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Retry System (+ Simple Multi-Midway) ver 2.06a

Incompatibility report: It seems like that VWF Dialogues (if you enable it on message boxes) and this patch shares the same address ($00A1DF). In fact, not only VWF Dialogues but also Message Box Choice hijacks $00A1DF.
Aside from that, there are other incompatibilities with both patches, at least if you patch VWF before Retry Promt.
Dying to a muncher while climbing and holding a directional input makes the prompt not pop up.
It does appear normally when you die to a sprite. It also pops up normally when you aren't holding a directional input.

I noticed it in the KLDC baserom but it did happen on a completely clean rom as well.
Hey worldpeace, your retry system patch doesn't like the vanilla Mode 7 bosses. It still works, but when it pops out, it corrupts the screen.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Isn't Mode per scanline? That is, per horizontal row of pixels it's all or nothing, hence why Super Mario Kart's split screen is designed the way it is? Correct me if I'm wrong.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Sorry for the long hiatus. The version on the patches section has a couple of serious bugs which I already fixed for KLDC base rom, but I'm not ready to release the next version because I've been too busy. I will try to work for the next release when I'm free. If you need it right now, you may get the updated patch in the KLDC base rom instead. The update fixes the following
- a glitch of no yoshi entrance
- a glitch that restarting a level sometimes skips loading music sample when it's not supposed to do
- a way of escaping levels when you use the "no window" option (start+select)
- some minor inconsistency with pipe entrances

Also hopefully, compatibility issues that MarioFanGamer reported will be taken into consideration.
I'd like to inform you that I released the updated version lately (ver 2.04). It's functionally same as the version in the kldc base rom (which kinda seems to work), plus some minor fixes.
https://www.smwcentral.net/?p=section&a=details&id=16304

Changes:
1. Provides the new multiple midway options: now each midway bar in each sublevel can point different places(like in kldc baserom).
2. Allows you to espace a level by start+select if the auto reset option is used(!default_prompt_type = $02, for example).
3. Fixed the sample loading glitch that happened when you use addmusick and the option "!default_prompt_type = $01 or $02".
4. Fixed the no yoshi intro glitch that referred to a wrong table position.
5. Provides more options regarding counterbreak and etc. in "retry_table.asm".
6. Made the pipe checkpoints save the lock status($9D) for consistency.
7. Fixed the glitch that the prompt didn't pop up when you die to a muncher while climbing and holding a directional input(thanks TheBiob for the report).


I'll make this compatible with other patches later, if I find it necessary.
This patch worked great in the hack im building, but today i noticed that instead of getting the retry options/text, i get the ghosthouse message box text when i die, and i cant use the retry. Im not using any other patches i think, and the only thing i have used between it working and not working is addmusick. Im new at smw hacks though, so i might have done something stupid without knowing it. Im using v2.04

Edit: Re-applying patch made it work again. Weird :D Is it bad for the rom to apply patches several times?
Sorry for the late response. I guess the patch and the recent version of lunar magic are not compatible with each other, since there didn't seem to be reports like this until the latest LM was released. I'll look into it.
Ther is are music glitch in the 2.04 version if i us the new death sfx i get the same tune on pause press and on yellow ? blocks
is there a way to disable start+select on specific sublevels when using the !default_prompt_type = $02?
a weird bug with the multiple midway system. if you get one of the sublevel entrance midways, save the game somehow, and reset console, upon re-entering the level you will be placed wherever the vanilla midway entrance is.

it's like when you reset the game, it only remembers that you got a midway, but not which one.

idk if this tool is still being worked on, but this was just discovered a few days ago, and i figured i'd point it out
YouTube | Music
A small update (v2.045)
https://bin.smwcentral.net/u/1250/retry_v2.045.zip

This update handles a minor glitch that the last midway bar (that should not be respawned) is respawned when you enter another level and come back to the level.

I have some rough plans to improve this patch more (and name it v2.05), but cannot guarantee when it will be done. Hopefully the next version will not break your layer 3 BG.


Originally posted by Romano338
Anyone else ever got problems with the music glitching randomly?
I know Tony.Metcalfe got it too. Never got it before.

I couldn't reproduce the glitch myself. The only thing I can say is that there existed one music glitch in one of previous versions. It was fixed in the current version(2.04), but might be different from the glitch you mentioned.


Originally posted by white_moth
a weird bug with the multiple midway system. if you get one of the sublevel entrance midways, save the game somehow, and reset console, upon re-entering the level you will be placed wherever the vanilla midway entrance is.

it's like when you reset the game, it only remembers that you got a midway, but not which one.

idk if this tool is still being worked on, but this was just discovered a few days ago, and i figured i'd point it out


The (extra) midway status should be saved to SRAM with some custom SRAM patch like this one: http://www.smwcentral.net/?p=section&a=details&id=14762
If you use that patch, for example, add the following line in the sram table. I didn't test it myself but pretty sure it will work.
Code
dl $7FB40C : dw $00C0
; comment: $7FB40C means the !freeram_checkpoint address in retry_table.asm,
; and $00C0 means 192 bytes to be saved

This information definitely should be included in the readme file in future. Thanks for the point out.


Originally posted by NaroGugul
is there a way to disable start+select on specific sublevels when using the !default_prompt_type = $02?

In the current version, you need to tweak the code of the patch. But if necessary, it is possible to make this an option in the next version(hopefully) maybe.


Originally posted by obersteiner86
Ther is are music glitch in the 2.04 version if i us the new death sfx i get the same tune on pause press and on yellow ? blocks

Try inserting the new death sfx with addmusick, and then set the sfx number and the ram address to the corresponding ones.

mod edit: are you the one stretching the tables around here?

ver 2.05r: https://bin.smwcentral.net/u/1250/retry_v2.05r.zip



* What's new in ver 2.05? *

1. The prompt does not mess up your layer 3 BG, or some color math such as transparent foreground.

2. New options including RNG reset

3. Compatible with new LM's secondary entrances (#0200-#1FFF)

4. You can insert different multiple midway "bars" in each "sub"level. (level xxx) Everything of this feature can be configured in LM. (no need of custom blocks, etc.)
Here's the idea:


5. Fixed a couple of glitches
First, thanks for making this no longer break layer 3 backgrounds. That was something that bugged me a long time ago. This patch is really a good thing to have for anything kaizo related. #smw{:TUP:}


The main reason I write this post is because I tested this and found a strange, midway related bug.

My level has 2 midways (means 3 spawn points). One is in the level you enter (start of level 2), another one in the same level at the middle (custom or vanilla, used both for testing), last one uses the new custom one (sub level 25).

When getting both midways and clearing the level, returning to the same level, it will spawn you at the start of that level (which works right as intended). However, when you kill yourself after the spawn at the start and say "Retry" it spawns you suddenly to the first midway. It seems that it doesn't delete the "collected the midway in level 2 flag" or something.
Layer 3 compability is actually really nice.
That was the only problem I had with using the retry prompt before.
Really nice work!
Thanks #tb{:]}
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by Hiro-sofT
First, thanks for making this no longer break layer 3 backgrounds. That was something that bugged me a long time ago. This patch is really a good thing to have for anything kaizo related. #smw{:TUP:}


The main reason I write this post is because I tested this and found a strange, midway related bug.

My level has 2 midways (means 3 spawn points). One is in the level you enter (start of level 2), another one in the same level at the middle (custom or vanilla, used both for testing), last one uses the new custom one (sub level 25).

When getting both midways and clearing the level, returning to the same level, it will spawn you at the start of that level (which works right as intended). However, when you kill yourself after the spawn at the start and say "Retry" it spawns you suddenly to the first midway. It seems that it doesn't delete the "collected the midway in level 2 flag" or something.


Thanks!

And yes, I overlooked that $13CE (a midway flag) is not reset on the overworld. Here's a quick modification.
https://bin.smwcentral.net/u/1250/retry_v2.05r.zip

Thank you for letting me know the bug.


Originally posted by NGB
Layer 3 compability is actually really nice.
That was the only problem I had with using the retry prompt before.
Really nice work!
Thanks #tb{:]}


Yeah in the past I thought it'd be almost impossible to do this, and that's why this solution came out quite late.

Now, you may notice that those letters in the prompt is in the sprite layer, instead of layer 3. The new method is quite tricky (I had to use two hdma windows as well as these foremost OAM slots such as $0200, etc.) The downside of this method is that the number of letters in the prompt is so limited that you wouldn't have much option to customize.

Thanks!
ver 2.05r2: https://bin.smwcentral.net/u/1250/retry_v2.05r2.zip

- This version includes SRAM handling asm which will be automatically installed unless you use another SRAM patch. A guide for cases using "SRAM Plus" or "BWRAM Plus" is also prepared.

- A guide to handle the compatibility with ObjecTool

- More trouble shooting
I felt like passing by to make a public apology regarding the moderation/removal of the version 2.04 of the Retry System. It was my very first patch moderation as an ASM moderator, and was done in February.

worldpeace contacted me via PM to ask me for more specific details on why the patch was removed, claiming that many hacks which used it never had any traces of the issue I had found. This led me to do another research recently. It was then found out that the patch actually worked, except I didn't edit some sublevels in Lunar Magic. At that time, I didn't know that this would play a bigger role in the checkpoint system. But it does: LM modifies how SMW handles exit tables data so the user can configure a wider range of exit destinations, while the vanilla method has some limitations and also behaves differently. Back when I moderated the patch, I placed a midway point in level 1CB, without even touching 105, which explains the odd results I was having. There were no emulator-specific issues, despite me having varied results. Comes out that the same ASM file I used back then, applied to another ROM now, with both 105 and 1CB modified, gave me the intended results. In the end the patch was functional but I removed it due to a small but relevant detail. So, yep, my bad entirely.

I've decided to publicly apologize for the mistake even though I already did it to him via PM. I guess it doesn't hurt to be transparent in that regards.

living and learning
MK2TDS
It would surprise me if you're the only one with that issue. Not likely for a full-scale hack, but people trying it out may run into it. Let's put it in the readme.
<blm> zsnes users are the flatearthers of emulation