Readme ------ Super Mario Bros. 1.5 (SMB1J) Build#6.3 This is a very special copy of SMB1. It is meant to be a bridge between SMB1 and SMB2J. It is based off the SMB1 engine with upgraded engine features from SMB2J such as: *Game over menu from SMB2J *Flagpole mechanics *Collecting 10 coins on every X-3 stage for 1-UPs on X-1 stages *1 Player mode with separate Luigi mechanics *Scroll stops at the end of levels (as well as better polished levels like ending castle walls on X-3 stages) *Skid SFX *Status bar coin undershadow removed *Victory mode taken from SMB2J and points for player *FDS sound channel used *Stars added upon game beaten *GFX updated to SMB2J *Mushroom platforms for 4-3 taken from ANNSMB *Red Piranha plants *Upside down Piranha plants (green and red) *Poison mushrooms *Flying Bloopers *Aggressive Hammer Bros. *Green springboards *Wind added *Negative Warp Zones Hard Mode can be played upon accumulating 8 stars on the title screen (beating the game 8 times) and holding A+Start on title screen. If worlds 1-8 are beaten in Hard Mode without taking warps, a new World 9 can be played! World 9 is the Minus World; all 4 levels (1 level from the NES version and the other 3 from the FDS). Some items like Poison Mushrooms are scattered and only available in Hard Mode as well as red Piranhas. Hard mode also has more enemies and their placements are taken from ANNSMB (All Night Nippon SMB) and some from Vs. SMB. Negative warps and wind are also limited to Hard Mode. Included are two patches. The headered patch includes the dummy bytes used on an actual disk (65,536 bytes). ROM/patching info: Database match: Super Mario Brothers (Japan) Database: No-Intro: Famicom Disk System (v. 20210111-132854) File/ROM SHA-1: 383AD8E3890A95DE9595F0A6087648F51177DA13 File/ROM CRC32: E0890CF2 Some other changes include: -Added high score saving after finishing World 8 -High score capped at 9,999,990 -Optimized code in program to run faster, save on cycles and save on PRG -Fixed player walking animation when sometimes entering pipes to always crouch -Added Title screen music -Fixed platform screen loop glitch -Fixed upside-down pipe entry glitch -Fixed Blooper collision with big Mario on ground -Player starts off with 5 lives like in SMAS -Live cap set to #100 (Double Crown after 99) -Adjusted upsidedown Piranha Plant boundbox data "BoundBoxCtrlData:" -Fixed floatey number wraparound glitch -Added SFX for Flying Cheep-Cheep, Podoboo, jumpspring, Hammer Bros., castle oop pass correct/incorrect, Lakitu tossing Spinys, vine climbing (up) -Added SFX for hitting an enemy beneath a block like in SMB Deluxe -Fixed block buffer code with invisible block glitch (SMAS) -Fixed moonwalking Koopa with Firebar glitch (SMAS) -Fixed Spiny Egg glitch -Adjusted Hard World to match SMAS version -Adjusted Big Mario Firebar collision (like SM35) -Made shooting fireballs pause when player takes damage (like SM35) -Fixed crouching Mario then swimming and not shooting fireballs glitch -Fixed platform collision on bonus stages -Fixed vine of the dead glitch -Fixed small fiery Mario glitch -Fixed death when entering pipe and getting hit with hammer -Fixed "Thank you dead Mario" glitch -Fixed Starman kills fanfare glitch -Fixed inside the enemy glitch -Gave Mario/Luigi unique fiery palettes -Fixed award timer 999 seconds glitch on X-4 stages -Adjusted death by hole to set master timer control (like in SMAS) -Fixed the demo action glitch if trying to load hard mode -Fixed hammer immunity glitch -Fixed the double jump glitch -Fixed "Mario Cooperfield" glitch -Fixed hammer double death jingle -Fixed enemy too low shell float glitch -Fixed Goomba double death glitch -Fixed sprite wraparound glitch -Fixed "Powerful Wind" glitch -Fixed skid sfx mute when wind sfx plays -Corrected Princess Toadstool's sprite -Added microphone scenary from ANNSMB -Revised X-4 end text data like SMB Deluxe -Added stars to night sky -Added separate water/lava tiles -Adjusted Podoboo jump height to match SNES version -Adjusted Bowser rightward movement toward axe -Removed Piranha Plant extra stem frame and optimized Bowser sprite -Corrected Game Over 'Quit' text -Fixed demoted Red Flying Paratroopas walking off edge -Improved player-to-hammer collision code -Corrected reverse 'L' pipe tiles -Fixed vine climbing tile collision when triggering a powerup item and vine active -Colorized 6-3 (like SMAS) -Adjusted the wind to stop when an enemy kills the player (like SMAS) -Adjusted the enemy hitbox to not take damage when player hits from beneath -Adjusted player's Y speed when taking damage and going downward -Adjusted fiery Mario/Luigi time up palette to standard palettes (like in SMAS & SMB Deluxe) -Adjusted Piranha Plant stems to be completely visible (like in SMB Deluxe) -Added eyes to Fire Flower -Made the player power down like in Super Mario 35 -Ups the player's status to big and fiery regardless of current status when grabbing Fire Flower -Fixed consistency of scroll stops and various level scenary -Made Starman always bounce up when coming out of block -Optimized the star invincibility timer at flagpole -Fixed powerup theme playing right before 1UP Mushroom from block -Improved player crouching while entering pipe -Made use of residual powerup grab data -Fixed mushroom powerup jump if star is canceled by powerup -Redid balance platform fixes *invisible platform *wrong enemies being loaded into platform code *values not being cleared -Fixed the Flagpole not lowering glitch -Readded fix for Bullet On A String glitch -Used Player X coordinate rather than OAM for Firbar collision -Small graphical tweaks to Buzzy Beetle, its shell and Hammer Bros. -Improved Hammer Bros. code to fix minor glitches -Made frenzy Bullet Bills more consistent with cannon ones with enemy collision -Added check to offscreen bounds to see if the enemy is active first, to prevent enemies from being erased twice. -Fixed Lakitu respawn bug if end enemy frenzy object is activated -Corrected easy world Lakitu's initial Y position to be consistent (as later installments) -Adjusted jumping Green Koopa Paratroopa to SMB Deluxe horizontal/vertical speed -Adjusted flagpole slide positioning to that of SMAS -Corrected a missing pixel with player's super form fist when jumping -Corrected Red Koopa turning glitch where it kept changing directions on a platform edge when player dies (Hard Mode A-D) -Fixed floatey number wrap from hitting coin blocks leftmost or bricks with coins above -Fixed brick chunks not spawning if brick partially hidden offscreen (leftmost) -Fixed fireball bouncing over pit glitch -Fixed fireball explosion OAM wraparound glitch -Fixed Hammer Bros. shell collision glitch (SMAS) -Added clearing PlatformCollisionFlag from EraseEnemyObject (SMAS) -Corrected fire shooting GFX to have proper frames when jumping/swimming (like SMAS) -Corrected head collision data value for when hitting block right below status bar -Fixed high player air bounce from clipping an enemy at an angle (like a green leaping Paratroopa) -Added BG collision to Jumping Green Paratroopa like in SMB Deluxe -Added underwater enemy collision as in SMB Deluxe GBC -Made bubbles stop moving when player is offscreen/dead (like SMAS) -Made duplicate vine enemy flag to erase upon going offscreen, thus making room for more enemies in the buffer -Adjusted Green Piranha Plant range data (GBC) -Allow multiple powerups on screen at once -Awards 1000 pts. to defeated Hammer Bro. by shell defeat (SMAS) -Awards 0 pts. to "defeated" Podoboo by shell "defeat" (fix) -Fixed short vine object on stages where they'd ghost on a new screen and play vine grow SFX again -Fixed the walljump glitch -Fixed wall clipping from leftmost of the screen -Fixed master timer control glitch with axe and set an amount for invincibility timer if player took damage -Made small player still be able to move left/right while pressing down (like SMB Deluxe) -Fixed catching powerup before it spawns glitch (corrected side collision code) -Remove ImpedePlayerMovement for side platforms (like SMB Deluxe) -Fixed low gravity Mario glitch -Properly fixed out-of-bounds Red Koopa Troopa glitch -Corrected Fantasy World flagpole animation to omit swimming frames when sliding (like SMAS) -Corrected underwater currents pushing player through blocks -Modified player not being able to stand on vertical platforms underwater (like SMB Deluxe) -Cleared injury timer upon time up to correct player still flashing -Added limit to vertical whirlpool suction force -Improved underwater vertical platform to player collision to act like they do in SMB Deluxe GBC -Corrected maximum vertical swim height to not come out of water -Corrected loading hard worlds while in demo in rare instances -Corrected occurrences of sound freezing when switching to Hard Mode -Corrected screen time transition to be consistent (only for when pipe intros load) -Optimized screen scrolling to not run when master timer control set (also corrects issue with dying on moving platform) -Made the player become super if small before princess scene on 8-4 -Fixed a pause glitch before SM1DATA3 loads -Adjusted OW pausing to match SMB Deluxe -Fixed a glitch with event music not being cleared before return to title screen after saving -Added comma to Thank You player message at the end of victory scene -Made 8-2 autumn (like SMAS) -Corrected 5-1 to have large castle at start -Corrected 2-3 and 7-2 extra extra bridge railings -Fixed 4-2 warp glitch -Fixed 8-4 page data glitch -Corrected flagpole flag not loading on 9-1 in some instances -Cleared PrimaryHardMode on World 9 -Corrected Upside Down Piranha Plant color on World 9