Bytes, you don't understand what I'm trying to bring across. This health bar I cooked up for my game, with a little tinkering; the same mechanics can be used for a Zelda style health display.
In place of the frame, you just have the single hearts frame in place on the top gui layer. You place the red graphics (you'll probably have to have more than one of the red graphics, from full to completely empty) in the same x/y coordiates on a topmost layer (for gui, with 0,0 parallex) and with a little adjustment; you can get the health gui to change display without filling over or running into problems.