Mario Kart 64 Tracks
Mario Kart 64 USA rom for Nintendo 64 (N64) and play Mario Kart 64 USA on your devices windows pc, mac,ios and android! Mario Kart 64 (styled as MARIOKART 64 abbreviated to MK64) is a racing game developed and published by Nintendo for the Nintendo 64 video game console. It was released in 1996 in Japan and 1997 for the rest of the world. It is the sequel to Super Mario Kart.
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Frame-by-Frame advanceThe following code activates a frame-by-frame advance mode if Debug Mode is enabled:VersionGameshark codeUSA81001760 3C 84 3C0B81001796 800E810017C4 240C810017C6 0000When the game is paused, player 1 can hold A and B and press L to advance a frame. This unfortunately conflicts with using A to unpause the game; you must hold A before pausing.
Alternatively, adding the code 810 makes it require only holding B and pressing L while paused.Crash Debug Screen. If the game crashes, it will draw a small white square with red border near the upper left corner of the screen. At that point, entering the code L, Up, Left, Down, Right, R, L, B, A will display some information about the cause of the crash.The first line displays three numbers - first is unknown (usually 5, probably thread ID), second is the address of the faulty instruction, third is the exception code (as defined in the R4300i manual). The second line displays the $RA register.
The third line is the opcode of the faulty instruction.The GameShark code 810DC6FE FFFF will shorten this code to simply 'press L'.This display cannot be seen on most emulators, as most plugins don't seem to continue redrawing the screen after the game crashes. Next to the mirror mode flag in memory (address 800DC608 in USA version) is a floating-point value that appears to always be set to 1.0. When a track is loaded, its height is scaled by this amount. (All polygon vertices are multiplied by this value.) Use one of the below GameShark codes to activate this feature. (default value 3F80)VersionGameshark codeUSA810DC608????Japan V1.0810DCED8????Japan V1.1810DBE18????Europe V1.0810DC698????Europe V1.1810DC628????This value only affects track polygons, and hit detection is not altered to compensate for the steeper hills and/or shorter vertical walls, so changing it often produces unplayable tracks and strange effects such as floating trees, low areas being considered underwater/out of bounds, and walls that are no longer solid.No similar scaling functions exist for the X and Z axes. This may have been intended as a debugging function to test slopes, or a bonus mode that would scale tracks to various sizes. This unused vertical splitscreen display for 2-player mode is only accessible via the Debug Menu or by using the following GameShark code below that forces the horizontal splitscreen mode to the vertical splitscreen mode when selecting a 2-player game:VersionGameshark codeUSAD00DC5DC533 0002It's pretty clear why this isn't accessible normally: it's unfinished.
The lap counter still displays in Battle Mode, the map goes over the second player's lap counter, and the V's and E's only appear when you're close to the camera.This feature can be seen in some very early footage of the game from when it was known as Super Mario Kart R. (Source: ) CPU Shell CodeThe game contains six tables that determine the item probabilities when hitting an item box. The first two tables are both for GP mode and determine item probabilities for a human player and a CPU player, respectively. According to the latter, CPU players have a certain chance to get Green Shells, both the single and the triple variety, but the CPU never uses shells at all, so this isn't actually ever seen in gameplay.Unused Graphics Menu GraphicsAmong the menu graphics are two unused options, untranslated from Japanese:GraphicTranslationWithout ItemWith ItemBomb Warning IconThe bomb warning icon that shows when you're close to the moving bombs.Early Traffic LightAn early version of the traffic light.Player HUD4 Player HUDs for the multiplayer modes. The 'Winning Results' track was likely intended to alternate between two 100 second sections of music, each composed of a 50-second segment repeated twice. To do:It'd help if someone could rip the graphics that aren't here yet.The billboards in the Japanese version are all clever parodies of real-life companies. They were (mostly) changed during localization because this would have gotten Nintendo of America in hot water.The iQue version's billboards are based on the international designs, with the exception of the 'Shot!'
Billboard, which was replaced with the iQue logo.JapanInternationalMarioro (a pun on Marlboro) was changed to Mario Star.JapanInternationalLuigip (a pun on Agip) was changed to Luigi's, itself appearing to be a parody of the now-defunct chain of discount stores.JapanInternationalYoshi1 (a pun on Mobil1) was changed to Yoshi, with a pawprint similar to the one added to English versions of.JapanInternationalThe Koopa Air sign is colored yellow and blue in the Japanese version (a pun on Goodyear). It's white and violet in international versions.JapanInternationalThe Nintendo logo billboard is blue in the Japanese version and red internationally, reflecting its most common depictions in each region.JapanInternationalThe orange 64 ball in Luigi's Raceway (a parody of the 76 gas station) was changed to blue and the 64 was given a different design. The Luigip and Yoshi1 billboards can still be seen in the icon for Mario Raceway and the Yoshi1 billboard in Royal Raceway's icon.Luigi's RacewayThe Japanese version has collision on the grass above the tunnel on Luigi's Raceway, which can be reached by bouncing off another racer and flying over the wall.
The collision was removed in international versions so trying the same there just leads to you falling into the tunnel (or out of bounds, if unlucky).Moo Moo FarmThe course 'Moo Moo Farm' is called 'Moh Moh Farm' in Japan. This is because mooing in Japanese is pronounced with a long 'O' sound, which sounds like 'moh moh'.JapanNorth America. Wii Virtual Console DifferencesAlthough the Wii Virtual Console releases use the exact same ROMs as the cartridges, some minor visual differences exist due to emulation errors and in-memory patches. These changes are not present in the Wii U Virtual Console release.Nintendo 64Wii Virtual Console. The color scheme for the train in Kalimari Desert was changed.Nintendo 64Wii Virtual Console. The waterfall on Koopa Troopa Beach is a brighter blue instead of grey. The characters/numbers of the timer are spaced out by 1 pixel.
The flash from using lightning was toned down to avoid risk of seizures. To do:. Figure out what in the Wii U version do and document them.iQue Player DifferencesThe game was released in China for the iQue Player in December 2003.
Like most games for the system, it is based on the international version.InternationaliQue Player. The game's title was changed from Mario Kart 64 to just Mario Kart.InternationaliQue Player. The Special Cup was renamed to 'iQue Cup'.InternationaliQue Player. The 64 ball now has a square instead of '64' on it.InternationaliQue Player.
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The 'Shot!' Billboard was replaced with an iQue billboard.InternationaliQue PlayerInternationaliQue PlayerInternationaliQue PlayerInternationaliQue Player.
The billboards have been translated. Most references to the Nintendo 64 were replaced with ones to the iQue Player.