Name: | MessageBox in Minimalist Status Bar + Goal Customizer |
Authors: | Isikoro, Ladida |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch combines 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 ...), and layer 3 water. * It also disables goal messages and post-goal fades. * No sprite tiles are used in the message field. * It has custom message functions for selections, numerical inputs and name labels. * The status bar is displayed correctly in Mode 7 boss battles. * The HDMA effect will not be canceled even during the key goal and zooming circle. * Compatible with LX5's Star Coins and Custom Powerups. * Compatible with the Retry systems made by worldpeace and Kevin. Includes sample patches and other sample files. |
Tags: | bonus stars coins counter custom powerups hdma lorom menu message box mode 7 pause retry sa-1 star coin status bar timer |
Comments: | 40 (jump to comments) |
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1.68 MiB | 734 downloads
Comments (40)
Tested with:
- Asar 1.91
- SA-1 v1.40
- Lunar Magic 3.51
- UberASMTool v2.1
- worldpeace's Retry system v2.06c
- Kevin's Retry system v0.8.1
- NSMB Star Coins v1.14
- Custom Powerups v3.4.4
- Mesen 2
To use with the latest SA-1, open remap/dma.asm and replace !window_hdma_channel = 1 with 7 before applying.
SA1-Pack-140/remap/dma.asm
Line12
!window_hdma_channel = 7
To use with the latest SA-1, open remap/dma.asm and replace !window_hdma_channel = 1 with 7 before applying.
SA1-Pack-140/remap/dma.asm
Line12
!window_hdma_channel = 7
A sample palette of item icons has been added (editing this does not affect the ROM).
Do you use SA-1 for ROM?
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?
I would say both, and have them optional set by a define.
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.
Like SMAS?
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.
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..?
specially cuz you can use either star coins or yoshi coins with it
- 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.>_<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)
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.
You can configure with "setting.cfg".
!yicoins = 0
!starcoins = !status_tile+$xx
And then how do I put the star coins on a top status without yoshi coins because I was been confusing and I wanted like in the 4th picture
You can configure with "setting.cfg".
!yicoins = 0
!starcoins = !status_tile+$xx
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.
Maybe mention that in the description of the submission, lol.
this patch doesn't need the regular Minimal status bar
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