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Water Shut Off Systems Orange Park
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Something for the time trial and more competitive players. A speedometer that displays in the milliseconds of the clock (although moved in this video), akin to the one from the old days of Mario Kart Wii! And no, it’s not me driving in the video.

Recently we managed to work out how to get the memory protection disabled for the code regions on the Wii U, allowing us to start making ASM modifications. One of the first things I thought to do was make a milliseconds speedometer, as I was curious to know just how much all of the various hopping techniques developed actually speeds people up. The result is what you see here. We were able to successfully insert the Water Park WR ghost into the old version of MK8 (since that Wii U has still never been online yet) and use it for this demonstration! Thanks to hip_song on Twitch for retrieving the Water Park WR ghost file!

I realise this video isn’t exactly pretty, but it’s mainly there to show off the speed reading rather than my editing skills. The formula that was used to calculate speed I will post when Chadderz is next available.

The current speedometer, subject to change, works perfectly fine with the anti-gravity by accounting for changes to all axis. But this DOES come with the side effect of meaning that the numbers increase when going over jumps, which is not quite correct. Hopping adds roughly 4 to the speed value, slightly over-emphasising how fast firehopping goes. The speed value is also multiplied by ten, since in reality this game’s units are tiny, and in order to really see any detail in a number with no decimal point, you have to increase it. We picked 10 because it’s nice and round, and because it kinda makes the speed values output similar to that of MKW.

Some things we’ve noticed:

– We haven’t found a positive speed cap yet while in a boost. Firehopping is insanely fast, increasing the speed by approx 20 -30 units/frame if done well and depending on boost type.
– Leaning inwards in a drift slows you down. Leaning outwards speeds you up, and it seems to be possible to drive faster than in a straight line if you hold that for long enough.
– If you get an orange miniturbo or any kind of boost, when the speed runs out, you are set to a value slightly below your vehicle’s normal maximum driving speed and need to speed back up, unless you firehop.
– Coins increase speed by roughly 0.05x per coin, leading up to 0.5x extra speed at 10. The speed increase affects all driving techniques.
– The Bullet Bill drives at 110 – 120 and actually goes faster if you have coins.
– If you try to firehop on indrift bikes, they simply slow down because they were coded correctly.
– Mushroom boosts are faster than ground boosts.
– If you remove all hopping, drifting and driving a straight line take place at approximately the same speed as each other.
– Tricks aren’t really fast. Nor are those anti-grav spin boost things.

Music is a Hoenn trainer battle remix because this track contains too much water.

Thanks for watching, everyone!

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