Hi guys,
Using the help from this forum, I decided to make a
Mario Kart 64 hack called
1500cc Edition.
You can find it here:
https://github.com/PeterLemon/N64/tree/master/Hack/Mario%20Kart%2064%201500cc
I have provided source code in the form of an assembly patch using a modified
bass assembler.
You can find the assembler here:
https://github.com/ARM9/bass
This assembler contains the full instruction set of the N64's
CPU / RSP / RDP, but I am only using the big-endian data functionality in this patch.
This assembly file requires you to have
Mario Kart 64 (U) [!].z64 in the same directory, and will produce a file called
Mario Kart 64 1500cc.z64.
I have also provided a
.ips patch as well, for people who just want to apply a patch to
Mario Kart 64 (U) [!].z64.
I mapped out all the
Kart Property values I could find on this forum, & found where they exist in the cartridge ROM (for hard patching).
I then filled in the blank spaces in-between with unknown sections (I label each of the 8 Karts per section).
I worked out lots of the properties were IEEE32 values, so I am using float32 values from from the original cart.
I have only changed a few properties for the Karts CC speeds, which I will
highlight here:
https://github.com/PeterLemon/N64/blob/master/Hack/Mario%20Kart%2064%201500cc/Mario%20Kart%2064%201500cc.asm#L222-L273
You can see the new float32 number I have used on the
Left, compared to the original cartridge ROM float32 number on the
Right.
These patches have the effect of making each Kart have much more power & speed, pretty fun in all the modes!
The CPU players also have the same speed increase, & the AI works well for a fun race =D
Current Bugs:
• Staff Ghosts in
Time Trial mode get confused, as they prob use timed controller input saving, so they can get stuck in corners etc!
• When you use a
Super Jump, e.g on Donkey Kong's Jungle Parkway or Princess Peach's Royal Raceway, the distance travelled is much further than normal.
(You can do a tight turn to land on track, but I'd like to edit the properties of those jumps, to make it a little less severe.)
• With the extra power of the Karts, going thru
Grass or
Sand etc., hardly effects the speed of the Kart.
(I also want to find the properties that will let me add some more slowdown when going thru these surface types, with the added Kart speed)
Anyway, I'll try to find out what all these unknown sections inbetween known Kart properties are, and fill in the blanks.
I'll update here with anything new I find out, thanks for all the help to get me started =D