Talk:Slot

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GBA HeyHo Beach

Why do you removed GBA HeyHo Beach. It's a modified and renamed version of GBA Cheep Cheep Island and was part of the Teknik distribution (may 2010?).
Wiimm 19:05, 27 March 2011 (CEST)

Let's put these modifications inside the normal track's articles
Igorseabra4 01:09, 28 March 2011 (CEST)

Slot 6.4

@Wiimm, can you tell what tracks do NOT work on this, as every track I tried worked on this slot, so it looks a normal slot for me (exept the applause than). --Vulcanus2 13:54, 12 May 2011 (CEST)

I can't remember the track. But I know that I have problems with this slot when I tried to create my MKW Fun 2010-10 and/or 2010-12. And these tracks works fine on different other slots. Perhaps these war old (and buggy) tracks and we can remove the info.
Wiimm 16:27, 12 May 2011 (CEST)

Explain?...

Hello, there's just something that's confused me. For what reason do certain items work on certain tracks? Like CruiserR.brres will only work on Daisy Circuit's slot? Or why cones only work on Daisy Circuit's slot & DS Desert Hills slot? DS DH doesn't even use cones... Can somebody please explain what causes this to happen? -SuperMario64DS, 23:32, 28 October 2011 (CEST)

Slot 4.4 (Rainbow Road)

Didn't had this slot a special fall (fall approaching the Earth)?
I think other slots cannot have the fall of RR (fall approaching the Earth)
08Juan80 22:57, 18 May 2012 (UTC)
Maybe its the special KCL value 0x00b0 (type 0x10, variant 0x5). -- Wiimm 05:17, 19 May 2012 (UTC)
Only that fall for that slot, right? -- 08Juan80 15:09, 20 May 2012 (UTC)

Effects

In track slots, can you remove/add certain effects of certain slots? (ex. remove snow from DK Summit; adding Bowser howl to GBA Shy Guy Beach) --Michael (talk) 05:51, 31 August 2014 (UTC)

No, you can not. All the slot effects can't be changed, you have to choose which available slot fits best for each track. -- Leseratte (talk) 05:55, 31 August 2014 (UTC)

Removing the Track Reference?

Shall we remove "Recommended tracks:" and "Known tracks with glitches on other Slots:". I think YES for 2 reasons:

  1. The lists are incomplete and cover only a small part of all custom tracks. Recommended slots should be part of the track description.
  2. Command wszst slots *.szs creates a fast overview about possible slots.

-- Wiimm (talk) 19:11, 25 August 2015 (UTC)

I also think it should be removed for the reasons you listed.
--maczkopeti (talk) 20:02, 25 August 2015 (UTC)
But let us wait some days.
Other points (to late for me to edit now): I don't think, that pocha is needed for 6.2 And "icy water fall" works only at 6.1. Compare!.
Wiimm (talk) 22:20, 25 August 2015 (UTC)
For 6.2 I can dissent: my track (still in development) should have use only Psea (and obviously HeyhoShipGBA), so I didn't add pocha and on Dolphin it worked; on Wii though it didn't load, so I deleted Psea to see if this object was the problem, but it freezed again.
So I examinated other CT working on slot 6.2 and all used pocha, so I added too and I defined a water fall boundary flag; after that my track worked and worked also with the presence of Psea. -- Omonimo747 (talk) 23:00, 25 August 2015 (UTC)
I converted Luigi Circuit (no pocha) for slot 6.2 and it run without problems (only the usual camera issue because track is to low).
-- Wiimm (talk) 21:50, 26 August 2015 (UTC)
I also did a test alternating the presences of pocha, Psea and water fall flag: you are right, slot 6.2 don't need pocha or the fall flag, but Psea yes; I'll add it to the object's page.
Nevertheless I ignore causes of my freezes shown above. Have a nice day. -- Omonimo747 (talk) 20:17, 27 August 2015 (UTC)
Psea is also not needed! As told before, I converted Luigis Cirtcuit and before other tracks using wszst patch --slot 6.2 ... and all run on 6.2 without it. -- Wiimm (talk) 05:12, 28 August 2015 (UTC)
No, I meant that Psea needs pocha, not slot 6.2! Haven't you read the page Object/Psea? -- Omonimo747 (talk) 10:07, 28 August 2015 (UTC)

Slot 5.3

This sentence is simply false: "Tracks using objects obakeblockSFC, obakeblock2SFC, obakeblock3SFC, b_teresa and BGteresaSFC work only on slot 5.3. "

  • Fishdom Island uses one of the "teresa" and runs on any standard slot, in mkw-fun at Koopa Cape.
  • A track using obakeblocks runs also on any standard slot, only the fall animation is deactivated, but the scaling is possible.

My sentence may be bad english, but the sentence above is simply false.

-- Wiimm (talk) 21:45, 27 September 2015 (UTC)

  • I replaced DS Yoshi Falls (slot 5.2) with SNES Ghost Valley 2, after changing KMP scales to find more, and b_teresa and BGteresaSFC didn't work.
  • These infos have been added at Object page.
-- Omonimo747 (talk) 21:57, 27 September 2015 (UTC)
GV2's KMP is bad when used on other slots. Even the item boxes are invisible. I can confirm that both teresa objects work on other slots.
--maczkopeti (talk) 08:43, 28 September 2015 (UTC)
GV2 don't work at other slots, because it has too many global objects (645, shopping=186, volcano=142, all others <108; average without GV2 = 73). I found out this, because some on GV2 based tracks don't worked on other slots. But If removing the unneeded obakeblock objects, the problems were gone.
Summary: Only GV2-slot supports such many object.
-- Wiimm (talk) 10:27, 28 September 2015 (UTC)
How exactly are the obakeblocks unscalable? They're scaled 1.3 on GV2. Maybe they're only affected by the Y axis.
--maczkopeti (talk) 06:42, 3 October 2015 (UTC)
The scale factor is ignored at slot 5.3; here they are always scaled by factor 1.3.
In all slots except slot 5.3, obake is scalable, unsolid and not animated. I used them to make item and enemy routes visible before wkmpt DRAW. This feature is still implemented and available in each KMP section as parameter »@ROUTE-OBJECT = o$obakeblockSFCc; @ROUTE-OBJECT-SCALE = v( 0.20, 0.40, 1.00 )«.
-- Wiimm (talk) 11:33, 3 October 2015 (UTC)

Moonview Highway

Long time ago (:P) there has been a change of the conditions under which a track can run on the Moonview Highway slot: http://wiki.tockdom.com/w/index.php?title=Slot&diff=90812&oldid=88231 Before the edit, the condition was "Tracks will only work if there is at least one car of each kind following their set route" (so, one car, one truck and one bomb car). This edit changed this condition to "Tracks work only if there is at least one truck, car or bomb car" (so, just one single car is enough and it does not matter which type)

Is this really true? IIRC a track must have at least one instance of all of the three types, so, at least three cars - one bomb car, one car, one truck. I'll do a few more tests on this, but AFAIK the moonview slot needs all of the cars to run

Leseratte (talk) 07:34, 5 May 2016 (UTC)

I just did a quick test. I deleted the cars and the bomb cars from Moonview Highway but kept the trucks. It freezed on Wii on Moonview Highway slot. Wiimms SZS Tools said that it will run on slot 4.2.
Wexos (talk) 08:32, 5 May 2016 (UTC)
I just did that test too, just that I deleted cars and trucks and kept the bomb cars. So I guess we can say that all three kinds of cars are needed. I'll edit the Slot page back to the old text. -- Leseratte (talk) 08:42, 5 May 2016 (UTC)
Yes.
Wexos (talk) 12:07, 5 May 2016 (UTC)
I tested it to and remove only one type in 3 tests: Bomb cars are not necessary. And think at time trials: bomb cars are disabed.
Next I will try if it is possible to disable the cars by presence flag.
-- Wiimm (talk) 14:08, 5 May 2016 (UTC)
... and at least one car and one truck must enabled by presence flag.
-- Wiimm (talk) 14:59, 5 May 2016 (UTC)

The next version of my SZS tools will say:

    * SLOT: Track will run at slot 4.2, because car+truck and MDL polygons 11+60 are defined.
  or
    * SLOT: Track may run at slot 4.2, because car+truck and MDL polygons 11+60 are defined.
    * SLOT: ... However, the presence flags are not set to 0x3f to support all variants.

-- Wiimm (talk) 16:33, 5 May 2016 (UTC)


GCN DK Mountain(Slot 8.3)

I could be misremembering, but isn't it true that non-offroad grass KCL only displays blades of grass behind your vehicle on this slot? I'm not confident enough to edit the page about it, but I'm still fairly sure that's the case. -- WorldsBoss (talk) 17:01, 5 May 2016 (UTC)

Maybe not only on this track, but yes, a feature of this slot is drivable grass effects. I haven't seen it work anywhere else. --SuperMario64DS (talk) 03:40, 6 May 2016 (UTC)

Slot Relocation?

Is it possible to move a track made by Nintendo to a different slot? I think I saw a CT distribution with a Nintendo track in two different slots. --Littlelum (talk) 22:23, 19 May 2016 (UTC)

FireSnake

I don't believe, that FireSnake is limited to only some slots. I found working tracks with FireSnake.brres for slots 21 23 24 31 34 41 43 44 53 54 61 62 64 71 82 83 84. -- Wiimm (talk) 18:53, 27 March 2021 (UTC)

The issue is the SunDS object, which emits FireSnakes. Zachruff (talk) 19:18, 27 March 2021 (UTC)
FireSnake and FireSnake_v also use the same BRRES file, so it's more likely that FireSnake_v is used more commonly, since it's not paired with sunDS.
-- Jasperr Talk 07:41, 28 March 2021 (NZST)
Object FireSnake is used in tracks, that I have tested at slots 23 31 41 51 71 72 83. -- Wiimm (talk) 01:08, 28 March 2021 (UTC)

Slots and posteffects

The focus/sharpness (posteffect.bdof) and (for some slots) the bloom post-effects (posteffect.bblm) aren't loaded during multiplayer gameplay, even if the course archive has those files. This is hardcoded, so there's no way to prevent this without changing the code (the function that checks for this starts at RAM address 0x805b14e0 in PAL).

The track slots that don't load the bloom posteffect during multiplayer gameplay are:

  • Coconut Mall: The bloom posteffect won't be loaded during the opening cutscene either.
  • Delfino Pier: Curiously, this also affects single player, but only the BBLM (the BDOF is still loaded in single player).
  • Thwomp Desert
  • Wario's Gold Mine
  • Koopa Cape
  • Moonview Highway
  • Rainbow Road
  • Block Plaza
  • Chain Chomp Roulette

--B squo (talk) 00:31, 8 June 2022 (UTC)