I want dragon coins to be worth collecting in the hack I'm working on. I really like Jump 1/2's dragon coin reward system and I want to implement something similar. Simply put, I want "coin gates" that are unlocked the more levels you get all the Dragon Coins in (you can pass this gate/block when you collect all the coins in 5 levels, this one 10 levels' coins, 20 levels' coins, etc...). I've been eyeing a lot of patches that should help me get there, but I'm pretty new to asm, so I thought I'd ask your opinions on the best/easiest way to implement this?
I'm not 100% sure what the best way to do it is, but I can tell you what I did! I strongly recommend making backups at every point along this process, because some of the patches, while accepted to the section, frequently give... interesting results.
Note that a few of these steps are if you're using retry (which I was). Here was what I set up for my hack:
1. Each Dragon Coin automatically saves to SRAM.
2. When you collect all of the Dragon Coins in a level, a counter is incremented.
3. A block checked in how many levels you had all Dragon Coins in, allowing you to pass if you had the required amount.
Here's what I did to make this happen:
1. Download the SRAM+ patch. If you're using retry, go to retry_table.asm, navigate to the SRAM table, and ADD to it (not replace) the table there (it's been a little while since I've done this, but there are instructions provided with the SRAM+ patch). Apply SRAM+, and then retry (IN THAT ORDER).
1.a If you're not using retry, then you should be able to just apply SRAM+ and move on.
2. Download the Individual Dragon Coin Save patch. There are options in here to only save dragon coins at the midway/goal, like in JUMP 1/2. Unless if I'm forgetting something, you should be able to just apply this patch, although I suspect it has notes about SRAM+ in the README.
3. Copy the unsubmitted code by EternityLarva for the Pass/no pass based on Yoshi coins in the hack block into a blank .txt file, then rename the file extension to .asm. Then, you'll navigate to !level = $??, change the number of levels you want to be sure to have all of the dragon coins in (note that this is in hexadecimal). Clearly, you can make copies of the block to have different numbers of levels. Insert these with GPS, I think with Act As settings of 130.
Disclaimer: it's possible that some of these steps are redundant/I failed to properly recount the order of operations, but hopefully this set of assets will help you out. Feel free to PM me here or on Discord if you want to follow up (although I'll probably check back here anyways).