DSHack

Archive Generated December 23rd, 2018
Yawshi
User ID: 12

Thread: Profile pic problemo
Author Posted on 2015/07/04
Yawshi You need to use the direct link of the image, for example:
http://puu.sh/iuR7B/7881558a04.png
Thread: Profile pic problemo
Author Posted on 2015/07/04
Yawshi

k den, so where i put the direct link of the image on "edit profile" page?

In the box next to where it says "Avatar":
Thread: Mario Kart Toolbox
Author Posted on 2015/07/05
Yawshi Uh I know this tool is more of a viewer but would it be possible for you to implement the ability to export NSBMDs as .dae (including Vertex Colors, Bones etc.)?
Thread: Ermii Kart DS
Author Posted on 2015/07/06
Yawshi

Good work Ermii!

You do realise Ermii isn't the only one who works on this right? Everyone always seems to forget about everyone else on the team and just assumes Ermii does all the work :| In some cases they do a lot more work than Ermii :P
Thread: Your Dong Name
Author Posted on 2015/07/06
Yawshi Well heres mine, again in image form:
Thread: Tutorial - Inserting Custom Voices/Sounds into MKDS
Author Posted on 2015/07/06
Yawshi So here is a tutorial that I made back on MKDSCentral and so I should probably revive it here.
Anyway here is a voice hacking tutorial for MKDS which also applies to a few other DS games too (NSMB, to name one).This is a slightly better method than the one I previously used for my voice hacks as it stops the voices from cancelling other ingame sounds.

Anyway, You will need:
-MKDS Rom (duh) Download
-MKDS Course Modifier (Prefferably 3.0 Beta 4) Get it Here
-NDS Editor Get it Here
-Swav2Swar Get it Here
-wav2swav Get it Here
-Audacity Get it Here, requires installation

Let's begin!

NOTE: If you already have the contents of the sdat extracted, you can skip steps 1-5.

Step 1:
Open MKDS CM and load your MKDS Rom;

Step 2:
Navigate to data/sound in the ROM browser and right click and extract the 'sound_data.sdat' file, be sure to save it in a place that you can easily navigate to;

Step 3:
Close the Rom Browser (but not the rest of MKDS CM) and open NDSEditor and open your sdat;

Step 4:
Double click on the sdat you just loaded on the file list and a new window should appear. Check the select all button and then click extract;

Step 5:
Once the extraction is finished, a message box should appear saying "286 files extracted." and there will be a new folder in the same folder as your sdat called 'sound_data', which contains your extracted files. You can now close NDSeditor;

Step 6:
Go to MKDS CM click the open button and navigate to the newly created 'sound_data' folder, and find the 'Wave Archive' folder;

Step 7:
Locate and open the correct .swar file for the character that you wish to edit, for the sake of convenience, I have included a list here;

-----------------------------------------------------------------------
WAVE_003.swar - 2 Shy Guy Samples (possibly used for multiplayer menu?)
WAVE_004.swar - Contains the same 2 Shy Guy samples as 003
WAVE_005.swar - DK's ingame voice (not including Character Select)
WAVE_006.swar - Toad's ingame voice (not including Character Select)
WAVE_007.swar - Bowser's ingame voice (not including Character Select)
WAVE_008.swar - Luigi's ingame voice (not including Character Select)
WAVE_009.swar - Mario's ingame voice (not including Character Select)
WAVE_010.swar - Peach's ingame voice (not including Character Select)
WAVE_011.swar - Wario's ingame voice (not including Character Select)
WAVE_012.swar - Yoshi's ingame voice (not including Character Select)
WAVE_013.swar - Daisy's ingame voice (not including Character Select)
WAVE_014.swar - Waluigi's ingame voice (not including Character Select)
WAVE_015.swar - Dry Bones' ingame voice (Just 2 click sounds, not including Character Select)
WAVE_016.swar - R.O.B.'s ingame voice (Just 3 robotic sounds, not including Character Select)
WAVE_017.swar - Shy Guy's ingame voice
WAVE_046.swar - Character Select Voices for DK, R.O.B., Dry Bones, Toad, Bowser, Luigi, Mario, Peach and Wario
WAVE_047.swar - Character Select Voices for Daisy, Waluigi and Yoshi
-----------------------------------------------------------------------

For this tutorial, I will be editing Mario's character select voice, so I will need to open WAve_046.swar;

Step 8;
You should now be taken to a new window in MKDS CM; here you will need to extract each sample individually, by double clicking on it and clicking the floppy disc icon.
Save them as '0.wav', '1.wav', 2.wav etc;

Step 9:
Now you will need to find which of the .wav files you wish to change, in my case, Mario's voices are 11.wav and 12.wav, however, for this tutorial, I will only edit 12.wav. Open Audacity and drag the .wav you wish to change into it;

Step 10:
Now drag the new sound that you wish to replace the old one with into Audacity;

Step 11:
Now delete the original wav (12.wav in my case and export the new wav to replace the old one in the folder with the rest of the samples in;

Step 12:
Close Audacity and place 'wav2swav.exe' and 'Swav2Swar.exe' in the same folder as the voice samples;

Step 13:
Select all of the .wav files and drag them over wav2swav.exe;

Step 14;
All of your wavs should now be converted to .swav files. Delete the .wav files and open Swav2swar.exe;

Step 15;
Click the 'Add' button and select all of the .swav files in the folder (Use ctrl and click on them it's much faster than adding each one individually);

Step 16:
You should notice that the program will sort the swavs into the correct numerical order based off the file names. Click 'Create SWAR' and replace the original SWAR
file in the 'Wave Archive' folder in the 'sound_data' folder (In my case WAVE_046.swar);

Step 17:
Now you can close Swav2swar.exe and re-open NDSEditor. Click on tools and select 'Make sdat file...';

Step 18:
You should now be brought to a new window. Click on the '...' button next to 'Source Files Folder' and select the 'sound_data' folder;

Step 19:
Select your output folder and uncheck 'Include SYMB block' (it is checked by default) and click ok. Wait for the sound_data.sdat file to appear in the output folder and close NDSeditor;

Step 20:
Re-Open your ROM in MKDS CM (3.0 Beta 4) and replace the old sound_data sdat with the new one. Then close MKDS CM and you’re done!

Outcome:


Hope it helps! If you need any further help, feel free to ask here.
Thread: Ermii Kart DS
Author Posted on 2015/07/06
Yawshi

Lol Yoshi, what are you trying yo say? XD


I'm referring to your tendency to disappear for a month playing Monster Hunter or something :P
Thread: 3D Modelling Program Discussion
Author Posted on 2015/07/06
Yawshi

you shouldn't have posted this in nyanland

Actually it kinda belongs here since this is a continuation of the discussion that went on in the MarioKart Toolbox thread and its kind of a topic that goes offtopic a lot so yeah. If someone were to create a 3D Modelling Renders thread then that would belong in general. Besides, its mostly people ranting about certain 3D modelling software/programs anyway.
Thread: Tutorial - Inserting Custom Music into MKDS
Author Posted on 2015/07/06
Yawshi Another tutorial I rescued from MKDSCentral. This one's a short one on how to insert Music Hacks into Mario Kart DS, for those that don't know. Also, just to clarify that this isn't a tutorial on how to make your own music hacks for MKDS, this is only to insert them.

Anyway, You will need:
-MKDS Rom (duh, again) Download
-MKDS Course Modifier (Prefferably 3.0 Beta 4) Get it Here
-NDS Editor Get it Here
-A Music Hack to insert (You can find a few oldies that I still haven't got around to uploading to the hack store yet here.)

Let's a go :P

NOTE: If you already have the contents of the sdat extracted, you can skip steps 1-5.

Step 1:
Open MKDS CM and load your MKDS Rom;

Step 2:
Navigate to data/sound in the ROM browser and right click and extract the 'sound_data.sdat' file, be sure to save it in a place that you can easily navigate to;

Step 3:
Close the Rom Browser (but not the rest of MKDS CM) and open NDSEditor and open your sdat;

Step 4:
Double click on the sdat you just loaded on the file list and a new window should appear. Check the select all button and then click extract;

Step 5:
Once the extraction is finished, a message box should appear saying "286 files extracted." and there will be a new folder in the same folder as your sdat called 'sound_data', which contains your extracted files. You can now close NDSeditor;

Step 6:
Now you will need to rename the .sseq of the music hack you wish to insert to the suitable name, You can find a list here.

Step 7:
Replace the old .sseq located in the 'Sequence' folder in the sound_data folder;

Step 8:
Open NDSEditor. Click on tools and select 'Make sdat file...';

Step 9:
You should now be brought to a new window. Click on the '...' button next to 'Source Files Folder' and select the 'sound_data' folder;

Step 10:
Select your output folder and uncheck 'Include SYMB block' (it is checked by default) and click ok. Wait for the sound_data.sdat file to appear in the output folder and close NDSeditor;

Step 11:
Re-Open your ROM in MKDS CM (3.0 Beta 4) and replace the old sound_data sdat with the new one. Then close MKDS CM and you’re done!

Again, I hope it helps and if you need any further help, be sure to ask here!
Also, you may notice that I re-used a lot of images from my Voice Hacking tutorial, but that was because I was too lazy to take new ones :P
Thread: Suggestion Box
Author Posted on 2015/07/06
Yawshi Could you implement the ability for Admins and Mods to split threads if it starts going offtopic?
Thread: Tutorial - Inserting Custom Music into MKDS
Author Posted on 2015/07/06
Yawshi

This tutorial ssems to be a bit out of date. Theses days we don't have to extract the sdat, we just open it with DSSS and, replace what we want.

You could do that, but I've found that doing it with DSSS or MKDS CM has a higher tendency to corrupt the sdat, at least from my experience using them.
Thread: Vinesauce
Author Posted on 2015/07/07
Yawshi I am dog worf worf
Thread: Your Custom Tracks!
Author Posted on 2015/07/12
Yawshi Post your custom tracks here!
CATALOGUE

New Custom Tracks (Sorted alphabetically A-Z):

Crystal Dungeon by DarkFlare, MKGirlsim and Spykid

CT Canyon by Dandy

Sandcastle Park by MKGirlsim and Spykid



Retro Custom Tracks (Sorted alphabetically A-Z):

DS Desert Hills by Yoshidude4

DS Figure-8 Circuit by MKGirlism and Ermelber

DS Yoshi Falls by MKGirlism and Ermelber

GBA Sky Garden by PH&G and Stewie1.0

GCN Luigi Circuit by DarkFlare

N64 DK Jungle Parkway by DarkFlare

N64 Moo Moo Farm by Yoshidude4

N64 Frappe Snowland by PH&G and Stewie1.0

N64 Rainbow Road by PH&G and Stewie1.0 (with help from MKGirlism & Szymbar15)

SNES Mario Circuit 1 by Yoshidude4 and Ermelber

Wii Moonview Highway by TheZoroark007

Wii Wario's Gold Mine by TheZoroark007

Thread: Vinesauce
Author Posted on 2015/07/13
Yawshi This is some of the funniest shit I have seen (or heard in this case) for a long time:
Thread: How to lower the face count in CTs made in sketchup?
Author Posted on 2015/07/13
Yawshi This ones kind of obvious but try and model some of the background stuff in a way that looks normal ingame without having too many extra faces.
This is kinda hard for me to explain but I'll give you and example (a poor one but hey)
Here is the ship that can be seen near the start of GCN Peach Beach:

However upon closer inspection you can see that the ship is actually a lot emptier than it looks:

Despite this it stills looks like a normal ship ingame:

Basically try and model things from an ingame perspective, oh and I should probably say if your using sketchup then be sure to remove the default material because that can really overbloat a model (this can easily be done in Blender or something afterwards since you can just select the material and delete it).
Thread: How to lower the face count in CTs made in sketchup?
Author Posted on 2015/07/13
Yawshi

By the way what do you mean by 'the default material can really overbloat a model'?


As in it tends to create unnecessary faces.
Thread: Tutorial - Inserting Custom Voices/Sounds into MKDS
Author Posted on 2015/07/20
Yawshi
I did that but for some reason after re-packing the SDAT I got a 0 byte .sdat file. What's going on?

Make sure 'Include SYMB block' is not checked when compiling the sdat in step 19.
Thread: Your Custom Tracks!
Author Posted on 2015/08/10
Yawshi Well time to release somthing...
Here's a Beta of SNES Mario Circuit 1 for MK7 created by me and Ermii!


Download: Hack Store

Be sure to read the Readme and enjoy!
Thread: Countries you travelled to, 2015 Edition
Author Posted on 2015/08/13
Yawshi Well I can't really recall dates for all but here goes.

Wales: Home
England: Too many times to count
France: thrice (200?, 2009, 2013)
Spain: a few times when I was younger
Greece: once when I was younger
Turkey: thrice (2008, 2009, 2011)
Tunisia: twice (2012, 2013)
Morocco: once (2014)
Dominican Republic: once, when I was really really young (I think I was something like 2 or 3)
USA (specifically Florida): twice (2010, 2015)

I would like to visit:

-Italy
-Japan
-USA (New York)
Thread: Ermii Kart DS
Author Posted on 2015/10/04
Yawshi
I want that speedometer ASM hack

Then you'll have to wait until its released :P
Thread: KartModelMenu.carc
Author Posted on 2015/10/10
Yawshi Well I haven't seen this documented anywhere so I might as well post it here.
So basically there is a file located in 'data/data' in the final version of MKDS called "KartModelMenu.carc." It was used in the in the Kiosk Demo for the character and kart models (as the name would suggest) however it goes completely unused in the final version since the final uses the "KartModelMenu" folder instead.
Interestingly it seems to have been updated quite a bit since the demo as it contains more of the final karts than the demo did. That being said there are still quite a few notable differences. Due to the file structure inside the .carc being more or less identical to the final game, I was able to restore it into the final game so here are my findings. I decided to include screenshots of the more interesting stuff, which were taken from the Japanese version of the game for the sake of ROB.

Characters

There was nothing noticeably different about the characters. Their models seemed to be identical to the final version.

Karts

Here's where most of the differences are:

-The B Dasher is heavier than in the final.
-Yoshi appears to be a medium weight character rather than a light weight character.
-The Mushmellow lacks a model so it uses a slightly earlier standard kart model (With a slightly larger emblem and no 'seat') as a placeholder (Its stats are identical to the final Mushmellow however).

-The 4 wheel cradle uses a different design compared to the final.

-The Wildlife uses a different design and isn't as heavy as it is in the final.

-Wario is heavier than in the final.
-The Brute uses the earlier design (However it should be noted that the Egg 1 is green). Its stats are also the same as the final.

-The Tyrant has a higher top speed than in the final and the spikes on the front are 2D.

-The Standard BW has higher acceleration than in the final.
-The Power Flower is heavier and has higher top speed compared to the final.
-The Standard DS has lower acceleration than the final version.
-The Banisher is heavier compared to the final. It also lacks a model so it uses an early 4 wheel cradle model with the tire positioning of the standard kart.

-The Standard DB is coloured completely differently (dark grey), this could possibly be E Gadd's colour scheme.

-The Dry Bomber isn't as heavy compared to the final. It also lacks a model so it uses a slightly earlier version of Toad's standard kart as a placeholder.

-The Gold Mantis isn't as heavy compared to thee final. It also lacks a model so it uses the Poltergust 4000 model with the tire positioning of the standard kart.

-The Standard WL is heaver than in the final.
-The Zipper has 4 wheels rather than 3.

-ROB's 1st kart is the ROB-LGS rather than the ROB-BLS however it mostly shares its stats with the final ROB BLS (despite being slightly lighter). It also has 4 wheels instead of 3.

-Standard RB uses a different colour scheme (white instead of black) and is heavier than in the final. This was most liekly so that it fit better with ROB's Japanese colour scheme.

-ROB's second kart(possibly the ROB-BLS) has a higher top speed and is heavier than in the final. It also lacks a model so it uses the B Dasher's model with the tire positioning of the standard kart.


Emblems

The character emblems seem to be the same as the final build. However the red and blue team emblems seem to use a different design.


Well that's everything I could find there could be some stuff I've looked over though so feel free to check for yourself and report it here.
Thread: Your Desktop(s)!
Author Posted on 2015/10/24
Yawshi Uh well here's mine I guess:
http://puu.sh/kW6nF/799751e65d.png
Kinda messy and Windows 10 but oh well.
Thread: Your Custom Tracks!
Author Posted on 2015/11/10
Yawshi I've posted some screenshots of this in the shoutbox before but I might as well post it here.
Here's some preview screenshots of a port of DS Desert Hills I'm working on:

I'm pretty happy with the progress so far (especially the animated Pokeys) and I have a few small things to finish off before I release it so expect it soon! :P
Thread: Survey: New Big Features
Author Posted on 2015/11/19
Yawshi 1.) 2
2.) 3
3.) 2
4.) 2
5.) 5
6.) 9
7.) 8
8.) 7
9.) 1
Thread: MK7 KCL ID Calculator
Author Posted on 2015/11/27
Yawshi I decided to make a simple little program that can calculate every(?) possible KCL ID in Mario Kart 7.
That being said there are still a lot of KCL IDs that seemed to do nothing however I only tested them on Toad Circuit's slot and there is a chance that they might behave differently on different slots. If you manage to find out what any of the slot based or unknown KCL IDs are then I would be grateful if you could post them here so I can add them to the program. Anything which has a question mark ("?") also most likely needs to be checked.

Features

-Can calculate KCL IDs for all variations of collision types
-Can calculate KCL IDs for collision types with shadow properties (note: use of shadows with some collision types may crash the game)
-Can calculate KCL IDs for collision types with special properties (e.g. trickable)

To do

-Allow the user to input a KCL ID to discover what it is

Screenshots








Download
Hack Store

Enjoy!
Thread: [TUTORIAL] Dumping content from games: For Dummies!
Author Posted on 2015/12/05
Yawshi

I'm positive it's MK7, after all, it IS the game that's in the game slot when a run braindump.

That definitely isn't Mario Kart 7's romfs. You most likely selected the wrong target when you launched braindump. Mario Kart 7's romfs should look like this:

When you launch braindump, make sure that Mario Kart 7 is selected here:
Thread: Whitescreen freezes?
Author Posted on 2015/12/10
Yawshi The "not too close together" means absolutely nothing, especially when you consider how close together the checkpoints are on the original tracks from the game.
Melody Motorway/Music Park is a good example:

GBA Bowser Castle 1 is also another good example:
Thread: Your Custom Tracks!
Author Posted on 2015/12/10
Yawshi Well I finally released a Beta of DS Desert Hills.



(note: the screenshots were taken from various stages in development)

I felt it was about ready to be released but I decided to call it a Beta for a few reasons:
-No Fire Snakes
-No Angry Sun
-Occasionally it lags in the countdown
-It lacks a local map
-Some of the intro cameras use the wrong angle

However, I will try and add/fix these things in the next version.

Special thanks to Ermelber for KMP Expander (Specifically v1.6) and the water animation, Pablo for his SZS Packing tool and Geri for EFE.
Anyway, Enjoy!

Download (Hack Store)
Thread: Your Custom Tracks!
Author Posted on 2015/12/10
Yawshi Might as well release N64 Moo Moo Farm while I'm at it.




It's pretty complete but there are a few things I need to fix in a future update, but hey this one is lag free.
Special Thanks to Ermelber for KMP Expander (v1.6), Pablo for his SZS packer and Geri for EFE.
Anyway, Enjoy!

Download (Hack Store)
Thread: Where are the collisons for objects stored ?
Author Posted on 2015/12/11
Yawshi Only certain objects have editable collision files (such as ramps and platforms). Most of the other objects' collision is hardcoded so you've pretty much got no chance in changing it.
Thread: Ermii Kart DS
Author Posted on 2015/12/23
Yawshi
Looks like the speedometers been put on the chopping board.

Actually it will be in the final version its just not present here since the Demo uses a Japanese rom while the Speedometer ASM hack only works with the European version of the game.
Thread: Ermii Kart DS
Author Posted on 2015/12/25
Yawshi

Why are you using a Japanese ROM?

Because so far only the Japanese version of the base Demo has been dumped.
Thread: MK8 Hacking, yes or no?
Author Posted on 2016/01/07
Yawshi I don't think we need an MK8 hacking section here. Considering how few people can actually hack their Wii Us and the fact that this site is mostly about handheld Mario Kart games I don't deem it necessary. Maybe in a year or 2s time but not now.
Thread: Help editing the title screen menu
Author Posted on 2016/04/28
Yawshi The options and records text on the title screen are text strings not graphic files like the rest of the title screen text. I believe the strings can be found in title.bmg in title_xx.carc (xx being US, JA, IT etc) IIRC.
So to acctually edit the way they look, you would have to edit the game's font.
Thread: Suggestion Box
Author Posted on 2016/06/01
Yawshi Something minor but oh well, how about the ability to change the icons on the social bar in the theme maker as the current really aren't going to please everybody. Also it would be nice to have a little notification blip next to the notification icon whenever you have a notification.
Thread: Suggestion Box
Author Posted on 2016/06/01
Yawshi
And what do you mean by "notification blip"? A sort of sound?


(As it turns out they're called badges not blips oops)

This sort of thing:
Thread: Beta MKDD!! Demo Discoveries
Author Posted on 2016/06/12
Yawshi So I've only really posted some of this once or twice in the shoutbox but I decided to document it here (because I'm too lazy to make a new article on tcrf :P).
Some of you may or may not know that there is a Mario Kart: Double Dash!! Demo that can be found on some of the GameCube Multi-Game Interactive Demo Discs (I believe it can be found on discs 13,14 and 15).
I've dumped and uploaded it to the hack store and so you can find it here.

Anyway, the demo itself isn't really that interesting. Sure it shows some minor differences such as an earlier results screen and such (these differences can be found on MarioWiki, by the way).
What is so interesting about this demo then? Well it has a ton of early and unused files in it including some leftovers from E3!
So lets begin

--Reverse Cup--
So the internal filename for the all tour is "ReverseCup2" so what happened to reverse cup 1?
Well this demo has leftover files refering to reverse cup 1. It would seem to be as the name implies; that you would travel around the course the other way around.





There is also a leftover trophy model for it:

So what courses would have been in the reverse cup? Well I think I've found 4.
In '/SceneData/English/LANPlay.arc' there are the .btis for course names for the courses in LAN Mode. However there are four courses which have duplicates with "_r" on the end of their filenames, these are:
-Peach Beach
-Mushroom Bridge
-Yoshi Circuit
-Dino Dino Jungle
So I guess these are the courses which would've appeared in the reverse cup.

--record_entry.arc--
This seems to be an early version of the time trial name entry. It looks very very early as all of the character pictures are just screenshots of their models (some are even still t-posed).
However, there is one character picture in particular I want to point out.

Yes it seems that Donkey Kong Jr. was going to appear instead of Diddy Kong. This explains why Diddy Kong is refered to as "dk_jr" internally (even in the final game too).
I've put the rest of the graphics in a zip file which you can find here.

--E3 leftovers--
The files for the E3 ending screen, LAN entry and title screen can all be found in '/SceneData/English' in the files 'e3title.arc' , 'e3gameover.arc' and 'e3lanentry.arc'.
There are several unused graphics here but the most interesting things here is the early title screen design and the early logo:





--Courses--
Interestingly enough all of the courses (both regular and multiplayer from the Mushroom, Flower and Star cups exist in the demo's files while only the course actually playable in the demo is Mario Circuit. These courses are used in the demo for the gameplay demo at the title screen however. Interestingly the 50cc variant for Luigi Circuit does not exist.
I haven't really had a chance to go through the courses in any great amount of detail but the only notable differeneces I was able to see was minor texture differences.
Perhaps whats more interesting is the course select images for the courses. While they don't correspond to the versions of the courses found in the demo files, many feature major differences from the final version. Peach Beach, Mushroom Bridge, Sherbet Land and Mushroom City all seem to use their final course images here though.









--Battle Stages--
While the files for the battle stages themselves are absent, the course previews and names exist in the demo's files.
There are course pictures for all of the stages but only two are different; Tilt-A-Kart and Luigi's Mansion. Additionally the pictures for Luigi's Mansion and Tilt-A-Kart are wider images than the other stages (which use their final pictures).




Oddly Luigi's Mansion is refered to as "Y Maze" in '/SceneData/English/LANPlay.arc'.


--Other Graphical stuff--
The title screen in the demo seems to be lighter than the final, with some characters positioning being slightly different:

Demo:

Final:



The icon for mirror mode also seemed to go through a drastic change:

Demo:

Final:



There is a leftover Luigi Circuit logo from E3 in 'MRAM.arc/race2d.arc'. None of the other E3 logos are here though.


The text 'Change Characters' was simply 'Change Character' in the demo, possibly leftover from before they added two characters in one kart.


--ending.arc--
This contains some very odd placeholder graphics with text written in Japanese (which will need to be translated :P)
EDIT: I am told that the first one reads "Excitement of ending" and the second one says "Peace".






This is pretty much everything I found that I deemed worth documenting. However there could be more as I saw some stuff in the .dol file referring to test stuff so yeah.
If you do find anything, feel free to post any further discoveries here!
-Yawshi
Thread: Beta MKDD!! Demo Discoveries
Author Posted on 2016/06/13
Yawshi
It also has files for Luigi Circuit, Daisy Cruiser, Waluigi Stadium, Yoshi Circuit, Mushroom Bridge, Mushroom City, and Sherbet Land, even though these aren't shown in the demo at all, and none of the Special Cup courses are present. It also includes the files for Baby Park, Peach Beach, and Dry Dry Desert, even though they aren't actually playable, they can be seen on the Menu.

I already mentioned this. All of then are actually used (including the multiplayer versions) in the demo on the title screen demo gameplay thing: