Difference between revisions of "Mission Mode"
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== 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 | + | 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 === | ||
Line 797: | Line 797: | ||
4E800421 3C608062 | 4E800421 3C608062 | ||
606324EC 7C6903A6 | 606324EC 7C6903A6 | ||
+ | 7FE3FB78 3880007A | ||
+ | 4E800421 00000000</pre> | ||
+ | |||
+ | You will need to create /Race/MissionRun/mission_single.kmt in the filesystem and fill it with scenario data, as outlined above. | ||
+ | If the KMT fails to load, a dummy mission will spawn with Mario/Standard Kart M on Mario Circuit, and end instantly.</spoiler> | ||
+ | |||
+ | ==== NTSC-K Codes ==== | ||
+ | |||
+ | <spoiler text="Mission Mode and KMT Patch [NTSC-K]"> | ||
+ | <pre>C20009C8 0000001A | ||
+ | 3800008E 48000075 | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | MMMMMMMM MMMMMMMM | ||
+ | 7C8802A6 3C608000 | ||
+ | 3884FFF0 908309C0 | ||
+ | 3C60809B 80630478 | ||
+ | 80630000 806301AC | ||
+ | 3880FFFF 908306B4 | ||
+ | 3C808000 608409CC | ||
+ | 908306B8 80630668 | ||
+ | 9064FFF8 3C608061 | ||
+ | 6063A7BC 7C6903A6 | ||
+ | 7FE3FB78 4E800420 | ||
+ | 60000000 00000000 | ||
+ | 0461B730 4B9E5298 | ||
+ | 0461B874 4B9E5154 | ||
+ | 0461B9B8 4B9E5010 | ||
+ | 0461BC04 4B9E4DC4 | ||
+ | C20009CC 00000007 | ||
+ | 38800001 3D408000 | ||
+ | 908A09D0 3C80809B | ||
+ | 80840478 80840000 | ||
+ | 808401AC 80840024 | ||
+ | 80840008 814A09C4 | ||
+ | 7D4903A6 4E800420 | ||
+ | 60000000 00000000 | ||
+ | C283D86C 00000005 | ||
+ | 3D408000 812A09D0 | ||
+ | 2C090001 40820010 | ||
+ | 39200000 912A09D0 | ||
+ | 38800004 2C040001 | ||
+ | 60000000 00000000 | ||
+ | C261AE48 00000007 | ||
+ | 3C608061 38631100 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 38800035 4E800421 | ||
+ | 3C608061 38631100 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 3880002A 4E800421 | ||
+ | 7FE3FB78 00000000 | ||
+ | C284C774 00000005 | ||
+ | 3C60809B 80630478 | ||
+ | 80630000 80630000 | ||
+ | 2C03002C 41A2000C | ||
+ | 38600026 48000008 | ||
+ | 38600025 00000000 | ||
+ | C2517E40 00000003 | ||
+ | 3FC08000 7C04F040 | ||
+ | 41A10008 3C808170 | ||
+ | 7C7E1B78 00000000 | ||
+ | C28313EC 00000008 | ||
+ | 3C808000 808409C0 | ||
+ | 2C040000 41A20010 | ||
+ | 7C832378 38000000 | ||
+ | 48000024 2C030000 | ||
+ | 4182000C 80630000 | ||
+ | 48000014 3C608170 | ||
+ | 38800001 98830016 | ||
+ | 38000000 00000000 | ||
+ | C261EC0C 00000006 | ||
+ | 3C608061 60631198 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 4E800421 3C608061 | ||
+ | 60631198 7C6903A6 | ||
+ | 7FE3FB78 3880007A | ||
+ | 4E800421 00000000</pre> | ||
+ | |||
+ | Replace the MMMMMMMMM block with a KMT Scenario Entry. | ||
+ | For example, if you enter the following: | ||
+ | |||
+ | <pre>00FF0000 23071602 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 003C0000 | ||
+ | 0000000F 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000 | ||
+ | 00000000 00000000</pre> | ||
+ | |||
+ | Then you will get a mission where you play as Luigi/Mach Bike on Funky Stadium and the objective is to get 15 miniturbos in 60 seconds.</spoiler> | ||
+ | |||
+ | <spoiler text="Mission Mode without KMT Patch [NTSC-K]"> | ||
+ | <pre>C20009C8 0000000A | ||
+ | 3C60809B 80630478 | ||
+ | 80630000 806301AC | ||
+ | 3880FFFF 908306B4 | ||
+ | 3C808000 608409CC | ||
+ | 908306B8 80630668 | ||
+ | 9064FFF8 38600000 | ||
+ | 9064FFF4 3C608061 | ||
+ | 6063A7BC 7C6903A6 | ||
+ | 7FE3FB78 3800008E | ||
+ | 4E800420 00000000 | ||
+ | 0461B730 4B9E5298 | ||
+ | 0461B874 4B9E5154 | ||
+ | 0461B9B8 4B9E5010 | ||
+ | 0461BC04 4B9E4DC4 | ||
+ | C20009CC 00000007 | ||
+ | 38800001 3D408000 | ||
+ | 908A09D0 3C80809B | ||
+ | 80840478 80840000 | ||
+ | 808401AC 80840024 | ||
+ | 80840008 814A09C4 | ||
+ | 7D4903A6 4E800420 | ||
+ | 60000000 00000000 | ||
+ | C283D86C 00000005 | ||
+ | 3D408000 812A09D0 | ||
+ | 2C090001 40820010 | ||
+ | 39200000 912A09D0 | ||
+ | 38800004 2C040001 | ||
+ | 60000000 00000000 | ||
+ | C261AE48 00000007 | ||
+ | 3C608061 38631100 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 38800035 4E800421 | ||
+ | 3C608061 38631100 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 3880002A 4E800421 | ||
+ | 7FE3FB78 00000000 | ||
+ | C284C774 00000005 | ||
+ | 3C60809B 80630478 | ||
+ | 80630000 80630000 | ||
+ | 2C03002C 41A2000C | ||
+ | 38600026 48000008 | ||
+ | 38600025 00000000 | ||
+ | C2517E40 00000003 | ||
+ | 3FC08000 7C04F040 | ||
+ | 41A10008 3C808170 | ||
+ | 7C7E1B78 00000000 | ||
+ | C28313EC 00000008 | ||
+ | 3C808000 808409C0 | ||
+ | 2C040000 41A20010 | ||
+ | 7C832378 38000000 | ||
+ | 48000024 2C030000 | ||
+ | 4182000C 80630000 | ||
+ | 48000014 3C608170 | ||
+ | 38800001 98830016 | ||
+ | 38000000 00000000 | ||
+ | C261EC0C 00000006 | ||
+ | 3C608061 60631198 | ||
+ | 7C6903A6 7FE3FB78 | ||
+ | 4E800421 3C608061 | ||
+ | 60631198 7C6903A6 | ||
7FE3FB78 3880007A | 7FE3FB78 3880007A | ||
4E800421 00000000</pre> | 4E800421 00000000</pre> | ||
Line 880: | Line 1,051: | ||
40A10008 38E0000B | 40A10008 38E0000B | ||
3FA0809C 83BDC788 | 3FA0809C 83BDC788 | ||
+ | 3BBD0C20 39000005 | ||
+ | 911D00F8 911D01E8 | ||
+ | 911D02D8 911D03C8 | ||
+ | 911D04B8 911D05A8 | ||
+ | 911D0698 911D0788 | ||
+ | 911D0878 911D0968 | ||
+ | 911D0A58 39030068 | ||
+ | 2C070000 4182002C | ||
+ | 3BBD00F0 39080002 | ||
+ | 89280000 913D0004 | ||
+ | 89280001 913D0000 | ||
+ | 39200001 913D0008 | ||
+ | 38E7FFFF 4BFFFFD4 | ||
+ | A0E30068 00000000</pre> | ||
+ | |||
+ | This code makes use of some of the unknown bytes in the KMT scenario entry format. | ||
+ | Set 0x58 into the KMT scenario entry to be the amount of CPUs you want to have (as a u16). | ||
+ | Then for each CPU, starting at 0x5A and working onwards, enter character ID, followed by vehicle ID, as single bytes, up to the amount of CPUs you want. | ||
+ | |||
+ | Example: | ||
+ | 0x58 = 0x0002 | ||
+ | 0x5A = 0x07 | ||
+ | 0x5B = 0x16 | ||
+ | 0x5C = 0x15 | ||
+ | 0x5D = 0x05 | ||
+ | |||
+ | Would yield 2 CPU opponents, one Luigi/Mach Bike, one Dry Bowser/Offroader.</spoiler> | ||
+ | |||
+ | <spoiler text="CPUs in Mission Mode [NTSC-K]"> | ||
+ | <pre>C28313F4 00000011 | ||
+ | A0E30068 2C07000B | ||
+ | 40A10008 38E0000B | ||
+ | 3FA0809B 83BDBD68 | ||
3BBD0C20 39000005 | 3BBD0C20 39000005 | ||
911D00F8 911D01E8 | 911D00F8 911D01E8 | ||
Line 949: | Line 1,153: | ||
38A10018 00000000 | 38A10018 00000000 | ||
C258415C 00000003 | C258415C 00000003 | ||
+ | 3C608000 7C061840 | ||
+ | 41A10008 3CC08170 | ||
+ | 7FE3FB78 00000000</pre></spoiler> | ||
+ | |||
+ | <spoiler text="MSPT Antifreeze [NTSC-K]"> | ||
+ | <pre>C257280C 00000003 | ||
+ | 3CC08000 7C033040 | ||
+ | 41A10008 3C608170 | ||
+ | 80C30000 00000000 | ||
+ | C2572814 00000003 | ||
+ | 3CA08000 7C062840 | ||
+ | 41A10008 3CC08170 | ||
+ | 38A10018 00000000 | ||
+ | C2572834 00000003 | ||
3C608000 7C061840 | 3C608000 7C061840 | ||
41A10008 3CC08170 | 41A10008 3CC08170 | ||
Line 984: | Line 1,202: | ||
38A5001C 388013F1 | 38A5001C 388013F1 | ||
3CC0808C 00000000</pre></spoiler> | 3CC0808C 00000000</pre></spoiler> | ||
+ | |||
+ | <spoiler text="Mission Text ID Labels [NTSC-K]"> | ||
+ | <pre>C262C0D4 00000007 | ||
+ | 2C040BBC 4182001C | ||
+ | 2C040BF0 41820014 | ||
+ | 2C040E74 41A0001C | ||
+ | 2C040F9F 41A10014 | ||
+ | 9081001C 7C250B78 | ||
+ | 38A5001C 388013F1 | ||
+ | 3CC0808B 00000000</pre></spoiler> | ||
The following code adds a Mission Mode button to the Single Player Menu, circumventing the need to press START/+: | The following code adds a Mission Mode button to the Single Player Menu, circumventing the need to press START/+: | ||
Line 999: | Line 1,227: | ||
<spoiler text="Mission Mode Button [NTSC-J]"> | <spoiler text="Mission Mode Button [NTSC-J]"> | ||
<pre>04625E0C 38000005</pre> | <pre>04625E0C 38000005</pre> | ||
+ | |||
+ | There is genuinely a button for Mission Mode hidden on the single player menu, and this makes it load. However it is worth noting that it overlaps with the Battle button, making it hard to select. Might be more useful if the layout of the menu is modified. You still have to run the main code above, otherwise this button will simply crash the game.</spoiler> | ||
+ | |||
+ | <spoiler text="Mission Mode Button [NTSC-K]"> | ||
+ | <pre>04614AB8 38000005</pre> | ||
There is genuinely a button for Mission Mode hidden on the single player menu, and this makes it load. However it is worth noting that it overlaps with the Battle button, making it hard to select. Might be more useful if the layout of the menu is modified. You still have to run the main code above, otherwise this button will simply crash the game.</spoiler> | There is genuinely a button for Mission Mode hidden on the single player menu, and this makes it load. However it is worth noting that it overlaps with the Battle button, making it hard to select. Might be more useful if the layout of the menu is modified. You still have to run the main code above, otherwise this button will simply crash the game.</spoiler> | ||
Line 1,026: | Line 1,259: | ||
<spoiler text="Scenario -1 Antifreeze [NTSC-J]"> | <spoiler text="Scenario -1 Antifreeze [NTSC-J]"> | ||
<pre>C2842688 00000005 | <pre>C2842688 00000005 | ||
+ | A8E50000 2C07FFFF | ||
+ | 7CE03B78 40A20014 | ||
+ | 8083083C 80E30840 | ||
+ | 1CE70008 7C072214 | ||
+ | 60000000 00000000</pre> | ||
+ | |||
+ | In the event that a -1 is loaded, this code will instead calculate the offset into mission_single.kmt by which button you pressed (0x70 * level number + 0x10). Given that Scenario IDs usually just go up 1 at a time, this should continue reading mission_single.kmt in order as if the IDs were properly filled in.</spoiler> | ||
+ | |||
+ | <spoiler text="Scenario -1 Antifreeze [NTSC-K]"> | ||
+ | <pre>C28313DC 00000005 | ||
A8E50000 2C07FFFF | A8E50000 2C07FFFF | ||
7CE03B78 40A20014 | 7CE03B78 40A20014 |
Revision as of 15:19, 5 April 2019
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 screens 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, etc) 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 halfpipe 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, but it doesn't matter what is written in there as it is not checked or validated by the game.
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 | Unknown |
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 | Unknown |
0x2C | UInt16 | Time limit (seconds) |
0x2E | Byte | Unknown |
0x2F | Byte | Unknown |
0x30 | UInt32 | Score required |
0x34 | UInt32 | Unknown |
0x38 | UInt32 | Unknown |
0x3C | UInt32 | Unknown |
0x40 | UInt32 | Unknown |
0x44 | UInt32 | Unknown |
0x48 | UInt16 | Unknown |
0x4A | UInt16 | Unknown |
0x4C | UInt16 | Unknown |
0x4E | UInt16 | Unknown |
0x50 | UInt16 | Unknown |
0x52 | UInt16 | Unknown |
0x54 | UInt32 | Unknown |
0x58 | UInt16 | Unknown |
0x5A | Byte | Unknown |
0x5B | Byte | Unknown |
0x5C | Byte | Unknown |
0x5D | Byte | Unknown |
0x5E | Byte | Unknown |
0x5F | Byte | Unknown |
0x60 | Byte | Unknown |
0x61 | Byte | Unknown |
0x62 | Byte | Unknown |
0x63 | Byte | Unknown |
0x64 | Byte | Unknown |
0x65 | Byte | Unknown |
0x66 | Byte | Unknown |
0x67 | Byte | Unknown |
0x68 | Byte | Unknown |
0x69 | Byte | Unknown |
0x6A | Byte | Unknown |
0x6B | Byte | Unknown |
0x6C | Byte | Unknown |
0x6D | Byte | Unknown |
0x6E | Byte | Unknown |
0x6F | Byte | Unknown |
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.
It appears to be impossible to define any CPUs to load, 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.
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.
Mission Mode on Wiimmfi
The Mission Mode missions have the same internal track IDs as competitions. This means, that playing on Mission Mode will sometimes cause Mission times to show up on the Wiimmfi leaderboards. If you are embedding Mission Mode into your Custom Track Distribution, you have to make sure this doesn't happen so your users don't get banned for sending wrong times to our leaderboard. The easiest way would be to change the ghost and ranking upload URLs within the StaticR.rel back to the Nintendo servers so they don't reach the Wiimmfi server.
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.