They're invisible. Dpad on left, drift button on right, reverse button
above it. Pressing the dpad starts holding an item - releasing touch
releases the item. Flick forward or back to choose item direction.
- Directional toon lighting component on entities. (extension of the
shadow light source)
The shadows were doing this anyways, but with extremely bad
stairstepping. Now it smoothly blends into the shadow.
- Greatly reduce shadow acne via the above and a larger bias.
- Respect culling mode for each model.
- Two sided shading for course models.
- Disable alpha for water that does not use it.
- Only GBA Sky Garden's skybox receives shadows now.
- Custom light positions for some maps. (you can guess which)
- Drifting particles and mini turbo (sans extra spark particles)
- Slowdown particles (grass/sand/water)
- Itembox collect particle
- Wall collide particle (this is really extreme and there should
probably be others)
- Shader improvements, such as dithered shadows for alpha and reduction
of artifacts. The best way to remove all artifacts would be generating
normals for courses and using the diffuse direction as a more reliable
indication of shadowed/not.
- Fixed checkpoints not resetting on new laps.
- Fixed me not being able to count to 3. (now 3 laps instead of 4)
- Fixed battle mode courses crashing on load and during due to AI being
funny (above 31, eg 36 for block fort)
A gift from me to the Mario Kart DS community (i think these are used in
Pokemon too). Might work on ingame particle emitters now that I'm the
only person ever to have tried reading these stupid files.