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Details for Sprite Status Bar v1.1.1
SMW Patches - Sprite Status Bar v1.1.1
File Name: Sprite Status Bar v1.1.1
Added:
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: http://www.smwcentral.net/?p=thread&id=25824
Tags: course clear, dynamic, layer 3, lorom, needs remoderation, sa-1, sprite, status bar
Download: Download - 11.40Ā KiB
835 downloads
Mogu94
I second looking into using DMA for this, updating it to do that.
Posted by: Mogu94 - | Link
GreenHammerBro
Can't this use DMA to avoid overwriting sprite tiles?
Posted by: GreenHammerBro - | 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
Mogu94
Hmm I see, ok, thank you MarioFanGamer.
Posted by: Mogu94 - | Link
MarioFanGamer
@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
Mogu94
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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