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Details for Minimalist Status Bars
SMW Patches - Minimalist Status Bars
File Name: Minimalist Status Bars
Version History: View
Authors: Ladida
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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
Tags: minimal, sa-1, status bar
Download: Download - 8.06 KiB
Hey,this patch is so good, but, u can fix the bugs?
Posted by: lucasfilm -
This breakes some bosses (i use the double one) iggy's now unplayable, and also this glitches out boss course clears.
Also i have a bunch of zeros on the top
Posted by: TurkishCyanide -
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.
Posted by: Darkbloom -
brayan jose
the only mistake I noticed in the status bar above was that in the levels with vertical enable you can see some ugly chips in the background, I hope they fix it.
Posted by: brayan jose -
What's a saner boss?
Posted by: MagicalKoopa -
Looks a lot like Super Mario Land's status bar.
Posted by: PaperWario -
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!
Posted by: UTF -
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.
Posted by: Shinnok -
Working fine now with ExAnimation. Let's hope there aren't more bugs.
Posted by: LX5 -
This version works perfectly for me. Good work.
Posted by: Epic_Manky -

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