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Leonardo20
February 27th, 2005, 03:35
I have made some Mario Kart 64 high res textures, the pack has 841kb and i dont know if i can post that here, If anyone want i send to your e-mail

a screenshot

Poobah
February 27th, 2005, 04:01
I'm sure you'd be allowed to post it here. Anyway, I've PMed you with my email address.

Leonardo20
February 27th, 2005, 04:25
Well the pack is here...

Exodia11
February 27th, 2005, 05:10
i'm just curious but would there be a way to change the textures of a character to a different character(like luigi to waluigi)

Poobah
February 27th, 2005, 09:31
Most likely.

Neospy
February 27th, 2005, 19:03
i'm just curious but would there be a way to change the textures of a character to a different character(like luigi to waluigi)
Well, yes you could retexture them, but their model would make them look messed up.

>Neospy :ph34r:

cloudscapes
February 27th, 2005, 19:25
The racers are character sprites, that is they're textures themselves, not models. One would have to re-do/upgrade every angle the racers get themselves into independantly. In my honest opinion, it would be easier to remodel them in a 3D program and re-render the sprites.

Leonardo20
March 3rd, 2005, 06:23
Hi again... I want remake all the mario kart textures but i have trouble with numbers and letters... can anyone post any kind of tips or tricks to do the letters....end to update the pics in the games laike smashbrothers carachters photo.

Sorry, my english is poor...

ryanraab
March 16th, 2005, 00:15
Hi Leonardo how is the project going? Its been 13 days. Did you figure out the numbers and letters problem? I hope the project isn't dead. :(

Just wondering!

Leonardo20
March 16th, 2005, 02:18
Hi, i need to learn a some efficient way to do the things... in my way its too difficult to doo numbers and others, and when I do it its not looking good.... so i need help... :bye3:

krhyluv
March 16th, 2005, 02:19
Yeah, this is one of my fave games! Who's re-rendering the characters in Maya so we can make static images of a rotating freeze frame for use in game? Thanks in advance!

rhY

Weatherton
March 17th, 2005, 06:13
I'm planning to make a 3D model of MagiKoopain order to make images to replace Yoshi in-game and would appreciate any help people can provide. I'm looking for additional renders and/or movies of MagiKoopa, preferably from Mario Kart 64 (or "Mario Kart R" as it was called when he was still in the game)... here is what I have:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/MagiKoopa_PlayerSelect.jpg

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/magikoopa_ingame.jpg

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/magikoopa.gif

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/Kamek_magikoopa_TetrisAttack.gif

Nin_10_Dough
March 17th, 2005, 07:57
I did some searching on google to see if I could find some more beta images to help out. I didn't find anything useful, but I did find an interesting pic:
http://www.geocities.com/matnoble/PIC3.GIF

ferbe
March 17th, 2005, 16:56
Nin_10_Dough: You must be joking. What it the interesting part of this pic?

Weatherton: The 3d models (rendered to 2D) is a nice idea. I wish I was a skilled 3d modeler to help :(

Nin_10_Dough
March 17th, 2005, 17:57
Look at the yoshi billboards, they spoof mobile1 (they don't in the final). Considering they may have been struct by lightning, the sprites still look weird. Isn't that magikoopa next to mario?

Mario Kart R pics are hard to come by, and I found one I hadn't seen before. I find this thread interesting for the same reason I find the picture interesting. I'm a fan of mario kart, those subtle changes interest me.

Weatherton, I think your second pic is a fake. Look at the character icons, those are from the final. Magikoopa just looks different there (stars?).

spork9
March 17th, 2005, 23:08
is MagiKoopa the beta character?

Weatherton
March 17th, 2005, 23:09
Nin_10_Dough, Those billboards are in the final Japanese game. I recently purchased it (and had previously played the ROM). The Japanese game has different voices and many different signs (that tend to by a bit on the trademark infringment side of things).

In regards to your picture though, I think that's MagiKoopa by the speedometer! I can't believe I didn't see that before. Also, what's the deal with the double timers? I like the pic!

My second picture... I think you're right, it does look fake now that I look at it. However it's not too far from the truth.

PS, I know there was a video of MagiKoopa on one of those promotional N64 videos that Nintendo sent out... hopefully I still have whatever tape it's on at home (I'm at college atm), but if anyone else has it handy and could rip it for me I would greatly appreciate it!

Clements
March 18th, 2005, 11:25
Magikoopa was replaced by Donkey Kong later in development.

spork9
March 18th, 2005, 21:08
kool, but is there a way that i can use him such as in a beta rom file? or does it have to be a hires proj.?

Nin_10_Dough
March 18th, 2005, 21:29
Sorry, but no beta roms exist. I always thought it would be awesome if companies would release them to the web. They wouldn't really gain any money for it, just loads of respect. It would of course have to be done years after the final version was released (now would be a good time for mario kart) Even unreleased games like Kirby AirRide 64, who wouldn't want to give it a try?

Weatherton
March 19th, 2005, 08:50
I have finished the kart frame, I should be able to work more on making the MagicKoopa model tomorrow... hopefully some people step up to add additional high res textures.... plust, I wouldn't mind if the highres. road textures had smaller bumps on them...

jdsony
March 19th, 2005, 12:14
Yeah I agree since it's a road it should be smoother. Here are pics of all the differences with the Japanese version which definitely has nicer signage.

http://www.classicgaming.com/tmk/mk64_j-e.shtml

Might be a neat idea to use the Japanese textures in the English game as it still retains the authenticity.

Exodia11
March 19th, 2005, 13:47
i found more pics that are from the jap version
http://home.datacomm.ch/nintendo2/bilder/betaclassic1.jpg
http://home.datacomm.ch/nintendo2/bilder/betamkart5.jpg
http://home.datacomm.ch/nintendo2/bilder/betamkart7.jpg

Nin_10_Dough
March 19th, 2005, 18:37
Too bad the Mario Kart R title screen seems to be cropped at the bottom. Would have been cool if someone tried to recreate it.

Weatherton
March 19th, 2005, 19:37
jdsony, nice link on the changes... they're missing a few subtle ones though. For example, the boost sound when getting a turbo start is missing from the Japanese game...

Exodia11, excellent find, I see Magikoopa in several of those pictures! But we don't have an upclose pic of him in game yet :(... I actually am still uncertain of the color of his kart (I think Nin_10_Dough's pic is still the best view of him so far).

Weatherton
March 19th, 2005, 20:24
Well, I'm getting near the end of development on the kart itself, I'll need to move onto making MagiKoopa soon....

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/3dsMAX_MagikartRender3-19-2005.jpg

I'm going with a gold color for the kart since he's such a magical guy :P

Nin_10_Dough
March 19th, 2005, 22:22
Wow! that looks awesome. It's a shame it can't be used in the game as a 3d model.

Keep up the good work :P

Weatherton
March 19th, 2005, 23:50
I decided to go with the simple 3D magicKoopa model from Mario RPG so I could finish him up quickly and try to get him in the game ASAP.... here he is:
http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/3dsMAX_MagikartRender3-19-2005_2.jpg

My main problem now is that I'm not sure how to get a conclusive set of animated pictures of Yoshi... plus the frames are all made up of two parts, the head and the kart... kind of a bummer that it's like that... any help in this matter would be greatly appreciated!

_pm_
March 20th, 2005, 01:13
I decided to go with the simple 3D magicKoopa model from Mario RPG so I could finish him up quickly and try to get him in the game ASAP.... here he is:
http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/3dsMAX_MagikartRender3-19-2005_2.jpg

My main problem now is that I'm not sure how to get a conclusive set of animated pictures of Yoshi... plus the frames are all made up of two parts, the head and the kart... kind of a bummer that it's like that... any help in this matter would be greatly appreciated!
I'm impressed about your 3D modeling skills. The kart is really awesome!! :) I wish I had that level of knowledge to improve those annoying Pokémon in SSB :(

Btw, if you have problems with splitted images, I suggest you work on a single image (instead of the two parts), make two copies, and crop them (one with the top part and the other with the bottom part). The crop tool is available in Photoshop, Paint Shop Pro and similar products. Also, if you have lots of images, try to batch-process the separation tasks.

Weatherton
March 20th, 2005, 02:19
"Also, if you have lots of images, try to batch-process the separation tasks." I was planning to use photoshop to split up the images but I don't know how to do this batch processing cropping that you mentioned... could you explain that in further detail please? Thanks!

Nin_10_Dough
March 20th, 2005, 02:30
Although he is wearing a cloak, I think his feet should be showing. Looks kind of awkward without them.

Weatherton
March 20th, 2005, 03:29
I need some help, I tried putting in one of the frames in the high res folder as usual but it didn't show up in the game... here is the file I replaced:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/Mario%20Kart%2064%230C759BC1%232%231_ci. bmp

I replaced it with a 4X larger picture of MagiKoopa:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/MagiKoopa_backview_crop.bmp

but it didn't show up in the game! What am I doing wrong? Can anyone else get the picture to show up? :down:

Exodia11
March 20th, 2005, 04:33
i think it didn't work cause it's too big(if i'm wrong idk i'm a noob at this stuff)

_pm_
March 20th, 2005, 05:16
"Also, if you have lots of images, try to batch-process the separation tasks." I was planning to use photoshop to split up the images but I don't know how to do this batch processing cropping that you mentioned... could you explain that in further detail please? Thanks!
Sorry, I don't have Photoshop, so I cannot explain exactly how to do on it. :( Anyways, I found two URLs that might help you:
http://www.shutterfreaks.com/Tips/GettingStartedPS.html
http://graphicssoft.about.com/od/digitalphotography/l/blps_batch.htm
Note that the scripts I mentioned before are called Actions in Photoshop.

Weatherton
March 20th, 2005, 06:26
_pm_, thanks for the links; I will look at those... As for the moment, I can't figure out how these kart textures work, I simply can't replace them... maybe I'm missing an alpha layer or something? I don't really understand. I am able to replace other textures that are the same size, just not characters :yucky:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/LR_Stands_Textured.jpg

I need help :(

_pm_
March 20th, 2005, 06:42
_pm_, thanks for the links; I will look at those... As for the moment, I can't figure out how these kart textures work, I simply can't replace them... maybe I'm missing an alpha layer or something? I don't really understand. I am able to replace other textures that are the same size, just not characters :yucky:

If the textures you mentioned were dumped in xxxx_all.png and xxxx_rgb.png but no xxxx_a.png, try replacing the _rgb file instead of the _all. Also, remember that both _rgb and _all files shouldn't be together in your hires_texture folder. Hope that helps.

Weatherton
March 20th, 2005, 07:24
hmm... mario kart 64 doesn't seem to have that naming system... it seems very haphazard ... I tried just modifying (putting the magikoopa render at 64X32 resolution over top of the in game one so it had the same filesetup) DK's rear bottom image and got a result, but it wasn't pretty:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/LR_DK_Textured.jpg

Dejital
March 20th, 2005, 07:32
That's funny... This is what I got.
(Yes, it's absolutely transparent.)

Edit: Another weird test.

Weatherton
March 20th, 2005, 07:44
btw, I just went through my mario kart 64 folder and found 222 images of yoshi animation... and I'm not even sure if I got them all; is there some way for me to specifically seek out certain animations? Finding this stuff is difficult! (and replacing it so far has remained impossible for me :( )

Edit: Dejital, how did you get that result? Could you please describe the process you went through? Thanks.

Dejital
March 20th, 2005, 19:12
The process I went through was simple.
The first one was simply a copy and paste into place of the Yoshi kart (using the same palette; 4x size).
The second one was the same, just with a palette changed to fit the new kart (4x size).

This is a third one with the same size as the Yoshi one, which worked out pretty much the same as the second.

Exodia11
March 21st, 2005, 01:58
if people can edit yoshi to magikoopa i'd love to see a whoever to waluigi

Weatherton
March 22nd, 2005, 09:21
Just so you guys know, when this Color Indexed file format issue is finally taken care of, MagiKoopa will be primed and ready for entry into mk64:

http://www.people.virginia.edu/~avw6s/images/kart/MagiKoopa/MagiKoopaShowcase.gif

Hopefully everything can get cleared up soon :bunny:

Knuckles
March 22nd, 2005, 17:19
I hope you'll remplace DK instead of Yoshi, Yoshi is my favorite..

Weatherton
March 22nd, 2005, 18:16
I chose Yoshi because I am only changing the look of the character. The sounds the character makes and the driving characteristics will remain the same. So, my options for light-weight karters are Peach, Toad and Yoshi... all equal in performance but sound-wise Yoshi makes the most sense.

pilm
March 22nd, 2005, 18:25
That's gonna be fantastic, great job Weatherton ! :D

When you'll have the time, could you make the character lean on right and left in some pictures, like most MK characters ? Maybe it's a lot of work, dunno...

Weatherton
March 22nd, 2005, 19:39
As soon as I get these images loading correctly I will go through and make MagiKoopa lean as you described. I also may add some additional details and fine-tune the coloring. (btw, I'm still undecided on whether I want to add legs for MagiKoopa or not, I kind of like the look without but he originally had legs in the game).

chane2k1
March 23rd, 2005, 06:14
i love what you've created. I think you should add feet sticking out the front with the soles of his feet pointing forward. maybe have them sitting on pedals. The model it self looks great. keep up the great work, i look forward to seeing it completed.

Nin_10_Dough
March 24th, 2005, 00:55
yeah, I have to agree on the feet thing. Looks like he's standing in the kart. I don't think his feet should reach the front of the kart though, give him little feet, like this:
http://img.photobucket.com/albums/v314/Nin_10_Dough/yoshiplush20.jpg
Also, maybe his specs need to be a bit bigger?
http://www.rpgclassics.com/shrines/n64/papermario/images/enemies/magikoopa.gif

TS_Death_Angel
March 25th, 2005, 17:37
Here is my collection of Mario Kart 64 beta pictures:
http://dhost.info/crazystuff/z64station/html/mariokart64/mk64beta.htm

Perhaps we could replace the title screen with the old one? :happy: That would be cool.

Nin_10_Dough
March 25th, 2005, 18:12
You hit the motherload! Some of those defintely aren't beta, like the the first two. Those are mighty crisp to have come from an n64, based on the texture error on the ground I'd say it's emulated. I can tell it's the japanese version based on the Lugip sign :bouncy:
(also, why are some of my lines double spaced? I did NOT do that )

GrumblyStuff
March 26th, 2005, 04:55
You're replacing Yoshi with MagiKoopa? ¬_¬

Rice
March 26th, 2005, 17:04
You definitely want to use beta 9 for this game.

I attached the new dumpped textures package here by using beta 9.

I don't think it will be easy to enhance the player animation, so I don't include player textures into the RAR package. There are so many of player textures.

All textures in the packages are organized into subfolders.


Again, this is the dumped texture package, not a package of enhanced textures.

Weatherton
March 28th, 2005, 02:03
Can you please please please (pretty please) make a pack of Yoshi animation? I will replace his animation with that of my MagiKoopa's model as soon as I know I have a comprehensive package of his animation as well as a final (not Beta) release of the plugin that supports this png replacement technique.

Edit: (I tried making a comprehensive package of his animation but I'm not really sure how to make sure I have everything, I just did it by hand after loading him into time trials once... I atleast know he only turns left and the game must flip the images to make him turn right).

Rice
March 28th, 2005, 02:42
No, I cannot. I cannot pick yoshi textures from a few thousand files. And the textures are divided into top and bottom half. I cannot really tell the bottom half ones for yoshi.

I don't really think it is possible to retexture the player animations.

And we cannot use PNG to replace CI texture for players. The kart wheel animation is done by changing CI palette color.

Nin_10_Dough
March 28th, 2005, 03:03
Sheesh, sucks that finding the textures and creating new ones is going to be harder for Weatherton than making the model :yucky:

Weatherton
March 28th, 2005, 03:56
:( ... yeah, Rice I was just asking if you knew of an easier method than the one I was using for finding the character animations.... it stinks that we can't get the movement animations to work without using the same Color-indexing.... but what if I didn't care about making the tire animation work? Could I just use the png files and forgo that little flicker animation?

Rice
March 28th, 2005, 05:15
The game seems to use a lot of textures to do the player animation. A LOT, even without considering the kart wheel animation. As I count, the game uses more than 100 images to animate each player.

If you are interested, try the beta 10 to dump the textures by yourself.

Weatherton
March 28th, 2005, 05:36
I dumped 222 yoshi images using the last full release of your plugin. I want to wait for the next final release of your plugin to get them as png files. I still don't fully understand how to get my images to work :( but, I'm willing to make the hundreds of images necessary because it's making the images that's easy. I can then use every image as a layer in a 256X 256 photoshop file and crop the whole file in half so that I have my two half images and then save each one in the proper .png format. After that it's only a matter of matching up the images which is something I can do and others can help me on.

I just haven't been able to understand how to get my images in properly, even using Beta 9 (I realize this is my own fault but that doesn't change things, I'm still unable to do it successfully).

Rice
March 28th, 2005, 07:40
I have tried to make enhancement for some of the ingame texts. I know they are not good enough yet, but I think the way I make them are in the right direction.

Kolano
March 28th, 2005, 08:00
No, I cannot. I cannot pick yoshi textures from a few thousand files. And the textures are divided into top and bottom half. I cannot really tell the bottom half ones for yoshi.

I don't really think it is possible to retexture the player animations.

And we cannot use PNG to replace CI texture for players. The kart wheel animation is done by changing CI palette color.

Did you mean to say "I don't really think it is possible to retexture the player animations using 32b graphics"? It seems that if folks generated 8b ones with the right pallete things would work fine.

Nin_10_Dough
March 28th, 2005, 08:23
Glad to see Rice has joined in on the fun :P I know a little bit ( my sig is a good example of my limits ) but not enough to make textures. I'd love to help but all I can do is drop suggestions. So here is one: That font is waaaaay off. I doubt there is a perfect match, but you can do better than that :bouncy: The "super mario bros" font is far from a perfect match, but it doesn't look too shabby either ;)

EDIT: that font doesn't have any numbers created for it, but it looks decent for "TIME"
see?
NOTE: THIS IS NOT A TEXTURE

_pm_
March 28th, 2005, 14:32
I got up inspired today... :plain:

Nin_10_Dough
March 28th, 2005, 18:37
*in kip voice*
That's what I'm talkin bout

of course recreating it produces much better results , nice work :P

_pm_
March 28th, 2005, 22:11
Thanks, although for some reason the game cuts the black borders a bit. Just guessing, but probably it doesn't like different levels of transparency and forces it to 0% or 100%. :huh:

RodimusDML
April 9th, 2005, 08:41
rice, weatherton, if rice can send me the textures, i can find all of yoshi's, i really have nothing better to do :P

wichoxp
April 11th, 2005, 05:27
Hey, how about this! (you can add it into your package if you want)
It tooks me some hours but the results are fine:

MasterPhW
April 11th, 2005, 15:46
Mmh...
the ads doesn't fit in my opinion to the game, would be great to see, when someone would redo the japanese ads and replace the american/european with them...
would fit better...

mongo51983
April 11th, 2005, 20:48
I have to agree with MasterPhW about the ads it doesn't fit the game. This is Mario Kart 64 not Nascar. LOL

wichoxp
April 11th, 2005, 20:59
OK...
Then try this! (I guess both look nice!)
I tooks me more time because I hadn't that game in JAP version.

Glenbo
April 12th, 2005, 02:41
im having some troubles with this game,the textures are not working for me...only on this game..i did have a problem with no mercy but its sorted now...also i can only seem to run this game using jabo's plug ins if i want it to run full screen..if i use rice's it just flashs real bad and glitches..any certain settings that are out of the usual for this game? and is there anyway of setting certain plug ins to certain games...so you dont have to change it everytime you play it?

wichoxp
April 12th, 2005, 03:08
im having some troubles with this game...if i use rice's it just flashs real bad and glitches...
Try to reinstall your video driver. It works good for me when I had the same problem some time ago.

Glenbo
April 12th, 2005, 03:11
probaly my hacked catylist drivers im using...the omega 5.2 ones...theve made my half life 2 run at 30 fps..wheras before it was running at 90 lol,however ive got a massive boost on every other game by atleast 10fps and a higher 3d mark reading..so im at a fork in te road lol...ill probaly go back to catalyst 5.4

Razor Blade
April 16th, 2005, 08:18
I thought I'd make some logos for the title screen if you want them Weatherton. The real size is much bigger (1346x544 to be exact) So there should be no problems with quality ;) Here's the preview, so Weatherton (you're working on this right?) you can have them if you wish. Just pm me for the full version :)

The True PYRO
May 10th, 2005, 22:21
I don't know why I'm having problems with this game, but i can't get the textures loaded. I tried with Rice v6.1.1beta10 and Rice v6.1.0 just to make sure. Nothing loaded.

Can somebody help me out?

ChAoS Overlord
May 29th, 2005, 18:14
I love mariokart, one of the best games on the N64 IMHO. This should even look better than on my N64 on tv now! Keep up the good work!

TS_Death_Angel
May 29th, 2005, 23:00
http://img175.echo.cx/img175/6872/n64mka00138fu.th.jpg (http://img175.echo.cx/my.php?image=n64mka00138fu.jpg)

minkster
May 30th, 2005, 00:03
Wow..nice picture for the intro to mario kart. Did you make it yourself or find it?

mongo51983
May 30th, 2005, 01:56
Sweet picture!

TS_Death_Angel
May 30th, 2005, 17:34
I found it. It's usable right? :)

minkster
May 30th, 2005, 19:00
Definately

Gorgy
June 19th, 2005, 14:18
http://img175.echo.cx/img175/6872/n64mka00138fu.th.jpg (http://img175.echo.cx/my.php?image=n64mka00138fu.jpg)
Nice work :bouncy:

BTW: I can`t get your pack to work, but my own pictures DO work :plain: It doesn`t load yours, and I`ve tried renaming.

EDIT: It`s gonna be hard to get that picture in there completely. Maybe Rice can change his plugin so that it exports complete pictures for these large screens?

STAT1STICK
February 10th, 2006, 14:54
I'm having a little trouble with this texture pack. I've installed it to the correct folder: Project64 1.6>Plugin>hires_texture>MARIOKART64

Whenever I play the game, no new textures are displayed. It's just plain old Mario Kart. Do I have to configure the Video Plugin? I'm using RiceVideo 6.1.0. I've used other teaxure packs and they all work like a charm. Can anyone help?

Thanks.

ambar
February 11th, 2006, 17:43
its not MarioKart64, there is a space in Mario and Kart and 64.

TS_Death_Angel
February 11th, 2006, 18:10
its not MarioKart64, there is a space in Mario and Kart and 64.
No... it's MARIOKART64

Clements
February 11th, 2006, 18:21
If the internal name is Mario Kart 64 - then you are using a hacked dump.

ALL the verified MK64 games have an internal name of MARIOKART64, which is what should be supported by the pack.

ambar
February 11th, 2006, 18:26
But my hi res textures run only on that name!(Mario Kart 64)

corazon912
February 13th, 2006, 03:48
Don't doubt Clements ambar. The naming is important for textures to work. It may work on your machine, for some reason, but not on others.

Shades
February 23rd, 2006, 20:06
Well actually...I've encountered the exact same thing on my machine and my roommate's machine. Ambars textures only load on Mario Kart 64 and not MARIOKART64. Not saying what's good or bad, just saying that's how it is...

jairolas
March 21st, 2006, 10:01
really cool! :evil:

Mojo Man!!!
March 21st, 2006, 21:14
BTW: I can`t get your pack to work, but my own pictures DO work :plain: It doesn`t load yours, and I`ve tried renaming.
I have the same problem. What doesn't make sense to me is that renaming the files doesn't work. Does anyone know why?:huh:
Ambar, does this mean you're going to redo all your textures for the unhacked rom dump?:unsure:

juano
June 15th, 2006, 11:09
I am a 29 year old who never grew up who forever dwells online with no job no school and here I am thinkin I should start fartin around and make a texture pack I hate hearing ""I have no time with school or life for that matter"" to put in extra work into these packages from people. I may as well work around the clock making a hi res texture pack so someone wanna help get me started?

ĺsabo
June 15th, 2006, 20:18
i found more pics that are from the jap version
http://home.datacomm.ch/nintendo2/bilder/betaclassic1.jpg
http://home.datacomm.ch/nintendo2/bilder/betamkart5.jpg
http://home.datacomm.ch/nintendo2/bilder/betamkart7.jpg
I have the japanese mariokart-rom, if anyone wants pictures so..:bouncy:

And.. the voices are ugly..

Vanit
June 15th, 2006, 23:01
You guys are a bit slow on the 'making' or 'finding' of the title. I inserted that title into Kerber's pack months ago (http://www.emutalk.net/showthread.php?t=28779&page=29). At that link is the PSD I made for organizing the title. You're welcome to use it if you give credit.

teforeon
November 22nd, 2006, 13:24
n updates? :king:

Leonardo20
November 22nd, 2006, 18:39
n updates? :king:

Im waiting for a better plugin support to this game so i can do the characters in photoshop.

Jackpot08
September 5th, 2009, 19:25
me to