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Make sure you enable javascript code and use a browser that can handle HTML5 (this document uses max and min as well as <datalist>) in the case this doesn't work. Remember that any number displayed here without a prefix means that this is a decimal number, a dollar sign (“$”) means a hexadecimal number. If you get NaN, you have entered an invalid input (entered with a blank input or have invalid characters).
!Scratchram_GraphicalBar_LeftEndPiece holds the value: Use decimal integers 0-255
!Scratchram_GraphicalBar_MiddlePiece holds the value: Use decimal integers 0-255
!Scratchram_GraphicalBar_RightEndPiece holds the value: Use decimal integers 0-255
!Scratchram_GraphicalBar_TempLength holds the value: Use decimal integers 0-255, note that this uses loops and lags if this is a large number.
!Scratchram_GraphicalBar_FillByteTbl is located at RAM address: $ Enter a hexadecimal RAM address here (don't add a prefix)
Status bar write location (!Default_GraphicalBarPosition and !Default_GraphicalBarPositionExtendLeftwards): Status bar tile location: $
The RAM address that is the tile number.

You are using a status bar formated two adjacent bytes per tile ([TTTTTTTT, YXPCCCTT]).

Status bar properties location: $
Note if you are using the two adjacent bytes per tile format ([TTTTTTTT, YXPCCCTT]), it will use the status bar tile location, plus 1. (if you set tile location to $7FA000, this will be $7FA001).


Bar fills leftwards (x-flipped). Remember that this includes end tiles if applicable, (left end will now be the “right side”, but the fill still “goes towards the middle”, and the right end is on the “left side” and “fills away from the middle” as it increases towards the left).
Bar extends leftwards as length increases (this will make this address input be the final tile position and write tile bytes at and before) this.


Value and memory range statics:
Empty
Tile byte visual:


Empty