Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

Rooy.7
Posts: 23
Joined: Wed Sep 07, 2022 12:43 pm
Contact:

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Rooy.7 » Wed Oct 15, 2025 11:08 pm

Hi Ralf!

• Code that specifies the items which make the player character laugh when hitting other players with items.

• Code that makes objects on the track unaffected by Thunder when used /Shells, such as Goombas , Piranha Plants & Pokies … etc.

Thanks a lot! 💛💛
YoshiWoollyWorld
Posts: 16
Joined: Tue Aug 20, 2024 9:54 pm

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by YoshiWoollyWorld » Sun Oct 26, 2025 8:17 pm

Would it be possible to make a code that changes the port colors of each player, such as making P1 blue, P2 green, P3 red and P4 yellow (which changes the colors of everything such as Battle Mode?)

Given the game locks teams into P1 and P2 vs P3 and P4, I’d prefer making teams cool colors (blue and green) vs warm colors (red and yellow)
pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Wed Oct 29, 2025 4:24 am

YoshiWoollyWorld wrote: Sun Oct 26, 2025 8:17 pm Would it be possible to make a code that changes the port colors of each player, such as making P1 blue, P2 green, P3 red and P4 yellow (which changes the colors of everything such as Battle Mode?)

Given the game locks teams into P1 and P2 vs P3 and P4, I’d prefer making teams cool colors (blue and green) vs warm colors (red and yellow)
This can be partially done using Ralf's Kart Number Color Modifier code.

Code: Select all

Kart Number Color Modifier (3D & HUD Track Indicator) [Ralf]
043B1380 rrggbbaa - Kart  1 (Default: FF5A5AFF = Red)
043B1384 rrggbbaa - Kart  2 (Default: 006AFFFF = Blue)
043B1388 rrggbbaa - Kart  3 (Default: 00FF00FF = Green)
043B138C rrggbbaa - Kart  4 (Default: FFFF00FF = Yellow)
043B1390 rrggbbaa - Kart  5 (Default: FF80FFFF = Pink)
043B1394 rrggbbaa - Kart  6 (Default: C87124FF = Orange)
043B1398 rrggbbaa - Kart  7 (Default: 00CAF2FF = Cyan)
043B139C rrggbbaa - Kart  8 (Default: 9D4CFFFF = Purple)
043B13A0 rrggbbaa - Ghost 1 (Default: 9696FFFF = Orchid)
043B13A4 rrggbbaa - Ghost 2 (Default: A0A0A0FF = Grey)

rr = Red   (00 .. FF)
gg = Green (00 .. FF)
bb = Blue  (00 .. FF)
aa = Alpha (00 .. FF)

As an example, I've modified it so odd number karts are red while even number karts are blue.
I have this combined with another code which works for LAN mode's GP HUD (not like it matters though since console order is always randomized)

Code: Select all

$Kart Number Color Modifier (3D & HUD Track Indicator) [Ralf]
043B1380 FF5A5AFF
043B1384 006AFFFF
043B1388 FF5A5AFF
043B138C 006AFFFF
043B1390 FF5A5AFF
043B1394 006AFFFF
043B1398 FF5A5AFF
043B139C 006AFFFF
Ralf@gc-forever
Posts: 4220
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Fri Oct 31, 2025 7:47 am

@YoshiWoollyWorld: I don't think it's possible to make such a code, there're too many elements to patch (e.g. the colored character select frames are .bti image files, the Kart number colors are plain RGBA values and the bomb colors are particle effects etc.).

Code: Select all


Regular "Thanks For Playing" Screen [Ralf]
041362B4 48000018

Finished Game "Thanks For Playing" Screen [Ralf]
041362B4 60000000

Random "Thanks For Playing" Screen [Ralf]
041362AC 7C0C42E6
041362B0 540007FF

Character Select: Kart #1 Start Character Modifier (1 Player Kart Modes) [Ralf]
04161F84 388000xx - Default: 00 (Mario)

Character Select: Kart #1 Start Character Modifier (2 Player Karts Modes) [Ralf]
04161FDC 388000xx - Default: 00 (Mario)

Character Select: Kart #2 Start Character Modifier (2 Player Karts Modes) [Ralf]
04162030 388000xx - Default: 10 (Wario)

Character Select: Kart #1 Start Character Modifier (3 Player Karts Modes) [Ralf]
04162088 388000xx - Default: 00 (Mario)

Character Select: Kart #2 Start Character Modifier (3 Player Karts Modes) [Ralf]
041620DC 388000xx - Default: 02 (Peach)

Character Select: Kart #3 Start Character Modifier (3 Player Karts Modes) [Ralf]
04162130 388000xx - Default: 10 (Wario)

Character Select: Kart #1 Start Character Modifier (4 Player Karts Modes) [Ralf]
04162188 388000xx - Default: 00 (Mario)

Character Select: Kart #2 Start Character Modifier (4 Player Karts Modes) [Ralf]
041621DC 388000xx - Default: 02 (Peach)

Character Select: Kart #3 Start Character Modifier (4 Player Karts Modes) [Ralf]
04162230 388000xx - Default: 0E (Bowser)

Character Select: Kart #4 Start Character Modifier (4 Player Karts Modes) [Ralf]
04162284 388000xx - Default: 10 (Wario)

xx = Start Character ID

00 - Mario
01 - Luigi
02 - Peach
03 - Daisy
04 - Yoshi
05 - Birdo
06 - Baby Mario
07 - Baby Luigi
08 - Toad
09 - Toadette
0A - Koopa
0B - Patroopa
0C - Donkey Kong
0D - Diddy Kong
0E - Bowser
0F - Bowser Jr.
10 - Wario
11 - Waluigi
12 - Petey Piranha
13 - King Boo

pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Fri Nov 07, 2025 5:33 am

Hi Ralf,

Would you be able to create a code that forces the two player GP mode HUD to load in 2 player VS mode?
Ideally we'd like the ability to see our race times in a 1v1 race.
Ralf@gc-forever
Posts: 4220
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Sat Nov 08, 2025 8:20 am

Code: Select all


Alt. Red/Green Fireballs [Ralf]
003C9F4C 00000001

Low Gravity Red/Green Fireballs [Ralf]
043C9F2C BF000000

High Gravity Red/Green Fireballs [Ralf]
043C9F2C C1000000

Less Bouncing Red/Green Fireballs [Ralf]
043C9F40 00000000

More Bouncing Red/Green Fireballs [Ralf]
043C9F40 43C80000

2 Player Karts VS Mode: Enable HUD Time Indicator [Ralf]
04143CC4 48000030
04146A84 60000000

2 Player Karts VS Mode: Enable HUD Drivers Indicator [Ralf]
C214866C 00000003
80030008 2C000003
40820008 38000002
60000000 00000000

Ralf@gc-forever
Posts: 4220
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Sun Nov 09, 2025 7:18 pm

Code: Select all


Crazy Red/Green Fireballs [Ralf]
042122EC C04D8A78

Less Bouncing Red Fireballs [Ralf]
C221195C 00000003
38810008 881F0298
28000001 40820008
FC000890 00000000

Less Bouncing Green Fireballs [Ralf]
C2211958 00000003
C00D8B20 881F0298
28000002 40820008
FC000890 00000000

More Bouncing Red Fireballs [Ralf]
C221195C 00000003
38810008 881F0298
28000001 40820008
C00292A4 00000000

More Bouncing Green Fireballs [Ralf]
C2211958 00000003
C00D8B20 881F0298
28000002 40820008
C00292A4 00000000

pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Mon Nov 10, 2025 8:39 pm

Hi Ralf,

The code for the timer works great! Thanks again.

The fireball codes look like a lot of fun to add into a "chaos" codeset.

I'll need to revisit the bob-omb blast codes at some point, there must be some reason why the "number of karts" variable isn't updated correctly when forcing the game mode to load.
Ralf@gc-forever
Posts: 4220
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Wed Nov 12, 2025 5:10 pm

Code: Select all


Low Gravity Red Fireballs [Ralf]
C22122FC 00000003
C00D8B0C 881F0298
28000001 40820008
C0029AB4 00000000

Low Gravity Green Fireballs [Ralf]
C2212300 00000003
881F0298 28000002
40820008 C0029AB4
EC01002A 00000000

High Gravity Red Fireballs [Ralf]
C22122FC 00000003
C00D8B0C 881F0298
28000001 40820008
C0029964 00000000

High Gravity Green Fireballs [Ralf]
C2212300 00000003
881F0298 28000002
40820008 C0029964
EC01002A 00000000

Gamer3497
Posts: 39
Joined: Sat Mar 04, 2023 2:37 pm

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Gamer3497 » Fri Nov 14, 2025 8:00 pm

Ralf can you create a code that the L Button use for items similar to Mario Kart DS, Wii, 7, 8/Deluxe and World.
NinTOONdoh
Posts: 6
Joined: Fri Nov 29, 2024 3:44 pm

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by NinTOONdoh » Wed Nov 19, 2025 12:21 am

Ralf@gc-forever wrote: Sat Nov 08, 2025 8:20 am

Code: Select all


Alt. Red/Green Fireballs [Ralf]
003C9F4C 00000001

Low Gravity Red/Green Fireballs [Ralf]
043C9F2C BF000000

High Gravity Red/Green Fireballs [Ralf]
043C9F2C C1000000

Less Bouncing Red/Green Fireballs [Ralf]
043C9F40 00000000

More Bouncing Red/Green Fireballs [Ralf]
043C9F40 43C80000

2 Player Karts VS Mode: Enable HUD Time Indicator [Ralf]
04143CC4 48000030
04146A84 60000000

2 Player Karts VS Mode: Enable HUD Drivers Indicator [Ralf]
C214866C 00000003
80030008 2C000003
40820008 38000002
60000000 00000000

Why does this give me the feeling that it is possible to effectively code 2P GP HUD into 4P Split-screen GP... :?:
pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Thu Jan 08, 2026 7:35 am

Ralf@gc-forever wrote: Wed Jan 15, 2020 5:01 pm

Code: Select all




Rainbow Road: Falling Stars Item Drop Type Modifier [Ralf]
0428899C 388000xx

xx = Item ID (Default: 06 - Star)

Rainbow Road: Falling Stars Item Drop Rate Modifier [Ralf]
043D1370 xxxxxxxx

xxxxxxxx = Item Drop Rate (IEEE-754 SP Floating-Point Number, Default: 3E99999A = 30%)

00000000 -   0%
3F000000 -  50%
3F800000 - 100%

Rainbow Road: Falling Stars Dropping Bob-ombs [Ralf]
0428899C 38800008
043D1370 3F800000

Hi Ralf,

Would you be able to create a code that disables the sound effects for Rainbow Road's failling stars? There's the falling star sound and the sound of a star landing.
I'm testing a course edit on Baby Park with several these objects and it gets quite noisy :lol:
Thanks!
Ralf@gc-forever
Posts: 4220
Joined: Sun Mar 16, 2014 9:31 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Tue Jan 20, 2026 2:45 pm

Code: Select all


Rainbow Road: Falling Stars SFX Modifier [Ralf]
042886CC 3C80vvvv
042886D0 3884wwww
042889A8 3C80xxxx
042889AC 3884yyyy

vvvv = Moving Star SFX Bank    (0001 .. 0004, Default: 0004)
wwww = Moving Star SFX ID      (0000 .. 00FF, Default: 0050)
xxxx = Hitting Ground SFX Bank (0001 .. 0004, Default: 0004)
yyyy = Hitting Ground SFX ID   (0000 .. 00FF, Default: 0051)

Rainbow Road: Disable Falling Stars SFXs [Ralf]
042886E0 60000000
042889BC 60000000

pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Tue Jan 27, 2026 12:17 am

Hi Ralf,

The rainbow road SFX modifier works great! There are about 4 stars falling at a time on these tracks, it's easier on the ears now.

One other question I was wondering about, would it be possible to create a bugfix code?
The golden mushroom's expiration timer doesn't count down when a kart is doing the character swap animation.
pickpickles
Posts: 39
Joined: Thu Jun 27, 2024 6:38 am

Re: Mario Kart: Double Dash (GCN/WIIRD/NTSC-U)

Post by pickpickles » Tue Jan 27, 2026 7:07 am

Ralf@gc-forever wrote: Sun Jun 08, 2025 3:31 pm

Code: Select all


Bob-omb Blast Mini-Game: Can Hold Up Only 1 Bob-omb [Ralf]
003C9E10 00000001

Bob-omb Blast Mini-Game: Can Hold Up To 10 Bob-ombs [Ralf]
003C9E10 0000000A

Bob-omb Blast Mini-Game: Bob-omb Stack Size Modifier [Ralf]
003C9E10 000000xx

xx = Max Stack Size (01 .. 7F, Default: 5 Bob-ombs)

Bob-omb Blast Mini-Game: Enable Bouncy Bob-ombs [Ralf]
04224DF8 48000018

Compatible with Bob-omb Bounce Modifier codes.

Bob-omb Blast Mini-Game: Enable Bob-omb Blast Timer [Ralf]
04223D0C 60000000
04223D60 48000018
04224180 60000000
04224DF8 48000018

Compatible with Bob-omb Blast Timer Modifier codes.

Bob-omb Blast Mini-Game: Required Points To Win Modifier [Ralf]
04187EC8 3C808000
04187ECC 606352D7
04187ED0 7C6300AE
040052D8 03ttuuvv

tt = Required Points In 2 Player Karts Mode (01 .. 0A)
uu = Required Points In 3 Player Karts Mode
vv = Required Points In 4 Player Karts Mode

Bob-omb Blast Mini-Game: Required Points To Win Modifier v2 [Ralf]
06187EC0 00000014
3C60803B A0031478
3C808000 606352D7
7C6300AE 00000000
040052D8 03ttuuvv
040052DC wwxxyyzz

Compatible with LAN mode patch.

tt = Required Points In 2 Player Karts Mode (01 .. 0A)
uu = Required Points In 3 Player Karts Mode
vv = Required Points In 4 Player Karts Mode
ww = Required Points In 5 Player Karts Mode
xx = Required Points In 6 Player Karts Mode
yy = Required Points In 7 Player Karts Mode
zz = Required Points In 8 Player Karts Mode

@pickpickles: Unfortunately, the display routine for the points (the stars) of the Bob-omb Blast Mini-Game is hardcoded to 3 stars for 2 player mode and 4 stars for 3-8 player mode. So it's not possible to display more than 3 or 4 stars (at least with cheat codes).
Tried out both of your required points to win codes, unfortunately neither of them appear to work even if using the default point values you'd expect.
Bob-omb Blast Mini-Game: Required Points To Win Modifier - This one just crashes the game. Bypassing the panic handler causes the battle to end as if 0 points are required to win.
Bob-omb Blast Mini-Game: Required Points To Win Modifier v2 - This one doesn't crash the game, but it ends the battle as if 0 points are required to win.

Interesting to note though that the Always 5 Points Required To Win works on both Splitscreen and LAN mode:

Code: Select all

Bob-omb Blast Mini-Game: Always 5 Points Required To Win [Ralf]
04187ECC 60000000
04187ED0 38600005
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