96 Commits

Author SHA1 Message Date
Ramona a4d888d3cd Fix ANN Hill spots and random SnowNight Hill tile (#767)
* Flip death gravity when upside down

* Improvements to code per Joe's request

* Recenter resized window on launch

* Fix Underground BG not animating

* Fix ANN Hill spots and random SnowNight Hill tile

- ANN's hills were accurate to the NES version, but inconsistent with literally every other hill lol (SMB and SMBLL use the hill tree positions that SMM and SMBDX use, the third set of trees are further to the right for some reason)
- there was a random tile in SnowNight and SnowNightANN that the other Hill files use from the ROM directly, so i edited the graphics and the AssetRipper jsons to make them consistent (copy-pasted Snow "Day" version parameters and renamed the theme name accordingly, worked when i tested)

* Update Assets Version so the hills fucking update
2025-12-06 14:15:21 +00:00
SkyanUltra a76cade9d5 Castle Bridge touch-ups (#765)
- Bridges now play a unique "BridgeBreak" sound effect listed as "bridge_break" which mimics the functionality of the original game playing the brick break and bumping sounds simultaneously.
- Axes now have an optional "Cut" animation that plays if it exists upon picking it up rather than outright making the axe disappear.
- Bridges no longer check for EVERY bridge piece when running timer code, instead only caring about the bridge segments that are visible and tangible.
- Timers associated with bridges have been sped up and adjusted to better match the original game.
- Multiple axes being picked up should no longer cause errors when bowser is on screen.
- Bowser now ignores being caught by the "flag death" function if he is defeated by picking up an axe.
- Bowser no longer attempts to shoot fire or throw hammers if he is defeated by picking up an axe.
2025-12-06 14:14:27 +00:00
SkyanUltra becdf9ba77 Expanded world/level icons (#763)
* Expanded Level Icons

Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)

Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.

If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.

* Delete LevelIcons.png.import

* Marathon + ANN Medal Icons on World Select

Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.

Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?

* Optimized particle emitting for world/level select

* ANN now has its own menu + bugfixes

This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.

* Challenge Hunt Icons + menu bugfixes

Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.

* New icons + layout change for Challenge Hunt icons

By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.

* Update ChallengeModeResults.tscn

Forgot to update this to use challenge icons for the world select screen.

* Eggs cycle through color again

Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
2025-12-02 08:30:32 -05:00
SkyanUltra 2773d2e8e1 Various ROM verification screen improvements (#682)
* Added file prompt button for selecting rom and additional error checks

Updated the rom verification screen with clarified errors and a slight bug fix to the error text.

Along with this, there is now a button on the rom verification screen to select a file directly, defaulting to an array of NES rom extensions, and a proper theme set for buttons, which shouldn't interfere with other themes.

* Updated label and repositioned elements

Label now properly mentions either selecting the rom file using the button or dragging it onto the window. Button also clarified a little more clearly

* final touches

* bro

* i hate labels
2025-12-02 13:26:08 +00:00
JHDev2006 3d5b27b040 updated to godot 4.6-dev4 2025-11-26 16:20:59 +00:00
John Cooper McDonald 5a0a72daeb Fix Mario and Luigi walk frame being 1 pixel to far to the left (#647)
* Fix Mario and Luigi walk frame being 1 pixel to far to the left

* Update Global.gd
2025-11-22 16:39:42 +00:00
SkyanUltra bc3a1087a1 Update TerrainTemplate.png (#724)
Updated and easier to understand template by hdtv.
2025-11-16 10:48:49 +00:00
JHDev2006 d4eb6e630c quick fix for the bonus coin heavens not activating all coins when collected, idk how to word it, but its fixed now 2025-10-29 21:02:28 +00:00
JHDev2006 9ad315d417 couple more unused 2025-10-25 21:05:38 +01:00
JHDev2006 dee5948bcd oh yea, also this one too, BYE BYE 2025-10-25 21:00:52 +01:00
JHDev2006 264f272b5e haha no world map for you 🖕 2025-10-25 20:50:51 +01:00
JHDev2006 0f90d1cc55 added icon to falkimore 2025-10-25 20:16:35 +01:00
JHDev2006 750b64f443 added github contributors to credits and fixed up a quick sprite offset with hammer bros 2025-10-25 17:35:41 +01:00
JHDev2006 8db59e0b8a help 2025-10-24 14:39:17 +01:00
JHDev2006 0953086c39 removed old SMMP placeholder sfx that were still here? 2025-10-24 13:59:20 +01:00
JHDev2006 fb8c8d2a20 fixed score fonts being fucked on extraction 2025-10-24 13:00:21 +01:00
JHDev2006 c837639a2b added missing vine to 4-1 LL 2025-10-24 12:28:40 +01:00
JHDev2006 974c001d08 Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public 2025-10-23 19:58:03 +01:00
JHDev2006 8dca0548db updated all sfx wavs to not be compressed 2025-10-23 19:57:58 +01:00
guzlad 8d9acc0361 Got rid of some garbage files which weren't used (#656) 2025-10-23 17:29:45 +01:00
JHDev2006 b54c4b5913 fixed a bug where the invincibility palette would stop after collecting a starman at the last second 2025-10-22 17:24:41 +01:00
Ramona f9017881e1 Fix Underground BG not animating (#644)
* Flip death gravity when upside down

* Improvements to code per Joe's request

* Recenter resized window on launch

* Fix Underground BG not animating
2025-10-22 17:09:08 +01:00
SkyanUltra f04b20e5b8 BowserBro palettes and slight Bowser file clean-up (#636)
* Different world palettes for BowserBro, and slight optimization to Bowser.

BowserBro still will not use Bowser's green palette in any of the areas where the game would genuinely use the green palette, but he will follow the rules of other non-green palette areas so he has more consistency in those areas.

* BowserBro palette and sprite now correctly set.

* Fix Bowser.png
2025-10-20 21:56:34 +01:00
JHDev2006 0fd33d6893 fixed fonts not being loaded on export 2025-10-18 13:26:43 +01:00
JHDev2006 e45e7bfce3 added missing infinite spoawning cheep cheeps to LL underwater levels 2025-10-18 13:07:02 +01:00
KirbyKidJ e7ad269317 Fixed Space Title Stars and PlayerSprite Fallback Check (#619)
* Fixed Space Title Stars

Fixes the position of the title stars in the space theme

* Fixed `PlayerSprite` Fallback Check

PlayerSprites check recursively for fallbacks. However, this does mean that if one fallback links to something that was already checked, it would make an infinite loop.
Also fixes the Pipe Cutscene, and updated Mario's `Big.tres` UIDs
2025-10-18 00:26:34 +01:00
KirbyKidJ 3a8d317953 Lost Levels Asset Update for All Night Nippon (#620)
- Gave the Hills the Lost Level tree spots (inside only)
- Fixed sprite clipping with World A-C NPC
- Uses LL Platform for ANN
- Uses LL Font for ANN
2025-10-18 00:25:46 +01:00
JHDev2006 a0521becb4 fixed an animation override bug cause im dumb and havent touched the json parser in a while 2025-10-17 13:32:08 +01:00
JHDev2006 2e66c00163 animation overrides for jsons 2025-10-17 12:58:08 +01:00
guzlad 3866b6bc35 Added HammerHurry.mp3, moved hammer sounds over to a json and bgm (#610) 2025-10-17 09:58:34 +01:00
JoeMama 80faeadafc fixed a crash when exiting pipes, and restored the LL font cause apparently i accidentily deleted it last commit, whoops, also wrote a quick optimization into the font updater to speed up load times 2025-10-17 09:48:04 +01:00
JHDev2006 77b91b3840 the main font now only uses ONE .fnt file, and the other language fonts fnt files are now embedded into the main .fnt file 2025-10-16 23:20:36 +01:00
JHDev2006 44e7da3fea fonts can now have custom variations via jsons 2025-10-16 22:46:02 +01:00
John Cooper McDonald 8474bc3c19 Properly implement the Hammer item (#599)
* Properly implement the Hammer item

* Update Boo.gd

* Update LongFirebar.tscn
2025-10-15 18:14:19 +01:00
KirbyKidJ 0be8a1d277 P-Switch BGM File and Hurry Music (#589)
Added a .bgm file for P-Switches so it gets exported for Resource Packs. Also added a Hurry Up variant.
2025-10-14 16:22:54 +01:00
guzlad 4ce4d2bddf Fixed ChallengeEnd and ChallengeResults (#583) 2025-10-13 20:04:28 +01:00
JHDev2006 a9055451ae fixed an issue where you could throw a fireball frame one of exiting a pipe 2025-10-13 19:23:24 +01:00
guzlad 11da83fd8a Fixed fire flower palette in Cave, Underwater and CastleWater. Added new fireflower sprite for Special (#575) 2025-10-12 23:06:08 +01:00
JoeMama 584300f8e4 Update NoteBlock.json 2025-10-12 15:10:51 +01:00
JoeMama 7560403c54 updated sprites 2025-10-12 13:34:14 +01:00
JoeMama 57a659ba34 re-implemented the respawning blocks + items fix, and got rid of a few annoying prints + removed the warning from the resource pack menu in the settings, as its no longer needed 2025-10-10 11:26:09 +01:00
JoeMama 437f98884d Revert "Merge pull request #458 from KirbyKid256/pulls/more-animated-tilesets"
This reverts commit 07cb5015cf, reversing
changes made to ad03246040.
2025-10-10 11:06:32 +01:00
guzlad 07cb5015cf Merge pull request #458 from KirbyKid256/pulls/more-animated-tilesets
Animated Tilesets for Resource Packs
2025-10-10 00:46:40 +02:00
guzlad ad03246040 Merge pull request #342 from KirbyKid256/pulls/small-crouch-hitbox-fix
Hitbox Change for When Small and Crouching
2025-10-10 00:39:37 +02:00
KirbyKidJ e6bc64affb Refactored Small Crouching and Big Crouching
- Added new variables to `CharacterInfo.json`
- Made it so `BlockCollision` area position is attached to top of `SmallCollision` and `BigCollision`
2025-10-09 15:16:14 -07:00
Ramona 2170d0b1a4 ? Block timing matches other flashing objects now 2025-10-08 19:46:23 -04:00
KirbyKidJ 170f2e3063 Smoothened the pipe corners 2025-10-04 16:39:18 -07:00
KirbyKidJ 3f7423c72a Updated Godot Editor Custom Icons
Wanted to turn the icons used in the Godot Editor into SVGs
This has literally ZERO effect on the Game itself. I just thought it'd be neat.
2025-10-04 16:16:35 -07:00
JHDev2006 f088c9b606 fixed pipes, being terrible and i hate them 2025-10-01 21:48:17 +01:00
JHDev2006 88fc0f8075 fixed up pipe hitboxes on smaller characters + piranha plant rotation 2025-10-01 16:16:06 +01:00