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RPG-Styled HP and MP Counter Version 1.1

Originally posted by Randor
Looks pretty awesome, I might use this for my RPG hack.

But what happens when you die?
Do you have instant game over?

Also is there a version with ONLY the HP bar?


You can set it up yourself (the Readme tells you how). By default it's set up for normal SMW use (that means you start with 5 lifes) but you can set it up so that you start with only 1 life and you can disable the increasing of lifes.

Also FPI allowed me to include his Status Bar graphics with the patch and right now I'm ripping the Secret of Mana GFX.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Originally posted by Randor
Looks pretty awesome, I might use this for my RPG hack.

But what happens when you die?
Do you have instant game over?

Also is there a version with ONLY the HP bar?


You can set it up yourself (the Readme tells you how). By default it's set up for normal SMW use (that means you start with 5 lifes) but you can set it up so that you start with only 1 life and you can disable the increasing of lifes.

Also FPI allowed me to include his Status Bar graphics with the patch and right now I'm ripping the Secret of Mana GFX.


But there is no life counter, how can I see how much lifes I have?
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D³ Releases: RL1, [RL2], [RL3], RiS
SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

Originally posted by Randor
Originally posted by RPG Hacker
Originally posted by Randor
Looks pretty awesome, I might use this for my RPG hack.

But what happens when you die?
Do you have instant game over?

Also is there a version with ONLY the HP bar?


You can set it up yourself (the Readme tells you how). By default it's set up for normal SMW use (that means you start with 5 lifes) but you can set it up so that you start with only 1 life and you can disable the increasing of lifes.

Also FPI allowed me to include his Status Bar graphics with the patch and right now I'm ripping the Secret of Mana GFX.


But there is no life counter, how can I see how much lifes I have?


Yeah, I had to disable the counter to make room for the HP and MP Counters. You still see the Life Counter on the overworld (Like in the old Super Mario Bros. you could only see your lifes before each level).

Here are some screenshots of the SoMGFX (the Letters are still from TSRPR):



EDIT:
Version 1.1 now online! It fixes a few bugs and adds some more options as well as GFX files. I highly recommend you reread the "Usage" section of the Readme.

http://www.smwcentral.net/download.php?id=441&type=patches
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
And how about leveling up?
how does that work? do you get EXP or something?
Anime List
Manga List
D³ Releases: RL1, [RL2], [RL3], RiS
SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

Originally posted by Randor
And how about leveling up?
how does that work? do you get EXP or something?


Yes, that's what I planned. Every time you kill a monster, you get a certain amount of EXP, by default I guess that will be 1. After that your current EXP are compared with LevelUpTable,x where LevelUpTable has the EXP you need for a level up and x is your current level. So if EXP is bigger or equal LevelUpTable,x you level up. I'll try to make it as simple as possible, so that you only have to edit a few tables to set the new stats. Also I'm planning to make a layer 3 stripe image message that says "Level up! Level XX reached! HP up X, MP up X" plus a little animation. I don't know if I can do that, though. The message itself wouldn't be the problem, but I don't know how to use stripe image messages with dynamic numbers.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I have an idea. How about every time mario levels up, you hear the sound that plays when you hit a bonus block and get it right, and show mario's victory pose animation.
Originally posted by Ludwig Von Koopa
I have an idea. How about every time mario levels up, you hear the sound that plays when you hit a bonus block and get it right, and show mario's victory pose animation.


Yes, that's exactly what I had in mind :) (except I wasn't sure what sound effect to use). I want to do it like in Terranigma. When you level up, the screen freezes (like when you press Start). Then you hear the sound and the level up messages appears for a few seconds. After that Mario shows the Victory Pose for a few seconds. Then the game continues.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I love this, i finally made my dream HP counter using this patch as a base:


Just one question, Do you think i should update to the new one?
Originally posted by iReaper
I love this, i finally made my dream HP counter using this patch as a base:


Hey, looks cool! But I'd probably move the "Gems", the "000" and the "100%" one tile to the right each, then it would look much better I think. If you don't know how to do that with my patch I can help you (in that case just send me your edited patch via PM). It would look kinda like this:



Originally posted by iReaper
Just one question, Do you think i should update to the new one?


Well if the patch already works the way you want it to, then you don't really have to. It just adds a few options to the patch (for example: You can set it up to not lose your powerup after death, to not refill your MP after death and so that Floating doesn't require MP) as well as fixes a few bugs. It creates some other bugs in exchange, though. My old patch had bugs when you played it on Wii or DS (it loaded some junk data out of the SRAM). My new patch has a glitch if you skip the intro (Mario looks glichted on the overworld). Hmm... Thinking about it... I may know a way to fix it. Gotta try it out.

I'm glad you're enjoying my patch :)

EDIT:
YES! Fixed the overworld glitch :) ! I haven't tested yet, if this creates any other glitches (I will in a few minutes), but it's already a first step! Should have waited with version 1.1 release until today.

EDIT2:
No additional bugs :) !

EDIT3:
Made a little custom Palette:



Looks cool, no? Also can anyone tell me, what I have to change to make the number of lifes not appear on the overworld? I want to make it so that your lifes aren't shown on the overworld if you set your starting lifes to 1 and disable the increasing of lifes (because that would be really stupid).
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
OK, thanks, I'll have a look now..

EDIT: Thanks to RPGHacker, its now complete:


Got to say, this is the best health patch i've used (i've used them all btw)

Thanks ^-^

ANd i have moved the GEMS word over by one... that screeny is outdated, and im too lazy to upload the new one xD

EDIT: Now im gonna try and get normal sprites to have its each custom damage... I know very little ASM, so this is gonna be hard ^^
Looks cool and I'm really glad you like my patch :)

OK, well this is what I had in mind:



Seems like that's not quite that easy to do with stripe images format, since in SMW layer 1 usually has priority over layer 3, causing this:



Does anyone have any suggestions? When you get a normal text box it shows the text about all other layers as well, right? So wouldn't that somehow work with this as well?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Looking good, man! Will there be a way to change how much normal sprites do? I.E. Goombas dealing 1 Damage, Rexes dealing 4, Koopa Shells dealing 2, and so on? Also, check stuff in Lunar Magic & the ROM/RAM Maps. I know in Lunar Magic you can make layer 3 above all other layers...I use it for my Fog.
Everything is true, nothing is permitted.
Originally posted by Diablo, Lord of Terror
Looking good, man! Will there be a way to change how much normal sprites do? I.E. Goombas dealing 1 Damage, Rexes dealing 4, Koopa Shells dealing 2, and so on? Also, check stuff in Lunar Magic & the ROM/RAM Maps. I know in Lunar Magic you can make layer 3 above all other layers...I use it for my Fog.


Hmm... I probably could do that. I probably could do it with a table, I don't know for sure, though. I could give it a try.

EDIT:
Thanks! It works now!

Though, I wonder if this may cause complications if the level uses a layer 3 background...

EDIT2:
So what about this?

I still got to figure out how to make those numbers (99) dynamic and how to display the letters one after another. That probably won't even work with the stripe image format.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Great patch RPG Hacker! I'm sure this will be useful for many hackers.
Maybe you should add an option to disable fireball shooting while spinjumping, because that takes away MP for fireballs you don't need.
Originally posted by RealLink
Great patch RPG Hacker! I'm sure this will be useful for many hackers.
Maybe you should add an option to disable fireball shooting while spinjumping, because that takes away MP for fireballs you don't need.


Yeah, good idea. And shouldn't be to hard to do, either. I'll give it a try.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Here's what you're after:

"05293 $00:D093 1 byte ASM
Change from F0 to 80 to disable fireball shooting while spin jumping."

I have to say RPG Hacker, this patch is coming along very nicely, and really smooth looking too! Great job on this!
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Done and thanks :) ! One problem with my patch is that it disassembles the complete Fireball to add the MP system, so it is incompatible with patches that replace the Fireball. I'll see if I can do anything about that.

Also somebody has suggestions for the problem with the layer 3 message? As explained above I'm trying to do it with stripe images format, but I want the numbers to be dynamic (=to show your current level). If that's not possible, then what else do I have to do? Also I don't want all the letters to appear at the same time, but one after another.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I am going to use this in HR 4.

Any way it can work with the Luigi Seperate 2.0 Patch? (you know, have 2 different frame pics for the character used?
Originally posted by RPG Hacker
One problem with my patch is that it disassembles the complete Fireball to add the MP system, so it is incompatible with patches that replace the Fireball. I'll see if I can do anything about that.

You modify the entire fireball routine, which isn't really needed. All you need to do is modify the routine at $00/FEA8 which has the fireball extended sprite slot check. Right before that routine just return if MP = 0 rather than writing the entire one.
Originally posted by S.C.O.R.P.I.O.N.
Any way it can work with the Luigi Seperate 2.0 Patch? (you know, have 2 different frame pics for the character used?


Well I really can't tell. My patch dosen't support two-player-mode, that is for sure (I could probably still include that afterwards, but then again it would probably be too much work and not worth it, since this patch is mainly meant for single-player games). I don't know if it works, though, if those two characters are both controlled by the first player. Probably you should just give it a try. In that case I suggest you patch the Luigi Patch first and the HP Patch second. Don't forget to make a backup.

Originally posted by Iceguy
You modify the entire fireball routine, which isn't really needed. All you need to do is modify the routine at $00/FEA8 which has the fireball extended sprite slot check. Right before that routine just return if MP = 0 rather than writing the entire one.


Yes, I thought about something like that. I wrote that routine pretty early, when I wasn't that experienced with ASM, so I dissambled the whole Fireball Routine (especially since I thought that xkas supports branch-commands only with labels). But I'll improve that for the next version. Shouldn't be too hard.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!