User talk:SuperMario64DS

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SMS Delfino Plaza


i am actually using the ripped model from luigigreens. So then i was thinking, even though you're working with wiimaster, i was wondering if we could work on Delfino Plaza together. You can send me the original model (if you have it) and i could add a couple os surpirses to it and we could get the same glory instead of having 2 of the same track?

Wadda say?


Maybe... That could be a good idea, as Luigigreen's model contains over 1000 texture when converted to OBJ.

I'll consider,


I understand that you had earlier tried making a track from Delfino Plaza in Super Mario Sunshine. I am in the process of making such a track, and have made fair progress on it. Currently I am just having some major KMP problems.
If you would help me finish this track, I would appreciate it very much.
My page for it is: SMS Delfino Plaza
-Bcphoton 01:04, 1 March 2013 (UTC)


You're adding some great info today, but you really need to check your spelling before saving these edits. If you use Firefox, it will underline misspelled words automatically.--Jefe 23:11, 16 October 2011 (CEST)

Don't blame me, I wrote that last article with a 3DS from memory, There was tons of room for typos, It's hard to catch them, sorry. I'm very good at typing, and touch screens are a hassle.


It may be difficult to use certain devices, but you are still responsible for your edits despite their limitations. I don't think any expects perfect grammar or spelling here so a few errors are expected, but you still need to proof read your work for common mistakes. --Jefe 00:00, 17 October 2011 (CEST)

Don't forget that Tock updated the rules recently, only two edits on a page in 15 minutes. You updated the CT tutorial 5 times in a very short span. I understand why (you deleted the whole page by mistake) but please slow down. Little errors can slip past everyone (including me), but if proofreading the preview once isn't working for you, try doing it twice or find another method. --Jefe 08:05, 20 October 2011 (CEST)

Tock should make an exception for mobile devices, or make a mobile version like Wikipedia (Does that cost money?). The 3DS only allows you to edit a certain amount of text before the touch screen key board locks itself and you can no longer edit. The CT Tutorial exceeds that amount by a long shot, so I'm forced to edit each section as an induvidual, other wise I'd have to wait a while until I get back to a PC. I'm currently re-writing the KMP tutorial (I'm leaving a section for you to add opening/ending sequences. I ask that nobody edits the page for the next few days until I get PC access to apply the edits. I'm also making an advanced texturing page (UV Mapping In Google Sketchup), I've found an easy method to UV map in Google Sketchup, so I'll post it in a few days.
Have you seen the edit sequences of some users: sometime they have 10-15 edits in 3-5 minutes and most of them will only correct some single characters. Using the preview is the right way. And as ex moderator of an other wiki I know, that every edit must be confirmed by a mod to be sure that it is not spam or other bad stuff. That's taking time and is boring and bothering. I think, that's the point. And if a user writes a large article with more edits, it will be allowed silently.
Hanno 09:13, 20 October 2011 (CEST)

Jungle Island

Where I can see a preview of this track? And that with the .brres was funny! xD LuigiM 21:21, 25 October 2011 (CEST)

I'm interesting in testing it myself, I think I'll be able to give you some good feedback. The part about it being in the Daisy Circuit slot but also needing Koopa Cape music concerns me though. Will the additional music channels just not play, or will it crash or something? If people have to do extra stuff to get it working, fewer people will download and play it, at least till it's added to a CT distro. --Jefe 01:54, 26 October 2011 (CEST)

I still don't have any in-game photos/videos. BigOto said he'll do some of that for me when it's ready. The model is almost done finally! It took FOREVER, but it's nearly done. I will release the model at the latest Saturady next week, but soonest this Saturday. It's also going to take some time to create the extra items like the fruit & blimp. The fruit work fine, and I'm working on the blimp. The KMP & Mini map has been such pains, constant black screens & the Minimap won't be where it's supposed to be, but I'm getting some things to work. As for testing, I'm still trying. As I've said before, I only work on this 2-4 hours a week because I am very busy. I'm trying as fast as I can, and I'll try to get a beta soon. As for the Koopa Cape music, it will now run on Koopa Cape's slot, as the non-moving boats, I've found a way around it freezing on other slots. I'll try to get this done soon. It will be shocking in the changes between the first release of the model & this one! I'll keep trying, thanks for the support!
-SuperMario64DS, 08:25, 27 October 2011 (CEST)

"As for the Koopa Cape music, it will now run on Koopa Cape's slot, as the non-moving boats, I've found a way around it freezing on other slots."
The static boats aren't slot based.
Tock 14:37, 27 October 2011 (CEST)

Really? I just assumed the non-moving boats wete the problem because the moving boats have never frozen on any other slot... I could have sworn it said cruiserR.brres... I oh well, I was up late, and I've had major lack of sleep lately and I can't think straight. I'm using the moving boats from Koopa Cape, which seem to work on other slots, I'll test that. The boats from Koopa Cape do almost the exact same thing, and they aren't name cruiserR.brres, right? Once again, no PC access. If it is also naed cruiserR.brres, maybe the boats only from Daisy Circuit have problems, as the Koopa Cape boats work just fine.

-SuperMario64DS, 17:15, 27 October 2011 (CEST)

Figure-R Circuit

Naaaah. I like Figure-R Circuit better as name.


Mario kart GP

I just saw you got 3D model of mario kart GP.
Do you got any Bowser Castle? (even without texture).
If not how you get other 3D :3?
Baoulettes 12:12 12/19/2011

Hi! It's nice to see you back. I do have only the Models of the two Rainbow courses at the time. I was able to purchase a broken machine from an Arcade going out of Buisness for very cheap. The ROM for this game is very large, and would be hard (And illegal!) to share. Can we discuss this more at Mario Kart Please wait about five munites from when I post this, my PM Box is full. Thanks!

SuperMario64DS, 16:36, 19 December 2011 (CET)

Sonic Full Custom Character Set

When i heard you were doing Sonic for a full custom character set, i was wondering if you could consider adding some of these vehicles for Sonic

Could you consider? -Pokemongeof

Good idea Pokemongeof =P
I'll like to see the kart from Sonic and Sega all Stars Racing replacing Wild Wing? I'll like to see that =D
Oh,and I'll like to see Sonic on Mach Bike too =P
08Juan80 19:28, 17 April 2012 (UTC)

Things I'm Trying To Learn



Lately, I've been wanting to Study things like CLR0 in BRRES Files, or maybe even some day create my own editor.

The thing is, I'm totally clueless as where to start.

I know I'd need to learn Hex to get how the files work, so here is my own theory on how Hex Numbers are listed:

Hex uses 16 Digits. These are 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, & F.

Unlike our traditional counting, Hex does not "Reset" by tens. For example, we count like: " 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20.

But you see how every time it advances by 10 digits, it sort of 'starts over', like after it adavances past 10, it moves to 11, or past 20, it moves to 21.

Well, Hex does not work this way. Instead of moving forward by ten digits, it moves forward by 16.

But in our way of thinking, 16 could not properly reset. You see, when 10 works by 0s. This means every 10 digits added, it moves forward in counting, replacing the previous number with the one next. So since 1 comes after 2, and our counting resets by every ten digits, it will only naturally go from 10 to 20.

So with our method of counting, it moves along like:

0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. And after it reaches the 9 point, at the end of this string of numbers, it takes the next digit since in theory 0 was just used, and applies 1 in the place of a 0 (Which in our counting appears blank, making single digits), so it restarts and adds a 1, making 10.

But now in hex, this cannot work. For us the default is to restet every ten digits (0-9), but in hex it is at 16.

This will not work with our method of counting, as 16 + 16 is 32, and that does not every 16 digits.

So the simple solution would be to add 6 extra digits to after 9, so it can reset every 16 digits.

These 6 extra digits are A, B, C, D, E, & F.

So now we count like: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.

Here is an example of count from 0-32 in hex: (0s added just to show how it counts:)

00, 01 , 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F.

You see that 1F = 32.

I'm currently trying to work out a formula to easily convert our way of counting into Hex... Here is one I thought of to convert our numbers to hex:

You divide the number by 16. In this case, we'll use 24.

16 goes into 24 once, with the remainder of 8.

We put the the amount of times that 16 goes into 24 first, which is 1, and then the remainder last, which is 8.

So the hex number for 24 is 18. Let's check our work by counting in hex:

00 (0), 01 (1), 02 (2), 03 (3), 04 (4), 05 (5), 06 (6), 07 (7), 08 (8), 09 (9), 0A (10), 0B (11), 0C (12), 0D (13), 0E (14), 0F (15), 10 (16), 11 (17), 12 (18), 13 (19), 14 (20), 15 (21), 16 (22), 17 (23), 18 (24)

My theory worked! 24 does = 18 in Hex! This can be applied to any number.

But if any of the Remainders/How many time it goes into the number happens to be 10, 11, 12, 13, 14, or 15, remember to use A for 10, B for 11, C for 12, D for 13, E for 14, and F for 15.

You don't need counting in hex, hex is only one possible textual representation of numbers with base 16. Decimal numbers use base 10, octal base 8 and binaries base 2. Hex, Oct and Bin are used to show the bits a little bit clearer than Dec.

Example for hex printing
void count_hex ( unsigned from, unsigned to )
    static const hexdigits = "0123456789ABCDEF";

    to &= 0xff; // mask 1 byte
    for ( ; from <= to; from++ )
            hexdigits[ from >> 4 ],
            hexdigits[ from & 0xf ] );
Example for dec printing
void count_dec ( unsigned from, unsigned to )
    static const decdigits = "0123456789";

    to &= 0xff; // mask 1 byte
    for ( ; from <= to; from++ )
            decdigits[ from / 100 ],
            decdigits[ from / 10 % 10 ],
            decdigits[ from % 10 ] );
Example for printing a number in any base from 2..36
void print_num ( unsigned num, unsigned base )
    if ( base < 2 || base > 36 )
        static const digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ";
        char buf[50], *dest = buf + sizeof(buf);
        *--dest = 0;
            *--dest = digits[ num % base ];
            num /= base;

        } while ( num && dest > buf );

Wiimm 23:25, 9 January 2012 (CET)

This is all so very interesting! I'd like to learn more about it. If there's anything more to discuss, can it be done in my Talk Page? I'd like to know more. -- SuperMario64DS, 00:07, 10 January 2012 (CET)
try this:
    private object DecToHex (int Decint)
          //Decint is your value to convert
          Str Hexstr; = Decint.ToString("X")
          Return Hexstr

    private object HexToDec (str Hexstr)
          //Hexstr is your value to convert
          Int32 Decint = convert.toint32("&H" & Hexstr);
          Return Decint
I may have made serveral mistakes since I'm using a different language, but this is basically what you want
kHacker35000vr 16:27, 10 January 2012 (CET)
Fixed (Mind that the code is case sensitive, as well as that each line needs to end with a semicolon. Also, the functions probably also need a check option, I'll code that now as I need it too :P, without the check it's not even useful to make a function), I changed it to public as it's more useful than.
    public object DecToHex (int Decint)
          //Decint is your value to convert
          string Hexstr = Decint.ToString("X");
          return Hexstr;

    public object HexToDec(string Hexstr)
        //Hexstr is your value to convert
        int Decint = Convert.ToInt32(Hexstr, 16);
        return Decint;
Ok, code with "checking" is made (thanks try-catch), Only Hex To Dec, just use somevalue.ToString("X") if you want to convert to hexstrings. Ive put it in a spoiler as it's pretty much code:

Call it with ConvertString<Type>(stringtocovert, base), you can't covert hex to float, if you want that call this:
 (float)ConvertString<int>(stringtocovert, base) // you can also use long or whatever integer. 
An overload without base is supported that just converts a decimal string.
--Vulcanus2 17:29, 11 January 2012 (CET)
read this -- Wiimm 12:12, 11 January 2012 (CET)


Hello SuperMario64DS.
I saw some time ago that you made a collision generator for mkwii. Maybe you can try to make also one for MKDS? MKDS use almost the same format and in the next version of my mkds course modifier you can also view the collision in 3d. I tried many times making a working one but it never did. If you want to try I will send you some info about the format. --Gericom 14:46, 14 February 2012 (CET)

Well, I only helped make it. It's not for Mario Kart Wii either, it is a SMG 1/2 KCL Generator. It can, however, convert any KCL to OBJ, tested from Games likd MKDS, SM64DS, MKWii, and SMG1/2. It also has GameCube compatibility, it can convert GameCube .col (The GameCube KCL Type thing) to .obj, which only proves that each type of KCL/COL are tightly related. I could supply you with a source that was written in Python. Perhaps it can generate MKWii KCLs, but this has not been tested yet. Either way, it should help. Now if you wouldn't mind a few suggestions... You should add BMD support to your Program. The BMD found in SM64DS. Your program can open these model types if your force it to, but otherwise it will not. I also suggest (If at all possible), a feature that allows you to export/import models, I'm pretty sure the NSBMD Veiwer source should give you enough information on how to do so. Lastly, might I suggest that you Join They could use a lot more programmers there, and a user named Blank there should have all of the KCL info you need. You could make som great tools too to help out. -- SuperMario64DS, 18:55, 14 February 2012 (CET)

Portuguese Translation

You can now complete the Portuguese translation here CTGP Revolution/Translation/Full.
Thanks, Chadderz 20:15, 11 April 2012 (CEST)

KCL for Bob-Omb

Have you seen my Bob-Omb notes? -- Wiimm 20:51, 22 June 2012 (UTC)

Another track: GBA Snow Land
I plan to make a second version of Wiimms Mario Kart Fun 2012-05 in the next days and I want to repair the KMP of your track. Also I plan to add some more itemboxes, because 3 rows (and 1 of them is away from the racing line) are to less for a large track. Is it ok for you?
Wiimm 13:04, 23 June 2012 (UTC)
Okay! That's fine with me. Thank-you! =) --SuperMario64DS 17:18, 23 June 2012 (UTC)

New Model for SM64 Castle Grounds?

I'm only asking, because you said you'd send a Super Mario Galaxy model of it. I actually have two CTs to work on, rather than updating N64 Luigi Raceway or SM64 Castle Grounds, so I'm in no hurry at all, but I'd at least like to know when I should expect it. =) Zilla 16:15, 29 September 2012 (UTC)

I've had trouble locating the game's file. I'll continue to search for you. --SuperMario64DS 02:55, 30 September 2012 (UTC)
Hey, thanks! The model looks very impressive and has a lot of detail! I will use this and give you credit for ripping/donating (lol). I used the .3ds file, because I haven't found a working 3DS Max BMD importer plugin yet. If it doesn't cause a Slow Motion Bug, I will probably keep Toad Town as an easter egg or something else. Zilla 18:08, 29 October 2012 (UTC)

Lap Count requests for CTGP-R

Now that CTGP-R has a speed modifier that is track-specific, do you still want GP Mario Beach to be 3 laps? If not, just remove or change your request here. Right now, it has been set to 7 laps.
-- Have a nice day, from ZillaSpaz 03:53, 25 July 2013 (UTC)

Mario Highway

If you done GP Mario Beach, maybe you should complete the Mario Cup and do GP Mario Highway as well? Not forcing, I thought it would be fun if you finish the rest of the Mario Cup. ---- TehBlueYoshi14 (talk) 6:55, 6 November 2013 (UTC)

I've already discussed with DJ Lowgey and several others, and we ultimately decided that it would not be in the best interest of the community to do so. Mario Kart GP featured multiple variations of the course, including backwards and other versions taking place at various times during the day. We briefly discussed incorporating several of these elements into a port of this course. In the end, it was decided that the course was too short and not much different from Mario Beach. Instead, we decided that if at any point I were to go on with another arcade course, the secondary variation would be based off of it's Mario Kart GP DX version (In this case, Splash Circuit). Still no plans to do so, but of it were to happen, that's what would occur. No problem, suggestions are always welcome. --SuperMario64DS (talk) 07:18, 6 November 2013 (UTC)
I suggest that you pick one track from each cup, unless if the model is entirely different. I would like to see more of these GP tracks turned into CT's. --MitsySueG24 (talk) 15:59, 6 November 2013 (UTC)
I also suggest that you start with tracks that don't "warp" back to the beginning, like the Rainbow Cup courses. --Michael (talk) 11:38, 7 November 2013 (UTC)

Actually, it wouldn't be hard at ALL to make Mario Highway. I mean, you ported the models, didn't you? Just simply go into a model editor, and move the barriers that block the MH route, and move it to block the MB route. Then just slap on 6 laps, and there you go. user:Miles5x5 12:30, 15 March, 2014 (EST)