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MessageBox in Minimalist Status Bar + Goal Customizer

SMW Patches → MessageBox in Minimalist Status Bar + Goal Customizer

Submission Details

Name: MessageBox in Minimalist Status Bar + Goal Customizer
Authors: Isikoro, Ladida
Added:
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Combine the message box with the Minimalist Status Bar to allow Layer 3 effects and messages to coexist.
It can coexist with Layer 3 HDMA effects (Parallax, etc ...).
It also disables goal messages and post-goal fades. (Fade in Mode7 boss battles.) (The zooming circle effect is not disabled.)
Of course, the flow of water in layer 3 does not stop either.
No sprite tiles are used in the message field.
It also has a selection function, a numerical input function, and a name label function.
The status is also displayed in Mode7 boss battles. You can see the ending correctly.
The HDMA effect will not be canceled even during the key goal and zooming circle.
Compatible with Star coin and custom power-ups and Retry system.

First of all, please play with the sample hack.
Feel free to use the sample files.
Ladida has given permission to publish this patch.

I'm not good at explaining.


The infobox in the sample hack uses this.
However, the 76th and subsequent lines are rewritten as follows.

Code
	BEQ .default
	STA $13BF|!Base2
	LDA #$03
	STA !15AC,x
.default
	LDA !E4,x	; Load X position..
	LSR		; ..
	LSR		; ..
	LSR		; ..
	LSR		; ..
	AND #$01	; And make the sprite..
	INC		; Display its message..


to

Code
	STA $0F40|!Base2
	LDA #$00 ; !extra_byte_2,x
	STA $0F41|!Base2
	LDA #$04
Tags: bonus stars coins counter custom powerups dash timer goal hdma layer 3 lorom message message box minimal mode 7 retry sa-1 star coin status bar timer
Comments: 30 (jump to comments)
Download 1.67 MiB | 689 downloads

Screenshots

View all

Comments (30)

Neito Link
Can someone post the color palette for all the powerup icons. That would be a real help.
Isikoro Author Link
Originally posted by Raychu2021
Hey so I installed the pefered patches into my hack and it worked perfectly however when it loads the overworld the color palettes are off. is there any way to fix that?

Do you use SA-1 for ROM?
Raychu2021 Link
Hey so I installed the pefered patches into my hack and it worked perfectly however when it loads the overworld the color palettes are off. is there any way to fix that?
Isikoro Author Link
Originally posted by HammerBrother
Isikoro
Originally posted by Isikoro
Originally posted by HammerBrother
Isikoro Was thinking, are you planning to add a custom pause menu on layer 3 in the style as message boxes? Would be useful to add a status screen.


Like SMAS?


Yes, but a lot like the layer 3 message. This would be very useful since due to the status bar being very small, and if you have a lot of counters, you may not be able to fit them all in there. Plus, you don't want unneeded information to be displayed all the time on the HUD, such as how much game progress you made.


You can do this with the latest version.
See screenshot 10.

Or would you prefer an original message box?
HammerBrother Link
Awsome!

Originally posted by Isikoro
Or would you prefer an original message box?


I would say both, and have them optional set by a define.
HammerBrother Link
Isikoro
Originally posted by Isikoro
Originally posted by HammerBrother
Isikoro Was thinking, are you planning to add a custom pause menu on layer 3 in the style as message boxes? Would be useful to add a status screen.


Like SMAS?


Yes, but a lot like the layer 3 message. This would be very useful since due to the status bar being very small, and if you have a lot of counters, you may not be able to fit them all in there. Plus, you don't want unneeded information to be displayed all the time on the HUD, such as how much game progress you made.
Isikoro Author Link
Originally posted by HammerBrother
Isikoro Was thinking, are you planning to add a custom pause menu on layer 3 in the style as message boxes? Would be useful to add a status screen.


Like SMAS?
HammerBrother Link
Isikoro Was thinking, are you planning to add a custom pause menu on layer 3 in the style as message boxes? Would be useful to add a status screen.
Flaming Hot Toons Link
Isikoro Author Link
skill level ?
Neito Link
Where are custom counters gonna go?
Chasin Jason Link
So uhhh the P speed sound thing kinda sounds annoying. How would I get rid of that lol
Isikoro Author Link
Originally posted by Space Sandwich
Originally posted by Isikoro
World map color..
Refer to sa-1-pack-140 > remap > dma.asm and set window_hdma_channel to 7 to fix it.


I think I did just what you said here and the colour glitch still happened

Edit: The sample hack doesn't have this problem so in theory I could take it and continue from there..?

Unfortunately, we need to create a new SA-1 patch that is set to DMAch7.
By the way, the same thing happens with the original Minimalist status bars.
Space Sandwich Link
Originally posted by Isikoro
World map color..
Refer to sa-1-pack-140 > remap > dma.asm and set window_hdma_channel to 7 to fix it.


I think I did just what you said here and the colour glitch still happened

Edit: The sample hack doesn't have this problem so in theory I could take it and continue from there..?
Dark Mario Bros Link
those look really cool tho
specially cuz you can use either star coins or yoshi coins with it
HammerBrother Link
Really liked how the status bar also shows how much a counter is added, showing +XX.
 MarioFanGamer Link
Moderated with:
  • Lunar Magic 3.31
  • SA-1 Pack v1.40
  • UberASM v1.32
  • Asar v1.81
  • Retry System (+ Multiple Checkpoints) v2.06c
  • BSNES v115
Fixed crash on the three parallax UberASM codes, removed some unnecessary files in the folder.

Hands on: This is truly one of the most complex patches out there (IMO, one of the most complex patches after SA-1 Pack). As a result, it's likely you'll get incompatibilities from some patches and certain HDMA effects from Effect Tool and similar generators, namely brightness, subscreen-mainscreen and layer 3 parallax, are incompatible with this patch. Chances also are, I might have missed some bugs but this is given for a patch with such a complexity.
Nonetheless, this patch does work and has got many useful advantages. The first example is that this version of Minimalist Status Bar is compatible with layer 3 HDMA, assuming you use the provided codes. Same spiel with FG gradients (though the gradients themselves are compatible, it's only the colour maths which is troublesome) while darkness requires some custom tables. It's also compatible with some other patches including star coins and custom powerups.
The message system is also very customisable if very complex (much more than VWF Dialogues, in fact, since you do have to add some code) so you should refer to the provided examples on how to use them.

My favourite part is how you have added Retry compatibilty by incoorperating it with this patch as well (see image number 9).

I really don't like to document all the hijacks, though. >_<
Isikoro Author Link
Originally posted by FedoraFriday
While its shown to be compatible with the retry patch, it doesn't seem to be compatible with the powerups patch already installed, and I can't get it to work. I inserted the retry patch, then the messages in status bar asm, then the messages asm as instructed. I go in a level, die, hit retry, and it crashes.

The way I got it to work, is, run the retry patch first, this patch next, then the powerups patch. Not sure if the same issues will crop up later if I decide to edit other patches, but this is what works for now. Would still be worth explaining in the readme.

A crash I discovered, and I'm not sure if any external patches are causing it to happen or if its this patch along with retry + powerups, but if you die to a pit in any level entering levels 1 to 24, you crash. If you die to anything in level 24 in particular, you crash as well. I don't know if thats from me patching in all 3 patches more than once (which, I would do to tweak settings, and then if I edit anything I have to repatch everything) - OR if its from an external patch. And to clarify, dying in any level entering from 101-13B works just fine as far as I can tell. Just something to keep in mind while moderating this.

Also seperately, I'm not a fan of having to press A instead of B in order to reset. IMHO, both buttons should work.


Fixed

Custom_Powerup => Retry_System => This_Patch

Also, I decided with A or B and made it possible to cancel with X or Y. (Same specifications as the original)
FedoraFriday Link
While its shown to be compatible with the retry patch, it doesn't seem to be compatible with the powerups patch already installed, and I can't get it to work. I inserted the retry patch, then the messages in status bar asm, then the messages asm as instructed. I go in a level, die, hit retry, and it crashes.

The way I got it to work, is, run the retry patch first, this patch next, then the powerups patch. Not sure if the same issues will crop up later if I decide to edit other patches, but this is what works for now. Would still be worth explaining in the readme.

A crash I discovered, and I'm not sure if any external patches are causing it to happen or if its this patch along with retry + powerups, but if you die to a pit in any level entering levels 1 to 24, you crash. If you die to anything in level 24 in particular, you crash as well. I don't know if thats from me patching in all 3 patches more than once (which, I would do to tweak settings, and then if I edit anything I have to repatch everything) - OR if its from an external patch. And to clarify, dying in any level entering from 101-13B works just fine as far as I can tell. Just something to keep in mind while moderating this.

Also seperately, I'm not a fan of having to press A instead of B in order to reset. IMHO, both buttons should work.
El Cuh Fermin Link
Originally posted by Isikoro
Originally posted by Fermín Acosta Jr.
How do I put the star coins on a status bar instead of yoshi coins.


You can configure with "setting.cfg".
!yicoins = 0
!starcoins = !status_tile+$xx


And then how do I put the star coins on a top status without yoshi coins because I was been confusing and I wanted like in the 4th picture
Isikoro Author Link
Originally posted by Fermín Acosta Jr.
How do I put the star coins on a status bar instead of yoshi coins.


You can configure with "setting.cfg".
!yicoins = 0
!starcoins = !status_tile+$xx
El Cuh Fermin Link
How do I put the star coins on a status bar instead of yoshi coins.
Isikoro Author Link
Originally posted by Murphmario
I actually managed to apply the patch without any help, however the backgrounds mess up when they scroll vertically. Rom does not use the SA-1 patch. Could someone tell me if I did anything wrong?

Edit: This bug is occurring with SA-1 as well. Not only that, but it messes up the World Map Colors as well. Again, is there something I'm doing wrong?


Edit the level once with Lunar magic, save it, and then apply it.

World map color..
Refer to sa-1-pack-140 > remap > dma.asm and set window_hdma_channel to 7 to fix it.
Murphmario Link
Originally posted by Isikoro

Edit the level once with Lunar magic, save it, and then apply it.
Unfortunately, Sa-1 v1.40 is not currently supported and will cause a bug in Overworld. The same is true for the regular Minimal status bar.

Do I have to do that with every single level? Also a fix for that would be nice, dunno if that's possible though.

Edit: Answered the first question myself, you only need to save one level for scrolling to work on others.
 Segment1Zone2 Link
Originally posted by Isikoro
Unfortunately, Sa-1 v1.40 is not currently supported and will cause a bug in Overworld.

Maybe mention that in the description of the submission, lol.
akidaban Link
Originally posted by Murphmario
Does this require the regular Minimal Status Bar patch to be applied as well?


this patch doesn't need the regular Minimal status bar
Murphmario Link
I actually managed to apply the patch without any help, however the backgrounds mess up when they scroll vertically. Rom does not use the SA-1 patch. Could someone tell me if I did anything wrong?

Edit: This bug is occurring with SA-1 as well. Not only that, but it messes up the World Map Colors as well. Again, is there something I'm doing wrong?
Murphmario Link
Does this require the regular Minimal Status Bar patch to be applied as well?
akidaban Link
hey bro, how i could apply this patch? I'm trying, but i can't understand. Could you or somebody help me please?
HammerBrother Link
For beginners, I provided tutorials on how to add custom counters and other UI (user interface) elements to it:

Looking at InsertGraphics, Statusbar_Tilemap.bin features graphical bar tiles, but using “static end tiles” that can be x-flipped for both ends. Here is the table to get it to work:
db $10

Code
	!Default_MiddleLength                = 7             ;>30 = screen-wide (30 + 2 end tiles = 32, all 8x8 tile row in the screen's width)
	!Default_LeftPieces                  = 0             ;\These will by default, set the RAM for the pieces for each section
	!Default_MiddlePieces                = 8             ;|
	!Default_RightPieces                 = 0             ;/

GraphicalBar_Middle8x8s_Lvl_L3:
db $10		;>Fill amount/index: $00
db $11		;>Fill amount/index: $01
db $12		;>Fill amount/index: $02
db $13		;>Fill amount/index: $03
db $14		;>Fill amount/index: $04
db $15		;>Fill amount/index: $05
db $16		;>Fill amount/index: $06
db $17		;>Fill amount/index: $07
db $18		;>Fill amount/index: $08