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Mario kart 64 music credits
Mario kart 64 music credits





mario kart 64 music credits
  1. Mario kart 64 music credits Activator#
  2. Mario kart 64 music credits plus#

According to the latter, CPU players have a certain chance to get Green Shells, both the single and the triple variety, but the CPU never uses shells at all, so this isn't actually ever seen in gameplay.Īmong the menu graphics are two unused options, untranslated from Japanese: The first two tables are both for GP mode and determine item probabilities for a human player and a CPU player, respectively. The game contains six tables that determine the item probabilities when hitting an item box. The video shows a recreation and the actual behavior of the height jump.

Mario kart 64 music credits Activator#

They are not called anywhere in the code, but the act of replacing other function calls with them, shows that they are fully functional.Ĭode from the 2020 Nintendo leaks labels the activator flag which would have called those functions as HIT_HEIGHTJUMP and snippets of code from an early build suggests that this state would have been set when colliding from above with the steam boat on D.K.'s Jungle Parkway. Those functions are for starting, executing and resetting said high jump. The game contains three unused functions, intended for a higher jump or bounce (unrelated to the bounce that happens after landing from the big dash jump on Royal Raceway). To see this in-game, use one of the below codes and press C-Down. By observation and labelling, this was meant to be a negative player-state.Ĭode from the 2020 Nintendo leaks labels this flag as HIT_STORM, which suggests that this state would have been used for colliding with the scrapped tornado and typhoon hazards presumably found in Kalimari Desert and other courses respectively, for which commented out code has been found. The character plays a negative voice line (the same as for a banana spin out) and upon landing on ground, it removes all momentum. When active, the character gets flung into the air in a similar fashion to the feather jump, but with much more height and less forward momentum. To see this in-game, use one of the below codes and press Z.Īnother player-state code has a flag used to trigger a large spinning jump, which can be activated by setting the state at 0x0F699D (USA) to 0x02. This may have been intended as a debugging function to test slopes, or a bonus mode that would scale tracks to various sizes.Ĭode from the 2020 Nintendo leaks labels this flag as USE_WING, which shows that this state would have been activated via use of an item, in this case the scrapped feather. No similar scaling functions exist for the X and Z axes. This value only affects track polygons, and hit detection is not altered to compensate for the steeper hills and/or shorter vertical walls, so changing it often produces unplayable tracks and strange effects such as floating trees, low areas being considered underwater/out of bounds, and walls that are no longer solid. (All polygon vertices are multiplied by this value.) Use one of the below GameShark codes to activate this feature (default value 3F80): When a track is loaded, its height is scaled by this amount. Next to the mirror mode flag in memory (address 800DC608 in USA version) is a floating-point value that appears to always be set to 1.0. GameShark code switches the sound mode to "XXX" on the debug menu and blank in the Options menu. Note that if you try to start a one-player game on a battle map, the game will automatically add a second player. This option only appears when the cursor is moved all the way to the bottom.

mario kart 64 music credits

  • PUSH B TO GET ALL GOLDCUP is fairly self-descriptive.
  • SOUND MODE simply selects the sound mode (mono, headphones, stereo).
  • mario kart 64 music credits

    If you have more than one player, the game assumes Luigi for player 2, Yoshi for player 3 and Toad for player 4. The two player left-right view is never used in the final game, and is somewhat glitchy. Available values are 1 player, 2 player up/down, 2 player left/right, 3 players and 4 players. SCREEN_MODE selects the screen mode, and thus the players that participate.

    Mario kart 64 music credits plus#

    Available are the 16 single-player tracks plus the four tracks from battle mode. This will glitch the game if done too soon.

  • Z or C-Down can be pressed during the race start sequence to start early.
  • D-Pad Up: Advance player 1 and one other to final lap.
  • D-Pad Down: Advance everyone to final lap.
  • D-Pad Right: Advance player 1 and everyone behind them to final lap.
  • DEBUG_MODE activates key combinations during play:.
  • In the debug build of the game that was leaked as part of the July 2020 gigaleak, the debug menu is enabled by default and can be activated by pressing R on the title screen.

    mario kart 64 music credits

    Use one of the below GameShark codes and press L + Z at the title screen.







    Mario kart 64 music credits