DynamicR — MKWii StaticR.relEditor Suite
Extensive StaticR.rel tool suite. Client-side only with region detection. Sponsored by ChatGPT 5 Thinking. Tested on PAL only.
Credits to Vega and Ro for their research and documentations. This tool is inspired by Atlas' StaticR.rel Tool.

1) Load StaticR.rel

…or drag & drop your StaticR.rel here
Loaded file
Region
Assumed base
How region was chosen

2) Editors

Region Line Colors (9× RGBA8)

Offset

Mii Suit Colors (12× RGBA8)

Offset

Menu Colors

Offset
Encoding:
RGB16 mode stores 24 entries as three BE16 lanes per color with zero high bytes: 00RR 00GG 00BB.

HUD Color (4× f32 @ fixed offsets)

Offset
Reads 4× big-endian float from 4-byte aligned address near the given offset (wiki: Change Color of HUD).

2b) Fake Item Box Color Modifier

First patch offset
First patch value
Second patch offset
Second patch value
Values are written as big-endian u32. Quick set: First = 0x4BC00000, Second = 0x40000000. Offsets per region from the wiki.

3) Item Behavior Modifier

Item
Offset (current region)
Standard value
Current value
Desired behavior
Values are written as big-endian u32 (0x00000000–0x00000003). Offsets per region from the Tockdom wiki.

4) Engine Class Modifier

Engine Class
Offset (current region)
Standard value
Current value
Desired multiplier (f32)
Values are written as big-endian f32. Offsets per region from the attached Tockdom documentation.

5) Menu Character Display Position

Offset (current region)
Standard values (f32)
x = -190.000, y = 0.000, scale = 1.000
Current values (f32)
Desired values
Three consecutive f32 values: x (horizontal from center), y (vertical from center), and scale. Values are big-endian. Offsets per region from the attached documentation.

6) Race Points (Offline / Friend Rooms)

Base offset (current region)
Definition size
144 bytes (12 groups × 12 bytes)
Player count
Group offset
Standard values
Current values
Desired values (per finishing position)
Each player-count group stores up to 12 one-byte values (big-endian is irrelevant for bytes). Only the first N bytes are used for N players; the remaining bytes are unused. Offsets per region are based on the Tockdom documentation.

7) Character Order Table

Base offset (current region)
Table size
0x60 bytes (24 entries × 4 bytes)
Current table (decoded)
Edit slots (left → right)
Drag & drop order (left → right)
Each entry is the 32‑bit big‑endian value of the character’s identifier (see identifiers list). As you unlock characters, right‑hand slots appear in the UI. Offsets per region from the attached documentation.