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Graphical and Numerical health meter generator 4.2.4 by GreenHammerBro

File Name: Graphical and Numerical health meter generator 4.2.4
Added: 11-09-2015, 15:00:51
Authors: GreenHammerBro
Tool: Romi's Spritetool
Type: Generator
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This Health Meter Generator display the boss's HP on the status bar/HUD either numerical (in a 1-4 digit numbers) or graphical (in a rectangular bar). Whats is advanced about this is that:

Graphical -> has the highest amount of different values of health without consuming too much space tiles on status bar, It displays the fill graphic unit as PIXEL, rather than 8x8 tile (so its not "blocky"). This makes it more superior than Carol's Brutal Mario's Seiken Densetsu bosses (like the Emperor Dragon) since that the Health bar doesn't get effected visibly until after a few hits remove a single 8x8 tile (since damage is smaller than 8x8 tile).

-It also has 256 HP per pixel. Why 256 HP per pixel instead of 1HP per pixel? Well this is made to compatible with "shoot-em-up" hacks that the player drains the boss's HP slower instead of a 10-second boss defeat. Read the following so you know how to make the boss doesn't take that small damge. You can change it to use 1 HP per pixel by following the instructions within the graphical code.

-For the number of hits to kill the boss, have (2048*X)/(Y) and round to the nearest whole number in decimal. X=how many tiles long (end tiles not included) and Y=how many hits you want.
for example by default: (2048*7)/(3) = 6645 (#$19F5 in hex), (close to 1/3 of its lifebar) You can change the HP to use 1HP per pixel to make it 1-byte.

Numerical -> Far superior than the Newbie boss, can have up to 9999HP rather than 99HP, best for RPG hacks with a variety amounts of damage when attacked.

Percent -> A "pokémon" styled health, shows both the numerical value and the bar in percentage (again, fill units is pixel, not 8x8 tile). Easy to use for bosses with attacks only being used if their HP is below a certain value (like the custom morton boss or newbie (called "final stand")).

These Health meter can also revert the status bar/HUD when the health is zero. So if you have edit the status bar parts where the meter is written, you should go to the code on near the top of the code and change whats under:
Originally posted by readme
This code restore the status bar when 0HP/empty , so if you have edited the status bar, or move this, you should change this also.

Or it will draw original default smw tiles.

See the readme on how to program the bosses to work with the generator.

Have permission to upload the Giant Masked Koopa boss.

Edit: If you are using a boss with the ability to heal, use this code for the boss sprite code:
Code
REP #$20
LDA !freeram_true_HP
CMP !inital_start_hp
BCC okay
LDA !inital_start_hp
STA !freeram_true_HP
okay:
SEP #$20
;remove the REP and SEP #$20 if using 1HP per pixel (1-byte HP)

or its possible for the boss to have more HP than max (like 700/100).

Note: there's a bug with the Giant Masked Koopa boss that if the player stomps it into its shell/mask while in midair, lures it into a wall and turns into a blue flying shell/mask (going up the wall abilty) before it touches the ground, it'll keep climbing up and disappear off the top of the screen, making it unbeatable.
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