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       <dc:date>2026-04-04T21:34:05+0000</dc:date>
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        <dc:date>2018-04-15T20:01:44+0000</dc:date>
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        <title>Mario Kart 64 Course Data Table</title>
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        <description>Mario Kart 64 Course Data Table

Course data reference table (122390 / 802B8D80). This table references course display lists, vertex data, textures, object placements.

Course Table Structure

Each entry in the course table is 0x30 bytes.
 Offset  Length</description>
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        <dc:date>2018-04-15T20:04:23+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>EEPROM Memory Map</title>
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        <description>EEPROM Memory Map

Mario Kart 64 uses a 512 byte EEPROM unit to save time trial records and the selected sound mode. A mirror of EEPROM data is kept at 8018EB90 in RAM.

Top level structure
 Offset    Length  Description                                0x000</description>
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        <dc:date>2018-04-15T20:02:33+0000</dc:date>
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        <title>Ghost Data</title>
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        <description>Ghost Data

Both the ghost data that can be saved on the controller memory pack and the staff course ghost data takes the same format as described here. The ghost data saved to the memory pack is MIO0 compressed.

Ghost Data Format

The storage format is 4-bytes per entry, defined by:</description>
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        <dc:date>2020-03-04T13:01:28+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mario Kart 64 Hacking Tools</title>
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        <description>Mario Kart 64 Hacking Tools

These are the tools for MK64 ROM hacking.

MK64 Pitstop



MK64 Pitstop contains features to edit textures, edit and import karts, edit text, a W.I.P. Course Viewer, and a bugfix for Post Race/Battle crashes.

	*  Thread:</description>
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        <dc:date>2018-04-15T20:05:01+0000</dc:date>
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        <title>Level Rendering Pointers</title>
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        <description>Level Rendering Pointers

There is a lot of hardcoded dynamic F3DEX being generated for each level each frame. This page will serve as a document to keep track of everything that's going on during the level rendering.

----------

0x80295A38 - The big function for level loading (not sure yet what everything does, but the big table that holds the pointers to level-specific render code is in it at 80295AAC)</description>
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        <dc:date>2023-03-13T21:09:53+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mario Kart 64 Memory Map</title>
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        <description>Mario Kart 64 Memory Map

Functions
 RAM Addr.  Description  800067C4  Set places (1st, 2nd, etc)  800115F4  Process path data on course load  8002F35C  Controls cpu movement along track while player is moving  800400D0  MIO0 decoder  800404C0  MIO0 encoder</description>
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        <dc:date>2018-05-14T07:27:29+0000</dc:date>
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        <title>TKMK00 Compression Format</title>
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        <description>TKMK00 Compression Format

TKMK00 is a format for some compressed textures used in the Mario Kart 64 title screen and menus.

TKMK00 Decoder

The TKMK00 decoder function is located at 800405D0/0411D0 in the Mario Kart 64 (U) ROM. It takes 4 parameters:</description>
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        <dc:date>2019-11-06T12:38:31+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mario Kart 64 Hacking Tutorials</title>
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        <description>Mario Kart 64 Hacking Tutorials

MK64 Pitstop

MK64 Pitstop contains many features to edit MK64. Here's the creator's tutorial. 

 &lt;https://www.youtube.com/watch?v=26d5cXilyGc&gt;  Pitstop 64 V0.0.4.2 Importing tutorial 
A quick tutorial to importing a kart using Pitstop 64 V0.0.4.2 &lt;https://youtu.be/vVToxSl_azE&gt;  MK64 64 custom course tutorial 
A tutorial on how to import a custom mario kart track</description>
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