slots, these objects can be scaled but they are unsolid and lack any animations. [[Wiimms SZS Tools]] uses them to make item and enemy routes visible during gameplay or to mark positions.<br />
* 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.<br />
* The battle slots each have different coin limits and different coin respawn layouts. An exact table of all the coin layouts for the battle tracks can be found [[Object/coin#Slot dependency|here]].<br />
<br />
=== Slot Expansion ===<br />
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.<br />
<br />
= Unique and Special Slot Features =<br />
== <span id=1.1>Slot 1.1 (Luigi Circuit)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
<br />
=== Music ===<br />
* Slot [[#Slot 2.1 (Mario Circuit)|2.1]] uses the same background music files.<br />
<br />
== <span id=1.2>Slot 1.2 (Moo Moo Meadows)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of cows and bells can be heard.<br />
<br />
== <span id=1.3>Slot 1.3 (Mushroom Gorge)</span> ==<br />
=== Unique ===<br />
* Wind ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* 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.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is dark green.<br />
* [[KCL flag#Jump Pad (0x08)|Jump Pad with variant 4]] has SFX, but the SFX works in the {{obj-ref|kinoko_bend}} object KCL, regardless of slots.<br />
<br />
== <span id=1.4>Slot 1.4 (Toad's Factory)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Slot 1.4 (Toad's Factory)|KCL Sound Trigger]] is not used.<br />
* The [[KCL flag#Slot 1.4 (Toad's Factory)|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.<br />
<br />
=== Special ===<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
* The object {{obj-ref|0x1fb|Crane}} will have SFX.<br />
<br />
== <span id=2.1>Slot 2.1 (Mario Circuit)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a lighter color.<br />
<br />
=== Music ===<br />
* Slot [[#Slot 1.1 (Luigi Circuit)|1.1]] uses the same background music files.<br />
<br />
== <span id=2.2>Slot 2.2 (Coconut Mall)</span> ==<br />
=== Special ===<br />
* The [[objects]] {{obj-ref|0xcc|CarA1}}, {{obj-ref|0xe7|CarA2}} and {{obj-ref|0xe8|CarA3}} have SFX.<br />
* Audience commotion can be heard in the opening camera sequence.<br />
<br />
== <span id=2.3>Slot 2.3 (DK Summit)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* An alternative first-stage drift effect (rk_hangOnX_SB instead of rk_hangOnX) and trick effect (rk_jumpSeikou_SB and rk_jumpSeikouS_SB instead of rk_jumpSeikou and rk_jumpSeikouS) are used.<br />
* The cannon sound and little wooden gate sounds can be heard when encountered.<br />
* After 50 seconds, the [[BFG (File Format)|posteffect.bfg]] entry slowly changes from 0 to 1.<br />
* [[AREA type#AREA type 0x02 (BFG entry swapper)|AREA type 0x02]] does not work properly on this slot.<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
<br />
== <span id=2.4>Slot 2.4 (Wario's Gold Mine)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
<br />
== <span id=3.1>Slot 3.1 (Daisy Circuit)</span> ==<br />
=== Special ===<br />
* The [[object]] {{obj-ref|0xec|cruiserR}} only works properly on this slot; it might work in other slots, but not the way it is supposed to.<br />
* There are some tracks that do not work on this slot (such as tracks based on [[Wii Dry Dry Ruins|Dry Dry Ruins]]). It is unknown why.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
* [[KCL flag#Weak Off-road (0x02)|Gravel Weak Off-road]] is orange.<br />
<br />
== <span id=3.2>Slot 3.2 (Koopa Cape)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot (Koopa Cape)|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.<br />
<br />
== <span id=3.3>Slot 3.3 (Maple Treeway)</span> ==<br />
=== Special ===<br />
* Sounds of the cannon can be heard.<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is olive-colored.<br />
<br />
== <span id=3.4>Slot 3.4 (Grumble Volcano)</span> ==<br />
=== Special ===<br />
* [[Objects]] {{obj-ref|0xd6|VolcanoBall1}} and {{obj-ref|0x1fc|VolcanoPiece}} have SFX.<br />
* [[KCL flag#Weak Off-road (0x02)|Gravel Weak Off-road]] does not include the rock particles.<br />
* [[KCL flag#Weak Off-road (0x02)|Dirt Weak Off-road]] is red.<br />
<br />
== <span id=4.1>Slot 4.1 (Dry Dry Ruins)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
* The object {{obj-ref|0x199|sanbo}} has SFX.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a darker color (#e7b857) outside. When in [[AREA type#AREA type 0x01 (EnvEffect)|AREA Type 0x01]], the sand gets a green tint (#cfb755).<br />
<br />
== <span id=4.2>Slot 4.2 (Moonview Highway)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|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.<br />
<br />
=== Special ===<br />
* Tracks work only if there is at least one instance of {{obj-ref|0xd1,0xd0|a normal car and a truck}}.<br />
* Materials under the [[MDL0]] must have the following names (in any order):<br />
** Goal_Merg<br />
** Iwa<br />
** Iwa_alfa<br />
** Nuki_Ryoumen<br />
** WallMerg00<br />
** moon_kabe0000<br />
** moon_road00<br />
** road<br />
** road01<br />
** road02<br />
** road03<br />
** siba00<br />
* Getting hit by anything grants the driver invincibility to cars and trucks for a short duration of time.<br />
* The wheels of cars, trucks and {{obj-ref|0xde|bomb cars}} only animate on this slot.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
<br />
== <span id=4.3>Slot 4.3 (Bowser's Castle)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot (Bowser's Castle)|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.<br />
<br />
=== Special ===<br />
* Sounds of the cannon can be heard, although the character does not speak.<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is brown.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is black.<br />
<br />
== <span id=4.4>Slot 4.4 (Rainbow Road)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Slot 4.4 (Rainbow Road)|KCL Sound Trigger]] for gate sounds is present.<br />
<br />
=== Special ===<br />
* Sounds of the cannon can be heard.<br />
* The camera has a different angle while taking a cannon.<br />
* KCL flags [[KCL flag#Road 2 (0x17)|0x00F7]] and [[KCL flag#Sticky Road (0x16)|0x00B6]] have a special sound when drifting.<br />
* KCL flag [[KCL flag#Special Walls (0x1E)|0x009E]] has a special sound on collision.<br />
* Hitting the backside of something drivable with a Bullet Bill results in a fall boundary. Therefore, height and settings of the item routes have to be determined very accurately.<br />
<br />
== <span id=5.1>Slot 5.1 (GCN Peach Beach)</span> ==<br />
=== Unique ===<br />
* A splash can be heard if a {{obj-ref|0x197|poihana}} object steps in the water of {{obj-ref|0x2|Psea}} or {{obj-ref|0x4|venice_nami}}. The object crashes if neither of the water objects is present.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is light-green.<br />
<br />
== <span id=5.2>Slot 5.2 (DS Yoshi Falls)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is a darker color.<br />
<br />
=== Unique ===<br />
* A bird ambience plays in the background indefinitely.<br />
<br />
== <span id=5.3>Slot 5.3 (SNES Ghost Valley 2)</span> ==<br />
=== Special ===<br />
* The original track has 645 global objects, 602 of which are obake blocks. The average number of objects in all other tracks is 73; this is the only slot that supports that many objects. Using the track in other slots would cause objects to malfunction, e.g. invisible item boxes.<br />
* [[Objects]] {{obj-ref|0x13c|obakeblockSFCc}}, {{obj-ref|0x16f|obakeblock2SFCc}} and {{obj-ref|0x170|obakeblock3SFCc}} are solid and animated only on this slot, but they are not scalable; on other slots they are scalable but they are unsolid and not animated.<br />
<br />
== <span id=5.4>Slot 5.4 (N64 Mario Raceway)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] has a lighter color (lighter than [[#Slot 2.1 (Mario Circuit)|Mario Circuit]]).<br />
* The object {{obj-ref|0xd|sound_audience}} will properly play SFX on this slot, among a few other slots.<br />
<br />
== <span id=6.1>Slot 6.1 (N64 Sherbet Land)</span> ==<br />
=== Unique ===<br />
* The [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] can be used to play an icy cave ambience.<br />
* [[Objects]] {{obj-ref|0xd7,0xd8|penguin_s and penguin_m}} have SFX.<br />
<br />
=== Special ===<br />
* Only courses including {{obj-ref|0x017|ice}} run at this slot.<br />
<br />
== <span id=6.2>Slot 6.2 (GBA Shy Guy Beach)</span> ==<br />
=== Unique ===<br />
* A marine ambience with seagulls plays in the background indefinitely. <br />
<br />
=== Special ===<br />
* Only courses including the object {{obj-ref|0xce|HeyhoShipGBA}} can run at this slot and those tracks do not work on other slots.<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The camera changes to a bird's eye view below Y coordinate 3000.<br />
<br />
== <span id=6.3>Slot 6.3 (DS Delfino Square)</span> ==<br />
=== Unique ===<br />
* A Pianta audience ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Grass off-road]] is yellowish-green.<br />
<br />
== <span id=6.4>Slot 6.4 (GCN Waluigi Stadium)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background right away, but only for a few seconds.<br />
<br />
=== Special ===<br />
* Applauses for each trick can be heard.<br />
* The GFX color of [[KCL flag#Off-road (0x03)|Mud off-road]] is gray.<br />
<br />
== <span id=7.1>Slot 7.1 (DS Desert Hills)</span> ==<br />
=== Special ===<br />
* Objects {{obj-ref|0x72|sunDS}}, {{obj-ref|0x1a4|FireSnake}}, {{obj-ref|0x1a3|begoman_spike}}, and {{obj-ref|0x144|pylon01}} work on this slot.<br />
* The object {{obj-ref|0x199|sanbo}} has SFX.<br />
<br />
== <span id=7.2>Slot 7.2 (GBA Bowser Castle 3)</span> ==<br />
=== Special ===<br />
* A thunderstorm ambience plays in the background right away, but only for a few seconds.<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is red.<br />
<br />
== <span id=7.3>Slot 7.3 (N64 DK's Jungle Parkway)</span> ==<br />
=== Unique ===<br />
* A jungle ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Road (0x00)|0x0020]] has dirt GFX.<br />
<br />
== <span id=7.4>Slot 7.4 (GCN Mario Circuit)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of a Chain Chomp can be heard.<br />
<br />
== <span id=8.1>Slot 8.1 (SNES Mario Circuit 3)</span> ==<br />
=== Special ===<br />
* [[KCL flag#Off-road (0x03)|Sand off-road]] is a lighter color (darker than [[#Slot 2.1 (Mario Circuit)|Mario Circuit]]).<br />
<br />
== <span id=8.2>Slot 8.2 (DS Peach Gardens)</span> ==<br />
=== Unique ===<br />
* During the opening cameras, sounds of Chain Chomps can be heard.<br />
* A bird ambience plays in the background indefinitely.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Slippery Road 1 (0x01)|0x0021]] is a lighter color.<br />
<br />
== <span id=8.3>Slot 8.3 (GCN DK Mountain)</span> ==<br />
=== Unique ===<br />
* A jungle ambience plays in the background indefinitely if the [[KCL flag#Sound Trigger (0x18)|KCL Sound Trigger]] is not used.<br />
<br />
=== Special ===<br />
* KCL flag [[KCL flag#Road (0x00)|0x0020]] has dirt GFX.<br />
* The [[object]] {{obj-ref|0x198|DKrockGC}} has SFX.<br />
<br />
== <span id=8.4>Slot 8.4 (N64 Bowser's Castle)</span> ==<br />
=== Unique ===<br />
* Random coughs of the Bowser roar and lava environment sounds can be heard.<br />
* The [[KCL flag#Slot 8.4 (N64 Bowser's Castle)|KCL Sound Trigger]] for the Bowser roar is present.<br />
<br />
== <span id=battle1.1>Battle Slot 1.1 (Block Plaza)</span> ==<br />
=== Special ===<br />
* [[Objects]] {{obj-ref|0x20d|bblock}} and {{obj-ref|0x1fc|VolcanoPiece}} use 150cc timing settings unlike other battle slots.<br />
<br />
== <span id=battle1.2>Battle Slot 1.2 (Delfino Pier)</span> ==<br />
=== Unique ===<br />
* Range value behaves differently for respawn points on this slot.<br />
<br />
=== Special ===<br />
* The following objects have SFX: {{obj-ref|venice_nami}}, {{obj-ref|venice_saku}} and {{obj-ref|venice_hasi}} (the bell sound).<br />
<br />
== <span id=battle1.3>Battle Slot 1.3 (Funky Stadium)</span> ==<br />
=== Unique ===<br />
* An audience ambience plays in the background right away, but only for a few seconds.<br />
<br />
=== Special ===<br />
* It is not possible to burn out or get a start boost.<br />
* Applauses for each trick can be heard.<br />
<br />
== <span id=battle1.4>Battle Slot 1.4 (Chain Chomp Wheel)</span> ==<br />
=== Unique ===<br />
* When {{obj-ref|0x206|casino_roulette}} is present, the object and some variants of certain [[KCL flag]]s rotate the players' direction in addition to the normal position rotation. For more information, see [[Moving Terrain#Rotating Road (KCL 0x1D)|Moving Terrain]].<br />
<br />
=== Special ===<br />
* It is not possible to burn out or get a start boost.<br />
<br />
== <span id=battle1.5>Battle Slot 1.5 (Thwomp Desert)</span> ==<br />
=== Unique ===<br />
* SFX is enabled for {{obj-ref|0x20c|quicksand}}, and behavior for this object is slightly different. ({{obj-ref|0x76|s_itembox}} works properly only on this slot when placed directly on quicksand.)<br />
<br />
== <span id=battle2.1>Battle Slot 2.1 (SNES Battle Course 4)</span> ==<br />
<br />
== <span id=battle2.2>Battle Slot 2.2 (GBA Battle Course 3)</span> ==<br />
<br />
== <span id=battle2.3>Battle Slot 2.3 (N64 Skyscraper)</span> ==<br />
<br />
== <span id=battle2.4>Battle Slot 2.4 (GCN Cookie Land)</span> ==<br />
<br />
== <span id=battle2.5>Battle Slot 2.5 (DS Twilight House)</span> ==<br />
<br />
[[Category:Technical Information]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Filesystem/sound/revo_kart.brsar&diff=385343
Filesystem/sound/revo kart.brsar
2023-02-24T13:54:16Z
<p>KHacker35000vr: Filing in some blanks</p>
<hr />
<div>{{DISPLAYTITLE:Filesystem/sound/revo_kart.brsar}}<br />
Here is the INDEX list of the revo_kart.brsar known values, except the RWSD voices:<br />
<br />
{| class="wikitable"<br />
|+ revo_kart.brsar RBNK/RWSD INDEX values<br />
|-<br />
! width="1%"| Audio<br />
! width="1%"| Description<br />
! width="1%"| Original audio frequency (Hz)<br />
! width="1%"| Original audio channel count<br />
|- <br />
! colspan=4 {{yes|[11] GRP/GP}}<br />
|-<br />
| Audio[0] || Goomba walking || 16000 || 1<br />
|-<br />
| Audio[1] || Crashed with a Goomba || 22050 || 1<br />
|-<br />
| Audio[2] || Goomba hit || 22050 || 1<br />
|-<br />
| Audio[3] || Goomba appear || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[18] GRP}}<br />
|-<br />
| Audio[0] || River sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[30] GRP/GP/N/RIDGEHIGHWAY}}<br />
|-<br />
| Audio[0] || Moonview Highway door open || 22050 || 1<br />
|-<br />
| Audio[1] || Moonview Highway traffic sounds || 22050 || 1<br />
|-<br />
| Audio[2] || Moonview Highway environment sounds 1 || 22050 || 1<br />
|-<br />
| Audio[3] || Moonview Highway car honk || 22050 || 1<br />
|-<br />
| Audio[4] || Moonview Highway environment sounds 2 || 22050 || 1<br />
|-<br />
| Audio[5] || Moonview Highway environment sounds 3 || 11025 || 1<br />
|-<br />
| Audio[6] || Moonview Highway environment sounds 4 || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[37] GRP/GP}}<br />
|-<br />
| Audio[0] || Grumble Volcano rock fisure (break) sound || 22050 || 1<br />
|-<br />
| Audio[1] || Grumble Volcano rock breaking sound (when the rock shakes) || 22050 || 1<br />
|-<br />
| Audio[2] || Grumble Volcano rock sink || 22050 || 1<br />
|-<br />
| Audio[3] || Grumble Volcano another rock fisure break sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[46] GRP/GP/N/KOOPA}}<br />
|-<br />
| Audio[0] || Bowser's Castle Bowser's laugh when entering the moving room || 22050 || 1<br />
|-<br />
| Audio[1] || Bowser's Castle Bowser's figure roar 1 || 16000 || 1<br />
|-<br />
| Audio[2] || Bowser's Castle Bowser's figure roar 2 || 16000 || 1<br />
|-<br />
| Audio[3] || Bowser's Castle Bowser's figure fireball explosion || 16000 || 1<br />
|-<br />
| Audio[4] || Bowser's Castle Bowser's figure fireball fire sound || 22050 || 1<br />
|-<br />
| Audio[5] || Bowser's Castle Bowser's figure fireball ground sound || 22050 || 1<br />
|-<br />
| Audio[6] || Bowser's Castle Bowser's figure fireball collision sound || 32000 || 1<br />
|-<br />
| Audio[7] || Bowser's Castle environment thunder sound || 32000 || 1<br />
|-<br />
| Audio[8] || Bowser's Castle environment lava sound 1 || 16000 || 1<br />
|-<br />
| Audio[9] || Bowser's Castle environment lava sound 2 || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[68] GRP/GP/N/TRUCK}}<br />
|-<br />
| Audio[0] || Wario's Gold Mine truck wheels sounds || 22050 || 1<br />
|-<br />
| Audio[1] || Wario's Gold Mine hanging trucks metal rope sounds || 22050 || 1<br />
|-<br />
| Audio[2] || Wario's Gold Mine truck ground sounds || 22050 || 1<br />
|-<br />
| Audio[3] || Wario's Gold Mine truck moving sound || 22050 || 1<br />
|-<br />
| Audio[4] || Wario's Gold Mine truck hit || 22050 || 1<br />
|-<br />
| Audio[5] || Wario's Gold Mine truck ground hit || 22050 || 1<br />
|-<br />
| Audio[6] || Wario's Gold Mine truck shake sound || 22050 || 1<br />
|-<br />
| Audio[7] || Wario's Gold Mine truck swing sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[69] GRP/GP/N/TREEHOUSE}}<br />
|-<br />
| Audio[0] to Audio[4] || Maple Treeway leaves sounds || 28000 || 1<br />
|-<br />
| Audio[5] || Maple Treeway wind sound || 11025 || 1<br />
|-<br />
| Audio[6] || Maple Treeway moving bridge wind sound || 16000 || 1<br />
|-<br />
| Audio[7] and Audio[8] || Maple Treeway leaves and wind sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[74] GRP}}<br />
|-<br />
| Audio[0] to Audio[2] || Seagull sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[76] GRP}}<br />
|-<br />
| Audio[0] || Waterfall sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[81] <null>}}<br />
|-<br />
| Audio[0] to Audio[18] || (Unused) settings menu music instruments || - || 1<br />
|-<br />
! colspan=4 {{yes|[85] GRP/GP/N/KINOKO}}<br />
|-<br />
| Audio[0] and Audio[1] || Mushroom Gorge bouncy mushrooms jump sounds || 16000 || 1<br />
|-<br />
! colspan=4 {{maybe|[89] GRP/RACE}}<br />
|-<br />
| Audio[0] || Item box break sound || 22050 || 1<br />
|-<br />
| Audio[1] || Item alarm sound || 11025 || 1<br />
|-<br />
| Audio[2] || Thunder shrink/Thunder recovery/squashed/squash recovery sound || 22050 || 1<br />
|-<br />
| Audio[3] || Banana drop ground sound || 11025 || 1<br />
|-<br />
| Audio[4] || Bob-omb fuse sound || 16000 || 1<br />
|-<br />
| Audio[5] || Star music || 22050 || 1<br />
|-<br />
| Audio[6] || Invincibility barrier sound || 16000 || 1<br />
|-<br />
| Audio[7] || Green shell moving sound || 11025 || 1<br />
|-<br />
| Audio[8] || Red shell moving sound || 11025 || 1 <br />
|-<br />
| Audio[9] || Green shell bounce sound || 11025 || 1<br />
|-<br />
| Audio[10] || Item equip/Rotating items (shells) sound || 16000 || 1<br />
|-<br />
| Audio[11] || Shell break sound || 16000 || 1<br />
|-<br />
| Audio[12] || Blue shell flight/Blue shell near sound || 16000 || 1<br />
|-<br />
| Audio[13] || Lightning/Thundercloud sign/Thundercloud shock/item vanish sound || 32000 || 1<br />
|-<br />
| Audio[14] || Invincibility item alarm sound || 16000 || 1<br />
|-<br />
| Audio[15] || Mega Mushroom music || 32000 || 1<br />
|-<br />
| Audio[16] || Mega Mushroom grow sound || 22050 || 1<br />
|-<br />
| Audio[17] || Mega Mushroom shrink sound/Koopa Cape pipe sound || 22050 || 1<br />
|-<br />
| Audio[18] || Thundercloud thunder sparks/Fake Item Box sparks sound || 22050 || 1<br />
|-<br />
| Audio[19] || Shrunken lightning sparks sound || 22050 || 1<br />
|-<br />
| Audio[20] || Blooper use/Blooper attack sound || 16000 || 1<br />
|-<br />
| Audio[21] || Blooper spit sound || 22050 || 1<br />
|-<br />
| Audio[22] || ??? || 11025 || 1<br />
|-<br />
| Audio[23] || Blooper attack sound || 16000 || 1<br />
|-<br />
| Audio[24] || Invincibility hit/start fail sound || 16000 || 1<br />
|-<br />
| Audio[25] || Goal race sound/item fly/Fake Item Box hit smoke/star or mushroom drop ground/balloon blow sound || 22050 || 1<br />
|-<br />
| Audio[26] || Bob-omb explosion/Blue Shell explosion/Blue Shell explosion echo/shell hit/Bullet Bill turn on/Thundercloud turn on/POW block/sand road gap/dirt road gap/mud road gap/Bomb Car explosion/Bowser Statue fireball explosion sound || 22050 || 1<br />
|-<br />
| Audio[27] || Fake Item Box hit/Thundercloud vanish/No balloon/Disconnected player/Monty Mole collision/cow collision sound || 8000 || 1<br />
|-<br />
| Audio[28] || Bob-omb drop ground sound || 11025 || 1<br />
|-<br />
| Audio[29] || Drive on wooden platform sound || 11025 || 1<br />
|-<br />
| Audio[30] || Fake Item Box drop ground/Fake Item Box hit/Thundercloud attach/Jelly collision sound || 16000 || 1<br />
|-<br />
| Audio[31] || Blue Shell crash sound || 16000 || 1<br />
|-<br />
| Audio[32] || Bullet Bill hit sound || 11025 || 1<br />
|-<br />
| Audio[33] || Lakitu's rescue beep || 16000 || 1<br />
|-<br />
| Audio[34] || ??? || 11025 ||1<br />
|-<br />
| Audio[35] || Bullet Bill flight sound || 22050 || 1<br />
|-<br />
| Audio[36] || Bullet Bill turn off sound || 22050 || 1<br />
|-<br />
| Audio[37] || Bullet Bill smoke sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[93] GRP/RACE}}<br />
|-<br />
| Audio[0] || Final Lap jingle || 32000 || 2<br />
|-<br />
! colspan=4 {{yes|[95] GRP/GP/R/DS/FALLS}}<br />
|-<br />
| Audio[0] to Audio[5] || Birds environment sounds from DS Yoshi Falls || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[97] GRP}}<br />
|-<br />
| Audio[0] || Audience/Crowd sounds || 32000 || 1<br />
|-<br />
| Audio[1] to Audio[8] || Toad crowd sounds || 16000 || 1<br />
|-<br />
| Audio[9] to Audio[23] || Another crowd sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{maybe|[106] GRP/GP}}<br />
|-<br />
| Audio[0] and Audio[1] || Chain Chomp chew sound || 22050 || 1<br />
|-<br />
| Audio[2] || Chain Chomp attack chain sound || 32000 || 1<br />
|-<br />
| Audio[3] and Audio[4] || Chain Chomp breathe/roar sounds || 22050 || 1<br />
|-<br />
| Audio[5] || Chain Chomp pile sound (???) || 22050 || 1<br />
|-<br />
| Audio[6] to Audio[9] || Chain Chomp threaten sounds 1 (???) || 22050 || 1<br />
|-<br />
| Audio[10] || Chain Chomp threaten sound 2 (???) || 44100 || 1<br />
|-<br />
| Audio[11] and Audio[12] || Chain Chomp hit sounds || 22050 || 1<br />
|-<br />
| Audio[13] to Audio[15] || Chain Chomp attack sounds || 22050 || 1<br />
|-<br />
| Audio[16] || Chain Chomp bark || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[111] GRP/BTL/N/SKATE}}<br />
|-<br />
| Audio[0] to Audio[3] || Funky Stadium audience reaction sounds 1 || 22050 || 1<br />
|-<br />
| Audio[4] to Audio[6] || Funky Stadium audience reaction sounds 2 || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[138] GRP/GP/N/WATER}}<br />
|-<br />
| Audio[0] || Koopa Cape electric propeller sound || 22050 || 1<br />
|-<br />
| Audio[1] || Koopa Cape electrc propeller hit sound || 28000 || 1<br />
|-<br />
! colspan=4 {{yes|[147] GRP/GP/N/RIDGEHIGHWAY}}<br />
|-<br />
| Audio[0] || Moonview Highway Bob-omb car revive sound || 22050 || 1<br />
|-<br />
| Audio[1] || Moonview Highway Bob-omb car drive sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[157] GRP/GP/R/64/SHERBET}}<br />
|-<br />
| Audio[0] to Audio[3] || N64 Sherbet Land ice cavern sounds || 32000 || 1<br />
|-<br />
| Audio[4] || N64 Sherbet Land small penguin hop sound || 32000 || 1<br />
|-<br />
| Audio[5] || N64 Sherbet Land penguin walk sound || 32000 || 1<br />
|-<br />
| Audio[6] || N64 Sherbet Land small penguin ice sound || 32000 || 1<br />
|-<br />
| Audio[7] || N64 Sherbet Land small penguin glide sound || 22050 || 1<br />
|-<br />
| Audio[8] || N64 Sherbet Land small penguin stand up sound || 32000 || 1<br />
|-<br />
| Audio[9] || N64 Sherbet Land small penguin hit sound || 22050 || 1<br />
|-<br />
| Audio[10] || N64 Sherbet Land penguin hit sound || 32000 || 1<br />
|-<br />
| Audio[11] || N64 Sherbet Land penguin squawk 1 || 32000 || 1<br />
|-<br />
| Audio[12] || N64 Sherbet Land penguin squawk 2 || 32000 || 1<br />
|-<br />
| Audio[13] || N64 Sherbet Land penguin squawk 3 || 32000 || 1<br />
|-<br />
| Audio[14] || N64 Sherbet Land ice break sound effect after respawn || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[158] GRP/GP/R/64/KOOPA}}<br />
|-<br />
| Audio[0] to Audio[3] || N64 Bowser's Castle environment lava sound effects || 22050 || 1<br />
|-<br />
| Audio[4] || N64 Bowser's Castle flame sound || 22050 || 1<br />
|-<br />
| Audio[5] || N64 Bowser's Castle fire explosion sound || 32000 || 1<br />
|-<br />
| Audio[6] || N64 Bowser's Castle Bowser figure flame sound || 32000 || 1<br />
|-<br />
| Audio[7] || N64 Bowser's Castle Bowser laugh || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[159] GRP/GP/R/64/MARIO}}<br />
|-<br />
| Audio[0] || N64 Mario Raceway Mario “GO” billboard rotating sound || 16000 || 1<br />
|-<br />
| Audio[1] || N64 Mario Raceway Mario “GO” billboard hit sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[166] <null>}}<br />
|-<br />
| Audio[0] || Topman ground hit sound || 32000 || 1<br />
|-<br />
| Audio[1] || Topman hit sound || 32000 || 1<br />
|-<br />
| Audio[2] || Topman knock sound with mushroom || 32000 || 1<br />
|-<br />
| Audio[3] || Topman glide sound || 32000 || 1<br />
|-<br />
| Audio[4] || Topman glide sound after hit || 32000 || 1<br />
|-<br />
| Audio[5] || Topman movement sound || 32000 || 1<br />
|-<br />
| Audio[6] || Topman fall sound || 32000 || 1<br />
|-<br />
| Audio[7] || Topman appear fall sound || 22050 || 1<br />
|-<br />
| Audio[8] || Topman rotation start sound || 32000 || 1<br />
|-<br />
| Audio[9] || New Topman round sound 1 || 32000 || 1<br />
|-<br />
| Audio[10] || New Topman round sound 2 || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[168] GRP/CH/EARTH}}<br />
|-<br />
| Audio[0] to Audio[21] || Wi-Fi Connection music instrument sounds || - || 1<br />
|-<br />
! colspan=4 {{yes|[169] GRP/GP/N/RIDGEHIGHWAY}}<br />
|-<br />
| Audio[0] to Audio[2] || Moonview Highway car and truck honks || 22050 || 1<br />
|-<br />
| Audio[3] || Moonview Highway car/truck driving sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[174] GRP}}<br />
|-<br />
| Audio[0] || Title menu Mario voice: "Mario Kart Wii" || 32000 || 1<br />
|-<br />
| Audio[1] || Title menu Mario voice: "Mario Kart Weeheee" || 32000 || 1<br />
|-<br />
| Audio[2] || Title menu Mario voice: "Ma-ma, m-m-Mario Kart" || 32000 || 1<br />
|-<br />
| Audio[3] || Title menu Luigi voice: "Mario Kart Wii” || 32000 || 1<br />
|-<br />
| Audio[4] || Title menu Luigi voice: "Mario Kart..." || 32000 || 1<br />
|-<br />
| Audio[5] || Title menu Luigi voice: "...could've been Luigi" || 32000 || 1<br />
|-<br />
| Audio[6] || Title menu Luigi voice: "Luigi Kart Wii" || 32000 || 1<br />
|-<br />
| Audio[7] || Title menu Peach voice: "Mario Kart Wii" || 32000 || 1<br />
|-<br />
| Audio[8] || Title menu Peach voice: "Peach Kart Wii” || 32000 || 1<br />
|-<br />
| Audio[9] || Title menu Bowser voice: "Roaahahahahar" || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[176] GRP/GP/R}}<br />
|-<br />
| Audio[0] to Audio[13] || N64 DK's Jungle Parkway jungle animal sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[180] GRP/BTL/R/GBA/BATTLE3}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???)<br />
|-<br />
! colspan=4 {{maybe|[181] GRP/GP/R/GBA/HEIHO}}<br />
|-<br />
| Audio[0] || GBA Shy Guy Beach sea sounds 1 || 22050 || 1<br />
|-<br />
| Audio[1] || GBA Shy Guy Beach sea sounds 2 || 22050 || 1<br />
|-<br />
| Audio[2] || GBA Shy Guy Beach crab walking || 32000 || 1<br />
|-<br />
| Audio[3] || GBA Shy Guy Beach crab claws || 32000 || 1<br />
|-<br />
| Audio[4] || GBA Shy Guy Beach crab collision || 32000 || 1<br />
|-<br />
| Audio[5] || GBA Shy Guy Beach parasol open || 32000 || 1<br />
|-<br />
| Audio[6] || GBA Shy Guy Beach parasol close || 32000 || 1<br />
|-<br />
| Audio[7] || GBA Shy Guy Beach parasol hit || 32000 || 1<br />
|-<br />
| Audio[8] || GBA Shy Guy Beach parasol landing || 32000 || 1<br />
|-<br />
| Audio[9] || GBA Shy Guy Beach parasol stick (?) || 32000 || 1<br />
|-<br />
| Audio[10] || GBA Shy Guy Beach ship cannon shot sound 1 || 32000 || 1<br />
|-<br />
| Audio[11] || GBA Shy Guy Beach ship cannon shot sound 2 || 32000 || 1<br />
|-<br />
| Audio[12] || GBA Shy Guy Beach ship cannon shot sound 3 || 32000 || 1<br />
|-<br />
| Audio[13] || GBA Shy Guy Beach ship cannon ball sound 1 || 32000 || 1<br />
|-<br />
| Audio[14] || GBA Shy Guy Beach ship cannon ball sound 2 || 32000 || 1<br />
|-<br />
| Audio[15] || GBA Shy Guy Beach ship cannon ball sound 3 || 32000 || 1<br />
|-<br />
| Audio[16] || GBA Shy Guy Beach ship cannon fuse sound || 32000 || 1<br />
|-<br />
| Audio[17] || GBA Shy Guy Beach ship cannon ball explosion || 32000 || 1<br />
|-<br />
| Audio[18] || GBA Shy Guy Beach ship cannon ball fall sound || 32000 || 1<br />
|-<br />
| Audio[19] || GBA Shy Guy Beach seagull sounds 1 || 22050 || 1<br />
|-<br />
| Audio[20] || GBA Shy Guy Beach seagull sounds 2 || 22050 || 1<br />
|-<br />
| Audio[21] || GBA Shy Guy Beach seagull sounds 3 || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[182] GRP/GP/R/GBA/KOOPA}}<br />
|-<br />
| Audio[0] to Audio[3] || GBA Bowser Castle 3 environment lava and fire sound effects || 22050 || 1<br />
|-<br />
| Audio[4] || GBA Bowser Castle 3 environment storm sound || 16000 || 1<br />
|-<br />
| Audio[5] to Audio[8] || GBA Bowser Castle 3 environment thunder sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[188] GRP/GP/R/DS/TOWN}}<br />
|-<br />
| Audio[0] and Audio[1] || DS Delfino Square Pianta audience sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[192] GRP/GP}}<br />
|-<br />
| Audio[0] || Fire ring sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[196] GRP/CH/RANKING}}<br />
|-<br />
| Audio[0] to Audio[26] || Mario Kart Channel ranking music instruments || - || 1<br />
|-<br />
! colspan=4 {{maybe|[198] GRP/GP/N/SHOPPING}}<br />
|-<br />
| Audio[0] || Coconut Mall elevator sound || 22050 || 1<br />
|-<br />
| Audio[1] || Coconut Mall Mii car engine sound || 28000 || 1<br />
|-<br />
| Audio[2] || Coconut Mall Mii car hit sound || 28000 || 1<br />
|-<br />
| Audio[3] || Cocount Mall Mii car honk sound 1 || 28000 || 1<br />
|-<br />
| Audio[4] || Coconut Mall Mii car honk sound 2 || 28000 || 1<br />
|-<br />
| Audio[5] || Coconut Mall ambience sounds 1 || 22050 || 1<br />
|-<br />
| Audio[6] || Coconut Mall ambience sounds 2 || 22050 || 1<br />
|-<br />
| Audio[7] || Coconut Mall elevator director change sound || 28000 || 1<br />
|-<br />
! colspan=4 {{yes|[199] GRP/VO/RS}}<br />
|-<br />
| Audio[0] to Audio[4] || Luma voices || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[220] GRP/GP/N/RIDGEHIGHWAY}}<br />
|-<br />
| Audio[0] to Audio[3] || Moonview Highway car/truck honks || 22050 || 1<br />
|-<br />
| Audio[4] || Moonview Highway car/truck driving sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[229] GRP}}<br />
|-<br />
| Audio[0] || Pokey move sand sound || 22050 || 1<br />
|-<br />
| Audio[1] || Pokey hit sound || 22050 || 1<br />
|-<br />
| Audio[2] || Pokey roll sound || 22050 || 1<br />
|-<br />
| Audio[3] || Pokey killed sound || 22050 || 1<br />
|-<br />
| Audio[4] || Pokey recovery sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[249] GRP/GP/R/SFC/MARIO}}<br />
|-<br />
| Audio[0] to Audio[3] || SNES Mario Circuit 3 oil puddle sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[259] GRP/GP}}<br />
|-<br />
| Audio[0] to Audio[2] || Flag sound effects || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[261] GRP/GP/N/CASTLE}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[282] GRP/BTL/N/SAND}}<br />
|-<br />
| Audio[0] to Audio[3] || Thwomp Desert quicksand sounds || 22050 || 1<br />
|-<br />
| Audio[4] to Audio[7] || Thwomp Desert giant Thwomp sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[283] GRP}}<br />
|-<br />
| Audio[0] to Audio[71] || Selection screen Mii voices || 16000 || 1<br />
|-<br />
! colspan=4 {{no|[293] <null>}}<br />
|-<br />
| Audio[0] || ??? || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[330] <null>}}<br />
|-<br />
| Audio[0] to Audio[5] || Ring Star from missions sound || 32000 || 1<br />
|-<br />
| Audio[6] || Ring Star from missions wrong gate || 32000 || 1<br />
|-<br />
| Audio[7] to Audio[9] || Ring Star from missions correct gate || 22050 || 1<br />
|-<br />
| Audio[10] || Ring Star from missions destroyed gate || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[336] GRP/GP}}<br />
|-<br />
| Audio[0] || Fire bar sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[371] GRP/GP/N/KINOKO}}<br />
|-<br />
| Audio[0] || Mushroom Gorge cave sound effect 1 || 16000 || 1<br />
|-<br />
| Audio[1] || Mushroom Gorge cave sound effect 2 || 11025 || 1<br />
|-<br />
| Audio[2] || Mushroom Gorge wind sound effect 1 || 11025 || 1<br />
|-<br />
| Audio[3] || Mushroom Gorge wind sound effect 2 || 16000 || 1<br />
|-<br />
| Audio[4] || Mushroom Gorge cave ripples sounds 1 || 22050 || 1<br />
|-<br />
| Audio[5] || Mushroom Gorge cave ripples sounds 2 || 22050 || 1<br />
|-<br />
| Audio[6] || Mushroom Gorge cave ripples sounds 3 || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[378] GRP/CH/MENU}}<br />
|-<br />
| Audio[0] to Audio[25] || Mario Kart Channel main menu music instruments || - || 1<br />
|-<br />
! colspan=4 {{yes|[388] GRP/BTL/N/BLOCK}}<br />
|-<br />
| Audio[0] || Block Plaza shaking pieces sound || 32000 || 1<br />
|-<br />
| Audio[1] || Block Plaza start of falling pieces sound || 32000 || 1<br />
|-<br />
| Audio[2] to Audio[5] || Block Plaza falling pieces sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[389] GRP/MSR/RING/MISSION}}<br />
|-<br />
| Audio[0] || Galaxy Colosseum shaking floor sound || 32000 || 1<br />
|-<br />
| Audio[1] || Galaxy Colosseum start of falling floor sound || 22050 || 1<br />
|-<br />
| Audio[2] || Galaxy Colosseum floor fall countdown sound 1 || 32000 || 1<br />
|-<br />
| Audio[3] || Galaxy Colosseum floor fall countdown end sound || 32000 || 1<br />
|-<br />
| Audio[4] to Audio[6] || Galaxy Colosseum falling floor sounds || 32000 || 1<br />
|-<br />
| Audio[7] || Galaxy Colosseum floor fall countdown sound 2 || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[391] GRP/GP/N}}<br />
|-<br />
| Audio[0] || Audience crowd sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[398] GRP/GP/R}}<br />
|-<br />
| Audio[0] || Piranha Plant hit sound || 32000 || 1<br />
|-<br />
| Audio[1] to Audio[4] || Piranha Plant attack sounds || 32000 || 1<br />
|-<br />
| Audio[5] || Piranha Plant attack knock sound || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[404] GRP/BTL/N/CASINO}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[417] GRP/GP/N/DESERT}}<br />
|-<br />
| Audio[0] to Audio[3] || Dry Dry Ruins pillar sounds || 22050 || 1<br />
|-<br />
| Audio[4] to Audio[10] || Dry Dry Ruins sand sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[418] GRP/GP/R/DS/FALLS}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{unknown|[419] GRP/GP/R/DS/DESERT}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[420] GRP/GP/R/DS/GARDEN}}<br />
|-<br />
| Audio[0] to Audio[5] || DS Peach Gardens birds sounds || 32000 || 1<br />
|-<br />
| Audio[6] || DS Peach Gardens river sound || 32000 || 1<br />
|-<br />
| Audio[7] || DS Peach Gardens Chain Chomp sound || 32000 || 1<br />
|-<br />
! colspan=4 {{unknown|[421] GRP/GP/R/DS/TOWN}}<br />
|-<br />
| Audio[0] || DS Delfino Square water sounds 1 || 22050 || 1<br />
|-<br />
| Audio[1] and Audio[2] || DS Delfino Square water sounds 2 || 28000 || 1<br />
|-<br />
| Audio[3] || DS Delfino wind sound || 22050 || 1<br />
|-<br />
| Audio[4] to Audio[6] || DS Delfino Square seagull sounds || 22050 || 1<br />
|-<br />
| Audio[7] || DS Delfino Square bridge moving sound || 32000 || 1<br />
|-<br />
| Audio[8] || DS Delfino Square bridge moving end sound || 32000 || 1<br />
|-<br />
| Audio[9] to Audio[32] || DS Delfino Square Pianta audience sounds || 16000 || 1<br />
|- <br />
! colspan=4 {{no|[422] GRP/GP/N/SENIOR}}<br />
|-<br />
| Audio[0] || Daisy Circuit ??? || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[426] GRP/GP/R/GC/PEACH}}<br />
|-<br />
| Audio[0] || GCN Peach Beach sea sound || 22050 || 1<br />
|-<br />
| Audio[1] to Audio[3] || GCN Peach Beach seagull sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{maybe|[427] GRP/GP/R/GC/DONKEY}}<br />
|-<br />
| Audio[0] to Audio[2] || GCN DK Mountain rolling rock ground sounds || 22050 || 1<br />
|-<br />
| Audio[3] to Audio[5] || GCN DK Mountain rolling rock break sounds || 32000 || 1<br />
|-<br />
| Audio[6] to Audio[8] || GCN DK Mountain rocky detachmennt sounds || 22050 || 1<br />
|-<br />
| Audio[9] || GCN DK Mountain river sound || 32000 || 1<br />
|-<br />
| Audio[10] || GCN DK Mountain ??? || 32000 || 1<br />
|-<br />
| Audio[11] to Audio[14] || GCN DK Mountain environment sounds || 16000 || 1<br />
|-<br />
| Audio[15] || GCN DK Mountain bridge area wind sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{maybe|[428] GRP/GP/R/GC/WALUIGI}}<br />
|-<br />
| Audio[0] to Audio[2] || GCN Waluigi Stadium audience sounds || 32000 || 1<br />
|-<br />
| Audio[3] || GCN Waluigi Stadium moving Piranha Plant wall || 16000 || 1<br />
|-<br />
| Audio[4] || GCN Waluigi Stadium ??? || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[429] GRP/GP/R/GC/MARIO}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{maybe|[435] GRP/RACE}}<br />
|-<br />
| Audio[0] || Wheelie/mini-turbo spark get/slipstream sound || 11025 || 1<br />
|-<br />
| Audio[1] to Audio[25] || Kart/Bike engine sounds || - || 1<br />
|-<br />
| Audio[26] || Normal road drift sound || 16000 || 1<br />
|-<br />
| Audio[27] || Soft road drift sound || 8000 || 1<br />
|-<br />
| Audio[28] || ??? || 16000 || 1<br />
|-<br />
| Audio[29] || Driving through water sound || 22050 || 1<br />
|-<br />
| Audio[30] || Driving through deep water/Splash sound when falling in water || 22050 || 1<br />
|-<br />
| Audio[31] || Driving through snow sound || 8000 || 1<br />
|-<br />
| Audio[32] || Driving through carpet || 11025 || 1 <br />
|-<br />
| Audio[33] || Driving through dirt sound || 11025 || 1<br />
|-<br />
| Audio[34] || Driving over wire mesh sound || 11025 || 1<br />
|-<br />
| Audio[35] || Skid/wheel spin sound || 16000 || 1<br />
|-<br />
| Audio[36] || Driving over ??? || 16000 || 1<br />
|-<br />
| Audio[37] || Ground gap sound || 8000 || 1<br />
|-<br />
| Audio[38] || Crash sound || 8000 || 1<br />
|-<br />
| Audio[39] || Crash in metal sound/kart or bike crash in the floor 1 || 11025 || 1<br />
|-<br />
| Audio[40] || Crash in other vehicle/kart or bike crash in the floor 2 || 11025 || 1<br />
|-<br />
| Audio[41] || Crash in wall sound || 44100 || 1<br />
|-<br />
| Audio[42] || Crash in wood sound || 11025 || 1<br />
|-<br />
| Audio[43] || Crash in rock wall sound || 11025 || 1<br />
|-<br />
| Audio[44] || Crash in thicket sound || 16000 || 1<br />
|-<br />
| Audio[45] || Crash in metal pole/brass sound || 11025 || 1<br />
|-<br />
| Audio[46] || Crash in snow wall sound || 28000 || 1<br />
|-<br />
| Audio[47] || Braking sound || 16000 || 1<br />
|-<br />
| Audio[48] || Braking in some terrains sound || 11025 || 1<br />
|-<br />
| Audio[49] || Trick sound || 32000 || 1<br />
|-<br />
| Audio[50] || Burning kart sound || 22050 || 1<br />
|-<br />
| Audio[51] to Audio[53] || Crash in rope sounds || 22050 || 1<br />
|-<br />
| Audio[54] to Audio[68] || Kart and bikes honks || 22050 || 1<br />
|-<br />
| Audio[69] || Mushroom/mini-turbo boost sound || 28000 || 1<br />
|-<br />
| Audio[70] || Boost panel sound || 28000 || 1<br />
|-<br />
| Audio[71] and Audio[72] || Dummy cannon sounds (???) || 16000 || 1<br />
|-<br />
| Audio[73] || ??? || 16000 || 1<br />
|-<br />
| Audio[74] || ??? || 16000 || 1<br />
|-<br />
| Audio[75] and Audio[76] || Balloon pop sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[436] GRP/GP/N/BOARDCROSS}}<br />
|-<br />
| Audio[0] and Audio[1] || DK Summit gate open sounds || 22050 || 1<br />
|-<br />
| Audio[2] and Audio[3] || DK Summit lift sounds || 22050 || 1<br />
|-<br />
| Audio[4] || DK Summit Snowboarder Shy Guy moving sound || 22050 || 1<br />
|-<br />
| Audio[5] || DK Summit Snowboarder Shy Guy jumping sound || 44100 || 1<br />
|-<br />
| Audio[6] || DK Summit Snowboarder Shy Guy hit sound || 22050 || 1<br />
|-<br />
| Audio[7] || DK Summit Snowboarder Shy Guy damage spin sound || 22050 || 1<br />
|-<br />
| Audio[8] || DK Summit Snowboarder Shy Guy damage voice || 32000 || 1<br />
|-<br />
| Audio[9] to Audio[12] || DK Summit audience cheers || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[437] GRP/GP/N/BEGINNER}}<br />
|-<br />
| Audio[0] || Luigi Circuit airplane flying sound || 16000 || 1<br />
|-<br />
! colspan=4 {{unknown|[452] GRP/BTL/R/64/MATENRO}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[454] GRP/AWARD/DEMO}}<br />
|-<br />
| Audio[0] to Audio[48] || Audience crow sounds || - || 1<br />
|-<br />
! colspan=4 {{yes|[458] GRP}}<br />
|-<br />
| Audio[0] || Kart/Bike engine sound when OK button shows up || 22050 || 1<br />
|-<br />
| Audio[1] || Kart/Bike engine sound after OK button is pressed || 22050 || 1<br />
|-<br />
| Audio[2] || Button OK selection sound when pressed || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[498] <null>}}<br />
|-<br />
| Audio[0] to Audio[11] || Pianta audience voices || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[499] GRP/BTL/N/CASINO}}<br />
|-<br />
| Audio[0] to Audio[2] || Chain Chomp Wheel Rolling Chain Chomp collision sounds || 22050 || 1<br />
|-<br />
| Audio[3] || Chain Chomp Wheel Rolling Chain Chomp bark || 32000 || 1<br />
|-<br />
| Audio[4] || Chain Chomp Wheel Rolling Chain Chomp rolling sound || 22050 || 1<br />
|-<br />
| Audio[5] to Audio[7] || Chain Chomp Wheel Rolling Chain Chomp launching sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[512] GRP}}<br />
|-<br />
| Audio[0] and Audio[1] || Moving water sounds || 28000 || 1<br />
|-<br />
! colspan=4 {{yes|[514] GRP/TITLE}}<br />
|-<br />
| Audio[0] || Title screen music || 32000 || 2<br />
|-<br />
! colspan=4 {{yes|[523] GRP/GP}}<br />
|-<br />
| Audio[0] || Fire Snake appear sound || 22050 || 1<br />
|-<br />
| Audio[1] || Fire Snake ground/collision sound || 28000 || 1<br />
|-<br />
! colspan=4 {{unknown|[531] GRP/BTL/R/SFC/BATTLE4}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[532] GRP/GP/R/SFC/OBAKE}}<br />
|-<br />
| Audio[0] || SNES Ghost Valley 2 block falling sound || 32000 || 1<br />
|-<br />
| Audio[1] to Audio[3] || SNES Ghost Valley 2 block shaking sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[533] GRP/GP/R/SFC/MARIO}}<br />
|-<br />
| Audio[0] and Audio[1] || SNES Mario Circuit 3 pipe crash sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[553] GRP/GP/R/GC/PEACH}}<br />
|-<br />
| Audio[0] || GCN Peach Beach Cataquak step in road sound || 22050 || 1<br />
|-<br />
| Audio[1] and Audio[2] || GCN Peach Beach Cataquak step in sand sound || 22050 || 1<br />
|-<br />
| Audio[3] and Audio[4] || GCN Peach Beach Cataquak step in water sound || 22050 || 1<br />
|-<br />
| Audio[5] || GCN Peach Beach Cataquak alert sound || 32000 || 1<br />
|-<br />
| Audio[6] || GCN Peach Beach Cataquak failed attack sound || 32000 || 1<br />
|-<br />
| Audio[7] || GCN Peach Beach Cataquak attack sound || 22050 || 1<br />
|-<br />
| Audio[8] || GCN Peach Beach Cataquak hit damage sound || 22050 || 1<br />
|-<br />
| Audio[9] || GCN Peach Beach Cataquak defeated sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[554] GRP}}<br />
|-<br />
| Audio[0] to Audio[23] || Pianta audience voices || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[556] GRP/GP/N}}<br />
|-<br />
| Audio[0] to Audio[2] || Torch fire sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[568] GRP/BTL/R/GC/COOKIELAND}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[586] GRP/GP/N}}<br />
|-<br />
| Audio[0] || Swoop flying sound 1 || 22050 || 1<br />
|-<br />
| Audio[1] || Swoop flying sound 2 || 44100 || 1<br />
|-<br />
| Audio[2] || Swoop flying sound 3 || 44100 || 1<br />
|-<br />
| Audio[3] || Swoop flying sound 4 || 22050 || 1<br />
|-<br />
| Audio[4] || Swoop collision sound || 22050 || 1<br />
|-<br />
| Audio[5] to Audio[7] || Swoop damage sound || 22050 || 1<br />
|-<br />
| Audio[8] || Swoop sound 1 || 22050 || 1<br />
|-<br />
| Audio[9] || Swoop sound 2 || 44100 || 1<br />
|-<br />
| Audio[10] || Swoop sound 3 || 22050 || 1<br />
|-<br />
| Audio[11] || Swoop hit sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[594] GRP}}<br />
|-<br />
| Audio[0] and Audio[1] || Audience sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[596] GRP/CMN}}<br />
|-<br />
| Audio[0] || Lap jingle/Message window pop up/some miscellaneous sounds || 22050 || 1<br />
|-<br />
| Audio[1] || Selection/cursor/confirm button/earth sounds/message selection/page controller/button sounds/Mii messages/hop sound/screen pop out messages/loading sound (part 1) || 32000 || 1<br />
|-<br />
| Audio[2] || Wi-Fi countdown/vote screen race selected/adding race points || 22050 || 1<br />
|-<br />
| Audio[3] || Results/vote screen races appearing || 32000 || 1<br />
|-<br />
| Audio[4] || New record/team final results/"congratulations" flash sound/loading sound (part 2) || 22050 || 1<br />
|-<br />
| Audio[5] || Earth zoom in/zoom out || 22050 || 1<br />
|-<br />
| Audio[6] || Friend code add keyboard button sound || 32000 ||1<br />
|-<br />
| Audio[7] || Friend/chat room message pop up || 16000 || 1<br />
|-<br />
| Audio[8] || Mario Kart Channel worldwide/regional suffrage whistle || 22050 || 1<br />
|-<br />
| Audio[9] || Wrong controller sound for competitions that need Wii Wheel || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[597] GRP/BTL/N/VENICE}}<br />
|-<br />
| Audio[0] || Delfino Pier gates opening sound || 32000 || 1<br />
|-<br />
| Audio[1] || Delfino Pier bridge last position sound || 32000 || 1<br />
|-<br />
| Audio[2] || Delfino Pier moving gate sound || 16000 || 1<br />
|-<br />
| Audio[3] || Delfino Pier bridge bell announcement sound || 32000 || 1<br />
|-<br />
| Audio[4] || Delfino Pier water sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[598] GRP/GP/N/SENIOR}}<br />
|-<br />
| Audio[0] to Audio[6] || Daisy Circuit pylon sound effects || 44100 || 1<br />
|-<br />
! colspan=4 {{yes|[603] GRP/GP}}<br />
|-<br />
| Audio[0] || Monty Mole underground jump outside sound || 22050 || 1<br />
|-<br />
| Audio[1] || Monty Mole underground moving sound || 28000 || 1<br />
|-<br />
| Audio[2] || Monty Mole attack voice || 22050 || 1<br />
|-<br />
| Audio[3] and Audio[4] || Monty Mole damage voices || 22050 || 1 <br />
|-<br />
! colspan=4 {{maybe|[616] GRP}}<br />
|-<br />
| Audio[0] and Audio[1] || Thwomp attack sound || 32000 || 1<br />
|-<br />
| Audio[2] || Thwomp ??? || 32000 || 1<br />
|-<br />
| Audio[3] || Thwomp trembling sound 1 || 32000 || 1<br />
|-<br />
| Audio[4] || Thwomp trembling sound 2 || 22050 || 1<br />
|-<br />
| Audio[5] to Audio[7] || Thwomp attack laughter sounds || 22050 || 1<br />
|-<br />
| Audio[8] to Audio[10] || Thwomp defeated voices || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[627] GRP/MENU}}<br />
|-<br />
| Audio[0] || Single and multiplayer menu music 1 || 28000 || 2<br />
|-<br />
| Audio[1] || Single and multiplayer menu music 2 || 16000 || 2<br />
|-<br />
| Audio[2] || Single and multiplayer menu music 3 || 28000 || 2<br />
|-<br />
| Audio[3] || Single and multiplayer menu music 4 || 16000 || 2<br />
|-<br />
! colspan=4 {{maybe|[629] GRP/GP/N/TREEHOUSE}}<br />
|-<br />
| Audio[0] to Audio[10] || Wiggler sounds || 22050 || 1<br />
|-<br />
| Audio[11] || Wiggler walking leaves sound || 22050 || 1<br />
|-<br />
| Audio[12] || Wiggler walking step sound || 22050 || 1<br />
|-<br />
| Audio[13] to Audio[15] || Wiggler hit voices || 22050 || 1<br />
|-<br />
| Audio[16] || Mad Wiggler train whistle (from competition?) || 32000 || 1<br />
|-<br />
| Audio[17] || Mad Wiggler gas sound (from competition?) || 22050 || 1<br />
|-<br />
| Audio[18] || Wiggler ??? (from competition?) || 22050 || 1<br />
|-<br />
| Audio[19] || Wiggler ??? (from competition?) || 22050 || 1<br />
|-<br />
| Audio[20] || Wiggler ??? (from competition?) || 32000 || 1<br />
|-<br />
| Audio[21] || Wiggler gong sound ??? (from competition?) || 32000 || 1<br />
|-<br />
! colspan=4 {{maybe|[632] <null>}}<br />
|-<br />
| Audio[0] || Big Pokey moving on sand sound || 22050 || 1<br />
|-<br />
| Audio[1] || Big Pokey hit sound? || 22050 || 1<br />
|-<br />
| Audio[2] || Big Pokey sound 1 || 32000 || 1<br />
|-<br />
| Audio[3] || Big Pokey sound 2 || 32000 || 1<br />
|-<br />
| Audio[4] || Big Pokey sound 3 || 32000 || 1<br />
|-<br />
| Audio[5] || Big Pokey sound 4 || 32000 || 1<br />
|-<br />
| Audio[6] and Audio[7] || Big Pokey attacked sounds || 32000 || 1<br />
|-<br />
| Audio[8] || Big Pokey body recovery sound || 22050 || 1<br />
|-<br />
| Audio[9] || Big Pokey body part crash sound? || 32000 || 1<br />
|-<br />
| Audio[10] || Big Pokey body part launch sound? || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[635] GRP/GP}}<br />
|-<br />
| Audio[0] and Audio[1] || Pipe crash sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{maybe|[637] GRP}}<br />
|-<br />
| Audio[0] to Audio[15] || Dry Bones's selection screen sounds, splitted || 22050 || 1<br />
|-<br />
| Audio[16] to Audio[23] || Mario's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[24] to Audio[31] || Luigi's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[32] to Audio[37] || Yoshi's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[38] to Audio[41] || Peach's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[42] to Audio[49] || Daisy's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[50] to Audio[52] || Birdo's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[53] to Audio[57] || Bowser Jr.'s selection screen voices || 16000 || 1<br />
|-<br />
| Audio[58] to Audio[60] || Diddy Kong's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[61] to Audio[68] || Baby Mario's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[69] to Audio[76] || Baby Luigi's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[77] to Audio[84] || Baby Peach's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[85] to Audio[90] || Baby Daisy's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[91] to Audio[95] || Toadette's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[96] to Audio[100] || Toad's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[101] || Selection screen ??? || 32000 || 1<br />
|-<br />
| Audio[102] to Audio[104] || Koopa Troopa's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[105] to Audio[112] || Wario's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[113] to Audio[120] || Waluigi's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[121] to Audio[125] || Bowser's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[126] to Audio[128] || Donkey Kong's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[129] to Audio[131] || King Boo's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[132] to Audio[137] || Funky Kong's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[138] to Audio[140] || Dry Bowser's selection screen voices || 16000 || 1<br />
|-<br />
| Audio[141] to Audio[143] || Rosalina's selection screen voices || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[638] GRP/GP}}<br />
|-<br />
| Audio[0] || Cannon launch sound 1 || 8000 || 1<br />
|-<br />
| Audio[1] || Cannon launch sound 2 || 22050 || 1<br />
|-<br />
| Audio[2] || Cannon launch sound 3 || 16000 || 1<br />
|-<br />
| Audio[3] || Cannon flight sound || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[642] GRP/GP/R/GBA/KOOPA}}<br />
|-<br />
| Audio[0] to Audio[3] || GBA Bowser Castle 3 Blob fire sounds || 32000 || 1<br />
|-<br />
! colspan=4 {{maybe|[644] GRP/GP/N/RAINBOW}}<br />
|-<br />
| Audio[0] and Audio[1] || Rainbow Road star ring sounds 1 || 22050 || 1<br />
|-<br />
| Audio[2] || Rainbow Road ??? || 22050 || 1<br />
|-<br />
| Audio[3] || Rainbow Road star ring sound 2 || 32000 || 1<br />
|-<br />
| Audio[4] || Rainbow Road aura zone sound || 16000 || 1<br />
|-<br />
| Audio[5] || Rainbow Road ??? || 22050 || 1<br />
|-<br />
| Audio[6] || Rainbow Road fall down entry sound || 22050 || 1<br />
|-<br />
| Audio[7] || Rainbow Road intro sound 1 || 28000 || 1<br />
|-<br />
| Audio[8] || Rainbow Road intro sound 2 || 22050 || 1<br />
|-<br />
| Audio[9] || Rainbow Road intro sound 3 || 22050 || 1<br />
|-<br />
| Audio[10] || Rainbow Road star cannon launch sound || 44100 || 2<br />
|-<br />
| Audio[11] || Rainbow Road drifting sound || 16000 || 1<br />
|-<br />
! colspan=4 {{unknown|[645] GRP/BTL/R/DS/HOUSE}}<br />
|-<br />
| Audio[0] to Audio[3] || Dummy cannon sounds (???) || - || 1<br />
|-<br />
! colspan=4 {{yes|[646] GRP/GP/R/SFC/OBAKE}}<br />
|-<br />
| Audio[0] to Audio[4] || SNES Ghost Valley 2 Boo sounds || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[655] GRP/RACE}}<br />
|-<br />
| Audio[0] || Awards scene fireworks sound || 22050 || 1<br />
|-<br />
! colspan=4 {{unknown|[658] GRP/AWARD/DEMO}}<br />
|-<br />
| Audio[0] to Audio[3] || Final Classifications sound effects<br />
|-<br />
! colspan=4 {{unknown|[660] GRP}}<br />
|-<br />
| Audio[0] || Water fountain sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[661] GRP/AWARD/DEMO}}<br />
|-<br />
| Audio[0] to Audio[5] || Final classifications birds sounds || 32000 || 1<br />
|-<br />
| Audio[6] || Final classifications background noises || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[662] GRP/GP/N/FACTORY}}<br />
|-<br />
| Audio[0] and Audio[1] || Toad's Factory background sound effects (intro) || 22050 || 1<br />
|-<br />
| Audio[2] || Toad's Factory stream gas sound (intro) || 44100 || 1<br />
|-<br />
| Audio[3] to Audio[5] || Toad's Factory machine sounds 1 || 22050 || 1<br />
|-<br />
| Audio[6] || Toad's Factory alarm sound || 22050 || 1<br />
|-<br />
| Audio[7] to Audio[10] || Toad's Factory machine sounds 2 || 22050 || 1<br />
|-<br />
| Audio[11] || Toad's Factory stream gas sound 1 || 44100 || 1<br />
|-<br />
| Audio[12] and Audio[13] || Toad's Factory stream gas sounds 2 || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[665] GRP}}<br />
|-<br />
| Audio[0] || Rainbow Road and Galaxy Arena falling entry sound || 22050 || 1<br />
|-<br />
! colspan=4 {{yes|[688] GRP/RACE}}<br />
|-<br />
| Audio[0] || Battle final countdown sound || 32000 || 1<br />
|-<br />
| Audio[1] || Battle end sound || 22050 || 1<br />
|-<br />
| Audio[2] || Item Box roll sound || 28000 || 1<br />
|-<br />
| Audio[3] || Item Box get sound || 28000 || 1<br />
|-<br />
| Audio[4] and Audio[5] || Countdown sounds || 22050 || 1<br />
|-<br />
| Audio[6] || Battle countdown sound || 22050 || 1<br />
|-<br />
| Audio[7] || Battle go sound || 22050 || 1<br />
|-<br />
| Audio[8] || Coin/Battle points sound || 32000 || 1<br />
|-<br />
| Audio[9] || Thundercloud get sound || 32000 || 1<br />
|-<br />
! colspan=4 {{yes|[690] GRP/GP/R/GC/DONKEY}}<br />
|-<br />
| Audio[0] || GCN DK Mountain background noises || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[711] GRP/GP/N/FARM}}<br />
|-<br />
| Audio[0] and Audio[1] || Moo Moo Meadows background cow sounds || 22050 || 1<br />
|-<br />
| Audio[2] to Audio[5] || Moo Moo Meadows cow hit sounds || 11025 || 1<br />
|-<br />
| Audio[6] to Audio[9] || Moo Moo Meadows cow movement and eat sounds || 22050 || 1<br />
|-<br />
| Audio[10] to Audio[12] || Moo Moo Meadows cow bell sounds || 16000 || 1<br />
|-<br />
! colspan=4 {{yes|[721] GRP/GP}}<br />
|-<br />
| Audio[0] || Wood box break sound || 22050 || 1<br />
|}<br />
<br />
[[Category:Filesystem|r]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BRSEQ_(File_Format)&diff=385342
BRSEQ (File Format)
2023-02-24T12:39:42Z
<p>KHacker35000vr: /* DATA */</p>
<hr />
<div>{{Under-construction}}<br />
<br />
'''BRSEQ''' ('''B'''inary '''R'''evolution '''SEQ'''uence) is a sub file format found in [[BRSAR]] files from games like [[Mario Kart Wii]]. It corresponds to the music data represented in a MIDI-like file, but in binary. Commands that process changes in attributes such as sound generation and volume change over time are described on this kind of file. Since the sequence data is simply a set of commands, sounds are actually producing using bank data (stored in [[BRBNK]] sub files) that corresponds to the sound source data.<br />
<br />
= File Format =<br />
== File Header ==<br />
The file starts with a file header that is 0x20 bytes long.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''RSEQ'' in ASCII.<br />
|-<br />
| 0x04 || UInt16 || {{BOM}}<br />
|-<br />
| 0x06 || UInt16 || '''Version number''' of the file format.<br />
|-<br />
| 0x08 || UInt32 || Length of the file in bytes.<br />
|-<br />
| 0x0C || UInt16 || Length of this header in bytes.<br />
|-<br />
| 0x0E || UInt16 || '''Number of sections'''.<br />
|-<br />
| 0x10 || UInt32 || Offset to '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x14 || UInt32 || Length of '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x18 || UInt32 || Offset to '''[[#LABL|LABL section]]'''.<br />
|-<br />
| 0x1C || UInt32 || Length of '''[[#LABL|LABL section]]'''.<br />
|-<br />
| 0x20 || colspan=2 {{unknown|End of this file header}}<br />
|}<br />
<br />
== DATA ==<br />
The DATA starts with a header.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''DATA'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || Length of this section.<br />
|-<br />
| 0x08 || UInt32 || Length of this header (always 0x0C).<br />
|}<br />
<br />
After the header, the sound data is specified. It contains a series of bytes that represent different commands and parameters for the sound. The known commands and the format of their parameters are listed below. The 'Midi' type is a variable length argument whereby the most significant bit is used to tell the reader if the next byte should also be considered. A value of 1aaaaaaa 0bbbbbbb for example is converted to aaaaaaabbbbbbb.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Command !! Arguments !! Description<br />
|-<br />
| <0x80 || Byte + Midi || Plays a note. The command is the key (pitch), the first argument the velocity (how hard the key is struck) and the midi variable is the time the key is held.<br />
|-<br />
| 0x81 || Midi || Sets the program number to use (sound idx in the bank file?)<br />
|-<br />
| 0x89 || Byte[3] || Jump to the given offset (relative to the start of the sound data)<br />
|-<br />
| 0x8a || Byte[3] || Call the given offset (push stack)<br />
|-<br />
| 0xa0 || Cmd + Short[2] || Executes the command of following byte with a random number between the two provided shorts as first argument<br />
|-<br />
| 0xa1 || Cmd + Byte || Executes the command of following byte with the value of a variable at the provided index as argument<br />
|-<br />
| 0xa2 || Cmd + * || Process the following command only if a preceding comparison was true<br />
|-<br />
| 0xa3 || Cmd + * + Short || Add a time factor (ex. fade-in) to operations that support it. The time is provided as an additional short that follows the next command's arguments.<br />
|-<br />
| 0xa4 || Cmd + * + Short || Same as 0xa0, with time factor.<br />
|-<br />
| 0xa5 || Cmd + * + Short || Same as 0xa1, with time factor.<br />
|-<br />
| 0xb1 || Byte || Release (time between a key release and zero amplitude)<br />
|-<br />
| 0xc1 || Byte || Volume<br />
|-<br />
| 0xc8 || Byte || Tie enable<br />
|-<br />
| 0xd0 || Byte || Portamento time<br />
|-<br />
| 0xd1 || Byte || Attack (time until full amplitude is reached)<br />
|-<br />
| 0xd2 || Byte || Decay (time until the sustain amplitude is reached after full amplitude)<br />
|-<br />
| 0xd3 || Byte || Sustain level<br />
|-<br />
| 0xc9 || Byte || Use portamento (pitch sliding time). Use of argument unknown.<br />
|-<br />
| 0xf0 || Byte + Byte + Short || Extended command (see table below)<br />
|-<br />
| 0xfd || - || Return (pop stack)<br />
|-<br />
| 0xff || - || End of input<br />
|}<br />
<br />
There also exist a number of extended commands. These typically take the form of F0 AA BB CC CC, with AA being the command and B and C being the first and second argument to this command. Preceding 0xa* commands can change the data format of C.<br />
{| class="wikitable"<br />
|-<br />
! Command !! Description<br />
|-<br />
| 0x80 || Variable at index B is set to C (Var[B] = C)<br />
|-<br />
| 0x81 || Var[B] += C<br />
|-<br />
| 0x82 || Var[B] -= C<br />
|-<br />
| 0x83 || Var[B] *= C<br />
|-<br />
| 0x84 || Var[B] /= C<br />
|-<br />
| 0x85 || Var[B] = Var[B] << C (reversed if C is negative)<br />
|-<br />
| 0x86 || Var[B] = random between 0 and C<br />
|-<br />
| 0x87 || Var[B] &= C<br />
|-<br />
| 0x88 || Var[B] OR= C<br />
|-<br />
| 0x89 || Var[B] ^= C<br />
|-<br />
| 0x8a || Var[B] = ~C<br />
|-<br />
| 0x8b || Var[B] %= C<br />
|-<br />
| 0x90 || Var[B] == C (comparison)<br />
|-<br />
| 0x91 || Var[B] >= C<br />
|-<br />
| 0x92 || Var[B] > C<br />
|-<br />
| 0x93 || Var[B] <= C<br />
|-<br />
| 0x94 || Var[B] < C<br />
|-<br />
| 0x95 || Var[B] != C<br />
|}<br />
<br />
== LABL ==<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LABL'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || Length of this section.<br />
|-<br />
| 0x08 || UInt32 || '''N''' = Number of sound labels.<br />
|-<br />
| 0x0C || UInt32['''N'''] || '''Offset to label''', relative to offset 0x08 in this header.<br />
|}<br />
<br />
This is the label structure.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || UInt32 || Offset to the '''sound data''' this label uses. Relative to the end of the [[#DATA|DATA header]].<br />
|-<br />
| 0x04 || UInt32 || '''L''' = Length of label string.<br />
|-<br />
| 0x08 || String || Label name.<br />
|}<br />
<br />
= Tools =<br />
The following tools can handle BRSEQ files: <br />
* rseq2midi (Converts BRSEQ to MIDI)<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BRSEQ_(File_Format)&diff=385310
BRSEQ (File Format)
2023-02-24T00:14:27Z
<p>KHacker35000vr: /* DATA */</p>
<hr />
<div>{{Under-construction}}<br />
<br />
'''BRSEQ''' ('''B'''inary '''R'''evolution '''SEQ'''uence) is a sub file format found in [[BRSAR]] files from games like [[Mario Kart Wii]]. It corresponds to the music data represented in a MIDI-like file, but in binary. Commands that process changes in attributes such as sound generation and volume change over time are described on this kind of file. Since the sequence data is simply a set of commands, sounds are actually producing using bank data (stored in [[BRBNK]] sub files) that corresponds to the sound source data.<br />
<br />
= File Format =<br />
== File Header ==<br />
The file starts with a file header that is 0x20 bytes long.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''RSEQ'' in ASCII.<br />
|-<br />
| 0x04 || UInt16 || {{BOM}}<br />
|-<br />
| 0x06 || UInt16 || '''Version number''' of the file format.<br />
|-<br />
| 0x08 || UInt32 || Length of the file in bytes.<br />
|-<br />
| 0x0C || UInt16 || Length of this header in bytes.<br />
|-<br />
| 0x0E || UInt16 || '''Number of sections'''.<br />
|-<br />
| 0x10 || UInt32 || Offset to '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x14 || UInt32 || Length of '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x18 || UInt32 || Offset to '''[[#LABL|LABL section]]'''.<br />
|-<br />
| 0x1C || UInt32 || Length of '''[[#LABL|LABL section]]'''.<br />
|-<br />
| 0x20 || colspan=2 {{unknown|End of this file header}}<br />
|}<br />
<br />
== DATA ==<br />
The DATA starts with a header.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''DATA'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || Length of this section.<br />
|-<br />
| 0x08 || UInt32 || Length of this header (always 0x0C).<br />
|}<br />
<br />
After the header, the sound data is specified. It contains a series of bytes that represent different commands and parameters for the sound. The known commands and the format of their parameters are listed below. The 'Midi' type is a variable length argument whereby the most significant bit is used to tell the reader if the next byte should also be considered. A value of 1aaaaaaa 0bbbbbbb for example is converted to aaaaaaabbbbbbb.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Command !! Arguments !! Description<br />
|-<br />
| <0x80 || Byte + Midi || Plays a note. The command is the key (pitch), the first argument the velocity (how hard the key is struck) and the midi variable is the time the key is held.<br />
|-<br />
| 0x81 || Midi || Sets the program number to use (sound idx in the bank file?)<br />
|-<br />
| 0x89 || Byte[3] || Jump to the given offset (relative to the start of the sound data)<br />
|-<br />
| 0xa0 || Cmd + Short[2] || Executes the command of following byte with a random number between the two provided shorts as first argument<br />
|-<br />
| 0xa1 || Cmd + Byte || Executes the command of following byte with the value of a variable at the provided index as argument<br />
|-<br />
| 0xa2 || Cmd + * || Process the following command only if a preceding comparison was true<br />
|-<br />
| 0xa3 || Cmd + * + Short || Add a time factor (ex. fade-in) to operations that support it. The time is provided as an additional short that follows the next command's arguments.<br />
|-<br />
| 0xa4 || Cmd + * + Short || Same as 0xa0, with time factor.<br />
|-<br />
| 0xa5 || Cmd + * + Short || Same as 0xa1, with time factor.<br />
|-<br />
| 0xc1 || Byte || Volume<br />
|-<br />
| 0xd3 || Byte || Sustain (I.e. how long a piano keeps making a sound after releasing a key)<br />
|-<br />
| 0xc9 || Byte || Use portamento (pitch sliding time). Use of argument unknown.<br />
|-<br />
| 0xf0 || Byte + Byte + Short || Extended command (see table below)<br />
|-<br />
| 0xff || - || End of input<br />
|}<br />
<br />
There also exist a number of extended commands. These typically take the form of F0 AA BB CC CC, with AA being the command and B and C being the first and second argument to this command. Preceding 0xa* commands can change the data format of C.<br />
{| class="wikitable"<br />
|-<br />
! Command !! Description<br />
|-<br />
| 0x80 || Variable at index B is set to C (Var[B] = C)<br />
|-<br />
| 0x81 || Var[B] += C<br />
|-<br />
| 0x82 || Var[B] -= C<br />
|-<br />
| 0x83 || Var[B] *= C<br />
|-<br />
| 0x84 || Var[B] /= C<br />
|-<br />
| 0x85 || Var[B] = Var[B] << C (reversed if C is negative)<br />
|-<br />
| 0x86 || Var[B] = random between 0 and C<br />
|-<br />
| 0x87 || Var[B] &= C<br />
|-<br />
| 0x88 || Var[B] OR= C<br />
|-<br />
| 0x89 || Var[B] ^= C<br />
|-<br />
| 0x8a || Var[B] = ~C<br />
|-<br />
| 0x8b || Var[B] %= C<br />
|-<br />
| 0x90 || Var[B] == C (comparison)<br />
|-<br />
| 0x91 || Var[B] >= C<br />
|-<br />
| 0x92 || Var[B] > C<br />
|-<br />
| 0x93 || Var[B] <= C<br />
|-<br />
| 0x94 || Var[B] < C<br />
|-<br />
| 0x95 || Var[B] != C<br />
|}<br />
<br />
== LABL ==<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LABL'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || Length of this section.<br />
|-<br />
| 0x08 || UInt32 || '''N''' = Number of sound labels.<br />
|-<br />
| 0x0C || UInt32['''N'''] || '''Offset to label''', relative to offset 0x08 in this header.<br />
|}<br />
<br />
This is the label structure.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || UInt32 || Offset to the '''sound data''' this label uses. Relative to the end of the [[#DATA|DATA header]].<br />
|-<br />
| 0x04 || UInt32 || '''L''' = Length of label string.<br />
|-<br />
| 0x08 || String || Label name.<br />
|}<br />
<br />
= Tools =<br />
The following tools can handle BRSEQ files: <br />
* rseq2midi (Converts BRSEQ to MIDI)<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=List_of_Identifiers&diff=384501
List of Identifiers
2023-02-17T00:59:35Z
<p>KHacker35000vr: </p>
<hr />
<div>{{Under-construction}}<br />
An '''Identifier''' (ID) is a way of referring to something. Computer programs like [[Mario Kart Wii]] commonly use numbers or code names for identifiers which do not necessarily match what users would commonly use. This article lists known identifiers for various parts of Mario Kart Wii.<br />
<br />
== Courses ==<br />
''Main Articles: [[Slot]] and [[Filesystem/Race/Course]]''<br />
<br />
Identifiers for the courses are in a common pool. This is shared between the battle, race, competition and cinematic courses and also the online voting identifiers.<br />
<br />
The code numbers are used exclusively by the user interface and online networking and the code name is only used when constructing a file name within the [[Filesystem/Race/Course|/Race/Course]] directory. Consequently there exists tables in the memory to convert from code numbers to code names.<br />
<br />
The save indices are used to determine the order of the courses in [[rksys.dat]] arrays, such as ghosts and leaderboards, and are used in the staff ghost names. The file ghost1_comp_11.rkg is the staff ghost for Maple Treeway for instance, and not that of Grumble Volcano, which would otherwise be expected.<br />
<br />
{| class="wikitable sortable"<br />
|+ Course identifiers<br />
! Wiiki ID !! Description !! Code Number !! Save Index !! Code Name<br />
|-<br />
| T11<br />
| Luigi Circuit<br />
| <code>0x08</code><br />
| <code>00</code><br />
| <code>beginner_course</code><br />
|-<br />
| T12<br />
| Moo Moo Meadows<br />
| <code>0x01</code><br />
| <code>01</code><br />
| <code>farm_course</code><br />
|-<br />
| T13<br />
| Mushroom Gorge<br />
| <code>0x02</code><br />
| <code>02</code><br />
| <code>kinoko_course</code><br />
|-<br />
| T14<br />
| Toad's Factory<br />
| <code>0x04</code><br />
| <code>03</code><br />
| <code>factory_course</code><br />
|-<br />
| T21<br />
| Mario Circuit<br />
| <code>0x00</code><br />
| <code>04</code><br />
| <code>castle_course</code><br />
|-<br />
| T22<br />
| Coconut Mall<br />
| <code>0x05</code><br />
| <code>05</code><br />
| <code>shopping_course</code><br />
|-<br />
| T23<br />
| DK Summit/DK Snowboard Cross<br />
| <code>0x06</code><br />
| <code>06</code><br />
| <code>boardcross_course</code><br />
|-<br />
| T24<br />
| Wario's Gold Mine<br />
| <code>0x07</code><br />
| <code>07</code><br />
| <code>truck_course</code><br />
|-<br />
| T31<br />
| Daisy Circuit<br />
| <code>0x09</code><br />
| <code>08</code><br />
| <code>senior_course</code><br />
|-<br />
| T32<br />
| Koopa Cape<br />
| <code>0x0F</code><br />
| <code>09</code><br />
| <code>water_course</code><br />
|-<br />
| T33<br />
| Maple Treeway<br />
| <code>0x0B</code><br />
| <code>11</code><br />
| <code>treehouse_course</code><br />
|-<br />
| T34<br />
| Grumble Volcano<br />
| <code>0x03</code><br />
| <code>10</code><br />
| <code>volcano_course</code><br />
|-<br />
| T41<br />
| Dry Dry Ruins<br />
| <code>0x0E</code><br />
| <code>13</code><br />
| <code>desert_course</code><br />
|-<br />
| T42<br />
| Moonview Highway<br />
| <code>0x0A</code><br />
| <code>12</code><br />
| <code>ridgehighway_course</code><br />
|-<br />
| T43<br />
| Bowser's Castle<br />
| <code>0x0C</code><br />
| <code>14</code><br />
| <code>koopa_course</code><br />
|-<br />
| T44<br />
| Rainbow Road<br />
| <code>0x0D</code><br />
| <code>15</code><br />
| <code>rainbow_course</code><br />
|-<br />
| T51<br />
| GCN Peach Beach<br />
| <code>0x10</code><br />
| <code>24</code><br />
| <code>old_peach_gc</code><br />
|-<br />
| T52<br />
| DS Yoshi Falls<br />
| <code>0x14</code><br />
| <code>28</code><br />
| <code>old_falls_ds</code><br />
|-<br />
| T53<br />
| SNES Ghost Valley 2<br />
| <code>0x19</code><br />
| <code>17</code><br />
| <code>old_obake_sfc</code><br />
|-<br />
| T54<br />
| N64 Mario Raceway<br />
| <code>0x1A</code><br />
| <code>21</code><br />
| <code>old_mario_64</code><br />
|-<br />
| T61<br />
| N64 Sherbet Land<br />
| <code>0x1B</code><br />
| <code>20</code><br />
| <code>old_sherbet_64</code><br />
|-<br />
| T62<br />
| GBA Shy Guy Beach<br />
| <code>0x1F</code><br />
| <code>16</code><br />
| <code>old_heyho_gba</code><br />
|-<br />
| T63<br />
| DS Delfino Square<br />
| <code>0x17</code><br />
| <code>31</code><br />
| <code>old_town_ds</code><br />
|-<br />
| T64<br />
| GCN Waluigi Stadium<br />
| <code>0x12</code><br />
| <code>26</code><br />
| <code>old_waluigi_gc</code><br />
|-<br />
| T71<br />
| DS Desert Hills<br />
| <code>0x15</code><br />
| <code>29</code><br />
| <code>old_desert_ds</code><br />
|-<br />
| T72<br />
| GBA Bowser Castle 3<br />
| <code>0x1E</code><br />
| <code>19</code><br />
| <code>old_koopa_gba</code><br />
|-<br />
| T73<br />
| N64 DK's Jungle Parkway<br />
| <code>0x1D</code><br />
| <code>22</code><br />
| <code>old_donkey_64</code><br />
|-<br />
| T74<br />
| GCN Mario Circuit<br />
| <code>0x11</code><br />
| <code>25</code><br />
| <code>old_mario_gc</code><br />
|-<br />
| T81<br />
| SNES Mario Circuit 3<br />
| <code>0x18</code><br />
| <code>18</code><br />
| <code>old_mario_sfc</code><br />
|-<br />
| T82<br />
| DS Peach Gardens<br />
| <code>0x16</code><br />
| <code>30</code><br />
| <code>old_garden_ds</code><br />
|-<br />
| T83<br />
| GCN DK Mountain<br />
| <code>0x13</code><br />
| <code>27</code><br />
| <code>old_donkey_gc</code><br />
|-<br />
| T84<br />
| N64 Bowser's Castle<br />
| <code>0x1C</code><br />
| <code>23</code><br />
| <code>old_koopa_64</code><br />
|-<br />
| A11<br />
| Block Plaza<br />
| <code>0x21</code><br />
| {{Unknown-left|-}}<br />
| <code>block_battle</code><br />
|-<br />
| A12<br />
| Delfino Pier<br />
| <code>0x20</code><br />
| {{Unknown-left|-}}<br />
| <code>venice_battle</code><br />
|-<br />
| A13<br />
| Funky Stadium<br />
| <code>0x23</code><br />
| {{Unknown-left|-}}<br />
| <code>skate_battle</code><br />
|-<br />
| A14<br />
| Chain Chomp Wheel/Chain Chomp Roulette<br />
| <code>0x22</code><br />
| {{Unknown-left|-}}<br />
| <code>casino_battle</code><br />
|-<br />
| A15<br />
| Thwomp Desert<br />
| <code>0x24</code><br />
| {{Unknown-left|-}}<br />
| <code>sand_battle</code><br />
|-<br />
| A21<br />
| SNES Battle Course 4<br />
| <code>0x27</code><br />
| {{Unknown-left|-}}<br />
| <code>old_battle4_sfc</code><br />
|-<br />
| A22<br />
| GBA Battle Course 3<br />
| <code>0x28</code><br />
| {{Unknown-left|-}}<br />
| <code>old_battle3_gba</code><br />
|-<br />
| A23<br />
| N64 Skyscraper<br />
| <code>0x29</code><br />
| {{Unknown-left|-}}<br />
| <code>old_matenro_64</code><br />
|-<br />
| A24<br />
| GCN Cookie Land<br />
| <code>0x25</code><br />
| {{Unknown-left|-}}<br />
| <code>old_CookieLand_gc</code><br />
|-<br />
| A25<br />
| DS Twilight House<br />
| <code>0x26</code><br />
| {{Unknown-left|-}}<br />
| <code>old_House_ds</code><br />
|-<br />
|-<br />
| WIN<br />
| Winning scene<br />
| <code>0x37</code><br />
| {{Unknown-left|-}}<br />
| <code>winningrun_demo</code><br />
|-<br />
| LOS<br />
| Losing scene<br />
| <code>0x38</code><br />
| {{Unknown-left|-}}<br />
| <code>loser_demo</code><br />
|-<br />
| END<br />
| Luigi Circuit (credits)<br />
| <code>0x3A</code><br />
| {{Unknown-left|-}}<br />
| <code>ending_demo</code><br />
|-<br />
| MAR<br />
| GCN Mario Circuit (not used, direct port)<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_b</code><br />
|-<br />
| RNG<br />
| Galaxy Colosseum/Galaxy Arena<br />
| <code>0x36</code><br />
| {{Unknown-left|-}}<br />
| <code>ring_mission</code><br />
|-<br />
| DRW<br />
| Broken version of loser_demo (not used, old [[BRRES]] format)<br />
| <code>0x39</code><br />
| {{Unknown-left|-}}<br />
| <code>draw_demo</code><br />
|-<br />
| HAY<br />
|rowspan=3| GCN Mario Circuit (not used, old [[BRRES]] format)<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_hayasi</code><br />
|-<br />
| NAR<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_narita</code><br />
|-<br />
| YAB<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_yabuki</code><br />
|-<br />
| {{Unknown-left|-}}<br />
| Used in online voting.<br />
| <code>0x42</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|-<br />
| {{Unknown-left|-}}<br />
| Used in online voting.<br />
| <code>0x43</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|-<br />
| {{Unknown-left|-}}<br />
| Used to represent Random in online voting.<br />
| <code>0xFF</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|}<br />
<br />
== Cups ==<br />
<br />
Both battle and race cups are identified numerically in user interface code by a simple left to right, top to bottom numbering from 0. These numerical identifiers are only used internally by the user interfaces. The user interfaces do however load specific video files by name, allowing us to deduce the code name for the cups.<br />
<br />
{| class="wikitable sortable"<br />
|+ Cup identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Mushroom || <code>0</code> || <code>kinoko</code><br />
|-<br />
| Flower || <code>1</code> || <code>flower</code><br />
|-<br />
| Star || <code>2</code> || <code>star</code><br />
|-<br />
| Special || <code>3</code> || <code>special</code><br />
|-<br />
| Shell || <code>4</code> || <code>koura</code><br />
|-<br />
| Banana || <code>5</code> || <code>banana</code><br />
|-<br />
| Leaf || <code>6</code> || <code>konoha</code><br />
|-<br />
| Lightning || <code>7</code> || <code>lightning</code><br />
|-<br />
| Wii Battle || <code>0</code> || <code>battle_wii</code><br />
|-<br />
| Retro Battle || <code>1</code> || <code>battle_retro</code><br />
|}<br />
<br />
== Characters ==<br />
<br />
All in-game characters are identified by a code number in the user interface and in the online messaging format. This is converted to a short code name when forming a file name to access the [[Filesystem/Race/Kart|/Race/Kart]] and [[Filesystem/Scene/Model/Kart|/Scene/Model/Kart]] directories.<br />
<br />
{| class="wikitable sortable"<br />
|+ Character identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Mario || <code>0x00</code> || <code>mr</code><br />
|-<br />
| Baby Peach || <code>0x01</code> || <code>bpc</code><br />
|-<br />
| Waluigi || <code>0x02</code> || <code>wl</code><br />
|-<br />
| Bowser || <code>0x03</code> || <code>kp</code><br />
|-<br />
| Baby Daisy || <code>0x04</code> || <code>bds</code><br />
|-<br />
| Dry Bones || <code>0x05</code> || <code>ka</code><br />
|-<br />
| Baby Mario || <code>0x06</code> || <code>bmr</code><br />
|-<br />
| Luigi || <code>0x07</code> || <code>lg</code><br />
|-<br />
| Toad || <code>0x08</code> || <code>ko</code><br />
|-<br />
| Donkey Kong || <code>0x09</code> || <code>dk</code><br />
|-<br />
| Yoshi || <code>0x0A</code> || <code>ys</code><br />
|-<br />
| Wario || <code>0x0B</code> || <code>wr</code><br />
|-<br />
| Baby Luigi || <code>0x0C</code> || <code>blg</code><br />
|-<br />
| Toadette || <code>0x0D</code> || <code>kk</code><br />
|-<br />
| Koopa Troopa || <code>0x0E</code> || <code>nk</code><br />
|-<br />
| Daisy || <code>0x0F</code> || <code>ds</code><br />
|-<br />
| Peach || <code>0x10</code> || <code>pc</code><br />
|-<br />
| Birdo || <code>0x11</code> || <code>ca</code><br />
|-<br />
| Diddy Kong || <code>0x12</code> || <code>dd</code><br />
|-<br />
| King Boo || <code>0x13</code> || <code>kt</code><br />
|-<br />
| Bowser Jr. || <code>0x14</code> || <code>jr</code><br />
|-<br />
| Dry Bowser || <code>0x15</code> || <code>bk</code><br />
|-<br />
| Funky Kong || <code>0x16</code> || <code>fk</code><br />
|-<br />
| Rosalina || <code>0x17</code> || <code>rs</code><br />
|-<br />
| Small Mii Outfit A (Male) || <code>0x18</code> || <code>sa_mii_m</code><br />
|-<br />
| Small Mii Outfit A (Female) || <code>0x19</code> || <code>sa_mii_f</code><br />
|-<br />
| Small Mii Outfit B (Male) || <code>0x1A</code> || <code>sb_mii_m</code><br />
|-<br />
| Small Mii Outfit B (Female) || <code>0x1B</code> || <code>sb_mii_f</code><br />
|-<br />
| Small Mii Outfit C (Male) || <code>0x1C</code> || <code>sc_mii_m</code><br />
|-<br />
| Small Mii Outfit C (Female) || <code>0x1D</code> || <code>sc_mii_f</code><br />
|-<br />
| Medium Mii Outfit A (Male) || <code>0x1E</code> || <code>ma_mii_m</code><br />
|-<br />
| Medium Mii Outfit A (Female) || <code>0x1F</code> || <code>ma_mii_f</code><br />
|-<br />
| Medium Mii Outfit B (Male) || <code>0x20</code> || <code>mb_mii_m</code><br />
|-<br />
| Medium Mii Outfit B (Female) || <code>0x21</code> || <code>mb_mii_f</code><br />
|-<br />
| Medium Mii Outfit C (Male) || <code>0x22</code> || <code>mc_mii_m</code><br />
|-<br />
| Medium Mii Outfit C (Female) || <code>0x23</code> || <code>mc_mii_f</code><br />
|-<br />
| Large Mii Outfit A (Male) || <code>0x24</code> || <code>la_mii_m</code><br />
|-<br />
| Large Mii Outfit A (Female) || <code>0x25</code> || <code>la_mii_f</code><br />
|-<br />
| Large Mii Outfit B (Male) || <code>0x26</code> || <code>lb_mii_m</code><br />
|-<br />
| Large Mii Outfit B (Female) || <code>0x27</code> || <code>lb_mii_f</code><br />
|-<br />
| Large Mii Outfit C (Male) || <code>0x28</code> || <code>lc_mii_m</code><br />
|-<br />
| Large Mii Outfit C (Female) || <code>0x29</code> || <code>lc_mii_f</code><br />
|-<br />
| Medium Mii || <code>0x2A</code> || <code>m_mii</code><br />
|-<br />
| Small Mii || <code>0x2B</code> || <code>s_mii</code><br />
|-<br />
| Large Mii || <code>0x2C</code> || <code>l_mii</code><br />
|-<br />
| Peach Biker Outfit || <code>0x2D</code> || <code>pc_menu</code><br />
|-<br />
| Daisy Biker Outfit || <code>0x2E</code> || <code>ds_menu</code><br />
|-<br />
| Rosalina Biker Outfit || <code>0x2F</code> || <code>rs_menu</code><br />
|}<br />
<br />
== Vehicles ==<br />
<br />
All vehicles are identified by a code number in the user interface and in the online messaging format. This is converted to a short code name when forming a file name to access the [[Filesystem/Race/Kart|/Race/Kart]] directory.<br />
<br />
{| class="wikitable sortable"<br />
|+ Vehicle identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Standard Kart S || <code>0x00</code> || <code>sdf_kart</code><br />
|-<br />
| Standard Kart M || <code>0x01</code> || <code>mdf_kart</code><br />
|-<br />
| Standard Kart L || <code>0x02</code> || <code>ldf_kart</code><br />
|-<br />
| Booster Seat || <code>0x03</code> || <code>sa_kart</code><br />
|-<br />
| Classic Dragster || <code>0x04</code> || <code>ma_kart</code><br />
|-<br />
| Offroader || <code>0x05</code> || <code>la_kart</code><br />
|-<br />
| Mini Beast || <code>0x06</code> || <code>sb_kart</code><br />
|-<br />
| Wild Wing || <code>0x07</code> || <code>mb_kart</code><br />
|-<br />
| Flame Flyer || <code>0x08</code> || <code>lb_kart</code><br />
|-<br />
| Cheep Charger || <code>0x09</code> || <code>sc_kart</code><br />
|-<br />
| Super Blooper || <code>0x0A</code> || <code>mc_kart</code><br />
|-<br />
| Piranha Prowler || <code>0x0B</code> || <code>lc_kart</code><br />
|-<br />
| Tiny Titan || <code>0x0C</code> || <code>sd_kart</code><br />
|-<br />
| Daytripper || <code>0x0D</code> || <code>md_kart</code><br />
|-<br />
| Jetsetter || <code>0x0E</code> || <code>ld_kart</code><br />
|-<br />
| Blue Falcon || <code>0x0F</code> || <code>se_kart</code><br />
|-<br />
| Sprinter || <code>0x10</code> || <code>me_kart</code><br />
|-<br />
| Honeycoupe || <code>0x11</code> || <code>le_kart</code><br />
|-<br />
| Standard Bike S || <code>0x12</code> || <code>sdf_bike</code><br />
|-<br />
| Standard Bike M || <code>0x13</code> || <code>mdf_bike</code><br />
|-<br />
| Standard Bike L || <code>0x14</code> || <code>ldf_bike</code><br />
|-<br />
| Bullet Bike || <code>0x15</code> || <code>sa_bike</code><br />
|-<br />
| Mach Bike || <code>0x16</code> || <code>ma_bike</code><br />
|-<br />
| Flame Runner || <code>0x17</code> || <code>la_bike</code><br />
|-<br />
| Bit Bike || <code>0x18</code> || <code>sb_bike</code><br />
|-<br />
| Sugarscoot || <code>0x19</code> || <code>mb_bike</code><br />
|-<br />
| Wario Bike || <code>0x1A</code> || <code>lb_bike</code><br />
|-<br />
| Quacker || <code>0x1B</code> || <code>sc_bike</code><br />
|-<br />
| Zip Zip || <code>0x1C</code> || <code>mc_bike</code><br />
|-<br />
| Shooting Star || <code>0x1D</code> || <code>lc_bike</code><br />
|-<br />
| Magikruiser || <code>0x1E</code> || <code>sd_bike</code><br />
|-<br />
| Sneakster || <code>0x1F</code> || <code>md_bike</code><br />
|-<br />
| Spear || <code>0x20</code> || <code>ld_bike</code><br />
|-<br />
| Jet Bubble || <code>0x21</code> || <code>se_bike</code><br />
|-<br />
| Dolphin Dasher || <code>0x22</code> || <code>me_bike</code><br />
|-<br />
| Phantom || <code>0x23</code> || <code>le_bike</code><br />
|}<br />
<br />
== Background Music ==<br />
<br />
Background Music in the game is referenced by a code number in the user interface logic. This is then translated into a code name in order to access the [[Filesystem/sound/strm|/sound/strm]] directory.<br />
<br />
{| class="wikitable sortable"<br />
|+ Background music identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Dry Dry Ruins (Normal) || <code>0x89</code> || <code>STRM_N_DESERT_N</code><br />
|-<br />
| Dry Dry Ruins (Fast) || <code>0x8A</code> || <code>STRM_N_DESERT_F</code><br />
|-<br />
| Toad's Factory (Normal) || <code>0x7B</code> || <code>STRM_N_FACTORY_N</code><br />
|-<br />
| Toad's Factory (Fast) || <code>0x7C</code> || <code>STRM_N_FACTORY_F</code><br />
|-<br />
| Bowser's Castle (Normal) || <code>0x91</code> || <code>STRM_N_KOOPA_N</code><br />
|-<br />
| Bowser's Castle (Fast) || <code>0x92</code> || <code>STRM_N_KOOPA_F</code><br />
|-<br />
| Moonview Highway (Normal) || <code>0x8D</code> || <code>STRM_N_RIDGEHIGHWAY_N</code><br />
|-<br />
| Moonview Highway (Fast) || <code>0x8E</code> || <code>STRM_N_RIDGEHIGHWAY_F</code><br />
|-<br />
| Wario's Gold Mine (Normal) || <code>0x83</code> || <code>STRM_N_TRUCK_N</code><br />
|-<br />
| Wario's Gold Mine (Fast) || <code>0x84</code> || <code>STRM_N_TRUCK_F</code><br />
|-<br />
| Koopa Cape (Normal) || <code>0x85</code> || <code>STRM_N_WATER_N</code><br />
|-<br />
| Koopa Cape (Fast) || <code>0x86</code> || <code>STRM_N_WATER_F</code><br />
|-<br />
| Galaxy Colosseum || <code>0xC9</code> || <code>n_BossMI_32</code><br />
|-<br />
| Luigi Circuit (Normal) || <code>0x75</code> || <code>n_Circuit32_n</code><br />
|-<br />
| Luigi Circuit (Fast) || <code>0x76</code> || <code>n_Circuit32_f</code><br />
|-<br />
| Mario Circuit (Normal) || <code>0x7D</code> || <code>n_Circuit32_n</code><br />
|-<br />
| Mario Circuit (Fast) || <code>0x7E</code> || <code>n_Circuit32_f</code><br />
|-<br />
| Daisy Circuit (Normal) || <code>0x87</code> || <code>n_Daisy32_n</code><br />
|-<br />
| Daisy Circuit (Fast) || <code>0x88</code> || <code>n_Daisy32_f</code><br />
|-<br />
| Moo Moo Meadows (Normal) || <code>0x77</code> || <code>n_Farm_n</code><br />
|-<br />
| Moo Moo Meadows (Fast) || <code>0x78</code> || <code>n_Farm_f</code><br />
|-<br />
| Mushroom Gorge (Normal) || <code>0x79</code> || <code>n_Kinoko_n</code><br />
|-<br />
| Mushroom Gorge (Fast) || <code>0x7A</code> || <code>n_Kinoko_f</code><br />
|-<br />
| Rainbow Road (Normal) || <code>0x93</code> || <code>n_Rainbow32_n</code><br />
|-<br />
| Rainbow Road (Fast) || <code>0x94</code> || <code>n_Rainbow32_f</code><br />
|-<br />
| Coconut Mall (Normal) || <code>0x7F</code> || <code>n_Shopping32_n</code><br />
|-<br />
| Coconut Mall (Fast) || <code>0x80</code> || <code>n_Shopping32_f</code><br />
|-<br />
| DK Summit (Normal) || <code>0x81</code> || <code>n_Snowboard32_n</code><br />
|-<br />
| DK Summit (Fast) || <code>0x82</code> || <code>n_Snowboard32_f</code><br />
|-<br />
| Grumble Volcano (Normal) || <code>0x8B</code> || <code>n_Volcano32_n</code><br />
|-<br />
| Grumble Volcano (Fast) || <code>0x8C</code> || <code>n_Volcano32_f</code><br />
|-<br />
| Block Plaza (Normal) || <code>0xB7</code> || <code>n_block_n</code><br />
|-<br />
| Block Plaza (Fast) || <code>0xB8</code> || <code>n_block_f</code><br />
|-<br />
| Chain Chomp Wheel (Normal) || <code>0xBB</code> || <code>n_casino_n</code><br />
|-<br />
| Chain Chomp Wheel (Fast) || <code>0xBC</code> || <code>n_casino_f</code><br />
|-<br />
| Maple Treeway (Normal) || <code>0x8F</code> || <code>n_maple_n</code><br />
|-<br />
| Maple Treeway (Fast) || <code>0x90</code> || <code>n_maple_f</code><br />
|-<br />
| Thwomp Desert (Normal) || <code>0xBD</code> || <code>n_ryuusa_n</code><br />
|-<br />
| Thwomp Desert (Fast) || <code>0xBE</code> || <code>n_ryuusa_f</code><br />
|-<br />
| Funky Stadium (Normal) || <code>0xB9</code> || <code>n_skate_n</code><br />
|-<br />
| Funky Stadium (Fast) || <code>0xBA</code> || <code>n_skate_f</code><br />
|-<br />
| Delfino Pier (Normal) || <code>0xB5</code> || <code>n_venice_n</code><br />
|-<br />
| Delfino Pier (Fast) || <code>0xB6</code> || <code>n_venice_f</code><br />
|-<br />
| Race intro || <code>0x56</code> || <code>o_Crs_In_Fan</code><br />
|-<br />
| Wi-Fi race intro || <code>0x5B</code> || <code>o_Crs_In_Fan_Wifi</code><br />
|-<br />
| Battle intro || <code>0x57</code> || <code>o_Crs_In_Fan_battle</code><br />
|-<br />
| Mission intro || <code>0x58</code> || <code>o_Crs_In_Fan_mission</code><br />
|-<br />
| Ending theme (credits) || <code>0xCE</code> || <code>o_Ending_PartA_32</code><br />
|-<br />
| Battle results: draw || <code>0x6E</code> || <code>o_FanfareBTdraw_32</code><br />
|-<br />
|rowspan=2| First place finish fanfare and results || <code>0x5C</code> ||rowspan=2| <code>o_FanfareGP1_32</code><br />
|-<br />
| <code>0x68</code><br />
|-<br />
| First place finish fanfare || <code>0x5D</code> || <code>o_FanfareGP1_only32</code><br />
|-<br />
|rowspan=2| Second to fifth place finish fanfare and results || <code>0x5E</code> ||rowspan=2| <code>o_FanfareGP2_32</code><br />
|-<br />
| <code>0x69</code><br />
|-<br />
| Second to fifth place finish fanfare || <code>0x5F</code> || <code>o_FanfareGP2_only32</code><br />
|-<br />
| Sixth to last place finish fanfare and results || <code>0x60</code> || <code>o_FanfareGPdame_32</code><br />
|-<br />
| Sixth to last place finish fanfare || <code>0x61</code> || <code>o_FanfareGPdame_only32</code><br />
|-<br />
| Mission boss win fanfare and results || <code>0x6F</code> || <code>o_FanfareMIWinBoss_32</code><br />
|-<br />
|rowspan=3| Mission lose fanfare and results || <code>0x66</code> ||rowspan=3| <code>o_FanfareMIlose_32</code><br />
|-<br />
| <code>0x6D</code><br />
|-<br />
| <code>0x72</code><br />
|-<br />
| Mission lose results || <code>0x67</code> || <code>o_FanfareMIlose_only32</code><br />
|-<br />
|rowspan=3| Mission win fanfare and results || <code>0x64</code> ||rowspan=3| <code>o_FanfareMIwin_32</code><br />
|-<br />
| <code>0x6C</code><br />
|-<br />
| <code>0x71</code><br />
|-<br />
| Mission win fanfare || <code>0x65</code> || <code>o_FanfareMIwin_only32</code><br />
|-<br />
|rowspan=3| Battle win fanfare and results || <code>0x62</code> ||rowspan=3| <code>o_FanfareTA1st_32</code><br />
|-<br />
| <code>0x6B</code><br />
|-<br />
| <code>0x70</code><br />
|-<br />
| Battle win fanfare || <code>0x63</code> || <code>o_FanfareTA1st_only32</code><br />
|-<br />
| Options || <code>0x53</code> || <code>o_Option_32</code><br />
|-<br />
| Time trial intro fanfare || <code>0x5A</code> || <code>o_Start2_32_fan</code><br />
|-<br />
| Race intro fanfare || <code>0x59</code> || <code>o_Start32_fan</code><br />
|-<br />
| Wi-Fi: live view, ghost replay || <code>0xCF</code> || <code>o_Wi-Fi_waiting32</code><br />
|-<br />
| Trophy presentation, short || <code>0xCC</code> || <code>o_hyousyou_cut</code><br />
|-<br />
| Trophy presentation, lose || <code>0xCD</code> || <code>o_hyousyou_lose</code><br />
|-<br />
| Trophy presentation, normal || <code>0xCB</code> || <code>o_hyousyou_normal</code><br />
|-<br />
| Trophy presentation, main || <code>0xCA</code> || <code>o_hyousyou_winningrun</code><br />
|-<br />
| N64 Mario Raceway (Normal) || <code>0x9F</code> || <code>r_64_Circuit32_n</code><br />
|-<br />
| N64 Mario Raceway (Fast) || <code>0xA0</code> || <code>r_64_Circuit32_f</code><br />
|-<br />
| N64 DK's Jungle Parkway (Normal) || <code>0xA1</code> || <code>r_64_Jungle32_n</code><br />
|-<br />
| N64 DK's Jungle Parkway (Fast) || <code>0xA2</code> || <code>r_64_Jungle32_f</code><br />
|-<br />
| N64 Bowser's Castle (Normal) || <code>0xA3</code> || <code>r_64_Kuppa32_n</code><br />
|-<br />
| N64 Bowser's Castle (Fast) || <code>0xA4</code> || <code>r_64_Kuppa32_f</code><br />
|-<br />
| N64 Sherbet Land (Normal) || <code>0x9D</code> || <code>r_64_Sherbet32_n</code><br />
|-<br />
| N64 Sherbet Land (Fast) || <code>0x9E</code> || <code>r_64_Sherbet32_f</code><br />
|-<br />
| N64 Skyscraper (Normal) || <code>0xC7</code> || <code>r_64_battle_n</code><br />
|-<br />
| N64 Skyscraper (Fast) || <code>0xC8</code> || <code>r_64_battle_f</code><br />
|-<br />
| GBA Shy Guy Beach (Normal) || <code>0x95</code> || <code>r_AGB_Beach32_n</code><br />
|-<br />
| GBA Shy Guy Beach (Fast) || <code>0x96</code> || <code>r_AGB_Beach32_f</code><br />
|-<br />
| GBA Bowser Castle 3 (Normal) || <code>0x9B</code> || <code>r_AGB_Kuppa32_n</code><br />
|-<br />
| GBA Bowser Castle 3 (Fast) || <code>0x9C</code> || <code>r_AGB_Kuppa32_f</code><br />
|-<br />
| DS Desert Hills (Normal) || <code>0xB1</code> || <code>r_DS_Desert32_n</code><br />
|-<br />
| DS Desert Hills (Fast) || <code>0xB2</code> || <code>r_DS_Desert32_f</code><br />
|-<br />
| DS Peach Garden (Normal) || <code>0xB3</code> || <code>r_DS_Garden32_n</code><br />
|-<br />
| DS Peach Garden (Fast) || <code>0xB4</code> || <code>r_DS_Garden32_f</code><br />
|-<br />
| DS Yoshi Falls (Normal) || <code>0xAD</code> || <code>r_DS_Jungle32_n</code><br />
|-<br />
| DS Yoshi Falls (Fast) || <code>0xAE</code> || <code>r_DS_Jungle32_f</code><br />
|-<br />
| DS Delfino Square (Normal) || <code>0xAF</code> || <code>r_DS_Town32_n</code><br />
|-<br />
| DS Delfino Square (Fast) || <code>0xB0</code> || <code>r_DS_Town32_f</code><br />
|-<br />
| GCN Cookie Land (Normal) || <code>0xBF</code> || <code>r_GC_Battle32_n</code><br />
|-<br />
| GCN Cookie Land (Fast) || <code>0xC0</code> || <code>r_GC_Battle32_f</code><br />
|-<br />
| GCN Peach Beach (Normal) || <code>0xA5</code> || <code>r_GC_Beach32_n</code><br />
|-<br />
| GCN Peach Beach (Fast) || <code>0xA6</code> || <code>r_GC_Beach32_f</code><br />
|-<br />
| GCN Mario Circuit (Normal) || <code>0xA7</code> || <code>r_GC_Circuit32_n</code><br />
|-<br />
| GCN Mario Circuit (Fast) || <code>0xA8</code> || <code>r_GC_Circuit32_f</code><br />
|-<br />
| GCN DK Mountain (Normal) || <code>0xAB</code> || <code>r_GC_Mountain32_n</code><br />
|-<br />
| GCN DK Mountain (Fast) || <code>0xAC</code> || <code>r_GC_Mountain32_f</code><br />
|-<br />
| GCN Waluigi Stadium (Normal) || <code>0xA9</code> || <code>r_GC_Stadium32_n</code><br />
|-<br />
| GCN Waluigi Stadium (Fast) || <code>0xAA</code> || <code>r_GC_Stadium32_f</code><br />
|-<br />
| SNES Mario Circuit 3 (Normal) || <code>0x99</code> || <code>r_SFC_Circuit32_n</code><br />
|-<br />
| SNES Mario Circuit 3 (Fast) || <code>0x9A</code> || <code>r_SFC_Circuit32_f</code><br />
|-<br />
| SNES Ghost Valley 2 (Normal) || <code>0x97</code> || <code>r_SFC_Obake32_n</code><br />
|-<br />
| SNES Ghost Valley 2 (Fast) || <code>0x98</code> || <code>r_SFC_Obake32_f</code><br />
|-<br />
| GBA Battle Course 3 (Normal) || <code>0xC5</code> || <code>r_agb_battle_n</code><br />
|-<br />
| GBA Battle Course 3 (Fast) || <code>0xC6</code> || <code>r_agb_battle_f</code><br />
|-<br />
| DS Twilight House (Normal) || <code>0xC1</code> || <code>r_ds_battle_n</code><br />
|-<br />
| DS Twilight House (Fast) || <code>0xC2</code> || <code>r_ds_battle_f</code><br />
|-<br />
| SNES Battle Course 4 (Normal) || <code>0xC3</code> || <code>r_sfc_battle_n</code><br />
|-<br />
| SNES Battle Course 4 (Fast) || <code>0xC4</code> || <code>r_sfc_battle_f</code><br />
|-<br />
| Unlocked Character/Cup/Kart || <code>0x73</code> || <code>strm_me</code><br />
|}<br />
<br />
== Items ==<br />
<br />
Items as objects on the track are identified by a code number in the game logic and in the network protocol. A different numbering system is used as part of the item box logic and in the user interface, game logic and network protocol for the player items.<br />
<br />
{| class="wikitable sortable"<br />
|+ Item identifiers<br />
! Description !! Item Box Number !! Object Number !! Code Name<br />
|-<br />
| Green Shell || <code>0x00</code> || <code>0x00</code> || <code>kame_green</code><br />
|-<br />
| Red Shell || <code>0x01</code> || <code>0x01</code> || <code>kame_red</code><br />
|-<br />
| Banana || <code>0x02</code> || <code>0x02</code> || <code>banana</code><br />
|-<br />
| Fake Item Box || <code>0x03</code> || <code>0x07</code> || <code>dummybox</code><br />
|-<br />
| Mushroom || <code>0x04</code> || <code>0x03</code> || <code>kinoko</code><br />
|-<br />
| Triple Mushroom || <code>0x05</code> || {{Unknown-left|-}} || <code>kinoko_3</code><br />
|-<br />
| Bob-omb || <code>0x06</code> || <code>0x09</code> || <code>bomb_hei</code><br />
|-<br />
| Blue Shell || <code>0x07</code> || <code>0x05</code> || <code>kame_wing</code><br />
|-<br />
| Lightning || <code>0x08</code> || <code>0x06</code> || <code>thunder</code><br />
|-<br />
| Star || <code>0x09</code> || <code>0x04</code> || <code>star</code><br />
|-<br />
| Golden Mushroom || <code>0x0A</code> || <code>0x0C</code> || <code>GoldenKinoko</code><br />
|-<br />
| Mega Mushroom || <code>0x0B</code> || <code>0x08</code> || <code>kinoko_big</code><br />
|-<br />
| Blooper || <code>0x0C</code> || <code>0x0A</code> || <code>gesso</code><br />
|-<br />
| POW Block || <code>0x0D</code> || <code>0x0B</code> || <code>pow</code><br />
|-<br />
| Thunder Cloud || <code>0x0E</code> || <code>0x0E</code> || <code>thunder_c</code><br />
|-<br />
| Bullet Bill || <code>0x0F</code> || <code>0x0D</code> || <code>killer</code><br />
|-<br />
| Triple Green Shell || <code>0x10</code> || {{Unknown-left|-}} || <code>kame_green_3</code><br />
|-<br />
| Triple Red Shell || <code>0x11</code> || {{Unknown-left|-}} || <code>kame_red_3</code><br />
|-<br />
| Triple Banana || <code>0x12</code> || {{Unknown-left|-}} || <code>banana_3</code><br />
|-<br />
| {{Unknown-left|Unused/Blank}} || <code>0x13</code> || {{Unknown-left|-}} || {{Unknown-left|-}}<br />
|-<br />
| Used for No Item || <code>0x14</code> || <code>0x10</code> || <code>empty</code><br />
|}<br />
<br />
== Objects ==<br />
<br />
Objects in the game world can be spawned at load time. The different types of such objects identified by a 16 bit code number. Please refer to [[Object#Object_Table]] for a list of object identifiers.<br />
<br />
== Languages ==<br />
<br />
At various points in the file system, languages are identified by a unique 1 letter identifier.<br />
<br />
{| class="wikitable sortable"<br />
|+ Language identifiers<br />
! Description !! Code Letter<br />
|-<br />
| Dutch (unused) || <code>N</code><br />
|-<br />
| English PAL || <code>E</code><br />
|-<br />
| French PAL || <code>F</code><br />
|-<br />
| German || <code>G</code><br />
|-<br />
| Italian || <code>I</code><br />
|-<br />
| Japanese || <code>J</code><br />
|-<br />
| Korean || <code>K</code><br />
|-<br />
| Spanish NTSC || <code>M</code><br />
|-<br />
| French NTSC || <code>Q</code><br />
|-<br />
| Spanish PAL || <code>S</code><br />
|-<br />
| English NTSC || <code>U</code><br />
|}<br />
<br />
== Terrain Type ==<br />
<br />
The effect of a collidable surface on a vehicle or item is governed by the [[KCL flag]]. Refer to that article for a list of identifier meanings.<br />
<br />
== User Interface ==<br />
<br />
The user interface code uses code numbers to identify all sections and pages. Except for when on a blank loading screen or the bootstrap scene, the game is always considered to be within a section. Each section has a limited number of active pages which it can display, but no limit to the number of pages it can reference. Active pages are overlaid on top of one another. Most sections and pages have unique code associated with it, which is how the game deduces what files and controls to load. As such there is no one to one correspondence between code numbers and code names for the user interface.<br />
<br />
=== Context Identifiers ===<br />
<br />
In some instances, the game needs to determine what context the section belongs to. As an example, in one of the pages shared by the Mario Kart Channel and the main game, it will either send you to the friend list section on the disk, or the friend list section in the channel. There are four observable contexts, two of which are understood.<br />
<br />
{| class="wikitable"<br />
|+ Context identifiers<br />
! Name !! Description !! Code Number !! Referenced Sections<br />
|-<br />
| {{Unknown-left|System/Test}} || {{Unknown-left|Sections in this context either involve the system, or were used for testing purposes.}} || {{Unknown-left|<code>0x00</code>}} || {{Unknown-left|<code>0x00</code> to <code>0x0F</code>}}<br />
|-<br />
| Disk || These sections are present and used on the game disk. || <code>0x01</code> || <code>0x10</code> to <code>0x94</code><br />
|-<br />
| Channel || These sections are present on the Wii menu channel, and are referenced in-game. || <code>0x02</code> || <code>0x95</code> to <code>0xAC</code><br />
|-<br />
| {{Unknown-left|Unknown}} || {{Unknown-left|Sections in this context are not present anywhere, and are theorized to exist on a demo version of Mario Kart Wii.}} || {{Unknown-left|<code>0x04</code>}} || {{Unknown-left|<code>0xAD</code> to <code>0xB2</code>}}<br />
|}<br />
<br />
=== Section Identifiers ===<br />
<br />
Sections, also known as menus, will sometimes reuse pages in order to share code. While each code number does represent a fundamentally different section, many of them are virtually identical. Some differ only in how they initialise. The 'single player' menu in particular has many different access routes (e.g. from the main menu, from change character in a time trial) and each of these has a different code number. This allows the menu to behave differently (e.g. starting on a different page).<br />
<br />
{| class="wikitable sortable"<br />
|+ Section identifiers<br />
! Description !! Code Number !! Referenced Pages<br />
|-<br />
| Power off Wii (as soon as it loads) || <code>0x00</code> || <br />
|-<br />
| Launch Mario Kart Channel installer || <code>0x02</code> || <br />
|-<br />
| Region select at Wii Menu || <code>0x03</code> || <br />
|-<br />
| Returns to Wii Menu (as soon as it loads) || <code>0x04</code> || <br />
|-<br />
| Soft resets to title screen (as soon as it loads) || <code>0x05</code> || <br />
|-<br />
|rowspan=9 {{Unknown-left|Empty and unused sections. Likely used early in development to help create and test the section system. Leftover code contains a reference to a deleted resource named "Test" in /Scene/UI and the page 0x00, which is empty.}} || <code>0x06</code> || <code>0x00</code><br />
|-<br />
| <code>0x07</code> || <code>0x00</code><br />
|-<br />
| <code>0x08</code> || <code>0x00</code><br />
|-<br />
| <code>0x09</code> || <code>0x00</code><br />
|-<br />
| <code>0x0A</code> || <code>0x00</code><br />
|-<br />
| <code>0x0B</code> || <code>0x00</code><br />
|-<br />
| <code>0x0C</code> || <code>0x00</code><br />
|-<br />
| <code>0x0D</code> || <code>0x00</code><br />
|-<br />
| <code>0x0E</code> || <code>0x00</code><br />
|-<br />
| {{Unknown-left|Empty and unused section. Leftover code heavily suggests this section was used to test credits.}} || <code>0x0F</code> || <code>0x00</code><br />
|-<br />
| Creating new save prompt (at boot) || <code>0x10</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x5D</code><br />
|-<br />
| Corrupted save save prompt (at boot) || <code>0x11</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Country changed prompt (at boot) || <code>0x12</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Game cannot be saved error (at boot) || <code>0x13</code> || <code>0x04</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Cannot access system memory error (at boot, softlock) || <code>0x14</code> || <code>0x05</code>, <code>0x5D</code><br />
|-<br />
| Cannot access Mii data error (at boot) || <code>0x15</code> || <code>0x06</code>, <code>0x5D</code><br />
|-<br />
| ESRB Warning (at boot) || <code>0x16</code> || <code>0x01</code><br />
|-<br />
|rowspan=2| Recommend 60Hz not 50Hz (at boot) || <code>0x17</code> || <code>0x02</code><br />
|-<br />
| <code>0x18</code> || <code>0x02</code><br />
|-<br />
| Pan at start of Grand Prix || <code>0x19</code> || <code>0x07</code><br />
|-<br />
| Pan at start of VS Race || <code>0x1A</code> || <code>0x08</code><br />
|-<br />
| Pan at start of Balloon Battle || <code>0x1B</code> || <code>0x09</code><br />
|-<br />
| Pan at start of Mission Mode boss || <code>0x1C</code> || <code>0x0A</code><br />
|-<br />
| Pan at start of Competition boss || <code>0x1D</code> || <code>0x0B</code><br />
|-<br />
| Grand Prix Gameplay || <code>0x1E</code> || <code>0x0C</code>, <code>0x17</code>, <code>0x20</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Time Trial Gameplay || <code>0x1F</code> || <code>0x0D</code>, <code>0x19</code>, <code>0x21</code>, <code>0x29</code>, <code>0x2B</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Single Player Versus Gameplay || <code>0x20</code> || <code>0x0E</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Two Player Versus Gameplay || <code>0x21</code> || <code>0x0F</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Three Player Versus Gameplay || <code>0x22</code> || <code>0x10</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Four Player Versus Gameplay || <code>0x23</code> || <code>0x11</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Single Player Team Versus Gameplay || <code>0x24</code> || <code>0x0E</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Two Player Team Versus Gameplay || <code>0x25</code> || <code>0x0F</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Three Player Team Versus Gameplay || <code>0x26</code> || <code>0x10</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Four Player Team Versus Gameplay || <code>0x27</code> || <code>0x11</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Single Player Battle Gameplay || <code>0x28</code> || <code>0x12</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Two Player Battle Gameplay || <code>0x29</code> || <code>0x13</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Three Player Battle Gameplay || <code>0x2A</code> || <code>0x14</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Four Player Battle Gameplay || <code>0x2B</code> || <code>0x15</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Mission Mode Gameplay || <code>0x2C</code> || <code>0x16</code>, <code>0x1B</code>, <code>0x25</code>, <code>0x2C</code>, <code>0x3A</code><br />
|-<br />
| Competition/Tournament Gameplay || <code>0x2D</code> || <code>0x16</code>, <code>0x1B</code>, <code>0x26</code>, <code>0x2A</code>, <code>0x35</code>, <code>0x3A</code><br />
|-<br />
| Grand Prix Replay || <code>0x2E</code> || <code>0x2C</code>, <code>0x36</code>, <code>0x38</code>, <code>0x3A</code><br />
|-<br />
| Time Trial Replay || <code>0x2F</code> || <code>0x21</code>, <code>0x2B</code>, <code>0x37</code>, <code>0x39</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Ghost Race Time Trial Gameplay (Unused?) || <code>0x30</code> || <code>0x0D</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x27</code>, <code>0x28</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code><br />
|-<br />
| Ghost Race Time Trial Gameplay || <code>0x31</code> || <code>0x0D</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x27</code>, <code>0x28</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code>, <code>0x88</code><br />
|-<br />
| Time Trial Watch Ghost (from Mario Kart Channel) || <code>0x32</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Time Trial Watch Ghost (from downloaded Ghost Data list) || <code>0x33</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Time Trial Watch Ghost (from Single Player Menu) || <code>0x34</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Grand Prix Award Ceremony || <code>0x35</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| VS Award Ceremony || <code>0x36</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| {{Unknown-left|Another VS Award Ceremony?}} || <code>0x37</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| BT Award Ceremony || <code>0x38</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| Credits Part 1 || <code>0x39</code> || <code>0x3D</code><br />
|-<br />
| Credits Part 1 (true end) || <code>0x3A</code> || <code>0x3D</code><br />
|-<br />
| Credits Part 2 || <code>0x3B</code> || <code>0x3D</code>, <code>0x3E</code><br />
|-<br />
| Credits Part 2 (true end) || <code>0x3C</code> || <code>0x3D</code>, <code>0x3E</code><br />
|-<br />
| Congratulations prompt after beating Grand Prix mode || <code>0x3D</code> || <code>0x3F</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x53</code>, <code>0x7F</code><br />
|-<br />
| Congratulations prompt after fully beating Grand Prix mode || <code>0x3E</code> || <code>0x3F</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x53</code>, <code>0x7F</code><br />
|-<br />
| Main Menu (from Demo, Credits or Boot) || <code>0x3F</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from Reset) || <code>0x40</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from Game Menus) || <code>0x41</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from License Creation) || <code>0x42</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from somewhere to do with licenses) || <code>0x43</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Demo || <code>0x44</code> || <code>0x3A</code>, <code>0x5F</code><br />
|-<br />
| Mii Select || <code>0x45</code> || <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code><br />
|-<br />
| Mii Select || <code>0x46</code> || <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code><br />
|-<br />
| License Settings || <code>0x47</code> || <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code>, <code>0x67</code>, <code>0x68</code>, <code>0xCE</code>, <code>0xCF</code>, <code>0xD0</code>, <code>0xD1</code>, <code>0xD2</code><br />
|-<br />
| Single Player (coming from Main Menu) || <code>0x48</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Time Trial Change Character) || <code>0x49</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Time Trial Change Course) || <code>0x4A</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (from VS Race) || <code>0x4B</code> || <code>0x4B</code>, <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (from Battle) || <code>0x4C</code> || <code>0x4B</code>, <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Mission Mode Change Mission, softlock) || <code>0x4D</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Mario Kart Channel challenge ghost) || <code>0x4E</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from leaderboard challenge ghost) || <code>0x4F</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from ghost data list challenge ghost) || <code>0x50</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Send Winning Ghost Data to friend (coming from Time Trial) || <code>0x51</code> || <code>0x4F</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB6</code><br />
|-<br />
| Challenge Ghost Data (from Wii Menu Channel) || <code>0x52</code> || <code>0x4F</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB1</code>, <code>0xB2</code><br />
|-<br />
| Watch Replay (from Wii Menu Channel) || <code>0x53</code> || <code>0x4F</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB1</code>, <code>0xB2</code><br />
|-<br />
| Local Multiplayer || <code>0x54</code> || <code>0x4B</code>, <code>0x4C</code>, <code>0x4D</code>, <code>0x52</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x61</code>, <code>0x62</code>, <code>0x63</code>, <code>0x64</code>, <code>0x6B</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x80</code>, <code>0x81</code>, <code>0x82</code>, <code>0x83</code><br />
|-<br />
| Single Player Wi-Fi || <code>0x55</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi (from disconnected at Globe or Friend Room) || <code>0x56</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi (from find a Friend) || <code>0x57</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi Versus voting || <code>0x58</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Battle voting || <code>0x59</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Select Mii || <code>0x5A</code> || <code>0x52</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x61</code>, <code>0x62</code>, <code>0x63</code>, <code>0x64</code>, <code>0x8A</code><br />
|-<br />
| Two Player Wi-Fi || <code>0x5B</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Two Player Wi-Fi (from disconnected at Globe or Friend Room) || <code>0x5C</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| {{Unknown-left|Unknown}} || <code>0x5D</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Two Player Wi-Fi Versus Voting || <code>0x5E</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Battle Voting || <code>0x5F</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Versus Voting || <code>0x60</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Team Versus Voting || <code>0x61</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Balloon Battle Voting || <code>0x62</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Coin Runners Voting || <code>0x63</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Versus Voting || <code>0x64</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Team Versus Voting || <code>0x65</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Balloon Battle Voting || <code>0x66</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Coin Runners Voting || <code>0x67</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Versus Gameplay || <code>0x68</code> || <code>0x31</code>, <code>0x3A</code>, <code>0x40</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Versus Gameplay || <code>0x69</code> || <code>0x31</code>, <code>0x3A</code>, <code>0x41</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Versus Live View || <code>0x6A</code> || <code>0x3A</code>, <code>0x48</code>, <code>0x49</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Versus Live View || <code>0x6B</code> || <code>0x3A</code>, <code>0x48</code>, <code>0x49</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Battle Gameplay || <code>0x6C</code> || <code>0x12</code>, <code>0x31</code>, <code>0x33</code>, <code>0x3A</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Battle Gameplay || <code>0x6D</code> || <code>0x13</code>, <code>0x31</code>, <code>0x33</code>, <code>0x3A</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Battle Live View || <code>0x6E</code> || <code>0x33</code>, <code>0x3A</code>, <code>0x48</code>, <code>0x4A</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Battle Live View || <code>0x6F</code> || <code>0x33</code>, <code>0x3A</code>, <code>0x48</code>, <code>0x4A</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Versus Gameplay || <code>0x70</code> || <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code>, <code>0x42</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Team Versus Gameplay || <code>0x71</code> || <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code>, <code>0x42</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Balloon Battle Gameplay || <code>0x72</code> || <code>0x12</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Coin Runners Gameplay || <code>0x73</code> || <code>0x12</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Versus Gameplay || <code>0x74</code> || <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code>, <code>0x43</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Team Versus Gameplay || <code>0x75</code> || <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code>, <code>0x43</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Balloon Battle Gameplay || <code>0x76</code> || <code>0x13</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Coin Runners Gameplay || <code>0x77</code> || <code>0x13</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Wi-Fi Disconnected Prompt (with error code) || <code>0x78</code> || <code>0x5D</code>, <code>0x89</code><br />
|-<br />
| Wi-Fi Disconnected Prompt (general disconnect) || <code>0x79</code> || <code>0x5D</code>, <code>0x89</code><br />
|-<br />
| Mario Kart Channel (from Main Menu) || <code>0x7A</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel (from Time Trial check rankings) || <code>0x7B</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel (from downloaded ghost data list) || <code>0x7C</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel Leaderboards || <code>0x7D</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x95</code>, <code>0xA7</code>, <code>0xA8</code>, <code>0xAA</code>, <code>0xAB</code>, <code>0xAC</code>, <code>0xAD</code>, <code>0xAE</code>, <code>0xAF</code><br />
|-<br />
| Mario Kart Channel Tournament Leaderboards || <code>0x7E</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x95</code>, <code>0xA9</code>, <code>0xAA</code>, <code>0xAB</code>, <code>0xAE</code>, <code>0xAF</code>, <code>0xB0</code><br />
|-<br />
| Ghost Race (with Ghost Data ready) || <code>0x7F</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x9F</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Ghost Race (without Ghost Data ready) || <code>0x80</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x9F</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Ghost Race Next Race || <code>0x81</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Downloaded Ghost Data List || <code>0x82</code> || <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB3</code>, <code>0xB4</code>, <code>0xB5</code><br />
|-<br />
| Friends List (from Mario Kart Channel or find Friend) || <code>0x83</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8E</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Friends List (from Mario Kart Channel or find Friend) || <code>0x84</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8E</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9A</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Competition (from Mario Kart Channel) || <code>0x85</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xB7</code>, <code>0xB8</code>, <code>0xBB</code><br />
|-<br />
| Competition (from Change Character) || <code>0x86</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xB7</code>, <code>0xB8</code>, <code>0xBB</code><br />
|-<br />
| Competition Submit Record || <code>0x87</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5E</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0xB9</code><br />
|-<br />
| Competition for Wii Wheels Only || <code>0x88</code> || <code>0x5B</code>, <code>0xBA</code><br />
|-<br />
| Competition for Wii Wheels Only for bosses? || <code>0x89</code> || <code>0x5B</code>, <code>0xBA</code><br />
|-<br />
| Invite Friends via Wii Message Board || <code>0x8A</code> || <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xBD</code>, <code>0xBE</code>, <code>0xBF</code><br />
|-<br />
| Download Latest Data || <code>0x8B</code> || <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xBC</code><br />
|-<br />
| Options || <code>0x8C</code> || <code>0x4D</code>, <code>0x4E</code>, <code>0x5D</code>, <code>0xC0</code>, <code>0xC1</code>, <code>0xC2</code>, <code>0xC3</code>, <code>0xC4</code>, <code>0xC5</code>, <code>0xC6</code>, <code>0xC7</code>, <code>0xC8</code>, <code>0xC9</code>, <code>0xCA</code>, <code>0xCB</code>, <code>0xCC</code><br />
|-<br />
| Add Mario Kart Channel || <code>0x8D</code> || <code>0x5D</code>, <code>0xCA</code>, <code>0xCB</code>, <code>0xCC</code><br />
|-<br />
| Choose Region || <code>0x8E</code> || <code>0x5D</code>, <code>0xC5</code>, <code>0xCC</code><br />
|-<br />
| Join Message Service || <code>0x8F</code> || <code>0x4E</code>, <code>0x5D</code>, <code>0xC2</code>, <code>0xC3</code>, <code>0xC6</code>, <code>0xC7</code>, <code>0xC8</code>, <code>0xC9</code>, <code>0xCC</code><br />
|-<br />
| Unlock Message (Orange) || <code>0x90</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Orange) || <code>0x91</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Blue) || <code>0x92</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Yellow) || <code>0x93</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Broken Mission Mode Single Player Menu || <code>0x94</code> || <code>0x7A</code>, <code>0x7B</code>, <code>0x7C</code>, <code>0x7D</code>, <code>0x7E</code><br />
|-<br />
| No Game Disc (Wii Menu Channel only) || <code>0x95</code> || <code>0x03</code>, <code>0x0C</code>, <code>0x10</code>, <code>0x26</code><br />
|-<br />
| Could Not Access System Memory (Wii Menu Channel only) || <code>0x96</code> || <code>0x02</code>, <code>0x10</code><br />
|-<br />
| Cannot access Mii data error (Wii Menu Channel only) || <code>0x97</code> || <code>0x04</code>, <code>0x10</code><br />
|-<br />
| Empty message box? (Wii Menu Channel only, softlock) || <code>0x98</code> || <code>0x10</code>, <code>0x1A</code><br />
|-<br />
| ESRB Warning (Wii Menu Channel only) || <code>0x99</code> || <code>0x01</code><br />
|-<br />
| Select License (from boot and Channel, Wii Menu Channel only) || <code>0x9A</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (Wii Menu Channel only) || <code>0x9B</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (Wii Menu Channel only) || <code>0x9C</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (back from options, Wii Menu Channel only) || <code>0x9D</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from license select, Wii Menu Channel only) || <code>0x9E</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from Time Trial check rankings, Wii Menu Channel only) || <code>0x9F</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from downloaded ghost data list, Wii Menu Channel only) || <code>0xA0</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel leaderboards (Wii Menu Channel only) || <code>0xA1</code> || <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x13</code>, <code>0x14</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1C</code>, <code>0x26</code>, <code>0x29</code>, <code>0x2A</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x31</code><br />
|-<br />
| Mario Kart Channel competition leaderboard (Wii Menu Channel only) || <code>0xA2</code> || <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1C</code>, <code>0x2B</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x30</code>, <code>0x31</code>, <code>0x32</code><br />
|-<br />
| {{Unknown-left|Unknown (Wii Menu Channel only)}} || <code>0xA3</code> || <code>0x11</code>, <code>0x21</code>, <code>0x22</code>, <code>0x26</code><br />
|-<br />
| Downloaded Ghost Data List (Wii Menu Channel only) || <code>0xA4</code> || <code>0x06</code>, <code>0x08</code>, <code>0x0A</code>, <code>0x11</code>, <code>0x26</code>, <code>0x29</code>, <code>0x33</code>, <code>0x34</code>, <code>0x35</code><br />
|-<br />
| Friends List (Wii Menu Channel only) || <code>0xA5</code> || <code>0x05</code>, <code>0x06</code>, <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x18</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1B</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x1F</code>, <code>0x20</code>, <code>0x26</code>, <code>0x27</code>, <code>0x28</code>, <code>0x29</code><br />
|-<br />
| Competition/Tournament (Wii Menu Channel only) || <code>0xA6</code> || <code>0x26</code>, <code>0x36</code>, <code>0x37</code><br />
|-<br />
| {{Unknown-left|Unknown (Wii Menu Channel only)}} || <code>0xA7</code> || <code>0x08</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x39</code>, <code>0x3A</code>, <code>0x3B</code><br />
|-<br />
| Received Friend Invitation (Wii Menu Channel only) || <code>0xA8</code> || <code>0x08</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x3C</code>, <code>0x3D</code><br />
|-<br />
| Download Latest Data (Wii Menu Channel only) || <code>0xA9</code> || <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x38</code><br />
|-<br />
| Options (Wii Menu Channel only) || <code>0xAA</code> || <code>0x07</code>, <code>0x10</code>, <code>0x3E</code>, <code>0x3F</code>, <code>0x40</code>, <code>0x41</code>, <code>0x42</code>, <code>0x43</code>, <code>0x44</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code><br />
|-<br />
| Choose Region (Wii Menu Channel only) || <code>0xAB</code> || <code>0x10</code>, <code>0x43</code>, <code>0x48</code><br />
|-<br />
| Join Message Service (Wii Menu Channel only) || <code>0xAC</code> || <code>0x07</code>, <code>0x10</code>, <code>0x40</code>, <code>0x41</code>, <code>0x44</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code><br />
|-<br />
|rowspan=6 {{Unknown-left|Unknown sections. It is not known whether or not these sections are used, or what pages they reference.}} || <code>0xAD</code> ||<br />
|-<br />
| <code>0xAE</code> ||<br />
|-<br />
| <code>0xAF</code> ||<br />
|-<br />
| <code>0xB0</code> ||<br />
|-<br />
| <code>0xB1</code> ||<br />
|-<br />
| <code>0xB2</code> ||<br />
|}<br />
<br />
=== Page Identifiers ===<br />
<br />
Pages, also known as screens, typically represent either one visually complete user interface (for example, the character selection interface) or a background element (for example, the borders at the top and bottom of the screen). Up to 10 pages can be active by the user interface code. Some pages do not contain any visual elements and instead exist to perform background work (for example, loading ghost data).<br />
<br />
{| class="wikitable sortable"<br />
|+ Page Identifiers<br />
! Description !! Code Number<br />
|-<br />
| {{Unknown-left|Template only found in unused sections}} || <code>0x00</code><br />
|-<br />
| ESRB notice || <code>0x01</code><br />
|-<br />
| 60Hz suggestion || <code>0x02</code><br />
|-<br />
| Data corrupt || <code>0x03</code><br />
|-<br />
| Can't save || <code>0x04</code><br />
|-<br />
| System memory corrupt || <code>0x05</code><br />
|-<br />
| Mii Data corrupt || <code>0x06</code><br />
|-<br />
| Grand Prix Pan Overlay || <code>0x07</code><br />
|-<br />
| VS Pan Overlay || <code>0x08</code><br />
|-<br />
| Battle Pan Overlay || <code>0x09</code><br />
|-<br />
| Mission Pan Overlay || <code>0x0A</code><br />
|-<br />
| Tournament Pan Overlay || <code>0x0B</code><br />
|-<br />
| Grand Prix Interface || <code>0x0C</code><br />
|-<br />
| Time Trial Interface || <code>0x0D</code><br />
|-<br />
| 1P VS Race Interface || <code>0x0E</code><br />
|-<br />
| 2P VS Race Interface || <code>0x0F</code><br />
|-<br />
| 3P VS Race Interface || <code>0x10</code><br />
|-<br />
| 4P VS Race Interface || <code>0x11</code><br />
|-<br />
| 1P Battle Interface || <code>0x12</code><br />
|-<br />
| 2P Battle Interface || <code>0x13</code><br />
|-<br />
| 3P Battle Interface || <code>0x14</code><br />
|-<br />
| 4P Battle Interface || <code>0x15</code><br />
|-<br />
| Mission and Tournament Interface || <code>0x16</code><br />
|-<br />
| Grand Prix Pause Menu || <code>0x17</code><br />
|-<br />
| VS Race Pause Menu || <code>0x18</code><br />
|-<br />
| Time Trial Pause Menu || <code>0x19</code><br />
|-<br />
| Battle Pause Menu || <code>0x1A</code><br />
|-<br />
| Tournament Pause Menu || <code>0x1B</code><br />
|-<br />
| Ghost Race Pause Menu || <code>0x1C</code><br />
|-<br />
| Abandon Ghost Race? || <code>0x1D</code><br />
|-<br />
| Quit Ghost Race? || <code>0x1E</code><br />
|-<br />
| Ghost Replay Pause Menu || <code>0x1F</code><br />
|-<br />
| Grand Prix End Screen (Next Race, Watch Replay, Quit) || <code>0x20</code><br />
|-<br />
| Time Trial End Screen (Retry, Change Course, etc.) || <code>0x21</code><br />
|-<br />
| VS Race End Screen (Next Race, Quit) || <code>0x22</code><br />
|-<br />
| Battle End Screen (Next Battle, Quit) || <code>0x23</code><br />
|-<br />
| Battle End Screen (Next only, to final results) || <code>0x24</code><br />
|-<br />
| Mission End Screen (Retry, Choose Mission, Quit. Unused) || <code>0x25</code><br />
|-<br />
| Tournament End Screen || <code>0x26</code><br />
|-<br />
| Ghost Race End Screen (Next/Quit) || <code>0x27</code><br />
|-<br />
| Go to Friend Roster? || <code>0x28</code><br />
|-<br />
| You beat your friend's record! Send your ghost? || <code>0x29</code><br />
|-<br />
| Send tourney record || <code>0x2A</code><br />
|-<br />
| Check rankings? || <code>0x2B</code><br />
|-<br />
| Are you sure you want to quit? || <code>0x2C</code><br />
|-<br />
| Splits after TT || <code>0x2D</code><br />
|-<br />
| Leaderboard after TT || <code>0x2E</code><br />
|-<br />
| GP/VS score update screen || <code>0x2F</code><br />
|-<br />
| GP/VS score overall screen || <code>0x30</code><br />
|-<br />
| Online race point update screen || <code>0x31</code><br />
|-<br />
| Team VS point overall screen || <code>0x32</code><br />
|-<br />
| Battle point update screen || <code>0x33</code><br />
|-<br />
| Battle point overall screen || <code>0x34</code><br />
|-<br />
| Competition personal leaderboard || <code>0x35</code><br />
|-<br />
| Grand Prix replay interface || <code>0x36</code><br />
|-<br />
| Ghost Race interface || <code>0x37</code><br />
|-<br />
| Grand Prix replay pause || <code>0x38</code><br />
|-<br />
| TT Immediate Replay pause || <code>0x39</code><br />
|-<br />
| Supporting panel (Present in many modes in-race, 2nd element) || <code>0x3A</code><br />
|-<br />
| Award Interface || <code>0x3B</code><br />
|-<br />
| Award Congratulations || <code>0x3C</code><br />
|-<br />
| Credits VS interface (untested) || <code>0x3D</code><br />
|-<br />
| Credits latter interface (untested) || <code>0x3E</code><br />
|-<br />
| Congrats after credits || <code>0x3F</code><br />
|-<br />
| Wi-Fi Race Interface || <code>0x40</code><br />
|-<br />
| 2P Wi-Fi Race Interface || <code>0x41</code><br />
|-<br />
| Wi-Fi Friend Room Race Interface || <code>0x42</code><br />
|-<br />
| Wi-Fi Friend Room Team Race Interface || <code>0x43</code><br />
|-<br />
| Congratuations! at end of friend room (untested) || <code>0x44</code><br />
|-<br />
| Dummy? Seems to immediately load <code>0x46</code> || <code>0x45</code><br />
|-<br />
| Online Race End (Next Race, Quit, Friend Roster) || <code>0x46</code><br />
|-<br />
| Quit online race? || <code>0x47</code><br />
|-<br />
| End of online race "Please wait" text || <code>0x48</code><br />
|-<br />
| Live VS view interface || <code>0x49</code><br />
|-<br />
| Live Battle view interface (untested) || <code>0x4A</code><br />
|-<br />
| Start game okay? || <code>0x4B</code><br />
|-<br />
| Text box with spinner || <code>0x4C</code><br />
|-<br />
| Drift Explanation Message Box || <code>0x4D</code><br />
|-<br />
| Vote/Random Message Box || <code>0x4E</code><br />
|-<br />
| Reading ghost data/screen with text + spinner || <code>0x4F</code><br />
|-<br />
| Connecting to Nintendo WFC... || <code>0x50</code><br />
|-<br />
| Generic text box, full screen, press A || <code>0x51</code><br />
|-<br />
| Text box with one prompt (Multiple uses) || <code>0x52</code><br />
|-<br />
| Post photo to Wii Message Board? || <code>0x53</code><br />
|-<br />
| Behind main menu? || <code>0x54</code><br />
|-<br />
| Dummy? Maybe not low battery. Goes to 5A? || <code>0x55</code><br />
|-<br />
| Low battery notification || <code>0x56</code><br />
|-<br />
| Title Screen || <code>0x57</code><br />
|-<br />
| Behind main menu? || <code>0x58</code><br />
|-<br />
| Opening Movie || <code>0x59</code><br />
|-<br />
| Main Menu || <code>0x5A</code><br />
|-<br />
| Behind unlocks? || <code>0x5B</code><br />
|-<br />
| Flag background || <code>0x5C</code><br />
|-<br />
| Scrolling lines background || <code>0x5D</code><br />
|-<br />
| Top menu overlay || <code>0x5E</code><br />
|-<br />
| Blinking press A || <code>0x5F</code><br />
|-<br />
| Select Mii || <code>0x60</code><br />
|-<br />
| Active controller display || <code>0x61</code><br />
|-<br />
| Player controller opt in || <code>0x62</code><br />
|-<br />
| Pair Wii Remotes || <code>0x63</code><br />
|-<br />
| Player controller opt in complete (OK/Change) || <code>0x64</code><br />
|-<br />
| License Select || <code>0x65</code><br />
|-<br />
| Mii Changed || <code>0x66</code><br />
|-<br />
| License Settings || <code>0x67</code><br />
|-<br />
| Erase License || <code>0x68</code><br />
|-<br />
| Single Player Menu || <code>0x69</code><br />
|-<br />
| Grand Prix Class Select || <code>0x6A</code><br />
|-<br />
| Character Select || <code>0x6B</code><br />
|-<br />
| Vehicle Select || <code>0x6C</code><br />
|-<br />
| Drift Select || <code>0x6D</code><br />
|-<br />
| Cup Select || <code>0x6E</code><br />
|-<br />
| Course Select (sub screen) || <code>0x6F</code><br />
|-<br />
| Select Ghost || <code>0x70</code><br />
|-<br />
| Select Ghost || <code>0x71</code><br />
|-<br />
| Select Solo/Team VS || <code>0x72</code><br />
|-<br />
| Select Race Rules || <code>0x73</code><br />
|-<br />
| Teams Overview || <code>0x74</code><br />
|-<br />
| Select Battle Mode || <code>0x75</code><br />
|-<br />
| Select Vehicle (Battle) || <code>0x76</code><br />
|-<br />
| Select Battle Rules || <code>0x77</code><br />
|-<br />
| Select Battle Cup || <code>0x78</code><br />
|-<br />
| Select Battle Course || <code>0x79</code><br />
|-<br />
| Mission Level Select (Unused) || <code>0x7A</code><br />
|-<br />
| Mission Select (sub screen) || <code>0x7B</code><br />
|-<br />
| Mission Information Prompt || <code>0x7C</code><br />
|-<br />
| Drift Select with one option || <code>0x7D</code><br />
|-<br />
| Mission Tutorial || <code>0x7E</code><br />
|-<br />
| Model Renderer || <code>0x7F</code><br />
|-<br />
| Multiplayer Menu (VS/BT) || <code>0x80</code><br />
|-<br />
| Multiplayer Vehicle Select || <code>0x81</code><br />
|-<br />
| Multiplayer Drift Select || <code>0x82</code><br />
|-<br />
| Multiplayer Team Select || <code>0x83</code><br />
|-<br />
| part of connecting...? || <code>0x84</code><br />
|-<br />
| WFC first play || <code>0x85</code><br />
|-<br />
| Allow data to be sent? || <code>0x86</code><br />
|-<br />
| Disconnects you || <code>0x87</code><br />
|-<br />
| Seems to draw behind online races (panel 2) || <code>0x88</code><br />
|-<br />
| Error connecting to WFC || <code>0x89</code><br />
|-<br />
| WFC 2P Connection Confirm || <code>0x8A</code><br />
|-<br />
| WFC Menu || <code>0x8B</code><br />
|-<br />
| WFC VS/Battle Select || <code>0x8C</code><br />
|-<br />
| Friends Menu || <code>0x8D</code><br />
|-<br />
| Friends Menu (Mario Kart Channel) || <code>0x8E</code><br />
|-<br />
| Global Search Manager (doesn't render) || <code>0x8F</code><br />
|-<br />
| Wifi Room Manager (renders countdown timer) || <code>0x90</code><br />
|-<br />
| Player List (VR Screen) || <code>0x91</code><br />
|-<br />
| Course/Stage Votes || <code>0x92</code><br />
|-<br />
| Present in live view? || <code>0x93</code><br />
|-<br />
| Present in online race? || <code>0x94</code><br />
|-<br />
| Globe background || <code>0x95</code><br />
|-<br />
| Friend Roster || <code>0x96</code><br />
|-<br />
| Not Friends Yet || <code>0x97</code><br />
|-<br />
| Remove Friend Code || <code>0x98</code><br />
|-<br />
| Removing Friend Code... || <code>0x99</code><br />
|-<br />
| Seems to prepare the Friends list || <code>0x9A</code><br />
|-<br />
| Friend Room "waiting" text || <code>0x9B</code><br />
|-<br />
| Friend Room Manager (doesn't render) || <code>0x9C</code><br />
|-<br />
| Friend Room || <code>0x9D</code><br />
|-<br />
| Friend Room Messages || <code>0x9E</code><br />
|-<br />
| Mario Kart Channel || <code>0xA2</code><br />
|-<br />
| Rankings Menu || <code>0xA3</code><br />
|-<br />
| Channel Ghosts Screen || <code>0xA4</code><br />
|-<br />
| Dummy? Loads <code>0xA6</code> || <code>0xA5</code><br />
|-<br />
| Enter FC || <code>0xA6</code><br />
|-<br />
| Ghost List Manager (doesn't render) || <code>0xA7</code><br />
|-<br />
| Mario Kart Channel ghost histogram screen || <code>0xA8</code><br />
|-<br />
| Mario Kart Channel behind <code>0xAD</code> || <code>0xAC</code><br />
|-<br />
| Mario Kart Channel with a selected ghost (challenge/watch) || <code>0xAD</code><br />
|-<br />
| Resides behind <code>0x4F</code>, loads <code>0xB4</code> || <code>0xB3</code><br />
|-<br />
| Mario Kart Channel Downloaded Ghost List || <code>0xB4</code><br />
|-<br />
| Mario Kart Channel Erase Ghost || <code>0xB5</code><br />
|-<br />
| Competition for Wii Wheels only || <code>0xBA</code><br />
|-<br />
| Options || <code>0xC0</code><br />
|-<br />
| Nintendo Wi-Fi Connection options || <code>0xC1</code><br />
|-<br />
| Information box with "Next", can chain to self || <code>0xC2</code><br />
|-<br />
| Information box with 2 buttons prompt. || <code>0xC3</code><br />
|-<br />
| Information box with 3 prompts. (???) || <code>0xC4</code><br />
|-<br />
| Return to system menu to set region? || <code>0xC5</code><br />
|-<br />
| Flag/Region Display || <code>0xC6</code><br />
|-<br />
| Large info box with spinner || <code>0xC7</code><br />
|-<br />
| Large info box with A prompt || <code>0xC8</code><br />
|-<br />
| Info box with OK prompt || <code>0xC9</code><br />
|-<br />
| Add Mario Kart Channel || <code>0xCA</code><br />
|-<br />
| Add Mario Kart Channel prompt || <code>0xCB</code><br />
|-<br />
| Draws beneath Options menu || <code>0xCC</code><br />
|-<br />
| Overall Records || <code>0xCE</code><br />
|-<br />
| Favourites || <code>0xCF</code><br />
|-<br />
| Friend Records || <code>0xD0</code><br />
|-<br />
| WFC Records || <code>0xD1</code><br />
|-<br />
| Other Records || <code>0xD2</code><br />
|}<br />
<br />
=== Text ===<br />
<br />
All text displayed as part of the user interface is referred to by an ID. This is used to lookup the message in [[BMG]] files. A list of all message IDs and corresponding text can be found at [https://szs.wiimm.de/download/bmg/ wiimm.de].<br />
<br />
[[Category:Technical Information]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM_(File_Format)&diff=374639
BBLM (File Format)
2022-12-12T09:17:23Z
<p>KHacker35000vr: Images say more than a thousand words</p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Description =<br />
[[File:Bblm (4).png|thumb|200px|The result of the threshold operation]]<br />
[[File:Bblm (5).png|thumb|200px|The result of the first blur]]<br />
[[File:Bblm (7).png|thumb|200px|The result of the second blur]]<br />
[[File:Bblm (8).png|thumb|200px|The final image output after applying bloom]]<br />
The game handles bloom by going through a number of stages whereby each stage alters either the original image (the output without posteffect) or the result of a previous stage in its own way. The four main stages are threshold, blur, bloom and tinting. Each stage and its own steps are described below.<br />
<br />
=== Threshold ===<br />
The threshold stage is the first one to be executed by the game. It works with a grayscale and the fully colored version.of the original image. It performs a thresholding action by subtracting the product of the threshold intensity and the threshold color from the grayscale image. This means that it is also possible to filter out specific color channels, although Mario Kart Wii itself only uses grayscale colors as threshold. The exact purpose of the threshold intensity is unclear, since the BBLM file already gives full control over the threshold color. The resulting image - a darkened version of the grayscale input - is then multiplied with the colored input to create a darkened color image.<br />
<br />
=== Blur ===<br />
BBLM supports up to two distinct blurs, with the second one supporting 4 stages. The BBLM format, however, only supports 2 stages in the second blur and any attempt to add more stages will cause defects. Mario Kart Wii applies blur by translating the input image in a circle around its original location. The first stage in both blurs divides this circle in 8 steps, the second stage uses 16 steps. All steps are added together into one final result, with the blur color intensity (values 0.0 to 1.0) determining how much the final image is darkened and the blur strength determining what radius is used for the circle. Note that an intensity of 1 will make the final result too bright, since the blur operation adds 8 variants of the same image together. The second blur takes the result of the first blur as input and is then repeated with its own output.<br />
<br />
=== Bloom ===<br />
The bloom stage contains two substages: the first substage combines the result of the two blur operations (A), and the second stage applies a threshold of 50% (so 127 is subtracted from each color channel) to the original image and makes the result four times brighter (B). The final result is calculated using the following formula: (1-B) * A. So the brightest parts of the original image darken the blur, which makes blur only cover the darker parts of the original image.<br />
<br />
=== Tint ===<br />
Tint is a fairly simple stage. Once the final result is generated, tint adds a color filter over it, which works just like a vertex color. The most noticable usage of this tint effect is the cave in Mushroom Gorge, which is given a green ambience by this stage.<br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength. '''Unused''', since the value from stage 1 is used instead.<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || Determines how the generated output image (source) is blended with the original image (destination). Source and destination are always added together.<br />
{|class=wikitable<br />
! Value !! Output<br />
|-<br />
| 0 || No modifications.<br />
|-<br />
| 1 || The source is multiplied with its complement (inverted color), thus discarding the brightest color channels.<br />
|-<br />
| 2 || The tint alpha determines the transparency of the source.<br />
|-<br />
| 3 || Same as 2, but the destination is multiplied with the inverted alpha, creating a weighted average.<br />
|-<br />
| 4 || The source is multiplied with itself, emphasising the brighter colors.<br />
|}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0x9c || Float[2] || Bloom color intensity per stage<br />
|}<br />
<br />
= Tools =<br />
The following tools can handle BBLM files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=File:Bblm_(8).png&diff=374638
File:Bblm (8).png
2022-12-12T09:14:16Z
<p>KHacker35000vr: File uploaded with MsUpload</p>
<hr />
<div>File uploaded with MsUpload</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=File:Bblm_(7).png&diff=374637
File:Bblm (7).png
2022-12-12T09:14:15Z
<p>KHacker35000vr: File uploaded with MsUpload</p>
<hr />
<div>File uploaded with MsUpload</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=File:Bblm_(5).png&diff=374636
File:Bblm (5).png
2022-12-12T09:14:13Z
<p>KHacker35000vr: File uploaded with MsUpload</p>
<hr />
<div>File uploaded with MsUpload</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=File:Bblm_(4).png&diff=374635
File:Bblm (4).png
2022-12-12T09:14:11Z
<p>KHacker35000vr: File uploaded with MsUpload</p>
<hr />
<div>File uploaded with MsUpload</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM_(File_Format)&diff=374582
BBLM (File Format)
2022-12-11T23:43:43Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Description =<br />
The game handles bloom by going through a number of stages whereby each stage alters either the original image (the output without posteffect) or the result of a previous stage in its own way. The four main stages are threshold, blur, bloom and tinting. Each stage and its own steps are described below.<br />
<br />
== Threshold ==<br />
The threshold stage is the first one to be executed by the game. It works with a grayscale and the fully colored version.of the original image. It performs a thresholding action by subtracting the product of the threshold intensity and the threshold color from the grayscale image. This means that it is also possible to filter out specific color channels, although Mario Kart Wii itself only uses grayscale colors as threshold. The exact purpose of the threshold intensity is unclear, since the BBLM file already gives full control over the threshold color. The resulting image - a darkened version of the grayscale input - is then multiplied with the colored input to create a darkened color image.<br />
<br />
== Blur ==<br />
BBLM supports up to two distinct blurs, with the second one supporting 4 stages. The BBLM format, however, only supports 2 stages in the second blur and any attempt to add more stages will cause defects. Mario Kart Wii applies blur by translating the input image in a circle around its original location. The first stage in both blurs divides this circle in 8 steps, the second stage uses 16 steps. All steps are added together into one final result, with the blur color intensity (values 0.0 to 1.0) determining how much the final image is darkened and the blur strength determining what radius is used for the circle. Note that an intensity of 1 will make the final result too bright, since the blur operation adds 8 variants of the same image together. The second blur takes the result of the first blur as input and is then repeated with its own output.<br />
<br />
== Bloom ==<br />
The bloom stage contains two substages: the first substage combines the result of the two blur operations (A), and the second stage applies a threshold of 50% (so 127 is subtracted from each color channel) to the original image and makes the result four times brighter (B). The final result is calculated using the following formula: (1-B) * A. So the brightest parts of the original image darken the blur, which makes blur only cover the darker parts of the original image.<br />
<br />
== Tint ==<br />
Tint is a fairly simple stage. Once the final result is generated, tint adds a color filter over it, which works just like a vertex color. The most noticable usage of this tint effect is the cave in Mushroom Gorge, which is given a green ambience by this stage.<br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength. '''Unused''', since the value from stage 1 is used instead.<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || Determines how the generated output image (source) is blended with the original image (destination). Source and destination are always added together.<br />
{|class=wikitable<br />
! Value !! Output<br />
|-<br />
| 0 || No modifications.<br />
|-<br />
| 1 || The source is multiplied with its complement (inverted color), thus discarding the brightest color channels.<br />
|-<br />
| 2 || The tint alpha determines the transparency of the source.<br />
|-<br />
| 3 || Same as 2, but the destination is multiplied with the inverted alpha, creating a weighted average.<br />
|-<br />
| 4 || The source is multiplied with itself, emphasising the brighter colors.<br />
|}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0x9c || Float[2] || Bloom color intensity per stage<br />
|}<br />
<br />
= Tools =<br />
The following tools can handle BBLM files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM_(File_Format)&diff=374470
BBLM (File Format)
2022-12-10T13:51:46Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || Determines how the generated output image (source) is blended with the original image (destination). Source and destination are always added together.<br />
{|class=wikitable<br />
! Value !! Output<br />
|-<br />
| 0 || No modifications.<br />
|-<br />
| 1 || The source is multiplied with its complement (inverted color), thus discarding the brightest color channels.<br />
|-<br />
| 2 || The tint alpha determines the transparency of the source.<br />
|-<br />
| 3 || Same as 2, but the destination is multiplied with the inverted alpha, creating a weighted average.<br />
|-<br />
| 4 || The source is multiplied with itself, emphasising the brighter colors.<br />
|}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0x9c || Float[2] || Bloom color intensity per stage<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM_(File_Format)&diff=374422
BBLM (File Format)
2022-12-09T23:17:33Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0x9c || Float[2] || Bloom color intensity per stage<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM&diff=374421
BBLM
2022-12-09T23:13:58Z
<p>KHacker35000vr: Redirected page to BBLM (File Format)</p>
<hr />
<div>#REDIRECT [[BBLM (File Format)]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM_(File_Format)&diff=374420
BBLM (File Format)
2022-12-09T23:13:13Z
<p>KHacker35000vr: When you expect to be able to move a page...</p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0xc4 || Uint8 || Bloom color intensity<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BBLM&diff=374419
BBLM
2022-12-09T23:11:56Z
<p>KHacker35000vr: WIP</p>
<hr />
<div>The '''BBLM''' ('''B'''inary '''BL'''oo'''M''') filetype controls blur, bloom and color filtering of the final image output. <br />
<br />
= File Format =<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''PBLM'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0xA4 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 01 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Float || Threshold intensity<br />
|-<br />
| 0x14 || Byte[4] || Threshold color<br />
|-<br />
| 0x18 || Byte[4] || Tint color<br />
|-<br />
| 0x1C || Short || Bitfield<br />
|-<br />
| 0x20 || Float || First blur strength<br />
|-<br />
| 0x24 || Float || First blur color intensity<br />
|-<br />
| 0x28 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x40 || Float || Second blur stage 1 strength<br />
|-<br />
| 0x44 || Float || Second blur stage 1 color intensity<br />
|-<br />
| 0x48 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x60 || Float || Second blur stage 2 strength<br />
|-<br />
| 0x64 || Float || Second blur stage 2 color intensity<br />
|-<br />
| 0x68 || Uint32[6] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x80 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x81 || Uint8 || Number of blur stages in the second blur.<br />
|-<br />
| 0xc4 || Uint8 || Bloom color intensity<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=374182
BLMAP (File Format)
2022-12-06T22:33:19Z
<p>KHacker35000vr: /* Light Texture data (LTEX) */</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. BLMAP files control how the [[BLIGHT (File Format)|BLIGHT]] lighting reflects off a linked texture, determining how shiny a surface is. It does so by creating a spherical displacement map and a gradient. The type of gradient determines the dropoff from the fully illuminated side of the sphere to the ambient color. The generated 32x32 grayscale sphere-shaped texture then replaces the original.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object. The object contains a list whereby each entry acts as a shader stage where the linked light is applied. Each entry sets its own gradient type. Each entry therefor applies permanent simulated lighting to the object with the given texture.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to. Linked textures must start with ''lm_''.<br />
|-<br />
| 0x34 || Uint8 || Type: 0 = Spherical gradient (illuminated from 4 sides), 1 = Flat gradient (just a regular gradient texture), 2 = spherical gradient (illuminated from 1 side)<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || A bitfield describing which entries are activated (Nth bit set = Nth entry activated). Always 0x100 (only 8th entry) in Nintendo tracks.<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting of this stage (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || Gradient to use for this entry (see table below)<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
=== Gradients ===<br />
Each LTEX entry links to a 64x4 grayscale black to white gradient texture. The table below lists the different kind of gradients.<br />
<br />
{|class=wikitable<br />
! id !! Type !! Description<br />
|-<br />
| 0x00 || x || Linear gradient between x=32 and x=64<br />
|-<br />
| 0x01 || x || Linear gradient between x=0 and x=64<br />
|-<br />
| 0x02 || x || Linear gradient between x=16 and x=64<br />
|-<br />
| 0x03 || x<sup>2</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x04 || x<sup>4</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x05 || x<sup>6</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x06 || x<sup>8</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x07 || x || Linear gradient between x=4 and x=45<br />
|-<br />
| 0x08 || -x<sup>2</sup> || Inverse exponential gradient between x=10 and x=42<br />
|-<br />
| 0x09 || -x<sup>2</sup> || Inverse exponential gradient between x=13 and x=45<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=374166
BLMAP (File Format)
2022-12-06T21:05:25Z
<p>KHacker35000vr: Shiny</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. BLMAP files control how the [[BLIGHT (File Format)|BLIGHT]] lighting reflects off a linked texture, determing how shiny a surface is. It does so by creating a spherical displacement map and a gradient. The type of gradient determines the dropoff from the fully illuminated side of the sphere to the ambient color. The generated 32x32 grayscale sphere-shaped texture then replaces the original.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object. The object contains a list whereby each entry acts as a shader stage where the linked light is applied. Each entry sets its own gradient type. Each entry therefor applies permanent simulated lighting to the object with the given texture.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to. Linked textures must start with ''lm_''.<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || A bitfield describing which entries are activated (Nth bit set = Nth entry activated). Always 0x100 (only 8th entry) in Nintendo tracks.<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting of this stage (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || Gradient to use for this entry (see table below)<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
=== Gradients ===<br />
Each LTEX entry links to a 64x4 grayscale black to white gradient texture. The table below lists the different kind of gradients.<br />
<br />
{|class=wikitable<br />
! id !! Type !! Description<br />
|-<br />
| 0x00 || x || Linear gradient between x=32 and x=64<br />
|-<br />
| 0x01 || x || Linear gradient between x=0 and x=64<br />
|-<br />
| 0x02 || x || Linear gradient between x=16 and x=64<br />
|-<br />
| 0x03 || x<sup>2</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x04 || x<sup>4</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x05 || x<sup>6</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x06 || x<sup>8</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x07 || x || Linear gradient between x=4 and x=45<br />
|-<br />
| 0x08 || -x<sup>2</sup> || Inverse exponential gradient between x=10 and x=42<br />
|-<br />
| 0x09 || -x<sup>2</sup> || Inverse exponential gradient between x=13 and x=45<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=374144
BLIGHT (File Format)
2022-12-06T16:23:25Z
<p>KHacker35000vr: /* Light Object data (LOBJ) */</p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses. It's also used to link into the [[BLMAP (File Format)#Light Texture data (LTEX)|LTEX]] gradient table.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 5 || 0x20 || Enables a link to a [[BLMAP (File Format)|BLMAP]] entry<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || Ambient color for [[BLMAP (File Format)|BLMAP]] lighting stages.<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attenuation reference distance<br />
|-<br />
| 0x44 || Float || Attenuation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=374143
BLMAP (File Format)
2022-12-06T16:09:56Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. BLMAP files control how the [[BLIGHT (File Format)|BLIGHT]] lighting reflects off a linked texture. It does so by creating a spherical displacement map and a gradient. The type of gradient determines the dropoff from the fully illuminated side of the sphere to the ambient color. The generated 32x32 grayscale sphere-shaped texture then replaces the original.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object. The object contains a list whereby each entry acts as a shader stage where the linked light is applied. Each entry sets its own gradient type. Each entry therefor applies permanent simulated lighting to the object with the given texture.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to. Linked textures must start with ''lm_''.<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || A bitfield describing which entries are activated (Nth bit set = Nth entry activated). Always 0x100 (only 8th entry) in Nintendo tracks.<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting of this stage (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || Gradient to use for this entry (see table below)<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
=== Gradients ===<br />
Each LTEX entry links to a 64x4 grayscale black to white gradient texture. The table below lists the different kind of gradients.<br />
<br />
{|class=wikitable<br />
! id !! Type !! Description<br />
|-<br />
| 0x00 || x || Linear gradient between x=32 and x=64<br />
|-<br />
| 0x01 || x || Linear gradient between x=0 and x=64<br />
|-<br />
| 0x02 || x || Linear gradient between x=16 and x=64<br />
|-<br />
| 0x03 || x<sup>2</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x04 || x<sup>4</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x05 || x<sup>6</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x06 || x<sup>8</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x07 || x || Linear gradient between x=4 and x=45<br />
|-<br />
| 0x08 || -x<sup>2</sup> || Inverse exponential gradient between x=10 and x=42<br />
|-<br />
| 0x09 || -x<sup>2</sup> || Inverse exponential gradient between x=13 and x=45<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=374045
BLIGHT (File Format)
2022-12-05T13:27:03Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses. It's also used to link into the [[BLMAP (File Format)#Light Texture data (LTEX)|LTEX]] gradient table.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 5 || 0x20 || Enables a link to a [[BLMAP (File Format)|BLMAP]] entry<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || Secondary color for [[BLMAP (File Format)|BLMAP]] lighting, exact use unknown. Always 00 00 00 FF.<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attenuation reference distance<br />
|-<br />
| 0x44 || Float || Attenuation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=374042
BLMAP (File Format)
2022-12-05T12:36:42Z
<p>KHacker35000vr: /* Gradients */</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. The exact purpose of BLMAP files is currently unknown.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || Length of the following list ('''N''' * 8)<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || Gradient to use for this entry (see table blow)<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
=== Gradients ===<br />
Each LTEX entry links to a 64x4 grayscale black to white gradient texture. The table below lists the different kind of gradients.<br />
<br />
{|class=wikitable<br />
! id !! Type !! Description<br />
|-<br />
| 0x00 || x || Linear gradient between x=32 and x=64<br />
|-<br />
| 0x01 || x || Linear gradient between x=0 and x=64<br />
|-<br />
| 0x02 || x || Linear gradient between x=16 and x=64<br />
|-<br />
| 0x03 || x<sup>2</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x04 || x<sup>4</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x05 || x<sup>6</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x06 || x<sup>8</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x07 || x || Linear gradient between x=4 and x=45<br />
|-<br />
| 0x08 || -x<sup>2</sup> || Inverse exponential gradient between x=10 and x=42<br />
|-<br />
| 0x09 || -x<sup>2</sup> || Inverse exponential gradient between x=13 and x=45<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=374041
BLMAP (File Format)
2022-12-05T12:36:26Z
<p>KHacker35000vr: /* Light Texture data (LTEX) */</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. The exact purpose of BLMAP files is currently unknown.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || Length of the following list ('''N''' * 8)<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || Gradient to use for this entry (see table blow)<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
=== Gradients ===<br />
Each LTEX entry links to a 64x4 grayscale black to white gradient texture. The table below lists the different kind of gradients.<br />
<br />
{|class=wikitable<br />
! id !! Type !! Description<br />
|-<br />
| 0x00 || x || Linear gradient between x=32 and x=64<br />
|-<br />
| 0x01 || x || Linear gradient between x=0 and x=64<br />
|-<br />
| 0x02 || x || Linear gradient between x=16 and x=64<br />
|-<br />
| 0x03 || x<sup>2</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x04 || x<sup>4</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x05 || x<sup>6</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x06 || x<sup>7</sup> || Exponential gradient between x=32 and x=64<br />
|-<br />
| 0x07 || x || Linear gradient between x=4 and x=45<br />
|-<br />
| 0x08 || -x<sup>2</sup> || Inverse exponential gradient between x=10 and x=42<br />
|-<br />
| 0x09 || -x<sup>2</sup> || Inverse exponential gradient between x=13 and x=45<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=374032
BLIGHT (File Format)
2022-12-05T10:03:34Z
<p>KHacker35000vr: /* Light Object data (LOBJ) */</p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 5 || 0x20 || Enables a link to a [[BLMAP (File Format)|BLMAP]] entry<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || Secondary color for [[BLMAP (File Format)|BLMAP]] lighting, exact use unknown. Always 00 00 00 FF.<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attenuation reference distance<br />
|-<br />
| 0x44 || Float || Attenuation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=373972
BLMAP (File Format)
2022-12-04T23:17:22Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. The exact purpose of BLMAP files is currently unknown.<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || Length of the following list ('''N''' * 8)<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=373971
BLMAP (File Format)
2022-12-04T23:12:14Z
<p>KHacker35000vr: /* Light Texture data (LTEX) */</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || Length of the following list ('''N''' * 8)<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=373970
BLIGHT (File Format)
2022-12-04T23:09:36Z
<p>KHacker35000vr: /* Light Object data (LOBJ) */</p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || Secondary color for [[BLMAP (File Format)|BLMAP]] lighting, exact use unknown. Always 00 00 00 FF.<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attenuation reference distance<br />
|-<br />
| 0x44 || Float || Attenuation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLMAP_(File_Format)&diff=373969
BLMAP (File Format)
2022-12-04T23:05:56Z
<p>KHacker35000vr: Created page with "The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an U8. This file is not requ..."</p>
<hr />
<div>The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LMAP'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x298 in MKW.<br />
|-<br />
| 0x08 || UInt8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || '''Number of [[#Light Texture data (LTEX)|LTEXs]]'''. Always 0x02 in MKW.<br />
|-<br />
| 0x12 || Byte[14] || Padding.<br />
|}<br />
<br />
== Light Texture data (LTEX) ==<br />
The first object starts at 0x20. These addresses are relative to the start of the object.<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LTEX'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x13C.<br />
|-<br />
| 0x08 || Uint8 || '''Version'''. Always 00 in MKW.<br />
|-<br />
| 0x09 || Byte[3] || Padding<br />
|-<br />
| 0x0C || Uint32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Uint16 || Number of subobjects ('''N'''). Always 0x20.<br />
|-<br />
| 0x14 || Char[32] || Name of the texture this entry must be linked to<br />
|-<br />
| 0x34 || Uint8 || Type<br />
|-<br />
| 0x35 || Byte[3] || Padding<br />
|-<br />
| 0x38 || Uint32 || Length of the next list ('''N''' * 8)<br />
|-<br />
| 0x3C || Sub['''N'''] || A list of entries with the following structure:<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || Float || Intensity of the lighting (must be between 0.0 and 1.0)<br />
|-<br />
| 0x04 || Uint8 || {{Unknown-left|'''Unknown index'''}}<br />
|-<br />
| 0x05 || Uint8[3] || {{Unknown-left|'''Unknown'''}}.<br />
|}<br />
|}<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=373844
BLIGHT (File Format)
2022-12-03T16:04:15Z
<p>KHacker35000vr: /* Light Object data (LOBJ) */ spelling</p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || {{Unknown-left|'''Unknown color'''. Always 00 00 00 FF.}}<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attenuation reference distance<br />
|-<br />
| 0x44 || Float || Attenuation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=373843
BLIGHT (File Format)
2022-12-03T16:03:38Z
<p>KHacker35000vr: </p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function. Used together with the attenuation references below. [https://www.desmos.com/calculator/chqdxjbvd6 This Desmos graph] shows how the three types (blue = gentle, red = steep) behave over distance.<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 4 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || Byte[4] || {{Unknown-left|'''Unknown color'''. Always 00 00 00 FF.}}<br />
|-<br />
| 0x3C || Float || Spotlight cutoff angle<br />
|-<br />
| 0x40 || Float || Attunation reference distance<br />
|-<br />
| 0x44 || Float || Attunation reference brightness<br />
|-<br />
| 0x48 || UInt32 || {{Unknown-left|'''Unused.'''}}<br />
|-<br />
| 0x4C || UInt16 || Light Object index used for vector shifting<br />
|-<br />
| 0x4E || UInt16 || Padding<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=BLIGHT_(File_Format)&diff=373801
BLIGHT (File Format)
2022-12-03T00:22:19Z
<p>KHacker35000vr: /* Light Object data (LOBJ) */</p>
<hr />
<div>The '''BLIGHT''' ('''B'''inary '''LIGHT''') filetype controls lighting effects on characters, karts, items and objects in a track. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blight'' file inside [[Filesystem/Race/Common.szs|Common.szs]].<br />
<br />
= File Format =<br />
== File Header ==<br />
The following table describes the version 2 LIGHT header.<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''LGHT'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''File size'''. Always 0x5A8 in MKW.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || UInt16 || '''Number of [[#Light Object data (LOBJ)|LOBJs]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x12 || UInt16 || '''Number of [[#Ambient Light data|Ambient Lights]]'''. Always 0x10 in MKW.<br />
|-<br />
| 0x14 || Byte[4] || '''RGBA ambience black color'''. Always 00 00 00 FF.<br />
|-<br />
| 0x18 || Byte[16] || Padding.<br />
|}<br />
<br />
However, one thing to note is that although 16 lights are stored in this file, only 8 can be referenced by the [[KCL]] (IDs 00 to 07). This is because the KCL only has three binary digits to reference lights (and ''111'' in binary = 7).<br />
<br />
== Light Object data (LOBJ) ==<br />
[[File:LOBJ.jpg|frame|none|LOBJ file inside the BLIGHT file]]<br />
<br />
The first light object starts at 0x28. These addresses are relative to the start of the object.<br />
<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''LOBJ'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || '''Section size'''. Always 0x50.<br />
|-<br />
| 0x08 || Byte || '''Version'''. Always 02 in MKW, except for loser_demo and draw_demo, in which said value is 01.<br />
|-<br />
| 0x09 || Byte[3] || Padding.<br />
|-<br />
| 0x0C || Byte[4] || {{Unknown-left|'''Unknown'''. Always 00 00 00 00.}}<br />
|-<br />
| 0x10 || Byte|| Attenuation angle falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Flat (sharp border)<br />
|-<br />
| 2 || Cosine<br />
|-<br />
| 3 || Cosine with smoother cutoff<br />
|-<br />
| 4 || Sharp, but not as sharp as flat<br />
|-<br />
| 5 || Ring with center dimly illuminated<br />
|-<br />
| 6 || Ring<br />
|}<br />
|-<br />
| 0x11 || Byte|| Attenuation distance falloff function<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 0 || Disabled<br />
|-<br />
| 1 || Gentle<br />
|-<br />
| 2 || Medium<br />
|-<br />
| 3 || Steep<br />
|}<br />
|-<br />
| 0x12 || Byte || Coordinate system for origin and destination<br />
{|class=wikitable<br />
! Value !! Description<br />
|-<br />
| 1 || World coordinates<br />
|-<br />
| 2 || View coordinates (so rotates with the camera)<br />
|-<br />
| 3 || Top-down view - illuminates from the top of the screen<br />
|-<br />
| 3 || Bottom-up view - illuminates from the bottom of the screen<br />
|}<br />
|-<br />
| 0x13 || Byte || Light type: 00 = omni light, 01 = directional, 02 = spotlight. Always 01 in Nintendo tracks.<br />
|-<br />
| 0x14 || UInt16 || This value stores the index of the [[#Ambient Light data|ambient light]] this light uses.<br />
|-<br />
| 0x16 || UInt16 || Bitfield. Always 06 41 (1, 6, 9 and 10) or 06 21 (1, 5, 9 and 10). Unknown values are not included.<br />
{|class=wikitable<br />
! Offset !! Byte !! Description<br />
|-<br />
| 0 || 0x1 || Enable direction vectors and colors (disabled for the first entry)<br />
|-<br />
| 1 || 0x2 || Enable direction vector shifting (use coordinates of another light object)<br />
|-<br />
| 6 || 0x40 || Same as 1, both need to be set.<br />
|-<br />
| 7 || 0x80 || Use an attenuation angle curve instead of predefined spot functions. Settings unknown.<br />
|-<br />
| 8 || 0x100 || Use an attenuation distance curve instead of predefined distance functions. Settings unknown.<br />
|-<br />
| 11 || 0x800 || Use an unknown attenuation curve with fixed settings.<br />
|}<br />
|-<br />
| 0x18 || Float[3] || 3D origin vector.<br />
|-<br />
| 0x24 || Float[3] || 3D destination vector.<br />
|-<br />
| 0x30 || Float || This seems to control how large the '''color effect''' is on this light.<br />
|-<br />
| 0x34 || Byte[4] || RGBA light color.<br />
|-<br />
| 0x38 || UInt32 || {{Unknown-left|'''Unknown'''. Always 00 00 00 FF.}}<br />
|-<br />
| 0x3C || Float || {{Unknown-left|'''Unknown'''. Always 42 B4 00 00, 90 in float.}}<br />
|-<br />
| 0x40 || Float || {{Unknown-left|'''Unknown'''. Always 3F 00 00 00, 0.5 in float.}}<br />
|-<br />
| 0x44 || Float || {{Unknown-left|'''Unknown'''. Always 3F 00 00 00?, 0.5 in float.}}<br />
|-<br />
| 0x48 || UInt64 || {{Unknown-left|Padding? Nearly always 00 00 00 00 00 00 00 00. Sometimes it's 00 00 00 FF 00 00 00 00 on the last light.}}<br />
|-<br />
| {{unknown|0x50}} || colspan=2 {{unknown|End of object, start of next}}<br />
|}<br />
<br />
== Ambient Light data ==<br />
Ambient colors are used by each light object. They are linked by a [[#Light Object data (LOBJ)|light]].<br />
<br />
{|class=wikitable<br />
! Offset !! Type !! Information<br />
|-<br />
| 0x00 || Byte[4] || RGBA ambient light color.<br />
|-<br />
| 0x04 || UInt32 || Padding.<br />
|-<br />
| {{unknown|0x08}} || colspan=2 {{unknown|End of color, start of next}}<br />
|}<br />
<br />
All unused ones are 64 64 64 FF (a neutral gray).<br />
<br />
= Tools =<br />
The following tools can handle BLIGHT files:<br><br />
* [[Post-Effect Editor]], by [[Wexos]]<br />
* [[Wexos's Toolbox]], by [[Wexos]].<br />
<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=List_of_Identifiers&diff=367913
List of Identifiers
2022-10-12T15:12:26Z
<p>KHacker35000vr: </p>
<hr />
<div>{{Under-construction}}<br />
An '''Identifier''' (ID) is a way of referring to something. Computer programs like [[Mario Kart Wii]] commonly use numbers or code names for identifiers which do not necessarily match what users would commonly use. This article lists known identifiers for various parts of Mario Kart Wii.<br />
<br />
== Courses ==<br />
''Main Articles: [[Slot]] and [[Filesystem/Race/Course]]''<br />
<br />
Identifiers for the courses are in a common pool. This is shared between the battle, race, competition and cinematic courses and also the online voting identifiers.<br />
<br />
The code numbers are used exclusively by the user interface and online networking and the code name is only used when constructing a file name within the [[Filesystem/Race/Course|/Race/Course]] directory. Consequently there exists tables in the memory to convert from code numbers to code names.<br />
<br />
The save indices are used to determine the order of the courses in [[rksys.dat]] arrays, such as ghosts and leaderboards, and are used in the staff ghost names. The file ghost1_comp_11.rkg is the staff ghost for Maple Treeway for instance, and not that of Grumble Volcano, which would otherwise be expected.<br />
<br />
{| class="wikitable sortable"<br />
|+ Course identifiers<br />
! Wiiki ID !! Description !! Code Number !! Save Index !! Code Name<br />
|-<br />
| T11<br />
| Luigi Circuit<br />
| <code>0x08</code><br />
| <code>00</code><br />
| <code>beginner_course</code><br />
|-<br />
| T12<br />
| Moo Moo Meadows<br />
| <code>0x01</code><br />
| <code>01</code><br />
| <code>farm_course</code><br />
|-<br />
| T13<br />
| Mushroom Gorge<br />
| <code>0x02</code><br />
| <code>02</code><br />
| <code>kinoko_course</code><br />
|-<br />
| T14<br />
| Toad's Factory<br />
| <code>0x04</code><br />
| <code>03</code><br />
| <code>factory_course</code><br />
|-<br />
| T21<br />
| Mario Circuit<br />
| <code>0x00</code><br />
| <code>04</code><br />
| <code>castle_course</code><br />
|-<br />
| T22<br />
| Coconut Mall<br />
| <code>0x05</code><br />
| <code>05</code><br />
| <code>shopping_course</code><br />
|-<br />
| T23<br />
| DK Summit/DK Snowboard Cross<br />
| <code>0x06</code><br />
| <code>06</code><br />
| <code>boardcross_course</code><br />
|-<br />
| T24<br />
| Wario's Gold Mine<br />
| <code>0x07</code><br />
| <code>07</code><br />
| <code>truck_course</code><br />
|-<br />
| T31<br />
| Daisy Circuit<br />
| <code>0x09</code><br />
| <code>08</code><br />
| <code>senior_course</code><br />
|-<br />
| T32<br />
| Koopa Cape<br />
| <code>0x0F</code><br />
| <code>09</code><br />
| <code>water_course</code><br />
|-<br />
| T33<br />
| Maple Treeway<br />
| <code>0x0B</code><br />
| <code>11</code><br />
| <code>treehouse_course</code><br />
|-<br />
| T34<br />
| Grumble Volcano<br />
| <code>0x03</code><br />
| <code>10</code><br />
| <code>volcano_course</code><br />
|-<br />
| T41<br />
| Dry Dry Ruins<br />
| <code>0x0E</code><br />
| <code>13</code><br />
| <code>desert_course</code><br />
|-<br />
| T42<br />
| Moonview Highway<br />
| <code>0x0A</code><br />
| <code>12</code><br />
| <code>ridgehighway_course</code><br />
|-<br />
| T43<br />
| Bowser's Castle<br />
| <code>0x0C</code><br />
| <code>14</code><br />
| <code>koopa_course</code><br />
|-<br />
| T44<br />
| Rainbow Road<br />
| <code>0x0D</code><br />
| <code>15</code><br />
| <code>rainbow_course</code><br />
|-<br />
| T51<br />
| GCN Peach Beach<br />
| <code>0x10</code><br />
| <code>24</code><br />
| <code>old_peach_gc</code><br />
|-<br />
| T52<br />
| DS Yoshi Falls<br />
| <code>0x14</code><br />
| <code>28</code><br />
| <code>old_falls_ds</code><br />
|-<br />
| T53<br />
| SNES Ghost Valley 2<br />
| <code>0x19</code><br />
| <code>17</code><br />
| <code>old_obake_sfc</code><br />
|-<br />
| T54<br />
| N64 Mario Raceway<br />
| <code>0x1A</code><br />
| <code>21</code><br />
| <code>old_mario_64</code><br />
|-<br />
| T61<br />
| N64 Sherbet Land<br />
| <code>0x1B</code><br />
| <code>20</code><br />
| <code>old_sherbet_64</code><br />
|-<br />
| T62<br />
| GBA Shy Guy Beach<br />
| <code>0x1F</code><br />
| <code>16</code><br />
| <code>old_heyho_gba</code><br />
|-<br />
| T63<br />
| DS Delfino Square<br />
| <code>0x17</code><br />
| <code>31</code><br />
| <code>old_town_ds</code><br />
|-<br />
| T64<br />
| GCN Waluigi Stadium<br />
| <code>0x12</code><br />
| <code>26</code><br />
| <code>old_waluigi_gc</code><br />
|-<br />
| T71<br />
| DS Desert Hills<br />
| <code>0x15</code><br />
| <code>29</code><br />
| <code>old_desert_ds</code><br />
|-<br />
| T72<br />
| GBA Bowser Castle 3<br />
| <code>0x1E</code><br />
| <code>19</code><br />
| <code>old_koopa_gba</code><br />
|-<br />
| T73<br />
| N64 DK's Jungle Parkway<br />
| <code>0x1D</code><br />
| <code>22</code><br />
| <code>old_donkey_64</code><br />
|-<br />
| T74<br />
| GCN Mario Circuit<br />
| <code>0x11</code><br />
| <code>25</code><br />
| <code>old_mario_gc</code><br />
|-<br />
| T81<br />
| SNES Mario Circuit 3<br />
| <code>0x18</code><br />
| <code>18</code><br />
| <code>old_mario_sfc</code><br />
|-<br />
| T82<br />
| DS Peach Gardens<br />
| <code>0x16</code><br />
| <code>30</code><br />
| <code>old_garden_ds</code><br />
|-<br />
| T83<br />
| GCN DK Mountain<br />
| <code>0x13</code><br />
| <code>27</code><br />
| <code>old_donkey_gc</code><br />
|-<br />
| T84<br />
| N64 Bowser's Castle<br />
| <code>0x1C</code><br />
| <code>23</code><br />
| <code>old_koopa_64</code><br />
|-<br />
| A11<br />
| Block Plaza<br />
| <code>0x21</code><br />
| {{Unknown-left|-}}<br />
| <code>block_battle</code><br />
|-<br />
| A12<br />
| Delfino Pier<br />
| <code>0x20</code><br />
| {{Unknown-left|-}}<br />
| <code>venice_battle</code><br />
|-<br />
| A13<br />
| Funky Stadium<br />
| <code>0x23</code><br />
| {{Unknown-left|-}}<br />
| <code>skate_battle</code><br />
|-<br />
| A14<br />
| Chain Chomp Wheel/Chain Chomp Roulette<br />
| <code>0x22</code><br />
| {{Unknown-left|-}}<br />
| <code>casino_battle</code><br />
|-<br />
| A15<br />
| Thwomp Desert<br />
| <code>0x24</code><br />
| {{Unknown-left|-}}<br />
| <code>sand_battle</code><br />
|-<br />
| A21<br />
| SNES Battle Course 4<br />
| <code>0x27</code><br />
| {{Unknown-left|-}}<br />
| <code>old_battle4_sfc</code><br />
|-<br />
| A22<br />
| GBA Battle Course 3<br />
| <code>0x28</code><br />
| {{Unknown-left|-}}<br />
| <code>old_battle3_gba</code><br />
|-<br />
| A23<br />
| N64 Skyscraper<br />
| <code>0x29</code><br />
| {{Unknown-left|-}}<br />
| <code>old_matenro_64</code><br />
|-<br />
| A24<br />
| GCN Cookie Land<br />
| <code>0x25</code><br />
| {{Unknown-left|-}}<br />
| <code>old_CookieLand_gc</code><br />
|-<br />
| A25<br />
| DS Twilight House<br />
| <code>0x26</code><br />
| {{Unknown-left|-}}<br />
| <code>old_House_ds</code><br />
|-<br />
|-<br />
| WIN<br />
| Winning scene<br />
| <code>0x37</code><br />
| {{Unknown-left|-}}<br />
| <code>winningrun_demo</code><br />
|-<br />
| LOS<br />
| Losing scene<br />
| <code>0x38</code><br />
| {{Unknown-left|-}}<br />
| <code>loser_demo</code><br />
|-<br />
| END<br />
| Luigi Circuit (credits)<br />
| <code>0x3A</code><br />
| {{Unknown-left|-}}<br />
| <code>ending_demo</code><br />
|-<br />
| MAR<br />
| GCN Mario Circuit (not used, direct port)<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_b</code><br />
|-<br />
| RNG<br />
| Galaxy Colosseum/Galaxy Arena<br />
| <code>0x36</code><br />
| {{Unknown-left|-}}<br />
| <code>ring_mission</code><br />
|-<br />
| DRW<br />
| Broken version of loser_demo (not used, old [[BRRES]] format)<br />
| <code>0x39</code><br />
| {{Unknown-left|-}}<br />
| <code>draw_demo</code><br />
|-<br />
| HAY<br />
|rowspan=3| GCN Mario Circuit (not used, old [[BRRES]] format)<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_hayasi</code><br />
|-<br />
| NAR<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_narita</code><br />
|-<br />
| YAB<br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
| <code>old_mario_gc_yabuki</code><br />
|-<br />
| {{Unknown-left|-}}<br />
| Used in online voting.<br />
| <code>0x42</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|-<br />
| {{Unknown-left|-}}<br />
| Used in online voting.<br />
| <code>0x43</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|-<br />
| {{Unknown-left|-}}<br />
| Used to represent Random in online voting.<br />
| <code>0xFF</code><br />
| {{Unknown-left|-}}<br />
| {{Unknown-left|-}}<br />
|}<br />
<br />
== Cups ==<br />
<br />
Both battle and race cups are identified numerically in user interface code by a simple left to right, top to bottom numbering from 0. These numerical identifiers are only used internally by the user interfaces. The user interfaces do however load specific video files by name, allowing us to deduce the code name for the cups.<br />
<br />
{| class="wikitable sortable"<br />
|+ Cup identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Mushroom || <code>0</code> || <code>kinoko</code><br />
|-<br />
| Flower || <code>1</code> || <code>flower</code><br />
|-<br />
| Star || <code>2</code> || <code>star</code><br />
|-<br />
| Special || <code>3</code> || <code>special</code><br />
|-<br />
| Shell || <code>4</code> || <code>koura</code><br />
|-<br />
| Banana || <code>5</code> || <code>banana</code><br />
|-<br />
| Leaf || <code>6</code> || <code>konoha</code><br />
|-<br />
| Lightning || <code>7</code> || <code>lightning</code><br />
|-<br />
| Wii Battle || <code>0</code> || <code>battle_wii</code><br />
|-<br />
| Retro Battle || <code>1</code> || <code>battle_retro</code><br />
|}<br />
<br />
== Characters ==<br />
<br />
All in-game characters are identified by a code number in the user interface and in the online messaging format. This is converted to a short code name when forming a file name to access the [[Filesystem/Race/Kart|/Race/Kart]] and [[Filesystem/Scene/Model/Kart|/Scene/Model/Kart]] directories.<br />
<br />
{| class="wikitable sortable"<br />
|+ Character identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Mario || <code>0x00</code> || <code>mr</code><br />
|-<br />
| Baby Peach || <code>0x01</code> || <code>bpc</code><br />
|-<br />
| Waluigi || <code>0x02</code> || <code>wl</code><br />
|-<br />
| Bowser || <code>0x03</code> || <code>kp</code><br />
|-<br />
| Baby Daisy || <code>0x04</code> || <code>bds</code><br />
|-<br />
| Dry Bones || <code>0x05</code> || <code>ka</code><br />
|-<br />
| Baby Mario || <code>0x06</code> || <code>bmr</code><br />
|-<br />
| Luigi || <code>0x07</code> || <code>lg</code><br />
|-<br />
| Toad || <code>0x08</code> || <code>ko</code><br />
|-<br />
| Donkey Kong || <code>0x09</code> || <code>dk</code><br />
|-<br />
| Yoshi || <code>0x0A</code> || <code>ys</code><br />
|-<br />
| Wario || <code>0x0B</code> || <code>wr</code><br />
|-<br />
| Baby Luigi || <code>0x0C</code> || <code>blg</code><br />
|-<br />
| Toadette || <code>0x0D</code> || <code>kk</code><br />
|-<br />
| Koopa Troopa || <code>0x0E</code> || <code>nk</code><br />
|-<br />
| Daisy || <code>0x0F</code> || <code>ds</code><br />
|-<br />
| Peach || <code>0x10</code> || <code>pc</code><br />
|-<br />
| Birdo || <code>0x11</code> || <code>ca</code><br />
|-<br />
| Diddy Kong || <code>0x12</code> || <code>dd</code><br />
|-<br />
| King Boo || <code>0x13</code> || <code>kt</code><br />
|-<br />
| Bowser Jr. || <code>0x14</code> || <code>jr</code><br />
|-<br />
| Dry Bowser || <code>0x15</code> || <code>bk</code><br />
|-<br />
| Funky Kong || <code>0x16</code> || <code>fk</code><br />
|-<br />
| Rosalina || <code>0x17</code> || <code>rs</code><br />
|-<br />
| Small Mii Outfit A (Male) || <code>0x18</code> || <code>sa_mii_m</code><br />
|-<br />
| Small Mii Outfit A (Female) || <code>0x19</code> || <code>sa_mii_f</code><br />
|-<br />
| Small Mii Outfit B (Male) || <code>0x1A</code> || <code>sb_mii_m</code><br />
|-<br />
| Small Mii Outfit B (Female) || <code>0x1B</code> || <code>sb_mii_f</code><br />
|-<br />
| Small Mii Outfit C (Male) || <code>0x1C</code> || <code>sc_mii_m</code><br />
|-<br />
| Small Mii Outfit C (Female) || <code>0x1D</code> || <code>sc_mii_f</code><br />
|-<br />
| Medium Mii Outfit A (Male) || <code>0x1E</code> || <code>ma_mii_m</code><br />
|-<br />
| Medium Mii Outfit A (Female) || <code>0x1F</code> || <code>ma_mii_f</code><br />
|-<br />
| Medium Mii Outfit B (Male) || <code>0x20</code> || <code>mb_mii_m</code><br />
|-<br />
| Medium Mii Outfit B (Female) || <code>0x21</code> || <code>mb_mii_f</code><br />
|-<br />
| Medium Mii Outfit C (Male) || <code>0x22</code> || <code>mc_mii_m</code><br />
|-<br />
| Medium Mii Outfit C (Female) || <code>0x23</code> || <code>mc_mii_f</code><br />
|-<br />
| Large Mii Outfit A (Male) || <code>0x24</code> || <code>la_mii_m</code><br />
|-<br />
| Large Mii Outfit A (Female) || <code>0x25</code> || <code>la_mii_f</code><br />
|-<br />
| Large Mii Outfit B (Male) || <code>0x26</code> || <code>lb_mii_m</code><br />
|-<br />
| Large Mii Outfit B (Female) || <code>0x27</code> || <code>lb_mii_f</code><br />
|-<br />
| Large Mii Outfit C (Male) || <code>0x28</code> || <code>lc_mii_m</code><br />
|-<br />
| Large Mii Outfit C (Female) || <code>0x29</code> || <code>lc_mii_f</code><br />
|-<br />
| Medium Mii || <code>0x2A</code> || <code>m_mii</code><br />
|-<br />
| Small Mii || <code>0x2B</code> || <code>s_mii</code><br />
|-<br />
| Large Mii || <code>0x2C</code> || <code>l_mii</code><br />
|-<br />
| Peach Biker Outfit || <code>0x2D</code> || <code>pc_menu</code><br />
|-<br />
| Daisy Biker Outfit || <code>0x2E</code> || <code>ds_menu</code><br />
|-<br />
| Rosalina Biker Outfit || <code>0x2F</code> || <code>rs_menu</code><br />
|}<br />
<br />
== Vehicles ==<br />
<br />
All vehicles are identified by a code number in the user interface and in the online messaging format. This is converted to a short code name when forming a file name to access the [[Filesystem/Race/Kart|/Race/Kart]] directory.<br />
<br />
{| class="wikitable sortable"<br />
|+ Vehicle identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Standard Kart S || <code>0x00</code> || <code>sdf_kart</code><br />
|-<br />
| Standard Kart M || <code>0x01</code> || <code>mdf_kart</code><br />
|-<br />
| Standard Kart L || <code>0x02</code> || <code>ldf_kart</code><br />
|-<br />
| Booster Seat || <code>0x03</code> || <code>sa_kart</code><br />
|-<br />
| Classic Dragster || <code>0x04</code> || <code>ma_kart</code><br />
|-<br />
| Offroader || <code>0x05</code> || <code>la_kart</code><br />
|-<br />
| Mini Beast || <code>0x06</code> || <code>sb_kart</code><br />
|-<br />
| Wild Wing || <code>0x07</code> || <code>mb_kart</code><br />
|-<br />
| Flame Flyer || <code>0x08</code> || <code>lb_kart</code><br />
|-<br />
| Cheep Charger || <code>0x09</code> || <code>sc_kart</code><br />
|-<br />
| Super Blooper || <code>0x0A</code> || <code>mc_kart</code><br />
|-<br />
| Piranha Prowler || <code>0x0B</code> || <code>lc_kart</code><br />
|-<br />
| Tiny Titan || <code>0x0C</code> || <code>sd_kart</code><br />
|-<br />
| Daytripper || <code>0x0D</code> || <code>md_kart</code><br />
|-<br />
| Jetsetter || <code>0x0E</code> || <code>ld_kart</code><br />
|-<br />
| Blue Falcon || <code>0x0F</code> || <code>se_kart</code><br />
|-<br />
| Sprinter || <code>0x10</code> || <code>me_kart</code><br />
|-<br />
| Honeycoupe || <code>0x11</code> || <code>le_kart</code><br />
|-<br />
| Standard Bike S || <code>0x12</code> || <code>sdf_bike</code><br />
|-<br />
| Standard Bike M || <code>0x13</code> || <code>mdf_bike</code><br />
|-<br />
| Standard Bike L || <code>0x14</code> || <code>ldf_bike</code><br />
|-<br />
| Bullet Bike || <code>0x15</code> || <code>sa_bike</code><br />
|-<br />
| Mach Bike || <code>0x16</code> || <code>ma_bike</code><br />
|-<br />
| Flame Runner || <code>0x17</code> || <code>la_bike</code><br />
|-<br />
| Bit Bike || <code>0x18</code> || <code>sb_bike</code><br />
|-<br />
| Sugarscoot || <code>0x19</code> || <code>mb_bike</code><br />
|-<br />
| Wario Bike || <code>0x1A</code> || <code>lb_bike</code><br />
|-<br />
| Quacker || <code>0x1B</code> || <code>sc_bike</code><br />
|-<br />
| Zip Zip || <code>0x1C</code> || <code>mc_bike</code><br />
|-<br />
| Shooting Star || <code>0x1D</code> || <code>lc_bike</code><br />
|-<br />
| Magikruiser || <code>0x1E</code> || <code>sd_bike</code><br />
|-<br />
| Sneakster || <code>0x1F</code> || <code>md_bike</code><br />
|-<br />
| Spear || <code>0x20</code> || <code>ld_bike</code><br />
|-<br />
| Jet Bubble || <code>0x21</code> || <code>se_bike</code><br />
|-<br />
| Dolphin Dasher || <code>0x22</code> || <code>me_bike</code><br />
|-<br />
| Phantom || <code>0x23</code> || <code>le_bike</code><br />
|}<br />
<br />
== Background Music ==<br />
<br />
Background Music in the game is referenced by a code number in the user interface logic. This is then translated into a code name in order to access the [[Filesystem/sound/strm|/sound/strm]] directory.<br />
<br />
{| class="wikitable sortable"<br />
|+ Background music identifiers<br />
! Description !! Code Number !! Code Name<br />
|-<br />
| Dry Dry Ruins (Normal) || <code>0x89</code> || <code>STRM_N_DESERT_N</code><br />
|-<br />
| Dry Dry Ruins (Fast) || <code>0x8A</code> || <code>STRM_N_DESERT_F</code><br />
|-<br />
| Toad's Factory (Normal) || <code>0x7B</code> || <code>STRM_N_FACTORY_N</code><br />
|-<br />
| Toad's Factory (Fast) || <code>0x7C</code> || <code>STRM_N_FACTORY_F</code><br />
|-<br />
| Bowser's Castle (Normal) || <code>0x91</code> || <code>STRM_N_KOOPA_N</code><br />
|-<br />
| Bowser's Castle (Fast) || <code>0x92</code> || <code>STRM_N_KOOPA_F</code><br />
|-<br />
| Moonview Highway (Normal) || <code>0x8D</code> || <code>STRM_N_RIDGEHIGHWAY_N</code><br />
|-<br />
| Moonview Highway (Fast) || <code>0x8E</code> || <code>STRM_N_RIDGEHIGHWAY_F</code><br />
|-<br />
| Wario's Gold Mine (Normal) || <code>0x83</code> || <code>STRM_N_TRUCK_N</code><br />
|-<br />
| Wario's Gold Mine (Fast) || <code>0x84</code> || <code>STRM_N_TRUCK_F</code><br />
|-<br />
| Koopa Cape (Normal) || <code>0x85</code> || <code>STRM_N_WATER_N</code><br />
|-<br />
| Koopa Cape (Fast) || <code>0x86</code> || <code>STRM_N_WATER_F</code><br />
|-<br />
| Galaxy Colosseum || <code>0xC9</code> || <code>n_BossMI_32</code><br />
|-<br />
| Luigi Circuit (Normal) || <code>0x75</code> || <code>n_Circuit32_n</code><br />
|-<br />
| Luigi Circuit (Fast) || <code>0x76</code> || <code>n_Circuit32_f</code><br />
|-<br />
| Mario Circuit (Normal) || <code>0x7D</code> || <code>n_Circuit32_n</code><br />
|-<br />
| Mario Circuit (Fast) || <code>0x7E</code> || <code>n_Circuit32_f</code><br />
|-<br />
| Daisy Circuit (Normal) || <code>0x87</code> || <code>n_Daisy32_n</code><br />
|-<br />
| Daisy Circuit (Fast) || <code>0x88</code> || <code>n_Daisy32_f</code><br />
|-<br />
| Moo Moo Meadows (Normal) || <code>0x77</code> || <code>n_Farm_n</code><br />
|-<br />
| Moo Moo Meadows (Fast) || <code>0x78</code> || <code>n_Farm_f</code><br />
|-<br />
| Mushroom Gorge (Normal) || <code>0x79</code> || <code>n_Kinoko_n</code><br />
|-<br />
| Mushroom Gorge (Fast) || <code>0x7A</code> || <code>n_Kinoko_f</code><br />
|-<br />
| Rainbow Road (Normal) || <code>0x93</code> || <code>n_Rainbow32_n</code><br />
|-<br />
| Rainbow Road (Fast) || <code>0x94</code> || <code>n_Rainbow32_f</code><br />
|-<br />
| Coconut Mall (Normal) || <code>0x7F</code> || <code>n_Shopping32_n</code><br />
|-<br />
| Coconut Mall (Fast) || <code>0x80</code> || <code>n_Shopping32_f</code><br />
|-<br />
| DK Summit (Normal) || <code>0x81</code> || <code>n_Snowboard32_n</code><br />
|-<br />
| DK Summit (Fast) || <code>0x82</code> || <code>n_Snowboard32_f</code><br />
|-<br />
| Grumble Volcano (Normal) || <code>0x8B</code> || <code>n_Volcano32_n</code><br />
|-<br />
| Grumble Volcano (Fast) || <code>0x8C</code> || <code>n_Volcano32_f</code><br />
|-<br />
| Block Plaza (Normal) || <code>0xB7</code> || <code>n_block_n</code><br />
|-<br />
| Block Plaza (Fast) || <code>0xB8</code> || <code>n_block_f</code><br />
|-<br />
| Chain Chomp Wheel (Normal) || <code>0xBB</code> || <code>n_casino_n</code><br />
|-<br />
| Chain Chomp Wheel (Fast) || <code>0xBC</code> || <code>n_casino_f</code><br />
|-<br />
| Maple Treeway (Normal) || <code>0x8F</code> || <code>n_maple_n</code><br />
|-<br />
| Maple Treeway (Fast) || <code>0x90</code> || <code>n_maple_f</code><br />
|-<br />
| Thwomp Desert (Normal) || <code>0xBD</code> || <code>n_ryuusa_n</code><br />
|-<br />
| Thwomp Desert (Fast) || <code>0xBE</code> || <code>n_ryuusa_f</code><br />
|-<br />
| Funky Stadium (Normal) || <code>0xB9</code> || <code>n_skate_n</code><br />
|-<br />
| Funky Stadium (Fast) || <code>0xBA</code> || <code>n_skate_f</code><br />
|-<br />
| Delfino Pier (Normal) || <code>0xB5</code> || <code>n_venice_n</code><br />
|-<br />
| Delfino Pier (Fast) || <code>0xB6</code> || <code>n_venice_f</code><br />
|-<br />
| Race intro || <code>0x56</code> || <code>o_Crs_In_Fan</code><br />
|-<br />
| Wi-Fi race intro || <code>0x5B</code> || <code>o_Crs_In_Fan_Wifi</code><br />
|-<br />
| Battle intro || <code>0x57</code> || <code>o_Crs_In_Fan_battle</code><br />
|-<br />
| Mission intro || <code>0x58</code> || <code>o_Crs_In_Fan_mission</code><br />
|-<br />
| Ending theme (credits) || <code>0xCE</code> || <code>o_Ending_PartA_32</code><br />
|-<br />
| Battle results: draw || <code>0x6E</code> || <code>o_FanfareBTdraw_32</code><br />
|-<br />
|rowspan=2| First place finish fanfare and results || <code>0x5C</code> ||rowspan=2| <code>o_FanfareGP1_32</code><br />
|-<br />
| <code>0x68</code><br />
|-<br />
| First place finish fanfare || <code>0x5D</code> || <code>o_FanfareGP1_only32</code><br />
|-<br />
|rowspan=2| Second to fifth place finish fanfare and results || <code>0x5E</code> ||rowspan=2| <code>o_FanfareGP2_32</code><br />
|-<br />
| <code>0x69</code><br />
|-<br />
| Second to fifth place finish fanfare || <code>0x5F</code> || <code>o_FanfareGP2_only32</code><br />
|-<br />
| Sixth to last place finish fanfare and results || <code>0x60</code> || <code>o_FanfareGPdame_32</code><br />
|-<br />
| Sixth to last place finish fanfare || <code>0x61</code> || <code>o_FanfareGPdame_only32</code><br />
|-<br />
| Mission boss win fanfare and results || <code>0x6F</code> || <code>o_FanfareMIWinBoss_32</code><br />
|-<br />
|rowspan=3| Mission lose fanfare and results || <code>0x66</code> ||rowspan=3| <code>o_FanfareMIlose_32</code><br />
|-<br />
| <code>0x6D</code><br />
|-<br />
| <code>0x72</code><br />
|-<br />
| Mission lose results || <code>0x67</code> || <code>o_FanfareMIlose_only32</code><br />
|-<br />
|rowspan=3| Mission win fanfare and results || <code>0x64</code> ||rowspan=3| <code>o_FanfareMIwin_32</code><br />
|-<br />
| <code>0x6C</code><br />
|-<br />
| <code>0x71</code><br />
|-<br />
| Mission win fanfare || <code>0x65</code> || <code>o_FanfareMIwin_only32</code><br />
|-<br />
|rowspan=3| Battle win fanfare and results || <code>0x62</code> ||rowspan=3| <code>o_FanfareTA1st_32</code><br />
|-<br />
| <code>0x6B</code><br />
|-<br />
| <code>0x70</code><br />
|-<br />
| Battle win fanfare || <code>0x63</code> || <code>o_FanfareTA1st_only32</code><br />
|-<br />
| Options || <code>0x53</code> || <code>o_Option_32</code><br />
|-<br />
| Time trial intro fanfare || <code>0x5A</code> || <code>o_Start2_32_fan</code><br />
|-<br />
| Race intro fanfare || <code>0x59</code> || <code>o_Start32_fan</code><br />
|-<br />
| Wi-Fi: live view, ghost replay || <code>0xCF</code> || <code>o_Wi-Fi_waiting32</code><br />
|-<br />
| Trophy presentation, short || <code>0xCC</code> || <code>o_hyousyou_cut</code><br />
|-<br />
| Trophy presentation, lose || <code>0xCD</code> || <code>o_hyousyou_lose</code><br />
|-<br />
| Trophy presentation, normal || <code>0xCB</code> || <code>o_hyousyou_normal</code><br />
|-<br />
| Trophy presentation, main || <code>0xCA</code> || <code>o_hyousyou_winningrun</code><br />
|-<br />
| N64 Mario Raceway (Normal) || <code>0x9F</code> || <code>r_64_Circuit32_n</code><br />
|-<br />
| N64 Mario Raceway (Fast) || <code>0xA0</code> || <code>r_64_Circuit32_f</code><br />
|-<br />
| N64 DK's Jungle Parkway (Normal) || <code>0xA1</code> || <code>r_64_Jungle32_n</code><br />
|-<br />
| N64 DK's Jungle Parkway (Fast) || <code>0xA2</code> || <code>r_64_Jungle32_f</code><br />
|-<br />
| N64 Bowser's Castle (Normal) || <code>0xA3</code> || <code>r_64_Kuppa32_n</code><br />
|-<br />
| N64 Bowser's Castle (Fast) || <code>0xA4</code> || <code>r_64_Kuppa32_f</code><br />
|-<br />
| N64 Sherbet Land (Normal) || <code>0x9D</code> || <code>r_64_Sherbet32_n</code><br />
|-<br />
| N64 Sherbet Land (Fast) || <code>0x9E</code> || <code>r_64_Sherbet32_f</code><br />
|-<br />
| N64 Skyscraper (Normal) || <code>0xC7</code> || <code>r_64_battle_n</code><br />
|-<br />
| N64 Skyscraper (Fast) || <code>0xC8</code> || <code>r_64_battle_f</code><br />
|-<br />
| GBA Shy Guy Beach (Normal) || <code>0x95</code> || <code>r_AGB_Beach32_n</code><br />
|-<br />
| GBA Shy Guy Beach (Fast) || <code>0x96</code> || <code>r_AGB_Beach32_f</code><br />
|-<br />
| GBA Bowser Castle 3 (Normal) || <code>0x9B</code> || <code>r_AGB_Kuppa32_n</code><br />
|-<br />
| GBA Bowser Castle 3 (Fast) || <code>0x9C</code> || <code>r_AGB_Kuppa32_f</code><br />
|-<br />
| DS Desert Hills (Normal) || <code>0xB1</code> || <code>r_DS_Desert32_n</code><br />
|-<br />
| DS Desert Hills (Fast) || <code>0xB2</code> || <code>r_DS_Desert32_f</code><br />
|-<br />
| DS Peach Garden (Normal) || <code>0xB3</code> || <code>r_DS_Garden32_n</code><br />
|-<br />
| DS Peach Garden (Fast) || <code>0xB4</code> || <code>r_DS_Garden32_f</code><br />
|-<br />
| DS Yoshi Falls (Normal) || <code>0xAD</code> || <code>r_DS_Jungle32_n</code><br />
|-<br />
| DS Yoshi Falls (Fast) || <code>0xAE</code> || <code>r_DS_Jungle32_f</code><br />
|-<br />
| DS Delfino Square (Normal) || <code>0xAF</code> || <code>r_DS_Town32_n</code><br />
|-<br />
| DS Delfino Square (Fast) || <code>0xB0</code> || <code>r_DS_Town32_f</code><br />
|-<br />
| GCN Cookie Land (Normal) || <code>0xBF</code> || <code>r_GC_Battle32_n</code><br />
|-<br />
| GCN Cookie Land (Fast) || <code>0xC0</code> || <code>r_GC_Battle32_f</code><br />
|-<br />
| GCN Peach Beach (Normal) || <code>0xA5</code> || <code>r_GC_Beach32_n</code><br />
|-<br />
| GCN Peach Beach (Fast) || <code>0xA6</code> || <code>r_GC_Beach32_f</code><br />
|-<br />
| GCN Mario Circuit (Normal) || <code>0xA7</code> || <code>r_GC_Circuit32_n</code><br />
|-<br />
| GCN Mario Circuit (Fast) || <code>0xA8</code> || <code>r_GC_Circuit32_f</code><br />
|-<br />
| GCN DK Mountain (Normal) || <code>0xAB</code> || <code>r_GC_Mountain32_n</code><br />
|-<br />
| GCN DK Mountain (Fast) || <code>0xAC</code> || <code>r_GC_Mountain32_f</code><br />
|-<br />
| GCN Waluigi Stadium (Normal) || <code>0xA9</code> || <code>r_GC_Stadium32_n</code><br />
|-<br />
| GCN Waluigi Stadium (Fast) || <code>0xAA</code> || <code>r_GC_Stadium32_f</code><br />
|-<br />
| SNES Mario Circuit 3 (Normal) || <code>0x99</code> || <code>r_SFC_Circuit32_n</code><br />
|-<br />
| SNES Mario Circuit 3 (Fast) || <code>0x9A</code> || <code>r_SFC_Circuit32_f</code><br />
|-<br />
| SNES Ghost Valley 2 (Normal) || <code>0x97</code> || <code>r_SFC_Obake32_n</code><br />
|-<br />
| SNES Ghost Valley 2 (Fast) || <code>0x98</code> || <code>r_SFC_Obake32_f</code><br />
|-<br />
| GBA Battle Course 3 (Normal) || <code>0xC5</code> || <code>r_agb_battle_n</code><br />
|-<br />
| GBA Battle Course 3 (Fast) || <code>0xC6</code> || <code>r_agb_battle_f</code><br />
|-<br />
| DS Twilight House (Normal) || <code>0xC1</code> || <code>r_ds_battle_n</code><br />
|-<br />
| DS Twilight House (Fast) || <code>0xC2</code> || <code>r_ds_battle_f</code><br />
|-<br />
| SNES Battle Course 4 (Normal) || <code>0xC3</code> || <code>r_sfc_battle_n</code><br />
|-<br />
| SNES Battle Course 4 (Fast) || <code>0xC4</code> || <code>r_sfc_battle_f</code><br />
|-<br />
| Unlocked Character/Cup/Kart || <code>0x73</code> || <code>strm_me</code><br />
|}<br />
<br />
== Items ==<br />
<br />
Items as objects on the track are identified by a code number in the game logic and in the network protocol. A different numbering system is used as part of the item box logic and in the user interface, game logic and network protocol for the player items.<br />
<br />
{| class="wikitable sortable"<br />
|+ Item identifiers<br />
! Description !! Item Box Number !! Object Number !! Code Name<br />
|-<br />
| Green Shell || <code>0x00</code> || <code>0x00</code> || <code>kame_green</code><br />
|-<br />
| Red Shell || <code>0x01</code> || <code>0x01</code> || <code>kame_red</code><br />
|-<br />
| Banana || <code>0x02</code> || <code>0x02</code> || <code>banana</code><br />
|-<br />
| Fake Item Box || <code>0x03</code> || <code>0x07</code> || <code>dummybox</code><br />
|-<br />
| Mushroom || <code>0x04</code> || <code>0x03</code> || <code>kinoko</code><br />
|-<br />
| Triple Mushroom || <code>0x05</code> || {{Unknown-left|-}} || <code>kinoko_3</code><br />
|-<br />
| Bob-omb || <code>0x06</code> || <code>0x09</code> || <code>bomb_hei</code><br />
|-<br />
| Blue Shell || <code>0x07</code> || <code>0x05</code> || <code>kame_wing</code><br />
|-<br />
| Lightning || <code>0x08</code> || <code>0x06</code> || <code>thunder</code><br />
|-<br />
| Star || <code>0x09</code> || <code>0x04</code> || <code>star</code><br />
|-<br />
| Golden Mushroom || <code>0x0A</code> || <code>0x0C</code> || <code>GoldenKinoko</code><br />
|-<br />
| Mega Mushroom || <code>0x0B</code> || <code>0x08</code> || <code>kinoko_big</code><br />
|-<br />
| Blooper || <code>0x0C</code> || <code>0x0A</code> || <code>gesso</code><br />
|-<br />
| POW Block || <code>0x0D</code> || <code>0x0B</code> || <code>pow</code><br />
|-<br />
| Thunder Cloud || <code>0x0E</code> || <code>0x0E</code> || <code>thunder_c</code><br />
|-<br />
| Bullet Bill || <code>0x0F</code> || <code>0x0D</code> || <code>killer</code><br />
|-<br />
| Triple Green Shell || <code>0x10</code> || {{Unknown-left|-}} || <code>kame_green_3</code><br />
|-<br />
| Triple Red Shell || <code>0x11</code> || {{Unknown-left|-}} || <code>kame_red_3</code><br />
|-<br />
| Triple Banana || <code>0x12</code> || {{Unknown-left|-}} || <code>banana_3</code><br />
|-<br />
| {{Unknown-left|Unused/Blank}} || <code>0x13</code> || {{Unknown-left|-}} || {{Unknown-left|-}}<br />
|-<br />
| Used for No Item || <code>0x14</code> || <code>0x10</code> || <code>empty</code><br />
|}<br />
<br />
== Objects ==<br />
<br />
Objects in the game world can be spawned at load time. The different types of such objects identified by a 16 bit code number. Please refer to [[Object#Object_Table]] for a list of object identifiers.<br />
<br />
== Languages ==<br />
<br />
At various points in the file system, languages are identified by a unique 1 letter identifier.<br />
<br />
{| class="wikitable sortable"<br />
|+ Language identifiers<br />
! Description !! Code Letter<br />
|-<br />
| Dutch (unused) || <code>N</code><br />
|-<br />
| English PAL || <code>E</code><br />
|-<br />
| French PAL || <code>F</code><br />
|-<br />
| German || <code>G</code><br />
|-<br />
| Italian || <code>I</code><br />
|-<br />
| Japanese || <code>J</code><br />
|-<br />
| Korean || <code>K</code><br />
|-<br />
| Spanish NTSC || <code>M</code><br />
|-<br />
| French NTSC || <code>Q</code><br />
|-<br />
| Spanish PAL || <code>S</code><br />
|-<br />
| English NTSC || <code>U</code><br />
|}<br />
<br />
== Terrain Type ==<br />
<br />
The effect of a collidable surface on a vehicle or item is governed by the [[KCL flag]]. Refer to that article for a list of identifier meanings.<br />
<br />
== User Interface ==<br />
<br />
The user interface code uses code numbers to identify all sections and pages. Except for when on a blank loading screen or the bootstrap scene, the game is always considered to be within a section. Each section has a limited number of active pages which it can display, but no limit to the number of pages it can reference. Active pages are overlaid on top of one another. Most sections and pages have unique code associated with it, which is how the game deduces what files and controls to load. As such there is no one to one correspondence between code numbers and code names for the user interface.<br />
<br />
=== Context Identifiers ===<br />
<br />
In some instances, the game needs to determine what context the section belongs to. As an example, in one of the pages shared by the Mario Kart Channel and the main game, it will either send you to the friend list section on the disk, or the friend list section in the channel. There are four observable contexts, two of which are understood.<br />
<br />
{| class="wikitable"<br />
|+ Context identifiers<br />
! Name !! Description !! Code Number !! Referenced Sections<br />
|-<br />
| {{Unknown-left|System/Test}} || {{Unknown-left|Sections in this context either involve the system, or were used for testing purposes.}} || {{Unknown-left|<code>0x00</code>}} || {{Unknown-left|<code>0x00</code> to <code>0x0F</code>}}<br />
|-<br />
| Disk || These sections are present and used on the game disk. || <code>0x01</code> || <code>0x10</code> to <code>0x94</code><br />
|-<br />
| Channel || These sections are present on the Wii menu channel, and are referenced in-game. || <code>0x02</code> || <code>0x95</code> to <code>0xAC</code><br />
|-<br />
| {{Unknown-left|Unknown}} || {{Unknown-left|Sections in this context are not present anywhere, and are theorized to exist on a demo version of Mario Kart Wii.}} || {{Unknown-left|<code>0x04</code>}} || {{Unknown-left|<code>0xAD</code> to <code>0xB2</code>}}<br />
|}<br />
<br />
=== Section Identifiers ===<br />
<br />
Sections, also known as menus, will sometimes reuse pages in order to share code. While each code number does represent a fundamentally different section, many of them are virtually identical. Some differ only in how they initialise. The 'single player' menu in particular has many different access routes (e.g. from the main menu, from change character in a time trial) and each of these has a different code number. This allows the menu to behave differently (e.g. starting on a different page).<br />
<br />
{| class="wikitable sortable"<br />
|+ Section identifiers<br />
! Description !! Code Number !! Referenced Pages<br />
|-<br />
| Power off Wii (as soon as it loads) || <code>0x00</code> || <br />
|-<br />
| Launch Mario Kart Channel installer || <code>0x02</code> || <br />
|-<br />
| Region select at Wii Menu || <code>0x03</code> || <br />
|-<br />
| Returns to Wii Menu (as soon as it loads) || <code>0x04</code> || <br />
|-<br />
| Soft resets to title screen (as soon as it loads) || <code>0x05</code> || <br />
|-<br />
|rowspan=9 {{Unknown-left|Empty and unused sections. Likely used early in development to help create and test the section system. Leftover code contains a reference to a deleted resource named "Test" in /Scene/UI and the page 0x00, which is empty.}} || <code>0x06</code> || <code>0x00</code><br />
|-<br />
| <code>0x07</code> || <code>0x00</code><br />
|-<br />
| <code>0x08</code> || <code>0x00</code><br />
|-<br />
| <code>0x09</code> || <code>0x00</code><br />
|-<br />
| <code>0x0A</code> || <code>0x00</code><br />
|-<br />
| <code>0x0B</code> || <code>0x00</code><br />
|-<br />
| <code>0x0C</code> || <code>0x00</code><br />
|-<br />
| <code>0x0D</code> || <code>0x00</code><br />
|-<br />
| <code>0x0E</code> || <code>0x00</code><br />
|-<br />
| {{Unknown-left|Empty and unused section. Leftover code heavily suggests this section was used to test credits.}} || <code>0x0F</code> || <code>0x00</code><br />
|-<br />
| Creating new save prompt (at boot) || <code>0x10</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x5D</code><br />
|-<br />
| Corrupted save save prompt (at boot) || <code>0x11</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Country changed prompt (at boot) || <code>0x12</code> || <code>0x03</code>, <code>0x4F</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Game cannot be saved error (at boot) || <code>0x13</code> || <code>0x04</code>, <code>0x53</code>, <code>0x5D</code><br />
|-<br />
| Cannot access system memory error (at boot, softlock) || <code>0x14</code> || <code>0x05</code>, <code>0x5D</code><br />
|-<br />
| Cannot access Mii data error (at boot) || <code>0x15</code> || <code>0x06</code>, <code>0x5D</code><br />
|-<br />
| ESRB Warning (at boot) || <code>0x16</code> || <code>0x01</code><br />
|-<br />
|rowspan=2| Recommend 60Hz not 50Hz (at boot) || <code>0x17</code> || <code>0x02</code><br />
|-<br />
| <code>0x18</code> || <code>0x02</code><br />
|-<br />
| Pan at start of Grand Prix || <code>0x19</code> || <code>0x07</code><br />
|-<br />
| Pan at start of VS Race || <code>0x1A</code> || <code>0x08</code><br />
|-<br />
| Pan at start of Balloon Battle || <code>0x1B</code> || <code>0x09</code><br />
|-<br />
| Pan at start of Mission Mode boss || <code>0x1C</code> || <code>0x0A</code><br />
|-<br />
| Pan at start of Competition boss || <code>0x1D</code> || <code>0x0B</code><br />
|-<br />
| Grand Prix Gameplay || <code>0x1E</code> || <code>0x0C</code>, <code>0x17</code>, <code>0x20</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Time Trial Gameplay || <code>0x1F</code> || <code>0x0D</code>, <code>0x19</code>, <code>0x21</code>, <code>0x29</code>, <code>0x2B</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Single Player Versus Gameplay || <code>0x20</code> || <code>0x0E</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Two Player Versus Gameplay || <code>0x21</code> || <code>0x0F</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Three Player Versus Gameplay || <code>0x22</code> || <code>0x10</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Four Player Versus Gameplay || <code>0x23</code> || <code>0x11</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code><br />
|-<br />
| Single Player Team Versus Gameplay || <code>0x24</code> || <code>0x0E</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Two Player Team Versus Gameplay || <code>0x25</code> || <code>0x0F</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Three Player Team Versus Gameplay || <code>0x26</code> || <code>0x10</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Four Player Team Versus Gameplay || <code>0x27</code> || <code>0x11</code>, <code>0x18</code>, <code>0x22</code>, <code>0x2C</code>, <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code><br />
|-<br />
| Single Player Battle Gameplay || <code>0x28</code> || <code>0x12</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Two Player Battle Gameplay || <code>0x29</code> || <code>0x13</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Three Player Battle Gameplay || <code>0x2A</code> || <code>0x14</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Four Player Battle Gameplay || <code>0x2B</code> || <code>0x15</code>, <code>0x1A</code>, <code>0x23</code>, <code>0x24</code>, <code>0x2C</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code><br />
|-<br />
| Mission Mode Gameplay || <code>0x2C</code> || <code>0x16</code>, <code>0x1B</code>, <code>0x25</code>, <code>0x2C</code>, <code>0x3A</code><br />
|-<br />
| Competition/Tournament Gameplay || <code>0x2D</code> || <code>0x16</code>, <code>0x1B</code>, <code>0x26</code>, <code>0x2A</code>, <code>0x35</code>, <code>0x3A</code><br />
|-<br />
| Grand Prix Replay || <code>0x2E</code> || <code>0x2C</code>, <code>0x36</code>, <code>0x38</code>, <code>0x3A</code><br />
|-<br />
| Time Trial Replay || <code>0x2F</code> || <code>0x21</code>, <code>0x2B</code>, <code>0x37</code>, <code>0x39</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Ghost Race Time Trial Gameplay (Unused?) || <code>0x30</code> || <code>0x0D</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x27</code>, <code>0x28</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code><br />
|-<br />
| Ghost Race Time Trial Gameplay || <code>0x31</code> || <code>0x0D</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x27</code>, <code>0x28</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x3A</code>, <code>0x88</code><br />
|-<br />
| Time Trial Watch Ghost (from Mario Kart Channel) || <code>0x32</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Time Trial Watch Ghost (from downloaded Ghost Data list) || <code>0x33</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Time Trial Watch Ghost (from Single Player Menu) || <code>0x34</code> || <code>0x1F</code>, <code>0x2C</code>, <code>0x37</code>, <code>0x3A</code>, <code>0xA7</code><br />
|-<br />
| Grand Prix Award Ceremony || <code>0x35</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| VS Award Ceremony || <code>0x36</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| {{Unknown-left|Probably an award ceremony}} || <code>0x37</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| {{Unknown-left|Probably an award ceremony}} || <code>0x38</code> || <code>0x3B</code>, <code>0x3C</code><br />
|-<br />
| Credits Part 1 || <code>0x39</code> || <code>0x3D</code><br />
|-<br />
| Credits Part 1 (true end) || <code>0x3A</code> || <code>0x3D</code><br />
|-<br />
| Credits Part 2 || <code>0x3B</code> || <code>0x3D</code>, <code>0x3E</code><br />
|-<br />
| Credits Part 2 (true end) || <code>0x3C</code> || <code>0x3D</code>, <code>0x3E</code><br />
|-<br />
| Congratulations prompt after beating Grand Prix mode || <code>0x3D</code> || <code>0x3F</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x53</code>, <code>0x7F</code><br />
|-<br />
| Congratulations prompt after fully beating Grand Prix mode || <code>0x3E</code> || <code>0x3F</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x53</code>, <code>0x7F</code><br />
|-<br />
| Main Menu (from Demo, Credits or Boot) || <code>0x3F</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from Reset) || <code>0x40</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from Game Menus) || <code>0x41</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from License Creation) || <code>0x42</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Main Menu (from somewhere to do with licenses) || <code>0x43</code> || <code>0x4D</code>, <code>0x52</code>, <code>0x54</code>, <code>0x55</code>, <code>0x56</code>, <code>0x57</code>, <code>0x58</code>, <code>0x59</code>, <code>0x5A</code>, <code>0x5E</code>, <code>0x65</code><br />
|-<br />
| Demo || <code>0x44</code> || <code>0x3A</code>, <code>0x5F</code><br />
|-<br />
| Mii Select || <code>0x45</code> || <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code><br />
|-<br />
| Mii Select || <code>0x46</code> || <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code><br />
|-<br />
| License Settings || <code>0x47</code> || <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5D</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x66</code>, <code>0x67</code>, <code>0x68</code>, <code>0xCE</code>, <code>0xCF</code>, <code>0xD0</code>, <code>0xD1</code>, <code>0xD2</code><br />
|-<br />
| Single Player (coming from Main Menu) || <code>0x48</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Time Trial Change Character) || <code>0x49</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Time Trial Change Course) || <code>0x4A</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (from VS Race) || <code>0x4B</code> || <code>0x4B</code>, <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (from Battle) || <code>0x4C</code> || <code>0x4B</code>, <code>0x4E</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Mission Mode Change Mission, softlock) || <code>0x4D</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x53</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x69</code>, <code>0x6A</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x70</code>, <code>0x71</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x76</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from Mario Kart Channel challenge ghost) || <code>0x4E</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from leaderboard challenge ghost) || <code>0x4F</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Single Player (coming from ghost data list challenge ghost) || <code>0x50</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xA7</code><br />
|-<br />
| Send Winning Ghost Data to friend (coming from Time Trial) || <code>0x51</code> || <code>0x4F</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB6</code><br />
|-<br />
| Challenge Ghost Data (from Wii Menu Channel) || <code>0x52</code> || <code>0x4F</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB1</code>, <code>0xB2</code><br />
|-<br />
| Watch Replay (from Wii Menu Channel) || <code>0x53</code> || <code>0x4F</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB1</code>, <code>0xB2</code><br />
|-<br />
| Local Multiplayer || <code>0x54</code> || <code>0x4B</code>, <code>0x4C</code>, <code>0x4D</code>, <code>0x52</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x61</code>, <code>0x62</code>, <code>0x63</code>, <code>0x64</code>, <code>0x6B</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x72</code>, <code>0x73</code>, <code>0x74</code>, <code>0x75</code>, <code>0x77</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x80</code>, <code>0x81</code>, <code>0x82</code>, <code>0x83</code><br />
|-<br />
| Single Player Wi-Fi || <code>0x55</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi (from disconnected at Globe or Friend Room) || <code>0x56</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi (from find a Friend) || <code>0x57</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Single Player Wi-Fi Versus voting || <code>0x58</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Battle voting || <code>0x59</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Select Mii || <code>0x5A</code> || <code>0x52</code>, <code>0x5E</code>, <code>0x60</code>, <code>0x61</code>, <code>0x62</code>, <code>0x63</code>, <code>0x64</code>, <code>0x8A</code><br />
|-<br />
| Two Player Wi-Fi || <code>0x5B</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Two Player Wi-Fi (from disconnected at Globe or Friend Room) || <code>0x5C</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| {{Unknown-left|Unknown}} || <code>0x5D</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x81</code>, <code>0x82</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8B</code>, <code>0x8C</code>, <code>0x8D</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Two Player Wi-Fi Versus Voting || <code>0x5E</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Battle Voting || <code>0x5F</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Versus Voting || <code>0x60</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Team Versus Voting || <code>0x61</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Balloon Battle Voting || <code>0x62</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Coin Runners Voting || <code>0x63</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Versus Voting || <code>0x64</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Team Versus Voting || <code>0x65</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Balloon Battle Voting || <code>0x66</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Coin Runners Voting || <code>0x67</code> || <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5C</code>, <code>0x5E</code>, <code>0x78</code>, <code>0x79</code>, <code>0x7F</code>, <code>0x88</code>, <code>0x90</code>, <code>0x91</code>, <code>0x92</code><br />
|-<br />
| Single Player Wi-Fi Versus Gameplay || <code>0x68</code> || <code>0x31</code>, <code>0x3A</code>, <code>0x40</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Versus Gameplay || <code>0x69</code> || <code>0x31</code>, <code>0x3A</code>, <code>0x41</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Versus Live View || <code>0x6A</code> || <code>0x3A</code>, <code>0x48</code>, <code>0x49</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Versus Live View || <code>0x6B</code> || <code>0x3A</code>, <code>0x48</code>, <code>0x49</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Battle Gameplay || <code>0x6C</code> || <code>0x12</code>, <code>0x31</code>, <code>0x33</code>, <code>0x3A</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Battle Gameplay || <code>0x6D</code> || <code>0x13</code>, <code>0x31</code>, <code>0x33</code>, <code>0x3A</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Battle Live View || <code>0x6E</code> || <code>0x33</code>, <code>0x3A</code>, <code>0x48</code>, <code>0x4A</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Battle Live View || <code>0x6F</code> || <code>0x33</code>, <code>0x3A</code>, <code>0x48</code>, <code>0x4A</code>, <code>0x51</code>, <code>0x88</code>, <code>0x93</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Versus Gameplay || <code>0x70</code> || <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code>, <code>0x42</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Room Team Versus Gameplay || <code>0x71</code> || <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code>, <code>0x42</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Baloon Battle Gameplay || <code>0x72</code> || <code>0x12</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Single Player Wi-Fi Friend Coin Runner Gameplay || <code>0x73</code> || <code>0x12</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Versus Gameplay || <code>0x74</code> || <code>0x2F</code>, <code>0x30</code>, <code>0x3A</code>, <code>0x43</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Room Team Versus Gameplay || <code>0x75</code> || <code>0x2F</code>, <code>0x32</code>, <code>0x3A</code>, <code>0x43</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Baloon Battle Gameplay || <code>0x76</code> || <code>0x13</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Two Player Wi-Fi Friend Coin Runner Gameplay || <code>0x77</code> || <code>0x13</code>, <code>0x33</code>, <code>0x34</code>, <code>0x3A</code>, <code>0x44</code>, <code>0x48</code>, <code>0x51</code>, <code>0x88</code>, <code>0x94</code><br />
|-<br />
| Wi-Fi Disconnected Prompt (with error code) || <code>0x78</code> || <code>0x5D</code>, <code>0x89</code><br />
|-<br />
| Wi-Fi Disconnected Prompt (general disconnect) || <code>0x79</code> || <code>0x5D</code>, <code>0x89</code><br />
|-<br />
| Mario Kart Channel (from Main Menu) || <code>0x7A</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel (from Time Trial check rankings) || <code>0x7B</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel (from downloaded ghost data list) || <code>0x7C</code> || <code>0x4D</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xA2</code>, <code>0xA3</code>, <code>0xA4</code><br />
|-<br />
| Mario Kart Channel Leaderboards || <code>0x7D</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x6E</code>, <code>0x6F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x95</code>, <code>0xA7</code>, <code>0xA8</code>, <code>0xAA</code>, <code>0xAB</code>, <code>0xAC</code>, <code>0xAD</code>, <code>0xAE</code>, <code>0xAF</code><br />
|-<br />
| Mario Kart Channel Tournament Leaderboards || <code>0x7E</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x95</code>, <code>0xA9</code>, <code>0xAA</code>, <code>0xAB</code>, <code>0xAE</code>, <code>0xAF</code>, <code>0xB0</code><br />
|-<br />
| Ghost Race (with Ghost Data ready) || <code>0x7F</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x9F</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Ghost Race (without Ghost Data ready) || <code>0x80</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0x9F</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Ghost Race Next Race || <code>0x81</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0xA0</code>, <code>0xA1</code><br />
|-<br />
| Downloaded Ghost Data List || <code>0x82</code> || <code>0x4D</code>, <code>0x4F</code>, <code>0x51</code>, <code>0x5E</code>, <code>0xA7</code>, <code>0xB3</code>, <code>0xB4</code>, <code>0xB5</code><br />
|-<br />
| Friends List (from Mario Kart Channel or find Friend) || <code>0x83</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8E</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Friends List (from Mario Kart Channel or find Friend) || <code>0x84</code> || <code>0x4C</code>, <code>0x4D</code>, <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x76</code>, <code>0x7F</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x87</code>, <code>0x88</code>, <code>0x89</code>, <code>0x8E</code>, <code>0x8F</code>, <code>0x95</code>, <code>0x96</code>, <code>0x97</code>, <code>0x98</code>, <code>0x99</code>, <code>0x9A</code>, <code>0x9B</code>, <code>0x9C</code>, <code>0x9D</code>, <code>0x9E</code>, <code>0xA5</code>, <code>0xA6</code>, <code>0xA7</code><br />
|-<br />
| Competition (from Mario Kart Channel) || <code>0x85</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xB7</code>, <code>0xB8</code>, <code>0xBB</code><br />
|-<br />
| Competition (from Change Character) || <code>0x86</code> || <code>0x4B</code>, <code>0x4D</code>, <code>0x51</code>, <code>0x6B</code>, <code>0x6C</code>, <code>0x6D</code>, <code>0x7F</code>, <code>0xB7</code>, <code>0xB8</code>, <code>0xBB</code><br />
|-<br />
| Competition Submit Record || <code>0x87</code> || <code>0x4E</code>, <code>0x4F</code>, <code>0x50</code>, <code>0x51</code>, <code>0x5E</code>, <code>0x84</code>, <code>0x85</code>, <code>0x86</code>, <code>0x88</code>, <code>0x89</code>, <code>0xB9</code><br />
|-<br />
| Competition for Wii Wheels Only || <code>0x88</code> || <code>0x5B</code>, <code>0xBA</code><br />
|-<br />
| Competition for Wii Wheels Only for bosses? || <code>0x89</code> || <code>0x5B</code>, <code>0xBA</code><br />
|-<br />
| Invite Friends via Wii Message Board || <code>0x8A</code> || <code>0x4F</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xBD</code>, <code>0xBE</code>, <code>0xBF</code><br />
|-<br />
| Download Latest Data || <code>0x8B</code> || <code>0x50</code>, <code>0x51</code>, <code>0x52</code>, <code>0x5E</code>, <code>0xBC</code><br />
|-<br />
| Options || <code>0x8C</code> || <code>0x4D</code>, <code>0x4E</code>, <code>0x5D</code>, <code>0xC0</code>, <code>0xC1</code>, <code>0xC2</code>, <code>0xC3</code>, <code>0xC4</code>, <code>0xC5</code>, <code>0xC6</code>, <code>0xC7</code>, <code>0xC8</code>, <code>0xC9</code>, <code>0xCA</code>, <code>0xCB</code>, <code>0xCC</code><br />
|-<br />
| Add Mario Kart Channel || <code>0x8D</code> || <code>0x5D</code>, <code>0xCA</code>, <code>0xCB</code>, <code>0xCC</code><br />
|-<br />
| Choose Region || <code>0x8E</code> || <code>0x5D</code>, <code>0xC5</code>, <code>0xCC</code><br />
|-<br />
| Join Message Service || <code>0x8F</code> || <code>0x4E</code>, <code>0x5D</code>, <code>0xC2</code>, <code>0xC3</code>, <code>0xC6</code>, <code>0xC7</code>, <code>0xC8</code>, <code>0xC9</code>, <code>0xCC</code><br />
|-<br />
| Unlock Message (Orange) || <code>0x90</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Orange) || <code>0x91</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Blue) || <code>0x92</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Unlock Message (Yellow) || <code>0x93</code> || <code>0x5B</code>, <code>0x5E</code>, <code>0x7F</code>, <code>0xCD</code><br />
|-<br />
| Broken Mission Mode Single Player Menu || <code>0x94</code> || <code>0x7A</code>, <code>0x7B</code>, <code>0x7C</code>, <code>0x7D</code>, <code>0x7E</code><br />
|-<br />
| No Game Disc (Wii Menu Channel only) || <code>0x95</code> || <code>0x03</code>, <code>0x0C</code>, <code>0x10</code>, <code>0x26</code><br />
|-<br />
| Could Not Access System Memory (Wii Menu Channel only) || <code>0x96</code> || <code>0x02</code>, <code>0x10</code><br />
|-<br />
| Cannot access Mii data error (Wii Menu Channel only) || <code>0x97</code> || <code>0x04</code>, <code>0x10</code><br />
|-<br />
| Empty message box? (Wii Menu Channel only, softlock) || <code>0x98</code> || <code>0x10</code>, <code>0x1A</code><br />
|-<br />
| ESRB Warning (Wii Menu Channel only) || <code>0x99</code> || <code>0x01</code><br />
|-<br />
| Select License (from boot and Channel, Wii Menu Channel only) || <code>0x9A</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (Wii Menu Channel only) || <code>0x9B</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (Wii Menu Channel only) || <code>0x9C</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Select License (back from options, Wii Menu Channel only) || <code>0x9D</code> || <code>0x06</code>, <code>0x07</code>, <code>0x0B</code>, <code>0x0D</code>, <code>0x11</code>, <code>0x12</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from license select, Wii Menu Channel only) || <code>0x9E</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from Time Trial check rankings, Wii Menu Channel only) || <code>0x9F</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel (from downloaded ghost data list, Wii Menu Channel only) || <code>0xA0</code> || <code>0x06</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x0E</code>, <code>0x0F</code>, <code>0x11</code>, <code>0x23</code>, <code>0x24</code>, <code>0x25</code>, <code>0x26</code><br />
|-<br />
| Mario Kart Channel leaderboards (Wii Menu Channel only) || <code>0xA1</code> || <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x13</code>, <code>0x14</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1C</code>, <code>0x26</code>, <code>0x29</code>, <code>0x2A</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x2E</code>, <code>0x2F</code>, <code>0x30</code>, <code>0x31</code><br />
|-<br />
| Mario Kart Channel competition leaderboard (Wii Menu Channel only) || <code>0xA2</code> || <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1C</code>, <code>0x2B</code>, <code>0x2C</code>, <code>0x2D</code>, <code>0x30</code>, <code>0x31</code>, <code>0x32</code><br />
|-<br />
| {{Unknown-left|Unknown (Wii Menu Channel only)}} || <code>0xA3</code> || <code>0x11</code>, <code>0x21</code>, <code>0x22</code>, <code>0x26</code><br />
|-<br />
| Downloaded Ghost Data List (Wii Menu Channel only) || <code>0xA4</code> || <code>0x06</code>, <code>0x08</code>, <code>0x0A</code>, <code>0x11</code>, <code>0x26</code>, <code>0x29</code>, <code>0x33</code>, <code>0x34</code>, <code>0x35</code><br />
|-<br />
| Friends List (Wii Menu Channel only) || <code>0xA5</code> || <code>0x05</code>, <code>0x06</code>, <code>0x07</code>, <code>0x08</code>, <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x15</code>, <code>0x16</code>, <code>0x17</code>, <code>0x18</code>, <code>0x19</code>, <code>0x1A</code>, <code>0x1B</code>, <code>0x1C</code>, <code>0x1D</code>, <code>0x1E</code>, <code>0x1F</code>, <code>0x20</code>, <code>0x26</code>, <code>0x27</code>, <code>0x28</code>, <code>0x29</code><br />
|-<br />
| Competition/Tournament (Wii Menu Channel only) || <code>0xA6</code> || <code>0x26</code>, <code>0x36</code>, <code>0x37</code><br />
|-<br />
| {{Unknown-left|Unknown (Wii Menu Channel only)}} || <code>0xA7</code> || <code>0x08</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x39</code>, <code>0x3A</code>, <code>0x3B</code><br />
|-<br />
| Received Friend Invitation (Wii Menu Channel only) || <code>0xA8</code> || <code>0x08</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x3C</code>, <code>0x3D</code><br />
|-<br />
| Download Latest Data (Wii Menu Channel only) || <code>0xA9</code> || <code>0x09</code>, <code>0x0A</code>, <code>0x0B</code>, <code>0x11</code>, <code>0x38</code><br />
|-<br />
| Options (Wii Menu Channel only) || <code>0xAA</code> || <code>0x07</code>, <code>0x10</code>, <code>0x3E</code>, <code>0x3F</code>, <code>0x40</code>, <code>0x41</code>, <code>0x42</code>, <code>0x43</code>, <code>0x44</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code><br />
|-<br />
| Choose Region (Wii Menu Channel only) || <code>0xAB</code> || <code>0x10</code>, <code>0x43</code>, <code>0x48</code><br />
|-<br />
| Join Message Service (Wii Menu Channel only) || <code>0xAC</code> || <code>0x07</code>, <code>0x10</code>, <code>0x40</code>, <code>0x41</code>, <code>0x44</code>, <code>0x45</code>, <code>0x46</code>, <code>0x47</code>, <code>0x48</code><br />
|-<br />
|rowspan=6 {{Unknown-left|Unknown sections. It is not known whether or not these sections are used, or what pages they reference.}} || <code>0xAD</code> ||<br />
|-<br />
| <code>0xAE</code> ||<br />
|-<br />
| <code>0xAF</code> ||<br />
|-<br />
| <code>0xB0</code> ||<br />
|-<br />
| <code>0xB1</code> ||<br />
|-<br />
| <code>0xB2</code> ||<br />
|}<br />
<br />
=== Page Identifiers ===<br />
<br />
Pages, also known as screens, typically represent either one visually complete user interface (for example, the character selection interface) or a background element (for example, the borders at the top and bottom of the screen). Up to 10 pages can be active by the user interface code. Some pages do not contain any visual elements and instead exist to perform background work (for example, loading ghost data).<br />
<br />
{| class="wikitable sortable"<br />
|+ Page Identifiers<br />
! Description !! Code Number<br />
|-<br />
| {{Unknown-left|Template only found in unused sections}} || <code>0x00</code><br />
|-<br />
| ESRB notice || <code>0x01</code><br />
|-<br />
| 60Hz suggestion || <code>0x02</code><br />
|-<br />
| Data corrupt || <code>0x03</code><br />
|-<br />
| Can't save || <code>0x04</code><br />
|-<br />
| System memory corrupt || <code>0x05</code><br />
|-<br />
| Mii Data corrupt || <code>0x06</code><br />
|-<br />
| Grand Prix Pan Overlay || <code>0x07</code><br />
|-<br />
| VS Pan Overlay || <code>0x08</code><br />
|-<br />
| Battle Pan Overlay || <code>0x09</code><br />
|-<br />
| Mission Pan Overlay || <code>0x0A</code><br />
|-<br />
| Tournament Pan Overlay || <code>0x0B</code><br />
|-<br />
| Grand Prix Interface || <code>0x0C</code><br />
|-<br />
| Time Trial Interface || <code>0x0D</code><br />
|-<br />
| 1P VS Race Interface || <code>0x0E</code><br />
|-<br />
| 2P VS Race Interface || <code>0x0F</code><br />
|-<br />
| 3P VS Race Interface || <code>0x10</code><br />
|-<br />
| 4P VS Race Interface || <code>0x11</code><br />
|-<br />
| 1P Battle Interface || <code>0x12</code><br />
|-<br />
| 2P Battle Interface || <code>0x13</code><br />
|-<br />
| 3P Battle Interface || <code>0x14</code><br />
|-<br />
| 4P Battle Interface || <code>0x15</code><br />
|-<br />
| Mission and Tournament Interface || <code>0x16</code><br />
|-<br />
| Grand Prix Pause Menu || <code>0x17</code><br />
|-<br />
| VS Race Pause Menu || <code>0x18</code><br />
|-<br />
| Time Trial Pause Menu || <code>0x19</code><br />
|-<br />
| Battle Pause Menu || <code>0x1A</code><br />
|-<br />
| Tournament Pause Menu || <code>0x1B</code><br />
|-<br />
| Ghost Race Pause Menu || <code>0x1C</code><br />
|-<br />
| Abandon Ghost Race? || <code>0x1D</code><br />
|-<br />
| Quit Ghost Race? || <code>0x1E</code><br />
|-<br />
| Ghost Replay Pause Menu || <code>0x1F</code><br />
|-<br />
| Grand Prix End Screen (Next Race, Watch Replay, Quit) || <code>0x20</code><br />
|-<br />
| Time Trial End Screen (Retry, Change Course, etc.) || <code>0x21</code><br />
|-<br />
| VS Race End Screen (Next Race, Quit) || <code>0x22</code><br />
|-<br />
| Battle End Screen (Next Battle, Quit) || <code>0x23</code><br />
|-<br />
| Battle End Screen (Next only, to final results) || <code>0x24</code><br />
|-<br />
| Mission End Screen (Retry, Choose Mission, Quit. Unused) || <code>0x25</code><br />
|-<br />
| Tournament End Screen || <code>0x26</code><br />
|-<br />
| Ghost Race End Screen (Next/Quit) || <code>0x27</code><br />
|-<br />
| Go to Friend Roster? || <code>0x28</code><br />
|-<br />
| You beat your friend's record! Send your ghost? || <code>0x29</code><br />
|-<br />
| Send tourney record || <code>0x2A</code><br />
|-<br />
| Check rankings? || <code>0x2B</code><br />
|-<br />
| Are you sure you want to quit? || <code>0x2C</code><br />
|-<br />
| Splits after TT || <code>0x2D</code><br />
|-<br />
| Leaderboard after TT || <code>0x2E</code><br />
|-<br />
| GP/VS score update screen || <code>0x2F</code><br />
|-<br />
| GP/VS score overall screen || <code>0x30</code><br />
|-<br />
| Online race point update screen || <code>0x31</code><br />
|-<br />
| Team VS point overall screen || <code>0x32</code><br />
|-<br />
| Battle point update screen || <code>0x33</code><br />
|-<br />
| Battle point overall screen || <code>0x34</code><br />
|-<br />
| Competition personal leaderboard || <code>0x35</code><br />
|-<br />
| Grand Prix replay interface || <code>0x36</code><br />
|-<br />
| Ghost Race interface || <code>0x37</code><br />
|-<br />
| Grand Prix replay pause || <code>0x38</code><br />
|-<br />
| TT Immediate Replay pause || <code>0x39</code><br />
|-<br />
| Supporting panel (Present in many modes in-race, 2nd element) || <code>0x3A</code><br />
|-<br />
| Probably award interface (untested) || <code>0x3B</code><br />
|-<br />
| Probably congrats screen (untested) || <code>0x3C</code><br />
|-<br />
| Credits VS interface (untested) || <code>0x3D</code><br />
|-<br />
| Credits latter interface (untested) || <code>0x3E</code><br />
|-<br />
| Congrats after credits || <code>0x3F</code><br />
|-<br />
| Wi-Fi Race Interface || <code>0x40</code><br />
|-<br />
| 2P Wi-Fi Race Interface || <code>0x41</code><br />
|-<br />
| Wi-Fi Friend Room Race Interface || <code>0x42</code><br />
|-<br />
| Wi-Fi Friend Room Team Race Interface || <code>0x43</code><br />
|-<br />
| Congratuations! at end of friend room (untested) || <code>0x44</code><br />
|-<br />
| Dummy? Seems to immediately load <code>0x46</code> || <code>0x45</code><br />
|-<br />
| Online Race End (Next Race, Quit, Friend Roster) || <code>0x46</code><br />
|-<br />
| Quit online race? || <code>0x47</code><br />
|-<br />
| End of online race "Please wait" text || <code>0x48</code><br />
|-<br />
| Live VS view interface || <code>0x49</code><br />
|-<br />
| Live Battle view interface (untested) || <code>0x4A</code><br />
|-<br />
| Start game okay? || <code>0x4B</code><br />
|-<br />
| Text box with spinner || <code>0x4C</code><br />
|-<br />
| Drift Explanation Message Box || <code>0x4D</code><br />
|-<br />
| Vote/Random Message Box || <code>0x4E</code><br />
|-<br />
| Reading ghost data/screen with text + spinner || <code>0x4F</code><br />
|-<br />
| Connecting to Nintendo WFC... || <code>0x50</code><br />
|-<br />
| Generic text box, full screen, press A || <code>0x51</code><br />
|-<br />
| Text box with one prompt (Multiple uses) || <code>0x52</code><br />
|-<br />
| Post photo to Wii Message Board? || <code>0x53</code><br />
|-<br />
| Behind main menu? || <code>0x54</code><br />
|-<br />
| Dummy? Maybe not low battery. Goes to 5A? || <code>0x55</code><br />
|-<br />
| Low battery notification || <code>0x56</code><br />
|-<br />
| Title Screen || <code>0x57</code><br />
|-<br />
| Behind main menu? || <code>0x58</code><br />
|-<br />
| Opening Movie || <code>0x59</code><br />
|-<br />
| Main Menu || <code>0x5A</code><br />
|-<br />
| Behind unlocks? || <code>0x5B</code><br />
|-<br />
| Flag background || <code>0x5C</code><br />
|-<br />
| Behind Disconnects/Options || <code>0x5D</code><br />
|-<br />
| Top menu overlay || <code>0x5E</code><br />
|-<br />
| Blinking press A || <code>0x5F</code><br />
|-<br />
| Select Mii || <code>0x60</code><br />
|-<br />
| Active controller display || <code>0x61</code><br />
|-<br />
| Player controller opt in || <code>0x62</code><br />
|-<br />
| Pair Wii Remotes || <code>0x63</code><br />
|-<br />
| Player controller opt in complete (OK/Change) || <code>0x64</code><br />
|-<br />
| License Select || <code>0x65</code><br />
|-<br />
| Mii Changed || <code>0x66</code><br />
|-<br />
| License Settings || <code>0x67</code><br />
|-<br />
| Erase License || <code>0x68</code><br />
|-<br />
| Single Player Menu || <code>0x69</code><br />
|-<br />
| Grand Prix Class Select || <code>0x6A</code><br />
|-<br />
| Character Select || <code>0x6B</code><br />
|-<br />
| Vehicle Select || <code>0x6C</code><br />
|-<br />
| Drift Select || <code>0x6D</code><br />
|-<br />
| Cup Select || <code>0x6E</code><br />
|-<br />
| Course Select (sub screen) || <code>0x6F</code><br />
|-<br />
| Select Ghost || <code>0x70</code><br />
|-<br />
| Select Ghost || <code>0x71</code><br />
|-<br />
| Select Solo/Team VS || <code>0x72</code><br />
|-<br />
| Select Race Rules || <code>0x73</code><br />
|-<br />
| Teams Overview || <code>0x74</code><br />
|-<br />
| Select Battle Mode || <code>0x75</code><br />
|-<br />
| Select Vehicle (Battle) || <code>0x76</code><br />
|-<br />
| Select Battle Rules || <code>0x77</code><br />
|-<br />
| Select Battle Cup || <code>0x78</code><br />
|-<br />
| Select Battle Course || <code>0x79</code><br />
|-<br />
| Mission Level Select (Unused) || <code>0x7A</code><br />
|-<br />
| Mission Select (sub screen) || <code>0x7B</code><br />
|-<br />
| Mission Information Prompt || <code>0x7C</code><br />
|-<br />
| Drift Select with one option || <code>0x7D</code><br />
|-<br />
| Mission Tutorial || <code>0x7E</code><br />
|-<br />
| Model Renderer || <code>0x7F</code><br />
|-<br />
| Multiplayer Menu (VS/BT) || <code>0x80</code><br />
|-<br />
| Multiplayer Vehicle Select || <code>0x81</code><br />
|-<br />
| Multiplayer Drift Select || <code>0x82</code><br />
|-<br />
| Multiplayer Team Select || <code>0x83</code><br />
|-<br />
| part of connecting...? || <code>0x84</code><br />
|-<br />
| WFC first play || <code>0x85</code><br />
|-<br />
| Allow data to be sent? || <code>0x86</code><br />
|-<br />
| Disconnects you || <code>0x87</code><br />
|-<br />
| Seems to draw behind online races (panel 2) || <code>0x88</code><br />
|-<br />
| Error connecting to WFC || <code>0x89</code><br />
|-<br />
| Dummy? Seems to redirect to <code>0x52</code>. || <code>0x8A</code><br />
|-<br />
| WFC Menu || <code>0x8B</code><br />
|-<br />
| WFC VS/Battle Select || <code>0x8C</code><br />
|-<br />
| Friends Menu || <code>0x8D</code><br />
|-<br />
| Friends Menu (Mario Kart Channel) || <code>0x8E</code><br />
|-<br />
| Global Search Manager (doesn't render) || <code>0x8F</code><br />
|-<br />
| Timer || <code>0x90</code><br />
|-<br />
| Player List (VR Screen) || <code>0x91</code><br />
|-<br />
| Course/Stage Votes || <code>0x92</code><br />
|-<br />
| Present in live view? || <code>0x93</code><br />
|-<br />
| Present in online race? || <code>0x94</code><br />
|-<br />
| Globe background || <code>0x95</code><br />
|-<br />
| Friend Roster || <code>0x96</code><br />
|-<br />
| Not Friends Yet || <code>0x97</code><br />
|-<br />
| Remove Friend Code || <code>0x98</code><br />
|-<br />
| Removing Friend Code... || <code>0x99</code><br />
|-<br />
| Seems to prepare the Friends list || <code>0x9A</code><br />
|-<br />
| Friend Room "waiting" text || <code>0x9B</code><br />
|-<br />
| Friend Room Manager (doesn't render) || <code>0x9C</code><br />
|-<br />
| Friend Room || <code>0x9D</code><br />
|-<br />
| Friend Room Messages || <code>0x9E</code><br />
|-<br />
| Mario Kart Channel || <code>0xA2</code><br />
|-<br />
| Rankings Menu || <code>0xA3</code><br />
|-<br />
| Channel Ghosts Screen || <code>0xA4</code><br />
|-<br />
| Dummy? Loads <code>0xA6</code> || <code>0xA5</code><br />
|-<br />
| Enter FC || <code>0xA6</code><br />
|-<br />
| Ghost List Manager (doesn't render) || <code>0xA7</code><br />
|-<br />
| Mario Kart Channel ghost histogram screen || <code>0xA8</code><br />
|-<br />
| Mario Kart Channel behind <code>0xAD</code> || <code>0xAC</code><br />
|-<br />
| Mario Kart Channel with a selected ghost (challenge/watch) || <code>0xAD</code><br />
|-<br />
| Resides behind <code>0x4F</code>, loads <code>0xB4</code> || <code>0xB3</code><br />
|-<br />
| Mario Kart Channel Downloaded Ghost List || <code>0xB4</code><br />
|-<br />
| Mario Kart Channel Erase Ghost || <code>0xB5</code><br />
|-<br />
| Competition for Wii Wheels only || <code>0xBA</code><br />
|-<br />
| Options || <code>0xC0</code><br />
|-<br />
| Nintendo Wi-Fi Connection options || <code>0xC1</code><br />
|-<br />
| Information box with "Next", can chain to self || <code>0xC2</code><br />
|-<br />
| Information box with 2 buttons prompt. || <code>0xC3</code><br />
|-<br />
| Information box with 3 prompts. (???) || <code>0xC4</code><br />
|-<br />
| Return to system menu to set region? || <code>0xC5</code><br />
|-<br />
| Flag/Region Display || <code>0xC6</code><br />
|-<br />
| Large info box with spinner || <code>0xC7</code><br />
|-<br />
| Large info box with A prompt || <code>0xC8</code><br />
|-<br />
| Info box with OK prompt || <code>0xC9</code><br />
|-<br />
| Add Mario Kart Channel || <code>0xCA</code><br />
|-<br />
| Add Mario Kart Channel prompt || <code>0xCB</code><br />
|-<br />
| Draws beneath Options menu || <code>0xCC</code><br />
|-<br />
| Overall Records || <code>0xCE</code><br />
|-<br />
| Favourites || <code>0xCF</code><br />
|-<br />
| Friend Records || <code>0xD0</code><br />
|-<br />
| WFC Records || <code>0xD1</code><br />
|-<br />
| Other Records || <code>0xD2</code><br />
|}<br />
<br />
=== Text ===<br />
<br />
All text displayed as part of the user interface is referred to by an ID. This is used to lookup the message in [[BMG]] files. A list of all message IDs and corresponding text can be found at [https://szs.wiimm.de/download/bmg/ wiimm.de].<br />
<br />
[[Category:Technical Information]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=SHP0_(File_Format)&diff=362837
SHP0 (File Format)
2022-09-18T16:47:03Z
<p>KHacker35000vr: /* SHP0 header */</p>
<hr />
<div>== Overview ==<br />
This page describes the '''SHP0''' file format, as found within [[BRRES (File Format)|BRRES]] files. They are used for polygon morphing, a smooth transition from one set of vertices to another, commonly used in flags. Another notable usage is the opening and closing of a {{obj-ref|0xe9,0xeb,0x196|Chain Chomp}}'s mouth. Other than vertices, SHP0 can also be used to morph normals and vertex colors. For simplicity, this article only references vertices.<br />
<br />
== File Format ==<br />
=== File Header ===<br />
{{BRRES sub file header|SHP0}}<br />
<br />
* All offsets are relative to the start of the header.<br />
* [[Mario Kart Wii]] uses SHP0 v4 with (N=) 3 sections.<br />
* The first section points to a [[BRRES Index Group (File Format)|BRRES Index Group]] structure for the data sections.<br />
<br />
The meaning of each section is defined by numbers as below:<br />
{| class="wikitable"<br />
! Section !! description<br />
|-<br />
| 0 || Animation data<br />
|-<br />
| 1 || Vertex data names<br />
|-<br />
| 2 || {{unknown-left|'''Unknown. Not seen in Mario Kart Wii or v4 SHP0's'''.}}<br />
|}<br />
<br />
=== SHP0 header ===<br />
Following the section offsets, there is a [[MDL0]] header structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 0 || String offset to path of file &mdash; Unused<br />
|-<br />
| 0x04 || 2 || Number of animation frames<br />
|-<br />
| 0x06 || 2 || Size of the vertex data name array<br />
|-<br />
| 0x08 || 4 || Looping (0x00=disabled 0x01=enabled).<br />
|}<br />
<br />
== Section Formats ==<br />
=== Section 0 - Animation Data ===<br />
This section contains controllers for the animations. Each controller can contain multiple animations; generally only one animation is used.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Four bitflags, add together to enable multiple:<br />
* 0x01 = Always set<br />
* 0x02 = Enable position update<br />
* 0x04 = Enable normal update<br />
* 0x08 = Enable vertex color update<br />
|-<br />
| 0x04 || 4 || Name offset. This is the name of the target vertex set.<br />
|-<br />
| 0x08 || 2 || Index to a section 1 entry<br />
|-<br />
| 0x0A || 2 || Number of animation entries ('''N''')<br />
|-<br />
| 0x0C || 4 || Animation flags, if the Xth bit (LSB first) is set, the Xth animation entry is a constant float, otherwise it contains a pointer to the actual animation data.<br />
|-<br />
| 0x10 || 4 || Offset to an index conversion array, whereby each entry is a 2-byte index to an entry in section 1. The Xth entry is used by the Xth animation entry. This table is used to link an animation entry index to the name of the target set of vertices.<br />
|-<br />
| 0x14 || '''N'''*4 || Offsets to '''N''' animation entries, or a float if the corresponding bit in the flags is set.<br />
|-<br />
| 0x14 + '''N'''*4 || colspan=2 {{unknown|End of entry/Start of index conversion array}}<br />
|}<br />
<br />
The name offset is relative to the start of the entry, the offsets to the animation entries are relative to the offset address itself.<br />
<br />
==== Animation Entry ====<br />
Each animation entry contains a collection of key frames that are used to animate an object. It contains a small header, followed by a list of key frames. An animation entry has the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 2 || Number of key frames ('''N''')<br />
|-<br />
| 0x02 || 2 || Padding<br />
|-<br />
| 0x04 || 4 || A float of the inverse of the number of frames this animation is active (1/X). This value is usually derived from the number of frames of the SHP0 file itself, but this is not obligatory.<br />
|-<br />
| 0x08 || '''N'''*12 || '''N''' key frame entries<br />
|}<br />
<br />
The key frames have the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Frame number<br />
|-<br />
| 0x04 || 4 || Animation value<br />
|-<br />
| 0x08 || 4 || Slope (Hermite interpolation)<br />
|}<br />
<br />
All values are stored as float.<br />
<br />
The animation value describes how far the target vertices (the name of the controller) have to be morphed into the destination vertices (the name of this entry). This is a value between 0 and 1.<br />
<br />
=== Section 1 - Vertex Data Names ===<br />
This section contains a list of pointers, and is referenced by the animations in section 0. Each pointer points to the name of a vertex list in the MDL0.<br />
<br />
== Example of Usage ==<br />
[[File:Chain Chomp SHP0 Showcase.png|256px|thumb|A {{obj-ref|0xe9,0xeb,0x196|Chain Chomp}} model with its default vertices (left, wanwan_body), and when a SHP0 morph has been fully applied (right, wanwan5_body)]]<br />
SHP0 animations are sparsely used in Mario Kart Wii. The most common usage is in waving flags, but a more notable example is the Chain Chomp object making use of SHP0 for opening and closing its mouth. The MDL0 for the Chain Chomp contains two sets of vertices and normals for each polygon to achive this, whereby one of each pair is linked to the polygon itself as default. The pair of vertices belonging to the body have the names wanwan_body (default) and wanwan5_body (mouth open).<br />
<br />
To animate the body of the Chain Chomp, a SHP0 is created with an entry (controller) with the name wanwan_body, which references the default set of vertices. An animation with the name wanwan5_body is then added to this entry, which references the set of vertices used for a fully opened mouth. The key frames are used to determine how far the original set of vertices have to be morphed into the target set. A value of 0 equals a closed mouth, 1 equals a fully opened mouth, and 0.5 equals a partly opened mouth. When animated, this leads to the biting animation of the Chain Chomp.<br />
<br />
== Tools ==<br />
The following tools can handle SHP0 files:<br />
* [[BrawlBox]], by Kryal and BlackJax.<br />
* [[BrawlCrate]], by soopercool101.<br />
<br />
== Links ==<br />
{{BRRES links}}<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=Object&diff=344298
Object
2022-06-12T18:07:17Z
<p>KHacker35000vr: Completely unnecessary.</p>
<hr />
<div>{{KMP}}<br />
== Overview ==<br />
Here is a list with used '''global objects''' which can be edited in a [[KMP (File Format)|KMP]] Editor.<br />
<br />
== Main List ==<br />
This list includes the names of the object as found in [[Filesystem/Race/Common.szs/ObjFlow.bin|Race/Common.szs/ObjFlow.bin]]. It also contains an explanation of the setting values, in the same order as in the [[KMP]] files. Please note that the [[SZS Modifier]]'s KMP Editor shows the settings differently. See note 4 for more details.<br />
<br />
=== Note [1]: Name ===<br />
Name extracted from [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]]. If you click the link under the object name you will enter [https://szs.wiimm.de/cgi/mkw/track-ref Wiimms Track Reference] with more info and a cross reference.<br />
<br />
=== Note [2]: Filenames ===<br />
List of filenames extracted from [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]]. Most filenames are followed by one or more flags:<br />
* '''B :''' [[BRRES]] file is needed.<br />
* '''E :''' Effect files ([[BREFF]]+[[BREFT]] pair in sub directory <tt>./effect/</tt>) are needed.<br />
* '''K :''' [[KCL]] file is needed.<br />
* '''D :''' [[BRASD]] file in sub directory <tt>./brasd/</tt> is needed.<br />
* A number before a letter is a multiplicator.<br />
* '''?''': No related file found. The question mark appears for objects that are not used by any track.<br />
<br />
=== Note [3]: Flags ===<br />
The flags are generated by scanning [[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]] and analyzing the track and arenas files:<br />
* '''R:''' All analyzed tracks have a route.<br />
* '''r:''' Optional route (all tracks analyzed)<br />
* '''S:''' Solid object ([[Filesystem/Race/Common.szs/ObjFlow.bin|ObjFlow.bin]])<br />
* '''T:''' Used in a standard track.<br />
* '''A:''' Used in a battle arena.<br />
* '''O:''' Used in other SZS files (old, demo, ...)<br />
<br />
=== Note [4]: Settings ===<br />
If at least one of Nintendo tracks use a setting for an object with a non null value and no other description is available, the field is marked with ''"unknown"''.<br />
<br />
The [[SZS Modifier]] shows the ten 16-bit values ''route'', ''8*settings'' and ''presence flag'' as five 32-bit [[hexadecimal]] numbers ⇒ [[Object/SZS Modifier|details]].<br />
<br />
=== Object Table ===<br />
There is also a [[Object/Reference|cross reference]] to all tracks and battle arenas.<br />
If you want to search objects you can also use [[Wiimm]]s external [https://szs.wiimm.de/cgi/mkw/object KMP Object Query].<br>His object database is based on this page and updated frequently.<br />
<!-- Do not change the first line of any object because it is created automatically. Only change the settings 's1= ' .. 's8= ' and text behind 'info= '. Discuss all others on the discussion page. --><br />
<br />
{| class="wikitable"<br />
|- class="tr0a"<br />
! rowspan=4 | 2*ID<br/>Name<sup>'''[1]'''</sup><br/>Filenames<sup>'''[2]'''</sup><br/>Flags<sup>'''[3]'''</sup><br />
! colspan=4 | Object Info<br />
|- class="tr0b"<br />
! colspan=4 | Settings<sup>'''[4]'''</sup><br />
|- class=tr0b<br />
! align=center | 1<br />
! align=center | 2<br />
! align=center | 3<br />
! align=center | 4<br />
|- class=tr0b<br />
! align=center | 5<br />
! align=center | 6<br />
! align=center | 7<br />
! align=center | 8<br />
<br />
{{Object|1|001|1|airblock||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in regular tracks.<br>Used in tournaments as an "invisible wall" above barriers so you cannot fly/jump over them. They are boxes of 200x200x200 units with a pivot in the bottom face.<br />
}}<br />
<br />
{{Object|2|002|2|Psea|<br/>Psea(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sea on <small>GCN</small> Peach Beach; for details see [[Object/Psea]].<br />
}} <br />
<br />
{{Object|1|003|3|lensFX|<br/>lensFX|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lens flare object when looking at the sun; it is also highly recommended to place this object near or coincident to {{obj-ref|sun}}.<br />
}}<br />
<br />
{{Object|2|004|4|venice_nami|<br/>venice_nami(B)|-- -A-<br />
|s1= Rising speed in odd stages<br />
|s2= Stage 5 target height<br />
|s3= Stage 1 target height<br />
|s4= Stage 2 frame count<br />
|s5= Stage 3 target height<br />
|s6= Stage 4 frame count<br />
|s7= Rising speed in even stages<br />
|s8= &mdash;<br />
|info= The rising and dropping sea on Delfino Pier. It requires {{obj-ref|pocha}} if the player can interact with it, or else the game will freeze upon respawning. Slot [[Slot#battle1.2|A1.2]] enables its SFX.<br>This object goes through five stages before it ends at its final height given in setting 2. Stages 1, 3 and 5 are active until a target height is reached, stages 2 and 4 are active for a given time period.<br>The object has an ongoing additional cyclus of rising and dropping between -80 and 80 added to its current height. All target heights are relative to the placement height, the rising speed is in units per frame.<br />
}}<br />
<br />
{{Object|1|005|5|sound_river||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a river sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]], [[Slot#5.2|5.2]], and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|2|006|6|sound_water_fall||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a waterfall sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]] and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|1|007|7|pocha|<br/>pocha(BE)|-- TA-<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a water splash effect when a player touches [[KCL flag#Fall Boundary (0x10)|KCL flag 0x10]] with variants 1 (water) or 3 (icy water that also needs the {{obj-ref|0x17|ice}} object). Also works for [[KCL flag#Effect Trigger (0x1A)|KCL flag 0x1A]] with variant 2, but cannot be triggered again until the player respawns. Only the Y coordinate is used.<br />
}}<br />
<br />
{{Object|2|008|8|sound_lake||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lake sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#2.2|2.2]], [[Slot#3.1|3.1]], [[Slot#5.1|5.1]], and [[Slot#8.2|8.2]].<br />
}}<br />
<br />
{{Object|1|009|9|sound_big_fall||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a louder waterfall sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]] and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|2|00a|10|sound_sea||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a sea sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#5.1|5.1]] and [[Slot#6.3|6.3]].<br />
}}<br />
<br />
{{Object|1|00b|11|sound_fountain||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a fountain sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#2.2|2.2]], [[Slot#3.1|3.1]], [[Slot#5.1|5.1]], and [[Slot#8.2|8.2]].<br />
}}<br />
<br />
{{Object|2|00c|12|sound_volcano||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a volcano sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slot [[Slot#8.3|8.3]].<br />
}}<br />
<br />
{{Object|1|00d|13|sound_audience||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates an audience sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Works on slots [[Slot#1.1|1.1]], [[Slot#1.4|1.4]], [[Slot#2.3|2.3]], [[Slot#3.1|3.1]], and [[Slot#5.4|5.4]]; slot 3.1 does not feature slot-based audience ambience.<br />
}}<br />
<br />
{{Object|2|00e|14|sound_big_river||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a louder river sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#3.2|3.2]], [[Slot#4.2|4.2]], [[Slot#5.2|5.2]], and [[Slot#7.3|7.3]].<br />
}}<br />
<br />
{{Object|1|00f|15|sound_sand_fall||R- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Generates a sand fall sound effect. The range where the sound comes from is controlled by the route. This object must have a route.<br />
}}<br />
<br />
{{Object|2|010|16|sound_lift||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lift sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>[[KMP (File Format)#POTI|Route Setting 1]] is always 1 in all Nintendo tracks.<br />
}}<br />
<br />
{{Object|1|011|17|pochaYogan|<br/>pochaYogan(BE)|-- T--<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a lava splash effect when a player touches [[KCL flag#Fall Boundary (0x10)|KCL flag 0x10]] with variant 2. Only the Y coordinate is used.<br />
}}<br />
<br />
{{Object|2|012|18|entry|<br/>entry(E)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a fire around the player when falls through a [[KCL flag#Fall Boundary (0x10)|burning air fall boundary]] flag.<br />
}}<br />
<br />
{{Object|1|013|19|pochaMori|<br/>pochaMori(E)|-- TA-<br />
|s1= [[KCL_flag#Type_A|Group Y KCL Index]]<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a leaf splash effect when a player touches [[KCL flag#Effect Trigger (0x1A)|KCL flag 0x1A]] with variant 2. Only the Y coordinate is used. Only works on slots [[Slot#4.2|4.2]] and arena slot [[Slot#battle2.5|2.5]] with group Y KCL index set to 5.<br />
}}<br />
<br />
{{Object|2|014|20|eline_control||-- TA-<br />
|s1= Entry Flag:<br>0 = Do Not Enter<br>1 = Enter<br />
|s2= Time to Next Controller (seconds)<br />
|s3= Controller ID<br />
|s4= Next Controller ID<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[KMP_(File_Format)#ENPH|ENPH]] Section; if -1, use ENPH of previous controller<br />
|info= Enemy line controller. Multiple controllers can be chained together. The timer of the next controller in a chain begins after the end of the previous controller.<br>Controller ID 0 is reserved to indicate the end of a controller chain. Enemies can choose to not obey a controller unless the next ENPH Section is set to -1.<br>Found in slots [[Slot#1.4|1.4]], [[Slot#2.2|2.2]], [[Slot#3.4|3.4]], [[Slot#4.1|4.1]], and arena slot [[Slot#battle1.2|1.2]].<br />
}}<br />
<br />
{{Object|1|015|21|sound_Mii||R- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a Mii crowd sound effect. The range where the sound comes from is controlled by the route, so make use of it.<br>Only works on slots [[Slot#1.1|1.1]] and [[Slot#3.1|3.1]].<br />
}}<br />
<br />
{{Object|2|016|22|begoman_manager||-- --O<br />
|s1= Manager ID (1-based)<br />
|s2= Number of Topmen to control<br />
|s3= First Topman ID to control<br />
|s4= Topman behavior:<br>0: *unknown*<br>1: Coward, they will ignore the player<br>2: Aggressive, they will attack the player<br />
|s5= Number of Topmen under control + Number of Topmen controlled by the previous manager<br />
|s6= *unknown*<br />
|s7= *unknown*<br />
|s8= *unknown*<br />
|info= Galaxy Colosseum Topmen manager; object not used in any track. Once the Topmen controlled by the first manager are defeated, the Topmen controlled by the second manager will spawn and so forth.<br />
}}<br />
<br />
{{Object|1|017|23|ice|<br/>ice(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates ice around the player when respawned after falling in an [[KCL flag#Fall Boundary (0x10)|icy water fall boundary]] flag; the location does not matter, the ice effect is always enabled.<br>This object can be used to enable tracks for slot [[Slot#6.1|6.1]], but it only has impact in combination with an icy boundary flag. In this case, it only works on slot 6.1.<br />
}}<br />
<br />
{{Object|2|018|24|startline2D||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Generates a finish line at given location. This object is used in tournaments where you have to drive laps on a battle arena and some others; object not used in any track.<br />
}}<br />
<br />
{{Object|1|065|101|itembox|<br/>itembox(B)|-S TAO<br />
|s1= ''Unknown''<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= &mdash;<br />
|s6= [[Item_Settings_-_Item_Boxes|Timing lottery]]<br />
|s7= Additional height, multiplied with unknown number (always 1?).<br />
|s8= ''Unknown''<br />
|info= Spinning box with a question mark inside it. If touched, it snaps and an item lottery begins; after the lottery, the item shown is retrieved.<br />
}}<br />
<br />
{{Object|2|066|102|DummyPole||-S T-O<br />
|s1= Wall KCL Variant<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pole solidity across different tracks. Deleting this object will cause the pole itself to be unsolid.<br />
}}<br />
<br />
{{Object|1|067|103|flag|<br/>flag|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|068|104|flagBlend|<br/>flagBlend|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|069|105|gnd_sphere||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Solid green sphere with an animation.<br />
}}<br />
<br />
{{Object|2|06a|106|gnd_trapezoid||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Solid red trapezoid with an animation.<br />
}}<br />
<br />
{{Object|1|06b|107|gnd_wave1||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Blue object that makes a wave animation.<br />
}}<br />
<br />
{{Object|2|06c|108|gnd_wave2||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Yellow object that makes a wave animation.<br />
}}<br />
<br />
{{Object|1|06d|109|gnd_wave3||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Orange object that makes a wave animation.<br />
}}<br />
<br />
{{Object|2|06e|110|gnd_wave4||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>Blue object that makes a wave animation.<br />
}}<br />
<br />
{{Object|1|06f|111|sun|<br/>sun(B)|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sun in the background; often used with {{obj-ref|lensFX}}.<br />
}}<br />
<br />
{{Object|2|070|112|woodbox|<br/>woodbox(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[LE-CODE]] only: Replace the standard drop height by this value.<br />
|info= Wooden box. When touched, the player slows down and the box drops an item. The wooden boxes respawn after five seconds, drop from 5000 units above the origin and drop onto the first face they touch.<br>In Time Trials, it becomes an unbreakable {{obj-ref|ironbox}}.<br />
}}<br />
<br />
{{Object|1|071|113|KmoonZ|<br/>KmoonZ(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The moon of Rainbow Road.<br />
}}<br />
<br />
{{Object|2|072|114|sunDS|<br/>sunDS(B)|R- T--<br />
|s1= Speed<br />
|s2= Delay before starting in 1/60 seconds after starting of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The Angry Sun from <small>DS</small> Desert Hills. It changes point of view and rotation of the crown according to player's position.<br>[[KMP (File Format)#POTI|Route Setting 2]] controls the behavior depending on the value X:<br>X < 30 (1E in hex) → Stays for X/60 seconds<br>X ≥ 30 (1E in hex) → Drops a {{obj-ref|FireSnake}} staying for X/60 seconds.<br>In both cases, the dropping animation is viewed; if the route start point is set to drop, it will drop at the second "lap" of the route.<br>Only slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]], and [[Slot#7.1|7.1]] support this object.<br />
}}<br />
<br />
{{Object|1|073|115|coin|<br/>coin(BE)|-S -A-<br />
|s1= Mode.<br>0 = Battle<br>1 = [[Tournament]] or [[Mission Mode]].<br />
|s2= Start or respawn place. See [[Coin]] for details.<br />
|s3= Spawn behavior. See [[Coin]] for details.<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Present within all battle arenas in Coin Runners mode and in some tournaments. When touched, it disappears and the player gets one coin.<br>Some coins do not appear at the start of the battle but show up later on. See [[Object/coin]] for details.<br />
}}<br />
<br />
{{Object|2|074|116|ironbox||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>It seems to be born as an object separate from {{obj-ref|woodbox}}. <br />
}}<br />
<br />
{{Object|1|075|117|ItemDirect||-- ---<br />
|s1= 0 = Green Shell<br>1 = Red Shell<br>2 = Banana<br>3 = Mushroom<br>4 = Star<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object used in tournaments (Daisy Circuit and <small>SNES</small> Battle Course 4).<br>Can be used to place an item directly onto the track; they will not show up in Time Trials.<br>You must not place more than 11 of these in a track; otherwise, your track will freeze or hang in online play.<br />
}}<br />
<br />
{{Object|2|076|118|s_itembox|<br/>itembox(B)|-S TA-<br />
|s1= ''Unknown''<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= &mdash;<br />
|s6= [[Item_Settings_-_Item_Boxes|Timing lottery]]<br />
|s7= Height offset with object's position, signed.<br />
|s8= ''Unknown''<br />
|info= Item box that acts similarly to a placed item. It moves in conjunction with most moving objects and is normally locked in a relative Y-position, moving along with the object's behavior. Otherwise, it typically phases through object collision altogether. <br>Some interactions might be slot specific, such as with {{obj-ref|quicksand}}. <br>When placed high without an object underneath, it falls until it reaches the ground, and when placed on a steep surface, it falls down the slope, but can sometimes cause a crash due to unknown reasons if used in this way.<br/>For more information, see the [[Moving Terrain#Using Objects|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|077|119|pile_coin|<br/>coin(BE)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>This is the pile of coins above the players used in Battle Mode; static and without collision.<br />
}}<br />
<br />
{{Object|2|0c9|201|f_itembox|<br/>itembox(B)|RS T-O<br />
|s1= Start speed in units per 1/60 seconds; if a [[KMP (File Format)#POTI|Route Setting 1]] > 0, then a new speed value is defined<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= Route start point<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route controlled item box. If any [[KMP (File Format)#POTI|Route Setting 2]] = 1, the box breaks at that point.<br />
}}<br />
<br />
{{Object|1|0ca|202|MashBalloonGC|<br/>MashBalloonGC(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Air balloon as seen in <small>GCN</small> Mario Circuit. It has an assigned route but also floats from Y to Y. It turns to face the direction it is traveling in.<br />
}}<br />
<br />
{{Object|2|0cb|203|WLwallGC|<br/>WLwallGC(BK)|-S T--<br />
|s1= Time inside the pipe<br />
|s2= Time outside the pipe<br />
|s3= Speed<br />
|s4= Length of going<br />
|s5= Going out first time<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Horizontal moving Piranha Plant wall from <small>GCN</small> Waluigi Stadium. It moves like a sine function (inside → outside → inside); normally combined with {{obj-ref|WLdokanGC}}.<br />
}}<br />
<br />
{{Object|1|0cc|204|CarA1|<br/>CarA1(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall. It moves exactly like {{obj-ref|WLwallGC}} but instead left → right.<br />
}}<br />
<br />
{{Object|2|0cd|205|basabasa|<br/>basabasa(B)|RS T--<br />
|s1= Speed in units per 1/60 seconds<br />
|s2= Delay until start of the next group in 1/60 seconds.<br>Multiple groups can be on the way<br />
|s3= Number of Swoops per group<br />
|s4= How far they can get off the route (unknown values)<br />
|s5= Maximum height<br />
|s6= Distance between the bats in the same group<br />
|s7= Start delay in 1/60 seconds<br />
|s8= &mdash;<br />
|info= Swoops that follow a route. When touched, they act like a wall. They are released as groups which can be edited in any way.<br />
}}<br />
<br />
{{Object|1|0ce|206|HeyhoShipGBA|<br/>HeyhoShipGBA(B)|R- T--<br />
|s1= Speed<br />
|s2= How strong it moves up and down<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Shy Guy ship which shoots exploding cannonballs; cannonball object is {{obj-ref|HeyhoBallGBA}}.<br>This object is made for counterclockwise directed tracks, so if a track is clockwise directed, this object must be modified with [[BrawlBox]] in the following ways:<br>''CullMode'' from ''Materials'' must be set on ''Cull_Outside'' and the Z scale in the KMP must be -1.<br>Only slot [[Slot#6.2|6.2]] supports this object and it is necessary to allow tracks to work on this slot.<br />
}}<br />
<br />
{{Object|2|0cf|207|koopaBall|<br/>koopaBall(BE)|RS T--<br />
|s1= Unknown<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Gigantic exploding fireball; used with {{obj-ref|koopaFigure}}. It bounces on every new route point and explodes on the last one if the route cycle setting is turned on. This object always spins northward. Scale is only obeyed if the route cycle setting is turned off, although the fiery effect still does not obey scaling.<br />
}}<br />
<br />
{{Object|1|0d0|208|kart_truck|<br/>K_truck(B)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= Texturing:<br>0 = MooMoo<br>1 = Fruit<br>2 = Factory<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Truck from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right).<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|2|0d1|209|car_body|<br/>K_car_body(B)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= Color:<br>0 = Blue<br>1 = Red<br>2 = Yellow<br />
|s5= ''Unknown''<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Car from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right)<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|1|0d2|210|skyship|<br/>skyship(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Blimp from Luigi Circuit. It turns to face the direction it is traveling in.<br />
}}<br />
<br />
{{Object|2|0d3|211|w_woodbox|<br/>woodbox(BE)|RS T--<br />
|s1= Speed<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= ''Unknown''<br />
|s5= Start delay<br />
|s6= Time between 2 boxes<br />
|s7= Max amount of boxes<br />
|s8= &mdash;<br />
|info= Wooden box that follows a route.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the speed (gets added to S1). <br />
}}<br />
<br />
{{Object|1|0d4|212|w_itembox|<br/>itembox(B)|RS T--<br />
|s1= Speed<br />
|s2= [[Item_Settings_-_Item_Boxes|Item type (player)]]<br />
|s3= [[Item_Settings_-_Item_Boxes|Item type (enemy)]]<br />
|s4= Disables shadow if set<br />
|s5= Start delay<br />
|s6= Time between 2 boxes<br />
|s7= Number of itemboxes on the route (default 5)<br />
|s8= &mdash;<br />
|info= Multiple item boxes that follow a route from a starting point to an ending point.<br />
}}<br />
<br />
{{Object|2|0d5|213|w_itemboxline|<br/> Block(BE)<br/> itembox(B)<br/> Press(BE)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= Delay until the first block spawns (time in frames)<br />
|s6= Delay between block spawns (time in frames)<br />
|s7= Number of Blocks/Item Boxes that can exist at any one time<br />
|s8= &mdash;<br />
|info= {{obj-ref|Press}}, ''block.brres'' and {{obj-ref|itembox}} combination from Toad's Factory.<br>Each block follows a route until it reach the press and the press converts it to an item box which continues the route. Route setting 1 is the speed it slows down to (if 0 it uses the speed setting in S1).<br/>Route setting 2:<br/> 0x1: press activates when a block reaches this point<br/>0x2: determines where the item box goes<br />
}}<br />
<br />
{{Object|1|0d6|214|VolcanoBall1|<br/>VolcanoBall1(BE)|RS T--<br />
|s1= Fireball speed<br />
|s2= Delay before starting<br />
|s3= Time between 2 fireballs<br />
|s4= Time until the fire goes out<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fiery rock from Grumble Volcano.<br>When created, a volcano explosion occurs and it follows the route until it touches a solid part, then it becomes a fire; slot [[Slot#3.4|3.4]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|0d7|215|penguin_s|<br/>penguin_s(BE3D)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small penguin from <small>N64</small> Sherbet Land. It creates a symmetrical copy of itself under the ground to simulate an ice reflection.<br>[[KMP (File Format)#POTI|Route Setting 1]]: 0 = Default; 1 = Glide; 2 = Animation faster; 3 = Default.<br>[[KMP (File Format)#POTI|Route Setting 2]] describes the speed when Route Setting 1 ≠ 0, but always requires a value ≠ 0.<br>Slot [[#6.1|6.1]] enables its SFX.<br />
}}<br />
<br />
{{Object|1|0d8|216|penguin_m|<br/>penguin_m(BED)|RS T--<br />
|s1= Speed<br />
|s2= [[LE-CODE]] or [[cheat code]] required: <br/>Route start point.<br />
|s3= [[LE-CODE]] or [[cheat code]] required: <br/>If S8=1: Item to drop (same as ItemDirect).<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= [[LE-CODE]] or special cheat code required: <br/>0: normal behavior<br/>1: custom "mushroom car" behavior developed by [[kHacker35000vr]].<br />
|info= Medium penguin from <small>N64</small> Sherbet Land.<br>Slot [[#6.1|6.1]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|0d9|217|penguin_l|<br/>penguin_l(BE)|R- T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Large penguin from <small>N64</small> Sherbet Land.<br />
}}<br />
<br />
{{Object|1|0da|218|castleballoon1|<br/>castleballoon1(B)|R- T-O<br />
|s1= Speed<br />
|s2= Max Y difference<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Balloon from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|0db|219|dossunc|<br/>dossun(BE)|rS T--<br />
|s1= Route speed<br />
|s2= Behaviour with route:<br>1 = Stomp on every route point<br>2 = Couple of Thwomps, goes left and right before going down; read the description<br>3 = Grounded Thwomp, goes left and right<br />
|s3= Start delay in 1/60 seconds after start of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s4= Sleep time in 1/60 seconds after start of countdown<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp with optional route; without route, S1 and S2 must be 0.<br>If S2 = 2, a 3-point route is needed to make effect:<br>1 → Start point, [[KMP (File Format)#POTI|Route Setting 2]] = 0<br>2 → Rotation point, Route Setting 2 = 1<br>3 → Going down point, Route Setting 2 = 0.<br>The couple starts, at the second point turns of 180° and goes left and right, going down around the third point according to player's direction, then goes back to the first point.<br>To make effect, the object needs a rotation of ±90°, route points must have the same Y and Z coordinate and no other object must be near the start point.<br>In Grand Prix and VS races, the object is activated by the proximity of a main player (not a CPU) and the speed is proportional to the player's; in Time Trial speed and start delay are the same of respective settings in KMP file.<br>If S2 = 3, Route Setting 2 ("cycle") must be 1, or else the Thwomp will spin endlessly when hit by an item.<br />
}}<br />
<br />
{{Object|1|0dc|220|dossunc_soko||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. <br />
}}<br />
<br />
{{Object|2|0dd|221|boble|<br/>boble(BE)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lava bubble from <small>GBA</small> Bowser Castle 3.<br>[[KMP (File Format)#POTI|Route Setting 1]] controls the speed (gets added to S1), [[KMP (File Format)#POTI|Route Setting 2]] = 1 means that the model flips horizontally.<br />
}}<br />
<br />
{{Object|1|0de|222|K_bomb_car|<br/>K_bomb_car(BE)|RS T--<br />
|s1= Route start point<br />
|s2= Speed 0 in 1/60 seconds<br />
|s3= Speed 1 in 1/60 seconds<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bomb car from Moonview Highway.<br>[[KMP (File Format)#POTI|Route Setting 1]] is used for blinking (1 = Left, 2 = Right).<br>[[KMP (File Format)#POTI|Route Setting 2]] selects the speed (0 or 1).<br />
}}<br />
<br />
{{Object|2|0df|223|K_bomb_car_dummy|<br/>K_bomb_car_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. <br />
}}<br />
<br />
{{Object|1|0e0|224|car_body_dummy|<br/>car_body_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|0e1|225|kart_truck_dummy|<br/>kart_truck_dummy|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0e2|226|hanachan|<br/>hanachan(BE2D)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wiggler from Maple Treeway. It shows up on the minimap in non-racing modes. <br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds of stop in that point.<br>Define the route heights carefully. If the Wiggler has issues with the body segments, move the route to a more flat area.<br />
}}<br />
<br />
{{Object|2|0e3|227|seagull|<br/>seagull(B)|R- T--<br />
|s1= Speed<br />
|s2= Number of seagulls<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Seagull that follows a route. It is found in tracks with a marine setting.<br />
}}<br />
<br />
{{Object|1|0e4|228|moray|<br/>moray(B)|R- TA-<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unagi (eel) from Koopa Cape and Chain Chomp Wheel.<br />
}}<br />
<br />
{{Object|2|0e5|229|crab|<br/>crab(BE3D)|RS T--<br />
|s1= Speed in units per 1/60 seconds<br />
|s2= Crab view direction:<br>0 = Left<br>1 = Right<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crab from <small>GBA</small> Shy Guy Beach.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds of stop in that point.<br />
}}<br />
<br />
{{Object|1|0e6|230|basabasa_dummy||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|0e7|231|CarA2|<br/>CarA2(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|0e8|232|CarA3|<br/>CarA3(B)|RS T--<br />
|s1= Speed<br />
|s2= Acceleration<br />
|s3= Time of pause<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving car from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|0e9|233|Hwanwan|<br/>wanwan(BE)|RS T--<br />
|s1= Speed<br />
|s2= Amount of item boxes carried<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following Chain Chomp from <small>DS</small> Peach Gardens.<br>Hwanwan and wanwan only work together if the effect files are absent.<br>[[KMP (File Format)#POTI|Route Setting 2]] = 1 plays a rollover animation, originally used within a tournament in Rainbow Road. <br />
}}<br />
<br />
{{Object|1|0ea|234|HeyhoBallGBA|<br/>HeyhoBallGBA(BE)|-S T--<br />
|s1= Route id from where {{obj-ref|HeyhoShipGBA}} shoots<br />
|s2= Time between shot and arrival in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cannonball landing area that explodes after three seconds, shot by {{obj-ref|HeyhoShipGBA}}; in Grand Prix and VS races, it explodes if touched.<br>The object's scale does not affect the explosion effect's dimension. Generally, CPUs do not go against this object as they try to avoid them.<br>This objects requires {{obj-ref|HeyhoShipGBA}}, and therefore, it can only be used on slot [[Slot#6.2|6.2]]. Note that no more than 59 of this object can be used.<br />
<br />
}}<br />
{{Object|2|0eb|235|Twanwan|<br/>Twanwan(B)|RS -A-<br />
|s1= Route speed<br />
|s2= 0 = start and wait on first route point<br>1 = start at object location and enable release action<br />
|s3= Amplitude<br />
|s4= Period length<br />
|s5= Start delay in 1/60 seconds<br />
|s6= Time until it starts following route in 1/60 seconds (s5 has priority)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rolling Chain Chomp from Chain Chomp Wheel.<br>The object has two different kind of movements; one being a route and one relative to its current location based on a sine wave, whereby the wave is controlled by s3 and s4.<br>It appears on the minimap when playing on arena slot 1.4.<br />
}}<br />
<br />
{{Object|1|0ec|236|cruiserR|<br/>cruiser(BE)|R- T--<br />
|s1= Start speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following boat from Daisy Circuit and Koopa Cape.<br />
}}<br />
<br />
{{Object|2|0ed|237|bird|<br/>bird(B)|R- T--<br />
|s1= Speed<br />
|s2= Number of eagles<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Route-following eagle from <small>GCN</small> DK Mountain.<br />
}}<br />
<br />
{{Object|1|0ee|238|sin_itembox|<br/>itembox(B)|RS T--<br />
|s1= Cycle time in 1/60 seconds<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= Start delay in 1/60 seconds<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Item box following a route back and forth; speed is like a sine function.<br>[[KMP (File Format)#POTI|Route Setting 2]]: 0 = Asymetric; 1 = Symetric.<br />
}}<br />
<br />
{{Object|2|0ef|239|Twanwan_ue|<br/>Twanwan_ue|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0f0|240|BossHanachan|<br/>hanachan(BE2D)|-S ---<br />
|s1= Primary Wiggler Speed<br />
|s2= Time in 1/60 seconds wiggler stops before using its angry speed. Used instead of s7 if player is behind point specified in s6 when wiggler stops<br />
|s3= Secondary Wiggler Speed<br />
|s4= Point player must pass to change wiggler to speed two. The wiggler must stop to activate this speed change. Route settings 0000 0001<br />
|s5= Angry Wiggler Speed<br />
|s6= Point player must pass to allow the wiggler to become angry. Route settings 0000 0001<br />
|s7= Time in 1/60 seconds wiggler stops before using its angry speed. Used instead of s2 if player is past point specified in s6 when wiggler stops<br />
|s8= &mdash;<br />
|info= Big Wiggler boss used in the Wario's Gold Mine tournament; follows a route.<br>If S2 of the route point = 0002 (S1 needs to be 0000; otherwise, it will try to do different things at the same time and Wiggler's body will glitch out), it will play Wiggler's trick animation once Wiggler gets to the point. See [[BossHanachan]] for more information about its route settings.<br />
}}<br />
<br />
{{Object|2|0f1|241|Kdossunc||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|0f2|242|BossHanachanHead||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object used in the Wario's Gold Mine tournament to show the Wiggler's head on the minimap. It is not found in the KMP, but adding BossHanachan will automatically generate it in-game.<br />
}}<br />
<br />
{{Object|2|0f3|243|K_bomb_car1|<br/>K_bomb_car1|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Black Bomb car used in one of the Luigi Circuit tournaments.<br />
}}<br />
<br />
{{Object|1|12d|301|dummy|<br/>dummy|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|12e|302|dokan_sfc|<br/>dokan_sfc(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pipe from Luigi Circuit and <small>SNES</small> Mario Circuit 3.<br />
}}<br />
<br />
{{Object|1|12f|303|castletree1|<br/>castletree1(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from Moo Moo Meadows and Mario Circuit.<br />
}}<br />
<br />
{{Object|2|130|304|castletree1c|<br/>castletree1(B)|-S T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from Moo Moo Meadows and Mario Circuit.<br />
}}<br />
<br />
{{Object|1|131|305|castletree2|<br/>castletree2(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from Moo Moo Meadows and Mario Circuit. The tree turns to look always to the player.<br />
}}<br />
<br />
{{Object|2|132|306|castleflower1|<br/>castleflower1(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flower from Mario Circuit.<br />
}}<br />
<br />
{{Object|1|133|307|mariotreeGC|<br/>mariotreeGC(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from GCN Mario Circuit.<br />
}}<br />
<br />
{{Object|2|134|308|mariotreeGCc|<br/>mariotreeGC(B)|-S T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from GCN Mario Circuit.<br />
}}<br />
<br />
{{Object|1|135|309|donkytree1GC|<br/>donkytree1GC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|2|136|310|donkytree2GC|<br/>donkytree2GC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|1|137|311|peachtreeGC|<br/>peachtreeGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid swaying [[tree]] from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|2|138|312|peachtreeGCc|<br/>peachtreeGC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid swaying [[tree]] from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|1|139|313|npc_mii_a|<br/>npc_mii_a|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|13a|314|npc_mii_b|<br/>npc_mii_b|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|13b|315|npc_mii_c|<br/>npc_mii_c|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|13c|316|obakeblockSFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|1|13d|317|WLarrowGC|<br/>WLarrowGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Arrow with eyes from GCN Waluigi Stadium.<br />
}}<br />
<br />
{{Object|2|13e|318|WLscreenGC|<br/>WLscreenGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV from GCN Waluigi Stadium. Nintendo disables it in Multiplayer mode (PFlag = 9).<br />
}}<br />
<br />
{{Object|1|13f|319|WLdokanGC|<br/>WLdokanGC(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Big pipe from GCN Waluigi Stadium, normally combined with {{obj-ref|WLwallGC}}.<br />
}}<br />
<br />
{{Object|2|140|320|MarioGo64c|<br/>MarioGo64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The "GO" sign from N64 Mario Raceway.<br />
}}<br />
<br />
{{Object|1|141|321|PeachHunsuiGC|<br/>PeachHunsuiGC(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fountain from GCN Peach Beach.<br />
}}<br />
<br />
{{Object|2|142|322|kinokoT1|<br/>kinokoT1(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bouncy mushroom decoration from Mushroom Gorge.<br />
}}<br />
<br />
{{Object|1|143|323|kinokoT2|<br/>kinokoT2|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|144|324|pylon01|<br/>pylon01(B)|-S T--<br />
|s1= Color:<br>0 = Red<br>1 = Blue<br>2 = Yellow<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Street cone from Daisy Circuit. Only slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]] and [[Slot#7.1|7.1]] support this object with a limit of 30. Colors can be changed in the CLR0 (maybe even added).<br />
}}<br />
<br />
{{Object|1|145|325|PalmTree|<br/>PalmTree(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid palm from Coconut Mall. It is the largest [[tree]] of [[Mario Kart Wii]].<br />
}}<br />
<br />
{{Object|2|146|326|parasol|<br/>parasol(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Parasol from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|147|327|cruiser|<br/>cruiser(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Boat from Daisy Circuit and Koopa Cape.<br />
}}<br />
<br />
{{Object|2|148|328|K_sticklift00|<br/>K_sticklift00(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Barrier gate from DK Summit.<br />
}}<br />
<br />
{{Object|1|149|329|heyho2|<br/> heyho2(B)<br/> K_chairlift00(B)|R- T--<br />
|s1= Which MDL0 from ''K_chairlift00.brres'' is loaded:<br>0 = K_chairlift00<br>1 = K_chairlift01<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Manager of the Shy Guy Ski Lift from DK Summit. Spawns 30 Chairlifts that travel on a route. Route setting 0 removes the Shy Guys. Route setting 1 randomly makes either 0, 1 or 2 randomly colored Shy Guys spawn on the chair. <br />
}}<br />
<br />
{{Object|2|14a|330|HeyhoTreeGBAc|<br/>HeyhoTreeGBA(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small solid [[tree]] from GBA Shy Guy Beach.<br />
}}<br />
<br />
{{Object|1|14b|331|MFaceBill|<br/>MFaceBill|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|14c|332|truckChimSmk|<br/>truckChimSmk(BE)|-S T--<br />
|s1= Time to start smoking<br />
|s2= 0 = Default smoke variant, doesnt vanish when touched.<br>1 = Different smoke variant (fluffy), doesnt vanish when touched.<br>2 = 1 but vanishes when touched.<br>3 = Different smoke variant (thick), doesnt vanish when touched.<br>4 = Same as 2?.<br>5+ = No smoke but "explode" effect<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Smoke generator on Wario's Gold Mine and Maple Treeway.<br />
}}<br />
<br />
{{Object|1|14d|333|MiiObj01|<br/>MiiObj01(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|14e|334|MiiObj02|<br/>MiiObj02(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|1|14f|335|MiiObj03|<br/>MiiObj03(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|150|336|gardentreeDS|<br/>gardentreeDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid and thin [[tree]] from DS Peach Gardens.<br />
}}<br />
<br />
{{Object|1|151|337|gardentreeDSc|<br/>gardentreeDS(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid and thin [[tree]] from DS Peach Gardens.<br />
}}<br />
<br />
{{Object|2|152|338|FlagA1|<br/>FlagA1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Starting line flag from Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|1|153|339|FlagA2|<br/>FlagA2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Starting line flag from Moo Moo Meadows.<br />
}}<br />
<br />
{{Object|2|154|340|FlagB1|<br/>FlagB1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "W" flag from Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|1|155|341|FlagB2|<br/>FlagB2(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "L" Flag from Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|156|342|FlagA3|<br/>FlagA3(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= "Mario Kart" flag from DS Delfino Square. Strangely, scales must follow a precise proportion: Xscale < Yscale < Zscale, or game freezes.<br>It is a bit buggy, so it is better use another "FlagA" object and import the original texture.<br />
}} <br />
<br />
{{Object|1|157|343|DKtreeA64|<br/>DKtreeA64(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|2|158|344|DKtreeA64c|<br/>DKtreeA64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|1|159|345|DKtreeB64|<br/>DKtreeB64(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Usolid [[tree]] from N64 DK's Jungle Parkway with a small crown.<br />
}}<br />
<br />
{{Object|2|15a|346|DKtreeB64c|<br/>DKtreeB64(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from N64 DK's Jungle Parkway with a small crown.<br />
}}<br />
<br />
{{Object|1|15b|347|TownTreeDSc|<br/>TownTreeDS(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Solid [[tree]] from DS Delfino Square with orange leaves.<br />
}}<br />
<br />
{{Object|2|15c|348|Piston|<br/>Piston(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piston machine decoration from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|15d|349|oilSFC|<br/>oilSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Oil puddle from SNES Mario Circuit 3.<br />
}}<br />
<br />
{{Object|2|15e|350|DKmarutaGCc|<br/>DKmarutaGC|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|15f|351|DKropeGCc|<br/>DKropeGC|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|160|352|mii_balloon|<br/>mii_balloon(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Floating balloon from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|161|353|windmill|<br/>windmill(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating windmill decoration from Moo Moo Meadows.<br />
}}<br />
<br />
{{Object|2|162|354|dossun|<br/>dossun(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp caged in N64 Bowser's Castle growling when a player approaches; it is an unsolid decoration.<br />
}}<br />
<br />
{{Object|1|163|355|TownTreeDS|<br/>TownTreeDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid [[tree]] from DS Delfino Square with orange leaves.<br />
}}<br />
<br />
{{Object|2|164|356|Ksticketc|<br/>Ksticketc(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toll booth gate from Moonview Highway, opens when approaching. Opens for cars and trucks only on slot 4.2.<br />
}}<br />
<br />
{{Object|1|165|357|monte_a|<br/>monte_a(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta alone.<br />
}}<br />
<br />
{{Object|2|166|358|MiiStatueM1|<br/>MiiStatueM1(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mario statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|167|359|ShMiiObj01|<br/>ShMiiObj01(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|168|360|ShMiiObj02|<br/>ShMiiObj02(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|1|169|361|ShMiiObj03|<br/>ShMiiObj03(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|16a|362|Hanabi|<br/>Hanabi(E)|-- T--<br />
|s1= Frames until the firework "pops" in the intro camera sequence.<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fireworks used in cutscene tracks. Only loads in GP Mode.<br />
}}<br />
<br />
{{Object|1|16b|363|miiposter|<br/>miiposter(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii posters from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|16c|364|dk_miiobj00|<br/>dk_miiobj00(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from DK Summit.<br />
}}<br />
<br />
{{Object|1|16d|365|light_house|<br/>light_house(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lighthouse from Daisy Circuit.<br />
}}<br />
<br />
{{Object|2|16e|366|r_parasol|<br/>r_parasol(B)|-S T--<br />
|s1= Starting state:<br>0 = Open <br>1 = Closed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Parasol from GBA Shy Guy Beach; it opens or closes itself when is hit.<br />
}}<br />
<br />
{{Object|1|16f|367|obakeblock2SFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|2|170|368|obakeblock3SFCc|<br/>obakeblockSFC(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T:<br>T = 0 → Block doesn't fall<br>T > 0 → Block falls after T seconds<br>T = 4 → Block falls immediately after the "GO!"<br />
|s3= Additional delay of X/60 seconds, goes added to S2<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.<br />
<br />
For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.<br />
}}<br />
<br />
{{Object|1|171|369|koopaFigure|<br/>koopaFigure(B2D)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bowser statue from Bowser's Castle.<br />
}}<br />
<br />
{{Object|2|172|370|pukupuku|<br/>pukupuku(B)|-- TA-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cheep Cheep fish.<br />
}}<br />
<br />
{{Object|1|173|371|v_stand1|<br/>v_stand1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|174|372|v_stand2|<br/>v_stand2|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|175|373|leaf_effect|<br/>leaf_effect(E)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Leaf effect when player drives or flies through [[tree]] leaves. Its SFX is exclusive to certain slot(s).<br />
}}<br />
<br />
{{Object|2|176|374|karehayama|<br/>karehayama(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= [[Item_Settings_-_Objects|Item to give]]<br />
|s3= [[Item_Settings_-_Objects|Chance to give an item]]<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Leaf pile from Maple Treeway. Its SFX is exclusive to certain slot(s).<br />
}}<br />
<br />
{{Object|1|177|375|EarthRing|<br/>EarthRing(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Earth luminous ring from Rainbow Road.<br />
}}<br />
<br />
{{Object|2|178|376|SpaceSun|<br/>SpaceSun(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The sun in Rainbow Road.<br />
}}<br />
<br />
{{Object|1|179|377|BlackHole|<br/>BlackHole|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|17a|378|StarRing|<br/>StarRing(BE)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Launch Star from Rainbow Road.<br />
}}<br />
<br />
{{Object|1|17b|379|M_obj_kanban|<br/>M_obj_kanban(B)|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow/black fence which can be found in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|17c|380|MiiStatueL1|<br/>MiiStatueL1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|17d|381|MiiStatueD1|<br/>MiiStatueD1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Daisy statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|17e|382|MiiSphinxY1|<br/>MiiSphinxY1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii Sphinx without head, unsolid. Object not used in any track.<br />
}}<br />
<br />
{{Object|1|17f|383|MiiSphinxY2|<br/>MiiSphinxY2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yoshi Sphinx from Dry Dry Ruins.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|180|384|FlagA5|<br/>FlagA5(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Start line flag from Koopa Cape. It is less buggy than {{obj-ref|FlagA3}}.<br />
}}<br />
<br />
{{Object|1|181|385|CarB|<br/>CarB(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Unsolid car decoration from Coconut Mall.<br />
}}<br />
<br />
{{Object|2|182|386|FlagA4|<br/>FlagA4|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|183|387|Steam|<br/>Steam(E)|-- T--<br />
|s1= &mdash;<br />
|s2= Delay before starting in 1/60 seconds.<br />
|s3= Length of steam effect.<br />
|s4= Time between two steam effects.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Steam effect from Toad's Factory.<br />
}}<br />
<br />
{{Object|2|184|388|Alarm|<br/>Alarm(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Alarm effect from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|185|389|group_monte_a|<br/>group_monte_a(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta audience.<br />
}}<br />
<br />
{{Object|2|186|390|MiiStatueL2|<br/>MiiStatueL2(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|187|391|MiiStatueD2|<br/>MiiStatueD2(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Daisy statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|188|392|MiiStatueP1|<br/>MiiStatueP1(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Peach statue from Block Plaza.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|189|393|SentakuDS|<br/>SentakuDS(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Hanging clothes decoration.<br />
}}<br />
<br />
{{Object|2|18a|394|fks_screen_wii|<br/>fks_screen_wii(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV from Funky Stadium.<br />
}}<br />
<br />
{{Object|1|18b|395|KoopaFigure64|<br/>KoopaFigure64(BE)|-S T--<br />
|s1= Units of distance from where KoopaFigure64 starts spitting fire<br />
|s2= Fire function and effect:<br>0 = Decoration with default effect<br>1 = Obstacle with L effect<br />
|s3= Spitting fire start delay in 1/60 seconds after start of countdown.<br>0 = Freeze of the game<br>240 (F0 in hex) = Starts spitting fire immediately after the "GO!"<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bowser statue from N64 Bowser's Castle; it spits fire for 5 seconds, then doesn't nothing for 3 seconds, then spits fire again.<br>In GP and VS Race the object is activated by the proximity of a player.<br />
}}<br />
<br />
{{Object|2|18c|396|b_teresa|<br/>b_teresa(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flying Boos from SNES Ghost Valley 2 controlled by [[AREA type#AREA type 0x07 (flying Boos)|AREA type 07]], using exactly one object.<br>Object's location doesn't matter, Boos are always viewed when players enter in related AREA.<br />
}}<br />
<br />
{{Object|1|18d|397|MiiStatueDK1|<br/>MiiStatueDK1|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|18e|398|MiiKanban|<br/>MiiKanban(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi face sign from Luigi Circuit.<br />
}}<br />
<br />
{{Object|1|18f|399|BGteresaSFC|<br/>BGteresaSFC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flying Boo from SNES Ghost Valley 2; optimal scale values for this object are values around 3 and 4.<br />
}}<br />
<br />
{{Object|2|191|401|kuribo|<br/>kuribo(B2D)|RS T-O<br />
|s1= Respawn time<br />
|s2= Speed<br />
|s3= Animation speed<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Goomba.<br />
}}<br />
<br />
{{Object|1|192|402|choropu|<br/>choropu(BE)|RS T--<br />
|s1= Speed<br />
|s2= Start delay in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving Monty Mole from Moo Moo Meadows.<br>Can't be used together with {{obj-ref|choropu2}}.<br>[[KMP (File Format)#POTI|Route Setting 2]]: 0 = Burrow, 1 = Pop out. <br />
}}<br />
<br />
{{Object|2|193|403|cow|<br/>cow(B5D)|RS T--<br />
|s1= Number of slave cows following the master cow unordered<br />
|s2= ''Unknown''<br />
|s3= Start delay of the slave cows in 1/60 seconds.<br>The master cow starts a few seconds earlier<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Master cow following a route followed by some more cows (from Moo Moo Meadows).<br>The master cow starts at the first point of the route, all other cows around the object position.<br />
}}<br />
<br />
{{Object|1|194|404|pakkun_f|<br/>pakkun_f(B2D)|-S T-O<br />
|s1= Idle time in 1/60 seconds between 2 attacks in time trial and online<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piranha Plant from GCN Mario Circuit, normally combined with {{obj-ref|pakkun_dokan}}.<br />
}}<br />
<br />
{{Object|2|195|405|WLfirebarGC|<br/>WLfirebarGC(B)|-S T--<br />
|s1= Fireballs per arm<br />
|s2= Rotations X per 360 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Fireball distance<br />
|s4= Number or arms<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating fire bars from GCN Waluigi Stadium.<br/>Can't be used together with {{obj-ref|koopaFirebar}}.<br />
}}<br />
<br />
{{Object|1|196|406|wanwan|<br/>wanwan(BE)|-S T--<br />
|s1= Length of chain in game units<br />
|s2= ''Unknown''<br />
|s3= &mdash;<br />
|s4= Let (X,Y) be the center of the area where the Chain Chomp snaps to (neither X nor Y are height coordinates). If X is positive, X/10 is the X-Value for the setting; if X is negative, 65536 + X/10 is the X-Value for the setting (make sure to include the negative sign when adding!). <br />
|s5= Let (X,Y) be the center of the area where the Chain Chomp snaps to (neither X nor Y are height coordinates). If Y is positive, Y/10 is the Y-Value for the setting; if Y is negative, 65536 + Y/10 is the Y-Value for the setting (make sure to include the negative sign when adding!).<br />
|s6= Time to wander around (in 1/60 seconds); if 0, about 5 seconds is used. Add 3.5 seconds for full cycle time<br />
|s7= (Width of wedge in degrees-35)/2<br />
|s8= &mdash;<br />
|info= Chain Chomp. Snaps in a wedge shape that is directed to a given point.<br>Hwanwan and wanwan only work together if the effect files are absent.<br />
}}<br />
<br />
{{Object|2|197|407|poihana|<br/>poihana(BE2D)|-S T--<br />
|s1= Color.<br>Normal settings:<br>1 = Red<br>2 = Violet<br>3 = Green<br>Other settings:<br>0 = Violet<br>≥4 = Green<br />
|s2= Units of distance from where {{obj-ref|poihana}} starts looking for players<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cataquack from GCN Peach Beach. It flings players into the air. In GP and VS race, it looks for players. In Time Trials, it flings only if touched. It is likely possible to add further colors by modifying the Pat0. <br><br />
Only works on [[Slot#5.1|Slot 5.1]] if psea or venice_nami is present for a splash sfx.<br />
}}<br />
<br />
{{Object|1|198|408|DKrockGC|<br/>DKrockGC(BE)|RS T--<br />
|s1= Not 0: Delay of ~1.5 seconds for the second rock<br />
|s2= Minimal cycle time in 1/60 seconds<br />
|s3= Speed<br />
|s4= Bouncing factor<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling rock from GCN DK Mountain, it respawns only if its Route's header has Cycle set to 1. [[Slot#8.3|Slot 8.3]] enables its SFX.<br />
}}<br />
<br />
{{Object|2|199|409|sanbo|<br/>sanbo(BED)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pokey from Dry Dry Desert and DS Desert Hills.<br>[[KMP (File Format)#POTI|Route Setting 1]] sets the time in 1/60 seconds of stop in that point. Its SFX is exclusive to certain slots.<br />
}}<br />
<br />
{{Object|1|19a|410|choropu2|<br/>choropu(BE)|-S T--<br />
|s1= Hide time in 1/60 seconds<br />
|s2= Start delay in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Monty Mole from DS Peach Gardens.<br>Can't be used together with {{obj-ref|choropu}}.<br />
}}<br />
<br />
{{Object|2|19b|411|TruckWagon|<br/>TruckWagon(BE)|RS T--<br />
|s1= Speed<br />
|s2= Delay before the second (groups) truck spawns (time in frames)<br />
|s3= Delay until the first (groups) truck spawns (time in frames)<br />
|s4= 0 = collision, allows for effects/animations and spawns 12 groups of trucks.<br/>1 = No collision, loads _LOD model instead and limits to 3 TruckWagons on a route.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Truck from Wario's Gold Mine.<br>[[KMP (File Format)#POTI|Route Setting 1]] changes the speed (if 0 it uses the speed setting in S1).<br/>[[KMP (File Format)#POTI|Route Setting 2]]: 0x0: Normal behavior<br/> 0x1: Truck sways left and right harder and wont change back until the end of the route.<br/> 0x2: Truck sways left and right.<br />
}}<br />
<br />
{{Object|1|19c|412|heyho|<br/>heyho(B)|RS T--<br />
|s1= Speed<br />
|s2= Color.<br>Normal settings:<br>0 = Red<br>1 = Yellow<br>2 = Green<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Shy Guy obstacle from DK Summit. Additional colors can probably be added by expanding the Pat0.<br />
}}<br />
<br />
{{Object|2|19d|413|Press|<br/>Press(BE)|-S T--<br />
|s1= &mdash;<br />
|s2= Start delay in 1/60 seconds<br />
|s3= Sleep time in 1/60 seconds;<br>Special case 0 = One time shoot<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Press from Toad's Factory (over the belts).<br>The entered position is the sleeping position, so must be placed over the ground (600 is the default value); the total cycle time depends on the sleep time and the falling height.<br />
}}<br />
<br />
{{Object|1|19e|414|Press_soko||-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|19f|415|pile|<br/>pile|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Chain Chomp's wooden pole seen in one of the Mario Circuit tournaments.<br />
}}<br />
<br />
{{Object|1|1a0|416|choropu_ground||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|1a1|417|WLfireringGC|<br/>WLfirebarGC(B)|-S T--<br />
|s1= Number of fireballs<br />
|s2= Rotations X in 1/60 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Pulsation factor, shrinks and enlarges the radius.<br>Special cases:<br> S3 = 0 or S4 = 0 no pulsation;<br> S3 ≥ S4 negative pulsation<br />
|s4= Radius<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating fire ring from GCN Waluigi Stadium. Scale settings refer to fireballs' dimensions and position coordinates to center's coordinates.<br />
}}<br />
<br />
{{Object|1|1a2|418|pakkun_dokan|<br/>pakkun_dokan(B)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pipe of potted Piranha Plant, normally combined with {{obj-ref|pakkun_f}}.<br />
}}<br />
<br />
{{Object|2|1a3|419|begoman_spike|<br/>begoman_spike(BE)|-S --O<br />
|s1= ID (1-based), used in ''begoman_manager'' to control when they appear<br />
|s2= The radius of the 1st ring in which the topman is allowed to roam in. <br />
|s3= Time in frames from the start of the race until the topman will switch from the 1st ring to the 2nd ring.<br />
|s4= The radius of the 2nd ring in which the topman is allowed to roam in. <br />
|s5= Time in frames from the start of the race until the topman will switch from the 2nd ring to the 3rd ring.<br />
|s6= The radius of the 3rd ring in which the topman is allowed to roam in. <br />
|s7= Time in frames from the start of the race until the topman will switch from the 3rd ring to the 4th ring.<br />
|s8= The radius of the 4th ring in which the topman is allowed to roam in. <br />
|info= Topman from Galaxy Colosseum; object not used in any track. To appear, it (or they) must be the first object of section [[KMP#GOBJ|GOBJ]]. They appear to not obey [[KCL flag#Wall (0x0C)|wall collision]]. Note that the rings are hardcoded to have their centre at (0,0).<br />
}}<br />
<br />
{{Object|1|1a4|420|FireSnake|<br/>FireSnake(BE)|-S T--<br />
|s1= Route id from where {{obj-ref|sunDS}} drops<br />
|s2= Time before vanishing in 1/60 seconds<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Grounded Podoboo from DS Desert Hills. It bounces casually around its position point.<br>It works with the object {{obj-ref|sunDS}}, so it only works on slots [[Slot#3.1|3.1]], [[Slot#4.2|4.2]], [[Slot#6.2|6.2]] and [[Slot#7.1|7.1]].<br />
}}<br />
<br />
{{Object|2|1a5|421|koopaFirebar|<br/> koopaFirebar(B)<br/> WLfirebarGC(B)|-S T--<br />
|s1= Number of fireballs per hand<br />
|s2= Rotations X per 1/360 seconds.<br>Counterclockwise = X<br>Clockwise = 65536 - X<br />
|s3= Distance between fireballs<br />
|s4= Number of hands<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Rotating firebar from Bowser's Castle. Specific object rotation values cause strange behavior, such as 0,90,0.<br/>Can't be used together with {{obj-ref|WLfirebarGC}}.<br />
}}<br />
<br />
{{Object|1|1a6|422|Epropeller|<br/>Epropeller(BE)|-S T--<br />
|s1= Rotations per 12 seconds if S8 = 0.<br />
Rotations per 12*S8 seconds if S8 > 0 (needs [[LE-CODE]] or [[Epropeller_Speed|this cheat code]])<br />
|s2= Direction:<br>0 = Clockwise<br>1 = Counterclockwise<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= Unused in the normal game.<br />
<br />
With [[LE-CODE]] or [[Epropeller_Speed|this cheat code]] this setting becomes a multiplicative factor applied in Setting 1.<br />
|info= Electric propeller from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|1a7|423|dc_pillar_c||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|1a8|424|FireSnake_v|<br/>FireSnake(BE)|-S T--<br />
|s1= Start delay in 1/60 seconds after starting of countdown.<br>240 (F0 in hex) = Starts immediately after the "GO!"<br />
|s2= The time between two firesnake spawns. <600 causes the previous snake to disappear, 600 despawns each second snake immediately.<br />
|s3=Units of distance from position point to landing point following the Y angulation.<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Grounded Podoboo from Grumble Volcano. It jump from its position point describing a parabola and after landing bounces casually around the arrival point for 10 seconds until it vanishes.<br />
}}<br />
<br />
{{Object|2|1a9|425|honeBall|<br/>honeBall(BE)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in regular tracks. Used in the <small>N64</small> Bowser's Castle tournament with Dry Bowser.<br>For use of this object in Mission Mode, at least one CPU must be defined. The location of the object does not matter.<br>If more than one CPU is defined, it will cause weird behavior. If more than one CPU exists in a mission with this object, only the one that is the closest to the player will fire at them. Occasionally, some will try and fire at the same time, but this causes them to spin out repeatedly until another fireball is fired. Regardless of how many CPUs are defined in a mission with this object, or how many times this object is added, only one of the CPUs will fire at the player.<br />
}}<br />
<br />
{{Object|1|1aa|426|puchi_pakkun|<br/>puchi_pakkun(BD)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small Piranha Plant from N64 Mario Raceway.<br />
}}<br />
<br />
{{Object|2|1ab|427|sanbo_big|<br/>sanbo(BED)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Giant Pokey used in the Thwomp Desert tournament, where its scale is 7 on the X, Y and Z-axes.<br>[[KMP]] KMP Cloud seems to slightly corrupt the Giant Pokey, as its sound will not be loaded and its head will not appear on the minimap.<br />
}}<br />
<br />
{{Object|1|1ac|428|sanbo_big.2|<br/>sanbo(BED)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. Seems to be identical to sanbo_big.<br />
}}<br />
<br />
{{Object|2|1f5|501|kinoko_ud|<br/>kinoko(BK)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant for the stem instead<br />
|s2= Amplitude of the up-down movement<br />
|s3= Time in 1/60s for a full up-down cycle<br />
|s4= Cycle shift (controls where in the cycle to start)<br />
|s5= Time in 1/60s to pause at the lowest point in the cycle<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bouncy mushroom from Mushroom Gorge.<br />
}}<br />
<br />
{{Object|1|1f6|502|kinoko_bend|<br/>kinoko(BK)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant instead<br />
|s2= Maximum angle<br />
|s3= Time in 1/60s for a full cycle<br />
|s4= Cycle shift (controls where in the cycle to start)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bouncy mushroom. The model perpetually loops an animation that resembles pulling a rubber band and letting go. It appears on the minimap as a solid circle in non-racing modes.<br />
}}<br />
<br />
{{Object|2|1f7|503|VolcanoRock1|<br/>VolcanoRock1(BK)|-S T--<br />
|s1= Model/Effect/KCL file to use (0 or 1)<br />
|s2= Time to go from x1 to x2 and back in 1/60 seconds<br />
|s3= Max X movement in both directions<br />
|s4= Offsets starting X and Y position within the specified movement in 1/60 seconds<br />
|s5= Time of one period on the Y-axis in 1/60 seconds<br />
|s6= The amplitude of the cosine on the Y-axis<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Floating drivable rock (at Grumble Volcano in the lava). It moves like a cosine on the X-axis and the Y-axis.<br />
}}<br />
<br />
{{Object|1|1f8|504|bulldozer_left|<br/>bulldozer_left(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Movement Distance<br />
|s3= Movement Time<br />
|s4= Time before starting<br />
|s5= Time of standing still<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bulldozer from Toad's Factory. Regardless of Y-rotation, it moves eastward from its current position.<br />
}}<br />
<br />
{{Object|2|1f9|505|bulldozer_right|<br/>bulldozer_right(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Movement distance<br />
|s3= Movement time<br />
|s4= Time before starting<br />
|s5= Time of standing still<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving bulldozer from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|1fa|506|kinoko_nm|<br/>kinoko(B)|-S T--<br />
|s1= Texturing: nonzero values load the dark variant instead<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Green mushroom. It appears on the minimap as a solid circle in non-racing modes.<br />
}}<br />
<br />
{{Object|2|1fb|507|Crane|<br/>Crane(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Amplitude of the motion (in game units)<br />
|s3= Period of the motion (in 1/60s)<br />
|s4= Time before starting<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crane platform Toad's Factory. Slot [[Slot#1.4|1.4]] enables its SFX.<br />
}}<br />
<br />
{{Object|1|1fc|508|VolcanoPiece|<br/>VolcanoPiece1(BK)|-S T--<br />
|s1= Model/KCL reference<br />
|s2= Time until it shakes in seconds at 150cc and mirror mode (already starts 4 seconds before in-game timer)<br />
|s3= Time it shakes in seconds at 150cc and mirror mode<br />
|s4= Time until it shakes in seconds at 100cc (already starts 4 seconds before in-game timer)<br />
|s5= Time it shakes in seconds at 100cc<br />
|s6= Time until it shakes in seconds at 50cc (already starts 4 seconds before in-game timer)<br />
|s7= Time it shakes in seconds at 50cc<br />
|s8= Time in frames between shaking and falling (always 30 frames on GV)<br />
|info= Floating, shaking and sinking driveable rock from Grumble Volcano.<br>Slot [[Slot#3.4|3.4]] enables its SFX<br>The normal KCL file is always active, KCL b activates when the rock starts shaking and falls with the rock, KCL c activates when the rock starts to fall (It stays in place while the rock falls)<br />
}}<br />
<br />
{{Object|2|1fd|509|FlamePole|<br/>FlamePole(BEK)|-S T--<br />
|s1= Cycle time in 1/60 seconds + 9 seconds<br />
|s2= Start delay in 1/60 seconds<br />
|s3= Size factor<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ground fire geyser from Bowser's Castle.<br />
}}<br />
<br />
{{Object|1|1fe|510|TwistedWay|<br/>TwistedWay(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving section from Bowser's Castle. Cannot be rotated or scaled.<br />
}}<br />
<br />
{{Object|2|1ff|511|TownBridgeDSc|<br/>TownBridgeDS(BK)|-S T--<br />
|s1= Angle α of inclination in degrees, with 0°≤α<45°; if α ≥ 45° causes beauty flaws and stops the bridge at 45°<br />
|s2= Time in 1/60 seconds used to lift and lower<br />
|s3= Time in 1/60 seconds of stop after lift<br />
|s4= Time in 1/60 seconds of stop after lowering<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Drawbridge from DS Delfino Square; the bridge in DS Delfino Square is created using two of these objects face to face.<br />
}}<br />
<br />
{{Object|1|200|512|DKship64|<br/> DKship64(BE)<br/> group_enemy_a(B)<br/> group_enemy_b(B)|RS T--<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ferry-boat and audience from N64 DK's Jungle Parkway.<br />
}}<br />
<br />
{{Object|2|201|513|kinoko_kuki||-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track. It is the stem of both green and bouncy mushrooms.<br />
}}<br />
<br />
{{Object|1|202|514|DKturibashiGCc|<br/>DKturibashiGC(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wooden, Swaying bridge from GCN DK Mountain. The object collision is not affected by rotation or scale, so all rotation values need to be 0 and scale 1 in order to work properly.<br />
}}<br />
<br />
{{Object|2|203|515|FlamePoleEff|<br/>FlamePoleEff|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|204|516|aurora|<br/>aurora(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Moving section from Rainbow Road. Cannot be rotated or scaled.<br />
}}<br />
<br />
{{Object|2|205|517|venice_saku|<br/>venice_saku(BK)|-S -A-<br />
|s1= Time until it goes up (in frames)<br />
|s2= How far up it goes<br />
|s3= Speed that it moves up<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fence gate from Delfino Pier. Slot [[Slot#battle1.2|A1.2]] enables its SFX. Using multiple of this object appears to cause all of them to rise simultaneously.<br />
}}<br />
<br />
{{Object|1|206|518|casino_roulette|<br/>casino_roulette(BK)|-S -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The rotating parts of Chain Chomp Wheel; when used with [[KCL flag#Moving Road (0x1D)|KCL flag 0x1D]], the road slowly rotates around the object counterclockwise.<br/>X, Y and Z positions and rotations need to be 0 and scales need to be 1 in order to work properly. Additionally, the file must have a [[SRT0| texture animation]] named "dushBoard" (without quotations), or else the game will crash.<br/> Arena [[slot]] 1.4 enables functionality that causes players to additionally rotate the direction they are facing on both the object by itself and on KCL flag 0x1D.<br/> For more information, see the [[Moving Terrain#Rotating Road (KCL 0x1D)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|2|207|519|BossField01_OBJ1|<br/>BossField01_OBJ1|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|208|520|dc_pillar|<br/>dc_pillar(BEK)|-S T--<br />
|s1= Time before falling in 1/60 seconds in 150cc and mirror mode<br />
|s2= Final angle in degrees<br>(0° = vertical, 90° = horizontal), normally ≥ 90°<br />
|s3= Time before falling in 1/60 seconds in 100cc mode<br />
|s4= Time before falling in 1/60 seconds in 50cc mode<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Falling pillar from Dry Dry Ruins.<br />
}}<br />
<br />
{{Object|2|209|521|dc_sandcone|<br/>dc_sandcone(BEK)|-S T--<br />
|s1= Growth speed<br />
|s2= Final size<br />
|s3= Start delay before it starts to grow in 1/60 seconds (starts 4 seconds before the timer in-game)<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pile of sand from Dry Dry Ruins.<br />
}}<br />
<br />
{{Object|1|20a|522|venice_hasi|<br/>venice_hasi(BEK)|-S -A-<br />
|s1= Time until the bridge goes up (and animation starts playing)<br />
|s2= Animation / Bridge opening speed (0x3 normal, 0x1 faster, 0x10 slow)<br />
|s3= ''Unknown''<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bridge from Delfino Pier. Slot [[Slot#battle1.2|A1.2]] enables its SFX (includes a bell sound).<br/> Animation capped at 30 frames. S3 might be a relic of old animation length.<br />
}}<br />
<br />
{{Object|2|20b|523|venice_gondola|<br/> venice_gondola(BE)<br/> monte_a(B)|RS ---<br />
|s1= Speed<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br>A gondola ship that would have traversed the outside of Delfino Pier. This object can be seen briefly in the course selection screen video for Delfino Pier. The game places a Pianta waving at a fixed position on top of the object.<br>No graphic files for this object exist in the final game. This object is solid and must have a route. If the player touches the top, they will bounce forwards. In addition, the bone of its model must be named ''hune''.<br />
}}<br />
<br />
{{Object|1|20c|524|quicksand|<br/> quicksand(BE)<br/> dossun(BE)|-- -A-<br />
|s1= 0 = Use Thwomp<br>1 = Don't use Thwomp<br />
|s2= Sand shake wave length. 0 by default if s1 = 0<br />
|s3= Time until sand wave reaches the end. 0 by default if s1 = 0. Must not be 0 if s1 = 1<br />
|s4= Sand push and pull strength.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Thwomp Desert controller. <br/> Arena [[slot]] 1.5 enables its SFX.<br/> {{obj-ref|s_itembox}} is affected by the push/pull factor on slots other than arena slot 1.5, causing buggy interactions. Cannot be scaled, due to hard-coded collision.<br />
}}<br />
<br />
{{Object|2|20d|525|bblock|<br/> bblock1(BK)<br/> MiiStatue1|-S -A-<br />
|s1= reference to both KCL and BRRES (1 to 9)<br />
|s2= Time when it falls down<br />
|s3= Time it shakes before falling down (always 3 in original)<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Block parts from Block Plaza, with statues.<br />
}}<br />
<br />
{{Object|1|20e|526|ami|<br/>ami(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bouncing bridge from Maple Treeway. The collision's rotation and scaling are hard-coded, so it is recommended to keep the object's rotation at 0,180,0 and scale at 1,1,1.<br />
}}<br />
<br />
{{Object|2|20f|527|M_obj_jump|<br/>M_obj_jump (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Trick ramp used on backwards competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|210|528|starGate|<br/>starGate|-S ---<br />
|s1= Number (ordered)<br />
|s2= Trigger<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Gates used in some competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|211|529|RM_ring1|<br/>RM_ring1(BK)|RS --O<br />
|s1= Ring ID;<br>1 = Outer ring<br>2 = ring in the middle<br>3 = Inner ring<br />
|s2= Time after course start when the ring starts shaking (seconds) (s2=0 means the ring will never fall)<br />
|s3= Time that ring shakes (seconds)<br />
|s4= Delay after ring shakes before falling down (1/60 seconds)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Driveable ring zones from Galaxy Colosseum; object not used in any track.<br />
}}<br />
<br />
{{Object|1|212|530|FlamePole_v|<br/>FlamePole_v(BE)|-S T--<br />
|s1= Total cycle length, affects time between rising and dropping only.<br />
|s2= Start delay in 1/60 seconds; it starts 3 seconds before the "GO!" <br />
|s3= The dropping height of the pillar / 384<br />
|s4= Idling time - 200 (1/60 seconds)<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fire geyser without a base. It rises like a parabolic curve for 1 second, stays up for s1 - s4 - 490 frames, drops in a linear line for 3 seconds and waits for the time specified in s4 before restarting. Before rising, the geyser has an additional state of 50 frames whereby it is enabled but not rising yet, for this reason it is recommended to not put geysers above track section.<br />
}}<br />
<br />
{{Object|2|213|531|M_obj_s_jump|<br/>M_obj_s_jump (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|214|532|InsekiA|<br/>InsekiA(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 0 = Clockwise, 1 = Counterclockwise<br />
|s3= Rotation speed.<br />
|s4= Rotation offset.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Asteroids from Rainbow Road.<br />
}}<br />
<br />
{{Object|2|215|533|InsekiB|<br/>InsekiB(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 0 = Clockwise, 1 = Counterclockwise<br />
|s3= Rotation speed.<br />
|s4= Rotation offset.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Star bits from Rainbow Road.<br />
}}<br />
<br />
{{Object|1|216|534|FlamePole_v_big|<br/> FlamePole_v_big(E)<br/> FlamePole_v(BE)|-S T--<br />
|s1= If S3 = 1, time outside the lava in 1/100 s, K reference value is 500 (1F4 in hex):<br>X < K → Stays outside the lava for 5 seconds<br>X ≥ K → Stays outside the lava for X/100 seconds.<br />
|s2= Start delay in 1/60 seconds, it starts 3 seconds before the "GO!" if S3 = 0, if not 2 seconds before the "GO!"<br />
|s3= S1 activator and S2 conditioner:<br>0 = S1 Deactivated<br>1 = S1 Activated <br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Really, really big fire geyser without a base from N64 Bowser's Castle.<br>Time outside the lava is regulated by S1 if S3 = 1, if not it stays outside the lava for 5 seconds independently form the valuse of S1.<br />
}}<br />
<br />
{{Object|2|217|535|Mdush|<br/>Mdush(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Small jump ramp from Mario Circuit.<br />
}}<br />
<br />
{{Object|1|218|536|HP_pipe|<br/>HP_pipe|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|219|537|DemoCol|<br/>DemoCol(BK)|-S --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Collision zone from the losing demo screen, located in a grass part from Mario Circuit; object not used in any track.<br />
}}<br />
<br />
{{Object|1|21a|538|M_obj_s_jump2|<br/>M_obj_s_jump2 (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|21b|539|M_obj_jump2|<br/>M_obj_jump2 (BK)|-S ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Ramp used on competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|1|259|601|DonkyCannonGC|<br/>DonkyCannonGC(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= DK cannon from GCN DK Mountain.<br />
}}<br />
<br />
{{Object|2|25a|602|BeltEasy|<br/>BeltEasy(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Second set of belts from Toad's Factory.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25b|603|BeltCrossing|<br/>BeltCrossing(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= First set of belts from Toad's Factory.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|2|25c|604|BeltCurveA|<br/>BeltCurveA(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= Time until it switches<br />
|s4= Time until it switches back<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Third set of belts from Toad's Factory. Object is not scalable.<br/> For more information, see the [[Moving Terrain#Moving Road (KCL 0x15)|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25d|605|BeltCurveB|<br/>BeltCurveB|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|25e|606|escalator|<br/>escalator(BK)|-S T--<br />
|s1= &mdash;<br />
|s2= Speed 1 (units per second, signed)<br />
|s3= Time until it switches to Speed 2<br />
|s4= Speed 2 (units per second, signed)<br />
|s5= (Total) time until it switches to Speed 3<br />
|s6= Speed 3 (units per second, signed)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Coconut Mall escalator.<br/> For more information, see the [[Moving Terrain#Usage in Coconut Mall|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|25f|607|DonkyCannon_wii|<br/>DonkyCannon_wii(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= DK cannon from DK Summit.<br />
}}<br />
<br />
{{Object|2|260|608|escalator_group|<br/> escalator(BK)<br/> monte_a(B)|-S T--<br />
|s1= &mdash;<br />
|s2= Speed 1 (units per second, signed)<br />
|s3= Time until it switches to Speed 2<br />
|s4= Speed 2 (units per second, signed)<br />
|s5= (Total) time until it switches to Speed 3<br />
|s6= Speed 3 (units per second, signed)<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= 2 Time Escalators from Coconut Mall. One of the two escalators uses the given speed, the other uses a multiplied speed of -1 (negative speed), so they always run in opposite directions.<br/> For more information, see the [[Moving Terrain#Usage in Coconut Mall|Moving Terrain]] page.<br />
}}<br />
<br />
{{Object|1|261|609|tree_cannon|<br/>tree_cannon(BED)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Cannon from Maple Treeway.<br />
}}<br />
<br />
{{Object|2|2bd|701|group_enemy_b|<br/>group_enemy_b(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience.<br />
}}<br />
<br />
{{Object|1|2be|702|group_enemy_c|<br/>group_enemy_c(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toads audience.<br />
}}<br />
<br />
{{Object|2|2bf|703|taimatsu|<br/>taimatsu(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Flame of the torches from N64 DK's Jungle Parkway (torches inside the cave) and Bowser Castle (on the wall).<br />
}}<br />
<br />
{{Object|1|2c0|704|truckChimSmkW|<br/>truckChimSmkW(BE)|-S -A-<br />
|s1= &mdash;<br />
|s2= 0 = Light<br>1 = Dark smoke and it interacts with the Player.<br>2 = Same as 1.<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Houses' smoke from Delfino Pier.<br />
}}<br />
<br />
{{Object|2|2c1|705|Mstand|<br/>Mstand|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|2c2|706|dkmonitor|<br/>dkmonitor(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= TV screen from DK Summit.<br />
}}<br />
<br />
{{Object|2|2c3|707|group_enemy_a|<br/>group_enemy_a(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience.<br />
}}<br />
<br />
{{Object|1|2c4|708|FlagB3|<br/>FlagB3(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Bright Shell Flag from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2c5|709|spot|<br/>spot(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Spotlights from Chain Chomp Wheel.<br />
}}<br />
<br />
{{Object|1|2c6|710|group_enemy_d|<br/>group_enemy_d|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|2c7|711|FlagB4|<br/>FlagB4(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Dark Shell Flag from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2c8|712|group_enemy_e|<br/>group_enemy_e(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|2c9|713|group_monte_L|<br/>group_monte_a(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Delfino Pier.<br />
}}<br />
<br />
{{Object|1|2ca|714|group_enemy_f|<br/>group_enemy_f(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from Mario Circuit.<br />
}}<br />
<br />
{{Object|2|2cb|715|FallBsA|<br/>FallBsA(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Waterfall from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2cc|716|FallBsB|<br/>FallBsB(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Waterfall from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2cd|717|FallBsC|<br/>FallBsC|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|1|2ce|718|volsmk|<br/>volsmk(E)|-- T--<br />
|s1= &mdash;<br />
|s2= Time until it starts emitting smoke in seconds at 150cc and mirror mode (already starts 4 seconds before in-game timer)<br />
|s3= Time it emits smoke in seconds at 150cc and mirror mode<br />
|s4= Time until it starts emitting smoke in seconds at 100cc (already starts 4 seconds before in-game timer)<br />
|s5= Time it emits smoke in seconds at 100cc<br />
|s6= Time until it starts emitting smoke in seconds at 50cc (already starts 4 seconds before in-game timer)<br />
|s7= Time it emits smoke in seconds at 50cc<br />
|s8= &mdash;<br />
|info= Smoke used by the trembling rocks from Grumble Volcano.<br />
}}<br />
<br />
{{Object|2|2cf|719|ridgemii00|<br/>ridgemii00(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Moonview Highway.<br />
}}<br />
<br />
{{Object|1|2d0|720|Flash_L|<br/>Flash_L(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on Luigi Circuit.<br />
}}<br />
<br />
{{Object|2|2d1|721|Flash_B|<br/>Flash_B(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on DK Summit.<br />
}}<br />
<br />
{{Object|1|2d2|722|Flash_W|<br/>Flash_W(E)|-- T--<br />
|s1= 0 = flashWaluigi_A<br>1 = flashWaluigi_B<br>2 = flashWaluigi_C<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on GCN Waluigi Stadium. Active whenever the player performs a trick.<br />
}}<br />
<br />
{{Object|2|2d3|723|Flash_M|<br/>Flash_M(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on N64 Mario Raceway. Active whenever the [[KCL_flag#Slot_5.4_.28N64_Mario_Raceway.29|audience ambience]] is playing.<br />
}}<br />
<br />
{{Object|1|2d4|724|Flash_S|<br/>Flash_S(E)|-- -A-<br />
|s1= 0 = flashSkate_A<br>1 = flashSkate_B<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Audience camera flashes on Funky Stadium. Active whenever the player performs a trick.<br />
}}<br />
<br />
{{Object|2|2d5|725|MiiSignNoko|<br/>MiiSignNoko(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Koopa face sign from Koopa Cape.<br />
}}<br />
<br />
{{Object|1|2d6|726|UtsuboDokan|<br/>UtsuboDokan(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Piped Unagis (eels) from Koopa Cape.<br />
}}<br />
<br />
{{Object|2|2d7|727|Spot64|<br/>Spot64(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Spotlights from N64 Skyscraper.<br />
}}<br />
<br />
{{Object|1|2d8|728|DemoEf|<br/>DemoEf(E)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Fireworks used in the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|2|2d9|729|Fall_MH|<br/>Fall_MH(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Part of the waterfall effect from Moonview Highway.<br />
}}<br />
<br />
{{Object|1|2da|730|Fall_Y|<br/>Fall_Y(E)|-- T--<br />
|s1= 0 = A<br>1 = B<br>2 = C<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Breff animation of the waterfall effects from Koopa Cape and DS Yoshi Falls.<br />
}}<br />
<br />
{{Object|2|2db|731|DemoJugemu|<br/>DemoJugemu(BE)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lakitu model from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|1|2dc|732|group_enemy_a_demo|<br/>group_enemy_a_demo(B)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Enemy audience from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|2|2dd|733|group_monte_a_demo|<br/>group_monte_a_demo(B)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Pianta audience from the Mario Circuit winning demo.<br />
}}<br />
<br />
{{Object|1|2de|734|volfall|<br/>volfall|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Object not used in any track.<br />
}}<br />
<br />
{{Object|2|2df|735|MiiStatueM2|<br/>MiiStatueM2(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mario statue from DK Summit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e0|736|RhMiiKanban|<br/>RhMiiKanban(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Peach face poster from Moonview Highway.<br />
}}<br />
<br />
{{Object|2|2e1|737|MiiStatueL3|<br/>MiiStatueL3(B)|-- T-O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Luigi statue from Luigi Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e2|738|MiiSignWario|<br/>MiiSignWario(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Wario Face Sign in Wario's Gold Mine.<br />
}}<br />
<br />
{{Object|2|2e3|739|MiiStatueBL1|<br/>MiiStatueBL1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Baby Luigi statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|1|2e4|740|MiiStatueBD1|<br/>MiiStatueBD1(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Baby Daisy statue from Daisy Circuit.<br>The following subfiles are used by the environment map for Mii heads: course.bmm, course.btiEnv, course.btiMat<br />
}}<br />
<br />
{{Object|2|2e5|741|Kamifubuki|<br/>Kamifubuki(E)|-- --O<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Confetti from Winning Scene. <br />
}}<br />
<br />
{{Object|1|2e6|742|Crescent64|<br/>Crescent64(B)|-- -A-<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Crescent Moon from N64 Skyscraper.<br />
}}<br />
<br />
{{Object|2|2e7|743|MiiSighKino|<br/>MiiSighKino(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Toad face sign from Toad's Factory.<br />
}}<br />
<br />
{{Object|1|2e8|744|MiiObjD01|<br/>MiiObjD01(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|2|2e9|745|MiiObjD02|<br/>MiiObjD02(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|1|2ea|746|MiiObjD03|<br/>MiiObjD03(B)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Mii audience from Daisy Circuit<br />
}}<br />
<br />
{{Object|2|2eb|747|mare_a|<br/>mare_a(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow Noki from GCN Peach Peach.<br />
}}<br />
<br />
{{Object|1|2ec|748|mare_b|<br/>mare_b(B)|-- T--<br />
|s1= &mdash;<br />
|s2= 1 = Enable player rotation and clapping.<br />
|s3= Distance at which it rotates to face the player.<br />
|s4= Distance at which it loads the clapping chr0.<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Green Noki from GCN Peach Peach.<br />
}}<br />
<br />
{{Object|2|2ed|749|EnvKareha|<br/>EnvKareha(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Downward Leaf effect on screen from Maple Treeway; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] activates this object.<br />
}}<br />
<br />
{{Object|1|2ee|750|EnvFire|<br/>EnvFire(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Lava particle effect from Bowser's Castle; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] deactivates this object.<br />
}}<br />
<br />
{{Object|2|2ef|751|EnvSnow|<br/>EnvSnow(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Snow effect from DK Summit; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] deactivates this object.<br />
}}<br />
<br />
{{Object|1|2f0|752|M_obj_start|<br/>M_obj_start|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Start line used in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|2f1|753|EnvKarehaUp|<br/>EnvKarehaUp(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Upward Leaf effect on screen from Maple Treeway; [[AREA type#AREA type 0x01 (EnvEffect)|AREA type 0x01]] activates this object if the first AREA setting is set to 1. Instead of surrounding the player with the particle effect, the object's position is used to create a region in which the effect will occur. This region is loosely 10000un eastward and 10000un above the object's position.<br />
}}<br />
<br />
{{Object|1|2f2|754|M_obj_kanban_y|<br/>M_obj_kanban_y|-- ---<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= Yellow/black fence with an arrow on it, can be found in competitions; object not used in any track.<br />
}}<br />
<br />
{{Object|2|2f3|755|DKfalls|<br/>DKfalls(E)|-- T--<br />
|s1= &mdash;<br />
|s2= &mdash;<br />
|s3= &mdash;<br />
|s4= &mdash;<br />
|s5= &mdash;<br />
|s6= &mdash;<br />
|s7= &mdash;<br />
|s8= &mdash;<br />
|info= The waterfall splash effect found on N64 DK's Jungle Parkway.<br />
}}<br />
<br />
|}<br />
<br />
== Presence flags ==<br />
The last four digits in the last settings column in the [[SZS Modifier]]'s KMP editor control whether or not the object exists in various modes. 003F means present in all game modes.<br />
<br />
Read »[[Presence flag]]s« for more details.<br />
<br />
== Remarks ==<br />
* The different tools support decimal and/or [[hexadecimal]] numbers. Be sure to understand the differences between both numbering systems and to know, how your used tool accept numbers. See »'''[[Hexadecimal]]'''« for details.<br />
* Objects '''pylon01''' and '''sunDS''' work only in [[slot]]s 3.1 and 7.1. Other objects may also be restricted. If a track will start with a black screen after adding an object, look into the '''[[Object/Reference|track reference]]''' and try a slot that [[Nintendo]] uses for the object.<br />
* Objects '''choropu''' and '''choropu2''' cannot be used together. Both objects use the same [[BRRES]] file. This is most likely the problem.<br />
* Objects '''InsekiA''' and '''InsekiB''' will crash the game if Setting 3 is left at 0.<br />
<br />
== Custom Objects ==<br />
Hackers were able to edit the model and other properties of the game's original objects to create new, custom ones. For a list of custom objects and the custom tracks where they are used, look at the [[Custom Objects|custom objects]] page.<br />
<br />
{{Custom Track Tutorial}}<br />
[[Category:File Format/MKW]]<br />
[[Category:Object]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=SHP0_(File_Format)&diff=313364
SHP0 (File Format)
2022-01-13T15:52:19Z
<p>KHacker35000vr: Then work for your money and fix the other pages. It's like introducing a typo on all pages where it's written correctly cause some others are wrong</p>
<hr />
<div>== Overview ==<br />
This page describes the '''SHP0''' file format, as found within [[BRRES (File Format)|BRRES files]]. SHP0 files are used for polygon morphing, a smooth transition from one set of vertices to another, commonly used in flags. Another notable usage is the opening and closing of a Chain Chomp's mouth. Other than vertices, SHP0 can also be used to morph normals and vertex colors. For simplicity, this article only references vertices.<br />
<br />
== File Format ==<br />
=== File Header ===<br />
{{BRRES sub file header|SHP0}}<br />
<br />
* All offsets are relative to the start of the header.<br />
* [[Mario Kart Wii]] uses SHP0 v4 with (N=) 3 sections.<br />
* The first section points to a [[BRRES Index Group (File Format)|BRRES Index Group]] structure for the data sections.<br />
<br />
The meaning of each section is defined by numbers as below:<br />
{| class="wikitable"<br />
! Section !! description<br />
|-<br />
| 0 || Animation data<br />
|-<br />
| 1 || Vertex data names<br />
|-<br />
| 2 || {{Unknown-left|'''Unknown. Not seen in Mario Kart Wii or v4 SHP0's'''.}}<br />
|}<br />
<br />
=== SHP0 header ===<br />
Following the section offsets there is a MDL0 header structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Number of animation frames<br />
|-<br />
| 0x04 || 4 || Size of the vertex data name array<br />
|-<br />
| 0x08 || 4 || Looping (0x00=disabled 0x01=enabled).<br />
|}<br />
<br />
== Section Formats ==<br />
=== Section 0 - Animation Data ===<br />
This section contains controllers for the animations. Each controller can contain multiple animations, but in general only one animation is used.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Four bitflags, add together to enable multiple:<br />
* 0x01 = Always set<br />
* 0x02 = Enable position update<br />
* 0x04 = Enable normal update<br />
* 0x08 = Enable vertex color update<br />
|-<br />
| 0x04 || 4 || Name offset. This is the name of the target vertex set.<br />
|-<br />
| 0x08 || 2 || Index to a section 1 entry<br />
|-<br />
| 0x0A || 2 || Number of animation entries ('''N''')<br />
|-<br />
| 0x0C || 4 || Animation flags, if the Xth bit (LSB first) is set, the Xth animation entry is a constant float, otherwise it contains a pointer to the actual animation data.<br />
|-<br />
| 0x10 || 4 || Offset to an index conversion array, whereby each entry is a 2-byte index to an entry in section 1. The Xth entry is used by the Xth animation entry. This table is used to link an animation entry index to the name of the target set of vertices.<br />
|-<br />
| 0x14 || '''N'''*4 || Offsets to '''N''' animation entries, or a float if the corresponding bit in the flags is set.<br />
|-<br />
| 0x14 + '''N'''*4 || colspan=2 {{unknown|End of entry / Start of index conversion array}}<br />
|}<br />
<br />
The name offset is relative to the start of the entry, the offsets to the animation entries are relative to the offset address itself.<br />
<br />
==== Animation Entry ====<br />
Each animation entry contains a collection of key frames that are used to animate an object. It contains a small header, followed by a list of key frames. An animation entry has the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 2 || Number of key frames ('''N''')<br />
|-<br />
| 0x02 || 2 || Padding<br />
|-<br />
| 0x04 || 4 || A float of the inverse of the number of frames this animation is active (1/X). This value is usually derived from the number of frames of the SHP0 file itself, but this is not obligatory.<br />
|-<br />
| 0x08 || '''N'''*12 || '''N''' key frame entries<br />
|}<br />
<br />
The key frames have the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Frame number<br />
|-<br />
| 0x04 || 4 || Animation value<br />
|-<br />
| 0x08 || 4 || Slope (Hermite interpolation)<br />
|}<br />
All values are stored as float.<br />
<br />
The animation value describes how far the target vertices (the name of the controller) have to be morphed into the destination vertices (the name of this entry). This is a value between 0 and 1.<br />
<br />
=== Section 1 - Vertex Data Names ===<br />
This section contains a list of pointers, and is referenced by the animations in section 0. Each pointer points to the name of a vertex list in the MDL0.<br />
<br />
== Example of Usage ==<br />
[[File:ChompBiteEffect.png|256px|thumb|A {{obj-ref|0xe9,0xeb,0x196|Chain Chomp}} model with its default vertices (left, wanwan_body), and when a SHP0 morph has been fully applied (right, wanwan5_body)]]<br />
SHP0 animations are sparsely used in Mario Kart Wii. The most common usage is in waving flags, but a more notable example is the Chain Chomp object making use of SHP0 for opening and closing its mouth. The MDL0 for the Chain Chomp contains two sets of vertices and normals for each polygon to achive this, whereby one of each pair is linked to the polygon itself as default. The pair of vertices belonging to the body have the names wanwan_body (default) and wanwan5_body (mouth open).<br />
<br />
To animate the body of the Chain Chomp, a SHP0 is created with an entry (controller) with the name wanwan_body, which references the default set of vertices. An animation with the name wanwan5_body is then added to this entry, which references the set of vertices used for a fully opened mouth. The key frames are used to determine how far the original set of vertices have to be morphed into the target set. A value of 0 equals a closed mouth, 1 equals a fully opened mouth, and 0.5 equals a partly opened mouth. When animated, this leads to the biting animation of the Chain Chomp.<br />
<br />
== Tools ==<br />
The following tools can handle SHP0 files:<br />
* [[BrawlBox]], by Kryal & BlackJax.<br />
* [[BrawlCrate]], by soopercool101.<br />
<br />
== Links ==<br />
{{BRRES links}}<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=SHP0_(File_Format)&diff=313362
SHP0 (File Format)
2022-01-13T15:38:12Z
<p>KHacker35000vr: You aren't and will never be a moderator on this wiki</p>
<hr />
<div>== Overview ==<br />
This page describes the '''SHP0''' file format, as found within [[BRRES (File Format)|BRRES files]]. SHP0 files are used for polygon morphing, a smooth transition from one set of vertices to another, commonly used in flags. Another notable usage is the opening and closing of a Chain Chomp's mouth. Other than vertices, SHP0 can also be used to morph normals and vertex colors. For simplicity, this article only references vertices.<br />
<br />
== File Format ==<br />
=== File Header ===<br />
{{BRRES sub file header|SHP0}}<br />
<br />
* All offsets are relative to the start of the header.<br />
* [[Mario Kart Wii]] uses SHP0 v4 with (N=) 3 sections.<br />
* The first section points to a [[BRRES Index Group (File Format)|BRRES Index Group]] structure for the data sections.<br />
<br />
The meaning of each section is defined by numbers as below:<br />
{| class="wikitable"<br />
! Section !! description<br />
|-<br />
| 0 || Animation data<br />
|-<br />
| 1 || Vertex data names<br />
|-<br />
| 2 || {{Unknown-left|'''Unknown. Not seen in Mario Kart Wii or v4 SHP0's'''.}}<br />
|}<br />
<br />
=== SHP0 header ===<br />
Following the section offsets there is a MDL0 header structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Number of animation frames<br />
|-<br />
| 0x04 || 4 || Size of the vertex data name array<br />
|-<br />
| 0x08 || 4 || Looping (0x00=disabled 0x01=enabled).<br />
|}<br />
<br />
== Section Formats ==<br />
=== Section 0 - Animation Data ===<br />
This section contains controllers for the animations. Each controller can contain multiple animations, but in general only one animation is used.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Four bitflags, add together to enable multiple:<br />
* 0x01 = Always set<br />
* 0x02 = Enable position update<br />
* 0x04 = Enable normal update<br />
* 0x08 = Enable vertex color update<br />
|-<br />
| 0x04 || 4 || Name offset. This is the name of the target vertex set.<br />
|-<br />
| 0x08 || 2 || Index to a section 1 entry<br />
|-<br />
| 0x0A || 2 || Number of animation entries ('''N''')<br />
|-<br />
| 0x0C || 4 || Animation flags, if the Xth bit (LSB first) is set, the Xth animation entry is a constant float, otherwise it contains a pointer to the actual animation data.<br />
|-<br />
| 0x10 || 4 || Offset to an index conversion array, whereby each entry is a 2-byte index to an entry in section 1. The Xth entry is used by the Xth animation entry. This table is used to link an animation entry index to the name of the target set of vertices.<br />
|-<br />
| 0x14 || '''N'''*4 || Offsets to '''N''' animation entries, or a float if the corresponding bit in the flags is set.<br />
|-<br />
| 0x14 + '''N'''*4 || colspan=2 {{unknown|End of entry / Start of index conversion array}}<br />
|}<br />
<br />
The name offset is relative to the start of the entry, the offsets to the animation entries are relative to the offset address itself.<br />
<br />
==== Animation Entry ====<br />
Each animation entry contains a collection of key frames that are used to animate an object. It contains a small header, followed by a list of key frames. An animation entry has the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 2 || Number of key frames ('''N''')<br />
|-<br />
| 0x02 || 2 || Padding<br />
|-<br />
| 0x04 || 4 || A float of the inverse of the number of frames this animation is active (1/X). This value is usually derived from the number of frames of the SHP0 file itself, but this is not obligatory.<br />
|-<br />
| 0x08 || '''N'''*12 || '''N''' key frame entries<br />
|}<br />
<br />
The key frames have the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Frame number<br />
|-<br />
| 0x04 || 4 || Animation value<br />
|-<br />
| 0x08 || 4 || Slope (Hermite interpolation)<br />
|}<br />
All values are stored as float.<br />
<br />
The animation value describes how far the target vertices (the name of the controller) have to be morphed into the destination vertices (the name of this entry). This is a value between 0 and 1.<br />
<br />
=== Section 1 - Vertex Data Names ===<br />
This section contains a list of pointers, and is referenced by the animations in section 0. Each pointer points to the name of a vertex list in the MDL0.<br />
<br />
== Example of Usage ==<br />
[[File:ChompBiteEffect.png|256px|thumb|A {{obj-ref|0xe9,0xeb,0x196|Chain Chomp}} model with its default vertices (left, wanwan_body), and when a SHP0 morph has been fully applied (right, wanwan5_body)]]<br />
SHP0 animations are sparsely used in Mario Kart Wii. The most common usage is in waving flags, but a more notable example is the Chain Chomp object making use of SHP0 for opening and closing its mouth. The MDL0 for the Chain Chomp contains two sets of vertices and normals for each polygon to achive this, whereby one of each pair is linked to the polygon itself as default. The pair of vertices belonging to the body have the names wanwan_body (default) and wanwan5_body (mouth open).<br />
<br />
To animate the body of the Chain Chomp, a SHP0 is created with an entry (controller) with the name wanwan_body, which references the default set of vertices. An animation with the name wanwan5_body is then added to this entry, which references the set of vertices used for a fully opened mouth. The key frames are used to determine how far the original set of vertices have to be morphed into the target set. A value of 0 equals a closed mouth, 1 equals a fully opened mouth, and 0.5 equals a partly opened mouth. When animated, this leads to the biting animation of the Chain Chomp.<br />
<br />
== Tools ==<br />
The following tools can handle SHP0 files:<br />
* [[BrawlBox]], by Kryal & BlackJax.<br />
* [[BrawlCrate]], by soopercool101.<br />
<br />
== Links ==<br />
{{BRRES links}}<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr
https://wiki.tockdom.com/w/index.php?title=SHP0_(File_Format)&diff=313349
SHP0 (File Format)
2022-01-13T11:16:03Z
<p>KHacker35000vr: That's not where periods are for lol, it makes technical tables very annoying to read.</p>
<hr />
<div>== Overview ==<br />
This page describes the '''SHP0''' file format, as found within [[BRRES (File Format)|BRRES files]]. SHP0 files are used for polygon morphing, a smooth transition from one set of vertices to another, commonly used in flags. Another notable usage is the opening and closing of a Chain Chomp's mouth. Other than vertices, SHP0 can also be used to morph normals and vertex colors. For simplicity, this article only references vertices.<br />
<br />
== File Format ==<br />
=== File Header ===<br />
{{BRRES sub file header|SHP0}}<br />
<br />
* All offsets are relative to the start of the header.<br />
* [[Mario Kart Wii]] uses SHP0 v4 with (N=) 3 sections.<br />
* The first section points to a [[BRRES Index Group (File Format)|BRRES Index Group]] structure for the data sections.<br />
<br />
The meaning of each section is defined by numbers as below:<br />
{| class="wikitable"<br />
! Section !! description<br />
|-<br />
| 0 || Animation data<br />
|-<br />
| 1 || Vertex data names<br />
|-<br />
| 2 || {{Unknown-left|'''Unknown. Not seen in Mario Kart Wii or v4 SHP0's'''.}}<br />
|}<br />
<br />
=== SHP0 header ===<br />
Following the section offsets there is a MDL0 header structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Number of animation frames<br />
|-<br />
| 0x04 || 4 || Size of the vertex data name array<br />
|-<br />
| 0x08 || 4 || Looping (0x00=disabled 0x01=enabled).<br />
|}<br />
<br />
== Section Formats ==<br />
=== Section 0 - Animation Data ===<br />
This section contains controllers for the animations. Each controller can contain multiple animations, but in general only one animation is used.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Four bitflags, add together to enable multiple:<br />
* 0x01 = Always set<br />
* 0x02 = Enable position update<br />
* 0x04 = Enable normal update<br />
* 0x08 = Enable vertex color update<br />
|-<br />
| 0x04 || 4 || Name offset. This is the name of the target vertex set.<br />
|-<br />
| 0x08 || 2 || Index to a section 1 entry<br />
|-<br />
| 0x0A || 2 || Number of animation entries ('''N''')<br />
|-<br />
| 0x0C || 4 || Animation flags, if the Xth bit (LSB first) is set, the Xth animation entry is a constant float, otherwise it contains a pointer to the actual animation data.<br />
|-<br />
| 0x10 || 4 || Offset to an index conversion array, whereby each entry is a 2-byte index to an entry in section 1. The Xth entry is used by the Xth animation entry. This table is used to link an animation entry index to the name of the target set of vertices.<br />
|-<br />
| 0x14 || '''N'''*4 || Offsets to '''N''' animation entries, or a float if the corresponding bit in the flags is set.<br />
|-<br />
| 0x14 + '''N'''*4 || colspan=2 {{unknown|End of entry / Start of index conversion array}}<br />
|}<br />
<br />
The name offset is relative to the start of the entry, the offsets to the animation entries are relative to the offset address itself.<br />
<br />
==== Animation Entry ====<br />
Each animation entry contains a collection of key frames that are used to animate an object. It contains a small header, followed by a list of key frames. An animation entry has the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 2 || Number of key frames ('''N''')<br />
|-<br />
| 0x02 || 2 || Padding<br />
|-<br />
| 0x04 || 4 || A float of the inverse of the number of frames this animation is active (1/X). This value is usually derived from the number of frames of the SHP0 file itself, but this is not obligatory.<br />
|-<br />
| 0x08 || '''N'''*12 || '''N''' key frame entries<br />
|}<br />
<br />
The key frames have the following layout:<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || Frame number<br />
|-<br />
| 0x04 || 4 || Animation value<br />
|-<br />
| 0x08 || 4 || Slope (Hermite interpolation)<br />
|}<br />
All values are stored as float.<br />
<br />
The animation value describes how far the target vertices (the name of the controller) have to be morphed into the destination vertices (the name of this entry). This is a value between 0 and 1.<br />
<br />
=== Section 1 - Vertex Data Names ===<br />
This section contains a list of pointers, and is referenced by the animations in section 0. Each pointer points to the name of a vertex list in the MDL0.<br />
<br />
== Example of Usage ==<br />
[[File:ChompBiteEffect.png|256px|thumb|A {{obj-ref|0xe9,0xeb,0x196|Chain Chomp}} model with its default vertices (left, wanwan_body), and when a SHP0 morph has been fully applied (right, wanwan5_body)]]<br />
SHP0 animations are sparsely used in Mario Kart Wii. The most common usage is in waving flags, but a more notable example is the Chain Chomp object making use of SHP0 for opening and closing its mouth. The MDL0 for the Chain Chomp contains two sets of vertices and normals for each polygon to achive this, whereby one of each pair is linked to the polygon itself as default. The pair of vertices belonging to the body have the names wanwan_body (default) and wanwan5_body (mouth open).<br />
<br />
To animate the body of the Chain Chomp, a SHP0 is created with an entry (controller) with the name wanwan_body, which references the default set of vertices. An animation with the name wanwan5_body is then added to this entry, which references the set of vertices used for a fully opened mouth. The key frames are used to determine how far the original set of vertices have to be morphed into the target set. A value of 0 equals a closed mouth, 1 equals a fully opened mouth, and 0.5 equals a partly opened mouth. When animated, this leads to the biting animation of the Chain Chomp.<br />
<br />
== Tools ==<br />
The following tools can handle SHP0 files:<br />
* [[BrawlBox]], by Kryal & BlackJax.<br />
* [[BrawlCrate]], by soopercool101.<br />
<br />
== Links ==<br />
{{BRRES links}}<br />
[[Category:File Format/Wii]]</div>
KHacker35000vr