DSHack

Archive Generated December 23rd, 2018
Mario Kart Second Circuit
Author Posted on 2015/07/04
#9
Arctus 64 Mario Kart Second Circuit is a rom hack of Mario Kart DS, that was started back in the Summer of 2014, back when it was called by the long name of "Mario Kart DS N64 Circuit". It is meant to be somewhat of an unofficial sequel to the Game Boy Advance game, Mario Kart Super Circuit, and when finished will include, but not be limited to:

- New unlock-able characters(All 8 default characters will be the same, since they were in Mario Kart 64)
- Completely new Nitro Courses, under the name "MK2C GP"
- Every single Mario Kart 64 course remade(including those that were already in Mario Kart DS, eventually), under the name, "Ultra GP"

Here is a link to the playlist of videos of Mario Kart Second Circuit, if you want to see how much it's progressed since 2014, and since I'm too lazy to create YouTube video embeds in this post.

MK2C Playlist

And a link to the rom on the hack store:

Download v1.5

Well, here we go again. Here is the original first post of my N64 Circuit Thread, with slight modifications.

Mario Kart DS N64 Circuit is a MKDS ROM hack I started in either May or June of 2014.

Here is a list of things that will be in the hack when finished:

- All completely new nitro courses
- All retro courses replaced with N64 courses in corresponding slots.
- All music replaced
- Custom Characters made by me and some others(not all will be replaced)
- New Title screen picture
- All 4 N64 Battle Stages, and 2 new Battle Stages.

Most of the stuff I'm having trouble with moving Banshee Boardwalk to the sky garden slot without it causing the game to stutter severely at the part with the cheep chomp jumping from the water.
Author Posted on 2015/07/11
#214
Swiftie Luma Congrats for the release of V1.5
Author Posted on 2015/07/13
#252
Swiftie Luma im going to add Rosalina in the version i downloaded since i cannot stand Daisy with Rosalina's voice.

So far the tracks are really nice , and i loled at Luigi Circuit as a desert , it was cool XD
Author Posted on 2015/07/13
#254
Arctus 64 I'm waiting to add Rosalina until there is a release of an animated model on the hack store, but that is fine if you want to do that.

And the desert GCN Luigi Circuit is a placeholder until I get N64 Kalimari Desert added.
Author Posted on 2015/07/15
#265
User 22 I'm playing through/inventing strats for V1.5 for fun (awesome job thus far btw :) ) ; do you want me to post any bugs/glitches I come across?
Author Posted on 2015/07/15
#268
Arctus 64 You can if you like, and also, if you haven't checked already, the known bugs are listed in the change log on the download page.
Author Posted on 2015/07/16
#286
Arctus 64 I used Sketchup and Blender to make the cliffs on N64 KTB look more natural, and I have to say, I kind of like these more than the v1.5 version of N64 KTB.
Author Posted on 2015/07/17
#292
Miles Ermiiworth How many triangles is it
Author Posted on 2015/07/17
#293
Arctus 64 It is actually lower than the v1.5 one.
v1.5: 1,886
v1.6: 1,815
I know that it isn't much, but it is still lower. But it still needs to be lower to prevent slowdown.
Author Posted on 2015/07/17
#295
Miles Ermiiworth Well, that's not too bad :P
Author Posted on 2015/11/15
#939
Arctus 64 Quick little update, I was watching the KTB 1st-8th HUD glitch video and then I realized that I might have made a mistake in what objects cause the beeping sounds, the only one that was the culprit was Object 0A00, so I wound up deleting a necessary object that is present in all of the courses, Object 0800, thinking that it was a part of the annoying beeping sound effect. I will be testing this idea on Monday while I'm at school.
Author Posted on 2015/11/19
#971
Arctus 64
Here is my new course model so far, but I don't have much as far as resources go, so I had to create a test texture for the rocky part.
Author Posted on 2015/11/19
#973
MKGirlism That was because the IMG Tags only worked for non-capitalised Extensions, now I've added support for capitalised Extensions, so it should work now.
Author Posted on 2015/11/19
#974
SGC Yellow
Quick little update, I was watching the KTB 1st-8th HUD glitch video and then I realized that I might have made a mistake in what objects cause the beeping sounds, the only one that was the culprit was Object 0A00, so I wound up deleting a necessary object that is present in all of the courses, Object 0800, thinking that it was a part of the annoying beeping sound effect. I will be testing this idea on Monday while I'm at school.
The rank counter glitch happens because you have the key pints set up wrong I had this problem with GCN Rainbow Road but setting up the key points correctly fixed it.
Author Posted on 2015/11/20
#979
Arctus 64
Quick little update, I was watching the KTB 1st-8th HUD glitch video and then I realized that I might have made a mistake in what objects cause the beeping sounds, the only one that was the culprit was Object 0A00, so I wound up deleting a necessary object that is present in all of the courses, Object 0800, thinking that it was a part of the annoying beeping sound effect. I will be testing this idea on Monday while I'm at school.
The rank counter glitch happens because you have the key pints set up wrong I had this problem with GCN Rainbow Road but setting up the key points correctly fixed it.
I already figured this out on my own after I tested it on Monday, but I was planning on redoing the model along with the nkm for v1.6.
Author Posted on 2015/11/20
#987
SGC Yellow
Quick little update, I was watching the KTB 1st-8th HUD glitch video and then I realized that I might have made a mistake in what objects cause the beeping sounds, the only one that was the culprit was Object 0A00, so I wound up deleting a necessary object that is present in all of the courses, Object 0800, thinking that it was a part of the annoying beeping sound effect. I will be testing this idea on Monday while I'm at school.
The rank counter glitch happens because you have the key pints set up wrong I had this problem with GCN Rainbow Road but setting up the key points correctly fixed it.
I already figured this out on my own after I tested it on Monday, but I was planning on redoing the model along with the nkm for v1.6.
I'm working on a model based off the MK7 version would you like to use it when it's done? It's around 900 triangles.
Author Posted on 2015/11/20
#988
Arctus 64
I'm working on a model based off the MK7 version would you like to use it when it's done? It's around 900 triangles.
That would be quite nice to have, let me take a look at it when it is finished.
Author Posted on 2015/12/19
#1171
Arctus 64 Here is what I have of the N64 Rainbow Road course intro so far.
N64RR Course Intro
Author Posted on 2016/02/05
#1426
dayrep Hi again Arctus, I was watching your theme all this time because I really like Mario Kart 64 NDS and I wondered why not did you get more versions, I hope you have not abandoned your project
Author Posted on 2016/02/05
#1427
Arctus 64 I have not abandoned N64 Circuit, I just can't work on it right now since my computer was taken away. But once I get it back, I plan on continuing v1.6.
Author Posted on 2016/03/10
#1549
Arctus 64 Well, thanks to Svenskig, I managed to find the font used by the game, here is a small test sheet of what I have done so far(Look near the bottom).
Author Posted on 2016/03/10
#1550
Platinatic There are mario 3 sprites in the font?? But why?
It's still awesome tho
Author Posted on 2016/03/10
#1551
Arctus 64
There are mario 3 sprites in the font?? But why?
It's still awesome tho
I actually put those as placeholders for the part of the graphics that contain the GCN characters, seeing as they go unused in N64 Circuit, and will likely be replaced again by different sprites. ;)
Author Posted on 2016/04/05
#1628
Arctus 64 Well, I decided to redo the title screen image and this is what I have so far, which makes this more of a placeholder than anything...
Author Posted on 2016/04/06
#1629
MKGirlism That reminds me to a NES Title Screen, nice job!
Author Posted on 2016/04/06
#1631
Arctus 64 The nes/fds font is actually a part of the tilemap for the title fade-in, that way I can change the names and dates if I need to.
Author Posted on 2016/04/07
#1642
Arctus 64 Here is the new game title screen, and the menu options without the WFC Option(really just moved to y=FF):
Author Posted on 2016/04/25
#1677
dayrep cool title screen, I like it :)
Author Posted on 2016/04/25
#1678
Arctus 64
cool title screen, I like it :)
Thanks, although I wish I could have at least finished the "100% Progress" Title Screen as well, since it was in separate parts when I ripped it using Project64.
Author Posted on 2016/06/11
#1809
Arctus 64 Well, here's a new video, showing the new version of the music hack that I made.

Author Posted on 2016/06/11
#1810
SGC Yellow It's a lot better than the first one, some of the notes between the beginning, and the middle are still a bit out of place, but not as many as the first version, which was more quite. It's a good thing that it's louder, the first one was too quite, and because of that, it didn't really fit in well with the mood of the race, but this is a lot better.
Author Posted on 2016/06/11
#1812
Arctus 64 Well, I neglected to make the main brass instrument loud enough, as well as a few of the other instruments that can be heard in the original version from MK7.
Author Posted on 2016/06/19
#1832
Arctus 64 Here is what I have so far for the new v1.6 HUD graphics:

Notable Differences so far are the 1st-8th HUD, Boo, Blooper, Bob-omb, and Blue Shell.
Author Posted on 2016/06/19
#1833
SGC Yellow Those look really nice, I like what you did with the 1st-8th Icons.
Author Posted on 2016/06/19
#1834
Arctus 64
Those look really nice, I like what you did with the 1st-8th Icons.


Well, I don't think I'll import them into the game until I get my computer back, because it has GIMP, and since this particular tile sheet has a pretty large amount of colors, I'll need to set the maximum color range to 256 colors using GIMP.
Author Posted on 2016/06/20
#1835
Svenskig
Well, I don't think I'll import them into the game until I get my computer back, because it has GIMP, and since this particular tile sheet has a pretty large amount of colors, I'll need to set the maximum color range to 256 colors using GIMP.


If you wanted to, I could help importing those graphics for you (using YY-CHR) as soon as I have time
Author Posted on 2016/06/20
#1838
Arctus 64
Well, I don't think I'll import them into the game until I get my computer back, because it has GIMP, and since this particular tile sheet has a pretty large amount of colors, I'll need to set the maximum color range to 256 colors using GIMP.


If you wanted to, I could help importing those graphics for you (using YY-CHR) as soon as I have time


Well, I usually use NSMBe to import things like graphics that have multiple palettes, such as the HUD graphics, but if you feel the need to help out with this part using a method of your own, feel free to do so, although, if I wanted to, I could just download yy-chr to my SD card, or even download GIMP onto my sister's laptop(although, I don't really see the point in doing so since I'm getting my computer back at the end of the month anyway).
Author Posted on 2016/07/10
#1889
Arctus 64 Well, I finally decided that it was time I got back to work on this now, and so I made a video of the new title screen graphics and thought, "Why not play the full title theme as well?"

Author Posted on 2016/07/10
#1890
Jorden Very nice title theme(and catchy too!) Where is it from?
Author Posted on 2016/07/11
#1891
Arctus 64 It is actually from one of the E3 Trailers the GDC 2005 Trailer for The Legend of Zelda Twilight Princess.
Author Posted on 2016/07/21
#1948
Arctus 64 Well, here is a new and improved version of GBA Battle Course 4(thanks to Dark Light), as well as the improved version of the battle theme.
Author Posted on 2016/07/31
#1982
Arctus 64 Well, I started working on a new Koopa Troopa model. It currently doesn't have animations or shading, mainly because I'm unsure how to add them, so for now the model will remain unshaded and will use a static animation to prevent crashing.

Author Posted on 2016/08/10
#2054
Arctus 64 Here, I decided to make a video that shows some of the new v1.6 font, as well as the only two Chain Chomps that are currently on N64 Rainbow Road. Also, there are some minor HUD changes.

Author Posted on 2016/08/19
#2111
Arctus 64 Well, since I haven't yet, I guess I should show the finished Top Screen HUD graphics for N64 Circuit.
Author Posted on 2016/08/20
#2115
Miles Ermiiworth I like the Team Red and Blue emblems!
Author Posted on 2016/08/22
#2126
Arctus 64
I like the Team Red and Blue emblems!


Thanks.

Also, I decided that since I've shown the top screen HUD graphics, I might as well show what the sub screen HUD graphics look like, as well.

Author Posted on 2016/08/24
#2138
★MαsterDιzzy You should replace the actual Top Screen Bullet Bill sprite with something like that :
http://www.mariowiki.com/images/thumb/8/8f/SMRPG_BulletBill.jpg/100px-SMRPG_BulletBill.jpg
Author Posted on 2016/09/13
#2255
Arctus 64 Well, I've started on the post race character portraits, starting with Koopa Troopa.


Here's Link:
Author Posted on 2016/11/13
#2512
Arctus 64 I was going to wait until I started on the associated course to make a video of the improved version of my DKR Greenwood Village music hack, but as I did the improved music hack today, I'd rather show that I am still working on N64 Circuit, it's just I've been a bit busy with working on UV mappings of CTs in Blender and such.
Author Posted on 2016/11/21
#2539
Arctus 64 Here is an improved version of N64 Toad's Turnpike that I've been working on for the past month or two.

Author Posted on 2016/11/21
#2540
Swiftie Luma Shouldnt Toon link use the actual toon Link portrait?

Looking good btw.

Out of curiosity , what tool did you use to edit the After race mugshots?
Author Posted on 2016/11/22
#2543
Arctus 64 MKDSCM to modify the palettes, NSMBe for importing the graphics, and GIMP to index the image so that I had a palette to work with in MKDSCM. The only reason that Link's post race icon looks like that is because I plan on changing the model anyway.
Author Posted on 2016/11/22
#2544
Swiftie Luma I see , so you use that method.

Did you found a way on fixing this by any chance?



The only problem i have with the NSMBe method is the fact that this specific file doesnt seem to look properly
unlike the CSS pictures. No matter the tiles or etc.
Author Posted on 2016/11/22
#2545
Arctus 64 That is because of the different tile length of the images. If you go to the same amount of tile length in the post race images as the css images, the last column of tiles is placed below the first four columns, and are arranged in the following order, top, top middle, bottom middle, bottom. That is, if I'm remembering correctly, since it has been a couple of months.
Author Posted on 2016/12/13
#2624
Arctus 64 A new model for Luigi Circuit in the works:
Author Posted on 2016/12/13
#2625
MKGirlism That river seems like a very clever addition.
Author Posted on 2016/12/19
#2636
Arctus 64 Here is the new version of Luigi Circuit in its entirety:
Author Posted on 2017/02/25
#3005
dayrep I like it :) a question, do the maps in blender?
Author Posted on 2017/04/07
#3067
Arctus 64 I decided to finally get back to working on N64 Koopa Troopa Beach, and right now, the collision is a bit wonky for some reason.
Author Posted on 2017/05/02
#3132
Arctus 64 Here is an in-game test of SNES Battle Course 1, on a test rom, of course.
Author Posted on 2017/05/02
#3133
Svenskig I really how you added the caves (it feels like they fit very well with the course's shape) and how it feels so different from what they've made of it in MK8DX.
Author Posted on 2017/05/27
#3193
Arctus 64 Here is a new version of N64 Mario Raceway in the works.
Author Posted on 2017/07/20
#3376
Arctus 64 Here is a new version of N64 Bowser's Castle, which is a huge improvement over the previous version I made, in my opinion.
Author Posted on 2017/07/20
#3379
Platinatic That track looks really nice. Good job on the vertex colouring.
Is the music on the track done? It sounds kinda empty.
Author Posted on 2017/07/20
#3381
Miles Ermiiworth Awesome. Sorry to ask you the same question on each of your work. How many triangles is it?
Author Posted on 2017/07/20
#3382
Arctus 64 If I remember correctly, it is 1,398 tris.
Author Posted on 2017/07/20
#3383
Miles Ermiiworth
If I remember correctly, it is 1,398 tris.


Pretty good... I wonder if I can include this somehow in EKDS (N64 BC was planned)
It looks awesome overall, but I think by changing some colors it would look even better. I know it was like this in MK64 but it can be improved :P
Author Posted on 2017/08/03
#3441
Arctus 64 I finally got around to making N64 DK's Jungle Parkway, and it went a lot faster than I anticipated...
Author Posted on 2017/08/15
#3454
Arctus 64 A look at something I've been working on for the past couple of days, New Rainbow Road version 2:


As of right now, it is only 630 tris.
Author Posted on 2018/05/03
#3821
Arctus 64 I apologize for not posting in the thread since August, but here are videos I've uploaded since my last post.



Author Posted on 2018/05/03
#3822
knms360
I apologize for not posting in the thread since August, but here are videos I've uploaded since my last post.




It's a wonderful course!
However, since the mini map is incomplete, I would like to cooperate in making mini maps.
There are several problems to create.
· Large course which can not be created in mini map
· Course that protruded from mini map
In such a case, you have to move the 3D data of the course.
Author Posted on 2018/05/03
#3823
Arctus 64
I apologize for not posting in the thread since August, but here are videos I've uploaded since my last post.




It's a wonderful course!
However, since the mini map is incomplete, I would like to cooperate in making mini maps.
There are several problems to create.
· Large course which can not be created in mini map
· Course that protruded from mini map
In such a case, you have to move the 3D data of the course.


Making a mini-map work by moving the level model is actually going to over-complicate things, since all that really needs to be done is to shift the mini-map coordinates in the arm9, which is easier said than done anyway. So right now, mini-maps aren't that high of a priority for me, as they are less important than making sure that the course actually works, but are still important nonetheless, and will probably be the last thing I do for any of the courses.
Author Posted on 2018/05/08
#3828
knms360

Making a mini-map work by moving the level model is actually going to over-complicate things, since all that really needs to be done is to shift the mini-map coordinates in the arm9, which is easier said than done anyway. So right now, mini-maps aren't that high of a priority for me, as they are less important than making sure that the course actually works, but are still important nonetheless, and will probably be the last thing I do for any of the courses.

Ok.Please tell me if you have any ideas. :)
Author Posted on 2018/05/12
#3839
mkdshacker n64 arctus if u still plan to add rosalina i have a 3d model(no animations) and no voice if u want it i can give it
Author Posted on 2018/05/16
#3846
Arctus 64 Well, I finally made N64 Wario Stadium:

Author Posted on 2018/05/17
#3847
テクニカル諏訪子 Looks amazing!
One question: does this include that super duper ultra shortcut glitch from the original?
Author Posted on 2018/05/17
#3848
Arctus 64
Looks amazing!
One question: does this include that super duper ultra shortcut glitch from the original?

It does not, as the physics are different in MKDS, compared to MK64, and I added invisible walls to prevent it, just in case.
Author Posted on 2018/05/17
#3849
テクニカル諏訪子 I was just joking about that, no need to worry about that glitch.
It's already frustrating enough in MK64 any way. w
Author Posted on 2018/07/03
#4011
Arctus 64 I finally got around to working on N64 Yoshi Valley.
Author Posted on 2018/07/04
#4016
Platinatic I wonder what the NKM for this track looks like, it must be pretty complicated.
Author Posted on 2018/07/04
#4017
Arctus 64 Well honestly all I've really done is added the CPOI and the respawn points, but I can't seem to figure out how to get Lakitu to stop showing up at the end of some routes
Author Posted on 2018/07/21
#4077
Arctus 64 I decided that maybe I should start posting pictures and such here as well. As you can see, this is N64 Luigi Raceway, the course that I'm currently working on. I still need to finish UV Mapping the off-road sand, as well as a few walls here and there.


And as for the background hills, those are based on something I noticed in an MK64 instruction manual, that seem to resemble hills, as seen here.
Author Posted on 2018/07/22
#4078
Aerodo I just hope that in N64 LR the 2nd place CPU won't rubberband like crazy and get much far ahead.
Author Posted on 2018/07/27
#4083
Arctus 64 Luigi Raceway, recorded on my recently modded New 3DS, using my phone.
Author Posted on 2018/08/20
#4134
Arctus 64 A video of New Rainbow Road, and its new minimap, as well as updated music.



Also, N64 Circuit is now known as Mario Kart Second Circuit, or MK2C, since it's less of a mouthful, and still makes sense, since MK64 is the second Mario Kart game.
Author Posted on 2018/09/15
#4232
Arctus 64 I've been working on a new version of N64 Rainbow Road, and here it is so far.


And here is its music.