Mario Kart: Double Dash!! Reverse

Overview
'''Mario Kart: Double Dash!! Reverse''' is a set of track edits created by cristian64.

This is a mod for Mario Kart: Double Dash!! where karts have to drive in the opposite direction.

Installation
This mod does not use the MKDD Patcher workflow at this point.

After downloading and extracting the ZIP archive, merge all the files in the  and   directories onto the directories of a previously extracted ISO image of the game. Then launch the game by loading the  file in Dolphin (or optionally re-pack the ISO file after patching the files).

See Breaking open an ISO for extracting (and optionally re-packing) ISO files.

Media
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Changelog

 * Original tracks are no longer replaced. Instead, the game is extended with 16 + 16 courses (32 in total). In the SELECT CUP or SELECT COURSE screens, press  to switch to the reverse courses; press   to switch back to the original courses.

Changelog

 * Added custom banner and custom game title. Thanks to Rand0m-Walk for all the ideas, suggestions, and prototypes.
 * Added custom sound tracks. Original sound tracks have been adjusted to have less bass and more treble, for the purpose of differentiating between the original tracks and the reverse tracks.
 * Minor cosmetic tweaks to course logos.

Changelog

 * Fixed an issue in Yoshi Circuit where karts could enter a dead zone near the exit of the newly added pipe teleport. Reported by Bombchu Link.
 * Fixed an issue in Wario Colosseum where karts could land on a dead zone when they entered the round boost pad from the far sides. Reported by Bombchu Link.
 * Added course preview images.
 * Added course logos.
 * Added course text images.
 * Added staff ghosts.

Changelog

 * Reworked enemy points in all courses. AI can now drift and swerve, and is generally more challenging.
 * Third-person camera view position in steep slopes in DK Mountain and Rainbow Road is now lower, allowing players to see the road ahead. Suggested by Bombchu Link.
 * Fixed a collision artifact in Yoshit Circuit, where karts could hit an invisible wall near the grass area in the crest.
 * Fixed an issue in DK Mountain where CPU karts could get stuck in an infinite loop after falling off the cliff in the first turn.
 * Some cosmetic tweaks in boost pads in Waluigi Stadium and Rainbow Road.

Changelog

 * Fixed regression in collision files introduced in the v2 release. Reverse Wario Colosseum was affected (at least in one place); perhaps other courses were affected too. Thanks to MasterKiller777 for discovering, reporting, and diagnosing the issue.

Known Issues

 * CPU karts won't drift. Enemy point settings are not set currently. To be implemented in upcoming releases.

Changelog

 * Fixed the falling animation issue that affected most of the tracks.
 * Fixed a lap completion issue in Reverse Yoshi Circuit that occurred when the pond shortcut was taken from the very left side (a checkpoint could potentially be missed, breaking lap completion).
 * Improved collision of the wooden fence at the entrance of the bridge in Reverse Dino Dino Jungle. Karts could hit an invisible wall instead of flying over the wooden fence.
 * Other minor tweaks and cosmetic changes.

Known Issues

 * CPU karts won't drift. Enemy point settings are not set currently. To be implemented in the next release.

Changelog

 * Re-enabled alternate paths in Peach Beach, Dino Dino Jungle, and Yoshi Circuit. Firstly raised by RyanDCB.
 * Fixed transparency issues caused by the lack of alpha component in vertex colors.
 * Fixed geometry artifacts caused by a float conversion issue in SuperBMD.
 * Fixed an issue in Waluigi Stadium where karts could be pulled up by the boost pad from the level above when driving underneath the big jump. Firstly reported by RyanDCB.
 * Fixed a crash in Bowser's Castle that occurred when a kart fell to the water near the original wooden bridge. Reported by RyanDCB and AJC276.
 * Slightly flattened the steepest slope in DK Mountain to allow heavy karts to climb the ascent. Suggested by Bombchu Link.
 * Adjusted Wario Colosseum's newly-added cannon to ensure karts can always land on the other side. Reported by MasterKiller777.
 * Other minor tweaks and enhancements in multiple tracks.

Known Issues

 * Falling animation is played by characters when karts take a jump. This is not the case in the stock courses. It is believed to be an issue with the BCO files.
 * CPU karts won't drift, as enemy points have been stripped off all their special settings and flags. (The lack of these settings and flags could be the reason for other unexpected CPU behavior.)

Known Issues

 * CPU karts won't drift. This makes the enemies less challenging. Further investigation on how to get this right required; to be improved in future releases.
 * In the courses that had their BCO file edited, when karts take a jump, the falling animation always plays. It won't matter whether there was a boost pad before the jump; the falling animation always plays. Current theory is that there is something in the BCO files that Mkdd-collision is not yet handling.
 * In the courses that had their BMD file edited, there are geometry artifacts. These are most noticeable in Bowser's Castle, where one can see cracks near the baseboards inside the castle. They are caused by the SuperBMD tool. Some of these artifacts have been fixed manually, but not all.
 * Also, in the courses that had their BMD file edited, there are transparency issues in some textures. These are most noticeable in Waluigi Stadium, DK Mountain, Wario Colosseum, and Rainbow Road. They too are caused by the SuperBMD tool.