SNES Shadowrun

Dead bodies everywhere!

This is another short post.
Thanks to Mcdougle’s guide, you now loot the ork in the alley after you kill him, rather than a random body prop.
This actually simplifies the scenes logic quite a bit and makes it look better too.

I had hoped I would be able to apply similar logic to Jake’s demise, but it doesn’t look like it will work as desired. I’ll experiment more tomorrow.

Speaking of tomorrow, I expect to be highly productive tomorrow!
I have the house to myself and expect to spend almost every waking hour working on the module.
Hopefully this will mean I have a quality update tomorrow night.

Tiny Status Update

As I said, I didn’t have much time to work today or yesterday.
I made a little progress though.

Here it is

Alley Status

  • Implemented Leather Jacket use. Very simple logic.
  • Fixed glaringly obvious problem with Alley. (The events happened every time you entered the alley, not just the first)
  • Changed Orc behavior. He may be too hard now.
  • Added Orc XP
  • Changed Exit region so you can always exit. You don’t have to play through to the dog.

Alley To Do

  • Fix the body swap. Right now you can have both the fading Orc and the body prop at the same time.
  • Test when I’m not half asleep.

Town Center Status

  • Configured “walkers” to walk the circuit.

Town Center To Do

  • Figure out why all the actors inexplicably start walking in place. It seems to be related to Decker leaving.
  • Enable the player approaching the walkers to interrupt their walk to talk.
XP! Karma! Shadowrunners!

Today’s status is fairly short, this week is a little busy at the moment. Still, I wanted to share some progress. Also I wanted to let people know I probably won’t have much time to work on the module tomorrow or Thursday. I’ll try to find sometime, but any progress I make will be small.

Don’t get me wrong though, I’m still well ahead of schedule! Also, I’ve been putting together a decent sized group of people who will help with the later scenes. If things go well we will have 3 people in addition to myself working on scenes once the editor is released!

Also, to those of you who are regularly checking the status. I encourage you to send your thoughts and suggestions! Either comment on the wiki itself or send me (Ledeir) a message on the shadowrun forums!


  • Finished stat’ing out all hireable shadowrunners. They still need to be balanced though.
Runner Class Karma
Hamfist Decker 42
Jagadance Mage 60
Orifice Street Sam 60
Dances (with clams) Shaman 75
Frogtongue Street Sam 182
Anders Street Sam 224
Jetboy Decker 42
Norbert Street Sam 134
Kitsune Shaman 138
Splatter Mage 99
Steelflight Decker 171
Akimi Mage 127
  • Implemented XP / Nuyen gain mechanic.
NPC Nuyen Tag Karma Tag
Mage (1) N10_20 XP2
Heavy Dude Melee (1) N10_20 XP2
Heavy Dude Range (1) N10_20 XP2
  • Nuyen gain is working fine in test room.
  • XP gain and Karma conversion working fine in test room.

To Do

  • Test XP / Karma gain in ALL rooms.
The Final Morgue Video

As promised, here is the Morgue video showing the different reactions when you return to the Morgue.

The Morgue Cliff Notes Version

You can skip the beginning if you saw the earlier videos, all that changed was the lighting. You can see the reactions while you have on The Shades and while you have The Lone Star Badge.

In other news… So many bugs!
I walked through the game to generate this and fixed another batch of bugs.

  • I FINALLY fixed the dog’s behavior in the Town Center. That’s been wonky for a while.
  • I fixed the infinite spawn rooms yet again. Such a simple concept has so many flaws.
  • Random dialogue fixes.

My next steps before releasing the alpha module

  • Release SNES_Resource content pack.
  • Implement Karma and nuyen drops
  • Implement Armor
  • Implement Hitmen
  • Implement “End Scene” (something simple which says the module is over, play the full version)
Jake's Demise Take 2

I promised a video, so here’s a video.
Its not what I had intended, I had planned on showing the various Morgue interactions (Waking up, Returning, Returning with Shades, and returning with the badge), but I ran into some bugs in the module that I fixed instead.

I should have that video available tomorrow.

For now you get the updated Jake’s Demise video. I incorporated several of the requested changes and fixed some silly issues I had in there.

Jake’s Demise Take 2

I also considered doing a full walk through video, but I think I prefer to give people smaller bites.

The Cage is open!

Something a little more colorful to report.

The Cage Club is not mapped out. Its an early draft still.

Srr tenth cage

I need to add a bunch of conversation, including Glutman and the concert. I also need to get the stage to properly display with the performers on it. Lastly, though the lighting looks right in the editor, it is completely off in the game itself.

Keywords, Enemies, Bugs!

Another quick update. I accidentally fell asleep last night, so I didn’t get as much done as I wanted to. Still, I’ll been plugging away at it again today.


  • Fixed Spawn Room logic (disabled until interact with door)
  • Added Enemies to Spawn Room
  • Re-statted enemies
  • Created SNES_Resource content pack to help in development.
  • Keyword implementation (I take back my previous statement, its straight forward to implement, but takes forever to do so!)
  • Business Man tried to participate in combat. He wasn’t set to non-com.
  • Walkthrough to verify keyword usage.

TO DO (some is repeat from last update)

  • Fix Movement lag (Decker)
  • Dog behavior in center
  • Fix logic for Jake’s apartment door to make more obvious you can goto his room.
  • Need to enable Grinder and ticket keywords. This is done by The Cage.

My original plan for the Tenth Street Demo to NOT include The Cage. I forgot that the bouncer was the one who gave you the Tickets keyword which opened up EVERYTHING else. So, The Cage will be included. I will map it out today. This means the only thing which will be missing from the Demo is The Cemetery and the Hitmen.

Lots of Bug Fixes

Today isn’t that exciting to report on, I fixed lots of tiny bugs. I’ll probably re-record all the videos this weekend (although its a shame to sacrifice my view counts).

Today’s tasks

  • Fixing the Morgue scene display.
  • Spending excessive time trying to improve Ambush scene
  • Added logic for spawn points (though enemies aren’t present yet)
  • FULL Tenth Street walkthrough. Fixed a bunch of tiny bugs.
  • Added custom “Dog” portrait (provided by Geeked)

To Do

  • Figure out how I will handle armor.
  • Decide how to handle hiring mechanic.
  • Fix dog behavior in park
  • Infinite spawn room changes – Enemies don’t spawn on map start and triggers are disabled until you interact with the door.
  • Add roaming actors
  • Fix the morgue behavior when you return with the badge. (Larry doesn’t properly interact with the cabinets.)
  • Stat out Enemies (which is hard to do when we don’t have the char gen rules)

Once I complete those to do items, I’ll be ready to release the alpha of the demo.
I’ll try to make at least one of this weekend’s posts more exciting.

Morgue Take 3 Almost ready!

Another quick status update.

I have added the rest of the logic for the Morgue. I just need to test to make sure it works. There is one “effect” type thing I still want to do, but that might not be practical. Aside from that the Morgue is almost ready for release.

- All conversations are configured.
- All item drops are configured.
- Return logic (for checking badge and shades) is implemented.

I just need to test it.

Slowly Slogging Away

Regrettably I don’t have any fancy visuals to show you today!

Today has been fairly busy though. Harebrained Studios linked to my youtube channel and wiki so I was fielding a decent amount of questions. I welcome the advice and suggestions! While I won’t incorporate all of it, I will at least consider it all. Additionally, all this advertising looks like it will be increasing our team, which means we’ll release that much sooner.

I also spent a decent amount of time reorganizing the wiki. Once we finish cleaning up the layout, it will make creating future scenes MUCH easier. It will also allow us to track the progress. Its grunt work, BUT it will save us time in the future.

As for module work, the highlights are:

  • Almost every Tenth Street “quest item” is in the game.
  • I added a bunch of dialogue, its mostly flavor text, but that’s part of the game!
  • The phone system is almost ready as well.
  • The first infinite spawn room is ready, so now I just need to copy the method in the other locations.
  • Working on stat’ing out the hire-able Shadowrunners.

Things are going well!
Good night.


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