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TSRP2R! [v2.2 released]

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Didn't someone make a version of the Big boo Boss that can interact with and directly hurt Mario? I could see that being useful...
Haven't tried it yet, but I saw it in the section and I plan to use it (if it works).

Besides, I agree that the original bosses are alright but I think I'll change them nevertheless, mostly for plot-reasons. I'll make some slight adjustments to the story so that the plot in general makes a bit more sense. :p

Awesome. I'm looking forward to this project. If this even reaches the level of TSRPR, which was epic by the way, I would say this needs to be in the top 5 for a LONG time. If there is any custom sprite that you want I'll try my best to create it.

I plan to release at least 4 sprites by C3 next month (Necky Jr., Clawgrip, Custom Lemmy, Custom Wendy, and if I can finish them Boom-Boom, Tryclyde and Larry). Let me know.
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Hi there FPI, its nice to see you back again!

My opinion on your plans:

I think you should finish TSRP3 before you start this prosject. I agree that it would be necessary for the trio looking at GFX style, music and storyline, but I've been waiting for the sequal since I started hacking 2 years ago. Enough said.

But, don't mind me. Do what you think is the right order, it will probably be for the best of this series.
First off, I realise the TSRP series wasn't getting any love on the SMWiki, so another wrong righted!

Second, it would make sense to import the look of the Power Supply Station from TSRPR's ending into this new version of TSRP2. Heck, I still have that comparison image I made all those years ago:


Your layout has been removed.
Haha, you don't need to remind of that (but thanks anyway)! xD
I'll upgrade the FG-graphics for sure and I will use the TSRPR-palette but I'll most likely use (a slightly upgraded version of) the TSRP2-BG. I think the different BG fits, since Zycloboo was obviously playing around with this place before Mario got there.

But besides that, I'll fix that mistake on the left with the higher platform, and the !-switch obviously will get it's "P".

(Hey, and thanks for updating the wiki!)

In other news, I would like to add that upgrading the hack so far seems to work faster than it did for TSRPR, since I don't need to recreate everything from scratch. Overall I was pleasantly surprised by that because at first I thought the fact that TSRP2 already had so much custom graphics would make it harder. So far, I think I was wrong with that and I hope it stays this way - I'm just starting... ;)

It's on it's way....Awesome.
YouTube <-- Let's Plays and stuff.
^ Made by Tahixham
Originally posted by FPI
If I'm not mistaken, it's now possible to add more than one midway points to levels, right? If yes, this might be perfect for this hack, too, since most of the later levels are very, very long...


This is the most awesome thing I've read in this thread. A lack of that feature back in TSRPR was the only thing I didn't like about that game. I loved everything else about it. In fact: If you're done with TSRP2R and TSRP3 you might want to consider releasing a v1.2 of TSRPR, where you're doing the changes you want to do (like adjusting the title screen) and maybe add a few additional midway points to some of the really long levels in the game (like the final level). Anyways, I'm loving this so far. :)
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
The screenshots are awesome, FPI!

BTW: Is there any way, shape, or form I can help with this hack (i.e. compose something, reload gfx, leave you the heck alone, etc.)?
Check out my music!
I support you in any decision you make FPI, your work always turns out phenomenal.
Good to hear that you are making progress with it. I hope you fix up the difficulty a little, some levels like Balloon Cave 2 are infamous for being really unfair.
(Just noticed this today...)


Personally, I don't think a team approach would work for this...

I very much admire the way FPI does most of the work himself on his hacks. Since he probably has a pretty clear idea of how he would prefer to remake the hack, I believe that anyone else directly contributing would likely cause style clashing overall (something that is mostly avoided in his current hacks, due to the ASM and soundtracks being fairly consistent).

That's not to say people shouldn't give FPI feedback and suggestions, of course.

(Just a random note to people: TSRP2 is my favorite hack, and one I've played and analyzed a lot... In fact, I'm pretty sure I was one of those people FPI mentioned who tried to make an unofficial TSRP2R on my own. If I hadn't discovered FPI was making a TSRP2R, I might have eventually actually finished the TSRP2-with-TSRPR-music project...)


Anyway, here are some random thoughts of mine (quite a lot of random thoughts, actually)...

- A custom soundtrack and correcting the spelling/grammar mistakes are obvious. I doubt anyone needs to ask FPI to do that.
- About using a mixture of ports and new compositions, that makes sense (considering TSRPR's Sonic levels). Though maybe a few tracks could be reused (or remixed) from TSRPR as well? (I'm thinking of the Orbital Station track in particular, considering that TSRP2's Starlight Road contains the same location...)

- I personally dislike the palette in that Goomba Garden screenshot, as well as the graphical change of the ground. They feel too much like TSRPR's early worlds. Since TSRP2 is set in the Second Reality, it makes sense to me for it to have a somewhat different graphical/palette style, as opposed changing it to be entirely consistent with TSRPR. (And TSRPR's Sonic world and World 8 have a different graphical style, after all.)
- I certainly understand using the redrawn graphic style for consistency, of course.

- About palettes, some of the original palettes (especially the one in Kamek's Magic Castle) made it difficult to see things.

- I would not approve of reducing the difficulty, whether early-game or overall. TSRP2's difficulty is much more balanced than TSRPR's. (TSRPR starts off fairly easy, but increases very steeply overall, and ends even harder than TSRP2's final/secret levels. TSRP2 starts out much more difficult. In my opinion, difficult hacks should start out fairly difficult already and increase gradually-- TSRPR's is deceiving.)
- However, some levels need to be more fair... (Behind the Castle, Tricky Temple's first room, GoldenYoshi's Palace, Rice Beach secret exit (possibly), Mysterious Pyramid, Mario Castle secret exit, Rhino-Oil secret exit, Balloon Cave #2 especially... I might add more levels to this list here if I think of them.)
- Difficulty adjustments overall (like in TSRPR) would be good, though. (I think Behind the Castle is much too difficult for a level accessible in World 1, even for an optional level.)
- Also, I found the secret exit of Kamek's Magic Castle to be incredibly tedious. (If it's still to be the same length, at least make it start right near the midpoint.)

- Reduce the length of the Whispy Woods "battle", and make it less unfair. Or better yet, make it an entirely custom boss where you throw items at it to hurt it.

- About custom bosses, don't. Not for the end-of-world Zycloboo battles at least-- they're one of the most defining characteristics of the hack. (Note: When I say custom bosses, I don't consider modified forms of the disassembled Big Boo boss to be entirely custom bosses. Zycloboo contact damage would be an interesting touch...)
- I think World 7 should have an actual boss battle as well, either in Death Trap Zone or guarding the switch.

- More midpoints? I'm not sure about that for most (note I said most, not all) of the levels up to world 7 (though Death Trap Zone deserves a normal midpoint, and the midpoint in the second half of Double Trouble should probably be usable)... I think most of the secret world levels need another midpoint or two, though, and probably all 3 world 8 levels (except the final battle).
- It might be nice to put midpoints before each boss though (especially if Zycloboo has contact damage)... but it's up to you, anyway. (As someone who plays a lot of Yoshi's Island, I like to do that myself.)

- Speaking of the secret world, it felt pretty anticlimactic to me, and was probably my least favorite part of the hack. It deserves more storyline (like in TSRPR), and a boss at the end. And I think Zycloboo should somehow be involved as well... since every world ends with an edited Big Boo battle, the secret world doesn't feel right without somehow incorporating Zycloboo. (Cursed Fountain would even be the perfect place for one. Though a Zycloboo battle wouldn't exactly fit with the existing storyline...)
- Also, Goomba's Cave #1/#2 were too easy and short.

- Also, about the final battle, maybe it could take place in an actual level? (Or alternately, find a way to add another midpoint and the final battle after the Yoshi wings portion of the Zycloboo level?) Making the final battle its own level (when the other bosses aren't) is an unusual concept, though, so it might be better as is. (Anyway, if it's still a SMW Big Boo boss, maybe use a higher amount of HP (with more blocks as well of course) instead of requiring so much precision to not lose any of your 3 blocks? Perfect block usage is a little unfair, especially with bullet generators.)

- There are actually a few overworld levels remaining (I believe all 4 portals can be modified to use the same level number).
- Also, there are still plenty of sublevels remaining, if needed for cutscenes or new levels or something. (I prefer the TSRPR Map16-based style to the cutscene tools, though I expect TSRPR-style would be used anyway for consistency.)
- I suggest not reusing the same sublevels in multiple overworld levels though... Apparently, it's possible to travel between the bonus rooms using tool-assistance, leading to activating the yellow switch early (among other things).

- I think all of the Top Secret Areas should add to your exit count. (It should be possible for entering the pipe at the end to manually set an otherwise unused exit flag, right?)

- I suggest replacing the filler Extra levels with either entirely new levels or power-up areas.

- Maybe allow replaying the switch palaces (you can always Start-Select to exit them when you're done)... in a hack this long, it can be annoying to be unable to replay 4 specific levels.
- Maybe also make the red switch have a bit more purpose (place it in world 6 instead, maybe)? The yellow and blue switches have a somewhat significant effect on the rest of the game, but the red one seems pointless for anything other than two Top Secret Areas and the secret world...

- Maybe also add some exits leading to shortcut paths on the overworld? (Connect world 3 and 5 or 2 and 3/4, maybe?) It can be pretty boring to backtrack along those long, linear overworld paths... Also, using path exit tiles (world 6 entrance at least, maybe elsewhere) instead of only pipes would be nice (I believe there's a patch to force the overworld to reload on path exit tiles).
- And maybe make it more clear where world 7 is in comparison to the other worlds? It connects to worlds 1 and 6, in no clear manner...
- For that matter, I have no idea where world 1 is supposed to be, either.

- Add more reusable save points. Definitely. And maybe make at least one of them a level with an early secret exit, for ease of use. (By the way, why doesn't Darkness give you a save prompt after replaying it?)

Finally, to anyone who's debating whether FPI should work on TSRP2R or TSRP3 first: I personally believe that if he works on whichever one he happens to feel like working on at a given time, they'll both be done faster overall.

(Oh, and I approve of calling it v2.0... though as I'm working on a Kamek's Revenge 2.0, you could probably guess that anyway, right?)

-Zeldara109


(By the way, that Zycloboo avatar is a screenshot from TSRP3, isn't it? It looks like Zycloboo is giving a speech or something... (Also, it seems we think similarly for Halloween name changes...))

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by AlyssatheBoo
I believe that anyone else directly contributing would likely cause style clashing overall...

I'm fairly certain FPI would know whether or not someone's personal style clashes with his own before putting him/her on the team.
Check out my music!
Trudat. FPI is a very experienced SMW Hacker, almost like myself, he just, applies himself better in turns of level design and bugs. I'm confident that FPI will know exactly who he is looking for, he may have already PMed a few peeps...
Your layout has been removed.
Originally posted by D4XHunterXD4
...he may have already PMed a few peeps...


(whistles a tune casually)
Check out my music!
@Zeldara109/AllyssatheBoo: Whoa, that's a reply, so... I'll take the time to adress a few things:

Originally posted by AlyssatheBoo

I very much admire the way FPI does most of the work himself on his hacks. Since he probably has a pretty clear idea of how he would prefer to remake the hack, I believe that anyone else directly contributing would likely cause style clashing overall (something that is mostly avoided in his current hacks, due to the ASM and soundtracks being fairly consistent).


Yeah, usually I try to do the stuff I can do myself. When it comes to most of the stuff adressed in my first post I'll probably do that anyway, because I see no way right now how anyone could help me with the rebuilding of the levels, thanks to all the map16-changes involved. It's a bit different about the music, though. It looks like TSRP2 is getting music from about 4 different composers, there might be some clashing styles there I don't know. But you know what? I'm glad I have the help. Several composers on one project isn't uncommon in the video game world anyway, so let's say we hope to produce a kick-ass soundtrack. ;)

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That's not to say people shouldn't give FPI feedback and suggestions, of course.


Yes, that would be most welcome. ;)

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- About using a mixture of ports and new compositions, that makes sense (considering TSRPR's Sonic levels). Though maybe a few tracks could be reused (or remixed) from TSRPR as well? (I'm thinking of the Orbital Station track in particular, considering that TSRP2's Starlight Road contains the same location...)


Yep, as I said earlier, some of TSRPR's themes will obviously re-appear. I'm not too sure anymore about using some of the ports like the Allstars-music for example. At first I thought about getting some of my WarioLand/Kirby-stuff in there too for obvious reasons, but yeah I'm not too sure about it anymore, I think "that" would clash but I sure would love to get some opinions on that. Usually I like to stay as original as possible but in TSRPR's example most people don't got why I used GMS Sonic 1's music for Labyrinth Zone/Scrapbrain-zone instead of the themes everyone knows in and out. So yeah. Would you accept an all-original soundtrack even if there are some levels like "Hedgehog Hill"/"Whispy Woods"/"Rice Beach" etc which just scream for ported music?

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- I personally dislike the palette in that Goomba Garden screenshot, as well as the graphical change of the ground. They feel too much like TSRPR's early worlds. Since TSRP2 is set in the Second Reality, it makes sense to me for it to have a somewhat different graphical/palette style, as opposed changing it to be entirely consistent with TSRPR. (And TSRPR's Sonic world and World 8 have a different graphical style, after all.)


Hm, I don't think I will do anything about it. I'm not good enough at graphics, as soon as they start getting custom.

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- About palettes, some of the original palettes (especially the one in Kamek's Magic Castle) made it difficult to see things.


Let's say that Kamek's Magic Castle will look very differently when I'm done with it. I don't even think it will be a castle anymore. :P

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- I would not approve of reducing the difficulty, whether early-game or overall.


As you already pointed out, there are some levels which "needs" some treatment, Balloon Cave 2 being the most obvious example I guess. Still, it will be a "hard" game no matter what, it don't make much sense to start as easy as in TSRPR for example, since I'm going to assume you have played the first part anyway if you attempt to play the second. As I said in the end TSRPR-3 will feel like "one" big hack because of the continuing plot overall.

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- Reduce the length of the Whispy Woods "battle", and make it less unfair. Or better yet, make it an entirely custom boss where you throw items at it to hurt it.


I have thought about Whispy but that's one of the things I haven't come to a conclusion yet. Custom boss or not? Personally I'm happy without and reducing the lenght seems reasonable. I was thinking about adding some message or cutscene or whatever in it to explain that you don't have to battle him (most people were confused by it and of course I see why.)

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- About custom bosses, don't. Not for the end-of-world Zycloboo battles at least-- they're one of the most defining characteristics of the hack. (Note: When I say custom bosses, I don't consider modified forms of the disassembled Big Boo boss to be entirely custom bosses. Zycloboo contact damage would be an interesting touch...)


I thought so at first. But as I said earlier, thanks to fletching out the plot battling Zycloboo doesn't make much sense for the most time of the hack, so... he won't be a boss until...

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- I think World 7 should have an actual boss battle as well, either in Death Trap Zone or guarding the switch.


...until this world. - I'm aware that taking out Zycloboo like that is a rather "big" change, but yeah, as I said. It's for the plot. :P

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- Speaking of the secret world, it felt pretty anticlimactic to me, and was probably my least favorite part of the hack. It deserves more storyline (like in TSRPR), and a boss at the end. And I think Zycloboo should somehow be involved as well... since every world ends with an edited Big Boo battle, the secret world doesn't feel right without somehow incorporating Zycloboo. (Cursed Fountain would even be the perfect place for one. Though a Zycloboo battle wouldn't exactly fit with the existing storyline...)


I have thought of it a great deal. Everything will make sense in the end.

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- Also, there are still plenty of sublevels remaining, if needed for cutscenes or new levels or something. (I prefer the TSRPR Map16-based style to the cutscene tools, though I expect TSRPR-style would be used anyway for consistency.)


Plenty sublevels? I'm not too sure about that. We'll see. I'll probably make use of the Cutscene-tool because I don't think the level-space left will be enough for what I'm planning to do. But that's to decide later. First, the levels need to be redone and after that I'll have to take a look at how much effect it had on the filesize.

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- I suggest not reusing the same sublevels in multiple overworld levels though... Apparently, it's possible to travel between the bonus rooms using tool-assistance, leading to activating the yellow switch early (among other things).


So, with cheating of some sort? I don't really get it. But it doesn't really matter. As I said before I don't think I have much free levels to work with, so putting each bonus room on a seperate level is totally out of the question.

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- I think all of the Top Secret Areas should add to your exit count. (It should be possible for entering the pipe at the end to manually set an otherwise unused exit flag, right?)


Hm, haven't thought about that yet. But that would also mean I need about 8 more events or something to make these exits count, right? If I'm not mistaken I was very close to the end of what's possible when it comes to TSRP2's exits. (I might be wrong about it - haven't looked into anything overworld-related yet)

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- I suggest replacing the filler Extra levels with either entirely new levels or power-up areas.


I never liked these levels. Besides, I already have a pretty good idea what to do there instead. :P

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- Maybe allow replaying the switch palaces (you can always Start-Select to exit them when you're done)... in a hack this long, it can be annoying to be unable to replay 4 specific levels.


That's a point that came up a very long time ago, so yes, they will be replayable.

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- Maybe also make the red switch have a bit more purpose (place it in world 6 instead, maybe)? The yellow and blue switches have a somewhat significant effect on the rest of the game, but the red one seems pointless for anything other than two Top Secret Areas and the secret world...


Haven't looked into it yet but I'll see what I can do about it.

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- Maybe also add some exits leading to shortcut paths on the overworld? (Connect world 3 and 5 or 2 and 3/4, maybe?) It can be pretty boring to backtrack along those long, linear overworld paths... Also, using path exit tiles (world 6 entrance at least, maybe elsewhere) instead of only pipes would be nice (I believe there's a patch to force the overworld to reload on path exit tiles).
- And maybe make it more clear where world 7 is in comparison to the other worlds? It connects to worlds 1 and 6, in no clear manner...
- For that matter, I have no idea where world 1 is supposed to be, either.


As I said I haven't looked into it, but the overworld will be heavily changed for the most part, that's for sure. I already have thought about the "location"-issue and I'll try to make everything a bit more clear, but I'll guess we have to see how it turns out.

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- Add more reusable save points. Definitely. And maybe make at least one of them a level with an early secret exit, for ease of use. (By the way, why doesn't Darkness give you a save prompt after replaying it?)


Some years ago I made some sort of bugfix for TSRP2 (v1.3) which fixed that issue among others, but I never released it. Anyway, I know about this problem a very long time and it's basically already dealt with.

That's it. Despite the fact that most of the issues I have already thought of, I really appreciate your feedback, so... thanks again!

Originally posted by FPI
I'm not too sure anymore about using some of the ports like the Allstars-music for example. At first I thought about getting some of my WarioLand/Kirby-stuff in there too for obvious reasons, but yeah I'm not too sure about it anymore, I think "that" would clash but I sure would love to get some opinions on that.


Hell, I say go for it. Your Wario Land remakes are easily some of the best tracks I've heard, especially for when they were released. A couple of the tracks could use touching up, but I was thoroughly amazed how well SMW's instrument set worked with those songs.

I just hope this hack avoids the bugs with addmusic that TSRPR had. A shame, really... (especially if it's based off TSRP1-SNES, like I remember)

A HOMEPAGE
I'd personally vote for "Avoid vgm ports", but that's just a matter of taste. It was mainly the SMASishness that made TSRP2 unattractive for me so far (graphics- and music-wise). On the other hand I understand that composing music takes a lot more effort than porting music/using already ported music. Therefore I clearly declare this as just my personal taste, not as a suggestion.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Satan/RPG Hacker-You are aware that TSRPR had ports from the Sonic games, right?
Good fucking bye.
Yes, but that did not scare me off. The SMASishness did, though. Plus in TSRP2 the SMAS style was pretty dominant. The Sonic style in TSRPR was only in the special world, though. That's a huge difference.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!

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