[BUG] Mod: MAP HP Bars + Weather Condition 0x7

Map HP Bar mod
and Cloudy weather (0x7)
cause this graphical bug.

Instead of the HP Bars
the clouds from the background will pop.

Also every time you open>close the mini map
this happens to the clouds:
HOWEVER, the above pic lasts only for a few frames
and as soon as the mini map closes completely (happens during the map closing animation)
the clouds revert back to normal.

This happens only for this specific weather set up.

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It’s a known bug; the cloudy weather graphics run into the hp bars in VRAM. Changing it is possible (I did it for MoD) but painful; it basically involves making the cloud stuff smaller.

If you need it for your hack, I can make a fix.


That would be nice, I’m using clouds myself. It would also be nice if there was a way to have the clouds cover the whole screen.


If you can make a fix for it
please do.
By fix, you mean changing the clouds or the mod?

In any case many will find it useful.

Changing the clouds. I believe I made the graphics the same size as the other weather stuff. It’s been a while.

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Fix here.

I shrank the cloud graphics from a 112x32 image to a 64x32 image, which means there’s more repetition, but that can’t really be helped.

This is what it looks like by default (the background layers are disabled)…

…and this is my bastardized recreation. It’s uneven so that the tiles tessellate properly. If your map has holes in the middle, then some black squares may be visible; I can redo the sprites to cover them if that’s the case, but didn’t want to have too many sprites right off the bat (there’s a max of 128 at a time, and this layout has 23).

Here’s the clouds with all the layers enabled.


Wow amazing. Yes I can work with it. Thx!
Sorry for late reply
and sorry for not being able to test it today.

I’ll test it tomorrow and I’ll tell you.

Edit: Works nicely without any problems.
Thank you for your swift solution.

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can you do a version covering the hole in the middle as well?

Open up the Cloud_Fix_EA.event file, scroll down to line 49 or thereabouts, and replace the stuff after Cloudy_Sprite_Attributes: with the following:

SHORT 27	//number of objects
//Row 1
_64x32(0x00, 0x00, 0, 0, 0)
_64x32(0x40, 0x00, 0, 0, 0)
_64x32(0x80, 0x00, 0, 0, 0)
_64x32(0xC0, 0x00, 0, 0, 0)
//Row 2
_16x32(0x00, 0x20, 0, 0, 6)
_64x32(0x10, 0x20, 0, 0, 0)
_64x32(0x50, 0x20, 0, 0, 0)
_64x32(0x90, 0x20, 0, 0, 0)
_32x32(0xD0, 0x20, 0, 0, 0)
//Row 3
_32x32(0x00, 0x40, 0, 0, 4)
_64x32(0x20, 0x40, 0, 0, 0)
_64x32(0x60, 0x40, 0, 0, 0)
_64x32(0xA0, 0x40, 0, 0, 0)
_16x32(0xE0, 0x40, 0, 0, 0)
//Row 4
_64x32(0x1F0, 0x60, 0, 0, 0)
_64x32(0x30, 0x60, 0, 0, 0)
_64x32(0x70, 0x60, 0, 0, 0)
_64x32(0xB0, 0x60, 0, 0, 0)
//Row 5
_64x32(0x00, 0x80, 0, 0, 0)
_64x32(0x40, 0x80, 0, 0, 0)
_64x32(0x80, 0x80, 0, 0, 0)
_64x32(0xC0, 0x80, 0, 0, 0)
//Row 6
_16x32(0x00, 0xA0, 0, 0, 6)
_64x32(0x10, 0xA0, 0, 0, 0)
_64x32(0x50, 0xA0, 0, 0, 0)
_64x32(0x90, 0xA0, 0, 0, 0)
_32x32(0xD0, 0xA0, 0, 0, 0)

Now, depending on how large your map is (and this goes for the version with the hole in it as well), there may not be enough sprites to cover the whole thing on the bottom. This is because for every square (16 pixels) you scroll downwards, the sprites move 3 pixels. Thus, you have this result:


in which case you’d need to add more sprites to the list above. Just ask me if that becomes necessary (or, with a bit of pattern matching, you might be able to figure it out yourself).


To add to this:

For the Original Clouds:
In Tile terms
your map + including the camera movement
can be up to 20 tiles in height max.
21+ Tiles and you’ll start seeing the abyss
(Or you can cover the bottom with walls, floors etc etc.)

For Tequila’s vanilla fix (which you need for the HP mod):
The map height limit is lower at 15 Tiles.
But, you can extend Tequila’s fix to go lower (like he mentioned)
or, again, cover up the bottom parts of the map.

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Thanks for creating this!

This patch also seems to solve the bug where the cloud tiles would overlap the menu when viewing the map from the preparation screen.



Huh. That’s unexpected, but…yay!

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