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 9999HP, Good for hacks that have made collectibles HP upgrades items that are being saved or RPG-styled hacks.
-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 without the need to be in a level.
-All kinds of sprites (normal, custom, cluster, and extended) now have customizable damage, no more several sprites dealing 1HP of damage.
-perfect 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). Also, its programmed to knock away from the sprite rather than backwards.
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.
-Super status bar patch
-GPS (if using blocks)
BIG FAT NOTE: I highly recommend disabling two-player mode, as there is no separate health bars (Mario and Luigi will have their current and max health sync each other).
Update: fix the crash with AMK, you don't need to reinsert this patch every time you insert music. And also make the damage and sram table values decimal instead of hex, since dw makes it 2-byte mode (like ".w"). The syntax should be a little better, espically the SRAM part on how much hp to start.
While this is a bit complicated to set up, it is a fine patch to add a HP system for SMW. I'd recommend that next time, you include the list files for UberASM tool, to help users in setting this bar faster. Nevertheless, it is a fine job.