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Details for Player Health meter
SMW Patches - Player Health meter
This file is obsolete. The latest version is Player HP meter v4.2. For other versions, check the version history.
File Name: Player Health meter
Version History: View
Authors: HammerBrother, Iceguy, K3fka, Ladida
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 999 HP, Good for hacks that have made collectables HP upgrades items that are being saved or RPG hacks.
-(level only, sorry I haven't learn how to show the bar on the OW) 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 before entering a level.
-All kinds of sprites (normal, custom, cluster, and extended) now have customizable damage, no more several sprites dealing 1HP of damage.
-Best 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).

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.

-SRAM plus
-GPS (if you are using the blocks)

BIG FAT NOTE: I highly recommend disabling two-player mode, as there is no seperate health bars (Mario and Luigi will have their current and max health sync each other).
Tags: health bar, hitpoints, knockback, lifebar, lorom, pokemon, rpg
Download: Download - 182.12 KiB
The patch works as is however, it can get users that aren't experienced in ASM pretty confused due to the confusing syntax and pretty much copypasting from the SMWDisC.

Nevertheless, it is a really good patch, just have these issues in mind for the possible next version.
Posted by: DiscoTheBat - | Link
Have a better knockback, loses controls until landing back on ground, or if you change the settings, you'll also gain control if the timer expires. Useful (you could call it "evil") for narrow platforms where enemies can easily knock you off into a bottomless pit.
Posted by: HammerBrother - | Link
Now fixes two possible glitches:
-The heal block is was checking if it's healing over the maximum incorrectly: "if the added HP value (before storing it into current HP RAM) is greater than current HP, set hp to maximum". It should now check if the added value is larger than maximum, rather than the current.
-on the overworld, in case you have a lot of vram writing on the boarder, I made it write the meter only ONCE during overworld load init (as in, 1 frame just like the level load), and keep running during "overworld" (the time the player has controls), but not run during save prompt. This reduces the chance of windowing HDMA bugs and top-of-screen flickering.
Posted by: HammerBrother - | Link
Greenhammerbro stats:
Codename: programmer
HP: 20/20
ASM: 40
Music: 0
Let's play hacks skill: 25
Opcode tricks: 1
Ability: code understanding. Be able to understand what a block of code does and purpose without comments.
Posted by: HammerBrother - | Link

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