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Retry System Help

I have been posting around on other threads and patches, and somebody told me that this warranted a new thread, so here goes.

I have been messing around with playing some of these kaizo roms that I've been seeing on AGDQ streams, and I've been able to generate playable roms for Kaizo Mario World 1, 2, and 3 along with Grand Poo World 1 and 2. They're running on my SNES Classic to boot.

One thing I liked seeing/playing in Grand Poo World 2 is the quick restart feature. I want to play through Kaizo Mario World 1, but I would like it to also have a quick-restart.

So, I found this patch, which looks like exactly what was used for Grand Poo World 2, and I applied it to my freshly hacked Kaizo Mario World 1 rom.
https://www.smwcentral.net/?p=section&a=details&id=18751

I was able to get a quick restart working just the way I wanted by setting
Code
!default_prompt_type = $02

in retry_table.asm.

I have played Kaizo Mario World 1 like this for a little bit, and it works great, but I after I crossed the midway point in the level, it would not remember my position in the level, and it would send me back to the start. The patch has a lot of extra settings that relate to midway points that I just don't need because I want to play the levels "as intended" with a quick restart. This is just a gameplay question.

So, my question is: can I add this patch to non-quick-restart-hacks (basically every rom hack I've downloaded besides Grand Poo World 2) without screwing things up (breaking midway points, for example) in a standardized way? I want to get this applied to Kaizo Mario World 1, first, but I noticed that Grand Poo World 1 also does not have a quick-restart system, and it'd be ripe for my modification as well.

Sorry if this was a lot of words for saying, "I want to add a quick respawn to hacks, and that's it. Help?"
If I understood you well, you want to have the quick restart feature in some hacks that don't have it, yes? If so, it could be done in vanilla or mostly vanilla hacks. You can just apply the patch to the ROM generated after applying the .bps, and see how it goes, but I guess the most safe way to do it is to port everything to a new ROM (specially if it's a not-completely-vanilla hack, because the ROM might have other patches applied to it which could conflict if you patch it directly), which can be nearly impossible if the hack has some custom asm/music which is not avaliable on the sections.
Originally posted by Darolac
If I understood you well, you want to have the quick restart feature in some hacks that don't have it, yes?

Yes, and that's what I've already done with Kaizo Mario World 1. I applied the .bps to SMW world, and then I applied the Retry patch (located here: https://www.smwcentral.net/?p=section&a=details&id=18751). To have mario quick respawn after he dies.

This worked just fine, but there are dozens of other settings in the Retry System patch that are irrelevant to my needs. So, my worry is that I messed something else up with the rom when applying the patch. I confirmed this while playing last night, because I didn't respawn at the midway point when I died. Video of that happening here: https://youtu.be/9NU_RUcULAQ?t=3941

What's extra confusing (and maybe a little embarrassing) is that I can't see which changes I made to retry_table.asm before applying the patch because I have since overwritten that file. This is a semi-in-the-weeds question about how to effectively use this specific patch.
What about porting Kaizo Mario World 1 to a fresh ROM and reapply the patch then?
I'm not sure I follow, sorry. My workflow has been:

1) Apply Kaizo Mario World 1 .bps to a clean, brand-new SMW rom --> this generates a .smc file
2) Edit retry_table.asm and retry.asm to call out the type of quick respawn system I want to play. Which involves changing (from the base .asm files that you download):

retry.asm
Code
!use_custom_midway_bar = $00


retry_table.asm
Code
!midway_powerup = $01
!counterbreak_yoshi = $00
!counterbreak_powerup = $00
!counterbreak_coin = $00

!default_prompt_type = $02 ;this is basically all I want to add to games


I have tried both keeping use custom midway bar as yes and no, but I'm still getting the same problem that I describe below and that is shown in my YouTube video.

3)
Code
asar.exe retry.asm kaizo.smc


4) I then put this game on my SNES Classic. The quick respawn is working exactly how I want it to, but the midway bar in the first level does not work. I'll cross the bar, mario gets big, but whenever I die, it sends me back to the start of the level, which is not how it "should" work.

I'm not sure how to tell the game to send me back to the vanilla(?) midway bar.

What would this porting suggestion you're making help me diagnose?
I mean, there can be lots of errors here. When one uses FLIPS to generate a ROM from a bps that ROM contains all the asm (patches, sprites, blocks...) that has been applied to the hack (in that case, Kaizo Mario World), so one can't just apply the retry patch to it and call it a day: it's possible that some of them conflict with your patch. Not only that: probably that ROM was edited using an ancient LM version, which may not be compatible with the retry patch at all.

My recomendation: read that porting guide and port all the levels from Kaizo Mario World to a fresh ROM. Since all the levels are vanilla (IIRC), it should'nt be that difficult, only exporting and importing the levels (using modern LM, of course). That's the only way to ensure you won't have any problems after inserting the patch.

Hope I made myself clearer here.
Alright, I'll start messing with the porting guide you linked to.

For what it's worth, this guy was able to get what I'm looking to accomplish accomplished.

https://youtu.be/SY28wSugj8g?t=263

He has the retry system in his game, and the midway point works. I've reached out to him on his social feeds to see if he can give me some pointers.
IIRC, the retry patch expects that Lunar Magic's midway point (i.e. the midway point entrance is independent from the main entrance) hack has been installed to the ROM. That might be the reason why the Retry Patch doesn't work. But I could be wrong too.
Well, it seems so:

Originally posted by Retry's readme
Make sure that at least (any) one of levels has a midway entrance with the option "Use separate settings for Midway Entrance" checked.
(This will silently install Lunar Magic's level transition ASM to your ROM, which is required by this patch.
Once it is certainly installed, feel free to uncheck the option in any level.)


You could try doing those steps using the last version of LM, saving and trying again before inserting. I think the porting alternative is cleaner, but maybe you can get it to work in an easier way.
I can't find that option. "Use separate settings for Midway Entrance"

e: oh wait. I just opened LM for the first time and saw it. Okay, trying a few new things out. Thanks for the help so far, everybody! This has been great!
HEY, I THINK I GOT IT

1) I loaded the Kaizo Mario World rom in LM and checked the "Use separate settings for Midway Entrance" on each level that I needed to "fix"

2) This put Mario near the top of the map, so I used the sprite editor to drag his midway respawn down to the midway gate.

3) I did this for each level that I saw on the overworld in the overworld editor (I'm not very familiar with Kaizo Mario World... Never played through it, and the only time I've seen people play the game are speedrunners). If the level had a midway point, I fixed it. I'm sure there are one or two levels I missed.

4) I saved all of these levels to the rom, and then I applied the retry.asm patch with the settings I mentioned above.

And it looks like it worked! I used flips or whatever to create this bps file. Give it a shot!

Here's the .bps file.
By the way, you don't necessarily have to do this for every level. The retry patch just assumes the hack has been installed (hence "Once it is certainly installed, feel free to uncheck the option in any level."). In fact, you don't even have to do that manually as you can just move Mario's midway point entrance in the level and then save the level to install Lunar Magic's midway point hack.