Editing Mario Kart 8 Deluxe in-game statistics
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===Weight (WG)=== | ===Weight (WG)=== | ||
Prior to the release of software version 2.1.0, the table was the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to Weight, known in ''Mario Kart 7'' as ''KartBound_MassL'', ''KartBound_MassH'', and ''KartBound_MassD''. | Prior to the release of software version 2.1.0, the table was the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to Weight, known in ''Mario Kart 7'' as ''KartBound_MassL'', ''KartBound_MassH'', and ''KartBound_MassD''.<br> | ||
''KartBound_MassL'' is used when the vehicle is on a standstill (0% speed), while ''KartBound_MassH'' is used when the vehicle is going at its maximum speed without boosts (100% speed). An appropriate value between ''KartBound_MassL'' and ''KartBound_MassH'' is used depending on the relative speed (example: if the vehicle is going at 50% of its maximum speed, it will use exactly the average value between said parameters)<ref>This [https://w.atwiki.jp/mk-7/pages/18.html Japanese Mario Kart 7 guide] already knew about the purpose of weight parameters.</ref>.<br> | |||
''KartBound_MassL'' is used when the vehicle is on a standstill (0% speed), while ''KartBound_MassH'' is used when the vehicle is going at its maximum speed without boosts (100% speed). An appropriate value between ''KartBound_MassL'' and ''KartBound_MassH'' is used depending on the relative speed (example: if the vehicle is going at 50% of its maximum speed, it will use exactly the average value between said parameters)<ref>This [https://w.atwiki.jp/mk-7/pages/18.html Japanese Mario Kart 7 guide] already knew about the purpose of weight parameters.</ref>. | ''KartBound_MassD'' is used when the vehicle is under a boost<ref>[https://ibb.co/9g6zZ4n Result] of a simulated dash bump between the two meta combos: Yoshi Scooty (KartBound_MassD=30, represented by King Boo) VS Yoshi Teddy (KartBound_MassD=45, represented by Rosalina). Used modded vehicles in order to get a fair visual representation of the effects of the weight stat. Test by ItzManu001.</ref> given by a [https://www.mariowiki.com/Dash_Mushroom|Dash Mushroom], a [https://www.mariowiki.com/Dash_Panel|Dash Panel] or a [https://www.mariowiki.com/Mini-Turbo Mini-Turbo]<ref>Tests from Bayzer investigating on mini-turbo bumps: [https://cdn.discordapp.com/attachments/750103711971409920/1316941812593725490/4W_VS_2.5W_With_Turbo.mov?ex=675ce123&is=675b8fa3&hm=a9b5715ec4629e5ea97ea6082650a1ee96b32439afdfe47736af38ecc44340b8& Mini-Turbo] VS [https://cdn.discordapp.com/attachments/750103711971409920/1316941813235322941/4W_VS_2.5W_No_Turbo.mov?ex=675ce123&is=675b8fa3&hm=321c7f07551fdce01a269753ac9adf89c935e7e33711a872459b39e420489f53& No Mini-Turbo].</ref>. It's currently not known whether other types of boosts count. Unlike the other two parameters, ''KartBound_MassD'' increases only every four levels of weight, meanining that every integer in-game value of Weight is a milestone<ref>[https://www.reddit.com/r/MarioKart8Deluxe/comments/1hao6hp/the_weight_stat_is_not_useless_here_is_how_it/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Short documentary] about KartBound_MassD and weight milestones with an example clip by ItzManu001 on Reddit.</ref> for this parameter.<br> | ||
Unlike most stats, weight can reach level 0 (0.75 points), which is not coded in the game. In this case level 1 values are used.<br> | |||
''KartBound_MassD'' is used when the vehicle is under a boost<ref>[https://ibb.co/9g6zZ4n Result] of a simulated dash bump between the two meta combos: Yoshi Scooty (KartBound_MassD=30, represented by King Boo) VS Yoshi Teddy (KartBound_MassD=45, represented by Rosalina). Used modded vehicles in order to get a fair visual representation of the effects of the weight stat. Test by ItzManu001.</ref> given by a [ | |||
Unlike most stats, weight can reach level 0 (0.75 points), which is not coded in the game. In this case level 1 values are used. | |||
The following tables show the version 2.1.0 statistics, and the statistics that were used in the older software versions. Weight milestones are highlighted in blue. | The following tables show the version 2.1.0 statistics, and the statistics that were used in the older software versions. Weight milestones are highlighted in blue. | ||
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===Acceleration (AC)=== | ===Acceleration (AC)=== | ||
While the in-game statistics are the same as the ones found in ''Mario Kart 8'', their values have been changed so that now acceleration always increases each level. Acceleration is determined by two parameters, whose names in ''Mario Kart 7'' are ''Drive_AccLmtFwd'' and ''Drive_SpdKfFwd''. | While the in-game statistics are the same as the ones found in ''Mario Kart 8'', their values have been changed so that now acceleration always increases each level. Acceleration is determined by two parameters, whose names in ''Mario Kart 7'' are ''Drive_AccLmtFwd'' and ''Drive_SpdKfFwd''.<br> | ||
''Drive_SpdKfFwd'' actually determines how fast the vehicle accelerates relatively to its maximum speed, i.e. how much the fraction of current speed to maximum speed increases over time.<br> | |||
''Drive_SpdKfFwd'' actually determines how fast the vehicle accelerates relatively to its maximum speed, i.e. how much the fraction of current speed to maximum speed increases over time. | ''Drive_AccLmtFwd'' works as limiter, fixing the absbolute maximum amount of speed increase per frame, i.e. the maximum amount of distance units/frame that can be added to the current speed in each frame. | ||
''Drive_AccLmtFwd'' works as limiter, fixing the | |||
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===On-Road Traction (ON) | ===On-Road Traction (ON) [Unused Statistics]=== | ||
This table is the same as the one found in ''Mario Kart 8'' and, as a result, like in that game this statistics is unaffected by the level. | This table is the same as the one found in ''Mario Kart 8'' and, as a result, like in that game this statistics is unaffected by the level.<br> | ||
The related in-game statistics in ''Mario Kart 7'' have ''SlipRt'' in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level.<br> | |||
The related in-game statistics in ''Mario Kart 7'' have ''SlipRt'' in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level. | |||
This statistics affects hops as well, and it appears to have a very unexpected and buggy behavior for ''SlipRt'' values lower than 0.75.<ref>[https://drive.google.com/file/d/1nbSdmPKAh8FYHTh1LGvqHdQUdJMX7eau/view?usp=sharing Clip] by ItzManu001 reveals what happens if you change the values of ''SlipRt'' using mods.</ref> | This statistics affects hops as well, and it appears to have a very unexpected and buggy behavior for ''SlipRt'' values lower than 0.75.<ref>[https://drive.google.com/file/d/1nbSdmPKAh8FYHTh1LGvqHdQUdJMX7eau/view?usp=sharing Clip] by ItzManu001 reveals what happens if you change the values of ''SlipRt'' using mods.</ref> | ||
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===(Off-Road) Traction (OF)=== | ===(Off-Road) Traction (OF)=== | ||
This table is the same as the one found in ''Mario Kart 8''. There are two in-game statistics related to Traction, named ''BrakeRt'' and ''SlipRt'' in ''Mario Kart 7'', that are applied to three types of off-road and slippery terrains (named ''DIRT'', ''SAND'' and ''ICE'' in ''Mario Kart 7''), each one of which has three degrees (indicated with ''L'', ''M'', ''H'' in ''Mario Kart 7''). ''DIRT'' is used for off-road terrains, while ''SAND'' and ''ICE'' are used for for slippery terrains. | This table is the same as the one found in ''Mario Kart 8''. There are two in-game statistics related to Traction, named ''BrakeRt'' and ''SlipRt'' in ''Mario Kart 7'', that are applied to three types of off-road and slippery terrains (named ''DIRT'', ''SAND'' and ''ICE'' in ''Mario Kart 7''), each one of which has three degrees (indicated with ''L'', ''M'', ''H'' in ''Mario Kart 7''). ''DIRT'' is used for off-road terrains, while ''SAND'' and ''ICE'' are used for for slippery terrains.<br> | ||
''BrakeRt'' is the relative maximum speed while in off-road and slippery terrains, while ''SlipRt'' determines how much the vehicle slips in said terrains.<br> | |||
''BrakeRt'' is the relative maximum speed while in off-road and slippery terrains, while ''SlipRt'' determines how much the vehicle slips in said terrains. | Like in ''Mario Kart 8'', the ''DIRT'' parameters are not affected by the level, meaning that, despite the name, Off-Road Traction doesn't actually work on off-road terrains. Also note that the same degrees of different slippery terrain types share the same ''BrakeRt'' scaling, while different degrees of the same type share the same ''SlipRt'' scaling.<br> | ||
Unlike most stats, Traction can reach level 0 (0.75 points), which is not coded in the game. In this case level 1 values are used.<br> | |||
Like in ''Mario Kart 8'', the ''DIRT'' parameters are not affected by the level, meaning that, despite the name, Off-Road Traction | |||
Unlike most stats, Traction can reach level 0 (0.75 points), which is not coded in the game. In this case | |||
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The following table shows under which type (''SAND'', ''ICE'') and degree (''L'', ''M'', ''H'') each slippery terrain is coded, and in which tracks they are found. The names given to the terrains are mostly based on how they appear in the game (i.e. their texture), not what they are actually called in the game files. | The following table shows under which type (''SAND'', ''ICE'') and degree (''L'', ''M'', ''H'') each slippery terrain is coded, and in which tracks they are found. The names given to the terrains are mostly based on how they appear in the game (i.e. their texture), not what they are actually called in the game files.<br> | ||
Note that Dirt and Gravel aren't always slippery terrains: the table shows only the tracks where said terrains are actually slippery. The main path of Ice Ice Outpost is slippery only on the ground section, while it's a normal surface on the anti-gravity section despite having the same texture (Black Ice). | |||
Dirt and Gravel | |||
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===Mini-Turbo (MT)=== | ===Mini-Turbo (MT)=== | ||
This table is significantly different from the one seen in'' Mario Kart 8''. | This table is significantly different from the one seen in'' Mario Kart 8''. | ||
There are two parameters related to '''Mini-Turbo''' that were already present in ''Mario Kart 8'', which were called <i style="color:blue;">Dash_FrmMiniT_Lv1</i> (<b style="color:blue;">Mini-Turbo Length</b>) and <i style="color:darkorange;">Dash_FrmMiniT_Lv2</i> (<b style="color:darkorange;">Super Mini-Turbo Length</b>) in ''Mario Kart 7''. The first is the duration of the Mini-Turbo boost in frames, and the second is duration of the Super Mini-Turbo boost in frames. The other parameters do not have their own name reported in the tables; therefore, their names provided in the following table are not the official ones. | There are two parameters related to '''Mini-Turbo''' that were already present in ''Mario Kart 8'', which were called <i style="color:blue;">Dash_FrmMiniT_Lv1</i> (<b style="color:blue;">Mini-Turbo Length</b>) and <i style="color:darkorange;">Dash_FrmMiniT_Lv2</i> (<b style="color:darkorange;">Super Mini-Turbo Length</b>) in ''Mario Kart 7''. The first is the duration of the Mini-Turbo boost in frames, and the second is duration of the Super Mini-Turbo boost in frames. '''The other parameters do not have their own name reported in the tables; therefore, their names provided in the following table are not the official ones.'''<br> | ||
There is now an additional lenght parameter, <b style="color:goldenrod;">Jump Boost Length</b>, that determines the duration of the Jump Boost in frames.<br> | |||
There is now an additional | Three statistics, here called <b style="color:blue;">Mini-Turbo Threshold</b>, <b style="color:darkorange;">Super Mini-Turbo Threshold</b> and <b style="color:magenta;">Ultra Mini-Turbo Threshold</b>, indicate how many units of boost counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increases every frame by either 2 or 5 units, depending on how hard you're drifting.<br> | ||
Three parameters, here called <b style="color:blue;">Mini-Turbo Speed</b>, <b style="color:darkorange;">Super Mini-Turbo Speed</b> and <b style="color:goldenrod;">Jump Boost Speed</b>, determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting.<br> | |||
Three statistics, here called <b style="color:blue;">Mini-Turbo Threshold</b>, <b style="color:darkorange;">Super Mini-Turbo Threshold</b> and <b style="color:magenta;">Ultra Mini-Turbo Threshold</b>, indicate how many units of boost counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increases every frame by either 2 or 5 units, depending on how hard | Finally, the purpose of three other parameters related to the boosts are still not totally clear, but they seem to determine how fast the vehicle reaches its max speed during a Mini-Turbo boost, Super Mini-Turbo boost and Jump Boost; therefore, here they are called <b style="color:blue;">Mini-Turbo Angle</b>, <b style="color:darkorange;">Super Mini-Turbo Angle</b> and <b style="color:goldenrod;">Jump Boost Angle</b>.<br> | ||
<b style="color:magenta;">Ultra Mini-Turbo Length</b> seems to be hard-coded, but a comparison with [[Mario Kart Tour in-game statistics#Mini-Turbo (mParamMiniTurbo)|the table of ''Mario Kart Tour'']] revealed the values used: 120 frames for level 0 and 180 frames for level 20, with steps of 3 frames per level. <b style="color:magenta;">Ultra Mini-Turbo Speed</b> and <b style="color:magenta;">Ultra Mini-Turbo Angle</b> are determined by <b style="color:darkorange;">Super Mini-Turbo Speed</b> and <b style="color:darkorange;">Super Mini-Turbo Angle</b> respectively.<br> | |||
Three parameters, here called <b style="color:blue;">Mini-Turbo Speed</b>, <b style="color:darkorange;">Super Mini-Turbo Speed</b> and <b style="color:goldenrod;">Jump Boost Speed</b>, determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting. | The parameters related to Mini-Turbo boosts seem to also apply to [https://www.mariowiki.com/Potted_Piranha_Plant Piranha Plant] boosts.<br> | ||
Unlike most stats, '''Mini-Turbo''' can't go below level 6 (2.25 points); therefore all the values between level 1 and 5 are gray in this table.<br> | |||
Finally, the purpose of three other parameters related to the boosts are still not totally clear, but they seem to determine how fast the vehicle reaches its max speed during a Mini-Turbo boost, Super Mini-Turbo boost and Jump Boost; therefore, here they are called <b style="color:blue;">Mini-Turbo Angle</b>, <b style="color:darkorange;">Super Mini-Turbo Angle</b> and <b style="color:goldenrod;">Jump Boost Angle</b>. | |||
<b style="color:magenta;">Ultra Mini-Turbo Length</b> seems to be hard-coded, but a comparison with [[Mario Kart Tour in-game statistics#Mini-Turbo (mParamMiniTurbo)|the table of ''Mario Kart Tour'']] revealed the values used: 120 frames for level 0 and 180 frames for level 20, with steps of 3 frames per level. <b style="color:magenta;">Ultra Mini-Turbo Speed</b> and <b style="color:magenta;">Ultra Mini-Turbo Angle</b> are determined by <b style="color:darkorange;">Super Mini-Turbo Speed</b> and <b style="color:darkorange;">Super Mini-Turbo Angle</b> respectively. | |||
The parameters related to Mini-Turbo boosts seem to also apply to [https://www.mariowiki.com/Potted_Piranha_Plant Piranha Plant] boosts. | |||
Unlike most stats, '''Mini-Turbo''' | |||
{|class="wikitable" | {|class="wikitable" | ||
!colspan="17"| | !colspan="17"| | ||
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!rowspan="2"| ''Level'' | !rowspan="2"| ''Level'' | ||
!rowspan="2"| In-game value | !rowspan="2"| In-game value | ||
!colspan="3"width=" | !colspan="3"width="160px"style="color:blue"| Mini-Turbo | ||
!colspan="3"width=" | !colspan="3"width="160px"style="color:darkorange"| Super Mini-Turbo | ||
!colspan="3"width=" | !colspan="3"width="160px"style="color:magenta"| Ultra Mini-Turbo | ||
!colspan="3"width=" | !colspan="3"width="160px"style="color:goldenrod"| Jump Boost | ||
!colspan="3"width=" | !colspan="3"width="160px"| Thresholds | ||
|- | |- | ||
!style="color:blue"| Length | !style="color:blue"| Length | ||
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===Speed (SL, SW, SA and SG)=== | ===Speed (SL, SW, SA and SG)=== | ||
The in-game statistics are the same as the found in ''Mario Kart 8'', but their values have been changed. There are two in-game statistics related to speed, named ''SpdMaxFwd_L'' and ''SpdMaxFwd_H'' in ''Mario Kart 7'': the first is the maximum speed without coins, expressed in distance units/frame, the second is the maximum speed with 10 coins, expressed in distance units/frame. Air Speed has only one in-game statistics, called ''Wing_SpdMaxFwd_N'' in ''Mario Kart 7'' and expressed in distance units/frame as well, suggesting that the maximum speed while gliding is unaffected by coins. | The in-game statistics are the same as the found in ''Mario Kart 8'', but their values have been changed. There are two in-game statistics related to speed, named ''SpdMaxFwd_L'' and ''SpdMaxFwd_H'' in ''Mario Kart 7'': the first is the maximum speed without coins, expressed in distance units/frame, the second is the maximum speed with 10 coins, expressed in distance units/frame. Air Speed has only one in-game statistics, called ''Wing_SpdMaxFwd_N'' in ''Mario Kart 7'' and expressed in distance units/frame as well, suggesting that the maximum speed while gliding is unaffected by coins.<br> | ||
The values found in the table are those of the 150cc engine class. | The values found in the table are those of the 150cc engine class. | ||