Banner
Views: 784,942,695
Time:
14 users online: Darolac, Fullcannon, Hayashi Neru, kamekku14, Koulucky,  Linkdeadx2,  NeXuS15, PokerFace,  Sayuri, Sixcorby, Sokobansolver, SquidMan_Raps, toad64, Ultima - Guests: 45 - Bots: 129 Users: 41,044 (1,547 active)
Latest: CoffeeMugs
Tip: Linear levels aren't necessarily a bad thing. After all, most official Mario levels are fairly linear.Not logged in.
Minimalist Status Bars (imamelia i finally updated them)
Forum Index - SMW Hacking - Resource & Tool Releases - Minimalist Status Bars (imamelia i finally updated them)
Pages: « 1 2 »
as i covered in this blog post, one thing i strive to do when making a status bar is to isolate it as much as possible

the minimalist status bars are pretty popular (for some reason), and although you would expect them to follow the guidelines above... they dont. partly because theyre kinda old. the two biggest issues with them is that they still use part of the layer 3 tilemap, and they dont free up the palette, and the properties are hardcoded (like the original smw's status bar)

so i updated them. download here before the mods remove it

this version of the status bars uploads the tilemap to the offscreen part of layer 1. this was an idea i floated around for a while, way back when i initially got into status bar editing and wanted to duplicate SMB3's status bar (which i ended up doing later on, but not with this technique). in addition, as is standard fare nowadays, the status bar palette is uploaded dynamically, freeing up palettes 0 and 1. this effectively completely isolates the status bar; the end user pretty much has to worry about nothing. also, properties are uploaded to RAM in addition to the tiles, so you can edit those if you want


bugs, requests, etc welcome
I use Custom powerup made by LX5 and SMB3 p meter.
Can someone make a support of the minimalist status bar patch
with two patches in the minimalist status bar.

--------------------
Userbar made by Green Jerry

Supporting a unpermaban on eri7
https://secure.avaaz.org/en/community_petitions/The_smbx_staff_Get_Eri7_unbanned_from_his_unjustified_perma_ban

Lemme guess... incompatible with ZSNES? C'mon! I wanted to test this in ZSNES. I wanted to use the old version in my SA-1 hack#tb{:(}

--------------------
Your layout has been removed.
why do you have a fetish with zsnes support
and ladida hasn't even claimed there's no zsnes support

Oh Yes I like those new features! I was thinking of implementing the properties stuff for my own purposes but good to see you did it too. :P
but no sa1 support is sux. Will see if I implement it, shouldn't be hard.

--------------------
I'm sure I'll find it
actually, there is sa1 support... forgot to mention (though i didnt test it)

idk if zsnes is supported. i think it is
Originally posted by Erik557
why do you have a fetish with zsnes support
and ladida hasn't even claimed there's no zsnes support

Oh Yes I like those new features! I was thinking of implementing the properties stuff for my own purposes but good to see you did it too. :P
but no sa1 support is sux. Will see if I implement it, shouldn't be hard.

Why you're saying fetish? That's a bad thing. I just like ZSNES's low sound quality that's all why are you saying fetish? It's a sexual term as far as I know

Astaghfurallah

--------------------
Your layout has been removed.
zsnes doesn't emulate sa-1 properly. I almost had to scrap my captain toad hack because i thought it was broke. Turnd out it was an nmi issue with zsnes. switching to zmz solved it.
almost noone here supports zsnes or everwill again.
ZMZ has an echo SFX issue.
ZSNES here is only used for the old hacks that run AMM.
Originally posted by zacmario
zsnes doesn't emulate sa-1 properly.

If I remember SA-1 is emulated at around 5MHz rather than the native 10.75(?)MHz.
ZSNES also has bad sound emulation, for example, Mario's spin jump.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
so the patch was removed because sa1 support was borked

i fixed what was suggested and it still borked

apparently the WRAM read/write registers cant be used with sa1, w


so i just used a regular LDA STA loop and resubmitted. i didnt bother keeping the original code for a non-sa1 rom, but that specific upload only occurs on level load anyways so it shouldnt be too bad of a delay
i didnt even bother doing a 16bit LDA STA loop but dont tell anyone
I don't know if its possible, but it would be nice if you can make it transparent, i know you can change the color but I dont think to transparent
Originally posted by Ladida
so the patch was removed because sa1 support was borked

i fixed what was suggested and it still borked

apparently the WRAM read/write registers cant be used with sa1, w


so i just used a regular LDA STA loop and resubmitted. i didnt bother keeping the original code for a non-sa1 rom, but that specific upload only occurs on level load anyways so it shouldnt be too bad of a delay
i didnt even bother doing a 16bit LDA STA loop but dont tell anyone

Actually, no registers can be read by SA-1 except his own. That's one important thing to remember when making patches.

And don't worry about that loop. If it occurs on level load only, it shouldn't be a problem for SA-1 ROMs as that same level load is considerably shortened. I really hope this patch will properly work with SA-1 because I really think it's the best original status bar ever made. Clean, condensed and always cool-looking.

Small question by the way: you said that coders had the possibility of modifying what's displayed on the bar by simply storing tile number and properties to RAM. Would you mind giving details about that ? This function interests me greatly for my hack project.
Originally posted by Mathos
Small question by the way: you said that coders had the possibility of modifying what's displayed on the bar by simply storing tile number and properties to RAM. Would you mind giving details about that ? This function interests me greatly for my hack project.

readme why did i not include the info there? w

Code
!status_tile = $0AF6|!base
!status_prop = $0B36|!base
!status_palette = $0B76|!base	;status bar palette is here (64 bytes max)


$0AF6 holds tiles. 32 or 64 bytes depending on if you're using a single-line bar or the double. $0B36 holds tile properties; same as tiles. $0B76 holds palette (8 palettes of 4 colors each), unaffected by level palette and vice versa

Originally posted by zacmario
I don't know if its possible, but it would be nice if you can make it transparent, i know you can change the color but I dont think to transparent

That would look bad, because of the f-blank.
I don't know if this is an issue about your patche in particular or my already modified rom but apparently it's not compatible with the VWF Cutscene Tool.

You can still interact with the text and eventually if you keep skipping the dialogue, you finish the cutscene, but the text itself, topic and all are completely invisible.

Without the patche (With Gray Back Area Colour)



With the patche & Fastforward to show my point



It doesn't work with all three versions, but it's probably nitpicking at this point, since this cutscene thing is pretty old :p
ok, thank you.

Last night I looked through the patch, I thought there was an address you could store the status bar color to per level but couldn't find it. Does it exsist or am I making this up.
(i assume you mean the status bar bg color) the bg color is stored with the rest of the palette and written to color 0. which means you can write to !status_palette ($0B76) to change it whenever.

@spy give me several bottles of vodka and i'll fix it
i dont drink so i wont actually fix it sorry. the tool is indeed aging and i'd rather make it compatible with rpghacker's vwf patch (not that i will)
Thanks the address I wanted.
How can I make the palettes non-dynamic on a per-level basis? I wanna edit the status bar palettes in some levels

--------------------
Your layout has been removed.
Use UberASM and edit the palettes. You can use a table as well.

--------------------
I'm currently developing an 8-bit like hack. Check it out if your heart desires.

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Originally posted by LMPuny
Use UberASM and edit the palettes. You can use a table as well.

I'm a total noob at ASM and I wanna take a break from it... for now. What's the code?

--------------------
Your layout has been removed.
Originally posted by MasterSkodwarde
Originally posted by LMPuny
Use UberASM and edit the palettes. You can use a table as well.

I'm a total noob at ASM and I wanna take a break from it... for now. What's the code?

why do I always have to do everything instead of you

Code
!BaseColor	= $00			;>  First color to edit.
!Colors		= #$03			;>  How many colors to edit.

ColorTable:				;>  Put as many colors as you define in !Colors.
					;   I recommend you putting this table at the end of the file or after an RTS.
dw $0000				;>  Color $00.
dw $0000				;>  Color $01.
dw $0000				;>  Color $02.
dw $0000				;>  Color $03.

level105:
	REP #$20
	LDX !Colors*2
.Loop0	LDA ColorTable,x
	STA $0B76|!addr+(!BaseColor*2),x;>  It uses the default !status_palette RAM adress.
	DEX #2 : BPL .Loop0
	SEP #$20
	RTS				;>  RTL if you're using UberASMTool.


I haven't tested it but it should work.

--------------------
I'm currently developing an 8-bit like hack. Check it out if your heart desires.

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - Minimalist Status Bars (imamelia i finally updated them)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented