Name: | Coding a Graphical Bar, with Base ASM (v6.3.4) |
Author: | HammerBrother |
Added: | |
Version History: | View |
Platforms: | SNES |
Games: | SMW |
Type: | Tutorial |
Language: | English |
Description: | This contains a template for displaying a value of something as a graphical bar on the HUD. See readme on how to use. Github: https://github.com/GhbSmwc/SMW-Graphical-bar-display |
Tags: | bar health bar hud sa-1 |
Comments: | 25 (jump to comments) |
Rating: |
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Comments (25)
- Windows 11 Home
- Google Chrome
Very thorough update and lots to go through. Took a while to get to everything but it all looked solid from what I read.
- Windows 10 Home
- Google Chrome
Incredibly thorough documentation on graphical bars with tons of examples. There's a lot here so I might've missed something but it's overall quite solid. Hopefully people find this useful.
I prefer the shared subroutines patch because it makes it accessible on any ASM resource (like have a bar for the HUD and as a sprite) than just uberasm tool or pixi. Another reason is that you cannot call a subroutine within another, separate subroutine file in a daisy chain -like fashion:
Missing info successfully added. So, I do not have reasons to reject.
The two extra tiles are end tiles. Make sure you read the readme. I tested this using gamemode main 14.
i just see the first tile, and it was supposed to appear 9 (since !MiddleLenght is 7)
tested on statusbar_code.asm
One of the images describing the pieces of an 8x8 says 3/6 twice.
-Fix the bar drawing looping routine that I've forgot to include the end tiles for old HUD.
-Fix another problem with the rounding on non-sa-1 when you use MaxQuantity a large value (like 400).
Hopefully, in the future, doesn't get rejected because this is mainly code for many uses or someone changed their mind on accepting this. The smw disassembly is a code and a document, for hacking smw.