docs: fix broken links and missing assets on the GitHub Pages site (#726)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
This commit is contained in:
quarrel07
2026-07-28 22:47:53 -07:00
committed by GitHub
parent b1eefb7361
commit f9cf0fc9a3
6 changed files with 6 additions and 132 deletions
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@@ -1427,7 +1427,8 @@ HTML_EXTRA_STYLESHEET = doxygen-awesome-css/doxygen-awesome.css \
# files will be copied as-is; there are no commands or markers available.
# This tag requires that the tag GENERATE_HTML is set to YES.
HTML_EXTRA_FILES = doxygen-awesome-css/doxygen-awesome-darkmode-toggle.js
HTML_EXTRA_FILES = doxygen-awesome-css/doxygen-awesome-darkmode-toggle.js \
docs/MK64_Spaghetti_Adjusted_Kart_Setup.blend
# The HTML_COLORSTYLE tag can be used to specify if the generated HTML output
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@page basics Understanding the Basics
@htmlonly
Essential skills and concepts to help you get started with mk64 decomp.
<br><br>
<div class="pagebutton">
<a class="pagea" href="compiling.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">
<div class="pageheading">Installing mk64 Decomp</div>
<div class="pagedescription">
<p>Steps for installing and building the game</p>
</div>
</div>
</div>
</a>
</div>
<div class="pagebutton">
<a class="pagea" href="controlflow.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">
<div class="pageheading">Codebase Overview</div>
<div class="pagedescription">
<p>Introduction to mk64's functionality, operating states, and threading. Acclimate to the codebase with this essential read.</p>
</div>
</div>
</div>
</a>
</div class="pagebutton">
<h2>Foundational Knowledge</h2>
<p>Become familiar with technical and low-level concepts.</p>
<br>
<div class="pagebutton">
<a class="pagea" href="concepts.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">
<div class="pageheading">Basic Concepts</div>
<div class="pagedescription">
<p>n64 addressing, alignment, and basic types.</p>
</div>
</div>
</div>
</a>
</div>
<div class="pagebutton">
<a class="pagea" href="terminology.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">
<div class="pageheading">Decomp Terminology</div>
<div class="pagedescription">
<p>Common terms used in low-level computing and decomp.</p>
</div>
</div>
</div>
</a>
</div>
@endhtmlonly
@subpage compiling
@subpage concepts
@subpage controlflow
@subpage terminology
@subpage buildwindows
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# Custom characters
Custom characters can only replace existing characters for now.
1. Download the Kart Setup blender file included with this post(Slightly altered .blender file provided by the Overkart server with some adjustments to the animation to export for Spaghetti, thanks again Andrat for permission to post this and a huge thanks to the Overkart 64 community in general.) [Kart Setup.blend](MK64_Spaghetti_Adjusted_Kart_Setup.blend)
2. Replace Mario with your character, and handle weights of the skeleton as needed to make them move properly.
3. Set the path a valid one(the included path is what Andrat had setup for his original kart setup) but make sure the name matches a listed kart name below and ends with ###, this will ensure it is 3 digits(example path/to/export/toad_kart/toad_kart_frame###)
4. Render the animation at whatever power of 2 of 64x64 you want(64x64, 128x128, 256x256 and so on),
5. In the above toad example, zip up the toad_kart folder and rename it to a .o2r file.
6. Put it in mods folder and run.
# Examples for all characters:
mario_kart/mario_kart_frame###
luigi_kart/luigi_kart_frame###
peach_kart/peach_kart_frame###
wario_kart/wario_kart_frame###
toad_kart/toad_kart_frame###
donkeykong_kart/donkeykong_kart_frame###
bowser_kart/bowser_kart_frame###
yoshi_kart/yoshi_kart_frame###
# Additional Files
Some other files to look out for(still using toad as a example)
placement icon = common_data/common_texture_portrait_toad.png Original frame is 32x32
player selection frames = player_selection/toad_face_00.png ~ toad_face_16.png Original frames is 64x64 (note that Donkeykong uses donkey_kong here instead)
player select nameplate = texture_tkmk00/gTextureNameToad.png Original frame is 64x12 (note that Donkeykong uses DK here instead)
## Tips
### Change Viewport Render Settings
Assuming your using the overkart setup kart.
In object mode, select View -> Cameras -> Active Camera
Set your render resolution and path as shown in the image below
Then render your animation by selecting View -> Viewport Render Animation
![Viewport Render Settings](change_viewport.png)
## Tools To Help
* There is [Racer Ready-Up](https://vinievex.itch.io/racer-ready-up) which is a tool to help you create custom characters for SpaghettiKart.
## Future plans
* Support for custom characters that do not replace existing ones.
* Support 3d models for characters.

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# Modding
# Modding {#modding}
* Very focused on ease of modding without weird formats or obscure tools.
* Early stages of modding and as such some features are not fully implemented yet
@@ -44,10 +44,10 @@ Mods are loaded in dependency order. If mod A depends on mod B, then B will be l
* [link](textures-pack.md)
* Custom Tracks (CT)
* Custom tracks are reserved for advanced users. Don't hesitate to make feedback and PR to improve the doc.
* [link](custom-track.md)
* [link](@ref trackmenu)
* Custom Characters
* Custom characters can only replace existing characters for now. We plan to allow to add new characters in the future.
* [link](custom-characters.md)
* [link](@ref characteroverview)
* Custom Audio
* Only custom sequences are supported, not custom samples (like voices or sound effects).
* [link](custom-audio.md)
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</div>
<div class="pagebutton">
<a class="pagea" href="audio.html">
<a class="pagea" href="tutorialaudio.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">