Actually, vanilla smw's HP system is stored in a single byte, thus up to 255HP is allowed. If your hack uses "varying damage" and needs more than 255HP, you want to use the new sprite tables directly (!Freeram_SprTbl_CurrHPLow,x AND !Freeram_SprTbl_CurrHPHi,x).
Ack! I think I messed up the if statement for the digit glitch protection, because the user can specify 8/16bit health, the maximum number of digits to exclude the protection (3 for 8-bit, 5 for 17) could go wonkey. Iíll fix that when I get home today.
Edit: Yep, I did made a mistake, if the user makes HP 8-bit, and selects the number of digits at least 3 and less than 5, would still include the subroutine when it shouldn't (it checks if the user picks a number is below 5, which 5 isn't always the maximum number of digits if the user picks 8-bit). That is now fixed.