Mario Kart Wii - CPU Controller Inputs

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Published on ● Video Link: https://www.youtube.com/watch?v=TbXm2aUNrAw



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Much like any other player, CPUs in Mario Kart Wii are controlled by a controller (albeit a "virtual" one), and so the game automatically presses / unpresses each of the buttons according to the current state of the CPU.

CPUs don't actually steer using the joystick. Instead, the game automatically rotates their vehicles to adjust their path. CPUs only turn the stick when attempting to do a drift.
When CPUs break an itembox, they rapid-fire the item button in order to get the item as fast as possible. It also seems that, if CPUs get damaged while holding an item in their back, they will still keep the item button pressed until grabbing another item, as seen at 1:26. Also, at this state, they won't rapid-fire the item button in order to get the item faster.
CPUs will also try to performa a random trick every time they are in the air. This is why every time they hop, a trick input is pressed.

This was possible by using the Retro Rewind mod, which features a graphical input viewer, originally ported from the MKW-SP mod.
In order to make this video, I used the PAL version of the game using Dolphin Emulator's Riivolution feature, then loaded the Retro Rewind mod, and did the following on the debugger:

After the intro cutscene fades out, set a breakpoint at 0x8052f538. When it breaks, go to the address stored at register r30 + 0x18, and there, set the value to 00000001. This turns the first human player into a CPU.
Set the instruction at 0x805a1e40 to 0x3800FFFF. This prevents the camera from switching to a dynamic view automatically when playing as a CPU.

Retro Rewind: https ://wiki.tockdom.com/wiki/Retro_Rewind
MKW-SP: https ://wiki.tockdom.com/wiki/MKW-SP







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Mario Kart Wii Statistics For B_squo

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