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Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.Not logged in.
Details for Status Bar Flag
SMW Patches - Status Bar Flag Show random
File Name: Status Bar Flag
Version History: View
Authors: DiscoTheBat
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Unlike the other patches, this one disables and hides the status bar if !FreeRAM is #$00, so you can use status bar normally and disable whenever you want!
Requires usage of one free RAM address.
Tags: disable, flag, lorom, needs remoderation, sa-1, status bar
Download: Download - 1.05 KiB
dtothefourth's patch for disabling the status bar is better than this one. Make sure the starting point of your layer 3 BG is set to 'Start of Layer 3' instead of 'Under Status Bar' so you don't see the status bar when you scroll the BG vertically.

Posted by: AnasMario130 - | Link
Note that with this patch, the status bar truly isn't disabled. It's actually moved to the very top left of the L3 BG. Would be nice if it weren't so.
Posted by: AnasMario130 - | Link
More important comment-- this patch corrupts several of the mode 7 boss battles! (Morton/Roy/Ludwig and Bowser are confirmed affected. Iggy/Larry seem to be unaffected.)

I'm pretty sure this is caused by the (original SMW) code at $008371, where the game attempts to jump to $008294, in the middle of this patch's $008292 hijack. Attempting to hijack $008294 instead crashes the game. Hijacking $008275 instead, where the game branches to $008292, seems to work, but I'm not sure.
Posted by: Zeldara109 - | Link
When going from a sublevel with the status bar disabled to one with it enabled, I was getting some glitchy tiles in places where other status bar-related patches were used (e.g. four-digit timer, and a custom 5+ dragon coin counter I'm using) during the fade-in.

I was able to prevent those glitchy tiles by removing the $008E1A hijack, so that the status bar code still runs even when disabled. I thought I'd mention this in case anyone else is having the same problem. (Note that with this change, the timer will no longer be paused when the status bar is disabled, so make sure to either force the timer to 0 in Lunar Magic, or manually add code to pause it.)

Also, don't forget to set the free RAM for this patch-- it's set to a non-free value by default, corrupting the flag during HDMA effects such as the goal/keyhole scenes.
Originally posted by RAM map
$7E0660 | 32 bytes | Misc. | Gets overwritten by the HDMA table for the level ending circle. If the player gets above or below the borders of the screen, it can even run into $7E:0680 and beyond.
Otherwise cleared on reset and titlescreen load, but usage as empty RAM is definitely not recommended.
Posted by: Zeldara109 - | Link
Vitor Vilela
Simple but handy patch for whoever wants it disabled in some level.

Note that originally the readme and description was swapped, actually the status bar is disabled when free ram is set to #$00 and it only gets enabled if the free ram is set to #$01 and above. It's likely so to all levels have the status bar disabled by default since $0660 seems to be cleared at level entrance.

Also the status bar will still get displayed when a layer 3 text appear (message box, course clear message, etc) plus a few counters won't run while the status bar is turned off, most notably the TIMER.

Either way, added tags and SA-1 support.
Posted by: Vitor Vilela - | Link

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