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| TSRP2R! [working on: Cutscenes, HDMA] |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - TSRP2R! [working on: Cutscenes, HDMA] |
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| Posted on 2011-12-11 12:48:18 PM |
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Originally posted by hypershadicIs this going to have extra content such as worlds, levels, bonuses etc.
like TSRPR did? I mean If not then it's still cool, I've managed to beat TSRPR
with-out savestates and I'm going to try and do the same for TSRP2R!
By the way the progress is looking more and more brilliant!
Thank you!
When it comes to extra content, it's too early to tell really. It all depends on how much I can fit into the rom. Besides, Zycloboo doesn't allow me talk about extra content anyway...
Originally posted by ixfd64Any idea how long TSRP2R will be, compared to TSRPR?
Well, yeah about the same lenght as TSRP2 seems reasonable. But since you ask this question I assume you have only played TSRPR then, and in that case, I'd say it will be about the same lenght. (Maybe a bit longer, not because of more levels, but TSRP2's levels usually tend to be longer than TSRPR's and besides that TSRPR needs a while before it increases the difficulty that happens sooner and faster in TSRP2, so I'd guess playing and completing it would take a bit longer in general.)
And while I'm here, I would like to say that I'm almost done with world 5. Barely started with "Crazy Castle" which probably will be a pain in the ass to upgrade, because the ExGFX-setup there was rather chaotic and there were also a lot of rather claustrophobic level passages (meaning not much room to maneuver) and I really would like to change that so I assume this level will keep me busy for a while. Other than that, not much to tell, everything else in this world worked very well, it will be much better in the reloaded version, that's for sure. I'm very happy how everything turned out here so far. 
End of transmission...
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| Posted on 2011-12-12 03:10:18 AM |
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Originally posted by FPI Besides, Zycloboo doesn't allow me talk about extra content anyway...
Oh jeez oh man, I'm betting it's going to be, like, embarrassing school photos of Zycloboo with braces and a great big unibrow (could a being with one giant eye have anything else?) and the like.
FPI's exciting career as a tabloid reporter aside, though there are perhaps other stages in this area I would consider more "memorable", it is actually Mushroom Tower's re-imagining that I find myself most interested in; somehow it strikes me as the stage which best lends itself to creative reinterpretation. Ah, but no need to spoil things just yet; we can always wait for the next round of screenshots so as to receive things in their proper context.
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| Posted on 2011-12-12 08:45:44 AM |
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Niice. Looking awesome FPI. The redrawn GFX are a bit overused, but at the same time go awesomely well with this hack. Anyway, awesome work!
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| Posted on 2011-12-12 10:27:00 AM |
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Really looking forward to seing more levels/this hack finished
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| Posted on 2011-12-12 05:07:28 PM |
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I've completed TSRPR, but only part of TSRP2.
In any case, I'm very excited about this hack. TSRP2R? Oh f**k yes!
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| Posted on 2011-12-24 06:28:21 PM |
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Well, it seems FPI has given us a little Christmas gift -- World 5, Mount Cheesaw, has been completed.
In return, I'm throwing up a series of comparison images showing some of the levels in their original and updated forms. Here they are, as follows:
Mario Castle:
→ 
Monty Mountain:
→ 
Green Valley:
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Kamek's Magic Castle:
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Koopa Cliff:
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Construction Site:
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Temple of Doom:
→ 
Buzzy's Slime Cave:
→ 
The Nautilus:
→ 
Ice Temple:
→ 
And of course, the latest screenshot FPI released, depicting Cheese Building #1:
→ 
This hack sure has come a long way, and I appreciate all the hard work put into it. Keep it up, FPI, and Merry Christmas!
And hey, it's my 100th post! Go me!
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| Last edited on 2011-12-24 06:31:24 PM by NES Boy. |
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| Posted on 2011-12-25 02:16:31 AM |
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I say, Green Yalley looks a bit out of place there, doesn't it? That level just can't catch a break...
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| Posted on 2011-12-25 06:22:57 AM |
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Originally posted by Rameau's NephewI say, Green Yalley looks a bit out of place there, doesn't it? That level just can't catch a break...
Perhaps if I had compared the underground portion of the level...
→
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| Posted on 2011-12-25 09:57:03 AM |
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Wow, that's some nice changes in this hack. Looks very nice in the revamped form.
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| Posted on 2011-12-25 09:57:53 AM |
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Hey great job on these comparison shots! I was thinking about doing that too at some point, but yeah... I was too lazy playing the original hack to take these shots... 
Originally posted by NES Boy
Perhaps if I had compared the underground portion of the level...
→ → 
I think I said sometime earlier I replace that simplistic BG as soon as I had a "real" cave BG ready. Well, since this happened for quite a while here's how it looks now.
Besides, I'd like to add that this level really doesn't look too bad. Sure it looks like it could be out of any game but other than that there's really no problem with it, I think. I really don't feel like changing that only for this reason, after all it was always a part of TSRP2. (And besides, that more "familiar" look in that first world is actually related to and explained in the plot.) 
In other news, yes, I'm done with world 5. Don't really have much screens ready this time for various reasons. Mostly I was too lazy taking some but also I want to avoid a couple of spoilers I'm afraid. Anyway, I have one ready for "Crazy Castle":

(This level will be probably the first to feature 3 midpoints or so... I'm not sure. I still haven't implemented the patch for it yet and I probably won't do that anytime soon, but world 5 was the first where I started thinking about how and where to use them and inserted some as placeholders for now. I probably will go back to earlier worlds at one point and inserting some there too but I save all this for later. Want to go ahead with the level upgrades first.
All that aside, Merry Christmas to all of you!
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| Posted on 2011-12-26 03:49:12 AM |
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While the other World 1 levels do indeed feel more familiar than the later ones (much like in the original TSRP2), they still manage to have something of a distinct character. Our yenerable yerdant yalley, conyersely, seems to take things beyond "familiar" almost into the realm of "generic". I think this may be due to the combination of it having both the modified Allstars background and what is essentially the "default" palette. If the latter were changed to something a bit more interesting (A darker green for the grass and a lighter, more olivey green for the soil, both tying into the name, and allowing the soil to better match the rocks in the underground section? A deep green for the grass and a rich brown for the soil, suggesting fertility, with "green" in this context referring to the area's healthy plant life?), I think the level might fit better with the rest of its Starshine compatriots, being a bit more visually remarkable while still retaining something of its original character.
Krazy Kastle, konversely, seems to have gotten a touch kreepier. A kurious kombination of komponents, yet kompellingly kongruent despite this. Are these the same windows that kome into komission in TSRPR? I always thought those kommanded a certain understated unkanniness, most konspicuously in the komparably krazy Haunted Health. Kwite a kommendable konversion.
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| Posted on 2011-12-26 08:58:09 PM |
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This game is now at the top of my waiting list for 2012 and 2013. I'm guessing it will be finished by then.
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| Posted on 2012-03-11 06:05:46 AM |
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World 6 done!
Whoa, this world gave me a lot to think about, actually. I had quite a lot of ideas ready to incorporate into that world which would have included a new villain, some backstory for the Venom Valley and some crazy events which would have affected several levels. But in the end (and after a lot of thought) I decided to keep all this stuff out of the hack for a couple of reasons, so this world stays very close to what it was before - but the world is actually a bit bigger now, since a few levels from later worlds are incorporated into that. For example the world open up with everyone's favourite level "Balloon Cave #2" which I thought would be a nice transition between world 5 and 6. Rest assured, I altered the level design quite a lot to make this more fair - but I guess the last word will have the beta testers for that. ;)
As you can see on the screenshot above, World 2's original boss gets used here, slightly trickier (since Zycloboo can hurt you) and if you happen to have the flower you must be extra careful not to destroy the "Flower-blocks".
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| Posted on 2012-03-11 06:12:39 AM |
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Looks awesome FPI 
Just great...
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| Posted on 2012-03-11 07:25:54 AM |
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That looks pretty pretty cool!
But, in the first pic i don't understand why the YI enemy, unless it's redrawn, does not seem redrawn: i could think to make a better redrawn version of it, though: i would take ten minutes or even less. Then, i think that, in the background, the dark red part of the gradient part should be brighet than the cave colors: the contrast between them is too evident.
See:

I changed the gradient part, so it doesn't contrast with the dark cave part. Then i added a small particular in slopes, to make the anti-alias look a little better. But that's a pettiness.
I think something like this (not equal to) could be much better.
Is the second piranha statue part of layer 1 background where mario can walk through?
Then i think that three reflecting boo streams make the boss battle too hard, i think... then, i dont know how it will work in gameplay.
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| Last edited on 2012-03-11 07:27:28 AM by Alessio. |
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| Posted on 2012-03-11 04:37:35 PM |
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Wait wait wait, are you telling me the boss of the Fire Temple isn't underwater now? Now that doesn't make any sense at all.
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| Posted on 2012-03-11 05:53:42 PM |
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The hack's looking great overall. I did wonder why the Fire Temple boss was underwater at the first place. Glad to see a revamped (and harder) fight.
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| Last edited on 2012-03-11 06:02:33 PM by leictreon. |
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| Posted on 2012-03-12 10:32:53 AM |
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Hey there Dinomar, long time no see! Well, your suggestions all sound reasonable, so consider it done!
Originally posted by Dinomar
Is the second piranha statue part of layer 1 background where mario can walk through?
No, the statues are all solid, but the pillars aren't.
Quote
Then i think that three reflecting boo streams make the boss battle too hard, i think... then, i dont know how it will work in gameplay.
I don't know. Worked for me. In the original TSRP2, this was the second boss battle - the first had an easier room (only spikes on the sides) and one boo stream, so when I did the second one it was supposed to be a harder version of the first battle, which seemed a natural progress to me, before moving into other kind of battles.
Either way, I think for World 6 this is kind of appropiate. After all, the Venom Valley never was easy business. 
When it comes to the graphics and atmosphere, the first 5 worlds are pretty "light", but from this world onwards it will look somewhat "darker", even the daylight levels. Or at least that's the plan but I find it kind of appropiate.
Originally posted by Rameau's NephewWait wait wait, are you telling me the boss of the Fire Temple isn't underwater now? Now that doesn't make any sense at all.
I'm afraid so. This was one of the things I had to thought a great deal about without coming to a satisfying solution, so yeah... no underwater boss here. I guess this is one of the occasions were the original hack will be DEFINETELY superior to the remake no matter what. 
I plan to move the underwater boss to the Power Supply station. (At least that level was partly underwater...) Previously, Zycloboo was sort of there, but there was no battle. Well, the reason for this is quite simple; battling the boss would have ended the level, but the player is supposed to hit the switch there, so...
well, that this isn't a problem anymore, of course. SMW hacking has come a long way. ;)
Originally posted by NeutronI did wonder why the Fire Temple boss was underwater at the first place.
Well, when I made the boss it was supposed to be the boss for the "Starlight Road"-level. But during production, a lot of things changed when it comes to level order and whatnot. For the final hack, it wasn't possible to have a Zycloboo-fight on the Starlight Road, because by that time Zycloboo is already "grown up". And for whatever reason, the boss ended up in the Temple of Fire (I suppose by that time that was the only possible level left where I would need a boss or something but I don't remember that.)
That aside, I'm looking forward to world 7, which will include all the "futuristic base"-levels.
This place is supposed to be the base where Bowser had build his invasion fleet in part one. But after Mario defeated Bowser, no one was there anymore to maintenance it, so... all the machines are either working wrong or not working at all. It sure will be interesting to corporate that into the graphics. It will be fun.
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| Posted on 2012-03-12 04:49:40 PM |
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Glad to hear that. Gravity Control was one of my favorite TSRP2 levels and i'm looking forward to the remake.
Well, there will be a remake, right? or will it be merged, or whatever?
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| Posted on 2012-03-13 01:29:14 AM |
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I have a question and a suggestion concerning Tet-Retropolis, assuming that it's not part of one of the first six worlds:
Will the revamp include the now-standard colors for the Tetriminos? They're listed on the official Tetris site's glossary, and the color scheme has been in effect since the game Tetris Worlds.
Speaking of Tetris Worlds, my suggestion is that the enemies for this level could be the Minos from that game. Here is a great reference video for the game, and the description has the text from the instruction manual that are relevant to the game's story.
If a backstory for the level is possible, then let's say a Tetrion existed on the planet that TSRP2 takes place on, and a colony of Minos arrived from the Hadar 4 exodus some years ago, establishing the city of Tet-Retropolis not far from where Bowser's reality base was eventually created. As for their relevancy to the overall storyline, that's for you to work out.
Again, this is only a suggestion, and I won't be upset if my idea to tie in Tetris Worlds wouldn't make it into the game.
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - TSRP2R! [working on: Cutscenes, HDMA] |
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