Major Changes / Additions
- Added support for the EU ROM of SMB1
- You can now regenerate your assets and re-verify your SMB1 ROM, in case of corrupted graphics
- You can now have as many checkpoints in as many subareas of custom levels as you like.
- Added several new optional player animations (https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public/wiki/Character-Animation-Keys)
- Unlocking colours of Boo is now tied to your completion time, up to Golden Boo, meaning you do not have to beat the same level 5 times, in order to unlock Golden Boo.#
- You can now set the frame rate limit, in the settings menu.
- Portable mode has been added. Simply create a .txt file called "portable.txt"
- The time left in a level, is now visible during Marathons.
- SMBS 4-4 and 2-2 have had their original developer references restored
- When browsing custom levels on LSS, the difficulty is now reflected using Skulls, and the rating is reflected with stars.
- After finishing a custom level downloaded from LSS, it will now restore your original browsing state, allowing you to continue browing custom levels.
- Resource packs now support .ogg files for music.
- Firebars can now have their movement be "snappy" as it was in the original (toggleable in the Visuals settings)
- Block bouncing a mushroom, now changes its direction, based on what half of the block its hit from.
- Adjusted the "Modern Transformation" animation, to better reflect its appearance in Mario Maker
- In Challenge Mode, the level select will now show your high score, alongside the score target needed to complete the level.
- Text shadows are now defined using their own .png and .json file.
- Koopa shells, will die automatically, if kicked too many times, in challenge mode (to prevent infinite scoring exploits)
- Players can now pose at the entrance of the ending castle, if they have the optional animation "CastlePose" in their sprite jsons.
- You can now select "Continue" or "New Game" when selecting Story Mode, New Game, will reset your progress quickly. If the game has been beaten, both options will open up a level select, where you can start or continue at any level you like. (Deleting Campaign Data in the settings, will reset all your progress, meaning the level select wont appear.)
- Lives now get saved. (this was a legitimate mistake, and i cant believe no one caught it)
- You can now have secondary input bindings to any action
- UI Bindings have been added ("Accept", "Back", "Pause")
- UI movement has its inputs tied to the player movement bindings, for consistency
- Extra particle effects have been added (Skid Particles, Coin Collections, Castle Destruction Particles)
- Piranha Plants can now be rotated, in the level editor.
- Bowser's Brother has been added to the level editor
- The main text font now uses 1 .fnt file, and now supports .json files.
- Added SEVERAL new optional player animations.
- Time limits can now be changed between OFF, Normal, Slowed = 1 second per digit
- Several SFX's have been updated to be quieter @ trimint
- Bloopers max height now varies depending on the vertical height of a level
- Room Type variation keys have been added (MainRoom, BonusRoom, CoinHeaven, PipeCutscene, TitleScreen)
- Small crouch height can now be specified in character infos
- Reloading resource packs, no longer respawn blocks and coins
- Updated to a custom fork of Godot 4.5.1, comes with several compatibility improvements for linux, alongside fixing steam deck native inputs
- Fire flowers now have unique sprites for Special, reflecting their design there.
- The hammer item effect now has a proper hitbox, instead of being a reskinned super star.
- The default Character variation key is now
"Character:default"instead of being"Character:Mario" - You no longer gain points when gaining a powerup from a Flag+ checkpoint.
- Allowed for many more assets to be replaceable.
- The Flagpole Points gained when using the Flagpole Lives setting, now match that of SMM2.
- Getting an extra life is now based on the points you would've gotten, instead of being a seperate easy to hit, hitbox.
- Blooper animations no longer get called every frame
- Bloopers now face the direction they move in
- All assets now get correctly extracted / downloaded, when creating a new resource pack. (yes, we did say downloaded, some files have to get downloaded, cause godot is shit.)
- Pokeys now move slower, and no longer fall off ledges, alongside Dry Bones.
- Fixed barrels not correctly giving score, when destroyed.
- Updated Credits to include all the new GitHub contributors, Thanks everyone!
Fixes
- Fixed having more than 6 custom characters, would cause them to load as other characters (such as luigi)
- Fixed cannon colour palettes @ amer241
- Fixed pipes not resetting the players animation speed @ aloelucidity
- fixed checkpoint's being considered "passed" between custom levels.
- Fixed space day mushroom bg not appearing in SMBLL @ amer241
- Fixed CastleWater BGO's being corrupted @ amer241
- Fixed Skipping the death sequence, causeing more than 1 life to be deducted.
- Goomba.json now has its
"can_turn"property visible, by default (still set to false) - Fixed SMBS coin heavens sending you to their SMB1 counterparts of the same level number.
- Fixed the jittering background in the You Vs. Boo Menu. @ renhoex
- Improved and fixed levels, to improve accuracy @ leany
- Adjusted the time limits of several levels to be accurate with the originals @ jdaster / guzlad
- Fixed various tiling issues in levels.
- Fixed being able to randomly die, when in the lower half of the screen, while using wide resolutions.
- fixed bonus green koopa shell sprites being wrong
- fixed bob-omb explosions using a green tile
- Hachisuke, now uses the correct white colour.
- Fixed a weird bug, when changing subareas in the level editor
- Brick blocks now keep their collision, when offscreen
- All brick blocks now use the BrickBlock.json file
- Pick-A-Path's correct jingle will now only play once, per section, per attempt.
- Made some adjustments to levels, to better utilize the classic and modern level design settings
- Coin heavens now reliably warp the player to the right spot @ kirbykid256
- Custom Level Menu and Boo Race Menu BGM's now have proper loops points.
- Fixed the SMBS 4-1 coin heaven pipe, sending you to the level editor, if entered
- Fixed an invisible block in SMB1 2-3 / 7-2 being present outside of challenge mode.
- The middle pipe in 1-2 warp zone, before being activated now goes to world 5
- Fixed invisible blocks using the wrong colour for their outlines in certain themes, making them easier to see.
- Fixed the medal achievements unlocking, despite not completing any full game runs.
- Adjusted Monty Mole's physics on slopes, to be able to scale them better.
- Fixed brick blocks which contained items in, still being affected by p-switches
- Fixed the LL Ending Cutscene initially taking place in the day instead of at night.
- Fixed smaller custom characters being unable to enter sideways pipes @ guzlad
- Fixed being launched upwards when jumping, the same frame you enter water.
- Fixed getting softlocked after reloading a boo level multiple times @ jeodc
- Fixed doors keeping their open animations, when travelling to another door in the same room.
- Pipe generators have been improved, and will no longer spawn objects when off screen
- Cannons will no longer fire, when offscreen
- YVB SMBS 2-4 will no longer kill the player, if theyre below the screen in the starting anti-gravity section
- Fixed the death animation, not playing correctly, after collecting a powerup
- Fixed the snow night sky, not using the correct sprite.
- Fixed a bug where full game marathon times werent getting saved correctly.
- Fixed ANN Music getting pitched up (random unused thing)
- Fixed a bug where fans would get attached to track riders, even when theyre not supposed to be.
- Added a missing buzzy beetle in LL 4-2
- Fixed a softlock in 6-3 SP
- Fixed a bug where the pause menu couldnt be closed by pressing the pause button
- Fixed being unable to skip the "Miss..." screen after failing challenge mode.
- Fixed some bowser behaviour innacuracies in some LL levels
- Fixed the palette effect not showing when transforming from Small -> Fire
- Adjusted the player climbing position to be more accurate
- Fixed the player getting stuck inside blocks when collecting powerups right below them
- Game Overs now take priority over any other action upon death.
- Question Block animations now correctly sync up with over flashing objects
- Fixed a bug where you could re-enter a pipe, while exiting one
- Fixed an issue where you could throw a fireball, the same frame as exiting a pipe.
- Fixed the challenge mode menu being able to be closed, resulting in a softlock
- Block destruction particles now get properly cached, hopefully improving performance.
- Fixed the level editor cursor flickering
- Killing a thwomp now awards 200 points.
- Removed some unused placeholder files.
- Fixed a bug where monty mole would dissappear if you placed a monty mole directly above or below the player
- Fixed hammer bros sprites not adjusting to the height of the frame.