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Remapping Other Things

I have some decided things now.
In this supposed hack there will be New Super Mario Bros. Wii Styled Status Bar, rather than Donkey Kong, that these two have basically the same structure.

I have noticed that this smoke remapping, the graphic when Mario brakes to turn to the other side, the little smoke is a little buggy.
I would like to put in the middle of the score sprites in the GFX00, and that I will disable the score and timer in the status bar.

Where is the line of code to remap it, and how do I disable the timer and score in the NSMBWii Styled Status Bar?

Oh, and if you need it, the reference of what I'm trying to say is here.
Note: I'm referring to the 1.8 version of the NSMBWii status bar patch for this post, as that's the version I've been working with for my project. When I refer to certain lines of code, it will be according to where those lines are in the 1.8 version.

Also, I didn't realize that the NSMBWii patch modifies the way the smoke graphic appears on-screen. It's something I'll need to look into when I have more time. I guess you can delete or comment out all the tile remapping lines (123 through 143) to disable that feature. I might edit this post after I try messing with this part.

Originally posted by Heitor Porfirio
I have noticed that this smoke remapping, the graphic when Mario brakes to turn to the other side, the little smoke is a little buggy.
I would like to put in the middle of the score sprites in the GFX00, and that I will disable the score and timer in the status bar.

If you're asking how to remap graphics in the NSMBWii sprite status bar, that's not too hard as long as you're familiar with GFX remapping. If not, there might be a guide for it.

The NSMBWii patch contains helpful defines for the status bar tilemap starting on line 52. Change the tilemap addresses according to where you have your tiles placed. You can use YY-CHR to modify your GFX00 file. You can also put status bar graphics in GFX01 if you have the room for it.

You can remove score sprites from appearing by using the Disable Score patch, so for example, you can now overwrite the score graphics in GFX00 with tiles from the NSMBWii status bar.

Originally posted by Heitor Porfirio
how do I disable the timer and score in the NSMBWii Styled Status Bar?

To disable the timer:

Go to line 360, delete or comment out the part of code that says "JSR DrawTimer". You'll also need to set the timer in your levels to be 0, and use the Time Up Fix patch to prevent the "Time Up" message from appearing when Mario dies in a level with no timer.

To disable the score:

Go to line 361, delete or comment out the part that says "JSR DrawScore".

I'm writing this kind of quickly. Hope this helps!
Thank you so much again UTF #w{=)}

Originally posted by UTF
If you're asking how to remap graphics in the NSMBWii sprite status bar, that's not too hard as long as you're familiar with GFX remapping. If not, there might be a guide for it.

Well, this graphic has an ASM file to remap the smoke graphics, when you defeat an enemy with Spin Jump for example.
I don't know if the status bar interferes, but I would like to know what is the line of code in spriteremap.asm, which takes care of these 8x8 smokes, and if it really has.
And yes, I have some experience remapping graphics, from at least the 16x16 box.

If you want, you can even test this graphic with the Wall Kick UberASM and you can see that these graphics look a little ugly.

Or in a simpler way, you can check out the hack Super Mario: Daisy's Kidnapping, made by  Tahixham.

Originally posted by UTF
You can remove score sprites from appearing by using the Disable Score Patch, so for example, you can now overwrite the score graphics in GFX00 with tiles from the NSMBWii status bar.

But does this patch you mentioned automatically delete the score of the status bar without having to delete the code of it, or if not, would it work to delete the code that only deletes the vanilla score of this mentioned patch, just letting it delete the score sprites?

So, speaking of saving ROM space.