This page documents information about Mario Kart DS
. Many of the tricks demonstrated here are near impossible in real time and documented for the purposes of creating Tool-assisted Speedruns.
Short Description | Offset | Size | Explanation |
---|---|---|---|
X, Y, Z pos | +0x80, 84, 88 | 4 bytes | Your kart's location |
Speed | +0x2A8 | 4 bytes | Your speedometer. Watch the difference in position too. |
Maximum Speed | +0xD0 | 4 bytes | Your speed cannot exceed this value. PRB locks it; otherwise it increases when you jump off an uphill slope or angle your kart downwards in the air |
Boost Timer | +0x238 | 4 bytes | How many frames remain for your current boost. |
MT Time | +0x30C | 4 bytes | How many frames you must wait before the next MT charge level. |
Angle Facing | +0x236 | 2 bytes | The direction you are facing. |
Drift Angle | +0x388 | 2 bytes | Add this to Angle Facing to get the direction your kart is trying to go. |
Vertical Angle | +0x234 | 2 bytes | The up/down angle of your kart in the air. |
Turning Loss | +0x2D4 | 4 bytes | Tells you how much speed you are sacrificing by turning. Only takes effect on the ground and when not drifting. (Does not affect the Speed value.) |
Grip | +0x240 | 4 bytes | Tells you how slippery the road is. A value of zero would mean that turning is impossible. (Regular road is always the same, other roads depend on your kart choice.) |
Air | +0x3DD | 1 byte | 0 means you are on the ground. |
Spawn Point | +0x3C4 | 4 bytes | Tells you where lakitu will drop you. Set when you fall off the course. |
Direction Sine, Cosine | +0x60, 70 | 4 bytes | (20.12 Fixed Point value) The sine and cosine of the angle at which you are moving. The game uses these values to determine your movement. |
Target Sine, Cosine | +0x50, 58 | 4 bytes | (20.12 Fixed Point value) Direction Sine/Cosine will approach these values by some percentage (dependent on Grip) each frame. These are the values changed by your angle. |