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Wi-Fi mode is labeled as "Nintendo WFC" in the International versions and "Wi-Fi" in the Japanese version.
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Regional Differences Main Menu International Mario Kart DS seems to pad out certain parts of memory with repeated instances of cute ASCII art which depicts Mario from Super Mario Bros. The staff ghosts also contains this ASCII art for kart symbols This is because rather than changing the collision ID in the KCL (collision model) the metal road sound sequence data was overwritten with the normal road sound sequence data.Ĭheck if this is really unused. The collision ID used for the roads in Waluigi Pinball and Mushroom Bridge is same as used in the USA demo, despite the fact that it produces a metallic sound in the demo and the normal road sound in the final. It seems to have been intended for this mission. The Snowman object has an unused setting where it won't respawn after breaking it. Uses an unused setting, where the track is in Mirror ModeĬollect 1 Coin with Luigi, might have been a test for the coin collecting missions. Seems to be an early version of Mission 1-4 Seems to be an early version of Mission 7-4Īlso uses an unused setting, where the camera is slightly zoomed out
Mario kart ds rom action replay codes drivers#
Interestingly, Luigi uses his Poltergust 4000, although in missions in the final version, the drivers only use their Standard Kart. This is a scrapped mission from the Kiosk Demo.Īnother scrapped mission from the Kiosk Demo. However there are 28 entries never used by the game, because they were scrapped. The file mission.mr is a table containing configurations for missions. GCN Baby Park is missing the yellow vertex color in the sides of the road. GCN Mushroom Bridge has the FLESH trucks. Some course previews contain stuff that was changed in the final game.Īirship Fortress has the early Bullet Bill designs. There's a whole lotta words here, but not enough pictures. A table showing the values that choose which sounds play is shown below. While the load times for the games can be modified by the milliseconds by something like an action replay or using a different DS model (as there is slight differences in the game's load time between models), and this can cause a different sequence of sound effects to play, if those same actions are repeated it will lead to the same sounds playing each time. Because of this, the sequence of random numbers generated will always be the same leading to the same results every time, controlling for all other factors (model of DS, use of Action Replay, etc). Unfortunately, potentially as an oversight, instead of the results of this RNG being random, it is seeded with the exact same seed every time: 0x12345678. The game chooses between 2 short "vroom" sounds or one long one, followed by Mario saying either "Here we go!" or "Yahoo!" based on two values derived from a random number generator, specifically a Linear Congruential Generator. When the game is starting up, on the Nintendo/ESRB Online notice splash screen, there can be various different outcomes of what sound effects play. Here are a few of my favourite codes.Ĭycle items 4.Dump the sound effects and put them in the table. Just ask me for any codes and I will get them to you. I've have got millions of codes from massive awesome hacking codes to simple funny short ones.