Name: | SMAS Pause Menu v1.05 |
Author: | Kevin |
Added: | |
Type: | Game Mode |
Includes GFX: | Yes |
Includes Hijack: | No |
Featured: | No |
Description: | This UberASM is an attempt at an accurate recreation of the SMAS pause menu, with the "Continue", "Save&Continue" and "Save&Quit" options (this last one can be changed to "Save&Exit" to just exit the level). Like in SMAS, it uses dynamic sprite GFX that is restored when the menu is closed, so you don't need to insert or reserve sprite graphics for it. Make sure to check the README for info and instructions. v1.01: fixed issue with layer 3 top priority v1.02: reduced chance of blank overflows when opening the menu v1.03: fixed issue where using Save&Quit on the intro level would create a glitched save file v1.04: added 2 more options: have both quit and exit, or have exit appear only after beating the level v1.05: fixed start+select option not working |
Tags: | lorom menu pause sa-1 sprite |
Comments: | 22 (jump to comments) |
Rating: |
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10.20 KiB | 458 downloads
Comments (22)
Anyways, awesome code Kevin
- Lunar Magic v3.33
- SA-1 Pack v1.40
- UberASM v1.5
- BSNES v115
A largely functional patch. I have found some actual issues, though their severity are limited to certain effects of colour maths and the Mode 7 bosses and only visually, fortunately. In particular, all Mode 7 bosses show some red to the right of the menu and the dark room with spotlight also gets enlightened, implying the window is a bit larger than it should be. On a more severe note, Iggy and Larry have the lava in the battle partially disappear while Morton, Roy and Ludwig have their backgrounds glitched out when the menu opens.I also would have added some better support to SRAM Plus where the SRAM buffering is ignored whcih would free up $1F49 which is quite a bit of bytes.
Gameplay wise, I haven't seen any issues as well, though I consider some design decisions a bit weird like quitting a level also means to save the game when that's an explicit option. At least one is easily able to edit the patch to modify it to one's own wishes but still.
Save&Exit and Save&Quit options work fine for me without crashing.
Cursor sound can be fixed by editing the sound effect files like described in the readme (use the provided SFX files or the "lower volume when pausing" sfx files instead of those included with AMK by default)
I finally got it to work properly. The SFX files are important to use with this code. Thank you for your help!
About the sound, the music and SFX mute when pausing normally, the readme explains how to avoid that
I'm using uberasm v1.5 and using your patch update version 1.05. And I repatch the uberasm and get similar results. No cursor sound and Save & Exit doesn't work in the menu.
Edit: selecting the save & quit option and the save & exit crash the game.
Save&Exit and Save&Quit options work fine for me without crashing.
Cursor sound can be fixed by editing the sound effect files like described in the readme (use the provided SFX files or the "lower volume when pausing" sfx files instead of those included with AMK by default)
And the other issue is the cursor sound disappears after 1 use.
About the sound, the music and SFX mute when pausing normally, the readme explains how to avoid that
- Always have 4 entries instead of 3 (save&quit + save&exit)
- Have 3 entries normally, and save&exit appears after the level has been beaten, similar to how the SMA2 pause menu works
Note that this will then cause the issue pointed out by Ralshi02 if you use high priority layer 3 in the middle of the screen.
Other than that, this is amazing! Surprised that nobody submitted any kind of pause menu before.
But however, when I pause the game when the menu shows up, it turns dark on pause menu
Edit: I edited on darken pause patch and set to pause to normal bright, and it fixed
It works, but when you unpause the game it stays dark.