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Messages - alzen

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1
Ok, found some time to dig up all the files I got from D9, unfortunately I did not find current changelog or what has been completed in most recent version. So I gathered information from all the files I had and wrote something like that, hope it is pretty much up to date. Also added a some brief information what needs to be done, fixed.

There you go guys:

Code: [Select]
JTSF Changelog:

What has been done so far:

// Keys:

- Change the function of START and SELECT buttons in the game
    - SELECT changes weapons during game
    - SELECT + UP - enters weapon menu
    - SELECT (inside the weapon menu) - back to the game
    - in extra weapons menu you can select weapons with arrows, and when you edges warps you from top to bottom etc.

// Gameplay overall:

- All elevators are faster
- Palette gets slightly darker when the game is paused
- In Level 4 basic walking robots walk faster
- Stage 1 big boss deploys only one robot instead of 3 but he has triple amount of health
- Big Boss in Level 2 appears closer to player

// Title screen, menu and options:

- New title screen picture
- Added START and OPTIONS options to title screen
- Possibility to turn music off in the menu
- Possibility to select between NORMAL and HARD difficulty in menu
- Possibility to change in-game rests to 1, 3 or 5 only
- RECORDS menu
- Secret cheat menu (should unlock after beating the game on NORMAL of HARD difficulty)

    / Records menu:

    3 best times for game overal, and all stages on their own for both normal and har difficulties

Cheats in CHEATS menu:

- alzen need to beat the game and list them here, lazy :)


 -- DIFFICULTY LEVELS --

// NORMAL:

- All enemies should have HP from the base game, and not JTS Plus by alzen
- Extra weapons ammo refills after beating big bosses

// HARD:

- All enemies should have HP amount from JTS Plus by alzen (alzen has rom adresses for each enemy health if needed)
- Extra weapon ammo does not refill after beating big bosses


// ON BOTH LEVELS:

 -- WHAT TO FIX / WHAT NEEDS TO BE DONE --

- Big boss on LEVEL 2 should not appear closer to the player but in original distance as the time to start the fight is too short
- First "nuclear capsule bomb from the background" in Level 1 keeps on giving ammo capsules - should be fixed so these bombs do not give you and capsules at all
- Every new level player should start with pistol equipped instead of last used weapon
- Fix letters in round capsules we get from mini bosses to represent the weapons we actually get on each level
- After beating the game screen with overall game time and number of rests player started the game with should appear. Also game will show "CHEATS USED!" text when cheats were used, possibly detect Game Geine cheats as well
- Add two health capsules inside the game that will appear only on HARD difficulty, that does not disappear in time
- Level 4 mini-boss should not be so stupid to go outside the level
- Spiders in LVL3 should detect walls so they do not walk in the air
- Sometimes elevators stop but screen keeps on moving up so you cannot see player anymore(needs a bit more testing if not has been fixed already)
- Fix enemies health points on NORMAL and HARD difficulty levels, and ammo refilling only on HARD difficulty

So, who would like to help? We also need to get in contact so we can share files. Please volunteer who would like to help with the hack. Guess creating a group on either whatsup, discord or anywhere else will be the best solution.

Thank you all for kindness and support so far and sorry for having so little time to reply in this topic.

2
Ok, back again. Sorry for late reply guys. I must say I am really happy some people want to help with it.

I talked with D9 about that, got all the files from him. He said that a lot of work was put into this hack but there is also a lot of work to put in it so it can be finished.

I will try to play the latest version he sent me, try to write down what was finished and what needs to get finished to release this hack so everyone can play it.

Will be back with you in a few days, thank you all once again.

3
Hello, and sorry for posting this but this game means a lot to me and maybe it is finally time to share it with the world.

I created Journey to Silius Plus hack in 2011. I am total noob in rom hacking but I love the game since I am a child. It took me around 8 months to complete - told you - I am noob. There was a good friend of mine back in the days, Dizzy9 aka. D9 and maybe other nicknames. He helped me a lot by adding text to title screen of Journey to Silius Plus as I was unable to do it and one other small thing.

As we had good relations with D9 back in the days he asked me "Would you like to create something bigger?". I did but I did not want to use him to do all the hacking as I was unable to anything more I already did with the Plus version. After like a few months I reminded him about his question saying that if he is still willing to do it I am in. I made only a few hud graphics, and edited title screen in MS Paint that he inserted within the game. The name of the hack is Journey to Silius Forever and as I said - it is in progress for over 7 years now.

We agreeded that Dizzy9 will hack, I make changelog, a few graphics and will do testing providing him all the information he needed to repair problems. It was going smooth for some time, and changelog was pretty smooth but rather big one. In time, D9 started working on another hacks, and homebrews as he is very talented and is working with many serious players on the hacking scene. He started to put less and less effort into JTSF hack and well... it changed very much between us. I did not want to push him, but I wanted him to carry on as I was hyped as hell. In time, changelog got reduced by like 65%, and I asked him to do smaller and smaller changes. Still, I felt bad asking him to work on it, we were making like 3/4 month breaks with this hack but everytime he told me that he will have like 2 weeks for JTSF to finish it something else popped up.

I understand him, and I understand me. Currently the hack is more than playable, there is title screen menu, reworked player control a big, faster elevators, saves - somehow implemented is also counting time for speed runs, secret cheat menu and much more. We planned to make 2 difficulty levels not very different but still.

And it is dead for like a few years now. I know D9 disassembled the game and worked rather on disassembled code. That's all I can tell you.

Most important, it is very important hack for me and I am writing it for someone and myself to have even more fun with that great game so I would like to talk to people if there will be any with big experience in hacking so we can carry on. Hope some hacking gurus will be interested.

Currently the goal is to finish what has been started to make hack stable and playable - adding anything new is not an option as this baby it practically dead by now. I need someone to ressurect it. Please help.

I probably lost latest version somewhere but can search for it so someone more experienced than me can finish it.

4
Try this: https://ufile.io/rzn5wccc
Stealing rests works by pressing A + B when you have 0 rests. I did not add a 1 second delay.

Thank you so much! Will try it tommorow and will let you know.

EDIT:
Just tested in first level, works perfect. So many problems solved. Thank you so very much :D

5
I would like to ask for a hack of Chip & Dale Rescue Rangers 2 for nes, (U) version.

If possible, would love to see these changes:

1. Stealing rests, like in Contra. I play a lot with my son and he usually is out of rests while I still have a few. It would be cool if after he lost all rests he can use mine and I can use his rests. Let's say by holding A+B for 1 second when player have 0 rests.

2. Possibility for player 2 to open info screen by pressing SELECT when player 1 is dead. Guess it should check if Player 1 rests are equal to 0 and it that is true pressing SELECT by Player 2 should open the info screen.

Hope someone can help with it. Thank you.

6
I wouldn't mind if someone creates the minimalistic version of the title music from the original, or any other music from JTS. I doesn't have to be as complex as Sunsoft's theme; it just must feel right on the title screen.

You're free do do anything that fits there and sounds good, there're no rules you must follow. Use your imagination and do your best.

7
Hmm, I cannot tell you what's in the changelog now, it's a secret. I can only say that many things people expect to change in this hack won't change, but a lot of things they don't even expect to be there, will be there.

I will tell Dizzy9 to answer your question as he is technical guy and the coder here.

8
Hi there rom hackers! Maybe some of you remember that I'm the author of Journey to Silius Plus V1 hack. Some liked it, some didn't; still, many of you had some fun playing it :happy:

As you can see in topic, I don't plan to release V2 version of my hack. As I was joined by Dizzy9, very talented NES hacker from our local Polish NES hacking community we are going to make something much, much bigger 8)

The case is, none of us are is good in creating kicking ass music and graphics so we're searching for someone to help us out. It's a good chance for authors of the best projects to make it to ending credits of leading Journey to Silius hack.

You are free to do what you want but do it good. You can create completely new music theme or make ass kicking remix - your choice; same with title screen, there must be "Journey to Silius Forever" written and a few menu entries(like entry1, entry2, entry3 - the winner will be contacted via private message and we will discuss suggestion of changes and real menu entries). Dizzy9 is completely rewriting the title screen so feel free to show all your potential. Title screen can be animated of course, it's up to you.

We plan to release the hack in 3/4 months; we don't rush so you have some time guys.

This topic is running also on nintendoage.com forums:
http://www.nintendoage.com/forum/messageview.cfm?catid=22&threadid=102643

9
Personal Projects / Re: Journey to Silius Plus
« on: May 04, 2013, 09:25:16 pm »
Finally got around to play some of this.

Glad to hear that dude! And thanks for such a long comment, it was great to read it.

So, I know the game very well and I even beat it without losing a single life in the past.

Great, I beat the game 3 times in a row with just a pistol without losing a single life(search on youtube) :D, but you rock as well for sure :).

Yet, I've played for around 1 hour so far and I haven't been able to beat Stage 3.

Guess you need to play a little bit more. My version is a challenge for me so I know it's hard, but I'm sure you can beat it someday.

I like most of the changes but there are a few things I didn't like so far :
- There isn't enough lives! Starting over from scratch again when you die in Stage 3 isn't very fun...

It's not easy, I know, but that's the way it is. I didn't pushed it to the limit so it's not too hard, and I'm sure about it.

- imo the shotgun eats up too much ammo. It was already the weakest and least useful weapon in the original game, but in this hack, considering that ammo is shared among all weapons, in the few instances where the shotgun would actually be useful (that is to say : against the rotating round robots in Stage2) it's more worth it to avoid enemy shots than using the shotgun. Killing one of those round rotating robots would eat up more than 50% of the overall ammo!

Try to practice every enemy with just a pistol. I hardly ever use a shotgun. Currently you "pay" for every bullet you shot, previously there was 1 for free as fas as I remember. No free bullets guys, sorry ;).

Please also remember that the angles are wider now so you don't need to be so close to highly located enemies to reach them.

In stage 2, after one the elevators going upwards, there is even a "ground-laser gun enemy" that starts shooting at you before you can even see it.

Same as in the original.

In Stage 3, during the new jump section that you made, there is one of those "small and fast round robots" flying at you at the end of the jump, causing a sure death even though there was no way to know it would come.

That's why you practice, to know where they're :).

- In Stage 2, it seems that the only worthy solution to kill the "flying black robots with a tail" is using the the laser gun. It kind off limits possibilities.

Not at all, I'm pretty sure you can handle them with a pistol. Still, the boy is alone, surrounded by hostile robots in the hostile reality. Guess it's normal that he needs to think about every extra ammo he shots; it doesn't limit your possibilities. It just shows that Jay was in really bad, bad situation :P.

- As far as mini-bosses are concerned, I think the shots of the one of stage 1 are too fast. I couldn't find a pattern to avoid them, so to me the best solution was to "tank" the tank and hope for the best...

As I said before, they shot faster but it's easier now to learn the pattern. Try to play with cheat codes and learn avoiding them, you'll see.

That might seem like a lot but I'm actually enjoying the hack.
I like the palette changes, they're suble and fit the stages well.
I like most new enemy placements.
I like how you get more health from health items and the fact that they stay longer (in the original game it's quite ridiculous).
I really really like the few level design changes there has been so far, even though it's not much, I wish there was more.

Glad you like it. Yeah, I also didn't like health items in the original, too problematic to get :).

I'll play more and let you know.

Would really like to hear your opinion after completing the game. Would be great!

Take care dude :thumbsup:

10
Personal Projects / Re: Journey to Silius Plus
« on: December 01, 2012, 06:16:37 am »
Link is dead  :(
Why it was necessary to complicate the game? So not interested  :(

Hmm, of course it's your opinion, not everyone must like harder versions. If you're not a JTS passionate it may be not very interesting project for you, indeed.

And about download link, remember you can always download the patch from rom hacking, here.

11
Personal Projects / Re: Journey to Silius Plus
« on: January 27, 2012, 09:41:20 am »
Quote from: Jedi QuestMaster
Last level was a nightmare though(...)

You know, it;s not so hard, you just need to learn it by heart. It's pretty often in oldies.

Quote from: Jedi QuestMaster
WHAT I DON'T LIKE:

-first miniboss' shots are too fast (srsly, I have to rush up to these things & fire like crazy & take damage)

Again, it's faster - yes, but as least for me it's easier now to memorize it's shooting pattern.

All other changes that make the game harder are necessary as one of the major targets in this hack is to make the game a little harder.

btw. Thanks for the tip about the Lanucher.

12
Personal Projects / Re: Journey to Silius Plus
« on: January 08, 2012, 03:06:15 pm »
It's great to see some opinions, and it's very nice that Jedi posted the first one. Guess he still remembers our short conversation via YouTube's private message system, heh :D.

Still, I would really like to hear how do you all like my work. Please comment, and tell me what do you like, and what don't you.

By the way, someone good enough to beat the game? Go for it :thumbsup:.

13
Personal Projects / Journey to Silius Plus
« on: January 07, 2012, 04:10:48 pm »
I sure am happy to introduce my project to You. It aims to fix the known bugs and to make the game more attractive to players. The game itself  is also a bit harder, so the players that have played Silius for a long time and know it well - may find it interesting.


Changelog below:

// LIVES AND CONTINUES
- the number of lives we start the game with was increased to 5
- the number of continues was decreased to 1
- after using the continue, the number of lives was decreased to 1

// INTERFACE
- after the "game over" message, the "continue" message was transformed into "last try"
- the "exit" option of the hidden menu was transformed into "play"
- a text field was added to the title screen - thanks to Dizzy9 (thanks pal!)

//    MENU AND OPTIONS
- the hidden menu is reached by pressing the "B" button twice, instead of 33 times
- the number of lives may be changed
- the number of continues cannot be changed
- the "continue" was replaced with "rests"
- the number of lives may not be set to 0 - thanks to Dizzy9 (thanks pal!)

// PICK-UPS
- the life drops contain twice more energy
- the life and ammo drops remain collectable 50% longer

// SOUNDS AND MUSIC
- the sound is changed by pressing the START button at the title screen
- the music was removed from the title screen
- the title screen music is moved to the level 5

// OTHER
- the title screen fading was adjusted to the new sound set's length

// LEVELS AND THEIR INTERIOR
- the look of levels 1, 2, 3 & 4 was modified
- in level 5, the screen movement speed factor was increased by 25%
- in level 4, at the mini-boss chamber - the non-existent walls were fixed

// ENEMIES
- the enemies were relocated at levels 1, 2, 3 & 5
- the ground laser guns remain hidden the half of the time they used to
- the speed of ground laser guns' laser beams was increased to the maximum
- the level 1 mini-boss's bullets flight speed was increased to the maximum
- most enemie's energy was increased

// WEAPONS
- the weapon set was modified for levels 1-3
- shotgun shot's cost increased by 50%
- the angles of shotgun's side shots were increaded by 50%
- hand gun bullets' speed increased by 14%, they are as fast as the shotgun's side shots
- the number of bullets possible to shot from the gun at once was decreased to 2
- the machine gun bullet speed increased by 15%
- the number of bullets possible to shot from the machine gun at once was decreased to 2
- the speed of laser guns shot (player's) was increased by 6,25%
- the homing missles start to look for a target 20% faster
- the number of bullets possible to shot from the rocket launcher at once was decreased to 2
- the time interval between the following rocket launcher shots was increased by 125%

// PALETTES AND COLOURS
- the inpropper colour of the last "S" letter's bottom at the title screen was fixed 
- the palette of the title screen was changed
- the player's colour was changed
- the palettes were changed for levels 1, 3, 4 & 5 (also in the credits)
- the final animations palette was changed

---

You need to patch the (U) version.

This hack took me a long time to prepare, indeed. As I am a person that has almost no knowledge about NES' assembler - I've been encouraged by a few rom hacking tutorials for FCEUX. So, step by step, I was learning how to use more and more tools provided by this emulator mostly by myself. First, I have regulated the weapons' settings, then I had some fun with music and palettes; and at last I have modified the level design and level' maps, replaced the enemies and done some relocation of those.

I would like to say big Thank You to Dizzy9 user of our local NES forum - for his help while working on this hack.

Here's the download link.

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