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Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.Not logged in.
Details for Sprite Status Bar v1.1.1
SMW Patches - Sprite Status Bar v1.1.1
File Name: Sprite Status Bar v1.1.1
Version History: View
Authors: edit1754
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: NEW in v1.1.1
- Split up 3-byte table into three different tables, because this makes the data more efficient to access.
- Added a feature to change the IRQ scanline (status bar height) on a per-level basis for levels when SSB is disabled, because the original patch that allowed this shares a hijack with SSB and cannot be used on the same ROM.

To use the sprite course clear text feature, you must have No More Sprite Tile Limits patched to your ROM. You do not have to enable it in your level, but it must be installed.

See this for more info:
Tags: course clear, dynamic, layer 3, lorom, needs remoderation, sa-1, sprite, status bar
Download: Download - 11.40 KiB
Just tried this today, and surprisingly, it works totally fine and doesn't crash with LM3! This status bar is indeed very useful for those who like the vanilla status bar but need to use a sprite version.

Of course, there are a few important problems that should be addressed in the remoderation:

#1 - First of all, seconding with Mogu64 and GHB, the sprite status bar should use DMA so it will take up fewer tiles, similar to LX5's dynamic powerup system in his custom powerups patch, which brings me to this;

#2 - While the patch allows you to change where the entire tilemap for the SSB will start, can't we do much better than that by remapping each individual tile of the status per level?

#3 - As mentioned in the patch, most of it is hardcoded and thus doesn't match with edits to the vanilla status bar made with, say, GHB'S score disable or super status bar, or Smallhacker's status bar editor.

#4 - If you update many tiles at once by, say, hitting multiple ?-blocks or collecting multiple coins at once, or have too many animations in the level, the screen will flicker. Sometimes when the screen scrolls up, the screen will randomly flicker. The SSB should really be optimized especially in this regard.

#5 - The IRQ does not play well in levels using LM3's big horizontal levels feature.

#6 - Of course, this should be made to consume as few sprite slots as possible.

#7 - Minor, but the IRQ doesn't apply to the very few top scanlines of the screen.

Well, that's all, folks. Hope the SSB gets tidied up soon.
Posted by: AnasMario130 - | Link
I second looking into using DMA for this, updating it to do that.
Posted by: Mogu94 - | Link
Can't this use DMA to avoid overwriting sprite tiles?
Posted by: HammerBrother - | Link
Vitor Vilela
Added proper tags and SA-1 support.

Note that the patch is not optimized for SA-1 speed, so you may have similar slowdown experiences compared to the standard version. Or not.

Also changed the COURSE COURSE CLEAR code to invoke SNES when on SA-1 mode and additionally changed the OAM find routine (which was a hacky call to No More Sprite Tile Limits) to a simpler version, which while it can be slower, it won't have any impact in the game speed since it's only used on course clear moment.
Posted by: Vitor Vilela - | Link
Hmm I see, ok, thank you MarioFanGamer.
Posted by: Mogu94 - | Link
@Magu94: Considering that the sprite status bar use... well, sprite tiles, it have to overwrite some sprite tiles (you can't add more space for sprite GFX space, btw). You so need to workaround at your level. It should be also noted that you can change the overwritten tiles at "LevelGraphicsLoc:" and "LevelSBProp:" (by default, it the overwriting starts at tile $80 on the second page). Remember that it's a per level setting so chose the correct level you want to edit.
Posted by:  MarioFanGamer - | Link
Is this normal?...

I don't think it is (or at least should be) but just want to make sure. The only other thing patched to the rom is No More Sprite Tile Limits.
Posted by: Mogu94 - | Link

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