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Super Status Bar v2

From the patch description:
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This is a status bar hack that does the following:

- Allows a non-ASM programmer to modify each and every tile in the 5 lines comprising the status bar. You can change any tile not modified by Smallhacker's Status Bar editor tool.

- (advanced version only) Allows a non-ASM programmer to move the various counters (time, score, lives, coins, ect) anywhere on the status bar with ease. Also allows one to move the item box item anywhere on the screen (does not affect where it drops).

- Allows ASM programmers to change the tiles (and properties of those tiles) in their own custom sprites/patches/ect much more easily. No longer are you limited to the old 55 tiles; now it's 160.

Comes with a compatibility and an advanced version. The compatibility version uses the old RAM addresses in addition to the new, so stuff like the newbie's custom boss should still work.
The advanced version completely bypasses the old ram addresses and a few routines along with being much faster.

Version 2 fixes some inaccurate comments/explanations (included spreadsheet now displays correct hex offsets above A0), added easier functionality for changing the counter positions (advanced only), and is slightly faster (for both versions).

EDIT: Whoops, forgot the download link.


This is mainly an update to the Advanced version, as I couldn't add the new features to the compatibility one without destroying even more compatibility.

So yeah, if you want to change the score/lives/time/whatever position, you now can by changing a couple numbers at the top of the patch. It also takes up less precious v-blank time (though not a huge amount less) for both patches. Also, if anyone besides me actually looks at the included spreadsheet, it now gives accurate hex offets (before it went 9E, 9F, 100, 101... oops).

All the old features are still there, letting you change any tile not editable by Smallhacker's status bar editor (Sorry Smalls I haven't made your tool obsolete yet :P ) and putting all the tile numbers and properties in RAM for each changing. This makes it easy to create stuff like boss health bars/custom timers without messing with DMA yourself.
Lol Smalls is the nickname at someone in my school. Forgot who though.


Anyways, so is this a more advanced version of the patch with some fixes meant for more advanced hackers or is it just the same thing but you advanced it to be alot better. Or a little better. Or medium better.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
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you advanced it to be alot better. Or a little better. Or medium better

Something like that.
Huh. I didn't expect this. Interesting. Unfortunately, though, I won't really be able to update my version of it, since I already added some extra code for stuff like the six-digit coin counter and SMB2 health patch. Blaaa...I have to say, although this is indeed a useful patch, it is AAAAAAAAAA trying to get it to work with certain other patches, even some that don't have anything to do with the status bar. You should call the Advanced one "SuperStatusBar_Incompatibility". *runs* (Really, though, some instructions on how to use it with patches like the 6-digit coin counter would be nice, I think.) Congratulations on making it a lot better...or a little better...or medium better.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Hm, this is good. All the more reason to use it. Will it work on a ROM in which the old version has already been used?

World Community Grid: Thread | Team
 
Originally posted by Ultimaximus
Will it work on a ROM in which the old version has already been used?

It should work just fine, assuming the freespace and free ram are set the same.

I did make some slight changes with the hijack, but that won't affect compatibility with any patch I know of.


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Unfortunately, though, I won't really be able to update my version of it, since I already added some extra code for stuff like the six-digit coin counter and SMB2 health patch.

A copy/paste should work fine. However, if you don't want to move any counters around, there's no real reason to upgrade, so no worries.

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You should call the Advanced one "SuperStatusBar_Incompatibility". *runs* (Really, though, some instructions on how to use it with patches like the 6-digit coin counter would be nice, I think.)

Well, if I added instructions for one patch, I'd have to do it for every patch. I didn't make those patches, so modifying any significant amount of them to work with mine would take quite a bit of effort. It's up to the original creator of a patch (or the user I suppose) to make it work with mine.

If someone wants to turn a patch into a subroutine to be inserted into my patch (like you did with the six-digit coin counter and the SMB2 health patch), I'll gladly include it in a future update (with permission from the original creator of course). From the start I was kinda hoping people would base status bar hacks on mine anyway... It started as a way to draw my boss health bars :) Moving static tiles and counters around is just extra.

EDIT:
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it is AAAAAAAAAA trying to get it to work with certain other patches, even some that don't have anything to do with the status bar.

I'm curious why someone would hijack a status bar routine if their patch has nothing to do with the status bar :) Status bar patches are understandable though since I quite nearly rewrote all of the status bar routines.
I thought people made patches hack the status bar so it runs every frame in levels. Was I taught wrong?
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Haha, cool! I almost used the super status bar in my hack, But I ended up using Edit's Sprite status bar so i can utilize full-screen layer 3 images. Nice for the update, though :)

Also:
Originally posted by "Kaijyuu"
I'm curious why someone would hijack a status bar routine if their patch has nothing to do with the status bar

Isn't the status bar commonly hijacked for routines that need to be run every frame?
<TLMB> I use YY-CHR to edit DNA
Two problems with that:

1) DrawStatusBar is done during the v-blank. Don't specifically use code that doesn't modify the vram there D: (the other status bar routines don't have that problem but still...) Plus, hijacking DrawStatusBar will make it not run during the intro movie or bowser.
2) There are many other, better places to hijack to make something run every frame. (like levelasm uses)