Thanks, its based on the boss HP bar
. I didn't include a 16-bit (2-byte HP) because since this is mostly a platform game, having HP as 999 is too much (like whats the point of having 999 HP and take 500 damage? Why not 2HP and take 1 damage). It makes the game too "easy" to complete the level, even running to every dangerous obstacles (except instant deaths), you'll wont die if not damaged enough.
Not to mention, the max HP value is a ram address, so its not a fixed value, so you can increase the player's max HP (like in shovel knight, legend of zelda, paper Mario series etc.)
Also just to keep in mind (but its unlikely), make sure that the HP value isn't too high and/or the bar isn't too long, due to how the calculation to display HP in percent (the fill in the bar). It will integer overflow by having currentHP times the number of middle tiles times 8 (not the end tiles, middle tiles *8 is the total number of fill-able pixels in the bar) and the result is bigger than 65,535. It happens on the classic Pokemon games, the "super glitch" in bulbapedia, (except the bar extend, having the amount of fill bigger than the "parameter" by exceeding the max), the fill in the bar will wrap, except in the GBA games like Ruby and sapphire, the bar check if the fill pixels are greater than or equal then it will ignore the table and display "100%", like mine currently, but it still wrap if the "convert to percent" exceed 65,535.
But however I'm notice a major problem during testing; when playing the game, the ASSB patch is causing the top of the screen to flicker and if the windowing HDMA is activated (like a message box), the hdma gets broken, I don't know why this is happening. Can anyone please help me fix this. Also before submitting to smwc, during testing, the hp patch itself, the game crash when Mario dies, it work right now after I move the PLB command upward to an earlier section, to where I load the death check routine in the damage routine.
Give thanks to RPG hacker for working on Asar.