|File Name: ||Player HP meter 3.2 |
|Submitted: ||2017-06-23T03:00:54+02:00 by GreenHammerBro |
|Obsoletes: ||Player Health meter |
|Authors: ||GreenHammerBro, K3fka, Ladida, Nesquik Bunny |
|Tool: ||Asar |
|Requires Free Space: ||Yes |
|Bug Fix: ||No |
|Featured: ||No |
|Description: ||This patch will add a health system based on the "numerical HP bar". However its has been heavily edited and added new features by GreenHammerBro: |
-Blocks that increases the player's max HP, as well as other blocks that interact with the health patch (even a better super mario 64 lava)
-16-bit HP and max HP, you can now have up to 9999HP, Good for hacks that have made collectibles HP upgrades items that are being saved or RPG-styled hacks.
-display HP also as a bar in percentage (based on the HP meter for bosses in the sprite section that I made).
-display HP on overworld border, so the player know how much HP they have without the need to be in a level.
-All kinds of sprites (normal, custom, cluster, and extended) now have customizable damage, no more several sprites dealing 1HP of damage.
-perfect knockback, when hit, rather than the need to have higher backward speed, Mario loses control until he's back on the ground. Setting the option to 2 uses a timer before gaining control (if you land on ground, your timer is cleared though). Also, its programmed to knock away from the sprite rather than backwards.
Read the readme for more info.
Note that the bob-omb explosion itself share the damage as the bob-omb, since the explosion is actually the bob-omb sprite.
-Super status bar patch
-GPS (if using blocks)
BIG FAT NOTE: I highly recommend disabling two-player mode, as there is no separate health bars (Mario and Luigi will have their current and max health sync each other).
Update: fix the crash with AMK, you don't need to reinsert this patch every time you insert music. And also make the damage and sram table values decimal instead of hex, since dw makes it 2-byte mode (like ".w"). The syntax should be a little better, espically the SRAM part on how much hp to start.
It seems like that you haven't properly tested the patch. I mean, I have noticed following stuff:
- The first an most important think is that the game crashes when you collect the midway point with the setting 2 (fills you by a fraction). It seems like that the accumulator was set in the wrong size, due to the division routine modifying the A's size.
- !Freeram_SlowHPChange isn't initialised. That means that whenever you restart the SNES, you get 55 HP added to the amount of HP you started with (which might or might not fill the bar depending on how many you have started with).
- You also might want to take a look at the freeRAM for SA-1. Since $41A000-$41C7FF is used for BW-RAM Plus, it can cause some conflicts. Of course, one might update the super status bar too to use adjusted RAM addresses for SA-1 too but your patch suffers from the same problem.
That's all the problem I have noticed on this patch for now.
There is a minor suggestion, though: Since I (and some others) use personally objectool over conditional Map16, what about support on it? You can take the pickup from my HP patch
as a base.
Okay, my layout looks ugly.