Wiimm's Test Tracks

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Wiimm's Test Tracks
Author: Wiimm
Version: v1 …
Date of latest version: 2019 – 2020-02-07
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:

Properties of the modified cannons
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 History
Version Date of release LE-CODE
build
Information
v1.0 2019-03-25 ≥13 First release

Test: Display XPF

This track is used to test the conditions provided by Extended presence flags (XPF). It is the successor of »Test: Random Object«. This track can be used as Racing Track and as Battle Arena. The battle time is limited to 20 seconds.

Game mode
A banner above the pipes tells the game mode (Ballon Battle, Coin Runners, Versus Race or Item Rain). At the right side of the banner a flag shows »Off« for Offline, »On« for online or »TT« for time trial.
Engine class
Between the start line and the pipes there is a row with obake-blocks divided into 3 groups. The left group show always 5 pins, and one of them in bigger size for the active engine mode. The 5 pins represents from left to right battle, 50cc, 100cc, 150cc and 200cc. On mirror mode, the pin is much bigger.
Number of players
Right from engine class there is a group of 1 to 4 pins. They reflect the number of human players at the Wii. The right group reflects the total number of online players. These pins are wide because they reflect the ranges 1–6, 7–9, 10–12, 13–18 and ≥19.
Random scenario
There are 10 places at the same distance behind the start area. 9 of the places are each occupied by a pipe. Only one of the middle pipes is missing; this is the gate. And this gate position is drawn every time the track starts. There are plants to the right and left of the gate. All 8 possible positions of the gates are marked by obake-blocks. Offline, there is an additional obake-block in the gate to test combinations of conditions.

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. If a player crosses this finish line in battle mode, he finishes the battle, but all other players continue. It is a curios effect if having 2 lap counters in an battle arena.

Version History
Version Date of
release
LE-CODE
build
Information
v1.0 2020-02-03 ≥15 Successor of »Test: Random Object v1.1«.
v1.1 2020-02-07 ≥15 LE-CODE supports 8 random scenarios now. Track updated for this.

Test: Goomba

Since LE-CODE build 15, 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 History
Version Date of release LE-CODE
build
Information
v1.0 2020-01-26 ≥15 First release

Test: Hide Pos Tracker

This track demonstrates the usage of LEX section HIPT. It defines the places (lap and check point) where the position tracker is hidden or visible.

The check points were made visible by numbers formed from obake-blocks. The following rules have been implemented:

  • Hide position tracker in lap 0.
  • Hide position tracker in last lap (lap number -1, related to total number of laps) in first 5 and last 7 check points. For other check points use fallback.
  • For lap 1: Hide and show position tracker every 2 check points and disable fallback.
  • For all laps (lap number 99) with the lowest priority (=fallback): Hide position tracker every even check point.

The rules in detail:

The enemies are lured into a loop from which they never reach the finish line.

Version History
Version Date of
release
LE-CODE
build
Information
v1.0 2020-02-07 ≥15 First release.

Test: Random Object

This track is used to test the random selection of objects provided by Extended presence flags (XPF). The successor of this track is »Test: Display XPF« that displays many more XPF settings.

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 gate position 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. Offline, there is an additional obake-block in the gate to test combinations of conditions.

As of v1.1 there are additional banners and obake-blocks to verify the conditions of current game mode and number of players.

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 History
Version Date of
release
LE-CODE
build
Information
v1.0 2020-01-25 ≥15 First release
v1.1 2020-01-28 ≥15
  • Added a vertical block in front of the gate, but only offline. This tests the combination of the random scenario and the extended condition.
  • Added conditional banners to verify game modes.
  • Added conditional obake-blocks to verify number of players.
This test track is discontinued and replaced by »Test: Display XPF«.

Other Tracks

Here is an incomplete list with some other (productive) tracks using the special features of LE-CODE.

DS Airship Fortress (Sniki)
  • Woodboxes with alternative heights.
  • Using Extended presence flags to switch between standard and special Woodboxes.
Electric Shredder
  • Using LEX:HIPT to hide position tracker in online races.
GCN Bowser's Castle (Tock)
  • Using Extended presence flags to enable alternative fireballs, so that fireballs and Bowser are synchronized offline and online.
GCN Mushroom City (Tock)
  • Using a Mushroom Car.
GCN Sherbet Land (Tock)
N64 Yoshi Valley (zilly)
  • Using LEX:HIPT to hide the position tracker in the maze portion.
SBK Ninja Land
SM64 Cool, Cool Mountain Slide
The Plain of Atlantis
  • Using LEX:SET1 to increase the usable area of the items if playing online.
  • Using LEX:CANN for faster cannons.
The Rabbit Hole
  • Added second start point to display the finish line at correct position.
  • Using LEX:HIPT to hide the position tracker during start phase.