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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - mario kart driving values
  
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duffjr
Posts: 4/14
ok, here you go. i don't think you want to mess with turning unless you want to give koopa's handling to dk, or yoshi's acceleration to dk. http://www.gdward.plus.com/site/gaming/docs/smk.txt
Ok Impala!
Posts: 133/383
Ok!

And thanks to you. I'll try to include this in Epic Battle - Impala Kart Courses too.
Mutation
Posts: 121/389
I think I've seen this before... ...that was in a topic on the Super Mario Kart board on GameFAQs, where SeR got involved in a debate over whether or not certain drivers were identical...if I'm not mistaken, he also posted some information about turn rates and acceleration curves...
duffjr
Posts: 2/14
from SeR (i'll see if he still has the other values for the control):

Note: I am still referring to the US version.
> > Character order the game uses: Mario, Luigi,
> Bowser,
> > Princess, DKJr, Koopa, Toad, Yoshi.
> > Top Speed
> > 0x018200 - 9003 9003 B003 7003 B003 6003 6003 7003
> > 8 characters, 8 values, 4 repetitions. The same is
> > true for the first line in all
> > subsequent sections, meaning that certain
> characters
> > are identical. I'll leave you to
> > figure out which ones.
> > Acceleration
> > 0x018210 - 2080 2080 5080 3080 5080 4080 4080 3080
> > 0x018220 - 20 60 40 80 C0 C0 C0 80 80 40 20 18 10
> 08
> > 04 04 (Mario/Luigi)
> > 0x018230 - 40 C0 FF FF C0 C0 C0 80 80 40 40 20 08
> 04
> > 02 02 (Princess/Yoshi)
> > 0x018240 - 40 40 60 80 80 C0 C0 80 80 40 20 18 10
> 08
> > 04 08 (Koopa/Toad)
> > 0x018250 - 20 20 20 20 40 40 60 60 80 80 A0 A0 10
> 08
> > 08 08 (Bowser/DKJr)
> > The first line has 8 values (one per character)
> that
> > each point to one of the following
> > lines. For example, 2080 in the first row tells it
> to
> > use line 0x018220 for that
> > character. Each of the other lines represents one
> > acceleration curve.
> > Offroad speed
> > 0x018260 - 7080 7080 7680 7C80 7680 8280 8280 7C80
> > 0x018270 - 25 12 22 24 24 29 (Mario/Luigi)
> > 0x018276 - 26 14 21 23 27 2A (Bowser/DKJr)
> > 0x01827C - 27 13 1F 26 26 2B (Princess/Yoshi)
> > 0x018282 - 28 15 20 25 25 2C (Koopa/Toad)
> > First row works the same way as with acceleration.
> The
> > others consist of 6 values, one
> > for each terrain type.
> > Handling
> > 0x018288 - 9880 9880 C580 A780 C580 B680 B680 A780
> > 0x018298 - 9509 98 68 70 - 800A A0 78 80 - 000B B0
> 88
> > 90 (Mario/Luigi)
> > 0x0182A7 - 9509 98 58 80 - 800A A0 68 70 - 000B B0
> 70
> > 80 (Princess/Yoshi)
> > 0x0182B6 - 0009 A0 70 90 - 400A B0 80 A0 - C00A A0
> 90
> > C0 (Koopa/Toad)
> > 0x0182C5 - 0009 80 58 88 - 400A 90 68 98 - C00A A0
> 78
> > A8 (Bowser/DKJr)
> > The first row works as usual. The other rows
> define
> > handling using 3 sets of 4 values
> > (as mentioned in my previous post).
> > All the above can be verified as correct by anyone
> > with a ROM and reasonable Hex
> > Editing skills, and such a person should be able
> to
> > figure out how to mess around with
> > the drivers.
> > For example, if you were to change the byte at
> > 0x018286 to zero, you'd find that Koopa
> > and Toad tend to get very very stuck on Koopa
> Beach =)
> >
> > Most of the values I've previously given are
> slightly
> > higher in the European release to
> > compensate for the slightly lower frame rate, but
> the
> > structure and pointers remain the
> > same, meaning that the characters in each pair are
> > just as identical.


Top Speed
> 0x018200 - 9003 9003 B003 7003 B003 6003 6003 7003

if you edit the top speeds, you have to reverse the
order (dont ask me why) so 9003 is actually 0390 in
hex.
so gettin Match at 150cc speed is easy

for 200cc you also may have to mess with the last
values of the accel. curve or else some chars wont
ever reach their max speed
Acmlm's Board - I2 Archive - Rom Hacking - mario kart driving values


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