- All games
- Shadowrun: Dragonfall
- Mods
- Campaign/UGC
- SNES Shadowrun Reboot
SNES Shadowrun Reboot
-
Endorsements
-
Unique DLs--
-
Total DLs--
-
Total views--
-
Version7.0
- Download:
- Manual
File information
Last updated
Original upload
Created by
LedeirUploaded by
ledeirVirus scan
Tags for this mod
About this mod
The final version of the SNES Shadowrun Reboot Project.
The mod is fully playable though there are some lingering bugs.
- Requirements
-
Off-site requirements
Mod name Notes Dragonfall Geeked Prop Pack - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
We have a sizable team working on this project, each with their own requirements for resource distribution. In order to respect their rights, nothing from the pack should be shared without receiving approval from us first. Additionally since this project is under heavy development (and far from complete), no one should modify the files here.
File credits
SNES Reboot Team
http://www.obsidianportal.com/campaigns/snes-shadowrun
Ledeir (project lead), The Admiral (FAQ author), Domongart (conversation scripting), Rutger Hower (SNES mapping), Geeked (art, mapping), Doc Belmont (art), MCDougle (troubleshooting), Alchemic (text ripping), Foh (mapping), Vegetaman (SNES mapping, conversation scripting), Gribs (art), and of course everyone who has tested and reported bugs.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 5.0
- V4.5.7a
- Quick fixes to Glutman's spawn logic. It was possible to get the tracking variables out of sync if you walked away from him during the conversation.
- If he is missing from the Cage, call or talk to his secretary and return to the club. When you next enter the Cage map he should spawn again.
- V5.0
- * MAJOR BUG FIXES around XP gain. No idea how this flew under the radar so long.
- * LOTS of typo fixes.
- * Random code cleanup
- There are other bug fixes as well which were minor and not worth publishing before now.
- Upcoming Tasks
- * Continue code cleanup and make sure there is no random beta specific logic left.
- * Fix any new issues which are discovered
- * Compile a "known issue" list for the handful of bugs which are minor but not practical to fix (at this time)
- * Remove the beta tags and officially release (since really its been out of beta for a LONG time)
-
Version 4.3.12
- Sorry for the long delay.
- Lots of bug fixes.
- Added various gear shops to make other character types more viable (Magic, Decking, Rigging)
- Aneki Tower has seen a lot of improvements though its still being worked on.
- The mod is fully playable end to end.
-
Version 4.3.4
- Assorted bug fixes
-
Version 4.3.2
- A lot of backend cleanup and changes around hired runners. Let me know if anyone acts strangely!
-
Version 4.2.1.3
- Newly revamped magic implementation so being a mage is viable.
LOTS of bug fixes
Getting very close to being officially "done"
- Newly revamped magic implementation so being a mage is viable.
-
Version 4.0.30
- This is the latest version of the mod.
There is a known issue where you can get stuck in combat in Drake Tower if you don't clear the floor.
Also, the version numbers had been out of sync, 4.2.* was accidental. We are on 4.0.30
- This is the latest version of the mod.
-
Version 4.0
- This is the first beta build.
It should be playable end to end, though there are still bugs and place holder conversations.
- This is the first beta build.
-
Version 4..0.11
- Lots of bug fixes
-
Version 3.3.6.2
- Lots of bug fixes.
-
Version 3.3.2.2
- Assorted changes. I apologize for not updating sooner. We are very close to beta at this point.
-
Version 3.2.0.38
- Various bug fixes and the addition of hired runner death logic (first pass)
-
Version 3.2.0.32
- Critical performance fix for Dark Blade Mansion
-
Version 3.2.0.31
- Bug fixes and the ability to fire runners added.
- Bug fixes and the ability to fire runners added.
-
Version 3.2.0.24
- The main purpose of this version is a complete overhaul of the Hired Runner logic.
- A lot of the bugs around runners should be resolved now.
- You can click on your character to talk to hired runners.
- You can click on your character to hire "on call" runners. (No more annoying prompt on entering buildings)
- You can rehire runners when their contracts expire.
There are more features coming in future builds as well. The new system makes them easy to add.
- The ability to fire runners
- The ability to upgrade runners
- The ability to tell runners to wait
- Proper handling of runner death.
The secondary purpose of this patch is to reduce loading screens.
- I have merged a LOT of scenes. This can introduce all sorts of issues but they seem stable so far.
- The old scenes are still there but will be removed in future builds.
WARNINGS
- This version needs more testing. I have gotten through to Downtown and fixed many issues on the way, but I need to run through it again to verify they are fixed.
- This version has a lot of BLOAT. I haven't removed the old logic (and scenes) yet in case things go wrong.
- Loading times are SLOW. I need to make the triggers more efficient once I know they work. Make sure the scene is fully loaded before you start moving! (If you can see all your hired runners, its probably done loading)
Good luck. Have fun.
Expect another update this coming week.
- The main purpose of this version is a complete overhaul of the Hired Runner logic.
-
Version 3.1.77
- I hadn't realized it was so long since I updated here... Progress has been very slow lately and I apologize.
The module _SHOULD_ be playable end to end. It is not balanced.
There are a handful of conversation I forgot to complete as well.
There is one particularly important bug, for whatever reason jacking out from computer 3 in the final matrix encounter tends to break things. The logic is identical to the other jack points, so I don't know why.
Have fun.
- I hadn't realized it was so long since I updated here... Progress has been very slow lately and I apologize.
-
Version 3.1.63
- Aneki Tower is almost done. The secret lab needs reinforcement logic and the matrix isn't in. The reinforcement logic is NOT tested.
I know its been a long time since I updated here, but I wanted to show that I haven't forgotten you.
- Aneki Tower is almost done. The secret lab needs reinforcement logic and the matrix isn't in. The reinforcement logic is NOT tested.
-
Version 3.1.42
- Aneki tower is in progress. The maps are there but none of the logic is.
I was going to hold off on updating here until I had more to show, but people requested otherwise.
- Aneki tower is in progress. The maps are there but none of the logic is.
-
Version 3.1.35
- Lots of bug fixing. For the full change history see our steam page.
This version is untested, the steam version seems to work fine so I have no reason to expect this won't.
Remember you need Dragonfall DC and Geeked's prop pack.
- Lots of bug fixing. For the full change history see our steam page.
-
Version 3.1.15
- Sorry for the delay.
This version mainly contains bug fixes.
Noticeable additions are Drake prop to Drake Volcano and Gunther the Matrix gear merchant.
- Sorry for the delay.
-
Version 3.1.8.
- LOTS OF CHANGES!
Still under heavy development. We have a new modder on the team (Dave) and his work is amazing.
Everything up to Drake Tower is playable. Drake Tower and Volcano are under heavy development but I've been neglecting you guys too long! (Sorry)
IMPORTANT NOTE - This version only will run on Dragonfall Director's Cut. It requires the updated Geeked Prop Pack as well. There is a download link on the steam page http://steamcommunity.com/sharedfiles/filedetails/?id=354883827
Don't hesitate to tell me if you encounter any issues. I'll post another update when Drake Tower or Volcano is done. (or if you find anything seriously mod breaking).
- LOTS OF CHANGES!
-
Version 2.0.5.12
- I've been neglecting you guys too long!
A bunch of bug fixes and progress on Drake Tower.
There's still a long way to go, but I'm going to try and finish the Tower before DF:DC.
(it largely depends on how much time I can scrounge on the weekend)
If anyone wants to be immortalized in the mod, you can submit "challenge conversations" for Drake Tower. Short little conversations between Security and someone dressed like them when they try to enter restricted areas or use restricted computers. The more people who submit, the more variety in the mod. (it will be fairly repetitive if I make them all!)
The most reliable way to contact me is through our facebook page - https://www.facebook.com/SRRReboot
- I've been neglecting you guys too long!
-
Version 2.0.4.7
- Sorry for the much delayed update.
This includes a LOT of bug fixes.
- Sorry for the much delayed update.
-
Version 2.0.3.11
- Fixed major spawning and behavior issues in Bremerton.
It should be properly playable now.
(Unless my last minute fixes broke it again)
- Fixed major spawning and behavior issues in Bremerton.
-
Version 2.0.3.8
- See Steam for full change log.
Profile photos updates and bug fixes.
- See Steam for full change log.
-
Version 2.0.3.4
- V2.0.3.4
Bremerton - Enter at your own risk.
There is logic and enemies and you might die. Its not at all balanced and its likely to be a hard fight. There's also various issues with the spawning logic which I need to fix.
This build includes:
- Rust Stilletos DON'T HAVE GEAR. Fixed. But they still won't use grenades!
- Hired Spawners updated for Jangadance, Steelflight
- Updated Jagged Nails with Steelflight
- Updated portraits for Jangadance, Steelflight
- Updated Grim Reaper with Jangadance
- Added Enemies and spawning logic. There are some issues like free XP and they haven't been balanced.
Tomorrows build will include:
- Any critical bug fixes you point out.
- New Splatter portrait
- V2.0.3.4
-
Version 2.0.3.3
- Changes
- Made Jake's door more obvious
- Bremerton maps included and transitions implemented
- Updated Hamfist and Frogtongue pictures
- Added Ooze/Slime to Bremerton
- Adding bottle logic, timebomb logic
I'll be posting another update tomorrow to add the enemies to Bremerton as well as updating another hire-able runner's picture (or more)
There are small bugs / issues with the logic, but I don't think there is anything mod breaking. - NOTE: We have updated props. You need to update Geeked's prop pack for the module to work!
- Changes
-
Version 2.0.1.1
- Bug Fixes courtesy of Foh
-
Version 2.0.1
- V 2.0.1.0
Wow, merged in a lot of changes courtesy of Foh.
I haven't had the chance to do more than verify the basics.
I am officially considering this an untested/unstable build.
Let me know if you have any troubles.
---
Docks
dog giving the spell (changed from heal_1 to heal wound) for items is now included in dialog and magic rating is adapted
autosaves when leaving a warehouse
made scene prettier (lights, rain, clutter, prettier warehouses, door sounds)
mermaid scales implemented
added numbers to warehouse doors (a note found on tenth street references "warehouse no.5")
started implementing dog giving spells for quest items (works but is not final)
Rat Shaman's Lair
modified jester spirit's spawn
more lights in sewer
autosave when entering the boss room
made graveyard area a little bit prettier
removed shaman's nature spirit since he can't keep it under control
kitsune becomes loyal when she survives the rat shaman fight
Dark Blades
merged maps into DB_Mansion
optimized gate/bronze key mechanic
tweaked vampire fight a bit
made strobe flash prettier
weapon shop now has berlin weapons
autosaves when entering crypt and vampire lair
Downtown
changed entrance mechanic to rat shaman so that players won't have to change scene to find out that the gate is locked
changed entrance mechanic to drake (now with password dialog!)
made dark blade mansion and a bit of the cemetary visible
changed dog message mechanic and made dog run towards docks (before dog said the message too early so that it would remain unnoticed by most players)
included the hotel on DT_Center map and added door sounds to hotel
checked "ambient actor" box on civilians
changed teleport from DT_Center to eastern part of DT (where Drake building is), to get rid of the problem that the camera isn't teleported with the player. I believe that was related to the interaction with the transfer icon.
changed some icons from scene transition" to "warp" to make it clear for players where they have to expect loading time
changed variable to open jagged nails since we track RS progress anyway, the JN_open bool variable was redundant
Downtown North
added movement blocker to prevent player from leaving camera region
modified slims dialog to take money and use a charisma threshold
checked "ambient actor" box on civilians
travelpoint into aneki tower which says "currently under construction"
added aneki front guard with some logic (currently too strong)
karma, nuyen mechanics
Drake Tower
merged all floors into DT_Drake1-2 map
autosave when changing floor
elevator mechanic like in dragonfall disco/hotel
pilot dialog with travel option to travel to volcano and docks
enemy spawns (KE look)
karma, nuyen mechanics
added splatters betrayal
added NPC smacktalk during fight
Volcano
travel option back to docks
first three sublevels merged together for now, but will be split again later due to ressource requirements
played arround with a nice elevator mechanic (you can go up and down on the first three sublevels, sublevels4+5 are own scenes with no way back up atm )
tweaked elevators a bit (now all have the little bridge)
Monorail
implemented thomas' stair-illusion to have less teleports and bigger map pieces
some monorail sounds
slightly tweaked daley station ambush to have both texts of the ork with the key displayed and added a wall
added street kid
added temporary screen labels to display where the trains go
Maplethorpe's
added a little cam fade-out-fade-in for the operation
tweaked dialogs to give players the choice not to open the shops if they don't want to
changed shops to use berlin items (seems BuMoNa is just better than DocWagon ;))
merged into DT_North (maybe?)
Jagged Nails
Kitsunes dialog modified for becoming loyal and now doesn't give the leaves repeatedly
placed some movement blockers so that PC doesn't run on stage or behind barkeepers area
splatter isn't there anymore after he betrayed you
gave the poor waitress a bit more room to walk
Wastelands
added some text to the loading screen (mainly to reference the matchbook that the player finds in his pocket after waking up in the morgue)
placed some movement blockers to prevent strange clipping
Old Town
tweaked some dialogs
tweaked weapon shop (added throwing knifes, hunting rifle, spiked fist from berlin)
merged old town together into OT_OldTownComplete
added light to barrel fires
Caryards
tweaked some dialogs
kid now can sell drone
added dialog pic to king and changed his look to stand out from normal ork gangers (adapted his look in arena too)
added a gate to make it more obvious that you cannot leave
added light to barrel fires
Rust Stiletto Turf
reworked all mechanics (use of the iron key is now obvious)
tweaked dialogs
repaired broken gangers (some had wrong look)
added jetboy moneyfind
added some loot for fun
added some toxic barrels for even more fun
- V 2.0.1.0
-
Version 1.14.0.1
- Fixes for Tenth Street Transition, Old Town Magic Shop, Old Town Weapon Shop
-
Version 1.14.0
- Updated for SRR1.2 compatibility.
Have NOT included any Dragonfall files (yet)
Let me know if you encounter any issues.
SRR1.2 broke several things, including scene transitions, so extra eyes are appreciated.
- Updated for SRR1.2 compatibility.
-
Version 1.12.0
- Graphics overhaul and bug fixes.
This build may be unstable, it has only partially been tested.
Let me know if you encounter any issues, I just thought I was overdue for updating here.
- Graphics overhaul and bug fixes.
-
Version 1.9.1
- V1.9.1 has heavily updated Tenth Street Graphics.
It now requires Geeked's prop pack
I do not currently have permission to mirror it here, you should visit his steam link for instructions on how to get it.
http://steamcommunity.com/sharedfiles/filedetails/?id=175642505
Eventually I hope to merge the graphics in, but that is currently a lower priority than finishing the mod.
- V1.9.1 has heavily updated Tenth Street Graphics.
-
Version 1.8.7
- Sorry for the lack of updates.
Mostly bug fixes.
The beginning of the matrix is being implemented. (downtown jackpoint, docks matrix)
Its rougher than I want to share, but this way I can get feedback.
The custom prop for the octoboss is included. The scene is flaky, I need to properly center the prop for instance, but at least its implemented.
- Sorry for the lack of updates.
-
Version 1.7.5
- Fixed logic so that activating the cortex bomb will not immediately kill a character created on an older version.
If your character already has the cortex bomb activated, DE-ACTIVATE IT before installing this version.
Your character may die immediately.
- Fixed logic so that activating the cortex bomb will not immediately kill a character created on an older version.
-
Version 1.7.4
- The initial version of the Cortex Bomb is implemented.
Once you activate it at Ed's, you have 30 minutes or game over.
The presentation will be updated when SRR V1.1 releases since it will include "status tracking" functionality.
- The initial version of the Cortex Bomb is implemented.
-
Version 1.7.0
- Multiple changes merged in my our contributor Foh.
This is the version version that I haven't made any of my own changes to.
At quick glance it works, but I didn't test it thoroughly.
We expect to find and improve various bugs because this is the first time Dark Blade Mansion has been properly available.
- Multiple changes merged in my our contributor Foh.
-
Version 1.6.8
- The progress logic has been reworked for the Rust Stilettos and the Rat Shaman.
This may cause difficulties if you are partially through either of these areas.
- The progress logic has been reworked for the Rust Stilettos and the Rat Shaman.
-
Back in 1993 there was a Shadowrun game released on the Super Nintendo. It developed quite a dedicated following, and as a tribute to it I founded the SNES Reboot project.
The goal of this project is to remake (and improve) the SNES version for Shadowrun Returns.
This is the FINAL version. It is fully playable end to end.
This module is intended for either the default (Jake) or a new character.