https://wiki.tockdom.com/w/api.php?action=feedcontributions&user=Seeky&feedformat=atomCustom Mario Kart - User contributions [en]2024-03-28T14:41:22ZUser contributionsMediaWiki 1.35.14https://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=366280Cheese Mod Kart2022-10-01T17:40:18Z<p>Seeky: Release v1.1</p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
! Author:<br />
| [[Seeky]]<br />
|-<br />
! Type:<br />
| [[Riivolution]]<br />
|-<br />
! Version:<br />
| v1.0<br />
|-<br />
! Date of latest version<br />
| 2022-04-01<br />
|-<br />
! Download:<br />
| [https://github.com/SeekyCt/cheese-mod-kart/releases/download/v1.1/CMK.zip GitHub]<br />
|-<br />
! Source code:<br />
| [https://github.com/SeekyCt/cheese-mod-kart Github]<br />
|}<br />
<br />
== Overview ==<br />
'''Cheese Mod Kart''' is a mod created by [[Seeky]]. It was created as a joke for April Fools' Day.<br />
<br />
<spoiler text="Original overview"><br />
: ''This mod is best described by a quote from the GPT-3 AI:''<br />
:: ''There are a few ways that this situation could be improved:''<br />
::: ''-Wiimmfi and CTGP Revolution could release their source code and documentation to the public. This would allow other mods to properly integrate with Wiimmfi and CTGP, and would also allow for more transparency around what these mods are doing.''<br />
::: ''-Bean could stop charging for early access to the 24 player mode, or at least make it so that people who have donated to him in the past get early access for free.''<br />
::: ''-The community could start using other mods that don't have these problems, such as MKWii++ or Cheese Mod Kart.''<br />
<br />
: ''It is currently unknown what MKWii++ is.''<br />
</spoiler><br />
<br />
== Media ==<br />
{{youtube-box||Bg0zd_r8UHs|v1.0 VS Race}}<br />
<br />
== Game Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| Cheese Mod Kart<br />
| [[Seeky]]<br />
| All textures not in the IA4, IA8, RGB5A3, or RGBA8 format are changed to cheese by code at runtime.<br />
|-<br />
| Rel Loader<br />
| [[TheLordScruffy]]<br />
| Custom code loading system, originally from [[Tournament Museum]].<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]], [[Leseratte]]<br />
| Support to play on a custom [[Mario Kart Wii]] server has been added as a replacement to Nintendo WFC.<br />
|}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| [https://github.com/SeekyCt/cheese-mod-kart/releases/download/v1.0/CMK.zip v1.0]<br />
| 2022-04-01<br />
| First release<br />
|-<br />
| [https://github.com/SeekyCt/cheese-mod-kart/releases/download/v1.1/CMK.zip v1.1]<br />
| 2022-10-01<br />
|<br />
* Fix a MITM vulnerability in the Wiimmfi patch<br />
* Fix Wiimmfi for the US version<br />
|}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:April Fools' Day]]<br />
[[Category:Other Mods]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Template:User-Seeky-Link&diff=331149Template:User-Seeky-Link2022-04-01T19:28:07Z<p>Seeky: </p>
<hr />
<div>{{Author-Link|[[User:Seeky|Seeky]]|<br />
'''Custom Tracks:'''<br><br />
[[Excitebike Adventure]]<br />
<br />
'''Joke Mods:'''<br><br />
[[Duckshroom Peaks (Mushroom Peaks Edit)|Duckshroom Peaks]] &mdash;<br />
[[Cheese Mod Kart]]<br />
}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=331128Cheese Mod Kart2022-04-01T18:07:39Z<p>Seeky: Better resolution video</p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
|-<br />
! Author:<br />
| [[Seeky]]<br />
|-<br />
! Type:<br />
| Riivolution<br />
|-<br />
! Version:<br />
| v1.0<br />
|-<br />
! Date of latest version<br />
| 2022-04-01<br />
|-<br />
! Download:<br />
| [https://cdn.discordapp.com/attachments/597505015325786126/959192517113442304/CMK.zip Discord]<br />
|-<br />
! Source Code:<br />
| [https://github.com/SeekyCt/cheese-mod-kart Github]<br />
|}<br />
<br />
== Overview ==<br />
This mod is best described by a quote from the GPT-3 AI:<br />
:''There are a few ways that this situation could be improved:''<br />
::''-Wiimmfi and CTGP Revolution could release their source code and documentation to the public. This would allow other mods to properly integrate with Wiimmfi and CTGP, and would also allow for more transparency around what these mods are doing.''<br />
::''-Bean could stop charging for early access to the 24 player mode, or at least make it so that people who have donated to him in the past get early access for free.''<br />
::''-The community could start using other mods that don't have these problems, such as MKWii++ or Cheese Mod Kart.''<br />
<br />
It is currently unknown what MKWii++ is.<br />
<br />
== Media ==<br />
{{youtube-box||Bg0zd_r8UHs|v1.0}}<br />
<br />
== Game Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| Cheese Mod Kart<br />
| [[Seeky]]<br />
| All textures not in the IA4, IA8, RGB5A3 or RGBA8 format are optimised for visual appeal by code at runtime.<br />
|-<br />
| Rel Loader<br />
| [[TheLordScruffy]]<br />
| Custom code loading system, originally from [[Tournament Museum]].<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]], [[Leseratte]]<br />
| Support to play on a custom Mario Kart Wii server has been added as a replacement to Nintendo WFC.<br />
|}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2022-04-01<br />
| Initial release.<br />
|}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:April Fools' Day]]<br />
[[Category:Other Mods]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Template:News_Month_04&diff=331074Template:News Month 042022-04-01T16:24:05Z<p>Seeky: Add Cheese Mod Kart</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|April 2022|<br />
; 2022-04-01<br />
* [[Lovelifeandtpose024]] released v1.0.mugmoment of '''[[SSBM Yoshi's Island]]'''.<br />
* [[Atlas]] released v1.4-<nowiki>|version= <!-- v1.0, Beta, etc. --></nowiki> of the font '''[[Eaten Chalk (Font)|Eaten Chalk]]'''.<br />
* [[Slimeserver]] released v1.0 of '''[[SNES Rainbow Road (Slimeserver)]]'''.<br />
* [[Bruh de la Boi]] released v1.0 of the track edit '''[[DS Test Circle R (DS Test Circle Edit)|DS Test Circle R]]'''.<br />
* [[Bri911]] released v1.0 of the track edit '''[[Drift Brakeless Circuit (Drift Brake Circuit Edit)|Drift Brakeless Circuit]]'''.<br />
* [[Elemental]] released v9.0.wiimm of the texture hack '''[[Snowiimm Circuit (Snowy Circuit 2 Texture)|Snowiimm Circuit]]'''.<br />
* [[Elemental]] released v123.456w of '''[[Sketchy Boohoo Valley 3]]'''.<br />
* [[FurryTrash23]] released v0.1 of the custom music distribution '''[[Kingdom Hearts: Melody of Memory Music Pack]]'''.<br />
* [[TL]] released v1.0 of '''[[Wii Maple Treeway (TL)]]'''.<br />
* [[Flint]] released v1.0 of '''[[GBA Bowser Castle 3 (Flint)]]'''.<br />
* [[Flint]] released v1.0 of '''[[SNES Rainbow Road But It Is Really Mushroom Peaks]]'''.<br />
* [[SpyKid]] updated '''[[Candy Coaster]]''' to v3.11.<br />
* [[SpyKid]] released v1.0 of '''[[SNES Ghost Valley 1 (SpyKid)]]'''.<br />
* [[varemi]] released v1.0 of '''[[Spring Ban Festival]]'''.<br />
* [[Rz]] updated '''[[Rz' Test Track]]''' to Pre-2.0.april.<br />
* [[Saiveeon]] released v1.0 of '''[[BIG SHOT]]'''.<br />
* [[TravixMan]] released v1.0 of the character '''[[Bluster Kong]]'''.<br />
* [[TravixMan]] released v1.0 of the character '''[[Leo Luster]]'''.<br />
* [[cpfusion]] released v1.0b of '''[[Waluigi's Taco Stand]]'''.<br />
* [[Shorky]] released v1.0 of '''[[This Circuit Was Designed So That Your Mom Could Race]]'''.<br />
* [[bugsy]] updated '''[[Thunder Canyon]]''' to v1.3.<br />
* [[Elemental]] released v1.0.absolutelegend of '''[[Whoops You Slooped]]'''.<br />
* [[Elemental]] released v6.9.ctgp of the track edit '''[[69 King Labyrinth (Six King Labyrinth Edit)|69 King Labyrinth]]'''.<br />
* [[TheGamingBram]] updated '''[[Wii U Big Blue (TheGamingBram)]]''' to v1.1.<br />
* [[KiwiPowerGreen]] released RC1 of '''[[GBA Sky Garden (KiwiPowerGreen)]]'''.<br />
* [[Bri]] released v1.0 of the texture hack '''[[High Quality Luigi Circuit (Luigi Circuit Texture)|High Quality Luigi Circuit]]'''.<br />
* [[TheGamingBram]] updated '''[[Wii U Mount Wario (TheGamingBram)]]''' to v1.1.<br />
* [[Seeky]] released v1.0 of the distribution '''[[Cheese Mod Kart]]'''.<br />
}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=331066Cheese Mod Kart2022-04-01T16:04:56Z<p>Seeky: Add rel loader credit and mod source code link</p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
|-<br />
! Author:<br />
| [[Seeky]]<br />
|-<br />
! Type:<br />
| Riivolution<br />
|-<br />
! Version:<br />
| v1.0<br />
|-<br />
! Date of latest version<br />
| 2022-04-01<br />
|-<br />
! Download:<br />
| [https://cdn.discordapp.com/attachments/597505015325786126/959192517113442304/CMK.zip Discord]<br />
|-<br />
! Source Code:<br />
| [https://github.com/SeekyCt/cheese-mod-kart Github]<br />
|}<br />
<br />
== Overview ==<br />
This mod is best described by a quote from the GPT-3 AI:<br />
:''There are a few ways that this situation could be improved:''<br />
::''-Wiimmfi and CTGP Revolution could release their source code and documentation to the public. This would allow other mods to properly integrate with Wiimmfi and CTGP, and would also allow for more transparency around what these mods are doing.''<br />
::''-Bean could stop charging for early access to the 24 player mode, or at least make it so that people who have donated to him in the past get early access for free.''<br />
::''-The community could start using other mods that don't have these problems, such as MKWii++ or Cheese Mod Kart.''<br />
<br />
It is currently unknown what MKWii++ is.<br />
<br />
== Media ==<br />
{{youtube-box||DtJc0FI5Dmk|v1.0}}<br />
<br />
== Game Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| Cheese Mod Kart<br />
| [[Seeky]]<br />
| All textures not in the IA4, IA8, RGB5A3 or RGBA8 format are optimised for visual appeal by code at runtime.<br />
|-<br />
| Rel Loader<br />
| [[TheLordScruffy]]<br />
| Custom code loading system, originally from [[Tournament Museum]].<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]], [[Leseratte]]<br />
| Support to play on a custom Mario Kart Wii server has been added as a replacement to Nintendo WFC.<br />
|}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2022-04-01<br />
| Initial release.<br />
|}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Distribution]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=331062Cheese Mod Kart2022-04-01T15:50:57Z<p>Seeky: Table wasn't ended correctly, no idea how I didn't see this lol</p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
|-<br />
! Author:<br />
| [[Seeky]]<br />
|-<br />
! Type:<br />
| Riivolution<br />
|-<br />
! Version:<br />
| v1.0<br />
|-<br />
! Date of latest version<br />
| 2022-04-01<br />
|-<br />
! Download:<br />
| [https://cdn.discordapp.com/attachments/597505015325786126/959192517113442304/CMK.zip Discord]<br />
|}<br />
<br />
== Overview ==<br />
This mod is best described by a quote from the GPT-3 AI:<br />
:''There are a few ways that this situation could be improved:''<br />
::''-Wiimmfi and CTGP Revolution could release their source code and documentation to the public. This would allow other mods to properly integrate with Wiimmfi and CTGP, and would also allow for more transparency around what these mods are doing.''<br />
::''-Bean could stop charging for early access to the 24 player mode, or at least make it so that people who have donated to him in the past get early access for free.''<br />
::''-The community could start using other mods that don't have these problems, such as MKWii++ or Cheese Mod Kart.''<br />
<br />
It is currently unknown what MKWii++ is.<br />
<br />
== Media ==<br />
{{youtube-box||DtJc0FI5Dmk|v1.0}}<br />
<br />
== Game Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| Cheese Mod Kart<br />
| [[Seeky]]<br />
| All textures not in the IA4, IA8, RGB5A3 or RGBA8 format are optimised for visual appeal by code at runtime<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]], [[Leseratte]]<br />
| Support to play on a custom Mario Kart Wii server has been added as a replacement to Nintendo WFC.<br />
|}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2022-04-01<br />
| Initial release.<br />
|}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Distribution]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=331061Cheese Mod Kart2022-04-01T15:47:54Z<p>Seeky: Here's my april fools garbage for the year</p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
|-<br />
! Author:<br />
| [[Seeky]]<br />
|-<br />
! Type:<br />
| Riivolution<br />
|-<br />
! Version:<br />
| v1.0<br />
|-<br />
! Date of latest version<br />
| 2022-04-01<br />
|-<br />
! Download:<br />
| [https://cdn.discordapp.com/attachments/597505015325786126/959192517113442304/CMK.zip Discord]<br />
|}<br />
<br />
== Overview ==<br />
This mod is best described by a quote from the GPT-3 AI:<br />
:''There are a few ways that this situation could be improved:''<br />
::''-Wiimmfi and CTGP Revolution could release their source code and documentation to the public. This would allow other mods to properly integrate with Wiimmfi and CTGP, and would also allow for more transparency around what these mods are doing.''<br />
::''-Bean could stop charging for early access to the 24 player mode, or at least make it so that people who have donated to him in the past get early access for free.''<br />
::''-The community could start using other mods that don't have these problems, such as MKWii++ or Cheese Mod Kart.''<br />
<br />
It is currently unknown what MKWii++ is.<br />
<br />
== Media ==<br />
{{youtube-box||DtJc0FI5Dmk|v1.0}}<br />
<br />
== Game Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| Cheese Mod Kart<br />
| [[Seeky]]<br />
| All textures not in the IA4, IA8, RGB5A3 or RGBA8 format are optimised for visual appeal by code at runtime<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]], [[Leseratte]]<br />
| Support to play on a custom Mario Kart Wii server has been added as a replacement to Nintendo WFC.<br />
|-<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2022-04-01<br />
| Initial release.<br />
|}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Distribution]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cheese_Mod_Kart&diff=331054Cheese Mod Kart2022-04-01T15:30:03Z<p>Seeky: Created page with "{{subst:Distribution}}"</p>
<hr />
<div><br />
[[Category:Delete]] <!-- delete this complete line (category:Delete) --><br />
<!-- Delete "&mdash;" every time you edit a section --><br />
{| class="textbox float-right grid width:30%"<br />
|+ {{PAGENAME}}<br />
<!-- ! Cover:<br />
| An image file here --><br />
|-<br />
! Author:<br />
| <!-- your name here --> &mdash;<br />
|-<br />
! Type:<br />
| <!-- Riivolution, ISO patcher or My Stuff --> &mdash;<br />
|-<br />
! Tracks: <br />
| <!-- amount of tracks --> &mdash;<br />
|-<br />
! Arenas: <br />
| <!-- amount of arenas --> &mdash;<br />
|-<br />
! Version:<br />
| <!-- status of the distribution (v1.0, Beta 2, TBA...) --> &mdash;<br />
|-<br />
! Date of latest version:<br />
| <!-- date of release for the latest version (????-??-??, TBA...) --> &mdash;<br />
|-<br />
! Download:<br />
| <!-- full download link --> &mdash;<br />
<!--! Mirror:<br />
| <!-- full download link &mdash; --><br />
|}<br />
<br />
== Overview ==<br />
<!-- Information about the distribution. Textures hacks or custom tracks, etc... --><br />
<br />
== Media ==<br />
{{nomedia}} <!-- Remove this line when you have added media. --><br />
<!-- Videos go here. You may upload a video of the distribution. The video title must not praise the author of the video. (Video by VideoGloryGuy) Instead the title must describe briefly what will be shown in the video. (v1 or v1: Replay Cameras etc.)<br />
<br />
Here's the video format:<br />
{{youtube-box||youtube_id|Title}}<br />
The Title should be the version number (BETA 1, v1.0, etc.). Don't add the name of the person who uploaded the video. Do not put more than 3 videos on this page. --><br />
<br />
== Tracks ==<br />
<!-- This is a list of what tracks are in your Distribution. Specify the track name in place of the Nintendo track. Don't forget to list the author of that track and the version number you chose to use. You may add more rows/columns if necessary. --><br />
{| class="textbox grid sortable center"<br />
|+ Track Listing<br />
! Cup<br />
! Track<br />
! Version<br />
! Author<br />
|-<br />
| rowspan=4 {{cup-icon||Mushroom Cup}}<br />
| [[Wii Luigi Circuit|Luigi Circuit]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Moo Moo Meadows|Moo Moo Meadows]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Mushroom Gorge|Mushroom Gorge]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Toad's Factory|Toad's Factory]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Flower Cup}}<br />
| [[Wii Mario Circuit|Mario Circuit]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii Coconut Mall|Coconut Mall]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii DK Summit|DK Summit]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii Wario's Gold Mine|Wario's Gold Mine]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| rowspan=4 {{cup-icon||Star Cup}}<br />
| [[Wii Daisy Circuit|Daisy Circuit]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Koopa Cape|Koopa Cape]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Maple Treeway|Maple Treeway]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Grumble Volcano|Grumble Volcano]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Special Cup}}<br />
| [[Wii Dry Dry Ruins|Dry Dry Ruins]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii Moonview Highway|Moonview Highway]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii Bowser's Castle|Bowser's Castle]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Wii Rainbow Road|Rainbow Road]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| rowspan=4 {{cup-icon||Shell Cup}}<br />
| [[GCN Peach Beach]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[DS Yoshi Falls]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[SNES Ghost Valley 2]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[N64 Mario Raceway]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Banana Cup}}<br />
| [[N64 Sherbet Land]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[GBA Shy Guy Beach]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[DS Delfino Square]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[GCN Waluigi Stadium]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| rowspan=4 {{cup-icon||Leaf Cup}}<br />
| [[DS Desert Hills]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[GBA Bowser Castle 3]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[N64 DK's Jungle Parkway]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[GCN Mario Circuit]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Lightning Cup}}<br />
| [[SNES Mario Circuit 3]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[DS Peach Gardens]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[GCN DK Mountain]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[N64 Bowser's Castle]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|}<br />
<br />
== Arenas ==<br />
<!-- This is a list of what battle arenas are in your Distribution. Specify the arena name in place of the Nintendo arena and if it's a Texture Hack or a Custom Battle Arena. Don't forget to list the author of that arena and the version number you chose to use. You may add more rows/columns if necessary. --><br />
{| class="textbox grid sortable center"<br />
|+ Arena Listing<br />
! Stages<br />
! Arena<br />
! Version<br />
! Author<br />
|-<br />
| rowspan=5 {{cup-icon||Wii Stages}}<br />
| [[Wii Block Plaza|Block Plaza]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Delfino Pier|Delfino Pier]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Funky Stadium|Funky Stadium]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Chain Chomp Wheel|Chain Chomp Wheel]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|-<br />
| [[Wii Thwomp Desert|Thwomp Desert]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=5 {{cup-icon||Retro Stages}}<br />
| [[SNES Battle Course 4]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[GBA Battle Course 3]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[N64 Skyscraper]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[GCN Cookie Land]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[DS Twilight House]]<br />
| &mdash;<br />
| [[Nintendo]]<br />
|}<br />
<br />
== Version History ==<br />
<!-- Add info about changes to the distribution here.<br />
This is a table for your distribution's version history. Put in the date you released each version of your distribution, and what changes you made in each version.<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2012-04-27<br />
| Some info about an old version. You could add a DL link to the old one here.<br />
|-<br />
| v1.1<br />
| 2012-12-25<br />
| Some info about the current or upcoming version.<br />
|}<br />
--><br />
<br />
<!-- {{User-XXX-Link}} replace "XXX" by your name --><br />
<!-- Choose as appropriate:<br />
[[Category:Distribution]] (use this if your distribution does not apply to the ones below in any way)<br />
[[Category:Distribution/Character]] (a distribution that replaces characters)<br />
[[Category:Distribution/CT-CODE]] (a CT-CODE-based distribution)<br />
[[Category:Distribution/LE-CODE]] (a LE-CODE-based distribution)<br />
[[Category:Distribution/Music]] (a distribution that adds custom music)<br />
[[Category:Distribution/Texture]] (a distribution that replaces the original tracks and arenas with texture hacks)<br />
[[Category:Distribution/Vehicle]] (a distribution that replaces vehicles)<br />
--></div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=301629User:Seeky2021-10-30T22:11:56Z<p>Seeky: /* About Me: */</p>
<hr />
<div>== About Me ==<br />
Seeky.<br />
<br />
'''Discord:''' Seeky#4628 <br />
<br />
'''My Gecko Codes:''' https://mkwii.com/member.php?action=profile&uid=136<br />
<br />
'''Structure Documentation:''' https://github.com/SeekyCt/mkw-structures<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Network_Protocol/ITEM&diff=258600Network Protocol/ITEM2021-04-02T14:12:01Z<p>Seeky: Star says this is padding</p>
<hr />
<div>This pages is related to [[MKWii Network Protocol]] and describes the record type '''ITEM'''.<br />
One record for each player is transmitted together with the [[MKWii Network Protocol/RACE|race data]]:<br />
<br />
{{MKWii Network Protocol RACE}}<br />
<br />
Description of the record type '''ITEM''' in GNU C notation.<br />
<br />
<pre><br />
typedef struct udp_item_t<br />
{<br />
/*00*/ u8 timer; // start time of item in 8/60s := RACE.timer/8<br />
/*01*/ u8 item_box; // item in the box => mkw_item_type_t<br />
/*02*/ u8 item_tail; // item at tail => mkw_item_type_t<br />
/*03*/ u8 mode; // activation mode: 0=no item, 1-7=handshake<br />
/*04*/ u8 tail_mode; // ? 3=hold, 4=shoot, 5=3/3, 6=2/3, 7=1/3<br />
/*05*/ u8 acknowledge; // ? 0=ok, 1=fail<br />
/*06*/ u8 ack_timer; // return the timer value to accept item of other client<br />
/*07*/ u8 padding_07; // padding, always 0<br />
<br />
/*08*/<br />
}<br />
__attribute__ ((packed)) udp_item_t;<br />
</pre><br />
<br />
== Item types ==<br />
<br />
The members ''item_box'' and ''item_tail'' describe, which item is available in the box (top left of the screen) and at the tail of the vehicle (or around the vehicle). Sometimes ''item_box'' switch back to ''no item'', but because of previous ''modes'', a mushroom can be identified. This make some cheat detection more difficult.<br />
<br />
The following table shows the item codes. Item cheats use the same codes:<br />
{| id="item-code" class="textbox grid alt sortable"<br />
|+ Item codes of [[Mario Kart Wii]]<br />
! code !! name !! comments<br />
|-<br />
| 0x00 || Green Shell || —<br />
|-<br />
| 0x01 || Red Shell || —<br />
|-<br />
| 0x02 || Banana || —<br />
|-<br />
| 0x03 || Fake Item Box || —<br />
|-<br />
| 0x04 || Mushroom || —<br />
|-<br />
| 0x05 || Triple Mushroom || —<br />
|-<br />
| 0x06 || Bob-omb || —<br />
|-<br />
| 0x07 || Spiny Shell || —<br />
|-<br />
| 0x08 || Lightning || —<br />
|-<br />
| 0x09 || Star || —<br />
|-<br />
| 0x0a || Golden Mushroom || —<br />
|-<br />
| 0x0b || Mega Mushroom || —<br />
|-<br />
| 0x0c || Blooper || —<br />
|-<br />
| 0x0d || POW Block || —<br />
|-<br />
| 0x0e || Thundercloud || —<br />
|-<br />
| 0x0f || Bullet Bill || —<br />
|-<br />
| 0x10 || Triple Green Shell || —<br />
|-<br />
| 0x11 || Triple Red Shell || —<br />
|-<br />
| 0x12 || Triple Banana || —<br />
|-<br />
| 0x13 || ''not used'' || This code was never seen.<br />
|-<br />
| 0x14 || ''none item'' || Code for ''no item available''. Sometimes (context dependent) this code means ''Mushroom''.<br />
|}<br />
<br />
<br />
<br/><br />
{{MKWii Network Protocol}}<br />
[[category: Network Protocol|R]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Rksys.dat&diff=242755Rksys.dat2021-01-22T15:20:45Z<p>Seeky: /* DWC User Data */ Added DWC User Data fields</p>
<hr />
<div>{{DISPLAYTITLE:rksys.dat}}<br />
{{under-construction}}<br />
'''rksys.dat''' is the name of [[Mario Kart Wii]]'s save data file. It is stored in '''''/title/00010004/524d43**/data''''' from the Wii's NAND, where ** is the hexadecimal value for the letter that corresponds to the game's region (either [[PAL|RMC'''P''']], [[NTSC-U|RMC'''E''']], [[NTSC-J|RMC'''J''']] or [[NTSC-K|RMC'''K''']]).<br />
<br />
== File Format ==<br />
The file has a fixed size of 0x2BC000 (or 2867200 in decimal) bytes. Each section is also fixed to specific offsets and sizes. Track arrays are ordered by a [[List of Identifiers#Courses|special order]], which is only used in this file and in staff ghost file names.<br />
<br />
=== Header ===<br />
{|class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. ''RKSD'' in ASCII.<br />
|-<br />
| 0x04 || String || {{Unknown-left|'''Unknown'''. Always ''0006'' in ASCII. Possibly a version number?}}<br />
|-<br />
| colspan=2 | 0x08 || {{unknown|End of file header}}<br />
|}<br />
<br />
=== RKPD ===<br />
The file can contain up to 4 '''RKPD''' sections. These sections contain profile data, and are created with each new license. Each RKPD is 0x8CC0 bytes long.<br />
<br />
{|class="wikitable"<br />
|+ RKPD offsets<br />
! Offset !! Description<br />
|-<br />
| 0x04 || Top left license.<br />
|-<br />
| 0x8CC8 || Top right license.<br />
|-<br />
| 0x11988 || Bottom left license.<br />
|-<br />
| 0x1A648 || Bottom right license.<br />
|}<br />
<br />
==== Mii Data ====<br />
{|class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. ''RKPD'' in ASCII.<br />
|-<br />
| 0x04 || Byte[0x10] || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x14 || String || '''Mii's UTF-16 encoded name'''. Always 0x14 bytes long.<br />
|-<br />
| 0x28 || Byte[4] || '''Mii's Avatar ID'''.<br />
|-<br />
| 0x2C || Byte[4] || '''Mii's Client ID'''.<br />
|}<br />
<br />
==== Completion flags ====<br />
{|class="wikitable"<br />
! Offset !! Type !! Description<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Cup completion'''<br />
|-<br />
| 0x30 || 1 bit || Mushroom Cup (50cc)<br />
|-<br />
| 0x30.1 || 1 bit || Lightning Cup (50cc)<br />
|-<br />
| 0x30.2 || 1 bit || Leaf Cup (Mirror)<br />
|-<br />
| 0x30.3 || 1 bit || Leaf Cup (150cc)<br />
|-<br />
| 0x30.4 || 1 bit || Leaf Cup (100cc)<br />
|-<br />
| 0x30.5 || 1 bit || Leaf Cup (50cc)<br />
|-<br />
| 0x30.6 || 1 bit || Banana Cup (Mirror)<br />
|-<br />
| 0x30.7 || 1 bit || Banana Cup (150cc)<br />
|-<br />
| 0x31 || 1 bit || Banana Cup (100cc)<br />
|-<br />
| 0x31.1 || 1 bit || Banana Cup (50cc)<br />
|-<br />
| 0x31.2 || 1 bit || Star Cup (Mirror)<br />
|-<br />
| 0x31.3 || 1 bit || Star Cup (150cc)<br />
|-<br />
| 0x31.4 || 1 bit || Star Cup (100cc)<br />
|-<br />
| 0x31.5 || 1 bit || Star Cup (50cc)<br />
|-<br />
| 0x31.6 || 1 bit || Flower Cup (Mirror)<br />
|-<br />
| 0x31.7 || 1 bit || Flower Cup (150cc)<br />
|-<br />
| 0x32 || 1 bit || Flower Cup (100cc)<br />
|-<br />
| 0x32.1 || 1 bit || Flower Cup (50cc)<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Character unlocks'''<br />
|-<br />
| 0x32.2 || 1 bit || Mii (Outfit B)<br />
|-<br />
| 0x32.3 || 1 bit || Mii (Outfit A)<br />
|-<br />
| 0x32.4 || 1 bit || Rosalina<br />
|-<br />
| 0x32.5 || 1 bit || Funky Kong<br />
|-<br />
| 0x32.6 || 1 bit || King Boo<br />
|-<br />
| 0x32.7 || 1 bit || Dry Bowser<br />
|-<br />
| 0x33 || 1 bit || Birdo<br />
|-<br />
| 0x33.1 || 1 bit || Daisy<br />
|-<br />
| 0x33.2 || 1 bit || Bowser Jr.<br />
|-<br />
| 0x33.3 || 1 bit || Diddy Kong<br />
|-<br />
| 0x33.4 || 1 bit || Baby Luigi<br />
|-<br />
| 0x33.5 || 1 bit || Baby Daisy<br />
|-<br />
| 0x33.6 || 1 bit || Toadette<br />
|-<br />
| 0x33.7 || 1 bit || Dry Bones<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Grand Prix engine class completion'''<br />
|-<br />
| 0x34 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.1 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.2 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.3 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.4 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.5 || 1 bit || '''Unused'''<br />
|-<br />
| 0x34.6 || 1 bit || 50cc<br />
|-<br />
| 0x34.7 || 1 bit || All engines<br />
|-<br />
| 0x35 || 1 bit || '''Unused'''<br />
|-<br />
| 0x35.1 || 1 bit || '''Unused'''<br />
|-<br />
| 0x35.2 || 1 bit || '''Unused'''<br />
|-<br />
| 0x35.3 || 1 bit || Mirror<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Vehicle unlocks'''<br />
|-<br />
| 0x35.4 || 1 bit || Phantom<br />
|-<br />
| 0x35.5 || 1 bit || Spear<br />
|-<br />
| 0x35.6 || 1 bit || Shooting Star<br />
|-<br />
| 0x35.7 || 1 bit || Dolphin Dasher<br />
|-<br />
| 0x36 || 1 bit || Sneakster<br />
|-<br />
| 0x36.1 || 1 bit || Zip Zip<br />
|-<br />
| 0x36.2 || 1 bit || Jet Bubble<br />
|-<br />
| 0x36.3 || 1 bit || Magikruiser<br />
|-<br />
| 0x36.4 || 1 bit || Quacker<br />
|-<br />
| 0x36.5 || 1 bit || Honeycoupe<br />
|-<br />
| 0x36.6 || 1 bit || Jetsetter<br />
|-<br />
| 0x36.7 || 1 bit || Piranha Prowler<br />
|-<br />
| 0x37 || 1 bit || Sprinter<br />
|-<br />
| 0x37.1 || 1 bit || Daytripper<br />
|-<br />
| 0x37.2 || 1 bit || Super Blooper<br />
|-<br />
| 0x37.3 || 1 bit || Blue Falcon<br />
|-<br />
| 0x37.4 || 1 bit || Tiny Titan<br />
|-<br />
| 0x37.5 || 1 bit || Cheep Charger<br />
|-<br />
| 0x37.6 || 1 bit || '''Unused'''<br />
|-<br />
| 0x37.7 || 1 bit || '''Unused'''<br />
|-<br />
| 0x38 || Byte[8] || {{Unknown-left|'''Unknown'''.}}<br />
|}<br />
<br />
==== DWC User Data ====<br />
{|class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x40 || UInt32 || Size of this DWC User Data. Always 0x40.<br />
|-<br />
| 0x44 || UInt64 || Pseudo User Id<br />
|-<br />
| 0x4C || UInt32 || Pseudo Player Id<br />
|-<br />
| 0x50 || UInt64 || Authentic User Id<br />
|-<br />
| 0x58 || UInt32 || Authentic Player Id<br />
|-<br />
| 0x5C || UInt32 || Player's '''[[Profile ID]]'''.<br />
|-<br />
| 0x60 || UInt32 || Flags<br />
|-<br />
| 0x64 || Char[4] || '''Game ID''' used for [[Friend Code#Checksum Calculation|Friend Code calculation]]. Always ''RMCJ''.<br />
|-<br />
| 0x68 || Byte[0x14] || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x7C || UInt32 || CRC32 of this DWC User Data<br />
|}<br />
<br />
==== Records ====<br />
{|class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x80 || Byte[4] || {{Unknown-left|'''Unknown'''. Set to 0x50081000 when the license is created, never changed afterwards.}}<br />
|-<br />
| 0x84 || Byte[4] || {{Unknown-left|'''Unknown'''. Set to 0x50081000 when the license is created, never changed afterwards.}}<br />
|-<br />
| 0x88 || Int32 || '''Wins (VS Race)'''. The game reads the value at 0x98 instead to display in the Records screen.<br />
|-<br />
| 0x8C || Int32 || '''Losses (VS Race)'''. The game reads the value at 0x9C instead to display in the Records screen.<br />
|-<br />
| 0x90 || Int32 || '''Wins (Battle)'''. The game reads the value at 0xA0 instead to display in the Records screen.<br />
|-<br />
| 0x94 || Int32 || '''Losses (Battle)'''. The game reads the value at 0xA4 instead to display in the Records screen.<br />
|-<br />
| 0x98 || Int32 || '''Wins (VS Race)'''.<br />
|-<br />
| 0x9C || Int32 || '''Losses (VS Race)'''.<br />
|-<br />
| 0xA0 || Int32 || '''Wins (Battle)'''.<br />
|-<br />
| 0xA4 || Int32 || '''Losses (Battle)'''.<br />
|-<br />
| 0xA8 || Int32 || '''Wins (Ghost Race)'''.<br />
|-<br />
| 0xAC || Int32 || '''Losses (Ghost Race)'''.<br />
|-<br />
| 0xB0 || UInt16 || '''''Race Rating'''''.<br />
|-<br />
| 0xB2 || UInt16 || '''''Battle Rating'''''.<br />
|-<br />
| 0xB4 || Int32 || '''''Total Race Count'''''.<br />
|-<br />
| 0xB8 || Int32 || '''''Total Battle Count'''''.<br />
|-<br />
| 0xBC || Int32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0xC0 || Int32 || '''Number of races and battles completed with the Wii Wheel'''. This number divided by the ''Total Race Count'' plus the ''Total Battle Count'' determines the ''Wii Wheel Usage Rate''.<br />
|-<br />
| 0xC4 || Float || '''''Distance Travelled'''''. Rounded down in the Records screen.<br />
|-<br />
| 0xC8 || Int32 || '''''Ghost Data Challenges Sent'''''.<br />
|-<br />
| 0xCC || Int32 || '''''Ghost Data Challenges Received'''''.<br />
|-<br />
| 0xD0 || Int32 || '''''Item Hits Delivered'''''.<br />
|-<br />
| 0xD4 || Int32 || '''''Item Hits Received'''''.<br />
|-<br />
| 0xD8 || Int32 || '''''Tricks Performed'''''.<br />
|-<br />
| 0xDC || Int32 || '''''Times 1st Place Achieved'''''.<br />
|-<br />
| 0xE0 || Float || '''Distance travelled while in 1st place'''.<br />
|-<br />
| 0xE4 || Float || '''Distance travelled on VS Races'''. The game divides 0xE0 and this value and rounds it down to get the ''% Race Time in 1st Place''.<br />
|-<br />
| 0xE8 || UInt16 || '''''Competitions Entered'''''.<br />
|-<br />
| 0xEA || UInt16 || {{Unknown-left|'''Unknown'''.}}<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''''Favorite Character'''''<br />
|-<br />
| 0xEC || UInt16 || Races completed with '''Mario'''.<br />
|-<br />
| 0xEE || UInt16 || Races completed with '''Baby Peach'''.<br />
|-<br />
| 0xF0 || UInt16 || Races completed with '''Waluigi'''.<br />
|-<br />
| 0xF2 || UInt16 || Races completed with '''Bowser'''.<br />
|-<br />
| 0xF4 || UInt16 || Races completed with '''Baby Daisy'''.<br />
|-<br />
| 0xF6 || UInt16 || Races completed with '''Dry Bones'''.<br />
|-<br />
| 0xF8 || UInt16 || Races completed with '''Baby Mario'''.<br />
|-<br />
| 0xFA || UInt16 || Races completed with '''Luigi'''.<br />
|-<br />
| 0xFC || UInt16 || Races completed with '''Toad'''.<br />
|-<br />
| 0xFE || UInt16 || Races completed with '''Donkey Kong'''.<br />
|-<br />
| 0x100 || UInt16 || Races completed with '''Yoshi'''.<br />
|-<br />
| 0x102 || UInt16 || Races completed with '''Wario'''.<br />
|-<br />
| 0x104 || UInt16 || Races completed with '''Baby Luigi'''.<br />
|-<br />
| 0x106 || UInt16 || Races completed with '''Toadette'''.<br />
|-<br />
| 0x108 || UInt16 || Races completed with '''Koopa Troopa'''.<br />
|-<br />
| 0x10A || UInt16 || Races completed with '''Daisy'''.<br />
|-<br />
| 0x10C || UInt16 || Races completed with '''Peach'''.<br />
|-<br />
| 0x10E || UInt16 || Races completed with '''Birdo'''.<br />
|-<br />
| 0x110 || UInt16 || Races completed with '''Diddy Kong'''.<br />
|-<br />
| 0x112 || UInt16 || Races completed with '''King Boo'''.<br />
|-<br />
| 0x114 || UInt16 || Races completed with '''Bowser Jr.'''.<br />
|-<br />
| 0x116 || UInt16 || Races completed with '''Dry Bowser'''.<br />
|-<br />
| 0x118 || UInt16 || Races completed with '''Funky Kong'''.<br />
|-<br />
| 0x11A || UInt16 || Races completed with '''Rosalina'''.<br />
|-<br />
| 0x11C || UInt16 || Races completed with '''Mii'''.<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''''Favorite Vehicle'''''<br />
|-<br />
| 0x11E || UInt16 || Races completed with the '''Standard Kart S'''.<br />
|-<br />
| 0x120 || UInt16 || Races completed with the '''Standard Kart M'''.<br />
|-<br />
| 0x122 || UInt16 || Races completed with the '''Standard Kart L'''.<br />
|-<br />
| 0x124 || UInt16 || Races completed with the '''Booster Seat'''.<br />
|-<br />
| 0x126 || UInt16 || Races completed with the '''Classic Dragster'''.<br />
|-<br />
| 0x128 || UInt16 || Races completed with the '''Offroader'''.<br />
|-<br />
| 0x12A || UInt16 || Races completed with the '''Mini Beast'''.<br />
|-<br />
| 0x12C || UInt16 || Races completed with the '''Wild Wing'''.<br />
|-<br />
| 0x12E || UInt16 || Races completed with the '''Flame Flyer'''.<br />
|-<br />
| 0x130 || UInt16 || Races completed with the '''Cheep Charger'''.<br />
|-<br />
| 0x132 || UInt16 || Races completed with the '''Super Blooper'''.<br />
|-<br />
| 0x134 || UInt16 || Races completed with the '''Piranha Prowler'''.<br />
|-<br />
| 0x136 || UInt16 || Races completed with the '''Tiny Titan'''.<br />
|-<br />
| 0x138 || UInt16 || Races completed with the '''Daytripper'''.<br />
|-<br />
| 0x13A || UInt16 || Races completed with the '''Jetsetter'''.<br />
|-<br />
| 0x13C || UInt16 || Races completed with the '''Blue Falcon'''.<br />
|-<br />
| 0x13E || UInt16 || Races completed with the '''Sprinter'''.<br />
|-<br />
| 0x140 || UInt16 || Races completed with the '''Honeycoupe'''.<br />
|-<br />
| 0x142 || UInt16 || Races completed with the '''Standard Bike S'''.<br />
|-<br />
| 0x144 || UInt16 || Races completed with the '''Standard Bike M'''.<br />
|-<br />
| 0x146 || UInt16 || Races completed with the '''Standard Bike L'''.<br />
|-<br />
| 0x148 || UInt16 || Races completed with the '''Bullet Bike'''.<br />
|-<br />
| 0x14A || UInt16 || Races completed with the '''Mach Bike'''.<br />
|-<br />
| 0x14C || UInt16 || Races completed with the '''Flame Runner'''.<br />
|-<br />
| 0x14E || UInt16 || Races completed with the '''Bit Bike'''.<br />
|-<br />
| 0x150 || UInt16 || Races completed with the '''Sugarscoot'''.<br />
|-<br />
| 0x152 || UInt16 || Races completed with the '''Wario Bike'''.<br />
|-<br />
| 0x154 || UInt16 || Races completed with the '''Quacker'''.<br />
|-<br />
| 0x156 || UInt16 || Races completed with the '''Zip Zip'''.<br />
|-<br />
| 0x158 || UInt16 || Races completed with the '''Shooting Star'''.<br />
|-<br />
| 0x15A || UInt16 || Races completed with the '''Magikruiser'''.<br />
|-<br />
| 0x15C || UInt16 || Races completed with the '''Sneakster'''.<br />
|-<br />
| 0x15E || UInt16 || Races completed with the '''Spear'''.<br />
|-<br />
| 0x160 || UInt16 || Races completed with the '''Jet Bubble'''.<br />
|-<br />
| 0x162 || UInt16 || Races completed with the '''Dolphin Dasher'''.<br />
|-<br />
| 0x164 || UInt16 || Races completed with the '''Phantom'''.<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''''Favorite Course'''''<br />
|-<br />
| 0x166 || UInt16 || Races completed on '''Mario Circuit'''.<br />
|-<br />
| 0x168 || UInt16 || Races completed on '''Moo Moo Meadows'''.<br />
|-<br />
| 0x16A || UInt16 || Races completed on '''Mushroom Gorge'''.<br />
|-<br />
| 0x16C || UInt16 || Races completed on '''Grumble Volcano'''.<br />
|-<br />
| 0x16E || UInt16 || Races completed on '''Toad's Factory'''.<br />
|-<br />
| 0x170 || UInt16 || Races completed on '''Coconut Mall'''.<br />
|-<br />
| 0x172 || UInt16 || Races completed on '''DK Summit'''.<br />
|-<br />
| 0x174 || UInt16 || Races completed on '''Wario's Gold Mine'''.<br />
|-<br />
| 0x176 || UInt16 || Races completed on '''Luigi Circuit'''.<br />
|-<br />
| 0x178 || UInt16 || Races completed on '''Daisy Circuit'''.<br />
|-<br />
| 0x17A || UInt16 || Races completed on '''Moonview Highway'''.<br />
|-<br />
| 0x17C || UInt16 || Races completed on '''Maple Treeway'''.<br />
|-<br />
| 0x17E || UInt16 || Races completed on '''Bowser's Castle'''.<br />
|-<br />
| 0x180 || UInt16 || Races completed on '''Rainbow Road'''.<br />
|-<br />
| 0x182 || UInt16 || Races completed on '''Dry Dry Ruins'''.<br />
|-<br />
| 0x184 || UInt16 || Races completed on '''Koopa Cape'''.<br />
|-<br />
| 0x186 || UInt16 || Races completed on '''<small>GCN</small> Peach Beach'''.<br />
|-<br />
| 0x188 || UInt16 || Races completed on '''<small>GCN</small> Mario Circuit'''.<br />
|-<br />
| 0x18A || UInt16 || Races completed on '''<small>GCN</small> Waluigi Stadium'''.<br />
|-<br />
| 0x18C || UInt16 || Races completed on '''<small>GCN</small> DK Mountain'''.<br />
|-<br />
| 0x18E || UInt16 || Races completed on '''<small>DS</small> Yoshi Falls'''.<br />
|-<br />
| 0x190 || UInt16 || Races completed on '''<small>DS</small> Desert Hills'''.<br />
|-<br />
| 0x192 || UInt16 || Races completed on '''<small>DS</small> Peach Gardens'''.<br />
|-<br />
| 0x194 || UInt16 || Races completed on '''<small>DS</small> Delfino Square'''.<br />
|-<br />
| 0x196 || UInt16 || Races completed on '''<small>SNES</small> Mario Circuit 3'''.<br />
|-<br />
| 0x198 || UInt16 || Races completed on '''<small>SNES</small> Ghost Valley 2'''.<br />
|-<br />
| 0x19A || UInt16 || Races completed on '''<small>N64</small> Mario Raceway'''.<br />
|-<br />
| 0x19C || UInt16 || Races completed on '''<small>N64</small> Sherbet Land'''.<br />
|-<br />
| 0x19E || UInt16 || Races completed on '''<small>N64</small> Bowser's Castle'''.<br />
|-<br />
| 0x1A0 || UInt16 || Races completed on '''<small>N64</small> DK's Jungle Parkway'''.<br />
|-<br />
| 0x1A2 || UInt16 || Races completed on '''<small>GBA</small> Bowser Castle 3'''.<br />
|-<br />
| 0x1A4 || UInt16 || Races completed on '''<small>GBA</small> Shy Guy Beach'''.<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''''Favorite Stage'''''<br />
|-<br />
| 0x1A6 || UInt16 || Battles completed on '''Delfino Pier'''.<br />
|-<br />
| 0x1A8 || UInt16 || Battles completed on '''Block Plaza'''.<br />
|-<br />
| 0x1AA || UInt16 || Battles completed on '''Chain Chomp Wheel'''.<br />
|-<br />
| 0x1AC || UInt16 || Battles completed on '''Funky Stadium'''.<br />
|-<br />
| 0x1AE || UInt16 || Battles completed on '''Thwomp Desert'''.<br />
|-<br />
| 0x1B0 || UInt16 || Battles completed on '''<small>GCN</small> Cookie Land'''.<br />
|-<br />
| 0x1B2 || UInt16 || Battles completed on '''<small>DS</small> Twilight House'''.<br />
|-<br />
| 0x1B4 || UInt16 || Battles completed on '''<small>SNES</small> Battle Course 4'''.<br />
|-<br />
| 0x1B6 || UInt16 || Battles completed on '''<small>GBA</small> Battle Course 3'''.<br />
|-<br />
| 0x1B8 || UInt16 || Battles completed on '''<small>N64</small> Skyscraper'''.<br />
|-<br />
| 0x1BA || Byte[6] || Padding.<br />
|}<br />
<br />
==== Cup Data ====<br />
When completing a cup, you get a gold, silver or bronze trophy and a rank (3 stars, 2 stars, 1 star, A, B, C, D, E or F). For some reason, the game seems to store some residual string data of the path of the trophy model whenever setting a new rank after completing a GP.<br />
<br />
{|class="wikitable"<br />
|+ Cup offsets<br />
! Offset !! Description<br />
|-<br />
| 0x1C0 || Mushroom Cup (50cc)<br />
|-<br />
| 0x220 || Flower Cup (50cc)<br />
|-<br />
| 0x280 || Star Cup (50cc)<br />
|-<br />
| 0x2E0 || Special Cup (50cc)<br />
|-<br />
| 0x340 || Shell Cup (50cc)<br />
|-<br />
| 0x3A0 || Banana Cup (50cc)<br />
|-<br />
| 0x400 || Leaf Cup (50cc)<br />
|-<br />
| 0x460 || Lightning Cup (50cc)<br />
|-<br />
| 0x4C0 || Mushroom Cup (100cc)<br />
|-<br />
| 0x520 || Flower Cup (100cc)<br />
|-<br />
| 0x580 || Star Cup (100cc)<br />
|-<br />
| 0x5E0 || Special Cup (100cc)<br />
|-<br />
| 0x640 || Shell Cup (100cc)<br />
|-<br />
| 0x6A0 || Banana Cup (100cc)<br />
|-<br />
| 0x700 || Leaf Cup (100cc)<br />
|-<br />
| 0x760 || Lightning Cup (100cc)<br />
|-<br />
| 0x7C0 || Mushroom Cup (150cc)<br />
|-<br />
| 0x820 || Flower Cup (150cc)<br />
|-<br />
| 0x880 || Star Cup (150cc)<br />
|-<br />
| 0x8E0 || Special Cup (150cc)<br />
|-<br />
| 0x940 || Shell Cup (150cc)<br />
|-<br />
| 0x9A0 || Banana Cup (150cc)<br />
|-<br />
| 0xA00 || Leaf Cup (150cc)<br />
|-<br />
| 0xA60 || Lightning Cup (150cc)<br />
|-<br />
| 0xAC0 || Mushroom Cup (Mirror)<br />
|-<br />
| 0xB20 || Flower Cup (Mirror)<br />
|-<br />
| 0xB80 || Star Cup (Mirror)<br />
|-<br />
| 0xBE0 || Special Cup (Mirror)<br />
|-<br />
| 0xC40 || Shell Cup (Mirror)<br />
|-<br />
| 0xCA0 || Banana Cup (Mirror)<br />
|-<br />
| 0xD00 || Leaf Cup (Mirror)<br />
|-<br />
| 0xD60 || Lightning Cup (Mirror)<br />
|}<br />
<br />
{|class="wikitable"<br />
|+ Rank data<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x0 || Byte[0x4F] || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x4F || 2 bits || '''Cup''':<br />
* 0: Gold<br />
* 1: Silver<br />
* 2: Bronze<br />
* 3: No cup<br />
|-<br />
| 0x4F.2 || 6 bits || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x50 || Byte || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x51 || 4 bits || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x51.4 || 4 bits || '''Rank''':<br />
* 0: 3 stars<br />
* 1: 2 stars<br />
* 2: 1 stars<br />
* 3: A<br />
* 4: B<br />
* 5: C<br />
* 6: D<br />
* 7: E<br />
* 8: F<br />
|-<br />
| 0x52 || 1 bit || '''Cup completion flag''':<br />
* 0: Not completed<br />
* 1: Completed<br />
|-<br />
| 0x52.1 || 7 bits || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x53 || Byte[0xD] || {{Unknown-left|'''Unknown'''.}}<br />
|}<br />
<br />
==== Time Trial Leaderboards ====<br />
At the end of each time trial, a list of the top 5 times and the fastest lap are shown. The data is stored in 6 blocks, 1st to 5th and fastest lap, of 32 entries, one entry for each track. Each entry contains Mii data, the finish time and the character/vehicle combination used. The first block (rank 1) is used to show the current fastest time on the course selection screen. Each rank block is 0xC00 bytes long, each course entry is 0x60 bytes long.<br />
<br />
{|class="wikitable"<br />
|+ Leaderboard ranks<br />
! Offset !! Description<br />
|-<br />
| 0xDC0 || Rank 1<br />
|-<br />
| 0x19C0 || Rank 2<br />
|-<br />
| 0x25C0 || Rank 3<br />
|-<br />
| 0x31C0 || Rank 4<br />
|-<br />
| 0x3DC0 || Rank 5<br />
|-<br />
| 0x49C0 || Fastest lap<br />
|}<br />
<br />
{|class="wikitable"<br />
|+ Leaderboard entry<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x0 || Byte[0x4A] || The '''Mii''' belonging to this time.<br />
|-<br />
| 0x4A || UInt16 || '''CRC-16 of the Mii data'''.<br />
|-<br />
| 0x4C || 7 bits || '''Minutes'''.<br />
|-<br />
| 0x4C.7 || 7 bits || '''Seconds'''.<br />
|-<br />
| 0x4D.6 || 10 bits || '''Milliseconds'''.<br />
|-<br />
| 0x4F.1 || 6 bits || '''Vehicle ID'''.<br />
|-<br />
| 0x50 || 1 bit || '''Enabled flag'''.<br />
|-<br />
| 0x50.1 || 7 bits || '''Character ID'''.<br />
|-<br />
| 0x51 || 3 bits || Laps completed?<br />
|-<br />
| 0x51.3 || 5 bits || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x52 || Byte[14] || {{Unknown-left|'''Unknown'''.}}<br />
|}<br />
<br />
==== Friend Data ====<br />
Registered friends are stored in two blocks: the first one, the main data block, stores most of the data. The second one seems to store some flags and the PID of the friend (although this one is also stored in the main block). There are a total of 30 friend slots available.<br />
<br />
{|class="wikitable"<br />
|+ Friend data offsets<br />
! Main Block Offset !! Secondary Block Offset !! Description<br />
|-<br />
| 0x56D0 || 0x8B50 || Friend 1<br />
|-<br />
| 0x5890 || 0x8B5C || Friend 2<br />
|-<br />
| 0x5A50 || 0x8B68 || Friend 3<br />
|-<br />
| 0x5C10 || 0x8B74 || Friend 4<br />
|-<br />
| 0x5DD0 || 0x8B80 || Friend 5<br />
|-<br />
| 0x5F90 || 0x8B8C || Friend 6<br />
|-<br />
| 0x6150 || 0x8B98 || Friend 7<br />
|-<br />
| 0x6310 || 0x8BA4 || Friend 8<br />
|-<br />
| 0x64D0 || 0x8BB0 || Friend 9<br />
|-<br />
| 0x6690 || 0x8BBC || Friend 10<br />
|-<br />
| 0x6850 || 0x8BC8 || Friend 11<br />
|-<br />
| 0x6A10 || 0x8BD4 || Friend 12<br />
|-<br />
| 0x6BD0 || 0x8BE0 || Friend 13<br />
|-<br />
| 0x6D90 || 0x8BEC || Friend 14<br />
|-<br />
| 0x6F50 || 0x8BF8 || Friend 15<br />
|-<br />
| 0x7110 || 0x8C04 || Friend 16<br />
|-<br />
| 0x72D0 || 0x8C10 || Friend 17<br />
|-<br />
| 0x7490 || 0x8C1C || Friend 18<br />
|-<br />
| 0x7650 || 0x8C28 || Friend 19<br />
|-<br />
| 0x7810 || 0x8C34 || Friend 20<br />
|-<br />
| 0x79D0 || 0x8C40 || Friend 21<br />
|-<br />
| 0x7B90 || 0x8C4C || Friend 22<br />
|-<br />
| 0x7D50 || 0x8C58 || Friend 23<br />
|-<br />
| 0x7F10 || 0x8C64 || Friend 24<br />
|-<br />
| 0x80D0 || 0x8C70 || Friend 25<br />
|-<br />
| 0x8290 || 0x8C7C || Friend 26<br />
|-<br />
| 0x8450 || 0x8C88 || Friend 27<br />
|-<br />
| 0x8610 || 0x8C94 || Friend 28<br />
|-<br />
| 0x87D0 || 0x8CA0 || Friend 29<br />
|-<br />
| 0x8990 || 0x8CAC || Friend 30<br />
|}<br />
<br />
{|class="wikitable"<br />
|+ Friend Main Block Data<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x0 || Int32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x4 || UInt32 || '''Profile ID''' of the friend.<br />
|-<br />
| 0x8 || Int32 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0xC || Byte[4] || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x10 || UInt16 || {{Unknown-left|'''Unknown'''. Possibly a flag that indicates if the friend registered you (and does not appear as a "?" icon).}}<br />
|-<br />
| 0x12 || UInt16 || '''Losses''' against the friend.<br />
|-<br />
| 0x14 || UInt16 || '''Wins''' against the friend.<br />
|-<br />
| 0x16 || UInt16 || '''Race Rating''' of the friend.<br />
|-<br />
| 0x18 || UInt16 || '''Battle Rating''' of the friend.<br />
|-<br />
| 0x1A || Byte[0x4A] || '''Mii data''' of the friend.<br />
|-<br />
| 0x64 || Byte[4] || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x68 || Byte || '''Country ID''' of the friend.<br />
|-<br />
| 0x69 || Byte || '''Region ID''' of the friend.<br />
|-<br />
| 0x6A || UInt16 || {{Unknown-left|'''Unknown'''.}}<br />
|-<br />
| 0x6C || UInt16[2] || '''Globe coordinates''' of the friend.<br />
|-<br />
| 0x70 || Byte[0x150] || {{Unknown-left|'''Unknown'''.}}<br />
|}<br />
<br />
{|class="wikitable"<br />
|+ Friend Secondary Block Data<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x0 || UInt16 || {{Unknown-left|'''Unknown'''. Always 0?}}<br />
|-<br />
| 0x2 || Byte || {{Unknown-left|'''Unknown'''. Always 0x38 if the friend exists?}}<br />
|-<br />
| 0x3 || Byte || {{Unknown-left|'''Unknown'''. Always 0?}}<br />
|-<br />
| 0x4 || UInt32 || '''Profile ID''' of the friend.<br />
|-<br />
| 0x8 || Byte[4] || {{Unknown-left|'''Unknown'''. Always 0?}}<br />
|}<br />
<br />
=== RKGD ===<br />
''TBD''<br />
<br />
=== Checksum ===<br />
At offset 0x27FFC, there is a CRC-32 checksum of all the previous data.<br />
<br />
=== Ghost Data ===<br />
At the end of the file, there is the ghost data slots (stored as [[RKG]] files) for each course, divided in 4 sections, one for each license. Each ghost file is limited to 0x2800 bytes.<br />
<br />
{|class="wikitable"<br />
|+ Ghost data license block offsets<br />
! Offset !! Description<br />
|-<br />
| 0x28000 || Top left license<br />
|-<br />
| 0xCD000 || Top right license<br />
|-<br />
| 0x172000 || Bottom left license<br />
|-<br />
| 0x217000 || Bottom right license<br />
|}<br />
<br />
{|class="wikitable"<br />
|+ Ghost file per license offsets<br />
! Offset !! Description<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Personal ghost slots'''<br />
|-<br />
| 0x0 || Luigi Circuit<br />
|-<br />
| 0x2800 || Moo Moo Meadows<br />
|-<br />
| 0x5000 || Mushroom Gorge<br />
|-<br />
| 0x7800 || Toad's Factory<br />
|-<br />
| 0xA000 || Mario Circuit<br />
|-<br />
| 0xC800 || Coconut Mall<br />
|-<br />
| 0xF000 || DK Summit<br />
|-<br />
| 0x11800 || Wario's Gold Mine<br />
|-<br />
| 0x14000 || Daisy Circuit<br />
|-<br />
| 0x16800 || Koopa Cape<br />
|-<br />
| 0x19000 || Grumble Volcano<br />
|-<br />
| 0x1B800 || Maple Treeway<br />
|-<br />
| 0x1E000 || Moonview Highway<br />
|-<br />
| 0x20800 || Dry Dry Ruins<br />
|-<br />
| 0x23000 || Bowser's Castle<br />
|-<br />
| 0x25800 || Rainbow Road<br />
|-<br />
| 0x28000 || <small>GBA</small> Shy Guy Beach<br />
|-<br />
| 0x2A800 || <small>SNES</small> Ghost Valley 2<br />
|-<br />
| 0x2D000 || <small>SNES</small> Mario Circuit 3<br />
|-<br />
| 0x2F800 || <small>GBA</small> Bowser Castle 3<br />
|-<br />
| 0x32000 || <small>N64</small> Sherbet Land<br />
|-<br />
| 0x34800 || <small>N64</small> Mario Raceway<br />
|-<br />
| 0x37000 || <small>N64</small> DK's Jungle Parkway<br />
|-<br />
| 0x39800 || <small>N64</small> Bowser's Castle<br />
|-<br />
| 0x3C000 || <small>GCN</small> Peach Beach<br />
|-<br />
| 0x3E800 || <small>GCN</small> Mario Circuit<br />
|-<br />
| 0x41000 || <small>GCN</small> Waluigi Stadium<br />
|-<br />
| 0x43800 || <small>GCN</small> DK Mountain<br />
|-<br />
| 0x46000 || <small>DS</small> Yoshi Falls<br />
|-<br />
| 0x48800 || <small>DS</small> Desert Hills<br />
|-<br />
| 0x4B000 || <small>DS</small> Peach Gardens<br />
|-<br />
| 0x4D800 || <small>DS</small> Delfino Square<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Downloaded ghost slots'''<br />
|-<br />
| 0x50000 || Downloaded Ghost Data Slot 1<br />
|-<br />
| 0x52800 || Downloaded Ghost Data Slot 2<br />
|-<br />
| 0x55000 || Downloaded Ghost Data Slot 3<br />
|-<br />
| 0x57800 || Downloaded Ghost Data Slot 4<br />
|-<br />
| 0x5A000 || Downloaded Ghost Data Slot 5<br />
|-<br />
| 0x5C800 || Downloaded Ghost Data Slot 6<br />
|-<br />
| 0x5F000 || Downloaded Ghost Data Slot 7<br />
|-<br />
| 0x61800 || Downloaded Ghost Data Slot 8<br />
|-<br />
| 0x64000 || Downloaded Ghost Data Slot 9<br />
|-<br />
| 0x66800 || Downloaded Ghost Data Slot 10<br />
|-<br />
| 0x69000 || Downloaded Ghost Data Slot 11<br />
|-<br />
| 0x6B800 || Downloaded Ghost Data Slot 12<br />
|-<br />
| 0x6E000 || Downloaded Ghost Data Slot 13<br />
|-<br />
| 0x70800 || Downloaded Ghost Data Slot 14<br />
|-<br />
| 0x73000 || Downloaded Ghost Data Slot 15<br />
|-<br />
| 0x75800 || Downloaded Ghost Data Slot 16<br />
|-<br />
| 0x78000 || Downloaded Ghost Data Slot 17<br />
|-<br />
| 0x7A800 || Downloaded Ghost Data Slot 18<br />
|-<br />
| 0x7D000 || Downloaded Ghost Data Slot 19<br />
|-<br />
| 0x7F800 || Downloaded Ghost Data Slot 20<br />
|-<br />
| 0x82000 || Downloaded Ghost Data Slot 21<br />
|-<br />
| 0x84800 || Downloaded Ghost Data Slot 22<br />
|-<br />
| 0x87000 || Downloaded Ghost Data Slot 23<br />
|-<br />
| 0x89800 || Downloaded Ghost Data Slot 24<br />
|-<br />
| 0x8C000 || Downloaded Ghost Data Slot 25<br />
|-<br />
| 0x8E800 || Downloaded Ghost Data Slot 26<br />
|-<br />
| 0x91000 || Downloaded Ghost Data Slot 27<br />
|-<br />
| 0x93800 || Downloaded Ghost Data Slot 28<br />
|-<br />
| 0x96000 || Downloaded Ghost Data Slot 29<br />
|-<br />
| 0x98800 || Downloaded Ghost Data Slot 30<br />
|-<br />
| 0x9B000 || Downloaded Ghost Data Slot 31<br />
|-<br />
| 0x9D800 || Downloaded Ghost Data Slot 32<br />
|- bgcolor="#AFAFAF"<br />
| colspan=3 align="center" | '''Special ghost slots'''<br />
|-<br />
| 0xA0000 || Last downloaded Ghost Race ghost.<br />
|-<br />
| 0xA2800 || Last compatible competition. Some competition types seem to save ghost data here.<br />
|}<br />
<br />
== Tools ==<br />
The following tools can handle RKG files:<br />
* [[rksys.dat Extractor]], by [[Atlas]]<br />
* [[Torran is Silly!]], by [[Atlas]]<br />
<br />
[[Category:File Format/MKW|R]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Network_Protocol/STATUS&diff=209444Network Protocol/STATUS2020-08-04T15:54:55Z<p>Seeky: /* Message Types */ confirmed a few of the 'Most likely' fields with code checks</p>
<hr />
<div>This pages is related to [[MKWii Network Protocol]] and describes the record type '''STATUS'''.<br />
<br />
The status packages are from one client to another in 3 different ways:<br />
* Direct client to client communication<br />
* Client to [[Server MS]] to [[Server MASTER]] to client communication. [[Server MASTER]] itself prefixes the message by a master message of type 06.<br />
* Client to [[Server GPCM]] to client communication using a ''GPCM90vMAT'' message. The [[#head|message header]] is omitted. This is used for known friends.<br />
The used data structure is identical for all 3 communication ways, only the header is different. The members itself are mainly stored as little endian data.<br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Message Header ==<br />
<br />
All status records start with a 20 bytes long message header:<br />
{| id="head" class="textbox grid alt"<br />
|+ Message header of Status Messages<br />
|-<br />
! Offset !! Name !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || <tt>identifier</tt> || align=center | 4 || ?<br />
| The '''magic''', always 0xbb49cc4d (big endian) = 0x4dcc49bb (little endian) <br />
|-<br />
| align=center | 0x04 || <tt>version</tt> || align=center | 4 || little<br />
| »'''dwc_mver'''«. Always 90 for MKWii. <br />
|-<br />
| align=center | 0x08 || <tt>command</tt> || align=center | 1 || &mdash;<br />
| The status '''type'''.<br />
|-<br />
| align=center | 0x09 || <tt>size</tt> || align=center | 1 || &mdash;<br />
| The '''length of the appended data'''.<br />
|-<br />
| align=center | 0x0a || <tt>qr2Port</tt> || align=center | 2 || little<br />
| The '''public port''' of the sender client.<br />
|-<br />
| align=center | 0x0c || <tt>qr2IP</tt> || align=center | 4 || 4 bytes<br />
| The '''public IPv4''' of the sender client, byte by byte (similar to big endian).<br />
|-<br />
| align=center | 0x10 || <tt>profileID</tt> || align=center | 4 || little<br />
| The '''profile id''' of the sender client.<br />
|-<br />
| align=center | 0x14 || <tt>data</tt> || align=center | <tt>size</tt> || &mdash;<br />
| The status type dependent '''extent'''.<br />
|-<br />
|}<br />
The total record length is the length of the header plus extent (20+ELEN). For ''GPCM90vMAT'' messages this header is omitted.<br />
<br />
{| id="head" class="textbox grid alt"<br />
|+ All extentions<br />
|-<br />
! Type !! Size !! Transport !! Name !! Description<br />
|-<br />
| [[#S01|0x01]] || 0x24 || GPCM90vMAT<br/>MS+MASTER<br />
| <tt>RESERVATION</tt> || NAT negotiation reservation request<br />
|-<br />
| [[#S02|0x02]] || 0x34 || GPCM90vMAT<br/>MS+MASTER<br />
| <tt>RESV_OK</tt> || NAT negotiation reservation completion<br />
|-<br />
| [[#S03|0x03]] || 0x04 || GPCM90vMAT<br/>MS+MASTER<br />
| <tt>RESV_DENY</tt> || NAT negotiation reservation refusal<br />
|-<br />
| [[#S04|0x04]] || 0x00 || GPCM90vMAT<br/>MS+MASTER<br />
| <tt>RESV_WAIT</tt> || NAT negotiation reservation wait request<br />
|-<br />
| [[#S05|0x05]] || 0x00 || GPCM90vMAT<br/>MS+MASTER<br />
| <tt>RESV_CANCEL</tt> || NAT negotiation reservation cancellation request<br />
|-<br />
| [[#S06|0x06]] || 0x08 || GPCM90vMAT<br />
| <tt>TELL_ADDR</tt> || NN starting address notification (NAT negotiation unnecessary)<br />
|-<br />
| [[#S07|0x07]] || 0x08 || client to client<br />
| <tt>NEW_PID_AID</tt> || New connection client profile ID and AID notification<br />
|-<br />
| [[#S08|0x08]] || 0x08 || client to client<br />
| <tt>LINK_CLS_REQ</tt> || Not used by MKWii. Request for connection between clients<br />
|-<br />
| [[#S09|0x09]] || 0x04 || client to client<br />
| <tt>LINK_CLS_SUC</tt> || Not used by MKWii. Notification of successful connection between clients<br />
|-<br />
| 0x0a || ? || ?<br />
| <tt>CLOSE_LINK</tt> || Not used by MKWii. Notification of closed connection when connection is established<br />
|-<br />
| 0x0b || ? || ?<br />
| <tt>RESV_PRIOR</tt> || Not used by MKWii. NAT negotiation priority reservation request<br />
|-<br />
| [[#S0c|0x0c]] || 0x04 || client to client<br />
| <tt>CANCEL</tt> || matchmaking cancel command<br />
|-<br />
| [[#S0d|0x0d]] || 0x04 || client to client<br />
| <tt>CANCEL_SYN</tt> || SYN for matchmaking cancellation synchronization<br />
|-<br />
| [[#S0e|0x0e]] || 0x00 || client to client<br />
| <tt>CANCEL_SYN_ACK</tt> || SYN-ACK for matchmaking cancellation synchronization<br />
|-<br />
| [[#S0f|0x0f]] || 0x00 || client to client<br />
| <tt>CANCEL_ACK</tt> || ACK for matchmaking cancellation synchronization<br />
|-<br />
| [[#S10|0x10]] || 0x04 * '''n''' || GPCM90vMAT<br/>MS+MASTER<br/>client to client<br />
| <tt>SC_CLOSE_CL</tt> || Notification of unintentional disconnect for already connected clients. Host disconnects '''n''' players (contains all their PIDs)<br />
|-<br />
| 0x11 || 0x00 || ?<br />
| <tt>POLL_TIMEOUT</tt> || Not used by MKWii. OPTION_MIN_COMPLETE timeout polling<br />
|-<br />
| 0x12 || 0x04 || ?<br />
| <tt>POLL_TO_ACK</tt> || Not used by MKWii. ACK to OPTION_MIN_COMPLETE timeout polling<br />
|-<br />
| 0x13 || ? || ?<br />
| <tt>SC_CONN_BLOCK</tt> || Not used by MKWii. Reservation denied due to block by OPTION_SC_CONNECT_BLOCK<br />
|-<br />
| 0x20 || 0x04 || ?<br />
| <tt>FRIEND_ACCEPT</tt> || Not used by MKWii. new connection friend permission from client<br />
|-<br />
| [[#S40|0x40]] || 0x00 || ?<br />
| <tt>CL_WAIT_POLL</tt> || Not used by MKWii. client standby timeout polling<br />
|-<br />
| [[#S41|0x41]] || 0x00 || ?<br />
| <tt>SV_KA_TO_CL</tt> || Not used by MKWii. server keep-alive for the above polling<br />
|-<br />
| [[#S52|0x52]] || 0x04 || client to client<br />
| <tt>SVDOWNQUERY</tt> || rowspan=4 | Somehow related to host negotiations - who will be the new host.<br/>Still need to look into how exactly these work.<br />
|-<br />
| [[#S53|0x53]] || 0x00 || client to client<br />
| <tt>SVDOWN_ACK</tt> <br />
|-<br />
| [[#S54|0x54]] || 0x00 || client to client<br />
| <tt>SVDOWN_NAK</tt> <br />
|-<br />
| [[#S55|0x55]] || 0x04 || client to client<br />
| <tt>SVDOWN_KEEP</tt> <br />
|-<br />
| [[#S82|0x82]]<br />
| 0x08<br/>0x10 || MS+MASTER<br/>client to client<br />
| <tt>SUSPEND_MATCH</tt> || SUSPEND flag control, guests can request a suspend value, host sets it<br />
|-<br />
| [[#S83|0x83]] || 0x0c || MS+MASTER<br/>client to client<br />
| <i>Unknown</i> || Contains a slot usage list. Sent by the host every 15 seconds (ServerPolling).<br />
|}<br />
<br />
== Naming ==<br />
<br />
;knocker: A player who wants to enter a room.<br />
;(room) player: A player of a room.<br />
;host: The host of a room. Exact one ''room player'' is host, all others are ''guests''.<br />
;guest: All ''room players'' except the ''host''.<br />
<br />
== Protocol == <br />
<br />
=== New Player enters room ===<br />
<br />
When a new player enters a room, he connects to all players, one after another. To do so, either the joining client or a client that is already in the room (that seems to be random) sends a ST-01 (connection request) packet to the other. Then, the other player either answers with a ST-02, the players do NATNEG, connect to eachother, and continue with other players; or he sends a ST-04 (busy), gets a ST-05 as reply, and tries again later.<br />
<br />
=== Traceable public IP ===<br />
<br />
The value "traceable public IP" means the last reachable host on the route to the client. Do a traceroute on publicip and put the farthest reachable host here. This is the behaviour of the official server, but probably it'd be enough to simply put the public IP here.<br />
<br />
== Message Types ==<br />
<br />
<div id="S01"></div><br />
=== <tt>RESERVATION</tt> (01): Connection request ===<br />
<br />
This status packet is send from a '''knocker to each room player''', when the knocker will enter the room or group. There are 2 ways to transmit the message:<br />
* For known friends, the message is send as a '''GPCM90vMAT message of type 0x01''' using [[Server GPCM]]. In this case, the [[#head|message header]] is omitted.<br />
* For all others, [[Server MS]] and [[Server MASTER]] are used for transmission.<br />
<br/><br />
{| id="T-01" class="textbox grid alt"<br />
|+ Status Type 01<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| '''DWC_MATCH_TYPE'''. 0 = anybody, 1 = friend, 2 = SC_SV, 3 = SC_CL<br />
|-<br />
| align=center | 0x04 || align=center | 4 || 4 bytes<br />
| '''Traceable public IPv4''' of the sender, byte by byte (similar to big endian). <br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| '''Public port''' of the sender. Always the same value as the public port of the header. <br />
|-<br />
| align=center | 0x0c || align=center | 4 || 4 bytes<br />
| '''Local IPv4''' of the sender, byte by byte (similar to big endian).<br />
|-<br />
| align=center | 0x10 || align=center | 4 || little<br />
| '''Local port''' of the sender.<br />
|-<br />
| align=center | 0x14 || align=center | 4 || little<br />
| '''Unknown'''. Always 1. CTGP uses the highest byte for custom data.<br />
|-<br />
| align=center | 0x18 || align=center | 4 || little<br />
| '''Player's Friend'''. 0 or 1.<br />
|-<br />
| align=center | 0x1c || align=center | 4 || little<br />
| '''Number of players''' at the console (1 or 2)<br />
|-<br />
| align=center | 0x20 || align=center | 4 || little<br />
| Unique '''identfication number''' of this status packet (<tt>resvCheckValue</tt>). The reply of the player (status type [[#T-02|0x02]]) use the same ID.<br />
|-<br />
| align=center | 0x24<br />
| colspan=3 {{unknown|End of the packet, 36 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S02"></div><br />
<br />
=== <tt>RESV_OK</tt> (02): Allow connection ===<br />
<br />
This status packet is send from the '''room player to the knocker''' as reply of a [[#T-01|type 0x01 message]] to confirm the entrance of the guest. There are 2 ways to transmit the message:<br />
* For known friends, the message is send as a '''GPCM90vMAT message of type 0x02''' using [[Server GPCM]]. In this case, the [[#head|message header]] is omitted.<br />
* For all others, [[Server MS]] and [[Server MASTER]] are used for transmission.<br />
<br/><br />
{| id="T-02" class="textbox grid alt"<br />
|+ Status Type 02<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| Parameter »'''maxplayers'''« (not 100% sure) = Number of possible guests. Always 11.<br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| '''Client slot index''' of the sender (zero based, not player count).<br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| Parameter »'''dwc_pid'''«. It is the same as the profile id of the header.<br />
|-<br />
| align=center | 0x0c || align=center | 4 || 4 bytes<br />
| '''Traceable public IPv4''' of the sender, byte by byte (similar to big endian). <br />
|-<br />
| align=center | 0x10 || align=center | 4 || little<br />
| '''Public port''' of the sender. Always the same value as the public port of the header. <br />
|-<br />
| align=center | 0x14 || align=center | 4 || 4 bytes<br />
| '''Local IPv4''' of the sender, byte by byte (similar to big endian).<br />
|-<br />
| align=center | 0x18 || align=center | 4 || little<br />
| '''Local port''' of the sender.<br />
|-<br />
| align=center | 0x1c || align=center | 4 || little<br />
| '''Unknown''', always 1<br />
|-<br />
| align=center | 0x20 || align=center | 4 || little<br />
| '''Number of players''' at the room player's console. <br />
|-<br />
| align=center | 0x24 || align=center | 4 || little<br />
| Parameter »'''dwc_groupid'''« (not 100% sure).<br />
|-<br />
| align=center | 0x28 || align=center | 4 || little<br />
| '''Client slot index''' of the receiver (zero based, not player count). <br />
|-<br />
| align=center | 0x2c || align=center | 4 || little<br />
| '''Client/console count''' already in the room. <br />
|-<br />
| align=center | 0x30 || align=center | 4 || little<br />
| The '''identfication number''' (<tt>resvCheckValue</tt>) send by the other player (status type [[#T-01|0x01]]).<br />
|-<br />
| align=center | 0x34<br />
| colspan=3 {{unknown|End of the packet, 52 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S03"></div><br />
<br />
=== <tt>RESV_DENY</tt> (03): Room full ===<br />
<br />
This status packet is sent from the '''room player to the knocker''' when access is denied. <br />
<br />
{| id="T-03" class="textbox grid alt"<br />
|+ Status Type 03<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| Error ID. <br/>0x10 = room is full (but not on suspend) (never seen in-game, but is implemented in the game code)<br/>0x11 = Room has already started playing since you tried joining<br/>0x12 = Room is on suspend.<br />
|-<br />
| align=center | 0x04<br />
| colspan=3 {{unknown|End of the packet, 4 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S04"></div><br />
<br />
=== <tt>RESV_WAIT</tt> (04): Busy doing NATNEG ===<br />
<br />
0x04 is sent by a player as answer to [[#S01|0x01]] to deny a join request because the player is busy doing NATNEG. <br />
<br />
<div id="S05"></div><br />
<br />
=== <tt>RESV_CANCEL</tt> (05): Abort connection ===<br />
<br />
0x05 is sent by a player to another player to abort an ongoing NATNEG attempt with the target. It is commonly seen as a response to [[#S04|0x04]], but can also be triggered in other circumstances too, for instance, if the player receives a [[#S07|0x07]] packet from the host.<br />
<br />
<div id="S06"></div><br />
=== <tt>TELL_ADDR</tt> (06): Same Network (Skip NATNEG) ===<br />
<br />
This packet contains the local IP of the player. This packet is sent after a received STATUS-02 to skip NATNEG for Wiis that are on the same network as each other. <br />
<br />
{| id="T-06" class="textbox grid alt"<br />
|+ Status Type 06<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || 4-byte<br />
| Local IP. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| Local port. <br />
|-<br />
| align=center | 0x08<br />
| colspan=3 {{unknown|End of the packet, 8 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S07"></div><br />
<br />
=== <tt>NEW_PID_AID</tt> (07): New client ===<br />
<br />
Send by host when there joins a new player. <br />
<br />
{| id="T-07" class="textbox grid alt"<br />
|+ Status Type 07<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of new guest<br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| slot ID of new guest<br />
|-<br />
| align=center | 0x08<br />
| colspan=3 {{unknown|End of the packet, 8 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S0c"></div><br />
<br />
=== <tt>CANCEL</tt> (0c): Cancels a connection attempt ===<br />
<br />
Sent under special circumstances when aborting a connection attempt. Cancel type/reason is only used for DWC Logs.<br />
<br />
{| id="T-0C" class="textbox grid alt"<br />
|+ Status Type 0C<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| Cancel type/reason<br />
|-<br />
| align=center | 0x04<br />
| colspan=3 {{unknown|End of the packet, 4 bytes total.}}<br />
|-<br />
|}<br />
<br />
<div id="S0d"></div><br />
<br />
=== <tt>CANCEL_SYN</tt> (0d): Cancel SYN ===<br />
<br />
This contains a little-endian PID and is sent by the host when a player tried to join, only connected partially, and then disconnected again. He hasn't done a full Natneg, so he can't send a disconnect himself, so the host sends a ST0D packet. <br />
<br />
<div id="S0e"></div><br />
=== <tt>CANCEL_SYN_ACK</tt> (0e): Cancel SYN ACK ===<br />
<br />
Other players acknowlegde a 0x0d with a 0x0e packet. <br />
<br />
<div id="S0f"></div><br />
=== <tt>CANCEL_ACK</tt> (0f): Cancel ACK ===<br />
<br />
Type 0F is sent by the host after receiving all 0x0e packets to confirm the disconnection of the half-connected player. <br />
<br />
<div id="S10"></div><br />
<br />
=== <tt>SC_CLOSE_CL</tt> (10): Host disconnect? ===<br />
<br />
Disconnects one or many players. Can contain multiple PIDs after another.<br />
<br />
{| id="T-10" class="textbox grid alt"<br />
|+ Status Type 10<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x04 * '''n''' || align=center | 4 || little<br />
| PID to disconnect<br />
|-<br />
| align=center | 0x04 * '''n+1'''<br />
| colspan=3 {{unknown|End of the packet.}}<br />
|-<br />
|}<br />
<br />
Seems to be sent by the host when he disconected joining player(s) because the room doesn't go on suspend. <br />
<br />
<div id="S52"></div><br />
<br />
=== <tt>SVDOWNQUERY</tt> (52): New host request ===<br />
<br />
This packet is sent by a player when the current host disconnects. The wii which has been in the room for the longest (Dolphin may cause problems and room splits due to its wrong time ...) sends a ST52 record to every other Wii, with the only parameter being the time (minutes? seconds? races?) how long it has already been in the race. <br />
<br />
<div id="S53"></div><br />
=== <tt>SVDOWN_ACK</tt> (53): New host request reply: Maybe ===<br />
<br />
When a Wii sends a ST52 request, the other Wiis may respond with ST53 or ST54. Responding with ST53 means "I don't know if you should be the host", and then they receive another ST53 as acknowledgement. <br />
<br />
The new host then replys with ST55 to tell the Wii that he is now the new host. <br />
<br />
<div id="S54"></div><br />
=== <tt>SVDOWN_NAK</tt> (54): New host request reply: Yes ===<br />
<br />
When a Wii sends a ST52 request, the other Wiis may respond with ST53 or ST54. Responding with ST54 means "Yes, you are now the new host, I don't know any better candidate". <br />
<br />
The new host then replys with another ST52 just to acknowledge, which is again acknowledged with a ST53. <br />
<br />
<div id="S55"></div><br />
=== <tt>SVDOWN_KEEP</tt> (55): I am the new host ===<br />
<br />
ST55 is sent by the new host to every Wii which answered the host request with ST53. <br />
<br />
<div id="S82"></div><br />
=== <tt>SUSPEND_MATCH</tt> (82): SUSPEND flag control ===<br />
<br />
This status types are being used by the players to control and coordinate the SUSPEND status of the current room. The guests tell the host the status they want the room to be in, and the host tells the guests what status he is going to set the room to. <br />
<br />
==== Guest requests SUSPEND = 1 ====<br />
<br />
This is sent by every guest when he wants to enable SUSPEND<br />
<br />
{| id="T-82.req1" class="textbox grid alt"<br />
|+ Status Type 82 - request SUSPEND = 1 (16 bytes)<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of host. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| host flag. 0 for this record type, since this is sent by guests. <br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| 1, the wanted suspend value<br />
|-<br />
| align=center | 0x0c || align=center | 4 || little<br />
| Slot of guest<br />
|-<br />
| align=center | 0x10<br />
| colspan=3 {{unknown|End of the packet, 16 bytes total.}}<br />
|-<br />
|}<br />
<br />
==== Host sets SUSPEND = 1 ====<br />
<br />
The host has received requests from every client to enable suspend, confirms SUSPEND has been enabled. <br />
<br />
{| id="T-82.set1" class="textbox grid alt"<br />
|+ Status Type 82 - set SUSPEND = 1 (16 bytes)<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of host. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| Host flag, 1 as this is sent by the host<br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| 1, to indicate the wanted SUSPEND value<br />
|-<br />
| align=center | 0x0c || align=center | 4 || little<br />
| slot usage mask. bit 1 for used slot, bit 0 for empty slot<br />
|-<br />
| align=center | 0x10<br />
| colspan=3 {{unknown|End of the packet, 16 bytes total.}}<br />
|-<br />
|}<br />
<br />
==== Guests request SUSPEND = 0 ====<br />
<br />
Guest is ready to disable SUSPEND. <br />
<br />
{| id="T-82.req0" class="textbox grid alt"<br />
|+ Status Type 82 - request SUSPEND = 0 (16 bytes)<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of host. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| Host flag - 0, because it's sent by guests<br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| 0 to indicate the guest wants to turn off SUSPEND<br />
|-<br />
| align=center | 0x0c || align=center | 4 || little<br />
| Client slot<br />
|-<br />
| align=center | 0x10<br />
| colspan=3 {{unknown|End of the packet, 16 bytes total.}}<br />
|-<br />
|}<br />
<br />
==== Host sets SUSPEND = 0 ====<br />
<br />
This is sent by the host to indicate he is turning off suspend. <br />
{| id="T-82.set0" class="textbox grid alt"<br />
|+ Status Type 82 - set SUSPEND = 0 (16 bytes)<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of host. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| Host value, always 1<br />
|-<br />
| align=center | 0x08 || align=center | 4 || little<br />
| 0, the new suspend value<br />
|-<br />
| align=center | 0x0c || align=center | 4 || little<br />
| slot usage mask. bit 1 for used slot, bit 0 for empty slot<br />
|-<br />
| align=center | 0x10<br />
| colspan=3 {{unknown|End of the packet, 16 bytes total.}}<br />
|-<br />
|}<br />
<br />
==== Client acknowledge ====<br />
<br />
This is just an acknowledge to a client's request, sent by the host. <br />
<br />
{| id="t82.cack" class="textbox grid alt"<br />
|+ Status Type 82 - Client acknowledge (8 bytes)<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of host. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| host flag, so, 1. <br />
|-<br />
| align=center | 0x08<br />
| colspan=3 {{unknown|End of the packet, 8 bytes total.}}<br />
|-<br />
|}<br />
<br />
<br />
<div id="S83"></div><br />
<br />
=== Type 83: Polling ===<br />
<br />
This packet is sent by the host to every other player every 15 seconds. It contains a list of used slots. <br />
<br />
{| id="T-83" class="textbox grid alt"<br />
|+ Status Type 83<br />
|-<br />
! Offset !! Size !! Endian !! Description<br />
|-<br />
| align=center | 0x00 || align=center | 4 || little<br />
| PID of player. <br />
|-<br />
| align=center | 0x04 || align=center | 4 || little<br />
| Slot usage mask (12 bit data, 20 bit padding)<br />
|-<br />
| align=center | 0x08 || align=center | 4 || ?<br />
| ''unknown ID, changes when new client joins''<br />
|-<br />
| align=center | 0x0c<br />
| colspan=3 {{unknown|End of the packet, 12 bytes total.}}<br />
|-<br />
|}<br />
<br />
== Statistics ==<br />
<br />
This is a summary of all status packages of 286 dumps (mostly private room versus races).<br />
<pre><br />
----------------------------------<br />
msg status<br />
count type type+size<br />
----------------------------------<br />
9126 GPCM90 01 24 by-server<br />
704 STATUS 01 24 by-server<br />
<br />
3669 GPCM90 02 34 by-server<br />
327 STATUS 02 34 by-server<br />
<br />
195 GPCM90 03 04 by-server<br />
41 STATUS 03 04 by-server<br />
<br />
4887 GPCM90 04 00 by-server<br />
376 STATUS 04 00 by-server<br />
<br />
3203 GPCM90 05 00 by-server<br />
503 STATUS 05 00 by-server<br />
<br />
4 GPCM90 06 08 by-server<br />
<br />
7105 STATUS 07 08 peer-to-peer<br />
<br />
1151 STATUS 0d 04 peer-to-peer<br />
<br />
1191 STATUS 0e 00 peer-to-peer<br />
<br />
1169 STATUS 0f 00 peer-to-peer<br />
<br />
3 GPCM90 10 00 by-server<br />
13 STATUS 10 00 peer-to-peer<br />
7 GPCM90 10 04 by-server<br />
22 STATUS 10 04 peer-to-peer<br />
1 GPCM90 10 08 by-server<br />
3 STATUS 10 08 peer-to-peer<br />
<br />
262 STATUS 52 04 peer-to-peer<br />
<br />
436 STATUS 53 00 peer-to-peer<br />
<br />
31 STATUS 54 00 peer-to-peer<br />
<br />
23 STATUS 55 04 peer-to-peer<br />
<br />
13 STATUS 82 08 by-server<br />
19987 STATUS 82 08 peer-to-peer<br />
20 STATUS 82 10 by-server<br />
29343 STATUS 82 10 peer-to-peer<br />
<br />
237 STATUS 83 0c by-server<br />
320349 STATUS 83 0c peer-to-peer<br />
</pre><br />
<br />
== Old data structures ==<br />
<br />
This is the old data structure in GNU C notation used by [[mkw-ana]] from the beginning. It is deprecated and will be removed later.<br />
<br />
<pre><br />
typedef struct udp_status_t<br />
{<br />
/*00*/ u32 record_id; // always 0xbb49cc4d (be)<br />
/*04*/ u32 unknown_04; // always 0x5a000000 (be)<br />
/*08*/ u8 subtype_id; // indicating the record sub type<br />
/*09*/ u8 ext_len; // length of record extension<br />
// total_record_len := '0x14 + ext_len'<br />
/*0a*/ u16 user_id[3]; // unique user id for this session ?<br />
/*10*/ u32 cid; // client id:<br />
// last 4 bytes of FC in reverse order<br />
/*14*/<br />
<br />
union<br />
{<br />
struct // send by host, any anouncement?<br />
{<br />
/*14*/ u32 obj_cid; // client id of object<br />
/*18*/<br />
} s04;<br />
<br />
struct // assign slot<br />
// => exception 'x x 7100 0514' found in 2013-01-24-ct-24h<br />
{<br />
/*14*/ u32 obj_cid; // client id of object<br />
/*18*/ u8 slot; // assign slot to 'obj_cid'<br />
/*19*/ u8 padding_19[3]; // always 0<br />
/*1c*/<br />
} s08;<br />
<br />
struct // send by host, client mask<br />
{<br />
/*14*/ u32 copy_of_cid; // copy of 'cid' above<br />
/*18*/ u16 slot_mask; // slot usage mask in little endian<br />
// each 1-bit represents one active client<br />
/*1a*/ u16 unknown_1a; // always 0<br />
/*1e*/ u32 unknown_1c; // any checksum or random token?<br />
/*20*/<br />
} s0c;<br />
<br />
struct // to host, verify assigned slot?<br />
{<br />
/*14*/ u32 obj_cid; // copy of 'cid' above<br />
/*18*/ u16 unknown_18; // always 0x0000|0x0100 (be)<br />
/*1a*/ u16 unknown_1a; // always 0<br />
/*1c*/ u16 unknown_1c; // always 0x0000|0x0100 (be)<br />
/*1e*/ u16 unknown_1e; // always 0<br />
/*20*/ u8 slot; // assigned slot of 'obj_cid'<br />
// or 0x1f or 0xff<br />
/*21*/ u8 padding_21[3]; // always 0<br />
/*22*/<br />
} s10;<br />
};<br />
}<br />
__attribute__ ((packed)) udp_status_t;<br />
</pre><br />
<br />
<br/><br />
{{MKWii Network Protocol}}<br />
[[category: Network Protocol|S]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Network_Protocol/EVENT&diff=206030Network Protocol/EVENT2020-07-09T21:00:32Z<p>Seeky: Fixed link</p>
<hr />
<div>This pages is related to [[MKWii Network Protocol]] and describes the record type '''EVENT'''.<br />
<br />
{{MKWii Network Protocol RACE}}<br />
<br />
The record '''EVENT''' transmits events. Events are:<br />
* Activating an item.<br />
* Lose an item.<br />
* Pick up an item.<br />
A new event is placed in the first free slot of '''EVENT'''. The data of all events are stored after the slot list. This announcement is active for 200/60 seconds and the data is not modified during this time. This means that each Wii calculates the item routes and the interaction by its own.<br />
<br />
== Event Types ==<br />
<br />
The byte describing an event type is split up into two parts: a 3 bit action type followed by a 5 bit [[List_of_Identifiers#Items|object number]] for the item involved. <br />
<br />
{| class="textbox grid sortable alt"<br />
|+ Action Types<br />
! Id!! Name !! Description<br />
|-<br />
| align=center | 0<br />
| align=center | NONE<br />
| The neutral value for unused slots. Always paired with object id 0x10<br />
|-<br />
| align=center | 1<br />
| align=center | USED<br />
| Using an item, such as Lightning or a Mushroom.<br />
|-<br />
| align=center | 2<br />
| align=center | SHOT<br />
| Throwing an item, either forwards or backwards, such as a Green Shell or Banana.<br />
|-<br />
| align=center | 3<br />
| align=center | HIT-DRAGGED<br />
| Hitting the dragged item of a player (can be yourself), either with your vehicle or an item.<br />
|-<br />
| align=center | 4<br />
| align=center | HIT-FREE<br />
| Hitting any item that isn't being dragged, either with your vehicle or an item.<br />
|-<br />
| align=center | 5<br />
| align=center | LOSE?<br />
| Used when a Thunder Cloud is lost, either from its timer running out or from passing it to another player<br />
|-<br />
| align=center | 6<br />
| align=center | ?<br />
| Unknown<br />
|-<br />
| align=center | 7<br />
| align=center | DROP<br />
| Dropping an item when hit (including ones that disappear on landing)<br />
|}<br />
<br />
== Event Data Structure ==<br />
<br />
The data structure depends on the data types defined by the slot list of EVENT. The data is not aligned. To find the DATA for a specific slot, the slots must be iterated to skip the previous data. The data size for a single event differs from 3 to 21 bytes, depending on the action type:<br />
<br />
{| class="textbox grid sortable alt"<br />
|+ Event Data Sizes by Action Type<br />
! Id!! Size (bytes)<br />
|-<br />
| align=center | 1<br />
| align=center | 3<br />
|-<br />
| align=center | 2<br />
| align=center | Varies by item<br />
|-<br />
| align=center | 3<br />
| align=center | 20<br />
|-<br />
| align=center | 4<br />
| align=center | 5<br />
|-<br />
| align=center | 5<br />
| align=center | 5<br />
|-<br />
| align=center | 6<br />
| align=center | 4<br />
|-<br />
| align=center | 7<br />
| align=center | 20<br />
|}<br />
<br />
Every event data starts with a 2 byte time stamp, a copy of the timer of record [[MKWii Network Protocol/RACEHEADER_1|RACEHEADER_1]].<br />
<br />
{{MKWii Network Protocol}}<br />
[[category: Network Protocol|R]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Network_Protocol/EVENT&diff=206029Network Protocol/EVENT2020-07-09T20:52:32Z<p>Seeky: Updated based on some code analysis and in-game testing</p>
<hr />
<div>This pages is related to [[MKWii Network Protocol]] and describes the record type '''EVENT'''.<br />
<br />
{{MKWii Network Protocol RACE}}<br />
<br />
The record '''EVENT''' transmits events. Events are:<br />
* Activating an item.<br />
* Lose an item.<br />
* Pick up an item.<br />
A new event is placed in the first free slot of '''EVENT'''. The data of all events are stored after the slot list. This announcement is active for 200/60 seconds and the data is not modified during this time. This means that each Wii calculates the item routes and the interaction by its own.<br />
<br />
== Event Types ==<br />
<br />
The byte describing an event type is split up into two parts: a 3 bit action type followed by a 5 bit [http://wiki.tockdom.com/wiki/List_of_Identifiers#Items object number] for the item involved. <br />
<br />
{| class="textbox grid sortable alt"<br />
|+ Action Types<br />
! Id!! Name !! Description<br />
|-<br />
| align=center | 0<br />
| align=center | NONE<br />
| The neutral value for unused slots. Always paired with object id 0x10<br />
|-<br />
| align=center | 1<br />
| align=center | USED<br />
| Using an item, such as Lightning or a Mushroom.<br />
|-<br />
| align=center | 2<br />
| align=center | SHOT<br />
| Throwing an item, either forwards or backwards, such as a Green Shell or Banana.<br />
|-<br />
| align=center | 3<br />
| align=center | HIT-DRAGGED<br />
| Hitting the dragged item of a player (can be yourself), either with your vehicle or an item.<br />
|-<br />
| align=center | 4<br />
| align=center | HIT-FREE<br />
| Hitting any item that isn't being dragged, either with your vehicle or an item.<br />
|-<br />
| align=center | 5<br />
| align=center | LOSE?<br />
| Used when a Thunder Cloud is lost, either from its timer running out or from passing it to another player<br />
|-<br />
| align=center | 6<br />
| align=center | ?<br />
| Unknown<br />
|-<br />
| align=center | 7<br />
| align=center | DROP<br />
| Dropping an item when hit (including ones that disappear on landing)<br />
|}<br />
<br />
== Event Data Structure ==<br />
<br />
The data structure depends on the data types defined by the slot list of EVENT. The data is not aligned. To find the DATA for a specific slot, the slots must be iterated to skip the previous data. The data size for a single event differs from 3 to 21 bytes, depending on the action type:<br />
<br />
{| class="textbox grid sortable alt"<br />
|+ Event Data Sizes by Action Type<br />
! Id!! Size (bytes)<br />
|-<br />
| align=center | 1<br />
| align=center | 3<br />
|-<br />
| align=center | 2<br />
| align=center | Varies by item<br />
|-<br />
| align=center | 3<br />
| align=center | 20<br />
|-<br />
| align=center | 4<br />
| align=center | 5<br />
|-<br />
| align=center | 5<br />
| align=center | 5<br />
|-<br />
| align=center | 6<br />
| align=center | 4<br />
|-<br />
| align=center | 7<br />
| align=center | 20<br />
|}<br />
<br />
Every event data starts with a 2 byte time stamp, a copy of the timer of record [[MKWii Network Protocol/RACEHEADER_1|RACEHEADER_1]].<br />
<br />
{{MKWii Network Protocol}}<br />
[[category: Network Protocol|R]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=RiiFS&diff=203933RiiFS2020-06-22T09:40:45Z<p>Seeky: Fixed download</p>
<hr />
<div><div class="float-right"><br />
{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|creator= Aaron<br />
|designer= <br />
|type= Program, Software<br />
|version= v1.03<br />
|date of release= 2010-05-22<br />
|editors used= C++<br />
|download 1= https://web.archive.org/web/20130118084516if_/http://rvlution.net/riivolution/images/b/b2/Riifs-server-c.zip<br />
}}<br />
</div><br />
<br />
:''"RiiFS is a simple custom network protocol used by [[Riivolution]] to allow a computer to act like a disk file-system. This allows for both public streamable releases as well as private testing of modifications without needing to restart the game."''<br />
--[http://rvlution.net/wiki/Main_Page Riivolution Wiki]<br />
<br />
== XML File Example ==<br />
<?xml version="1.0" encoding="utf-8"?><br />
<wiidisc version="1"><br />
<id game="RMC" disc="0" version="0"><br />
<region type="P"/><br />
</id><br />
<options><br />
<section name="RiiFS Settings"><br />
<option id="muhu" name="My Stuff" default="1"><br />
<choice name="Enabled"><br />
<patch id="muh" /><br />
</choice><br />
</option><br />
</section><br />
</options><br />
<patch id="muh"><br />
<folder external="/mkwii/My Stuff" recursive="false" length="10000000"/><br />
<folder external="/mkwii/My Stuff" disc="/" /> <br />
</patch><br />
</wiidisc><br />
<br />
* The <code>length="10000000"</code> attribute will patch the file to around 10 MB which will result in the possibility to edit/change the file on the fly as long as the original file is not larger than the attribute patch.<br />
<br />
== Media ==<br />
{{youtube-box||ex9GwoaMtNM|Server Demonstration}}<br />
<br />
[[Category:Software]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:RiiFS&diff=203932Talk:RiiFS2020-06-22T09:40:04Z<p>Seeky: /* Download link not working */</p>
<hr />
<div>== Download link not working ==<br />
<br />
I discovered there is an issue after I click on the "rvlution.net" download link, it gives me a 404 error (page not found error). Is there a chance the download link would get fixed in the future and become available to use again. -- [[User: Octanevinny|Octanevinny]] ([[User talk:Octanevinny|talk]]) 9:11, 22 June 2020 (UTC)<br />
:I had this same problem a while ago, you can still get the file here: https://web.archive.org/web/20130118084516if_/http://rvlution.net/riivolution/images/b/b2/Riifs-server-c.zip [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 09:40, 22 June 2020 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Network_Protocol/RACEHEADER_1&diff=203367Network Protocol/RACEHEADER 12020-06-20T09:41:37Z<p>Seeky: Added a value Star found</p>
<hr />
<div>{{DISPLAYTITLE:{{BASEPAGENAME}}/RACEHEADER_1}}<br />
This pages is related to [[MKWii Network Protocol]] and describes the record type '''RACEHEADER_1'''.<br />
<br />
Here is the record read function in GNU C notation. The function notation is used, because some values are bit packed. This code was created by a code generator.<br />
<br />
<pre><br />
d->timer = be16(src+ 0x002 );<br />
d->select_id = be32(src+ 0x004 );<br />
d->team = be16(src+ 0x00a );<br />
d->lag_frames = be16(src+ 0x00c );<br />
d->vehicle[0] = src[ 0x00e ];<br />
d->driver[0] = src[ 0x00f ];<br />
d->vehicle[1] = src[ 0x010 ];<br />
d->driver[1] = src[ 0x011 ];<br />
d->countdown_time = be16(src+ 0x012 );<br />
d->track = src[ 0x016 ];<br />
d->client_slot[0] = src[ 0x018 ];<br />
d->client_slot[1] = src[ 0x019 ];<br />
d->client_slot[2] = src[ 0x01a ];<br />
d->client_slot[3] = src[ 0x01b ];<br />
d->client_slot[4] = src[ 0x01c ];<br />
d->client_slot[5] = src[ 0x01d ];<br />
d->client_slot[6] = src[ 0x01e ];<br />
d->client_slot[7] = src[ 0x01f ];<br />
d->client_slot[8] = src[ 0x020 ];<br />
d->client_slot[9] = src[ 0x021 ];<br />
d->client_slot[10] = src[ 0x022 ];<br />
d->client_slot[11] = src[ 0x023 ];<br />
d->engine = src[ 0x024 ];<br />
<br />
return 0x30; // last analyzed offset + 1<br />
</pre><br />
<br />
And here the code of a self written code generator script. The script creates data structures and the read function above. The byte offset is hex, all others are decimal numbers.<br />
<pre><br />
!------------------------------------------------------------------------------------------<br />
! byte+bit<br />
! type name N offset bits comment<br />
!------------------------------------------------------------------------------------------<br />
u16 *timer - 02 0 16 racing time, 59.94 Hz<br />
u32 select_id - 04 0 32 unique race id transmitted in SELECT<br />
u16 team - 0a 0 16 not null: team bit field, 0=blue, 1=red<br />
u16 lag_frames - 0c 0 16 amount of frames the player has lagged<br />
u8 vehicle 2 - - - vehicle index of each user<br />
> vehicle[0] - 0e 0 8<br />
> vehicle[1] - 10 0 8<br />
u8 driver 2 - - - driver index of each user<br />
> driver[0] - 0f 0 8<br />
> driver[1] - 11 0 8<br />
s16 countdown_time - 12 0 16<br />
u8 track - 16 0 8 index of current track<br />
u8 client_slot 12 18 0 8 relation race_slot(index) : client slot (0xff=none)<br />
u8 engine - 24 0 8 engine: 0:50cc, 1:100cc, 2:150cc, 3:mirror<br />
!------------------------------------------------------------------------------------------<br />
</pre><br />
<br />
<br/><br />
{{MKWii Network Protocol}}<br />
[[category: Network Protocol|R]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=TTs_Online&diff=197420TTs Online2020-05-08T23:23:33Z<p>Seeky: /* Features */ Added mkwii.com link for triple mushrooms code</p>
<hr />
<div>{{Online Unsafe}}<br />
{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[Melg]]<br />
|version= PoC<br />
|date of release= 2020-05-01<br />
|download 1= https://drive.google.com/file/d/1LR7Fyj1evbsOLXQm7aioQF75_Z0lEvw9<br />
|download 2= https://drive.google.com/file/d/1QLCB6w3bkzxmCQz5BkoEeE7n3V2A3JUn (Alternative version)<br />
}}<br />
<br />
== Overview ==<br />
'''TTs Online''' is a custom game mode created by [[Melg]], following ideas by SwordofSeals and NMeade. The concept is to recreate the Time Trial experience online. You start races at the Time Trial position, with Triple Mushrooms. Collision and slipstreams are disabled.<br />
<br />
=== Credits ===<br />
* Every coder mentioned in the table below for their great contribution.<br />
* [[RotationRex]], [[JoshuaMK]] and [[_tZ]], for their huge help.<br />
<br />
== Media ==<br />
{{youtube-box||VidwVRU1-zg|First ever race (PoC)}}<br />
<br />
== Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| [https://mkwii.com/showthread.php?tid=189&highlight=no+clip No Clip (only Karts/Bikes)]<br />
| [[Supastarrio]]<br />
| A code that disables collision with other racers.<br />
|-<br />
| Start at the Time Trial Position<br />
| [[JoshuaMK]], [[_tZ]], [[Melg]], [[RoGamer]]<br />
| A code that makes every racer start at the Time Trial position online.<br />
|-<br />
| [https://mkwii.com/showthread.php?tid=1526 Start with Triple Mushrooms]<br />
| [[Seeky]]<br />
| A code that makes every racer start with Triple Mushrooms in all gamemodes.<br />
|-<br />
| No Draft<br />
| [[Melg]]<br />
| A code that disables drafts by making the charging time infinite.<br />
|-<br />
| No Item Boxes<br />
| [[Anarion]]<br />
| A code that removes item boxes.<br />
|-<br />
| Force Item Vanish<br />
| [[fishguy6564]]<br />
| A code that removes mushrooms dropping out of racers when they hit obstacles.<br />
|-<br />
| [https://mkwii.com/showthread.php?tid=109 Force 150cc online]<br />
| [[XeR]]<br />
| A code that forces 150cc in online races.<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]] and [[User:Leseratte|Leseratte]]<br />
| Support to play on a custom MKW server has been added as a replacement to Nintendo WFC. The pack comes with a custom region so that regional/continental races work.<br />
|-<br />
| [http://www.youtube.com/watch?v=asH2uPN1pGA Change Characters Between Wi-Fi Races]<br />
| [[MrBean35000vr]]<br />
| When in online play, the player's character, vehicle and drift mode choice may be changed between races by pressing + on the Wii Remote (or Start on the GCN Controller) when on the VR screen. This simply takes the player back to the character select menu, and then returns them to the vote when they have reselected. If the time limit expires, the currently selected options are taken.<br />
|-<br />
| Save game on SD Card<br />
| [[MrBean35000vr]], [[Chadderz]]<br />
| Allows users to save their game on their SD Card, rather than the Wii's NAND.<br />
|}<br />
<br />
'''A list of the codes''' used in the current build can be found at [https://drive.google.com/file/d/1OOnbJDh_yXQghzhtqD1BZqg6NRBdb-g8 this link].<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| [https://drive.google.com/file/d/1LR7Fyj1evbsOLXQm7aioQF75_Z0lEvw9 PoC]<br />
| 2020-05-01<br />
| First release<br />
|-<br />
| [https://drive.google.com/file/d/1QLCB6w3bkzxmCQz5BkoEeE7n3V2A3JUn PoC-Alt]<br />
| 2020-05-08<br />
| Update by [[FancyDoesCustomTracks]]:<br />
* Merged [[PAL]] and [[NTSC-U]] XMLs into one.<br />
* Renamed the main folder.<br />
|}<br />
<br />
[[Category:Game Mode]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=TTs_Online&diff=197287TTs Online2020-05-07T18:45:03Z<p>Seeky: /* Features */</p>
<hr />
<div>{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[Melg]]<br />
|version= PoC<br />
|date of release= 2020-05-01<br />
|download= https://drive.google.com/file/d/1LR7Fyj1evbsOLXQm7aioQF75_Z0lEvw9<br />
}}<br />
<br />
== Overview ==<br />
'''TTs online''' is a custom game mode created by [[Melg]], following ideas by SwordofSeals and NMeade. The concept is to recreate the Time Trial experience online. You start races at the Time Trial position, with Triple Mushrooms. Collision and slipstreams are disabled.<br />
<br />
=== Credits ===<br />
* Every coder mentioned in the table below for their great contribution.<br />
* [[RotationRex]], [[JoshuaMK]] and [[_tZ]], for their huge help.<br />
<br />
== Media ==<br />
{{youtube-box||VidwVRU1-zg|First ever race (PoC)}}<br />
<br />
== Features ==<br />
{| class="textbox grid sortable alt"<br />
|+ Game Features<br />
! Feature<br />
! Author<br />
! Information<br />
|-<br />
| [https://mkwii.com/showthread.php?tid=189&highlight=no+clip No Clip (only Karts/Bikes)]<br />
| [[Supastarrio]]<br />
| A code that disables collision with other racers.<br />
|-<br />
| Start at the Time Trial Position<br />
| [[JoshuaMK]], [[_tZ]], [[Melg]], [[RoGamer]]<br />
| A code that makes every racer start at the Time Trial position online.<br />
|-<br />
| Start with Triple Mushrooms<br />
| [[Seeky]]<br />
| A code that makes every racer start with Triple Mushrooms in all gamemodes.<br />
|-<br />
| No Draft<br />
| [[Melg]]<br />
| A code that disables drafts by making the charging time infinite.<br />
|-<br />
| No Item Boxes<br />
| [[Anarion]]<br />
| A code that removes item boxes.<br />
|-<br />
| Force Item Vanish<br />
| [[fishguy6564]]<br />
| A code that removes mushrooms dropping out of racers when they hit obstacles.<br />
|-<br />
| [https://mkwii.com/showthread.php?tid=109 Force 150cc online]<br />
| [[XeR]]<br />
| A code that forces 150cc in online races.<br />
|-<br />
| [[Wiimmfi Project|Custom Server Support]]<br />
| [[Wiimm]] and [[User:Leseratte|Leseratte]]<br />
| Support to play on a custom MKW server has been added as a replacement to Nintendo WFC. The pack comes with a custom region so that regional/continental races work.<br />
|-<br />
| [http://www.youtube.com/watch?v=asH2uPN1pGA Change Characters Between Wi-Fi Races]<br />
| [[MrBean35000vr]]<br />
| When in online play, the player's character, vehicle and drift mode choice may be changed between races by pressing + on the Wii Remote (or Start on the GCN Controller) when on the VR screen. This simply takes the player back to the character select menu, and then returns them to the vote when they have reselected. If the time limit expires, the currently selected options are taken.<br />
|-<br />
| Save game on SD Card<br />
| [[MrBean35000vr]], [[Chadderz]]<br />
| Allows users to save their game on their SD Card, rather than the Wii's NAND.<br />
|}<br />
<br />
'''A list of the codes''' used in the current build can be found at [https://drive.google.com/file/d/1OOnbJDh_yXQghzhtqD1BZqg6NRBdb-g8 this link].<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| PoC<br />
| 2020-05-01<br />
| First release<br />
|}<br />
<br />
[[Category:Game Mode]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=196452User:Seeky2020-05-01T15:25:36Z<p>Seeky: </p>
<hr />
<div>== About Me: ==<br />
British, 17. Creator of '''[[Excitebike Adventure]]'''. I've mostly lost interest in CT creation now, these days I'm more into code modding.<br />
<br />
'''Discord:''' Seeky#4628 <br />
<br />
'''My Gecko Codes:''' https://mkwii.com/member.php?action=profile&uid=136<br />
<br />
'''Structure Documentation:''' https://github.com/SeekyCt/mkw-structures<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=196451User:Seeky2020-05-01T15:25:06Z<p>Seeky: </p>
<hr />
<div>== About Me: ==<br />
British, 17. Creator of '''[[Excitebike Adventure]]'''. I've mostly lost interest in CT creation now, these days I'm more into code modding.<br />
<br />
'''Discord:''' Seeky#4628 <br />
<br />
'''My Gecko Codes:''' https://mkwii.com/member.php?action=profile&uid=136<br />
<br />
'''Structure Documentation:``` https://github.com/SeekyCt/mkw-structures<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=DriverParam.bin&diff=195587DriverParam.bin2020-04-22T13:01:59Z<p>Seeky: /* File Format */ fixed a star</p>
<hr />
<div>{{DISPLAYTITLE:driverParam.bin}}<br />
<noinclude>'''driverParam.bin''' is a sub file of '''[[Filesystem/Race/Common.szs|/Race/Common.szs]]'''. It contains a list of '''driver statistics'''. It is also found into the '''parameter''' folder from '''[[Filesystem/Scene/UI/Award.szs|Award.szs]]''', '''[[Filesystem/Scene/UI/Event.szs|Event.szs]]''', '''[[Filesystem/Scene/UI/Globe.szs|Globe.szs]]''', '''[[Filesystem/Scene/UI/MenuMulti.szs|MenuMulti.szs]]''', '''[[Filesystem/Scene/UI/MenuOther.szs|MenuOther.szs]]''', '''[[Filesystem/Scene/UI/MenuSingle.szs|MenuSingle.szs]]''' and '''[[Filesystem/Scene/UI/Present.szs|Present.szs]]''' from the '''[[Filesystem/Scene/UI|/Scene/UI]]''' folder.<br />
<br />
== File Format ==<br />
{| class="wikitable"<br />
|+ Format of a driverParam.bin file<br />
|-<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4<br />
| '''N''' = Number of drivers.<br />
|-<br />
| 0x04 || '''N'''*4*99<br />
| '''N''' section offsets. Each section is composed of 99 floats representing driver statistics. Only 22 floats contain data*.<br />
|-<br />
| colspan=2 {{unknown|0x29C8}} || {{unknown|End of file with '''<nowiki>N=27</nowiki>''' drivers}}<br />
|}<br />
<br />
<nowiki>*</nowiki> The format is the same as the sections of kartParam.bin, however the tire number, drift type, camera mode, unknown field at 0xC, bump deviation level, tilt strength, held item distances, traction, vertical tilt unknown field at 0x184 and front & rear tire distance are ignored by the game's code.<br />
<br />
== Driver Statistics ==<br />
</noinclude>* '''Weight:''' How heavy a vehicle is.<br />
* '''''in Turn:''''' How high a stat is in a turn (not drifting).<br />
* '''Speed:''' How high the top speed of the vehicle is.<br />
* '''Acceleration:''' How quickly the vehicle's top speed is achieved from a non-moving position.<br />
* '''Drift:''' How tight the vehicle turns while using the drifting maneuver.<br />
* '''Handling:''' How tight the vehicles can normally turn (not drifting).<br />
* '''Traction:''' How strong frictional forces are between the vehicle's tires and the road such as rolling resistance.<br />
* '''Mini-Turbo:''' When using the manual drift option, how long a mini-boost will last.<br />
* '''Off-Road Speed:''' How much speed the vehicle retains when off of the track. Each value corresponds to a [[KCL flag]].<br />
* '''Off-Road Handling:''' How much handling the vehicle retains when off of the track. Each value corresponds to a [[KCL flag]].<br />
{|border="1" cellspacing=0 cellpadding=1 style="background:#f5f5f5;border-collapse:collapse" class="grid sortable center"<br />
!colspan="22" bgcolor="#9c9c9c"|'''<big>Driver Statistics</big>'''<br />
|-<br />
!width="3%" bgcolor="#dedede" rowspan="2" colspan="2"|<small>Weight Class</small><br />
!width="3%" bgcolor="#dedede" rowspan="2"|<small>Weight</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Speed</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Acceleration</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Drift</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Handling</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Traction</small><br />
!width="3%" bgcolor="#dedede" rowspan="2"|<small>Mini-Turbo</small><br />
!width="12%" bgcolor="#dedede" colspan="4"|<small>Off-Road Speed</small><br />
!width="12%" bgcolor="#dedede" colspan="4"|<small>Off-Road Handling</small><br />
|-<br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Weak Off-road (0x02)|0x02]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Off-road (0x03)|0x03]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Heavy Off-road (0x04)|0x04]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 2 (0x05)|0x05]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 1 (0x01)|0x01]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Weak Off-road (0x02)|0x02]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Off-road (0x03)|0x03]]<br>[[KCL flag#Heavy Off-road (0x04)|0x04]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 2 (0x05)|0x05]]</small><br />
|-<br />
!bgcolor="#CCFFFF" rowspan="9"|<small><span style="color:dodgerblue">Light</span></small><br />
!bgcolor=#CCFFFF|[[File:tt_baby_mario_64x64.tpl.png|32x32px|Baby Mario]]<br />
|bgcolor=#CCFFFF| 0.756<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.00111<br />
|bgcolor=#CCFFFF| 0.00058<br />
|bgcolor=#CCFFFF| 0.000529<br />
|bgcolor=#CCFFFF| 0.000444<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_luigi_64x64.tpl.png|32x32px|Baby Luigi]]<br />
|bgcolor=#CCFFFF| 0.756<br />
|bgcolor=#CCFFFF| 1.06<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_peach_64x64.tpl.png|32x32px|Baby Peach]]<br />
|bgcolor=#CCFFFF| 0.504<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0.025<br />
|bgcolor=#CCFFFF| 0.035<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_daisy_64x64.tpl.png|32x32px|Baby Daisy]]<br />
|bgcolor=#CCFFFF| 0.504<br />
|bgcolor=#CCFFFF| 1.06<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 4<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_kinopio_64x64.tpl.png|32x32px|Toad]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000947<br />
|bgcolor=#CCFFFF| 0.05<br />
|bgcolor=#CCFFFF| 0.07<br />
|bgcolor=#CCFFFF| 0.18<br />
|bgcolor=#CCFFFF| 0.02<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_kinopico_64x64.tpl.png|32x32px|Toadette]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.0342<br />
|bgcolor=#CCFFFF| 0.0368<br />
|bgcolor=#CCFFFF| 0.0226<br />
|bgcolor=#CCFFFF| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor=#CCFFFF| 0.00526<br />
|bgcolor=#CCFFFF| 0.00736<br />
|bgcolor=#CCFFFF| 0.00526<br />
|bgcolor=#CCFFFF| 0.00422<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_noko_64x64.tpl.png|32x32px|Koopa Troopa]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0.000265<br />
|bgcolor=#CCFFFF| 0.000222<br />
|bgcolor=#CCFFFF| 8<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_karon_64x64.tpl.png|32x32px|Dry Bones]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0.025<br />
|bgcolor=#CCFFFF| 0.035<br />
|bgcolor=#CCFFFF| 0.09<br />
|bgcolor=#CCFFFF| 0.01<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 8<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0.000947<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 4<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor="honeydew" rowspan="9"|<small><span style="color:green">Medium</span></small><br />
!bgcolor="honeydew"|[[File:tt_mario_64x64.tpl.png|32x32px|Mario]]<br />
|bgcolor="honeydew"| 0.504<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.025<br />
|bgcolor="honeydew"| 0.035<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0.000555<br />
|bgcolor="honeydew"| 0.00029<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_luigi_64x64.tpl.png|32x32px|Luigi]]<br />
|bgcolor="honeydew"| 0.504<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_peach_64x64.tpl.png|32x32px|Peach]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.05<br />
|bgcolor="honeydew"| 0.07<br />
|bgcolor="honeydew"| 0.18<br />
|bgcolor="honeydew"| 0.02<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_daisy_64x64.tpl.png|32x32px|Daisy]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 1.06<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000555<br />
|bgcolor="honeydew"| 0.00029<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_yoshi_64x64.tpl.png|32x32px|Yoshi]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.0342<br />
|bgcolor="honeydew"| 0.0368<br />
|bgcolor="honeydew"| 0.0226<br />
|bgcolor="honeydew"| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_catherine_64x64.tpl.png|32x32px|Birdo]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 8<br />
|bgcolor="honeydew"| 0.0171<br />
|bgcolor="honeydew"| 0.0184<br />
|bgcolor="honeydew"| 0.0113<br />
|bgcolor="honeydew"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_didy_64x64.tpl.png|32x32px|Diddy Kong]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0.025<br />
|bgcolor="honeydew"| 0.035<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 8<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_koopa_jr_64x64.tpl.png|32x32px|Bowser Jr.]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000947<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0.0171<br />
|bgcolor="honeydew"| 0.0184<br />
|bgcolor="honeydew"| 0.0113<br />
|bgcolor="honeydew"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="honeydew"| 0.00263<br />
|bgcolor="honeydew"| 0.00368<br />
|bgcolor="honeydew"| 0.00263<br />
|bgcolor="honeydew"| 0.00211<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="MistyRose" rowspan="9"|<small><span style="color:red">Heavy</span></small><br />
!bgcolor="MistyRose"|[[File:tt_wario_64x64.tpl.png|32x32px|Wario]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000265<br />
|bgcolor="MistyRose"| 0.000222<br />
|bgcolor="MistyRose"| 8<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_waluigi_64x64.tpl.png|32x32px|Waluigi]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.05<br />
|bgcolor="MistyRose"| 0.07<br />
|bgcolor="MistyRose"| 0.18<br />
|bgcolor="MistyRose"| 0.02<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_donky_64x64.tpl.png|32x32px|Donkey Kong]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0.025<br />
|bgcolor="MistyRose"| 0.035<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000555<br />
|bgcolor="MistyRose"| 0.00029<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_koopa_64x64.tpl.png|32x32px|Bowser]]<br />
|bgcolor="MistyRose"| 0.504<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.09<br />
|bgcolor="MistyRose"| 0.01<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_teresa_64x64.tpl.png|32x32px|King Boo]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.00111<br />
|bgcolor="MistyRose"| 0.00058<br />
|bgcolor="MistyRose"| 0.000529<br />
|bgcolor="MistyRose"| 0.000444<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_roseta_64x64.tpl.png|32x32px|Rosalina]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0.000947<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000555<br />
|bgcolor="MistyRose"| 0.00029<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_funky_64x64.tpl.png|32x32px|Funky Kong]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 1.06<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00526<br />
|bgcolor="MistyRose"| 0.00736<br />
|bgcolor="MistyRose"| 0.00526<br />
|bgcolor="MistyRose"| 0.00422<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_hone_koopa_64x64.tpl.png|32x32px|Dry Bowser]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 8<br />
|bgcolor="MistyRose"| 0.0342<br />
|bgcolor="MistyRose"| 0.0368<br />
|bgcolor="MistyRose"| 0.0226<br />
|bgcolor="MistyRose"| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|}<br />
<noinclude><br />
=== Notes ===<br />
<references/><br />
<br />
== Tools ==<br />
The following tools can handle driverParam.bin:<br />
* [[driverParam.bin Tool]], by [[Atlas]]<br />
<br />
[[Category:Filesystem]]<br />
[[Category:File Format/MKW|D]]</noinclude></div>Seekyhttps://wiki.tockdom.com/w/index.php?title=DriverParam.bin&diff=195367DriverParam.bin2020-04-20T21:45:49Z<p>Seeky: /* File Format */</p>
<hr />
<div>{{DISPLAYTITLE:driverParam.bin}}<br />
<noinclude>'''driverParam.bin''' is a sub file of '''[[Filesystem/Race/Common.szs|/Race/Common.szs]]'''. It contains a list of '''driver statistics'''. It is also found into the '''parameter''' folder from '''[[Filesystem/Scene/UI/Award.szs|Award.szs]]''', '''[[Filesystem/Scene/UI/Event.szs|Event.szs]]''', '''[[Filesystem/Scene/UI/Globe.szs|Globe.szs]]''', '''[[Filesystem/Scene/UI/MenuMulti.szs|MenuMulti.szs]]''', '''[[Filesystem/Scene/UI/MenuOther.szs|MenuOther.szs]]''', '''[[Filesystem/Scene/UI/MenuSingle.szs|MenuSingle.szs]]''' and '''[[Filesystem/Scene/UI/Present.szs|Present.szs]]''' from the '''[[Filesystem/Scene/UI|/Scene/UI]]''' folder.<br />
<br />
== File Format ==<br />
{| class="wikitable"<br />
|+ Format of a driverParam.bin file<br />
|-<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4<br />
| '''N''' = Number of drivers.<br />
|-<br />
| 0x04 || '''N'''*4*99<br />
| '''N''' section offsets. Each section is composed of 99 floats representing driver statistics. Only 22 floats contain data*.<br />
|-<br />
| colspan=2 {{unknown|0x29C8}} || {{unknown|End of file with '''<nowiki>N=27</nowiki>''' drivers}}<br />
|}<br />
<br />
* The format is the same as the sections of kartParam.bin, however the tire number, drift type, camera mode, unknown field at 0xC, bump deviation level, tilt strength, held item distances, traction, vertical tilt unknown field at 0x184 and front & rear tire distance are ignored by the game's code.<br />
<br />
== Driver Statistics ==<br />
</noinclude>* '''Weight:''' How heavy a vehicle is.<br />
* '''''in Turn:''''' How high a stat is in a turn (not drifting).<br />
* '''Speed:''' How high the top speed of the vehicle is.<br />
* '''Acceleration:''' How quickly the vehicle's top speed is achieved from a non-moving position.<br />
* '''Drift:''' How tight the vehicle turns while using the drifting maneuver.<br />
* '''Handling:''' How tight the vehicles can normally turn (not drifting).<br />
* '''Traction:''' How strong frictional forces are between the vehicle's tires and the road such as rolling resistance.<br />
* '''Mini-Turbo:''' When using the manual drift option, how long a mini-boost will last.<br />
* '''Off-Road Speed:''' How much speed the vehicle retains when off of the track. Each value corresponds to a [[KCL flag]].<br />
* '''Off-Road Handling:''' How much handling the vehicle retains when off of the track. Each value corresponds to a [[KCL flag]].<br />
{|border="1" cellspacing=0 cellpadding=1 style="background:#f5f5f5;border-collapse:collapse" class="grid sortable center"<br />
!colspan="22" bgcolor="#9c9c9c"|'''<big>Driver Statistics</big>'''<br />
|-<br />
!width="3%" bgcolor="#dedede" rowspan="2" colspan="2"|<small>Weight Class</small><br />
!width="3%" bgcolor="#dedede" rowspan="2"|<small>Weight</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Speed</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Acceleration</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Drift</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Handling</small><br />
!width="6%" bgcolor="#dedede" colspan="2"|<small>Traction</small><br />
!width="3%" bgcolor="#dedede" rowspan="2"|<small>Mini-Turbo</small><br />
!width="12%" bgcolor="#dedede" colspan="4"|<small>Off-Road Speed</small><br />
!width="12%" bgcolor="#dedede" colspan="4"|<small>Off-Road Handling</small><br />
|-<br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<br />
!width="3%" bgcolor="#dedede"|<small>in Turn</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Weak Off-road (0x02)|0x02]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Off-road (0x03)|0x03]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Heavy Off-road (0x04)|0x04]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 2 (0x05)|0x05]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 1 (0x01)|0x01]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Weak Off-road (0x02)|0x02]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Off-road (0x03)|0x03]]<br>[[KCL flag#Heavy Off-road (0x04)|0x04]]</small><br />
!width="3%" bgcolor="#dedede"|<small>[[KCL flag#Slippery Road 2 (0x05)|0x05]]</small><br />
|-<br />
!bgcolor="#CCFFFF" rowspan="9"|<small><span style="color:dodgerblue">Light</span></small><br />
!bgcolor=#CCFFFF|[[File:tt_baby_mario_64x64.tpl.png|32x32px|Baby Mario]]<br />
|bgcolor=#CCFFFF| 0.756<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.00111<br />
|bgcolor=#CCFFFF| 0.00058<br />
|bgcolor=#CCFFFF| 0.000529<br />
|bgcolor=#CCFFFF| 0.000444<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_luigi_64x64.tpl.png|32x32px|Baby Luigi]]<br />
|bgcolor=#CCFFFF| 0.756<br />
|bgcolor=#CCFFFF| 1.06<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_peach_64x64.tpl.png|32x32px|Baby Peach]]<br />
|bgcolor=#CCFFFF| 0.504<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0.025<br />
|bgcolor=#CCFFFF| 0.035<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_baby_daisy_64x64.tpl.png|32x32px|Baby Daisy]]<br />
|bgcolor=#CCFFFF| 0.504<br />
|bgcolor=#CCFFFF| 1.06<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 4<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_kinopio_64x64.tpl.png|32x32px|Toad]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000947<br />
|bgcolor=#CCFFFF| 0.05<br />
|bgcolor=#CCFFFF| 0.07<br />
|bgcolor=#CCFFFF| 0.18<br />
|bgcolor=#CCFFFF| 0.02<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_kinopico_64x64.tpl.png|32x32px|Toadette]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.0342<br />
|bgcolor=#CCFFFF| 0.0368<br />
|bgcolor=#CCFFFF| 0.0226<br />
|bgcolor=#CCFFFF| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor=#CCFFFF| 0.00526<br />
|bgcolor=#CCFFFF| 0.00736<br />
|bgcolor=#CCFFFF| 0.00526<br />
|bgcolor=#CCFFFF| 0.00422<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_noko_64x64.tpl.png|32x32px|Koopa Troopa]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0.000265<br />
|bgcolor=#CCFFFF| 0.000222<br />
|bgcolor=#CCFFFF| 8<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_karon_64x64.tpl.png|32x32px|Dry Bones]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000474<br />
|bgcolor=#CCFFFF| 0.025<br />
|bgcolor=#CCFFFF| 0.035<br />
|bgcolor=#CCFFFF| 0.09<br />
|bgcolor=#CCFFFF| 0.01<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 8<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor=#CCFFFF|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.53<br />
|bgcolor=#CCFFFF| 0.000947<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0.000555<br />
|bgcolor=#CCFFFF| 0.00029<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 4<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|bgcolor=#CCFFFF| 0<br />
|-<br />
!bgcolor="honeydew" rowspan="9"|<small><span style="color:green">Medium</span></small><br />
!bgcolor="honeydew"|[[File:tt_mario_64x64.tpl.png|32x32px|Mario]]<br />
|bgcolor="honeydew"| 0.504<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.025<br />
|bgcolor="honeydew"| 0.035<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0.000555<br />
|bgcolor="honeydew"| 0.00029<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_luigi_64x64.tpl.png|32x32px|Luigi]]<br />
|bgcolor="honeydew"| 0.504<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_peach_64x64.tpl.png|32x32px|Peach]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.05<br />
|bgcolor="honeydew"| 0.07<br />
|bgcolor="honeydew"| 0.18<br />
|bgcolor="honeydew"| 0.02<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_daisy_64x64.tpl.png|32x32px|Daisy]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 1.06<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000555<br />
|bgcolor="honeydew"| 0.00029<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_yoshi_64x64.tpl.png|32x32px|Yoshi]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.0342<br />
|bgcolor="honeydew"| 0.0368<br />
|bgcolor="honeydew"| 0.0226<br />
|bgcolor="honeydew"| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_catherine_64x64.tpl.png|32x32px|Birdo]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 8<br />
|bgcolor="honeydew"| 0.0171<br />
|bgcolor="honeydew"| 0.0184<br />
|bgcolor="honeydew"| 0.0113<br />
|bgcolor="honeydew"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_didy_64x64.tpl.png|32x32px|Diddy Kong]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000474<br />
|bgcolor="honeydew"| 0.025<br />
|bgcolor="honeydew"| 0.035<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 8<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_koopa_jr_64x64.tpl.png|32x32px|Bowser Jr.]]<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000947<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0.0171<br />
|bgcolor="honeydew"| 0.0184<br />
|bgcolor="honeydew"| 0.0113<br />
|bgcolor="honeydew"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="honeydew"| 0.00263<br />
|bgcolor="honeydew"| 0.00368<br />
|bgcolor="honeydew"| 0.00263<br />
|bgcolor="honeydew"| 0.00211<br />
|-<br />
!bgcolor="honeydew"|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor="honeydew"| 0.252<br />
|bgcolor="honeydew"| 0.53<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.09<br />
|bgcolor="honeydew"| 0.01<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0.000265<br />
|bgcolor="honeydew"| 0.000222<br />
|bgcolor="honeydew"| 4<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|bgcolor="honeydew"| 0<br />
|-<br />
!bgcolor="MistyRose" rowspan="9"|<small><span style="color:red">Heavy</span></small><br />
!bgcolor="MistyRose"|[[File:tt_wario_64x64.tpl.png|32x32px|Wario]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000265<br />
|bgcolor="MistyRose"| 0.000222<br />
|bgcolor="MistyRose"| 8<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_waluigi_64x64.tpl.png|32x32px|Waluigi]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.05<br />
|bgcolor="MistyRose"| 0.07<br />
|bgcolor="MistyRose"| 0.18<br />
|bgcolor="MistyRose"| 0.02<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_donky_64x64.tpl.png|32x32px|Donkey Kong]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0.025<br />
|bgcolor="MistyRose"| 0.035<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000555<br />
|bgcolor="MistyRose"| 0.00029<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_koopa_64x64.tpl.png|32x32px|Bowser]]<br />
|bgcolor="MistyRose"| 0.504<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.09<br />
|bgcolor="MistyRose"| 0.01<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_teresa_64x64.tpl.png|32x32px|King Boo]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.00111<br />
|bgcolor="MistyRose"| 0.00058<br />
|bgcolor="MistyRose"| 0.000529<br />
|bgcolor="MistyRose"| 0.000444<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_roseta_64x64.tpl.png|32x32px|Rosalina]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0.000947<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000555<br />
|bgcolor="MistyRose"| 0.00029<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_funky_64x64.tpl.png|32x32px|Funky Kong]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 1.06<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00526<br />
|bgcolor="MistyRose"| 0.00736<br />
|bgcolor="MistyRose"| 0.00526<br />
|bgcolor="MistyRose"| 0.00422<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_hone_koopa_64x64.tpl.png|32x32px|Dry Bowser]]<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0.000474<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 8<br />
|bgcolor="MistyRose"| 0.0342<br />
|bgcolor="MistyRose"| 0.0368<br />
|bgcolor="MistyRose"| 0.0226<br />
|bgcolor="MistyRose"| 0.01283<ref name="UIValue1">0.01368 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|-<br />
!bgcolor="MistyRose"|[[File:tt_mii_suit_a_64x64.tpl.png|32x32px|Mii Outfit A]][[File:tt_mii_suit_b_64x64.tpl.png|32x32px|Mii Outfit B]]<br />
|bgcolor="MistyRose"| 0.252<br />
|bgcolor="MistyRose"| 0.53<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 0<br />
|bgcolor="MistyRose"| 4<br />
|bgcolor="MistyRose"| 0.0171<br />
|bgcolor="MistyRose"| 0.0184<br />
|bgcolor="MistyRose"| 0.0113<br />
|bgcolor="MistyRose"| 0.00641<ref name="UIValue2">0.00684 in the UI version.</ref><br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00368<br />
|bgcolor="MistyRose"| 0.00263<br />
|bgcolor="MistyRose"| 0.00211<br />
|}<br />
<noinclude><br />
=== Notes ===<br />
<references/><br />
<br />
== Tools ==<br />
The following tools can handle driverParam.bin:<br />
* [[driverParam.bin Tool]], by [[Atlas]]<br />
<br />
[[Category:Filesystem]]<br />
[[Category:File Format/MKW|D]]</noinclude></div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User_talk:Wiimm&diff=194828User talk:Wiimm2020-04-14T14:10:46Z<p>Seeky: /* About the current state of the wiki and LE-CODE */</p>
<hr />
<div>{{textbox|blue center|Archive|<br />
'''Old talk is archived at [[User talk:Wiimm/Archive]].'''<br/><br />
'''If you want to talk about [[Wiimmfi]], then use [[User talk:Wiimm/Wiimmfi]].'''<br/><br />
'''Please continue talk here.'''}}<br />
<br />
<!-- ******************************************************************* --><br />
<!-- *** Before editing, try to find a related topic. If you can't *** --><br />
<!-- *** find one, add your comment at the bottom of the page. *** --><br />
<!-- ******************************************************************* --><br />
<br />
<br />
__TOC__<br />
<br />
<br />
== LE-CODE Track Updates ==<br />
<br />
Although I've been clearly aware that changing version numbers isn't an ideal thing on the Custom Mario Kart Wiiki, I feel like the track updates that only function properly with LE-CODE should be changed. It seems misleading (at least to me) that they're not alternative updates, since, like I said, they only do their purpose when using LE-CODE. What are your thoughts on the matter? --[[User:KantoEpic|KantoEpic]] ([[User talk:KantoEpic|talk]]) 01:44, 12 February 2020 (UTC)<br />
: I think we talk mainly about [[Lavaflow Volcano]]. "alt" means alternative. And with this suffix I think, that something in the gameplay changed like other objects, other walls other other models. Then we have the suffix "le". This is a special case of "alt", that is designed for LE-CODE only (not really usable with standard code). But the Lavaflow Volcano update fixes a bug (only if using LE-CODE). And for such fix updated incrementing the the version number or adding ".fix", ".hotfix" if ".hf" is usual. Jasperr hasn't updated the track for 10 months and the bug is still there. So increasing the version is in my opinion the best. Declaring is as alternative version is wrong here. So ".fix" is a good middle way. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 06:18, 12 February 2020 (UTC)<br />
:: Another point: Changing the version number immediately after publishing isn't problematic. The problem is to change it after months or years, if the there a copies in the world (distributions, other downloading portals). Then we have different version numbers for for the same track. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 06:21, 12 February 2020 (UTC)<br />
<br />
::: Even though, yes, the disappearing item bug was fixed thanks to the LEX file, you will still experience the bug outside of an LE-CODE-based distribution. If I'm going to be honest, a page like [[MP9 Toad Road]] handles its recent LE-CODE-only track update just fine. Its download link is in the Misc-Info box like an alternative update, and it doesn't replace the previous version. Unless a track update that includes LE-CODE-only fixes comes with other fixes and/or improvements, I don't see the reason for incrementing a current version number. --[[User:KantoEpic|KantoEpic]] ([[User talk:KantoEpic|talk]]) 07:06, 12 February 2020 (UTC)<br />
<br />
== LEX:HIPT ==<br />
<br />
Hi, just wondering if you knew when having a HIPT section in a LEX file, the sound effect for changing positions still happens when the position icon isn't showing. [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 03:42, 16 February 2020 (UTC)<br />
: Yes, I know. Its more complicated to suppress the sound effects. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 07:45, 16 February 2020 (UTC)<br />
:: Oh, that's interesting. Didn't even think about testing this, I always play without sound. I'll look into that for the next release. -- [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 08:04, 16 February 2020 (UTC)<br />
::: I was also thinking about the same thing, but for the versus rating (VR). Not only having it hidden online entirely but also disabling the vr gain/lose sound as well. [[User:Huili|Huili]] ([[User talk:Huili|talk]]) 03:48, 18 February 2020 (UTC)<br />
<br />
== Aquatropolis fail? ==<br />
<br />
Just curious, what about the Aquatropolis update had you mark it as a fail? [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 20:38, 17 February 2020 (UTC)<br />
: No chance to cross the first abyss -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 08:52, 18 February 2020 (UTC)<br />
<br />
== LE-CODE Cup BMG IDs ==<br />
<br />
So I never took the time until now to look around for it, and I can't find where cup names are defined (To be clear, I have found where the first 8 cup's names are defined, as well as the 2 battle cups, but I can't find anything for the custom cups). I would appreciate being enlightened as to where this is at within the BMG files (I assume Common.bmg), or if it is even a thing at all! Thanks in advance. [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 05:33, 21 February 2020 (UTC)<br />
<br />
: Cups in LE-CODE have no name. The name (blue) and number (red) you see on the cup icons in Wiimms MKW Fun is just the cup icon. The cup name is empty for all cups, and that cannot be changed with BMG entries. -- [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 13:36, 21 February 2020 (UTC)<br />
<br />
:: Thank you for the info. Yes I already understood that those were cup icons, so I guess no cup names then! It's nothing big of a problem that LE-CODE doesn't support cup name entries. [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 18:07, 21 February 2020 (UTC)<br />
<br />
== LE-CODE Crash While Scrolling Cups ==<br />
<br />
We are having an unknown crash while scrolling through cups in LE-CODE, which can be seen here: https://gyazo.com/d95e39e768dfd2d4c6e7bf68b0fd0134<br />
I have the icons encoded as CMPR, and it is a 128 by 128*n tpl file, with n being the number of cups. Please help where you can, all info is appreciated! :) [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 07:24, 25 February 2020 (UTC)<br />
<br />
: The crash is outside LE-CODE. So analysis is a job for Leseratte. Anyway, please send me MenuSingle.szs. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:16, 25 February 2020 (UTC)<br />
<br />
:: The crash happens within the method <tt>__THPHuffDecodeDCTCompY</tt>, so I'd assume the game doesn't like the THP files you are using. -- [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 17:19, 25 February 2020 (UTC)<br />
<br />
::: In this case, I don't need MenuSingle.szs. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:55, 25 February 2020 (UTC)<br />
<br />
== Cup Videos ==<br />
<br />
If I may also ask, how do we get rid of the THP video that plays behind the Track Selection? So it appears like in MKW Fun and CTGP? [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 07:28, 25 February 2020 (UTC)<br />
: I use a special empty video (1MB) and link it to all video files of <tt>files/thp/course</tt>. You can get it from MKW-Fun or [[Intermezzo]]. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:16, 25 February 2020 (UTC)<br />
:: Added info + download to tutorial. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:55, 25 February 2020 (UTC)<br />
<br />
== WSTRT Fails When Patching ==<br />
<br />
Sorry about the persistent questions, but I feel this is quite serious. For some reason as of today WSTRT always fails to patch an input main.dol/StaticR.rel file. I don't know why this is. I've tried uninstalling and then reinstalling it, I've restarted my laptop, and I've tried lots of variations and such. It just keeps failing anyway.<br />
<br />
Here is an error message I get when I run it:<br />
<br />
wstrt patch main.dol --clean-dol --add-lecode --wiimmfi --region 20037 --gct-move=ON --add-section RMCE93.gct --DEST ./patched/main.dol<br />
PATCH main.dol<br />
>>>> GCT DATA/GROW, 14a0 bytes<br />
2 [main] wstrt 1922 cygwin_exception::open_stackdumpfile: Dumping stack trace to wstrt.exe.stackdump<br />
<br />
And here is the stackdump file resulting from the error above:<br />
<br />
Exception: STATUS_ACCESS_VIOLATION at eip=61161F88<br />
eax=8008C4E8 ebx=C3633338 ecx=30D87D08 edx=00000000 esi=800A0000 edi=800A0000<br />
ebp=00B75F18 esp=00B75F0C program=C:\Program Files (x86)\Wiimm\SZS\wstrt.exe, pid 1922, thread main<br />
cs=0023 ds=002B es=002B fs=0053 gs=002B ss=002B<br />
Stack trace:<br />
Frame Function Args<br />
00B75F18 61161F88 (8008C0E8, 8008C0E8, C3633338, 00000000)<br />
<br />
Thanks for all the help :P [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 01:44, 26 February 2020 (UTC)<br />
<br />
EDIT: It seems to only happen when patching the input main.dol file with a GCT, as long as I exclude the GCT patch, it works. But this still doesn't help me, although the specific information will probably be very helpful to you :P [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 01:57, 26 February 2020 (UTC)<br />
<br />
: I need the files ''main.dol'' and ''RMCE93.gct'' of your example to analyse the error. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 12:01, 26 February 2020 (UTC)<br />
<br />
:: I looked at the GCT last night and as it turns out somehow Huili managed to fill up almost half of the GCT with garbage data. I'm sure this would throw WSTRT off since my own GCT (which ofc is proper since I wrote the structure by hand to make sure it was valid) works perfectly with WSTRT, having no errors. Sorry for the inconvenience! :P [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 17:00, 26 February 2020 (UTC)<br />
<br />
::EDIT: I was looking at Star's Speedometer code, not garbage data :P This code doesn't work with WSTRT. I am wondering what other codes potentially don't work too :/ [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 17:30, 26 February 2020 (UTC)<br />
<br />
::EDIT2: Forgot the link to the files, here you go: https://drive.google.com/open?id=1eHXE01IN9fKaVFjdKxeacx4ejpMcpfJm [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 17:53, 26 February 2020 (UTC)<br />
<br />
::: Theoretical all chat codes should work. So I don't know why it does not work. maybe an issue with size and/or --gct-move? And a first test with your files using Linux doesn't crash. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 21:46, 26 February 2020 (UTC)<br />
<br />
:::: Yes, it is very likely Windows only. When I run the simplest command: wstrt patch main.dol --add-section RMCE01.gct<br />
:::: It still doesn't work. I suggest an update to the Windows version of WSTRT if possible. [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 21:50, 26 February 2020 (UTC)<br />
<br />
: I found the bug. It is a combination of conditions. <br />
:* First, an ASM cheat with invalid length must exists. The tools analyse the data for different reasons (especially old reasons to allow cheat code split prior --gct-move was implemented). <br />
:* The length must be > cheat data size.<br />
:* Running Cygwin, because it crashes for memmove() when source and dest are identical, and size is negative. Linux does simple nothing.<br />
: I fixed it. I will also try to update Cygwin. But the last time, there were many alignment errors while loading Cygwin libs. And then I go back to the old system.<br />
: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:52, 28 February 2020 (UTC)<br />
<br />
:: Where can I find ''Star's Speedometer code'' -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 18:11, 28 February 2020 (UTC)<br />
::: ''Star's Speedometer'' found and it works with new tool. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 18:53, 28 February 2020 (UTC)<br />
<br />
:::: Nice to hear it is fixed! Glad I reported the bug before other people had any issues :) [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 04:54, 29 February 2020 (UTC)<br />
<br />
== About the current state of the wiki and LE-CODE ==<br />
Hi, in the first few months I was a huge fan of the le-code project you and Leseratte are working on. It seemed like a great way to have a public code base where we can add features to without having to worry about the limitations of Mario kart Wii, while keeping an uniform standard. However, now we are one year further, I'm not that enthousiastic anymore. Sure, it's still a great way for distribution makers to make distributions, but it's not more than that. Nobody has any say in what is getting added or not, nobody has any say in how things are loaded and nobody has any say in how native Mario Kart Wii formats are altered to support this '''closed source''' project. <br />
<br />
The wiki starts becoming one big shameless advertisement for your code loader, and that saddens me. You can't just make CT creators, distribution creators and even software developers change how they have to create their content just because you decided that's how it's going to work. All the struggle Joshua is facing above just confirms it, it should not be next to impossible to add own alterations to MKW if LE-CODE is running as well.<br />
<br />
I still appreciate all the hard work, I really do, and I still see a lot of potential in this project.There is just one thing I'm asking for: make it open source. Allow distribution creators to choose how they are going to implement it, don't just claim a huge block in memory as your own and say that that is forbidden territory if you still want Wiimmfi, but keep things open. Either that, or do not advertise it as a de facto standard that it isn't.<br />
<br />
--[[User:KHacker35000vr|kHacker35000vr]] ([[User talk:KHacker35000vr|talk]]) 11:56, 5 March 2020 (UTC)<br />
<br />
: I don't see it like you. In general, all [[LE-CODE]] extension are designed as additional features for the track authors. If not running LE-CODE, the track will function. So LE-CODE changes only the default behavior, that can be overridden by cheat codes (same as Original MKW). Example ''extended presence flags'': An object can be enabled/disabled by a new condition. When I defined it, I made sure that you can determine for each object whether it works in the standard code. So a track creator can decide by its own, to use the features of LE-CODE, or only some of them. Incidentally, most of the properties eliminate errors that have arisen due to the creativity of the creators. Examples are ''scaled Gomba'' and the enlargement of the item positions online.<br />
: You are right on one point: I use the wiki intensively to draw attention to LE-CODE. I've always done that: In the beginning it was the videos from CT until others created the videos. Technical innovations such as quadrilaterals for checkpoints I also advertised in similar way. The wiki is full of my promotions, of which I have no personal advantage. People should just be made aware of what is still possible.<br />
: One kind of advertising are the logos. I added them to make visually clean, that this is an extension not supported by standard code.<br />
: Open source is a different topic and is actually independent of the other things. Bean and Leseratte work closely together here. And to my knowledge, they are the only ones who know the internals of MKW at the high level. They also implemented the Wiimmfi patcher that protects the Wii for destructive attacks while playing online. I myself have no idea of the interior details and always ask for support. It doesn't help that I have access (can read and write) to the sources. I concentrate more on the algorithmic work. Ultimately, it is a decision by the Leseratte (and possibly Bean, who contributed the code). People can always ask for features.<br />
: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:39, 5 March 2020 (UTC)<br />
<br />
:: A few comments about that: <br />
:: - All file format changes we did were documented in the wiki during development, and we talked to multiple track creators and to MrBean to ask for comments or improvements prior to finalizing the formats. Also, it's a wiki. If you have concerns or want to add comments, write on the talk pages - that's one of the reasons why we are adding this kind of information to the Wiki. For example, we started working on the presence flag definition on January 1st - and announced that in the wiiki news on January 10th, and nobody bothered to read it and leave comments on things to improve. <br />
:: - Yeah, the Wiki is becoming "advertisement" for the code loader. Same as it is advertisement for all the CT tracks, custom distributions, and tools that are provided here. What's the difference?<br />
:: - I am not excluding anyone from adding these features to another distribution. Everyone can use the released LE-CODE binaries, I talked to MrBean and I'm willing to give him the full source code if he wants to integrate the features into CTGP (so far he didn't, probably because he was busy with his 24p mod), I did provide parts of the code to people who asked me about how I implemented a particular code. And if anyone has a question how a particular feature is implemented, I'll gladly share that part. I just do not want to release the full source code of the project that I wrote, and that is my right. <br />
:: - I am by far not the only person who does closed-source stuff. Lots and lots of the tools on the wiki - excluding Wiimms ISO and SZS tools - are closed-source, some track creators even use private tools they don't publish. CTGP is closed-source as well - and that can't even be integrated into other distributions, so it's even more closed.<br />
:: - There are certain parts of code in the LE-CODE and in the Wiimmfi update (more so in the Wiimmfi update, but still some in LE-CODE, too) that are security related, which we just don't want to get public.<br />
:: - The issue joshua was facing is that Wiimms SZS tools had a bug that caused it to crash when it occurs certain, rarely used GCT cheat code forms. That has absolutely nothing to do with LE-CODE. LE-CODE and its loader don't prevent you from loading additional mods at all. You can add your own cheat codes just fine, next to the LE-CODE loader in the 80001800 range, or at the end of MEM1, like it was always done in the past. LE-CODE doesn't change anything about that. <br />
:: - We are not forcing CT creators to do anything. But for CT creators who do want to use certain new features in LE-CODE distributions, we now give them the ability to do so. You are free to ignore LE-CODE and continue creating tracks like you used to. We are also not forcing distribution creators to do anything different. You are free to build a ct-code distribution. We also aren't forcing tool authors to change anything - we are encouraging them to adhere to the Nintendo file format, which (incidentally) they didn't in the past. Old versions of Wiimms SZS tools, from before we even had the idea of LE-CODE, work fine with LE-CODE - because they fully adhere to the standard. We are merely adding onto the standard, in a compatible way. That's why LE-CODE tracks still work in the vanilla game, and why old tools of Wiimm still work with these tracks. Other tools just don't work properly because they are buggy, and that's what we asked the creators to fix. <br />
:: - Also, the ct-code has now been open-source for about 6 years. How many code changes have been done to that in the meantime, from people other than Bean, Chadderz, Wiimm or me? One small bugfix in 2015, that was it. It's not like there would be huge amounts of developers contibuting a bunch of content to LE-CODE if it were open-source. <br />
:: - We are not claiming a bunch of code as our territory if you want Wiimmfi. You are perfectly able to build CT distributions for Wiimmfi without LE-CODE. But when you want to load LE-CODE, it's going to need space in memory, same as with any other mod. That has nothing to do with claiming "forbidden territory". <br />
:: --<br />
:: [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 16:33, 5 March 2020 (UTC)<br />
<br />
::: @Wiimm: I think you're underestimating how much talent there is in this community, there are plenty of people with decent assembly/coding skills and there absolutely are more people who know a lot about the fundamentals of the game, or at least have the skill to learn about it. The reason I have started this thread is because of that; LE-CODE is advertised as a code loader. I really thought it would allow many more programmers to make mods with it. However, the exact opposite is happening now: it has become harder to make mods.<br />
::: Furthermore, I will try to explain myself the best I can, forgive any ambiguities. There are very clear differences between adding your custom track or mod to a list and making a page for it and basically taking over the complete technical side of the wiki. More and more technical pages are altered for LE-CODE exclusive features, which basically means the information about the file format is not entirely correct anymore. It really is not the same as an isolated page for a ct or just adding a tool to a tutorial.<br />
::: About the source, I do not expect you to make everything open source, there will always be things that are completely irrelevant for other coders that want to pick certain features. However, like I said above, there are many talented coders in this community who might want to take x and y from LE-CODE, but without having to do z, or want to implement z in a different way. And they can't, it's all or nothing and without the necessary time and reverse engineering skills they won't be able to do anything about it. You're forcing people to use the whole pack, with everything that comes with it exactly like you have intended it to be.<br />
::: In my eyes there is one major difference between the old ct-code and your adaptation, being just the way it works. ct-code added track slots, did a terrible job at it and some minor changes like lapcount. LE-CODE meanwhile comes with an amazing amount of features, of which many require custom track creators to take action in order to make use of it. It has much more potential for many branches of the community. And yes, maybe it won't see many contributions, but you'll still allow everyone who wants to work with it to take it and change it to what they want. <br />
::: You're basically creating a monopoly with the way things are going right now, intended or not. And that's actually perfectly fine in my eyes, in my opinion one uniform course of the community will bring much more progress than closing things altogether like CTGP, but this is just not the way to do it. All that is communicated right now is 'LE-CODE uses memory at 0x808dd400, and somewhere after it Wiimmfi needs room, so don't use it if you want Wiimmfi'. Other than that it's very strange that Wiimmfi needs that space to function (I know the reasoning behind it, and there is something to say in favour of it) it is not communicated at all. How much room is used? How much room is there for own code? Right now the advice is to just use space used by the stack. Which is not a very nice solution in my opinion.<br />
::: The tools that are not working with the new formats are not breaking that new format because they are coded in a wrong manner. They have all the right to ignore proven padding, since they are not created with changes to those fixed formats in mind. Even my recent code does nothing with that padding. So basically you are forcing them to adapt. Again; nothing wrong with that if there is one agreed upon format by the community, but a very different story if it happens behind closed doors. And I'm aware of that proposal by Wiimm for the presence flags, I even gave my own opinion about it and I will say that was a great course of action.<br />
::: To finish it off; I will stay consistent, I strongly disagree with anyone who keeps tools they used private for no reason at all. I think that's nothing more than rudeness towards everyone else. All distribution creators must according to the wiki rules make sure the tracks inside them are available as well, and all tracks are basically outlawed to be modified in the worst way possible. Meanwhile it must be completely fine to alter all technical pages on the wiki to promote your own code loader without any funcitonality of it being available to the public. I just can't understand that. I do not agree with the fact that some very handy CTGP features are kept locked either. Features that really make your content stand out can be kept private, it would be very weird to ask for that to be any different, but you could really help many others by opening up what's not as important. Everything that is built comes out of a 10-year old progress of research, development and most importantly sharing. Without this wiki many things would not have happened, and this wiki too is built upon the idea that people want to share. The development branch of this community lacks any of that, very few functions are made public, almost everyone has to start from square zero and the wheel had to be reinvented many times. I have my own ideas to tackle this, have actually set some things in motion already, but I can't do it alone. It would really be a very great gift to the community if things are made more open, starting off with what probably is the largest step this community can make: one standarised base that supports custom functionality for the game.<br />
::: [[User:KHacker35000vr|kHacker35000vr]] ([[User talk:KHacker35000vr|talk]]) 18:48, 5 March 2020 (UTC)<br />
<br />
:::: - First of all, I am not understanding your point that LE-CODE makes creating mods harder. As far as I know, the space at 808dd400 and upwards has never been used in the past by any other mod - all mods known to me either use the cheat code range (80001800) or are loaded at the end of the heap. I deliberately chose this space for both the LE-CODE and the Wiimmfi update, in order to stay compatible with as many other mods as possible. Is there any other existing mod that was using this same space that LE-CODE breaks?<br />
:::: - The information about file formats is still correct - every page that contains LE-CODE specific file format details is clearly marked with the LE-CODE icon and explains which parts are for the original game and which are for the LE-CODE, so we are not making the information incorrect, we merely add information. <br />
:::: - LE-CODE already has a couple parameters that can be set by the end user, to enable or disable some featurs (engine class mod, performance monitor, time trial, ...), and I am definitely planning to extend that so you can enable / disable more parts as you like. And as I said, if someone wants to know how a certain part works - tell me and I'll give you that part of the code (unless its about the anti-cheat or security parts for MKW-Fun). <br />
:::: - During the last years, since the game's release, every game mod (including CTGP!) has been using the 80001800 range, or the space at the end of MEM1 (after the stack). Nobody at all was interested in the 808dd400 range. And now that we use it for the Wiimmfi update and the LE-CODE, we are creating a monopoly? You can still use all the space you used before. <br />
:::: - Both the LE-CODE and the Wiimmfi update are designed for a fixed RAM address, because that makes the development *way* easier. The LE-CODE loads at the beginning of the usable space and grows towards larger adresses, and the Wiimmfi update code loads at the end of the usable space and grows towards smaller addresses. That means, if you add a bunch of code behind the LE-CODE, the wiimmfi update might overwrite it when it grows (gets more code) in the future. It simply has no fixed loading address, because it grows "backwards" when we update it. That is why I recommended people not to add data to the LE-CODE binary file, because if you add too much, the Wiimmfi update will overwrite it. And the reason for that is, in case you didn't know - both LE-CODE and the Wiimmfi update need a reasonable amount of space, and we wanted to keep supporting both cheat codes and mods to the MEM1 space, so we had to find other space. <br />
:::: - What is wrong with Wiimmfi & LE-CODE using that space, which nobody else bothered to use since the game's release, and now suddenly that we are using it, people complain that we use that space? Why?<br />
:::: - About the file formats - tools that are developed properly are supposed to load the file into a structure as-is, and store it as-is. When you load any file into an editor (not even related to MKWii), that editor is not supposed to delete data it doesn't understand. Doing so is bad design, even if you think that that data is just padding. If I have a binary file, open it in an editor, then save it without changing anything, the file should be identical. If it isn't, then that's a buggy tool. Even if people assumed certain parts were unused. And - as you mentioned yourself - the process didn't happen behind closed doors. It was open for discussion for over a month. Nobody complained about that format, so we implemented it. It probably would have been possible to work around tool issues and retain compatibility with nonconforming tools, but that would have complicated the format even more. And given that the needed change is like one line of code, we decided on not doing so. And nobody complained about that while the drafts (we did have multiple drafts for the KMP extension) were open. Would it have been better to keep the file format extensions a secret, only implement them in Wiimms tools, just to not "alter wiki pages for LE-CODE"? No, probably not.<br />
:::: - I understand that it might be a good thing for the community if things like the LE-CODE would become completely open-source and expandable. It isn't open-source right now. I haven't yet decided whether it'll be open-sourced in the future. I will think about that again, and about which parts can be made public and which ones I'd like to keep closed.<br />
:::: --<br />
:::: [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 19:26, 5 March 2020 (UTC)<br />
<br />
::::: @kHacker35000vr: <br />
:::::* You wrote: ''"More and more technical pages are altered for LE-CODE exclusive features"''. '''That is not true!''' True is, that there are some pages that describes the technical aspects of LE-CODE and related tutorials. And true is, that some articles contains hints about LE-CODE solutions and these hints are marked by a logo to make it clear, that it is a LE-CODE solution. I don't see any disadvantage to give much info as possible about LE-CODE. Btw, there are more pages describing the network protocol. And they additional info is added since 6 years until now. I think it is better an author gives a complete info instead that others must analyse it step by step.<br />
<br />
:::::* About source: When will you release the source of your KMP tool? You demand things that you don't want to fulfill yourself.<br />
<br />
:::::* About broken KMP tools: From the beginning my tools accept all params, read them and stores them. They did it, even if the meaning is unknown. Smart functions, that override params automatically can be enabled or disabled. So padding's and also unknown values of the files headers keeps unchanged, if an editor does not change them explicitly. This is an absolutely common procedure when editing binary data. If a tool overwrites some data for no reason, it will not work correctly. Nevertheless, I did not attack any KMP tool author, I simply asked to correct this error. The implementation would simply be nice and sensible.<br />
<br />
:::::* About cheats: When we developed LE-CODE and the SZS tools, 1 important goal was always, that standard cheat codes can be used together with LE-CODE. In the years implemented different things, to allow easy cheat import. The whole concept is, to allow cheat code to modify the game as usual, and all contlled by simple options:<br />
:::::** Cheats can be integrated into main.dol by my tools. Option --add-section do it for you.<br />
:::::** Large cheat blocks are moved to the end of the memory (internal pointers are edited for this). It is done automatically, if the cheat block is to large. Option --move-gct force it.<br />
:::::** My tools add the classic cheat code interpreter automatically if needed.<br />
:::::** I wrote an internal cheat code interpreter for some standard (internal) cheat codes to allow free and independent usage of the classic cheat code interpreter.<br />
:::::** Using cheat codes provided by USB-Loader and other game loaders are possible. <br />
<br />
:::::* About memory usage: LE-CODE must reside at any memory place. So we (mainly Leseratte) searched for possible places and we found a block, the is not used after loading staticr.rel. This memory place is optimal, because it has a fixed memory address and is until today never used and never claimed by any other custom project. So we claimed to avoid potential conflicts. <br />
<br />
:::::* You wrote: ''"You're basically creating a monopoly with the way things are going right now, intended or not."'' That's true, but only because no other tries to implement a code extender. And is it really a monopoly? We have LE-CODE, CT-CODE (open source since >6 years) and CTGP. So there are 3 code extenders. <br />
<br />
:::::* Some final notes: Since the beginning of this Wiiki, I defined file formats and described it in this wiki. And I think it is good. We spent many time in the development and testing of LE-CODE and my SZS Tools as supporter. If you don't like LE-CODE, don't use it. Feel free to create an own code extender and extend your KMP tool as supporter. Then I am really amazed that now that everything has been implemented and documented, it is criticized. And strictly speaking, I am amazed that the documentation is criticized at all. Because I think it's good if all aspects of Mario Kart Wii are documented in this wiki, and this includes LE-CODE. We accept critics and feature request. So if you tell me, you need a cheat code, that doesn't work with LE-CODE, we would check it. We had some requests and implemented it (e.g. support of mushroom kart). <br />
<br />
::::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:36, 6 March 2020 (UTC)<br />
<br />
:::::: Ok, I understand the memory part. It wasn't really that huge a problem to me, it's more the lack of documentation because it is the easiest way to append cheats to the bin. <br />
<br />
:::::: And yes, I am quite late with this critism, but that is because I assumed since the very beginning that LE-CODE was going to be an open code loader (not open source per se, just a way to add functionality to the game). And that's exactly what I am asking for right now, nothing else. Ct-code and CTGP only have a minimal presence on this wiki, so I don't think it's fair to compare them with LE-CODE. <br />
<br />
:::::: Personally I think that editors belong in a different category with regards to open source, but I see where you are coming from. The source code for the KMP Mod would have been made public years ago - the moment I dropped the project - if the code was actually decent, but right now even I can't make sense of what's going on. And personally I think open source code should at least be understandable for everyone. I think you would understand my decision to not make it public if you see the code, it's also the reason that I have not made a new release to support LE-CODE features. Which I actually intended to add.<br />
<br />
:::::: And yes, making an own LE-CODE is a possibility, but what is there to gain? It would result in the exact opposite of what I think is best for the community. I still think LE-CODE would be a great general standard for everyone, and for that reason alone I do not mind the wiki edits at all. I have said it above; the modding branch of the community is a mess, and an open standard could really help it get on its feet. For me personally there is nothing to gain, I could work around any possible limitation if I have to, but many others aren't as skilled to do so, they could really benefit from it. The mushroom kart assembly was provided by me, so I know all about it, but I probably won't be tempted to make such request again. I have another code nearing completion for a specific track, but my plan right now is to release it together with the track so everyone can implement it if they wanted to. It's just not the most ideal solution.<br />
<br />
:::::: --[[User:KHacker35000vr|kHacker35000vr]] ([[User talk:KHacker35000vr|talk]]) 11:53, 6 March 2020 (UTC)<br />
<br />
: I understand your position, even if I not agree most of them. But this is life and ok for me. So it's a good time to close this discussion and remember it in the next decisions. <br />
: You can always ask for support, even after this discussion. I'm not resentful.<br />
: Another point: If you give me the sources of [[KMP Modifier]], then I can try to change it. It's clear that I keep the source private. A rejection is ok for me.<br />
: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 16:35, 6 March 2020 (UTC)<br />
<br />
:: Just to give a good example; [https://github.com/Kevinn1109/kmp-modifier the code]. And just to give an impression of the difficulties a closed source LE-Code may bring to distribution creators: if they want to add their own code, including complicated features with multiple hooks throughout the game and maybe data access that LE-Code uses or has completely replaced, they will have to be very careful to not break anything LE-Code does, and because there is no open source repository nor decent documentation about what it does, this can be a true challenge for something that is otherwise very straightforward in vanilla Mario Kart Wii. I have checked all documentation carefully, and could not find a single way to turn off certain features. It's either all or nothing. I'd love to see a thriving coding community where all noses are pointing in the same direction, and these huge limitations of LE-Code really prevent anyone from making great mods without having to lose the most important features it has to offer. All distribution authors are forced to release all the tracks, then why is it no problem to keep this de facto standard completely private? I found that even the loader is obfuscated assembly code. What's wrong with helping other modders to work with it, rather than against it?<br />
:: --[[User:KHacker35000vr|kHacker35000vr]] ([[User talk:KHacker35000vr|talk]]) 13:10, 5 April 2020 (UTC)<br />
<br />
::: Just a few things to add to this:<br />
:::* "Also, the ct-code has now been open-source for about 6 years. How many code changes have been done to that in the meantime, from people other than Bean, Chadderz, Wiimm or me? One small bugfix in 2015, that was it. It's not like there would be huge amounts of developers contibuting a bunch of content to LE-CODE if it were open-source." CT-Code did a lot less than LE-Code, it had a more focused set of features so people had little reason to want to change it. LE-Code, on the other hand, aims to provide many ways for ct creators to enhance there tracks, so I'd argue it's much more likely for people to want to help create these kinds of features. Also, Nameless is currently working on a battle expansion mod built off of CT-Code, so there are still people who are modifying it, and I'm sure they would rather have based it off of LE-Code's more sophisticated game patching system if it was possible for them.<br />
:::* "I talked to MrBean and I'm willing to give him the full source code if he wants to integrate the features into CTGP" The fact that Bean would need the source code to integrate it is showing Kevin's point exactly, if we want to use our own code loading systems then it becomes harder to integrate LE-Code. Multiple C/C++ code patching systems exist or are in development for the game (CTGP-R's, Pokey, Dossun, Kuribo), so why is only one of them (and a private one, at that) allowed the help to implement LE-Code?<br />
:::* "I am by far not the only person who does closed-source stuff" Keeping everything private is far too common in the coding side of the community, and it really harms it. Symbol maps are generally kept private, structure information is rarely shared; everyone keeping this mindset will never improve things, why not be one of the people to help finally change this?<br />
::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 14:10, 14 April 2020 (UTC)<br />
<br />
== 3 Inquiries ==<br />
<br />
Hi Wiimm, I have three questions I would like to ask you about.<br />
<br />
For one, is there a public command in WSZST to get the recommended slot for tracks like you use in your CT Database?<br />
<br />
Secondly, is there another public command in WSZST or WIMGT to parse the ordered bmgs to create cup icons like you use for your Intermezzos and MKFun?<br />
<br />
Finally, I have a suggestion for a possible LE-CODE feature. As I'm sure you know, inside the Common.szs there are BSP files for each kart that change the position of the tires, but it affects all karts. My idea is for not only it to read<br />
ma-kart.bsp<br />
but also<br />
ma-kart_mr.bsp<br />
In that case, the BSP file would only affect Mario's Classic Dragster, and not all of them. It would really make people like me who have a lot of custom karts installed's lives a lot easier and make things overall look better.<br />
<br />
Thanks,<br />
[[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 17:33, 16 March 2020 (UTC)<br />
: »wszst slot *.szs« lists a slot analysis for each tracks. »wszst check ...« prints hints about slots.<br />
: »wszst copy ...« knows option --patch to ''concat'' images together.<br />
: I put the idea with ''ma-kart_mr.bsp'' in out bug tacker.<br />
: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 05:27, 20 March 2020 (UTC)<br />
<br />
:: Good to hear about the latter two but I think you misunderstood my first point. When a track goes through your database, you assign a recommended slot outside of the troublesome ones, for example Atlas's RMX Mario Circuit 1 got assigned T81 (SNES Mario Circuit 3). Do you do this manually or is there a command for that? [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 14:21, 20 March 2020 (UTC)<br />
<br />
::: That is done manually. Wiimm does play every track that he adds to his archive, and then decides on a slot to use for this track (or he takes the recommended slot if the author chose one). There is no automatic system to pick a slot, other than a couple checks to see if it's a special track that requires one of the few specific slots. -- [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 15:24, 20 March 2020 (UTC)<br />
<br />
:::: The download filename of RMX Mario Circuit 1 is ''old_mario_sfc''. So I see it as recommendation for slot 8.1. And rarely I override it. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 16:12, 20 March 2020 (UTC)<br />
<br />
== <span id=hp-vX>Something odd with vX MKW Hack Pack's CT page</span> ==<br />
<br />
So as you know, KantoEpic and I have been working together to get all MKW Hack Pack versions on your CT database, as well as all the changed track versions updated. So, I went through now that vX is out and was going to begin putting those tracks into the database (through [[Talk:Intermezzo]]), and I had him check the versions like I usually do. However, he said that the first four tracks are identical to versions of the track already on the database. I don't know if it's something wrong with the way "wszst distrib ." normalized the tracks, but he says that they are identical in content. I'll attach the four tracks that seem to be having this issue.<br />
* [https://cdn.discordapp.com/attachments/463122202221477899/694270584103632936/Abandoned_Boardwalk.szs Abandoned Boardwalk] (identical to v1.01)<br />
* [https://cdn.discordapp.com/attachments/463122202221477899/694270666857513021/Abe_Abbott_Raceway.szs Abe Abbott Raceway] (identical to RC4)<br />
* [https://cdn.discordapp.com/attachments/463122202221477899/694270693172314172/Alpha_Desert_Valley.szs Alpha Desert Valley] (identical to v1.3)<br />
* [https://cdn.discordapp.com/attachments/463122202221477899/694270741868314715/Alphina.szs Alphina] (identical to RC2.1)<br />
<br />
Speaking of which, I also had an idea about the distrib function. Would it be possible to check if there is a lecode-XXX.bin file in the folder and then try to populate the slot IDs based on the LE-CODE file and the track file names?<br />
<br />
Sorry for constantly clogging up your talk page, [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 16:46, 31 March 2020 (UTC)<br />
<br />
: I'll verify it in the next days. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 18:46, 31 March 2020 (UTC)<br />
:: It's a bug in processing SHA1 aliases. It depends on the order of scanning files. Not fixed yet. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 10:27, 4 April 2020 (UTC)<br />
<br />
::: '''No Bug!'''<br />
::: To eliminate duplicates I normalize the files. And I store the original SHA1 as alias of the normalized SHA1. So you can search and link differing duplicates by SHA1. For this step (to store the relation) I have to scan the original file. And now after scanning the bug is gone [https://ct.wiimm.de/dis/130]. Now I'll download vX and scan all files. For this step no track names are needed.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:15, 4 April 2020 (UTC)<br />
<br />
:::: Ain't that convenient. --[[User:KantoEpic|KantoEpic]] ([[User talk:KantoEpic|talk]]) 23:52, 4 April 2020 (UTC)<br />
<br />
::::: I scanned all 512 tracks of vX and many files are known now. For the unsolved tracks there are many updates in the wiki, that I hadn't noticed before. This needs more time than usual. I'll go through the list in the next days. At the moment 41 tracks are waiting. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:54, 5 April 2020 (UTC)<br />
<br />
== Award Ceremony Crash ==<br />
<br />
Everything is working except for an unknown crash in the award ceremony. I replaced all the files in the Award.szs menu like I should for LE-CODE. Was hoping you could give me some pointers :P Also, I have another code for the 200cc on my talk page for you, and some other info. [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 19:17, 3 April 2020 (UTC)<br />
: Have you used build 16 where we fixed this or a similar bug? -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:55, 5 April 2020 (UTC)<br />
<br />
:: Yes, each time LE-CODE has had its updates, I've properly updated the files for my script. It is currently using build 16 of LE-CODE. Here is the decompiled menu being used for the script: https://drive.google.com/open?id=1dwnbZ57vjYc81WTlUVyn9g6vz7zhFvjH [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 18:31, 5 April 2020 (UTC)<br />
<br />
::: I played a grand prix in 150cc with Intermezzo and saw the ceremony without any issues. Do you talk about this case? -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 20:16, 5 April 2020 (UTC)<br />
<br />
:::: Yes, I am talking about that. Was this with my menu I sent you? I will have to check it again [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 00:55, 6 April 2020 (UTC)<br />
<br />
::::: I used your Award.szs in a PAL version of Intermezzo. Have you renamed ''winningrun_demo.szs'' to ''037.szs''? -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 05:51, 6 April 2020 (UTC)<br />
<br />
:::::: I think that is the issue. I am updating my script to handle it and the other special SZS files. I will update with results. [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 07:30, 9 April 2020 (UTC)<br />
<br />
I won't know for sure, due to Hack Pack not having anymore updates for the next few months, but I consider this as resolved as it was an issue in the script that is now fixed. Thank you for your time! [[User:JoshuaMK|JoshuaMK]] ([[User talk:JoshuaMK|talk]]) 03:43, 13 April 2020 (UTC)<br />
<br />
== Possible LE-CODE Error ==<br />
<br />
Hello again Wiimm, in my latest version of [[Trainiax's Test Distributions]] I used the slot feature to allow for reusing the same slot for multiple appearances of the same track in order to reduce filesize. It worked perfectly in the builder, except that the header tracks don't act as a header, it instead just loaded the header. I have attached the LE-CODE definition file [https://pastebin.com/5sG2Fv15 here], if you could take a look whenever you get a chance. [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 14:41, 6 April 2020 (UTC)<br />
: This is the issue: "S 0x45! 0x59! 0x5a! 0x5b! 0x59! 0x5a! 0x5b!" Header+Random files must be in order without holes. So you can't have both: head+random and distributing tracks in multi slots (with some exceptions). Anyway, the concept of ALIAS is planned therefor. My Tools can manage it (hidden feature), but LE-CODE not yet. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:15, 6 April 2020 (UTC)<br />
:: I see. Thank you. [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 18:42, 6 April 2020 (UTC)<br />
::: btw, I use hard links to save space. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:25, 6 April 2020 (UTC)<br />
<br />
== An Inquiry Regarding BSP Files ==<br />
<br />
Hi Wiimm, I noticed that you were interested in implementing Trainiax's idea of character specific BSP files and as a custom character and kart creator who has made many different kart mods with BSP files, I am overjoyed about these news. I have an inquiry about that: since BSP files cannot be edited in CTGP, is there way for those files to be called from another folder or source that is not within the Common.szs file? Or would that be too hard-coded for that to be possible?<br />
<br />
Thank you,<br />
--[[User:TravixMan|TravixMan]] ([[User talk:TravixMan|talk]]) 04:27, 7 April 2020 (UTC)<br />
<br />
: That would probably be possible (same as LE-CODE already does it for the Objflow.bin), but that wouldn't help with CTGP unless they implement this feature, too. -- [[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 05:04, 7 April 2020 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Duckshroom_Peaks_(Mushroom_Peaks_Edit)&diff=186987Duckshroom Peaks (Mushroom Peaks Edit)2020-01-29T20:17:27Z<p>Seeky: </p>
<hr />
<div>{{Misc-Info<br />
|name= {{Extract-Title|{{PAGENAME}}}}<br />
|creator= [[Seeky]]<br />
|designer= [[MrBean35000vr]], [[Chadderz]]<br />
|version= v1.0<br />
|date of release= 2019-08-29<br />
|editors used=<br />
|wbz-id=<br />
|download= https://cdn.discordapp.com/attachments/606566167641063424/616667159590076419/kinoko_course.szs<br />
}}<br />
<br />
== Overview ==<br />
'''Duckshroom Peaks''' is a [[track edit]] of [[Mushroom Peaks]] made by [[Seeky]]. It adds {{obj-ref|0x197|Cataquacks}} around the track.<br />
<br />
== Media ==<br />
{{youtube-box||mNmolj38Wwc|v1.0 VS Race (Dolphin)}}<br />
{{youtube-box||OUT5hehPXbI|v1.0 Online Race (Wii)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2019-08-29<br />
| First release<br />
|}<br />
<br />
== Custom Track Distributions ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* [[Cosmic Kart]] (v1.0)<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Track/Custom/Edit]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Cosmic_Kart&diff=186986Cosmic Kart2020-01-29T20:15:06Z<p>Seeky: </p>
<hr />
<div>{| class="textbox float-right grid width:30%"<br />
|+ Cosmic Kart<br />
! Cover:<br />
| [[File:CosmicKartCover.jpg|200px]]<br />
|-<br />
! Author:<br />
| [[WoomyLuma]], Koops04<br />
|-<br />
! Type:<br />
| [[Riivolution]]<br />
|-<br />
! Tracks:<br />
| 15 custom tracks,<br>17 original tracks<br />
|-<br />
! Version:<br />
| v0.2<br />
|-<br />
! Date of Latest Version:<br />
| 2019-11-27<br />
|-<br />
! Download:<br />
| [https://drive.google.com/file/d/1Vg0b68Ga4uprW4iFhEBhIHOlkbymTB-N Google Drive]<br />
|}<br />
<br />
== Overview ==<br />
'''Cosmic Kart''' is a [[custom track distribution]] made by [[WoomyLuma]] and Koops04. It contains several fairly new [[custom track]]s, re-textured menus and [[custom music]]. It is unfinished, but a very early proof of concept is available for download.<br />
<br />
== Media ==<br />
{{youtube-box||sk8aDeE1Qng|Pre-Alpha Online Races}}<br />
<br />
== Tracks ==<br />
{| class="textbox grid sortable center"<br />
|+ Track Listing<br />
! Cup<br />
! Track<br />
! Author<br />
|-<br />
| rowspan=4 {{cup-icon||Mushroom Cup}}<br />
| [[Birthday Park]]<br />
| [[BlueSky]], [[SpyKid]]<br />
|-<br />
| [[Water Village]]<br />
| [[Putinas]], [[MrRean]], [[Bear]]<br />
|-<br />
| [[Duckshroom Peaks (Mushroom Peaks Edit)|Duckshroom Peaks]]<br />
| [[Seeky]], [[MrBean35000vr]], [[Chadderz]]<br />
|-<br />
| [[Brain Training Circuit]]<br />
| [[PokéJoe]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Flower Cup}}<br />
| [[Birthday Park]]<br />
| [[BlueSky]], [[SpyKid]]<br />
|- class=alt<br />
| [[Boshi Skatepark]]<br />
| [[Luke Chandler]]<br />
|- class=alt<br />
| [[3DS Rosalina's Ice World (MysterE99 & Skipper93653)|3DS Rosalina's Ice World]]<br />
| [[MysterE99]], [[Skipper93653]]<br />
|- class=alt<br />
| [[Flooded Cavern]]<br />
| [[Teamuge]]<br />
|-<br />
| rowspan=4 {{cup-icon||Star Cup}}<br />
| [[3DS Maka Wuhu (FunkyDude15 & Wexos)|Wuhu Island]]<br />
| [[FunkyDude15]], [[Wexos]]<br />
|-<br />
| Koopa Cape<br />
| [[Nintendo]]<br />
|-<br />
| Maple Treeway<br />
| [[Nintendo]]<br />
|-<br />
| Grumble Volcano<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Special Cup}}<br />
| Dry Dry Ruins<br />
| [[Nintendo]]<br />
|- class=alt<br />
| Moonview Highway<br />
| [[Nintendo]]<br />
|- class=alt<br />
| Bowser's Castle<br />
| [[Nintendo]]<br />
|- class=alt<br />
| Rainbow Road<br />
| [[Nintendo]]<br />
|-<br />
| rowspan=4 {{cup-icon||Shell Cup}}<br />
| [[Cherry Blossom Garden]]<br />
| [[Renegade Ciara]], [[ChaosShadow23]]<br />
|-<br />
| [[Yoshi's Woolly Raceway]]<br />
| [[Aidan190903]], [[ANoob]]<br />
|-<br />
| [[Andrychów]]<br />
| [[Gabriela]]<br />
|-<br />
| [[Windy Whirl]]<br />
| [[User:Syst3ms|Syst3ms]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Banana Cup}}<br />
| N64 Sherbet Land<br />
| [[Nintendo]]<br />
|- class=alt<br />
| GBA Shy Guy Beach<br />
| [[Nintendo]]<br />
|- class=alt<br />
| DS Delfino Square<br />
| [[Nintendo]]<br />
|- class=alt<br />
| GCN Waluigi Stadium<br />
| [[Nintendo]]<br />
|-<br />
| rowspan=4 {{cup-icon||Leaf Cup}}<br />
| DS Desert Hills<br />
| [[Nintendo]]<br />
|-<br />
| GBA Bowser Castle 3<br />
| [[Nintendo]]<br />
|-<br />
| N64 DK's Jungle Parkway<br />
| [[Nintendo]]<br />
|-<br />
| GCN Mario Circuit<br />
| [[Nintendo]]<br />
|- class=alt<br />
| rowspan=4 {{cup-icon||Lightning Cup}}<br />
| [[SBSPLCP Floor It 1]]<br />
| [[RotationRex]]<br />
|- class=alt<br />
| DS Peach Gardens<br />
| [[Nintendo]]<br />
|- class=alt<br />
| GCN DK Mountain<br />
| [[Nintendo]]<br />
|- class=alt<br />
| [[Electric Shredder]]<br />
| [[Sucht93a]]<br />
|}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| Pre-Alpha<br />
| 2019-11-02<br />
| First release<br />
|-<br />
| v0.2<br />
| 2019-11-27<br />
|<br />
* Fixed some bugs.<br />
* Added new tracks.<br />
* Added [[NTSC-J]] support.<br />
* Customized the menus a bit more.<br />
|}<br />
<br />
{{User-WoomyLuma-Link}}<br />
[[Category:Distribution]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Duckshroom_Peaks_(Mushroom_Peaks_Edit)&diff=186936Duckshroom Peaks (Mushroom Peaks Edit)2020-01-28T23:06:02Z<p>Seeky: </p>
<hr />
<div>{{Misc-Info<br />
|name= {{Extract-Title|{{PAGENAME}}}}<br />
|creator= [[Seeky]]<br />
|designer= [[MrBean35000vr]], [[Chadderz]]<br />
|version= v1.0<br />
|date of release= 2019-08-29<br />
|editors used=<br />
|wbz-id=<br />
|download= https://cdn.discordapp.com/attachments/606566167641063424/616667159590076419/kinoko_course.szs<br />
}}<br />
<br />
== Overview ==<br />
'''Duckshroom Peaks''' is a [[track edit]] of [[Mushroom Peaks]] made by [[Seeky]]. It adds {{obj-ref|0x197|Cataquacks}} around the track.<br />
<br />
== Media ==<br />
{{youtube-box||mNmolj38Wwc|v1.0 VS Race (Dolphin)}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| v1.0<br />
| 2019-08-29<br />
| First release<br />
|}<br />
<br />
== Custom Track Distributions ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* [[Cosmic Kart]] (v1.0)<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Track/Custom/Edit]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=186244User:Seeky2020-01-19T19:33:26Z<p>Seeky: Added some more details & linked my cheat codes, for some reason Zak, Spykid & Scruffy's user links didn't work so I had to set them up as external links</p>
<hr />
<div>== About Me: ==<br />
British, 17. Creator of '''[[Excitebike Adventure]]'''. I have a bunch of half-finished tracks and idk which I'll actually finish, or when they'll be done. Currently trying to learn 3ds Max too and also messing around with cheat codes.<br />
<br />
'''Discord:''' Seeky#4628 <br />
<br />
'''My Cheat Codes:''' https://mkwii.com/member.php?action=profile&uid=136<br />
<br />
== Inspirational Creators: ==<br />
* [[Bear]]<br />
* [[kHacker35000vr]]<br />
* [[Luke Chandler]]<br />
* [[MEGAKart69]]<br />
* [[Sniki]]<br />
* [http://wiki.tockdom.com/wiki/User:Buschkling SpyKid]<br />
* [http://wiki.tockdom.com/wiki/User:TheLordScruffy TheLordScruffy]<br />
* [[TravixMan]]<br />
* [http://wiki.tockdom.com/wiki/User:Zak Vega]<br />
* [[Yosh]]<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=179050User:Seeky2019-10-18T18:21:48Z<p>Seeky: </p>
<hr />
<div>Creator of '''[[Excitebike Adventure]]'''. I have a bunch of half-finished tracks and idk which I'll actually finish, or when they'll be done. Currently trying to learn 3ds Max too and also messing around with cheat codes.<br />
<br />
'''Discord:''' Seeky#4628 <br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Excitebike_Adventure&diff=179045Excitebike Adventure2019-10-18T18:07:24Z<p>Seeky: /* Custom Track Distributions */</p>
<hr />
<div>{{Misc-Info<br />
|name= {{PAGENAME}}<br />
|author= [[Seeky]]<br />
|version= v1.2<br />
|date of release= 2019-02-08<br />
|editors used= [[BrawlBox]], [[CTools]], [[KMP Cloud]], [http://www.pullin-shapes.co.uk/page6.htm RoadKill], [[SketchUp]], [[Wiimms SZS Tools]]<br />
|wbz-id=5365<br />
|download 1= https://www.dropbox.com/s/9ddlcx8sogwoucn<br />
}}<br />
<br />
== Overview ==<br />
'''Excitebike Adventure''' is [[Seeky]]'s first publicly released [[custom track]]. It's inspired by [[Wii U Excitebike Arena|Excitebike Arena]] from [[Mario Kart 8]]. However, the model is completely original and designed with [[Mario Kart Wii]] in mind. <br />
<br />
=== Slot information ===<br />
It is recommended to put this track over slot [[Slot#6.4|6.4]] because of the audience cheers for tricking and the similar trick-focused gameplay of the two.<br />
<br />
==== Credits ====<br />
* [https://www.deviantart.com/bandiiito Bandiiito], for the King Boo art.<br />
<br />
== Media ==<br />
{{youtube-box||FUS_A5pEUXQ|v1.2 VS Race (Dolphin)}}<br />
{{youtube-box||jOSKEyiVqDs|v1.0 VS Race (Dolphin)}}<br />
<gallery><br />
File:Excitebike Arena.jpg|[[SketchUp]] view of v1.0<br />
File:Excitebike Adventure SketchUp V1.2.jpg|SketchUp view of v1.2 (opposite corner)<br />
</gallery><br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
! Version<br />
! Date of release<br />
! Information<br />
|-<br />
| [https://ln.sync.com/dl/c3c713c10/9xv5zvhw-ybig7tqp-n669rvch-ymf8ydcz v1.0]<br />
| 2019-02-02<br />
| First release<br />
|-<br />
| [https://www.dropbox.com/s/86br1vr1437khy6 v1.1]<br />
| 2019-02-03<br />
| Removed unused object files.<br />
|-<br />
| [https://www.dropbox.com/s/z70r8gwdd4sbf53 v1.2 pre-1]<br />
| 2019-02-07<br />
|<br />
* Changed curved ramp before first turn into a regular boost ramp.<br />
* Made the ramp before second turn further from the turn and smaller.<br />
* Added mud before both turns to make the new empty areas more interesting.<br />
* Removed three jump pad ramps since people complained there was too many.<br />
* Re-ordered some jump pad ramps and normal ramps to make it feel less repetitive.<br />
* Removed some useless hidden faces.<br />
* Swapped the Excitebike banner with the King Boo banner to make it more visible.<br />
|-<br />
| [https://www.dropbox.com/s/9ddlcx8sogwoucn v1.2]<br />
| 2019-02-08<br />
| Fixed texture references in the course model.<br />
|}<br />
<br />
== Custom Track Distributions ==<br />
This track is part of the following [[Custom Track Distribution]]s:<br />
* [[JHFR CT Pack]]<br />
* [[Mario Kart Wii: Battle Royale]]<br />
* {{Distrib-ref|Wiimms Mario Kart Fun|5365|mkwfun}}<br />
<br />
== Names in Other Languages ==<br />
{{Language-Info<br />
|nl={{no|-}}<br />
|fr=Aventure Excitebike<br />
|de=Excitebike-Abenteuer<br />
|it=Avventura Excitebike<br />
|ja=エキサイトバイクアドベンチャー<br />
|ko={{no|-}}<br />
|es=Aventura Excitebike<br />
|el=Περιπέτεια Excitebike<br />
|pt=Aventura Excitebike<br />
|ru=Приключение Excitebike<br />
|pl={{no|-}}<br />
|fi=Exitebike-seikkailu<br />
|sv={{no|-}}<br />
|cs={{no|-}}<br />
|da={{no|-}}<br />
}}<br />
<br />
{{User-Seeky-Link}}<br />
[[Category:Track/Custom]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=177712User:Seeky2019-09-27T18:15:08Z<p>Seeky: /* Usernames */</p>
<hr />
<div>== Overview ==<br />
<br />
Creator of '''[[Excitebike Adventure]]'''. I have a bunch of half-finished tracks and idk which I'll actually finish, or when they'll be done. Currently trying to learn 3ds Max too and also messing around with cheat codes.<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=177711User:Seeky2019-09-27T18:10:46Z<p>Seeky: /* Overview */</p>
<hr />
<div>== Overview ==<br />
<br />
Creator of '''[[Excitebike Adventure]]'''. I have a bunch of half-finished tracks and idk which I'll actually finish, or when they'll be done. Currently trying to learn 3ds Max too and also messing around with cheat codes.<br />
<br />
== Usernames ==<br />
* Seeky (MKW main, Wii U, Switch)<br />
* ☆FuñκÝ☆ (MKW casual licence)<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Wii_U_Excitebike_Arena&diff=174827Wii U Excitebike Arena2019-08-26T17:49:45Z<p>Seeky: </p>
<hr />
<div>'''Excitebike Arena''' is a retro race course included with ''The Legend of Zelda × Mario Kart 8'' downloadable content in [[Mario Kart 8]]. It is the second track of the Egg Cup.<br />
<br />
{{youtube-box|original|8H3B4to4b78|Original Version}}<br />
<br />
Currently, there are two remakes available:<br />
* [[Wii U Excitebike Arena (NinYoda1)]]<br />
* [[Excitebike Adventure]]<br />
<br />
== Names in Other Languages ==<br />
{{Language-Info|CTGP=Excitebike Stadium<br />
|nl={{yes|Wii U Excitebike-Arena}}||nl/ctgp={{no|-}}<br />
|fr={{yes|Wii U Arène d'Excitebike}}||fr/ctgp={{no|-}}<br />
|de={{yes|Wii U Excitebike-Stadion}}||de/ctgp={{no|-}}<br />
|it={{yes|Wii U Arena Excitebike}}||it/ctgp=Stadio Excitebike<br />
|ja={{yes|Wii U エキサイトバイク}}||ja/ctgp=エキサイトバイクスタジアム<br />
|ko={{yes|Wii U 익사이트바이크}}||ko/ctgp=익사이트바이크 스타디움<br />
|pt={{yes|Wii U Arena Excitebike}}||pt/ctgp={{no|-}}<br />
|ru={{yes|Wii U Арена Excitebike}}||ru/ctgp=Стадион Excitebike<br />
|es={{yes|Wii U Estadio Excitebike}}||es/ctgp=Arena Excitebike<br />
|el=Wii U Αρένα Excitebike||el/ctgp=Στάδιο Excitebike<br />
|pl=Wii U Arena Excitebike||pl/ctgp={{no|-}}<br />
|fi={{no|-}}||fi/ctgp={{no|-}}<br />
|sv=Wii U Excitebike Arenan||sv/ctgp={{no|-}}<br />
|cs={{no|-}}||cs/ctgp={{no|-}}<br />
|da={{no|-}}||da/ctgp={{no|-}}<br />
}}<br />
<br />
{{disambig|Track}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Modeling_with_Blender&diff=173567Modeling with Blender2019-08-18T20:10:34Z<p>Seeky: </p>
<hr />
<div>{{Under-construction}}<br />
This tutorial is written because a lot of people who wanted to start using [https://en.wikipedia.org/wiki/Blender_(software) Blender] had questions about it. We will go over the basics of modeling with Blender, but we will also look at how you can import your 3D models into [[Mario Kart Wii]].<br />
Blender is a free program, and is compatible with Windows, Mac OSX and GNU/Linux. So let's start by downloading it [http://www.blender.org/download/ here]. Make sure you get the latest, stable build. In this tutorial we'll be using Blender 2.74. However, the latest version of Blender, version 2.80, has significant differences from 2.74, so it may be a bit difficult to follow the tutorial.<br />
== Basics ==<br />
<br />
=== Interface ===<br />
;A tutorial by [[MrKoeikoei]]<br />
[[File:Blender_Interface_Explaination.png|200px|thumb|Blender's interface when you open it for the first time.]]<br />
This is what Blender looks like when you open it for the first time. It will probably show a splash screen as well. Press enter to get rid of it. Number 1 in the printscreen is the info panel. It allows you to do a several things, such as importing, exporting, changing the interface and rendering your scene. At the right it displays useful information, such as the amouth of vertices, the amouth of faces and the selected object. <br />
<br />
Number two is a very useful toolbar. You can hide or show it by pressing the T key on your keyboard. All the tools and options in this panel are separated by tabs, which you can see at the very left of the screen. These tabs don't appear in early versions of Blender. Under 'tools' you can find some basic transform tools and edit tools. Under the next tab, you'll find options that allow you to create basic shapes and objects, such as plains, cubes and curves. You won't need the other tabs for Mario Kart Wii. When you switch to edit mode, there will be some alternative tabs. We'll come to that later.<br />
<br />
Panel 3 is part of the big 3D window. That is where your 3D model will be displayed. At the bottom there are some menus with options that the tabs in the previous panel offer you as well. After that are some unique settings. The first one allows you to change the object interaction mode. Right now we're in object mode. There are five other options you can select, but for Mario Kart Wii we will only be using two of them. The next drop menu lets you change the way the object are displayed. <br />
Only 3 of them are useful for Mario Kart Wii: solid, texture and wireframe. Right now it's set to solid. <br />
<br />
Panel 4 is the so-called outliner. It gives you an overview of the scene graph. All course models are made up out of object. The outliner shows you the object that are in your 3D model. If you click the little eye behind the object name, you can view or hide an object without having to remove it.<br />
<br />
Below the outliner you can find another panel: the properties panel. You can do a lot with it. At the very top of the panel you can see a lot of button. If you press one of those buttons, a different window will appear. By default it is set to the render window. You don't have to use this for Mario Kart Wii. Please mind that the very first button can be found on every panel I explained, this one doesn't change the window. You can use this if you want to load a different panel at that spot. I won't explain you the function of all windows in this tutorial, but feel free to mess around with them.<br />
<br />
=== Navigation ===<br />
[[File:Blender_key_configuration.JPG|200px|thumb|Blender's window in which you can change keyboard shortcuts]]<br />
*To rotate around in your 3D window, hold the middle mouse button and move the mouse.<br />
*To move your view left, right, up or down, press shift + the middle mouse button, and move the mouse. You can also use just the scroll wheel to move up and down.<br />
*You can also use the numbers on your numpad to get in a different position.<br />
*To select/deselect everything, press A. <br />
*To select only one object, press the object with the right mouse button. You can deselect is by pressing Shift + the right mouse button. Of course you can also deselect by pressing A, but it will deselect everything.<br />
<br />
Anything you select will be highlighted orange. <br />
<br />
If you don't like these controls, you can go to the info panel > file > User Preferences. A new window will pop up, in which you can change any keyboard shortcut you want. You can also select some presets, which are exact replicas of key configurations in other 3D model software.<br />
<br />
=== Edit Mode ===<br />
[[File:Blender_select_modes.png|200px|thumb|Select modes in Blender]]<br />
Let's get back to the 3D view window. Right now it's set to object mode. If you set it to edit mode (shortcut: Tab), you'll immediately see that some things will change. The toolbar in which you switched to object mode shows some options, and the selected object will show it's vertices, lines and faces. A vertice, or vertex, is a small dot in your 3D model. If you connect 2 dots, you will get a line. If you connect 3 or more dots, you will get a face. right now you can start changing the model that's loaded into your window. In this case, it's the cube. <br />
<br />
So let's look at the new options that came with edit mode. You can see that there are 3 new buttons with an image of a cube on them. Pressing those buttons will change the select mode. Pressing the first button will activate vertice select mode, pressing the second button will activate the edge select mode, and pressing the third button will activate the face select mode. With a vertice, edge or face selected, you can start changing your 3D model. Just like in edit mode, you can select something by pressing the right mouse button. If you want to select multiple things, press shift + right mouse button.<br />
<br />
=== Transformation ===<br />
If you are trying to learn how to use Blender, it's useful to learn the keyboard shortcuts. Almost everything has a shortcut in Blender. That's why I will explain this part on the basis of keyboard shortcuts. The following transformations can be done in object mode AND edit mode, unless noted otherwise. If you suddenly realise you don't want to perform the transformation, you can press the right mouse button/escape to stop the ongoing operation.<br />
<br />
'''Translate:''' Press G on your keyboard, move your mouse and left click when you're satisfied with the position. You can also move it along a specific axis, by pressing G and then X, Y or Z. If you want to translate more accurately, you can left click and drag the axes that appear around your selection. Please mind that Z is the vertical axis in Blender!<br />
<br />
'''Scale:''' To scale your selection, simply press S. if you want to scale it along a specific axis press X, Y, or Z, after pressing S. The scale will be displayed in the bottom left corner. If you want to scale precisely, you can enter the scale factor after pressing S. It is also possible to combine those 2 options, for example 'S Z 10'. This will make your selection ten times bigger along the Z axis. It doesn't matter if you put the scale factor or the axis first. 'S 10 Z' should work as well.<br />
<br />
'''Rotate:''' This works the same scaling, but it uses R instead of S, and instead of the scaling factor, you can set the angle. By default your selection will go clockwise. If you use a negative angle it will go the other way around.<br />
<br />
'''Extrude:''' This one only works in edit mode. Just press E while a vertice, edge or face is selected, and it lets you choose how far you want to extrude it. Of course you can also choose an axis. If it has selected an axis by default, you can undo that by pressing X, Y or Z. <br />
<br />
There are more options that I won't be explaining here. It's very useful to make use of a [http://www.scribd.com/doc/36423341/The-Blender-2-5-Cheat-Sheet-Useful-Keyboard-Shortcuts cheat sheet].<br />
<br />
== Creating a Road ==<br />
<br />
==== Array + Curve Method ====<br />
<br />
[[File:Blender_modifier_tab.PNG|200px|thumb|What the modifier menu in Blender looks like]]<br />
There is a nice and quick way in Blender to make road, but only a few [[custom track]] creators know about it. Here is a guide how to make roads:<br />
<br />
*Start with a new scene. Press A to select everything, and then press Delete or X to remove everything. Now your scene is empty.<br />
*Go to the toolbar at the left of the screen and select the 'Create' tab. Now select 'Plane' from the list.<br />
*Now we are going to scale it down a bit, so your road will be smoother. Press 'S X .1'. Now press enter to apply the transformation.<br />
*Go back to the 'Create' tab, and click 'Path'. Now there will be a Path in your 3D view. If you can't see it, go into edit mode.<br />
*Select the Plane you just created by right clicking on it. Go to the properties panel, and select the button with the wrench on it.<br />
*Now there will be a drop down menu. Click it, and select the 'Array Modifier'. Put the count up a bit. Depending on what you're trying to make, you may also want to mess around with the other settings. Do not press 'Apply' yet. Also enabling 'Merge' will greatly reduce your vertex count at no loss of quality by merging vertices in the array that share the same location.<br />
*Add another modifier, called the 'Curve Modifier'. Select NurbsPath in the 'Object box'. Your plane may change it's position a bit. That's not a problem.<br />
*Now select the curve again. You can see that the curve is made up out of vertices. You can move and extrude those vertices, and plane will be affected by it. Tip: Sometimes your road looks good from a certain perspective, but when you change the camera position you'll see it's different than you thought. To avoid that, press Num 7 and Blender will bring you to the top perspective (You may want to press 5 as well). Tip 2: Adjust the 'Count' in the array modifier, so your road exactly fits the curve.<br />
*When you're done, go into object mode again, and select your Plane. Now you can press 'Apply' in your array modifier and curve modifier. <br />
<br />
Another tip: if you map your road before applying your modifier, your texture will be applied to the entire road, which saves a lot of work. UV Mapping will be explained in the following chapter.<br />
<br />
==== Loft Along Spline Method ====<br />
<br />
*Start with a new scene. Press A to select everything, and then press Delete or X to remove everything. Now your scene is empty.<br />
*Press SHIFT+A or go to the toolbar at the left of the screen and select the 'Create' tab. Under the curves selection, add a curve. Blender supports Bezier, NURBS, and PATH curves by default.<br />
*Press SHIFT+A or go to the toolbar at the left of the screen and select the 'Create' tab. Under the mesh selection add a 2d mesh (i.e. plain, circle). Model an extrusion of what your road will be.<br />
*Go into object mode and with the extrusion selected press ALT+C and press 'Curve from Mesh/Text'. <br />
*Go to the properties panel with your curve selected (not extrusion) enter the curve properties tab.<br />
**The twisting modes will adjust the level of twisting.<br />
**In the texture space sub-section, keeping 'Auto Texture Space' enabled will let blender automatically generate UV coordinates will be very useful soon.<br />
*Set 'Bevel Object' to your extrusion you just modeled<br />
*When you are done with your road, select your main curve (not extrusion) and press ALT+C. Click on 'Mesh from Curve/Meta/Surf/Text'. This will convert your curve object to an actual mesh.<br />
*Note: Your UV coordinates will be automatically generated in this step, which will save you a lot of work. UV Mapping will be explained in the following chapter.<br />
<br />
== Creating Materials ==<br />
Before you can export your model and import it into Mario Kart Wii, you should pay attention to the materials. If you added the texture but not the material, your texture won't be displayed in-game. If you follow these steps, there shouldn't be any problem.<br />
<br />
*Select your object/faces. It doesn't matter if you're in object mode or edit mode.<br />
*Go to the properties panel, and select the material button (orange/black circle). You can see there's already a material. If you this one, just rename it to whatever you like by double clicking on it. If the material is already in use, press the plus button.<br />
*Click the texture button (red/white checker), which is at the right of the material button. If you do this for the first time, you'll see a label that says 'Type:'. Next to that is a drop down menu. In that menu, select 'Image or Movie'.<br />
*Now you can open your image. It will appear in the preview window. This is your texture.<br />
*As you can see, your image still doesn't appear on your object or face. To do that, create a new window by dragging the triangle in the top right corner of your 3D window to the left. <br />
*Change this window to 'UV/Image Editor'.<br />
*Now go to your 3D window again. Set the viewport to 'Texture'. Make sure you're in edit mode, and the correct faces are selected. Now press U, and select unwrap from the list that appeared.<br />
*In your UV/Image Editor, click on the little photo and select your texture from the list. <br />
*Now your texture appears on your faces. You can make edits to the UV mapping now, the controls in the UV editor are the same as in the 3D view.<br />
<br />
Here is a video tutorial:<br />
<br />
{{youtube-box||ahTUmaJzueQ|Creating Materials in Blender}}<br />
<br />
Please note that Mario Kart Wii will only display one material per object. It is recommended to just make your model 1 object, and when your model is done you should go into edit mode, select everything, press P and click 'separate by material'.<br>Now there will be multiple materials, and there will only be one material per object, which is what you want.<br />
<br />
== Exporting ==<br />
Most custom tracks models are imported with [[Brawlbox]] nowadays. Brawlbox gives you the option to import a DAE file, however, it is unable to import DAEs exported from Blender. There is an easy solution for this.<br />
<br />
*Export your track as .fbx file<br />
*Convert your track to DAE with [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 Autodesk FBX Converter 2013.3].<br />
*Now you can import your track into Brawlbox without problems.<br />
<br />
If you have made a KCL model, and you want to create your KCL with [[Wiimms SZS Tools|Wiimms KCL Tools]], you should do the same, but you should export it as .obj and enable 'Material Groups' in the .obj export settings.<br />
<br />
[[category:Tutorials]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=170476User:Seeky2019-07-12T19:42:39Z<p>Seeky: /* Overview */</p>
<hr />
<div>== Overview ==<br />
<br />
Creator of '''[[Excitebike Adventure]]''', currently working on a giant bathroom track (on hold) and a castle track (basic layout finished).<br />
<br />
== Usernames ==<br />
* Seeky (MKW main, Wii U, Switch)<br />
* ☆FuñκÝ☆ (MKW casual licence)<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=User:Seeky&diff=163193User:Seeky2019-04-30T18:39:55Z<p>Seeky: /* Overview */</p>
<hr />
<div>== Overview ==<br />
<br />
INACTIVE UNTIL LATE JULY DUE TO EXAMS.<br />
<br />
Creator of '''[[Excitebike Adventure]]''', currently working on a giant bathroom track (on hold) and a castle track (basic layout finished).<br />
<br />
== Usernames ==<br />
* Seeky (MKW main, Wii U, Switch)<br />
* ☆FuñκÝ☆ (MKW casual licence)<br />
<br />
{{User-Seeky-Link}}</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161953Talk:KMP Editing2019-04-06T18:01:57Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then the compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)<br />
<br />
[[File:help-seeky.png|right|200px]]<br />
::: This is an old issue, I saw it 2 or 3 times. If an enemy is respawned, it has no assigned route. They drive straight on until he touches an ENPT or a barrier. In the later case the the nearest ENPT is used (likely ignoring the height). That was the reason to implement the ''snap'' functionality into my KMP scanner, but here it does not help.<br />
:::For your issue, I see 3 solutions:<br />
:::* Add an additional JGPT at the top level near before the enemies drive into the wall.<br />
:::* Add a ''catching route'' to ENPT. See picture at right side: blue is the existing route, and green the new catching route. The beginning of the catching route is not connected to any other route and the end joins to the standard route. Nintendo did it rarely, e.g. N64 Bowser Castle for item route.<br />
:::* Combine both of above.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:16, 6 April 2019 (UTC)<br />
:::: The catching route makes it happen much less often; when it does happen, the new respawn point lets them escape anyway. Thank you so much!<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 10:58, 6 April 2019 (UTC)<br />
::::: And what happens, if you change the y rotation of the related respawn points, so that they point to the inner corner? (maybe 3.00 degrees instead of 0.00)? Next idea: Move the respawn points x+=500 and add an ENPT about 1000 units away from JGPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:06, 6 April 2019 (UTC)<br />
:::::: Rotating the respawn points didn't seem to make a difference, since they weren't stuck once they respawned anyway. What do you mean by "about 1000 units away"? Which direction?<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 11:36, 6 April 2019 (UTC)<br />
::::::: In driving direction, so that the respawned enemies touch the enemy point -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:15, 6 April 2019 (UTC)<br />
:::::::: In the main enemy route or as extra ''catching routes''? [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 14:24, 6 April 2019 (UTC)<br />
::::::::: Both -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:40, 6 April 2019 (UTC)<br />
:::::::::: Still didn't seem to change anything. They seem to get caught there when driving normally so I don't think it's respawn related anymore. It doesn't matter too much at this point though since they respawn after driving into the wall for too long, which sets them free anyway.<br />
:::::::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:49, 6 April 2019 (UTC)<br />
::::::::::: Just a thought, could the force re-calculation KCL flag help here? (I don't actually know how it works)<br />
::::::::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:01, 6 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161952Talk:KMP Editing2019-04-06T17:49:03Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then the compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)<br />
<br />
[[File:help-seeky.png|right|200px]]<br />
::: This is an old issue, I saw it 2 or 3 times. If an enemy is respawned, it has no assigned route. They drive straight on until he touches an ENPT or a barrier. In the later case the the nearest ENPT is used (likely ignoring the height). That was the reason to implement the ''snap'' functionality into my KMP scanner, but here it does not help.<br />
:::For your issue, I see 3 solutions:<br />
:::* Add an additional JGPT at the top level near before the enemies drive into the wall.<br />
:::* Add a ''catching route'' to ENPT. See picture at right side: blue is the existing route, and green the new catching route. The beginning of the catching route is not connected to any other route and the end joins to the standard route. Nintendo did it rarely, e.g. N64 Bowser Castle for item route.<br />
:::* Combine both of above.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:16, 6 April 2019 (UTC)<br />
:::: The catching route makes it happen much less often; when it does happen, the new respawn point lets them escape anyway. Thank you so much!<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 10:58, 6 April 2019 (UTC)<br />
::::: And what happens, if you change the y rotation of the related respawn points, so that they point to the inner corner? (maybe 3.00 degrees instead of 0.00)? Next idea: Move the respawn points x+=500 and add an ENPT about 1000 units away from JGPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:06, 6 April 2019 (UTC)<br />
:::::: Rotating the respawn points didn't seem to make a difference, since they weren't stuck once they respawned anyway. What do you mean by "about 1000 units away"? Which direction?<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 11:36, 6 April 2019 (UTC)<br />
::::::: In driving direction, so that the respawned enemies touch the enemy point -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:15, 6 April 2019 (UTC)<br />
:::::::: In the main enemy route or as extra ''catching routes''? [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 14:24, 6 April 2019 (UTC)<br />
::::::::: Both -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:40, 6 April 2019 (UTC)<br />
:::::::::: Still didn't seem to change anything. They seem to get caught there when driving normally so I don't think it's respawn related anymore. It doesn't matter too much at this point though since they respawn after driving into the wall for too long, which sets them free anyway.<br />
:::::::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:49, 6 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161947Talk:KMP Editing2019-04-06T14:24:48Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then the compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)<br />
<br />
[[File:help-seeky.png|right|200px]]<br />
::: This is an old issue, I saw it 2 or 3 times. If an enemy is respawned, it has no assigned route. They drive straight on until he touches an ENPT or a barrier. In the later case the the nearest ENPT is used (likely ignoring the height). That was the reason to implement the ''snap'' functionality into my KMP scanner, but here it does not help.<br />
:::For your issue, I see 3 solutions:<br />
:::* Add an additional JGPT at the top level near before the enemies drive into the wall.<br />
:::* Add a ''catching route'' to ENPT. See picture at right side: blue is the existing route, and green the new catching route. The beginning of the catching route is not connected to any other route and the end joins to the standard route. Nintendo did it rarely, e.g. N64 Bowser Castle for item route.<br />
:::* Combine both of above.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:16, 6 April 2019 (UTC)<br />
:::: The catching route makes it happen much less often; when it does happen, the new respawn point lets them escape anyway. Thank you so much!<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 10:58, 6 April 2019 (UTC)<br />
::::: And what happens, if you change the y rotation of the related respawn points, so that they point to the inner corner? (maybe 3.00 degrees instead of 0.00)? Next idea: Move the respawn points x+=500 and add an ENPT about 1000 units away from JGPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:06, 6 April 2019 (UTC)<br />
:::::: Rotating the respawn points didn't seem to make a difference, since they weren't stuck once they respawned anyway. What do you mean by "about 1000 units away"? Which direction?<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 11:36, 6 April 2019 (UTC)<br />
::::::: In driving direction, so that the respawned enemies touch the enemy point -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 14:15, 6 April 2019 (UTC)<br />
:::::::: In the main enemy route or as extra ''catching routes''? [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 14:24, 6 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161943Talk:KMP Editing2019-04-06T11:36:51Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then the compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)<br />
<br />
[[File:help-seeky.png|right|200px]]<br />
::: This is an old issue, I saw it 2 or 3 times. If an enemy is respawned, it has no assigned route. They drive straight on until he touches an ENPT or a barrier. In the later case the the nearest ENPT is used (likely ignoring the height). That was the reason to implement the ''snap'' functionality into my KMP scanner, but here it does not help.<br />
:::For your issue, I see 3 solutions:<br />
:::* Add an additional JGPT at the top level near before the enemies drive into the wall.<br />
:::* Add a ''catching route'' to ENPT. See picture at right side: blue is the existing route, and green the new catching route. The beginning of the catching route is not connected to any other route and the end joins to the standard route. Nintendo did it rarely, e.g. N64 Bowser Castle for item route.<br />
:::* Combine both of above.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:16, 6 April 2019 (UTC)<br />
:::: The catching route makes it happen much less often; when it does happen, the new respawn point lets them escape anyway. Thank you so much!<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 10:58, 6 April 2019 (UTC)<br />
::::: And what happens, if you change the y rotation of the related respawn points, so that they point to the inner corner? (maybe 3.00 degrees instead of 0.00)? Next idea: Move the respawn points x+=500 and add an ENPT about 1000 units away from JGPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:06, 6 April 2019 (UTC)<br />
:::::: Rotating the respawn points didn't seem to make a difference, since they weren't stuck once they respawned anyway. What do you mean by "about 1000 units away"? Which direction?<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 11:36, 6 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161941Talk:KMP Editing2019-04-06T10:58:13Z<p>Seeky: /* Strange CPU behaviour */ Replied and made some minor spelling changes</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then the compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)<br />
<br />
[[File:help-seeky.png|right|200px]]<br />
::: This is an old issue, I saw it 2 or 3 times. If an enemy is respawned, it has no assigned route. They drive straight on until he touches an ENPT or a barrier. In the later case the the nearest ENPT is used (likely ignoring the height). That was the reason to implement the ''snap'' functionality into my KMP scanner, but here it does not help.<br />
:::For your issue, I see 3 solutions:<br />
:::* Add an additional JGPT at the top level near before the enemies drive into the wall.<br />
:::* Add a ''catching route'' to ENPT. See picture at right side: blue is the existing route, and green the new catching route. The beginning of the catching route is not connected to any other route and the end joins to the standard route. Nintendo did it rarely, e.g. N64 Bowser Castle for item route.<br />
:::* Combine both of above.<br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:16, 6 April 2019 (UTC)<br />
:::: The catching route makes it happen much less often; when it does happen, the new respawn point lets them escape anyway. Thank you so much!<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 10:58, 6 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161915Talk:KMP Editing2019-04-04T20:05:59Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then die compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)<br />
: Ok, I'll test it at the weekend -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:49, 4 April 2019 (UTC)<br />
:: Thank you! [https://www.dropbox.com/s/9yylq8bmf4upt5b/old_koopa_64.szs?dl=1 Here's the szs file.]<br />
:: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 20:05, 4 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161910Talk:KMP Editing2019-04-04T19:28:11Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then die compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)<br />
<br />
::::: Max is 255 (byte references; values 0..254). 255 (-1) have sometimes a special meaning. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:16, 3 April 2019 (UTC)<br />
<br />
:::::: It's stopped crashing but they still get stuck, any other ideas? I could send you the szs if that would help.<br />
:::::: [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 19:28, 4 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161882Talk:KMP Editing2019-04-03T17:24:04Z<p>Seeky: /* Strange CPU behaviour */</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.<br />
-- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. <br />
:: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)<br />
<br />
::: My parser has a param called "@AUTO-FILL". Set it e.g. to 4000, then die compiler add so much points, that the distance is never larger than 4000. Do '''wszst xd TRACK.szs''' to extract the files. Edit TRACK.d/course.kmp.txt. Create a new tracks with '''wszst create TRACK.d -d NEW.szs'''. <br />
::: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:39, 2 April 2019 (UTC)<br />
<br />
:::: I tried that and now it just crashes. It is a one lap track though, so it created a lot of points: is 290 too many?<br />
:::: -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 17:24, 3 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161852Talk:KMP Editing2019-04-02T18:59:45Z<p>Seeky: /* Strange CPU behaviour */ Requested further help (sorry for making so many edits)</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed. -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)<br />
<br />
:: What would be the easiest way to add points half-way through the route? As far as I can tell, KMP Cloud doesn't support it; if I used ''wkmpt decode'', I think I'd have to go through and edit every index of the points after it. -- [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:59, 2 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161851Talk:KMP Editing2019-04-02T18:42:36Z<p>Seeky: </p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed. [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 1 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161850Talk:KMP Editing2019-04-02T18:42:18Z<p>Seeky: Forgot to sign</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed. [[User:Seeky|Seeky]] ([[User talk:Seeky|talk]]) 18:42, 2 April 2019 (UTC)<br />
<br />
: I have an idea: Place more ENPT at the cyan line, especially when outer routes are in the neighborhood. Sometimes, enemies loose the focus. Then they search the nearest ENPT. And here the ENPT are too far away. Second, define the correct height. Third, the respawn directions are important; they must point to the next ENPT of the route. Same for red shells/Bullet Bill and ITPT. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 19:34, 1 April 2019 (UTC)</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Talk:KMP_Editing&diff=161770Talk:KMP Editing2019-04-01T18:37:37Z<p>Seeky: Requested help</p>
<hr />
<div>== "File Removed for Violation" ==<br />
<br />
When ever I try to download that XML File for the SZS Modifier which uses real names, the Media Fire page says "File Removed for Violation"... Does anybody else here have a copy they can re-upload?<br />
<br />
-[[SuperMario64DS]], 04:42, 8 December 2011 (CET)<br />
<br />
<br />
:Here you go. Copy, paste, and save as xml. --[[User:Jefe|Jefe]] 11:33, 8 December 2011 (CET)<br />
:Copy the text from wiki editing mode, the formatting will be wrong if you copy from this page. --[[User:Jefe|Jefe]] 11:40, 8 December 2011 (CET)<br />
<br />
KMPItems.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<items version="1.0.0"><br />
<item key="0001">airblock</item><br />
<item key="0002">Psea</item><br />
<item key="0003">lensFX</item><br />
<item key="0004">venice_nami</item><br />
<item key="0005">sound_river</item><br />
<item key="0006">sound_water_fall</item><br />
<item key="0007">pocha</item><br />
<item key="0008">sound_lake</item><br />
<item key="0009">sound_big_fall</item><br />
<item key="000A">sound_sea</item><br />
<item key="000B">sound_fountain</item><br />
<item key="000C">sound_volcano</item><br />
<item key="000D">sound_audience</item><br />
<item key="000E">sound_big_river</item><br />
<item key="000F">sound_sand_fall</item><br />
<item key="0010">sound_lift</item><br />
<item key="0011">pochaYogan</item><br />
<item key="0012">entry</item><br />
<item key="0013">pochaMori</item><br />
<item key="0014">eline_control</item><br />
<item key="0015">sound_Mii</item><br />
<item key="0016">begoman_manager</item><br />
<item key="0017">ice</item><br />
<item key="0018">startline2D</item><br />
<item key="0065">itembox</item><br />
<item key="0066">DummyPole</item><br />
<item key="0067">flag</item><br />
<item key="0068">flagBlend</item><br />
<item key="0069">gnd_sphere</item><br />
<item key="006A">gnd_trapezoid</item><br />
<item key="006B">gnd_wave1</item><br />
<item key="006C">gnd_wave2</item><br />
<item key="006D">gnd_wave3</item><br />
<item key="006E">gnd_wave4</item><br />
<item key="006F">sun</item><br />
<item key="0070">woodbox</item><br />
<item key="0071">KmoonZ</item><br />
<item key="0072">sunDS</item><br />
<item key="0073">coin</item><br />
<item key="0074">ironbox</item><br />
<item key="0075">ItemDirect</item><br />
<item key="0076">s_itembox</item><br />
<item key="0077">pile_coin</item><br />
<item key="00C9">f_itembox</item><br />
<item key="00CA">MashBalloonGC</item><br />
<item key="00CB">WLwallGC</item><br />
<item key="00CC">CarA1</item><br />
<item key="00CD">basabasa</item><br />
<item key="00CE">HeyhoShipGBA</item><br />
<item key="00CF">koopaBall</item><br />
<item key="00D0">kart_truck</item><br />
<item key="00D1">car_body</item><br />
<item key="00D2">skyship</item><br />
<item key="00D3">w_woodbox</item><br />
<item key="00D4">w_itembox</item><br />
<item key="00D5">w_itemboxline</item><br />
<item key="00D6">VolcanoBall1</item><br />
<item key="00D7">penguin_s</item><br />
<item key="00D8">penguin_m</item><br />
<item key="00D9">penguin_l</item><br />
<item key="00DA">castleballoon1</item><br />
<item key="00DB">dossunc</item><br />
<item key="00DC">dossunc_soko</item><br />
<item key="00DD">boble</item><br />
<item key="00DE">K_bomb_car</item><br />
<item key="00DF">K_bomb_car_dummy</item><br />
<item key="00E0">car_body_dummy</item><br />
<item key="00E1">kart_truck_dummy</item><br />
<item key="00E2">hanachan</item><br />
<item key="00E3">seagull</item><br />
<item key="00E4">moray</item><br />
<item key="00E5">crab</item><br />
<item key="00E6">basabasa_dummy</item><br />
<item key="00E7">CarA2</item><br />
<item key="00E8">CarA3</item><br />
<item key="00E9">Hwanwan</item><br />
<item key="00EA">HeyhoBallGBA</item><br />
<item key="00EB">Twanwan</item><br />
<item key="00EC">cruiserR</item><br />
<item key="00ED">bird</item><br />
<item key="00EE">sin_itembox</item><br />
<item key="00EF">Twanwan_ue</item><br />
<item key="00F0">BossHanachan</item><br />
<item key="00F1">Kdossunc</item><br />
<item key="00F2">BossHanachanHead</item><br />
<item key="00F3">K_bomb_car1</item><br />
<item key="012D">dummy</item><br />
<item key="012E">dokan_sfc</item><br />
<item key="012F">castletree1</item><br />
<item key="0130">castletree1c</item><br />
<item key="0131">castletree2</item><br />
<item key="0132">castleflower1</item><br />
<item key="0133">mariotreeGC</item><br />
<item key="0134">mariotreeGCc</item><br />
<item key="0135">donkytree1GC</item><br />
<item key="0136">donkytree2GC</item><br />
<item key="0137">peachtreeGC</item><br />
<item key="0138">peachtreeGCc</item><br />
<item key="0139">npc_mii_a</item><br />
<item key="013A">npc_mii_b</item><br />
<item key="013B">npc_mii_c</item><br />
<item key="013C">obakeblockSFCc</item><br />
<item key="013D">WLarrowGC</item><br />
<item key="013E">WLscreenGC</item><br />
<item key="013F">WLdokanGC</item><br />
<item key="0140">MarioGo64c</item><br />
<item key="0141">PeachHunsuiGC</item><br />
<item key="0142">kinokoT1</item><br />
<item key="0143">kinokoT2</item><br />
<item key="0144">pylon01</item><br />
<item key="0145">PalmTree</item><br />
<item key="0146">parasol</item><br />
<item key="0147">cruiser</item><br />
<item key="0148">K_sticklift00</item><br />
<item key="0149">heyho2</item><br />
<item key="014A">HeyhoTreeGBAc</item><br />
<item key="014B">MFaceBill</item><br />
<item key="014C">truckChimSmk</item><br />
<item key="014D">MiiObj01</item><br />
<item key="014E">MiiObj02</item><br />
<item key="014F">MiiObj03</item><br />
<item key="0150">gardentreeDS</item><br />
<item key="0151">gardentreeDSc</item><br />
<item key="0152">FlagA1</item><br />
<item key="0153">FlagA2</item><br />
<item key="0154">FlagB1</item><br />
<item key="0155">FlagB2</item><br />
<item key="0156">FlagA3</item><br />
<item key="0157">DKtreeA64</item><br />
<item key="0158">DKtreeA64c</item><br />
<item key="0159">DKtreeB64</item><br />
<item key="015A">DKtreeB64c</item><br />
<item key="015B">TownTreeDSc</item><br />
<item key="015C">Piston</item><br />
<item key="015D">oilSFC</item><br />
<item key="015E">DKmarutaGCc</item><br />
<item key="015F">DKropeGCc</item><br />
<item key="0160">mii_balloon</item><br />
<item key="0161">windmill</item><br />
<item key="0162">dossun</item><br />
<item key="0163">TownTreeDS</item><br />
<item key="0164">Ksticketc</item><br />
<item key="0165">monte_a</item><br />
<item key="0166">MiiStatueM1</item><br />
<item key="0167">ShMiiObj01</item><br />
<item key="0168">ShMiiObj02</item><br />
<item key="0169">ShMiiObj03</item><br />
<item key="016A">Hanabi</item><br />
<item key="016B">miiposter</item><br />
<item key="016C">dk_miiobj00</item><br />
<item key="016D">light_house</item><br />
<item key="016E">r_parasol</item><br />
<item key="016F">obakeblock2SFCc</item><br />
<item key="0170">obakeblock3SFCc</item><br />
<item key="0171">koopaFigure</item><br />
<item key="0172">pukupuku</item><br />
<item key="0173">v_stand1</item><br />
<item key="0174">v_stand2</item><br />
<item key="0175">leaf_effect</item><br />
<item key="0176">karehayama</item><br />
<item key="0177">EarthRing</item><br />
<item key="0178">SpaceSun</item><br />
<item key="0179">BlackHole</item><br />
<item key="017A">StarRing</item><br />
<item key="017B">M_obj_kanban</item><br />
<item key="017C">MiiStatueL1</item><br />
<item key="017D">MiiStatueD1</item><br />
<item key="017E">MiiSphinxY1</item><br />
<item key="017F">MiiSphinxY2</item><br />
<item key="0180">FlagA5</item><br />
<item key="0181">CarB</item><br />
<item key="0182">FlagA4</item><br />
<item key="0183">Steam</item><br />
<item key="0184">Alarm</item><br />
<item key="0185">group_monte_a</item><br />
<item key="0186">MiiStatueL2</item><br />
<item key="0187">MiiStatueD2</item><br />
<item key="0188">MiiStatueP1</item><br />
<item key="0189">SentakuDS</item><br />
<item key="018A">fks_screen_wii</item><br />
<item key="018B">KoopaFigure64</item><br />
<item key="018C">b_teresa</item><br />
<item key="018D">MiiStatueDK1</item><br />
<item key="018E">MiiKanban</item><br />
<item key="018F">BGteresaSFC</item><br />
<item key="0191">kuribo</item><br />
<item key="0192">choropu</item><br />
<item key="0193">cow</item><br />
<item key="0194">pakkun_f</item><br />
<item key="0195">WLfirebarGC</item><br />
<item key="0196">wanwan</item><br />
<item key="0197">poihana</item><br />
<item key="0198">DKrockGC</item><br />
<item key="0199">sanbo</item><br />
<item key="019A">choropu2</item><br />
<item key="019B">TruckWagon</item><br />
<item key="019C">heyho</item><br />
<item key="019D">Press</item><br />
<item key="019E">Press_soko</item><br />
<item key="019F">pile</item><br />
<item key="01A0">choropu_ground</item><br />
<item key="01A1">WLfireringGC</item><br />
<item key="01A2">pakkun_dokan</item><br />
<item key="01A3">begoman_spike</item><br />
<item key="01A4">FireSnake</item><br />
<item key="01A5">koopaFirebar</item><br />
<item key="01A6">Epropeller</item><br />
<item key="01A7">dc_pillar_c</item><br />
<item key="01A8">FireSnake_v</item><br />
<item key="01A9">honeBall</item><br />
<item key="01AA">puchi_pakkun</item><br />
<item key="01AB">sanbo_big</item><br />
<item key="01AC">sanbo_big</item><br />
<item key="01F5">kinoko_ud</item><br />
<item key="01F6">kinoko_bend</item><br />
<item key="01F7">VolcanoRock1</item><br />
<item key="01F8">bulldozer_left</item><br />
<item key="01F9">bulldozer_right</item><br />
<item key="01FA">kinoko_nm</item><br />
<item key="01FB">Crane</item><br />
<item key="01FC">VolcanoPiece</item><br />
<item key="01FD">FlamePole</item><br />
<item key="01FE">TwistedWay</item><br />
<item key="01FF">TownBridgeDSc</item><br />
<item key="0200">DKship64</item><br />
<item key="0201">kinoko_kuki</item><br />
<item key="0202">DKturibashiGCc</item><br />
<item key="0203">FlamePoleEff</item><br />
<item key="0204">aurora</item><br />
<item key="0205">venice_saku</item><br />
<item key="0206">casino_roulette</item><br />
<item key="0207">BossField01_OBJ1</item><br />
<item key="0208">dc_pillar</item><br />
<item key="0209">dc_sandcone</item><br />
<item key="020A">venice_hasi</item><br />
<item key="020B">venice_gondola</item><br />
<item key="020C">quicksand</item><br />
<item key="020D">bblock</item><br />
<item key="020E">ami</item><br />
<item key="020F">M_obj_jump</item><br />
<item key="0210">starGate</item><br />
<item key="0211">RM_ring1</item><br />
<item key="0212">FlamePole_v</item><br />
<item key="0213">M_obj_s_jump</item><br />
<item key="0214">InsekiA</item><br />
<item key="0215">InsekiB</item><br />
<item key="0216">FlamePole_v_big</item><br />
<item key="0217">Mdush</item><br />
<item key="0218">HP_pipe</item><br />
<item key="0219">DemoCol</item><br />
<item key="021A">M_obj_s_jump2</item><br />
<item key="021B">M_obj_jump2</item><br />
<item key="0259">DonkyCannonGC</item><br />
<item key="025A">BeltEasy</item><br />
<item key="025B">BeltCrossing</item><br />
<item key="025C">BeltCurveA</item><br />
<item key="025D">BeltCurveB</item><br />
<item key="025E">escalator</item><br />
<item key="025F">DonkyCannon_wii</item><br />
<item key="0260">escalator_group</item><br />
<item key="0261">tree_cannon</item><br />
<item key="02BD">group_enemy_b</item><br />
<item key="02BE">group_enemy_c</item><br />
<item key="02BF">taimatsu</item><br />
<item key="02C0">truckChimSmkW</item><br />
<item key="02C1">Mstand</item><br />
<item key="02C2">dkmonitor</item><br />
<item key="02C3">group_enemy_a</item><br />
<item key="02C4">FlagB3</item><br />
<item key="02C5">spot</item><br />
<item key="02C6">group_enemy_d</item><br />
<item key="02C7">FlagB4</item><br />
<item key="02C8">group_enemy_e</item><br />
<item key="02C9">group_monte_L</item><br />
<item key="02CA">group_enemy_f</item><br />
<item key="02CB">FallBsA</item><br />
<item key="02CC">FallBsB</item><br />
<item key="02CD">FallBsC</item><br />
<item key="02CE">volsmk</item><br />
<item key="02CF">ridgemii00</item><br />
<item key="02D0">Flash_L</item><br />
<item key="02D1">Flash_B</item><br />
<item key="02D2">Flash_W</item><br />
<item key="02D3">Flash_M</item><br />
<item key="02D4">Flash_S</item><br />
<item key="02D5">MiiSignNoko</item><br />
<item key="02D6">UtsuboDokan</item><br />
<item key="02D7">Spot64</item><br />
<item key="02D8">DemoEf</item><br />
<item key="02D9">Fall_MH</item><br />
<item key="02DA">Fall_Y</item><br />
<item key="02DB">DemoJugemu</item><br />
<item key="02DC">group_enemy_a_demo</item><br />
<item key="02DD">group_monte_a_demo</item><br />
<item key="02DE">volfall</item><br />
<item key="02DF">MiiStatueM2</item><br />
<item key="02E0">RhMiiKanban</item><br />
<item key="02E1">MiiStatueL3</item><br />
<item key="02E2">MiiSignWario</item><br />
<item key="02E3">MiiStatueBL1</item><br />
<item key="02E4">MiiStatueBD1</item><br />
<item key="02E5">Kamifubuki</item><br />
<item key="02E6">Crescent64</item><br />
<item key="02E7">MiiSighKino</item><br />
<item key="02E8">MiiObjD01</item><br />
<item key="02E9">MiiObjD02</item><br />
<item key="02EA">MiiObjD03</item><br />
<item key="02EB">mare_a</item><br />
<item key="02EC">mare_b</item><br />
<item key="02ED">EnvKareha</item><br />
<item key="02EE">EnvFire</item><br />
<item key="02EF">EnvSnow</item><br />
<item key="02F0">M_obj_start</item><br />
<item key="02F1">EnvKarehaUp</item><br />
<item key="02F2">M_obj_kanban_y</item><br />
<item key="02F3">DKfalls</item><br />
</items><br />
</nowiki></code></spoiler><br />
KCLFlags.xml<br />
<spoiler><code><nowiki><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<flags version="1.1.0"><br />
<types><br />
<type key="00">Road</type><br />
<type key="01">Weak off road</type><br />
<type key="02">0x02</type><br />
<type key="03">Off road</type><br />
<type key="04">0x04</type><br />
<type key="05">Off road</type><br />
<type key="06">Boost</type><br />
<type key="07">Fast trick</type><br />
<type key="08">Trick ramp</type><br />
<type key="09">Out of bounds</type><br />
<type key="0A">Solid fall</type><br />
<type key="0B">0x0B</type><br />
<type key="0C">Wall</type><br />
<type key="0D">0x0D</type><br />
<type key="0E">0x0E</type><br />
<type key="0F">0x0F</type><br />
<type key="10">Fall boundary</type><br />
<type key="11">Cannon activator</type><br />
<type key="12">0x12</type><br />
<type key="13">0x13</type><br />
<type key="14">0x14</type><br />
<type key="15">Moving terrain</type><br />
<type key="16">0x16</type><br />
<type key="17">0x17</type><br />
<type key="18">Sound Trigger</type><br />
<type key="19">0x19</type><br />
<type key="1A">0x1A</type><br />
<type key="1B">0x1B</type><br />
<type key="1C">0x1C</type><br />
<type key="1D">0x1D</type><br />
<type key="1E">0x1E</type><br />
<type key="1F">0x1F</type><br />
</types><br />
<variations><br />
</variations><br />
</flags><br />
</nowiki></code></spoiler><br />
<br />
== Alternative/Re-done Guide ==<br />
<br />
Although some may get it, others don't. Most tutorials need to explain how to start from Point A, and progress to Point C. This tutorial seems to only explain it as if you are starting from Point B, which is very irrelevant for new comers. It explains things like Object editing, but it does not explain: Adding new objects with the KMP Modifier, How to locate X/Y/Z Cordinance, Finding angles (Espically on cannons), and tons more. Since this guide is suitable for people at point B, could I write an alternative easier guide for People at Point A? That way all can learn easily, without having to ask/figuare out in their own. 90% of people I've asked turned away when X/Y/Z was not properly explained, and this about a 70% Info Center 30% Guide. Could I write an alternative version? [[SuperMario64DS]], 05:18, 16 January 2012 (CET)<br />
<br />
::I agree. This guide presupposes a lot of background info and could explain things better. I was planning turn this into a proper A-B-C tutorial eventually, but never got around to editing it like I did the others. Off the top of my head, I'd suggest as a recommended order, covering coordinates and angles, finish line and checkpoints next, item routes and enemy routes next, objects and object routes after that, then lastly link to the cameras tutorial. Other people might recommend a different order, but this is the one that makes sense to me. I'd suggest using the unused page [[Sandbox 2]], and then perhaps merging your guide with this article if it turns out well. You could also use a sub page like [[User:SuperMario64DS/Tutorials]] for a "personal" guide. --[[User:Jefe|Jefe]] 05:45, 17 January 2012 (CET)<br />
<br />
:::That's a Good Idea! How about this page is moved to "Archive:KMP Editing", and a new page named "KMP Editing Tutorial" is made by me. And this page will direct you two both, like: "Outdated Guide: [[Archive:KMP Editing]], and an up-to-date guide: [[KMP Editing Tutorial]]<br />
<br />
Let's not get ahead of ourselves. Do your new guide and we'll see.--[[User:Jefe|Jefe]] 09:34, 22 January 2012 (CET)<br />
<br />
:Oh no, I was just suggesting that for when it happens, or if it ever does... I have no time to write a guide right now... Not to mention Object Routes are still puzzling to me, but I'm most certainly leaning how to. If you have anything that you'd like in the guide though, please let me know ahead of time, like if you have any tips/tricks or whatever. I know most people won't due to a lack of all-around participation, but if '''EVERYBODY''' (That wad not shouting) could contribute by giving whatever thing they know, then that would help a lot, because everybody seems to have a different perspective on each KMP Subject, like some of you are very skilled with camera editing, but any guides that have been written up to this point barely seem to English, as far is it is for new people (For example, no where is it very easily explained to someone who you'd expect to know nothing about KMP, About how to link a Camera and a route, this guide should cover EVERYTHING in my opinion, in a way that it is understandable to all, because you must slowly teach a 1st grader to learn algebra by teaching them to count, and slowly move forward). Sorry for that long very sentence... But we need a guide exactly like that so very new people can learn in a natural & easy way. -- [[SuperMario64DS]], 19:44, 22 January 2012 (CET)<br />
<br />
== Outdated ==<br />
I think using the SZS Modifier as base is not a good idea, it is very outdated and there are plenty of new ways to edit it. I even discourage people to use that editor at all. Perhaps this needs a small update talking about all new methods instead of the SZS Modifier's kmp editor. --[[User:KHacker35000vr|kHacker35000vr]] 11:27, 19 October 2012 (UTC)<br />
<br />
== Strange CPU behaviour ==<br />
I'm working on a track at the minute and at one point, some CPUs get stuck in a loop. It doesn't happen every time, but, when it does, there always seems to be 2 CPUs involved. You can see the problem [https://youtu.be/kHPFEtpEylM here] and the relevant part of my kmp [https://imgur.com/a/MLX9SVf here]. I'll provide any other files / information if needed.</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Wiimms_Mario_Kart_Fun_2019-03&diff=161318Wiimms Mario Kart Fun 2019-032019-03-22T16:04:56Z<p>Seeky: Minor spelling fix (p.s. thanks for adding my track)</p>
<hr />
<div>{| class="textbox float-right grid"<br />
|+ [[Wiimms Mario Kart Fun 2019-03|Wiimms Mario Kart<br/>Fun 2019-03]]<br />
|-<br />
! Author:<br />
| [[user:Wiimm|Wiimm]]<br />
|-<br />
! Type:<br />
| [[ISO Patcher]] &amp;<br/> [[Riivolution|Riivolution Generator]]<br />
|-<br />
! Wii IDs:<br />
| RMCE40, RMCP40, RMCJ40<br />
|-<br />
! Online Region:<br />
| 140<br />
|-<br />
! Tracks:<br />
| 32 Wii + 216 custom tracks<br />
|-<br />
! Release (v1):<br />
| 2019-03-22<br />
|-<br />
! Download:<br />
| [http://wiimm.de/r/d/fun-2019-03 v1 (313 MB)]<br />
|}<br />
<br />
'''Wiimms Mario Kart Fun 2019-03''', the successor of [[Wiimms Mario Kart Fun 2018-12]], is a [[Custom Track Distribution]] made by [[user:Wiimm|Wiimm]] with much help from [[Leseratte]]. It contains almost all tracks of its predecessor with some updated and some new tracks.<br />
<br />
Most likely, this is the last MKW-Fun distribution with [[CT-CODE]] support.<br />
The next distribution, planned for 2019-06, should use [[LE-CODE]] to support 10 custom battle arrenas and more than 256 tracks at all.<br />
<br />
'''&rarr; [[Wiimms Mario Kart Fun|Overview about Wiimms Distributions]]'''<br />
<br />
<br />
__TOC__<br />
<br />
== History ==<br />
<br />
; 2019-03-17, RC1<br />
* Random track selection.<br />
* Release candidate without item cheats.<br />
<br />
; 2019-03-21, RC2<br />
* The PAL version failed, because of a bug in [[Wiimms SZS Tools]]. Both are fixed now.<br />
<br />
* [http://download.wiimm.de/mkw-fun/2019/mkw-fun-2019-03.rc1-fix.zip Update from RC1 to RC2] (2.7 MB).<br />
** Unpack ''mkw-fun-2019-03.rc1-fix.zip'' and copy file ''patch2.tar'' into the RC1 directory side by side to ''patch1.tar''.<br />
** Start ''create-image'' as usual.<br />
<br />
; 2019-03-22, v1 <br />
* Official release.<br />
* [http://wiimm.de/r/d/fun-2019-03 Download v1] (313 MB)<br />
* [http://wiimm.de/r/d/fun-2019-03en Track list with slots]<br />
* [http://wiimm.de/r/d/fun-2019-03d Track list as web page]<br />
* [[Wiimms Mario Kart: Download and Install#How_To_.28English.29|Installation Guide (en)]]<br />
* [http://wiiki.wii-homebrew.com/Wiimms_Mario_Kart_Fun#Installation Installations-Anleitung (de)]<br />
<br />
== Tracks ==<br />
<br />
Track list of test version: https://ct.wiimm.de/dis/40<br />
<br />
== Links ==<br />
<br />
{{User-Wiimm-Link}}<br />
[[category:Distribution]]<br />
[[category:Wiimms Mario Kart Fun|F]]</div>Seekyhttps://wiki.tockdom.com/w/index.php?title=Testing_a_Track&diff=160446Testing a Track2019-03-06T18:30:45Z<p>Seeky: /* Face Down Roads */</p>
<hr />
<div>{{Bugs}}<br />
This page is a part of the '''Custom Track Tutorial'''. [[Custom Track Tutorial|Back to the main tutorial page]].<br />
<br />
<br />
__TOC__<br />
<br />
== Introduction ==<br />
Seemingly minor issues like poorly placed respawn points and unusable Bullet Bills can ruin tracks. The more thoroughly tested a track is, the smaller the chance of problems, the more likely it will be that people enjoy your track, and the greater the chance of the track being added to [[distribution]]s like [[CTGP Revolution]] and [[Wiimms Mario Kart Fun]]. This is a list of things to test before releasing a track.<br />
<br />
If you want to know how to play your custom track on a Wii, see the [[How to play Custom Tracks]] page.<br />
<br />
== How To Test? ==<br />
<br />
=== Test on a Real Wii ===<br />
Some track developers use Dolphin (an emulator) to test tracks. Unfortunately, emulation is not perfect and many problems can go unnoticed if not thoroughly tested on a real Wii or Wii U system. Problems can include the track failing to load, freezing in mid-game, flickering or shimmering textures, the [[Harry Potter Effect]], and various other issues.<br />
<br />
=== Time Trial, VS, Split Screen and Online Modes ===<br />
Time Trial and Versus races are different, but both modes are essential for testing your track. If you never test in VS or Grand Prix modes, you won't find out about problems with item boxes or wooden boxes, item routes that affect Bullet Bills and shells, or bad AI (CPU) routes. Watch the opening pans and make sure they don't freeze. Some things like [http://szs.wiimm.de/cgi/mkw/track-ref/object/hanabi Hanabi] (fireworks) will only be visible in Grand Prix mode.<br />
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Likewise, if you never do a "free roaming" time trial test, you won't find out about places you can drive off the map and respawn where you reach a lap, or bad replay cameras routes that can cause crashes or just look bad. Try to explore the entire level, and note any places that can cause unfair shortcuts, collision problems like "death zones", barrel rolls, or falling through the level. <br />
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Make tests in 2 and 3 or 4 player split screen modes with CPUs enabled to detect [[Slow Motion Bug|slowdown issues]]. If possible, test the track online with a friend. Some problems, like the positioning bug, won't be detected offline.<br />
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=== Visual Review ===<br />
Make a Visual Review of your track by using the [[wkmpt DRAW]] feature of [[Wiimms SZS Tools]].<br />
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== What To Test: Technical ==<br />
=== Coordinates ===<br />
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Make sure, that all drivable points (or the complete tracks) uses coordinates between -131071 and +131071. The limit comes from the online protocols, where item positions are limited to 2 bytes. Absolute values &ge;131072 (=2<sup>17</sup>) can't be transmitted to other players. The players position at dropping/throwing time is relevant.<br />
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As test, you can go online and drive to the most north, east, south and west points of the map and use items like bananas or shell. If they are dissolved a moment after dropping/throwing, the position X or Z is most likely &ge;131072.<br />
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=== BRRES Review ===<br />
If you imported your BRRES with CTools, the only bug you're likely to find is the [[Harry Potter Effect]] (in case you have transparent textures). If you imported it with BrawlBox and edited more settings, such as materials and shaders, it's possible that some of them might look bad, in case of incorrect settings. Try looking at your models from different angles to see if you can find any problem, such as [[Z-fighting]].<br />
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=== Lowering Walls ===<br />
It's possible to hit or get stuck on the upper edges of walls that border drivable surfaces. See the [[Solidity]] article for information about lowering walls.<br />
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=== Face Down Roads ===<br />
Triangles (faces) are 'solid' on just one side (keyword ''culling''). If your roads, walls or other surfaces have faces both above and below the intended surface, various glitches can occur:<br />
* Unwanted jumps while driving over the road.<br />
* Hard changing of the driving direction if jumping down to the road.<br />
* [http://www.youtube.com/watch?v=rdgnn-CrbKQ Barrel rolling].<br />
* Strange camera jumping effects.<br />
* Underground views of cameras.<br />
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If you have some of these effects, try to remove the face down road triangles. Face down roads can be selected by the [[KCL flag]] and its first normal (Y value <0.0). [[Wiimms SZS Tools]] can remove such triangles automatically; see [[Creating a KCL with Wiimms Tools#Remove_face_down_roads|Creating a KCL with Wiimms Tools]] for details.<br />
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=== Start and Respawn Positions ===<br />
Check the position and direction of all respawn points. Fall off the course every place you can. Use mushrooms to fall down far away from the main route. If your respawn point is on a narrow strip of road, it can be a problem because all 12 players have different [[Respawn Point|respawn positions]] (1200 units wide, 900 deep). This can lead to players respawning without solid ground below them, causing them to respawn in an endless loop. So your respawn point is actually a respawn area, and all of that area must be over a section of road.<br />
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Also be sure to check the positions of all 12 [[Start Position|start positions]] in the level. Make sure the points are all inside the road. Test at least the first and last positions with CPUs.<br />
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=== Enemy Routes ===<br />
Verify that all CPUs reach the finish line. Quite often bad respawn points that point in the wrong direction are the reason for AI problems. Pay attention to the minimap to see if CPUs are using all defined routes. <br />
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==== AIParam ====<br />
Some track authors add [[AIParam]] to their levels to make it more challenging - these files make CPUs drive faster than human players. However, '''AIParam is not a substitute for good [[KMP#ENPT|Enemy Routes]]''', and many players find courses with AIParam very annoying. Since it is controversial, it is recommended that you release your level without AIParam, or release an AIParam version as an optional download. <br />
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=== Item Routes ===<br />
If you have designed shortcuts on your level, use a Bullet Bill after entering the shortcut to verify if it follows the route and does not turn around or crash into a wall or the ground. If possible, use an item cheat for repeated usage of Red Shells and Bullet Bills. If you can't use cheats, you need to fall behind the CPUs so you'll get them randomly. <br />
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The height (Y value) of item points are important. If the Y value is too low, Bullet Bills will bore into the ground and shells might spontaneously be destroyed. If the height is too high, Bullet Bills will fly high in the sky. Use a tool with [[automated height correction]] to more easily fix this kind of bug.<br />
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=== Checkpoints ===<br />
Make sure that the check points are set following the new [[quadrilateral model]] and cover all drivable parts by convex quadrilaterals. Set up your [[collision model]] with invisible walls so that potentially problematic areas cannot be reached.<br />
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=== Objects and Cameras ===<br />
Make sure that all objects are placed properly, so that they look and act good. View replays (many times, if needed) to see if your custom cameras actually show something and are activated in the correct AREAs.<br />
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=== Cannons ===<br />
See if you can always hit the cannon, no matter how fast or slow you try to hit the trigger, in which angle, and make sure you always land. Test the cannon at the very left and at the very right side.<br />
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=== Minimap ===<br />
Is the minimap fully visible and centered in its view area? If not, fix the [[minimap]] position. [[Wiimms SZS Tools]] can adjust the minimap automatically.<br />
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== What To Test: Playability ==<br />
=== Is it fun? ===<br />
This might be a more subjective topic, but it's important to consider if you want people to actually play your track: is it fun? Is it a track which you finish a race and soon find yourself wanting another race there? Or just a boring or frustrating track which makes you never want to pick it again? Both technical "behind-the-scenes" detail and playability are important if you want to make a good track, not to mention the looks.<br />
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=== Characters and Vehicles ===<br />
Mario Kart Wii has a variety of weight classes and vehicles that have different drifting (power sliding), handling, and off-road characteristics. If you have narrow roads and do all of your testing with just one type of vehicle (for example, the popular inside-drifting Mach Bike or Flame Runner) players using karts or bikes with outside drift may have difficultly navigating your course because their vehicles require more space to turn. If you have a lot of off-road area in your level, or shortcuts that are supposed to require a mushroom boost, be sure to test those areas using a vehicle with a high off-road rating like the Magikruiser or Tiny Titan to see if they do too well on those sections. Failing to consider all play styles can give certain vehicles an unfair advantage, or simply make the course tedious to play. <br />
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=== Speed and Jumps ===<br />
If there are places where players must jump over an abyss, be sure to test the jumps in 50CC mode, and while shrunken by a Thunder Cloud. Some jumps can be difficult or even impossible on 50 or 100 CC mode. This problem can be made even worse by poorly chosen respawn positions that do not allow the player to get to full speed before attempting the jump again. In most cases, it is best to place your respawn point after the jump so the player won't have to repeatedly attempt it if they fail to cross it the first time.<br />
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=== All Possible Routes ===<br />
While it's important to test the main road when designing a track, it's even more important to check the areas you wouldn't normally go - this is what glitchers will do the moment they try out your level. Start up time trial mode, leave the main road and drive all over the level. Find places to fall off, then make a note if the lap counts after you respawn. Test all possible routes of your track, also all possible shortcuts using mushrooms or other boost items.<br />
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=== Unintended and Unfair Shortcuts ===<br />
Before releasing it is wise to thoroughly explore your track, especially areas that players would not normally go. If an area outside the normal track boundaries is drivable, then there is a chance it could be used as an [[Ultra Shortcut|ultra shortcut]]. Likewise it is important to determine if an intended shortcut is too good. Test it without items or boosts and compare how long it takes to complete the track both with and without the shortcut, using both a normal vehicle and one that has a high off-road rating. If the shortcut takes less time without boosts than the normal route, it needs to be revised. Ultras and poorly designed shortcuts can hinder your track's popularity and lead to its rejection from custom track distributions.<br />
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=== Item Box Placement ===<br />
Good item box placement is important, not only to make your level as enjoyable as possible, but also because poorly placed item boxes can cause certain glitches to occur. Arrange your boxes into groups of 4 to 6, ideally in rows where you can't run over multiple boxes at once. For a typical 3-lap track, you should place 4 to 6 groups of item boxes.<br />
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# If a driver gets 18 or more items in an online race, all following items are mushrooms. This gives the player in first place an unfair advantage.<br />
# If a row has fewer than 4 items boxes, typically only the first 2 players to pass through will get an item unless the boxes are spread far apart. This is bad for gameplay since only the first two players are guaranteed an item at any one time, giving them an advantage over people trailing behind them.<br />
# Sometimes it may be tempting to place item boxes just after a sharp turn. If this is the case, then going for the outside item boxes may cause a vehicle to crash into a wall or otherwise lose too much time for collecting the box to actually be worthwhile, thus creating a problem similar to that discussed in point number 2, above.<br />
# Retro tracks and tracks from other games sometimes only had 1 or 2 item box rows in their original game. That arrangement may have suited the gameplay in the original level just fine, but Mario Kart Wii plays differently, so it is important to ensure item boxes are evenly distributed. Do not be afraid to add or even move item box rows; [[Nintendo]] does the same for their retro tracks. <br />
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The height of the item boxes is also important. Be sure that all item boxes can be hit while using a small vehicle in reduced size (while under the influence of a Thunder Cloud or crushed by someone with a Mega Mushroom.) Use a tool with [[automated height correction]] to quickly set an ideal height.<br />
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=== Version Number ===<br />
A version number of your track (preview, alpha, beta, RC, v) reflects its status. Read the [[Version number]] article and select a good version number.<br />
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== Found Bugs? ==<br />
If you have found bugs or glitches in your track, check these articles first:<br />
* [[:Category:Bug]]<br />
* [[:Category:Tutorials]]<br />
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If the answer you need isn't there, you may post your question on the [[Talk:Testing a Track|Talk]] page (please sign your posts with <nowiki>--~~~~</nowiki>).<br />
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== Links ==<br />
{{Custom Track Tutorial}}<br />
[[category:Tutorials]][[Category:Optimization]][[Category:Bug]]</div>Seeky