3 different patches that will make the status bar minimalistic, as seen in my 24h contest winter 2012 entry
status_top.asm will put the status bar at the top of the screen, like in smw
status_bottom.asm will put the status bar at the bottom of the screen, like in smb3
status_double.asm will put a status bar at the top and a different one at the bottom
no freeram needed (some weird ram is used)
see pretty pictures below, and readme for more info
UPDATE: the tilemap is now uploaded to the offscreen part of layer 1, freeing up the layer 3 tilemap. the palette has also been isolated, and properties are located alongside tiles in RAM. also, proper SA-1 support
UPDATE2: switched to a different ram due to exanimation conflict
I'd say that this status bar is common due to the fact that it works well with layer 3 BGs, but it's unfortunate to hear that the visibility is bad on 4:3 TVs (CRTs I'm assuming). Somehow I had never heard of that until now. So would this status bar need to be put one 8x8 tile lower or higher to be more visible?
Creators: be wary that, on many console setups with 4:3 TVs, areas at the very top and bottom of the screen are partially cut off, and as a result, this status bar is pretty much unreadable. As someone who plays on one of these TVs, I always find this to be super annoying, especially when time/powerup/life management is an important part of gameplay. If you care about console users playing your hack, I'd recommend you avoid this patch.