Originally posted by Anas
Also, as for the main entrance checkpoint thingy, what I meant is that it would useful if you make a custom no-Yoshi intro with this block and the next level after the intro already uses a checkpoint but for some reason you don’t want to use the extra checkpoint option.
Ah ok I see, I forgot that the custom checkpoints are optional, but still I think since you can just do that with them, you should enable them and use a secondary entrance as the checkpoint for after the intro. The only downsides to enabling the custom checkpoints is a bit more RAM usage (but you can also reduce the max amount of them to 1 or just lower than the default 8 to minimize that) and that they take up a few custom object slots (but there's still plenty that can be used with Objecttool).
Originally posted by Anas
Finally, as for the intro level bug, at least that’s how I remember it when I last tested it, and I already worked around the glitched lives counter issue by putting a 1-up in the player’s position.
Finally, as for the intro level bug, at least that’s how I remember it when I last tested it, and I already worked around the glitched lives counter issue by putting a 1-up in the player’s position.
Mh ok, so it sounds like it was an issue with getting a game over in the intro, which I can understand would cause that. As I said, you can disable life loss for each sublevel from tables.asm, so you could just do that for the intro sublevel. A 1-up works too I guess. I can look into trying to fix that anyway but idk if it's feasible