Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.
3 different patches that will make the status bar minimalistic, as seen in my 24h contest winter 2012 entry
status_top.asm will put the status bar at the top of the screen, like in smw
status_bottom.asm will put the status bar at the bottom of the screen, like in smb3
status_double.asm will put a status bar at the top and a different one at the bottom
no freeram needed (some weird ram is used)
see pretty pictures below, and readme for more info
UPDATE: the tilemap is now uploaded to the offscreen part of layer 1, freeing up the layer 3 tilemap. the palette has also been isolated, and properties are located alongside tiles in RAM. also, proper SA-1 support
UPDATE2: switched to a different ram due to exanimation conflict
For the people who were wondering what "saner bosses" meant, it looks like you can use the non-Mode 7 bosses from the original SMW, as well as custom bosses. I haven't run into any problems with them...yet.
I'm using status_bottom.asm, and I happened to notice that in ZSNES, the status bar has a bunch of little red and green pixels on it. I guess ZSNES compatibility isn't super important at this point, but the glitch is there!
I just want to point it out that when using Palette ExAnimation, it won't work properly on Palette 0. By looking at the code, I'd guess it is somewhat related to a DMA transfer with the RAM addresses involving palette 0.
However, there's a simple workaround: Use Palette + Working instead, as it updates palette RAM addresses.