Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
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Details for MessageBox in Minimalist Status Bar + Goal Customizer
SMW Patches - MessageBox in Minimalist Status Bar + Goal Customizer
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
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. >_<
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)
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.
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.
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.
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?
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
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