From b5b0fe8a652ad4be1941674eab05e469fce67dfd Mon Sep 17 00:00:00 2001 From: Stephen Diniz Date: Thu, 31 Aug 2023 12:20:59 -0400 Subject: [PATCH] Adding Moveset changes from steven3004 - thanks! --- README.md | 5 + only-up-64-plugin/main.lua | 521 +++++++++++++++++++++---------------- 2 files changed, 302 insertions(+), 224 deletions(-) diff --git a/README.md b/README.md index 86f581d..07ad096 100644 --- a/README.md +++ b/README.md @@ -42,6 +42,10 @@ ## Changes +* Being able to change directions when ground pound diving +* Using the triple jump action for the ground pound jump (removed original ground pound jump) +* Sparkles on frame-perfect dive rollouts, wallkicks, and speed kicks. +* Less jank and higher gravity on the wall slide. * Merging changes from the Only Up 64 Alpha Tests * Decreased Ground Pound Twirl Y-Boost (42.0 -> 40.0) * Decreased Ground Pound Twirl Count (20 -> 10) @@ -55,5 +59,6 @@ ## Credits * Ground Pound Jump, Ground Pound Dive, and Wallslide are from `mods/extended-moveset.lua` with some modifications +* Moveset contributors: @steven3004 * sm64ex-coop technical help: @cooliokid956, @andre8739 * Testing help: @retrodarkgamerx, @cooliokid956 diff --git a/only-up-64-plugin/main.lua b/only-up-64-plugin/main.lua index e0d0681..51c16ba 100644 --- a/only-up-64-plugin/main.lua +++ b/only-up-64-plugin/main.lua @@ -1,224 +1,297 @@ --- name: Only Up 64 Plugin --- author: DizzyThermal --- description: Adds character height to the HUD/playerlist and adds the Only Up 64 Moveset. - -local enable_character_height = true -local enable_only_up_moveset = true - -local twirling = false -local twirl_counter = 0 -local twirl_count = 10 -local animation_counter = 0 - --- Actions -ACT_GROUND_POUND_JUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) -ACT_WALL_SLIDE = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) - -function print_character_height() - m = gMarioStates[0] - - -- Do not show if in the following CUTSCENEs - if (not enable_character_height - or m.action == ACT_END_PEACH_CUTSCENE - or m.action == ACT_CREDITS_CUTSCENE - or m.action == ACT_END_WAVING_CUTSCENE - or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil) then return end - - -- Character Height Screen Location - djui_hud_set_resolution(RESOLUTION_N64) - screenHeight = djui_hud_get_screen_height() - screenWidth = djui_hud_get_screen_width() - scale = 1 - xPad = 50 - yPad = 58 - xNegativePad = 16 - yNegativePad = 3 - mapPad = 16390 - currentArea = m.area.index - - -- Calculate Character Height - characterHeight = math.floor((mapPad + (32000 * (m.area.index - 1)) + m.pos.y) / 10) - negative = false - if characterHeight < 0 then - negative = true - characterHeight = math.abs(characterHeight) - end - distNum = tonumber(string.format('%.0f', characterHeight)) - textLength = djui_hud_measure_text(tostring(distNum)) - - -- Print Text - djui_hud_set_font(FONT_HUD) - djui_hud_print_text(string.format("Y %.0f", characterHeight), (screenWidth - xPad - textLength), (screenHeight - yPad), scale) - - if negative then - djui_hud_set_color(246, 190, 0, 255) - djui_hud_render_texture(get_texture_info("minus"), (screenWidth - xPad - textLength + xNegativePad), (screenHeight - yPad + yNegativePad), (scale * 1.3), (scale * 1.3)) - end -end - -function act_ground_pound_jump(m) - play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO) - - common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_TRIPLE_JUMP, - AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG) - - return 0 -end - -------------------------------------- --- Wall Slide -- --- from: mods/extended-moveset.lua -- -------------------------------------- -function act_wall_slide(m) - if (m.input & INPUT_A_PRESSED) ~= 0 then - m.vel.y = 52.0 - -- m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) - return set_mario_action(m, ACT_WALL_KICK_AIR, 0) - end - - -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls - mario_set_forward_vel(m, -1.0) - - m.particleFlags = m.particleFlags | PARTICLE_DUST - - play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject) - set_mario_animation(m, MARIO_ANIM_START_WALLKICK) - - if perform_air_step(m, 0) == AIR_STEP_LANDED then - mario_set_forward_vel(m, 0.0) - if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then - return set_mario_action(m, ACT_FREEFALL_LAND, 0) - end - end - - m.actionTimer = m.actionTimer + 1 - if m.wall == nil and m.actionTimer > 2 then - mario_set_forward_vel(m, 0.0) - return set_mario_action(m, ACT_FREEFALL, 0) - end - - return 0 -end - -function act_wall_slide_gravity(m) - m.vel.y = m.vel.y - 2 - - if m.vel.y < -15 then - m.vel.y = -15 - end -end - -function limit_angle(a) - return (a + 0x8000) % 0x10000 - 0x8000 -end - -function act_air_hit_wall(m) - if m.heldObj ~= 0 then - mario_drop_held_object(m) - end - - m.actionTimer = m.actionTimer + 1 - if m.actionTimer <= 1 and (m.input & INPUT_A_PRESSED) ~= 0 then - m.vel.y = 52.0 - m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) - return set_mario_action(m, ACT_WALL_KICK_AIR, 0) - elseif m.forwardVel >= 38.0 then - m.wallKickTimer = 5 - if m.vel.y > 0.0 then - m.vel.y = 0.0 - end - - m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR - return set_mario_action(m, ACT_BACKWARD_AIR_KB, 0) - else - m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) - return set_mario_action(m, ACT_WALL_SLIDE, 0) - end - - --! Missing return statement (in original C code). The returned value is the result of the call - -- to set_mario_animation. In practice, this value is nonzero. - -- This results in this action "cancelling" into itself. It is supposed to - -- execute three times, each on a separate frame, but instead it executes - -- three times on the same frame. - -- This results in firsties only being possible for a single frame, instead - -- of three. - return set_mario_animation(m, MARIO_ANIM_START_WALLKICK) -end - -function mario_on_set_action(m) - if not enable_only_up_moveset then return end - - if m.action == ACT_GROUND_POUND_JUMP then - m.vel.y = 65.0 - elseif m.action == ACT_WALL_SLIDE then - m.vel.y = 0.0 - elseif (m.action == ACT_BACKWARD_AIR_KB or m.action == ACT_SOFT_BONK) and (m.prevAction ~= ACT_DIVE and m.prevAction ~= ACT_LEDGE_GRAB) then - m.faceAngle.y = m.faceAngle.y + 0x8000 - set_mario_action(m, ACT_WALL_SLIDE, 0) - end -end - -function mario_update(m) - if not enable_only_up_moveset then return end - - -- Ground Pound Dive Out (From: mods/extended-moveset.lua) - if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then - mario_set_forward_vel(m, 10.0) - m.vel.y = 35.0 - set_mario_action(m, ACT_DIVE, 0) - end - - -- Ground Pound Twirl - if m.action == ACT_GROUND_POUND and (m.input & INPUT_A_PRESSED) ~= 0 then - twirling = true - twirl_counter = 0 - m.vel.y = 40.0 - set_mario_action(m, ACT_TWIRLING, 0) - end - - -- Ground Pound Jump (From: mods/extended-moveset.lua) - if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then - set_mario_action(m, ACT_GROUND_POUND_JUMP, 0) - end -end - -function frame_check() - local m = gMarioStates[0] - - twirl_counter = twirl_counter + 1 - if twirling and twirl_counter >= twirl_count then - twirling = false - twirl_counter = 0 - set_mario_action(m, ACT_FORWARD_ROLLOUT, 0) - end - - -- Character Heights (Y) - if enable_character_height then - gPlayerSyncTable[0].height = math.floor((16390 + ((m.area.index - 1) * 32000) + m.pos.y) / 10) - for i = 0, MAX_PLAYERS - 1 do - network_player_set_description(gNetworkPlayers[i], "Y: " ..tostring(gPlayerSyncTable[i].height), 255, 255, 255, 255) - end - end -end - -function HeightToggle(msg) - enable_character_height = not enable_character_height - return true -end - -function MovesetToggle(msg) - enable_only_up_moveset = not enable_only_up_moveset - return true -end - -hook_event(HOOK_ON_HUD_RENDER, print_character_height) -hook_event(HOOK_MARIO_UPDATE, mario_update) -hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action) -hook_event(HOOK_UPDATE, frame_check) - -hook_mario_action(ACT_AIR_HIT_WALL, { every_frame = act_air_hit_wall }) -hook_mario_action(ACT_GROUND_POUND_JUMP, { every_frame = act_ground_pound_jump }) -hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity }) - -hook_chat_command('only-up-height', '- Toggle displaying character height on HUD and player list', HeightToggle) -hook_chat_command('only-up-moveset', '- Toggle Only Up 64 Moveset', MovesetToggle) +-- name: Only Up 64 Plugin +-- author: DizzyThermal and steven3004 +-- description: Adds character height visible on the HUD (Y) and Only Up 64 Moveset. + +local enable_character_height = true +local enable_only_up_moveset = true + +local twirling = false +local twirl_counter = 0 +local twirl_count = 10 +local animation_counter = 0 + +-- Actions +ACT_WALL_SLIDE = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) +ACT_KAZE_DIVE_SLIDE = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING) +ACT_KAZE_AIR_HIT_WALL = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR) + +MOD_NAME = "Only Up 64 Alpha 5" +function mod_active(mod_name) + for i in pairs(gActiveMods) do + if mod_name == gActiveMods[i].name then return true end + end + + return false +end + +function print_character_height() + m = gMarioStates[0] + + -- Do not show if in the following CUTSCENEs + if (not enable_character_height + or m.action == ACT_END_PEACH_CUTSCENE + or m.action == ACT_CREDITS_CUTSCENE + or m.action == ACT_END_WAVING_CUTSCENE + or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil) then return end + + -- Character Height Screen Location + djui_hud_set_resolution(RESOLUTION_N64) + screenHeight = djui_hud_get_screen_height() + screenWidth = djui_hud_get_screen_width() + scale = 1 + xPad = 50 + yPad = 58 + xNegativePad = 16 + yNegativePad = 3 + mapPad = 16390 + currentArea = m.area.index + + -- Calculate Character Height + if mod_active(MOD_NAME) then + characterHeight = math.floor((mapPad + (32000 * (m.area.index - 1)) + m.pos.y) / 10) + else + characterHeight = math.floor(m.pos.y) + end + negative = false + if characterHeight < 0 then + negative = true + characterHeight = math.abs(characterHeight) + end + distNum = tonumber(string.format('%.0f', characterHeight)) + textLength = djui_hud_measure_text(tostring(distNum)) + + -- Print Text + djui_hud_set_font(FONT_HUD) + djui_hud_print_text(string.format("Y %.0f", characterHeight), (screenWidth - xPad - textLength), (screenHeight - yPad), scale) + + if negative then + djui_hud_set_color(246, 190, 0, 255) + djui_hud_render_texture(get_texture_info("minus"), (screenWidth - xPad - textLength + xNegativePad), (screenHeight - yPad + yNegativePad), (scale * 1.3), (scale * 1.3)) + end +end + +------------------------------------- +-- Wall Slide -- +-- from: mods/extended-moveset.lua -- +------------------------------------- +function act_wall_slide(m) + if not enable_only_up_moveset then return end + + if (m.input & INPUT_A_PRESSED) ~= 0 then + m.vel.y = 52.0 + -- m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) + return set_mario_action(m, ACT_WALL_KICK_AIR, 0) + end + + -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls + mario_set_forward_vel(m, -1.0) + + m.particleFlags = m.particleFlags | PARTICLE_DUST + + play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject) + set_mario_animation(m, MARIO_ANIM_START_WALLKICK) + + if perform_air_step(m, 0) == AIR_STEP_LANDED then + mario_set_forward_vel(m, 0.0) + if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then + return set_mario_action(m, ACT_FREEFALL_LAND, 0) + end + end + + m.actionTimer = m.actionTimer + 1 + if m.wall == nil and m.actionTimer > 2 then + mario_set_forward_vel(m, 0.0) + return set_mario_action(m, ACT_FREEFALL, 0) + end + + return 0 +end + +function act_wall_slide_gravity(m) + if not enable_only_up_moveset then return end + + m.vel.y = m.vel.y - 2 + + if m.vel.y < -30 then + m.vel.y = -30 + end +end + +function limit_angle(a) + return (a + 0x8000) % 0x10000 - 0x8000 +end + +function act_kaze_air_hit_wall(m) + + if m.heldObj ~= 0 then + mario_drop_held_object(m) + end + + m.actionTimer = m.actionTimer + 1 + if m.actionTimer <= 1 and (m.input & INPUT_A_PRESSED) ~= 0 then + m.vel.y = 52.0 + m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) + m.particleFlags = m.particleFlags | PARTICLE_SPARKLES + return set_mario_action(m, ACT_WALL_KICK_AIR, 0) + else + m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) + return set_mario_action(m, ACT_WALL_SLIDE, 0) + end + + --! Missing return statement (in original C code). The returned value is the result of the call + -- to set_mario_animation. In practice, this value is nonzero. + -- This results in this action "cancelling" into itself. It is supposed to + -- execute three times, each on a separate frame, but instead it executes + -- three times on the same frame. + -- This results in firsties only being possible for a single frame, instead + -- of three. + return set_mario_animation(m, MARIO_ANIM_START_WALLKICK) +end + +function act_kaze_dive_slide(m) + if (m.input & INPUT_ABOVE_SLIDE) == 0 and ((m.input & INPUT_A_PRESSED) ~= 0 or (m.input & INPUT_B_PRESSED) ~= 0) then + queue_rumble_data_mario(m, 5, 80) + if m.actionTimer <= 0 then + m.particleFlags = m.particleFlags | PARTICLE_SPARKLES + end + if m.forwardVel > 0 then + return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0) + else + return set_mario_action(m, ACT_BACKWARD_ROLLOUT, 0) + end + end + + play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND) + + --! If the dive slide ends on the same frame that we pick up on object, + -- Mario will not be in the dive slide action for the call to + -- mario_check_object_grab, and so will end up in the regular picking action, + -- rather than the picking up after dive action. + + if update_sliding(m, 8.0) ~= 0 and is_anim_at_end(m) ~= 0 then + mario_set_forward_vel(m, 0.0) + set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0) + end + + if mario_check_object_grab(m) ~= 0 then + mario_grab_used_object(m) + if m.heldObj ~= 0 then + m.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ + end + return true + end + + common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE) + m.actionTimer = m.actionTimer + 1 + return false +end + +function mario_on_set_action(m) + if not enable_only_up_moveset then return end + + if m.action == ACT_WALL_SLIDE then + m.vel.y = 0.0 + elseif m.action == ACT_AIR_HIT_WALL then + return set_mario_action(m, ACT_KAZE_AIR_HIT_WALL, 0) + elseif m.action == ACT_DIVE_SLIDE then + return set_mario_action(m, ACT_KAZE_DIVE_SLIDE, 0) + elseif m.action == ACT_KAZE_AIR_HIT_WALL and (m.input & INPUT_A_PRESSED) ~= 0 then + m.vel.y = 52.0 + m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000) + m.particleFlags = m.particleFlags | PARTICLE_SPARKLES + return set_mario_action(m, ACT_WALL_KICK_AIR, 0) + end + + -- Get sparkles from speed kicks. + if m.action == ACT_JUMP_KICK and m.forwardVel >= 40 then + m.particleFlags = m.particleFlags | PARTICLE_SPARKLES + end +end + +function mario_update(m) + if not enable_only_up_moveset then return end + + -- Ground Pound Dive Out (From: mods/extended-moveset.lua) + if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then + if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then + m.faceAngle.y = m.intendedYaw + end + mario_set_forward_vel(m, 10.0) + m.vel.y = 35.0 + set_mario_action(m, ACT_DIVE, 0) + end + + -- Ground Pound Twirl + if m.action == ACT_GROUND_POUND and (m.input & INPUT_A_PRESSED) ~= 0 then + twirling = true + twirl_counter = 0 + m.vel.y = 40.0 + set_mario_action(m, ACT_TWIRLING, 0) + end + + -- Ground Pound Jump (From: mods/extended-moveset.lua) + if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then + set_mario_action(m, ACT_TRIPLE_JUMP, 0) + end + + -- Disable Fall Damage + m.hurtCounter = 0 + m.health = 0x880 +end + +function frame_check() + local m = gMarioStates[0] + + twirl_counter = twirl_counter + 1 + if twirling and twirl_counter >= twirl_count then + twirling = false + twirl_counter = 0 + set_mario_action(m, ACT_FORWARD_ROLLOUT, 0) + end + + -- Character Heights (Y) + characterHeight = math.floor(m.pos.y) + if mod_active(MOD_NAME) then + mapPad = 16390 + characterHeight = math.floor((mapPad + (32000 * (m.area.index - 1)) + m.pos.y) / 10) + end + + if enable_character_height then + gPlayerSyncTable[0].height = characterHeight + for i = 0, MAX_PLAYERS - 1 do + network_player_set_description(gNetworkPlayers[i], "Y: " ..tostring(gPlayerSyncTable[i].height), 255, 255, 255, 255) + end + end +end + +function HeightToggle(msg) + if enable_character_height == false then + djui_popup_create("Only Up 64 Plugin: \n\\#00C7FF\\Showing Y position", 1) + elseif enable_character_height == true then + djui_popup_create("Only Up 64 Plugin: \n\\#A02200\\Hiding Y position", 1) + end + enable_character_height = not enable_character_height + return true +end + +function MovesetToggle(msg) + if enable_only_up_moveset == false then + djui_popup_create("Only Up 64 Plugin: \n\\#00C7FF\\Moveset Toggled", 1) + elseif enable_only_up_moveset == true then + djui_popup_create("Only Up 64 Plugin: \n\\#A02200\\Moveset Disabled", 1) + end + enable_only_up_moveset = not enable_only_up_moveset + return true +end + +hook_event(HOOK_ON_HUD_RENDER, print_character_height) +hook_event(HOOK_MARIO_UPDATE, mario_update) +hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action) +hook_event(HOOK_UPDATE, frame_check) + +hook_mario_action(ACT_KAZE_AIR_HIT_WALL, { every_frame = act_kaze_air_hit_wall }) +hook_mario_action(ACT_KAZE_DIVE_SLIDE, { every_frame = act_kaze_dive_slide }) +hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity }) + +hook_chat_command('only-up-height', '- Toggle displaying character height on HUD and player list', HeightToggle) +hook_chat_command('only-up-moveset', '- Toggle Only Up 64 Moveset', MovesetToggle)