Originally posted by HobzOriginally posted by Katerpie1. When exiting from a pipe, the game sometimes pauses and sometimes doesn't, but the retry system always made the game paused after you died. Now the pausing state is recovered and saved anytime you retry.
are you sure this fix was included in the updated base rom link? I'm still having the same problem I was having before the update, where sprites are frozen upon retrying the level but not when the level first starts, which offsets my dolphins by two whole tiles.
I can probably rework the beginning to not have this problem affect it, but figured I'd mention it anyways
I fixed the code, but forgot to apply the modification to the base rom (oops). The base rom link will be updated again anyways, but you could apply it yourself right now by executing "save_common_patch_settings.bat".
e:
Originally posted by NGBIt seems like this port doesn't work with the baserom (Hot Damned.txt: Echo buffer exceeded total space in ARAM by 0x0100 bytes.) despite working with a vanilla smw rom.
Is there any way to fix this?
Removing an unused brr file can fix the problem.
1) Open Hot Damned.txt, 2) find "../optimized/0A SMW @9.brr" (at line 16), and 3) replace it with "../EMPTY.brr". It's a piano sample used by the death jingle, and it won't be used due to the retry thing with the default settings.
If you want to disable another sample instead of piano, these are good candidates too:
- "../optimized/10 SMW @12.brr": if you're not using a p-switch
- "../optimized/12 SMW @15.brr": if you're not using a yoshi
- "../optimized/13 SMW Thunder.brr": if you're not using thunder/blargg