294 Commits

Author SHA1 Message Date
HighFlyer222 e23cbbaa08 Fix config variation keys for level music (#771) 2025-12-07 18:20:58 +00:00
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 24abf6f980 Fixed marathon best saving logic + marathon results UI (#768)
Getting a new best in marathon mode that doesn't shave off a second of time (i.e. if you went from a time of 17.54 to 17.10) will no longer be internally ignored and now gets properly saved. Along with that, the world select menu now uses the proper marathon tracker icons.
2025-12-06 14:09:47 +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
jdaster64 5daa630a72 Alternate Challenge HUD Proposal: Previously obtained coins/eggs are transparent (#712)
* Challenge Hunt: Transparent HUD for previously obtained coins/eggs

* Add 'score potential' tracker, make egg not default to empty if egg isn't in the current room on a replay

* Make transparent HUD elements render on top, and become invisible if their fully-opaque equivalents should be enabled instead
2025-11-22 16:41:04 +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
jdaster64 0e09331e1a Make Yoshi Eggs award score / collection status immediately (#714)
* Make Yoshi Egg award collection status + points immediately, and have the score note be decorative

* Removed gave_points var
2025-11-22 16:39:08 +00:00
SkyanUltra c41d6fda47 Some snapshot tools (#680)
variable for easily toggling on and off snapshot mode, and also some simple prints for things like unix time and what snapshot build the game would currently be on upon launch
2025-11-22 16:38:40 +00:00
CST1229 7ca6fe8611 Allow choices and random variation keys to use links (#681) 2025-11-22 16:38:01 +00:00
jdaster64 07c95b1b35 Changed target time comparisons to round down to nearest centisecond (#708)
* Changed target time comparisons in many places to round each side down to the nearest 0.01 seconds

* Add met_target_time to MarathonSelect script
2025-11-22 16:36:49 +00:00
jdaster64 2998f3416a new challenge hunt scores (#723) 2025-11-22 16:35:27 +00:00
KirbyKidJ 7457570014 Door Pose Fix for Custom Levels (#728)
Fixes an issue with the DoorPose animation and detection I added where if there was another End Castle behind you, you'd get sent back in the level. This is primarily an issue for Custom Levels, and is extremely noticeable when reloading resource packs. And in the video below, it also broke the Door Pose animation in the level.

This PR adds an extra check by using a collision shape to make sure the player is in the right area before applying the positional changes.
2025-11-22 16:34:57 +00:00
SkyanUltra a681fed56d Fix sideways pipe hitbox collision (#730)
* Fixed sideways pipe hitbox collision

This fixes a bug where players would clip the top edge of a sideways pipe's hitbox and get counted as being on the floor despite being above the pipe, thus allowing them to get warped into the pipe from there.

* Fix to prevent entering pipes from too low

this implements a simple distance check from the player to the hitbox to ensure the player can only ever enter the pipe when they're close enough in proximity to the pipe, preventing them from entering from a tile too low.

* co mnment

:earnest:
2025-11-22 16:32:59 +00:00
jdaster64 f37e752ba6 Offscreen Podoboos don't score points (#715) 2025-11-09 17:20:41 +00:00
CST1229 6c47d255b0 Fix some remaining user:// uses to use Global.config_dir (#702) 2025-11-03 20:10:41 +00:00
John Cooper McDonald 7a0adfa75c SMBS powerups give the proper amount of points when collecting (#671)
* SMBS powerups give the proper amount of points when collecting

* Flag die doesn't give double points
2025-11-03 14:13:26 +00:00
SkyanUltra df91706d16 Fix for SMBS Marathon achievements not being achievable (#686)
looks like SOMEBODY left their 1-2 any% time in the array. wonder who that was. looks at the joemama in the room
2025-11-02 21:34:15 +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
John Cooper McDonald 2cb9675227 Fix not being able to collect Red Coins from bumping blocks (#672) 2025-10-25 20:15:03 +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
John Cooper McDonald 51e1907b01 Fix Hammer Bro crash (#669) 2025-10-25 17:33:45 +01:00
JoeMama 479da718f6 fixed game over behaviour, not correctly being set 2025-10-25 12:55:27 +01:00
JoeMama 0f0f1484a0 fixed a quick crash 2025-10-25 12:49:40 +01:00
JoeMama 397c375df9 quick fix with checkpoint flags not appaearing in custom levels 2025-10-25 12:42:22 +01:00
John Cooper McDonald 9f19571475 Fix Original Lakitu throw not going straight up (#663) 2025-10-24 19:16:04 +01:00
JHDev2006 2eab62e290 imagine being godot and making it so ONE SPECIFIC FONT FILE DOESNT GET EXTRACTED CORRECTLY, ONLY ON WINDOWS. THANKS MICROSOFT, FUCK YOU GODOT 2025-10-24 15:06:35 +01:00
JHDev2006 09d1b717bb trying something 2025-10-24 14:05:32 +01:00
JHDev2006 799f09afbd bloopers now face the direction they travel in 2025-10-24 11:45:10 +01:00
JHDev2006 1a34b3938e updated blooper animations, so they dont call every frame 2025-10-24 11:44:15 +01:00
JHDev2006 925a7d597d fixed monty mole sign = 0 2025-10-24 11:41:09 +01:00
JHDev2006 3bfd80b68f fixed checkpoint flags persiting nomateer the settings 2025-10-24 11:39:19 +01:00
guzlad df9c00c460 Fixed spaces and tabs in the resource template (#658) 2025-10-23 23:03:26 +01:00
JHDev2006 aa6fb17072 Update ResourcePackTemplateCreator.gd 2025-10-23 22:33:57 +01:00
JHDev2006 4a3da23429 Update ResourcePackTemplateCreator.gd 2025-10-23 22:13:13 +01:00
guzlad 27396cca5d Resource pack export fixes for specific filetypes (#657)
* Resource pack creator fixes

* Spacing fix + comments for Joe

* Some further fixes, added an array of files which shouldn't be loaded in-engine to remove large amount of ifs
2025-10-23 21:43:53 +01:00
JHDev2006 d7f56f7678 changed the menu text to let players know when a pack is being created (so they dont think it crashes) 2025-10-23 20:41:07 +01:00
JHDev2006 22a1af89d4 couple of error fixes 2025-10-23 20:05:30 +01:00
JHDev2006 aa5c50accb Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public 2025-10-22 21:10:23 +01:00
JHDev2006 a30e359f4e removed window size saving, not too happy with how it was implemented, and think it would be better off saving it for later, so i can get it right 2025-10-22 21:10:22 +01:00
John Cooper McDonald f228ea51f6 Match SMM2 points with Flagpole Lives on (#627)
* Match SMM2 points with Flagpole Lives on

* Update EndFlagpole.gd

* Update EndFlagpole.gd
2025-10-22 21:08:14 +01:00
SkyanUltra bc73dc899b Implement WaterCrouchMove and WingCrouchMove (and fix an incorrect default value on small crouch height) (#643)
* Add WaterCrouchMove and WingCrouchMove states

* Implement WaterCrouchMove and WingCrouchMove

* Quick patch for incorrect crouch height

im adding this to this branch for this since its literally just a number change lol
2025-10-22 19:51:52 +01:00
John Cooper McDonald 1e2d4d9404 Fix Extra Checkpoint option not doing anything + other checkpoint fixes (#649)
* Fix Extra Checkpoint option not doing anything + other checkpoint fixes

* Remove redundancy
2025-10-22 19:51:22 +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
John Cooper McDonald d372ff4840 Fix Bowser not disabling flame generators (#648) 2025-10-22 16:44:56 +01:00
John Cooper McDonald 6a373125b1 Fix challenge transition text shadow + show high score (#641) 2025-10-20 20:57:50 +01:00
KirbyKidJ 50da5f62f3 Some Fake Bowser Fixes (#635)
This PR fixes the issues mentioned in #557   with Fake and Real Bowsers. Also for fun, I got the Bowser fall SFX to work when you kill a REAL Bowser or Bowser Bro by moving it outside of Bowser before they were freed from the scene.
2025-10-20 09:43:34 +01:00
SkyanUltra b87d6e6a7c Fix for broken crouch size in marathon/boo races. (#632)
Previously, if you entered a boo race your hitbox scale changes would never be applied, meaning your crouch size would be unchanged from your standing stance. This fixes that, and adds a single parameter to apply character physics.
2025-10-20 09:41:45 +01:00
JHDev2006 65718342c6 Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public 2025-10-19 21:31:11 +01:00