素材来源与许可
中文像素字体:寒蝉点阵体(ChillBitmap) · Warren2060 / 寒蝉字型。字体项目 ↗
比尔武器标识:N 普通弹、M 连射枪、S 散弹枪、F 火球枪、L 激光枪。
Reused from games/mario-mix/classic-mix.js, existing 1-1 sprite data and decoder.
Source: umaim/Mario, Source/settings/sprites.js, blob 9566387f26f584b197859aa8e2f0b7e481d1cb79.
Code license does not transfer character/artwork rights. Existing website RIGHTS.md applies; no new asset rights are granted.
MIT License
Copyright (c) 2018 Cloud
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
2026-09-19: source-sprite-data.mjs additionally retains the complete sprite library, palette and filter data from the same fixed upstream commit. Provenance and source hashes: ../reference/SPRITE_SOURCE.json. source-art.mjs decodes data only; no upstream game scripts are executed.
2026-09-19: Castle, Underwater, hurry variants, World Clear and Bowser recordings use the same fixed upstream source. Hashes: ../reference/AUDIO_ADDITIONS.json. Original game audio remains third-party material, not relicensed by this project.
2026-10-04 private Castle audio revision: castle-loop.wav is derived solely from the existing castle.mp3 recording of Nintendo's original Super Mario Bros. Castle BGM. It preserves one measured musical period, with a 10 ms blend between matching repeats of that same recording at the loop seam. Source hash, decoded PCM crop, derivative hash, and objective seam measurements are in assets/classic-audio/AUDIO_LOOP_PROVENANCE.json; build-castle-audio-loop.py reproduces the derivative. Nintendo game audio is included for private study; no new rights or MIT license for this audio are granted. The existing hurry_castle.mp3 recording is unchanged.
2026-09-20 local Bill integration: reuses existing games/mario-mix/assets/bill.png, projectiles/contra-*.png and character-audio recordings (Contra jungle, Bill death/pickup and N/M/S/F/L shots). Character/art/audio rights remain with their respective owners; the Mario source code license above does not cover these Contra assets. No new third-party assets were downloaded.
2026-10-04 private texture revision: Dry Bones Shell and Super Mario riding shell use SMM2 SMB1 public catalogue PNGs hosted by Mario Wiki. Dry Bones standing/collapsed, Bowser statue, Castle bone semisolid and Fire Bar orb use SMM1 SMB1 catalogue pixels visually matched to the SMM2 study. Per-file original URLs, SHA-256, dimensions and rights are in assets/smm2-private/SOURCE_ASSETS.json. Image copyright remains Nintendo, independent of MIT code; these assets are bundled only for the authorized private learning comparison. Small/Fire seated variants, missing walking second frame, adapted short statue/column heights and restored firebar mount are documented approximations. No original walkthrough frames are used as runtime sprites.
2026-10-04 detail correction: Podoboo native RLE dimensions corrected from misread16x14 to14x16, retaining all original224 pixels. The opted-in SMM2 Castle study uses a matched SMM1 original transparent14x16 Lava Bubble sprite. Fire Bar internal flame artwork uses four quarter-turns of the matched SMM1 static8x8 orb, supported by original NES GIF white-core motion; sampled50ms cadence is a local animation adaptation, not recovered SMM2 timing. No GIF walkthrough/background crops enter runtime sprites.
2026-10-04 private ghost-house study: SMB1 Ghost House ground composite, timber semisolid, Thwomp, Spiny, P Switch and POW single-frame catalogue images preserve their decoded native palette pixels. Per-file source URLs, hashes, dimensions, gamma interpretation and SMM1-to-SMM2 limits are in assets/smm2-ghost-private/SOURCE_ASSETS.json. Composite cell tiling, thick timber beams, missing P/POW flash frames and source-relative placement remain stated adaptations. Original copyrighted Nintendo material is independent of the code licence and retained only for authorized private learning. No walkthrough screenshots are runtime textures.
2026-10-04 Ghost House Night audio: ghost-house-night-loop.wav is a private-study derivative of the supplied SMM2 SMB Ghost House Night 30s public catalogue sample, one 21⅓-second recurring phrase cropped at documented quiet phases. It preserves speed and pitch, omits the catalogue tail fade, and uses no source-video extraction. Original source and exact crop/output hashes are retained in assets/classic-audio/GHOST_NIGHT_LOOP_PROVENANCE.json. Original game loop metadata, auditory seam review and hurry variation are not claimed. Nintendo audio rights are not transferred by the code licence.
2026-10-05 private SMB1 switch study: ON/OFF and active/inactive red/blue dotted
blocks use six unchanged SMM2 SMB1 original catalogue sprites. Exact static
palette/alpha, native 16px or 14px bounds and 1px inactive inset are retained.
Nintendo copyright remains independent of MIT code. Bright ON/highlight source
phase is static: finite original frames show phase differences but no verified
blink period. No screenshot texture, added shadow, physics/reward/audio changes,
or original SMB3/other-style claim. Sources/rights/hashes are recorded in
assets/smm2-switch-private/SOURCE_ASSETS.json and NOTICE.txt.
Source: https://github.com/Warren2060/ChillBitmap
Archive: ChillBitmap7x_v2.500.zip (unmodified WOFF2)
「寒蝉点阵体」是寒蝉字型又一套像素风格的中文字库。
Copyright © 2020-2022 by warren2060. All rights reserved.
These fonts are free software.
Unlimited permission is granted to use, copy, and distribute them, with or without modification, either commercially or noncommercially.
THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY.
此字型是免费的。
无论您是否进行对本字型进行商业或非商业性修改,均可无限制地使用,复製和分发它们。
本字型的衍生品之授权必须与此字型相同,且不作任何担保。
2022.3.20 Chill Type.
===============================================================================
8×8 ドット日本語フォント「美咲フォント」
(2021-05-05 版)
Copyright(C) 2002-2021 Num Kadoma
-------------------------------------------------------------------------------
ライセンス
-------------------------------------------------------------------------------
These fonts are free softwares.
Unlimited permission is granted to use, copy, and distribute it, with or without modification, either commercially and noncommercially.
THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY.
これらのフォントはフリー(自由な)ソフトウエアです。
あらゆる改変の有無に関わらず、また商業的な利用であっても、自由にご利用、複製、再配布することができますが、全て無保証とさせていただきます。
-------------------------------------------------------------------------------
16px: official v2.502, lossless WOFF2 encoding; complete character set.
ChillBitmap_16px LICENSE
-------
The source code for everything except the compiled fonts in this current
release is licensed as follows:
License for this current distribution of program source
files (i.e., everything except the fonts) is released under
the terms of the GNU General Public License version 2,
or (at your option) a later version.
See the section below for a copy of the GNU General Public License
version 2.
The license for the compiled fonts is covered by the SIL Open Font License
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As a special exception, if you create a document which uses this font,
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See "http://www.gnu.org/licenses/gpl-faq.html#FontException" and
"https://scripts.sil.org/OFL" for more details.
GPL VERSION 2
-------------
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<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
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SIL Open Font License version 1.1
---------------------------------
Copyright (c) <dates>, <Copyright Holder> (<URL|email>),
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This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
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Map Workshop tools reconstruction — original art and derivative limitations
Nintendo artwork and audio remain Nintendo material, independent of code licenses.
This package is for private learning and tool development. It does not grant
permission for public or commercial redistribution of Nintendo or Contra assets.
No gameplay screenshot/photo/video crop is used as a runtime sprite.
The existing SMM2/SMM1 Bone Shell, mounted Super Mario, Dry Bones, statue,
bone semisolid, Fire Bar orb and Lava Bubble bytes and per-file notices are
retained in assets/smm2-private/SOURCE_ASSETS.json. Their raw hashes can be
checked against the included files.
The shared green Shoe renderer uses the decoded original static plain/winged
Shoe Goomba pixels restored from the delivered v3 HTML. These records are in
editor-smm2-shoe-source-pixels.mjs. The raw originals named there were NOT
recovered for this tools package. Embedded historical sourceSha256 values
describe the previous source response, not the reconstructed PNGs. Only the
decoded pixel records and newly generated pixel-copy PNGs are delivered here.
One pose is available. Giant scaling, rider seating, Stiletto and landing-blast
art remain visual adaptations or code approximations; timing is uncalibrated.
The Clown Car uses one original 32x32 frame restored as decoded pixels in
clown-car-source-data.mjs and rendered by editor-clown-car-art.mjs. Its recorded
source page is https://www.mariowiki.com/File:SMM2-SMB-KoopaClownCar.png.
The historical WebP response is NOT recovered in this package. The historical
sha256 inside the source record is not claimed as a hash of any delivered raw
original. A generated pixel-copy PNG, if present, has its own hash and encoding.
All occupancy/motion states reuse that frame. Passenger seating and foreground
rim compositing are local presentation adaptations, not original animation.
Reconstructed pixel-copy files are documented separately from retained raw
assets. See assets/recovered-source-pixels/RECOVERED_PIXELS.json.
The SMB3 style layer is the restored code-drawn study palette from the earlier
source, not the separate experimental original-art branch. That branch is not
included or claimed to be merged.
Font grants remain in CHILL_FONT_LICENSE.txt. Other carried source/art/audio
attribution remains in CLASSIC_ART_NOTICE.txt; historical unavailable paths in
that notice are explained in the package ASSET_LICENSES.md.
Contra Jungle Bill BGM original response was not recovered. bill_theme is
explicitly unavailable (null); Bill effects and gameplay remain. No replacement
recording, invented hash or missing-file dependency is included.
2026-10-05 weighted Spring source addition: one verified SMM1 SMB1 16 x 16 standing Springboard PNG, preserved as atlas/assets/smm2-spring-private/smm1-smb1-springboard-standing.original.png. Source page: https://www.mariowiki.com/File:SMM-SMB-Springboard.png
Direct source: https://www.mariowiki.com/images/7/71/SMM-SMB-Springboard.png?b7296=
Nintendo artwork, private learning only; not MIT. Exact standing RGBA is used only by typed weighted SMB1 Springs. Compression (original caps plus resampled coil when space permits, otherwise cap-row sampling strictly within the real body) and the supported 32 x 32 uniform 2x author size are explicit adaptations; non-square and other typed source bounds are unsupported; no original compressed GIF, compressed animation rip or full SMM2 sheet was obtained. Full source/format/palette/hash record and rights: assets/smm2-spring-private/SOURCE_ASSETS.json and NOTICE.txt.
2026-10-05 SMB1 ON/OFF source-art replacement: six unchanged Super Mario Maker 2
SMB1 catalogue PNGs preserve native RGBA and alpha. Switch and active blocks are
16 x 16; inactive 14 x 14 sprites retain the (1,1) inset. Source rows are shared
by study/editor/offline/native-video and the generic static registry. No added
outside-cell shadow, recolouring, inferred flash timing or state/physics edits.
SMB3/other styles retain the documented legacy approximation. The source ON is
one bright-letter phase; observed dark ON is not a calibrated animation. Rights,
URLs and hashes: assets/smm2-switch-private/SOURCE_ASSETS.json and NOTICE.txt.
2026-10-05 SMB1 key and unlocked Key Door source-art correction: two unchanged
SMM1 (2015) PNG responses, checked qualitatively against finite SMM2 Story28
frames. Native 14 x 16 key has independent centre/bottom anchoring, right-side
teeth and unchanged 14 x 14 loose collision. HUD is a separate uniform nearest
thumbnail; explicit author sizes are uniform adaptations, not original giant
variants. Only already explicit unlocked === true selects the 16 x 32 green
door. Plain/locked legacy and unsupported styles remain labelled adaptations.
No regular panel-door replacement, original red PNG, new actor, schema, physics,
score/audio rule or transition timing. Rights/URLs/hashes:
assets/smm1-key-door-private/SOURCE_ASSETS.json and NOTICE.txt.
Bowser Jr. artwork is derived from Nintendo game imagery. Nintendo retains
the original character/art rights. Nintendo Unity's public original-gameplay
recording was inspected through its credited playback copy:
https://www.youtube.com/watch?v=qa9CTjBgSYU
https://www.bilibili.com/video/BV1c6421f7ue/
This package's five palette-indexed frames reconstruct visible normal SMB1
Bowser Jr. silhouettes from a lossy 640x360 gameplay decode. They are not an
original game sprite rip, exact native palette, or recovered animation table.
Two independently sampled normal poses differ visibly, but native walk-cycle
identity and cadence remain unverified. The small circular fireball is an
authored pixel adaptation of its observed shape. Native 22x22 and 16x16 frame
dimensions are preserved within one-pixel authored margins by the common
editor/live/offline/Canvas renderer. Player contact uses actual visible opaque
pixels, not transparent collision-envelope corners.
Collision geometry, motion, timers and frame selection are explicit author
fits. This notice does not expand any original-game or recording license.
Checkpoint sound: SMM / SMM2, Super Mario Bros. and Super Mario Bros. 3 styles
The former power-up sound substitution has been replaced with the checkpoint
sample documented on Super Mario Wiki. The Super Mario Maker 2 multimedia page
lists the same downloadable file as the SMB / SMB3 checkpoint effect. The source
file page identifies Nintendo game audio and uploader Bel2004. Its recording or
extraction method is not stated, so no ROM extraction claim is made.
Source page: https://www.mariowiki.com/File:SMM_SMB_Checkpoint.oga
SMM2 media page: https://www.mariowiki.com/Multimedia:Super_Mario_Maker_2
Original media: https://www.mariowiki.com/images/7/7a/SMM_SMB_Checkpoint.oga?fb505
smm-smb-checkpoint-source.oga preserves the downloaded Ogg FLAC bytes.
smm2-smb1-smb3-checkpoint.wav wraps the complete decoded original mono 32 kHz,
16-bit PCM in WAV. The PCM is identical: no crop, fade, resampling, gain or pitch
change, replacement notes, or synthesis. CHECKPOINT_AUDIO_PROVENANCE.json records
both file hashes, the PCM hash, source identity, duration, and measured levels.
This is copyrighted Nintendo material, separate from the code MIT license.
The wiki's stated fair-use rationale concerns encyclopedia use; it does not
grant an open license or general redistribution permission. Retained for this
private learning/fan prototype. No other game-style checkpoint audio is claimed.
Objective checks verify decoding, non-silence, runtime event count, WAV embedding,
and video sound mapping. They are not a claim that the model listened by ear or
independently compared the sample against live Switch output.