However, it's impossible to complete a lap under the track. This could be because there's no areas in the game where the player would fall off, so the road most likely prevents the player from falling forever just incase a glitch ever happened.
![mario kart arcade gp dx mario kart arcade gp dx](https://www.libertygames.co.uk/videos/galimg/263/mario-kart-gallery.jpg)
This track is also possible to fall through because a small part of the road isn't solid, and under all tracks is actually completely solid road that goes on forever. Omatsuri Circuit actually has a bit of different mapping, like a shortcut slope, which is similar to the ones in GP1/2, and the part where the underwater section is, has a higher height. Unlike the debug track, these have their own collision data. 00 is an early version of Bon Dance Street, 01 is a very early version of Omatsuri Circuit, and 02 is an early version of Aerial Road. In the Develop directory, there's 3 folders called RegulationMap00, RegulationMap01, and RegulationMap02. This track also doesn't have its own collision file or any other sort of file.
![mario kart arcade gp dx mario kart arcade gp dx](https://cdn.shopify.com/s/files/1/0566/1274/9490/products/mario-kart-arcade-gp-dx-121968_543x.jpg)
The video shows how the track looks (the water, mushroom model, star model, and shadows aren't originally part of the track). The track is an early/unfinished version of Kingdom Way with only a dirt road of the entire track. In it, is a debug track with only the dirt road texture and the skybox texture with one of the areas from the Toad Cup tracks, and the skybox model. In Model/stage_debug, all the folders for the tracks are present, but all are empty except the KP folder (Toad Cup). There's a total of 4 unused tracks in this game. The texture and model directories in Data\Effects have this file called test_01.dds, the base and update(s) of the game have this file. A glitch can be done to force the player to go backwards by disabling the warps at Peach Castle or Kingdom Way, but the sign doesn't attempt to appear either. Lakitu's object graphics have a U-turn sign, along with a specular map for it, for when the player goes backwards, but since the player can't go backwards, it goes unused. Yellow Yoshi's slot ID is 16 ( 0x10), and Blue Yoshi's is 18 ( 0x12). Red Yoshi's icon is present as well, but Black Yoshi's wasn't added yet. Only Red Yoshi and Black Yoshi were released. There may have been plans for more palette swap Yoshis as DLC, but got cut for unknown reasons. Present in flash/data_jp/common_tex/tex/chara_p00.pac, in the first release, are character select icons for Yellow Yoshi and Blue Yoshi. It reuses artwork from GP1/2, Mario Kart Wii, and Mario Kart 7. They may have been used to test the camera.įlash/data_jp/select_00/select_00tex.pac has placeholder sprites for the class selection and other sorts. There's also smaller versions of the same icons.įlash/data_jp/test_data/test_datatex.pac contains two Mario icons (much like the ones in test.pac), and sprites for a test menu and two images of old cars in Japan, most likely at some kind of car show. In the final, he uses his appearance from Pac-Man and the Ghostly Adventures. The most notable difference is Pac-Man, as he uses his older model from GP1/2. Save Path: Support the creation of the sv folder in the current directory.Present in flash/data_jp/common_tex/tex/test.pac are test character icons of all the characters from the first release (Rosalina is there as well because her files are present in the first release) in dds format.Added analog controls for Accel and Brake.Repaired and optimized the polls of the DInput.
#MARIO KART ARCADE GP DX ZIP#
Those archives, offered in the JConfigMK zip file, contain a profile.bin (one for 1.00 and another for 1.10) that could be unzipped to unlock everything in the game. Secrets unlock_all_mkdx1.00.zip / unlock_all_mkdx1.10.zip
![mario kart arcade gp dx mario kart arcade gp dx](https://i.ytimg.com/vi/wtmsgq9uKfY/maxresdefault.jpg)
Fake Analog Pedals: On/Off ( Simulates analog commands).Analog Sensitivity/Pedal Accel Brake: 0 (less sensitive) to 4 (more sensitive).Fake Analog Steering wheel: On/Off (Fakes analog controls, along with deadzone support).Only the "Direct3D9 Wrapper" may have an impact on the running process of the games.