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Details for Kirby and the Amazing Mirror styled Enemy HP meter v2.5.17
SMW Patches - Kirby and the Amazing Mirror styled Enemy HP meter v2.5.17
File Name: Kirby and the Amazing Mirror styled Enemy HP meter v2.5.17
Version History: View
Authors: GreenHammerBro
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This patch makes the game display the HP of an enemy when they take damage.

Note: Only a few enemies in smw uses HP system.

Make sure you read the readme, as it has a lot of information reguarding things like custom sprites, graphical bar settings, etc.
Tags: code, health, health bar, hp bar, sa-1, sprite
Download: Download - 285.50 KiB
Note: On emulators that randomizes untouched RAM address (such as BSNES), if you're not using custom sprites, smw bosses HP bar fail to show up than intended when set to enabled. This is caused by $7FAB10,x (custom sprite bit) having bit 3 (#%00001000) being (randomly) set. I'm pretty sure that anyone wouldn't use this patch if they're not using any custom sprite, as for these reasons:

-All smw bosses take very few hits to defeat; either 3 stomps/thrown sprite or, 5 or 12 fireballs. And no, since Bowser boss fight have the HUD disabled (to accommodate the cutoff if it did exist), I don't think I need to add to that boss (and not many hackers would ever rehash Bowser again).
-Again, very few smw sprites ever use the health system AT ALL, either they die in one hit, or changes into a different sprite (such as a Dino Rhino turning into a Dino Torch).

For some reason, if you WANT to, open Uberasm_Tool_Files/GM_14.asm and comment out this code:
;		LDA !Ram_CustSprBit,x	;\If it is a custom sprite, next
;		AND #$08		;|
;		BNE ....Next		;/

(note the semicolons on the left of each line).
Posted by: GreenHammerBro -
Posted by: GreenHammerBro -
... No? I have done it already, though.
Posted by: MarioFanGamer -
Thanks! Did you edit the version history?
Posted by: GreenHammerBro -
It happens generally with any ROM mapping being able to access more than 4MB and the SA-1 mapper (i.e. using the SA-1 chip) is one of them.

Though let me quickly fix it.

Edit: Done!
Posted by: MarioFanGamer -
 -While using banks $10+ for rats tags is needed, however banks $80 is a mirror used for fastROM. Thus using
  banks $80 to $8F is similar to $00-$0F that it was mirrored. Thus, it will include the rats tags ANYWHERE
  above banks $10 when it should've treat $80+ the same as $00-$7F, where $00-$0F and $80-$8F is ONLY when
  you place the rats tags.

oops, I mean you only don't need RATS if banks $00-$0F and $80-$8F. My bad.

Another thing that I wasn't paying attention, is that on the shared subroutines patch, Erik stated that $80+ under the SA-1 effects is completely different (fastrom no longer accessible). Not sure if this only happens if you activate SA-1 mode, or if you patch the sa-1, it's permanently entirely inaccessible. I do understand many ppu and SNES registers become out of reach if the mode is active.
Posted by: GreenHammerBro -
Added the SA-1 tag and changed "sprites" to "sprite" in the tag field.

Given its size, I'm pretty sure I missed something, lol. But as far as I'm concerned, the patch seems to work fine.
Posted by: MarioFanGamer -

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