Talk:Filesystem/rel/StaticR.rel

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Can someone please make an list of the Tracks --> Values? :P

Tock 16:48, 21 May 2011 (CEST)

Do you mean something like this: http://opensvn.wiimm.de/viewvc/wii/trunk/wiimms-szs-tools/src/db-mkw.c?annotate=2651#l44
This list is the natural order. And the translation tables mix the tracks.
Wiimm 18:04, 21 May 2011 (CEST)
Hmm i changed the 0018 (SNES Ghost Valley on your list) with 0006 (DK Summit) and DK Summit got replaced with SNES Mario Circuit 3. I checked my Static.Rel in the Hex Editor and i didnt made an mistake^^.
Tock 19:40, 21 May 2011 (CEST)
summit is 6, ghost valley 25 (0x19) and snes mario 24 (0x18).
try: "wstrt tracks -T summit=ghost" (for viewing the effect) or "wstrt patch -T summit=ghost staticr.rel" for patching.
It is important to patch all tables (wstrt does it).
Wiimm 20:01, 21 May 2011 (CEST)
Here you can see that you're Page say that SNES Ghost Valley 2 ist 0x18 ^^
224 18, 53, // default index & slot
225 "SNES Ghost Valley 2",
226 "old_obake_sfc",
227 "r_SFC_Obake32_n",
228 "r_SFC_Obake32_f"
Tock 20:47, 21 May 2011 (CEST)
no, that number is the reverse reference. The normal (nintendo wanted) position is 18 (0 based index). See "Mario Circuit" for example. It has the internal index #0 and the first in the list, but it is placed at slot 4 (or 2.1 -> "4, 21, // default index & slot"). The table down is the correct internal order.
Do you like a team speak session for more details?
Wiimm 21:41, 21 May 2011 (CEST)

hey how about adding slots becuase ive asked this question everywhere and havnt got my answer yet --Soarin MKWII (talk) 07:28, 5 May 2013 (UTC)

That can't be done! Only MrBean and Chadderz know how to do that and they won't make it public. You'd need to find out again! -- NiAlBlack (talk) 08:00, 5 May 2013 (UTC)

0_0 how did they find out about it --Soarin MKWII (talk) 16:08, 5 May 2013 (UTC)

Region Line color

There should be entries for red and blue team colors somewhere in this mix, if I remember correctly. Try checking nearby areas in the rel. I don't have the file handy but I do remember changing the team colors at one point. --Derpy Hooves (Guil) 04:11, 2 March 2014 (UTC)

Hud color

I somehow managed to get the hud color to full alpha by inserting random numbers there. Here is the code: 7A 78 97 A7 9A 87 9A 70 77 8D AB BA BD DA DF

After a few minutes of investigation i realised that the 3rd floating point is for player 1 and its not actually a floating point i think. Cause its 3rd line controls the transparency 00=visible FF=transparent and the 4th line doesn't do anything, so only the 2 first lines controls the color 0000=yellow FFFF=yellow 00FF=blue FF00=blue. These are the only values i tested.

--James Potkukelkka (talk) 15:35, 13 November 2017 (UTC)

Expert Staff Ghost Unlock Times

In PAL, the expert staff ghost unlocking times list starts at 0x380D90 (StaticR.rel) / 0x80891070 (RAM). Each entry is 4 bytes long, and follows the order of the course ID.

TIMES (Course ID --> Time (Time variable in StaticR.rel))

0x00 --> 01:40.528 (0x000188B0)
0x01 --> 01:34.160 (0x00016FD0)
0x02 --> 02:10.875 (0x0001FF3B)
0x03 --> 02:22.856 (0x00022E08)
0x04 --> 02:17.653 (0x000219B5)
0x05 --> 02:25.620 (0x000238D4)
0x06 --> 02:29.076 (0x00024654)
0x07 --> 02:15.323 (0x0002109B)
0x08 --> 01:26.394 (0x0001517A)
0x09 --> 01:51.786 (0x0001B4AA)
0x0A --> 02:10.509 (0x0001FDCD)
0x0B --> 02:51.684 (0x00029EA4)
0x0C --> 02:57.382 (0x0002B4E6)
0x0D --> 03:00.007 (0x0002BF27)
0x0E --> 02:26.064 (0x00023A90)
0x0F --> 02:56.867 (0x0002B2E3)
0x10 --> 01:30.909 (0x0001631D)
0x11 --> 01:55.907 (0x0001C4C3)
0x12 --> 02:26.334 (0x00023B9E)
0x13 --> 02:52.100 (0x0002A044)
0x14 --> 01:14.072 (0x00012158)
0x15 --> 02:02.358 (0x0001DDF6)
0x16 --> 02:29.793 (0x00024921)
0x17 --> 02:36.630 (0x000263D6)
0x18 --> 01:35.213 (0x000173ED)
0x19 --> 01:04.261 (0x0000FB05)
0x1A --> 02:10.069 (0x0001FC15)
0x1B --> 02:43.142 (0x00027D46)
0x1C --> 03:09.228 (0x0002E32C)
0x1D --> 02:51.693 (0x00029EAD)
0x1E --> 02:53.651 (0x0002A653)
0x1F --> 01:41.174 (0x00018B36)

--B squo (talk) 13:20, 29 July 2023 (UTC)

Mii Outfit RGBA Colors

Mii outfit colors start at RAM address 0x808A4B18 (PAL), if I'm not mistaken. It's a list of 12 GXColor entries, one per Mii color. --B squo (talk) 13:20, 29 July 2023 (UTC)