The Retry System doesn't work with the new Lunar Magic "square" level formats: What retry does there instead is acting like a warp block, essentially warping you to Level 0 if no warp is designated on the kill screen or for example warping you to Level xyz because there was also a Pipe onscreen.
If that doesn't happen for anybody else: What could be the culprit of it?
Lunar Magic is on the newest version.(square levels)
Edit: From gamemode 0D on, so basically when the screen split into 00 and 0E on the first screen for example
Tested in every available size, and it seemed fine. Make sure that you are using the recent version(2.06a). Version 2.05 or lower is not compatible with LM's square level, and warping to level 0 is exactly what happens.
Newbie here...Just started my first hack, for fun. When I Installed this retry system after I hit retry it always takes me to the bonus game room with an instant death and then it just loops in there. What have I done wrong?
I'm using version 2.06a currently and i'm trying to edit the retry patch so that the custom midway bars are invisible, but when I attempt to do this the code for them just seems to stop working. Any advice on how I can get this to work would be appreciated.
; spawn midway
LDA #$25 ;blank tile
Edit: I did manage to figure out some type of work around, I just made a custom block that edits 2 freeram addresses and then jumps to the HardSave sub-routine.
I feel like I'm kind of spamming this site, so apologies -- I'm super new to all of this stuff.
I saw a quick-respawn mechanic in Grand Poo World 2, and I'd like to apply that same quick respawn to other kaizo hacks that I want to play -- currently trying to learn kaizo mario world.
I don't really want to mess around with midways at all -- I just want to add in the quick respawn. A lot of the info I saw in the retry_table.asm seemed like super overkill. Is it possible to play kaizo mario world 1, 2, 3, etc... how they were originally meant to be played but only add in the quick respawn? Or will applying this patch throw the whole hack out of wack? What should I turn off in the asm file?
I posted about this on the patch's page:
First off, I'd like to thank you for this amazing patch. Thank you! I also wanted to report a bug I found with the newest version of the retry patch. It can very easily be replicated, but I'll include a small .mp4 of the problem.
Basically, if you die while on yoshi and there is an edible berry underneath you, when you choose to exit on the retry prompt you will continue the death animation, eat the berry, and the game will softlock.
This patch also doesn't seem to be compatible with Ladida's DMA patch. Is there a workaround or fix for that?
It appears both patches make changes/use to the following address: $00A300
EDIT 2: Thomas posted a fix for the incompatibility of this patch and the DMA patch here.
@aB1s what for orther patches you us with you rom because some orther patches dont work with retry patch you need to change some defines.
@zfleeman dont us the this patch with kaizo mario 1,2,3 because this 3 mario versions us another addmusic version
It doesn't fix any issue mentioned here (, instead it does other stuff:
- It's now compatible with Ladida's Mario DMA patches (this also includes Custom Powerups)
- Removed some window garbage that may appear upon closing the retry prompt
- Fixed communication with Individual Dragon Coin Save patch (requires using my update)