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Typically, Mario's position is updated incrementally using his velocity. These increments are called '''steps''', and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as '''quarter steps''' or | Typically, Mario's position is updated incrementally using his velocity. These increments are called '''steps''', and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as '''quarter steps''' or colloquially '''quarter frames'''. | ||
Steps are also responsible for detecting collision with [[surfaces]], updating Mario's [[referenced surfaces]], and updating Mario's [[Water|water level]]. However, quarter steps don't detect object collisions or warps. | Steps are also responsible for detecting collision with [[surfaces]], updating Mario's [[referenced surfaces]], and updating Mario's [[Water|water level]]. However, quarter steps don't detect object collisions or warps. | ||
== Stationary Step == | |||
https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L236 | |||
# Mario's x and z forward velocity and sliding velocity is set to 0 | |||
# mario_update_moving_sand | |||
# mario_update_windy_ground | |||
# If updated by moving sand or windy ground, return perform_ground_step | |||
# Else, set Mario's y position to the floor, (possibly causing a [[downwarp]]), and update graphics. Return GROUND_STEP_NONE. | |||
Also see [[Idle#stationary ground step]] | |||
== Air Step == | == Air Step == | ||
''Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.'' | ''Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.'' | ||
When an action performs a ''common'' air step, the first thing Mario does is update his horizontal velocity/sideways position via [[straining]]. This is only for the common air step and is not part of the quarter-frame checks. | When an action performs a ''common'' air step, the first thing Mario does is update his horizontal velocity/sideways position via [[straining]]. This is only for the common air step and is not part of the quarter-frame checks. | ||
=== Quarter-Frame Checks === | === Quarter-Frame Checks === | ||
After that is updated, the movement is split into "quarter-steps" that breakdown Mario's movement and determine what his outcome of each step is. The checks for the quarter-steps are as follows: | After that is updated, the movement is split into "quarter-steps" that breakdown Mario's movement and determine what his outcome of each step is. The checks for the quarter-steps are as follows: | ||
# The position a quarter of Mario's velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks. | # The position a quarter of Mario's velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks. | ||
## If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he '''lands'''. | ## If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he '''lands'''. | ||
## If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he '''hits a wall'''. | ## If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he '''hits a wall'''. | ||
## If the action has the "riding shell" flag and the water level at the position is above the position's floor (up to 78 units above the position): | ## If the action has the <span style="color:green;">"riding shell" flag</span> and the water level at the position is above the position's floor (up to 78 units above the position): | ||
##* The floor height from here on is the water height. | ##* The floor height from here on is the water height. | ||
##* The floor from this point on is a "fake" floor on the surface of the water. | ##* The floor from this point on is a "fake" floor on the surface of the water. | ||
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## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero: | ## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero: | ||
##* Mario's vertical velocity is set to zero. | ##* Mario's vertical velocity is set to zero. | ||
##* If the ceiling above Mario is hangable and the air step has the "check hang" flag, Mario '''hangs'''. (Since this did not use the new position's ceiling/location, this is potentially a [[Hangable Ceiling Upwarp|hangable-ceiling upwarp.]]) | ##* If the ceiling above Mario is hangable and the air step has the <span style="color:green;">"check hang" flag</span>, Mario '''hangs'''. (Since this did not use the new position's ceiling/location, this is potentially a [[Hangable Ceiling Upwarp|hangable-ceiling upwarp.]]) | ||
##* Otherwise, '''nothing happens'''. | ##* Otherwise, '''nothing happens'''. | ||
## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative: | ## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative: | ||
##* If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he '''lands'''. | ##* If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he '''lands'''. | ||
##* Otherwise, Mario's height is set to the new height and he '''hits a wall'''. | ##* Otherwise, Mario's height is set to the new height and he '''hits a wall'''. | ||
## If there is a wall 30 units above the position but not 150 units above the position and the air step has the "check ledge grab" flag: | ## If there is a wall 30 units above the position but not 150 units above the position and the air step has the <span style="color:green;">"check ledge grab" flag</span>: | ||
##* If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario '''ledge grabs'''. (Potentially a [[GLG]]) | ##* If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario '''ledge grabs'''. (Potentially a [[GLG]]) | ||
##* Otherwise Mario's position is set to the new position, his floor and floor height are updated, and '''nothing happens'''. | ##* Otherwise Mario's position is set to the new position, his floor and floor height are updated, and '''nothing happens'''. | ||
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# Mario tracks his "exit", with '''nothing happens''' being tracked if the whole process completed four times. | # Mario tracks his "exit", with '''nothing happens''' being tracked if the whole process completed four times. | ||
=== Perform Air Step === | |||
# Set Mario's wall to null | |||
# (this is a loop) Do 4 times: | |||
## Let the next intended position be Mario's position plus velocity/4 | |||
## Perform an air quarter step, where "new position" means "next intended position" btw, as shown above | |||
## If nothing happens, continue loop, else exit loop | |||
# Let stepResult be the result of the last air quarter step performed | |||
# If Mario's y velocity is positive, set peak height to Mario's y position (the peak height field is used for things like fall damage) | |||
# Mario's step noise is updated based on his floor. | |||
# If Mario is not flying, [[Gravity#Mario|gravity]] is applied. | |||
#[[Vertical Wind|Vertical wind]] is now applied/accounted for. | |||
# Mario's visual position is updated to Mario's position. | |||
# Mario's yaw is updated to match the in-game angle. | |||
# Return stepResult | |||
=== Common Air Step Results === | === Common Air Step Results === | ||
If doing a common air step, Mario now decides what to do based off the "exit" from | If doing a common air step, Mario now decides what to do based off the "exit" from Perform Air Step. Here is what he does for each exit: | ||
* '''Nothing Happens''': | * '''Nothing Happens''': | ||
** Mario's animation is now applied. | ** Mario's animation is now applied. | ||
* '''Lands''': | * '''Lands''': | ||
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*** Mario plays a noise depending on whether or not he is wearing a metal cap. | *** Mario plays a noise depending on whether or not he is wearing a metal cap. | ||
** If Mario's forward velocity is more than 16 and he is not in contact with a physical wall/surface (i.e. OOB): | ** If Mario's forward velocity is more than 16 and he is not in contact with a physical wall/surface (i.e. OOB): | ||
*** A different sound is played, but Mario's yaw is not reflected. | *** A different sound is played, but Mario's yaw is not reflected. | ||
** If Mario is in contact with a wall, his action is set to the [[Air Hit Wall|air hit wall]] action. | ** If Mario is in contact with a wall, his action is set to the [[Air Hit Wall|air hit wall]] action. | ||
** If Mario is not in contact with a wall (i.e. hitting OOB): | ** If Mario is not in contact with a wall (i.e. hitting OOB): | ||
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** If Mario is not wearing a metal cap, he is hurt 12 (or 18 without his hat). | ** If Mario is not wearing a metal cap, he is hurt 12 (or 18 without his hat). | ||
** Mario plays the noise for being burned. | ** Mario plays the noise for being burned. | ||
** The camera preset is set to the area's default preset. | ** The camera preset is set to the area's default preset. | ||
** Mario enters the [[Lava Boost|lava boost]] action while dropping any held objects and no longer riding a shell. | ** Mario enters the [[Lava Boost|lava boost]] action while dropping any held objects and no longer riding a shell. | ||
=== Common Air Knockback Step === | |||
Similar to Common Air Step, it uses the "exit" from Perform Air Step. This function takes in a '''''landing action''''', a '''''hard fall action''''', and a '''''speed'''''. | |||
Before calling Perform Air Step, it sets Mario's speed to '''''speed'''''. | |||
Common Air Knockback Step can cancel into [[Feet Stuck In Ground]], '''''landing action''''', and '''''hard fall action'''''. | |||
Mario cannot '''Hang''' or '''Ledge Grab'''. '''Nothing Happens''' and '''Lava Wall Boosts''' (contains cancel [[Lava Boost]]) are the same as for Perform Air Step. | |||
* '''Lands''' | |||
** If should get stuck in ground, drop and set action to [[Feet Stuck In Ground]] | |||
** If y-velocity less than negative 55 and floor is not lava, | |||
*** If fell more than 3000 units, shake camera, play MARIO_SOUND_ATTACKED, and drop and set mario action to the '''''hard fall action''''' with argument 4 | |||
*** Else if fell more than 1500 units and floor is not slippery | |||
**** Hurt counter += 8 if cap, else 12 | |||
**** Squish counter += 30 | |||
** If neither of the first two checks canceled, set action to '''''landing action''''' (not changing the action argument, though there are differences in the Japanese version where the [[Thrown Forward]] and [[Thrown Backward]] intermediate actions cause the landing action argument to be hurtCounter) | |||
* '''Hits a wall''' | |||
** Change to the background air kb Animation | |||
** If Mario's wall is not null | |||
*** Mario's facingAngle[1] = wallAngle - (s32)(facingAngle[1] - wallAngle) | |||
**** basically this step added two wallAngle | |||
*** play either METAL_BONK or BONK sound | |||
** else | |||
*** play HIT sound | |||
** facingAngle[1] += 0x8000 | |||
** Cap vel[1] to 0 | |||
** Set forward velocity to negative '''''speed''''' (and update slide and xz velocities to match) | |||
[[Category:Action Mechanics]] | [[Category:Action Mechanics]] |
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