The all-in-one lua script that lets you precisely control your inputs - regardless of camera angles! Simply download these files and mupen64-rr-lua, then run InputDirection_dev.lua
to get started.
- Match Yaw
- holds the joystick input that most closely corresponds to Mario's facing angle
- Reverse Angle
- same as
Match Yaw
but for the opposite direction
- same as
- Match Angle
- holds the joystick in the direction of the specified angle
- .99
- hold a joystick angle that makes Mario's speed go to 31.99 or 47.99 speed for 1 frame (when possible)
- Always
- constantly
.99
strain
- constantly
- Dyaw
- makes
Match Yaw
hold an offset from Mario's facing angle
- makes
- Atanstrain
- Strains over
N
frames in a way to gain more distance. IfMatch Angle
is enabled it will use the input field instead (includingDyaw
)
- Strains over
- I
- With
AtanStrain
enabled it does the inputs in reverse order
- With
- E
- Changes the power of 10 step for
R
N
D
andS
- Changes the power of 10 step for
- R
- Ratio of forwards movement over sideways movement
- D
- Displacement (offset)
- N
- Amount of frames to arcotan strain (can use .25 increments for quarter steps)
- S
- Frame to start arcotan straining
- Left/Right
- determines the direction of the
.99
strain,Dyaw
andAtanstrain
- determines the direction of the
- Swim
- repeatedly presses A or B to swim optimally
- to change which button is pressed, replace the string inside the main script
- Record Ghost
- starts/stops recording a ghost for use with Frame's STROOP refactor (
tmp.ghost
is saved inInputDirection_dev
folder by default)
- starts/stops recording a ghost for use with Frame's STROOP refactor (
- Magnitude Control
- set a maximum magnitude to input
Speedkick
is a shortcut for a magnitude of 48High Mag
prioritizes magnitude over angleReset Mag
removes the the cap
- Set RNG
V
andI
denote whether you're entering a value or index, respectively. To use, click the Set RNG button and enter your value/index into the text field. It is updated in the game on the current frame, but due to the fact that the Lua is only redrawn at every VI, you won't see your updated RNG in the displayed variables. Frame advancing, however, will show the next value/index in the RNG function, demonstrating that your RNG was indeed set on the previous frame.
- Get Dist Moved
- once enabled, saves Mario's position and displays the distance from that point
Ignore Y
ignores the vertical distance
As an example: if Mario is facing angle 54600 and Match Angle
set to 2000, with Dyaw
and Right
selected, it will hold the input coresponding to angle 52600.
You can add your own colour schemes, or adjust the existing ones in Settings.lua
. To switch to dark mode, put Settings.Theme = Settings.Themes.Dark
inside the main script.