LE-CODE/Controllers & Buttons
- LE-CODE & LPAR & LEX
- LE-CODE: General description
- LE-CODE: History
- LE-CODE: FAQ for track creators
- LE-CODE: Distribution Tutorial
- LE-CODE: Definition file for distributions
- LE-CODE: FAQ for distribution creators
- LE-CODE: Item Cheat
- LE-CODE: Controllers & Buttons
- LE-CODE: Slot usage
- LE-CODE: Exception Handler
- LPAR: File format for parameters
- LEX: File format and definitions
- Wiimm's Test Tracks
- Extended presence flags
- Related Categories
LE-CODE supports additional input options compared to standard Mario Kart Wii, which are used for Item Cheats and D-Pad settings, among other things. Various buttons and button combinations on the controllers are used for this purpose.
See »Controller« for a general overview.
LE-CODE uses different buttons for additional input. They can be divided into 2 groups:
- Special alternative buttons (ALT*) enter a new a new layer for other buttons to enabled special modes and activities. is a not otherwise used. LE-CODE uses only in combination with . So there are no conflicts with other button combinations. Both ALT buttons are used in combination with the . If is pressed, the item cheat buttons are deactivated.
- 2 buttons are reserved for the second and third layer of the Item Cheat. The base Wii Wheel is still not supported due to a lack of available buttons to use.
|ALT1||Enter first layer for special input. Usually used together with. One usage is to switch debug display and options.|
|ALT2||Enter second layer for special input. Only used in combination withto avoid conflicts with other buttons.|
|ALT1+ALT2||+||+||+||+||Enter third layer for special input. It is used together withto enable or disable features.|
|ITEM2||—||Switch to layer 2 for item selection|
|ITEM3||—||Switch to layer 3 for item selection|
LE-CODE supports cheat (feature) codes. Therefor the player have to press , and . Each is stored to a sequence of up to 16 keys. The sequence will be reset on 2 in a row or after 2 seconds inactivity. While entering the sequence, it is displayed instead of the speedometer. If a cheat code was activated, the game sound plays with doubled speed for 2 seconds. At the same time symbol is viewed behind the speedometer.
The following table shows implemented and planned cheat codes. The coding will certainly be changed several times until we have a stable collection of cheat codes. The goal is to build a logical structure with lots of short codes so that they are easy to remember.
The first tables shows initial code sequences for the different categories:
|Debug||Debug settings. Reminder rule:ebug ebug.|
|Race||Race modifications. Reminder rule:ace ace.|
|Race||Race modifications for debugging. Reminder rule:ace ace ebug.|
The second table shows all D-Pad Cheat Codes (implemented or planed) in detail. Some cheat codes can only be used if the CHEAT-MODE parameter is set accordingly: 0: Almost all cheat codes are disabled. 1: Only cheat codes without impact to game play are allowed. 2: All cheat codes are allowed.
|*||—||2one after the other clear the input. Therefore no other code can contain the sequence .|
|*||Debug||Code to test the fourkeys and the general functionality. The code has no other impact.|
|*||Settings||Unlock all drivers, vehicles and courses of the current profile, but don't touch trophies.
Reminder rule: 2×icense n ock.
|*||Track||Enable texture hacks for battle and versus if allowed by distribution. Details|
|*||Track||Disable texture hacks for battle and versus if allowed by distribution. Details|
|*||Track||Show status of texture hacks for battle and versus. Details|
|≥1||Debug||Lock debug settings to prevent accidental changes.|
|≥1||Debug||Unlock debug settings.|
|≥1||Debug||Disable debug screens. Same as DEBUG=DEBUG$OFF.|
|≥1||Debug||Enable debug screens. Same as DEBUG=DEBUG$ENABLE. Additional unlock debug settings.|
|≥2||Race||Define the time a player is small after being struck by a thundercloud to 3 seconds.|
|≥2||Race||Define the time a player is small after being struck by a thundercloud to 10.2 seconds (MKW default).|
|≥2||Race||Define the time a player is small after being struck by a thundercloud to 30 seconds (Intermezzo default).|
|≥2||Race||Reset the time a player is small after being struck by a thundercloud to distribution default (LPAR THCLOUD-TIME).|
|—||≥2||Race||Terminate current race.|
|—||≥2||Race||Increment/decrement number of total laps.|