User talk:Leseratte

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Thank you! -- TorranBOT (talk) 08:43, 13 May 2013 (UTC)


Here's my data: MEGA
--maczkopeti (talk) 20:10, 9 January 2016 (UTC)

Thanks a lot. One question, is your Wii PAL or NTSC? -- Leseratte (talk) 21:31, 9 January 2016 (UTC)
It's PAL.
--maczkopeti (talk) 22:10, 9 January 2016 (UTC)
For different reasons (one is abuse using with dolphin) it is not good to offer save games in the public. So please remove the file from MEGA.
-- Wiimm (talk) 00:21, 10 January 2016 (UTC)
I don't think anyone could do much with only the wc24dl.vff, but okay, I removed it.
--maczkopeti (talk) 00:36, 10 January 2016 (UTC)
@Wiimm the only data in the wc24dl.vff file is a random ghost data file downloaded from SAKE and the competition data (including title, text, top 10 PIDs and the actual competition data). There is no problem with sharing that. The actual save game is in the rksys.dat file. -- Leseratte (talk) 09:04, 10 January 2016 (UTC)
My fault: I talked about whole savegames and I thought Maczkopeti posted one.
-- Wiimm (talk) 09:25, 10 January 2016 (UTC)


I'm glad you made a program to make custom tournaments! Maybe you should make a tutorial so other users get a better understanding of it?--Littlelum (talk) 21:33, 20 March 2016 (UTC)

A tutorial? The program should be self-explaining (it has tooltips on every control), and the competition SZS files are basically normal tracks, just that they only contain a KMP and additional object files. The only difference in this KMP are that it contains a MSPT section (look into a battle track to see how they work) and may contain special objects like the star gates or the coins. If you have a specific question about the RKC editor, feel free to ask it, but at the moment I have more important things to do than to write a detailed custom competition tutorial. -- Leseratte (talk) 21:46, 20 March 2016 (UTC)
I have a added a description for each setting in the RKC editor: click -- Leseratte (talk) 11:11, 21 March 2016 (UTC)

Cheat Code Pages

Why not creating own wiki pages for each cheat code? At a user page, the cheat codes are more hidden. Own cheat code pages can be found by category and title search and can be linked.

-- Wiimm (talk) 15:16, 24 June 2016 (UTC)

Gecko Codes, Competitions, and Channels*&hacker=join It is listed here, so you can add your codes! Also, just and quick question, if Bean and Chadderz can get the Mario Kart Channel working in CTGP, do you think you could do custom track competitions? Or, like run one normal one and one for a specific distribution? For the final thing, do you think Chadderz will ever release a tutorial on how to make a CT Pack Channel? Trainiax - Waiting for Incendia Castle... 16:08, 24 June 2016 (UTC)

Thanks for that link, but I already know that, none of the contact methods listed there works, I cannot reach anyone who is able to make me an account.
Custom track competitions could be possible if MrBean and Chadderz fix the game to allow competitions on custom track slots (slots > 42), but people would then need to create competitions.
A tutorial on how to make a channel? Like the CTGP channel? Definitely not, this is way too complicated.
Leseratte (talk) 17:49, 24 June 2016 (UTC)
There are people who are willing to create custom track competitions (more willing then on original tracks :p) Backwards Melting Magma Mele will be ready if Bean and Chadderz include ct competitions into ctgp^^. also @Leseratte if it is somehow possible to inject a competition through an iso, i could create one custom track competition for every new version of Wiimms MKW-Fun, so we could play one ct competition every 3 months^^. --Sucht93a (talk) 11:47, 25 June 2016 (UTC)
Making the RKC files is not a problem for me. I actually, while I am still learning the one with CommonObj, I have made one for GBA Cheep-Cheep Island a race against Koopa Troopa. It is not in any current distribution, just a track I had lying around. Trainiax - Waiting for Incendia Castle... 12:15, 25 June 2016 (UTC)
@Sucht, competitions in MKW Fun faces the same problem as competitions in CTGP, the competition code in the game doesn't support the extended track slots and just freezes when it tries to load a CT. MrBean and Chadderz would need to update the CTGP 1.02 source code (and fix it in CTGP 1.03, too) to make that work. I may try to fix that myself somewhen in the future but I don't know if I'll be able to do that. If that gets fixed we could run custom competitions in MKW Fun as well. -- Leseratte (talk) 13:53, 26 June 2016 (UTC)
This is something I'm looking into as well for both MKW Hack Pack and Luma's CT Pack. I think it would be really cool. I will soon look into the data sent with RACE competition requests and see if I can manipulate them so that the game can request competitions specific for various distributions. Aplumafreak500 (talk) 14:35, 20 January 2017 (UTC)
No need to manipulate anything, please don't mess with the data sent to the server. If you plan to have a 32-track CT distribution (competitions don't work with CT-code), and like to include competitions, you can create RKC files for the competitions (using my RKC Editor; I can then somewhen rewrite the server to support different competitions for different game versions, and can then tell you how to patch your game to make it tell the server to deliver another competition. However, if you want to have custom competitions, you *must* use a different savegame (otherwise it overwrites normal competitions) and you *must not* use a SD savegame. -- Leseratte (talk) 17:44, 25 January 2017 (UTC)

Mushroom code

I have tested out the mushroom "feature" bugfix code for NTSC-U and it doesn't work. NTSC-j and K are untested at this point in time. Huili (talk) 16:57, 1 December 2016 (UTC)

It seems to work for me though. I will see if I am right. Aplumafreak500 (talk) 17:09, 1 December 2016 (UTC)
The issue has been resolved. I had 2 gct's and one of them didn't have it whereas the other one did. Huili (talk) 18:40, 1 December 2016 (UTC)

Engine Class Modifier for CPUs


I'm wanting to increase the speeds of all vehicles (mine and the CPUs). The Engine Class Modifier you developed does not seem to change the CPU player speeds. Do you know of any ways to make the CPUs go faster?

Thank you!

--Lsh4 (talk) 03:39, 24 December 2016 (UTC)

You need to add AIParam.bas file into the course where you want the CPUs go faster. The first float of this file is the speed, but remember it's clamped to a maximum and minimum values (I don't remember which ones exactly). If you want to change the current default speed from all the CPUs in all tracks, you need to edit kartAISpdParam.bin from Common.szs. I never went through editing this file, but it has a structure of floats per CPU vehicle+character combination maybe. I might get some information of the structure soon. Good luck! —Atlas (talk) 11:44, 24 December 2016 (UTC)
Ah, I see. That might be a bit out of my scope, I'm brand new to custom Mario Kart things, but I'm looking into those files now! Is a Gecko code to activate/deactivate the CPU speed changes possible, or in existence? For instancce, I've looked at MrBean35000vr's Lap & Speed Modifier, but can't figure out what values to change in the cheat code to change speeds/laps. Thanks again! --Lsh4 (talk) 15:04, 24 December 2016 (UTC)
I only know the existance of a NTSC-J version only code that changes the speed of the selected player/CPU to the maximum:
30430004 00000002
48000000 804300X0
DE000000 80008180
5A010000 FFFFFEB0
14000008 4396FFFF
14000010 437AFFFF
1400001C 43700000
E0000000 80008000
Where X, it is: 1=Player, 2=CPU 1, 3=CPU 2 ... C=CPU 11
Atlas (talk) 15:36, 24 December 2016 (UTC)
Thank you so much! This is almost what I'm looking for, having a Gecko code makes things a lot more flexible to turn on/off conveniently without having to extract/edit/replace data on the iso itself. Too bad it's NTSC-J, my game rip is NTSC-U, not sure what to do. Unrelated, I'm going to check out your YouTube channel! --Lsh4 (talk) 15:44, 24 December 2016 (UTC)
No problem and thanks! I think converting it is possible, but I'm not sure where the pointers are on these kind of codes. I've looked in a NTSC-J dump, and the offset provided (0x8180) seems to be relative to 0x81E4 in a NTSC-U dump, so try changing that and see if it works. Good luck! —Atlas (talk) 15:52, 24 December 2016 (UTC)
@Atlas, the value in the third line (80008180) is not a RAM adress and should stay like that in all regions. Maybe I'll try to port that code later. But I think using the Speed modifier is much easier - just add it to the game. The speed is not defined in this code but in the track. You can use wszst / wkmpt to make the track files "faster". --Leseratte (talk) 10:23, 25 December 2016 (UTC)
@Leseratte, thanks for the info! I've been looking at auto porter, but it doesn't seem to properly handle this particle code. Basically, I've been searching for a code that affects all players for offline matches, and having it in a code form makes it more flexible to turn on/off easily (and with custom distributions like MK-Fun, I don't want to edit the track files themselves and lose online play).
If you are willing to port some code, I'd be very grateful! But perhaps this NTSC-J version from Cross1955 would be better, since it allows for varying speed values:
30430004 00000002
48000000 804300Y0
DE000000 80008180
5A010000 FFFFFEB0
14000004 XXXXXXXX
1400001C 439B0000
E0000000 80008000
Where Y is 1,2,3,... for Player 1,2,3,...
--Lsh4 (talk) 17:23, 25 December 2016 (UTC)

Severe Wiimmfi Lag

Hi. I already contacted Wiimm to talk about this issue, but he doesn't reply. My problem is that my Wiimmfi always lags: on CTGP, I get kicked out of the room even before selecting the track; on Hack Pack, I can't even play. Since the Wiimmfi error page tells me to check my connection settings, I did it, and everything seems OK, but the problem still exists. How can I solve it? --TheChibiKing (talk) 11:42, 23 June 2017 (UTC)

Track download links

Hey, why are you replacing some of the links even though the files have not been removed? Igorseabra4 (talk) 20:34, 19 October 2017 (UTC)

I am replacing all old Mediafire links, since Mediafire is actively removing more and more links (as in, I checked a link two hours ago, and it worked, and now it is down). That's why I assume all Mediafire links on this Wiki have been flagged, same as for the MEGA links, and will break in a day or two anyways. In my opinion, it would be better to remove the links now than having to go through all the tracks again in a week to cleanup the then non-working links. -- Leseratte (talk) 20:37, 19 October 2017 (UTC)

Little offtopic (and probably shameless advertising) : do you want to try using my own filehost to upload MKW tracks ? It's specifically made for it (and isn't annoying at all) : -Dswii3ds (talk) 16:22, 20 October 2017 (UTC)

Codes and Edits

Please check this out: Talk:MKW Hack Pack#Codes_and_Edits Codes and Edits

Code Extender for Variety Pack

Hey Leseratte, was wondering if I could have the code extender for Variety Pack so that I can have Item Rain as a mode and to have more codes as well, thanks. Bladestorm227 (talk) 10:08, 01 September 2018 (UTC)

What do you mean by "code extender"? Extending the cheat code space in game? Wiimm would be more likely to be able to help you with that than me. -- Leseratte (talk) 10:10, 1 September 2018 (UTC)
Ok, was wondering since Huili mentioned it to me and I thought it could be useful --Bladestorm227 (talk) 10:18, 01 September 2018 (UTC)

Friend room codes

Could you possibly link the friend room codes that it says you made on your wiki page, such as host always wins vote, gps can have more than 4 races, etc.? Thanks in advance --Diamond (talk) 02:16, 30 September 2018 (UTC)

The code are hard coded to online chat messages (here with example texts of MKW-Fun):
  • M65 = \c{green}Free vehicle selection! ((reset Karts/Bikes)
  • M66 = \c{yor2}Only light vehicles! (only planned)
  • M67 = \c{yor4}Only medium vehicles! (only planned)
  • M68 = \c{yor6}Only heavy vehicles! (only planned)
  • M69 = \c{yor2}Attention: Karts required!
  • M70 = \c{yor2}Attention: Bikes required!
  • M71 = \c{blue1}Observe Track Specifications! (track selection by host)
  • M72 = \c{green}Free track selection! (track selection as usual)
  • M73 = \c{yor1}Grand Prix with 1 race!
  • M74 = \c{yor2}Grand Prix with 2 races!
  • M75 = \c{yor3}Grand Prix with 3 races!
  • M76 = \c{green}Grand Prix with 4 races!
  • M77 = \c{yor4}Grand Prix with 5 races!
  • M78 = \c{yor5}Grand Prix with 6 races!
  • M79 = \c{yor6}Grand Prix with 8 races!
  • M80 = \c{yor7}Grand Prix with 10 races!
If Leseratte agree, I can create a Wiiki page about it in the next days.
-- Wiimm (talk) 09:51, 30 September 2018 (UTC)
Thanks. Do you know all the values that "\c" can be? For instance it appears \080000010021 means that the host track selection gets chosen. --Diamond (talk) 23:44, 30 September 2018 (UTC)
The "\c" value has nothing to do with the feature. It is just the text color. The link between "M71" and "host track selection" is done in a cheat code. We'd probably need to remove some dependencies on MKW-Fun and could then release it. -- Leseratte (talk) 16:43, 2 October 2018 (UTC)
The \c codes are a syntax extension of my tools to insert color codes into BMG. See »Syntax and Semantics of BMG text files« for details.
-- Wiimm (talk) 17:13, 2 October 2018 (UTC)
Ah thanks for clarifying. Thought it referred to the color but got confused because the way Wiimm worded it made it sound like it didn't rely on a cheat code, but rather the "\c" code. --Diamond (talk) 22:13, 2 October 2018 (UTC)

Issues With Wiimmfi

Please go here - Talk:MKW Hack Pack#Issues_with_Wiimmfi --Unsigned comment by Huili (talk).

Some LE-CODE things

Are you planning to incorporate 200cc into it? Also, will a better way for handling music slot IDs be done in LE-CODE? JoshuaMK (talk) 03:23, 21 November 2019 (UTC)

What is "a better way for handling music slot"? At the moment each music slot can be freely assigned to each track slot. -- Wiimm (talk) 06:15, 21 November 2019 (UTC)
Huili said something about the music IDs and I always remembered the music on tracks being iffy in 2019-06 Wiimm's Mario Kart Fun, but if it's like in CT-CODE than nevermind that. But yeah, Huili's requested that CTs play Galaxy Collesium's music in LE-CODE. Also, if 200cc is planned for LE-CODE, I have a fast falling code that works exactly like in CTGP. It is NOT based on directional inputs, but simply uses the player's tilt while in the air. --JoshuaMK (talk) 16:29, 21 November 2019 (UTC)


Is it possible for you to add character slots or is not possible at all? GuidedByVoices (talk) 15:39, 11 April 2020 (UTC)

There currently is no feature in the LE-CODE to add custom character slots, and I'm not planning to implement that. -- Leseratte (talk) 15:40, 11 April 2020 (UTC)
Alright. Good to know. GuidedByVoices (talk) 15:42, 11 April 2020 (UTC)
Some people are having problems with Ninentendo tracks not working in a Custom Track Distribution. How would you fix this? GuidedByVoices (talk) 18:49, 11 April 2020 (UTC)
Then they probably forgot to rename them. They are no longer supposed to be named "beginner_course.szs", but rather with their three-digit hexadecimal slot, like custom tracks. -- Leseratte (talk) 18:50, 11 April 2020 (UTC)
Same with the Award scene I suppose? GuidedByVoices (talk) 18:56, 11 April 2020 (UTC)
Yes, same with winningrun_demo, loser_demo, ending_demo, ring_mission, and so on. Every track needs to be renamed to its slot. -- Leseratte (talk) 19:16, 11 April 2020 (UTC)
Alright thank you for your help. GuidedByVoices (talk) 19:21, 11 April 2020 (UTC)
I'll update the tutorial to make this point more clear. -- Wiimm (talk) 21:13, 11 April 2020 (UTC)
Please look at Talk:LE-CODE#Other_suggestions -- Octanevinny (talk) 08:05, 22 November 2020 (UTC)

Certain freeze bugs on Wii or Wii U

In the event of some certain freeze bugs, I seen that the exception handler works fine when it freezes when the music keeps playing, but it doesn’t come up when it freezes with loud buzzing coming from the audio, is there any chance the exception handler would patch those freeze bugs that have loud buzzing noises coming from the audio eventually? Octanevinny (talk) 01:10, 25 April 2020 (UTC).

When the exception handler works and shows up, that means the game tried to do something that's impossible. Like reading RAM that doesn't exist, or try to execute something that isn't even valid code. That can be detected and handled. When you get the buzzing sounds and no exception handler but it still freezes, that means the game has run into an endless loop. There is no way for the exception handler to detect that, because as far as the CPU is concerned, it is doing what it has been told - execute valid code. The problem is just that it's a loop. -- Leseratte (talk) 06:57, 25 April 2020 (UTC)