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Tip: If you place too many sprites on the same screen, it will slow the game down. You can use the SA-1 Pack to reduce this slowdown, allowing more sprites on screen if required.
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Details for Super Status Bar v2.2
SMW Patches - Super Status Bar v2.2 Link - Show random
File Name: Super Status Bar v2.2
Version History: View
Authors: HammerBrother, Kaijyuu
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This is a status bar hack that does the following:

- Allows a non-ASM programmer to modify each and every tile in the 5 lines comprising the status bar. You can change any tile not modified by Smallhacker's Status Bar editor tool.

- (advanced version only) Allows a non-ASM programmer to move the various counters (time, score, lives, coins, ect) anywhere on the status bar with ease. Also allows one to move the item box item anywhere on the screen (does not affect where it drops).

- Allows ASM programmers to change the tiles (and properties of those tiles) in their own custom sprites/patches/ect much more easily. No longer are you limited to the old 55 tiles; now it's 160.

Comes with a compatibility and an advanced version. The compatibility version uses the old RAM addresses in addition to the new, so stuff like the newbie's custom boss should still work.
The advanced version completely bypasses the old ram addresses and a few routines along with being much faster.

This latest version TRULY fixes the bottom line cutoff.

See readme for updates.

EDIT: Added sa-1 support on both patches.
Tags: expansion, hud, lorom, sa-1, status bar, tile
Download: Download - 195.78 KiB
Black Goku
I patched this in a Sa-1 1.40 Rom , and i found a couple of bugs:

>The Screen intro is completely black

>The Mode 7 Boss Fights is unplayable in certain situations (or the screen is totally covered by a graphical glitch).

>I discovered glitches that are present in the NSMBWii Status Bar (The Overworld glitch and the message box glitch).
Posted by: Black Goku - | Link
Originally posted by MANGOMILK
Having issues with the Dragon Coins, how would I tell the game to write a fifth filled coin instead of clearing them when collecting the last one?

You might want to use Status Bar UberASM in that case.
Posted by: BlueToad - | Link
Having issues with the Dragon Coins, how would I tell the game to write a fifth filled coin instead of clearing them when collecting the last one?
Posted by:  MANGOMILK - | Link
Originally posted by Ethiundo
How do you use this non-ASM?

You will have to edit the "DATA_TILES"
Posted by: BlueToad - | Link
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)
Posted by: lx5 - | Link
Oh coool,how to use that?
Posted by: Thiago678 - | Link
Would there be a way to make the bonus stars use standard numbers?

(E) Nevermind, I got it working, you need to change:

DATA_008E06:		      db $B7

DATA_008E07:		      db $C3,$B8,$B9,$BA,$BB,$BA,$BF,$BC
				  db $BD,$BE,$BF,$C0,$C3,$C1,$B9,$C2
				  db $C4,$B7,$C5


DATA_008E06:		      db $FC

DATA_008E07:		      db $00,$FC,$01,$FC,$02,$FC,$03,$FC
				  db $04,$FC,$05,$FC,$06,$FC,$07,$FC
				  db $08,$FC,$09

in SuperStatusBar_Advancedv2.asm.

That'll load the standard numbers as the bottom tiles and the blank tiles as the top tiles. You do need to have the star counter positioned such that it doesn't cover anything else up or push off the top of the screen, though, so I'd still like an alternate method.
Posted by:  MANGOMILK - | Link
How do you use this non-ASM?
Posted by: Ethiundo - | Link
This update mainly changes the documentation, which is substantially improved from the previous version. The only code change is that the LoROM and SA-1 defines were merged into one file, which makes the files cleaner.
Posted by:  Telinc1 - | Link
It now have a JavaScript html file that makes it easy to find what byte of a given tile.
Posted by: HammerBrother - | Link

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