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Talk:Mario Kart: Super Circuit

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I found the Gameshark codes for the item modifier. The modifier is 83003D12 XXXX, and the specific values are:

1006 for the Triple Banana (does nothing when used), 1009 for the Golden Mushroom (disappears from inventory when used, however seems to function like a normal Golden Mushroom except it lasts forever), and 100D for the Fake Item Box! This one seems like a new find. Found it while trying to see if I could find the Bomb, which I never did. Upon using it, it just drops a single banana. It even has its own icon. It's a bit pixelated, but it does seem to be a picture of an Item Box with its ? mark upside down. Does somebody with better wiki skills than me want to update the page with this new info?

MKSC-Itembox Icon.png

Nice find! Odd that you couldn't find the Bob-omb in there. Maybe it is related to multiplayer mode after all? Unfortunately, I didn't play Super Circuit, so I don't know much about it. --Peardian 23:32, 24 January 2012 (EST)

WAIT ONE MINUTE, I'm sure the Battle Maps are used for Multiplayer and the bobomb's not an item since you turn into a bobomb when you lose all 3 balloons. SamuelEarl666 20:30 20 February 2012 (EST)

I checked multiplayer using VBALink. There are only four battle maps, and none of them are from Super Mario Kart. Battle Course 1 is similar to Super Mario Kart's Battle Course 4, but that doesn't count. If these are indeed used, no codes have been found to unlock them. There's also the matter of them being in a different format than the rest of the Tracks/Battle Courses.
The Bob-omb may not be an item, but that icon definitely hasn't turned up used anywhere. The tSR rips exclude it, anyway.
I also have questions for you: How did you discover that the test track has no AI data? Did you somehow make it playable? --Mattrizzle 11:19, 8 March 2012 (EST)
Just keep choosing a cup after the Alternate Special Cup using codes and you'll soon find it. The 4 unused battle arenas can be found together this way as well. I'll try to find an easier way for you. From: SamuelEarl666
I just found a track modifier myself by entering every GBA track in Quick Run mode and performing a relative cheat search (using the internal data order of the tracks as a reference). This is a VBA cheat for the US version of the game. Given how incomplete the SNES Battle Courses are, it doesn't look like they're used in the game. --Mattrizzle 18:07, 8 March 2012 (EST)
03003621:XX  Track Modifier (all 1-Player modes)

00: FREEZES
01: FREEZES
02: FREEZES
03: FREEZES
04: Peach Circuit
05: Shy Guy Beach
06: Sunset Wilds	(Lightning 3)
07: Bowser Castle 1
08: Luigi Circuit	(Lightning 1)
09: Riverside Park	(Mushroom 3)
0A: Yoshi Desert	(Star 3)
0B: Bowser Castle 2
0C: Mario Circuit	(Flower 1)
0D: Cheep-Cheep Island	(Lightning 3)
0E: Ribbon Road		(Star 2)
0F: Bowser Castle 3
10: Snow Land		(Star 1)
11: Boo Lake		(Flower 2)
12: Cheese Land		(Flower 3)
13: Rainbow Road
14: Sky Garden		(Lightning 2; These come after Rainbow Road, so perhaps there were originally only 4 cups in the game?)
15: Broken Pier		(Special 2)
16: Bowser Castle 4	(Special 3)
17: Lakeside Park	(Special 1)
18: Battle Course 3 	(has starting coordinates for all 8 players!)
19: Battle Course 2 	(see note above)
1A: Battle Course 4 	(see note above)
1B: Battle Course 1 	(see note above)
1C: Test Track!
1D: FREEZES
1E: FREEZES
1F: FREEZES
20: SNES Mario Circuit 1
21: SNES Donut Plains 1
22: SNES Ghost Valley 1
23: SNES Bowser Castle 1
24: SNES Mario Circuit 2
25: SNES Choco Island 1
26: SNES Ghost Valley 2
27: SNES Donut Plains 2
28: SNES Bowser Castle 2
29: SNES Mario Circuit 3
2A: SNES Koopa Beach 1
2B: SNES Choco Island 2
2C: SNES Vanilla Lake 1
2D: SNES Bowser Castle 3
2E: SNES Mario Circuit 4
2F: SNES Donut Plains 3
30: SNES Koopa Beach 2
31: SNES Ghost Valley 2
32: SNES Vanilla Lake 2
33: SNES Rainbow Road
34: SNES Battle Course 1! (uses Peach Circuit's background, palette is slightly messed up, no item boxes, everyone starts at coordinates 0,0)
35: SNES Battle Course 2! (see notes above)
36: SNES Battle Course 3! (see notes above, except the palette is entirely incorrect)
37: SNES Battle Course 4! (see notes above, except the background now scrolls like Rainbow Road's, and the track graphics are incorrect)

Found a video that plays at least a few of the unused tracks. -WarioBarker (talk) 01:43, 12 November 2013 (EST)

Is the code above an AR, Gameshark, Gameshark SP, Code Breaker, or Emulator code? I paste it in GBA4IOS 2.0 and nothing works! - Connor Savage (MegaSuperab)

Its an address in the game (Emulator code i guess). It also has to be the US version of the game for it to work. SamuelEarl666 (talk) 19:13, 17 April 2014 (EDT)

Is Course ID 38 an unused track? Marioandsonicfan98 (talk) 20:59, August 26th 2016 (EST)

here's some interesting stuff for MKSC

/* //new handling stats

  1. define handlingTable 0xEC0D8
  2. define handlingBoost1 (142/100) //regular
  3. define handlingBoost2 (286/100) //drifting

//#define handlingBoost1 (242/100) //regular //#define handlingBoost2 (486/100) //drifting

  1. define setHandling(char,arg1,arg2,arg3,arg4,arg5,arg6) "PUSH; ORG (handlingTable+(0x20*char)+2); SHORT (arg1*handlingBoost1) (arg2*handlingBoost1) (arg3*handlingBoost1); ORG (handlingTable+(0x20*char)+0x12); SHORT (arg4*handlingBoost2) (arg5*handlingBoost2) (arg6*handlingBoost2); POP"

//I need to figure out exactly what each handling stats does setHandling(0,0x9B,0x73,0x7C,0xB5,0x92,0x92) //Mario setHandling(1,0x9B,0x75,0x74,0xB5,0x94,0x85) //Luigi setHandling(2,0x8C,0x60,0x95,0xB0,0x7D,0xA4) //Bowser setHandling(3,0x9F,0x6C,0x94,0xB0,0x91,0x97) //Peach setHandling(4,0x8C,0x62,0xA4,0xAE,0x7E,0xB7) //Donkey Kong setHandling(5,0x93,0x6B,0x85,0xBA,0x90,0x8D) //Wario setHandling(6,0x9E,0x64,0x8A,0xBC,0x7D,0x7F) //Toad setHandling(7,0x8C,0x6E,0x6F,0x9D,0x86,0x86) //Yoshi

  • /

//handling, tentative since I don't know what each stat does //159+108+148+176+145+151 = 887 ***** Peach //140+98+164+174+125+183 = 884 ***** Donkey Kong //155+115+124+181+146+146 = 867 **** Mario //147+107+133+186+144+141 = 858 **** Wario //155+117+116+181+148+133 = 850 *** Luigi //140+96+149+176+125+164 = 850 *** Bowser //158+100+138+188+125+127 = 836 ** Toad //140+110+111+157+134+134 = 786 * Yoshi

//Offroad scores //cheese seems to not affect speed? and water affects everyone roughly equally //grass, snow, cloud/mud, water2 //38+47+41+40 = 166 ***** Yoshi //38+38+36+38 = 150 **** Peach //28+47+36+38 = 149 **** Wario //38+31+41+40 = 150 **** Toad //32+38+32+38 = 140 *** Luigi //28+30+36+38 = 132 ** Mario //32+22+32+38 = 124 ** Donkey Kong //22+22+26+38 = 108 * Bowser

//top speeds //0x3B0 ***** Bowser //0x3AC **** Donkey Kong //0x3A8 **** Wario //0x3A6 *** Luigi //0x3A4 *** Mario //0x3A0 ** Peach //0x3A0 ** Toad //0x39E * Yoshi

//acceleration //***** Peach //***** Toad //**** Yoshi //*** Luigi //*** Mario //** Donkey Kong //** Wario //* Bowser

//weight //***** Bowser //**** Donkey Kong //**** Wario //*** Luigi //*** Mario //** Yoshi //* Peach //* Toad

80e7ffc - track table data for each track is 0x38 bytes? WORD track ID? changes graphics and layout, but not the arrows or the background WORD background id? word background behaviour word tile animations?? word ¿? POIN arrow data word song id poin something about ai poin ? poin ? having it be 0 crashed the emulator

3003C56 speed 3003BEE camera angle 3003C20 turning speed 3003CD0 handling stuff 80ec0d8 stats (specifically for handling?) 80ec198 toad stats? each entry is 8 bytes? 80b85c4 name graphics (mario)

80ebea8-ISH speed loss in difficult terrain 80ebf58 max speeds word 80ebf78 acceleration tables 0x20 bytes 80ec078 weight? 0xC bytes 80ec0d8 handling stuff 0x20 bytes (missing offroad!)

80ebf48 speed loss when at max speed 80ebec8 ¿?

80ec1d8 unknown stat these seem to be offread difficulties, these are for terrains, not characters

80ec7c0 speed modifiers for different ccs

80d9130 select screen character data, 0x14 bytes a character 80d93f4 stat OAM

804da5c time display routine

30006e0 background buffer 30002d8 palette buffer 30016f8 oam buffer

202aad6 racer sprite location on select screen

8344606 palette data

0x3003B98 player 0x3003C52 position 0x3003A7C pointers to racers based on position 0x3003C56 speed 0x3003C5a current acceleration

3003BE4 current character p1 3003D84 current character p2 +0x72 for speed

202A400+18 = character slot (-1 if over 4 because of random)

800EDA0 get player character 80D9790 list of characters in the select screen 202A8EC slot we are hovering over in the character select screen copied to 3007a10 routine to change characters is at 800764a 7754 checks if you already selected, if so nothing happens 776a magic ¿? this is what prevents a character from being selected 7a34 set selected 7930 sets characters as not available 805B012 sets bomb

C6EAC multiboot palettes

7E274 faces B85C4 big names, AF2E0 palette acafc small names 62834 are race tiles, including player icons 63834 small icons, B7680 palette, 80 bytes per icon, 9AA2C is the icons again but with a white bar on top (and 50/100/150 cc) and the borders afterwards 63834 mario 638B4 luigi 63934 toad 639B4 peach 63A34 yoshi 63AB4 dk 63B34 wario 63BB4 bowser 2D532C penguin 29972C totems, 29A908, palette 299FB4 shy guy, 29A928 palette 8345800 mario sprites 35B800 luigi 371800 bowser 387800 peach 39D800 DK 3B3800 wario 3C9800 toad 3DF800 yoshi 3F5800 bomb an so on (0x16000 every time) C800 for second sheet 72 tiles 8344600 mario palette (-6 when loading for the game) 344800 luigi 344A00 bowser 344C00 peach 344E00 DK 345000 wario 345200 toad 345400 yoshi 345600 bomb and so on (0x200 every time) 8043746 does the sprites try to make them never use the small ones? and instead just scale the big ones down less poses to make and it might look better 3002330 something about character being handled by the game?

803cf58 checks if there's a need for star palette, palette routine

5f6e loads palette in character select 803cf6e loads palette during race

805ff20 play sound! character select: 80d92c4 select character 80d92d6 select character (other players) 80d92e8 honk 80d92fa character car sound and sound volume (light 0x166, medium 0x1AD, heavy 0x1B3)

race: short 80ecb78 honks short 80ecb88 car standby sound? short 80ecb98 car standby sound? short 80ecba8 main car sound short 80ecbb8 motor sound short*8 80ecbc8 get hit, get hit sped up (small/thunder?), get hit again, get hit sped up (small/thunder?) AGAIN, a different hit sound..., and that sound but sped up, and yet another get hit sound and another sped up one short*2 80ecc48 boost celebration, then same but small short*2 80ecc68 some other celebration celebration, then same but small short*4 80ecc88 hitting people celebrations?

3002380 some table with sounds based on terrain?

at around 80ecbc8 is a table of sounds for each character? 202a408 number of players 202a40c player id 3003658 pointer to player racer data

726c restores character when backing out, edit this to include costume!

at 4edf0 minimap is loaded

0x3006A88 has stuff about where to save data next

//PUSH; ORG $AC10; POIN trackSelect; ORG $C99C; POIN trackSelect; ORG $15568; POIN trackSelect; POP //ALIGN 4 //trackSelect: //#incext png2dmp "Other/trackSelect.png" --lz77

2032c04 ghost/replay stuff!

805de90 something something id = track returns character for ghost data?

5f10 checks if black character for random

Tile behavior list

TILE BEHAVIORS - when possible will use their name from epic edit, as most of these are identical to SMK. Note: some behaviors might change depending on the track theme/"material" they're assigned to (this is different from the tileset the track is using, for example theme id 0C is castle, and for example using a boost before a jump in castle tracks doesn't make the kart go higher).

00 to 0e - same as 10 to 1e 
10 - jump pad
12 - bump (choco island jump pads) (used to be bump edge in SMK, now both behaviours were grouped in one)
14 - invalid (does what the last tile that you drove over does??) (used to be the item panels in SMK) (same behavior as unused tile 04 in smk but doesn't sink you 1 pixel)
16 - zipper (boost)
18 - oil slick (smk tracks use this behavior) and slippery ice (used in snow land)
1a - coin (can't collect more coins at 99 coins)
1c - puddle (used in luigi circuit, can't seem to find any difference with oil slick/slippery ice but they used a different behavior ID between luigi circuit and snowland) (used to be CI bump in SMK)
1e - wood plank (used in ghost valley, before the starting line)
20 - empty
22 - water
24 - lava
26 - out of bounds
28 - empty border (same as empty but AI tries to not go towards it)
2a - yoshi desert quicksand (uses SMK feather behavior??) (used to be an unused jumpbar variant in SMK)
2c - same as 04 but kills your drift, AB spin and items (was in SMK but unused and at id 2E) (2C in smk used to be this but CI bump variant)
2e - same as 2c but screen shakes like in snow land (maybe this is the CI bump variant but 2c and 2e were swapped between smk & mksc?)
30 - same as 20
32 - water but you keep jumping in and out of it (was in SMK but unused) (glitched duplicate of 22, likely)
34 - same as 24
36 - same as 26
38 - same as 28
3a - same as 2a
3c - same as 2c
3e - same as 2e
40 - road
42 - plank junction, sunsetwilds footprints/shyguy masks
44 - brick road
46 - clay, lightest cheese
48 - wet sand, cheese
4a - soft sand
4c - rough clay
4e - flat surface, ice
50 - bridge, acts as grid on BC tracks and skygarden
52 - slippery road, thick cheese
54 - sand, light cheese spots in thick cheese
56 - offroad
58 - snow
5a - grass
5c - shallow water
5e - mud
60-7e appear to be the same as 40-5e but I haven't tested all values
80 - solid block
82 - frail block
84 - ice block
86 - frail block duplicate?
88 - frail block duplicate?
8a - frail block duplicate?
8c - frail block duplicate?
8e - frail block duplicate?
90 - used for objects - if a tile where tree or objects with similar collision to a tree are placed don't use tile behavior 90, they will not have collision

BlueYoshi (talk) 16:39, 2 January 2024 (UTC)