Mario Kart Wii — KMP Object Query

This is the online version of the command wkmpt OBJECTS (wkmpt is a tool of Wiimms SZS Tools). Both use keywords to find and view global objects of KMP files.

The database is build from a statistical analysis of all Mario Kart Wii tracks and from information of the Custom Mario Kart Wiiki. If you find errors or know more about objects, then please edit the wiki page »Object«. The current database is based on the Wiiki version of 2022-08-29.

Query

Enter a space separated list of keywords. Keywords are searched in object names, file names and descriptions. A keyword can also be an object index written as decimal or hexadecimal number. If a keyword begins with '$', then the search is limited to the object names. If a keyword begins with '$$', then the object name must match exactly the keyword. The search is always case insensitive.

Query Result

You can click every object, group, file and track name to find more details in the »Track Reference«.

6 of 316 Objects
ID Name
+Files
Info-Type Description
0x3
3
lensFX

lensFX

Characteristics no route, found in tracks + arenas
Description Generates a lens flare object when looking at the sun; it is also highly recommended to place this object near or coincident to `sun'.
0x73
115
coin

coin(BE)

Characteristics no route, solid, found in arenas
Description Present within all battle arenas in Coin Runners mode and in some tournaments. When touched, it disappears and the player gets one coin.
Some coins do not appear at the start of the battle but show up later on. See Object/coin for details.
Setting 1 [?] Mode. 0 = Battle 1 = Tournament or Mission Mode.
Setting 2 Start or respawn place. See Coin for details.
Setting 3 Spawn behavior. See Coin for details.
Needed Files coin.brres effect/coin/rk_coin.breff effect/coin/rk_coin.breft
0x77
119
pile_coin

coin(BE)

Characteristics solid
Description Object not used in any track.
This is the pile of coins above the players used in Battle Mode; static and without collision.
Needed Files coin.brres effect/coin/rk_coin.breff effect/coin/rk_coin.breft
0x13c
316
obakeblockSFCc

obakeblockSFC(B)

Characteristics no route, solid, found in tracks
Description Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.

For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.

Setting 2 Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T: T = 0 → Block doesn't fall T > 0 → Block falls after T seconds T = 4 → Block falls immediately after the "GO!"
Setting 3 Additional delay of X/60 seconds, goes added to S2
Needed Files obakeblockSFC.brres
0x16f
367
obakeblock2SFCc

obakeblockSFC(B)

Characteristics no route, solid, found in tracks
Description Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.

For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.

Setting 2 Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T: T = 0 → Block doesn't fall T > 0 → Block falls after T seconds T = 4 → Block falls immediately after the "GO!"
Setting 3 Additional delay of X/60 seconds, goes added to S2
Needed Files obakeblockSFC.brres
0x170
368
obakeblock3SFCc

obakeblockSFC(B)

Characteristics no route, solid, found in tracks
Description Falling block from SNES Ghost Valley 2. In Grand Prix and Offline VS Race falls when touched, in Time Trial and Online VS Race fall is controlled by S2 and S3. This object is solid and animated only on slot 5.3, but isn't scalable (fixed scale 1.3). In other slots it is scalable, but unsolid and doesn't fall. Blocks are solid only if X is between -30985 and 8690 and Z between -16295 and 21430; Y (height) doesn't seem to be important.

For slot 5.3, the Y angle indicates the fall's direction and not the block's rotation, which remains the same. Block's side measures 250 units (325 on slot 5.3) and the center coincides with geometrical center. If many blocks are used slot 5.3 is recommended. sGV2 uses 602 blocks.

Setting 1 ?
Setting 2 Fall time controller in Time Trial and Online VS Race, controls the delay before starting in seconds after starting of countdown, depending on the value T: T = 0 → Block doesn't fall T > 0 → Block falls after T seconds T = 4 → Block falls immediately after the "GO!"
Setting 3 Additional delay of X/60 seconds, goes added to S2
Needed Files obakeblockSFC.brres



© Wiimm, 2022-08-29