Wiimm's Test Tracks
Author: | Wiimm |
---|---|
Version: | v1 … |
Date of latest version: | 2019 – 2020-01-28 |
WBZ files: | ct.wiimm.de |
Download: | Wiimm's CT-Archive |
Wiimm's Test Tracks is a collection of various tracks to test functionalities, mainly LE-CODE functionalities. It is also a good show case for custom tracks developers to offer new features of LE-CODE.
Test: Cannon
This track was developed to test the LE-CODE functionality of track dependent cannon parameters. Therefor the track contains a LEX:CANN section with modified settings.
There are 3 pairs of cannons, 3 for forward and 3 for backwards. So you can test the new settings endless. Drive into one of the cubes to activate a cannon. The number of levels identifies the cannon. The calculated landing positions are marked by deformed obake-blocks. To finish the race drive through the large green pipes in the north.
The following tables shows the new characteristics. Compare it with the original characteristics:
Cannon Number |
Speed | Height | Deceleration Factor |
End Deceleration |
Information |
---|---|---|---|---|---|
1 | 50.0 | 2000.0 | 1000.0 | 45.0 | Very slow cannon. |
2 | 5000.0 | 0.0 | 6000.0 | -1.0 | Very fast cannon without curve. |
3 | 500.0 | 10000.0 | 6000.0 | -1.0 | Very high cannon with normal speed. |
The enemies are lured into a loop from which they never break out. So there is no time limit for the testers if playing offline.
Version | Date of release | LE-CODE build |
Information |
---|---|---|---|
v1.0 | 2019-03-25 | ≥13 | First release |
Test: Goomba
Since LE-CODE build 14 (not released yet, but available due Intermezzo), Goombas will be respawned in scaled size. Usually they will be respawned without any scaling.
If you drive backwards you will find 5 Goombas scaled by factor 5. 2 of them are scaled in all 3 directions, the other 3 are only scaled in either X, Y or Z direction. ObjFlow.bin tells us, that the hitbox is a cylinder. And here you can find out, that the x scaling is used to scale the diameter.
The enemies are lured into a loop from which they never break out. So there is no time limit for the testers if playing offline.
Version | Date of release | LE-CODE build |
Information |
---|---|---|---|
v1.0 | 2020-01-26 | ≥14 | First release |
Test: Random Object
This track is used to test the random selection of objects provided by Extended presence flags.
There are 8 places at the same distance behind the start area. 7 of the places are each occupied by a pipe. Only one of the middle pipes is missing; this the gate. And this missing pipe is drawn every time the track starts. There are plants to the right and left of the gate. All 6 possible positions of the gates are marked by obake-blocks.
As of v1.1 there are additional banners and obake-blocks to verify the conditions of current game mode and number of players. Battle support will be added in v1.2.
The enemies are lured into a loop from which they never reach the finish line. The finish line itself is moved behind the pipes and plants.
Version | Date of release |
LE-CODE build |
Information |
---|---|---|---|
v1.0 | 2020-01-25 | ≥14 | First release |
v1.1 | 2020-01-28 | ≥14 |
|
v1.2 | 2020-02-?? | ≥14 | Enable battle support. |
Other Tracks
Here is a list with other (productive) tracks using the special features of LE-CODE.
- Woodboxes with alternative heights.
- Using Extended presence flags to switch between standard and special Woodboxes.
- Using Extended presence flags to enable alternative fireballs, so that fireballs and Bowser are synchronized offline and online.
- Added a Mushroom Car.
- Alternative skaters by modifying model and ObjFlow.bin.
- Using Extended presence flags to enable alternative skaters.
- Using faster cannons if running LE-CODE.
- Using faster cannons if running LE-CODE.