Changes made after v0.6's release and until the current version, from newest to oldest.
===V0.7.0.0 REV 01 CHANGELOG===
-Added a staff roll sequence which can currently be accessed from the world warp screen.
-Fixed the sliding platforms in World 6 Exit.
-Fixed the dislocated pulley platforms in World 6 Exit.
-Zebes is now the world boss level of world 9. The Library has been moved to 9-4, and the secret exit in Zebes has been removed.
-Diamondus has been moved and is now 9-8. Added a treasure ship to where Diamondus was previously located.
-Dracula and Dr. Wily now use the correct health meter.
-Fixed respawning vegetables not respawning
-Updated the mushrooms in Journey to Funkotron to restore health for health-based characters
-Added missing objects in Geminiman's room
-City Escape now properly exits the level and has it count as beaten
-Fixed Classic Mario and Classic Luigi playing their jumping sound twice when jumping off of a ladder
-Added more missing midpoint objects
-Swapped out a few more music tracks (Boo's Mansion, Toyland, World 7 Map)
===V0.7.0.0 STABLE REVISION CHANGELOG==
-When playing as Simon, powerup blocks now spawn an orb which spawns subitems. This is merely a visual fix.
-Several tilesets have been cropped to remove unused space, resulting in a slight decrease in filesize
-Added missing solid objects to the second room of Tower of Babel
-Fixed glitched enemies in Robot Museum
-Fixed a broken warp in Gelatinous Journey
-Fixed the Blob not appearing for Mega Man characters in Gelatinous Journey
-Roll now has her own starman and level complete music tracks
-Mystic Forest now uses the correct coin type
-(CB78) Recolored the sprites for Wario's dragon hat and jet hat powerups to be consistent with the rest of his sprites
-(D-TurboKiller) Revamped the sprites for vampire Wario
-(Del) Reworked the attack pattern for the wolf enemies
-(Fosterkmas) Revamped the layouts for individual rooms in Dire Dire Docks and Tree Zone Trek
===V0.7.0.0 WIP REVISION 2 CHANGELOG==
Major fixes and changes:
-New overworld enemies have been added. Three of the overworld sprites were made by Kibbleknight, while the last one was made by No Body. The rooms were made by Fosterkmas.
-Transitions between rooms, as well as the level start screen, now have a slightly shorter delay and no longer lock up the game
-The character loading screen no longer displays every step of the loading process as the original implementation of this was sloppy
-Reworked the question mark block skinning code to prevent unusual sprite flashing in-between before and after being hit
-Fixed icy slopes not working correctly
-Fixed broken text boxes in mushroom houses, removed old obsolete system that was originally used
-The frame skip object and its functions have been dummied out as they're no longer necessary, nor would they work in newer versions of game maker
-The blue shell powerup now works more similarly to how it worked in New Super Mario Bros: Speed is maintained while using it and you're invincible with it, but you are not able to turn and must be holding down the duck button for as long as you want to use it.
-Collision with bricks has been improved
-All external sprites that were in Game Maker 8's proprietary .gmspr format have been internalized
-All external tilesets that were in Game Maker 8's proprietary .gmbck format have been internalized
-Levels that will be removed from the map screen have been labelled "PENDING REMOVAL" and will play an error sound if you try to enter them
-Fixed sprites not being set correctly for City Escape's cutscene
-Fixed instantly dying to the City Escape boss
-Turning off flashing lights now makes the Zapper's bullet visible
-Fixed the miniboss in Wily Citadel 2 becoming invincible indefinitely
-Fixed collision issues with Green Greens' boss
-Fixed the bullets in Watinga's first boss fight not hurting the player
-Increased the animation speed for Vile and Zero while carrying an object
-(Missing from previous changelogs) The animation speed for Mario, Luigi, and Link now increases if you're running while holding an object
-(Fosterkmas) Updated the level designs of Desert Edifice, Wretched Tundra, and Forsaken City
-(Auralancer): Replaced the original version of Radonkel with the SMFR version
Minor fixes and changes
-Fixed tile issue in Antenora
-Fixed small Wario's enemy ramming sound playing twice
-World warp pipes are now colored differently on the map screen. Purely cosmetic.
-Castle levels now play the crumbling sound on the world map after being beaten for the first time
-Added missing tiles for Green Greens' last room
-Added missing solid objects in Green Greens
-Removed misplaced solid object in Green Greens
-Fixed the green blob enemies in Green Greens not being defeatable with the invincibility star
-Fixed a collision issue in the beginning of Lake of Amnesia
-Warp pipes between map areas now play a different sound from the normal "level start" sound
-Bomb Man now takes normal damage from all weapons
-Moved some misplaced solid objects in Frost Palace
-Added a missing solid object in Lost in Retro
-Added missing midpoint objects for a few more levels
Behind the scenes changes
-Began the process of fixing errors that came up with "Treat Uninitialized variables as value 0" turned off
-Added a new script, scr_enemyinit, for the purpose of simplifying the process of initializing variables for enemies -Moved all horizontal movement scripts and all swimming scripts to User Defined events for every player character. This will remove the need for every player character to have otherwise unused variables.
-Initialized variables for more objects
-Removed more unused code while improving existing code
===V0.7.0.0 CHANGELOG==
New Levels
-World 6 Exit (Part of 1-10)
-World 7 Exit (Part of 1-6)
-World 8 Exit (Part of 1-F5)
-Moscow Malady (2-16) [WIP]
-Bridge to Morden (2-WB)
-Robot Museum (3-F2)
-Wily Citadel 2 (3-WB)*
-Heart of Darkness (4-WB)
-Desert Edifice (5-3) [WIP]
-Wretched Tundra (5-6) [WIP]
-Foresaken City (5-7) [WIP]
-City Escape (7-5)
-Freon Ice Zone (7-7)
-Snowy Tower (8-7)
-Gelatinous Journey (8-8)
-Angel Land Castle (8-F2)
-Pixel Factory (-1-1)**
General
-The HUD has been given an update: The score no longer appears on the HUD and can now be found on the main pause menu. Additionally, the rupee counter now displays on the map screen at all times.
-The score now properly saves instead of being reset upon loading a game
-Levels that end with either a boss fight or a level-ending object now have a unique "LEVEL COMPLETE" event!
-Fixed Mario, Classic Mario, and Classic Luigi's raccoon tail flutter causing you to lose all your momentum if using it while rising
-Infinite use keys have been given a unique sound cue when collected
-The little reapers that used to take time away from the timer now take rupees away from you instead.
-Fixed a memory leak issue caused by generating fonts without unloading them
-The above fix also added two more changes: The pause menu now has the word "PAUSE" appear over it, and the font used for when Simon enters a level is no longer broken
-The enemy marker setting in the options menu has been replaced with a setting to disable flashing lights to reduce the risk of causing epileptic seizures
-Secret exit keyholes have been given a proper animation and no longer pause the whole program, ported from Hello Engine Legacy
-Several unused map sprites have been repurposed to add some more variety to the world maps
-Fixed several common sprites appearing to be distorted, most notably for the player characters as well as the Goombas.
-Replaced several low quality sound effects with better quality versions. The sounds themselves are identical.
-Fixed slope collision issues with Link when using his sword
Sonic's general gameplay has been given a big update
-Sonic and Tails' shields have been given a graphical overhaul. The kevlar shield has been replaced with the bubble shield, while still keeping the same protection level. The bubble shield gives you the ability to bounce off of the ground. The fire shield now has a unique sprite for using the dash ability. Special thanks to Lars Luron for the "Bubble Shield" text for the ToeJam and Earl levels!
-Sonic has been given the instashield ability from Sonic 3. Press the jump button while in the air to use it (only works when Sonic has no powerup other than the quick man suit)
-Sonic's rocket boots now have a flutter ability
Misc.
-Snowdriftland has been moved to World 8
-Fixed a rare bug caused by the bird enemies in Rice Beach not properly setting the player's "holding" state to 0
-Fixed some minor animation errors for Raccoon Mario, Tanooki Mario, and Rabbit Luigi when combining their special jumps with other actions (i.e fluttering)
-Fixed spin jump impact smoke staying on the screen for longer than it should have
-Fixed all reported cases of broken message boxes
-Fixed a missing midpoint object in Raccoon City
-Fixed several enemies not changing their color back after being hit
-Fixed powerups for Arthur and Simon playing the incorrect sounds
-Fixed Vile's health meter not using the correct sprite if you played as Zero prior
-Fixed missing solid collision objects in Dracula's Castle, Banshee Boardwalk, and Water Temple
-Fixed broken ceiling collision in Diamondus
-Optimized more code while removing more defunct code
*NOTE: The original Wily Citadel 2 level has been renamed to Wily Citadel 1. This new level would was originally known as Wily Citadel 4.
**NOTE: Arcade Factory has been moved to -1-6