Mario Kart: Double Dash (GCN/AR/PAL)
Moderator: Ralf@gc-forever
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Is it possible for a code that every item causes the back player to be dragged?
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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!
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!
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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.
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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.Ralf@gc-forever wrote: ↑Thu Dec 10, 2020 6:05 pmCode: 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.
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?
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Ralf you're such a king, words cant express how much of a king you are
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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!
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!
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Yes, there's a parameter for the number of player cameras in the "setRace__8RaceInfoF9ERaceModeiiii" function (r8 parameter, more info below).Screech wrote:Do these codes unload/prevent loading of the other player cameras?
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).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?
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)
There's another camera kart number reference in the "DynamicsInit__8KartCtrlFb" function, that might be the cause of the desyncs: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.
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)
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
they stay very close. but the karts seem to drift further off sync as time goes on
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
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
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Yes, I've updated the PAL and the NTSC-U fullscreen codes.Sir LoLz wrote:did you update the NTSC codes?
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.Sir LoLz wrote:So here is a test I did Ralf that I hope might help.
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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?Ralf@gc-forever wrote: ↑Tue Dec 15, 2020 10:26 amAll 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.Sir LoLz wrote:So here is a test I did Ralf that I hope might help.
Re: Mario Kart: Double Dash (GCN/AR/PAL)
ok. as long as the change in position is expected.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.
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?
Re: Mario Kart: Double Dash (GCN/AR/PAL)
you know bob-omb blast how the items stack? is that somehow possible to add to the races?
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
Re: Mario Kart: Double Dash (GCN/AR/PAL)
is it possible for a code to have just the items sound effect playing and nothing else?
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
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- Posts: 6
- Joined: Tue Nov 03, 2020 7:53 pm
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
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
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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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
Re: Mario Kart: Double Dash (GCN/AR/PAL)
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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- Posts: 3825
- Joined: Sun Mar 16, 2014 9:31 am
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Code: Select all
Display All Kart Numbers (HUD Track Indicator Only) [Ralf]
5UMW-0CVG-86M50
7G3B-GA26-KG0VE
UAKM-W332-GZC11
RJP9-FTXN-V6CY7
CVYZ-H1XC-FV89P
Display All Kart Numbers (3D & HUD Track Indicator) [Ralf]
8EPB-H31B-Q86UF
7G3B-GA26-KG0VE
UAKM-W332-GZC11
REA3-7EKN-DRVEB
TEEP-P85U-277EB
9ND1-HK9Z-FDGNC
W8HQ-W807-6AG8P
CVYZ-H1XC-FV89P
406A-A3YQ-TXM7E
GCF8-MXEG-D7PH8
HPK8-DQUA-4MB3D
P0JH-JNKA-10M8K
V5U4-FXRM-0EJ67
4FP9-VDA5-9QAJ2
FR75-C7ZT-B4363
Don't Display Kart Numbers (3D Only) [Ralf]
1DFG-EC7V-TXR8D
00PC-MCGA-MF56M
MY3J-B16U-PFDCU
Don't Display Kart Numbers (HUD Track Indicator Only) [Ralf]
RA6Q-CJA7-Y2V0X
FA38-G7VM-R4YJR
CY1X-HA4N-6KAK7
Don't Display Kart Numbers (3D & HUD Track Indicator) [Ralf]
K76Y-9RQR-J3TX7
ECCM-YGBG-DNVD2
Alt. Kart Number Style v1 (HUD Track Indicator Only) [Ralf]
N0J6-T7JY-V6DKD
DH1N-AEDH-X5YXN
2FKE-TFN3-GJBBA
3TG4-QAXF-6YDYR
5XDU-9ET2-9W23B
G54Y-UEKD-C6Q77
Alt. Kart Number Style v2 (3D & HUD Track Indicator) [Ralf]
UJWQ-2JA7-X786J
ZF5E-1417-97CRW
Kart Number Color Modifier (3D & HUD Track Indicator) [Ralf]
043BB1A0 rrggbbaa - Kart 1 (Default: FF5A5AFF = Red)
043BB1A4 rrggbbaa - Kart 2 (Default: 006AFFFF = Blue)
043BB1A8 rrggbbaa - Kart 3 (Default: 00FF00FF = Green)
043BB1AC rrggbbaa - Kart 4 (Default: FFFF00FF = Yellow)
043BB1B0 rrggbbaa - Kart 5 (Default: FF80FFFF = Pink)
043BB1B4 rrggbbaa - Kart 6 (Default: C87124FF = Orange)
043BB1B8 rrggbbaa - Kart 7 (Default: 00CAF2FF = Cyan)
043BB1BC rrggbbaa - Kart 8 (Default: 9D4CFFFF = Purple)
043BB1C0 rrggbbaa - Ghost 1 (Default: 9696FFFF = Orchid)
043BB1C4 rrggbbaa - Ghost 2 (Default: A0A0A0FF = Grey)
rr = Red (00 .. FF)
gg = Green (00 .. FF)
bb = Blue (00 .. FF)
aa = Alpha (00 .. FF)
Re: Mario Kart: Double Dash (GCN/AR/PAL)
Is there a code to disable the flipping animation for the shell items when you first shoot them?