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SMB3 Status Bar v1.51 [released]
Forum Index - SMW Hacking - Resource & Tool Releases - SMB3 Status Bar v1.51 [released]
Pages: « 1 2 3 4 5 6 »
SMB3 Status Bar

FULL DOWNLOAD



beta download

before i release this to the patches section, i need people to test the patch, mainly the effects of levelheight.asm. it moves the level up 32 pixels to fit the smb3 status bar. this has several side-effects. i caught the main ones i noticed, but i'd like others to go through the rom and note any glitches or just odd little things caused by the patch that arent present or reproducible in a clean rom

thanks #smw{:TUP:}
User: Hinalyte / ID: 1553 ~ loading kotori.css
Patch works in my hack, but it disabled custom palettes on levels it seems?

Testing on clean ROM atm.
oops, overwrote a LM hijack... (i used the address i used to bypass another lm hijack)

fixed, redownload from same link. hope you have a backup though!
First oversight: The flame in Yoshi's house. It isn't shifted upwards.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
First oversight: The flame in Yoshi's house. It isn't shifted upwards.


I know why:
Those are one of those sprites that follows the screen's position, the patch actually shifts the screen downwards, I'm thinking it will have the same effect for the disco ball in bowser's castle in the last room before the boss.

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
I'm thinking it will have the same effect for the disco ball in bowser's castle in the last room before the boss.

I can confirm this.
Also, problem with mode 7 bosses. - the cut-off mushroom doesn't look pretty.
Originally posted by MarioFanGamer
First oversight: The flame in Yoshi's house. It isn't shifted upwards.

fixed

Originally posted by S.R.H.
Originally posted by GreenHammerBro
I'm thinking it will have the same effect for the disco ball in bowser's castle in the last room before the boss.

I can confirm this.

fixed

Originally posted by S.R.H.
Also, problem with mode 7 bosses. - the cut-off mushroom doesn't look pretty.

fixed by moving sprite to top center during boss battles


also fixed layer 2 rise/fall

updated link, keep them bugs rolling in

Holy crap this is perfect #ab{O_O} .
I havent tired this on all levels of my hack but so far it works perfectly, but what is that number on middle box supposed to be?
Also default full P-speed sound effect is obnoxious as hell.

Bugs:
-Item box is transparent against sprites:


-Black fade doesn't work with exanimated palettes:

(Ignore roulette, didn't bother to fix it yet)

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Originally posted by KDeee
what is that number on middle box supposed to be?

bonus stars

Originally posted by KDeee
Also default full P-speed sound effect is obnoxious as hell.

was the default for the original p-meter patch. if anyone knows a more fitting or less annoying sound, pls suggest so i can set it as default

Originally posted by KDeee
Bugs:
-Item box is transparent against sprites:

should be fixed now, hopefully

Originally posted by KDeee
-Black fade doesn't work with exanimated palettes:

(Ignore roulette, didn't bother to fix it yet)

this is a problem with the original game (if you use dragon coins near the finish, you'll see). lm offers a fix via "type: palette + working, stop on fade", try that
Oooo that works, but something similar happens when mario happens to be on same height as any of the "course clear!" text:



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the course clear numbers are using the same graphics as the status bar numbers. except the status bar numbers' black outline is the transparent color, so it's transparent for those too.

there's a roundabout way of fixing it, but idk... too lazy
Just noticed that levelheight.asm makes title-screen too high:




Not noticeable with stock smw borders but it could be problem for others.

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I don't see a reason for making the title screen higher than it already is. The status bar doesn't show up there.
Very probably isn't a case of Ladida making the title screen higher than it already is, but more that the title screen is just literally a level playing by itself, so it's gonna be affected by changes to normal levels.

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Your layout has been removed.
I found a graphical glitch: When getting a game over (after losing all lives), and have not save the game once, you'll return to the title screen with some layer 3 glitched tiles.

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Give thanks to RPG hacker for working on Asar.


Another bug, 1-ups in the bonus game doesn't line up with raised floor(by default/non-edited bonus room you cant see the floor at all).

Although I did change level height offset to 10(I think default was 20?) so Im not sure if same happens when offset is 20.

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Those are one of the sprites with a fixed y-position. (I hope it doesn't happens on bowser's bowling ball (called "big steely" on Mario wiki.))

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Those are one of the sprites with a fixed y-position. (I hope it doesn't happens on bowser's bowling ball (called "big steely" on Mario wiki.))

I did quick test and the bowling ball works just fine.

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Ladida sent me here because reasons:

----------------- EVERYTHING BELOW IS FROM LADIDA -----------------

@title screen height: would have to add title screen checks for all the hijacks. in the words of gloomier: no

@ghb title glitch: make sure you have layer 3 exgfx enabled in LM

@kdee bonus: they appear at the correct height for me. not sure what happened in your case. though you made me realize that some cluster sprites (reappearing boos & boo ceiling) now appear "too low", so they'll have to be adjusted

also the autoscroll in donut plains 2 is offset. hit me with a shovel
On Wendy(and I think Lemmy) boss, item in status bar fades to black when it shouldn't?



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Pages: « 1 2 3 4 5 6 »
Forum Index - SMW Hacking - Resource & Tool Releases - SMB3 Status Bar v1.51 [released]

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