ROM Hack MKDS Course Modifier

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How steep can the angles be? I am designing my level on paper first so I can make it more quickly, but I need to know the limits so it plays smoothly. Does it work with magnets, i.e., can you make upside down or sideways tracks, at least to some degree? I want my levels to push the limits.
 
Sadly we can't create custom tracks at the moment. It's all because of that f*cking collision. I have tried many times to get my collision importer working but it didn't.

But what you can do is texture hacks, hacking the objects (moving them arround, make a custom intro etc), hacking the models.
 
Oh. I thought collision was supported.

Well, could you guesstimate as to when it will be? No rush, I just want to have a timeframe because I am working on a lot of projects.
 
Have tracks from other games in the Mario Kart series (MK64, Double Dash & MKW) been ported to Mario Kart DS using this application?
 
Oh. I thought collision was supported.

Well, could you guesstimate as to when it will be? No rush, I just want to have a timeframe because I am working on a lot of projects.
I don't know. It can maybe take a year or more but it can also be in less time.

Have tracks from other games in the Mario Kart series (MK64, Double Dash & MKW) been ported to Mario Kart DS using this application?
No, I can't generate collision so we can't port tracks at the moment.
 
I have a cool idea for when this is done. It might take a while and a lot of people, but we could make a few hacks, one that has all the smk levels as the first four cups and n64 as the second, and another that has gba as the first and gc as the second, and then the last one that has all the wii tracks as the first and the 3ds tracks as the second.

Just a thought. (It might be a bit impractical now that I think of it, but it would be effin awesome if some team of hackers pulled it off)
 
I have a cool idea for when this is done. It might take a while and a lot of people, but we could make a few hacks, one that has all the smk levels as the first four cups and n64 as the second, and another that has gba as the first and gc as the second, and then the last one that has all the wii tracks as the first and the 3ds tracks as the second.

Just a thought. (It might be a bit impractical now that I think of it, but it would be effin awesome if some team of hackers pulled it off)

That are nice ideas. I am also working on a hack called MKDD DS. With when my collision importer is finished all gcn tracks in it. With custom sound, menus etc. http://www.dshack.org/forum/index.php?/topic/554-mario-kart-double-dash-ds/

And for now, you can make texture hacks, you can edit the object positions add objects etc.
 
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My idea might be too specific, but someday I would like to see all of or most of the non ds tracks on the ds. It is a wonderful system, the mkds engine is the best mk engine yet (save for 3ds) and it deserves more and better tracks.

So you are actually recreating all of the gc tracks? woah.
 
My idea might be too specific, but someday I would like to see all of or most of the non ds tracks on the ds. It is a wonderful system, the mkds engine is the best mk engine yet (save for 3ds) and it deserves more and better tracks.

So you are actually recreating all of the gc tracks? woah.

If you like hacking MKDS it's a nice idea to become a member of DS Hack. And then you can also follow my progress about MKDD DS and more. My username there is MKDS.
http://www.dshack.org/forum/
 
Just curious, seeming as your recreating/porting all the tracks from "Mario Kart: Double Dash!" for "Mario Kart DS" will you be doing these for "Mario Kart Wii"? As I'd love to see them in a future distribution of either your own or as part of Wiimms.

Anyway... good luck with your hack, as I shall be watching it closely and I would love to beta test it when the opportunity becomes available. I think... I'll be playing it more than wiimm's distributions when it's released, as it will be more mobile. :)
 
I am working on NSBCA. Bone animations. I got translation, scaling and pivot rotation allready working. The only thing I have to do is regular rotation.
 
About NSBCA:
It looks almost good. (Sometimes it glitch and sometimes it just looks bad. But mostly it looks pretty good.)
You can change the animation by right-clicking the modelview, choosing for animations and clicking the right animation.
It starts by default in bindpose. (How it is stored in nsbmd.)
 
I am making a course editor.
You can see the course,the sky,objects and more.

It looks a little bit like sm64ds editor.
 
Next version can convert bck to ica. Ica can be converted to nsbca with g3dcvtr.exe in the nitro 3d sdk.
 

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