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The Second Reality Project 2 "R" Release
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2014 - The Second Reality Project 2 "R" Release
Pages: « 1 2 3 4 5 6 7 »
World 2 completed.

• So the Extra levels still found a way to appear in this hack. Interesting...
• Mega Munch is the mole that appears in Goomba's Quest #2 in the original TSRP2, correct?
• The music in Top Secret Area #2 is reused from TSRPR, heh.


18/112 Exits found (16%)

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Your layout has been removed.
Postcount +1 in acknowledgement of one of the most anticipated SMW hacks in the history of the internet. Good job, FPI! I can't wait to sink my claws into it!
I can't get it to work at all. I've downloaded two different ROMs from two different sites, downloaded the patch multiple times, patched it both with Lunar IPS and tried soft-patching it when that didn't work, and tried it using RetroArch, SNES9x, and ZSNES.

Every single time I get a bad checksum error and it won't even play anything at all. Just a black screen.

Any ideas what I could be doing wrong?

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Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Finished World 3.

• I forgot to say this last time, but I noticed that Marty's Secret Base is TSRPR'S Top Secret Area in spirit, being a resource for finding out where the big switches are along with some lateral secrets in several courses.
• I really like the music in Deku Tree and Buzzy's Tree Buzz.
• Interesting ground at the end of Treetop Athletics...


27/112 Exits found (24%)

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Your layout has been removed.
Originally posted by FPI
Originally posted by S.C.O.R.P.I.O.N.
The MIDWAY/SECONDARY EXIT bug has plagued this rom!

Not really, but the newest version of Lunar Magic causes the level editor to count Secondary Exits, and Midway Entrances as sprites, as seen here...


Ah, isn't it great when a newer version of LM does handle things like that suddenly completely different? It's right that switching to LM 2.21 was pretty much the last thing I did, because I wanted the flickering screen glitch fixed but I also didn't wanted to screw up the multiple midway point patch. So yeah, this is the result.

So I take it I have to delete all these unused exits and whatnot to make it work? The fun thing about it that I have to check all levels now as well if there is an outside-level leftover entrance. Great, sounds like fun. #tb{:p}

Believe me, I'm on the very same train, boat, airship... space station... whatever it is you're designing your hacks in and the midway entrance does that. Either way, I've been playing this hack, in the
Power Supply Station
, and I'm loving it so far! Not going to report the same bug other people already have, but I'm not going to blame you for it either; I make that mistake sometimes too. It's the little things that hit home the hardest. >.<

Anyways, I have to ask, did you draw the graphics for the
Reality Base
? Because they look awesome. I ask this because I may end up using some of the graphics seen as some graphical inspiration and make some new tilesets; and the last thing I need is people saying
Originally posted by unnamed user
Hey, you(S.C.O.R.P.I.O.N.) stole from FPI!!!

Ugh, I still remember that whole incident, every single one of them.

Is it strange that I'm still amazed at how you can compose? The soundtrack to this game is incredible, yet very different from TSRPR's. I digress, this hack deserves the featured spot. You put so much into it. I'm very happy you were able to get this out to the public. You deserve plenty of cookies, and a pat on the back for this wonderful work of art.

By the way, absolute love these guys, what are they called?
Congrats on finally getting the hack done! I'm sure my nights going forward will be occupied with playing it.

Hope TSRP3 isn't far behind.
Okay, I simply don't understand this. Am I supposed to expand the rom or something? Is there a particular version of a specific emulator that I'm supposed to use? How do I make this work?

I'm sorry, but I've been looking forward to this for a very long time, since it was first announced, and it's driving me nuts that I can't get it working now that it's released.

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Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Just grab a clean ROM, patch the IPS to it with FLIPS, and play it with any emulator.
It should work on all the most recent versions of all popular emulators (ZSNES, SNES9x, BSNES).

What emulator are you using, and what's the version?
I've tried using FloatingIPS and LunarIPS to patch it with the same results. I'm certain that I have a clean ROM that I'm patching to. I've downloaded the patch off of FPI's website three or four times now.

I've attempted using SNES9x 64bit v1.53, I've tried ZSNES v1.51, and I've tried all of the SNES9x and BSNES cores in RetroArch, which I normally only use for playing PC Engine games. None of these work at all, I still get the same frozen black screen and the yellow warning text saying that there's a bad checksum.

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Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Then it's either not a clean ROM or the wrong type.

Is it SMC of SFC?
I don't know if this is the right place to report this, but I think I found another bug (besides the previous one reported for the Ghost Train level). Spoilers below:

When fighting the Mozzarella sisters, once you defeat both of them, there's no event/boss defeat trigger. I was on the right side of the screen when this happened. However, I managed to trigger the boss defeat event by jumping on top of the higher platform where one of the sisters were.


My apologies if the wording is a bit bad, haha.


And about the ROM not being able to work, I think that the Super Mario world rom file has to be .smc, since I got the hack to run.
It's a SMC file. I just tried downloading another copy from a different site, with the file name

Super Mario World(U)[!].smc

and it didn't work either.

EDIT: Okay, I'm going to try one more time. I deleted everything, including the emulator itself and re-downloaded it.

I found a pre-patched version of the first Reloaded game to use as a control group. It works perfectly on the emulator. (SNES9x 1.53 32-bit)

I downloaded the clean rom from the same site. Testing the clean ROM, it plays in the emulator as well. The file is an SFC one. I also downloaded Floating IPS again from the link provided a couple posts above.

I download the patch for the first Reloaded game and patch it using Floating IPS. I get a message saying that the patch was successful. I try running the new patched version, and I get a bad checksum and the game crashes after the Nintendo screen.

It appears that my problems come up whenever I try to patch a game myself. Any ideas?

EDIT II: I tried again with another clean rom, this time an SMC. I still get the same error upon patching. I don't understand this. My old computer never gave me trouble patching roms before. (Before you suggest to try using the old computer, I'm using this one because the old one is broken.)

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Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Originally posted by Kurt91
It's a SMC file. I just tried downloading another copy from a different site, with the file name

Super Mario World(U)[!].smc

and it didn't work either.

EDIT: Okay, I'm going to try one more time. I deleted everything, including the emulator itself and re-downloaded it.

I found a pre-patched version of the first Reloaded game to use as a control group. It works perfectly on the emulator. (SNES9x 1.53 32-bit)

I downloaded the clean rom from the same site. Testing the clean ROM, it plays in the emulator as well. The file is an SFC one. I also downloaded Floating IPS again from the link provided a couple posts above.

I download the patch for the first Reloaded game and patch it using Floating IPS. I get a message saying that the patch was successful. I try running the new patched version, and I get a bad checksum and the game crashes after the Nintendo screen.

It appears that my problems come up whenever I try to patch a game myself. Any ideas?

EDIT II: I tried again with another clean rom, this time an SMC. I still get the same error upon patching. I don't understand this. My old computer never gave me trouble patching roms before. (Before you suggest to try using the old computer, I'm using this one because the old one is broken.)

I'm going to suggest trying to find Lunar IPS and using it. If Floating IPS won't work, maybe this will.

--------------------


Vanilla Twist!
Originally posted by Hailcrash
I'm going to suggest trying to find Lunar IPS and using it. If Floating IPS won't work, maybe this will.

He tried that, and either way it wouldn't make a difference since they are basically the same, except FLIPS has more features and such.

Last thing: do you have it anywhere weird like a dropbox folder?
I finally got it working. I just kept finding different places that had the ROM for download, and after about five or six different copies, I finally found one that works.

Thank you for all the help, though.

--------------------
Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
World 4 has been cleared.

• In the original TSRP2, Lemmy Koopa just seems to show up out of nowhere as the boss of the pirate level. I'm glad his presence has actual context now.
• The picture of Marty at the end of "We Are Pirates!" is cute.
• The addition of falling mines towards the end of The Catmarine made that part of the level more engaging.


45/112 Exits found (40%)

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Your layout has been removed.
Okay - time to adress a couple of things. #tb{;)}

Originally posted by Hailcrash
Also, do you plan on releasing an MP3 soundtrack at some point? The one you made for the prequel was what inspired me to make one for The Devious Four Chronicles.


Yes, it sure will come sooner or later.

Originally posted by RPG Hacker
Also, I see what you did there. You know. Releasing a trailer of the game at C3 to trick us all into believing the game is going to come much later and then - BAM! - releasing the game at the same C3! Very clever indeed!


It had nothing to do with being clever. Having the hack ready for C3 was a pretty close call to begin with, and the trailer was some sort of last minute-thing I wanted to have done before the release (because first releasing the hack and later the trailer didn't made much sense to me.) In any case, it was quite a miraculous thing to have both things ready for this C3. #tb{:]}

Originally posted by WhiteYoshiEgg
I had the pleasure of beta testing this, and I simply had a blast playing it. (so any bugs found may or may not be my oversight).


Well, I'm surprised that none of us ran into the Ghost Train problem earlier, including myself - I playtested everything quite thoroughly as well and never ran into the problem. Sometimes, stupid things happen. As for the other glitch, it didn't appeared in the betas. No idea why it wasn't there but in the final release. #ab{x_x}

Originally posted by Rykon-V73
Wow! I wouldn't have thought Switch Palaces are long levels now.


Actually that always was the case. #tb{;)}

Originally posted by Moose
Hmm, due to a space saving trick I did on that "Green Hill Zone" fixmix, #5 on the death music occasionally gets out of tune, depending on when it's activating. Do you think you could fix the death music by putting $ed $81 $00 at the beginning of #5?


Will do! #tb{;)}

Originally posted by Z. Raffle tikt
Well, actually that one level with the lava skulls... I thought they were background bushes and had one hell of a time koopa-jumping my way to the end without savestates.


Are you talking about the Woodwater Way Level? Surprised to hear that such a thing is possible. I never attempted that. #ab{O.O}

Originally posted by NES Boy
• The music in Top Secret Area #2 is reused from TSRPR, heh.



Yes, that's correct. It's there because I liked it and was quite underused in TSRPR, as part of a very short and easy level.
#tb{:p}

Originally posted by Kurt91
I can't get it to work at all.


As others said, it sounds like just having a wrong rom. I'm glad this is fixed now! #ab{:)}

Originally posted by S.C.O.R.P.I.O.N.
Anyways, I have to ask, did you draw the graphics for the
Reality Base
?


Yes, I originally created them for the original hack, but back then they didn't looked too great, so like many other graphics I spiced them up a bit, making them more 16-bit-ish and overall easier to work with palette-wise.

Quote
By the way, absolute love these guys, what are they called?


I'm not sure wether they have official names or not. In the credit sequence from TSRPR, they were called "Meka Mines", though.

Originally posted by m4sterbr0s
When fighting the Mozzarella sisters, once you defeat both of them, there's no event/boss defeat trigger. I was on the right side of the screen when this happened. However, I managed to trigger the boss defeat event by jumping on top of the higher platform where one of the sisters were.


Well, there's a level ender there, but for it to trigger it shouldn't make a difference where you stand. I suspect it just took a while to trigger because the bombs need to be gone completely too, so sometimes they either need to explode or sink completely into the lava for the event to trigger, and I would assume that is what was happening to you.


In any case, thanks for playing and I'm glad you enjoy it so far! I'm also happy to see that the screenscrolling & ghost train glitches are the only ones so far. I'll probably wait a small bit longer for people actually beating the game but if all goes well to that point, I upload the bugfix. :)

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World 5 cleared.

• This world is so big, you had to split it into two paths like in World 4 (forked through Cheddar Chambers).
• I totally missed out on reading the Mozzarella Sisters' diaries in Ancient Mouse Trap. I didn't even know the objects in front of their remains are actually books. I thought they were traps.


63/112 Exits found (56%)

Since C3 is almost over, I'll continue my world-by-world impressions on the TSRP2 dev thread.

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Your layout has been removed.
Originally posted by NES Boy
• I totally missed out on reading the Mozzarella Sisters' diaries in Ancient Mouse Trap. I didn't even know the objects in front of their remains are actually books. I thought they were traps.

Oh what? I've never even remotely noticed those. *goes back to playing*

Originally posted by NES Boy
Since C3 is almost over, I'll continue my world-by-world impressions on the TSRP2 dev thread.

From what I know the forums will stay open for posting for a while; closing for now just means no more threads can be made.

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Pages: « 1 2 3 4 5 6 7 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2014 - The Second Reality Project 2 "R" Release

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