N64 Mario

N64 Mario V3.3

@Rueven I just saw the trailer for your n64 mario update, and i'm genuinely super impressed at how far the mod's come since the first release.

The renders alone have improved massively, everything looks so much smoother now!

There's just one little thing i'd like to check to make sure you're aware of that could potentially push him even further, srb2 actually does have a system in place for 16-angle sprites as opposed to the standard 8-angle, and it's actually not that difficult to use.
1688244688421.png

https://wiki.srb2.org/wiki/Sprite
You essentially just have to add extra sprites in-between the standard rotation angles, and it'll just kinda... work, no weird definition jank needed.
With it, you could make n64 mario feel even more "3d", so to speak.

If you don't wanna go through the extra effort of rendering out all those extra sprites and putting them in the mod, that's entirely understandable, just wanted to make sure you knew about this feature since it is a bit obscure.
 
@Rueven I just saw the trailer for your n64 mario update, and i'm genuinely super impressed at how far the mod's come since the first release.

The renders alone have improved massively, everything looks so much smoother now!

There's just one little thing i'd like to check to make sure you're aware of that could potentially push him even further, srb2 actually does have a system in place for 16-angle sprites as opposed to the standard 8-angle, and it's actually not that difficult to use.
View attachment 95095
https://wiki.srb2.org/wiki/Sprite
You essentially just have to add extra sprites in-between the standard rotation angles, and it'll just kinda... work, no weird definition jank needed.
With it, you could make n64 mario feel even more "3d", so to speak.

If you don't wanna go through the extra effort of rendering out all those extra sprites and putting them in the mod, that's entirely understandable, just wanted to make sure you knew about this feature since it is a bit obscure.
I knew about this feature for a while. I didn't use this feature as it would essentially double the rendering time (I already rendered out 2 characters' worth of sprites thanks to Metal Mario).
I'm not gonna say never to this because I did reanimate and rerender the entirety of the mod's sprites, adding way more animation frames in the process. Who knows, I might implement this in the future.
Post automatically merged:

Thanks for the suggestion.
 
Now, I need to ask, If I get a CDC from Nintendo for this Character, will you also take out your video? Just in case? :cool:
 
hes really fun and has well made sprites i like em! but he does make alot of lag for me in some levels like deep sea act 2, castle eggman act 2, arid canyon act 2, and haunted heights. i thought i knew the problem i thought it was the coins but i tested some more in multiplayer its not its something else i tried turning off the health to see if its maybe the hearts but those just got replaced with 10 rings instead of the monitor it used to be. i would really like it if this could be optimized more but hes still pretty fun.
 
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Whoever thinks this N64 Mario render doesnt look like something from N64 is not a human being.

(Probably not funny) Joke aside,the mod is really well made! The "Superman" glitch is really fun to do,and its a fun alternative to BLJ (i dont like that move at all since how much that is broken and its re-used multiple times in SM64 Speedruns).

An extra shout-out to those 2.0 and 3.0 trailers,as they capture the feeling of those Japanese N64 Promo Comercials . Like seriously,i liked the fact that the Sonic's 32nd Anniversary Cake gets ruined by Mario and then gets ate by him (kinda a nod to the cake in SM64?).
Though im not sure why do Adventure Sonic,Samus and E-102 Gamma appear in the 3.0 Trailer,given how N64 Mario is older than any of 3 other characters' first Mainline 3D appearances (Sonic R and Fighters + Samus' Smash Bros N64 appearance dont count). I still like the amount of detail which is put in rendering the trailers.
 
Being able to damage bosses with the "Mid Air Kick" got broken in this update. If this was an intentional change, it's not 100% faithful to how Super Mario 64 handles this action.

https://github.com/n64decomp/sm64/b...1d61366cb3f7ba7d7/src/game/interaction.c#L186

In the sm64 code, there is no height check in this interaction. Perhaps its getting overridden or cancelled by a damage from below interaction or something?

EDIT: I figured it out. It's only if you mid air kick walking off a ledge. Doing a triple punch on flat ground works as intended. Seems like a bug?
 
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Midair Kick is still bugged in 3.1, the flags for kicking are not removed when the kicking animation is over.
As a result, after kicking you can still hurt bosses, and get coins from enemies instead of the normal behavior of just stomping them.
 
God I love the fact that he uses those Pre-Rendered sprites, imagine we get a game that looks like that
 
I got damaged by a lavafall on a rollout rock and was teleported several miles into the air alongside a large amount of console spam:
Code:
WARNING: C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:5008: C stack overflow
stack traceback:
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:5008: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:5006>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    ...
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
WARNING: C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4471: C stack overflow
stack traceback:
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4471: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4470>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    ...
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
WARNING: C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4552: C stack overflow
stack traceback:
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    ...
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
WARNING: C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4552: C stack overflow
stack traceback:
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4552: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    ...
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
WARNING: ...:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_RKYKICK.lua:391: C stack overflow
stack traceback:
    ...:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_RKYKICK.lua:391: in function <...:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_RKYKICK.lua:390>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    ...
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
    [C]: ?
    C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4580: in function <C:\katsy\srb2\CL_N64MarioV3.1.pk3|lua/LUA_SGCR.lua:4551>
 
For the ground pound jump it seems you have to be holding jump by the time Mario hits the ground to get the increased height and the different pose, but the sound effect for ground pound jumping still plays if you do it within a certain amount of frames.
This behavior isn't the same for ground pound rolling, if you press spin after doing a ground pound you can still perform the move.
 
This character has a health meter, right? I want to work him into Annie's healing script so she can replenish his health at a better rate than the equivalent of 1 or 2 Rings per second, but I've been looking at the code and I can't identify the health variable. A bit of help, please?
 

Attachments

  • Annie - Healing.txt
    8.9 KB · Views: 53
  • CL_Annie-Belnades.pk3
    413.6 KB · Views: 50
  • SRB2 Addon Ideas - The Belnades Sisters.pdf
    361.1 KB · Views: 53

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