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Kinoko

A reimplementation of Mario Kart Wii's physics engine in C++.

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Kinoko is a reimplementation of Mario Kart Wii's physics engine in C++. This project is a spiritual continuation of stblr/Hanachan. Like Hanachan, the goal of this reimplementation is to reach perfectly accurate ghost replay.

To see the current list of test cases and progress, visit STATUS.md.

Building

Dependencies

  • g++ 13.1 (C++23)
  • ninja 1.3
  • Python 3.6

Process

Generate the ninja file and test case binary:

./configure.py

Execute it:

ninja

Run Kinoko:

cd out
./kinoko -s testCases.bin

Creating New Test Cases

Currently, Kinoko runs by iterating over a set of test cases defined in testCases.json.

Create KRKG

Test cases use a custom .krkg file format, which stores relevant in-game memory values to validate accuracy on every frame of a race. This file is generated using a custom version of MKW-SP.

  1. Navigate to the workflows page for the KRKG branch of vabold/mkw-sp.
  2. Download the mkw-sp-test artifact at the bottom of the page.
  3. Extract boot.dol to a folder of your choosing.
  4. In Dolphin, navigate to Config > Paths and set Default ISO to the path of your Mario Kart Wii PAL ISO.
  5. In Dolphin, click Open and select the extracted boot.dol.
  6. You should see some debug information printed on-screen and Mario Kart Wii should boot soon after.
  7. Watch a ghost replay of your choosing. After the ghost finishes and the screen fades to black, navigate to [DolphinDir]\User\Wii\title\00010004\524d4345\data. You should see a new file called test.krkg.

Add Test Case Params

Test cases are defined in testCases.json in the following format:

"testCaseName": {
    "rkgPath": "pathTo.rkg",
    "krkgPath": "pathTo.krkg",
    "targetFrame": 0
}

rkgPath is the path to the game's native ghost file for the time trial you want to simulate. krkgPath points to the krkg file generated in the previous section for this time trial ghost. targetFrame is the number of frames to attempt sync for this ghost. Kinoko will throw an error if it is larger than the framecount stored in the krkg. If Kinoko reaches targetFrame while maintaing sync, then the test case will pass.

To update the test binary, be sure to re-run:

./configure.py

Interfacing

While a GUI is not planned for the project at this time, contributors are welcome to add a graphics frontend under three conditions: the license must not change, it does not interfere with the CLI, and most importantly, it must not distribute any in-game assets.

Integrate Kinoko to your project

You can link Kinoko to your own project using CMake by linking with the libkinoko target. For example:

# add_subdirectory(kinoko)

add_executable(example main.cpp)
target_link_libraries(example libkinoko)

Note that any project using Kinoko's include directories will also require C++23.

Contributing

The codebase uses C++ for the engine and Python for any external scripts.

Pull requests resolving an issue or element of a tracking issue should reference the issue or item in the description.

Any commits should be formatted using the project's clang-format file.

Resources

  • Kinoko Discord - Discuss development, offer suggestions, and more!
  • MKW-SP Discord - Request Ghidra server access and chat with contributors.
  • Matching Decompilation - A repository that compiles back into the game's original assembly.
  • Tockdom - A wiki maintained by multiple community members, most notably used for file formats.

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A reimplementation of Mario Kart Wii's physics engine in C++

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