Difference between revisions of "Mission Mode"
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− | '''Mission Mode''' is an unused, incomplete game mode present in [[Mario Kart Wii]]. It seems to have been intended to function very similarly to [[Mario Kart DS]]'s Mission Mode, but was ultimately cancelled before completion and hidden away. It is likely that [[Tournaments|Competition/Tournament Mode]], which shares many similarities with Mission Mode, became its replacement. The leftover code and | + | {{textbox|red|WARNING for distribution creators that want to use this mod| |
+ | Mission Mode races share slots with tournaments. By enabling Mission Mode in your distribution, people playing these missions will create ghost data and ranking entries for tournaments on Wiimmfi, which will usually show up on top of the leaderboards like a cheated time. | ||
+ | |||
+ | It is '''not''' enough to prevent your distribution from uploading Mission Mode times to Wiimmfi; you will also need to prevent your distribution from even '''storing''' ghost data. Otherwise, the time will be in the savegame and will be uploaded the next time the player goes online with another distribution or the original game. | ||
+ | |||
+ | Make sure to include the file '''codehandler.bin'''. Otherwise, your distribution will crash unless the player already has the file from a previous mod. | ||
+ | |||
+ | <big>'''Not preventing these ghost uploads can get the players of your distribution banned on Wiimmfi.'''</big> | ||
+ | }} | ||
+ | |||
+ | == Overview == | ||
+ | '''Mission Mode''' is an unused, incomplete game mode present in [[Mario Kart Wii]]. It seems to have been intended to function very similarly to [[Mario Kart DS]]'s Mission Mode, but was ultimately cancelled before completion and hidden away. It is likely that [[Tournaments|Competition/Tournament Mode]], which shares many similarities with Mission Mode, became its replacement. The leftover code and menus of Mission Mode were discovered by [[User:MrBean35000vr|MrBean35000vr]] on '''August 3rd, 2017''', over 9 years after Mario Kart Wii's release date. | ||
== What Still Exists == | == What Still Exists == | ||
− | |||
Because Mission Mode was cancelled from the game and was never intended to be accessed, it is missing a lot of data that it's supposed to have in order to work properly. However, most code elements do still exist and can be accessed via cheat codes. The menu screens that allow a user to pick a level, view the level objective and start the game all still exist, albeit with no text. The gameplay mode itself still exists, meaning that it is possible to play the mode and fulfill various objectives, although the game doesn't seem to have a concept of failing, if you fail your objective, the game acts as though you have won anyway. However, the scenarios that Nintendo created for the mode do not exist anymore, meaning that although we can test out the objectives, we do not know how Nintendo would have originally used them and there are no leftover complete missions available in the game filesystem. However, based on certain similarities between game modes present in Mission Mode and Competition/Tournament Mode, it's very possible that some of the missing scenarios were remade as tournaments. | Because Mission Mode was cancelled from the game and was never intended to be accessed, it is missing a lot of data that it's supposed to have in order to work properly. However, most code elements do still exist and can be accessed via cheat codes. The menu screens that allow a user to pick a level, view the level objective and start the game all still exist, albeit with no text. The gameplay mode itself still exists, meaning that it is possible to play the mode and fulfill various objectives, although the game doesn't seem to have a concept of failing, if you fail your objective, the game acts as though you have won anyway. However, the scenarios that Nintendo created for the mode do not exist anymore, meaning that although we can test out the objectives, we do not know how Nintendo would have originally used them and there are no leftover complete missions available in the game filesystem. However, based on certain similarities between game modes present in Mission Mode and Competition/Tournament Mode, it's very possible that some of the missing scenarios were remade as tournaments. | ||
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== Gameplay and Features == | == Gameplay and Features == | ||
− | + | Had it been completed, Mission Mode would have put the player through a series of 64 challenges with increasing difficulty, where in each the player would have been required to perform a certain objective within a time limit. The player is not given any choice of what character or vehicle they wish to use, and the nature of the objective would vary depending on the level selected. Furthermore, the game could restrict what drift mode you were allowed to use (Automatic/Manual) or let you choose. This is the only game mode in Mario Kart Wii where a player may not have free choice over what drift mode they can select, a concept not applied anywhere else in the game. At the end of each level, the player would be awarded a rank based on how well they performed (3 stars, 2 stars, 1 star, A, B, C) and this would be displayed next to the level name in the menu. The 8th mission of each major level plays the course introduction camera pan accompanied by the battle introduction music when you load it, indicating that they were probably meant to be levels where you fight bosses, or somewhat special by comparison to the other levels which do not have any introduction pans or music. | |
− | Had it been completed, Mission Mode would have put the player through a series of 64 challenges with increasing difficulty, where in each the player would have been required to perform a certain objective within a time limit. The player is not given any choice of what character or vehicle they wish to use, and the nature of the objective would vary depending on the level selected. Furthermore, the game could restrict what drift mode you were allowed to use (Automatic/Manual) or let you choose. This is the only game mode in Mario Kart Wii where a player may not have free choice over what drift mode they can select, a concept not applied anywhere else in the game. At the end of each level, the player would be awarded a rank based on how well they performed (3 stars, 2 stars, 1 star, A, B, | ||
=== Objectives === | === Objectives === | ||
− | |||
The known objectives are as follows: | The known objectives are as follows: | ||
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=== Tutorials === | === Tutorials === | ||
− | |||
In addition to these game modes, the interface for Mission Mode also has a set of screens for tutorials on how to play the game. In certain missions, before starting, you are given the ability to view a tutorial on a gameplay mechanic. This would have taken you to a screen featuring a simple text entry, and a movie clip demonstrating what to do. These tutorials do not match up completely with the objectives shown above, indicating they were probably meant as supplementary information, rather than a direct guide on how to win your objective. While there is no text for the tutorials, and the movie clips are also not present in the game's filesystem, the names of the movie clips can be found in the game's memory, indicating what they would have been about. These tutorial files were supposed to go in the /thp/tutorial/ folder. | In addition to these game modes, the interface for Mission Mode also has a set of screens for tutorials on how to play the game. In certain missions, before starting, you are given the ability to view a tutorial on a gameplay mechanic. This would have taken you to a screen featuring a simple text entry, and a movie clip demonstrating what to do. These tutorials do not match up completely with the objectives shown above, indicating they were probably meant as supplementary information, rather than a direct guide on how to win your objective. While there is no text for the tutorials, and the movie clips are also not present in the game's filesystem, the names of the movie clips can be found in the game's memory, indicating what they would have been about. These tutorial files were supposed to go in the /thp/tutorial/ folder. | ||
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| 04_jumpaction.thp || Performing tricks on ramps | | 04_jumpaction.thp || Performing tricks on ramps | ||
|- | |- | ||
− | | 05_halfpipejump.thp || Performing tricks on | + | | 05_halfpipejump.thp || Performing tricks on half-pipe ramps |
|- | |- | ||
| 06_wheelie.thp || Performing wheelies | | 06_wheelie.thp || Performing wheelies | ||
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== Files Used By Mission Mode == | == Files Used By Mission Mode == | ||
− | |||
The menus for Mission Mode access a few files on the disc to get data for mission setup, among other things. The known files are documented below. | The menus for Mission Mode access a few files on the disc to get data for mission setup, among other things. The known files are documented below. | ||
=== mission_ui_single.bin === | === mission_ui_single.bin === | ||
− | |||
'''mission_ui_single.bin''' is a leftover file pertaining to Mission Mode that exists within MenuSingle.szs. It is a fairly simplistic file containing some basic data for every selectable mission in the menu. It consists of a series of 0xA length entries, one for each level (thus 0x40 in total), starting with 1-1, then moving to 1-2, etc. The game offsets into the file based on which level it needs data for (0xA * level number), and loads data from there. This file is used almost immediately when the menu is loaded, and referenced as you select different options in the menu. | '''mission_ui_single.bin''' is a leftover file pertaining to Mission Mode that exists within MenuSingle.szs. It is a fairly simplistic file containing some basic data for every selectable mission in the menu. It consists of a series of 0xA length entries, one for each level (thus 0x40 in total), starting with 1-1, then moving to 1-2, etc. The game offsets into the file based on which level it needs data for (0xA * level number), and loads data from there. This file is used almost immediately when the menu is loaded, and referenced as you select different options in the menu. | ||
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=== mission_single.kmt === | === mission_single.kmt === | ||
− | |||
When accessing the leftover menus for Mission Mode, the game attempts to load information from a file called '''mission_single.kmt''', which is supposed to reside in '''/[[Filesystem/Race|Race]]/[[Filesystem/Race/MissionRun|MissionRun]]/mission_single.kmt''' in the game filesystem. This file is not present and presumably permanently lost. Without it, Mission Mode crashes when you try to start a level because it cannot read this file. However, it is possible to get an idea of how it is supposed to work based on a surviving routine in the game's code that is designed to load and parse this file, and thus create a new one that allows the game to continue without crashing. | When accessing the leftover menus for Mission Mode, the game attempts to load information from a file called '''mission_single.kmt''', which is supposed to reside in '''/[[Filesystem/Race|Race]]/[[Filesystem/Race/MissionRun|MissionRun]]/mission_single.kmt''' in the game filesystem. This file is not present and presumably permanently lost. Without it, Mission Mode crashes when you try to start a level because it cannot read this file. However, it is possible to get an idea of how it is supposed to work based on a surviving routine in the game's code that is designed to load and parse this file, and thus create a new one that allows the game to continue without crashing. | ||
− | The file is meant to be a long list of 64 mission objectives, as well as listing supplementary files to load to build the game world. It would have been 0x1C10 bytes long. The first 0x10 bytes are a header of unknown properties, | + | The file is meant to be a long list of 64 mission objectives, as well as listing supplementary files to load to build the game world. It would have been 0x1C10 bytes long. The first 0x10 bytes are a header of unknown properties, where the only value read or checked by the game is 0x8, a ''signed 16-bit int'' consisting of the number of mission objectives. |
Following on from that, there are a series of 0x70 length entries, one for each level (thus 0x40 in total). The game offsets into the file based on the Scenario ID in menu_ui_single.bin for the level you select at the menu (0x70 * Scenario ID + 0x10), and loads data from there. | Following on from that, there are a series of 0x70 length entries, one for each level (thus 0x40 in total). The game offsets into the file based on the Scenario ID in menu_ui_single.bin for the level you select at the menu (0x70 * Scenario ID + 0x10), and loads data from there. | ||
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| 0x1A || Byte || {{Unknown}} | | 0x1A || Byte || {{Unknown}} | ||
|- | |- | ||
− | | 0x1B || Byte || {{Unknown}} | + | | 0x1B || Byte || {{Unknown|Probably padding}} |
|- | |- | ||
| 0x1C || UInt32 || {{Unknown}} | | 0x1C || UInt32 || {{Unknown}} | ||
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| 0x2A || Byte || {{Unknown}} | | 0x2A || Byte || {{Unknown}} | ||
|- | |- | ||
− | | 0x2B || Byte || {{Unknown}} | + | | 0x2B || Byte || {{Unknown|Probably padding}} |
|- | |- | ||
| 0x2C || UInt16 || Time limit (seconds) | | 0x2C || UInt16 || Time limit (seconds) | ||
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| 0x2E || Byte || {{Unknown}} | | 0x2E || Byte || {{Unknown}} | ||
|- | |- | ||
− | | 0x2F || Byte || {{Unknown}} | + | | 0x2F || Byte || {{Unknown-left|Controller restriction (Missing code)}} |
|- | |- | ||
| 0x30 || UInt32 || Score required | | 0x30 || UInt32 || Score required | ||
|- | |- | ||
− | | 0x34 || UInt32 || {{Unknown}} | + | | 0x34 || UInt32 || {{Unknown-left|Score for Rank 4 (Missing code)}} |
|- | |- | ||
− | | 0x38 || UInt32 || {{Unknown}} | + | | 0x38 || UInt32 ||{{Unknown-left|Score for Rank 3 (Missing code)}} |
|- | |- | ||
− | | 0x3C || UInt32 || {{Unknown}} | + | | 0x3C || UInt32 || {{Unknown-left|Score for Rank 2 (Missing code)}} |
|- | |- | ||
− | | 0x40 || UInt32 || {{Unknown}} | + | | 0x40 || UInt32 || {{Unknown-left|Score for Rank 1 (Missing code)}} |
|- | |- | ||
− | | 0x44 || UInt32 || {{Unknown}} | + | | 0x44 || UInt32 || {{Unknown-left|Score for Rank 0 (Missing code)}} |
|- | |- | ||
− | | 0x48 || UInt16 || | + | | 0x48 || UInt16 || Camera mode (3 = default, 7 = from above) |
|- | |- | ||
− | | 0x4A || UInt16 || {{Unknown}} | + | | 0x4A || UInt16 || {{Unknown-left|Minimap object (Missing code)}} |
|- | |- | ||
− | | 0x4C || UInt16 || {{Unknown}} | + | | 0x4C || UInt16 || {{Unknown|Unknown, always 0}} |
|- | |- | ||
− | | 0x4E || UInt16 || {{Unknown}} | + | | 0x4E || UInt16 || {{Unknown|Unknown, always 0}} |
|- | |- | ||
− | | 0x50 || UInt16 || | + | | 0x50 || UInt16 || Cannon flag (0 if no cannon) |
|- | |- | ||
| 0x52 || UInt16 || {{Unknown}} | | 0x52 || UInt16 || {{Unknown}} | ||
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| 0x54 || UInt32 || {{Unknown}} | | 0x54 || UInt32 || {{Unknown}} | ||
|- | |- | ||
− | | 0x58 || UInt16 || {{Unknown | + | | 0x58 || UInt16 || {{Unknown-left|Amount of CPUs (Missing code)}} |
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− | | | + | | 0x5A - 0x70 || Byte[22] || {{Unknown-left|CPU information (Missing code)}} |
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|} | |} | ||
The "Mission Run" file listed at 0x00 into the entry is a supplementary file to load from the disc, and it can contain things such as alternate KMP files, additional models to load, etc. The number entered is converted to decimal, then appended to the string "mr", and finally ".szs" is appended. If the number is less than ten, one leading zero is added. The game will then seek the file in '''/[[Filesystem/Race|Race]]/[[Filesystem/Race/MissionRun|MissionRun]]'''. So, for example, if it were set to 0x0000, the game will try to load '''mr00.szs'''. If set to 0x000F, it would load '''mr15.szs''', etc. If it fails to find the file, the mode will still load, but no file replacements will occur. | The "Mission Run" file listed at 0x00 into the entry is a supplementary file to load from the disc, and it can contain things such as alternate KMP files, additional models to load, etc. The number entered is converted to decimal, then appended to the string "mr", and finally ".szs" is appended. If the number is less than ten, one leading zero is added. The game will then seek the file in '''/[[Filesystem/Race|Race]]/[[Filesystem/Race/MissionRun|MissionRun]]'''. So, for example, if it were set to 0x0000, the game will try to load '''mr00.szs'''. If set to 0x000F, it would load '''mr15.szs''', etc. If it fails to find the file, the mode will still load, but no file replacements will occur. | ||
− | + | The values for defining CPUs are lacking important code and don't function at all, which makes fulfilling some mission objectives completely impossible. However, it is possible to add CPUs via cheat codes, which then allows the objectives to be fulfilled. | |
− | It appears to | + | It appears that there is a ranking system in play similar to [[Mario Kart DS]]'s, but rather than being based on time, it's based on the score achieved. Rank 5, presumably letter rank C, is the lowest and 0, presumably 3 stars, is the highest. However, this system doesn't appear to work at all for scoring objectives as the game will always prematurely end when the base score is reached, resulting in rank 5. In the race objectives (0x01 and 0x02), completing a race will always result in rank 0. The system only seems to function properly in the boost start objective (0x0A), where the rank is determined by the power of the boost start. |
== Accessing Mission Mode == | == Accessing Mission Mode == | ||
− | |||
It is not possible to access Mission Mode ordinarily, so in order to access it, you need to use a [[Cheat_Code|cheat code]]. Codes exist for all versions of Mario Kart Wii. Please read the instructions carefully to avoid freezes and unexpected outcomes! | It is not possible to access Mission Mode ordinarily, so in order to access it, you need to use a [[Cheat_Code|cheat code]]. Codes exist for all versions of Mario Kart Wii. Please read the instructions carefully to avoid freezes and unexpected outcomes! | ||
=== Playing the Mode === | === Playing the Mode === | ||
− | |||
There are two distinct cheat codes available to load and play Mission Mode. The first one is designed so that you do not need to create mission_single.kmt, and allows you to test a KMT entry by entering it directly into the cheat code. In this case, every single level will load the scenario entered in the cheat code. The second one assumes that you have created mission_single.kmt and therefore does not allow you to enter scenario data into the code; however you can run many different levels in one session because you can select from the level list to load different scenarios. You cannot run both at once. In both cases, to activate the code, load the Single Player menu, and then press START or +, depending on your controller. The Mission Mode Menu will pop up after a brief delay. | There are two distinct cheat codes available to load and play Mission Mode. The first one is designed so that you do not need to create mission_single.kmt, and allows you to test a KMT entry by entering it directly into the cheat code. In this case, every single level will load the scenario entered in the cheat code. The second one assumes that you have created mission_single.kmt and therefore does not allow you to enter scenario data into the code; however you can run many different levels in one session because you can select from the level list to load different scenarios. You cannot run both at once. In both cases, to activate the code, load the Single Player menu, and then press START or +, depending on your controller. The Mission Mode Menu will pop up after a brief delay. | ||
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==== PAL Codes ==== | ==== PAL Codes ==== | ||
− | |||
<spoiler text="Mission Mode and KMT Patch [PAL]"> | <spoiler text="Mission Mode and KMT Patch [PAL]"> | ||
<pre>C20009C8 0000001A | <pre>C20009C8 0000001A | ||
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==== NTSC-U Codes ==== | ==== NTSC-U Codes ==== | ||
− | |||
<spoiler text="Mission Mode and KMT Patch [NTSC-U]"> | <spoiler text="Mission Mode and KMT Patch [NTSC-U]"> | ||
<pre>C20009C8 0000001A | <pre>C20009C8 0000001A | ||
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==== NTSC-J Codes ==== | ==== NTSC-J Codes ==== | ||
− | |||
<spoiler text="Mission Mode and KMT Patch [NTSC-J]"> | <spoiler text="Mission Mode and KMT Patch [NTSC-J]"> | ||
<pre>C20009C8 0000001A | <pre>C20009C8 0000001A | ||
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==== NTSC-K Codes ==== | ==== NTSC-K Codes ==== | ||
− | |||
<spoiler text="Mission Mode and KMT Patch [NTSC-K]"> | <spoiler text="Mission Mode and KMT Patch [NTSC-K]"> | ||
<pre>C20009C8 0000001A | <pre>C20009C8 0000001A | ||
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=== Other Useful Codes === | === Other Useful Codes === | ||
− | |||
These are some other codes that may be useful when testing Mission Mode, and allow greater functionality of the mode. | These are some other codes that may be useful when testing Mission Mode, and allow greater functionality of the mode. | ||
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<spoiler text="CPUs in Mission Mode [NTSC-K]"> | <spoiler text="CPUs in Mission Mode [NTSC-K]"> | ||
− | <pre> | + | <pre>C2831588 00000011 |
A0E30068 2C07000B | A0E30068 2C07000B | ||
40A10008 38E0000B | 40A10008 38E0000B | ||
Line 1,280: | Line 1,235: | ||
All codes were created by [[User:MrBean35000vr|MrBean35000vr]]. | All codes were created by [[User:MrBean35000vr|MrBean35000vr]]. | ||
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== Porting Tournaments/Competitions to Mission Mode == | == Porting Tournaments/Competitions to Mission Mode == | ||
+ | If you can extract the U8 archive out of a tournament, you can in most cases convert it to work with Mission Mode. Save the extracted U8 archive as a Mission Run file (mrxx.szs) for the Race/MissionRun folder (where xx is the number you define in the KMT scenario), open any and all CommonObj files that the tournament usually requires and copy their internal files into the Mission Run file, then set up the KMT with the correct objective, and correct file ID and add mrxx.szs to the filesystem. You will then be able to play the tournament in Mission Mode, though you will be restricted to whatever character/vehicle you specified in the KMT, and you will have a time limit (which you will also need to specify). There do not seem to be any modes in Mission Mode that do not feature a time limit, so it is not possible to remove that. | ||
− | + | == Other Information == | |
+ | * Barrier objects will always show up on the minimap. | ||
+ | * The [[BRSTM]] for the victory theme used is <tt>o_FanfareTA1st_32</tt>, which is also used for Time Trials, Battle Mode and tournaments. This means <tt>o_FanfareMIWinBoss_32</tt> is unused; it is the only unused song in the game. | ||
+ | * Miis can be loaded. They can be loaded over both male and female base models and vehicles, regardless of class. The Mii that will be loaded is the Mii currently set on the user's license they are playing from. However, adding a Mii CPU will crash the game. | ||
[[Category:Game Mode]] | [[Category:Game Mode]] | ||
+ | [[Category:Mission Mode]] |
Latest revision as of 13:41, 6 November 2023
Mission Mode races share slots with tournaments. By enabling Mission Mode in your distribution, people playing these missions will create ghost data and ranking entries for tournaments on Wiimmfi, which will usually show up on top of the leaderboards like a cheated time.
It is not enough to prevent your distribution from uploading Mission Mode times to Wiimmfi; you will also need to prevent your distribution from even storing ghost data. Otherwise, the time will be in the savegame and will be uploaded the next time the player goes online with another distribution or the original game.
Make sure to include the file codehandler.bin. Otherwise, your distribution will crash unless the player already has the file from a previous mod.
Not preventing these ghost uploads can get the players of your distribution banned on Wiimmfi.
Overview
Mission Mode is an unused, incomplete game mode present in Mario Kart Wii. It seems to have been intended to function very similarly to Mario Kart DS's Mission Mode, but was ultimately cancelled before completion and hidden away. It is likely that Competition/Tournament Mode, which shares many similarities with Mission Mode, became its replacement. The leftover code and menus of Mission Mode were discovered by MrBean35000vr on August 3rd, 2017, over 9 years after Mario Kart Wii's release date.
What Still Exists
Because Mission Mode was cancelled from the game and was never intended to be accessed, it is missing a lot of data that it's supposed to have in order to work properly. However, most code elements do still exist and can be accessed via cheat codes. The menu screens that allow a user to pick a level, view the level objective and start the game all still exist, albeit with no text. The gameplay mode itself still exists, meaning that it is possible to play the mode and fulfill various objectives, although the game doesn't seem to have a concept of failing, if you fail your objective, the game acts as though you have won anyway. However, the scenarios that Nintendo created for the mode do not exist anymore, meaning that although we can test out the objectives, we do not know how Nintendo would have originally used them and there are no leftover complete missions available in the game filesystem. However, based on certain similarities between game modes present in Mission Mode and Competition/Tournament Mode, it's very possible that some of the missing scenarios were remade as tournaments.
A look through the menus and some of the objectives can be seen in the following video:
Gameplay and Features
Had it been completed, Mission Mode would have put the player through a series of 64 challenges with increasing difficulty, where in each the player would have been required to perform a certain objective within a time limit. The player is not given any choice of what character or vehicle they wish to use, and the nature of the objective would vary depending on the level selected. Furthermore, the game could restrict what drift mode you were allowed to use (Automatic/Manual) or let you choose. This is the only game mode in Mario Kart Wii where a player may not have free choice over what drift mode they can select, a concept not applied anywhere else in the game. At the end of each level, the player would be awarded a rank based on how well they performed (3 stars, 2 stars, 1 star, A, B, C) and this would be displayed next to the level name in the menu. The 8th mission of each major level plays the course introduction camera pan accompanied by the battle introduction music when you load it, indicating that they were probably meant to be levels where you fight bosses, or somewhat special by comparison to the other levels which do not have any introduction pans or music.
Objectives
The known objectives are as follows:
ID | Code Name | Objective |
---|---|---|
0x00 | Miniturbo | Release miniturbos to score points. |
0x01 | LapRun01 | VS Mode. Complete 3 laps before time runs out. |
0x02 | LapRun02 | VS Mode. Complete 3 laps before time runs out. (Seems identical to mode 0x01). |
0x03 | Drift | Perform any drift to score. (Faulty, increments score too quickly, Manual only) |
0x04 | ItemBox | Break item boxes to score points. |
0x05 | EnemyDown01 | Hit enemies with items to score points. |
0x06 | EnemyDown02 | Attack a boss to score points. (E.g. Spiky Topmen, Big Pokey, etc) |
0x07 | EnemyDown03 | Unknown. (Most likely unused or deleted. A piece of text in StaticR.rel, "EnemyDown03" may indicate it used to be related to modes 0x5 and 0x6, attacking something). |
0x08 | CoinGet01 | Gather coins to score points. |
0x09 | ToGate01 | Drive through gates to score points. |
0x0A | RocketStart | Perform any level of boost start to immediately win the mission. (If you miss the boost start, you can no longer win, at all). |
0x0B | ItemHit | Hit CPU opponents with certain items to score points. (All projectiles. Stars, Mushrooms, Mega Mushrooms and Bullet Bills do not score). |
0x0C | Wheelie | Perform wheelies to score. (Faulty, increments score too quickly, increments for wheelies on the spot). |
0x0D | Slipstream | Get slipstreams from CPU opponents to score points. (However, the score also increases if they slipstream someone, too). |
Tutorials
In addition to these game modes, the interface for Mission Mode also has a set of screens for tutorials on how to play the game. In certain missions, before starting, you are given the ability to view a tutorial on a gameplay mechanic. This would have taken you to a screen featuring a simple text entry, and a movie clip demonstrating what to do. These tutorials do not match up completely with the objectives shown above, indicating they were probably meant as supplementary information, rather than a direct guide on how to win your objective. While there is no text for the tutorials, and the movie clips are also not present in the game's filesystem, the names of the movie clips can be found in the game's memory, indicating what they would have been about. These tutorial files were supposed to go in the /thp/tutorial/ folder.
Filename | Estimation of Contents |
---|---|
00_curve.thp | Steering without drifting (?) |
01_drift.thp | Manual Drifting |
02_miniturbo.thp | Obtaining miniturbos from Manual Drift |
03_autodrift.thp | Automatic Drifting |
04_jumpaction.thp | Performing tricks on ramps |
05_halfpipejump.thp | Performing tricks on half-pipe ramps |
06_wheelie.thp | Performing wheelies |
07_spinturn.thp | Turning on the spot (using A+B) |
08_back.thp | Reversing (?) |
09_startdush.thp | Getting a boost start in the countdown |
10_jugemdush.thp | Getting a boost start after respawning |
11_slipstream.thp | Getting a slipstream from another racer |
12_itemthrow.thp | Throwing/using items |
13_itemequip.thp | Dragging items behind you |
Files Used By Mission Mode
The menus for Mission Mode access a few files on the disc to get data for mission setup, among other things. The known files are documented below.
mission_ui_single.bin
mission_ui_single.bin is a leftover file pertaining to Mission Mode that exists within MenuSingle.szs. It is a fairly simplistic file containing some basic data for every selectable mission in the menu. It consists of a series of 0xA length entries, one for each level (thus 0x40 in total), starting with 1-1, then moving to 1-2, etc. The game offsets into the file based on which level it needs data for (0xA * level number), and loads data from there. This file is used almost immediately when the menu is loaded, and referenced as you select different options in the menu.
There is no header for this file, so it purely contains data and the length is considered implicit. This is the format of each entry:
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Scenario ID |
0x02 | UInt16 | Level button BMG ID |
0x04 | UInt16 | Objective text BMG ID |
0x06 | UInt16 | Tutorial text BMG ID (this also affects what movie plays) |
0x08 | UInt16 | Drift restriction (0 = Choose, 1 = Manual, 2 = Auto, 3+ = Disables the OK button) |
The Scenario ID refers to which entry of mission_single.kmt is supposed to be used (see below).
It is also worth noting that starting at Mission 3-4 and onwards, the Scenario ID in the original file is set to 0xFFFF (or -1), and this causes the game to freeze because of an out of bounds read. To access these later levels, the Scenario ID would need to be manually changed in these cases.
mission_single.kmt
When accessing the leftover menus for Mission Mode, the game attempts to load information from a file called mission_single.kmt, which is supposed to reside in /Race/MissionRun/mission_single.kmt in the game filesystem. This file is not present and presumably permanently lost. Without it, Mission Mode crashes when you try to start a level because it cannot read this file. However, it is possible to get an idea of how it is supposed to work based on a surviving routine in the game's code that is designed to load and parse this file, and thus create a new one that allows the game to continue without crashing.
The file is meant to be a long list of 64 mission objectives, as well as listing supplementary files to load to build the game world. It would have been 0x1C10 bytes long. The first 0x10 bytes are a header of unknown properties, where the only value read or checked by the game is 0x8, a signed 16-bit int consisting of the number of mission objectives.
Following on from that, there are a series of 0x70 length entries, one for each level (thus 0x40 in total). The game offsets into the file based on the Scenario ID in menu_ui_single.bin for the level you select at the menu (0x70 * Scenario ID + 0x10), and loads data from there.
The format for these entries is as follows:
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Mission Run file (mrxxxxx.szs, see below) |
0x02 | UInt16 | Game Mode ID (see above) |
0x04 | Byte | Course ID |
0x05 | Byte | Character ID |
0x06 | Byte | Vehicle ID |
0x07 | Byte | Engine class (0 = 50cc, 1 = 100cc, 2 = 150cc, 3 = Battle) |
0x08 | UInt32 | Unknown |
0x0C | UInt32 | Unknown |
0x10 | Byte | Unknown |
0x11 | Byte | Unknown |
0x12 | Byte | Unknown |
0x13 | Byte | Unknown |
0x14 | Byte | Unknown |
0x15 | Byte | Unknown |
0x16 | Byte | Unknown |
0x17 | Byte | Unknown |
0x18 | Byte | Unknown |
0x19 | Byte | Unknown |
0x1A | Byte | Unknown |
0x1B | Byte | Probably padding |
0x1C | UInt32 | Unknown |
0x20 | Byte | Unknown |
0x21 | Byte | Unknown |
0x22 | Byte | Unknown |
0x23 | Byte | Unknown |
0x24 | Byte | Unknown |
0x25 | Byte | Unknown |
0x26 | Byte | Unknown |
0x27 | Byte | Unknown |
0x28 | Byte | Unknown |
0x29 | Byte | Unknown |
0x2A | Byte | Unknown |
0x2B | Byte | Probably padding |
0x2C | UInt16 | Time limit (seconds) |
0x2E | Byte | Unknown |
0x2F | Byte | Controller restriction (Missing code) |
0x30 | UInt32 | Score required |
0x34 | UInt32 | Score for Rank 4 (Missing code) |
0x38 | UInt32 | Score for Rank 3 (Missing code) |
0x3C | UInt32 | Score for Rank 2 (Missing code) |
0x40 | UInt32 | Score for Rank 1 (Missing code) |
0x44 | UInt32 | Score for Rank 0 (Missing code) |
0x48 | UInt16 | Camera mode (3 = default, 7 = from above) |
0x4A | UInt16 | Minimap object (Missing code) |
0x4C | UInt16 | Unknown, always 0 |
0x4E | UInt16 | Unknown, always 0 |
0x50 | UInt16 | Cannon flag (0 if no cannon) |
0x52 | UInt16 | Unknown |
0x54 | UInt32 | Unknown |
0x58 | UInt16 | Amount of CPUs (Missing code) |
0x5A - 0x70 | Byte[22] | CPU information (Missing code) |
The "Mission Run" file listed at 0x00 into the entry is a supplementary file to load from the disc, and it can contain things such as alternate KMP files, additional models to load, etc. The number entered is converted to decimal, then appended to the string "mr", and finally ".szs" is appended. If the number is less than ten, one leading zero is added. The game will then seek the file in /Race/MissionRun. So, for example, if it were set to 0x0000, the game will try to load mr00.szs. If set to 0x000F, it would load mr15.szs, etc. If it fails to find the file, the mode will still load, but no file replacements will occur.
The values for defining CPUs are lacking important code and don't function at all, which makes fulfilling some mission objectives completely impossible. However, it is possible to add CPUs via cheat codes, which then allows the objectives to be fulfilled.
It appears that there is a ranking system in play similar to Mario Kart DS's, but rather than being based on time, it's based on the score achieved. Rank 5, presumably letter rank C, is the lowest and 0, presumably 3 stars, is the highest. However, this system doesn't appear to work at all for scoring objectives as the game will always prematurely end when the base score is reached, resulting in rank 5. In the race objectives (0x01 and 0x02), completing a race will always result in rank 0. The system only seems to function properly in the boost start objective (0x0A), where the rank is determined by the power of the boost start.
Accessing Mission Mode
It is not possible to access Mission Mode ordinarily, so in order to access it, you need to use a cheat code. Codes exist for all versions of Mario Kart Wii. Please read the instructions carefully to avoid freezes and unexpected outcomes!
Playing the Mode
There are two distinct cheat codes available to load and play Mission Mode. The first one is designed so that you do not need to create mission_single.kmt, and allows you to test a KMT entry by entering it directly into the cheat code. In this case, every single level will load the scenario entered in the cheat code. The second one assumes that you have created mission_single.kmt and therefore does not allow you to enter scenario data into the code; however you can run many different levels in one session because you can select from the level list to load different scenarios. You cannot run both at once. In both cases, to activate the code, load the Single Player menu, and then press START or +, depending on your controller. The Mission Mode Menu will pop up after a brief delay.
Please be aware that completing missions may damage your save file. It apparently overwrites the leaderboard for the current competition/tournament on the system. This is especially important to note if you use Wiimmfi Competitions/Tournaments as the times can end up being submitted to the online leaderboards. So it would be best to use a license that you do not intend to connect to Wiimmfi.
PAL Codes
Mission Mode and KMT Patch [PAL]
Mission Mode without KMT Patch [PAL]
NTSC-U Codes
Mission Mode and KMT Patch [NTSC-U]
Mission Mode without KMT Patch [NTSC-U]
NTSC-J Codes
Mission Mode and KMT Patch [NTSC-J]
Mission Mode without KMT Patch [NTSC-J]
NTSC-K Codes
Mission Mode and KMT Patch [NTSC-K]
Mission Mode without KMT Patch [NTSC-K]
Other Useful Codes
These are some other codes that may be useful when testing Mission Mode, and allow greater functionality of the mode.
The following code allows CPUs to be loaded in Mission Mode:
The following code prevents the game from crashing if a track does not have valid MSPT entries:
The following code replaces the missing text in Mission Mode with text IDs, allowing you to see where text normally renders:
Mission Text ID Labels [NTSC-U]
Mission Text ID Labels [NTSC-J]
Mission Text ID Labels [NTSC-K]
The following code adds a Mission Mode button to the Single Player Menu, circumventing the need to press START/+:
The following code prevents the game from crashing if mission_ui_single.bin contains a Scenario ID set to -1:
Scenario -1 Antifreeze [NTSC-U]
Scenario -1 Antifreeze [NTSC-J]
Scenario -1 Antifreeze [NTSC-K]
All codes were created by MrBean35000vr.
Porting Tournaments/Competitions to Mission Mode
If you can extract the U8 archive out of a tournament, you can in most cases convert it to work with Mission Mode. Save the extracted U8 archive as a Mission Run file (mrxx.szs) for the Race/MissionRun folder (where xx is the number you define in the KMT scenario), open any and all CommonObj files that the tournament usually requires and copy their internal files into the Mission Run file, then set up the KMT with the correct objective, and correct file ID and add mrxx.szs to the filesystem. You will then be able to play the tournament in Mission Mode, though you will be restricted to whatever character/vehicle you specified in the KMT, and you will have a time limit (which you will also need to specify). There do not seem to be any modes in Mission Mode that do not feature a time limit, so it is not possible to remove that.
Other Information
- Barrier objects will always show up on the minimap.
- The BRSTM for the victory theme used is o_FanfareTA1st_32, which is also used for Time Trials, Battle Mode and tournaments. This means o_FanfareMIWinBoss_32 is unused; it is the only unused song in the game.
- Miis can be loaded. They can be loaded over both male and female base models and vehicles, regardless of class. The Mii that will be loaded is the Mii currently set on the user's license they are playing from. However, adding a Mii CPU will crash the game.