From the patch description:
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 ) 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.
Quote
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).
- 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 ) 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.