What's funny about the original Retry patch was in JUMP it actually was just an UberASM patch, so I guess it is true that what goes around comes around.
This is very nice, glad this exists! Now I don't need to worry about installing an entire global patch to get it to work. The "unpatch" is also funny, but useful.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
(rip my other userbars momentarily)
My new revamped Retry System
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This is definitely a improvement overall will give this try
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This is certainly an impressive feat - getting the system to work at all in UberASM is one thing, but managing to merge and integrate several resources, add your own features and get them to all work together while also cutting the hijacks down by more than half sounds like an absolute nightmare. Mad respect for the work that must have gone into this.
Also, the faster reset option is going to be loved for sure. 1-2 seconds on its own isn't much, but in the context of Kaizo, all those deaths can very quickly add up to minutes of saved waiting time, possibly even hours for very difficult kaizo.
Also, the faster reset option is going to be loved for sure. 1-2 seconds on its own isn't much, but in the context of Kaizo, all those deaths can very quickly add up to minutes of saved waiting time, possibly even hours for very difficult kaizo.
wow! well done!! this is perfect! gg
This is definitely one of the top must-have resources. I'm gonna test it with my current projects. Thanks for making this!
Thanks for doing this, it's good to have improvements on existing ASM, especially retry.
Thanks again to everyone's comments
Sure thing! It only makes sense since the patch already deals deeply with the dying mechanic.
I'm not 100% sure of this, as I haven't tested it, but since their conflicting hijack isn't there anymore, it should work fine.
I didn't know that, that's actually funny.
Yeah, but it's also required for UberASM submissions that include hijacks :P (for when I'll submit it).
Thanks! Yeah the biggest obstacle at the start was figuring out where each process needed to run (as in, in which gamemode) and what parts had to be kept as hijacks as not possible to be dealt with using UberASM alone. After that it mostly went smoothly, although the RAM-based options to configure the Retry prompt resulted being a bit problematic too: for the NMI and GFX routines, I was just using Asar's conditional statements based on the defines, but having them based on RAM meant a complete rewrite to account for all possible options at runtime.
Yeah, it's kinda surprising how much of the loading time isn't actually used for level loading but just for the fadein/fadeout animations. Cutting those makes a pretty big difference.
Originally posted by Darkbloom
Oh cool, you have a death counter in this? That makes my life easier moving forward.
Sure thing! It only makes sense since the patch already deals deeply with the dying mechanic.
Originally posted by Darkbloom
I'm glad it's compatible with Mode 7 too.
I'm not 100% sure of this, as I haven't tested it, but since their conflicting hijack isn't there anymore, it should work fine.
Originally posted by Daizo Dee Von
What's funny about the original Retry patch was in JUMP it actually was just an UberASM patch, so I guess it is true that what goes around comes around.
I didn't know that, that's actually funny.
Originally posted by Daizo Dee Von
The "unpatch" is also funny, but useful.
Yeah, but it's also required for UberASM submissions that include hijacks :P (for when I'll submit it).
Originally posted by JamesD28
This is certainly an impressive feat - getting the system to work at all in UberASM is one thing, but managing to merge and integrate several resources, add your own features and get them to all work together while also cutting the hijacks down by more than half sounds like an absolute nightmare. Mad respect for the work that must have gone into this.
Thanks! Yeah the biggest obstacle at the start was figuring out where each process needed to run (as in, in which gamemode) and what parts had to be kept as hijacks as not possible to be dealt with using UberASM alone. After that it mostly went smoothly, although the RAM-based options to configure the Retry prompt resulted being a bit problematic too: for the NMI and GFX routines, I was just using Asar's conditional statements based on the defines, but having them based on RAM meant a complete rewrite to account for all possible options at runtime.
Originally posted by JamesD28
Also, the faster reset option is going to be loved for sure. 1-2 seconds on its own isn't much, but in the context of Kaizo, all those deaths can very quickly add up to minutes of saved waiting time, possibly even hours for very difficult kaizo.
Yeah, it's kinda surprising how much of the loading time isn't actually used for level loading but just for the fadein/fadeout animations. Cutting those makes a pretty big difference.
I found a small bug introduced by a recent fix I made: choosing an option on the Retry prompt won't play the sound effect. If you're experiencing this, download this file and put it in "retry_config/code/hijacks/gm14_end/" (replacing the original death_routine.asm file).
Edit: I've updated the release to include this fix, you don't need to worry about this anymore.
Edit: I've updated the release to include this fix, you don't need to worry about this anymore.
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