Name: | SMB3 Status Bar v1.53.1 |
Authors: | Ladida, lx5 |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | A replica of All-Star SMB3's status bar. Now uploads tilemap to offscreen portions of layers 1/2. Also has many new features, Lunar Magic 3.00+, SA-1 and Custom Powerups support, and easier customizability! See readme for more (required) info. GitHub repo: Link GHB's update: https://github.com/GhbSmwc/SMB3Statusbar GHB's update: Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files. |
Tags: | counter dragon coin lorom oam sa-1 smb3 status bar tilemap timing |
Comments: | 78 (jump to comments) |
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568.87 KiB | 1,661 downloads
Comments (78)
image:
PS: I already searched on the internet and I still can't find the "exgfx layer 3 hack"
Never said I was good at explaining things.
I believe there's a readme now
and also reduce the P-meter lines to the amount you want in image 5
Download here
INSTALLATION INSTRUCTIONS: Place the YI folder inside the same folder where you keep the other SMB3 status bar folders. Next, open the main smb3_status.asm patch, scroll down to line 44, and change the incsrc path to YI/smb3_status_defines.asm.
Extra comments: Instead of having a picture of Yoshi as the lives icon, I drew up a little YI-styled Mario head that looks pretty silly. It works with 2 player mode too, so if Luigi is the currently active player, the Mario head icon will have a green hat. Also, I wanted to include a bonus star counter, but the SMB3 status bar doesn't seem to have functioning bonus stars. Instead, I filled the void with a score counter.
In the SA-1 patch's folder, navigate to the path "SA1-Pack-140/remap/dma.asm", open the dma.asm file and change the !window_hdma_channel define from 1 to 7.
I'm not sure if it's a good idea to modify the SA-1 patch just to get another patch working, so use this fix at your own risk
On a more positive note, I think this patch is really cool. I appreciate the work that went into making many aspects of the status bar easy to modify. I also like that swapping out status bar designs is as simple as changing a file path in the asm define file. It makes me want to make status bar modifications just for the fun of it.
I know but try fitting that into 24 pixels while being stylistically compatible (keeping in mind this is from tokimeki memorial)
with
This removes the single line of glitchy pixels that I had earlier. I THINK the edit changes the scanline that the status bar starts on. Someone with more ASM knowledge let me know if this explanation makes sense. Palette ExAnimation still seems to not work though (at least on palettes 0 and 1)
Not sure who is going to read this, but is it normal for layer 3 backgrounds to get a line of pixels glitched out above the status bar? The image below is what happens when I have a full screen layer 3 BG with this status bar. By the way, in my smb3_status_defines.asm, I have !status_fblank set to 3.
Note the thin line of pixels on the top of the status bar. It's above the time and the item box. The thin line of pixels will change when the player climbs upwards in the level.
Also, it seems like this status bar might be interfering with palette animation. The palette animation in my background does not animate. I think this status bar uploads colors to palette 0 and palette 1, so that might have something to do with it. I haven't tested this much yet.
Last thing: For anyone interested, you can use Lunar Magic itself to modify the status bar's tilemap. Insert the "smb3_status_gfx.bin" and "smb3_status_map.bin" files as ExGFX. Then, using the Layer 3 GFX/Tilemap bypass, load the gfx and tilemap files into a level, then use the Layer 3 background editor to make your changes. Once you save your tilemap changes to the ExGFX file, it can be used as your new tilemap for the status bar. May not have explained this too well, because I typed this up quickly.
According to lx5’s comment, it needs requires changes to work with sa-1 pack v1.35+ (dma remap conflict)
I still don't know how to use this thing!!
I now know how to use this thing.
I still don't know how to use this thing!!
I believe that you have to make examination of candle flames as a background instead of sprites
As in color, not the bytes, I want to change the red colors of the 'MARIO' text.
I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.
Actually, it can be edited
As in color, not the bytes, I want to change the red colors of the 'MARIO' text.
I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.
You forgot to use some folders and need to have any files that you want.
Also, w o r l d 0.
- (lx5) Lunar Magic 3.00, latest SA-1 Pack and Custom Powerups v3.3.0+ support.
- (lx5) 24-bit addresses for most of its free RAM
- (lx5) Added a Snes9x workaround for HDMA being reset on OW load.
- (lx5) Fixed a SA-1 conversion in the original patch
- (GHB) Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files.
Notes:
- Bonus Stars aren't being added on level end. They didn't work on the previous version, so I didn't bother fixing them. The focus was to give compatibility with newer tools, mainly LM300.
- levelheight.asm has a side effect in this version: it makes Special commands and generator sprites (display message sprite, layer 2 smash, etc) placed at the top subscreen not work. Moving them to the bottom subscreen will make them work as expected.
- Custom Powerups compatibility is only added if the item box type is the default one; there's no graphics or code included to get them to work with layer 3 tiles, only with sprite tiles.
- Custom Powerups item box item spawn location needs to be readjusted to the top of the screen. Changing settings in this patch won't work, you have to edit powerup_defs.asm (this is very likely to be fixed whenever I can pull out a new powerups version...)
Feel free to copy my documentation to your end.
- (lx5) Lunar Magic 3.00, latest SA-1 Pack and Custom Powerups v3.3.0+ support.
- (lx5) 24-bit addresses for most of its free RAM
- (lx5) Added a Snes9x workaround for HDMA being reset on OW load.
- (lx5) Fixed a SA-1 conversion in the original patch
- (GHB) Added an easy way to locate memory for editing tiles (and tile properties) and palette, as well as how to edit default tiles and palettes stored in the bin files.
Notes:
- Bonus Stars aren't being added on level end. They didn't work on the previous version, so I didn't bother fixing them. The focus was to give compatibility with newer tools, mainly LM300.
- levelheight.asm has a side effect in this version: it makes Special commands and generator sprites (display message sprite, layer 2 smash, etc) placed at the top subscreen not work. Moving them to the bottom subscreen will make them work as expected.
- Custom Powerups compatibility is only added if the item box type is the default one; there's no graphics or code included to get them to work with layer 3 tiles, only with sprite tiles.
- Custom Powerups item box item spawn location needs to be readjusted to the top of the screen. Changing settings in this patch won't work, you have to edit powerup_defs.asm (this is very likely to be fixed whenever I can pull out a new powerups version...)
(edit) nevermind, i just needed to move the generator sprite to the bottom subscreen like it says in the documentation
Tested with: Lunar Magic 3.00 or newer, Asar 1.71, Snes9x 1.60 and SA-1
It seems works great.👏👏👏🤘✌️
nani
I already redownloaded and it works perfectly. No crashes going on.
Tested with: Lunar Magic 3.00 or newer, Asar 1.71, Snes9x 1.60 and SA-1
It seems works great.👏👏👏🤘✌️
nani
it is interesting how it doesn't break anything lol
feel free to report bugs in the releases subforum or smwc discord OR sneslab discord (i'm more active on this one), i won't answer most pms or dms, pls use a public method to report bugs
have fun i guess
- Lunar Magic 3.00, latest SA-1 Pack and Custom Powerups v3.3.0+ support.
- 24-bit addresses for most of its free RAM
- Added a Snes9x workaround for HDMA being reset on OW load.
- Fixed a SA-1 conversion in the original patch
Notes:
- Bonus Stars aren't being added on level end. They didn't work on the previous version, so I didn't bother fixing them. The focus was to give compatibility with newer tools, mainly LM300.
- levelheight.asm has a side effect in this version: it makes Special commands and generator sprites (display message sprite, layer 2 smash, etc) placed at the top subscreen not work. Moving them to the bottom subscreen will make them work as expected.
- Custom Powerups compatibility is only added if the item box type is the default one; there's no graphics or code included to get them to work with layer 3 tiles, only with sprite tiles.
- Custom Powerups item box item spawn location needs to be readjusted to the top of the screen. Changing settings in this patch won't work, you have to edit powerup_defs.asm (this is very likely to be fixed whenever I can pull out a new powerups version...)
What FailSandwich said needs to update to Lunar Magic 3.01, 3.02, and other Lunar Magic all versions 3.04 and make custom powerups compatible and etc.
(wow this took me way too long to do)
Can you please update this with support for LX5's Custom Powerups patch? (currently set to version 3.1.0) So we can use it along with some extra powerups?
but i will try this version
Check the bottom post, if you want.
kekekekekkkekekeke i use sa-1 now so this shouldn't be a problem now