Homebrew Mario Kart 8 Ultimate, download the alpha now! 104 additional courses to the base game!

L0w

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Thank you Gustav123, you are a legend!

Would it be possible to make a seperate channel for the game with this mod? I know there is a SDCafiine with autoboot function, but this Mario Kart 8 mod doesn't work with SDCafiine as far as I have read, but with "wii u plugin loader"
So do we have any options on this?
 

Gustav123

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Thank you Gustav123, you are a legend!

Would it be possible to make a seperate channel for the game with this mod? I know there is a SDCafiine with autoboot function, but this Mario Kart 8 mod doesn't work with SDCafiine as far as I have read, but with "wii u plugin loader"
So do we have any options on this?
Honestly I don't know how to do that. My guess would be to change the title Id of the folders on your wii us storage for the base game, updates and dlc. After this I would try to install Mario Kart 8 again.
 
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Gustav123

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Wait, can people just put the update on the mod files? Or will it just not work?
It isn't going to work. The reason is, that the wii u checks if the version of the update. This check had happened before the game launches and the mod gets loaded
 

Doumdoum

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It isn't going to work. The reason is, that the wii u checks if the version of the update. This check had happened before the game launches and the mod gets loaded
I mean launch the game in 4.2, and inside the mod files we put the 4.1 update, so when the mods loads, the 4.1 update loads. But it's probably not going to work
 

lordelan

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As things stand, you can not play this fully in Aroma. Tiramisu will work
One last question: Since Pretendo only covers Aroma in its install guide, is there a way to use MK8Ultimate with Pretendo in Tiramisu?
Sorry if this has been covered by you already.
 

Nigel07

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Friend, is it possible for you to add the Wario Stadium N64 version track to this mod??? This track is my favorite in the game.
 
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lordelan

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Will this game ever work on aroma?
Honestly I've explained all of this multiple times throughout the thread, I'm getting a little tired of elaborating again and again.

But here it is one more time:

These mods need to be loaded through the Wii U plugin system (WUPS), not SDcafiine. WUPS is an .elf homebrew. Aroma can't read .elf homebrew. In theory it can be converted to be Aroma compatible, and a few people have claimed they'd take a stab at such, but thus far, nothing has materialized from this as I'm aware. Which is why it has to at this time be loaded through Tiramisu or earlier cfws.

Trying to straight up inject data in the game will work fine for surface level SDcafiine kinds of mods. But this mod expands upon the code of MK8, so injecting like that is never gonna work unless maybe we get the MK8 source code via a decomp or something like that.

This was designed for MK8 before the latest update that fixes online, so don't make that update, or if you did, find a way to downgrade to the previous version. I'm sure the original creator of the adapted plugin here could update the code to make it work with the latest version (I personally wouldn't know exactly what to do in this regard), but he kinda disappeared and I don't really wanna go track him down and bother him over this, especially since this isn't even really meant for online and Wii U online will officially be ending in a few months anyway.
 

lordelan

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@MikaDubbz
v81 is the "evil" update (aka 4.2) while v64 is 4.1 and works with this mod, correct?

Nevermind, found the answer on another page:
MK8U uses custom code injection, which would have been hardcoded to the old v64 version. The new update shifts everything around in the game's rpx so it'll need a rework.
 
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