![]() 0x12 (#1): It's basically similar compared to the final game.What else can I do to solve the problems with the RKC file?.In the final game, it zooms in on the player. 0x07: With the unused camera, there was a wide zoom out of the player from the Piranha Plant to the turning curve.OxOC: Is almost similar to the one used in the final game, having more of a zoom in compared to the final game.There total of 5 cameras are unused within this course. This is in fact the same flag design seen on top of Peach's Castle in Mario Circuit from Mario Kart: Double Dash!!. In comparison, aside of being larger than the used texture, the " M" is stylized differently (as the final version looks more like the "M" in Mario's cap), which can be seen in a prerelease screenshot for the game. While the texture itself is not unused, the part that has a red texture with an " M" (located in front of the star graphic) is not assigned anywhere in the model's geometry. rk_steam0_Copy: This design looks similar to rk_steam0, aside looking even more opaque compared counterpart.Īn early version of the flags, seen at the top of Peach's Castle, can be found in the texture for the finish line's "MARIO KART" logo and the castle's main front window ( p_unionE17.tex0).In addition, the design is not centered properly. rk_steam_Copy_1: This design looks similar to rk_steamBAK, aside having a thinner shape.rk_steam0: The effect overall looks more opaque.rk_steamBAK: The shape of the steam is different, being thinner on the back.The rest of them appear to be unused copies and backups, as their names suggest otherwise. The file stores 5 unique designs, but only one of them is used ( rk_steam). The file rk_steam.breff contains several designs for the steam effect that's used when in the tunnel of the red lights. Toad's Factory Unused Steam Effect Designs These behaviours explain the names of these objects as " bend" (in kinoko_bend) refers to its ability to rotate while " ud" (in kinoko_ud) could possibly stand for " up-down". Kinoko_ud (for two mushrooms that make the shortcut at the beginning of the course) can be moved up and down, while kinoko_bend (the rest of the bouncy mushrooms throughout the map) can be rotated left and right. However, these values are always set to 0 making their effects unseen and thus having both kinds of mushrooms behave identically to each other. They are also mentioned in the official Prima guide for the game.Įach of the two variants of the bouncy mushrooms have a set of parameters that can manipulate their position and rotation in several ways ( kinoko_bend and kinoko_ud). The unused coins, shown below, are highlighted in red and viewing the unused coins (alongside the rest of the starting coins) can show that the distribution of starting coins was originally much more symmetrical.įive item boxes, meant to appear on top of the mushroom platforms near the end of the track, are disabled in the final game and was present in some prerelease footage (along in the true ending credits video). However, there are coins that set this value to an equal or higher number and are ignored by the game to not load them in, which in turn make them go unused. A starting coin refers to those coins that have their second setting set to a value equal or higher than 0 and not equal to 0xFFFF.Īt the start of a round, the game will only place those starting coins to of whose second setting value is lower than the maximum limit defined for the arena. In Battle mode, each arena has a maximum limit of how many coins will appear at the start of a Coin Runners round. This can be done by changing the byte at the CAME's section offset + 0x06 to be the same as the byte that is right after it. It's possible to see these cameras in-game by (for example) replacing the course's intro cameras with these ones. The CAME (camera) section of the course.kmp file contains a byte ( CAME's section offset + 0x07) that points to the first camera used in this sequence, with each track containing two of this kind of cameras defined. ![]() Judging by its filename and similarities, it's possibly an early version of the filename itemBoxMipColor6.tex0, which depicts the coloring pattern that's used for the low poly versions of the item boxes.Īll of the game's courses contain two additional cameras that were used in development to record the small video clips, which the player sees when selecting a track. ![]() Unused Course Elements General Item Box Color Pattern Image (Early)Īn unused texture, (named ef_itemBoxMipLow.tex0) can be found within the textures for the item boxes. 16.8 Alternative Mario Kart Channel Version.15.2 Unused Balloon Backmodel Animation.13.1 Unused kartCameraParam.bin Parameters.12.11 Multiplayer-exclusive Skybox Models.12.5 Unused Competition/Tournament Game Mode.12.1.20 Half-Pipe Invisible Wall (0x1C).6.3.3 Donkey Kong, Funky Kong, and Waluigi.6.2 Leftovers and Test Bones/Animations.
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