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Issues with Mario Respawn
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So, I'm currently working on my first ever hack. In one level, I have a custom block that sends Mario to another level (dictated by the screen exit). It functions just as intended, and sends Mario to the level (107->106).

However, my hack has the retry system patch, and if Mario dies in level 106 it sends him back to the entrance of 107.

This is a kaizo hack, and making the player run through a small entrance area every time they want to retry the level seems pretty annoying. I'm not very skilled with ASM and I I'm unaware of some sort of LM setting/trick that fixes this, so any help would be appreciated! :)
The retry patch allows you to set a checkpoint in any sublevel just by entering it, but you need to set it in the retry table. To do so open retry_table.asm and at the bottom you'll see a huge table called ".checkpoint", where each number corresponds to a sublevel. You can see above the table what each number does, but for your case you want to either use $02 (set midway when entering the sublevel) or $03 (like $02 but also set the midway in the sublevel when getting the midway). Of course you'll need to set this number for the sublevel you want, which in this case is 106 (so the 7th number in the row that says ";Sublevels 100-10F"). After changing the number just repatch retry and it should work.
I wasn't aware of the checkpoint table; thank you! Problem solved.
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