Banner
Views: 236,554,487
Time: 2013-05-24 01:20:32 PM
18 users online: Arctic Avenger, everest700, Falconpunch, FlamingRok, gameboy2000, Grav, Gregor, HyperMario, Krirak, o Ladida, Lightvayne, mchabez, Mister Kirby, Purple Rex, RaindropDry, o RPG Hacker, ShUriK KiD, o Undy - Guests: 158 - Bots: 9Users: 22,881 (1,274 active)
Latest: Shizufuzu
Tip: Read all of the tips by looking here.
TSRP2R! [working on: Cutscenes, HDMA]
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - TSRP2R! [working on: Cutscenes, HDMA]
Pages: « 1 ... 11 12 13 14 15 16 17 »
Originally posted by Neutron
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?


Are you referring to the level? Well, anyway, yes the level will appear in the remake.


Originally posted by NES Boy

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.


Thanks, I didn't knew that. I was planning to make this level more colorful, so I might as well use these colors.

Quote

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.


Wow, I didn't knew that they started at one point to put all these story-elements into Tetris. Kind of odd, but it's not bad.

But I think putting a backstory of this sort into the hack would be a bit too much. While I haven't much thought about Tetris yet, I was thinking about how to handle levels like "Whispy Woods", "Deku Tree" & "Green Greens" as far as explanations for their presence in the hack are concerned.
At one point I thought about putting a line in the hack like "Zycloboo picked some stuff out of various different dimensions (game-worlds) and placed it into the 2nd Reality to provide interesting challenges for Mario.
But I wasn't really sure if this would be the best way to do that - right now I think the best solution would be to simple ignore that stuff (plot-wise) so that the player can decide. With the Tetris-plot especially, I think it would be too distracting since there's no relevance for the hack's plot. That was also one of the reasons why I decided to not use all these plot-elements I had planned for the Venom Valley, it has no relevance to the main plot and it would be distracting and maybe even confusing. I want to keep the plot as simple as possible. :)
Well, if you don't have any backstory for any other area: don't add them: really, it could distract the player from the real plot (i think you know this) and would make the plot itself too confusing. I look forward for Venom cave, anyway: how much longer you need to finish this hack???

Also, is TSRP3's subtitle a pun of Lord of the Rings?
Last edited on 2012-03-17 04:53:46 AM by Alessio.
As far as I know, the Second Reality is another dimension; however, unlike Mario's, it is sorta like a combination of other video game worlds and the like, all mixed into one place. Nobody questioned the presence of all this stuff in the first version, I see no reason to question it in this version. The Second Reality, to be blunt, has always been understood to be that one universe where everything is mixed together. The inhabitants themselves are original as well.
Originally posted by Dinomar
how much longer you need to finish this hack???


I have not the slightest idea.

Quote

Also, is TSRP3's subtitle a pun of Lord of the Rings?


Well, it happens that there are a few elements in the plot which are somewhat similar to the plot in Lord of the Rings. Not too much, though.


Originally posted by S.C.O.R.P.I.O.N.
As far as I know, the Second Reality is another dimension; however, unlike Mario's, it is sorta like a combination of other video game worlds and the like, all mixed into one place. Nobody questioned the presence of all this stuff in the first version, I see no reason to question it in this version. The Second Reality, to be blunt, has always been understood to be that one universe where everything is mixed together. The inhabitants themselves are original as well.


I couldn't have said it any better. I think that sums it up pretty nicely.
Originally posted by FPI

Quote

Also, is TSRP3's subtitle a pun of Lord of the Rings?


Well, it happens that there are a few elements in the plot which are somewhat similar to the plot in Lord of the Rings. Not too much, though.


Well, I've never seen Lord of the Rings, so it'll be a completely new thing to me.
Originally posted by S.C.O.R.P.I.O.N.
Originally posted by FPI

Quote

Also, is TSRP3's subtitle a pun of Lord of the Rings?


Well, it happens that there are a few elements in the plot which are somewhat similar to the plot in Lord of the Rings. Not too much, though.


Well, I've never seen Lord of the Rings, so it'll be a completely new thing to me.


Oh well i don't think FPI will base the story on Lord of the Rings, Book 1-2. I just think it's cool to have a pun as title of this episode of TSRP. If not, it may be completely casual.
FPI, like you did with the trailer for a Reloaded version of the first game in the TSRP series, are you planning to do a trailer that compares a random level of TSRP2 with a Reloaded version of the level?
Originally posted by FPI
Originally posted by S.C.O.R.P.I.O.N.
As far as I know, the Second Reality is another dimension; however, unlike Mario's, it is sorta like a combination of other video game worlds and the like, all mixed into one place. Nobody questioned the presence of all this stuff in the first version, I see no reason to question it in this version. The Second Reality, to be blunt, has always been understood to be that one universe where everything is mixed together. The inhabitants themselves are original as well.


I couldn't have said it any better. I think that sums it up pretty nicely.
It makes sense when you go back and play through TSRPR. There are only two worlds that take place in the Second Reality -- Sonic Shortcut (where the levels are very explicitly the zones from the first Sonic game) and Second Reality Assault (featuring appearances by the Rocket Ships, Ladybugs, and Meka Mines from Alfred Chicken). In the First Reality and Thirdspace, you only encounter enemies from Mario games, and the backgrounds ripped from other games are just for aesthetics. The only difference between the two dimensions is that Thirdspace features weirder environments and odd-looking versions of Mario enemies.
Originally posted by Dinomar
Originally posted by S.C.O.R.P.I.O.N.

Well, I've never seen Lord of the Rings, so it'll be a completely new thing to me.


Oh well i don't think FPI will base the story on Lord of the Rings, Book 1-2. I just think it's cool to have a pun as title of this episode of TSRP. If not, it may be completely casual.


You are right about that. The only similarity is really only the fact that in both cases you have a group of people who want to destroy a powerful item by throwing it into a volcano and that's it.

Originally posted by sspp03
FPI, like you did with the trailer for a Reloaded version of the first game in the TSRP series, are you planning to do a trailer that compares a random level of TSRP2 with a Reloaded version of the level?


I'm not sure about doing a comparison video like I did for TSRP/TSRPR but I'm planning to "remake" both original TSRP2-trailers. :)
Hey FPI, I was wandering if you are testing TSRP2R on bSNES to make sure it will works on real hardware unlike TSRPR wich wich was crashing because of the music hack ?
Last edited on 2012-04-14 10:32:34 AM by flagoss.
Even though it's a good idea, BSNES doesn't work at normal speed. Sure, a powerful Cpu is required and yes I do have one and still works slow.
If this will work on SNES9x, then I'm willing to try it.
Originally posted by flagoss
Hey FPI, I was wandering if you are testing TSRP2R on bSNES to make sure it will works on real hardware unlike TSRPR wich wich was crashing because of the music hack ?


Yes - I also plan to fix TSRPR as soon I'm done with this one.

Originally posted by Ripperon-X
Even though it's a good idea, BSNES doesn't work at normal speed. Sure, a powerful Cpu is required and yes I do have one and still works slow.
If this will work on SNES9x, then I'm willing to try it.


I've never heard that Snes9x is making trouble. So, why shouldn't it work there? From what I've understand, when something works on BSNES, it's most likely it will work on the other (less accurate) emulators too.

Besides, I don't really get that about the speed. When I started testing playing TSRP2R in both ZSNES and BSNES, I got faster (less slowdown) results in BSNES.
Originally posted by FPI
Originally posted by flagoss
Hey FPI, I was wandering if you are testing TSRP2R on bSNES to make sure it will works on real hardware unlike TSRPR wich wich was crashing because of the music hack ?


Yes - I also plan to fix TSRPR as soon I'm done with this one.

Originally posted by Ripperon-X
Even though it's a good idea, BSNES doesn't work at normal speed. Sure, a powerful Cpu is required and yes I do have one and still works slow.
If this will work on SNES9x, then I'm willing to try it.


I've never heard that Snes9x is making trouble. So, why shouldn't it work there? From what I've understand, when something works on BSNES, it's most likely it will work on the other (less accurate) emulators too.

Besides, I don't really get that about the speed. When I started testing playing TSRP2R in both ZSNES and BSNES, I got faster (less slowdown) results in BSNES.


speaking of TSRPR, I've recently tested it on Snes9x versions 1.52 and 1.53 and I get the same results as playing TSRPR on any version of bSNES; crashes with a black screen when playing certain levels (like the Lakeside Castle level in the 1st world). however, when I play TSRPR on snes9x v1.51 (or even snes9x-rr v1.51), it runs perfectly with no crashes. whatever changes occured in snes9x v1.52/v1.53, they seem to have broken TSRPR and some other SMW hacks w/ custom music.

hopefully the upcoming TSRP2R game will work on bSNES as well as the newer versions of Snes9x.
Last edited on 2012-04-26 11:53:00 AM by erpster2.
I myself have been using v1.43, and TSRPR didn't crash on me as far as I recall.

Originally posted by FPI
Originally posted by flagoss
Hey FPI, I was wandering if you are testing TSRP2R on bSNES to make sure it will works on real hardware unlike TSRPR wich wich was crashing because of the music hack ?


Yes - I also plan to fix TSRPR as soon I'm done with this one.


Good to hear, because here's some things I'd like to point out:

1. You've changed the look of the Monty Moles in TSRP2R.

Will this also apply to them (and Marty Mole, of course) in the BSNES update for TSRP1R?

2. Will the Koopa Beach song be fixed so that it has the proper opening rather than starting right before the loop?

3. The parallax effect in Frozen Fears needs some refining, don't you think?

4. Earlier in the topic, you've made a point to have every level be visually distinct. Will you take better care of this when you update TSRP1R for BSNES ("Flying Fish Bridge" and "Inferno" are nearly indestinguishable)?

5. Will you make the backgrounds in levels with things that shouldn't appear more than once scroll slower, like you did with TSRP2R's Goomba Garden?

6. Levels with automatically scrolling backgrounds will be changed ala TSRP2R's Ghost Train, will they?

7. Will the cutscenes be redesigned with the border and button prompt from TSRP3's cutscenes?

8. TSRPR's update for BSNES will finally fix the Power Supply pipe mispositioning in the secret ending, will it not?:


As for your latest screenshot of the "Double Trouble" level, I love the visual continuity with TSRPR's "The Launch Base" (It is supposed to take place in the same general area, after all):

So what I'm guessing that The Reality Base is sorta abandoned judging by the screenshot of Double Trouble or am I just misinterpreting things? Anyways, FPI, what are your plans on the Overworld and the Submaps seeing that you are doing a reordering on some levels?
Originally posted by erpster2
speaking of TSRPR, I've recently tested it on Snes9x versions 1.52 and 1.53 and I get the same results as playing TSRPR on any version of bSNES; crashes with a black screen when playing certain levels (like the Lakeside Castle level in the 1st world). however, when I play TSRPR on snes9x v1.51 (or even snes9x-rr v1.51), it runs perfectly with no crashes. whatever changes occured in snes9x v1.52/v1.53, they seem to have broken TSRPR and some other SMW hacks w/ custom music.


That doesn't surprise me - these emulators get all more accurate with every update (I suppose) so I'm guess someday the current version of TSRPR won't work on ZSNES anymore as well (unless no one updates ZSNES anymore).

Originally posted by NES Boy
1. You've changed the look of the Monty Moles in TSRP2R.

Will this also apply to them (and Marty Mole, of course) in the BSNES update for TSRP1R?


Probably not. I want to keep the update for TSRPR as small as possible. If it wouldn't be for the accuracy issue which no one knew about the time the hack got released I would have said "I'm done with this one" anyway. I also don't want anyone to feel they should play the update if they bothered to complete the current version already only because there's some more or less interesting new content somehow.

There's one thing I plan to do however, besides fixing the music issue: adding multiple midpoints in certain levels.

Quote
2. Will the Koopa Beach song be fixed so that it has the proper opening rather than starting right before the loop?


Same as above, probably not.

Quote
3. The parallax effect in Frozen Fears needs some refining, don't you think?


I tend to agree, but I doubt I can do anything about it - I know nothing about HDMA, nor have I any intention to play arould with that. That stuff gives me headaches. :/

Quote
4. Earlier in the topic, you've made a point to have every level be visually distinct. Will you take better care of this when you update TSRP1R for BSNES ("Flying Fish Bridge" and "Inferno" are nearly indestinguishable)?


Probably not, for the reasons I stated at point 1.

Quote
5. Will you make the backgrounds in levels with things that shouldn't appear more than once scroll slower, like you did with TSRP2R's Goomba Garden?


Well, yes, that definetely!

Quote
6. Levels with automatically scrolling backgrounds will be changed ala TSRP2R's Ghost Train, will they?


I'm afraid I don't know what you mean - I can't think of anything that needs changing?

Quote
7. Will the cutscenes be redesigned with the border and button prompt from TSRP3's cutscenes?


No. I'm not even sure if these cutscenes in TSRP3 will stay like that. Unfortunely, they take up a lot of levels in the rom, and I used so much for world 1 already that I don't think I can keep that up unless the hack will be much shorter - when I'm back to TSRP3 I will most likely start from scratch anyway (mostly because of LM's great updates since I started TSRP3) and when it comes to the looks of cutscenes I think we will have to see what I can come up with for TSRP2R. I'll try to keep them in a somewhat similar style even if different tools and methods are used, though.

Quote
8. TSRPR's update for BSNES will finally fix the Power Supply pipe mispositioning in the secret ending, will it not?:


No, I have already taken care of that:


Quote
As for your latest screenshot of the "Double Trouble" level, I love the visual continuity with TSRPR's "The Launch Base" (It is supposed to take place in the same general area, after all):


Originally posted by sspp03
So what I'm guessing that The Reality Base is sorta abandoned judging by the screenshot of Double Trouble or am I just misinterpreting things?


Yes, that is the general idea. Originally, it was Bowsers Base, but when Mario defeated him in TSRPR there wasn't anyone left who would take care of it, so it's pretty much abandoned and doesn't serve any purpose.

Quote
Anyways, FPI, what are your plans on the Overworld and the Submaps seeing that you are doing a reordering on some levels?


The world maps will be completely redone. This is one of the next things on my list, after I'm done with all the levels.
Originally posted by FPI
Quote
6. Levels with automatically scrolling backgrounds will be changed ala TSRP2R's Ghost Train, will they?


I'm afraid I don't know what you mean - I can't think of anything that needs changing?
I'm talking about instances in levels where the background behind the gameplay starts scrolling automatically, slowly building up momentum until it reaches a certain speed. I'm specifically referring to the effect used in the levels "Flying Fortress", "Great Airship", and "Bowser's Starship". It's also used during Mario's jumps between dimensions. While it's used to great effect early in "Flying Fortress" (in that the fortress itself starts flying away a while after Mario has entered it from the mushroom platforms), it's just awkward when you consider the fact that these levels are supposed to be moving constantly. Earlier in this topic, you said you had the same problem when you were revamping TSRP2's Ghost Train.
Since the topic of improving TSRPR has been discussed, I have a question-- if someone finds a way to fix the Yoshi wings bonus game incompatibility, will the keyhole in Yoshi's Final Flight be changed back to a goal tape exit? (I'm guessing not, but I thought the goal tape exit was more fitting.)

(Oh and if you haven't already realized it, "Piranha" was misspelled as "Pirhana" in both TSRPR's credits and TSRP2's "Pirhana Paradise".)
Originally posted by Zeldara109
(Oh and if you haven't already realized it, "Piranha" was misspelled as "Pirhana" in both TSRPR's credits and TSRP2's "Pirhana Paradise".)
On that note, I think "Pyra Psychodelic" from TSRPR is supposed to be spelled "Pyra Psychedelic".
I'm pretty sure it isn't, considering they're all silly pseudopuns like that (Haunted Health, Sillyclone Hilly, etc.). Psycho-delic fits perfectly with this motif.

Also, perhaps this is leaning into the "not leaving well enough alone in a finished work" category, but the layer 3 castle windows in Sandy Shrine always looked super out-of-place, in my estimation. I honestly think a pure black void would look better than the architecturally dissonant windows, but maybe that's just me.
Pages: « 1 ... 11 12 13 14 15 16 17 »
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - TSRP2R! [working on: Cutscenes, HDMA]

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 29

Menu