you mean 256 tile bytes (the number of 8x8 tiles the bar occupies and also the number of bytes the table the bar is stored in), not pixels. Very unlikely would anyone would need a bar that is over 32 tiles long (the width of the screen).
The only difference in this version is that you can control the multiplication (!Setting_GraphicalBar_SNESMathOnly) and allowing 256 pixels of the HP bar or not. Pretty minor so I went to accept it.
Edit: And note that if you use SA-1, you should use !Setting_GraphicalBar_SNESMathOnly to 0 because sprites run in SA-1 and they call codes about the HP bar which also means the code about multiplication also runs in SA-1.