boomannotjeff / mkwiita
git clone https://github.com/boomannotjeff/mkwiita.git
1.3.0 Β· 4d ago
β
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stars, 24h
+58
stars, 7 days Β· #815
+58
stars, 30 days Β· #4,566
58
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Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageC++
Licenseβ
Created2026-10-13 (7d ago)
Last pushtoday
Watchers1
OwnerUser
Links
- GitHub: github.com/boomannotjeff/mkwiita
- Releases Β· Issues Β· Hacker News mentions
README excerpt
# Mario Kart Wii for PS Vita A native PlayStation Vita port of MiniBandit's MKW-3DS, a 1:1 recreation of **Mario Kart Wii** for the Nintendo 3DS. It's a port of that 3DS recreation, not of the Wii game: no Wii code runs. It isn't an emulator. The game runs natively on the Vita: - **Physics:** kart physics come from Kinoko, a recreation of Mario Kart Wii's physics. - **Game code:** menus, races, items and the AI are MKW-3DS's native code. - **3DS layer:** a small layer underneath that code provides the 3DS system and graphics functions it expects, implemented with the Vita's own APIs and vitaGL. This repository contains **no Nintendo files**. You build the game files yourself, on your own computer, from your own Mario Kart Wii disc. > **Status: playable.** Grand Prix (with Mirror and the award ceremony), VS, > Team VS, Time Trials and Battle all run on real hardware, with sound, in > 16:9. Make a license and unlock characters, vehicles, cups and Mirror as on > the Wii, or unlock everything in Settings. > > **Frame rate by preset:** a steady **60 FPS** in Performance, **45-60 FPS** > in Default, and sharper graphics at a locked **30 FPS** in Quality. > > The first time a new material appears, the game pauses to compile its > shader. Shaders are cached, so later launches are smooth. ## What works | | | |---|---| | Menus, Grand Prix (50/100/150cc and Mirror), VS, Team VS, Time Trials | β | | Grand Prix award ceremony and final standings | β | | All 24 drivers and their karts and bikes | β | | Licenses: four named save slots, each with its own unlocks, best times and ghosts | β | | Unlocks as on the Wii: characters, vehicles, cups, Mirror and the karts/bikes switch | β | | Expert staff ghost unlock times (read from your disc), counting toward unlocks | β | | Settings screen from the LiveArea: presets, resolution, graphics, Unlock Everything | β | | Items, CPU racers, results and standings | β | | Music and sound effects | β | | Wii-style course map, race timer and incoming-item warning | β | | Widescreen (16:9) | β | | Battle: team Balloon Battle and Coin Runners on all ten arenas | β | | Steady 60 FPS | β With the Performance preset (45-60 FPS in Default) | | Racing or watching the staff ghosts | β³ In progress (their times already count) | | Online | β Not yet | ## What you need **To play:** - A PS Vita or PS TV with HENkaku / EnsΕ and VitaShell. - `ur0:data/libshacccg.suprx`, the Vita's shader compiler. Extract it once with ShaRKF00D. - About **3 GB** free on `ux0:` for the game files. **To build** (see BUILDING.md): - **Mario Kart Wii (USA)**, game ID `RMCE01`, dumped as `.iso` or `.wbfs`. Convert RVZ or NKit dumps to ISO in Dolphin first. Other regions aren't supported yet. - A Windows PC with about 15 GB free. - Python 3.11+, Node.js LTS and Git. - VitaSDK, only if you build the VPK yourself. **To build on macOS or Linux** (see BUILDING-MAC-LINUX.md): - **Mario Kart Wii (USA)**, game ID `RMCE01`, dumped as `.iso` or `.wbfs`. Convert RVZ or NKit d