Mario Kart: Double Dash (GCN/AR/PAL)

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

KrazyBro
Posts: 3
Joined: Mon Dec 07, 2020 1:18 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by KrazyBro » Mon Dec 07, 2020 1:21 am

Is it possible for a code that every item causes the back player to be dragged?
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Tue Dec 08, 2020 9:08 am

Code: Select all


Replace Green Shell Model With Red Shell Model [Ralf]
MA13-CEJW-BXAUT
R8EF-KX41-FWV5X
8AJ1-KU1Q-GDG2B

Replace Green Shell Model With Mushroom Model [Ralf]
XYWB-A720-00QPN
46U4-NNXJ-6AVEM
NHUP-QMD8-FK3TG

Replace Green Shell Model With Golden Mushroom Model [Ralf]
33BX-RXTJ-HK41P
FCF4-05UE-D78E2
VPVB-G2ED-KTPPM

Replace Green Shell Model With Star Model [Ralf]
DVP0-GW7Y-KWYER
UGE3-ZRKK-24T68
8BB4-C6KU-F5D70

Replace Green Shell Model With Thunderbolt Model [Ralf]
4KK3-3XJD-DDKPA
JZZE-F9A3-3M8E7
NE5H-7EY2-WGA4M

Replace Green Shell Model With Yoshi Egg Model [Ralf]
W1VV-HNK2-B46D0
HHF7-FC96-VN0Y6
61GB-JNDR-N5K8A

Replace Green Shell Model With Heart Model [Ralf]
ZJ3U-CNUE-N08UF
3DYC-53Q2-0323U
JECE-V349-59NH6

Replace Red Shell Model With Green Shell Model [Ralf]
M25G-VXKG-XPRCZ
PFU4-YXXR-3WUJE

Replace Red Shell Model With Mushroom Model [Ralf]
FFTH-9E00-PCQ57
1DUA-X1JA-9ZXD0

Replace Red Shell Model With Golden Mushroom Model [Ralf]
UQDV-1AHR-XEBXP
G7W2-FUDG-CRQZ5

Replace Red Shell Model With Star Model [Ralf]
H8FF-AWMT-X8QGD
XZ37-88TV-90RZ0

Replace Red Shell Model With Thunderbolt Model [Ralf]
1E5B-J0J3-EMUFN
UXB6-G0M5-9KF8K

Replace Red Shell Model With Yoshi Egg Model [Ralf]
PWNV-1XHB-QU6ZZ
W8RG-WZRT-VPHG5

Replace Red Shell Model With Heart Model [Ralf]
4MUG-0443-63NCQ
68FG-QC2G-R38BA

Replace Mushroom Model With Golden Mushroom Model [Ralf]
8CK6-EXZQ-WBN40
PFCY-J3T7-W65ED

Rotating Hearts Effect: Replace Hearts With Green Shells [Ralf]
7NG6-KJV0-D932J
U3BN-1A8K-MGD3J

Rotating Hearts Effect: Replace Hearts With Red Shells [Ralf]
XGCF-VVKE-RD4JU
59E9-V0KF-MZRWC

Rotating Hearts Effect: Replace Hearts With Stars [Ralf]
615A-FA57-24Q65
0A8F-6BBM-50DAF

Object Hits Always Cause Heavy Damage (Dragged Partners) [Ralf]
21AC-ARF5-82Y0H
74DZ-FBJG-KNHT8
F18B-5CRC-1H2QE

Object Hits Always Cause Normal Damage (No Dragged Partners) [Ralf]
V6QF-8M7X-DXZ5Y
FKV8-BK8Z-1DEUM
3FEZ-MMJD-UVTD6

Object Hits Always Cause Normal/Burn Damage (No Dragged Partners) [Ralf]
Z4CG-B83A-T6ZP5
3FEZ-MMJD-UVTD6

Object Hits Always Cause Burn Damage (No Dragged Partners) [Ralf]
XRJU-AV5H-325N8
H162-VN1E-TVUB3
VVXM-K2XP-JCWMJ


Heavy Damage Duration Modifier [Ralf]
042C73C4 3800xxxx

xxxx = Duration in Frames (0001 .. 7FFF, Default: 012C = 300 Frames)

Short Heavy Damage Time [Ralf]
0FM7-TVCR-H5TDM
YRHD-08NT-KDNNF

Long Heavy Damage Time [Ralf]
RTNH-0CDA-PNFXT
NA6G-8VK6-4FT0V


Burn Damage Duration Modifier [Ralf]
042C742C 3800xxxx

xxxx = Duration in Frames (0001 .. 7FFF, Default: 005A = 90 Frames)

Long Burn Damage Time [Ralf]
U059-JUYZ-GVNY1
CRA7-AD2Z-G2UA4

Screech
Posts: 6
Joined: Tue Dec 08, 2020 11:30 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Screech » Tue Dec 08, 2020 11:42 pm

Hey Ralf! You're seriously the king of MKDD assembly. This is incredible work.

Is it possible to create "anti-splitscreen" codes to use over netplay? The top 4 codes (here) for Kirby Air Ride allow you to disable rendering the other cameras in a splitscreen game and instead have the selected camera render fullscreen (each player in the lobby clicks on their respective code). Over netplay this gives you the single player experience of a full screen and hugely improves performance for those with weaker rigs. It looks like you did a fair bit of camera work in your first couple posts, so hopefully this is within reach! This would revolutionize the MKDD netplay experience.

Thanks!
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Thu Dec 10, 2020 6:05 pm

Code: Select all


Kart 1: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
6RY5-JH5E-89EFU
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
WEW9-14W7-0X4QV
52VK-04BR-6NCB0
3KZP-7WPJ-D45Y3

Kart 2: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
EV32-KU92-UH350
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
3VP4-U1PT-7RTCJ
09QN-9HE4-0WJDP
KJ55-RK7F-48CQG

Kart 3: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
1EGG-DN64-A9TF3
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
4J8E-QAWG-K4BHC
UJ0X-T6JK-B5C2P
UYF3-D4E8-4N74B

Kart 4: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
5816-CG8M-1URPU
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
TFY6-UAJE-2APZV
3K9J-ATNQ-GY6KE
91PC-T2PU-9H23D

Use only one of the Kart Fullscreen codes at a time.

Controller Port 2: Menu Control Patch (Multi-Player Modes) [Ralf]
R667-P50M-BBYEN
RX0U-VX02-QY83U
MMYR-78MK-5XKJ9

Controller Port 3: Menu Control Patch (Multi-Player Modes) [Ralf]
7B33-MGD6-8B27F
DX6B-1EKR-YRMNC
4J5T-5ZP6-EN8J1

Controller Port 4: Menu Control Patch (Multi-Player Modes) [Ralf]
42P9-B46Z-WPW9K
28CA-59HK-TQYMV
VK0M-QP77-DF4T4

Use only one of the Controller Port codes at a time.

Screech
Posts: 6
Joined: Tue Dec 08, 2020 11:30 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Screech » Thu Dec 10, 2020 9:54 pm

Ralf@gc-forever wrote:
Thu Dec 10, 2020 6:05 pm

Code: Select all


Kart 1: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
6RY5-JH5E-89EFU
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
WEW9-14W7-0X4QV
52VK-04BR-6NCB0
3KZP-7WPJ-D45Y3

Kart 2: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
EV32-KU92-UH350
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
3VP4-U1PT-7RTCJ
09QN-9HE4-0WJDP
KJ55-RK7F-48CQG

Kart 3: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
1EGG-DN64-A9TF3
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
4J8E-QAWG-K4BHC
UJ0X-T6JK-B5C2P
UYF3-D4E8-4N74B

Kart 4: Fullscreen (Multi-Player GP/VS Modes - Netplay) [Ralf]
5816-CG8M-1URPU
70PB-XKA1-78Z06
5PFW-BEGZ-H4K4U
73DJ-ETX9-UNJ8E
TNWH-QNDY-3QGPB
4WQ2-KN46-AARHF
5TGY-9C4Q-28RDC
TFY6-UAJE-2APZV
3K9J-ATNQ-GY6KE
91PC-T2PU-9H23D

Use only one of the Kart Fullscreen codes at a time.
Ralf you are a god among men. I can't believe how quickly you were able to turn that around. It's incredible! Huge thanks for this.

Do these codes unload/prevent loading of the other player cameras? And I see in your Kart 3 & Kart 4 codes you mention Multiplayer GP. Have you created codes in the past that allow up to 4 players to participate in GP mode?
KrazyBro
Posts: 3
Joined: Mon Dec 07, 2020 1:18 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by KrazyBro » Fri Dec 11, 2020 5:28 am

Ralf you're such a king, words cant express how much of a king you are
Screech
Posts: 6
Joined: Tue Dec 08, 2020 11:30 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Screech » Fri Dec 11, 2020 5:56 am

Hey Ralf, did some testing on the fullscreen codes and unfortunately ran into problems with desyncs. As soon as a race loads Dolphin will place a desync warning in the chat, but that's to be expected with the different AR codes active. With just a few races of empirical evidence the actual problems seem to arise when an opponent's kart goes off-screen, but I can't be certain that's always the case. We tested in GP Mode, and in VS mode on DK Mountain and Baby Park. Surprisingly even Baby Park managed to desync on us. I'm hoping that the desync events can be traced down to a reproducible trigger, so if you have a hunch where we can start debugging I'm all ears. We enabled your "AI Karts: Disable Player Distance Collision Reaction Control [Ralf]" code thinking it might be something related to offscreen hazards but desyncs still unfortunately occurred.

This is an excellent starting point though! The couple races that didn't desync made it obvious there is massive potential in these codes. If you ever need test subjects, the guys in (this) discord server are always willing to help.

Thanks again for sharing your talent!
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Sat Dec 12, 2020 3:46 pm

Screech wrote:Do these codes unload/prevent loading of the other player cameras?
Yes, there's a parameter for the number of player cameras in the "setRace__8RaceInfoF9ERaceModeiiii" function (r8 parameter, more info below).
Screech wrote:And I see in your Kart 3 & Kart 4 codes you mention Multiplayer GP. Have you created codes in the past that allow up to 4 players to participate in GP mode?
Nope, a 3 or 4 players GP won't work. However, it's possible to modifiy the settings of the different race modes and add some additional AI karts (e.g. a 4 player VS mode with 4 additional AI karts).

GP/VS race mode settings:

Code: Select all

1PK GP mode race settings
80163D0C: 3C60803C  lis    r3,-32708
80163D10: 38800002  li     r4,2          ; r4: race mode (GP)
80163D14: 3863B27C  subi   r3,r3,19844
80163D18: 38A00008  li     r5,8          ; r5: number of karts (8)
80163D1C: 38C00001  li     r6,1          ; r6: number of player karts (1)
80163D20: 38E00001  li     r7,1          ; r7: number of screens (1)
80163D24: 39000001  li     r8,1          ; r8: number of cameras (1)
80163D28: 480279E1  bl     0x8018b708    ; call "setRace__8RaceInfoF9ERaceModeiiii" function

2PK GP mode race settings
80163D30: 3C60803C  lis    r3,-32708
80163D34: 38800002  li     r4,2          ; r4: race mode (GP)
80163D38: 3863B27C  subi   r3,r3,19844
80163D3C: 38A00008  li     r5,8          ; r5: number of karts (8)
80163D40: 38C00002  li     r6,2          ; r6: number of player karts (2)
80163D44: 38E00002  li     r7,2          ; r7: number of screens (2)
80163D48: 39000002  li     r8,2          ; r8: number of cameras (2)
80163D4C: 480279BD  bl     0x8018b708    ; call "setRace__8RaceInfoF9ERaceModeiiii" function

2PK VS mode race settings
80163D9C: 3C60803C  lis    r3,-32708
80163DA0: 38800003  li     r4,3          ; r4: race mode (VS)
80163DA4: 3863B27C  subi   r3,r3,19844
80163DA8: 38A00002  li     r5,2          ; r5: number of karts (2)
80163DAC: 38C00002  li     r6,2          ; r6: number of player karts (2)
80163DB0: 38E00002  li     r7,2          ; r7: number of screens (2)
80163DB4: 39000002  li     r8,2          ; r8: number of cameras (2)
80163DB8: 48027951  bl     0x8018b708    ; call "setRace__8RaceInfoF9ERaceModeiiii" function

3PK VS mode race settings
80163DC0: 3C60803C  lis    r3,-32708
80163DC4: 38800003  li     r4,3          ; r4: race mode (VS)
80163DC8: 3863B27C  subi   r3,r3,19844
80163DCC: 38A00003  li     r5,3          ; r5: number of karts (3)
80163DD0: 38C00003  li     r6,3          ; r6: number of player karts (3)
80163DD4: 38E00004  li     r7,4          ; r7: number of screens (4)
80163DD8: 39000003  li     r8,3          ; r8: number of cameras (3)
80163DDC: 4802792D  bl     0x8018b708    ; call "setRace__8RaceInfoF9ERaceModeiiii" function

4PK VS mode race settings
80163DE4: 3C60803C  lis    r3,-32708
80163DE8: 38800003  li     r4,3          ; r4: race mode (VS)
80163DEC: 3863B27C  subi   r3,r3,19844
80163DF0: 38A00004  li     r5,4          ; r5: number of karts (4)
80163DF4: 38C00004  li     r6,4          ; r6: number of player karts (4)
80163DF8: 38E00004  li     r7,4          ; r7: number of screens (4)
80163DFC: 39000004  li     r8,4          ; r8: number of cameras (4)
80163E00: 48027909  bl     0x8018b708    ; call "setRace__8RaceInfoF9ERaceModeiiii" function

Values

Modes: 1 - TA, 2 - GP, 3 - VS, 4 - BTL (balloon), 6 - BTL (bomb), 7 - BTL (thief)
Number of karts: 1-8
Number of player karts: 1-4 (must be less or equal no. of karts)
Number of screens: 1, 2, 4
Number of cameras: 1-4 (must be less or equal no. of screens)

Race info "__ct__7RaceMgrFP8RaceInfo" function
8018712C: 3816011C  addi   r0,r22,284
80187130: 38780114  addi   r3,r24,276
80187134: 7CA400AE  lbzx   r5,r4,r0
80187138: 80DF0040  lwz    r6,64(r31)
8018713C: 7C841AAE  lhax   r4,r4,r3      ; r4: cam kart number (0-3)
80187140: 7C66CA14  add    r3,r6,r25
80187144: 480025C9  bl     0x8018970c    ; call "changeTargetNo__Q27RaceMgr7ConsoleFib" function

"changeTargetNo__Q27RaceMgr7ConsoleFib" function
8018970C: 9421FFF0  stwu   r1,-16(r1)
80189710: 7C0802A6  mflr   r0
...
80189748: 80630200  lwz    r3,512(r3)
8018974C: 5404063E  rlwinm r4,r0,0,24,31 ; r4: cam kart number (0-3)
80189750: 481299E5  bl     0x802b3134    ; call "SetTargetNum__7KartCamFUc" function

Lakitu "setCameraNum__6TJugemFUc" function
801F1470: 808DA3E8  lwz    r4,-23576(r13)
801F1474: 7E639B78  mr     r3,r19
801F1478: 80840038  lwz    r4,56(r4)
801F147C: 38040114  addi   r0,r4,276
801F1480: 7C1102AE  lhax   r0,r17,r0
801F1484: 5404063E  rlwinm r4,r0,0,24,31 ; r4: cam kart number (0-3)
801F1488: 4805F2E9  bl     0x80250770    ; call "setKartNum__6TJugemFUc" function

Kart x: Fullscreen code
04163D44 38E00001   ; 2PK GP mode - r7: number of screens (1)
04163D48 39000001   ; 2PK GP mode - r8: number of cameras (1)
04163DB0 48000048   ; 2PK VS mode - use 4PK VS mode r7/r8 values (jump to 0x80163df8)
04163DD4 48000024   ; 3PK VS mode - use 4PK VS mode r7/r8 values (jump to 0x80163df8)
04163DF8 38E00001   ; 4PK VS mode - r7: number of screens (1)
04163DFC 39000001   ; 4PK VS mode - r8: number of cameras (1)
0418713C 3880000x   ; Camera kart number (x: 0-3)
041F1484 3880000x   ; Lakitu kart number (x: 0-3)
Screech wrote:I'm hoping that the desync events can be traced down to a reproducible trigger, so if you have a hunch where we can start debugging I'm all ears.
There's another camera kart number reference in the "DynamicsInit__8KartCtrlFb" function, that might be the cause of the desyncs:

Code: Select all

"DynamicsInit__8KartCtrlFb" function
8029FAA0: 38160114  addi   r0,r22,276
8029FAA4: 38600294  li     r3,660
8029FAA8: 7E8402AE  lhax   r20,r4,r0     ; r20: cam kart number (0-3)
8029FAAC: 4BD75AFD  bl     0x800155a8
8029FAB0: 7C601B79  mr.    r0,r3
8029FAB4: 41820024  beq-   0x8029fad8
8029FAB8: 5684103A  rlwinm r4,r20,2,0,29
8029FABC: 80ADB188  lwz    r5,-20088(r13)
8029FAC0: 380400A0  addi   r0,r4,160
8029FAC4: 5686063E  rlwinm r6,r20,0,24,31
8029FAC8: 7C9C002E  lwzx   r4,r28,r0
8029FACC: 5667063E  rlwinm r7,r19,0,24,31
8029FAD0: 4BFFE52D  bl     0x8029dffc    ; call "__ct__7KartCamFP8KartBodyP8KartCtrlUcUc" function

Patch
0429FAA8 3A80000x   ; Camera kart number (x: 0-3)
The updated fullscreen codes (w/ 0x8029FAA8 patch) can be found in my older posts, btw.
Sir LoLz
Posts: 5
Joined: Fri Feb 23, 2018 4:52 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Sir LoLz » Sun Dec 13, 2020 12:26 am

did you update the NTSC codes? because those still desynced for me just now.

they stay very close. but the karts seem to drift further off sync as time goes on
Sir LoLz
Posts: 5
Joined: Fri Feb 23, 2018 4:52 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Sir LoLz » Mon Dec 14, 2020 1:58 am

So here is a test I did Ralf that I hope might help.

I had 4 dolphins in a netplay.

dolphins 1 and 2 were players 1 and 2. both had no codes.

dolphins 3 and 4 had no controllers. but had the screen codes for p1 and p2.
d3 and d4 fell out of sync with d1 and d2
d3 and d4 looked to be in sync with each other at the start. but both were off when compared to the uncoded dolphins

considering that they fell out of sync after the speed boost it must be something tied to physics or acceleration. maybe karts off screen do not get treated the same?


https://www.youtube.com/watch?v=N_jaNqbU5bQ
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Tue Dec 15, 2020 10:26 am

Sir LoLz wrote:did you update the NTSC codes?
Yes, I've updated the PAL and the NTSC-U fullscreen codes.
Sir LoLz wrote:So here is a test I did Ralf that I hope might help.
All players must have the same screen mode (fullscreen or split-screen) in netplay. I don't think that it's possible to mix different screen modes without desyncing the game.
Screech
Posts: 6
Joined: Tue Dec 08, 2020 11:30 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Screech » Tue Dec 15, 2020 9:42 pm

Ralf@gc-forever wrote:
Tue Dec 15, 2020 10:26 am
Sir LoLz wrote:So here is a test I did Ralf that I hope might help.
All players must have the same screen mode (fullscreen or split-screen) in netplay. I don't think that it's possible to mix different screen modes without desyncing the game.
Ralf, I think the video is trying to highlight that the behavior of the karts are different in fullscreen versus split-screen, not that you're unable to mix the two. The two split-screen clients are synchronized with each other and the two full-screen clients are synchronized with each other, but why are the dynamics of the karts different? Does the number of loaded human racers have an affect on kart stats?
Sir LoLz
Posts: 5
Joined: Fri Feb 23, 2018 4:52 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Sir LoLz » Wed Dec 16, 2020 4:46 am

All players must have the same screen mode (fullscreen or split-screen) in netplay. I don't think that it's possible to mix different screen modes without desyncing the game.
ok. as long as the change in position is expected.

something I notice though is if only one of the karts is moving they seem to stay in sync. the desync only seems to happen when more than one kart is moving. could there be some controller leak/overflow?
KrazyBro
Posts: 3
Joined: Mon Dec 07, 2020 1:18 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by KrazyBro » Fri Dec 18, 2020 11:12 pm

you know bob-omb blast how the items stack? is that somehow possible to add to the races?
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Sun Jan 03, 2021 10:16 am

Code: Select all


Expert Mode [Ralf]
2BK6-8YHE-CMPUK
GG72-YHH4-Q9WW8
XF67-HN9G-T2A5E
PBX5-2V9F-DP6WR
D767-K065-U28F2
Q23Y-PFR8-GCUC8
WKWP-8RJD-T0VEF
G22X-WHUN-U4QX0
V39A-8H38-E92Z1
XGH1-59JP-5EMTE
X48G-C8HP-R655N
BAK5-P2KE-FTMWX
E6W3-7UAC-4HZQ9
8WT9-AJHE-65TVD
Y9JY-EUCF-NQN7U
RQPN-HRG2-K2QX0
N9QK-2JYP-ET5AM
R5UF-TU0H-1AB83
6C0N-68RA-RYFJA
Y6W0-A28X-XNF66
0KKK-KG9P-7M9HN
7DKU-YRDU-KNXWU
YXYY-MT26-KWAJV
MJH7-YZET-M2PKE
006T-T5BK-3QTU0

adro.duke
Posts: 36
Joined: Sat Sep 26, 2015 3:46 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by adro.duke » Sun Jan 03, 2021 2:50 pm

is it possible for a code to have just the items sound effect playing and nothing else?
Screech
Posts: 6
Joined: Tue Dec 08, 2020 11:30 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Screech » Tue Jan 05, 2021 5:46 am

adro.duke wrote:
Sun Jan 03, 2021 2:50 pm
is it possible for a code to have just the items sound effect playing and nothing else?
Hey Adro, as a learning experience I tried fulfilling your request. Hopefully you're using the NTSC version cause I made a Gecko code for that which you can find here.
adro.duke
Posts: 36
Joined: Sat Sep 26, 2015 3:46 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by adro.duke » Tue Jan 05, 2021 3:58 pm

Screech wrote:
Tue Jan 05, 2021 5:46 am
adro.duke wrote:
Sun Jan 03, 2021 2:50 pm
is it possible for a code to have just the items sound effect playing and nothing else?
Hey Adro, as a learning experience I tried fulfilling your request. Hopefully you're using the NTSC version cause I made a Gecko code for that which you can find here.
not what I was looking for, but did a good job
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Wed Jan 06, 2021 9:18 am

Code: Select all


Kart Horn Fix v1 (Press Y/X) [Ralf]
C3JM-2ZC3-DZZF7
WXFT-XBFW-ZADZU
YVDY-Z8F2-JUPAC
JCGH-K2D8-VD0AR
FZU4-4EAM-BMB6K
EC1Q-7NCR-1CRD9
Q0AY-TY1D-9KBJU
CMWH-ATCN-BA2WJ
W6XM-YU5X-AX4AZ
D92R-74NP-8CCKQ
MX5K-EFKM-AY6W0

Y = Horn Only
X = Horn/Item

Kart Horn Fix v2 (Press Y/X) [Ralf]
857K-VEW7-DDV17
WXFT-XBFW-ZADZU
YVDY-Z8F2-JUPAC
JCGH-K2D8-VD0AR
FZU4-4EAM-BMB6K
EC1Q-7NCR-1CRD9
Q0AY-TY1D-9KBJU
CMWH-ATCN-BA2WJ
W6XM-YU5X-AX4AZ
DV07-NW7K-96VNW
HP1J-JWFE-YJJ11
20YC-7J15-HCVU9
MBQF-UK8E-X3F3K
D92R-74NP-8CCKQ
MX5K-EFKM-AY6W0
M1ZC-YR8Q-7YHEU

Y = Horn Only
X = Item Only


Red Fire Horn SFX Modifier [Ralf]
04345E60 xxxxyyyy - Default: 00010083

DK Jumbo Horn SFX Modifier [Ralf]
04345E64 xxxxyyyy - Default: 00010084

Turbo Yoshi Horn SFX Modifier [Ralf]
04345E68 xxxxyyyy - Default: 00010085

Koopa Dasher Horn SFX Modifier [Ralf]
04345E6C xxxxyyyy - Default: 00010086

Heart Coach Horn SFX Modifier [Ralf]
04345E70 xxxxyyyy - Default: 00010087

Goo-Goo Buggy Horn SFX Modifier [Ralf]
04345E74 xxxxyyyy - Default: 00010088

Wario Car Horn SFX Modifier [Ralf]
04345E78 xxxxyyyy - Default: 00010089

Koopa King Horn SFX Modifier [Ralf]
04345E7C xxxxyyyy - Default: 0001008A

Green Fire Horn SFX Modifier [Ralf]
04345E80 xxxxyyyy - Default: 0001008B

Barrel Train Horn SFX Modifier [Ralf]
04345E84 xxxxyyyy - Default: 0001008C

Turbo Birdo Horn SFX Modifier [Ralf]
04345E88 xxxxyyyy - Default: 0001008D

Para Wing Horn SFX Modifier [Ralf]
04345E8C xxxxyyyy - Default: 0001008E

Bloom Coach Horn SFX Modifier [Ralf]
04345E90 xxxxyyyy - Default: 0001008F

Rattle Buggy Horn SFX Modifier [Ralf]
04345E94 xxxxyyyy - Default: 00010090

Waluigi Racer Horn SFX Modifier [Ralf]
04345E98 xxxxyyyy - Default: 00010091

Bullet Blaster Horn SFX Modifier [Ralf]
04345E9C xxxxyyyy - Default: 00010092

Toad Kart Horn SFX Modifier [Ralf]
04345EA0 xxxxyyyy - Default: 00010093

Toadette Kart Horn SFX Modifier [Ralf]
04345EA4 xxxxyyyy - Default: 00010094

Boo Pipes Horn SFX Modifier [Ralf]
04345EA8 xxxxyyyy - Default: 00010095

Piranha Pipes Horn SFX Modifier [Ralf]
04345EAC xxxxyyyy - Default: 00010097

Parade Kart Horn SFX Modifier [Ralf]
04345EB0 xxxxyyyy - Default: 00010098

xxxx = SFX Bank (0001 .. 0004)
yyyy = SFX ID   (0000 .. 00FF)


Alt. Red Fire Horn SFX [Ralf]
PBQA-D35R-33D4D
5CPZ-D09P-EZVF6

Alt. Green Fire Horn SFX [Ralf]
G1RP-U2X4-DVC3T
04D5-AG76-NWXUU

Mistwavers
Posts: 6
Joined: Tue Nov 03, 2020 7:53 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Mistwavers » Fri Jan 08, 2021 2:26 am

Is there a code for charachers victory/dancing animation when they finish the course/track, is there a way to make them time infinite like dancing forever? Thanks
yosh_y
Posts: 2
Joined: Fri Nov 27, 2020 9:00 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by yosh_y » Mon Jan 11, 2021 11:04 am

Hi! would it be possible to make an item cheat code like Wiimm did for Mario Kart Wii with gamecube controller (using C-stick to get item) ?
here's his gecko code http://wiki.tockdom.com/wiki/Item_Cheat
I also have another request though it's not really important, it could be cool if heart item absorbed blue shells instead of being indifferent
Ralf@gc-forever
Posts: 1844
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Ralf@gc-forever » Sat Jan 16, 2021 7:14 pm

Code: Select all


Heart: Bob-omb Absorption Fix [Ralf]
88U8-YKUD-8YN4H
DRQD-A62E-F0J28

Heart: Chain Chomp Absorption Fix [Ralf]
Z8XF-1KJU-QHT30
9PTA-M558-2W7VH

Heart: Spiny Shell Absorption Fix [Ralf]
EJE3-7G45-74WBW
NJU9-J591-Q1X2G

Heart: Items Absorption Fix (All) [Ralf]
BVYM-F2UT-W28D6
Z7E2-16AC-WXUD0

Keven8951
Posts: 1
Joined: Sat Jan 16, 2021 6:54 pm

Re: Mario Kart: Double Dash (GCN/AR/PAL)

Post by Keven8951 » Sat Jan 16, 2021 11:18 pm

So I know there's a code that loads the single player version of a course in multiplayer mode, would it be possible to combine that with the code that allows Grand Prix multiplayer? I ask this because certain courses crash upon rendering. If you can create a code merges "Play-Single Player courses in multiplayer mode", and "Replace Normal Courses with LAN Courses" that would be appreciated.
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