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New Super Mario Bros. Wii Styled Status Bar v1.7

SMW Patches → New Super Mario Bros. Wii Styled Status Bar v1.7

Submission Details

Name: New Super Mario Bros. Wii Styled Status Bar v1.7
Author: Erik
Added:
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
Comments: 51 (jump to comments)
Download 18.63 KiB | 3,012 downloads

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Comments (51)

Heitor Porfirio Link
Is there a way to make the counters appear when the mosaic effect happens (or better said, before the level is completely loaded)?

This was solved with  Kevin's Sprite Item Box patch here, and it would be really cool if this patch had it too. #tb{'U'}
SgN4T4N Link
A fonte está preta, como resolvo?
BDgames2023 Link

When I inserted the patch, the sprites of Mario's hand returned, how do I remove it?#tb{:(}
Heitor Porfirio Link
You would have to edit the extendgfx.bin file that comes with the patch with the YY-CHR (or any similar tool), which is the file where all the player's extended sprites are stored, such as running, swimming, etc. But be sure to modify the file before installing the patch for the first time! Even if you reapply the patch, the changes will not be made, and this would require a backup.
BDgames2023 Link
how do i insert the GFX00#smrpg{gasp}
Heitor Porfirio Link
You can copy the GFX00.bin file from the patch and replace it in the Graphics folder of your hack.
If you don't know what I'm talking about, just click these buttons in Lunar Magic: #lm{extgfx} #lm{insgfx} #lm{extexgfx} #lm{insexgfx}
This will create two folders: Graphics and ExGraphics.

After you've replaced the file, click this button #lm{reloadgfx} to insert the graphics for the status bar.
Heitor Porfirio Link
MickeySupermario16 After remoderation of the ASM resources, they are now SA-1 hybrid. This means that if you install a patch on a hack that is LoROM/FastROM, Asar will detect it.
Now if you install a patch on an SA-1 hack, Asar will also detect and install the patch with the conversions written in the code.

Therefore, you don't need a separate version to work only with LoROM, just your hack doesn't have SA-1 and install the patch normally.
MickeySupermario16 Link
Originally posted by El Cuh Fermin
You can just use the lorom version if you consider not using SA-1
too confused #wario{-_-?}
Josuke Yoshikage Link
Does anyone know how I can remove the timer?
MickeySupermario16 Link
But,can you Remove SA-1 sopport? There should be a 2013 version :(
El Cuh Fermin Link
You can just use the lorom version if you consider not using SA-1
Sacri Pan Link
Got some graphic problems (as well as the overworld being entierly black and cannot enter a level
MarioTeam Link
Originally posted by Soul
Erik submitted a version 1.8 a long time ago, yet it was rejected on request. you can find it on Anas's Discord.
1.8 has custom powerups compatability
Okay, I got it down. Thank you for your help! Not all powerups were appearing on Mario's head, but ok. Thanks!
MarioTeam Link
Is there any way to make this patch compatible with custom power-ups? Because, when inserting it with the custom power-ups, the status bar has some parts with X.
Soul Link
Erik submitted a version 1.8 a long time ago, yet it was rejected on request. you can find it on Anas's Discord.
1.8 has custom powerups compatability
Mapping_bl Link
Dosent work with version 140 of SA-1 (use 132 instead)
UTF Link
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.
Hayashi Neru Link
Originally posted by Ice Man
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.)



However, using this code is not compatible with VWF Dialogues.
Ice Man Link
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

This should make both compatible again.
Mapping_bl Link
SA-1 Incompatible
Soul Link
This patch is sa-1 compatable. just patch on the latest version of the Mario GFX Dma-er patch on your rom after inserting this one
EpicBrave_YT Link
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.
EpicBrave_YT Link
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
Anas Link
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.
EpicBrave_YT Link
I used it and the font was black.
UTF Link
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.
FlashHacks Link
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:}
Anas Link
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.
Black Goku Link
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)
Black Goku Link
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:}
Apple Boy Link
Originally posted by httpERROR404
Some sprites like the "X" and the clock seems to be glitched. How to fix it?

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

phantomboy9 Link
nice
Metal-yoshi Link
The SRAM patch makes the rom not compatible with Super nintendo mini.
httpERROR404 Link
Some sprites like the "X" and the clock seems to be glitched. How to fix it?
Gamma V Link
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.
Dark Mario Bros Link
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.
 Koopster Link
Why's everything on the right
 Erik Author Link
Needed.
 Roadhog360 Gaming Link
Support for the No Time Limit patch?
lx5 Link
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.
lx5 Link
obligame
 Erik Author Link
lx5 stop playing terraria and moderate this
 Erik Author Link
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.
Anas Link
Couldn't you make the graphics dynamic?
 Erik Author Link
i got called up by everyone in my irc channel because they said it took so much space

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