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Talk:Mario Kart Wii

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Unused Objects

[1] A couple of unused objects. Most of the video is about an undulating ground object, but there's also a wall of sorts that makes you flip in a weird manner. {EspyoT} 14:53, 23 April 2012 (EDT)

Video Unavailable. Mario Weaboo (talk) 00:04, 11 September 2013 (EDT)
...Nuts. Well, I doubt anyone else made any video with similar content. Now I'm wondering WHY the video was removed. {EspyoT} 07:34, 11 September 2013 (EDT)

Unused (and unfinished) Mission mode

[2] Recently, MrBean35000vr found a very unfinished mission mode. Its functional to a point. Thought i would post it here, since someone could probably explain it better than me. --Y0shimari0 (talk) 11:47, 6 August 2017 (EDT)

Wiggler and Fireball Items

Mixed with the item graphics are graphics of a Wiggler and a Fireball. Are these used? --AttackedbyGlitch 10:49, 15 July 2012 (EDT)

They are. Wiggler on a event on Mapple Treeway (you must win the Wiggler race), and the fireball an event that Dry Bowser shoots fire at you in the race (bowser castle N64) --Gabrielwoj 11:10, 15 July 2012 (EDT)

Rosalina's voice clip

Well, I listened to all voice clips from the 12 different types of male Miis, from sounds-resource.com, and I failed to find any Rosalina clip. This could mean that the version the ripper used fixed the problem, that I was distracted and actually let a Rosalian clip go by, or that the missing Mii clip actually exists, but its ID in-game is incorrect, or something of the sort. If it's the last case, then this counts as unused content. We really need more people to investigate this. We don't know what Mii type/voice does it, nor on what clip. {EspyoT} 21:41, 19 March 2014 (EDT)

"Official" Chinese Boot images

[Number1]

[Number2]

[Number3] (Images and links have been deleted)

These images are real and can be found unused on the Korean ISO of MKWii! --DiingelKek (talk) 09:15, 4 September 2014 (EDT)

(images sometimes have to load long.... sry)

All three of these links are dead. RedCreeper10 (talk) 10:47, 21 June 2016 (EDT)
Hm, the folder structure of those links is exactly like it'd be in the original source files of the game (/RevoKart/lib/RVL_SDK/dvddata/) - DiingelKek, do you have or have you ever had access to debug builds or something like that or why is that folder structure in your links? -- Leseratte (talk) 12:33, 24 June 2016 (EDT)
Sorry, this now is the last time i edit my comment on this. I dont have access to debug builds. I'd need to ask my friend (the person who uploaded the images like that) for more info. Will update you next time i talked to him. --DiingelKek (talk) 16:48, 7 July 2016 (EDT)
Thanks. Having access to debug builds (with symbol table?) of a game, or even documentations or sources can be really helpful when analysing the game. I just wondered because the structure of the link is like the folders / data are structured in the SDK. Also, in the SDK, the folder /lib/RVL_SDK/X86/ and its sub folders contains windows programs for a few of Nintendos file formats, if we had that folder from the original Mario Kart Wii (during development) there might be other programs Nintendo used to create the various Mario Kart specific file formats -- Leseratte (talk) 04:43, 8 July 2016 (EDT)
Bad news :/ I asked him today and he said no.. Too bad, since it would have been very interesting and would have helped in analysing the game.. Wasn't any debug build released during the last few years, has nothing like that surfaced yet? --DiingelKek (talk) 11:57, 8 July 2016 (EDT)

(16:9, 480p) E3 "Gameplay"

Hey, the Channel called "Beta" uploaded a video of the e3 preview gameplay. Here it is~ I just posted it here for people that didnt see the E3 (2007) presentation of Mario Kart Wii. --DiingelKek (talk) 10:17, 13 October 2014 (EDT)

More Mii voice glitches?

I seem to remember my brother's Mii using female Mii sounds instead of male ones, seemingly without any cause. When it did happen, it would occur for the entire cup. I also don't think I've ever encountered the Rosalina glitch. I'd post a video, but I've never recorded this before. I'll try to get it to happen later. RedCreeper10 (talk) 10:43, 21 June 2016 (EDT)

Recent Changes

I found a lot of stuff in some IGN screenshots from Feb. 2008 so I added all of that, I have more to add later (Beta BCWii model among other things) I removed the chain chomp icon from the unused characters list, because it actually was used, for the minimap of Chain Chomp Wheel to show the giant rolling chain chomp. The preceding unsigned comment was added by Zachruff (talk • contribs)

Unused "Shuzo Matsuoka" Mii

While swapping menus around, I found that the "Mii for this license has been changed." screen loads this Mii, but it is immediately replaced with the selected Mii. If you tell the game not to load the special data for this screen, or just swap with this screen from a place not intended (Like the License Settings screen), this Mii will appear where the the selected one should.

Here's a gecko code for NTSC/US if anyone's interested:

C25DD344 00000003
2C1D0067 40820008
3BA00066 7D8903A6
60000000 00000000

When using this code, select License Settings from the Main Menu, then select one of the 3 buttons and back out and it will take you to the Mii Changed screen. -- TheTrueScruffy (talk) 02:32, 27 July 2018 (EDT)

Is it possible to keep the Mii asiggned to the license? When you use the code, you see the unused Mii, but it does not replace the License's Mii.--B squo (talk) 09:04, 20 September 2018 (EDT)

Loading Mii Outfit C

While messing with the unused character button loading stuff, I managed to get Mii Outfit C to load on the character selection screen. This is an NTSC-U (USA) gecko code to load it:

C27DC564 00000002
38600001 9864018C
60000000 00000000
C28235B8 00000002
2C00FFFA 41800008
3B400004 00000000
C2823BEC 00000002
2C00FFFA 41800008
3BA00004 00000000
048235BC 48000008
04823BF0 48000008
047DC684 3BC0001B

This uses the same technique to load it as the code to add the button without the actual Mii Outfit C loading. The code also loads all the buttons regardless if you've actually unlocked them. Not having any of the Miis causes 2 of the Mii buttons to be mapped to Mii Outfit C, and the first one to be Mii Outfit B. That behavior is just part of the game's code because of the way the unlockable system works.

Keep in mind that there are no models or anything for Mii Outfit C. This code just loads what's left on the game disc. - TheTrueScruffy (talk) 17:46, 8 March 2019 (EST)

Tried the code yesterday, and it's working perfectly. Now I have a question, is the code used to load all the Mii Outfit C assets natively in the game itself or does your cheat code manually add the necessary functions for doing so? By copying some files in the filesystem used for Mii Outfit A and renaming them to things like mc_mii_m, etc; the game actually loaded those, and everything worked like every other Mii Outfit. So I was doubting if this was the result of unused code in the game itself in charge of loading the assets for Mii Outfit C, or your code itself adds said functionality. It would be neat if it was code left in the game though, since it would mean that only the resources for Mii Outfit C are actually missing from the game, and not the code itself.--B squo (talk) 17:56, 13 March 2019 (EDT)
I didn't actually set any resources for the game to load, neither did I try to. The only thing I did was load the button. The game actually has IDs set for Mii Outfit C, but there is code preventing them from being used. Each Mii Outfit actually has 6 IDs for each weight class and gender, ordered as sa_mii_m, sa_mii_f, sb_mii_m, ..., mc_mii_m, mc_mii_f, and so on, including Mii Outfit C. What the game does is set the ID to Small Male Mii Outfit A, then if the Mii is female, adds 1, if Mii Outfit B is selected, adds 2, then adds whatever it needs for the weight class. I just made a "else if Mii Outfit C, add 4" code, and it worked. And this is repeated twice for when you move the cursor to the button, and when you select the button. The files and resources for the game to load are all attached to the character ID normally without modifications. Because I actually never tested this, there could be another scenario where it just sets the ID back to Mii Outfit A when you load the race. It might be more useful to test if the Mii Outfit B files load for it, because it defaults to loading Mii Outfit A normally, and I recall Atlas saying the game has code preventing Mii Outfit C from loading the files. - TheTrueScruffy (talk) 23:36, 17 March 2019 (EDT)

Video of a user who possibly received Special Ghosts data

So I just found a YouTube video (uploaded on August 7, 2008) of a user who, for some reason, has received Special Ghosts data on his Wii. Although he only shows the Mario Kart Channel on the Wii Menu, I don't think it's fake or modded, because later on the video the normal ghost icon can be seen (with its respective text), both displaying separately from each other. Even then, this is likely the result of a glitch, although it's still really interesting, considering this video is pretty old.

Video: https://www.youtube.com/watch?v=RSBeDcOoMd4 --B squo (talk) 16:08, 27 April 2019 (EDT)

dang, thats weird, wish we could see the rest of the video... Zachruff (talk) 20:31, 3 October 2019 (EDT)

Choose Mii from Wii Remote

I just created the section Choose Mii from Wii Remote. I figure it's probably best to document how I found this stuff since I don't have much familiarity with MKW. My first observation was that the Choose a Mii screen was somewhat lopsided and that adding an extra button would fit well. So I took a look at the game in Ghidra, and found that there are string constants for TabWii, TabGuest, and TabControlMiiSelect (though I didn't really know what those meant). I eventually figured out that TabControlMiiSelect referred to a file in Scene/UI/MenuOther.szs, specifically bg/button/control/ctrl/TabControlMiiSelect.brctr. Looking at that in a hex editor, both TabWii and TabGuest are present, but so is TabRemote (that is also the case in several other files). I then decided to test what happened when I changed the TabGuest string constant to be TabRemote, and got the result found in the article. This can be reproduced with a dolphin patch, which just changes the string TabGuest at 808a767c to TabRemote (there's sufficient room to expand it):

   0x808A767c:dword:0x54616252
   0x808A7680:dword:0x656D6F74
   0x808A7684:dword:0x65000000

Actually selecting the button just uses the guest menu, and there doesn't appear to be any remaining code for actually loading Miis off of a wiimote. (I couldn't find any reference to the value 0x0FCA in the game, while I could find it in Wii Sports; that value is the index of Mii data on the Wiimote's EEPROM. Additionally, there don't appear to be any messages about it in MenuOther_U.szs.)

One thing to note is that the button also exists when selecting a Mii racer, but it doesn't render. I'm not entirely sure why, and it's probably a byproduct of how I'm enabling it. It can still be selected.

It would be nice to get a screenshot of what it looks like with that button added instead of it replacing the guest button (to show how it almost fits), but I'm not sure how to do it. --Pokechu22 (talk) 20:56, 19 June 2019 (EDT)

I did some reverse engineering and found out how to add the button back to the screen. I had someone try it on a real Wii for me, and sadly, it didn't work, but I will post the code here.
C282B4B0 00000005
48000011 54616252
656D6F74 65000000
CA010010 DE0804A8
7D2802A6 91280008
38800003 00000000
- TheTrueScruffy (talk) 19:09, 25 June 2019 (EDT)

Mario Kart Wii Staff Ghost Extra Mii Data

Digging through the files of Mario Kart Wii, I was able to find the Mii data for the both easy and expert staff ghosts. When I opened them by porting their Mii files into my emulator, I was able to find out that the Miis have extra data (creator names, birthday, even weight and height,) which I believe isn't accessible normally without hacking the game. So should this be added to the page? (on a semi-related note: im new here so this is one of my first posts.) The preceding unsigned comment was added by GenosTCRF (talk • contribs)

Yeah, this info should be added. --Hiccup (talk) 16:01, 6 February 2021 (UTC)
I already have a spreadsheet with all that info but haven't done anything yet, here you go if you want: https://docs.google.com/spreadsheets/d/1yn6ppmEhefWz-AOgvkFEIdugMP_l_b4_gZO2qI5l_Dk/edit?usp=sharing Zachruff (talk) 14:39, 28 April 2021 (UTC)

Unused graphics for Lap 4 and 5 can be seen

There is a video showing that the normally unused graphics for Lap 4 and 5 can be seen by driving backwards around the same course. This should be mentioned in our main page. Source Mr. Kite (talk) 17:08, 11 February 2021 (UTC)

Discord server

We recently opened a Discord server for discussing unused / prerelease content for this TCRF page. If you need help, or you have information we may not know, or isn't on this TCRF page yet, feel free to join! --B squo (talk) 18:56, 18 September 2022 (UTC)

Regarding the Unused Item Wiggler and Fireball Icons

It's possible the Wiggler and HoneBall icons were actually used in the game at one point, though they are unused now. If I recall correctly, in the Wi-Fi tournament with the Wiggler opponent in Wario's Gold Mine, an indicator icon would appear onscreen when the Wiggler was approaching from behind, similar to the one used by Red Shells and Mega Mushrooms. There was also a tournament taking place in N64 Bowser's Castle with Dry Bowser as the sole opponent (Hone means Bone). Dry Bowser could breathe fireballs, and an indicator would appear for these as well when one approached the player from behind. --Mattrizzle (talk) 17:14, 4 April 2024 (UTC)

You can see an icon looking like the HoneBall one for a split-second in this old Youtube video, around 2:29. The video quality unfortunately isn't great. --Mattrizzle (talk) 17:24, 4 April 2024 (UTC)
Yeah, that's definitely the icons. I'll move the icons to the Wi-Fi content now! --KingCoryTH (talk) 17:24, 4 April 2024 (UTC)