Mario Kart Arcade GP 2 - SNES Mario Circuit 3 (MKAGP2 Custom Track)
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- Опубликовано: 26 авг 2024
- Here is the first Custom Track ever made for Mario Kart Arcade GP 2! A fairly basic SNES track, ported from Mario Kart Wii. This underrated game has been in my modding wishlist for a while, so recently I decided to start working on a CT, which involved more than what you may think!
MKAGP2 suffers from huge limitations in terms of modding. In addition to the formats' insufficient documentation, the game's particular nature and the majority of its features being hardcoded makes it almost impossible for Custom Tracks to be implemented. For instance, the game does not have any sort of boost collision (excluding warp areas, which are a whole different topic), nor any ramps to jump from, as well as no fall areas nor respawn points.
About a year ago, I began analyzing and decoding the game's collision, as seen in my tweet here: / 1542544570306764804 and from then on, not much happened. I already created a program that could export collision and route data, but there was no way for me to import anything back into the game. Thankfully, Ploaj's HSDRawViewer (github.com/Plo...) made it simpler to import visual models and textures, although I still had to get around some bugs with the materials here and there.
Making laps count was another difficult task: the checkpoint system only consists of a simple linear path. This implies that the sections between checkpoints cannot be precisely specified, unlike other Mario Kart games, making it easy to skip checkpoints and not count the lap if you go too far from the range. Enemy routes function similarly to how they do in the other entries, although there's one route for each player.
Unfortunately, object data, as well as starting positions, coins, item boxes, cameras and areas are all hardcoded. These were the most diffuclt components of the track to create, and I had to spend quite some time disassembling the game's code in order to figure out where everything was located. I made code patches for the startline, coins and item box positions, but not for the cameras and areas.
As for the collision, it was a total mess. I got some help from Wexos, who made a working model importer for it, and we were able to figure out how it functions for the most part. However, walls are weird in this game and have become a major issue, since not only they're not stored as regular polygons like the road, but instead they use the road's angle values as well as some kind of quad arrays. I had some workarounds, but the game did not like it as much, and that's why you can see some lag spikes in the middle of the race. But overall, we got fairly close to making it work properly.
Don't expect many more CTs from my side, since I don't have much interest in this game, but it's definitely a fun and challenging experience I might try again in the future with a more complex track. I really hope this game's modding community grows.
During the development of the track I wrote some documentation which I may clear up and publish sometime, for those who are interested.
Download (goes over Stadium Arena):
drive.google.c...
Subscribe to Wexos, as this project wouldn't have come this far without his help! / wexosmk
Support with a donation here → www.paypal.me/...
Join my Mario Kart Hacking & Modding Community Discord server here → / discord
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holy what, custom tracks for MK:GP2???
You forgot the a. MkAgp2
@@newsuperbowserworldwhy does it even matter sir
@@desternamer because there's no 'Mario Kart: GP 2"
Awesome! Didn’t know the arcade Mario Kart games had custom tracks.
They didn’t until now
This is the first one 😅
I’ve never realized how fast this game was, they just zoomed through Mario Circuit 3 fast.
probably because the actual 3d module of the map is scaled too small. if the creator scaled it a little bigger, it would feel as normal speed
@@MrMikeyMusicoh noz the game is just fast. You can see the opposite happen with these tracks being in Wii where speed modifiers are sometimes used
Nice, seeing this makes me wish we had Retro Tracks for Mario Kart Arcade GP
It’s not made by Nintendo so it wouldn’t be possible
This is unironically my favourite Mario kart game, so happy it’s finally getting some recognition.
I'm just surprised that modding this game was even possible! That's pretty cool.
Its like SNES Mario Circuit 3 has been a staple when it comes to CTs.
Not really, XD
I can't wait for CTGP-AGP
Atlas really can mod any Mario Kart huh
Just wait until the day he & Wexos mod Mario Kart Tour. Not that I ever want it to happen tbh
@@meleegaming101 Tour's able to be modded already though
Happy 12th anniversary, Atlas!!
🇪🇸🎉🎉🎉🎉
This looks cool
Finally mods for arcade gp 2
Wow! A mod for Arcade GP 2! Didn't think that was possible.
I wonder if it's possible to mod a custom Tamagotchi-themed course. I've always found it weird that there's not a Tamagotchi Cup despite Mametchi's playability in the game (though there are Tamagotchi-themed ads in the background of the Waluigi Cup's courses). It may not sound like it, but there's a TON of potential for a Tamagotchi course; a little research just needs to be done.
I want an actual Mario kart game with this engine
WOW PRETTY COOL! NICE ATLAS ^^😍 NICE WORK ✨🤍.
This is nuts!
I didn't know you'd play this game lol
He's back again and hes back again again
At this point, you might want to edit Mario Kart : Double Dash's codes to make it look like Mario Kart Arcade GP if you want to try again such challenge ( I guess ).
To be honest, I'm interested in trying in the future ... I wonder what programs you used.
Ctgp triforce be like
TF you mean we’ve got arcade custom tracks now?!
Personally I would want to see other mario kart games feature new custom items from this game the only thing great about it.
That *yahoo* sounds like mario is behind a fan
For real!
If you try to make another Custom Track for Arcade, try to port some from wii
So, I know that one can't fall off the tracks in the arcade titles, but what happens if one somehow clips out of bounds?
You just keep driving on thin air
@@AtlasOmegaAlpha Ah.
Ehi Atlas, in the past I can found the original textures of Mario Kart Wii. Where can i find now? I need all original textures of the vehicles.
All files have been reuploaded here: drive.google.com/drive/folders/1lx0403sVcjnLwFYvT8FhOrLoVk4NHpl4
Not the same without the announcer, but I get that he's annoying to so many other player's ears, so I kinda understand why he was disabled.
The only reason I disabled him was because I'm not good enough at sentence mixing to make him say "SNES Mario Circuit 3" on the course intro
@@AtlasOmegaAlpha oh yeah, that actually makes way more sense now.
How do you disable the broadcast?
export model?
No seriously like how is this ever possible to modify an arcade game as well this late?
Get back your deleted videos please 😢
Mario Kart GP 2 is my favorite of all the Mario Kart games. I have GPDX in my arcade with two setups to play with TeknoParrot, but it's much worse than GP2. Unfortunately, it's impossible to play GP2 with two players because the special Triforce version of Dolphin doesn't support LAN. Do you know a way to play GP2 with two computers?