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MKDD Patcher

By Yoshi2

  • New releases can be found in the Releases page.
  • Report bugs or suggest improvements in the Issues page.
  • Interested in MKDD modding? Check out Double Crew, a MKDD modding community: http://discord.gg/fUU36aH

The MKDD Patcher is a tool which allows users to easily import custom MKDD tracks and other file-based mods (e.g custom drivers, or custom karts) into Mario Kart: Double Dash!!. Patch files are specifically-created ZIP archives containing trackinfo.ini or modinfo.ini, and all the files relating to the mod that need to be patched into the game.

Unlike difference-based patching tools like xdelta, this allows one ZIP archive to generally work with all three main regions of MKDD (PAL, NTSC-U, NTSC-J), and multiple mods can be patched in at once as long as the mods don't modify the same files.

Usage

When using the Patcher, open a preferably-unmodified ISO of MKDD in the Input ISO. Choose one or more MKDD mods ZIP archives that need to be patched in. If the Input ISO field was empty, on choosing a MKDD ISO the Output ISO field is filled in by appending _new.iso to the input ISO name. Press on Patch to create a new ISO with the custom courses and mods patched in.

MKDD Patcher - Screenshot

Folder mode

By enabling Folder Mode, you will be able to use patches that aren't zipped, and just stored in a folder. This can allow for more rapid patch development. When choosing mods, you will then choose the folder that contains the folders of mods. Make sure the folder you choose doesn't contain any mod you don't want.

How to create a custom race track or custom battle stage

If you are a modder who creates custom courses for MKDD and you want to package up your custom course into a ZIP archive so that it is compatible with the MKDD Patcher, here is what you need to do:

The structure of the ZIP archive should be like this:

.
├── course_images
│   └── <Language>
│       ├── track_big_logo.bti
│       ├── track_image.bti
│       ├── track_name.bti
│       └── track_small_logo.bti
├── minimap.json
├── track.arc
├── track_mp.arc
├── track_50cc.arc
├── staffghost.ght
├── lap_music_normal.ast
├── lap_music_fast.ast
└── trackinfo.ini

Legend

<Language> ----------- Language this is for (Described below)
track_big_logo.bti --- Track logo when starting a race
track_image.bti ------ Track background image in the cup selection screen
track_name.bti ------- Track name in the cup selection screen
track_small_logo.bti - Small track, not necessary for battle stages
minimap.json --------- This file can be exported from the MKDD Track Editor and contains position/orientation data related to the minimap
track.arc ------------ Single player track arc
track_mp.arc --------- Multi player track arc
track_50cc.arc ------- Optional, 50cc variant for Luigi Circuit
track_mp_50cc.arc ---- Optional, 50cc mp variant for Luigi Circuit
staffghost.ght ------- Optional, without it no functioning staff ghost
lap_music_normal.ast - Regular tempo music, race tracks only, not for battle stages
lap_music_fast.ast --- Fast tempo music, race tracks only, not for battle stages

The trackinfo.ini file needs to contain the following data:

[Config]
author = Author Name
trackname = Custom TrackName
replaces = Replaced TrackName
replaces_music = Replaced Track Music Name
main_language = Language
code_patches = Comma-separated List

with author and trackname being the name of the author and the name of the custom course respectively. replaces is the name of the course being replaced and can be one of the following:

Baby Park
Peach Beach
Daisy Cruiser
Luigi Circuit
Mario Circuit
Yoshi Circuit
Mushroom Bridge
Mushroom City
Waluigi Stadium
Wario Colosseum
Dino Dino Jungle
DK Mountain
Bowser Castle
Rainbow Road
Dry Dry Desert
Sherbet Land
Luigi's Mansion
Nintendo Gamecube
Block City
Tilt-a-Kart
Cookie Land
Pipe Plaza

replaces_music is the name of the music slot being replaced and should generally be the same as the name of the track being replaced. Battle stages are an exception, music replacement is not supported for them at the moment so for battle stages you can leave replaces_music as None.

main_language is the main language that should be used for lanuages that you didn't make bti textures for.
Example: You set main_language as English and you have bti textures for English. When somebody patches your track over the PAL game then the English textures will be used for German, French, Italian, etc.

The following languages are supported:
English, Japanese, German, Italian, French, Spanish

code_patches is an optional comma-separated list of code patches that are required by the custom track (e.g. type-specific-item-boxes, sectioned-courses, or cpu-only-dead-zones). This list is informative, and will tell the Patcher that certain code patches are required.

How to create a custom mod

This guide is for when you want to make custom drivers, custom karts or modifications to any of the files of MKDD, including files located inside the archive files (.arc). Instead of replacing .arc files as a whole, only specific files inside each .arc can be replaced which allows for multiple mods to work at the same time as long as they don't replace the same files.

The file structure of a mod ZIP archive should be like this:

modinfo.ini
files/

The modinfo file should contain the following data:

[Config]
author = Author Name
modname = Mod Name
description = Mod Description

The files folder mirrors the root file folder of MKDD. Any file you want to replace needs to be put in the files folder at a path mirroring the file you are replacing in the game.
Example: You would like to replace the play1.thp cutscene which is located at Movie/play1.thp. That means in the ZIP archive the file needs to be located at files/Movie/play1.thp (and you need to create the Movie folder in the files folder)

Replacing files inside .arc files works in a similar way. You create a folder named after the arc at the correct location, inside that folder you create a folder named after the arc's root folder name and place the file you are replacing in that folder at a path relative to the arc's root folder.
Example: You want to replace the model of Mario which is called driver.bmd and located inside the MRAM.arc, at location mram/driver/mario/driver.bmd, with mram being the root folder name of MRAM.arc. That means you create the chain of folders in the files folder: files/MRAM.arc/mram/driver/mario/ and put your driver.bmd at files/MRAM.arc/mram/driver/mario/driver.bmd.

race2d is an exception: Because it is an .arc inside an .arc it is handled in a special way:
You need to create the race2d.arc inside the files/ folder, but otherwise you can proceed like mentioned above. (i.e. files to be replaced in race2d.arc would go into files/race2d.arc/mram_race2d/...)

Optional: If you add addfiles = True to the mod config, the patcher will be able to add files from the mod into the game that didn't already exist. This is only for advanced users who know how to make the game use new files! Currently, this cannot add new directories or new files within the archives.

Custom Audio Waves

Mods can include custom audio waves in the top-level audio_waves directory. The file structure is as follows:

.
├── audio_waves
│   ├── SelectVoice
│   ├── Voice
│   ├── CommendationVoice
│   ├── SoundEffects
│   ├── NintendoLogo
│   └── BGMSamples
├── files
│   └── ...
└── modinfo.ini

The files in these directories are .wav audio files (16-bit mono audio at various sample rates), whose name include a number (e.g. 0.wav, 1.wav, 2.wav, 3.wav, ...). Every number (in each directory) corresponds to a certain sound in the game.

For example, to replace Princess Peach's pre-selection voice and selection voice, the following audio waves would be provided:

.
├── audio_waves
│   └── SelectVoice
│       ├── 35.wav     # Pre-selection voice: when the character is first selected
│       └── 36.wav     # Selection voice: when player confirms the character pair
├── files
│   └── ...
└── modinfo.ini

Selection Voices

The SelectVoice directory features a total of 41 different sounds (from 0.wav to 40.wav). It includes the pre-selection and selection voices for each character, whose mapping is:

Pre-selection Selection
Mario 32 3
Luigi 30 2
Princess Peach 35 36
Daisy 19 7
Yoshi 40 12
Birdo 18 11
Baby Mario 15 1
Baby Luigi 14 13
Toad 25 4
Toadette 24 5
Koopa 33 9
Paratroopa 34 10
Donkey Kong 22 21
Diddy Kong 20 8
Bowser 27 26
Bowser Jr 28 29
Wario 39 38
Waluigi 37 6
Petey Piranha 17 16
King Boo 23 23

The other two sounds do not correspond to any character; they are played in the in-game menus:

Number Audio Content Description
0 Welcome to Mario Kart! The sound that the game plays when switching between MONO, STEREO, and SURROUND in the SOUND option in the OPTIONS screen.
31 Let's go! The sound that the game plays when START GAME is entered.

In-race Voices

The Voice directory includes a total of 357 sounds (from 0.wav to 356.wav). These are the sounds that are played during the race (sliding, attacking, hurting, falling, throwing items, etc.). The sounds are not evenly distributed among the characters: some characters are assigned more sounds than others.

The range for each character is:

Range Count
Mario [237, 263] 27
Luigi [212, 236] 25
Princess Peach [276, 297] 22
Daisy [ 74, 98] 25
Yoshi [337, 356] 20
Birdo [ 54, 73] 20
Baby Mario [ 25, 47] 23
Baby Luigi [ 0, 24] 25
Toad [163, 176] 14
Toadette [143, 162] 20
Koopa [264, 269] 6
Paratroopa [270, 275] 6
Donkey Kong [121, 138] 18
Diddy Kong [ 99, 120] 22
Bowser [177, 191] 15
Bowser Jr [192, 211] 20
Wario [317, 336] 20
Waluigi [298, 316] 19
Petey Piranha [ 48, 53] 6
King Boo [139, 142] 4

Commendation Voices

The CommendationVoice directory includes a total of 139 sounds (from 0.wav to 138.wav). These are the sounds that are played at the end of the race, or during the awards ceremony.

The range for each character is:

Range Count
Mario [ 43, 50] 8
Luigi [ 35, 42] 8
Princess Peach [ 51, 58] 8
Daisy [102, 109] 8
Yoshi [ 89, 94] 6
Birdo [ 21, 27] 7
Baby Mario [ 9, 16] 8
Baby Luigi [ 1, 8] 8
Toad [ 59, 65] 7
Toadette [ 66, 72] 7
Koopa [110, 113] 4
Paratroopa [114, 118] 5
Donkey Kong [ 28, 34] 7
Diddy Kong [124, 128] 5
Bowser [ 17, 20] 4
Bowser Jr
Wario [ 81, 88] 8
Waluigi [ 73, 80] 8
Petey Piranha [ 95, 101] 7
King Boo [119, 123] 5

Sounds that do not correspond to any character:

Range Audio Content
[ 0, 0] Crowd cheering
[129, 138] Pianta sounds

Sound Effects

The SoundEffects directory includes a total of 182 sounds (from 0.wav to 181.wav). These are the miscellaneous sound effects that are played during the race: item sounds, car honk sounds, ambient sounds, terrain sounds, course-specific sounds, etc.

Nintendo Logo

The SoundEffects directory includes a total of 2 sounds (0.wav and 1.wav):

Number Audio Content Description
0 Niiiiiinteeeendoooo! The first part of the intro sound.
1 Yoo-hoo! The second part of the intro sound.

Background Music Samples

The BGMSamples directory includes a total of 121 sounds (from 0.wav to 120.wav). These are the samples for each of the instruments that are played in the background music.

Note

The first time that the Patcher applies a mod that includes custom audio waves to an ISO, a copy of the retail audio waves will be preserved in <system's temp dir>/mkdd-retail-audio-waves. The absolute path to the directory is logged in the console.

Modders can listen to the retail .wav files to acquire a sense of the audio clips that are going to be replaced (duration, audio content, sample rate, etc.).

Baking Cheat Codes

Mods can include a companion cheat codes file that contains Action Replay / Gecko codes. The file must be placed next to the modinfo.ini or trackinfo.ini file. Depending on the region, the name of the file is:

  • cheatcodes_US.ini
  • cheatcodes_PAL.ini
  • cheatcodes_JP.ini
  • cheatcodes_US_DEBUG.ini

Normally, mods should provide a cheat codes file for each region, so that the mod exhibits the same behavior regardless of the input ISO that the user chooses.

Cheat codes will be baked directly into the DOL file; no code handler will be installed. The supported code types are:

  • 00______ ________ 8-bit write and fill (only single-byte writes)
  • 02______ ________ 16-bit write and fill
  • 04______ ________ 32-bit write
  • 06______ ________ String write

Cheat codes must be provided in their unencrypted form; the encrypted ____-____-_____ form that is often used in Action Replay codes is not supported. Lines that do no start with an alphanumeric character will be ignored (e.g. lines starting with $, *, or [...]).

Conflicts can be produced when two or more mods feature cheat codes that happen to write different values to the same memory address. When a conflict is detected during the build, a warning is issued, prompting the user to either abort or continue the build process.

Switching tracks to different track slots

Sometimes you might have two custom tracks that go over the same track slot. In that case, without manual intervention, it's not possible to play both at once. In that case check the trackinfo.ini inside one of the ZIP archives: replaces and replaces_music will need to be modified to a different track slot. Note that some track slots in the game have hardcoded behaviour, e.g. crowd chants in Waluigi Stadium.

Technical details

The MKDD Patcher does cool stuff to improve the custom track playing experience:

  1. The transformation of driver positions into a position on the minimap is normally hardcoded but the Patcher can patch that for every track slot and region of MKDD assuming the minimap.json is correct. (Should there be a case where the patching is wrong, let me know)
  2. If a custom track is moved to a different slot than it was intended for, the hardcoded minimap scaling and offset is modified so that the minimap won't clip outside of the screen boundary or leak onto the timer or speedometer.
  3. For custom race tracks, the GCKart.baa file is patched so that every race track in the game has a unique music track instead of sharing the same music. (Battle stages are excluded from this, their music ID is hardcoded to play the same music unless you assign a music ID from a race track to them in the MKDD Track Editor)

Running from source code

  • Get the source code of the Patcher from https://github.com/RenolY2/mkdd-track-patcher.
  • Install Python 3 version 3.10 or newer, install the Python requirements (see requirements.txt), and run mkdd_patcher.py with it. Alternatively, execute run.bat if running on Windows.