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SMAS Pause Menu v1.05

UberASM Repository → SMAS Pause Menu v1.05

Submission Details

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:
5.0 (1 rating)
No rating
Download 10.20 KiB | 458 downloads

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Comments (22)

TheXander Link
I wanted use a pause menu like this, but using other trigger that isn't pressing the Start button, when Mario hits a custom block below, show this.

Anyways, awesome code Kevin #tb{^V^}
The ultimate Julio Link
I did everything that the "read me" but still could not implement this patch in my rom
Francium Link
Even if !allow_start_select is 0, you can leave the level by pressing start while holding down select at the level. As a solution, apply the following hexedit in asar.
Code
org $00A267
db $80
 MarioFanGamer Link
Moderated with:
  • 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.
Link13 Link
I just recently caught this on a late notice. I would request a line of disabled code during mode 7 to fix the gltches.
Link13 Link
Originally posted by Kevin
Start+Select only works if the level is beaten like in vanilla.
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!
Link13 Link
Originally posted by Kevin
Fixed the start+select option in v1.05, thanks for the catch.
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.
 Kevin Author Link
Start+Select only works if the level is beaten like in vanilla.
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)
Link13 Link
I was tweaking in the settings and enabling start+select out of level by changing the value 1, doesn't work.
And the other issue is the cursor sound disappears after 1 use.
 Kevin Author Link
Fixed the start+select option in v1.05, thanks for the catch.
About the sound, the music and SFX mute when pausing normally, the readme explains how to avoid that
Link13 Link
This is probably the best uberasm file in history.
 Kevin Author Link
Another update very soon, this time I added a couple more options to the menu:
- 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
Eduard Link
Found an issue. When you save&quit while the Intro Message sequence plays and start the same save file again, Mario will spawn in a random spot in the Overworld. #smw{:trollface:}
 Kevin Author Link
Thanks for the heads up, I've fixed it now
Soul Link
If you are using the Yoshi Player Patch, change the last value in settings.asm to 0BC
El Cuh Fermin Link
There’s only one issue, the pause menu causes layer 3 water to disappear, but when unpaused, it turns back
 Kevin Author Link
See previous comment: to fix the issue of stuff like mist going above the menu, it also causes any layer 3 with priority (like tides) to go behind other layers. If you want to avoid this, remove the code at line 45 in "main.asm":
Code
and #$F7 : sta $3E

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.
Ralshi02 Link
Got this with translucent layer 3 + level mode 0E


Other than that, this is amazing! Surprised that nobody submitted any kind of pause menu before.
 Kevin Author Link
More than the level mode, that's caused by the "Layer 3 top priority" option being turned on, which makes the menu go behind the mist. I've updated it and it should be fixed now (although it will cause the mist to lose top priority while the menu is open).
El Cuh Fermin Link
I already inserted to UberASM Tool, and it works really well. 5 stars

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
KBY30 Link
This is partially incompatible with Darken Pause
It works, but when you unpause the game it stays dark.
 Kevin Author Link
Yeah anything that does something when unpausing won't work right off the bat. For the darken pause, just add this
Code
lda #$0F : sta $0DAE|!addr
after
Code
.continue:
(main.asm line 210).