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Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Dec 13, 2014 10:47 am
by DarkShadeX
hacheipe399 wrote:Hey Dark did you found the offset for star count?
Do you mean the mem code to draw the current star count on screen?
EDIT:
If you mean ^^ then It's 0x00B251E0 accessed with "dw" mode
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sun Dec 14, 2014 1:12 am
by hacheipe399
DarkShadeX wrote:It's 0x00B251E0 accessed with "dw" mode
Thank you! I've found the address 0x00B2C8E4 dw which is the score counter

Edit: I've found also: 0x00E20E34 dw, the current Link bombs counter
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Tue Dec 16, 2014 10:18 pm
by MECHDRAGON777
How would you do Peach's health or the reserve?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Thu Dec 18, 2014 5:39 pm
by hacheipe399
MECHDRAGON777 wrote:How would you do Peach's health or the reserve?
The offset of mount of Hearts is 0x16, so you can use the same method to display number of hearts in screen, or just add a HeartSystem which shows the HP in-screen. If you want to display the hearts like the normal HUD, it's a work a bit long...
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Thu Dec 18, 2014 5:45 pm
by MECHDRAGON777
hacheipe399 wrote:MECHDRAGON777 wrote:How would you do Peach's health or the reserve?
The offset of mount of Hearts is 0x16, so you can use the same method to display number of hearts in screen, or just add a HeartSystem which shows the HP in-screen. If you want to display the hearts like the normal HUD, it's a work a bit long...
I would like it in the far right, opposite of the life, stars, and coins! I also need to put the score on the right! Along with he moon coin spaces! Hanks for saying it is possible, but could you give the script?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Fri Dec 19, 2014 9:45 am
by DarkShadeX
MECHDRAGON777 wrote:hacheipe399 wrote:MECHDRAGON777 wrote:How would you do Peach's health or the reserve?
The offset of mount of Hearts is 0x16, so you can use the same method to display number of hearts in screen, or just add a HeartSystem which shows the HP in-screen. If you want to display the hearts like the normal HUD, it's a work a bit long...
I would like it in the far right, opposite of the life, stars, and coins! I also need to put the score on the right! Along with he moon coin spaces! Hanks for saying it is possible, but could you give the script?
This is the script for displaying the Health amount for Toad/Peach/Link:
Code: Select all
#-1
// --> Load images with transparency color FF00DC (Pink)
LoadImage,1,0xDC00FF,0,0,0,Health_1.bmp
LoadImage,2,0xDC00FF,0,0,0,Health_2.bmp
LoadImage,3,0xDC00FF,0,0,0,Health_3.bmp
#0
//Health Amount:
OnPlayerMem,0x16,3,0,1000,1,w
OnPlayerMem,0x16,2,0,1001,1,w
OnPlayerMem,0x16,1,0,1002,1,w
#1000
PlaceSprite,1,1,0,0,0,0
#1001
PlaceSprite,1,2,0,0,0,0
#1002
PlaceSprite,1,3,0,0,0,0
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Fri Dec 19, 2014 3:19 pm
by MECHDRAGON777
DarkShadeX wrote:MECHDRAGON777 wrote:hacheipe399 wrote:
The offset of mount of Hearts is 0x16, so you can use the same method to display number of hearts in screen, or just add a HeartSystem which shows the HP in-screen. If you want to display the hearts like the normal HUD, it's a work a bit long...
I would like it in the far right, opposite of the life, stars, and coins! I also need to put the score on the right! Along with he moon coin spaces! Hanks for saying it is possible, but could you give the script?
This is the script for displaying the Health amount for Toad/Peach/Link:
Code: Select all
#-1
// --> Load images with transparency color FF00DC (Pink)
LoadImage,1,0xDC00FF,0,0,0,Health_1.bmp
LoadImage,2,0xDC00FF,0,0,0,Health_2.bmp
LoadImage,3,0xDC00FF,0,0,0,Health_3.bmp
#0
//Health Amount:
OnPlayerMem,0x16,3,0,1000,1,w
OnPlayerMem,0x16,2,0,1001,1,w
OnPlayerMem,0x16,1,0,1002,1,w
#1000
PlaceSprite,1,1,0,0,0,0
#1001
PlaceSprite,1,2,0,0,0,0
#1002
PlaceSprite,1,3,0,0,0,0
Thank you, and how would you do the reserve?
Should I give you my world script for you to see if it is right?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Thu Dec 25, 2014 3:38 pm
by Sambo
This only works for lunadll.txt.
Is there a way to make it work for lunaworld.txt, so it won't be necessary to make a copy of my custom HUD image for every level in my episode?
Also, I'm just curious. How many resource slots are available for loading images?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Thu Oct 15, 2015 12:13 am
by PixelJustice
All the templates are no longer available. Would anyone happen to have any they could repost? Specifically Link's HUD if possible.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Sep 17, 2016 2:18 pm
by OJMan2011
Can i remove HUD?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Sep 17, 2016 2:33 pm
by loop
OJMan2011 wrote:Can i remove HUD?
With a makeshift method, possibly. I have little coding knowledge though.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Sep 17, 2016 3:46 pm
by PixelPest
OJMan2011 wrote:Can i remove HUD?
LunaDLL is deprecated; use LunaLua instead. And yes, via LunaLua for sure it's easily doable with a command
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sun Sep 18, 2016 4:33 pm
by RhysOwens
Has anybody got a repost of the images?
Why didn't he or she use imgur?
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sun Sep 18, 2016 6:38 pm
by Emral
RhysOwens wrote:Has anybody got a repost of the images?
Why didn't he or she use imgur?
This tutorial is terribly outdated. Instead of LunaDLL you should use LunaLua. You can toggle the vanilla HUD and load/draw new custom graphics with functions provided
here, though I suggest starting with the basics of lunalua.
If you just want to replace the HUD's images without changing the layout or anything, take a look at
this page.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sun Dec 11, 2016 4:21 pm
by Gaming-Dojo
For me, the spoilers don't work somehow. Please fix.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sun Dec 11, 2016 4:22 pm
by loop
yoshiegg wrote:For me, the spoilers don't work somehow. Please fix.
The thread is outdated anyway. Hardly anyone uses LunaDLL.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Mon Dec 12, 2016 2:17 pm
by Gaming-Dojo
Jayce 777 wrote:yoshiegg wrote:For me, the spoilers don't work somehow. Please fix.
The thread is outdated anyway. Hardly anyone uses LunaDLL.
Ok,I See.I don't use it either but thought that it would work with LunaLua in the same way.Can anyone tell me whether I'm right.An updated tutorial about making a custom Hud with LunaLua would be nice if not.
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Mon Dec 12, 2016 10:01 pm
by PixelPest
It doesn't. LunaLua is based on Lua and DLL on Autocode
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Dec 17, 2016 1:00 pm
by timocomsmbx2345
It appears all the images you uploaded is replaced with "Pic-Upload.de"
Re: How to make a Custom HUD (LunaDLL V.8+) UPDATED!
Posted: Sat Dec 17, 2016 1:03 pm
by loop
timocomsmbx2345 wrote:It appears all the images you uploaded is replaced with "Pic-Upload.de"
The screenies were deleted long ago. Nobody uses LunaDLL Autocode anymore (except for a select few, one of which made a level using it recently).
Bottom line: The topic is outdated.