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Details for SMB3 Status Bar v1.53.1
SMW Patches - SMB3 Status Bar v1.53.1 Link - Show random
File Name: SMB3 Status Bar v1.53.1
Added:
Version History: View
Authors: Ladida, lx5
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: A replica of All-Star SMB3's status bar.

Now uploads tilemap to offscreen portions of layers 1/2. Also has many new features, Lunar Magic 3.00+, SA-1 and Custom Powerups support, and easier customizability! See readme for more (required) info.

GitHub repo: Link
GHB's update: https://github.com/GhbSmwc/SMB3Statusbar

GHB's update: Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files.
Tags: counter, dragon coin, lorom, oam, sa-1, smb3, status bar, tilemap, timing
Download: Download - 568.87 KiB
853 downloads
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UTF
I may have fixed my problem below. On line 123 in smb3_status.asm, replace:

Code
LDY.b #$C0-!status_fblank

with
Code
LDY.b #$BF-!status_fblank


This removes the single line of glitchy pixels that I had earlier. I THINK the edit changes the scanline that the status bar starts on. Someone with more ASM knowledge let me know if this explanation makes sense. Palette ExAnimation still seems to not work though (at least on palettes 0 and 1)
Posted by: UTF - | Link
UTF
@Fermín Acosta Jr.,: Yeah, I am sticking with a SA-1 1.32 ROM for now.

Not sure who is going to read this, but is it normal for layer 3 backgrounds to get a line of pixels glitched out above the status bar? The image below is what happens when I have a full screen layer 3 BG with this status bar. By the way, in my smb3_status_defines.asm, I have !status_fblank set to 3.


Note the thin line of pixels on the top of the status bar. It's above the time and the item box. The thin line of pixels will change when the player climbs upwards in the level.

Also, it seems like this status bar might be interfering with palette animation. The palette animation in my background does not animate. I think this status bar uploads colors to palette 0 and palette 1, so that might have something to do with it. I haven't tested this much yet.

Last thing: For anyone interested, you can use Lunar Magic itself to modify the status bar's tilemap. Insert the "smb3_status_gfx.bin" and "smb3_status_map.bin" files as ExGFX. Then, using the Layer 3 GFX/Tilemap bypass, load the gfx and tilemap files into a level, then use the Layer 3 background editor to make your changes. Once you save your tilemap changes to the ExGFX file, it can be used as your new tilemap for the status bar. May not have explained this too well, because I typed this up quickly.
Posted by: UTF - | Link
Fermín Acosta Jr.
Originally posted by UTF
doesn't work with SA-1 1.40? :(


According to lx5’s comment, it needs requires changes to work with sa-1 pack v1.35+ (dma remap conflict)
Posted by: Fermín Acosta Jr. - | Link
UTF
doesn't work with SA-1 1.40? :(
Posted by: UTF - | Link
AppleBoy54321
Originally posted by AppleBoy54321
Originally posted by AppleBoy
How do I use this thing?!

I still don't know how to use this thing!!

I now know how to use this thing.
Posted by: AppleBoy54321 - | Link
lx5
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)
Posted by: lx5 - | Link
AppleBoy54321
Originally posted by AppleBoy
How do I use this thing?!

I still don't know how to use this thing!!
Posted by: AppleBoy54321 - | Link
Fermín Acosta Jr.
Originally posted by Diego
Found a bug that occurs with levels that use the background candle flame generator, it causes the bonus star counter to constantly increase until it maxes out and starts displaying incorrect tiles from the status bar gfx file.


I believe that you have to make examination of candle flames as a background instead of sprites
Posted by: Fermín Acosta Jr. - | Link
Diego
Found a bug that occurs with levels that use the background candle flame generator, it causes the bonus star counter to constantly increase until it maxes out and starts displaying incorrect tiles from the status bar gfx file.
Posted by: Diego - | Link
King Mayro
Great, works well!
Posted by: King Mayro - | Link
Boyyen
Originally posted by Blizzard Buffalo
Is there a way to edit the palettes for the SMB3 Status Bar?

As in color, not the bytes, I want to change the red colors of the 'MARIO' text. #wario{-_-?}

I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.

Actually, it can be edited
Posted by: Boyyen - | Link
AppleBoy
How do I use this thing?!
Posted by: AppleBoy - | Link
Blizzard Buffalo
Is there a way to edit the palettes for the SMB3 Status Bar?

As in color, not the bytes, I want to change the red colors of the 'MARIO' text. #wario{-_-?}

I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.
Posted by: Blizzard Buffalo - | Link
Fermín Acosta Jr.
Hope for next one will be a sprite of this status bar compatible with custom power ups And LM3.00+
Posted by: Fermín Acosta Jr. - | Link
Fermín Acosta Jr.
Originally posted by ProGames
I tried to patch this assembly to my SMW hack, but Asar seems to have been occurred an error. What I will do now? #smw{T_T}


You forgot to use some folders and need to have any files that you want.
Posted by: Fermín Acosta Jr. - | Link
ProGames
I tried to patch this assembly to my SMW hack, but Asar seems to have been occurred an error. What I will do now? #smw{T_T}
Posted by: ProGames - | Link
zacmario
So this dpesn't use layer 3 anymore?
Posted by: zacmario - | Link
XAGES
Nice (you just need to remove the powerup invalid number 3)
Also, w o r l d 0.
Posted by: XAGES - | Link
MarioFanGamer
The only differences between it and the previous version is some additional prints and documentations. No change in the code has been made so no moderation notes.
Posted by:  MarioFanGamer - | Link
Fermín Acosta Jr.
How do I disable tile world number
Posted by: Fermín Acosta Jr. - | Link
HammerBrother
Originally posted by lx5
reposting because it's important

Originally posted by me
Notable changes:
- (lx5) Lunar Magic 3.00, latest SA-1 Pack and Custom Powerups v3.3.0+ support.
- (lx5) 24-bit addresses for most of its free RAM
- (lx5) Added a Snes9x workaround for HDMA being reset on OW load.
- (lx5) Fixed a SA-1 conversion in the original patch
- (GHB) Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files.

Notes:
- Bonus Stars aren't being added on level end. They didn't work on the previous version, so I didn't bother fixing them. The focus was to give compatibility with newer tools, mainly LM300.
- levelheight.asm has a side effect in this version: it makes Special commands and generator sprites (display message sprite, layer 2 smash, etc) placed at the top subscreen not work. Moving them to the bottom subscreen will make them work as expected.
- Custom Powerups compatibility is only added if the item box type is the default one; there's no graphics or code included to get them to work with layer 3 tiles, only with sprite tiles.
- Custom Powerups item box item spawn location needs to be readjusted to the top of the screen. Changing settings in this patch won't work, you have to edit powerup_defs.asm (this is very likely to be fixed whenever I can pull out a new powerups version...)


Feel free to copy my documentation to your end.
Posted by: HammerBrother - | Link
lx5
reposting because it's important

Originally posted by me
Notable changes:
- (lx5) Lunar Magic 3.00, latest SA-1 Pack and Custom Powerups v3.3.0+ support.
- (lx5) 24-bit addresses for most of its free RAM
- (lx5) Added a Snes9x workaround for HDMA being reset on OW load.
- (lx5) Fixed a SA-1 conversion in the original patch
- (GHB) Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files.

Notes:
- Bonus Stars aren't being added on level end. They didn't work on the previous version, so I didn't bother fixing them. The focus was to give compatibility with newer tools, mainly LM300.
- levelheight.asm has a side effect in this version: it makes Special commands and generator sprites (display message sprite, layer 2 smash, etc) placed at the top subscreen not work. Moving them to the bottom subscreen will make them work as expected.
- Custom Powerups compatibility is only added if the item box type is the default one; there's no graphics or code included to get them to work with layer 3 tiles, only with sprite tiles.
- Custom Powerups item box item spawn location needs to be readjusted to the top of the screen. Changing settings in this patch won't work, you have to edit powerup_defs.asm (this is very likely to be fixed whenever I can pull out a new powerups version...)
Posted by: lx5 - | Link

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