Hmm, I tried to upload that savestate I mentioned before to my Google page, but it didn't work. It might be too big (1.1 MB). So, since only a handful of people actually need it, I'll just email it out to anyone who asks. I'll send it to mephea and Terra right now since they seem to be the only people who have expressed interest in seeing this project through to the end.
Here's what it looks like in-game:
Not having that health bar makes mapping much easier. I kept getting corrupted graphics when I tried to get rid of the special weapon, so that was the only thing I had to leave in. I've played around quite a bit, and the graphics never seem to come back. I guess they only load once, which is good for us.
Now this is all fine and dandy, but I must tell you how I did it. First I used Tile Molester on individual files in the ISO. I found some very interesting stuff, including one file with single frames of the animations of all the enemies, and better yet, it was in 32 bit color. Everything else I found had its own special palette that showed up weirdly. After much searching, I found the health bar. I edited it and several other sprites out, but upon inserting it into the ISO with a hex editor, I got really, really glitched graphics. I spent an hour or two (or three) tinkering with it until I managed to get rid of everything but the blue bar and the weapon. Then, I realized that I couldn't easily give anyone this edit since IPS patches don't work on files this huge. I made a savestate, and it looked like that would work. Then it struck me that editing the savestate from the beginning would have been much easier. I was able to get rid of the blue bar, but again, I experienced corruption when messing with the weapons. Oh well, I had fun doing it and it will be very helpful.