-- name: Character Select
-- description:\\#ffff33\\-- Character Select Coop v1.12.1 --\n\n\\#dcdcdc\\A Library / API made to make adding and using Custom Characters as simple as possible!\nUse\\#ffff33\\ /char-select\\#dcdcdc\\ to get started!\n\nCreated by:\\#008800\\ Squishy6094\n\n\\#AAAAFF\\Updates can be found on\nCharacter Select's Github:\n\\#6666FF\\Squishy6094/character-select-coop
-- pausable: false
-- category: cs

if incompatibleClient then return 0 end

-- localize functions to improve performance - main.lua
local mod_storage_load,tonumber,mod_storage_save,djui_popup_create,tostring,djui_chat_message_create,is_game_paused,obj_get_first_with_behavior_id,djui_hud_is_pause_menu_created,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,type,get_id_from_behavior,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,nearest_player_to_object,math_random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,min,math_min,math_ceil,math_abs,math_sin,minf,djui_hud_set_rotation,table_insert,djui_hud_print_text_interpolated,math_max,play_sound,play_character_sound,string_lower = mod_storage_load,tonumber,mod_storage_save,djui_popup_create,tostring,djui_chat_message_create,is_game_paused,obj_get_first_with_behavior_id,djui_hud_is_pause_menu_created,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,type,get_id_from_behavior,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,nearest_player_to_object,math.random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,min,math.min,math.ceil,math.abs,math.sin,minf,djui_hud_set_rotation,table.insert,djui_hud_print_text_interpolated,math.max,play_sound,play_character_sound,string.lower

menu = false
menuAndTransition = false
options = false
local credits = false
local creditsAndTransition = false
currChar = 1
local currOption = 1
local creditScroll = 0
local prevCreditScroll = creditScroll
local creditScrollRange = 0

local menuCrossFade = 7
local menuCrossFadeCap = menuCrossFade
local menuCrossFadeMath = 255 / menuCrossFade

local creditsCrossFade = 7
local creditsCrossFadeCap = creditsCrossFade
local creditsCrossFadeMath = 255 / creditsCrossFade

local TEX_HEADER = get_texture_info("char-select-text")
local TEX_OVERRIDE_HEADER = nil

---@param texture TextureInfo|nil
function header_set_texture(texture)
    TEX_OVERRIDE_HEADER = texture
end

local TEXT_PREF_LOAD_NAME = "Default"
local TEXT_PREF_LOAD_ALT = 1

--[[
    Note: Do NOT add characters via the characterTable below,
    We highly recommend you create your own mod and use the
    API to add characters, this ensures your pack is easy
    to use for anyone and low on file space!
]]

characterTable = {
    [1] = {
        saveName = "Default",
        currAlt = 1,
        hasMoveset = false,
        locked = false,
        [1] = {
            name = "Mario",
            description = {
                "The iconic Italian plumber himself!",
                "He's quite confident and brave,",
                "always prepared to jump into action",
                "to save the Mushroom Kingdom!",
            },
            credit = "Nintendo / Coop Team",
            color = { r = 255, g = 50,  b = 50  },
            model = E_MODEL_MARIO,
            offset = 0,
            forceChar = CT_MARIO,
            lifeIcon = gTextures.mario_head,
            starIcon = gTextures.star,
            camScale = 1.0,
        },
        [2] = {
            name = "Luigi",
            description = {
                "The other iconic Italian plumber!",
                "He's a bit shy and scares easily,",
                "but he's willing to follow his brother",
                "Mario through any battle that may",
                "come their way!",
            },
            credit = "Nintendo / Coop Team",
            color = { r = 50,  g = 255, b = 50  },
            model = E_MODEL_LUIGI,
            offset = 0,
            forceChar = CT_LUIGI,
            lifeIcon = gTextures.luigi_head,
            starIcon = gTextures.star,
            camScale = 1.0,
        },
        [3] = {
            name = "Toad",
            description = {
                "Princess Peach's little attendant!",
                "He's an energetic little mushroom",
                "that's never afraid to follow",
                "Mario and Luigi on their adventures!",
            },
            credit = "Nintendo / Coop Team",
            color = { r = 50,  g = 50,  b = 255 },
            model = E_MODEL_TOAD_PLAYER,
            offset = 0,
            forceChar = CT_TOAD,
            lifeIcon = gTextures.toad_head,
            starIcon = gTextures.star,
            camScale = 0.8,
        },
        [4] = {
            name = "Waluigi",
            description = {
                "The mischievous rival of Luigi!",
                "He's a narcissistic competitor",
                "that takes great taste in others",
                "getting pummeled from his success!",
            },
            credit = "Nintendo / Coop Team",
            color = { r = 130, g = 25,  b = 130 },
            model = E_MODEL_WALUIGI,
            offset = 0,
            forceChar = CT_WALUIGI,
            lifeIcon = gTextures.waluigi_head,
            starIcon = gTextures.star,
            camScale = 1.1,
        },
        [5] = {
            name = "Wario",
            description = {
                "The mischievous rival of Mario!",
                "He's a greed-filled treasure hunter",
                "obsessed with money and gold coins.",
                "He's always ready for a brawl if his",
                "money is on the line!",
            },
            credit = "Nintendo / Coop Team",
            color = { r = 255, g = 255, b = 50  },
            model = E_MODEL_WARIO,
            offset = 0,
            forceChar = CT_WARIO,
            lifeIcon = gTextures.wario_head,
            starIcon = gTextures.star,
            camScale = 1.0,
        },
    },
}

characterCaps = {}
characterCelebrationStar = {}
characterColorPresets = {}
characterAnims = {}
characterMovesets = {[1] = {}}
characterUnlock = {}

optionTableRef = {
    -- Menu
    openInputs = 1,
    notification = 2,
    menuColor = 3,
    anims = 4,
    inputLatency = 5,
    showLocked = 6,
    -- Characters
    autoPalette = 7,
    localMoveset = 8,
    localModels = 9,
    localVoices = 10,
    -- CS
    credits = 11,
    debugInfo = 12,
    resetSaveData = 13,
}

optionTable = {
    [optionTableRef.openInputs] = {
        name = "Open Binds",
        toggle = tonumber(mod_storage_load("MenuInput")),
        toggleSaveName = "MenuInput",
        toggleDefault = 1,
        toggleMax = 2,
        toggleNames = {"None", "Z (Pause Menu)", ommActive and "D-pad Down + R" or "D-pad Down"},
        description = {"Sets a Bind to Open the Menu", "rather than using the command."}
    },
    [optionTableRef.notification] = {
        name = "Notifications",
        toggle = tonumber(mod_storage_load("notifs")),
        toggleSaveName = "notifs",
        toggleDefault = 1,
        toggleMax = 2,
        toggleNames = {"Off", "On", "Pop-ups Only"},
        description = {"Toggles wheather Pop-ups and", "Chat Messages display"}
    },
    [optionTableRef.menuColor] = {
        name = "Menu Color",
        toggle = tonumber(mod_storage_load("MenuColor")),
        toggleSaveName = "MenuColor",
        toggleDefault = 0,
        toggleMax = 10,
        toggleNames = {"Auto", "Saved", "Red", "Orange", "Yellow", "Green", "Blue", "Pink", "Purple", "White", "Black"},
        description = {"Toggles the Menu Color"}
    },
    [optionTableRef.anims] = {
        name = "Menu Anims",
        toggle = tonumber(mod_storage_load("Anims")),
        toggleSaveName = "Anims",
        toggleDefault = 1,
        toggleMax = 1,
        toggleNames = {"Off", "On"},
        description = {"Toggles Animations In-Menu,", "Turning these off may", "Save Performance"}
    },
    [optionTableRef.inputLatency] = {
        name = "Scroll Speed",
        toggle = tonumber(mod_storage_load("Latency")),
        toggleSaveName = "Latency",
        toggleDefault = 1,
        toggleMax = 2,
        toggleNames = {"Slow", "Normal", "Fast"},
        description = {"Sets how fast you scroll", "throughout the Menu"}
    },
    [optionTableRef.showLocked] = {
        name = "Show Locked Chars",
        toggle = tonumber(mod_storage_load("showLocked")),
        toggleSaveName = "showLocked",
        toggleDefault = 1,
        toggleMax = 1,
        description = {"Toggles if Locked Characters", "Display In-Menu"}
    },
    [optionTableRef.autoPalette] = {
        name = "Auto-Apply Palette",
        toggle = tonumber(mod_storage_load("autoPalette")),
        toggleSaveName = "autoPalette",
        toggleDefault = 1,
        toggleMax = 1,
        description = {"If On, Automatically", "sets your palette to the", "Character's Preset if avalible"}
    },
    [optionTableRef.localMoveset] = {
        name = "Character Moveset",
        toggle = tonumber(mod_storage_load("localMoveset")),
        toggleSaveName = "localMoveset",
        toggleDefault = 1,
        toggleMax = 1,
        description = {"Toggles if Custom Movesets", "are active on compatible", "characters"}
    },
    [optionTableRef.localModels] = {
        name = "Locally Display Models",
        toggle = tonumber(mod_storage_load("localModels")),
        toggleSaveName = "localModels",
        toggleDefault = 1,
        toggleMax = 1,
        description = {"Toggles if Custom Models display", "on your client, practically", "disables Character Select if", "Toggled Off"}
    },
    [optionTableRef.localVoices] = {
        name = "Custom Voices",
        toggle = tonumber(mod_storage_load("localVoices")),
        toggleSaveName = "localVoices",
        toggleDefault = 1,
        toggleMax = 1,
        description = {"Toggle if Custom Voicelines play", "for Characters who support it"}
    },
    [optionTableRef.credits] = {
        name = "Credits",
        toggle = 0,
        toggleDefault = 0,
        toggleMax = 1,
        toggleNames = {"", ""},
        description = {"Thank you for choosing", "Character Select!"}
    },
    [optionTableRef.debugInfo] = {
        name = "Debugging Info",
        toggle = tonumber(mod_storage_load("debuginfo")),
        toggleSaveName = "debuginfo",
        toggleDefault = 0,
        toggleMax = 1,
        description = {"Replaces the Character", "Description with Character", "Debugging Information"}
    },
    [optionTableRef.resetSaveData] = {
        name = "Reset Save Data",
        toggle = 0,
        toggleDefault = 0,
        toggleMax = 1,
        toggleNames = {"", ""},
        description = {"Resets Character Select's", "Save Data"}
    },
}

creditTable = {
    {
        packName = "Character Select Coop",
        {creditTo = "Squishy6094",     creditFor = "Creator"},
        {creditTo = "AngelicMiracles", creditFor = "Concepts / CoopDX"},
        {creditTo = "AgentX",          creditFor = "Main Contributer / CoopDX"},
        {creditTo = "xLuigiGamerx",    creditFor = "Main Contributer"},
        {creditTo = "OneCalledRPG",    creditFor = "Contributer"},
        {creditTo = "SuperKirbyLover", creditFor = "Custom Health Meters"},
        {creditTo = "EliteMasterEric", creditFor = "Dialog Replacement"}
    }
}

local defaultOptionCount = #optionTable

local latencyValueTable = {12, 6, 3}

local menuColorTable = {
    { r = 255, g = 50,  b = 50  },
    { r = 255, g = 100, b = 50  },
    { r = 255, g = 255, b = 50  },
    { r = 50,  g = 255, b = 50  },
    { r = 50,  g = 50,  b = 255 },
    { r = 251, g = 148, b = 220 },
    { r = 130, g = 25,  b = 130 },
    { r = 255, g = 255, b = 255 },
    { r = 50,  g = 50,  b = 50  }
}

-- Default Player Adjustments
local defaultModels = {
    [CT_MARIO] = E_MODEL_MARIO,
    [CT_LUIGI] = E_MODEL_LUIGI,
    [CT_TOAD] = E_MODEL_TOAD_PLAYER,
    [CT_WALUIGI] = E_MODEL_WALUIGI,
    [CT_WARIO] = E_MODEL_WARIO
}
local defaultForceChar = {
    [CT_MARIO] = "CT_MARIO",
    [CT_LUIGI] = "CT_LUIGI",
    [CT_TOAD] = "CT_TOAD",
    [CT_WALUIGI] = "CT_WALUIGI",
    [CT_WARIO] = "CT_WARIO"
}

---@param m MarioState
local function nullify_inputs(m)
    local c = m.controller
    _G.charSelect.controller = {
        buttonDown = c.buttonDown,
        buttonPressed = c.buttonPressed & ~_G.charSelect.controller.buttonDown,
        extStickX = c.extStickX,
        extStickY = c.extStickY,
        rawStickX = c.rawStickX,
        rawStickY = c.rawStickY,
        stickMag = c.stickMag,
        stickX = c.stickX,
        stickY = c.stickY
    }
    c.buttonDown = 0
    c.buttonPressed = 0
    c.extStickX = 0
    c.extStickY = 0
    c.rawStickX = 0
    c.rawStickY = 0
    c.stickMag = 0
    c.stickX = 0
    c.stickY = 0
end

local prefCharColor = {r = 255, g = 50, b = 50}

local function load_preferred_char()
    local savedChar = mod_storage_load("PrefChar")
    local savedAlt = tonumber(mod_storage_load("PrefAlt"))
    if savedChar == nil or savedChar == "" then
        mod_storage_save("PrefChar", "Default")
        savedChar = "Default"
    end
    if savedAlt == nil then
        mod_storage_save("PrefAlt", "1")
        savedAlt = 1
    end
    if savedChar ~= nil and savedChar ~= "Default" then
        for i = 2, #characterTable do
            local char = characterTable[i]
            if char.saveName == savedChar and not char.locked then
                currChar = i
                if savedAlt > 0 and savedAlt <= #char then
                    char.currAlt = savedAlt
                end
                if optionTable[optionTableRef.localModels].toggle == 1 then
                    if optionTable[optionTableRef.notification].toggle > 0 then
                        djui_popup_create('Character Select:\nYour Preferred Character\n"' .. string_underscore_to_space(char[char.currAlt].name) .. '"\nwas applied successfully!', 4)
                    end
                end
                break
            end
        end
    end

    characterTable[1].currAlt = gNetworkPlayers[0].modelIndex + 1

    local savedCharColors = mod_storage_load("PrefCharColor")
    if savedCharColors ~= nil and savedCharColors ~= "" then
        local savedCharColorsTable = string_split(string_underscore_to_space(savedCharColors))
        prefCharColor = {
            r = tonumber(savedCharColorsTable[1]),
            g = tonumber(savedCharColorsTable[2]),
            b = tonumber(savedCharColorsTable[3])
        }
    else
        mod_storage_save("PrefCharColor", "255_50_50")
    end

    if #characterTable == 1 then
        if optionTable[optionTableRef.notification].toggle > 0 then
            djui_popup_create("Character Select:\nNo Characters were Found", 2)
        end
    end
    TEXT_PREF_LOAD_NAME = savedChar
    TEXT_PREF_LOAD_ALT = savedAlt
end

local function mod_storage_save_pref_char(charTable)
    mod_storage_save("PrefChar", charTable.saveName)
    mod_storage_save("PrefAlt", tostring(charTable.currAlt))
    mod_storage_save("PrefCharColor", tostring(charTable[charTable.currAlt].color.r) .. "_" .. tostring(charTable[charTable.currAlt].color.g) .. "_" .. tostring(charTable[charTable.currAlt].color.b))
    TEXT_PREF_LOAD_NAME = charTable.saveName
    TEXT_PREF_LOAD_ALT = charTable.currAlt
    prefCharColor = charTable[charTable.currAlt].color
end

function failsafe_options()
    for i = 1, #optionTable do
        if optionTable[i].toggle == nil or optionTable[i].toggle == "" then
            local load = optionTable[i].toggleSaveName and mod_storage_load(optionTable[i].toggleSaveName) or nil
            if load == "" then
                load = nil
            end
            optionTable[i].toggle = load and tonumber(load) or optionTable[i].toggleDefault
        end
        if optionTable[i].toggleNames == nil then
            optionTable[i].toggleNames = {"Off", "On"}
        end
    end
    if optionTable[optionTableRef.openInputs].toggle == 2 and ommActive then
        djui_popup_create('Character Select:\nYour Open bind has changed to:\nD-pad Down + R\nDue to OMM Rebirth being active!', 4)
    end
end

local promptedAreYouSure = false

local function reset_options(wasChatTriggered)
    if not promptedAreYouSure then
        djui_chat_message_create("\\#ffdcdc\\Are you sure you want to reset your Save Data for Character Select, including your Preferred Character\nand Settings?\n" .. (wasChatTriggered and "Type \\#ff3333\\/char-select reset\\#ffdcdc\\ to confirm." or "Press the \\#ff3333\\" .. optionTable[optionTableRef.resetSaveData].name .. "\\#ffdcdc\\ Option again to confirm." ))
        promptedAreYouSure = true
    else
        djui_chat_message_create("\\#ff3333\\Character Select Save Data Reset!")
        djui_chat_message_create("Note: If your issue has not been resolved, you may need to manually delete your save data via the directory below:\n\\#dcdcFF\\%appdata%/sm64coopdx/sav/character-select-coop.sav")
        for i = 1, #optionTable do
            optionTable[i].toggle = optionTable[i].toggleDefault
            if optionTable[i].toggleSaveName ~= nil then
                mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
            end
            if optionTable[i].toggleNames == nil then
                optionTable[i].toggleNames = { "Off", "On" }
            end
        end
        currChar = 1
        for i = 1, #characterTable do
            characterTable[i].currAlt = 1
        end
        mod_storage_save_pref_char(characterTable[1])
        promptedAreYouSure = false
    end
end

local function boot_note()
    if #characterTable > 1 then
        djui_chat_message_create("Character Select has " .. (#characterTable - 1) .. " character" .. (#characterTable > 2 and "s" or "") .." available!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
        if #characterTable > 32 and network_is_server() then
            djui_chat_message_create("\\#FFAAAA\\Warning: Having more than 32 Characters\nmay be unstable, For a better experience please\ndisable a few packs!")
        end
    else
        djui_chat_message_create("Character Select is active!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
    end
end

local function menu_is_allowed(m)
    if m == nil then m = gMarioStates[0] end
    -- API Check
    for _, func in pairs(allowMenu) do
        if not func() then
            return false
        end
    end

    -- C-up Failsafe (Camera Softlocks)
    if m.action == ACT_FIRST_PERSON or (m.prevAction == ACT_FIRST_PERSON and is_game_paused()) then
        return false
    elseif m.prevAction == ACT_FIRST_PERSON and not is_game_paused() then
        m.prevAction = ACT_WALKING
    end

    -- Cutscene Check
    if gNetworkPlayers[0].currActNum == 99 then return false end
    if m.action == ACT_INTRO_CUTSCENE then return false end
    if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then return false end

    return true
end

local function get_next_unlocked_char()
    for i = currChar, #characterTable do
        if not characterTable[i].locked then
            return i
        end
    end
    return 1
end

local function get_last_unlocked_char()
    for i = currChar, 1, -1 do
        if not characterTable[i].locked then
            return i
        end
    end
    return 1
end

-------------------
-- Model Handler --
-------------------

local stallFrame = 0
local noLoop = false

CUTSCENE_CS_MENU = 0xFA

local ignoredSurfaces = {
    SURFACE_BURNING, SURFACE_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_INSTANT_MOVING_QUICKSAND, SURFACE_DEEP_MOVING_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_DEEP_QUICKSAND, SURFACE_SHALLOW_MOVING_QUICKSAND,
    SURFACE_SHALLOW_QUICKSAND, SURFACE_WARP, SURFACE_LOOK_UP_WARP, SURFACE_WOBBLING_WARP, SURFACE_INSTANT_WARP_1B, SURFACE_INSTANT_WARP_1C, SURFACE_INSTANT_WARP_1D, SURFACE_INSTANT_WARP_1E
}

local TYPE_FUNCTION = "function"
local TYPE_BOOLEAN = "boolean"
local TYPE_STRING = "string"
local TYPE_INTEGER = "number"
local TYPE_TABLE = "table"

local MATH_PI = math.pi

local menuActBlacklist = {
    -- Star Acts
    [ACT_FALL_AFTER_STAR_GRAB] = true,
    [ACT_STAR_DANCE_EXIT] = true,
    [ACT_STAR_DANCE_NO_EXIT] = true,
    [ACT_STAR_DANCE_WATER] = true,
    -- Key Acts
    [ACT_UNLOCKING_KEY_DOOR] = true,
    [ACT_UNLOCKING_STAR_DOOR] = true,
    -- Cutscene Acts
    [ACT_INTRO_CUTSCENE] = true,
    [ACT_CREDITS_CUTSCENE] = true,
    [ACT_WARP_DOOR_SPAWN] = true,
    [ACT_PULLING_DOOR] = true,
    [ACT_PUSHING_DOOR] = true,
    [ACT_UNLOCKING_KEY_DOOR] = true,
    [ACT_UNLOCKING_STAR_DOOR] = true,
    -- Dialog Acts
    [ACT_READING_NPC_DIALOG] = true,
    [ACT_WAITING_FOR_DIALOG] = true,
    [ACT_EXIT_LAND_SAVE_DIALOG] = true,
    [ACT_READING_AUTOMATIC_DIALOG] = true,
}

local faceAngle = 0
local function anim_generic_idle_offset(offset, animFrame)
    return offset - math.max((math.sin((animFrame)/24*MATH_PI)+1.1)*2, 1.8)
end
local altOffsetAnim = {
    [MARIO_ANIM_CROUCHING] = true,
    [ACT_READING_AUTOMATIC_DIALOG] = true,
    [MARIO_ANIM_FALL_OVER_BACKWARDS] = true,
    [MARIO_ANIM_SLIDE_KICK] = false,
    [MARIO_ANIM_GROUND_POUND] = false,
    [MARIO_ANIM_GROUND_POUND_LANDING] = false,
    [MARIO_ANIM_SLEEP_IDLE] = false,
    [MARIO_ANIM_SLEEP_LYING] = false,
    [MARIO_ANIM_SLEEP_START_LYING] = false,
    [MARIO_ANIM_IDLE_HEAD_LEFT] = function (offset, animFrame)
        return anim_generic_idle_offset(offset, animFrame)
    end,
    [MARIO_ANIM_IDLE_HEAD_CENTER] = function (offset, animFrame)
        return anim_generic_idle_offset(offset, animFrame)
    end,
    [MARIO_ANIM_IDLE_HEAD_RIGHT] = function (offset, animFrame)
        return anim_generic_idle_offset(offset, animFrame)
    end,
}

local prevBaseCharFrame = gNetworkPlayers[0].modelIndex
local prevAnim = 0
local animTimer = 0
--- @param m MarioState
local function mario_update(m)
    local np = gNetworkPlayers[m.playerIndex]
    local p = gCSPlayers[m.playerIndex]
    if stallFrame == 1 or queueStorageFailsafe then
        failsafe_options()
        if not queueStorageFailsafe then
            load_preferred_char()
            if optionTable[optionTableRef.notification].toggle == 1 then
                boot_note()
            end
        end
        queueStorageFailsafe = false
    end

    if stallFrame < 3 then
        stallFrame = stallFrame + 1
    end

    if m.playerIndex == 0 and stallFrame > 1 then
        if djui_hud_is_pause_menu_created() and prevBaseCharFrame ~= np.modelIndex then
            characterTable[1].currAlt = np.modelIndex + 1
            currChar = 1
            p.presetPalette = 0
        end
        prevBaseCharFrame = np.modelIndex

        local defaultTable = characterTable[1]
        local charTable = characterTable[currChar]
        p.saveName = charTable.saveName
        p.currAlt = charTable.currAlt

        if optionTable[optionTableRef.localModels].toggle > 0 then
            p.modelId = charTable[charTable.currAlt].model
            if charTable[charTable.currAlt].forceChar ~= nil then
                p.forceChar = charTable[charTable.currAlt].forceChar
            end
            m.marioObj.hookRender = 1
        else
            p.modelId = nil
            p.forceChar = defaultTable.forceChar
            currChar = 1
        end

        p.offset = charTable[charTable.currAlt].offset

        if menuAndTransition then
            --play_secondary_music(0, 0, 0.5, 0)
            camera_freeze()
            hud_hide()
            if _G.PersonalStarCounter then
                _G.PersonalStarCounter.hide_star_counters(true)
            end
            if m.area.camera.cutscene == 0 then
                m.area.camera.cutscene = CUTSCENE_CS_MENU
            end
            local camScale = charTable[charTable.currAlt].camScale
            local focusPos = {
                x = m.pos.x,
                y = m.pos.y + 120 * camScale,
                z = m.pos.z,
            }
            vec3f_copy(gLakituState.focus, focusPos)
            gLakituState.pos.x = m.pos.x + sins(faceAngle) * 500 * camScale
            gLakituState.pos.y = m.pos.y + 100 * camScale
            gLakituState.pos.z = m.pos.z + coss(faceAngle) * 500 * camScale

            if m.forwardVel == 0 and m.pos.y == m.floorHeight and not ignoredSurfaces[m.floor.type] and m.health > 255 and not menuActBlacklist[m.action] then
                set_mario_animation(m, MARIO_ANIM_FIRST_PERSON)
            end
            noLoop = false
        elseif not noLoop then
            --stop_secondary_music(50)
            camera_unfreeze()
            hud_show()
            if _G.PersonalStarCounter then
                _G.PersonalStarCounter.hide_star_counters(false)
            end
            if m.area.camera.cutscene == CUTSCENE_CS_MENU then
                m.area.camera.cutscene = CUTSCENE_STOP
            end
            noLoop = true
        end

        -- Check for Locked Chars
        for i = 2, #characterTable do
            local currChar = characterTable[i]
            if currChar.locked then
                local unlock = characterUnlock[i].check
                local notif = characterUnlock[i].notif
                if type(unlock) == TYPE_FUNCTION then
                    if unlock() then
                        currChar.locked = false
                        if stallFrame == 3 and notif then
                            if optionTable[optionTableRef.notification].toggle > 0 then
                                djui_popup_create('Character Select:\nUnlocked '..currChar.name..'\nas a Playable Character!', 3)
                            end
                        end
                    end
                elseif type(unlock) == TYPE_BOOLEAN then
                    currChar.locked = not unlock
                end
            end
        end

        --Open Credits
        if optionTable[optionTableRef.credits].toggle > 0 then
            credits = true
            optionTable[optionTableRef.credits].toggle = 0
        end

        --Reset Save Data Check
        if optionTable[optionTableRef.resetSaveData].toggle > 0 then
            reset_options(false)
            optionTable[optionTableRef.resetSaveData].toggle = 0
        end
        charBeingSet = false
        for i = 1, #optionTable do
            optionTable[i].optionBeingSet = false
        end
    end

    local marioGfx = m.marioObj.header.gfx
    if prevAnim ~= marioGfx.animInfo.animID then
        prevAnim = marioGfx.animInfo.animID
        animTimer = 0
    end
    animTimer = animTimer + 1
        
    
    local networkOffset = p.offset
    local forceChar = p.forceChar
    if networkOffset ~= 0 and networkOffset ~= nil then
        if m.playerIndex == 0 then
        end
        local offset = altOffsetAnim[marioGfx.animInfo.animID]
        if offset ~= false then
            if type(offset) == TYPE_FUNCTION then
                marioGfx.pos.y = marioGfx.pos.y + offset(networkOffset, marioGfx.animInfo.animFrame)
            elseif type(offset) == TYPE_TABLE then
                marioGfx.pos.y = marioGfx.pos.y - offset[(math.min(animTimer, #offset))]*networkOffset + networkOffset
            elseif type(offset) == TYPE_INTEGER then
                marioGfx.pos.y = marioGfx.pos.y + networkOffset*offset
            else
                marioGfx.pos.y = (altOffsetAnim[marioGfx.animInfo.animID] and m.pos.y or marioGfx.pos.y) + networkOffset
            end
        end
    end
    if forceChar ~= nil then
        np.overrideModelIndex = forceChar
    end

    -- Character Animations
    if characterAnims[p.modelId] then
        local animID = characterAnims[p.modelId][m.marioObj.header.gfx.animInfo.animID]
        if animID then
            smlua_anim_util_set_animation(m.marioObj, animID)
        end
    end
end

local sCapBhvs = {
    [id_bhvWingCap] = true,
    [id_bhvVanishCap] = true,
    [id_bhvMetalCap] = true
}

--- @param o Object
--- @param model integer
local BowserKey = false
local function on_star_or_key_grab(m, o, type)
    if type == INTERACT_STAR_OR_KEY then
        if get_id_from_behavior(o.behavior) == id_bhvBowserKey then
            BowserKey = true
        else
            BowserKey = false
        end
    end
end

local settingModel
function set_model(o, model)
    if settingModel then return end
    if optionTable[optionTableRef.localModels].toggle == 0 then return end
    if obj_has_behavior_id(o, id_bhvMario) ~= 0 then
        local i = network_local_index_from_global(o.globalPlayerIndex)
        if gCSPlayers[i].modelId ~= nil and obj_has_model_extended(o, gCSPlayers[i].modelId) == 0 then
            settingModel = true
            obj_set_model_extended(o, gCSPlayers[i].modelId)
            settingModel = false
        end
        return
    end
    if obj_has_behavior_id(o, id_bhvCelebrationStar) ~= 0 and o.parentObj ~= nil then
        local i = network_local_index_from_global(o.parentObj.globalPlayerIndex)
        local starModel = characterCelebrationStar[gCSPlayers[i].modelId]
        if gCSPlayers[i].modelId ~= nil and starModel ~= nil and obj_has_model_extended(o, starModel) == 0 and not BowserKey then
            settingModel = true
            obj_set_model_extended(o, starModel)
            settingModel = false
        end
        return
    end

    if sCapBhvs[get_id_from_behavior(o.behavior)] then
        o.globalPlayerIndex = nearest_player_to_object(o.parentObj).globalPlayerIndex
    end
    local i = network_local_index_from_global(o.globalPlayerIndex)

    local c = gMarioStates[i].character
    if model == c.capModelId or
       model == c.capWingModelId or
       model == c.capMetalModelId or
       model == c.capMetalWingModelId then
        local capModels = characterCaps[gCSPlayers[i].modelId]
        if capModels ~= nil then
            local capModel = E_MODEL_NONE
            if model == c.capModelId then
                capModel = capModels.normal
            elseif model == c.capWingModelId then
                capModel = capModels.wing
            elseif model == c.capMetalModelId then
                capModel = capModels.metal
            elseif model == c.capMetalWingModelId then
                capModel = capModels.metalWing
            end
            if capModel ~= E_MODEL_NONE and capModel ~= E_MODEL_ERROR_MODEL and capModel ~= nil then
                settingModel = true
                obj_set_model_extended(o, capModel)
                settingModel = false
            end
        end
    end
end

hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_ON_INTERACT, on_star_or_key_grab)
hook_event(HOOK_OBJECT_SET_MODEL, set_model)

------------------
-- Menu Handler --
------------------

local buttonAnimTimer = 0
local buttonScroll = 0
local buttonScrollCap = 30

local optionAnimTimer = -200
local optionAnimTimerCap = optionAnimTimer

local inputStallTimerButton = 0
local inputStallTimerDirectional = 0
local inputStallToDirectional = 12
local inputStallToButton = 10

--Basic Menu Text
local TEXT_OPTIONS_HEADER = "Menu Options"
local TEXT_OPTIONS_HEADER_API = "API Options"
local yearsOfCS = get_date_and_time().year - 123 -- Zero years as of 2023
local TEXT_VERSION = "Version: " .. MOD_VERSION_STRING .. " | sm64coopdx" .. (seasonalEvent == SEASON_EVENT_BIRTHDAY and (" | " .. tostring(yearsOfCS) .. " year" .. (yearsOfCS > 1 and "s" or "") .. " of Character Select!") or "")
local TEXT_RATIO_UNSUPPORTED = "Your Current Aspect-Ratio isn't Supported!"
local TEXT_DESCRIPTION = "Character Description:"
local TEXT_PREF_SAVE = "Press A to Set as Preferred Character"
local TEXT_PREF_SAVE_AND_PALETTE = "A - Set Preference | Y - Toggle Palette"
local TEXT_PAUSE_Z_OPEN = "Z Button - Character Select"
local TEXT_PAUSE_UNAVAILABLE = "Character Select is Unavailable"
local TEXT_PAUSE_CURR_CHAR = "Current Character: "
local TEXT_MOVESET_RESTRICTED = "Movesets are Restricted"
local TEXT_PALETTE_RESTRICTED = "Palettes are Restricted"
local TEXT_MOVESET_AND_PALETTE_RESTRICTED = "Moveset and Palettes are Restricted"
local TEXT_CHAR_LOCKED = "Locked"
-- Easter Egg if you get lucky loading the mod
-- Referencing the original sm64ex DynOS options by PeachyPeach >v<
if math_random(100) == 64 then
    TEXT_PAUSE_Z_OPEN = "Z - DynOS"
    TEXT_PAUSE_CURR_CHAR = "Model: "
end

--Debug Text
local TEXT_DEBUGGING = "Character Debug"
local TEXT_DESCRIPTION_SHORT = "Description:"
local TEXT_LIFE_ICON = "Life Icon:"
local TEXT_STAR_ICON = "Star Icon:"
local TEXT_FORCED_CHAR = "Forced: "
local TEXT_OFFSET = "Offset: "
local TEXT_TABLE_POS = "Table Position: "
local TEXT_PALETTE = "Palette: "

--Options Text
local TEXT_OPTIONS_OPEN = "Press START to open Options"
local TEXT_MENU_CLOSE = "Press B to Exit Menu"
local TEXT_OPTIONS_SELECT = "A - Select | B - Exit  "
local TEXT_LOCAL_MODEL_OFF = "Locally Display Models is Off"
local TEXT_LOCAL_MODEL_OFF_OPTIONS = "You can turn it back on in the Options Menu"

--Credit Text
local TEXT_CREDITS_HEADER = "Credits"

menuColor = characterTable[1][1].color

local MATH_DIVIDE_320 = 1/320
local MATH_DIVIDE_64 = 1/64
local MATH_DIVIDE_32 = 1/32
local MATH_DIVIDE_30 = 1/30
local MATH_DIVIDE_16 = 1/16

function update_menu_color()
    if optionTable[optionTableRef.menuColor].toggle > 1 then
        menuColor = menuColorTable[optionTable[optionTableRef.menuColor].toggle - 1]
    elseif optionTable[optionTableRef.menuColor].toggle == 1 then
        optionTable[optionTableRef.menuColor].toggleNames[2] = string_underscore_to_space(TEXT_PREF_LOAD_NAME) .. ((TEXT_PREF_LOAD_ALT ~= 1 and currChar ~= 1) and " ("..TEXT_PREF_LOAD_ALT..")" or "") .. " (Pref)"
        menuColor = prefCharColor
    elseif characterTable[currChar] ~= nil then
        local char = characterTable[currChar]
        menuColor = char[char.currAlt].color
    end
    return menuColor
end

local TEX_TRIANGLE = get_texture_info("char-select-triangle")
local function djui_hud_render_triangle(x, y, width, height)
    djui_hud_render_texture(TEX_TRIANGLE, x, y, width*MATH_DIVIDE_64, height*MATH_DIVIDE_32)
end

local buttonAltAnim = 0
local function on_hud_render()
    local FONT_USER = djui_menu_get_font()
    djui_hud_set_resolution(RESOLUTION_N64)
    djui_hud_set_font(FONT_ALIASED)

    local width = djui_hud_get_screen_width() + 1.4
    local height = 240
    local widthHalf = width * 0.5
    local heightHalf = height * 0.5
    local widthScale = maxf(width, 321.4) * MATH_DIVIDE_320

    if menuAndTransition then
        update_menu_color()

        if optionTable[optionTableRef.localModels].toggle == 0 then
            djui_hud_set_color(0, 0, 0, 200)
            djui_hud_render_rect(0, 0, width, height)
            djui_hud_set_color(255, 255, 255, 255)
            djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF) * 0.15 * widthScale, heightHalf, 0.3 * widthScale)
            djui_hud_print_text(TEXT_LOCAL_MODEL_OFF_OPTIONS, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF_OPTIONS) * 0.1 * widthScale, heightHalf + 10 * widthScale, 0.2 * widthScale)
        end

        local x = 135 * widthScale * 0.8

        -- Render All Black Squares Behind Below API
        -- Description
        djui_hud_set_color(0, 0, 0, 255)
        djui_hud_render_rect(width - x + 2, 2, x - 4, height - 4)
        -- Buttons
        djui_hud_set_color(0, 0, 0, 255)
        djui_hud_render_rect(2, 2, x - 4, height - 4)
        -- Header
        djui_hud_set_color(0, 0, 0, 255)
        djui_hud_render_rect(2, 2, width - 4, 46)


        -- API Rendering (Below Text)
        if #renderInMenuTable.back > 0 then
            for i = 1, #renderInMenuTable.back do
                renderInMenuTable.back[i]()
            end
        end

        --Character Description
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_render_rect(width - x, 50, 2, height - 50)
        djui_hud_render_rect(width - x, height - 2, x, 2)
        djui_hud_render_rect(width - 2, 50, 2, height - 50)
        djui_hud_set_font(FONT_ALIASED)
        local character = characterTable[currChar]
        local TEXT_SAVE_NAME = "Save Name: " .. character.saveName
        local TEXT_MOVESET = "Has Moveset: "..(character.hasMoveset and "Yes" or "No")
        local TEXT_ALT = "Alt: " .. character.currAlt .. "/" .. #character
        character = characterTable[currChar][character.currAlt]
        local paletteCount = characterColorPresets[gCSPlayers[0].modelId] ~= nil and #characterColorPresets[gCSPlayers[0].modelId] or 0
        if optionTable[optionTableRef.debugInfo].toggle == 0 then
            -- Actual Description --
            local TEXT_NAME = string_underscore_to_space(character.name)
            local TEXT_CREDIT = "Credit: " .. character.credit
            local TEXT_DESCRIPTION_TABLE = character.description
            local TEXT_PRESET = "Preset Character Palette: "..(gCSPlayers[0].presetPalette > 0 and (paletteCount > 1 and "("..gCSPlayers[0].presetPalette.."/"..paletteCount..")" or "On") or "Off")
            local TEXT_PREF = "Preferred Character:"
            local TEXT_PREF_LOAD_NAME = string_underscore_to_space(TEXT_PREF_LOAD_NAME)
            if djui_hud_measure_text(TEXT_PREF_LOAD_NAME) / widthScale > 110 then
                TEXT_PREF = "Preferred Char:"
            end
            if djui_hud_measure_text(TEXT_PREF_LOAD_NAME) / widthScale > 164 then
                TEXT_PREF = "Pref Char:"
            end
            TEXT_PREF = TEXT_PREF .. ' "' .. TEXT_PREF_LOAD_NAME .. '"' .. ((TEXT_PREF_LOAD_ALT ~= 1 and TEXT_PREF_LOAD_NAME ~= "Default" and currChar ~= 1) and " ("..TEXT_PREF_LOAD_ALT..")" or "")

            local textX = x * 0.5
            djui_hud_print_text(TEXT_NAME, width - textX - djui_hud_measure_text(TEXT_NAME) * 0.3, 55, 0.6)
            djui_hud_set_font(FONT_TINY)
            local creditScale = 0.6 
            creditScale = math_min(creditScale, 100/djui_hud_measure_text(TEXT_CREDIT))
            djui_hud_print_text(TEXT_CREDIT, width - textX - djui_hud_measure_text(TEXT_CREDIT) * creditScale *0.5, 74, creditScale)
            djui_hud_set_font(FONT_ALIASED)
            djui_hud_print_text(TEXT_DESCRIPTION, width - textX - djui_hud_measure_text(TEXT_DESCRIPTION) * 0.2, 85, 0.4)
            if widthScale < 1.65 then
                for i = 1, #TEXT_DESCRIPTION_TABLE do
                    djui_hud_print_text(TEXT_DESCRIPTION_TABLE[i], width - textX - djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.15, 90 + i * 9, 0.3)
                end
            else
                for i = 1, math_ceil(#TEXT_DESCRIPTION_TABLE*0.5) do
                    local tablePos = (i * 2) - 1
                    if TEXT_DESCRIPTION_TABLE[tablePos] and TEXT_DESCRIPTION_TABLE[tablePos + 1] then
                        local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos] .. " " .. TEXT_DESCRIPTION_TABLE[tablePos + 1]
                        djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
                    elseif TEXT_DESCRIPTION_TABLE[tablePos] then
                        local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos]
                        djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
                    end
                end
            end

            local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[gMarioStates[0].character.type]
            djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF) * 0.15, height - 22, 0.3)
            if characterColorPresets[modelId] and not stopPalettes then
                djui_hud_print_text(TEXT_PRESET, width - textX - djui_hud_measure_text(TEXT_PRESET) * 0.15, height - 31, 0.3)
                djui_hud_set_font(FONT_TINY)
                djui_hud_print_text(TEXT_PREF_SAVE_AND_PALETTE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE_AND_PALETTE) * 0.25, height - 13, 0.5)
            else
                djui_hud_set_font(FONT_TINY)
                djui_hud_print_text(TEXT_PREF_SAVE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE) * 0.25, height - 13, 0.5)
            end
        else
            -- Debugging Info --
            local TEXT_NAME = "Name: " .. character.name
            local TEXT_CREDIT = "Credit: " .. character.credit
            local TEXT_DESCRIPTION_TABLE = character.description
            local TEXT_COLOR = "Color: R-" .. character.color.r ..", G-" ..character.color.g ..", B-"..character.color.b
            local TEX_LIFE_ICON = character.lifeIcon
            local TEX_STAR_ICON = character.starIcon
            local TEXT_SCALE = "Camera Scale: " .. character.camScale
            local TEXT_PRESET = "Preset Palette: ("..gCSPlayers[0].presetPalette.."/"..paletteCount..")"
            local TEXT_PREF = "Preferred: " .. TEXT_PREF_LOAD_NAME .. " ("..TEXT_PREF_LOAD_ALT..")"
            local TEXT_PREF_COLOR = "Pref Color: R-" .. prefCharColor.r .. ", G-" .. prefCharColor.g .. ", B-" .. prefCharColor.b

            local textX = x * 0.5
            djui_hud_print_text(TEXT_DEBUGGING, width - textX - djui_hud_measure_text(TEXT_DEBUGGING) * 0.3, 55, 0.6)
            djui_hud_set_font(FONT_TINY)
            local y = 72
            djui_hud_print_text(TEXT_NAME, width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_SAVE_NAME, width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_ALT, width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_CREDIT, width - x + 8, y, 0.5)
            y = y + 7
            if TEXT_DESCRIPTION_TABLE[1] ~= "No description has been provided" then
                djui_hud_print_text(TEXT_DESCRIPTION_SHORT, width - x + 8, y, 0.5)
                y = y + 2
                local removeLine = 0
                for i = 1, #TEXT_DESCRIPTION_TABLE do
                    if TEXT_DESCRIPTION_TABLE[i] ~= "" then
                        djui_hud_set_font(FONT_ALIASED)
                        local TEXT_DESCRIPTION_LINE = TEXT_DESCRIPTION_TABLE[i]
                        if (djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.3 > 100) then
                            TEXT_DESCRIPTION_LINE = "(!) " .. TEXT_DESCRIPTION_LINE
                        else
                            TEXT_DESCRIPTION_LINE = "    " .. TEXT_DESCRIPTION_LINE
                        end
                        djui_hud_set_font(FONT_TINY)
                        djui_hud_print_text(TEXT_DESCRIPTION_LINE, width - x + 5, y + (i-removeLine) * 5, 0.4)
                    else
                        removeLine = removeLine + 1
                    end
                end
                local descriptionOffset = (#TEXT_DESCRIPTION_TABLE - removeLine) * 5
                y = y + 5 + descriptionOffset
            end
            djui_hud_set_color(character.color.r, character.color.g, character.color.b, 255)
            djui_hud_print_text(TEXT_COLOR, width - x + 8, y, 0.5)
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            y = y + 7
            if type(TEX_LIFE_ICON) ~= TYPE_STRING then
                djui_hud_print_text(TEXT_LIFE_ICON .. "    (" .. TEX_LIFE_ICON.width .. "x" .. TEX_LIFE_ICON.height .. ")", width - x + 8, y, 0.5)
                djui_hud_set_color(255, 255, 255, 255)
                djui_hud_render_texture(TEX_LIFE_ICON, width - x + 33, y + 1, 0.4 / (TEX_LIFE_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_LIFE_ICON.height * MATH_DIVIDE_16))
            else
                djui_hud_print_text(TEXT_LIFE_ICON .. "    (FONT_HUD)", width - x + 8, y, 0.5)
                djui_hud_set_font(FONT_HUD)
                djui_hud_set_color(255, 255, 255, 255)
                djui_hud_print_text(TEX_LIFE_ICON, width - x + 33, y + 1, 0.4)
                djui_hud_set_font(FONT_TINY)
            end
            y = y + 7
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_print_text(TEXT_STAR_ICON .. "    (" .. TEX_STAR_ICON.width .. "x" .. TEX_STAR_ICON.height .. ")", width - x + 8, y, 0.5)
            djui_hud_set_color(255, 255, 255, 255)
            djui_hud_render_texture(TEX_STAR_ICON, width - x + 35, y + 1, 0.4 / (TEX_STAR_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_STAR_ICON.height * MATH_DIVIDE_16))
            y = y + 7
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_print_text(TEXT_FORCED_CHAR .. defaultForceChar[character.forceChar], width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_OFFSET .. character.offset, width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_TABLE_POS .. currChar, width - x + 8, y, 0.5)
            y = y + 7
            djui_hud_print_text(TEXT_SCALE, width - x + 8, y, 0.5)
            local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[gMarioStates[0].character.type]
            y = y + 7
            if characterColorPresets[modelId] ~= nil then
                djui_hud_print_text(TEXT_PALETTE, width - x + 8, y, 0.5)
                local x = x - djui_hud_measure_text(TEXT_PALETTE)*0.5
                local currPalette = gCSPlayers[0].presetPalette > 0 and gCSPlayers[0].presetPalette or 1
                local paletteTable = characterColorPresets[modelId][currPalette]
                for i = 0, #paletteTable do
                    djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                    djui_hud_render_rect(width - x + 6.5 + (6.5 * i), y + 1.5, 6, 6)
                    djui_hud_set_color(paletteTable[i].r, paletteTable[i].g, paletteTable[i].b, 255)
                    djui_hud_render_rect(width - x + 7 + (6.5 * i), y + 2, 5, 5)
                end
                y = y + 7
                djui_hud_set_color(character.color.r, character.color.g, character.color.b, 255)
            end
            djui_hud_print_text(TEXT_MOVESET, width - x + 8, y, 0.5)
            y = y + 7

            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_print_text(TEXT_PRESET, width - x + 8, height - 29, 0.5)
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_print_text(TEXT_PREF, width - x + 8, height - 22, 0.5)
            djui_hud_set_color(prefCharColor.r, prefCharColor.g, prefCharColor.b, 255)
            djui_hud_print_text(TEXT_PREF_COLOR, width - x + 8, height - 15, 0.5)
        end

        --Character Buttons
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_render_rect(0, 50, 2, height - 50)
        djui_hud_render_rect(x - 2, 50, 2, height - 50)
        djui_hud_render_rect(0, height - 2, x, 2)
        
        local leftRightAnim = 0
        if optionTable[optionTableRef.anims].toggle > 0 then
            buttonAnimTimer = buttonAnimTimer + 1
            leftRightAnim = buttonAltAnim/inputStallToDirectional
            if buttonAltAnim ~= 0 then
                if buttonAltAnim > 0 then
                    buttonAltAnim = buttonAltAnim - 3
                else
                    buttonAltAnim = buttonAltAnim + 3
                end
            end
        end
        if optionTable[optionTableRef.anims].toggle == 0 then
            buttonScroll = 0
        elseif math_abs(buttonScroll) > 0.1 then
            buttonScroll = buttonScroll * 0.05 * inputStallToDirectional
        end

        local buttonColor = {}
        local buttonX = 20 * widthScale
        local buttonAnimX = buttonX + math_sin(buttonAnimTimer * 0.05) * 2.5 + 5
        local charNum = -1
        for i = -1, 4 do
            -- Hide Locked Characters based on Toggle
            charNum = currChar + i
            local char = characterTable[charNum]
            if optionTable[optionTableRef.showLocked].toggle == 0 and char ~= nil and char.locked then
                if i < 0 then
                    repeat 
                        charNum = charNum - 1
                    until characterTable[charNum] == nil or (not characterTable[charNum].locked)
                    charNum = charNum + 1
                else
                    repeat 
                        charNum = charNum + 1
                    until characterTable[charNum] == nil or (not characterTable[charNum].locked)
                    charNum = charNum - 1
                end
                charNum = charNum + i
            end

            local char = characterTable[charNum]
            if char ~= nil then
                if not char.locked then
                    buttonColor = char[char.currAlt].color -- Change Later
                else
                    buttonColor = {r = char[char.currAlt].color.r*0.5, g = char[char.currAlt].color.g*0.5, b = char[char.currAlt].color.b*0.5}
                end
                djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
                local x = buttonX
                local y = 104 + buttonScroll
                if i == 0 then
                    if optionTable[optionTableRef.anims].toggle > 0 then
                        x = buttonAnimX
                    else
                        x = buttonX + 5
                    end
                    if #char > 1 then
                        djui_hud_set_rotation(0x4000, 0, 0)
                        djui_hud_render_triangle(x - 6 + math_min(leftRightAnim, 0), y, 8, 4)
                        djui_hud_set_rotation(-0x4000, 0, 0)
                        djui_hud_render_triangle(x + 76 + math_max(leftRightAnim, 0), y - 8 - 1*MATH_DIVIDE_16, 8, 4)
                        djui_hud_set_rotation(0, 0, 0)
                    end
                end
                local y = (i + 3) * 30 + buttonScroll
                djui_hud_render_rect(x, y, 1, 20)
                djui_hud_render_rect(x, y, 70, 1)
                djui_hud_render_rect(x + 69, y, 1, 20)
                djui_hud_render_rect(x, y + 19, 70, 1)
                djui_hud_set_color(0, 0, 0, 200)
                djui_hud_render_rect(x + 1, y + 1, 68, 18)
                djui_hud_set_font(FONT_TINY)
                djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
                local charName = char[char.currAlt].name
                if char.locked then
                    charName = TEXT_CHAR_LOCKED
                end
                djui_hud_print_text(charName, x + 5, y + 5, 0.6)
            end
        end

        -- Scroll Bar
        local MATH_DIVIDE_CHARACTERS = 1/#characterTable
        local MATH_7_WIDTHSCALE = 7 * widthScale
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 1, 170)
        djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 7, 1)
        djui_hud_render_rect(MATH_7_WIDTHSCALE + 6, 55, 1, 170)
        djui_hud_render_rect(MATH_7_WIDTHSCALE, 224, 7, 1)
        djui_hud_render_rect(MATH_7_WIDTHSCALE + 2, 57 + 166 * ((currChar - 1) * MATH_DIVIDE_CHARACTERS) - (buttonScroll * MATH_DIVIDE_30) * (166 * MATH_DIVIDE_CHARACTERS), 3, 166 * MATH_DIVIDE_CHARACTERS)
        djui_hud_set_font(FONT_TINY)
        local TEXT_CHAR_COUNT = currChar .. "/" .. #characterTable
        djui_hud_print_text(TEXT_CHAR_COUNT, (11 - djui_hud_measure_text(TEXT_CHAR_COUNT) * 0.2) * widthScale, height - 12, 0.4)

        --Character Select Header
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_render_rect(0, 0, width, 2)
        djui_hud_render_rect(0, 0, 2, 50)
        djui_hud_render_rect(0, 48, width, 2)
        djui_hud_render_rect(width - 2, 0, 2, 50)
        djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
        if TEX_OVERRIDE_HEADER ~= nil then -- Render Override Header
            djui_hud_render_texture(TEX_OVERRIDE_HEADER, widthHalf - 128, 10, 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32), 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32))
        else
            djui_hud_render_texture(TEX_HEADER, widthHalf - 128, 10, 1, 1)
        end
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_set_font(FONT_TINY)
        djui_hud_print_text(TEXT_VERSION, 5, 3, 0.5)

        --Unsupported Res Warning
        if width < 321.2 or width > 575 then
            djui_hud_print_text(TEXT_RATIO_UNSUPPORTED, 5, 39, 0.5)
        end

        -- API Rendering (Above Text)
        if #renderInMenuTable.front > 0 then
            for i = 1, #renderInMenuTable.front do
                renderInMenuTable.front[i]()
            end
        end
        djui_hud_set_resolution(RESOLUTION_N64)

        --Options display
        local optionTableCount = #optionTable
        if options or optionAnimTimer > optionAnimTimerCap then
            djui_hud_set_color(menuColor.r * 0.25, menuColor.g * 0.25, menuColor.b * 0.25, 205 + maxf(-200, optionAnimTimer))
            djui_hud_render_rect(0, 0, width, height)
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_render_rect(width * 0.5 - 50 * widthScale, minf(55 - optionAnimTimer, height - 25 * widthScale), 100 * widthScale, 200)
            djui_hud_set_color(0, 0, 0, 255)
            djui_hud_render_rect(width * 0.5 - 50 * widthScale + 2, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196)
            djui_hud_set_font(FONT_ALIASED)

            if not creditsAndTransition then
                local widthScaleLimited = minf(widthScale, 1.5)
                -- Up Arrow
                if currOption > 3 then
                    djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                    djui_hud_render_triangle(widthHalf - 3.5*widthScaleLimited, 94 - optionAnimTimer, 6*widthScaleLimited, 3*widthScaleLimited)
                end

                -- Down Arrow
                if currOption < optionTableCount - 2 then
                    local yOffset = 90 - optionAnimTimer + 45 * widthScaleLimited
                    djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                    djui_hud_set_rotation(0x8000, 0.5, 0.5)
                    djui_hud_render_triangle(widthHalf - 3.5*widthScaleLimited, yOffset + 10 + 3*widthScaleLimited, 6*widthScaleLimited, 3*widthScaleLimited)
                    djui_hud_set_rotation(0, 0, 0)
                end

                -- Options 
                for i = currOption - 2, currOption + 2 do
                    if not (i < 1 or i > optionTableCount) then
                        local toggleName = optionTable[i].name
                        local scale = 0.5
                        local yOffset = 100 - optionAnimTimer + (i - currOption + 2) * 9 * widthScaleLimited
                        if i == currOption then
                            djui_hud_set_font(FONT_ALIASED)
                            scale = 0.3
                            yOffset = yOffset - 1
                            local currToggleName = optionTable[i].toggleNames[optionTable[i].toggle + 1]
                            currToggleName = currToggleName and currToggleName or "???"
                            if currToggleName ~= "" then
                                toggleName = toggleName .. " - " .. currToggleName
                            else
                                toggleName = toggleName
                            end
                            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                        else
                            djui_hud_set_font(FONT_TINY)
                            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 150)
                        end
                        scale = scale * widthScaleLimited
                        djui_hud_print_text(toggleName, widthHalf - djui_hud_measure_text(toggleName) * scale * 0.5, yOffset, scale)
                    end
                end

                -- Description
                if optionTable[currOption].description ~= nil then
                    djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                    for i = 1, #optionTable[currOption].description do
                        djui_hud_set_font(FONT_ALIASED)
                        local line = optionTable[currOption].description[i]
                        djui_hud_print_text(line, widthHalf - djui_hud_measure_text(line) * 0.15, 180 - optionAnimTimer + 15 * widthScaleLimited + 8 * i - 8 * #optionTable[currOption].description, 0.3)
                    end
                end
                -- Footer
                djui_hud_set_font(FONT_TINY)
                djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                djui_hud_print_text(TEXT_OPTIONS_SELECT, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_SELECT) * 0.3, height - 20 - optionAnimTimer, 0.6)
            else
                local renderList = {}
                for i = 1, #creditTable do
                    local credit = creditTable[i]
                    table_insert(renderList, {textLeft = credit.packName, font = FONT_ALIASED})
                    for i = 1, #credit do
                        local credit = credit[i]
                        table_insert(renderList, {textLeft = credit.creditTo, textRight = credit.creditFor, font = FONT_NORMAL})
                    end
                end

                local xLeft = widthHalf - 50 * widthScale + 8
                local xRight = widthHalf + 50 * widthScale - 8
                local y = 80 + 10*widthScale - optionAnimTimer - creditScroll
                local prevY = 80 + 10*widthScale - optionAnimTimer - prevCreditScroll
                for i = 1, #renderList do
                    local credit = renderList[i]
                    local header = (credit.font == FONT_ALIASED)
                    if y > 61 and y < height then 
                        djui_hud_set_font(credit.font)
                        if not header then
                            djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
                        else
                            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
                        end
                        local x = xLeft - (header and 3 or 0)
                        local scale = (header and 0.3 or 0.2)*widthScale
                        djui_hud_print_text_interpolated(credit.textLeft, x, prevY, scale, x, y, scale)
                        if credit.textRight then
                            local x = xRight - djui_hud_measure_text(credit.textRight)*scale
                            local scale = 0.2*widthScale
                            djui_hud_print_text_interpolated(credit.textRight, x, prevY, scale, x, y, scale)
                        end
                    end
                    y = y + (header and 9 or 6)*widthScale
                    prevY = prevY + (header and 9 or 6)*widthScale
                    if renderList[i + 1] ~= nil and renderList[i + 1].font == FONT_ALIASED then
                        y = y + 2
                        prevY = prevY + 2
                    end
                end
                creditScrollRange = math_max(((y + creditScroll)) - (height - 36), 0)
                prevCreditScroll = creditScroll

                for i = 1, 8 do
                    djui_hud_set_color(0, 0, 0, 100)
                    djui_hud_render_rect(widthHalf - 50 * widthScale + 2, 60 - optionAnimTimer, 100 * widthScale - 4, i*4)
                    djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 2 - i*4, 96 * widthScale, i*4)
                end
            end

            -- Render Header
            djui_hud_set_font(FONT_ALIASED)
            djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
            local text = TEXT_OPTIONS_HEADER
            if creditsAndTransition then
                text = TEXT_CREDITS_HEADER
            elseif currOption > defaultOptionCount then
                text = TEXT_OPTIONS_HEADER_API
            end
            djui_hud_print_text(text, widthHalf - djui_hud_measure_text(text) * 0.3 * minf(widthScale, 1.5), 65 + optionAnimTimer * -1, 0.6 * minf(widthScale, 1.5))

            -- Fade in/out of credits
            if optionTable[optionTableRef.anims].toggle == 1 then
                if credits and creditsCrossFade > -creditsCrossFadeCap then
                    creditsCrossFade = creditsCrossFade - 1
                    if creditsCrossFade == 0 then creditsCrossFade = creditsCrossFade - 1 end
                end
                if not credits and creditsCrossFade < creditsCrossFadeCap then
                    creditsCrossFade = creditsCrossFade + 1
                    if creditsCrossFade == 0 then creditsCrossFade = creditsCrossFade + 1 end
                end
                if creditsCrossFade < 0 then
                    creditsAndTransition = true
                else
                    creditsAndTransition = false
                end
            else
                if credits then
                    creditsCrossFade = -creditsCrossFadeCap
                else
                    creditsCrossFade = creditsCrossFadeCap
                end
                creditsAndTransition = credits
            end
            
            djui_hud_set_resolution(RESOLUTION_N64)
            djui_hud_set_color(0, 0, 0, (math_abs(creditsCrossFade)) * -creditsCrossFadeMath)
            djui_hud_render_rect(width * 0.5 - 50 * widthScale + 2, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196)
        else
            -- How to open options display
            local widthScaleLimited = minf(widthScale, 1.42)
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_render_rect(widthHalf - 50 * widthScale, height - 25 * widthScaleLimited, 100 * widthScale, 26 * widthScaleLimited)
            djui_hud_set_color(0, 0, 0, 255)
            djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 25 * widthScaleLimited + 2, 100 * widthScale - 4, 22 * widthScaleLimited)
            djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
            djui_hud_render_rect(widthHalf - 50 * widthScale, height - 2, 100 * widthScale, 2)
            djui_hud_set_font(FONT_ALIASED)
            djui_hud_print_text(TEXT_OPTIONS_OPEN, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_OPEN) * 0.175 * widthScaleLimited, height - 23 * widthScaleLimited + optionAnimTimer + 202, 0.35 * widthScaleLimited)
            djui_hud_set_font(FONT_TINY)
            djui_hud_print_text(TEXT_MENU_CLOSE, widthHalf - djui_hud_measure_text(TEXT_MENU_CLOSE) * 0.25 * widthScaleLimited, height - 13 * widthScaleLimited + optionAnimTimer + 202, 0.5 * widthScaleLimited)
        end
        djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
        djui_hud_render_rect(width * 0.5 - 50 * widthScale, height - 2, 100 * widthScale, 2)


        -- Anim logic
        if options then
            if optionTable[optionTableRef.anims].toggle > 0 then
                if optionAnimTimer < -1 then
                    optionAnimTimer = optionAnimTimer * 0.9
                end
            else
                optionAnimTimer = -1
            end
        else
            if optionTable[optionTableRef.anims].toggle > 0 then
                if optionAnimTimer > optionAnimTimerCap then
                    optionAnimTimer = optionAnimTimer * 1.3
                end
            else
                optionAnimTimer = optionAnimTimerCap
            end
        end
        optionAnimTimer = maxf(optionAnimTimer, -200)
    else
        options = false
        optionAnimTimer = optionAnimTimerCap
        credits = false
        creditsCrossFade = 0
    end

    -- Fade in/out of menu
    if optionTable[optionTableRef.anims].toggle == 1 then
        if menu and menuCrossFade > -menuCrossFadeCap then
            menuCrossFade = menuCrossFade - 1
            if menuCrossFade == 0 then menuCrossFade = menuCrossFade - 1 end
        end
        if not menu and menuCrossFade < menuCrossFadeCap then
            menuCrossFade = menuCrossFade + 1
            if menuCrossFade == 0 then menuCrossFade = menuCrossFade + 1 end
        end
        if menuCrossFade < 0 then
            menuAndTransition = true
        else
            menuAndTransition = false
        end
    else
        if menu then
            menuCrossFade = -menuCrossFadeCap
        else
            menuCrossFade = menuCrossFadeCap
        end
        menuAndTransition = menu
    end

    djui_hud_set_resolution(RESOLUTION_N64)
    djui_hud_set_color(0, 0, 0, (math_abs(menuCrossFade)) * -menuCrossFadeMath)
    djui_hud_render_rect(0, 0, width, height)

    -- Info / Z Open Bind on Pause Menu
    if is_game_paused() and not djui_hud_is_pause_menu_created() and gMarioStates[0].action ~= ACT_EXIT_LAND_SAVE_DIALOG then
        local currCharY = 0
        djui_hud_set_resolution(RESOLUTION_DJUI)
        djui_hud_set_font(FONT_USER)
        if optionTable[optionTableRef.openInputs].toggle == 1 then
            currCharY = 27
            local text = menu_is_allowed() and TEXT_PAUSE_Z_OPEN or TEXT_PAUSE_UNAVAILABLE
            width = djui_hud_get_screen_width() - djui_hud_measure_text(text)
            djui_hud_set_color(255, 255, 255, 255)
            djui_hud_print_text(text, width - 20, 16, 1)
        end

        if optionTable[optionTableRef.localModels].toggle == 1 then
            local character = characterTable[currChar][characterTable[currChar].currAlt]
            local charName = string_underscore_to_space(character.name)
            local TEXT_PAUSE_CURR_CHAR_WITH_NAME = TEXT_PAUSE_CURR_CHAR .. charName
            width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME)
            local charColor = character.color
            djui_hud_set_color(255, 255, 255, 255)
            djui_hud_print_text(TEXT_PAUSE_CURR_CHAR, width - 20, 16 + currCharY, 1)
            djui_hud_set_color(charColor.r, charColor.g, charColor.b, 255)
            djui_hud_print_text(charName, djui_hud_get_screen_width() - djui_hud_measure_text(charName) - 20, 16 + currCharY, 1)
        else
            width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF)
            djui_hud_set_color(255, 255, 255, 255)
            djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1)
        end

        local text = nil
        if stopMovesets and stopPalettes then
            text = TEXT_MOVESET_AND_PALETTE_RESTRICTED
        elseif stopMovesets then
            text = TEXT_MOVESET_RESTRICTED
        elseif stopPalettes then
            text = TEXT_PALETTE_RESTRICTED
        end
        if text ~= nil then
            width = djui_hud_get_screen_width() - djui_hud_measure_text(text)
            djui_hud_set_color(255, 255, 255, 255)
            currCharY = currCharY + 27
            djui_hud_print_text(text, width - 20, 16 + currCharY, 1)
        end
    end
end

local function before_mario_update(m)
    if m.playerIndex ~= 0 then return end
    local controller = m.controller
    if inputStallTimerButton > 0 then inputStallTimerButton = inputStallTimerButton - 1 end
    if inputStallTimerDirectional > 0 then inputStallTimerDirectional = inputStallTimerDirectional - 1 end

    if menu and inputStallToDirectional ~= latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1] then
        inputStallToDirectional = latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1]
    end

    -- Menu Inputs
    if is_game_paused() and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and (controller.buttonPressed & Z_TRIG) ~= 0 and optionTable[optionTableRef.openInputs].toggle == 1 then
        menu = true
    end
    if not menu and (controller.buttonDown & D_JPAD) ~= 0 and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and optionTable[optionTableRef.openInputs].toggle == 2 then
        if (controller.buttonDown & R_TRIG) ~= 0 or not ommActive then
            menu = true
        end
        inputStallTimerDirectional = inputStallToDirectional
    end

    if not menu_is_allowed(m) then
        menu = false
        return
    end

    local cameraToObject = m.marioObj.header.gfx.cameraToObject

    if menuAndTransition and not options then
        if menu then
            if inputStallTimerDirectional == 0 and optionTable[optionTableRef.localModels].toggle ~= 0 and not charBeingSet then
                if (controller.buttonPressed & D_JPAD) ~= 0 or (controller.buttonPressed & D_CBUTTONS) ~= 0 or controller.stickY < -60 then
                    currChar = currChar + 1
                    local character = characterTable[currChar]
                    if character ~= nil and character.locked then
                        currChar = get_next_unlocked_char()
                    end
                    if (controller.buttonPressed & D_CBUTTONS) == 0 then
                        inputStallTimerDirectional = inputStallToDirectional
                    else
                        inputStallTimerDirectional = 3 -- C-Scrolling
                    end
                    if currChar > #characterTable then
                        buttonScroll = -buttonScrollCap * #characterTable
                    else
                        buttonScroll = buttonScrollCap
                    end
                    play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
                    gCSPlayers[0].presetPalette = 0
                    if currChar > #characterTable then currChar = 1 end
                end
                if (controller.buttonPressed & U_JPAD) ~= 0 or (controller.buttonPressed & U_CBUTTONS) ~= 0 or controller.stickY > 60 then
                    currChar = currChar - 1
                    local character = characterTable[currChar]
                    if character ~= nil and character.locked then
                        currChar = get_last_unlocked_char()
                    end
                    if (controller.buttonPressed & U_CBUTTONS) == 0 then
                        inputStallTimerDirectional = inputStallToDirectional
                    else
                        inputStallTimerDirectional = 3 -- C-Scrolling
                    end
                    if currChar < 1 then
                        buttonScroll = buttonScrollCap * (#characterTable - 1)
                    else
                        buttonScroll = -buttonScrollCap
                    end
                    play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
                    gCSPlayers[0].presetPalette = 0
                    if currChar < 1 then currChar = #characterTable end
                end

                -- Alt switcher
                if #characterTable[currChar] > 1 then
                    local character = characterTable[currChar]
                    if (controller.buttonPressed & R_JPAD) ~= 0 or controller.stickX > 60 then
                        character.currAlt = character.currAlt + 1
                        inputStallTimerDirectional = inputStallToDirectional
                        play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, cameraToObject)
                        buttonAltAnim = inputStallToDirectional
                    end
                    if (controller.buttonPressed & L_JPAD) ~= 0 or controller.stickX < -60 then
                        character.currAlt = character.currAlt ~= 0 and character.currAlt - 1 or #character
                        inputStallTimerDirectional = inputStallToDirectional
                        play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, cameraToObject)
                        buttonAltAnim = -inputStallToDirectional
                    end
                    if character.currAlt > #character then character.currAlt = 1 end
                    if character.currAlt < 1 then character.currAlt = #character end
                end
            end

            if inputStallTimerButton == 0 then
                if (controller.buttonPressed & A_BUTTON) ~= 0 then
                    if characterTable[currChar] ~= nil then
                        mod_storage_save_pref_char(characterTable[currChar])
                        inputStallTimerButton = inputStallToButton
                        play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
                    else
                        play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
                    end
                end
                if (controller.buttonPressed & B_BUTTON) ~= 0 then
                    menu = false
                end
                if (controller.buttonPressed & START_BUTTON) ~= 0 then
                    options = true
                end
                local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[m.character.type]
                if (controller.buttonPressed & Y_BUTTON) ~= 0 then
                    if characterColorPresets[modelId] and optionTable[optionTableRef.localModels].toggle > 0 and not stopPalettes then
                        play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
                        gCSPlayers[0].presetPalette = gCSPlayers[0].presetPalette + 1
                        inputStallTimerButton = inputStallToButton
                    else
                        play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
                        inputStallTimerButton = inputStallToButton
                    end
                end
            end
            if characterColorPresets[gCSPlayers[0].modelId] ~= nil then
                if #characterColorPresets[gCSPlayers[0].modelId] < gCSPlayers[0].presetPalette then gCSPlayers[0].presetPalette = 0 end
            end
        end

        -- Handles Camera Posistioning
        faceAngle = m.faceAngle.y
        if controller.buttonPressed & R_CBUTTONS ~= 0 then faceAngle = faceAngle + 0x1000 end
        if controller.buttonPressed & L_CBUTTONS ~= 0 then faceAngle = faceAngle - 0x1000 end

        nullify_inputs(m)
        if is_game_paused() then
            controller.buttonPressed = START_BUTTON
        end
    end

    if options and not creditsAndTransition then
        if inputStallTimerDirectional == 0 then
            if (controller.buttonPressed & D_JPAD) ~= 0 or controller.stickY < -60 then
                currOption = currOption + 1
                inputStallTimerDirectional = inputStallToDirectional
                play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
            end
            if (controller.buttonPressed & U_JPAD) ~= 0 or controller.stickY > 60 then
                currOption = currOption - 1
                inputStallTimerDirectional = inputStallToDirectional
                play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
            end
        end

        if inputStallTimerButton == 0 then
            if (controller.buttonPressed & A_BUTTON) ~= 0 and not optionTable[currOption].optionBeingSet then
                optionTable[currOption].toggle = optionTable[currOption].toggle + 1
                if optionTable[currOption].toggle > optionTable[currOption].toggleMax then optionTable[currOption].toggle = 0 end
                if optionTable[currOption].toggleSaveName ~= nil then
                    mod_storage_save(optionTable[currOption].toggleSaveName, tostring(optionTable[currOption].toggle))
                end
                inputStallTimerButton = inputStallToButton
                play_sound(SOUND_MENU_CHANGE_SELECT, cameraToObject)
            end
            if (controller.buttonPressed & B_BUTTON) ~= 0 then
                options = false
                inputStallTimerButton = inputStallToButton
            end
        end
        if currOption > #optionTable then currOption = 1 end
        if currOption < 1 then currOption = #optionTable end
        nullify_inputs(m)
    end

    if creditsAndTransition then
        if (controller.buttonDown & U_JPAD) ~= 0 then
            creditScroll = creditScroll - 1.5
        elseif (controller.buttonDown & D_JPAD) ~= 0 then
            creditScroll = creditScroll + 1.5
        elseif math.abs(controller.stickY) > 30 then
            creditScroll = creditScroll + controller.stickY*-0.03
        end

        if inputStallTimerButton == 0 then
            if (controller.buttonPressed & A_BUTTON) ~= 0 or (controller.buttonPressed & B_BUTTON) ~= 0 or (controller.buttonPressed & START_BUTTON) ~= 0 then
                credits = false
            end
        end
        nullify_inputs(m)
        if creditScroll < 0 then creditScroll = 0 end
        if creditScroll > creditScrollRange then creditScroll = creditScrollRange end
    else
        creditScroll = 0
    end

end

hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)

--------------
-- Commands --
--------------

promptedAreYouSure = false

local function chat_command(msg)
    msg = string_lower(msg)

    -- Open Menu Check
    if (msg == "" or msg == "menu") then
        if menu_is_allowed(gMarioStates[0]) then
            menu = not menu
            return true
        else
            djui_chat_message_create(TEXT_PAUSE_UNAVAILABLE)
            return true
        end
    end

    -- Help Prompt Check
    if msg == "?" or msg == "help" then
        djui_chat_message_create("Character Select's Avalible Commands:" ..
        "\n\\#ffff33\\/char-select help\\#ffffff\\ - Returns Avalible Commands" ..
        "\n\\#ffff33\\/char-select menu\\#ffffff\\ - Opens the Menu" ..
        "\n\\#ffff33\\/char-select [name/num]\\#ffffff\\ - Switches to Character" ..
        "\n\\#ff3333\\/char-select reset\\#ffffff\\ - Resets your Save Data")
        return true
    end

    -- Reset Save Data Check
    if msg == "reset" or (msg == "confirm" and promptedAreYouSure) then
        reset_options(true)
        return true
    end

    -- Stop Character checks if API disallows it 
    if not menu_is_allowed() or charBeingSet then
        djui_chat_message_create("Character Cannot be Changed")
        return true
    end

    -- Name Check
    for i = 1, #characterTable do
        if not characterTable[i].locked then
            local saveName = string_underscore_to_space(string_lower(characterTable[i].saveName))
            for a = 1, #characterTable[i] do
                if msg == string_lower(characterTable[i][a].name) or msg == saveName then
                    currChar = i
                    if msg ~= saveName then
                        characterTable[i].currAlt = a
                    end
                    djui_chat_message_create('Character set to "' .. characterTable[i][characterTable[i].currAlt].name .. '" Successfully!')
                    return true
                end
            end
        end
    end

    -- Number Check
    msgSplit = string_split(msg)
    if tonumber(msgSplit[1]) then
        local charNum = tonumber(msgSplit[1])
        local altNum = tonumber(msgSplit[2])
        altNum = altNum and altNum or 1
        if charNum > 0 and charNum <= #characterTable and not characterTable[charNum].locked then
            currChar = charNum
            characterTable[charNum].currAlt = altNum
            djui_chat_message_create('Character set to "' .. characterTable[charNum][altNum].name .. '" Successfully!')
            return true
        end
    end
    djui_chat_message_create("Character Not Found")
    return true
end

hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)

--[[
local function mod_menu_open_cs()
    local m = gMarioStates[0]
    if menu_is_allowed(m) then
        gMarioStates[0].controller.buttonPressed = START_BUTTON
        menu = true
    else
        play_sound(SOUND_MENU_CAMERA_BUZZ, m.pos)
    end
end
hook_mod_menu_button("Open Menu", mod_menu_open_cs)
]]