Mario Kart Wii - Easier "Hard mode" CPUs in Korean version
The Korean version of the game introduced a curious change not present in any other revision. This change only affects Hard CPUs (including 150cc / Mirror Grand Prix).
In the Korean version, the Hard CPUs are less likely to enter a "speed advantage" state that noticeably increases the CPU speeds a bit for a semi-random amount of time (on top of the already existing rubberbanding), meaning Hard CPUs are a bit easier on the Korean version of the game!
Notes:
Dolphin Memory Engine watchfile downloads (both based on the Kinoko watchfiles found in their discord server, https ://github.com/vabold/Kinoko):
** PAL: https ://drive.google.com/file/d/1YJjIIZCma1qbLjXKH0Lxz91qlIFBHK9m/view?usp=drive_link
** KOR: https ://drive.google.com/file/d/1Gk1YOq1iDy7NpaqGoUIyBktlsFJ88q6p/view?usp=drive_link
At 2:25, when I mention "If this variable is 1 when the race start", I was talking about the "goToStateSpeedAdvantage" specifically.
Keep in mind that the parameters associated to this "speed advantage" state are still somewhat random, and determined by probabilities. Even if the game determines that said state should trigger for the race, the state might last for a bit, or for a while; might start sooner or later; might make the CPU increase its speed a bit or a lot, etc, etc. Its effectiveness against the human player is still tied to RNG somewhat, but of course it's still easier for this state not to trigger ever in the race.
As you saw in the video, CPUs cannot perform wheelies at all during the "speed advantage" state. This is handled in the following code: https://github.com/riidefi/mkw/blob/336d71...
"Force wheelie" sections of the course refer to a specific setting in a CPU point placed in the course that tells the CPU to perform a wheelie: https://wiki.tockdom.com/wiki/ENPT_Setting...#1_at_offset_0x10_(2_bytes)
This video's soundtrack: • Mario Kart Wii Soundtrack [Slowed + Reverb]
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