Thank you for downloading this sprite mod!
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I've been having problems with the IPS patch, therefore I have included the actual ROM image.



General notes on this version.


I tried to keep everything more or less intact with the game play.

There is no method I know of as of yet to replace the in-game text.

Sprite modding is time-consuming which is why this project took so long.

All the ancillary assets such as menu graphics should be fully modded and no longer contain graphics errors.




Consider donating to my Paypal link: https://www.paypal.me/2ManySecrets/

And enjoy the rest of season 6!

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Notes on SMB1 and Side B:

Octavia is taller than Vinyl in the "continue" and "time up" screens in SMB1 and Side B. This was a simple mistake on my part. Since fixing this does not affect actual game-play, I will not bother fixing this.

The enemies share their 16-color palette array with several other assets, making sprite modding of the enemies difficult. Powerups also share indexes on their palette arrays with other assets.

The flag that rises over the small keep at the end of each stage is supposed to be the Ponyville flag. It shares its palette with Koopatroopers and other background assets, however. I used Photoshop to manipulate the Ponyville flag to make it look like it was waving but there's only so much that can be done with a 16x16 pixel image and a limited number of colors, none of which closely match the flag vector.

Octavia can at times look blocky. This is especially so when swimming as filly Octavia.

The game-play retains the feel of Super Mario Brothers for the most part. Ponies just make it more interesting.


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Notes on SMB2

There are palette glitches here and there. This is especially so in the intro screen. As none of this effects actual game-play, I am not going to fix it.

Winning a lotto game for extra lives changes the palettes in the player-select screen.

Trixe is stubborn and wants to be on all-fours in the player-select screen.

Some of the characters in the player-select screen look funny.

The yellow parasprites do not have green eyes like they're supposed to. The red ones have green eyes but it was a task to make them so.

The SUBCONs have been changed to Seabreezes. Adding the blue colors to the palette... well, let's just say it took all day to adjust everything that was changed. So, be happy that the breezies at the end of the game look as good as they do. The breezies carrying the final boss actually use a different palette than the ones which are initially rescued after defeating the final boss. THAT palette is actually the same one used by the red bezzos which I added the green color to. Confused yet?

Everything else appears to work and there shouldn't be any color or animation glitches.

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Notes on SMB3

Princess Luna looks like a character from Tron when getting bigger or smaller (the growing and shrinking animations are called from a single parent asset--Celestia's [Mario's] growing/shrinking sprite.)

The overworld movement animations look a little blocky. Everything else should look good at this point.

(I spent a GREAT DEAL of time on SMB 3. So, be happy that it's ponified.)

Celestia and Luna turn into Lyra and Bon Bon respectivly when playing a battle game.

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SMB3 Battle Mode Read Me

Known issues:

The "MARIO WIN" and "LUIGI WIN" messages CANNOT be changed. It would require reprograming the game.

	When Lyra wins a 5-round match, she inherets Bon Bon's muzzel. No way to fix the problem without reprograming the game or spending tons of time to get the sprites to fix just right so that they never call the incorrect palette. I think I won't worry about fixing this.

	Bon Bon's crying animation when losing a match is shared with Lyra's. Neither pony looks as good as I wanted them to when crying.

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Please report additional bugs to the Deviantart page.

If you have liked the mod, agian, consider donating to my Paypal link: https://www.paypal.me/2ManySecrets/


Thank you!