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An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high level behavior such as Mario's movement while in the action, as well as transitions to other actions. | An '''action''' is a particular state that Mario can be in. [[Long Jump|Long jumping]], [[crouching]], and [[walking]] are examples of actions. Each action has code controlling high-level behavior such as Mario's movement while in the action, as well as transitions to other actions. Mario can only be in one action at a time. | ||
It is likely the game developers referred to actions as "states", as evidenced by the "STA" label on one of the debug menus. The name "action" was chosen by the community as a less ambiguous alternative. | It is likely the game developers referred to actions as "states", as evidenced by the "STA" label on one of the debug menus. The name "action" was chosen by the community as a less ambiguous alternative. | ||
If Mario's current action is hacked to be an invalid action value, the game will freeze, since such an action lacks associated code. There are | If Mario's current action is hacked to be an invalid action value, the game will either freeze or softlock, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two "pseudo-actions", 0x050 and 0x051, that immediately transition to another action. Specifically, they are "begin sliding" actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented. | ||
== Action groups == | == Action groups == | ||
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action. | An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action. | ||
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code. | These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Name !! Range start !! Range end !! Number of actions !! Description | ! Name !! Range start !! Range end !! Number of actions !! Description | ||
Line 21: | Line 18: | ||
| airborne || 0x080 || 0x0BF || 45 || moving in air | | airborne || 0x080 || 0x0BF || 45 || moving in air | ||
|- | |- | ||
| submerged || 0x0C0 || 0x0FF || 32 || | | submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap | ||
|- | |- | ||
| cutscene || 0x100 || 0x13F || 51 || no control of mario | | cutscene || 0x100 || 0x13F || 51 || no control of mario | ||
Line 29: | Line 26: | ||
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects | | object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects | ||
|} | |} | ||
The "uninitialized" action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario's behavior and is implemented differently than regular actions. | The "uninitialized" action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario's behavior and is implemented differently than regular actions. | ||
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups. | Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups. | ||
== Action flags == | == Action flags == | ||
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags. | Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Bit !! Name !! Example properties | ! Bit !! Name !! Example properties | ||
|- | |- | ||
| 9 || stationary || | | 9 || stationary || increases deceleration in water | ||
|- | |- | ||
| 10 || moving || affects buoyancy in water, push speed of horizontal wind | | 10 || moving || affects buoyancy in water, push speed of horizontal wind | ||
|- | |- | ||
| 11 || airborne || allows stomping on enemies, knockback behavior, disallows lava boost | | 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows [[Lava Boost|lava boost]] | ||
|- | |- | ||
| 12 || intangible || disallows object interaction | | 12 || intangible || disallows object interaction | ||
Line 85: | Line 78: | ||
| 31 || throwing || something to do with particle effects; details not yet known | | 31 || throwing || something to do with particle effects; details not yet known | ||
|} | |} | ||
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, [[Air Throw Land|air throw landing]], which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances.<ref>[https://www.youtube.com/watch?v=c8iD58RQ1nw "Air Throw Landing (Commentated)" by bad_boot]</ref> | |||
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances<ref>https://www.youtube.com/watch?v=c8iD58RQ1nw</ref>. | == Frame == | ||
Whenever within a frame, <code>execute_mario_action</code> is called, and Mario's action is not uninitialized (i.e. 0), the following happens: | |||
# '''Reset Mario's model'''. The model animation will be updated within the action. | |||
# Why is so <code>update_mario_inputs</code> so complicated? Not even going into that. | |||
# '''Special floors:''' | |||
## If Mario's floor type is the death plane or... vertical wind, check warps, play SOUND_MARIO_WAAAOOOW. | |||
## If Mario's floor type is a warp, check warps. | |||
## If Mario's floor type is the [[The Princess's Secret Slide|PSS]] start or end tiles, start or end the timer. | |||
## If Mario's action does not have the (11) air or (13) swimming flags, the floor is SURFACE_BURNING (lava?), and Mario is not riding a shell and mario's is less than 10 units above the floor. | |||
### Damage if not wearing metal cap, and set action to [[Lava Boost]]. | |||
#If Mario's floor type is null ('''OOB'''), exit. | |||
# <code>mario_process_interactions</code> ('''Interact with objects'''). '''This can change mario's action'''. | |||
## First, loop over every object's interaction handlers. | |||
### If the interactType of the handler is one of the types Mario can currently collide with... | |||
#### Unset that type. ''(Basically Mario cannot interact with two objects of the same interaction type.)'' | |||
#### If the object's interaction status is not INT_STATUS_INTERACTED, ''call the handler'' | |||
## Decrement the invincibility timer | |||
## Call <code>check_kick_or_punch_wall</code>. ''(Basically, Mario still gets speed from kicking, punching, or "tripping" (idk what this flag name means) a wall, even if the action changes.)'' | |||
## Remove the punching, kicking, and tripping flags from Mario. | |||
## If (not interacting with door) sDisplayingDoorText = FALSE | |||
## If (not interacting with warp) sJustTeleported = FALSE | |||
# '''Loop: Call the function that executes Mario's current action'''. Each action has associated code as stated above. Whenever the function is called, it can return <code>TRUE</code>, continuing the loop. Theoretically, there could be an infinite loop, however such a subframe transition sequence has not been found.<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L1717-L1747</ref> | |||
#* To be more accurate, each action ''group'' has a function. That function is called. That group-action function may do behaviour shared across all actions of the group before calling the action function. | |||
#* Actions often call <code>set_mario_action</code>, which returns <code>TRUE</code> and processes yet another action. | |||
#** Beyond merely setting the action, <code>set_mario_action</code> also gives some actions various side effects. These are: [[Walking]], [[Hold Walking]], [[Begin Sliding]], [[Hold Begin Sliding]], [[Double Jump]], [[Backflip]], [[Triple Jump]], [[Flying Triple Jump]], [[Water Jump]], [[Hold Water Jump]], [[Burning Jump]], [[Riding Shell Jump]], [[Jump]], [[Hold Jump]], [[Wall Kick Air]], [[Top of Pole Jump]], [[Side Flip]], [[Steep Jump]], [[Lava Boost]], [[Dive]], [[Long Jump]], [[Slide Kick]], [[Jump Kick]], [[Metal Water Jump]], [[Hold Metal Water Jump]], [[Emerge From Pipe]], [[Star Fall]], [[Spawn Spin Airborne]], [[Special Exit Airborne]], and [[Special Death Exit]]. | |||
#*** Additionally, for all airborne actions, Mario's peak height is set to his y position, and the <code>MARIO_UNKNOWN_08</code> flag is set. | |||
#** Sometimes the action itself does not return the <code>TRUE</code> from this function; so it is possible for an action function to call <code>set_mario_action</code>.twice, which cancels the first action (but possibly with side effects) | |||
# '''Update Mario's model''' for quicksand and squishing, adjust the '''camera''', when submerged adjust the camera and spawn '''bubbles''', update '''health''', update '''cap''' hitbox and model, process wind and infinite stairs '''music'''. | |||
# Set <code>oInteractionStatus</code> to 0. | |||
<code>execute_mario_action</code> is only called by <code>bhv_mario_update</code>, which after all of this is also responsible for spawning particles.<ref>https://github.com/n64decomp/sm64/blob/master/src/game/object_list_processor.c#L267</ref> | |||
== References == | == References == | ||
<references/> | |||
{{actions}} | |||
[[Category:Action Mechanics]] |
Latest revision as of 20:46, 18 June 2024
An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high-level behavior such as Mario's movement while in the action, as well as transitions to other actions. Mario can only be in one action at a time.
It is likely the game developers referred to actions as "states", as evidenced by the "STA" label on one of the debug menus. The name "action" was chosen by the community as a less ambiguous alternative.
If Mario's current action is hacked to be an invalid action value, the game will either freeze or softlock, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two "pseudo-actions", 0x050 and 0x051, that immediately transition to another action. Specifically, they are "begin sliding" actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.
Action groups
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.
Name | Range start | Range end | Number of actions | Description |
---|---|---|---|---|
stationary | 0x001 | 0x03F | 36 | stopped while on ground |
moving | 0x040 | 0x07F | 40 | moving while on ground |
airborne | 0x080 | 0x0BF | 45 | moving in air |
submerged | 0x0C0 | 0x0FF | 32 | in water, including with metal cap |
cutscene | 0x100 | 0x13F | 51 | no control of mario |
automatic | 0x140 | 0x17F | 17 | restricted control of mario |
object | 0x180 | 0x1BF | 10 | relating to picking up or releasing objects |
The "uninitialized" action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario's behavior and is implemented differently than regular actions.
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.
Action flags
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.
Bit | Name | Example properties |
---|---|---|
9 | stationary | increases deceleration in water |
10 | moving | affects buoyancy in water, push speed of horizontal wind |
11 | airborne | allows stomping on enemies, affects knockback behavior, disallows lava boost |
12 | intangible | disallows object interaction |
13 | swimming | affects knockback behavior |
14 | metal water | affects knockback behavior, lessens gravity and terminal velocity |
15 | short hitbox | shortens Mario's object hitbox from 160 to 100 |
16 | riding shell | makes water surface a tangible floor, allows attacking objects |
17 | invulnerable | disables certain interactions involving damage or knockback |
18 | butt/stomach slide | Klepto checks this flag; details not yet known |
19 | diving | determines which picking-up action is used, affects water entry |
20 | on pole | cannot grab pole when previous action has this flag set |
21 | hanging | affects knockback behavior |
22 | idle | animation plays when collecting cap, allows reading signs |
23 | attacking | slightly affects whether an object can pick Mario up |
24 | interruptable by wind | allows entering the vertical wind action |
25 | control jump height | strengthens gravity when not holding A on ascent |
26 | allow first person | allows C-up to affect action behavior |
27 | pause exit | the level exit option is shown in the pause menu |
28 | swimming/flying | unused by the game |
29 | water/text | unused by the game |
31 | throwing | something to do with particle effects; details not yet known |
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances.[1]
Frame
Whenever within a frame, execute_mario_action
is called, and Mario's action is not uninitialized (i.e. 0), the following happens:
- Reset Mario's model. The model animation will be updated within the action.
- Why is so
update_mario_inputs
so complicated? Not even going into that. - Special floors:
- If Mario's floor type is the death plane or... vertical wind, check warps, play SOUND_MARIO_WAAAOOOW.
- If Mario's floor type is a warp, check warps.
- If Mario's floor type is the PSS start or end tiles, start or end the timer.
- If Mario's action does not have the (11) air or (13) swimming flags, the floor is SURFACE_BURNING (lava?), and Mario is not riding a shell and mario's is less than 10 units above the floor.
- Damage if not wearing metal cap, and set action to Lava Boost.
- If Mario's floor type is null (OOB), exit.
mario_process_interactions
(Interact with objects). This can change mario's action.- First, loop over every object's interaction handlers.
- If the interactType of the handler is one of the types Mario can currently collide with...
- Unset that type. (Basically Mario cannot interact with two objects of the same interaction type.)
- If the object's interaction status is not INT_STATUS_INTERACTED, call the handler
- If the interactType of the handler is one of the types Mario can currently collide with...
- Decrement the invincibility timer
- Call
check_kick_or_punch_wall
. (Basically, Mario still gets speed from kicking, punching, or "tripping" (idk what this flag name means) a wall, even if the action changes.) - Remove the punching, kicking, and tripping flags from Mario.
- If (not interacting with door) sDisplayingDoorText = FALSE
- If (not interacting with warp) sJustTeleported = FALSE
- First, loop over every object's interaction handlers.
- Loop: Call the function that executes Mario's current action. Each action has associated code as stated above. Whenever the function is called, it can return
TRUE
, continuing the loop. Theoretically, there could be an infinite loop, however such a subframe transition sequence has not been found.[2]- To be more accurate, each action group has a function. That function is called. That group-action function may do behaviour shared across all actions of the group before calling the action function.
- Actions often call
set_mario_action
, which returnsTRUE
and processes yet another action.- Beyond merely setting the action,
set_mario_action
also gives some actions various side effects. These are: Walking, Hold Walking, Begin Sliding, Hold Begin Sliding, Double Jump, Backflip, Triple Jump, Flying Triple Jump, Water Jump, Hold Water Jump, Burning Jump, Riding Shell Jump, Jump, Hold Jump, Wall Kick Air, Top of Pole Jump, Side Flip, Steep Jump, Lava Boost, Dive, Long Jump, Slide Kick, Jump Kick, Metal Water Jump, Hold Metal Water Jump, Emerge From Pipe, Star Fall, Spawn Spin Airborne, Special Exit Airborne, and Special Death Exit.- Additionally, for all airborne actions, Mario's peak height is set to his y position, and the
MARIO_UNKNOWN_08
flag is set.
- Additionally, for all airborne actions, Mario's peak height is set to his y position, and the
- Sometimes the action itself does not return the
TRUE
from this function; so it is possible for an action function to callset_mario_action
.twice, which cancels the first action (but possibly with side effects)
- Beyond merely setting the action,
- Update Mario's model for quicksand and squishing, adjust the camera, when submerged adjust the camera and spawn bubbles, update health, update cap hitbox and model, process wind and infinite stairs music.
- Set
oInteractionStatus
to 0.
execute_mario_action
is only called by bhv_mario_update
, which after all of this is also responsible for spawning particles.[3]