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06-29-24 08:58 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Status bar hack
  
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RDOG
Posts: 15/31
I'm almost done fixing issue #2:






The remaining problem with it is no sprite tile is drawn when there's no reserved item. I'll fix it right now, and post when I'm done.

Edit: I could fix problem #1 if I knew what code was executed when a level loads.

Edit 2:

Problem #1 Fixed!
Sukasa
Posts: 1463/2068
Well, very nice.

for the Item box, best I can suggest is not draw inside the box at first, and then draw a layer 3 picture instead of a sprite in the item box location. It won't look nice, but it will work. If you don't have an item, draw a black square.

As for issue #1, find the routines that draw the different counters and JSL to them (or to a handler in the same bank as those routines if need be).
Smallhacker
Posts: 698/832
Originally posted by Ringodoggie
2. Status bar tiles have layer priority over the reserved item.

I assume that you're using my editor...
I never bothered adding the ability to turn off the layer priority, as I thought that nobody would use it. Also, some stuff on Layer 1 or 2 may sometimes be drawn on top of the non-layer priority Layer 3 tiles, making such a feature pretty useless anyway.
RDOG
Posts: 13/31


I made that after altering BMF's LevelNames hack. Only 2 problems right now:

1. Counters are being overwritten because the status bar tiles are constantly being loaded to VRAM.
2. Status bar tiles have layer priority over the reserved item.
Acmlm's Board - I3 Archive - SMW Hacking - Status bar hack


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