Hacking Mario Kart 8 Hacks -- N64 Rainbow Road!

MrRean

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Chadderz had told me in a stream that his converter can convert BACK from the XML, I decided to try it out with my theory on how the game knows what objects to load. There's an ID that each object has, just like MKWii. I changed the sizes of objects, and kabaam. There's a level edit.

I just made some objects bigger...Chain Chomps, and the Coins.

This was done with Cafiine and the kernel exploit on 5.4.0. Stick around and see more soon! :)
 

CosmoCortney

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Nice!
I've been doing similar things to F-Zero GX, but I modified the object's data (size, position, etc) directly in the RAM. So I am sure this could be done with cheat codes, too :)
May I ask if you had to resize the object and collision radii for each axis separately? (that's what I had to do with F-Zero GX)
 

MrRean

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YAML is pretty much an XML format.

<Rotate X="-0.3328422f" Y="0.1578335f" Z="0.1421532f" />
<Scale X="5f" Y="5f" Z="5f" />
<Translate X="-1795.633f" Y="2000.422f" Z="62.97926f" />
 
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CosmoCortney

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YAML is pretty much an XML format.

<Rotate X="-0.3328422f" Y="0.1578335f" Z="0.1421532f" />
<Scale X="5f" Y="5f" Z="5f" />
<Translate X="-1795.633f" Y="2000.422f" Z="62.97926f" />

Thanks!
I may search for the address in the RAM when the kernel exploit is out
(except you or someone else does it before) :P
 

MrRean

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Well the kexploit barely works, if it freezes for you you can't ever use it. That's how bad it is right now.
 

CosmoCortney

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Cheat Codes are totally possible with TCPGecko. AFAIK there's not a code handler to make them permanently activated. But I could solve this problem with asm (game specific) :P
I was thinking about suggesting a list of code types since the old ones appear problematic to me with the new memory ranges. But i don't know if the ideas would be useful for the developers...
 

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