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Mario Kart X 3.0

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  1. #CT-CODE
  2.  
  3. [INFO]
  4. # This section will be ignored on scanning.
  5.  
  6. # This is a textual representation of CT-CODE file used by CTGPR made by Chadderz
  7. # and MrBean3500vr. "Wiimms SZS Tools" can convert binary (raw) and text CT-CODE
  8. # files in both directions. The text parser supports variables, C like expressions
  9. # and nested IF-THEN-ELSE and LOOP structures.
  10. #
  11. # Info about the general parser syntax and semantics:
  12. # * http://szs.wiimm.de/doc/syntax
  13. #
  14. # Info about the CT-CODE:
  15. # * http://szs.wiimm.de/doc/ctcode
  16. #
  17. # Reference list of CT-CODE parser functions:
  18. # * http://szs.wiimm.de/doc/ctcode/func
  19. #
  20. # Hint:
  21. # Set the options --no-header (-H) while decoding to suppress this info and some
  22. # syntax descriptions below.
  23.  
  24. #----------------------------------------------------------------------------------
  25. # Only the section [RACING-TRACK-LIST] is scanned, all other sections are ignored!
  26. #----------------------------------------------------------------------------------
  27.  
  28.  
  29. #
  30. ###############################################################################
  31.  
  32. [SETUP]
  33.  
  34. #--- Identify the tool and version, that have written this file:
  35.  
  36. TOOL = wctct
  37. SYSTEM = cygwin
  38. VERSION = 1.52a
  39. REVISION = 7164
  40. DATE = 2016-06-29
  41.  
  42.  
  43. #--- Statstics
  44.  
  45. USED-RACING-TRACKS = 84 # number of active racing tracks (used by cup)
  46. USED-BATTLE-TRACKS = 10 # number of active battle tracks (used by cup)
  47. DEFINED-TRACKS = 101 # total number of defined tracks
  48. MAX-TRACKS = 101 # total number of track slots
  49.  
  50. DEFINED-RACING-CUPS = 21 # number of defined racing cups
  51. MAX-RACING-CUPS = 21 # max possible number of racing cups
  52. DEFINED-BATTLE-CUPS = 2 # number of defined battle cups
  53. MAX-BATTLE-CUPS = 2 # max possible number of battle cups
  54. UNUSED-CUPS = 0 # number of unused cups (space available)
  55.  
  56. #
  57. ###############################################################################
  58.  
  59. [RACING-TRACK-LIST]
  60.  
  61. #---------
  62. # Syntax:
  63. #---------
  64. #
  65. # 6 kinds of records are allowed: N, C, S, X, T and H
  66. #
  67. # * Nintendo track mode: 'N' mode
  68. #
  69. # This command can only be used once and only before the first track
  70. # definition. It defines, how to manage Nintendos original tracks.
  71. # A numerical expression is expected. The 4 symbols are predefined:
  72. #
  73. # N$NONE : Nintendos tracks will NOT inserted automatically.
  74. # This is the default.
  75. #
  76. # N$HIDE : Nintendos tracks will be defined, but the tracks are not
  77. # shown in any Cup. If such track is selected by accident,
  78. # it can be played.
  79. # THIS MODE IS EXPERIMENTAL AND WILL FREEZE THE WII!
  80. #
  81. # N$SHOW : Define automatically 8 Cups with Nintendos tracks.
  82. #
  83. # N$SWAP : Define automatically 8 Cups with Nintendos tracks, but
  84. # change the cup order, so that all 4 Wii Cups are in the
  85. # first row and all 4 retro cups in the second row.
  86. #
  87. # For HIDE+SHOW+SWAP:
  88. # The cup and track names are defined by internal names. If BMG is
  89. # read, messages may override the internal names.
  90. # The track order (except SWAP), file names, music and property ids
  91. # are the same as in original MKWii.
  92. #
  93. # There are some flags, that are OR'ed to the base mode:
  94. # |N$F_HEX : Replace original filenames by a 2 digit slot hex code.
  95. # |N$F_WII : Prefix Wii track names by 'Wii '
  96. # |N$F_<color> : For BMG output, colorize the console prefix. Possible
  97. # color names are: RED1, RED2, RED3, RED4, YELLOW, GREEN,
  98. # BLUE1, BLUE2, WHITE and CLEAR (transparent).
  99. #
  100. # * Cup definition: 'C' name_of_cup
  101. #
  102. # Close the current cup and fill it with default tracks. Then define a
  103. # cup name for the next created cup. This command is optional and only
  104. # used, to store names in the CT-CODE file without any impact.
  105. #
  106. # * Slot definition: 'S' list
  107. #
  108. # Define the track slots for the next defined tracks. A list element is
  109. # either an index 'NUMBER' or a range 'NUMBER1:NUMBER2'. The system will
  110. # automatically skip invalid and already used slots. All numbers are
  111. # numerical expressions handled by the parser. If a number or range is
  112. # followed by an '!', the slots are used for the next tracks ignoring
  113. # previous usage or reservation.
  114. #
  115. # Each slot definition overrides the previous one and an empty list will
  116. # disable the slot list. Slot definiton are only needed to recreate a
  117. # CT-CODE file with identical track layout.
  118. #
  119. # * Used definition: 'X' list
  120. #
  121. # Mark the slots as 'reserved'. A list element is either an index 'NUM'
  122. # or a range 'NUMBER1:NUMBER2'. Only unused slots will be marked. All
  123. # numbers are numerical expressions handled by the parser. If a number
  124. # or range is followed by an '!', the slot is marked as used independent
  125. # of its previous state.
  126. #
  127. # The line "X 0x20:0x2b 0x43 0xff" is executed internally at startup.
  128. #
  129. # * Track definition:
  130. # 'T' music_id ';' property_id ';' file_name ';' track_name
  131. #
  132. # Define a new track. Use the next free slot defined by the previous
  133. # slot definition, or the first not used slot. The elements are:
  134. #
  135. # * music_id
  136. # The numeric ID of the sound file, a numerical expression is
  137. # expected. The ID is normalized to avoid impossible values.
  138. # Track numbers (0-31) are translated to the standard music ID.
  139. # If a music ID is followd by an '!', the value is used without
  140. # normalization and transformation.
  141. # See http://szs.wiimm.de/doc/slot-id for infos about names.
  142. #
  143. # * property_id
  144. # The numeric ID of a basic slot (0-31) for the properties.
  145. # A numerical expression is expected. Only the lowsest 5 Bits are
  146. # used to avoid impossible values. If a property ID is followd by
  147. # an '!', the value is used as entered.
  148. # See http://szs.wiimm.de/doc/slot-id for infos about names.
  149. #
  150. # * file_name
  151. # The SZS file name without extension as string. If no file name
  152. # is entered, the string 'slot_##' with a hex slot number is used.
  153. #
  154. # * track_name
  155. # The name of the track (no impact) as string. If no or an empty
  156. # track name is entered, the file name is used.
  157. #
  158. # * Hidden track definition:
  159. # 'H' music_id ';' property_id ';' file_name ';' track_name
  160. #
  161. # Define a new track, that doesn't appear in any cup. So it is hidden.
  162. # A hidden track can be defined at any place in this section and doesn't
  163. # touch the current cup.
  164.  
  165. C "Cup 00" # 0x00 = 0
  166. S 0x08!, 0x01!, 0x02!, 0x04!
  167. T MC ; LC ; "beginner_course" ; "Seasonal Circuit"
  168. T MMM ; MMM ; "farm_course" ; "Crystal Plains"
  169. T MG ; MG ; "kinoko_course" ; "Kinoko Cave"
  170. T TF ; TF ; "factory_course" ; "Waluigi's Choco Factory"
  171.  
  172. C "Cup 01" # 0x01 = 1
  173. S 0x10!, 0x14!, 0x19!, 0x1a!
  174. T gPB ; gPB ; "old_peach_gc" ; "Coral Cape"
  175. T dYF ; dYF ; "old_falls_ds" ; "GBA Sky Garden"
  176. T sGV2 ; sGV2 ; "old_obake_sfc" ; "GBA Broken Pier"
  177. T nMR ; nMR ; "old_mario_64" ; "N64 Luigi Raceway"
  178.  
  179. C "Cup 02" # 0x02 = 2
  180. S 0x00!, 0x05!, 0x06!, 0x07!
  181. T MC ; MC ; "castle_course" ; "3DS Mario Circuit"
  182. T CM ; CM ; "shopping_course" ; "Custom Track Offices"
  183. T DKS ; DKS ; "boardcross_course" ; "Snowy Circuit"
  184. T WGM ; WGM ; "truck_course" ; "Glimmer Express Trains"
  185.  
  186. C "Cup 03" # 0x03 = 3
  187. S 0x1b!, 0x1f!, 0x17!, 0x12!
  188. T nSL ; nSL ; "old_sherbet_64" ; "GCN Sherbet Land"
  189. T gSGB ; gSGB ; "old_heyho_gba" ; "DS Nokonoko Beach"
  190. T dDS ; dDS ; "old_town_ds" ; "Riverside City"
  191. T gWS ; gWS ; "old_waluigi_gc" ; "DS Wario Stadium"
  192.  
  193. C "Cup 04" # 0x04 = 4
  194. S 0x09!, 0x0f!, 0x0b!, 0x03!
  195. T DC ; DC ; "senior_course" ; "Hillside Circuit"
  196. T KC ; KC ; "water_course" ; "3DS Cheep Cheep Lagoon"
  197. T MT ; MT ; "treehouse_course" ; "Autumn Forest"
  198. T GV ; GV ; "volcano_course" ; "Volcano Canyon"
  199.  
  200. C "Cup 05" # 0x05 = 5
  201. S 0x15!, 0x1e!, 0x1d!, 0x11!
  202. T dDH ; dDH ; "old_desert_ds" ; "Volcanic Land"
  203. T gBC3 ; gBC3 ; "old_koopa_gba" ; "SNES Bowser Castle 2"
  204. T nDKJP ; nDKJP ; "old_donkey_64" ; "GBA Riverside Park"
  205. T gMC ; gMC ; "old_mario_gc" ; "GCN Yoshi Circuit"
  206.  
  207. C "Cup 06" # 0x06 = 6
  208. S 0x0e!, 0x0a!, 0x0c!, 0x0d!
  209. T DDR ; DDR ; "desert_course" ; "Desert Mushroom Ruins"
  210. T MH ; MH ; "ridgehighway_course" ; "GCN Mushroom City"
  211. T BC ; BC ; "koopa_course" ; "DS Airship Fortress"
  212. T RR ; RR ; "rainbow_course" ; "Flying Kingdom"
  213.  
  214. C "Cup 07" # 0x07 = 7
  215. S 0x18!, 0x16!, 0x13!, 0x1c!
  216. T sMC3 ; sMC3 ; "old_mario_sfc" ; "GBA Mario Circuit"
  217. T dPG ; dPG ; "old_garden_ds" ; "Garden Path"
  218. T gDKM ; gDKM ; "old_donkey_gc" ; "3DS Rock Rock Mountain"
  219. T nBC ; nBC ; "old_koopa_64" ; "GCN Bowser's Castle"
  220.  
  221. C "Blooper" # 0x08 = 8
  222. S 0x2a!, 0x2b!, 0x2c!, 0x2d!
  223. T MH ; MH ; "20" ; "GCN Mushroom Bridge"
  224. T nBC ; nBC ; "21" ; "Wolf Castlegrounds"
  225. T MG ; MG ; "22" ; "Mushroom Island"
  226. T BC ; BC ; "23" ; "Space Race Castle"
  227.  
  228. C "Mega Mushroom" # 0x09 = 9
  229. S 0x2e!, 0x2f!, 0x30!, 0x31!
  230. T MT ; MT ; "24" ; "Autumn Leavesway"
  231. T aDP ; MC ; "25" ; "Delfino Island"
  232. T sGV2 ; sGV2 ; "26" ; "Horror Mansion"
  233. T BC ; BC ; "27" ; "3DS Bowser's Castle"
  234.  
  235. C "Thundercloud" # 0x0a = 10
  236. S 0x32!, 0x33!, 0x34!, 0x35!
  237. T DDR ; DDR ; "28" ; "GBA Yoshi Desert"
  238. T WGM ; WGM ; "29" ; "3DS Wario's Shipyard"
  239. T MT ; MT ; "2a" ; "Big Nature City"
  240. T KC ; KC ; "2b" ; "Aquania"
  241.  
  242. C "POW" # 0x0b = 11
  243. S 0x3b!, 0x3c!, 0x3d!, 0x3e!
  244. T DDR ; DDR ; "2c" ; "Desert Raceway"
  245. T MH ; MH ; "2d" ; "Halogen Highway"
  246. T BC ; BC ; "2e" ; "DS Bowser's Castle"
  247. T RR ; RR ; "2f" ; "Rainbow Labyrinth"
  248.  
  249. C "Bob-omb" # 0x0c = 12
  250. S 0x3f!, 0x40!, 0x41!, 0x44!
  251. T anSS ; DC ; "30" ; "Sunset Raceway"
  252. T nBC ; nBC ; "31" ; "Gothic Castle"
  253. T sGV2 ; sGV2 ; "32" ; "DS Luigi's Mansion"
  254. T gBC3 ; gBC3 ; "33" ; "GBA Bowser Castle 2"
  255.  
  256. C "Fake Item" # 0x0d = 13
  257. S 0x45!, 0x46!, 0x47!, 0x48!
  258. T nSL ; nSL ; "34" ; "SNES Vanilla Lake 2"
  259. T gPB ; KC ; "35" ; "Seaside Shore"
  260. T MG ; MG ; "36" ; "Mushroom Fort"
  261. T MH ; MH ; "37" ; "N64 Toad's Turnpike"
  262.  
  263. C "Golden Mushroom" # 0x0e = 14
  264. S 0x49!, 0x4a!, 0x4b!, 0x4c!
  265. T dDH ; dDH ; "38" ; "Desert Strip"
  266. T GV ; GV ; "39" ; "BassBasher City"
  267. T MG ; MG ; "3a" ; "Cool Castle Canyon"
  268. T GV ; GV ; "3b" ; "Volcanic Pipeyard"
  269.  
  270. C "Spring" # 0x0f = 15
  271. S 0x4d!, 0x4e!, 0x4f!, 0x50!
  272. T gDKM ; WGM ; "3c" ; "GCN Dino Dino Jungle"
  273. T MH ; MH ; "3d" ; "Cannon City"
  274. T DDR ; dDH ; "3e" ; "Canary Bay"
  275. T nBC ; RR ; "3f" ; "Blackrose Castle"
  276.  
  277. C "Fireball" # 0x10 = 16
  278. S 0x51!, 0x52!, 0x53!, 0x54!
  279. T gBC3 ; gBC3 ; "40" ; "SNES Bowser Castle 1"
  280. T nBC ; nBC ; "41" ; "Pipe Underworld"
  281. T KC ; KC ; "42" ; "Wetland Woods"
  282. T nSL ; nSL ; "43" ; "GBA Snow Land"
  283.  
  284. C "Red Shell" # 0x11 = 17
  285. S 0x55!, 0x56!, 0x57!, 0x58!
  286. T nSL ; DKS ; "44" ; "3DS Rosalina's Ice World"
  287. T gDKM ; gDKM ; "45" ; "3DS DK Jungle"
  288. T MT ; MT ; "46" ; "Vokas Treeway"
  289. T gDKM ; gDKM ; "47" ; "N64 Choco Mountain"
  290.  
  291. C "Blue Shell" # 0x12 = 18
  292. S 0x59!, 0x5a!, 0x5b!, 0x5c!
  293. T DDR ; DDR ; "48" ; "Wild Canyon 1"
  294. T dYF ; dYF ; "49" ; "N64 Yoshi Valley"
  295. T KC ; gDKM ; "4a" ; "Bayside Boulevard"
  296. T DKS ; DKS ; "4b" ; "DS DK Pass"
  297.  
  298. C "Bullet Bill" # 0x13 = 19
  299. S 0x5d!, 0x5e!, 0x5f!, 0x60!
  300. T BC ; BC ; "4c" ; "Blood Fire Sky"
  301. T RR ; RR ; "4d" ; "Rainbow Run"
  302. T MG ; WGM ; "4e" ; "Botania"
  303. T DKS ; DKS ; "4f" ; "Alpine Peak"
  304.  
  305. C "Chain Chomp" # 0x14 = 20
  306. S 0x61!, 0x62!, 0x63!, 0x64!
  307. T dPG ; dPG ; "50" ; "3DS Daisy Hills"
  308. T dDH ; dDH ; "51" ; "N64 Kalimari Desert"
  309. T gWS ; gWS ; "52" ; "WiiU Excitebike Arena"
  310. T KC ; KC ; "53" ; "Paradise Canyon"
  311.  
  312. #
  313. ###############################################################################
  314.  
  315. [END]
  316. # This section is ignored.
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