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 .

AdenTheThird

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Hello, PabloMK7 and the CTGP7 team! I am here conducting a pretty thorough analysis on what I think could be improved. I'm totally nitpicking here, but I hope that my ideas can continue to iron out the few errors in this amazing mod.

Banshee Boardwalk 2:
Extremely laggy startup/countdown. Also, the lighting feels a little weird.
Elemental Cave:
At low brightness, this course is very dark and difficult to see, but I guess that's a preference thing.
Space Road:
There's a random coin on the right side of the track right after the glider pad after the half-pipe. I don't know if this is intentional or not, but it seems kind of odd.
Autumn Forest:
On the wooden bridges, mashing the trick button will allow you to perform 4-6 tricks on every bridge.
Evergreen Crossing:
The turns and layout of the course make it very difficult to follow at times, notably right after the water section. At 200cc, this becomes quite an issue. Also, near the beginning, if a person attempts the jump instead of going left or right and fails, they will re-spawn on the middle island. On lower speeds, this may cause getting across the pit to be impossible.
GBA Bowser Castle:
The yellow boost ramps provide much more boosts than in previous ports. On 200cc, performing tricks on them in a certain section will pelt you into the lava.
GBA Riverside Park:
Extremely laggy startup.
GBA Sky Garden:
I like the Comet Observatory in the background!
SNES Ghost Valley 2:
The walls don't fall like in the original version (then again, that might not be such a bad thing...).
N64 Rainbow Road:
Not all of the character fireworks turn on and off correctly.
Kalimary Icy Desert:
The dirt and sand effects are still that of the original Kalimari Desert.
Wii Warios Gold Mine:
This course feels really empty. The bats from Rock Rock Mountain could be used to emulate the originals, and maybe re-skinning cars to make mine carts might work? It just doesn't feel as... chaotic as the original. Also, there are some coins in the ceiling in the first cave.
DS Tick Tock Clock:
The question block, speed boosts and lap sound effects are still those of Waluigi Pinball.
Castle of Time:
For the section markers, could someone put two-thirds and an entire Triforce as markers instead of two and three separate Triforces? This is just a Zelda nerd thing.

THANK YOU SO MUCH for making this hack and working so hard to improve it. We ALL really appreciate it. You do not have to regard any of the things I've said here. Again, I'm totally picking it apart, but I'm not doing this negatively.

Also, if anyone gets the time, I think Shrek would be an awesome character candidate...
 
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PabloMK7

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Thanks for pointing this out, the more reports about improvements/bugs I have the best. :D

GBA Riverside Park:
Extremely laggy startup.
Wait, are you sure you are in the latest version? I fixed that in 0.20.

SNES Ghost Valley 2:
The walls don't fall like in the original version (then again, that might not be such a bad thing...).
That's just impossible to do, the game doesn't have that behaviour programmed.

N64 Rainbow Road:
Not all of the character fireworks turn on and off correctly.
Same as the original track in the N64 :P

Kalimary Icy Desert:
The dirt and sand effects are still that of the original Kalimari Desert.
Will be fixed in the next release!

DS Tick Tock Clock:
The question block, speed boosts and lap sound effects are still those of Waluigi Pinball.
That's intentional, as it gives the track a more "mechanical" feel.

Abaut the rest of the things, they are known things to be improved (which hopefully I will)

Also, an extra:
unknown.png

WIP new version of Concord Town.
 
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AdenTheThird

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Thanks for pointing this out, the more reports about improvements/bugs I have the best. :D


Wait, are you sure you are in the latest version? I fixed that in 0.20.


That's just impossible to do, the game doesn't have that behaviour programmed.


Same as the original track in the N64 :P


Will be fixed in the next release!


That's intentional, as it gives the track a more "mechanical" feel.

Abaut the rest of the things, they are known things to be improved (which hopefully I will)

Also, an extra:
unknown.png
Very nice! Thanks for understanding!
 

Gaming796

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Umm this may be lame but I forgot the key combo to open the plugin menu. What was it? I tried pressing Select but it didn't work. I also tried ZL+ZR which I had set a long time ago but it didn't work as well.
 
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PabloMK7

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Umm this may be lame but I forgot the key combo to open the plugin menu. What was it? I tried pressing Select but it didn't work. I also tried ZL+ZR which I had set a long time ago but it didn't work as well.
If you changed the key combo remove SD:/CTGP-7/resources/CTRPFData.bin restore settings to the defaults.
 

Pakhitew-Island

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Does this not currently work with the most recent Luma or do I have a wrong version? Because when I updated it told me I didnt have Luma installed, installed luma from the update bar and it worked, but broke Mario Maker.
 

PabloMK7

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Does this not currently work with the most recent Luma or do I have a wrong version? Because when I updated it told me I didnt have Luma installed, installed luma from the update bar and it worked, but broke Mario Maker.
For now you will have to switch between luma versions when you want to play the mod and Mario maker as there is a bug with extended memory games.
 
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Pakhitew-Island

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For now you will have to switch between luma versions when you want to play the mod and Mario maker as there is a bug with extended memory games.
Oh, so the issue is with Luma, not either of the actual games. At leas I know the issue now, so thanks.

While Im here I may as well ask, where is the new separate save file located and was the thing with some of the wing ramps not giving enough altitude fixed? Also I assume this is the final track list and updates will just be bringing characters/carts if anything?
 

Prince Valmont

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Is there a quick way to unlock all courses/karts/parts/etc?
I thought it might piggyback off the save from MK7, for which I have everything unlocked already. But I didn't know if there was something in the NTR that could unlock all from the beginning.

EDIT: I found out I could use Checkpoint to export my MK7 save and copy those files to the CTGP-7 folder on my SD Card.
 
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PabloMK7

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Oh, so the issue is with Luma, not either of the actual games. At leas I know the issue now, so thanks.

While Im here I may as well ask, where is the new separate save file located and was the thing with some of the wing ramps not giving enough altitude fixed? Also I assume this is the final track list and updates will just be bringing characters/carts if anything?
This is not the final track list. More will be added in the future.
 
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FateForWindows

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First look at the new CTGP-7 cups using the new cup scrolling system:
PS23zJY.gif
I can't think of any way to respond to that other than Leon S. Kennedy saying "Jesus Christ!"
Are there going to be new courses in the extra cups on top of the existing ones or are we getting the original courses + new ones in the new cups?
 

PabloMK7

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I can't think of any way to respond to that other than Leon S. Kennedy saying "Jesus Christ!"
Are there going to be new courses in the extra cups on top of the existing ones or are we getting the original courses + new ones in the new cups?
Original ones + custom tracks already in the pack. Once everything works without any bugs more custom tracks will be added.
 

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