# Setting up Multiple Midways

### Inserting the Midway Bar Object in Lunar Magic

While in Layer 1 or Layer 2 editing mode, open the manual object insertion window either by pressing Insert, or via the menu: Edit > Insert manual....

The custom midway object is inserted into your ROM as 2D and this value goes in the Command field of this dialog.

### Respawn Location

To change where Mario will respawn after collecting this midway, you will set a 4-digit value in the Extension Field. The value put here will dictate the entrance type as well as either the level number or a secondary entrance number where Mario will respawn.

- `0000-1FFF` respawn at secondary entrance, this is just a valid 4-digit secondary entrance number (ranges 0000-1FFF)
- `2000-3FFF` respawn at secondary entrance with water, the value is 2000 + secondary entrance number.*
- `4000-41FF` respawn at main entrance, 4000 + 3-digit level number (ranges 000-1FF).
- `5000-51FF` respawn at midway entrance, 5000 + level number.

*This is obsolete in Lunar Magic 3.00+

Keep in mind some values will need leading zeroes to work correctly, e.g. respawning at secondary entrance 12C would be `012C` and not `12C`.

> Note: some of these settings can be used to make a midway respawn a player in any place in the game not just within the same level or connected sublevels.

Once inserted, it will appear in Lunar Magic as a green square, but will appear as the normal Midway Tape object in-game.

## Multiple Midway Options in Retry System

The retry system has a per-level configuration setting for midways (see Local settings - %checkpoint for details), which sets the behavior of midways bars and level entrances in the specified sublevel.

Using the `%checkpoint` instruction in settings_local.asm you can set the midway behaviour, for each and every sublevel, with the one of following values:

- `0`: Vanilla behaviour. The midway bar in the corresponding sublevel will lead to the midway entrance of the main level.
- `1`: The midway bar in a given sublevel will lead to the midway entrance of this same sublevel (instead of the to main level).
- `2`: Any entrance into a sublevel, from an exit-enabled object in another level, will save as a checkpoint and respawning will lead to the corresponding entrance where the checkpoint was gathered. This does not change midway bar behaviour.
- `3`: This option enables both the effects of `1` (midway bar) and `2` (level entrances).

Note: this setting can be used in conjunction with the midway objects detailed above.

### Examples

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