Mario Kart Wii Unused Course - koopa_course.jmp (course.0) (Restoration)

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This video shows a modification of the course.0 restoration originally made by KevinVG207, Riidefi and Atlas. Please watch their video before this one for more information on this unused course:    • This Track was HIDDEN in Mario Kart W...  

This version restores the content that was not copied in the original version, and also removes anything not implicitly mentioned in the course.0 file (including the minimap, skybox, various decorative objects and effects, cameras, etc).

-- The changes are as follows --
The parameters (KMP) were remade from scratch to match course.0's specifications, which include porting back the checkpoints, respawn points, removing all cameras, AREAs, and item points, and port back Bowser's figure (defined in the TagObj section of course.0).
Removed minimap (in reality it was replaced with a very small 3D model to make it invisible)
Remove any unnecessary assets from the course file.

-- Notes --
As mentioned in the linked video, the 3D model was created from the collision model defined from the course.0 file and fake textures were added to represent each collision type.
The collision types assigned in the restoration are guesses made from the "mapCGI_00" entry in the "Polygon" section of the course.0 file (which defines all collision triangles), as well as from comparing the early and the final collision models.

The collision types (alongside the fake texture in the BRRES corresponding to each) are as follows:
ATTACH (Red, Texture.002): Sticky Road (0x16)
DASH / DASHJ (Yellow, Texture.007): Boost (0x06) and Boost Ramp (0x07), respectively
DIRT (Brown, Texture.004): Off-road (assumed to be the default off-road type, 0x03)
HPIPE (Blue, Texture.005): Half-pipe Ramp (0x13)
OUTF (Light Blue, Texture.006): Invisible Wall (0x0D) (could also be "Half-Pipe Invisible Wall (0x1C)")
ROAD (Red, Texture): Road (0x00)
ROAD_MH (Purple, Texture.008): Road (0x00) (with collision effect = reject road)
ROAD_SJ (Orange, Texture.009): Road (0x00) (with collision effect = trickable)
VALLEY (Dark black and white, Texture.003): Fall Boundary (0x10)
WALL (Black and white, Texture): Wall (0x0C)

On this restoration specifically, the "mapCGI_01" entry on each collision triangle is assumed to be the collision type's "variant". While this is speculation from my part, there are a few things that make me think that "mapCGI_01" could be related to the collision type's variant in some way or other:
Almost all collision types have the "mapCGI_01" set as 0 (default variant). However, two of them have 1 instead: OUTF (invisible wall) and DASHJ (boost ramp).
For the boost ramp, variant 1 makes the character only spin once when doing a trick instead of two times, which matches the same ramp from the final version.
For the invisible wall, variant 1 creates a spark effect + the character plays its "collided with wall" voice clip. This is similar to the behaviour seen in this prerelease video of the game:    • Mario Kart Wii - Fall Press Conferenc...  

Due to the lack of item points, the game will crash if any player uses an item that follows a route, like the Red Shell, Blue Shell or the Bullet Bill.

The off-road section creates a black smoke effect when driving on it. This is a property of the Bowser's Castle slot, and does not have anything to do with the restoration itself.

At 5:51, the collision type for the boost ramp was changed to act as a cannon trigger in order to be able to showcase the location of the cannon destination point. In the actual course.0 file, only the cannon point is defined, but no triggers or similar are defined, so we don't know where the devs intended to put the start of the cannon.

For all sections with more than one point in course.0 (i.e. with pnt0_?, pnt1_? and pnt2_?), only the pnt0_? coordinates are taken into account. For checkpoints, the XZ position of the first point were obtained from its pnt0_X and pnt0_Z, while the XZ position of the second point were obtained from the pnt0_X and pnt0_Z of the checkpoint definition immediatly below it.

It is assumed that only one key checkpoint exists (the lap counter), and that the rest are regular checkpoints.

The Bowser figure's fireball has its first setting set to 100, but said object doesn't use any of the settings in the final game, so it's unknown what it meant.

(Remove the spaces from the links below)
Download: https: //drive.google.com/file/d/1sYauN9wbJzeV0Bs32eVRkk3uOPBeD_-4/view?usp=drive_link
More info at TCRF: https: //tcrf.net/Mario_Kart_Wii/Unused_Courses#course.0

-- Timestamps --
0:00 VS. Race
3:47 CPU Points
5:03 Start Position
5:08 Respawn Points
5:50 Cannon Point (Unused)
5:57 Paths (only a single path is defined, used for the trajectory of Bowser figure's fireball)
6:20 Checkpoints







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