The code that calls for Mario's unique waterslide animation was being applied to every character. Oops.
Here's a small interim update to play with as I've been tinkering with this mod a lot after making the Ring Racers N64 Promo Bros. mod.
- Redone crouch sliding to be drawangle-dependent.
- Fixed the Slide Kick and Crouch conflicting with pain states.
- Reordered the code to overall be more efficient in terms of hooks. The Triple Jump counter has been made more lenient to account for this.
- Mario's victory theme now plays when he fails to reach the ground.
- The Ground Pound Jump's timing has been made more lenient.
- New sprites for the heart, coins, 1UP, Power Star, and Power meter.
- .WAV files are replaced with .OGG files for the sake of filesize, neatness, and consistency. Some audio tweaks were made as well.
- The Ground Pound no longer jolts him closer to the ceiling in antigrav.
- Mario's NiGHTS mode checks are more accurate, so he'll no longer think he's in NiGHTS mode when in Multiplayer Special Stages.
- Mario's ring checks are more accurate, so any ring source will heal him accordingly. The old check is still used for when the ring counter's maxed out.
- Coins spawned from enemies have bigger hitboxes to prevent their collections not counting. They will also always play the 64 coin sound regardless of character skin.
- Mario now has a pushing animation.
- Mario's crawling animation now speeds up or slows down depending on his speed. It was also given footstep support.
- Mario no longer locks up when cancelling a swim while swim drilling.
- Carry states properly reset Mario, so he'll face the correct angle when jumping and can Lunge in scenarios he previously couldn't.
- Metal Mario has a buffed Ground Pound that can kill enemies and destroy spikes with the shockwave.
- Console commands have been reverted and made admin-exclusive to prevent resyncs in netgames.
- A new animation system has been implemented. It's only used for the Side Somersault at the moment, but it'll be used for any custom states Mario has to shave off freeslots.
- Health system has been tweaked to prevent desyncs.
- Mario descends faster after Ground Pounding through a breakable floor.
- Mario's sounds now have proper captions.
- Mario's preferred opposite colors have been changed for the signpost and CSS.
- Invincible Mario is no longer affected by colormaps. The sparkles he emits are adjusted to reflect how he doesn't react to lighting.
- Axis2D support has been completely dropped, due to remaining in a broken state as of this update.
- General QoL tweaks and bugfixes.
Due to life obligations, progress on Luigi has been on hold during the development of this update. Sorry for saying this update will include him.
If for whatever reason, V3.4 ends up being the final update, it's been a fun time.
It's Mar10 Day, so here's an update full of bugfixes and slight revamps.
- Side Somersault no longer causes resyncs in Simple/Automatic mode in netgames.
- Sweep Kick now works in 2D mode. Don't know about Axis2D, though.
- Health slightly revamped. It now visually lags behind when healing or depleting. Every source of healing now makes an audio cue. Low health alarms are more accurate now.
- Console commands revamped. Health now uses "n64power" as the command. The commands are now local but no longer save.
- Audio and visual tweaks to further match SM64.
- Mario now only takes up 24 sprite2 slots instead of a whopping 46 slots! It may be lowered again in the future.
- Mario now properly leaves his victory state when the criteria is no longer met. Invincibility properly cuts itself short as well.
- Metal Mario now reacts to lighting while Invincible Mario glows in the dark.
- Offsets adjusted on some angles (I'm not rerendering these.)
- Mario has 16-angled sprites in 2 NiGHTs mode animations: idle and stun.
- Some other smaller fixes.
- Apparently, a check for Mario's kick animation was missed when fixing the kick bug. Its pre-V3.1 behavior has been restored with the fix still intact.
- Fire damage has been adjusted to prevent a rare bug in which Mario takes fire damage multiple times, causing stack overflows and instant upwarps.
- Minor animation changes.
- Reduced lag.
- Coins are now separate objects.
- Kick bug has been fixed.
- As a little apology, Mario now has 16 angled sprites.
To celebrate the mod's (late) 2 year anniversary counting the start of its development time, here's a major update.
- Complete visual and audio revamp.
- Many, many bugfixes.
- Mario can now break minecart doors and escape minecarts.
- Crawling and swimming now has analog control.
- Mario's moves now adjust according to his scale.
- Ringslinger game modes now use ring monitors instead of hearts.
- Mario now adjusts control styles correctly in Ringslinger.
- Mario's Slide and Sweep Kicks can now break spikes, break minecart doors, and spawn coins from enemies.
- Mario can no longer break spikes by Ground Pounding, but he can break them by punching and kicking instead.
- Coins from enemies now attract to Mario when he has the Attraction or Electric shields.
- Mario doesn't need to get air when finishing acts underwater in multiplayer.
- Mario's health now scales in splitscreen.
- New skin colors: Promo and Rokuyon. Promo is Mario's default color, and Rokuyon is an alternate with orange highlights to reference different versions of the original promo model.
- Some other changes I forgot since there's alot of changes.
Here's a render to celebrate the mod's 2 year anniversary.
- Added health.
- Wall Kick completely overhauled.
- Sprite overhaul.
- Bug fixes.
- Coins, 1UP, and Star added.
- Music was changed to Church of Kondo's remastered versions.
- Super transformation remapped to Custom 3.
- Minor touches to more closely match Mario's N64 titles.
- Fixed the Slide Kick allowing the player to Punch.
- Fixed the Punch combo "softlock" in goop.
- Added the punch combo and air kick.
- Redone the crouch sliding, added Sweep and Slide Kick.
- Added Triple Jump and Side Somersault.
- Visual effects for ground pounding.
- General bugfixes.
- Wall Kicks are added.
- Swimming is remapped back to Jump with the Swim Cancel left in Custom 1, so Mario can no longer Lunge Jump underwater.
- Swimming speed is buffed and Drill now stacks.
- Superman glitch was both fixed and made official. Instructions in Mod Overview.
- Lunge Jump is now more steerable and is way less buggy overall.
- Proper XMomentum and ChrispyTricks support is added.
- Run and Ground Pound land animations are updated.
- Mario can no longer roll before the Race countdown finishes.
- Mario's underwater check is made more accurate, so now he can no longer air swim in certain sections.
- Lunge Jump now gives its usual speed boost when Mario falls too fast.
- Mario is now CTF compatible, so he can no longer Lunge Jump or Wall Kick when carrying a flag.
- ...and some other details I probably forgot about.