User talk:Chadderz

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CTGPR title screen

Hi chadderz, I saw you a preparing a CTGPR 1.02. I have designed a title screen image that I thought could be used considering that the CTGPR 1.01 title screen image is not very resembling to the original mkwii style: CTGPR I also made a "bokeboke" one: CTGPR bokeboke

GenieEte0 19:42, 12 June 2012

Hi chadders, 2 questions about Modifier and CTools:

  • Can your tools (de-)compress any kind oy yaz0 files or only U8/SZS and BRRES/SZS files.
  • Can your tools handle uncompressed U8 and BRRES files?

I need this info to write some hints in the tool sections of YAZ0 (File Format) and of U8 (File Format)
Wiimm 16:33, 16 April 2011 (CEST)

Only U8/SZS will be decompressed. Yes, the tools can handle uncompressed files.
Chadderz 23:53, 16 April 2011 (CEST)

Hi Chadderz, I hope that one day, the post effects can be easier to edit and understand. It would be a really great contribution to a track like GBA Luigi Circuit.

ALPHAMARIOX 10:56, 20 April 2011 (CMT)

I'm focusing on getting a CTools KMP editor first, but then I will look at other formats like post effects, as well as things like menu formats.
Chadderz 01:01, 1 May 2011 (CEST)

Happy 18th Birthday Chadderz :P. Without you MKWii wouldn'd be so much hacked :P

Tock 14:02, 8 June 2011 (CEST)

For the KMP Editor, It'd be a great idea to have Auto Configuration for Enemy/Item Routes. And for the Y positions to be simplified, not only have a map within the KMP editor, but display the course model too. (Though this will be a lot of work, I guarantee that).
ALPHAMARIOX 5:32, 2 July 2011 (CMST)

I was already intending to have both a 3d view in the editor, and more automated detection.
Chadderz 23:29, 3 July 2011 (CEST)


Hey Chadderz! You've heard of the "Super Mario Galaxy 2.5" project, right? Anyways, users there claim that you and Mr. Bean are helping to contribute to that hack by making a multiplayer mode for Super Mario Galaxy 2. Are you and Bean really a part of that hack? Or are people just pretending/lying?

SuperMario64DS 21:05, 25 September 2011 (CEST)

Sorry for the delay; hadn't noticed this! We did start work on the multiplayer; and made quite some progress, but something must have distracted us because we stopped. I don't remember why. We haven't worked on it for quite a while, but we still have all that we did. We may go back to it at some point. Sadly, now that I'm at university, I have little time for any of this, so it won't be until the next vecation at least.
Chadderz 07:59, 25 October 2011 (CEST)

CTGP Revolution Translate.

How do I translate v1.02.0000? Do you give people the files? Or do i need to translate v1.01.0000?
PC Freak 11:16, 11 April 2012 (CEST)

By the chance, I still need you to send me the files to translate. Sorry for bothering but I'm very impatient.
MrSkopelos27 11:24, 11 April 2012
Given how large the translation will be, I've decided we will also do it on the wiki. I'm just creating the articles (one per translation), they will be up before the end of today.
Chadderz 13:22, 11 April 2012 (CEST)

Why my username was delete , I don't understand...

Because that section was only for translating to languages which aren't already in the Game. French is already a game language, so doesn't belong there.
Chadderz 20:55, 11 April 2012 (CEST)
I could translate the PAL Spanish part,didn't knew about NTSC-U part. U can put trasnlation to Spanish (PAL) by x,y and z; and translation to Spanish (NTSC-U) by x,y and z. ;)
08Juan80 16:35, 15 April 2012 (UTC)
I think the translations are complete, i edited it a little bit.--Funkykong975 11:59, 26 May 2012 (UTC)

The Language transaltion

It's a general spanish, for the mexican and spanish people. The mexican people can understand the same language that the spanish, so we don't need to do a second-spanish language. I have some questions for you, ¿why the name page of your programs is chadderz is a geek? ¿The speed-o-meter will be to multiplayer mode? ¿How you can record the video from the TV? I can record with the same quality... And the last, ¿What is the name of the program to do multi channel brtsm? I can't do it with brawl box or Audacity.


Did you see the email I did send you?--Gericom 11:29, 14 July 2012 (UTC)

CTGPR Modifications

Can i release Texture Hack GP Revolution based on your distribution with texture hacked tracks and title screen ???? User:dswii3ds (talk)


I have seen that you have created the CTGP 2.8 and 4.4, I would create such a distribution, could you help me to edit the main.dol, please?. --Super-Mario68 (talk) 20:11, 20 September 2013

CTGPR Channel

The channel is not downloading onto my wii... I have the flat Wii w/o GC ports ("Family Edition" as Nintendo calls it) running 4.3 . I can still run the channel via HBC and Riivolution (I haven't tried Riivo actually) but it is a minor annoyance... sorry if I seem desperate (I already PM'ed Bean on youtube) :| The bar just goes about halfway in and the screen shows the "starting" message. I left it on for 1 hour and 23 minutes and the screen didn't change :/ invis (talk) 07:00, 13 January 2014 (UTC)

What exactly are you trying to do with it? Do you mean installing it to the Wii menu? If so, I admit we've never tested on a Family Edition before.
Chadderz (talk) 13:02, 14 January 2014 (UTC)
Yes, I am trying to install it to the Wii Menu. Sorry that I wasn't able to provide more information :/ invis (talk) 02:43, 17 January 2014 (UTC)

SZS Modifier

Did you use to create the SZS modifier?


I've sent an email to Have you seen it? Sorry for disturbing, SlimShady (talk) 20:54, 27 January 2014 (UTC)

Why does CTGPR use 49 regions?

Why does CTGPR 1.03 use 49 regions? Does every minor update switch to a new region as a result of your overprotective loading software? --PretendingToBePro (talk) 19:36, 18 March 2014 (UTC)

Yes, it's too stop update conflicts, and also to make it more difficult to hack. We didn't originally reserve this many regions, someone else did it for us, but since there are 65535 confirmed regions, I don't foresee a problem.
Chadderz (talk) 21:46, 10 April 2014 (UTC)

Source code

Will you ever release the sources for SZS Modifier? -- Suigetsu, the transformation (talk) 04:25, 12 April 2014 (UTC)

No, it is so badly written that it wouldn't help anyone, and I no longer have a working version.
Chadderz (talk) 10:49, 20 April 2014 (UTC)
Oh, ok :/
-- Suigetsu, the transformation (talk) 13:33, 20 April 2014 (UTC)

CTGP-R 1.02 Source Code

I just downloaded your newly released source code for MKWii, and followed the instructions to do it, but it keeps saying "'make' is not recognized as an internal or external command, operatable program, or batch file." What do I do? I am using Windows 8's terminal to do it. User:Miles5x5 (talk) 2:23, 20 April 2014 (EST)

You need to install devkitpro as mentioned at the start of the building file.
Chadderz (talk) 08:06, 21 April 2014 (UTC)

SZS Explorer

When I try to open SZS Explorer by double clicking, it never show up. Please fix this as fast as you can.--CustomArio (talk) 06:23, 4 August 2014 (UTC)

It works for me, so I consider the problem fixed.
Chadderz (talk) 06:47, 4 August 2014 (UTC)
But as a programmer, you should think of your program's compatibility on other computer. More information: my computer is running Windows 8.--CustomArio (talk) 07:50, 4 August 2014 (UTC)
I have confirmed the SZS Explorer works on a Windows 8. CTools is no longer in active development so you will have to solve this yourself.
Chadderz (talk) 08:49, 4 August 2014 (UTC)
Is that true? Then my computer must be faulty. Anyway, thanks.--CustomArio (talk) 04:04, 6 August 2014 (UTC)

CTGP Revolution Source Code

I installed Devkit. But subsequent work does not know.
Chadderz please tell me
--Ac mkw (talk) 00:52, 7 August 2014 (UTC)

I don't know what you mean, but there is a BUILDING file which explains how to build the source.
Chadderz (talk) 19:23, 7 August 2014 (UTC)
I read BUILDING. But Partial "To build the project, open a terminal in this directory and use the following" and do not know.
Ac mkw (talk) 07:54, 8 August 2014 (UTC)
I'm sorry but I really don't have time to be helping everyone through the process. The source code is only intended for programmers who understand Makefiles and assembly code. The information you need is all in the BUILDING document, you'll have to look for further help elsewhere.
Chadderz (talk) 08:03, 8 August 2014 (UTC)
I understand. Thank you for letting me know.
Ac mkw (talk) 08:10, 8 August 2014 (UTC)

MK8 Stuff

Hello Chadderz, how did you get all the files out of the MK8 disc? Is there a way to dump a WiiU Disc and extract it or did you get all the files described in the MK8 Wiki via your exploit? -- Leseratte (talk) 21:40, 7 August 2014 (UTC)

Hey Leseratte, no there is no public way to extract disks. We can do it with the exploit I made, and other teams have shown they're able to do it because they know the Wii U common key, but nothing has been released that allows dumping disks. With publically available tools it is possible to dump the browser's files which do included some file formats of note (SARC, BFSAR, BFSTM), but no one has released an easy way to do this either (though I think people are working on it).
Chadderz (talk) 06:56, 8 August 2014 (UTC)

CTGPR-Source question

Hi Chadderz,

I have two short questions about the CTGP-R-Sources:

When you vote for a track (online), the track selecting menu always selects the track that was driven on in the next track choosing. I think this is not good, because if you vote for a track, and a track vote of another player was selected, you will more likely chosse your own track again instead of the one that was currently driven.

Is there a way to change this behaviour while building the source? Or are you able to find out how to change this behaviour back to original?

Thn one does not have to scroll through all the cups before each race to find the track one wants to select.

Second question: When you use the "Random"-Feature in a Friend room, you can't pick a track for the rest of the GP - the game will now always force random until the GP has ended. Any way to change this?

-- Leseratte (talk) 08:38, 9 August 2014 (UTC)

Hi Leseratte,
These are both known bugs with CTGP-R, I believe the first has been fixed as of 1.03 but I haven't ported the fix back to 1.02. I can't remember if we did fix the friend room bug. I have a lot of jobs to do at the moment, so I can't promise when I'll be able to port the fix back to the 1.02 source. You can try fixing it yourself, though I know the code is a little complicated.
Chadderz (talk) 08:42, 9 August 2014 (UTC)
Thanks for your quick reply,
as I do not understand any assembler stuff, I doubt that I'll be able to fix that on my own. (I won't even know which file I have to look at ...)
But good to know that the first bug is fixed in 1.03, maybe you find time to port it somewhen in the future.
Leseratte (talk) 08:53, 9 August 2014 (UTC)
I've now tried fixing it, but even when using unmodified sources (only downloading the pack and executing "make rmcp") my Wii freezes when pressing "+" in the offline VS track menu. Is this "normal" and do I have to test online? Or should the random track choosing work offline, too? -- Leseratte (talk) 16:59, 9 August 2014 (UTC)
No; it should be possible to use the randomiser in offline mode, I'm not sure what you've done wrong to be getting that error. Perhaps I never tested the randomiser functionality and it is broken in the source, but I'm fairly sure the first published version of the source was byte for byte identical to CTGP-R v1.02 which worked. When I get chance I'll look into it.
Chadderz (talk) 17:34, 9 August 2014 (UTC)
I've now tested the first version of the code I found at github and the freeze still occurs. It also occurs when pressing "+" in WiFi instead of the Button "Random". It'd be great if you could at least take a short look if this also happens for you or if there must be an problem with my build system.
If it's important, I'm using the PAL version of the game.
Leseratte (talk) 05:50, 10 August 2014 (UTC)
I've just had a quick look over the code and noticed a bug specifically to do with the install address for the button activator of the randomiser. I don't think it would cause your problem but it could do. In any case, I've just committed a fix so you should try using that.
Chadderz (talk) 07:47, 10 August 2014 (UTC)
Thanks for the Bugfix, selecting random works now. -- Leseratte (talk) 08:03, 10 August 2014 (UTC)

About region pool

Hi Chadderz

You are managing a network of CTGP Revolution v1.03 you? Please tell me if you're managing you.

Region pool of CTGP Revolution v1.03 do you a patch to which file? And how do you patch? AC_mkw (talk) 08:59, 9 August 2014 (UTC)

The region pool of CTGP-R v1.03 is automatically managed by our server, and cannot be changed by the user.
The region of packs built from the CTGP-R v1.02 source code can be controlled by one of the build options.
Chadderz (talk) 09:01, 9 August 2014 (UTC)
How you create the server?
AC (talk) 11:04, 9 September 2014 (UTC)
The server is programmed in C# and Java.
Chadderz (talk) 07:26, 13 September 2014 (UTC)

CTGP Revolution Text files&menupatch

hi Chadderz
Please me menupatch files and text files of all of CTGP Revolution v1.03
I want it is not a v1.02.

User:Ac_mkw (talk) 23:23, 11 August 2014 (UTC)

The same files control the menus in v1.03 as in v1.02, and they can be altered with My Stuff. You should take one from v1.02 and update it to work with the extra cups.
Chadderz (talk) 06:12, 12 August 2014 (UTC)

Updates on Incendia Castle

No updates on Incendia Castle and/or Six King Labyrinth? --Michael (talk) 03:36, 21 August 2014 (UTC)

Are you refering to MK8? If so, patience is a virtue, news will come when we have some.
Chadderz (talk) 06:02, 21 August 2014 (UTC)
Mario Kart Wii version.
Michael (talk) 10:58, 21 August 2014 (UTC)
I don't believe there are any plans for updates, you'd have to ask Bean really though.
Chadderz (talk) 05:39, 25 August 2014 (UTC)

MK8 Charcter texturing hack

So, I took a look at the MK8 Wiki. Saw there isn't any.charcter.hacks there..yet. descompress the charcters yet? Well, will, could I do a test texture? I mean, you deacompress the files, and I do the texture work. Thanks :P


Yes, in theory we can do character texture hacks, we're focusing on creating a custom track right now. We can't send you the game's original texture files, as they belong to Nintendo.
Chadderz (talk) 01:34, 26 August 2014 (UTC)
I understand. Makes sense since MK8 is a "young game", and you could troible with.Nintendo if you share the files.... ~~anEoTselkie

CTGP Revolution Font

Please tell us the name of the font for me CTGP Revolution --Unsigned comment by Ac_mkw (talk).

Gentium Basic. Chadderz (talk) 11:47, 1 September 2014 (UTC)
Tell me the name of the font for this image.
Tell me where to download it if "Gentium Basic" is the font name of the image if.
AC (talk) 12:00, 1 September 2014 (UTC)
Gentium Basic. It's not hard to find, I don't know where we got it. Chadderz (talk) 12:04, 1 September 2014 (UTC)
I was searching on Google. I do not know because there are many.
Talking about change, but I want to take a Skype contact with you AC (talk) 12:09, 1 September 2014 (UTC)
I think all of the links on Google are probably correct, it is a well known font.
Chadderz (talk) 07:26, 13 September 2014 (UTC)
I've found the name of the font. So tell me about, such as the color of the font.
AC (talk) 08:02, 13 September 2014 (UTC)
I don't know what colour the font is, nor the exact parameters. It was drawn on Micrsoft Expression Design using a gradient fill, outline and shadow.
Chadderz (talk) 08:06, 13 September 2014 (UTC)
Thank you for letting me know.
Why you do not authenticate the Skype contact me?
AC (talk) 08:18, 13 September 2014 (UTC)
I already have hundreds of Skype contacts and I'm trying to avoid having too many. You can already contact me on here of course.
Chadderz (talk) 09:02, 13 September 2014 (UTC)
I would seen by other people in the talk page. I use Skype to avoid it. So to authenticate contact me.
AC (talk) 10:23, 13 September 2014 (UTC)

About Greek language

Hi Chadderz! I just wanted to nitifite you that I made some changes to the Greek language of the CTGP-R Channel with the most notable being the grammatical change to the "Mario Kart" phrase as I wrote it in English just like other languages (except Japanese and Korean) because... probably because it was written in English in the Greek instruction manual too. And because it was written in English in the Russian language too. and because Greece is in Europe. OK I don't have any more "becuase" for that thing. See for yourself too because Bean has to update the Greek language sometime in the future. (And why I made those minor changes after the Greek language was released... Godammit.) Sarantis (talk) 15:04, 11 September 2014 (UTC)
Hi Sarantis, thanks for letting me know. We have a big problem with updating language files actually. I admit that in retrospect it was a badly designed system, but basically it requires a massive, manadtory update to update them. This is the main reason we've been slow on introducing new langauges. I'll let Bean (who is in charge of updates) know and if we get enough langauge updates together he'll do them all together (and hopefully we can make it easier to update in future).
Chadderz (talk) 07:26, 13 September 2014 (UTC)

Countdownmode + normal mode on the same time

I talked with AC and he said that the countdown + normal mode work on the same time. I think that's wrong, because when you load the riivolution pack the gct change the normal race modes to countdown and not only battle like in ctgp-r So you only can choose one of the them for a custom track distirbution, except a riivolution switcher --Horsti12™ THE Clouddealer (talk) 15:31, 14 September 2014 (UTC)

Oh, I didn't know the riivo pack altered normal races, Bean made countdown so I don't know all the details. I think a Riivo switcher would be the best option then. Bean said at some point he would release the version of countdown he put in ctgpr v1.03 as a standalone riivo pack, so when he does that it should have the battle mode.
Chadderz (talk) 15:34, 14 September 2014 (UTC)

CT-Code MOD System

You said that I can simple include cheats in the CTGP_CODE when I port gct to mod "The MOD system allows the addition of 'cheat like' codes. If you look in the bad1/bad1data/mod folder you'll see lots of .mod files. Each of these contains a series of patches to be applied to the DOL or the REL, so you can port the GCT into that format."

Can you explain this a little bit more please? --Horsti12 (talk) 14:10, 21 September 2014 (UTC)

The MOD system let's you change the memory of the game when CT-Code boots. A simple example is, which was the unban code. This file describes a simple change to the memory in which the address mod_unban_addr (see is altered to be the instruction "li r5,3". This is exactly the same as the common 041D0E50 38A00003 GCT unban code because 38A00003 means "li r5,3" (see and mod_unban_addr is 801D0E50 in PAL, and 04XXXXXX YYYYYYYY in GCT means write YYYYYYYY to address 80XXXXXX. This is an example of how simple 04 GCT codes can be ported. C2XXXXXX YYYYYYYY codes are also easily ported as these effectively write multilple values instead of just one. More complex GCT codes require translating into ASM. It's certainly not terribly easy to port GCT codes, but then it wasn't designed to be; the more different our system, the harder it would be for would-be hackers to attack CTWW in v1.02.
Chadderz (talk) 17:14, 21 September 2014 (UTC)
Would it be possible to put the source code of the "Lap count modifier" inside such a mod file to use the Lap Count modifier in an ISO without cheat code?
I've tried disassembling it with the page you wrote, but I got lots of errors while compiling.
Leseratte (talk) 16:14, 22 September 2014 (UTC)
Yes, that absolutely would be possible, in fact that is how it is implemented. Unfortunately it's implemented in the v1.03 version, which is different from v1.02, hence the need to back-port the features we've added (see #CT-Code v1.03 Features).
Chadderz (talk) 16:59, 22 September 2014 (UTC)
Let's say I wanna port this code: 048A5380 00000003. I added a new line "PROVIDE(test = 0x808a5380);" inside the rmcp.ld, created a new mod file: MOD_DOL(mod_test, test, .long 0x2000000; ), and added it to the bad1mod-makefile.
With my code, I get this error: powerpc-eabi-ld:build/rmcp/m0d.text.elf.ld:103: syntax error
Leseratte (talk) 16:56, 28 September 2014 (UTC)
EDIT: I now was able to compile the CTCODE but when I run the game, the cheat code does not work...
What am I doing wrong? -- Leseratte (talk) 17:16, 28 September 2014 (UTC)
First of all, I noticed you've put ".long 0x2000000" which would write 0x20000000 rather than 0x00000003 like the GCT code you posted does. You'd want ".int 0x00000003" to write that instead.
Secondly, there is a slight difference I forgot to mention between the GCT code and the MOD code in that the 04 will set the value every frame, whereas the MOD_DOL sets it only once. I'd guess in this case the value would need to be set every frame. Therefore, you would need to instead alter the code which sets the value.
Finally, I think that address is probably in the StaticR.rel not main.dol, so you need to use MOD_REL not MOD_DOL.
Chadderz (talk) 09:46, 29 September 2014 (UTC)
I only had a "2" instead of an "3" because I mixed up the two values. The disassembler wrote "20000000" instead of "00000002", but even with this value and "MOD_REL" it does not work. You are talking about "setting this value every frame". I tried putting this code inside a loop (is it this what you mean?) but it did not work either: "0: .int 0x00000002; b 0b;".
Or did you mean something else by "alter the code which sets the value"? Is there any way to check with Dolphin if the value is overwritten by the game? -- Leseratte (talk) 14:53, 29 September 2014 (UTC)
The disassembler you're using must be in Little Endian mode not Big Endian like the Wii, explaining why it put 02000000 not 00000002.
The loop you have written would not work because you are combining code and data. ".int 0x00000002" is not an instruction, it is literally the 4 bytes 00 00 00 02. "b 0b" is an instruction. Most of the time the MOD system is used to insert instructions into the games existing code, rather than set values, as values change over time but instructions do not. Normally you would find the instruction which sets a value and change that rather than change the value.
You can check which instruction sets a value in Dolphin using a breakpoint. I believe you run Dolphin with /D on the command line to enable debugging features such as breakpoints. You would then need to set a write breakpoint on the address you mentioned to see which line(s) of code alter it. You could then change how they modify it, for example by changing the instruction to "nop" which does nothing. Alternatively you can breakpoint to see how the value is loaded and replace those instructions with "li rXX,2" which would instead always load the value 2 into rXX.
Chadderz (talk) 08:50, 30 September 2014 (UTC)

One last question about the "C2" code type: You said it is also easy portable since it only writes multiple bytes. Can you please give me an example on how to port C2 codes? Simply inserting the values in the StaticR.rel at the correct offset won't work, I assume, because there are only 4 byte space. Probably, there has to be a code like "jump to some unused location", and I'd have to find an unused part in the StaticR.rel to copy the code to.

Can you show me how to handle a C2 code with the CTCODE mod system? -- Leseratte (talk) 16:56, 8 November 2014 (UTC) EDIT: I think I just found out my mistake. I'll try again and answer again if it does not work.

CT-Code v1.03 Features

You also said that you will port in the future the CTGP_CODE v1.03 to v1.02 when you finish your exams, is that in progress or is it cancaled, just tell me if you work on it atm or not --Horsti12 (talk) 14:10, 21 September 2014 (UTC)

It's not currently in progress, but I do intend to do it. I admit it's not top of my prorities list right now, with MK8 hacking and my PhD to think about. I wouldn't want to promise it by any particular date, but I will do it at some point.
Chadderz (talk) 17:14, 21 September 2014 (UTC)

Network Protocol details

Hello Chadderz,

I have two little questions about some details in the MKWii network protocol - would be great if you'd be able to answer them. This would be great for improving Wiimms mkw-ana.

First question: Yesterday during our MKWii tournament we had a crazy situation: After each race, the Wiis send their driven time to all other Wiis to determine the rankings. Yesterday, we had two groups of two players (Player 1 & 4 and Player 6 & 7) who transmitted exactly the same time (we did not have seen this rare event in the last two years...).

This looked like this in Wiimms tool mkw-ana:

> RESULT.RACE GRPR.3.2, race=10, id=12, 150 ccm
#                    racing  delta      points   
# #  pos mii name     time  in msec   tool  wii 
  1.  0  Player 1   2:22.205     -    +15   +10
  1.  3  Player 4   2:22.205     0    +15   +15
  3.  5  Player 6   2:22.552   347     +7   +5
  3.  6  Player 7   2:22.552     0     +7   +7
  5.  1  Player 2   2:23.746  1194     +3   +3
  6.  2  Player 3   2:24.086   340     +1   +1
  7.  4  Player 5   2:25.559  1473     +0   +0

The column "tool" are the points given by the tool, the column "wii" are the points given by the wii (extracted from a picture of the result screen) mkw-ana assigned both players the better point count - 15P and 7P. The game gave us the following points (same order as above): 10; 15; 5; 7; 3; 1; 0

I had the guess that the game might prefer the one who has the greatest slot ID - but unfortunately, in this race the "room slots" and the "race slots" were the same, so we could not figure out what exactly is used by the game to define who gets more points.

Are you able to find out which player(s) are preferred by the game if multiple players have the exact same racing time?

Second question:

To detect players who use a VR cheat, it would be great if the server was able to calculate, how much VR a player got for winning/loosing a race. I found a formula in the, but I tested it and the formula is wrong.

Do you have a way to find out how the Wii calculates VR points?

It would be great if you could answer these two questions, please.

-- Leseratte (talk) 19:36, 24 October 2014 (UTC)

Hi, I'm now working, so I don't have so much time to look at this sort of thing. If I get chance I'll have a look, or you can try asking Bean if he can find it with the USB Gecko.
Chadderz (talk) 09:33, 25 October 2014 (UTC)

Can you help me with something.

I'm making a distribution called CTGP 2.8 (Remastered) and a few features I'm including... well I don't know how to code like Countdown Mode and Random Track Selection and when I enable Draggable BlueShells in Wii-CT-Code Master it enables the extra course slots for no reason.So if you can a help me with this then the distribution can be completed. 4tbMyles8110mkwii 11:30 31 January 2015 (UTC)

The Countdown Mode isn't possible, because the wii-ct-code master use the v1.02 CTGP_CODE which didn't have the max lap count modifier & Speed Modifier and the countdown mode included for the other things you should use Wiimms SZS Tools --Horsti12 (talk) 19:39, 31 January 2015 (UTC)
Then what's the what am I supposed to type?
4tbMyles8110mkwii 9:39 1 February 2015 (UTC)

SZS Modifier Error

I attempted to load the SZS Modifier on my new computer and have come across an issue. For the SZS Modifier, I receive the following message: Unable to locate application file 'SZSModifierSetup.msi'.

See the setup log file located at 'C:\Users\HP_ADM~1\AppData\Local\Temp\VSDF8B0.tmp\install.log' for more information.

The new computer runs Windows 10. My previous computer ran Windows XP and it worked fine. Any suggestions? Thank you.--Littlelum (talk) 02:50, 1 September 2016 (UTC)

I can launch the SZS Modifier just fine, and I have Windows 10. Did you try uninstalling and reinstalling...? Did you try any other methods to resolve your issue...? --Michael (talk) 05:16, 1 September 2016 (UTC)