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DKCR Styled Sprite Status Bar

SMW Patches → DKCR Styled Sprite Status Bar

Submission Details

Name: DKCR Styled Sprite Status Bar
Authors: Ladida, lx5, wye
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch replaces SMW's original status bar with a system similar to that of the Donkey Kong Country Returns series. Counters are implemented as sprites that show up only when necessary and slide in and out on their own.

Note that this patch disables the timer, as well as the score and bonus star counters.
Make sure to read the readme for instructions and possible drawbacks!

(January 31, 2015: lives are now limited to 99 instead of overflowing the counter.)
(May 27, 2015: Updated Ladida's Mario GFX DMA patch; all graphics now fit into GFX00.)
(January 9, 2018: Now SA-1 compatible!)
(July 6, 2018: Massive update with a handful of bugs fixed and features added, including the ability to show all counters by pausing the game.)
(April 24, 2019: Now compatible with Custom Powerups!)
(July 26, 2020: Fixes a IRQ bug if you don't use VWF Dialogues.)
Tags: counter dkc layer 3 lorom sa-1 status bar
Comments: 59 (jump to comments)
Download 40.84 KiB | 1,336 downloads

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Comments (59)

 MarioFanGamer Link
You have to do this manually since Lunar Magic doesn't expand the palette capabilities of SMW beyond allowing you to customise the whole palette for each individual level.
King-Raze Link
Do I need to change the palette for each stage separately or is there an easy way to go to all of them at once that I don't know?
Joaololpvp Link
It's a good patch, but I don't know why, but in the Android emulator the SNES 9x ex+ it crashes the game if you enter via auto save, the only solution to be resolved is to restart the game and then use automatic load.
Joaololpvp Link
Originally posted by wye
You can edit the defines in the config.asm to move the digits to a different tile number.
In which part of the code is the directory allocated for me to change so that it can get numbers 8 and 9 from a different location?
wye Author Link
status_bar_config.asm or status_bar_powerup_config.asm. (look for "tilemap definitions".)
Joaololpvp Link
Thank you very much, it worked, I managed to change it and it is ok now with the new update
Joaololpvp Link
I don't know if you intend to, but it would be good to update the patch, as the powerup patch received an update, and added a new power, the shock power, and the shock effect uses the same slot of sprite than the number 8 and 9 of the counter, then the shock effect is completely bugged, and if you replace the number 8 and 9 in the bin file they are bugged
wye Author Link
You can edit the defines in the config.asm to move the digits to a different tile number.
Starius65 Link
Hi, any particular reason that the second frametile set needs to take up 4 8x8 tiles? the top & bottom sets are identical, so why are there two sets of them?
wye Author Link
It's to save on the number of total sprite tiles drawn. If the status bar drew individual 8x8 tiles, the "sticking out" part of the frame would have to draw six tiles, but grouped into 16x16 tiles like that, it only needs two. They need to be continuous 16x16 areas, so I can't remove the duplicate 8x8 tiles inside them.
Red2010 Link
Some time ago I installed this status bar for a test.

but the game didn't live to tell the tale after installing the patch
(the only modification I made was changing Mario's sprite and nothing more...)
Raychu2021 Link
Hi I inserted this patch into my hack and it installed successfully however, when I install custom graphics in to a level and I test it, mario glitches out, and if he touches an enemy or die in that state, the game crashes, any way on fixing this?
jorjinho do pneu Link
How can I use it in cutscenes? How to hide the status bar
karls_Corinthia Link
How to say, it is really a good patch, I usually use it, but there is still the problem of blocking the sprite, the picture is below, how can I solve it?
 Mellonpizza Link
Currently when this patch is installed without 8x8 dma-er standalone beforehand, retry patch will assemble incorrectly and the game will crash when it is installed afterward due to the missing RTS after JML BEGINDMA, in the copied version within this statusbar patch. This is because retry patch uses the RTS to check where to install its patch to request graphics upload. Arguably this is something to fix on retry patch's end, however I came across this bug here trying to fix a ROM.
Heitor Porfirio Link
In the patch folder, there is a file called "extendgfx.bin". Is it necessary to put it in the Asar folder?
 MarioFanGamer Link
It must be put together with the patch, not with Asar.
Apple Boy Link
Is this compatible with BG4VWF?
 MarioFanGamer Link
Originally posted by Mogu94
Tried with SA-1 v1.40, the fade-in circle effect is pitch black and you can only see the title screen border and font. Same thing with v1.36. Works with v1.32 though. Don't know ASM so I don't know how to fix this.

Right now, it uses the old Mario 8x8 Tiles DMA-er which is incompatible with newer versions of SA-1 Pack. Patch the newer Mario 8x8 Tiles DMA-er first and then DKCR Status Bar.
Mogu94 Link
Tried with SA-1 v1.40, the fade-in circle effect is pitch black and you can only see the title screen border and font. Same thing with v1.36. Works with v1.32 though. Don't know ASM so I don't know how to fix this.
Elsayed Mukhtar Link
Very very excellent I loved it and it also supports sa1 amazingly
AuraDee Link
Tested with Asar v1.71, Lunar Magic 3.20, SA-1 Pack v1.32, Snes9x v1.60, VWF Dialogues Patch v1.2. Works as intended, accepted.
Drakel From older version: DKCR Styled Sprite Status Bar Link
Originally posted by WhiteYoshiEgg
Originally posted by Drakel
Is it possible to disable the frame for yoshi coins? I wouldn't place any of them in my level, so i don't need this :)

An easy solution (though not the most efficient) is to remove the lines that say "JSR .handleYoshiCoinCounter" or "JSR StatusBarMain_handleYoshiCoinCounter".


Thx that helps
wye Author From older version: DKCR Styled Sprite Status Bar Link
Originally posted by Drakel
Is it possible to disable the frame for yoshi coins? I wouldn't place any of them in my level, so i don't need this :)

An easy solution (though not the most efficient) is to remove the lines that say "JSR .handleYoshiCoinCounter" or "JSR StatusBarMain_handleYoshiCoinCounter".
Drakel From older version: DKCR Styled Sprite Status Bar Link
Is it possible to disable the frame for yoshi coins? I wouldn't place any of them in my level, so i don't need this :)
Anas Link
Ahhh, I see now. I find it odd that although you edited the patch, the date hasn't changed. That's why I immediately assumed that you didn't change anything.

Edit: copied the IRQ code over to the NSMBW status bar and your L3 sunset BG now works perfectly!
 MarioFanGamer Link
Originally posted by AnasMario130
Wait a minute, I just downloaded this and nothing is totally changed. Did you forget something?

Look at line 431 and see what's different.
Anas Link
Wait a minute, I just downloaded this and nothing is totally changed. Did you forget something?
El Cuh Fermin From older version: DKCR Styled Sprite Status Bar Link
Does this work with nsmb star coins and vwf dialogues?
AppleBoy From older version: DKCR Styled Sprite Status Bar Link
Hey! This was used in Xalabias Adventure
LOLRyan2006 the Goombud From older version: DKCR Styled Sprite Status Bar Link
Tested it. Loved it
ReaLifePlumber From older version: DKCR Styled Sprite Status Bar Link
I believe that the default palette F is Hardcoded where the colors are needed. I would recommend looking at Moa's Castle Intro Sprite for a potentual workaround.
wye Author From older version: DKCR Styled Sprite Status Bar Link
Originally posted by PedroHrodrigues
When the castle entrance animation happens, the status bar become black, is there anyway to fix this?

You probably need to edit the game's default palette. Copy the colors of palette F to a level with custom palettes disabled, then save.
PedroHrodrigues From older version: DKCR Styled Sprite Status Bar Link
When the castle entrance animation happens, the status bar become black, is there anyway to fix this?
AuraDee From older version: DKCR Styled Sprite Status Bar Link
Tested with Asar v1.71, Lunar Magic 3.04, LX5's Custom Powerups 3.3.3, SA-1 Pack v1.32, Snes9x v1.55. Excellent work.
FailSandwich From older version: DKCR Styled Sprite Status Bar Link
Again, the next one should really be SMB3 status bar!!
 MarioFanGamer From older version: DKCR Styled Sprite Status Bar Link
The patch works in almost every way. The only (graphical) bugs I noticed are that the item box item duplicates in Morton, Roy and Ludwig's room (but not in the other four mode 7 bosses work correctly), that the status bar looks a bit weird in the dark room level mode (although that's the fault of the status bar using palette F which gets affected by this mode) and that the numbers's palette with the big boo boss look are dark (again, palette F is to blame).

Other then that, I made some optimisations but leaved the patch otherwise alone.
Verliezer18 From older version: DKC Styled Sprite Status Bar Link
tiny problem: if you get 10 dragon coins, the counter does a thing where it displays tiles instead of numbers, this isn't that bad because most levels don't have over 7 dragon coins
zacmario From older version: DKCR Styled Sprite Status Bar Link
Nice.
Mogu94 From older version: DKCR Styled Sprite Status Bar Link
Seems like a great update.
HammerBrother From older version: DKCR Styled Sprite Status Bar Link
YES. Thanks for taking my advice.
EmuGamer From older version: DKC Styled Sprite Status Bar Link
i have a little problem, when i get 10 lives the score says 19 lives. this happen only when i get 10 lives.
 Telinc1 From older version: DKC Styled Sprite Status Bar Link
I'm a little surprised that the SA-1 conversion of a patch like this one is so simple, but it works. I haven't found any issues with the status bar or with the DMA-er patch.

During the moderation, I fixed an address that was missed when converting and fixed a longstanding bug which made the patch completely ignore the !CounterSpeed define.

Mode 7 bosses are broken by this. Roy, Ludwig, and Morton will either display garbage or outright crash the game. I suspect this is due to the IRQ hijack and might look into fixing it later. Nevertheless, it exists in the original patch, so it's not a removal reason for the update.
Mogu94 From older version: DKC Styled Sprite Status Bar Link
SA-1 compatible, hallelujah! I might actually use this now. Thanks for the update regardless.
Will be even better when those other features are implemented.
 idol From older version: DKC Styled Sprite Status Bar Link
nice
Ringo From older version: DKC Styled Sprite Status Bar Link
Use this with UberASM (or the tool) for the title screen level

Code
!StatusBarDisable = $0F09 ; keep this the same as in the patch!
LDA #$01
STA !StatusBarDisable
	RTS
daknus From older version: DKC Styled Sprite Status Bar Link
How to disable this on the title screen, it basically is looking pretty bad there.
Twoka From older version: DKC Styled Sprite Status Bar Link
At least the Iggy and Larry boss battles don't seem to work right with this patch.

http://i.imgur.com/98YuQEQ.png

It makes the platform invisible, and you can't jump or shoot fireballs.
Chillah From older version: DKC Styled Sprite Status Bar Link
Um... When I try to use this, it comes out as a garbled mess. Even after repeatedly trying to insert the GFX00.bin you made, it still looks like crap. Any help?
mallowking From older version: DKC Styled Sprite Status Bar Link
can you do a version without the yoshi coin?
Louiskovskie1999 From older version: DKC Styled Sprite Status Bar Link
I really love this patch and would use it in my hack, but unfortunately, it's not compatible with many other patches. Either the game will be glitched or the game doesn't start anymore. That's very sad...
Is there no way to avoid these glitches?
Gamma V From older version: DKC Styled Sprite Status Bar Link
There's a glitch when you get a Game Over with this patch. Instead of the normal Game Over routine, where Mario is sent back to a darkened Overworld with a halo on his head while the Continue/Quit message box pops up, you get sent back to the Overworld in the same manner that you do when just losing a life, and you have 99 lives. You can see it here. Yes, the footage is from a ROM with many other ASM hacks and the like installed, but I tested this on another ROM with no other ASM hacks, and the glitch still happens.
yoshi9429 From older version: DKC Styled Sprite Status Bar Link
How do I change the palette no yoshi signs stage?
darkmario777 From older version: DKC Styled Sprite Status Bar Link
I'm not the creator, but try disabling it using Mirann's instructions on level C7, the normal demo level (If you changed it or it was changed, disable it on the new level.)
Ringo From older version: DKC Styled Sprite Status Bar Link
For these who want to disable it per level, you'll obviously have to use uberASM and have this in the level you want to disable the status bar for:

Code
!StatusBarDisable = $0F09 ; keep this the same as in the patch!
LDA #$01
STA !StatusBarDisable
	RTS

Also @Coolmario: the counter tiles use the same palette as the status bar itself (the last sprite palette row, generally used by dino rhinos/torches).
Coolmario From older version: DKC Styled Sprite Status Bar Link
How would I change the palette of the counter tiles?

Also, it shows up on the title screen.
Nickelony From older version: DKC Styled Sprite Status Bar Link
The status bar is shown in the title screen, how can I avoid this?

Also, the itembox has got buggy graphics when it fades out :/
Skewer From older version: DKC Styled Sprite Status Bar Link
This patch is also broken with all sprites that cause teleportation.
Arielu From older version: DKC Styled Sprite Status Bar Link
It has a problem with vwfdialogues by RPG hacker, I believe that the 2 are very essential do not be be able to arrange?
Because for the present I am in the dilemma of choosing between a patch of the 2 :C