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SMB3 Status Bar v1.51 [released]

Patch

I basically roll back the patch are repatch it again.

tested even with all of the files are unedited, still having smasher graphic issues.

Okay, restored the ROM and tested again and it was fixed, I assume I must've did enable the exgfx, but not extract and reinsert NORMAL graphics. Not sure how that happened. Maybe previous patches for each edits conflicts? My last test was disabling all counters.

Also, there is an inconsistency with the vertical scroll when set to “no vertical scroll unless flying/climbing/etc”, this can be fixed by doing this:

Code
org $00F6B1
	db $xx			;>Fix inconsistency with the "no vertical scroll unless..."


That number $xx should be the same as "!offset" in levelheight.asm
Give thanks to RPG hacker for working on Asar.
what do you mean inconsistency? you mean how it still kinda scrolls vertically but not a lot? i actually like that effect tbh, i dont really consider it a bug. though i can throw that into levelheight as an option
Yes, it kinda scrolls vertically up, despite not directly forcing the screen up. I actually want that as an option in case someone wants this.
Give thanks to RPG hacker for working on Asar.
ok new update: here

i threw in the vertical scroll thingy as a define in levelheight.asm, under !vertscroll_oddity

i aligned the tilemap/palette so its not at a dumb location. so the tilemap is now at $0C00 instead of $0BF6, properties at $0C80 instead of $0C76, and palette at $0D00 instead of $0CF6

you can now insert the gfx/tilemap as exgfx rather than have the patch insert them raw, saving space. defines for these are in the define file.

you can now adjust when the IRQ fires (ranging from 3 scanlines above the default to 6 scanlines below the default). mainly so you can adjust the visibility of the top row of the status bar. values outside of this range should not be used

you can adjust the x-position of the status bar. useless for most cases, but i use it in the shin onigashima status bar as an example to center the status bar instead of having it off-center by a few pixels (you can notice it in the previous screenshot). the shin onigashima status bar also makes use of the IRQ adjust described above

also a lot of other changes i probably forgot


so yeah pls test. im pretty content with this version. if more stuff doesnt come up, it may be the final (and i can finally submit it)
does lunar magic uses its own GFX compression routine, or reuses smw's?

Also, when you add new features, such as the x position of the HUD, can you include the new features on how to use them in the readme?, nevermind, those are on defines. I like how you document where the tile attributes are stored. Good work!
Give thanks to RPG hacker for working on Asar.
it messes with smw's iirc


anyways new and possibly final beta version before i upload because i'm sick of this thing


you can now make any numeric counter have tall numbers instead of just the bonus stars

the p-meter has been made more user-friendly. you can choose to have just the arrows, or just the P-icon (or both obviously, or neither). you can also define the length of each one

im including yet another example demonstrating the above:




bonus example, based off of tokimeki memorial:

oh my goodness, you have beaten the super status bar. Good work!
Give thanks to RPG hacker for working on Asar.
standard fare, you guys know how it works

aka download before the mods delete

i included lui's minimalist course clear last-minute because i dont want any more complaints about level end looking borked
I'm not sure if I did something to the bonus stars, but apparently, they aren't added when I complete a level.
dont do this to me
Assuming the number on the far right of the TOKI status bar are bonus stars, they still don't work. And I did this on a ROM with GFX/ExGFX Extraction/Insertion, used LC_LZ3, saved the level and the layer 3 option, as the patch mentioned bugs might occur if not inserted and expanded the level to 4MB and that's it.
I SAID NO


anyways, fixed (same link). i assumed the minimalist course clear would compute that stuff but i didnt look at it closely. also, the original minimalist course clear will clear the cgadsub setting for layer 3; i fixed that

that's what i get for including a patch last-minute!

oh and

Originally posted by GreenHammerBro
Uh, you forgot to document about adding new 8x8 tiles into the graphic files.

the readme says this:
Code
smb3_status_gfx.bin holds the status bar graphics (2bpp)
	it's 64 tiles by default (1kb), but you can make the file larger if you want
	more tiles, though i recommend you stay within 3kb or so.
That fix was worth it! The status bar now works! I examined the previous version of the smb3 status and it was just as fine as this one. You did add nice status bar options.
New error found when disabling the first two counters:
Code
Enter ROM name: "C:\Users\GreenHammerBro\Desktop\smw romhacking\Submission\playerHPbar2\a.smc"
C:\Users\GreenHammerBro\Desktop\smw romhacking\Submission\playerHPbar2\smb3_statusbar\smb3_status.asm:519: 
warning: STA $xx,y is not valid with 8-bit parameters, assuming 16-bit
C:\Users\GreenHammerBro\Desktop\smw romhacking\Submission\playerHPbar2\smb3_statusbar\smb3_status.asm:521: 
warning: STA $xx,y is not valid with 8-bit parameters, assuming 16-bit
One or more warnings were detected while assembling the patch. Do you want insert the patch anyways? (Default: yes)


I simply did this:
Code
!world		= 0 ;!row2+$06	;1 tile
!pmeter		= 0 ;!row2+$08	;depends on !LEN_pmeter


mod edit; dont table stretch
Give thanks to RPG hacker for working on Asar.
what is !pmeter_icon?

edit: basically, the locations should either be set to 0, !row1+x, !row2+x, !row3+x, or !row4+x, where X is 0-31. its essentially declaring the ram address to read/write, i just made it easier by giving the !row defines. any other value is invalid/unsupported, because they would be other ram addresses that are not the tilemap. so make sure !pmeter_icon is a sane value.
Originally posted by Ladida
what is !pmeter_icon?

edit: basically, the locations should either be set to 0, !row1+x, !row2+x, !row3+x, or !row4+x, where X is 0-31. its essentially declaring the ram address to read/write, i just made it easier by giving the !row defines. any other value is invalid/unsupported, because they would be other ram addresses that are not the tilemap. so make sure !pmeter_icon is a sane value.

try using STA.w $xx,y. Do that on all of those defines a user would put a 0 to disable.
Give thanks to RPG hacker for working on Asar.
i know. but that part shouldnt assemble if its zero. im saying you have an invalid value in !pmeter_icon
I'm doing what the note says to disable the display:
Code
!world		= 0 ;!row2+$06	;1 tile
!pmeter		= 0 ;!row2+$08	;depends on !LEN_pmeter


Also:
Code
!pmeter_icon	= !pmeter+$06	;depends on !SIZE_pmeter

There is nothing wrong here

EDIT: wait, two !defines depends on each other. OOPS. Okay lets try disabling both p meter defines.
Give thanks to RPG hacker for working on Asar.
Originally posted by Ladida
it messes with smw's iirc


anyways new and possibly final beta version before i upload because i'm sick of this thing


you can now make any numeric counter have tall numbers instead of just the bonus stars

the p-meter has been made more user-friendly. you can choose to have just the arrows, or just the P-icon (or both obviously, or neither). you can also define the length of each one

im including yet another example demonstrating the above:




Would you include a version with top of the screen and without the p-meter?
I loved this status bar.
pay me and i'll make a top version (not really, like i mentioned earlier im sick of working on this patch)

and the pmeter can be disabled. the examples i included are that: examples of what you can do. you can use them as a base for whatever

Patch