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Help with the Status Bar

Good morning everyone

I would like to know if you could help me with a graphic on the GFX28 page, which includes graphics belonging to the Status Bar

What I have done is to change the name "MARIO / LUIGI" to an icon with the "M" of Mario inside a red icon (I have also changed the icon of Luigi to an "L" inside a green icon)

The problem (that I would like to know the solution) is that, by means of YY-CHR, it only supports 4 color palettes to edit it (Since to be able to edit it correctly it needs to be in GB mode, which only allows 4 colors), this is the result:

(This is a conceptual proof)

It looks good, but I want the letter inside the icon with white color, without having to replace the green color.

I would also like to know some way to edit this patch so that it is positioned in the place where I have conceptualized it (If you ask if I'm going to keep the names of the original game, no, I'm going to change them for the "WORLD X-X")
Looks like this guy had a legitimate question.

Hate to a bump an older thread, but this was his last post and it wasn't answered. I'm just not sure how to answer it myself.

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I mean, you really shouldn't bump someone else's thread. But it hasn't been a month at least and I actually do have the solution to it, so may as well answer.

Basically, just change the tile's YXPCCCTT properties to use a different palette. You can't bypass the four-color restriction, but you can just make it use a different set of four colors. As for doing this, though, it really depends on how you're currently editing the status bar in the first place. If you're editing it via this tool, I believe you can just change the palette of the tile there (no guarantee, though; the tool does not work on my computer due to some outdated libraries, so I can't check it myself). If not, then you can edit it in the actual tilemap tables. They look like this. Each tile consists of two bytes; the first is the tile number, and the second its its YXPCCCTT properties. so just make a small patch to mess with those properties for the tile that corresponds to the M.



As for the other question, it's a bit wonky to do, though definitely possible, but you'll have to edit the ASM file.

First is the "LDA #$5020" line; that's the position to write to. I can't tell you exactly where to move it to for this because I'm not on a computer where I can test it myself, but you can try playing around with it. The position will be #$5000 plus some hexadecimal number; each row of 8x8 tiles is 0x20 bytes (for 1 byte per tile across 32 tiles), so you probably want around #$5069 or so, assuming you're writing it to the "1-1" spot.

Second, you'll want to play with the number of tiles. This is the "20" part of the "LDA #$207F" line (don't touch the 7F). The 20 refers to 0x20 tiles, or one full line of 32 8x8s. Assuming you only want the 3 tiles for 1-1, you can change this to 03.

At this point, you can just use the patch as is, probably. In the "table.tbl" file, each row will still have the full 32 bytes, but only the first three will actually end up used (you can ignore the rest). If you understand ASM a bit, you can mess around with the logic for indexing that table if you want to save the space being wasted by that, but you don't have to.

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