Skip to content

Red Coin System

Evanbowl edited this page Aug 16, 2024 · 2 revisions

Description

The Red Coin System is a recreation of the Red Coin game mechanic seen in older three-dimensional Super Mario titles, such as Super Mario 64 and Super Mario Sunshine.
Red Coins activate an event when all of them are collected, typically 8.

Required Files

File Path and Name Type Link
/LayoutData/RedCoinCounter.arc Custom Download
/LayoutData/RedCoinCounterPlayer.arc Custom Download
/ObjectData/RedCoin.arc Custom Download
/ObjectData/RedCoinSwitch.arc Custom Download

Setup and Usage

Red Coins must be linked to a Red Coin Controller through Group ID. Once all the linked Red Coins are collected, the SW_A event linked to the Red Coin Controller is activated.

RedCoinComplete
In this instance, a Power Star Spawner is linked to the Red Coin Controller.

Red Coin: Parameters and Usage

Parameter Name Type Name Default Value Purpose
Obj_arg0 float SW_B activation launch velocity 250 Defined below
Obj_arg1 bool Red Coin Counter Number Position false Defined below
Obj_arg3 bool Shadow Calculation Identical to Coin NA
Obj_arg4 int Pose Type Identical to Coin NA
Obj_arg5 float Shadow Drop Distance Identical to Coin NA
Obj_arg6 int Shadow Type Identical to Coin NA
Obj_arg7 bool Inside Bubble? Identical to Coin NA
SW_APPEAR Switch (Read) NA NA Appear
SW_A Switch (Write) NA NA Activates on coin collection
SW_B Switch (Read) NA NA Appear Pop
GroupId long Red Coin Group NA Links Red Coins to the Red Coin Controller

RedCoinAppears
These Red Coins are spawned using SW_B. In this example, this functionality is used to allow Red Coins to pop out of Crystal Cages.
Using the DummyDisplayModelTable module, a custom Display Model entry can be added for the Red Coins.
This will allow any object that supports DummyDisplayModel functionality to contain a Red Coin.

RedCoinLayoutBehaviors
Obj_arg1 determines the number layout behavior. The left Red Coin is set to default (-1), which means the number will appear and follow the Red Coin's position. The right Red Coin has Obj_arg1 set to 0, which causes the number to follow the player instead.

Red Coin Controller: Parameters and Usage

Parameter Name Type Name Default Value Purpose
Obj_arg0 bool Reward Coins true Defined below
Obj_arg1 long Power Star Check 0 (Disabled) Defined below
Obj_arg2 long Picture Font Icon ID 55 (Power Star) Defined below
Obj_arg3 long Layout Visibility Behavior -1 Defined below
SW_A Switch (Write) NA NA Activates when all linked Red Coins are collected.
GroupId long Red Coin Group NA Links the Red Coin Controller to the Red Coins.

Obj_arg0 determines if two Coins should be rewarded when a Red Coin is collected. This is true by default.

RedCoinCounterStar
Object arguments 1 and 2 determine the small star icon. This icon only appears when the Star ID defined in Obj_arg1 is collected. Obj_arg2 determines the Picture Font Icon ID to display.
If Icon 0x72 (Bronze Power Star) is desired, then Obj_arg2 would be set to 114.
The tool BRFNTify Next can be used to determine Font Icon IDs if you are unsure of the ID.
This feature is entirely optional, it is disabled by default.

Obj_arg3 determines the RedCoinCounter's visibility behavior. Default (-1) sets the layout to appear on collection of the first coin.
Setting it to 0 will cause the layout to be constantly visible, until all linked Red Coins are collected.