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SMB3 Status Bar v1.53.1

SMW Patches → SMB3 Status Bar v1.53.1

Submission Details

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)
Download 568.87 KiB | 1,661 downloads

Screenshots

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Comments (78)

MrInfinite Link
how to change the running sound?
Red2010 Link
trying this status bar...apparently I forgot something because when I finished patching my hack, "Lunar Magic Layer 3 ExGFX hack not detected. Enjoy the bugs!" appeared...I detected a bug with the text after trying a little the status bar

image:



PS: I already searched on the internet and I still can't find the "exgfx layer 3 hack"
El Cuh Fermin Link
Simple, all you need, 1st edit any level and enable bypass gfx layer 3 tilemap and then patch, and it should fixed
Apple Boy Link
Originally posted by MrInfinite
How to use?

Never said I was good at explaining things.
I believe there's a readme now
MrInfinite Link
That's not it, I'm asking how you found out how to put this status bar
Sarcose Link
This patch is one of the easiest to implement patches I've ever seen! Quick question: I can see you have left space for implementing custom counters, but for someone with yet-limited ASM knowledge what is a quick way one could go about implementing one? Say, if someone wanted to track red coins or another additional collectible in a level? Also: what could I do to make this, for instance, one tile shorter, taking up slightly less space on the bottom, and gaining back a bit of screen real estate?
Novahamsber Link
how to remove black background from image bar 5?

and also reduce the P-meter lines to the amount you want in image 5
Soul Link
#wario{>:|}
BearAndBoarFan Link
hey you gave me a bug in my rom hack
UTF Link
Here's a customized status bar I made for this patch. It's based on the prototype Yoshi's Island status bar as well as the pause screen status bar from the final version of Yoshi's Island. I probably won't use this for anything, so I'm putting it up for download.



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.

UTF Link
While this patch doesn't seem to work properly with the newest SA-1 version (1.40), I'm able to "fix" this compatibility error by changing a setting in the SA-1 patch.

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 #ab{:S}

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.
Hayashi Neru Link
When use this patch with the latest SA-1 patch, the message box is output strangely.
 Ladida Author Link
Originally posted by Francium
In Japanese, "ワールド" is more appropriate than "せかい" for "world".

I know but try fitting that into 24 pixels while being stylistically compatible (keeping in mind this is from tokimeki memorial)
MrInfinite Link
Can you help me?, I don't know how to put this status bar in this hack

Francium Link
In Japanese, "ワールド" is more appropriate than "せかい" for "world".
UTF Link
I may have fixed my problem below. On line 123 in smb3_status.asm, replace:

Code
LDY.b #$C0-!status_fblank

with
Code
LDY.b #$BF-!status_fblank


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)
UTF Link
@Fermín Acosta Jr.,: Yeah, I am sticking with a SA-1 1.32 ROM for now.

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.
El Cuh Fermin Link
Originally posted by UTF
doesn't work with SA-1 1.40? :(


According to lx5’s comment, it needs requires changes to work with sa-1 pack v1.35+ (dma remap conflict)
UTF Link
doesn't work with SA-1 1.40? :(
Apple Boy Link
Originally posted by AppleBoy54321
Originally posted by AppleBoy
How do I use this thing?!

I still don't know how to use this thing!!

I now know how to use this thing.
MrInfinite Link
How to use?
lx5 Author Link
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)
Apple Boy Link
Originally posted by AppleBoy
How do I use this thing?!

I still don't know how to use this thing!!
El Cuh Fermin Link
Originally posted by Diego
Found a bug that occurs with levels that use the background candle flame generator, it causes the bonus star counter to constantly increase until it maxes out and starts displaying incorrect tiles from the status bar gfx file.


I believe that you have to make examination of candle flames as a background instead of sprites
Diego Link
Found a bug that occurs with levels that use the background candle flame generator, it causes the bonus star counter to constantly increase until it maxes out and starts displaying incorrect tiles from the status bar gfx file.
King Mayro Link
Great, works well!
Boyyen Link
Originally posted by Blizzard Buffalo
Is there a way to edit the palettes for the SMB3 Status Bar?

As in color, not the bytes, I want to change the red colors of the 'MARIO' text. #wario{-_-?}

I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.

Actually, it can be edited
AppleBoy Link
How do I use this thing?!
Blizzard Buffalo Link
Is there a way to edit the palettes for the SMB3 Status Bar?

As in color, not the bytes, I want to change the red colors of the 'MARIO' text. #wario{-_-?}

I'm assuming once patched, the palettes are permanent and can't be edited through Lunar Magic anymore.
El Cuh Fermin Link
Hope for next one will be a sprite of this status bar compatible with custom power ups And LM3.00+
El Cuh Fermin Link
Originally posted by ProGames
I tried to patch this assembly to my SMW hack, but Asar seems to have been occurred an error. What I will do now? #smw{T_T}


You forgot to use some folders and need to have any files that you want.
ProGames Link
I tried to patch this assembly to my SMW hack, but Asar seems to have been occurred an error. What I will do now? #smw{T_T}
zacmario Link
So this dpesn't use layer 3 anymore?
XAGES Link
Nice (you just need to remove the powerup invalid number 3)
Also, w o r l d 0.
 MarioFanGamer Link
The only differences between it and the previous version is some additional prints and documentations. No change in the code has been made so no moderation notes.
El Cuh Fermin Link
How do I disable tile world number
HammerBrother Link
Originally posted by lx5
reposting because it's important

Originally posted by me
Notable changes:
- (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 Author Link
reposting because it's important

Originally posted by me
Notable changes:
- (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...)
El Cuh Fermin From older version: SMB3 Status Bar v1.53 Link
What should I edit to get rid of fade:
Code
org $00C9A1|!bank	;dont fade back colors after fade to black
NOP #3
 MANGOMILK From older version: SMB3 Status Bar v1.53 Link
levelheight.asm appears to be breaking autoscroll for some reason. i'm not going to use autoscroll in my hack so i can deal w it but it's still an issue

(edit) nevermind, i just needed to move the generator sprite to the bottom subscreen like it says in the documentation
zacmario From older version: SMB3 Status Bar v1.53 Link
Whoa custom power up support. Never expected this. Awesome!
El Cuh Fermin From older version: SMB3 Status Bar v1.53 Link
Originally posted by lx5
fixed the issue i mentioned two days ago, please redownload to avoid issues

Originally posted by Fermín Acosta Jr.
Remoderated
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.
lx5 Author From older version: SMB3 Status Bar v1.53 Link
fixed the issue i mentioned two days ago, please redownload to avoid issues

Originally posted by Fermín Acosta Jr.
Remoderated
Tested with: Lunar Magic 3.00 or newer, Asar 1.71, Snes9x 1.60 and SA-1

It seems works great.👏👏👏🤘✌️

nani
Imnever From older version: SMB3 Status Bar v1.53 Link
I can die peacefully now.
Dark Prince From older version: SMB3 Status Bar v1.53 Link
I love you.
lx5 Author From older version: SMB3 Status Bar v1.53 Link
i made a small oopsie regarding the score in this patch, i'll take care of it Soon(tm).

it is interesting how it doesn't break anything lol
lx5 Author From older version: SMB3 Status Bar v1.53 Link
second comment for the sake of having a second, informal comment:

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
lx5 Author From older version: SMB3 Status Bar v1.53 Link
Notable changes:
- 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...)
El Cuh Fermin From older version: SMB3 Status Bar v1.52 Link
I've found the release 1.53 that works with Lunar Magic 3.00 or newer.
Pitchin' Luigi From older version: SMB3 Status Bar v1.52 Link
Its a shame that this got forgotten. Now its useless because is incompatible with lunar magic (specifically 3.01 to 3.04)
El Cuh Fermin From older version: SMB3 Status Bar v1.52 Link
Originally posted by FailSandwich
Really needs to be updated to LM 3.01/3.02!


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.
FailSandwich From older version: SMB3 Status Bar v1.52 Link
Really needs to be updated to LM 3.01/3.02!
 Lexator From older version: SMB3 Status Bar v1.52 Link
Warning: don't work on LM 3.01
 Thomas From older version: SMB3 Status Bar v1.52 Link
Fixes the issue with the old one, and thankfully doesn't seem to introduce any new ones. So, good job.
(wow this took me way too long to do)
Hamtaro126 From older version: SMB3 Status Bar v1.52 Link
I've been curious...

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?
Guscraft808Beta2 From older version: SMB3 Status Bar v1.52 Link
wow
 Ladida Author From older version: SMB3 Status Bar v1.52 Link
changelog is in the readme
Klug From older version: SMB3 Status Bar v1.52 Link
What's new in this version?
juaneergameer From older version: SMB3 Status Bar v1.51 Link
the 1.50 forced me destroy my hack (smw classic edition)
but i will try this version
Rykon-V73 From older version: SMB3 Status Bar v1.51 Link
You might want to read this: Read
Check the bottom post, if you want.
mish1 From older version: SMB3 Status Bar v1.51 Link
"Be careful when you have a bunch of sprites onscreens, some sprite tiles flicker or wrap the screen. Also be careful with slowdowns, if the screen scrolls upwards, the used graphic for layer 1 for smb3 status bar (at the bottom of the screen) will wrap to the top and be visible for a single frame. It’s best to be used with sa-1 to reduce this issue."



kekekekekkkekekeke i use sa-1 now so this shouldn't be a problem now
HammerBrother From older version: SMB3 Status Bar v1.51 Link
Be careful when you have a bunch of sprites onscreens, some sprite tiles flicker or wrap the screen. Also be careful with slowdowns, if the screen scrolls upwards, the used graphic for layer 1 for smb3 status bar (at the bottom of the screen) will wrap to the top and be visible for a single frame. It’s best to be used with sa-1 to reduce this issue.
HammerBrother From older version: SMB3 Status Bar v1.51 Link
Oh, in case if you are making counters that utilizes the tile properties (not only the tile number), use “!CounterPos+$80”, so it is easier to move the display's position syncing the tile number and props when changing !Position.
Klug From older version: SMB3 Status Bar v1.51 Link
OBOI!!!
 idol From older version: SMB3 Status Bar v1.51 Link
i wasnt rly on board with this status bar in the past cos i felt the smb3 version looked rather clunky in smw. however, seeing the alternate skins and stuff.................................... good shit
lunastarling From older version: SMB3 Status Bar v1.4 Link
I really want to add this to my game but I keep getting errors. I there a order to adding the asm files? I am new to the whole hacking thing so maybe I'm missing something.
kpe From older version: SMB3 Status Bar v1.4 Link
Can somebody help me move screen up https://scontent.fdet1-2.fna.fbcdn.net/v/t1.0-9/16387319_384591885236141_8196531805795787842_n.jpg?oh=d8bae02aa0087793246bf86c40a94202&oe=590CB624
TheOrangeToad From older version: SMB3 Status Bar v1.4 Link
i like use hack has 12 world but i use that for the SMB3 Status Bar v1.4
Mogu94 From older version: SMB3 Status Bar v1.4 Link
On a SA1 rom, I'm getting a blank black screen after the "Nintendo presents". Music plays but that's it. The SA1 rom works before I apply this.
Green Jerry From older version: SMB3 Status Bar v1.4 Link
Forgot to reinsert GFX?
Konata Izumi From older version: SMB3 Status Bar v1.4 Link
I used my Custom mario Graphics and now Mario (and yoshi) have garbled Gfx on them. all i did was apply the patch, now what?
TheOrangeToad From older version: SMB3 Status Bar v1.4 Link
The Cool Patch is To Hard.
DiscoTheBat From older version: SMB3 Status Bar v1.4 Link
I love how SMB3 assets fits on SMW. Good work on this Ladida!
LMPuny From older version: SMB3 Status Bar Link
This is incompatible with VWF dialogues patch (it generates garbage Layer 3 tiles everywhere on the screen).
h.carrell From older version: SMB3 Status Bar Link
how can i insert this thing i can not insert it to the rom
H.carrell on an ipad From older version: SMB3 Status Bar Link
I don't know
Yan From older version: SMB3 Status Bar Link
That patch stops Lightning Generator from generating thunder effect on levels.
 MANGOMILK From older version: SMB3 Status Bar Link
How can I change the sound effect that plays at full p-meter speed?