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Details for Player Health meter
SMW Patches - Player Health meter
File Name: Player Health meter
Added: 2017-08-25 09:32:26 PM
Version History: View
Authors: GreenHammerBro, K3fka, Ladida, Nesquik Bunny
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will add a health system based on the "numerical HP bar". However its has been heavily edited and added new features by GreenHammerBro:

-Blocks that increases the player's max HP, as well as other blocks that interact with the health patch (even a better super mario 64 lava)
-16-bit HP and max HP, you can now have up to 9999HP, Good for hacks that have made collectibles HP upgrades items that are being saved or RPG-styled hacks.
-display HP also as a bar in percentage (based on the HP meter for bosses in the sprite section that I made).
-display HP on overworld border, so the player know how much HP they have without the need to be in a level.
-All kinds of sprites (normal, custom, cluster, and extended) now have customizable damage, no more several sprites dealing 1HP of damage.
-perfect knockback, when hit, rather than the need to have higher backward speed, Mario loses control until he's back on the ground. Setting the option to 2 uses a timer before gaining control (if you land on ground, your timer is cleared though). Also, its programmed to knock away from the sprite rather than backwards.

Read the readme for more info.

Note that the bob-omb explosion itself share the damage as the bob-omb, since the explosion is actually the bob-omb sprite.

Requirements:
-Super status bar patch
-uberasm tool
-SRAM/BWRAM plus
-GPS (if using blocks)


BIG FAT NOTE: I highly recommend disabling two-player mode, as there is no separate health bars (Mario and Luigi will have their current and max health sync each other).

Update: fix the crash with AMK, you don't need to reinsert this patch every time you insert music. And also make the damage and sram table values decimal instead of hex, since dw makes it 2-byte mode (like ".w"). The syntax should be a little better, espically the SRAM part on how much hp to start.
Tags: health bar, hitpoints, knockback, lifebar, pokemon, rpg, sa-1
Download: Download - 204.70 KiB
78 downloads
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MarioFanGamer
Something like this:
Code
; Where 
!CallRoutine = $01EEEE	; Random value, you have to replace it to a value containing actual freespace from banks $00-$0F

org !CallRoutine
JSL Routine

freecode	; By which I don't mean you should necessarily put the routine in a new freespace, it can be on an existing freespace too.

Routine:
; The routine's code
RTL

A couple patches like Extended No More Sprite Tile Limits and Shared Subroutines do it that way.
Posted by: MarioFanGamer - 2017-08-27 08:34:55 AM
GreenHammerBro
Originally posted by MarioFanGamer
For GHB: You could have added a dummy JSL somewhere into the ROM. That way, the user don't have to write down the value for cluster sprite damage. In fact, the same can apply for extended sprites too especially sicne PIXI now supports.


what do you mean dummy JSL?
Posted by: GreenHammerBro - 2017-08-26 02:18:02 AM
MarioFanGamer
A very complicated set up only to have a new counter. But despite that, I would chose this patch if I need an HP system.

For GHB: You could have added a dummy JSL somewhere into the ROM. That way, the user don't have to write down the value for cluster sprite damage. In fact, the same can apply for extended sprites too especially sicne PIXI now supports.

A couple notes for the users: Be careful if you use Iggy and Larry since their platform causes some problems with the knockback and can cause you to die instantly. The other bosses should work fine since they a solid ground and not one which tilts.
Also, if you use SA-1, remember tp change the value at "!Ram_CustSprBit" to $400040 and "!Ram_CustSprNum" to $400083. It would have been better if the patch detected it but... w/e.
Posted by: MarioFanGamer - 2017-08-25 09:45:01 PM

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