Be careful not to overwrite your existing lunadll files. If you have lunadll.lua already, just add this to the onLoop function:
Code: Select all
if reserve ~= player:mem(0x158, FIELD_WORD) then
reserve = player:mem(0x158, FIELD_WORD)
if reserve == 0 then
loadImage("NONE", 5, 0xdc00ff)
elseif reserve == 184 then
loadImage("../HUD/smb_shroom.bmp", 5, 0xdc00ff)
elseif reserve == 182 then
loadImage("../HUD/smb_flower.bmp", 5, 0xdc00ff)
elseif reserve == 9 then
loadImage("../HUD/smb3_shroom.bmp", 5, 0xdc00ff)
elseif reserve == 14 then
loadImage("../HUD/smb3_flower.bmp", 5, 0xdc00ff)
elseif reserve == 34 then
loadImage("../HUD/leaf.bmp", 5, 0xdc00ff)
elseif reserve == 264 then
loadImage("../HUD/smb3_iceflower.bmp", 5, 0xdc00ff)
elseif reserve == 169 then
loadImage("../HUD/tanooki_suit.bmp", 5, 0xdc00ff)
elseif reserve == 170 then
loadImage("../HUD/hammer_suit.bmp", 5, 0xdc00ff)
elseif reserve == 248 then
loadImage("../HUD/stopwatch.bmp", 5, 0xdc00ff)
elseif reserve == 185 then
loadImage("../HUD/smw_shroom.bmp", 5, 0xdc00ff)
elseif reserve == 183 then
loadImage("../HUD/smw_flower.bmp", 5, 0xdc00ff)
elseif reserve == 277 then
loadImage("../HUD/smw_iceflower.bmp", 5, 0xdc00ff)
end
placeSprite(1, 5, 384, 30)
end
NOTE: The custom HUD shown is not included.