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GHB Disable Score

SMW Patches → GHB Disable Score

Submission Details

Name: GHB Disable Score
Authors: HammerBrother, wye
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Unlike Iceguy's patch, this patch remove several stuff that he left out:

-forgot to remove score sprites that appear when you hurt/kill enemies.

-the last "0" on the status bar.

-not to store tile $FC every frame, this is noticeable if you put custom counters on the space where the score was.

This means you don't have to use external tools to remove all score-related stuff in the game, this patch does it all for you.

credit goes to me and WhiteYoshiEgg (he made the disable score sprite code), and yes, I got his permission:

Originally posted by WhiteYoshiEgg
Sure, I don't think it's mine anyway.


2020-01-24 update:
Fixed a rather small oversight that the score code will STILL write blank tiles if the first n tiles/bytes at $0F29-$0F2E contains the value #$00 (which that displays the "0" graphic). This is because the people who wrote at $008EDB ($008E1A on the ROM map section) forgot to double-check the code just after $008EDB and $008F09 that checks the digit tiles, from left to right, if there is a leading 0, replace it with #$FC.

Update 2024-01-22 (Fernap): Added a fix for compatibility with Pixi 1.40. It also no longer uses hardcoded free space in bank 00.
Tags: hud lorom sa-1 score status bar
Comments: 12 (jump to comments)
Download 2.18 KiB | 840 downloads

Screenshots

Comments (12)

CONLUSH666 Link
#smw{:TUP:}
 RussianMan Link
Tested With:
-Lunar Magic 3.40
-Asar 1.81
-bsnes v115
-SA-1 1.40
-PIXI 1.40
-Regenerating Rex
-Score Disassembly

Modified the patch slightly to move the lorom mapper (and associated defines) into an else block, so that Asar won't complain about a mapper already being selected when patching an SA-1 or Super-FX rom.

Now compatible with new PIXI versions, the custom score sprites will work as intended. A nice improvement indeed.
 underway From older version: GHB Disable score Link
Seems to conflict with PIXI 1.40, maybe cause PIXI 1.40 does score sprites now.
 Fernap From older version: GHB Disable score Link
It does; I just submitted an update to this that should correct the problem.
Diego From older version: GHB Disable score Link
No idea why, but simply using PIXI with this patch makes the score sprites reappear for me. :(
torzod From older version: GHB Disable score Link
finally i no longer have to manually remove all the score sprites! thanks!
AuraDee From older version: GHB Disable score Link
Tested with Asar v1.71, BSNES v87 (BizHawk), LM 3.11, SA-1 v1.32.
Works as intended, accepted.
I don't know a good name. From older version: GHB Disable score Link
Works great.
 Blind Devil From older version: GHB Disable score Link
Tested with Asar v1.71, SNES9x v1.58, in both normal and SA-1 ROMs.

No issues were found, so it's accepted.
 MarioFanGamer From older version: GHB Disable score Link
Moderated with:
  • Asar 1.60
  • SA-1 Pack (dunno which version)
  • SNES9x

Changes made:
  • Added SA-1 support
  • Added way to revert changes
  • (The biggest change) Replaced the image with IMO a better representation (old image showed a stomped Koopa and showed ZSNES/ZMZ text).

Its usage and my opinion is already written in the description i.e. the score sprites actually don't spawn unlike in your averidge disable score.
Vitor Vilela From older version: GHB Disable score Link
Good patch, but I recommend on next time looking for a better solution for the drum roll sound effect. Pretty sure you can make it only play when there's bonus stars. Also next time you add a if on asar with a option, be sure to add a reverse code too, in case the user don't like the drum roll off option. Something like:

Code
if !drumroll = 0
org $05CDE4		;\remove drumroll sfx (even if you get bonus stars, sorry).
	db $00		;|
org $05CF49		;|
	db $00		;/
else
*insert restore code here*
endif



But either way, approved.
HammerBrother Author From older version: GHB Disable score Link
Rather then removing the score sprite gfx, it instead disable the spawning of the score sprite, giving extra sprite tile gfx space (which can be useful for bosses that uses a very large amount of tiles or other asm).