Hacking Mario Kart 8 Modding Central

memoryman3

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Hey, so for my AI mod, I want to find the signature karts of each of the characters, so that I can implement them for the AI. Is there any way to do this?
 

Harmonia

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I wonder how much a track BYAML tutorial is welcome at all.

- You don't want lap cheats because it can be abused.
> You can basically remove any obstacles from BYAML so it's cheating too.
> When you do just a quick look into a track BYAML, you immediately see the number of laps. If you cannot see it, you're (in all honesty) blind as frick.

I understand cheat prevention. But it just confuses me for a wanted track BYAML tutorial.
In the end, most kinds of BYAML editing will result in cheating abuse. So what's the point?

For me personally it'd be fun to mess around with adding and removing objects. I don't care about cheating.
 

Ray Koopa

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For me personally it'd be fun to mess around with adding and removing objects. I don't care about cheating.
Yeah, but as soon as a tutorial about that is up, script kiddies will cheat by then immediately knowing how to reduce lap count etc.
 

The Koopa Kingdom

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For me personally it'd be fun to mess around with adding and removing objects. I don't care about cheating.
I haven't made a tutorial yet, but you can take a look at my repository for the editor, and the readme there should tell you everything you need to know in order to get started.

However, there's one more thing that I haven't put there yet:
Before doing opening anything, open the course BYAML you want to edit inside a hex editor, and copy bytes 0x0 to 0xF, which is usually the first row by default in hex editors.
Here's an example for Mario Stadium:
Code:
42 59 00 01 00 00 00 14 00 00 06 54 00 00 07 94
Now, make your edits. When you save your BYAML, copy that row of bytes into the new saved BYAML, at the same location. Now, it should work ingame.

A work-in-progress list of object IDs can be found here. If you are interested in contributing to it, join the Discord chat and ask Simon about it.

If anyone is curious how this differs from the master branch of MK8-Editor, I wrote instructions, fixed an issue with the loading bar, made a proper selection for BYAMLs, and added a label that shows the current object's filename. That's it for what I'll be contributing for this editor, since I actually don't know any Python. Everything I've done so far has either been guessing, or off my knowledge of doing Qt stuff with C++.

Yeah, but as soon as a tutorial about that is up, script kiddies will cheat by then immediately knowing how to reduce lap count etc.
Sorry, but I just don't agree with that logic.
"Don't tell people to hack X, they'll cheat and get banned!"
It's bound to happen, and with that logic, there won't ever be custom tracks.

With the tools that are currently available, cheating is inevitable, people will cheat. And they completely deserve to get banned.

These guides have legitimate creative purposes. We can't restrain the scene from it's full potential because of those people.
 
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Ray Koopa

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Sorry, but I just don't agree with that logic.
"Don't tell people to hack X, they'll cheat and get banned!"
It's bound to happen, and with that logic, there won't ever be custom tracks.

With the tools that are currently available, cheating is inevitable, people will cheat. And they completely deserve to get banned.

These guides have legitimate creative purposes. We can't restrain the scene from it's full potential because of those people.

Well I agree on that basically. Just heard that Nintendo is lazy in banning people and most Time Trials are the result of almost unnoticable hacking now.
I personally don't care much about it, I just dont wanna ruin the fun for other.s

Also, nice tools you contributed to! Think I saw them some time ago already. I'm planning on re-using my direct Blender BFRES importer for another Blender addon which allows track and object editing somewhen.

Guys!
What about choosing the AI karts?

I'm afraid I never looked into that =3
 
Last edited by Ray Koopa,

KillzXGaming

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For skybox editing. edit the course_muunt.byaml and change the obj list and the id of it to match a skybox you want to choose. Ie change it to toad's turnpike skybox. Also can change the sun as the moon. Getting the ID per object is difficult and for me i have to look in other courses and compare the course obj list and ids up.
Edit sky doesn't show up and i have no sky? Anyone with experience with model and obj swapping in courses can you help?
 
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KillzXGaming

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Thanks, is there a way i could get an ID myself?
Edit: All are in data/objflow.byaml

Almost All sky IDs
VRHorror = 7010
VRCake = 7011
VR cloudSea = 7012
VRWaterPark = 7013
VRFirst = 7014
VRAirport = 7015
VRTechno = 7016
VRSnowMt = 7017
VRCloud = 7018
VRDesert = 7019
VRExpert = 7020
VRCity = 7021
VRDossun = 7022
VRMario = 7023
VR64Yoshi = 7024
VRMenu = 7025
VRStorm = 7026
VRGcDesert = 7027
VRWiiMoo = 7028
VRCosmos = 7029
VRCustomizer = 7030
VRWarioStadium = 7031
VRG64Rainbow = 7032
VRRainbowRoad = 7033
VRClock = 7034
VROcean = 7035
VRSherbet = 7036
VRDonuts = 7037
VRPackunS = 7038
VRPukuB = 7039
VRBowser = 7040

Reading IDs. In data folder, convert objflow.byaml to xml.
Then search for name of obj. IDs found like this.

Vjnd3Wp.png
 
Last edited by KillzXGaming,

Ray Koopa

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data/objflow.byaml shows you IDs to object names beyond other information. Search for a name, and the parent element tells you in the "ObjId" attribute.

objflow.png


There are sometimes variations (like in colors or slightly diff. objects for diff. orientations), making MgrId differ IIRC (or ObjId, too lazy to check =D).

AFAIK Obj_Obj* just creates some relation to another object and only gets active when it triggers it??
And I wouldn't be surprised if every object can be attached to a path with speed.

Dumping such a table as linked could be automated
 
Last edited by Ray Koopa,

victormr21

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data/objflow.byaml shows you IDs to object names beyond other information. Search for a name, and the parent element tells you in the "ObjId" attribute.

objflow.png


There are sometimes variations (like in colors or slightly diff. objects for diff. orientations), making MgrId differ IIRC (or ObjId, too lazy to check =D).

AFAIK Obj_Obj* just creates some relation to another object and only gets active when it triggers it??
And I wouldn't be surprised if every object can be attached to a path with speed.

Dumping such a table as linked could be automated
When i open this and Splatoon´s MapInfo.byaml file with Notepad ++ appeares a lot of "icons" that say NUL, Have I decrypt it with some program?
EDIT: I see that your image isnt notepad ++, so what program is?
 

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Harmonia

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