Ok, that makes things more clear.
QuoteRaccoon makes weird noises whenever I jump
It's a known issue, doesn't matter what I do, that sound always plays... I need to get back to fix it.
Fun fact, in earlier versions the SFX that played when jumping was the cape spin SFX, in this version is the Hit Head SFX.
QuoteBut I fail to see how that's my fault.
It's my fault for
not making the get_powerup codes to work in
any order.
Go to other_patches/get_powerup and modify the first byte of these macros. To make everything automatically, put !<define>_powerup_num.
Example:
Original (and bad code):
CodeGiveIceFlower:
%flower_item($04,$0A,$1DF9)
New (and working code):
CodeGiveIceFlower:
%flower_item(!ice_flower_powerup_num,$0A,$1DF9)
Do the same with the rest of the codes, I will do the same ASAP.
Sorry for the inconvenience and thanks for finding this. I
never applied the powerups in any other order. I was porting them in the same order that they were in 1.1 version.
@Pikachu:
Weird... the only instance that I found that issue was when I used the lastest GPS with SA-1 support, which is a bit broken; shared routines causes problems when used.
Are you using it? If yes, roll back to the Tools Section version of GPS, if not, I'll see what's going on. You can also grab Tool section GPS', convert manually its routines to be SA-1 compatible and put them in your GPS folder. Only do that if you're using SA-1 of course.