Hack Status: Completed
Watch the Teaser Trailer on YouTube!
Watch the Trailer on YouTube!
Download the hack
Download the soundtrack
World 1 Starshine Valley - done
World 2 Hedgehog Hills - done
World 3 Lost Woods - done
World 4 Desert Island - done
World 5 Mount Cheesaw - done
World 6 Venom Valley - done
World 7 Second Reality Base - done
World 8 Starshine Heights - done
World 9 Catgoom Kingdom - done
Overworld - done
Layer 3 ExGFX - done
HDMA - done
Cutscenes & Dialogue - done
Music - done
...
Originally posted by Old Post
First, this is not an announcement or something just a bunch of questions and random thoughts about a possible (?) project.
Second (because this question will come anyway), no news for TSRP3. At the end of 2009 I decided to do nothing at TSRP3 in 2010 because I had too much other stuff which needed to be done, so it's on ice for this year. I know that's not what you want to hear, but if there's something positive to tell it's the fact that all the stuff I wanted to do this year worked out pretty well so far, so I have no doubt I'm back into TSRP3 next year.
So... what is this thread about? Since I did TSRPR there were some people asking about a possible TSRP2R and there were even some people who wanted to do this by themselves. So far I said no to all that, because (as I probably said a lot of times before) there's basically no free space left in the rom and wrapping it up in the first place was really painful, so doing any additional stuff was totally out of the question. Thanks to the new version of Lunar Magic that changed now, because TSRP2 wasn't full because of some endless ASM-codes, no it was because of the level data. Almost all the levels consists of lots of single 16x16-tiles because of the ExGFX and that takes up a lot of space. At least, until now - now you have the option to combine tiles and I have a feeling that would do wonders to TSRP2.
But, that's only one of the issues. Second, I haven't thought much about this project yet, because doing a project like this would be obviously a lot of work. Actually, some people talked about combining TSRP2 with addmusic and that would be it - I don't agree because something like that is pretty lame and not really up to my standarts. :p
Take TSRP1 for example: Lots of people told me that all I needed to do was to make a custom overworld and that would be it. I couldn't agree, I had much more in mind, and TSRPR is actually very, very close to what I had in mind for the remake, so... point is, I think TSRP2 needs much more rather than adding custom music and as I said before, it's much of work no doubt. And if you remember what I said about TSRP3 you get the idea why I don't think I will do this project: I really don't know where I take the time. When I'm back into TSRP3 I'm sure it will keep me busy for a long while. I was thinking about turning it into some kind of team hack, but right now it's too early to think about that because that would mean I need time to work on it as well and I don't have it yet.
Back to TSRP2R:
The only way I can see to get this done somehow would be making TSRP2R into some kind of team hack as well. Unlike TSRP3 this might work right now, because all the levels are already done. But the problem is, of course, because the fact I don't have much time for it, someone else would have to do the work, whileI'm doing nothing I would be more some kind of supervisor or something to keep things organised and whatnot. And yeah, compose some music for it of course. I can't see TSRP2R happening without new music from me. xD
Let's see. This is of course all theoretical for now, and whether this project happens or not mostly depends on you aka the ones who wouldn't bother helping me out with it. But before we think further about that, we should look into the kind of stuff I think needs to be done to TSRP2 to reach "my standarts":
-The first point is obvious: Custom music. It's also the one point I will probably take care of myself. Overall I would want to use quite a few ports (mostly ones to fit the areas which means a Kirby-track in a level with Kirby-GFX and so on) - I'm also planning on using many tracks from SMBAllstars to keep the connection to the original TSRP2's music. And at last, new compositions of course, no doubt about that. But I hope it can be done with ports in most places to keep the work minimal. :p
-Second point: Now it gets tricky: The graphics!
TSRP2 has lots of graphics/tilesets and while some of them are still great, some of them needs to redone or upgraded. I'm mostly talking about levels where I used gameboy-GFX which resulted in a NESish look. Another point would be a somewhat consistent graphic-style which mostly means: adding black outlines to solid objects, like I did in TSRPR. So far, this may sound easy, but it's not. We have to keep in mind that we want to use LM's new object-feature and I'm afraid we need to get rid of all the Map16-setups in TSRP2 and start rebuilding everything from scratch (like I did in TSRPR) along with some clever thinking about the objects and whatnot. I think the best way to handle TSRP2 wouldn't be doing it on a "level by level"-basis, but instead doing it on a "doing by GFX-set"-basis.
For example: I would skip Mario's Castle-level at first, starting with the first regular level, remaking it with the new graphics and so on, and then I would do the same thing to all rooms in the game which makes use of this particular graphics. Then, I would move on to the next grahic-set. Overall the whole approach wouldn't be too bad, because there's also the chance to upgrade not only the GFX, but the GFX-files themselves. Most of them just aren't that great and have a horrible setup.
Overall that's pretty much it. I know after the release of TSRP2 a lot of fancy stuff was made, but I'm not sure if this hack needs it. Besides, it would also depend on the space we have left in the rom after the "important" stuff is done, before we look into all that "gimmick" stuff which is only there because it looks good or something. I never cared much for that. ;) Either way... now it's your turn! What do you think about it? Would it work, would there be interest at all in a project like this or is this just not worth the effort? Let me know what you think... because that's the first step anyway. :p
Second (because this question will come anyway), no news for TSRP3. At the end of 2009 I decided to do nothing at TSRP3 in 2010 because I had too much other stuff which needed to be done, so it's on ice for this year. I know that's not what you want to hear, but if there's something positive to tell it's the fact that all the stuff I wanted to do this year worked out pretty well so far, so I have no doubt I'm back into TSRP3 next year.
So... what is this thread about? Since I did TSRPR there were some people asking about a possible TSRP2R and there were even some people who wanted to do this by themselves. So far I said no to all that, because (as I probably said a lot of times before) there's basically no free space left in the rom and wrapping it up in the first place was really painful, so doing any additional stuff was totally out of the question. Thanks to the new version of Lunar Magic that changed now, because TSRP2 wasn't full because of some endless ASM-codes, no it was because of the level data. Almost all the levels consists of lots of single 16x16-tiles because of the ExGFX and that takes up a lot of space. At least, until now - now you have the option to combine tiles and I have a feeling that would do wonders to TSRP2.
But, that's only one of the issues. Second, I haven't thought much about this project yet, because doing a project like this would be obviously a lot of work. Actually, some people talked about combining TSRP2 with addmusic and that would be it - I don't agree because something like that is pretty lame and not really up to my standarts. :p
Take TSRP1 for example: Lots of people told me that all I needed to do was to make a custom overworld and that would be it. I couldn't agree, I had much more in mind, and TSRPR is actually very, very close to what I had in mind for the remake, so... point is, I think TSRP2 needs much more rather than adding custom music and as I said before, it's much of work no doubt. And if you remember what I said about TSRP3 you get the idea why I don't think I will do this project: I really don't know where I take the time. When I'm back into TSRP3 I'm sure it will keep me busy for a long while. I was thinking about turning it into some kind of team hack, but right now it's too early to think about that because that would mean I need time to work on it as well and I don't have it yet.
Back to TSRP2R:
The only way I can see to get this done somehow would be making TSRP2R into some kind of team hack as well. Unlike TSRP3 this might work right now, because all the levels are already done. But the problem is, of course, because the fact I don't have much time for it, someone else would have to do the work, while
Let's see. This is of course all theoretical for now, and whether this project happens or not mostly depends on you aka the ones who wouldn't bother helping me out with it. But before we think further about that, we should look into the kind of stuff I think needs to be done to TSRP2 to reach "my standarts":
-The first point is obvious: Custom music. It's also the one point I will probably take care of myself. Overall I would want to use quite a few ports (mostly ones to fit the areas which means a Kirby-track in a level with Kirby-GFX and so on) - I'm also planning on using many tracks from SMBAllstars to keep the connection to the original TSRP2's music. And at last, new compositions of course, no doubt about that. But I hope it can be done with ports in most places to keep the work minimal. :p
-Second point: Now it gets tricky: The graphics!
TSRP2 has lots of graphics/tilesets and while some of them are still great, some of them needs to redone or upgraded. I'm mostly talking about levels where I used gameboy-GFX which resulted in a NESish look. Another point would be a somewhat consistent graphic-style which mostly means: adding black outlines to solid objects, like I did in TSRPR. So far, this may sound easy, but it's not. We have to keep in mind that we want to use LM's new object-feature and I'm afraid we need to get rid of all the Map16-setups in TSRP2 and start rebuilding everything from scratch (like I did in TSRPR) along with some clever thinking about the objects and whatnot. I think the best way to handle TSRP2 wouldn't be doing it on a "level by level"-basis, but instead doing it on a "doing by GFX-set"-basis.
For example: I would skip Mario's Castle-level at first, starting with the first regular level, remaking it with the new graphics and so on, and then I would do the same thing to all rooms in the game which makes use of this particular graphics. Then, I would move on to the next grahic-set. Overall the whole approach wouldn't be too bad, because there's also the chance to upgrade not only the GFX, but the GFX-files themselves. Most of them just aren't that great and have a horrible setup.
Overall that's pretty much it. I know after the release of TSRP2 a lot of fancy stuff was made, but I'm not sure if this hack needs it. Besides, it would also depend on the space we have left in the rom after the "important" stuff is done, before we look into all that "gimmick" stuff which is only there because it looks good or something. I never cared much for that. ;) Either way... now it's your turn! What do you think about it? Would it work, would there be interest at all in a project like this or is this just not worth the effort? Let me know what you think... because that's the first step anyway. :p