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SM64 Style Health Bar

SMW Patches → SM64 Style Health Bar

Submission Details

Name: SM64 Style Health Bar
Author: Iceguy
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: -15/07/09
This one fixes the A0 coins problem.
-12/01/23
-Converted to Sa-1 and Asar
-Added Item Box Support
-Added option for knockback
-Moved The Health bar color changing routine to uberasm to fix a bug on bsnes
-Moved some tiles around in the included graphics file

Requested by Heitor Porfirio
Tags: counter lorom sa-1
Comments: 7 (jump to comments)
Download 8.97 KiB | 809 downloads

Screenshots

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Comments (7)

Gamet2004 Link
So... I like this patch, but I noticed that if I fall into a hole, the character doesn't die and after a while he appears from above, and life becomes glitchy.
Green Link
For those using it with the default title screen graphics, rename the GFX file and insert it using LM's Layer 3 bypass feature.

Additionally, one of the status bar colors has to be recolored as it’s using the color of the Layer 3 smashers.
HammerBrother Link
I made a health patch that hijacks every damage subroutine calls from any sources (from blocks, spikes, munchers, any kind of sprite types, etc.) that you can use as a reference when updating the patch.
 MarioFanGamer Link
  • Lunar Magic v3.40
  • SA-1 Pack v1.40
  • Asar v1.81
  • BSNES v115
Added counter tag.

Heads on: This is a bad patch and wouldn't be accepted today.
For one, the way the damage is calculated is broken as it only takes sprite and extended sprite damage into account. Blocks (such as munchers) and the Boo Stream trail (which is made of minor extended sprites) will deal random-ish damage using the sprite table in the hurt code (this wouldn't be as much of an issue if the patch were to fix them as well as include a custom hurt routine and an instruction on what should be taken into account). On top of that, you also must apply Sprite Tool / PIXI to your ROM once as it depends on custom sprite tables which don't exist in the vanilla game so such a check also should have been included in the update.
The knockback also is implemented only for regular damage but extended sprites, due to using a custom hurt routine, will always play the shrinking down animation (they also don't take into account whether Mario has 1 HP left or not).
There also is the issue of being incompatible with the layer 3 smasher in that the counter and smasher use the same part of the palette but that's more a problem SMW's palette management than anything.

tl;dr If you can reimplement this patch in a better way, do that!
codfish1002 Link
Added the screenshots the second one shows where the reserve item is displayed
HammerBrother Link
Screenshot?
codfish1002 Link
Will do that when I can.