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UberASM Retry System (+ Multiple Checkpoints) v0.2.7
Forum Index - SMW Hacking - Resource & Tool Releases - UberASM Retry System (+ Multiple Checkpoints) v0.2.7
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(you can also check the GitHub repository here)

tl;dr this is a rewrite of worldpeace's Retry patch in (mostly) UberASM form, which aims at making the patch more compatible with other resources as well as adding additional features.
I've released this during C3, but I'll put it here as well so people can find it more easily (at least until I submit it). I'll also post changes and whatnot. Feel free to use this thread to report feedback, bugs, etc.

  • v0.2.7: fixed a bug that could cause some sprites on screen to disappear on rare occasions while the prompt was active.
  • v0.2.6: fixed a bug in layer 2 levels and made infinite lives a sublevel-dependent setting.
  • v0.2.5: added support for ObjecTool's Custom Normal Objects alongside Retry's custom midway bars.
  • v0.2.4: Fixed bug that would prevent the Game Over music from playing, fixed a compatibility issue with the VWF Dialogues patch and optimized the NMI routine a bit.
  • v0.2.3: Fixed a rare issue that could happen with LM v3.0+ and implemented some speed optimizations to the code.
  • v0.2.2: Added an option to replace "Mario" with "DEATHS" in the status bar, like the standalone Death Counter patch. Also fixed an issue that caused the level's music to restart when custom codes called $00F606 in consecutive frames.
  • v0.2.1: Fixed a bug that caused the prompt's sound effects to not play.
  • v0.2: C3 release.

Here's the copy-paste of the C3 thread, with a more detailed explanation (thanks FPzero for sending the source to me :))

Small update (v0.2.2): added an option to replace "Mario" with "DEATHS" in the status bar. Made sense to add since the standalone Death Counter patch does this too. I didn't add it to the OW too since it's easy enough to edit the border with Lunar Magic's layer 3 editor.
Small update (v0.2.3): fixed a rare issue that could happen when using Lunar Magic 3.0+, in case the routine at $03BCDC wasn't installed yet. Changed settings.asm file formatting to be a bit easier to navigate through. Added some speed optimizations to the code.
Additionally I tested it with lx5's Dynamic Spriteset System and both instant respawn and the prompt work fine with it. If using the prompt, you just need to change the tile numbers used by the letters in settings.asm to some empty spots in SP1/SP2 (DSS frees up a lot of tiles there so it should be an easy process).
Update v0.2.4: fixed a couple minor bugs regarding game over and VWF dialogues (thanks simon.caio for reporting them!) and optimized the NMI routine a bit.
Update v0.2.5: finally added full support for ObjecTool! Now, if you want to use both Retry's custom midway bars and other custom objects from ObjecTool, you can, just make sure to follow the instructions in the "objectool_info.txt" file. Additionally, differently from the original Retry, only Custom Normal Object numbers 00-51 will be reserved for the custom midways, meaning that you can still use 52-FF with ObjecTool (+ all the extended objects, of course).
Update v0.2.6: fixed a bug that could happen in layer 2 levels, where sometimes Mario would interact in weird ways (and often die) with the layer 2 on the first frame after respawning. Also, changed the infinite lives option to a sublevel-specific table, so you can have both levels with finite and infinite lives, which could be useful for hacks or collabs that feature levels of varying style/difficulty.
Update v0.2.7: this small update just fixes an issue where the Retry prompt would cause sprites to disappear, in case the end of the OAM table was filled. Thanks to LouisDoucet for reporting it!
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