Name: | New Super Mario Bros. Wii Styled Status Bar v1.7 |
Author: | Erik |
Added: | |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch replaces SMW's original status bar with a HUD similar (but not identical) to the one in New Super Mario Bros. Wii. It's not layer 3 so you can have full Layer 3 backgrounds without them cutting off. For this same reason I reccomend that you install No More Sprite Tile Limits. It has options to make it 1 or 2 rows wide, and some other things. Credit is appreciated. Update 1.5 (15/12/2016): Added support for LX5's Star Coins Patch. Update 1.6 (07/01/2017): Fixed GFX when the message box closes Update 1.7 (12/01/2017): Fixed game over bug, thanks to Luansilva12. |
Tags: | lorom needs remoderation sa-1 sprite sprite status bar status bar |
Comments: | 51 (jump to comments) |
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Comments (51)
This was solved with Kevin's Sprite Item Box patch here, and it would be really cool if this patch had it too.
When I inserted the patch, the sprites of Mario's hand returned, how do I remove it?
If you don't know what I'm talking about, just click these buttons in Lunar Magic:
This will create two folders: Graphics and ExGraphics.
After you've replaced the file, click this button to insert the graphics for the status bar.
Now if you install a patch on an SA-1 hack, Asar will also detect and install the patch with the conversions written in the code.
Therefore, you don't need a separate version to work only with LoROM, just your hack doesn't have SA-1 and install the patch normally.
1.8 has custom powerups compatability
1.8 has custom powerups compatability
A question if anyone happens to stumble upon this comment: Can the NSMBWii Sprite Status Bar + Sprite Item Box + LX5's Custom Powerups + Kevin's UberASM retry all work together without issues? I think I'd start to run out of GFX space in GFX00 and GFX01. When I get the time, I'll try it myself.
...
This should make both compatible again.
Thank you Ice Man. Additionally, these modifications are also compatible with NerDose's vertical parallax scrolling. Of course, it is also possible for vertical parallax scrolling and the B4VWF message box to coexist in a level. (The original patch is not compatible.)
To fix this go to line 135 and remove:
On line 156+ also remove:
This should make both compatible again.
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
OK so i tried doing it in shared palettes and the levels were fine except for the title and Mario had weird colors.
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
TY oh and btw where is it located, my location of my rom is Downloads\Lunar Magic Tutorial-20210608T195820Z-001\Lunar Magic Tutorial\Custom Music
Import the 'Palette.pal' file included in the .zip file into your level. However, make sure 'Palette.palmask' is in the same place as 'Palette.pal' while doing so, otherwise the palette will overwrite the entirety of the level's current palette.
I replaced all the instances of $431x, with $432x, and replaced LDX $#02 with LDX #$04, but the status bar still appears glitched. There is a hijack conflict with SA-1 1.40 on address $00A2E6 (4 bytes). Both the NSMBWii Status Bar and SA-1 1.40 modify $00A2E6. For SA-1, the conflict is in the boost/level_mode.asm file.
This is what's inside boost/level_mode.asm:
This is inside nsmbwssb.asm, which is longer:
I'm too much of an ASM noobie to figure this out, so if I could get some help, I would greatly appreciate it. Thanks. Maybe I should make a thread? Or just use an older SA-1. By the way, I'm using the 32x32 patch updated for SA-1 1.40 compatibility.
I tested it in my hack and not crashes my game.
Possibly is a other patch that make conflict with this patch or you're inserted wrong the patch.
I hope this answer helps you.
I made a new rom and now it works perfectly, Thanks!
Any solution will help me, thanks.
(Sorry ,my natal language are not english so i may have mistakes in some words)
Hmm, this seems to be a DMA conflict with SA-1 Pack 1.40 (assuming you're using that). Try changing all instances of the string '$431' to '$432' and change the 'LDX $#02' under the label 'BEGINDMA' to 'LDX #$04'. I found this out from LX5's update to the standalone 8x8 DMA parch on his GitHub, which made it easy for me to find out which lines to change.
Any solution will help me, thanks.
(Sorry ,my natal language are not english so i may have mistakes in some words)
I tested it in my hack and not crashes my game.
Possibly is a other patch that make conflict with this patch or you're inserted wrong the patch.
I hope this answer helps you.
Same thing over here!
Applying patches and doing hex edits will not work.
and time + score would be nice on their original place tbh
but that's a good job, keep it up.
It also adds support for my NSMB Coins, so that's pretty good too.
although its easy to redo ;)
EDIT:You can't use Custom Powerup if you replace GFX00 and GFX01.