File Name: | Retry System v2.04 (+ Simple Multi-Midway) |
Submitted: | by worldpeace |
Obsoletes: | Retry System v2.03 |
Authors: | worldpeace |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch creates a prompt that lets players choose whether to restart a level fast without visiting the map when they die. Probably useful for hard or kaizo-light difficulty hacks. 1) fast reset without having overworld transitions 2) some global/local(level-based) customization; make the prompt skippable, set the sfx, etc. 3) an easily configurable multiple midway system (provided by default) for both respawning locations and entrances from the map 4) compatible with the existing multiple midway patch(by Kaijyuu and LX5); mario will be respawned at its extra midway points Notes - Only one of those two multiple midway systems can be used. If you use Kaijyuu's patch, the default multiple midway system will be disabled. - Instinctively tapping the button will make the prompt show up faster. |
> When the retry prompt is enabled or the level is set to auto-retry and the midpoint option is either $00 (default/vanilla), $01 (per-sublevel midway) or $03 (sublevel entrances + per-sublevel midway), and you trigger a midpoint, then die (and choose retry), you're brought back to the main/last sublevel entrance instead of the midway entrance. The vanilla midway point works, but only if you exit the level first. However, the per-sublevel midpoint doesn't work at all, as when you exit the level, you're brought to the main level's midway entrance. I made sure to edit the levels and check 'separate midway properties' in LM, and the results were the same. Weirdly enough, this doesn't happen in Snes9x. In bsnes/higan (and even in ZSNES but that's no parameter), it does (in both normal and SA-1 ROMs), and the midpoint bar will always respawn, too. It works fine, however, when using Kaijyuu's Multi-Midway patch.
Other little caveats (not really removal reasons, because counterbreak patches are a thing) I've found:
> If !clear_parked_yoshi is enabled, and you play in a no-Yoshi level, die and exit the level, Yoshi will still be there. If you die, then retry, then die again and exit, Yoshi won't be there anymore. It'd make more sense if Yoshi was always erased despite retrying the level or not.
> Similar to the previous issue, if !clear_itembox is enabled, the reserve item won't be erased if you die and exit the level. If you retry, though, then it will be erased. It'd make more sense if the powerup was always erased.
I dunno if it's possible to workaround the midway point issue, but if it is feasible, please do it. Else, I recommend getting rid of the built-in multiple midway feature, and keep only the sublevel entrances saving feature which has no problems. In any case, I will accept this.