Banner
Views: 943,151,717
Time:
16 users online: Arash, Boosius, dacin, GrenudoGames, Katrina,  Maarfy, Mohamad20ZX, MrDeePay, Paperdomo101, Phyll, Pitchin' Luigi, PokerFace,  quietmason,  RussianMan, Serena, UlticraftMTT - Guests: 60 - Bots: 91 Users: 52,445 (2,009 active)
Latest: Bigboy01
Tip: $5.27
Not logged in.
Details for New Super Mario Bros. Wii Styled Status Bar v1.7
SMW Patches - New Super Mario Bros. Wii Styled Status Bar v1.7 Link - Show random
File Name: New Super Mario Bros. Wii Styled Status Bar v1.7
Added:
Authors: Erik
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Tags: lorom, needs remoderation, sa-1, sprite, sprite status bar, status bar
Download: Download - 18.63 KiB
2,226 downloads
Screenshots
Previous 
 Next
Mapping_bl
SA-1 Incompatible
Posted by: Mapping_bl - | Link
EpicBrave_YT
Originally posted by Anas
Originally posted by EpicBrave_YT
I used it and the font was black.

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.
Posted by: EpicBrave_YT - | Link
EpicBrave_YT
Originally posted by Anas
Originally posted by EpicBrave_YT
I used it and the font was black.

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
Posted by: EpicBrave_YT - | Link
Anas
Originally posted by EpicBrave_YT
I used it and the font was black.

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.
Posted by: Anas - | Link
EpicBrave_YT
I used it and the font was black.
Posted by: EpicBrave_YT - | Link
UTF
Originally posted by Anas
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.
Posted by: UTF - | Link
FlashHacks
Originally posted by Black Goku
Originally posted by FlashHacks
The game crashes when i get a yoshi coin.Any solutions?


I tested it in my hack and not crashes my game.

Possibly is a other patch that make conflict with this patch or you're inserted wrong the patch.

I hope this answer helps you.#smw{:TUP:}

I made a new rom and now it works perfectly, Thanks! #smw{:TUP:}
Posted by: FlashHacks - | Link
Anas
Originally posted by Black Goku
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.
Posted by: Anas - | Link
Black Goku
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)
Posted by: Black Goku - | Link
Black Goku
Originally posted by FlashHacks
The game crashes when i get a yoshi coin.Any solutions?


I tested it in my hack and not crashes my game.

Possibly is a other patch that make conflict with this patch or you're inserted wrong the patch.

I hope this answer helps you.#smw{:TUP:}
Posted by: Black Goku - | Link
AppleBoy54321
Originally posted by httpERROR404
Some sprites like the "X" and the clock seems to be glitched. How to fix it?

Same thing over here!
Posted by: AppleBoy54321 - | Link
DTA450
Is there a way to remove the timer ?
Applying patches and doing hex edits will not work.
Posted by: DTA450 - | Link
bandicoot
The only thing I miss is the lack of the item box, but its a nice status bar
Posted by: bandicoot - | Link
Fermín Acosta Jr.
It seems to be working fine with custom powerups but the gfx shows up garbled like this:

Posted by: Fermín Acosta Jr. - | Link
phantomboy9
nice
Posted by: phantomboy9 - | Link
Metal-yoshi
The SRAM patch makes the rom not compatible with Super nintendo mini.
Posted by: Metal-yoshi - | Link
httpERROR404
Some sprites like the "X" and the clock seems to be glitched. How to fix it?
Posted by: httpERROR404 - | Link
Gamma V
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.
Posted by: Gamma V - | Link
Dark Mario Bros
I guess the starcoins would look better under the life
and time + score would be nice on their original place tbh
but that's a good job, keep it up.
Posted by: Dark Mario Bros - | Link
Koopster
Why's everything on the right
Posted by:  Koopster - | Link
Erik
Needed.
Posted by:  Erik - | Link
Roadhog360 Gaming
Support for the No Time Limit patch?
Posted by:  Roadhog360 Gaming - | Link
lx5
Amazing patch, it expands our amount of custom status bars, so people don't reuse the same ones everytime.

It also adds support for my NSMB Coins, so that's pretty good too.
Posted by: lx5 - | Link
lx5
obligame
Posted by: lx5 - | Link
Erik
lx5 stop playing terraria and moderate this
Posted by:  Erik - | Link
Erik
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.
Posted by:  Erik - | Link
Anas
Couldn't you make the graphics dynamic?
Posted by: Anas - | Link
Erik
i got called up by everyone in my irc channel because they said it took so much space

although its easy to redo ;)
Posted by:  Erik - | Link
lx5
tfw not identical
Posted by: lx5 - | Link
Erik
remap the graphics to sp1 (gfx01) then.
Posted by:  Erik - | Link
TheOrangeToad
Can you make a Super mario 3D world Status Bar.
EDIT:You can't use Custom Powerup if you replace GFX00 and GFX01.
Posted by: TheOrangeToad - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks