This patch replaces SMW's original status bar with a HUD similar (but not identical) to the one in New Super Mario Bros. Wii.
It's not layer 3 so you can have full Layer 3 backgrounds without them cutting off. For this same reason I reccomend that you install No More Sprite Tile Limits.
It has options to make it 1 or 2 rows wide, and some other things.
Credit is appreciated.
Update 1.5 (15/12/2016): Added support for LX5's Star Coins Patch.
Update 1.6 (07/01/2017): Fixed GFX when the message box closes
Update 1.7 (12/01/2017): Fixed game over bug, thanks to Luansilva12.
I've only done basic testing so far, but Kevin's Sprite Item Box patch should be compatible with this status bar if you make a few edits to the code in the NSMBWii status bar. You'll need to remove the code in this patch that disables the vanilla item box, and you'll also need to reposition some of the status bar icons to make room for the Sprite Item Box. Or you could just move where the Sprite Item Box draws on the screen.
A question if anyone happens to stumble upon this comment: Can the NSMBWii Sprite Status Bar + Sprite Item Box + LX5's Custom Powerups + Kevin's UberASM retry all work together without issues? I think I'd start to run out of GFX space in GFX00 and GFX01. When I get the time, I'll try it myself.
Works fine on SA-1, however, when paired with the b4vwf patch from Katrina, the messages don't show up. This is because of IRQ.
...
This should make both compatible again.
Thank you Ice Man. Additionally, these modifications are also compatible with NerDose's vertical parallax scrolling. Of course, it is also possible for vertical parallax scrolling and the B4VWF message box to coexist in a level. (The original patch is not compatible.)
Works fine on SA-1, however, when paired with the b4vwf patch from Katrina, the messages don't show up. This is because of IRQ.
To fix this go to line 135 and remove:
Code
org $008292
autoclean JML IRQHack
On line 156+ also remove:
Code
;==================
; IRQ Hack
;==================
IRQHack:
PHB : PHK : PLB
LDX $0100|!addr
LDA .allowedModes,x
BNE .disableIRQ
.defaultIRQ
PLB
LDY #$00
LDA $4211
JML $008297
.disableIRQ
PLB
LDY #$E0
LDA $4211
STY $4209
STZ $420A
LDA $0DAE|!addr
STA $2100
LDA $0D9F|!addr
STA $420C
JML $008394
.allowedModes
db $00,$00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$01,$00,$00,$00,$01
db $00,$00,$01,$01,$01,$01,$00,$00
db $00,$00,$00,$00,$00
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
OK so i tried doing it in shared palettes and the levels were fine except for the title and Mario had weird colors.
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
TY oh and btw where is it located, my location of my rom is Downloads\Lunar Magic Tutorial-20210608T195820Z-001\Lunar Magic Tutorial\Custom Music
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
Try changing all instances of the string '$431' to '$432' and change the 'LDX $#02' under the label 'BEGINDMA' to 'LDX #$04'. I found this out from LX5's update to the standalone 8x8 DMA parch on his GitHub, which made it easy for me to find out which lines to change.
I replaced all the instances of $431x, with $432x, and replaced LDX $#02 with LDX #$04, but the status bar still appears glitched. There is a hijack conflict with SA-1 1.40 on address $00A2E6 (4 bytes). Both the NSMBWii Status Bar and SA-1 1.40 modify $00A2E6. For SA-1, the conflict is in the boost/level_mode.asm file.
This is what's inside boost/level_mode.asm:
This is inside nsmbwssb.asm, which is longer:
I'm too much of an ASM noobie to figure this out, so if I could get some help, I would greatly appreciate it. Thanks. Maybe I should make a thread? Or just use an older SA-1. By the way, I'm using the 32x32 patch updated for SA-1 1.40 compatibility.
I found a bug. If you pass ANYWHERE goal point, the circle effect on the final of the level not appear. Instead, the screen will turn black for a moment and when go to the overworld, the entirely map will turn black ,Mario Sprite above of the screen dissapears and the empty space will turn black, except for the overworld border.
Any solution will help me, thanks.
(Sorry ,my natal language are not english so i may have mistakes in some words)
Hmm, this seems to be a DMA conflict with SA-1 Pack 1.40 (assuming you're using that). Try changing all instances of the string '$431' to '$432' and change the 'LDX $#02' under the label 'BEGINDMA' to 'LDX #$04'. I found this out from LX5's update to the standalone 8x8 DMA parch on his GitHub, which made it easy for me to find out which lines to change.
I found a bug. If you pass ANYWHERE goal point, the circle effect on the final of the level not appear. Instead, the screen will turn black for a moment and when go to the overworld, the entirely map will turn black ,Mario Sprite above of the screen dissapears and the empty space will turn black, except for the overworld border.
Any solution will help me, thanks.
(Sorry ,my natal language are not english so i may have mistakes in some words)
This patch doesn't seem to work with SMA2 Powerdown. I'm testing it in a ROM that uses that powerdown patch, and getting hit only plays the SFX and gives you invincibility frames. You never lose your power-up, meaning getting hit is pretty much inconsequential.
It would require to be uploaded during V-blank wasting a lot of vital time, and dynamic gfx still need to replace stuff in SP1/2. It's fine as it currently is.
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