Ferneu
Karter

Offline

I Love Mark 2.0!
5994 days karting
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Stats { // number of coins you got during the race Coins; // this value is important for your final skill score, but nothing I ever // did updated it. It seems to be 0 all the time. If any one is able to find // out what we should do in order to change this value, do tell me because // this value is one of the most, if not the most, important one among all // stats the game tracks. You will see why when I explain how the // SkillPoints are calculated UnknwonValue; // first lap time. The time is encoded like this: // cents + seconds * 100. So if you lap was 0'12"34, the value // stored here will be 1234 ((12 seconds * 100) + 34 cents) LapTime1; // second lap time LapTime2; // third lap time LapTime3; // fourth lap time. 0 if the race only has three laps LapTime4; // fifth lap time. 0 if the race only has three laps LapTime5; // how many animation frames you spent not hitting the gas. Remember that // this game runs at 60 frames per second! FramesNotHittingGas; // how many animation frames you spent hitting the brakes. Remember that // this game runs at 60 frames per second! FramesHittingBrakes; // how many times you used the 3 red shells item. This does not increment if // you got the item but did not use it. Item3RedSheelsUseCount; // how many times you used the star item. This does not increment if you got // the item but did not use it. ItemStarUseCount; // how many times you used the lightning item. This does not increment if // you got the item but did not use it. ItemLightningUseCount; // number of times Lakitu place you back on track LakituRescueCount; // increment every time you hit another driver or one of those creature // wandering on the track, like crabs, rats etc. EntityHitCount; // increments every time you bump into a wall WallHitCount; // increment any time you hit something that makes you spin and lose coins. // Might be an enemy shell or even a wandering crab. If you brake so you do // not spin, this is not incremented. Getting "hit" by ghosts does not c // increment this value GotHitAndSpunCount; // never retried? So this has the value 3. Retried once? 2, and so on. RemainingLifes; // miniturbos at the start of the race or when dropped by Lakitu StartMiniturboCount; // miniturbos activated by drifting DriftMiniturboCount; // incremet each time you have an item on the item slot and touch another // item box. You must have an item on the slot! Holding a banana or having 3 // shells circling you does not count as having an item on the slot, // although there is no problem at all doing so if you do manage to get // another item on the slot. ItemBoxWhileFullHitCount; // how many animation frames you spent outside the track. Remember that the // games runs at 60 frames per second. This one needs a couple of important // remarks and, as you will see, is probably the reason why getting the 3 // star rank on Extra Lightning is so hard: // // 1. If the track does not have an "outside", like the Bowser Castle // levels, this value increments each time you hit a wall // // 2. Some tracks, specially the SNES' ones, are glitched when the game // calculates this value. I will write a few of them that were of interest // for me, but there might be more. Feel free to test: // - RMC2: you can spend as much time as you want outside the track // because the game will not count it. Beware of hitting the // walls though, since the game behaves as if this was a Bowser // Castle track, and will count twice, once as a wall bump and // once as if you have spent 1 frame outside the track // - RKB1: water? Totally outside of the track. It does not matter if it // is right in the middle of the track. Hoping over it also does not // help. At all! Although not really a glitch here, since this is // applied for all beach tracks. // - RCI2: same rules applied on RMC2 are also applied here, but with a // VERY IMPORTANT twist - the big mud pool in the middle of the // track is counted as if you were out of the track! FramesOutsideTrack; };
// Constants // // besides the stats, some constant values are also used during the rank // calculation. Here they are:
// fixed value according to ending position PositionPoints: Track 1: 20 // 1st 10 // 2nd 0 // 3rd ownards Track 2: 40 // 1st 20 // 2nd Track 3: 40 // 1st 10 // 2nd Track 4: 60 // 1st 10 // 2nd // each cc has a different value. Higher the cc, smaller the value ccWeight 143 // 150cc 157 // 100cc 167 // 50cc
// fixed values according to the track (at 150cc). I did not waste my time // getting the values for all tracks, I only got the ones from the two cups // I used as test bed. It is pretty easy to get those values though. I plan to // post a more technical version of this document and there I will teach how to // retrieve them (and any other value presented here, of course) TrackValue Mushroom 47 // track 1 53 // track 2 65 // track 3 50 // track 4 Retro Lightining 52 // track 1 40 // track 2 26 // track 3 27 // track 4
// each driver receives a different, but constant value at the end of the race. // It seems to be connected to how hard it is to race using him/her. The harder // the driver is to master, the greater the reward is. CharacterEndRaceValue 30 // Mario 30 // Luigi 45 // Bowser 10 // Peach 40 // DK 40 // Wario 10 // Toad 0 // Yoshi
On the next post I will tell you guys how those values are used
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