Changelog: -Version beta0.0.0.1 -First release. -Version beta0.0.0.2 -Finished world 1-1 except the underground areas. At least it's playable now. -Shortened the underground theme for the -unfinished- underground bonus sections. This shortened version is intended for bonus undergound areas in non-underground levels. -Modified the midway flag GFX. -Fixed blinking when selecting "EXIT LEVEL", then "NO" (or pressing START/Y) in the pause menu. -Fixed a glitched tile rarely appearing on the score counter. -Fixed a sprite block tile appearing when you hit a block with a powerup above, making it bounce and show the glitched tile. -Other bugs fixed. -Version beta0.0.1 -Finished world 1-1 underground areas. -Added a personal patch that records more objects in the item memory to prevent getting too many coins or items (Item Memory Plus). Hey, just between you and me, reader. At this next C3 Item Memory Plus will record objects better so Item Memory won't be limited by portions of Y positions. -The Layer 4's cave BG is actually "cheating" in the colors due to the NES not having darker blue "grayish" colors than the ones used in the FG and Layer 2 BG. Layer 4 is a *possible* placeholder (unless I decide to keep it). -Version beta0.0.1.1 -The underground level is half finished, but I feel unsatisfied with the level design. SMWHacker17 helped me a bit with that. Anyways I like the fact that I've done the ceiling normal in one section and made out with brick blocks in another one. -Added the Ice Flower (credit to LX5 for coding it and the powerups patch). I'm planning to make the third coin in the level to be collected by throwing an ice block to it. -Removed the Item Box. It nerfed the hack's difficulty since the better powerdown patch is here. -Some bugs fixed iirc -Removed a trio of Goombas placed in the last brick bridge in world 1-1 and replaced with a Koopa. -This version was released on C3! -Version beta0.0.2 -Finished world 1-2. I think the level design is pretty decent and speedruneable -Fixed a bug where pressing START when you have paused the game would not revert back the music's volume. -Removed two vertical wrapping platforms accidentaly placed in world 1-1. -Fixed lag when an iceball passes through a sprite that's not supposed to interact with. -Fixed a SMW bug where some falling off-screen sprites can still interact with blocks. -Few more bugs fixed. -Coins and Star Coins can be collected with thrown shells, ice blocks, etc. -Updated the cave theme, both short and long versions, to have echo instead of chorusing and better percussive triangle notes based on NES Pictionary since the old ones sounded like failed attempts to do a tom (in the future I'll possibly update the triangle bass drums). -New triangle wave sample, courtesy of Pinci (credit him). gracias wn te amo te quiero comeme desarmame -Version beta0.0.3 -It's been one or two months. -Finished world 1-3. -Music engine has been made closer to the NES's limitations in terms of volume. heck, this thing took me 2 1/2 weeks to do -Added a new effect for collected spinning coins. -Items like mushrooms exiting blocks are now hidden by using an OAM tile rather than using priority. This allows them to go with a L1 tile above them without getting covered by it. -Many bugs fixed. -Version beta0.0.3.1 -Fixed noise sound channel being stopped by noise SFX in world 1-3's music. -Fixed being able to spinjump when exiting water. -Fixed glitched coin tile when killing an enemy by touching the goal flagpole. -I was thinking about the game's world themes and I think I'll bring back only three from other Mario games (grass, desert and another one). I'll have 5 new world themes, one of them will be factory, the others are WIP. -Version beta0.0.3.2 -Fixed game crash when throwing a shell out of the level's left border. -Fixed Goomba's priority issues. -Optimized level 1-3. If you had experienced lag on it then there should be less lag now. -Invisible 1-up blocks are now recorder into Item Memory. -Updated NES palette colors. Credit to pixeltao for doing it and The Dark Warrior for recommending it. -World 1-F status is there. -Version beta0.0.4 -sorry for the waiting i said 13/06 but next time i set a date remember it'll actually be 9 days after that date -Added a new roulette block to a room in world 1-F. -Added a boss door to the end of world 1-F's third room. -Finished world 1-F with his boss, the Nocolpire Block! (reference: colpire is "hit" in italian so "no hit") Only thing that is left to finish is some SFX for his attacks. -Some minor bugs fixed. -Version demo0.0.4.1 -Released at C3 Summer 2018 using a temporary title screen and overworld. -Added minor missing features to the 1-F's boss such as sound effects and damaging player when hitten from below when it's not stunned. -More bugs fixed, can't remember them rn but there was a major one. -Version beta0.0.5 -Get into the water in world 1-4 now. -Updated overworld from first demo version. It is more smooth now, palettes don't hurt anymore and uses layer 4. Also, overworld saves automatically every frame, recording player's position. -Updated Ice Flower to the newest version where ice blocks have coins and can spawn in different sizes. (out of this hack, credit to LX5 for his hard work with the powerup and Katrina for the blocks' GFX) -Luigi's SMB:TLL-like physics have been programmed in, you can access them in 2-player mode as player 2 (through Luigi still hasn't different GFX, waiting for DEFLATE to come) -"Fortress Boss" song has been updated to have a less "cheesy" chorus (cheesiness is subjetive anyways). -Made player's animation on the overworld less faster. -First two levels were changed, with 1-1 and 1-2 being sightly easier: -World 1-1's first pit was made shorter (2 blocks long now). -World 1-2's second coin gap is longer and the coin line in the last pit was moved 1 block higher. -The end of World 1-3 was changed to match the "one try" nature of SMB's reaching to the top of the flag method. Previously if you fell you could try jumping again over the palm trees but now you can't (though you can use the Deep Cheep to jump and retry, but that's another story). -Fixed sprites being inmune to iceballs when being into a sprite that's set to not interact with them. -Fixed boss' "Search item" SFX playing forever when hitting the block while it's in that state. -Fixed coin's effect disappearing abruptly when touching left edge of the screen. -Fixed "wall-jumping" (SMW's bug). -Mario/Luigi's shoes were recolored to match the outfit's primary color (Red in Mario's case). It will look strange but reflects more NES' palette limitations. -Much more. -dang, with this list it feels like at this point this was more ready to be launched at C3 -Version beta0.0.6 -Athletic world 1-5 has been added featuring the Raccoon powerup, Boost Platforms by Mandew and a new, unique enemy, Bad Buddle, who will chase the player when near and pop at contact, pushing it. -Tried to optimize world 1-3 once more. Speaking of 1-3 (and 1-4's intro and ending), the waving water effect has been changed from horizontal to vertical. -Redesigned question block, coin, brick, pipe and Koopa Troopa's GFX (thanks Gamma V for the pipe's base for drawing). This applies to Nocolpire Block too but not 1-2's background pipes yet. -Modified 1-1's 1up secret to contain something more... -Coins coming out of blocks will now award 100 points. -Bugs fixed. Version beta0.0.7 -Added world 1-6, which features Yoshi with the flutterjump ability. You leave it with Up+A/B, to match the NES control scheme. -The berry counter will be kept between levels, and berries will be recorded by Item Memory. -New GFX for the grassland tileset have been added in place of the old ones. -Renamed the project to SUPER MARIO BROS. R. -Fixed graphical glitch when entering 1-3 from the midpoint. -Both maximum running speeds (P and non-P) were increased slightly. -As a consequence of this, every goal point's distance betwen the ladder and the flagpole has been increased by 1 tile. It requires a more precise jump now. -Some sound effects were made less louder, tho they weren't accesible by normal means so it isn't much of a change really :p Version beta0.0.7.1 -Fixed Star Coins glitches once for all. They occured when you visited the pause menu since the RAM it uses conflicts with the one used by the Star Coins. -Removed garbage tiles at the end of 1-4 and placed actual decoration. -From this point on forward, versions will come with a secondary patch (vX.X.Xb) that has everything completed just by creating a save file, restarting the game, then entering that save file again. -Version demo0.0.8 -Mario's sprite has been updated. Credits to neweegee. Also weird tiles when taking damage have been fixed. -Added more decoration to most levels to make them more colorful and appealing, and tweaked layouts. List: -World 1-1, 1-6, and every grassland sublevel have got red flowers and trees look more like trees. Layouts for both intact. -In world 1-2, the last elevators' pit has been shortened. -World 1-3 now offers Raccoon Leafs, and has got "teaching" for pits that are 4 blocks long. -Added torches and banners to world 1-F's decoration. Also it offers ice flowers and has 4 blocks long pits. -Thwomps' ranges have been made bigger. Actually I've done this to nerf a certain part in 1-F. -Mario's physics have been tweaked. Now he walks a bit faster and decelerates with less potence, although it shouldn't affect gameplay too much. -Added a new HUD. Design by FieryExplosion. You can switch between it and the classic HUD in the overworld by pressing L/R: it plays a coin SFX when you choose the classic one, and "item coming from a block" for modern. -Added an animated logo with my username when starting the game. -Added a titlescreen. -Changed font used by HUDs and pause menu to use that of Mario Kart. -Fixed vanilla bug about Thwomps having horizontal detection wrapped around screens. Old versions: beta0.0.0.1: https://www.dropbox.com/s/2c8513w75v10pfy/RetroMario_Vbeta0.0.0.1.bps?dl=0 beta0.0.0.2: https://www.dropbox.com/s/9r6m99g7yfioctm/RetroMario_Vbeta0.0.0.2.bps?dl=0 beta0.0.1: https://www.dropbox.com/s/hdwfu4i03ckmjhm/RetroMario_Vbeta0.0.1.bps?dl=0 beta0.0.1.1: https://www.dropbox.com/s/pjm9wvjhnn1ok46/RetroMario_Vbeta0.0.1.1.bps?dl=0 beta0.0.2: https://www.dropbox.com/s/ogstkn1qflx7yuv/RetroMario_Vbeta0.0.2.bps?dl=0 beta0.0.3: https://www.dropbox.com/s/vmvyf3flmq85x3r/RetroMario_Vbeta0.0.3.bps?dl=0 beta0.0.3.1: https://www.dropbox.com/s/7v0m3llfaf2xxgl/RetroMario_Vbeta0.0.3.1.bps?dl=0 beta0.0.3.2: https://www.dropbox.com/s/s4v8hafnrdqydgc/RetroMario_Vbeta0.0.3.2.bps?dl=0 beta0.0.4: https://www.dropbox.com/s/ahwj0w0uqy5taje/RetroMario_Vbeta0.0.4.bps?dl=0 demo0.0.4.1: https://www.dropbox.com/s/i4ysihnb5lcqkob/RetroMario_Vdemo0.0.4.1.bps?dl=0 beta0.0.5: https://www.dropbox.com/s/lgtiieq1e04l7eh/RetroMario_Vbeta0.0.5.bps?dl=0 beta0.0.6: https://www.dropbox.com/s/2zer11dpp9eaumu/RetroMario_Vbeta0.0.6.bps?dl=0 beta0.0.7: https://www.dropbox.com/s/vu16mwtm02yd7ml/RetroMario_Vbeta0.0.7.bps?dl=0 beta0.0.7.1: https://www.dropbox.com/s/vquhxph1kgtdo72/RetroMario_Vbeta0.0.7.1.bps?dl=0 beta0.0.7.1b: https://www.dropbox.com/s/mnw0xgr82ag6dhb/RetroMario_Vbeta0.0.7.1b.bps?dl=0 Known bugs & issues: -Luigi has normal traction on slopes. -SFX that have reserved channels still get interrupted by others, these SFX are: -Powerdown/Going down pipe -Midway point -1-up -Yoshi gets hurt by thing that shouldn't damage him, specifically Star Coins and midway flags. GFX Credits: -Palette: pixeltao -Overworld: -MadNyle -Foreground tilesets: -Coin, question and brown block: Bearcub -Brick block: Kojimkj -Pipes: -Gamma V -LMPuny -"Chocolate" block: daknus -Arrow signs: Jaden1291 -Grassland: -Gamma V -Tob -Underground: Gamma V -Beach: Gamma V -Castle: Ace -Underwater: Bearcub -Sky: Gamma V -Backgrounds tilesets: -Large hills: -LMPuny -Hills: -LMPuny -tcdw -Underground: Skewer -Beach: -LMPuny -Broozer -Underwater: -Gamma V -Demon Warrior -Fortress & Castle: -Gamma V -Mr. Pixelator -Moltz -MaiK -Sprites: -Modern HUD: FieryExplosion -Mario & Luigi: neweegee -Goomba: Gamma V -Koopa Troopa & Dry Bones: Torkirby -Piranha Plant: Djemiegoomba -Venus Fire Trap: AwesomeZack -Thwomp: ArnuroMinigon -Rex, Pokey, Urchin & Dino family: -Petunia456 -AwesomeZack -BM44 -AM999 -Cheep Cheep: -Shigefumi Hino -TheJullasicFox (in ripping them) -Bad Buddle: LMPuny -Kamek (on broom): Krusper Butter -Fire Flower & Raccoon Leaf: Superfan91 -Midway flag & Goal point: GMG -Boss door: The IT -Star Coins: Carld923