ROM Hack Official Mario Kart 7 - Custom Track Grand Prix 7 (CTGP-7)

What would you like to see more?

  • New Custom Tracks

    Votes: 114 61.6%
  • New Extra Features (such as backwards cam, etc)

    Votes: 71 38.4%

  • Total voters
    185
  • Poll closed .

PrincessLillie

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plug313

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I am aware that it's currently impossible to add new cups instead of replacing the existing ones unfortunately. but is it possible to change the video preview of the tracks? that would be very helpful!
I love this mod so much tbh. probably the best mod of a 3DS game. I just wish it was a bit more polished on the user interface side of things ahah
 

PabloMK7

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I am aware that it's currently impossible to add new cups instead of replacing the existing ones unfortunately. but is it possible to change the video preview of the tracks? that would be very helpful!
I love this mod so much tbh. probably the best mod of a 3DS game. I just wish it was a bit more polished on the user interface side of things ahah
It's perfectly possible and I've already done it. However, doing that would increase the mod size by almost 100MB, so for now I'm not doing it. Another reason is that course previews are stored in a single video file, so I would have to create a new one each time a new Custom track is added. If I ever do it, it will be after 1.0 release.
 

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Since I updated my 2DS to luma 8.0, I have many slow down during game. What can I do?

Envoyé de mon SM-T700 en utilisant Tapatalk
 

plug313

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It's perfectly possible and I've already done it. However, doing that would increase the mod size by almost 100MB, so for now I'm not doing it. Another reason is that course previews are stored in a single video file, so I would have to create a new one each time a new Custom track is added. If I ever do it, it will be after 1.0 release.

oh that's awesome! I hope you do it eventually. it could be optional. I personally don't mind the extra file size :) thank you
 

TheTrueDream42

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Hello, I've played this and think this is great. I made a list of things that I've seen to help make this better so here it is:

List of Tracks Bugs/Oddities/Sugestions/ect.:
DS Yoshi Falls
The route the AI takes by the edge of the track, more often then not, leaves the AI being swept away by the waterfall. Moving the middle of the path the AI takes should help keep the Karts on the track, and keep our waters clean.

Concord Town
The last bridge before the finish line acts like a ramp rather than a wall.
The fence before/after the last bridge can be drove through and get stuck in.
The fountain before the finish line has an item box above it yet it seems to be impossible to get it and clear the fountain. A steeper slant to the ramp and removing the out-of-bounds area of the fountain should help (leaving just the water hazard), or just making the fountain smaller.
All of the out-of-bounds of the red brick ground and the water is to close the track.
The opposite side of bridge with the blue boost (AKA going backwards or the ground to land on if you get hit by an item) does not have the visible ground matching the tangible one.

Wii Wario’s Gold Mine
Could use a few more respond points.

Shower Circuit
Most of the grassy areas has a one way invisible wall blocking drivers from getting back on the track.

GCN Wario Colosseum
The only track with major lag throughout the whole race. See what can be removed/reduced/replaced to improve. (Triple R. Didn't mean that but it works.)

N64 Frappe Snowland
Had the game crash twice in the water area. Both times it was during a race, the first time on lap 3, the second lap 1, and I had gone awkwardly straight through the area rather than following the path, had multiple AI in the water with me, and was on the uphill leaving the water. Can't get it to crash in the time trial so it's likely an AI problem.

Bayside Boulevard
The arrow signs can be driven through.

Galvarny Falls
By the grassy edges of the bridges, it's possible to fall in and make it hard to get back to the track or even impossible without jumping into the water.
It would be nice if the waterfalls push you like in Yoshi Falls.

SNES Ghost Valley 2
The edges of the track all acts like ramps as opposed to walls. The easiest example if the hope inside the ghost house.
From the start of the track, if you make a right from the first left turn, you'll respon facing backwards.
The speed boost/flight ramp is kind of useless where it is, even for someone recovering from a shell(egg) ect. If it was made bigger or pushed back from the corner that should help.

GCN Peach Beach
There are only 2 respon points for the whole beach, and they drop you from too high up from the track. Also the second one leaves you facing the side of the road.

GBA Riverside Park
The area with the barriers, the rocks and U-turn signs right before the blue flight ramp (and the finish line) most of the grass around there is water.
Evergreen Crossing
If the AI falls in the hole by the three way split near the beginning, they will be put on the center platform with the blue flight ramp only to turn left/right to go back to the side roads only to call back in again and get suck in a loop.

CT Canyon
More signs! I shouldn't have to slowdown when coming up to a top of a hill just to find out which way to turn.

Coral Cave
The turn right before the mushroom jump pads most of the grass to the right is out of bounds, despite being right next to the track and leads to a wall. So it's real easy to be pushed over to an easily recoverable spot and instead to out of bounds.
The basic ramps works both ways, instead of acting like a wall approaching them from the back.

Miku’s Birthday Spec.
1 OMG WTH
2 Signs of some other obvious way to show to show where to turn. Namely: The first turn, the last turn, and when entering the water. Otherwise, refer to 1.
Other Bugs/Suggestions:
Gold Mario (and his standard cart), Egg 1, and DS Big Tires are ok, but all the other custom parts and characters appear as their normal form in Balloon Battle, Coin Runners and Ghost data when used by the AI. (AKA, Yoshi appears green when the AI uses them in Coin Runners).

Have the Yoshi Eggs be at an angle so they wobble as they spin and look less...stiff.

Replace Banana Peels with Freezie (Slipice).

You said up above that adding the track video on the track selection screen would add about 100 megabytes to the package and he a lot of work every time you are a new course. What if you just add it in as just 1 screenshot for each of the tracks instead of actually moving and being all fancy like. That should help make the video smaller and easier to edit.

All the parts, ect. has the UK names. Just pointing that out.
Also I was going to ask if you could update the main page to show what has changed but I dicided to be helpful and make an updated list for you;
HACK LIST 0.12.11
Custom tracks:
Toad Circuit---------------N64 Mario Raceway
Daisy Hills-----------------DS Yoshi Falls
Cheep Cheep Lagoon--GBA Cheetse Land (UK=Cheep Cheep Pass)
Shy Guy Bazaar----------Concord Town
Wuhu Loop-----------------N64 Rainbow Road (UK=Wuhu Island Loop)
Mario Circuit---------------(Unchanged)
Music Park-----------------(Unchanged) (UK+In hack=Melody Moterway)
Rock Rock Mountain----GBA Sky Garden (UK=Alpine Pass)
Piranha Plant Slide------Banshee Broadwalk 2 (UK=Piranha Plant Pipeway)
Wario Shipyard-----------Wii Wario’s Gold Mine (UK=Wario Galleon)
Neo Bowser City---------Shower Circuit (UK=Koopa City)
Maka Wuhu---------------GBA Wario Colosseum (UK=Wuhu Mountain Loop)
DK Jungle-----------------DS Desert Hills
Rosalina’s Ice World----N64 Frappe Snowland
Bowser’s Castle----------Bayside Boulevard
Rainbow Road------------(Unchanged)
N64 Luigi Raceway------N64 Moo Moo Farm
GBA Bowser Castle 1---GBA Bowser Castle 3
Wii Mushroom Gorge----Galvarny Falls
DS Luigi's Mansion-------SNES Ghost Valley 2
N64 Koopa Beach--------GBA Peach Beach
SNES Mario Circuit 2----SNES Mario Circuit 1
Wii Coconut Mall----------GBA Riverside Park
DS Waluigi Pinball--------DS Tick Tock Clock
N64 Kalimari Desert------N64 Kalimari Icy Desert
DS DK Pass----------------Evergreen Crossing
GCN Daisy Cruiser-------Space Road
Wii Maple Treeway-------CT Canyon
Wii Moola Cape-----------Coral Cape
GCN Dino Dino Jungle--Elemental Cave
DS Airship Fortress-------(Unchanged)
SNES Rainbow Road----Miku’s Birthday Spec.
----------------------------------
Characters/Karts
Me. L----------------Luigi
Red Yoshi----------Yoshi
Gold Mario---------Metal Mario
Arcade--------------Pipe Frame
Bandicoot Team--Lucky Seven
Good Mantis------Koopa Clown
Egg 1---------------(Same, but now red)
Silver Arrow-------Bruiser (UK=Growlster)
DS Monster-------Monster
Blue Monster-----Red Monster
Fire Swoop--------Swooper (UK=Swoop)
----------------------------------
Other:
cc modifier (ntr method)
Speedometer (ntr method)
Custom font
Yoshi eggs (shell model hack)
Custom menus
CTDP (Custom Track Download Play)
CT multiplayer
CT Online (only prepatched v1.1 game if using HANS)

Edit: @Jhynjhiruu I think there is an app to change your button inputs but I don't know if it works for the circle pad to D-Pad though.
 
Last edited by TheTrueDream42,
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Pakhitew-Island

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SNES Ghost Valley 2
The edges of the track all acts like ramps as opposed to walls.
Please keep this in though. It's fantastic.

Also, what I wanted to say for a while, is that you should lessen the number of Pirana Plants hazards in the stages. A few tracks use them as a standard hazard way too often, in my opinion. Lakeside Park being the most egregrious example. Of course, if it's too much of a hassle you dont have to do it.
 
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