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

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Kinoko

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.

Building

Dependencies

  • g++ 12 (C++23)
  • ninja
  • Python 3

Process

Generate the ninja file:

./configure.py

Execute it:

ninja

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 does not distribute any in-game assets.

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

  • 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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  • C++ 93.8%
  • Python 6.2%