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Romhacking => Personal Projects => Topic started by: acediez on June 14, 2018, 12:32:30 am

Title: Mega Man X6 Tweaks (v15)
Post by: acediez on June 14, 2018, 12:32:30 am
(https://i.imgur.com/LmMl0Om.png)

Mega Man X6 Tweaks

(http://www.romhacking.net/hacks/psx/images/4035screenshot1.png)

Tweaks to make Mega Man X6 more enjoyable.
Starting from v14, this patch comes with three variants:

Light: Various tweaks without cutting any content. Recommended for a first playthrough.

Quote
Unlockables
- Beating Nightmare Zero on Lvl. 4 unlocks Black Zero. This is coded in the original game, but the original souls requirements for Ranks/events wouldn't allow it to happen normally (see below).
- Reaching Rank UH unlocks the Ultimate Armor.
- Cheat Code 1 (Ultimate Armor) now gives both Ultimate Armor and Black Zero.
- Cheat Code 2 (Black Zero) has now been repurposed to start the game with Zero available, allowing for a Zero vs. Nightmare Zero match (you can have him earn his Black Zero form himself)
- Both cheat codes can be combined.

Parts, Ranks, and Nightmare Souls
- Parts are no longer permanently missable. Injured Reploids reappear after getting infected or killed as if you've never encountered them.
- Parts allowance by Rank has been edited from 0/0/0/1/2/2/3/4 to 1/1/1/2/2/3/4/4 so you can equip at least one part right from the start.
- Rank progression has been edited from to 0/200/300/500/800/1500/5000/9999 to 0/200/300/500/800/1500/2500/4000, so Level 4 boss battle start sooner (Rank PA, 2500), and the newly added unlockables of Rank UH can be reached without excessive grinding.
- Story scenes unlocked by reaching 3000 are now split and set to match Rank PA (2500) and Rank UH (4000) respectively. As noted above, this allows you to encounter Nightmare Zero Lvl. 4, which isn't possible in the original game (Lvl. 4 bosses appear at Rank PA, Rank PA requires 5000 souls, but at 3000 souls the game would trigger an event that would make Nightmare Zero not appear anymore).
- Dynamo's Green Orbs drops have been increased from 200 to 600 souls (each). If you're grinding souls with Dynamo, you might as well get it over with faster.

Game Mechanics
- X and Zero now share Heart Tanks, Life Up parts, Energy Up parts, Souls, and Rank.
- Blade Armor's Mach Dash no longer has a delay at the start, has been slightly slowed down for better controllability, and can be cancelled by moving to the opposite direction, just like the regular Air Dash.
- Armorless X has now the same defense as the armors, and has the ability to Air Dash, to make him a viable alternative to Falcon Armor at the start of the game (Zero still has lower defense, as his attacks are a lot stronger)
- Shadow Armor now also has the ability to Air Dash
- Dash and Air Dashes with the Hyper Dash part equipped have been made a bit longer.

Game Mechanics (contributed by Z3R0X)
- Zero's Sentsuizan has been remapped (from Up + Main attack to Up + Secondary Attack) and it's execution method has been changed to Hold/Release, so you can cancel it anytime.
- Height of Zero's Hyoroga and Shadow Armor's ceiling jump has been increased (enough to reach Rainy Turtloid's ceiling)
- X's Saber's speed has been slightly increased.
- Shadow Armor's Saber can be cancelled by alternating it with dashing, just like the regular one.

Damage Charts
- Blade Armor's moves deal a bit more damage against all enemies.
- Bonus damage against Nightmare Snake (aka Donuts, x4 damage) and Nightmare Mother (Gate's Lab 1 boss, x2 damage)

Complete: A heavier cut of annoyances and other tweaks. Recommended for repeated playthroughs.

Quote
All modifications from the Light version, plus:
- Disables all "Nightmare Effects" (hazards on stages activated by the previous stage visited)
- "Exit Stage" button always available
- Disables Alia's alerts and other dialogues inside stages (all except dialogues with bosses)
- Disables Stage Select screen dialogues stages
- All injured Reploids not holding any items are marked as "MISSING" at the start of the game, drastically reducing the number of Reploids clogging stages (keeping only the ones that matter).
- Disables injured Reploids giving extra lifes. Instead you get a consistenly higher number of lives (from 2 normal/4 with EX Tank, to 4 normal/6 with EX Tank).
- Nightmare Virus' Blue Orbs will always appear (would normally reappear only after a Nightmare Effects has been activated for the corresponding stage)
- Blue Orbs left alone not turn back into a Nightmare Virus

Uber Blade Armor: Just for fun

Quote
All modifications from the Complete version, plus:
- Blade Armor available from the start
- Blade Armor's Mach Dash mechanic changed to Hold/Release, with unlimited duration. Can be repeated all you want on a single jump. Deals as much damage as the Nova Strike.
- Can now start any air move after a dash jump.

All these options, and others, can be completely customized using the Mega Man X6 Tweaks Patcher.
The patch may not reflect all the features currently available. For the latest developments, try the latest WIP release of the patcher.

Lastest public release on RHDN:
DOWNLOAD (v15) (http://www.romhacking.net/hacks/4035/)
Format: xdelta
Target: "Mega Man X6 (USA) (v1.1)", "REDUMP" release.

Lastest WIP release:
DOWNLOAD (v15) (http://www.mediafire.com/file/o3yo932fnz618c8/Mega_Man_X6_Tweaks_%28v15%29.zip/file)

Changelog:
Quote

v15
- All fixes from v15 of the patcher
- Uber Blade Armor patch now gives you Blade Armor in the intro stage. Just a nice touch.
v14
- Completely remade using the v14 version of the patcher.
v05
- Completely remade using the v05 version of the patcher.
v02
- Fixed a bug on the injured Reploids modification where getting Reploids attacked/killed would glitch their entries on the report list in the stage select menu until you rescued them.
v01
- Initial release.



Mega Man X6 Tweaks Patcher

(https://i.imgur.com/593hLr7.png) (https://i.imgur.com/593hLr7.png)

Lastest public release on RHDN:
DOWNLOAD (v15) (http://www.romhacking.net/utilities/1414/)
Target: "Mega Man X6 (USA) (v1.1)", "REDUMP" release.

Lastest WIP release:
DOWNLOAD (v15) (http://www.mediafire.com/file/rul7lc616u64cm8/Mega_Man_X6_Tweaks_Patcher_%28v15%29.zip/file)

Includes STARWIN's EDC/ECC Recalculator (http://www.romhacking.net/utilities/1264/) and is automatically run during patching. Without this, you may run into problems playing the modified game on real hardware or the more accurate emulators.

Changelog:
Quote
v15
- (Fix) Blade Armor was broken AF when playing pretty much in anything else besides ePSXe. Now the intended buff works consistently in all platforms (which is actually very subtle, +1 most attacks, +2 the saber).
- (Fix) Setsuuizan input was also broken.
- (Fix) Cheat Codes could only be combined when using 1 before 2, not 2 before 1. Now both ways work the same.
v14
- (New) Orbs values: Added blues orbs dropped by infected Reploids
- (Fix) "Orbs won't turn back into enemies" makes them disappear after a few seconds, as they normally do when dropped from infected Reploids (instead of staying in place indefinitely).
v13
- (New) Unlockables: Cheat Code 1 can be used to unlock both Ultimate Armor and Black Armor, freeing up the second code for...
- (New) Unlockables: Cheat Code 2 can be used to start the game with Zero available. Conditions for related events and dialogues are modified.
- (New) Unlockeables: Allow to use both cheat codes together.
- Lots of code housekeeping, some of the first stuff I wrote was a lot longer than they needed to be. Hopefully I didn't break anything.
v12
- (Fixed) The new "Rank UH unlocks Ultimate Armor/Black Zero" option would cause a rescued Reploid to glitch out when loading a saved game.
v11
- (Fixed) "Nightmare's Origin" souls code had been broken on the last few version, making it play more than once.
- (New) "Allow Air Moves after Dash Jump" (now separate from the general "Unlimited Air Moves" option)
- (New) Make Nightmare Soul Orbs always regenerate.
- (New) Make Nightmare Soul Orbs stay as orbs, so they don't regenerate back into an enemy
- (New) Reaching Rank UH unlocks Ultimate Armor/Black Zero
- Additional notes
v10
- (Fixed) A rewrite in the Events/Souls option caused a game-breaking bug which affected Zero's saber.
- (Fixed) Wrong sound effects when using Blade Armor Mach Dash/Minimum Delay
- (Fixed) Damage Bonus/Blade Armor broke High Max's vulnerability to weapons, making him unbeatable
- (Fixed) Unlimited Air Moves related options are now listed and described correctly.
- (Fixed) Hyper Dash speed controls were not working.
- Minor naming and notes modifications
v09
- (Fix) Too much to list. Both stuff that's been reported and stuff I found before anyone noticed.
- (Improvement) Now the "Characters Available" section doesn't clash with cheats at all. Secret characters added by cheat code should stack with the patcher's option with no problems.
- (New) Various general Dash modification, including: enabling Air Dash for unarmored X and Shadow Armor, allowing air dash after a dash jump, unlimited air moves, and varios duration/speed controls.
- (New) Blade Armor's Mach Dash customization, including: delay options/removal; execution and cancelling options such as being able to cancel it by pressing the opposite direction (like the regular Air Dash works), and control by hold/release, including the very abusable unlimited variant.
- (New) Damage buffs for Blade Armor's moves
- (New) Damage buffs against the two less liked enemies of the game, the Nightmare Snake (Blaze Heatnix's sub boss) and the DNA Devil (Gate's Lab 1)
- (New) Cancellable Sentsuizaan (again, thanks you Z3R0X for this!)
v08
- (Fix) Blade Armor Air Dash delay removal: SFX now plays correctly.
- (New) Blade Armor Air Dash delay removal: Added an option, "Minimum". Normal delay, except it doesn't wait for you to let go of the button.
- (New) New Game Status: Mark Life Ups, Energy Ups, Heart Tanks (thanks to injoon84)
- (New) Defense: Give normal X and Zero the same defense as X's armors.
v07
- (New) Dash duration controls
- (New) Blade Armor's air dash delayremoval
v06
- (Fix) Shared Souls and Rank would cause the Souls explanation on the Mission Report screen to be skipped (even if the option to skip it wasn't selected).
- (Fix) Wrong default Souls value for Rank SA (900 instead if 800)
- (New) Contributions by Z3R0X: Hyoroga and Shador Armor's jump height, and X's saber duration.
- (New) Contributions by injoon84: Be able to cancel Shadow Armor's saber with a dash.
v04f/v05
- (Fix, hopefully) Fixed a problem with Life and Energy parts on the Shared Stats options that was affecting playthroughs on PSP
- (New) Added input modification for Sentsuizan. Thanks to Z3R0X for this contribution!
- Additional notes added.
v04e
- (Fix) Slots of Speedster and Hyper Dash were swapped. Now all Parts should work perfectly.
- (New) Choosing to start with Zero available now allows you to fight Nightmare Zero as Zero (doesn't skip straight to High Max as it normally would)
- Additional notes added to the GUI.
v04d
- (Fix) Using any of the New Game Status options would break the use of cheats to get Ultimate Armor or Black Zero (the value gets rewritten). It's changed so it's only affected if a "Characters Available" is selected (which effectively rewrites whatever is set by the cheat). Using other any other part of the patcher besider this one will keep the normal cheat codes functional now.
- (Fix) Also related to "Characters Available", fixed Falcon Armor not being disabled when unchecked.
- (Fix) Some individual Parts wrongly assigned.
- (Fix) Fixed a bug in the patcher where it wouldn't reset values correctly between different patch attempts. (Reloading the patcher for using different options is still recommended just in case)
- (New) Changed the way the "Exit Stage" option is presented
- Added some additional notes.
v04c
- (Fix) "Shared Nightmare Souls and Rank" was causing a freeze in the Mission Report screen (detected on PSP). It should work ok now, on PSP and everywhere.
v04b
- (New) Unblocked a wall in the Hidden stage for the ice stage (when the Fire Nightmare Effect is disabled)
- (New) "Disable Stage Select screen dialogues" now covers all three possible events (introduction, getting Zero, and reaching final stages)
v04a
- Complete rewrite. Added a bunch of new options, and bug fixes of previous ones.
v03a
- Initial testing for some of a couple of new options.
v02
- Fixed a bug on the injured Reploids modification where getting Reploids attacked/killed would glitch their entries on the report list in the stage select menu until you rescued them.
- Fixed the "Disable getting extra lives" option (it wasn't really working)
v01
- Initial release.
[/size]



Mega Man X6 Tweaks Spreadsheet

An XLSX spreadsheet with all the address, values and ASM modifications to do everything the patcher above does.
DOWNLOAD (v15) (http://www.romhacking.net/documents/780/)
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: ThegreatBen on June 14, 2018, 08:11:50 am
So awesome, this game will be so much better now, thanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: injoon84 on June 14, 2018, 12:05:45 pm
Whoa, this is fast! I thought of pm you.
I haven't finish writing my gameshark but you already post a modded Megaman X6.
Anyway, I finally able to list down the gameshark for Megaman X6:

#Hp Gauge Full X (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2B 0040

#Hp Gauge Full Zero (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2C 0040

#Infinite Lives (Will have 9 lives) (Permanent effect)
800CCF08 0900

#Infinite All Weapons (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
50000802 0000
8009714A 0180

#Infinite Giga Attack (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
80097148 0180

#Infinite Dash (Note: 0000=Jump normal/ 0001=Jump have shadow effect) (Temporary effect)
80097124 0000

#Infinite In-Air Moves (0000=Infinite, 0001=No air moves) (Temporary effect)
80097126 0000

#Infinite Leg Jets (Ultimate) (Temporary effect)
80097178 7000

#Infinite Distance Nova Strike/ Delay Giga Attack (0000=Short/ 0100=Infinite&Delay)
80097180 0100

#Have All Weapons (00FF=All, 0000=None) (Note: The game will freeze on Shadow Armor) (Temporary effect)
30097169 00FF

#No Level Time (Temporary effect)
800CCF60 0000

#Max Mavericks Defeated (Temporary effect)
800CCF64 03E7

#No Damage Received (Temporary effect)
800CCF68 0000

#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
300CCF2F 003F

#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
800CCF38 FF01

#Have All Power Up Parts (Permanent effect)
800CCF40 FFFC
800CCF42 03FF

#Have Sub-Tanks, W-Tank & EX Tank (Permanent effect)
300CCF3B 00FF

#All Reploids Rescued (Permanent effect) (Note: Not recommended as you won't obtain any parts)
50002002 0000
800CCFA8 2222

#Boss Fight Level 4 (0000=Level 1, 0001=Level 2, 0002=Level 3, 0003=Level 4) (Temporary effect)
300CCF5F 0003

#Max Lifebar For Boss (Temporary effect)
300CCF5C 007F

#Optional Boss (0000=Nightmare Zero, 0001=High Max, 0002=Dynamo) (Permanent effect)
300CD30B 0000

#X Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA2 270F

#Zero Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA4 270F

#X's Rank (0000=HU, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5D 0000

#Zero's Rank (0000=HU, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5E 0000

#Have All Reploids Except Reploids With LifeUp & EnergyUp (0/1=No Data, 2=Rescued, 3=Death, 4=Missing) (Permanent effect)
800CCFA8 2020
800CCFAA 2222
800CCFAC 2222
800CCFAE 2222
800CCFB0 2222
800CCFB2 2220
800CCFB4 2022
800CCFB6 2222
800CCFB8 2222
800CCFBA 2222
800CCFBC 2202
800CCFBE 2220
800CCFC0 2222
800CCFC2 2202
800CCFC4 2222
800CCFC6 2202
800CCFC8 2222
800CCFCA 2220
800CCFCC 2222
800CCFCE 2220
800CCFD0 2222
800CCFD2 2022
800CCFD4 2202
800CCFD6 2222
800CCFD8 2220
800CCFDA 2022
800CCFDC 2222
800CCFDE 2222
800CCFE0 2222
800CCFE2 2222
800CCFE4 2202
800CCFE6 2220

#Parts Equip1 (0000=Nothing, 0004=Speedster*, 0008=Jumper*, 000C=Speedster+Jumper, 0010=HyperDash*, 0020=EnergySaver, 0040=SuperRecovery, 0080=BusterPlus, 0100=SpeedShot, 0200=ShockBuffer, 0400=D.Barrier, 0800=D-Converter, 1000=HyperDrive, 2000=PowerDrive, 4000=WeaponDrive, 8000=LifeRecover) Temporary
8009718C 8FE0
Note: The one mark* doesn't have effect even if they are equip.

#Parts Equip2 (0000=Nothing, 0001=W.Recover, 0002=Overdrive, 0004=Rapid5, 0008=U.Buster, 0010=QuickCharge, 0020=WeaponPlus, 0040=SaberPlus, 0080=SaberExtend, 0100=ShotEraser, 0200=MasterSaber) Temporary
8009718E 03F4
Note: Weapon select screen will becomes glitchy once you include X/Zero only parts.

#Movement Speed (Note: 0000=Cannot-move/ 0100=Slow/ 0200=Normal/ 0300=Speedster/ 0F00=Ultra-speed) Temporary
80097195 0300

#Jump Height (Note: Without jumper, 0000=No height/... 05D0=Normal/ 06D0=Jumper/... 0F00=Highest) Temporary
80097199 06D0


Now is the Gamesharks code with Joker Command:
Before I start, I want to share my personal preference control button so that you understand why I choose those Joker Command value for specific cheats.
 
Button Config.                           Default        My Joystick Preference
--------------                               -------         ----------------------
X-Buster / Z-Saber                     Square        Square
Jump                                         X                X
Dash                                         Circle          R1
Special Weapons / Z-Buster       Triangle       Triangle
Weapon Select L                        L1              L1
Weapon Select R                        R1              L2
Giga Attack                               R2              Circle

#Normal Joker Command
D00C456C ????
#Max Reversed Joker Command
D00CF922 ????

1) Warp in Animation + Transform
#Warp-In Animation (Activate=Up/Down+Select, Stop=Select)
D00C456C 1100
80097170 0001
D00C456C 4100
80097170 0001
D00C456C 0100
80097170 0000
#Ultimate X (Up+Select) (Note: Perfect on Ultimate/Normal X while other Armors will have sprite glitch) (Temporary effect)
D00C456C 1100
80097186 0400
#Normal X (Down+Select) (Temporary effect)
D00C456C 4100
80097186 0000
Note:
Mugshot will remain the same as the initial chosen character.
Falcon, Blade, and Shadow can have 3 transformation although their Ultimate sprite is glitchy. No harm though.
To reset back to initial chosen character, release Up/Down but hold Select button once the animation started.
There will also be glitch if you activate this code during conversation. Try it and you will know what I meant.
Also, you might want to include Black Zero transformation.
eg.
#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 1100
300CCF2F 003F
However, in doing so you might risk of not able to collect any remaining armor parts. Therefore, you might need to add another code.
#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
D00C456C 1100
800CCF38 FF01
Then to turn back to Red Zero.
#Have All Armors & Red Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 4100
300CCF2F 001F
#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
D00C456C 4100
800CCF38 FF01
Get what I mean?

2) Manuever Leg Jets
#Leg Jets Hover Up (Left=Max Reverse Joker)
D00C456C 1000
8009717A 0009
D00C456C 3000
8009717A 0009
D00CF922 FF6F
8009717A 0009
D00C456C 1080
8009717A 0009
D00C456C 3080
8009717A 0009
D00CF922 7F6F
8009717A 0009
#Leg Jets Hover Down (Left=Max Reverse Joker)
D00C456C 4000
8009717A 0001
D00C456C 6000
8009717A 0001
D00CF922 FF3F
8009717A 0001
D00C456C 4080
8009717A 0001
D00C456C 6080
8009717A 0001
D00CF922 7F3F
8009717A 0001
Note:
This is only for Ultimate armor.
Why Left button use Max Reverse Joker? Well, my keyboard not supporting it.

3) Gravity control jump
#Infinite Float Down (Diagonal Down+X) (FFFF=Slowest/ FFFD=Slower than normal/ FFFC=Faster than normal) Temporary
D00C456C 6040
800970C6 FFFD
D00C456C 60C0
800970C6 FFFD
D00C456C 6048
800970C6 FFFD
D00C456C 60C8
800970C6 FFFD
D00CF922 BF3F
800970C6 FFFD
D00CF922 3F3F
800970C6 FFFD
D00CF922 B73F
800970C6 FFFD
D00CF922 373F
800970C6 FFFD
Note:
Infinite float down slightly slower than normal.
Shadow can now pass impossible stage like Amazon Area 2.
Also, Shadow can slide down the wall at will. Other characters can slide down the wall faster.
Blade can perform super slow straight down air-dash.
Characters that can air-dash able to perform diagonal down air-dash.
All characters can do squat little jump tricks, and jump kick down the wall. Very cool. I like this.

#Infinite Float Up (Diagonal Up+X) (0000=Slowest/ 0002=Slower than normal/ 0003=Faster than normal) Temporary
D00C456C 3040
800970C6 0002
D00C456C 30C0
800970C6 0002
D00C456C 3048
800970C6 0002
D00C456C 30C8
800970C6 0002
D00CF922 BF6F
800970C6 0002
D00CF922 3F6F
800970C6 0002
D00CF922 B76F
800970C6 0002
D00CF922 376F
800970C6 0002
Note:
Infinite float up slightly slower than normal.
All characters can slide up the wall.
Blade can perform super slow straight up air-dash.
Characters that can air-dash able to perform diagonal up air-dash.
Shadow and Zero will suffer performing using this codes because of their super jump moves.
I don't like it. Kind of kill of the fun for platforming games.


I think that will do. The rest is a repetitive of basic gameshark value with Joker Command.
I hope this gameshark will end up helpful and thank you. I'm gonna try your game soon.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: gledson999 on June 14, 2018, 01:48:41 pm
This is so cool  :woot!: I'm translating Megaman X6 into Brazilian Portuguese and i'll apply this improvement tweak from Nightmare Zero Lv04, thanks!

Here is some images
(https://i.imgur.com/onKQ7i5.png)
(https://i.imgur.com/TSDBdIq.png)
(https://i.imgur.com/pQ4R40c.png)
(https://i.imgur.com/5e2jIO6.png)(https://i.imgur.com/tD2GBgy.png)
(https://i.imgur.com/JZp4O9D.png)(https://i.imgur.com/txkwCB6.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: Zero Dozer on June 14, 2018, 05:03:40 pm
You already have my like and my download on this tweak patch.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: x6fan on June 16, 2018, 09:46:32 pm
Thank you so much for doing this! Always thought X6 deserved some fixes and improvements. These tweaks are amazing and they make the game so much more approachable. I really like the tweaker program and the documentation.

Do you have more plans for X6? I have some ideas: remove the nightmare system; make collected heart tanks apply to both X and Zero. I wish I had the reverse engineering skills to implement these ideas and contribute.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: injoon84 on June 17, 2018, 02:35:20 am
I have try your Mega Man X6 Tweaks Patcher (v01). I like the idea very much. It let us customize to our liking. No more dispute among us. Hooray!
However, it seems like some selection not working accordingly.

1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

The rest seems to be functioning. I think? I hope there will be more selection in the future.

From what I notice from your file:
Mega Man X6 Tweaks Spreadsheet (v01) (worksheet: Lives_Continues)
Adding Lives
BIN Offset   PSX Ram      Description
496402556   8004EF5C   Stores in r2 number of lives to add
496402560   8004EF60   Adds the previous number of lives to total lives

If I use the PSX Ram as Gameshark:   
#Extra lives gain from Reploids modifier (0000=0, 0001=+1, ..., 0009=+9) Permanent effect and cannot be overwritten
8004EF5C 0000
#Rescued Reploids behaviour modifier (0000=No extra lives+EXIT, 0002=No extra lives, 000F=Wrap out and clear the stage with no extra lives but will jam at miniboss Magma Area stage) Permanent effect and cannot be overwritten
8004EF60 0000

Also, check this out.
https://www.youtube.com/watch?v=FQ8Ymlzjpc0
https://www.youtube.com/watch?v=CX-dnjHdlfY
Regarding assigning new actions to button presses, maybe you should get some advice from this guy.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: acediez on June 17, 2018, 02:54:30 am
Thanks for testing the patcher injoon84

1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.
You mean the list of rescued reploids in the stage select screen? I never encountered this, I'll have to check again.
For now, having them be marked as "not rescued" should have the same intended effect (the selected interaction will simply reset the status)

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

This was working on the BIN I patched for testing. Then again the operation for giving lives seems to be in more than one location of the BIN, so there's probably additional changes I need to make for it to work in all cases. I'll take another look.

Also thanks for all the additional addresses you've provided!


Do you have more plans for X6? I have some ideas: remove the nightmare system; make collected heart tanks apply to both X and Zero. I wish I had the reverse engineering skills to implement these ideas and contribute.
Those two ideas are on my wishlist too at the moment, I'll try to figure out how to implement them. But first I need to spend some time making sure everything already included is working as intended. This is the first release and I'm just starting to get some feedback. And as you see in the above post there's already a couple of things that need fixing.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: Lumiere on June 17, 2018, 01:37:33 pm
When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts. Also, do you have any plans to add the ability to edit the damage chart?
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: acediez on June 17, 2018, 04:37:14 pm
About reported bugs so far


1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

Ok, these two are now fixed on the v02 version I just submitted the site. They should be up shortly. For now, here's the scratchpad download links (they'll automatically be deleted once the update goes live on the site)

Tweaks Base Patch (v02) http://www.romhacking.net/scratchpad/13788/
Tweaks Patcher (v02) http://www.romhacking.net/scratchpad/13789/

Thank you for testing and reporting these issues. Apologies to to all 136 people who downloaded the first version  ;D



When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts.

I'm gonna have to ask you to double check this by patching the game again, as I can't reproduce this problem. Works fine for me

NEVERMIND. I did have this problem now when running the game on a different emulator. Thanks for reporting it.
The current method works fine on no$psx and ePSXe, but incorrectly on Mednafen PSX and hardware, where it looks like the whole list is written in RAM with a 8 byte offset...
This is gonna be very difficult to tackle, since it depends on whats being used to run the game...



About feature requests
There's a few things I'd definitely like to look into
- Remove the nightmare system (or at least selectively remove the more annoying effects)
- Make collected heart tanks apply to both X and Zero
- Edit some mini bosses life bar sizes
Etc.

However I need to focus on other stuff for awhile. I will however try to address any bugs or problems that may come up with what's already implemented, so please keep reporting any issue you have (confirmations of features working correctly are helpful too!)

June 18, 2018, 12:15:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Something I didn't notice until I ran this on mednafen: depending on the options selected, it may be necessary to recalcualte ECD/ECC fields for it to work properly on hardware and on more accurate emulators.

If you run into an uenxpected freeze, try running your patched bin through STARWIN's EDC/ECC Recalculator (http://www.romhacking.net/utilities/1264/). It's a simple drag-and-drop process.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 20, 2018, 07:43:56 am
Now that Black Zero is available in game I’ll most likely be using the Ultimate Armor X code, however I believe it replaces the Falcon armor, it would be nice to be able to have both.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 20, 2018, 01:22:33 pm
This time I play around with the Mega Man X6 Tweaks Patcher (v02) and this is the results I get.
Also, count me out from testing from the time being. It's tiring.
Anyway, I used ePSXe 2.0.5.

1) Status by default
a) Not holding parts
87/88 reploids. Missing Leon from Northpole Area.
b) Common parts
Suppose there is only 10 reploids but 1 reploid name Leon from Northpole Area also included making it 11 reploids.

2) Rank/Nightmare Souls Table
Once you reach higher rank, your rank will not drop even if you set lower rank with higher souls needed.
eg. Rank A needs 1000 souls but rank UH only needs 10 souls. Once you collected 10 souls, your UH rank will not drop even if you collected more than 1000 souls later.

3) Boss Levels
It won't acknowledge lower level boss for higher ranks.
eg. Rank UH for Nightmare Zero lv.2 and rank A for Nightmare Zero lv.4. If this happens, you will have lv.4 boss no matter which ranks achieve first.

4) Alia explaining soul
a) This event only triggers if you clear a normal stage with enough souls collected.
b) If you collected enough souls but exit the stage, this event will not trigger.
c) In the original version, with enough souls collected, Alia will explain souls by just exit, clear a normal stage, or defeating Nightmare Zero. High Max not included though.

5) Unlock Final Stage
a) If you clear a normal stage with enough souls collected, Alia will explain souls. Then, Gate event will trigger and enable Final Gate's Lab 1.
b) If you exit with enough souls collected, Alia will not explain souls. Then, follow by Gate event and enable Final Gate's Lab 1.
c) By setting the number of souls needed higher than 4), Alia might explain souls thrice by triggers 4a) twice with both X and Zero, then again on 5a).

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.

7) Disable gaining lives (Rescued Reploids)
It's working now but it also disable us from gaining extra lives from X/Zero helmet that provides extra lives.
That's weird because when I used gameshark I posted above, both codes only disable extra lives from reploids.
I used below gameshark to test it as it's hard to get extra lives by defeating enemies.
#Always drop Extra Life item (Permanent effect not recommended)
8004E71A 2400
8004D848 000A
8004D84A 1000
8004D874 0008
8004D876 3402


To ThegreatBen,
Nope. You will still be able to keep the Falcon armor but starts the game as Ultimate armor.
Only X5 disable you from keeping the Fourth armor if you activate the Ultimate armor code.
Seems like you mix up your memory between X5 and X6.

Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 20, 2018, 01:37:49 pm
Thank you so much for your testing!

1) Status by default
a) Not holding parts
87/88 reploids. Missing Leon from Northpole Area.
b) Common parts
Suppose there is only 10 reploids but 1 reploid name Leon from Northpole Area also included making it 11 reploids.
Fixed!
I simply put one reploid on the wrong category list (as I took megaman.wikia.com as reference, where this one Reploids is wrongly listed as having a Common Part)

Also thanks for confirming this feature is currently working ok in ePSXe.
Next version will include a fix that makes this work consistently on Mednafen PSX/hardware too.

2) Rank/Nightmare Souls Table
Once you reach higher rank, your rank will not drop even if you set lower rank with higher souls needed.
eg. Rank A needs 1000 souls but rank UH only needs 10 souls. Once you collected 10 souls, your UH rank will not drop even if you collected more than 1000 souls later.

3) Boss Levels
It won't acknowledge lower level boss for higher ranks.
eg. Rank UH for Nightmare Zero lv.2 and rank A for Nightmare Zero lv.4. If this happens, you will have lv.4 boss no matter which ranks achieve first.
Triggers by # of souls are intended to be put in ascending order, I put a warning about this on the description. That's the way it needs to be because of how the game reads it (it compares your current souls number with the reference table from highest to lowest, and stops once it finds a match).
Rank based triggers COULD be implemented out of order (the game reads the level from a separate byte for each corresponding Rank), but for simplicity's sake I decided to automatically adapt non ascending orders from highest to lowest when using the patcher. If for some reason anyone wants to make it out of order, the addresses for said table are in the spreadsheet.

c) By setting the number of souls needed higher than 4), Alia might explain souls thrice by triggers 4a) twice with both X and Zero, then again on 5a).
That's kind of funny :heh:
I didn't do any testing using Zero, so I didn't realize this got triggered separately for both characters.

A way around this could be to have X and Zero share Souls and Rank level (something I'm working on at the moment)
Maybe there is a separate flag I could use to make this only be shown once. But I'm thinking that the only other condition it checks is having triggered the Gate/Final stages scene...

Probably more trouble than it's worth, but I'll give it another look just to see if there's something I can do.
For the moment, I may leave this one out of the base patch on the next version.

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.
I actually went out of my way to make it be this way. I thought it would be a nice touch :)
Similarly, I made the lives counter disappear on the pause menu when increasing the limit of lives above 9 because displaying double digits for lives in the pause menu causes graphical glitches.
Both of these changes are detailed on the spreadsheet.

7) Disable gaining lives (Rescued Reploids)
It's working now but it also disable us from gaining extra lives from X/Zero helmet that provides extra lives.
That's weird because when I used gameshark I posted above, both codes only disable extra lives from reploids.
I used below gameshark to test it as it's hard to get extra lives by defeating enemies.
#Always drop Extra Life item (Permanent effect not recommended)
8004E71A 2400
8004D848 000A
8004D84A 1000
8004D874 0008
8004D876 3402
Thanks, I was about to get into testing what effect this had on regular 1-ups items. I'm gonna compare my modification to your gamesharks to test it further.
Ideally, I'd have them both be set as separate options in the patcher... (I actually forgot this game had regular 1-ups).

Again, thank you so much for this. I know it's tiresome, you've more than done your part. I'm gonna credit you on the readme for future releases :)


June 21, 2018, 12:52:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts.

Ok, I already figured this one out  :woot!:
Will be fixed on the next update (along with a few other neat stuff)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 21, 2018, 11:18:27 am
Have a free bump so you can post your updates on a clean post.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 22, 2018, 03:06:40 am
 :laugh: Thanks, I guess

Here's a sneak peak/beta of the next version.

(https://i.imgur.com/PVPM1kT.png)

"Reploids / Status marked by default" is completely fixed, now it works as it should on hardware, Mednafen PSX, ePSXe, etc. Also, number of lives "after continue" now also applies to the lives you start with when loading a savefile.
I haven't fully tested some of the new stuff yet, so I won't release it on the site just yet. But here's a temporary download link if anyone wants to play around with it for the moment, an alpha of sorts.

Just make sure you start a new game if you plan to try any of the "shared stats" options.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Zero Dozer on June 22, 2018, 11:41:32 am
Uh, I'll send you a PM.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 22, 2018, 12:09:24 pm
Nice addition as always. The latest patcher (v03a), not sure these are mistakes or not.

1) Disable gaining lives (Rescued Reploids)
Rescued Reploids give 1 extra live but not from Extra Life items.

2) Disable gaining lives (Extra Life items)
Extra Life items give 1 extra live but not from rescued Reploids.

Shouldn't it be the other way round? I mean swap between these two codes.


Plus, aren't you missing the Common, X, Zero, and Limited Parts?
I only have Gameshark value.

#Have All Power Up Parts
800CCF40 FFFC
800CCF42 03FF
Note: Already posted before.

Maybe you're trying to separate it nicely.

#Have All Common Parts
800CCF40 0FFC
#Have All X Parts
800CCF42 003C
#Have All Zero Parts
800CCF42 03C0
#Have All Limited Parts
800CCF40 F000
800CCF42 0003

But, it's not going to get all parts if you combine it all together.
At least that's what happened when I used Gameshark.


By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?
#Hp Gauge Full X (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2B 0040
#Hp Gauge Full Zero (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2C 0040
Note: Already posted before.

It it does, then, these codes may help you making X and Zero share Weapon Energy Up.
#Weapon Energy Gauge X (+8)
300CCF31 0040
#Weapon Energy Gauge Zero (+8)
300CCF32 0040
Note:
I just retrace back this codes. Not sure if there's any bug on it.
I wonder why I deleted these codes. Maybe because X5 Zero Weapon Energy gauge is buggy.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 22, 2018, 12:28:06 pm
Nice addition as always. The latest patcher (v03a), not sure these are mistakes or not.

1) Disable gaining lives (Rescued Reploids)
Rescued Reploids give 1 extra live but not from Extra Life items.

2) Disable gaining lives (Extra Life items)
Extra Life items give 1 extra live but not from rescued Reploids.

Shouldn't it be the other way round? I mean swap between these two codes.


 :laugh: :laugh: :laugh: :laugh:
Yes, it should!

Plus, aren't you missing the Common, X, Zero, and Limited Parts?

I'm not sure what you mean here.
Missing them where?

If you mean you don't get those parts when you filter those reploids out, that's just how it is at the moment. The description says you don't get the parts (I made this option pretty much only to filter the ones that don't hold items so I never worried about the rest)

But now that you provided the address where the values are registered, I can try to to implement it separately!

But, it's not going to get all parts if you combine it all together.
At least that's what happened when I used Gameshark.
By the looks of it, the entire collection is registered the same couple of bytes (by using different multiplies as different items and adding the value up) so replacing the whole value replaces the whole collection (with one gameshark code after the other). Try adding up the hex values instead. The byte that registers your current subtanks works the same.

By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?

I will try to do the same for the weapon upgrade for the next release though. I just ran out of time last night.
Your addresses have just confirmed that weapon upgrades are indeed separate values just like the life upgrades. I didn't remember that clearly.

Once again, thanks for all your help!! This really helps me keep it going
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 24, 2018, 11:55:05 am
Just notice another bug when try to play the game.
If X and Zero share soul and rank, the rank will not increase even though Alia reporting rank improvement.
It somehow freeze the rank. Since X started the game as rank D, the game will stay at rank D.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 03:44:25 am
Can you describe me step by step how to reproduce the problem? It' working fine here, so you're probably doing something differently than me.
Remember to not reuse save sates taken from different bins.



By the way, I've been working on some new options over the weekend.
- Missing stuff from the previous version (shared Energy bar upgrades, Red Orb values) and fixes (swapped "disable losing lives" options).
- Nightmare Effects: you'll be able to disable them (individually, or all of them). Can someone confirm if any of these is needed to access an item or injured reploid, or is it safe to just disable them in all cases? I'm thinking of adding this to an alternate version of the base patch.
- Customizable Ranks table. Not just the Souls requirement, also how many parts can you equip on each rank.
- The "Mark injured reploid as rescued by default" section is gonna be rewritten into a complete list of Parts you can individually select to start the game with (which will mark the corresponding Reploid as rescued).
- Characters (armors) available on a new game (giving the option to play as Zero right away)

(https://i.imgur.com/UREvlSf.png)
It'll look a bit like this... (https://imgur.com/UREvlSf)
All the hacking is done, now I just need to implement all these new inputs into the patcher.

Once properly tested, I'm thinking this will be the last "big" update, at least for awhile. I hope I got most easily fixable issues with the game covered  :D
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 25, 2018, 07:46:33 am
Amazing, are you going to be able to exceed the previous part limit with this and be able to equip everything if you wanted?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 25, 2018, 08:55:35 am
Huh, really? Ok. I'll describe it step by step.
As usual, I use emulator ePSXe 2.0.5.

What I activate with the Mega Man X6 Tweaks Patcher (v03a):
1. Disable status change for MISSING, MISSING, and DEAD.
2. Rank/Nightmare Souls Table
   C   150
   PA   2200
   UH   3000
3. Nightmare Soul Orb values
   Blue Orb (Small)   5
   Blue Orb (Big)      10
4. Disable gaining lives (Extra Life items)
   Since I know this is actually disable gaining lives from rescued reploids.
5. Can always Exit Stage (Normal stages)
6. Can always Exit Stage (Intro, Hidden, and Final stages)
7. Life Bar Upgrades
8. Souls and Rank

Then, I start playing the game by activating Ultimate armor code.
Skip the intro scene.
Pause and check my rank. Stated Rank D.
At the same time, change button configuration to my preference.
Beat intro stage and skip Isoc's speech scene.
Go to Amazon Area by choosing Ultimate armor.
Pause again and of course my rank still D.
Collect all items and save all 16 Reploids by compulsory dying once.
Beat Commander Yammark by collecting 255/260 souls. Alia will report you're now Hunter rank C.
Skip Gate and Isoc conversation scene.
Go to Amazon Area again.
Pause and check my rank. It's still D.


Also, you ask about the Nightmare effects whether it is needed to save injured reploids?
Yes, it does.

1) Northpole Area
The ice wall lead to hidden stage will only break if you previously visited Magma Area.

2) Magma Area
You can access the hidden stage with just Blade, and Zero.
If you equipped Jumper, and Speedster, Ultimate can also make it to the hidden area.
If you previously visited Recycle Lab, the iron moving block will appear in this stage.
Every character except Shadow with Metal Anchor/Rakukojin weapon can access to the hidden area.

3) Recycle Lab
If you equipped Jumper, and Hyper Dash, every character can make it to the hidden area.
If you previously visited Central Museum, the blue, red, and black cubes will appear.
I'm not sure whether the black cube may help you reach the hidden area without any equipment.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 09:43:12 am
Amazing, are you going to be able to exceed the previous part limit with this and be able to equip everything if you wanted?
For limited parts, you can't select more than one even if the main table is set above 1. For regular parts, you "can", but obviously the menu doesn't adapt to this, it gets a bit glitchy. I'm not even sure you actually get the effect of everything you select.
So, at least on the patcher, the options will be limited to the normal range of 1-4 for regular parts and 1 for limited parts. The idea is to be able to set more parts with lower ranks. But I'll update the spreadsheet with all the new stuff for anyone who wants to experiment more.

Huh, really? Ok. I'll describe it step by step.

Thanks. I'll test following those steps next time. I've only tried this option by editing the game directly so there's a chance your problem may come from an error on the patcher I posted earlier.

Also, you ask about the Nightmare effects whether it is needed to save injured reploids?
Yes, it does.

Thanks x2! I only vaguely remembered the Nightmare effects being used to reach or block certain areas.
So, only the Northpole Area one is completely unreachable without the aid of the Nightmare effects?
If I can isolate this one change in the stage (it's probably a separate check than the one that actually causes the effect), I'll try to make it so the path is always open as a workaround. For the others that can be accessed using certain parts or armor, I think I'll just leave them like that.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Zero Dozer on June 25, 2018, 05:59:04 pm
Did someone say DISABLE NIGHTMARE EFFECTS? (Though I didn't know some nightmare effects (Such as Blaze Heatnix's for Blizzard Wolfang) were necessary for upgrades. The Metal Shark Prayer visit demand and Ground Scravich visit demand can be avoided, however.

As the other guy said before, Blaze Heatnix's secret area can be accessed with the Blade Armor or a double jump.
For Metal Shark Prayer, only Hyper Dash is enough. I did that myself. By the skin of the teeth, but I did.

I sent the report directly to you before, but why not share it here. The game has been running perfectly smoothly so far. As for bugs, Alia's scene of explaining the Nightmare Virus is replaying every time X exits a stage after attaining UH.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 09:02:27 pm
Thanks for reporting back, and thanks for the confirmation on those areas! Sounds like the ice stage would be the only problematic one.

I haven't looked at the Alia scene issue yet, I've been busy with the new options, but it's something that I definitely want to get fixed. It would be weird to not be able to modify it reliably and have it stuck at the regular 3000 souls requirement.
I just need to figure out what's stopping it from playing more than once in the regular game, and why isn't it working after the souls trigger is changed.

June 27, 2018, 01:37:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, the triggers of the Alia scene were actually quite simple

First: it checks if you have the final stages unlocked. If they are, the scene is skipped.
Then: it checks for number of souls requirement. If it's not met, the scene is skipped.
Else: the scene plays.

There's no actual flag for having seen the scene already, but since the original game set the souls requirement the same as the requirement to unlock the last stages, it's only shown once.

It's fixed now. I replaced the first requirement with a separate flag I managed to squeeze within the range of RAM saved in the save files  :woot!:
(It was mostly a hacking excercise at this point, probably not worth the trouble, but anyway, it's done)

I've also isolated the blocked walls from the ice stage. It'll be patched to be always open if the option to disable the fireball Nightmare effect is selected.
That's all in terms of fixes, for now. All that's left is to write the new options into the patcher and make them all work together and in any combination. I hope I can get it done by the end of the week.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 27, 2018, 10:13:31 pm
This is coming along nicely, not really something that fits in an editor but the option to switch characters with the select button like in X7 and 8 would be pretty sweet
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 02, 2018, 06:57:15 am
This is the patcher (and set of features) I'm gonna be settling in for now.

(https://i.imgur.com/GYGVs37.png) (https://i.imgur.com/GYGVs37.png)

As always, if you do try it, please report back! (Anything that goes wrong, anything that goes right)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 02, 2018, 06:21:07 pm
Great job, Acediez! One thing, the game crashes during the Mission Report if you play on a PSP. Not sure if there's anything that can be done.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 02, 2018, 11:22:45 pm
Great job, Acediez! One thing, the game crashes during the Mission Report if you play on a PSP. Not sure if there's anything that can be done.

Thanks for reporting
What options are you patching the game with?
Did you try on any other platform? (Emulator, PS1, PS2)

If it's a problem I can reproduce on Mednafen PSX or hardware (I'm currently testing on a PS2), I'll take it as a bug that needs to be fixed. If it only happens in PSP, I don't know how to look for the cause.

As reference, I'm on a playthrough using these settings (https://i.imgur.com/2YoG8MN.png). 6/8 stages done and no problems so far on my playthrough, but there's bound to be some bugs or oversights using different settings and different platforms...
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 03, 2018, 10:43:25 am
I'm not using nearly as many options, actually. XD

This was a problem from the first patcher you released. But the modified ISO that you originally shared worked fine. But thankfully, I haven't had any issues running the game on emulators. I did notice that the Ranks are stuck at D when you have X & Zero share Rank & Souls. That was an issue with the earlier patcher you linked.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 12:45:51 pm
I'm not using nearly as many options, actually. XD

This was a problem from the first patcher you released. But the modified ISO that you originally shared worked fine. But thankfully, I haven't had any issues running the game on emulators. I did notice that the Ranks are stuck at D when you have X & Zero share Rank & Souls. That was an issue with the earlier patcher you linked.


The one I just posted (v04b) has many fixes over the previous one (v03a)

So try patching a new BIN and continue your game from there  :)
I never encountered the problem of the rank getting stuck, or freezes on the Mission Report screen (which also possibly relates to the shared Rank option), but that modification was rewritten in the new version (because of a different problem I encountered), so it's possible your problem has already been fixed
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 03, 2018, 03:36:30 pm
tried 4b, and removed nightmare effects, shared hp/weapons, shared rank and normal parts available from the start. When reaching mission results on my psp, the game hangs(not crashes). It also hangs at the mission results even when starting from an old save from a previous version. Will try without tied rank and/or nightmare effects.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 04:18:09 pm
Thanks for confirming the issue. If it happens every time, it most likely related to the shared Rank options. I think I spotted a potentially problematic line on that modification. I'm gonna take a look at it.

The only other modification affecting the mission report screen are the shared Life/Energy upgrades. If you're willing to test again without the shared Rank option, please see if getting a Life Up/Energy Up with shared Life and Energy upgrades works or not.

(I might as well dust off my PSP to test too. What are you guys using to convert the image?)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 03, 2018, 07:21:00 pm
I'm using psx2psp. I tried builds with nightmare effects only & shared rank only and it only hangs when I used shared rank. I've had no problems with getting a life up & weapon up with shared life/energy.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 09:56:37 pm
Ok, tried it in my PSP, and I got the same problem.

It was caused by a badly placed jump to the new code. I'm more surprised that it was working fine on PS2 and anywhere else. I moved things around and now it really works everywhere, PSP included.

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Thanks Lumiere and Ghaleonh41 for reporting this, since it was seemingly working for me I wouldn't have found this by myself![
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 04, 2018, 02:40:40 am
Would it be asking too much to be able to edit the built-in parts for various armors? As it is, shock buffer is useless if you're using any armor/black zero, the energy saver is pointless when using x's armors. While this is only two parts, editing armors would allow more diverse options per armor
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on July 04, 2018, 06:47:38 am
Would it be asking too much to be able to edit the built-in parts for various armors? As it is, shock buffer is useless if you're using any armor/black zero, the energy saver is pointless when using x's armors. While this is only two parts, editing armors would allow more diverse options per armor

Instead of editing the armors simply allowing the parts to stack would be nice, especially saber plus for Black Zero
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 04, 2018, 07:12:07 am
Whoa, seems like I missing some new stuffs. Watching World Cup too much.
Guess I will just skip tweak patcher v04a and v04b. Will try out v04c and feedback later.

Anyway, I'm kind of curious of 2 things.
1) Can you explain what do error_recalc does and how to apply this program?
   I still don't understand it after reading the notepad.
2) You said you're currently testing it on PS2.
   Does that mean you use POPStarter and change the bin and cue file to VCD format using the CUE2POPS?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 04, 2018, 09:29:37 am
Would it be asking too much to be able to edit the built-in parts for various armors? As it is, shock buffer is useless if you're using any armor/black zero, the energy saver is pointless when using x's armors. While this is only two parts, editing armors would allow more diverse options per armor
Instead of editing the armors simply allowing the parts to stack would be nice, especially saber plus for Black Zero

I'm not gonna be researching new options for awhile, I'm more concerned on completely testing the current version to re-release it on the site, but I'll consider it for later on. I don't even know if those upgrades are even handled as "parts equipped" or some other way.

Watching World Cup too much.
Where are your from? Chile didn't get in :-[ so I haven't watched a single match 

1) Can you explain what do error_recalc does and how to apply this program?
   I still don't understand it after reading the notepad.
EDC/ECC sectors of the disc act as a checksum for the data on the whole disc. They're used to "repair" "invalid" sectors on the fly. So, if you don't update those sectors, some of the modified bytes will revert to the original state when loaded, breaking the modifications, causing freezes, or even preventing the game from booting at all.

ePSXe and no$psx ignore them, so if you're just gonna play there, you don't need to recalculate them. But consoles, and more accurate emulators use it. It's mandatory to play on hardware or even Mednafen PSX.

Either way, as long as you keep the error_recalc.exe file in the same path as the patcher, it should be applied automatically as part of the patching process ("Passing BIN through STARWIN's EDC/ECC recalculator")

2) You said you're currently testing it on PS2.
   Does that mean you use POPStarter and change the bin and cue file to VCD format using the CUE2POPS?
Nope. I have a modchip, so I just burn a disc and play natively.
I don't know much about POPstarter, but I'm pretty sure it doesn't count as "playing on console", as it's emulating, and not as accurate/compatible as you'd expect.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 04, 2018, 11:03:39 pm
I'm from Asia.

This time, tested some of the Mega Man X6 Tweaks Patcher (v04c) using emulator ePSXe 2.0.5.
I only test whatever new and bugs that occured in v03a.

1) Nightmare Effects
Bugs (Commander Yammark)   = Disable Nightmare Effects on Blaze Heatnix's and Shield Sheldon's stages.
Ice (Blizzard Wolfang)      = Disable Nightmare Effects on Metal Shark Player's stage.
Fire (Blaze Heatnix)      = Disable Nightmare Effects on Blizzard Wolfang's (ice wall still break and enable secret area) and Infinity Mijinion's stages.
Iron (Metal Shark Player)   = Disable Nightmare Effects on Blaze Heatnix's, Ground Scaravich's and Infinity Mijinion's stages.
Cube (Ground Scaravich)      = Disable Nightmare Effects on Metal Shark Player's and Shield Sheldon's stages.
Rain (Rainy Turtloid)      = Disable Nightmare Effects on Commander Yammark's and Ground Scaravich's stages.
Mirror (Shield Sheldon)      = Disable Nightmare Effects on Blizzard Wolfang's and Rainy Turtloid's stages.
Dark (Infinity Mijinion)   = Disable Nightmare Effects on Commander Yammark's and Rainy Turtloid's stages.
I only tested it once each. Yeah, should be working fine.
However, I forgot to test if disable 1 Nightmare Effects may disable other Nightmare Effects.
Will try it again later if got time.

2) Characters Shared Stats
Both Life and Energy Upgrades, and Nightmare Souls and Rank are working perfectly now.

3) New Game Status
a) Parts and rescued reploids
   Only tested the normal parts. I don't have enough time. Will feed back again later.
   Speedster   = Reploids rescued (Tsuki from Central Museum) is correct but gets Hyper Dash.
   Jumper   = Reploids rescued (Dante from Northpole Area) is correct but gets Jumper and Hyper Dash.
   Speed Shot   = Reploids rescued (Tekk from Weapon Center) is correct but gets Buster Plus and Speed Shot.
   Shock Buffer   = Reploids rescued (Toshi from Recycle Lab) is correct but gets Buster Plus and Shock Buffer.
   D.Barrier   = Reploids rescued (Kenz from Laser Institute) is correct but gets Buster Plus and D.Barrier.
   D-Converter   = Reploids rescued (Paralla from Weapon Center) is correct but gets Buster Plus and D-Converter.
   However, if you tick all the normal parts, you get all the 10 normal parts plus the correct 10 Reploids rescued.

b) Characters Available
   By using this patcher, you'll permanently disable from getting Ultimate if you use the left, left, left, right code.
   You can only get to play the intro stage as Ultimate.
   Same goes to Zero (Black). Cannot be activated with L1, L1, L1, R2 code.
   However, you might still get Zero (Black) by beating Nightmare Zero lv4.
   Untick Falcon:
   You will still keep Falcon.
   Tick Blade/Shadow:
   After intro stage, Blade/Shadow will be available.
   A full armor parts is collected without affecting the game mode level.
   No more armor parts capsules for the specific characters.
   Tick Ultimate:
   The game still starts as Falcon but you'll be able to keep Ultimate after intro stage.
   Tick Zero/Zero (Black):
   After the intro stage, Zero/Zero (Black) will be available.
   However, you'll skip the optional boss fight 1 (Nightmare Zero) and move on straight to optional boss fight 2 (High Max).

c) Life Upgrades, Energy Upgrades, and Rank
   All are working fine as stated.
   However, if Characters Shared Stats was activated, and X and Zero was having different value, the patcher will always follows X's stats.
   eg.  Characters            X       Zero
          Life Upgrades       +12     +8
          Energy Upgrades   +0      +4
          Rank                     A       D
   Then, the outcome you'll get is:
          Characters            X       Zero
          Life Upgrades       +12     +12
          Energy Upgrades   +0      +0
          Rank                     A       A
   Also, the nightmare souls you have will be the value you set for Rank A.
   In this case, if you did not altered the Nightmare Souls and Ranks, Rank A = 500.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 05, 2018, 01:24:08 am
Thank you so much! I was sure you would find something  :laugh:

Ok, so, confirmed working correctly:
- Nightmare Effects: Added a note about the ice walls being unblocked.
- Shared Stats: Looking good so far
- Life/Energy/Rank Upgrades: Looks ok to me. The Souls are intended to be set according to your table. And the patcher warns you about X'a values taking over if Shared Stats is selected. It's the only way to make it work as it is.

Fixed in v04d:
- Individual Parts assigned wrongly: There was a small set of Parts being wrongly assigned (Hyper Dash, Jumper), but I think what caused more problems on your testing was that the values were not resetting properly after patching and changing options without closing and reopening the program. I fixed it now so the chosen values will reset correctly after each try.
- Unticking Falcon won't disable Falcon Armor being available: Fixed! Of course, it will be reflected after the opening stage.
- Using the patcher breaks the cheat codes for unlocking Ultimate Armor and Black Zero: This was quite an oversight. I put my code in place to replace the value for characters available but completely forgot about the cheats. Well, I don't think I can make both work perfectly together without making a huge rewrite, so for now, I just made it so the value is only replaced when an option from "Characters available" is selected. Choosing anything else from the patcher besides this should now keep the cheats functional. I also added a note about this.

Other changes:
- Changed the buttons for the Exit Stage option to either "Main stages only" or "Anywhere" (because I realized you need both modifications selected to have it available on the intro and hidden stages, just selecting that option wouldn't work. So "Anywhere" now behaves the same as selecting both options in previous versions).

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)

Thanks again for all your testing. Please let me know if you notice anything else. We're getting closer to a "final" v04 release.

   A full armor parts is collected without affecting the game mode level.

I don't understand what you mean by this. What "game mode level" should be affected by collecting armor parts?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 05, 2018, 06:27:50 am
What I mean is if using gameshark,

#Have All Armor Parts (Shadow & Blade) / Easy Mode
800CCF38 FF00
#Have All Armor Parts (Shadow & Blade) / Normal Mode
800CCF38 FF01
#Have All Armor Parts (Shadow & Blade) / Xtreme Mode
800CCF38 FF02

As you can see the FF is the hexadecimal value for Shadow and Blade armor parts.
However, the problem is the 00 to 02 hexadecimal value as it will affect the game as Easy, Normal, or Xtreme mode.
This is a common mistake you'll get if you look at any website for the gameshark armor parts as they totally ignore the game mode.
Therefore, the correct gameshark value should be,

#Have All Armor Parts (Shadow & Blade)
800CCF39 00FF
#Game Mode (0000=Easy, 0100=Normal, 0200=Xtreme)
800CCF37 0100

However, I wouldn't be too sure if this new PSX RAM will create any abnormality in the game.
I was just afraid you might use the wrong PSX RAM but it turns out fine. So nothing to worry about.
Wasn't that the way how you include in the armor parts for Shadow and Blade?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 05, 2018, 08:49:43 am
In assembly you don't need to write two bytes everytime, that's a gameshark limitation. I just write "FF" (or "00", "0F", or "F0") in 800CCF39 directly

800CCF38 is for difficulty mode
800CCF39 is for armor pieces

By using the 800CCF38 FF00 gameshark, for example, you're writting "00" in 800CCF38 and "FF" in 800CCF39 (little endian, bytes are written in reverse order). So by that logic, your corrected gameshark should be fine.

I don't know what 800CCF37 and 800CC3A are used for, but they stay as "00" as far as I've seen, so your corrected codes should be safe.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 05, 2018, 02:54:46 pm
Mega Man X6 Tweaks Patcher (v04d) using emulator ePSXe 2.0.5.
Hopefully this will be the final test needed.

1) Nightmare Effects
Already test by disable only 1 Nightmare Effects at a time. The other Nightmare Effects will still carry as usual.
Should be working well.

2) Nightmare Souls and Ranks
Events triggered by # of souls
After plenty of trial and error, I came up with a conclusion that the souls must have at least 256 to trigger the event.

3) New Game Status
a) Parts and rescued reploids
Checked Normal, X, Zero, Limited Part one by one.
Only notice normal parts still has little error.
Speedster   = Reploids rescued (Tsuki from Central Museum) is correct but gets Hyper Dash.
Hyper Dash   = Reploids rescued (Nori from Inami Temple) is correct but gets Speedster.
b) Characters Available
Tick Zero/Zero (Black):
Nothing change between v04c and v04d.
Means we can't play as Zero vs Nightmare Zero unless using Gameshark. Too bad.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 06, 2018, 04:01:07 am
Here is v04e
- (Fix) Slots of Speedster and Hyper Dash were swapped. Now all Parts should work perfectly.
- (New) Choosing to start with Zero available now allows you to fight Nightmare Zero as Zero (doesn't skip straight to High Max as it normally would)
- Additional notes added to the GUI.

I wasn't planning on making the Zero vs. Nightmare Zero fight available because there was quite a bit to move around. The game uses "has Zero/doesn't have Zero" as a flag to assign you High Max as the next optional boss, and it's read every time you reach the Stage Select screen. So, to make this work, I had to make it write/read a separate flag. I also made it skip the Zero introductory scene just to make it tidier. So yeah, it did take some extra work. Since you seemed interested in having this option, consider this a big thank you for all your help  :cookie:

Try getting Black Zero (fighting Nightmare Zero Lvl.4) as Zero. I wasn't sure how it would work. It does, and it's pretty cool  :)

If at some point I end up editing text in the game, I'll consider restoring the missing dialogue between Zero and Nightmare Zero (it only works on Commander Yammarks' stage, apparently (https://tcrf.net/Mega_Man_X6#Zero%20vs.%20Zero%20Nightmare%20Dialogue))
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 06, 2018, 08:42:44 am
Mega Man X6 Tweaks Patcher (v04e) using emulator ePSXe 2.0.5.

New Game Status
Characters Available
Falcon:
Tick Falcon will not break the cheat codes for getting Ultimate and Zero Black but untick will.
By untick Falcon, every time you try to select a character starting from X, you have to press left(x4) to change to other characters.
If you press from right, you have to press twice to change to other characters.
Zero/Zero (Black):
Yup. Working as stated. Thank you. I don't see the purpose of having Zero available after intro stage if we can't get Zero vs Nightmare Zero.

I think the rest is working well provided no changes from v04d.


Actually, having Zero vs Nightmare Zero is one of my wishlist.
I was thinking in the future release, maybe you can include an optional path to revive Nightmare Zero when "Nightmare Origin" scene is triggered.

It should goes like this:
Give the option to revive Nightmare Zero when "Nightmare Origin" scene is triggered.
Set the "Nightmare Origin" scene souls needed as same or higher than boss Lv.4.
However, the souls needed will be lower than "Gate Revealed" scene.
Therefore, once X beats Nightmare Zero, Zero introductory scene will follow up as well as getting the character.
Then, if High Max not beaten and you collected enough souls to trigger the "Nightmare Origin" scene, Nightmare Zero will revived.
Make all Zero vs Nightmare Zero conversation as the one in Commander Yammark's stage but restored some error of X: to Zero:.
When X/Zero beats Nightmare Zero, Zero Black will be available since Nightmare Zero is now Lv.4.
Make the game to remember to trigger Zero introductory scene only once like how you do on "Nightmare Origin" scene.
This is to avoid repetitive scene.
It's your decision to skip fight against Nightmare Zero/High Max at Lv.4 by either beat 8 main stages or collecting souls to trigger "Gate Revealed" scene.
But, if you do so, you miss your 2nd chance to change Zero to Zero Black.
Also, by skipping the fight against Nightmare Zero/High Max at Lv.4 and enable Gate lab, you'll will fight Dynamo as usual.

Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 06, 2018, 09:30:49 am
By untick Falcon, every time you try to select a character starting from X, you have to press left(x4) to change to other characters.
If you press from right, you have to press twice to change to other characters.
That's very weird. Maybe the menu expects Falcon Armor to always be available and doesn't correctly handle having to skip it. I don't know how to fix it, so I'll just put a note warning about it for now.

I was thinking in the future release, maybe you can include an optional path to revive Nightmare Zero when "Nightmare Origin" scene is triggered.

Thanks for the suggestion. I like the idea of having a way of getting to the Zero vs Nightmare Zero fight in a normal playthrough without necessarily having to make Zero available from the start. It needs quite a bit of effort to make it work like you describe, so I'll consider it for later on, as I already have a couple of things I'd like to move on to work on now.



I'm gonna keep an eye on the thread for a few days before submiting the current version to the site, in case any other problem comes up. If there isn't, this is gonna be it for now! Thanks again injoon64 and everyone who's tested it and reported back. I wouldn't have gone past the first couple of releases without your help.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 06, 2018, 02:09:10 pm
No problem! I posted earlier, but I guess it wasn't accepted.

So I found a possible bug on my recent tests on the PSP. I noticed that X & Zero have less health than they should once you have all 16 Hearts. From what I've seen, this is only on the PSP, because on FPSe for Android, the proper amount is displayed. I will continue testing on both devices for the time being.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 07, 2018, 01:25:19 am
Ghaleonh41, which patcher did you use and what settings did you activated?
If you don't explain it properly, acediez can't make any necessary adjustment needed even if he wants.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 07, 2018, 09:03:12 am
I see. Well, the thing is, everytime I use the patcher, my changes are very minimal.

https://drive.google.com/open?id=1e8wdgRLGo3Po2ZdAAojeKKKB34foMHlE (https://drive.google.com/open?id=1e8wdgRLGo3Po2ZdAAojeKKKB34foMHlE) - 04d - For this one I also changed the amount of Souls received. Small = 5, Large = 10, Red = 120, Green = 240, & Dynamo = 360.

https://drive.google.com/open?id=1KUbWRjAGnxwUf8ZN-BKSpLNVDI3P6pJF (https://drive.google.com/open?id=1KUbWRjAGnxwUf8ZN-BKSpLNVDI3P6pJF) - 04e
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 07, 2018, 01:48:32 pm
Oh, my, I'm doing some tools too, nice work!
Mine is more like cheats and some fixes ;D
I'm doing the same for MM x4 and x6

https://www.youtube.com/watch?v=Kn-zUwniRmA
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 08, 2018, 02:26:15 am
Z3R0X, shouldn't you post it in Mega Man X5 Improvement Project [PSX]?
But, it's really impressive that W-Shredder now change from square to triangle.
Mind to share it with us how you change the button?
At Mega Man X5 Improvement Project [PSX] of course!

July 08, 2018, 10:10:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ghaleonh41,
I've tried patcher v04e and set it as your preference.
Then, convert the Bin to PBP file using PSX2PSPv1.4.2_BASE.
Since I don't have PSP, I can only try it on ePSXe 2.0.5. using the PBP file instead.
Everything working fine with Nightmare Zero and 8 main stages beaten, rescued all 128 reploids, collected all armors parts, 8 heart tanks, 2 Energy Tank, Weapon Tank, and EX Tank. (So tired... I'm just a casual gamers)
I don't see any problem with the x16 life up health issue on X and Zero.
I suspect PSP may have the same problem even if you converted the original Mega Man X6(USA) v1.1 Bin file to PBP file.
It may have nothing to do with the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 11:48:33 am
I think the mmx5 project creator is busy, that project is on hold, I post there asking for help and no one reply.
Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 05:52:54 pm
injoon84, that's a possibility considering that it caused some grief before. I'll try it vanilla & see what happens.

July 08, 2018, 07:01:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And the answer is no, it has to do with the patcher. On my previous playthroughs, I could tell something was wrong because X's health would jump quite a bit from just picking up 2 Hearts.

So I used the untweaked 1.1 bin & his health went up normally.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 08:35:44 pm
I hope my tool does not have that bug with the health  :P
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 08:45:01 pm

Z3R0X, how goes your testing of your X5 Tool? Any issues yet?

And I hope that's not the case!
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 08, 2018, 08:51:35 pm
Thanks once again injoon84 for your testing

Gheonh41, thanks for reporting. I'm gonna take a second look to that modification to see what could be the cause, but if I can't reproduce, I'm not sure where to look at. You're the only one to report this problem so far, and I didn't have it on my PS2 playthrough.


Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:

Cool! Would you mind sharing how you did it? :)
I haven't figured out input relates modifications yes

(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 09:18:28 pm
No problem, Acediez! It could be one of the options that I chose, but it's only an issue on the PSP. That's the only answer I can think of.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 09:39:33 pm
(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)

No problem my friend, here is:
RAM = 801EA4A8
BIN = 1D9C0770
Is a simple "andi" very easy to see and understand.
10 = [ ]
20 = /\
Opcodes:
Original
10 00 42 30
Mod
20 00 42 30

Now I want to learn how to edit sprites on these games, I can't find the correct palettes on tile molester, I suck on that :(


Z3R0X, how goes your testing of your X5 Tool? Any issues yet?

And I hope that's not the case!


No problems so far, I managed to enable the bosses drop both parts and both upgrades regardless of what the player choose.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 10:22:41 pm
That's great! Is it ready for release?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 09, 2018, 12:10:00 am
Z3R0X,
Splendid! I died a lot too.

For Megaman x6,
1) Is it possible to make Zero's Hyoroga jump slightly higher to the point he can reach ceiling for the boss fight against Rainy Turtloid?
2) Zero's Guard Shell to be activated/deactivated by pressing square+triangle instead of choosing it from the weapons menu?

Megaman x5,
1) Zero's F-Splasher is change from dash button to giga attack button so that Zero can retain his normal air dash?
2) Zero's C-Sword is change either by up+square or triangle button also to retain Zero's standard attack?
3) X's and Zero's Dark Hold can be activated and deactivated by pressing special weapon button?




Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 12:25:32 am
Z3R0X,
Splendid! I died a lot too.

For Megaman x6,
1) Is it possible to make Zero's Hyoroga jump slightly higher to the point he can reach ceiling for the boss fight against Rainy Turtloid?
2) Zero's Guard Shell to be activated/deactivated by pressing square+triangle instead of choosing it from the weapons menu?

Megaman x5,
1) Zero's F-Splasher is change from dash button to giga attack button so that Zero can retain his normal air dash?
2) Zero's C-Sword is change either by up+square or triangle button also to retain Zero's standard attack?
3) X's and Zero's Dark Hold can be activated and deactivated by pressing special weapon button?

Yes, it can be done, is a lot of work, I need to made custom routines for most of the these cases you described.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 09, 2018, 12:56:08 am
No problem, Acediez! It could be one of the options that I chose, but it's only an issue on the PSP. That's the only answer I can think of.
Oh man, there was quite an oversight on that bit of code. It's the kind of stuff that emulators like ePSXe and no$psx forgive, so that's why injoon84 didn't have any problems with it, but I'm thinking now that I must've had it on my PS2 run, I just didn't notice. So thank you so much for reporting and insisting on it.

Updated to v04f/v05 to address this problem, as well as adding the modification Z3R0X just contributed Edit: Submitted to the site as v05


Thanks once again both of you for your testing! You've all been very helpful

No problem my friend, here is:

Thank you so much! That's one modification I really wanted to make but hadn't been able yet. I already spent some time going down the rabbit hole that are input operations, starting from breaking points on the controller port reading address, but didn't get far

I just added this to my tool. I hope you don't mind.
For my part, you can check the spreadsheet I'm sharing here for everything I've done. I'll update it soon with the newer stuff.

Now I remember where I'd seen your name before, you asked me about the palletes on X4. Well, good luck with that! You should try contacting DarkSamus933 directly, who was working on a graphics compressor/decompressor some time ago (https://www.romhacking.net/forum/index.php?topic=21330.msg298067#msg298067).

Since you're doing stuff for all three PS1 MMX games and, and you're already beyond what the "Improvement project" started for X5 (and will probably go beyond what I did here too), you should definitely make your own thread, so everyone can follow your progress more easily. Besides, I'd like to keep this thread exclusively about my tool, it's easier to follow comments and bug reports that way.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 01:29:35 am
Thanks for sharing your tool, I'm glad to help you.
Yes, you should be carefull with load operations, they have 1 cycle delay, I learn that the hard way :P
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 09, 2018, 10:47:51 am
Tested v04f and set it to my own preference.
Played and beat the game using emulator ePSXe 2.0.5.
I don't see any problem. See how others feedback later.


ZROX,
Thank you for sharing. I can finally enjoy using Sentsuizan.
Also, since you'll be hacking Megaman X4 to X6, please try to include what I queries earlier.
Make Shadow's Up+Jump height the same as Zero's Hyoroga too.

Another wishlist on Megaman X4:
1) Zero's Kuuenbu spinning blade attack is change to either by up+square or triangle.
2) Zero's Shippuuga can be launch in air too.
3)



July 09, 2018, 10:49:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
3) Zero black armor will have better defense and faster recovery.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 09, 2018, 12:53:10 pm
Good, glad I was able to help.

I will test on the PSP with 2 files. One for X, the other for Zero. I'll let you know if I run into any problems.

Now I have to get used to Zero's new combo for Sentsuizan... I'm sure that move has caused a couple of deaths for everyone!

Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 11:29:41 pm

Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?


Hello, I uploaded an update for MMX5 with the 3 things we discuss.
And for X4 I will implement basic things like all weapons, invincibility, enable black armors without the code, quick charge X (maybe on the fly buster change between the 3 buster types) and fix Zero shock buffer, is so strange on black armor.
And these:
- Zero's Kuuenbu spinning blade attack is change to either by up+square or triangle.
- Zero's Shippuuga can be launch in air too.
For X6:
- Make Shadow's Up+Jump height the same as Zero's Hyoroga too.
- Blade Armor dashes length control.
- Combine secret codes so you can get both black armors.
- Zero always has overdrive.
- And the basic stuff.
Great work acediez with these tweaks.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 10, 2018, 09:28:26 am
Yes! Mega Man X6 Tweaks/Patcher (v05) is finally out!
Thank you acediez.
I can finally get to play a much better Mega Man X6 game!
An improvement that Capcom should have considered when they released Mega Man X Collection.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 09:32:12 am
It's just the culmination of all the bug fixes done through v04 (it's the same as v04f). Seemed like a good place to update the submission on the site. The base patch and the spreadsheet have been updated too.

I really hope I got everything covered now. Thanks for your support all the way through!
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 10, 2018, 11:11:50 am
It's just the culmination of all the bug fixes done through v04 (it's the same as v04f). Seemed like a good place to update the submission on the site. The base patch and the spreadsheet have been updated too.

I really hope I got everything covered now. Thanks for your support all the way through!

Thank you for all your effort acediez, I will make a tool with your spreadsheet and to replace the auto hotkey one, this tool will have compatibility with Megaman x6 1.0 and 1.1, auto ECC/EDC fix and able to patch, read the current modifications of the RAW/2352 images and restore original without making a backup. Of course the tools will be this thread exclusive and all the people who contributed.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 11:41:53 am
Thank you for all your effort acediez, I will make a tool with your spreadsheet and to replace the auto hotkey one, this tool will have compatibility with Megaman x6 1.0 and 1.1, auto ECC/EDC fix and able to patch, read the current modifications of the RAW/2352 images and restore original without making a backup. Of course the tools will be this thread exclusive and all the people who contributed.
That's great!
Feel free to release it anywhere, as your own release, with just a mention on the credits I'll happy (as I credited you for the contribution you made  :) )

You should submit your X5 patcher on the site too, it's hard to keep track of projects on youtube.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Zero Dozer on July 10, 2018, 07:25:57 pm
Okay, ran the new patch, chose complete. Defeated four Mavericks, still didn't reach the required rank to enable Black Zero (2300 Souls of 2500), but so far the patch has been going without a hitch.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 10, 2018, 11:09:08 pm
Oh my, I think we might have overlook some issue here even after the release of v05.

1) Skip Dialogues
Mission Report first Nightmare Souls explanation is not there even if I didn't tick it.
Not sure is it because it may be affected by Nightmare Souls and Ranks.

2) Nightmare Souls and Ranks:
I think the original game suppose to be 800 souls to reach SA. Not 900 souls. Well, that's what I notice when I run vanilla.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 10, 2018, 11:19:40 pm
Injoon84, I noticed that too on my current playthrough. Do you think it's a problem?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 11:26:03 pm
Oh my, I think we might have overlook some issue here even after the release of v05.
That's cool, there can always be a 5.1 and so on  :)
I'm a bit busy at the moment but I'll check these next time. If anything else comes up, bug reports and comments are still very much appreciated. Thanks again!
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:03:21 am
Hello, I found 1 of the modification that injoon84 ask for:
Zero and Shadow Up+Jump
RAM = 8003659C
BIN = 1D94C884
90 00
<>
XX XX <- Replace with...
0x90 is the default height, the max value is 0x7FFF since is a halfword
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 01:43:26 am
That was quick! Great! This is gonna be fun to play around with  :woot!:

Since you're doing this kind of modifications, could try finding how to control X's saber delay? I'd like to reduce how much you have to wait until you can use it again. This is another point I was just starting to look for, but haven't found yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:59:06 am
I will give a try! I found these two RAM offsets, you can play with these values to make Zero with jumper part (I don't test it with other characters) jump higher and faster fall slower, its like moon gravity. There are other values in this section that you can play with, don't know if these physics values.
RAM
80097198
800971D4

This is the function that initializes most of these values:
RAM = 8003BD24

Edit:
The sabre delay is not really a delay, is more like animation speed, I found that increasing animation speed does the job and some neat things.

X Sabre Animation
RAM = 801F492C
BIN = 1D9BFAC4
16 40 01 33 <-
<>                 | - These are not instructions.
01 40 01 33 <-

There are some values that I don't know what they do but...
If you set to 1 (is the min value or the animation freezes) the sabre animation increase.
If you change the values to:
0C 40 03 33
X will do 2 slashes  :o
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 11, 2018, 07:35:21 am
Z3ROX,
Thank you for finding out those up+jump value.
I try it using gameshark and only came out with 3 results.
1) Jump much lower than usual
2) Jump as it is (Hyoroga moves height)
3) Jump with unlimited height (It'll stick at ceiling and able to launch Hyoroga at Rainy Turtloid)
Too bad as it can't make the jump height slightly higher than Hyoroga.

Also, did you check all my gameshark value at page 1?
If you didn't, please trace back the one I mix with Joker Command.
The one I mention about Ultimate Leg Jets Hovers up and down.
Can you make it without relying on Joker Command?
There are also other interesting gameshark codes I actually put there to mix it with Joker Command.
Maybe you can come out of something if you look into it.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 11:25:43 am
Z3ROX,
Thank you for finding out those up+jump value.
I try it using gameshark and only came out with 3 results.
1) Jump much lower than usual
2) Jump as it is (Hyoroga moves height)
3) Jump with unlimited height (It'll stick at ceiling and able to launch Hyoroga at Rainy Turtloid)
Too bad as it can't make the jump height slightly higher than Hyoroga.

Also, did you check all my gameshark value at page 1?
If you didn't, please trace back the one I mix with Joker Command.
The one I mention about Ultimate Leg Jets Hovers up and down.
Can you make it without relying on Joker Command?
There are also other interesting gameshark codes I actually put there to mix it with Joker Command.
Maybe you can come out of something if you look into it.
I will check them out!

Hello, I patched directly into the BIN with this value and is enough to reach the ceiling in Rainy Turtloid on the sigma stage battle.
RAM = 8003659C
BIN = 1D94C884
90 00
<>
C0 00

Ceiling Duration Zero
RAM = 80036544
BIN = 1D94C82C
78 00
<>
00 00

Ceiling Duration Shadow
RAM = 80036550
BIN = 1D94C838
B4 FF 02 24 <- This is an instruction
<>
XX XX 02 34

Infinite Ceiling Zero and Shadow
RAM = 800366A0
BIN = 1D94C988
FF FF 82 24 <- This is an instruction
<>
00 00 00 00

RAM = 801ECB2C
BIN = 1D9C33E4
FF FF 62 24 <- This is an instruction
<>
00 00 00 00
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 11, 2018, 12:24:13 pm
Z3ROX,
You're right! It's working nicely now.
As for Gameshark it has to be something like this:
#Zero/Shadow Up+Jump reach higher
8003659C 00C0

July 11, 2018, 12:38:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh my gosh. I wrote some of the gameshark with joker command wrongly.
Anyway, I already edit it. Please check it again. Sorry...
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 12:45:47 pm
Z3ROX,
You're right! It's working nicely now.
As for Gameshark it has to be something like this:
#Zero/Shadow Up+Jump reach higher
8003659C 00C0

July 11, 2018, 12:38:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh my gosh. I wrote some of the gameshark with joker command wrongly.
Anyway, I already edit it. Please check it again. Sorry...
Yes, you should be careful with endianness (I think the way the data order stores and reads are called like that)
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 01:18:11 pm
Amazing! Can't wait to find some spare time to play with all this  ;D

Quote
The sabre delay is not really a delay, is more like animation speed, I found that increasing animation speed does the job and some neat things.

Sounds like making it faster would work just fine  :)

On my experiments, what I was trying to figure but wasn't able to, is finding out what byte or check determines "can start slash/can't start slash" when the button is pressed. If it's a single byte marking this status, it's one that stays until the slash animation finishes and then resets; doesn't change if you just slash again in the middle of a slash; but does reset if you dash instead (you know how you can use the dash or duck to cancel a saber slash midways? You can spam the saber very quickly by alternating dash and attack with a certain timming)

Ultimately I'd like to have the option to remove whatever this check is and make the saber a "self cancelling" move, so you can restart it at any point by using it again, just like it would allow you to if you had dashed first.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:28:58 pm
I will see if I can figure out where the flag is stored.
I'm playing with these bits, at first glance this looks like animation tables.
I got this:
Sabre Speed X, Falcon, Blade Ultimate
RAM = 801F492C
BIN = 1D9BFAC4
16 40 01 33
<>
01 40 01 33
- The first bit is like animation speed.
- The others bits maybe animation ID?

Sabre Speed Shadow
RAM = 801F494C
BIN = 1D9BFAE4
13 01 01 33
<>
01 01 01 33
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 11, 2018, 07:49:54 pm
I noticed that for Infinity Mijinion, the Mission Report shows no weapon description for Zero, it only displays X's Ray Arrow.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 10:02:05 pm
I must've skipped more dialogue checks than intended with my modifications. That's almost a feature rather than a bug lol. But I'll see if I can fix it, for consistency's sake  :)

As always, thanks for reporting
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: KaosuReido on July 12, 2018, 05:25:40 am
Any chance we can get an option to disable double tapping a direction to dash? That, and also disabling hitting Jump again in midair with the Falcon armor to do an airdash; those both mess me up constantly. I only want to dash when I press the dash button, not when trying to quickly dodge things.

Thanks for the patcher so far, by the way. Definitely an improvement.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 11:15:10 am
Ok, in order to avoid assumption, I went vanilla and this is the results I get:
Please use it as guidelines.

Mission Report:
Alia will give explanation about souls and ranks when you collect nightmare souls for the first time.
Once one of the main 8 boss beaten, Alia will provide info on report, weapon, rescue (optional), and boss.
If you only have X, Alia will explain once on weapon.
If you have both X and Zero, Alia will explain twice on weapon.
However, only Yammar Option, Guard Shell and Ray Arrows weapon will be explain once.

Alia's alert:
Intro      = 1
Amazon Area1   = 6
Amazon Area2   = 1
Inami Temple1   = 5
Inami Temple2   = 1
Laser Institute1= 6
Laser Institute2= 1
Northpole Area1   = 5
Northpole Area2   = 1
Magma Area1   = 5
Magma Area2   = 1
Weapon Center1   = 1
Weapon Center2   = 1
Recycle Lab1   = 3+3
Recycle Lab2   = 1
Central Museum1   = 3+7
Central Museum2   = 1
Note: 2 means hidden area.

Dialogues:
Intro      = 4
Amazon Area1   = 1
Amazon Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2 (Before and after battle)
Inami Temple1   = 2
Inami Temple2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Laser Institute1= 1
Laser Institute2= 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Northpole Area1   = 1
Northpole Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Magma Area1   = 1
Magma Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Weapon Center1   = 2   (Opening=1, Boss=1)
Weapon Center2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Recycle Lab1   = 1
Recycle Lab2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Central Museum1   = 1
Central Museum2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Secret Lab1   = 3
Secret Lab2   = 2   (HighMax=1, Gate=1)
??????      = 3

eg. Intro:
Conversation between X and Alia      = 1
Conversation between X and Hunters   = 1
Boss battle
Conversation between X, Alia and HighMax= 1
Conversation between X and HighMax   = 1
Total               = 4
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 11:30:25 am
I can explain the Mission Report for Yammar Option & Guard Shell. Since they are the same weapon for each character, there's usually one explanation. Only difference is how Zero triggers them.

But Ray Arrow is different, since Zero gains his Giga Attack from Infinity Mijinion.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 12, 2018, 12:10:23 pm
@Z3R0X

Found a spare hour last night to play with the address you found for X's saber duration. It works great! By reducing it from 16 to 10~8 you shave off just the last bit of delay, makes it a lot more quicker to use without going too far.

I went back and tried to follow this operation more carefully, and started documenting on my spreadsheet all the useful 800970A0+ addresses I've found so far for future reference.

As for the saber action:

800970A5
800970B7
Both change for an unique ID for each different action. Probably a general action ID and/or a spritesheet ID.

80097136
Seems to be the main flag for the saber action status.

By preventing changes on one or more of these address I've managed to make the saber self cancelling, but not without problems (like the saber not actually appearing and hitting anything). But I'm getting somewhere  :happy:

8003E630 checks if the buster shot action is in progress, if it is, the function for the saber action is skipped. By NOPing this op you can remove the very small wait you have after shooting with the buster before being able to use the saber. Not much of an impact since it's just a couple of frames, but cool nonetheless
8003F13C is the start of the function that reads conditions to trigger the saber action
8003EA04 is where it checks if the corresponding button is pressed
8003EA34 is where it jumps to if the button is pressed. Setting a breakpoint here puts you right at the start of the saber action after the button is pressed and all conditions are met. However, pressing the button during the slash itself wont trigger this breakpoint, or any point of this function. At some point (I havent found it yet), the whole function (that triggers saber action if conditions are met, including button press) is being skipped while the saber action is in progress. However other button presses checks are obviously not being skipped, since you can cancel it with a dash.

At this point I ran out of time. But I guess I just need to find out what is making this function be skipped during while the action is in progress.


@injoon84

MAN! That's some impressive detective work. Thank you so much! I'm definitely adding this to my documentation

Fun fact, ALL of Alia dialogues I've checked are managed by the same operation except ONE: the introduction dialogue in Infinity Mijinion stage. A last minute addition, probably?

So, I see you confirmed those three weapons do not have a separate Mission Report dialogue for Zero in vanilla?
So I guess they were not actually being skipped in my hack after all?


@Ghaleonh41,

What you're saying is, Ray Arrow does actually have a separate dialogue, and what injoon84 just reported for vanilla is wrong? Are you sure? (wish I could just try by myself but I'm at work all day and while I can check the forums on my phone on my breaks I can't just boot a game just as easily   :laugh:)
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 12:19:33 pm
Ghaleonh41,
I edit a bit about mission report. Please have a look.
However, that's the result I get when I play on emulator ePSXe 2.0.5. using Mega Man X6 (v1.1) [SLUS_013.95].
Ray Arrow weapon only explain once. No Rekkoha weapon explanation even if you have Zero.
Can you check it vanilla on PSP?

July 12, 2018, 12:32:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
acediez,
About the sabre part, I also notice something on Shadow.
Z3ROX explain about

Sabre Speed Shadow
RAM = 801F494C
BIN = 1D9BFAE4
13 01 01 33
<>
01 01 01 33

If you change it to
01 41 01 33
Shadow will swing sabre at the fastest speed and also be able to use the dash sabre dash sabre swing like the rest of the X and armors. That is if I didn't provide the wrong value.

Coz in Gameshark, it goes like this.
#Sabre modifier (Shadow) (4101=DashSlash+ChargeCresentSaber+Fastest, 0113=Normal, 4001=DashSlash+Fastest, 0001=Fastest)
801F494C 4109
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 01:45:04 pm
That IS strange... And yes, it should have a separate dialogue... This is from memory though, I could be wrong. I'll have to do a vanilla run on the PSP or perhaps the original since I still have a copy...

I'll do a speedrun & note what I find.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 12, 2018, 02:44:55 pm
If you change it to
01 41 01 33
Shadow will swing sabre at the fastest speed and also be able to use the dash sabre dash sabre swing like the rest of the X and armors. That is if I didn't provide the wrong value.

Coz in Gameshark, it goes like this.
#Sabre modifier (Shadow) (4101=DashSlash+ChargeCresentSaber+Fastest, 0113=Normal, 4001=DashSlash+Fastest, 0001=Fastest)
801F494C 4109
:woot!:
Nice that you are playing with those values, I'm glad to help with this awesome project. I'm investigating more those values, I came up that some are used as frames or counter, others for some pointer calculation, I guess we just need to test them and play with.
I come up with this offset:
800970A5
This offset change whatever X animation is doing, also this bit is used to calculate a pointer, I think this is why we can't find a flag delay for sabres swings, because is calculated by animation tables or something strange.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 03:11:33 pm
Here are my results. Used Ultimate Armor X code on each one & got Zero from Amazon Area.

1.1 Vanilla: Nightmare Souls explained. Only X's explanation shows up for Yammar, Mijinion, & Sheldon.
1.0 Original: Same results.
Original PS1 Copy: Same.

Even checked out a speedrun on YouTube utilizing the Japanese version: Same results.

So this is an oversight from the original game, at least for Zero's Giga Attack. So my memory was wrong.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 11:23:39 pm
Ghaleonh41,
Thank you for checking it out.


acediez,
Since Z3ROX will be working on Megaman x4, x5, and x6 together at the same time, do you think it's alright if we discuss Megaman x4 on Mega Man X4 & Mega Man 8 Undub [MM8 (v03) / MMX4 (v08)] and Megaman X5 on Mega Man X5 Improvement Project [PSX]?
Another alternative way is ask Z3ROX to create his own thread for Megaman X4 and Megaman X5?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 12:03:22 am
I'm fine with this thread becoming a shared Mega Man X6 projects thread. For the other two games, I've already suggested that Z3R0X should make his own thread(s), it'd be easier to keep track of updates and contribute that way. I also think his X5 patcher should already be part of the RHDN database!  :thumbsup:

Besides, I think it'd be in bad taste to start talking about someone else's project in DarkSamus933's thread while his project is inactive.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 12:14:34 am
acediez,
Thanks for the advice.

KaosuReido,
I personally disagree with disable jump button twice for Falcon's air dash.
Do you know Falcon has a shorter air dash when pressing jump button twice than the press jump and dash button?
If possible, I would love to have Falcon pressing jump twice air dash to be maneuver in 8 direction. After all, Falcon's diagonal up and down sprite still exists.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 13, 2018, 12:32:36 am
No problem, Injoon84!

Since you said that regarding the Falcon Armor, would it be possible to increase the Air Dash's length?

I wonder what happened to the project to retranslate the game...?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 12:49:36 am
No problem, Injoon84!

Since you said that regarding the Falcon Armor, would it be possible to increase the Air Dash's length?

I wonder what happened to the project to retranslate the game...?


You mean this one? (https://drive.google.com/drive/folders/0By2BrAclSWcpZ1hzN3ZkT3ByazA) The translation itself is done.
As for inserting in the game, I don't think the translator ever intended to do it himself.

I've looked into it, but it's currently sitting in the "pretty doable, just very time consuming, and not all that rewarding" territory (I mostly skip story bits when I play). I already got the character tables, and know where, at least, the main cinematic's text blocks are located... But I really just prefer to play around with gameplay related stuff at the moment.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 03:19:24 am
Why do they want to re translate the english version again?
Was the original english translation version that bad?
I think the original one was pretty good.

Ghaleonh41,
I don't know. I think it is achievable if we know where they are stored. I think Z3ROX and acediez are our only hope to trace it out.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 03:48:42 am
The official translation has mostly grammar problems, and lines that just sound weird and unnatural.  But it doesn't really cut any important bit of story as some people may expect, I read most of the retranslation and it's pretty much the same script worded differently.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 13, 2018, 09:48:04 am
Ah, I see. I thought that he never finished it. I should give it another look.

And it’s a good thing that nothing was taken out, unlike X1 & 2.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Zero Dozer on July 13, 2018, 11:46:10 am
Wait, someone did a retranslation of Mega Man X6?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 09:45:01 pm
Find some Gameshark codes.

#Heart Tank x08 (0001=AmazonArea, 0002=NorthpoleArea, 0004=MagmaArea, 0008=RecycleLab, 0010=CentralMuseum, 0020=InamiTemple, 0040=LaserInstitute, 0080=WeaponCenter, 00FF=x08)
300CCF3C 00FF
Note:
Only the heart tank and no increase of life gauge.
Well, at least this will support up to 8 life up.

#Have Sub-Tanks, W-Tank & EX Tank (0010=AmazonArea, 0020=MagmaArea, 0040=LaserInstitute, 0080=NorthpoleArea, 00F0=All)
300CCF3B 00F0
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 15, 2018, 05:03:27 am
@Z3R0X

Found a spare hour last night to play with the address you found for X's saber duration. It works great! By reducing it from 16 to 10~8 you shave off just the last bit of delay, makes it a lot more quicker to use without going too far.

I went back and tried to follow this operation more carefully, and started documenting on my spreadsheet all the useful 800970A0+ addresses I've found so far for future reference.

As for the saber action:

800970A5
800970B7
Both change for an unique ID for each different action. Probably a general action ID and/or a spritesheet ID.

80097136
Seems to be the main flag for the saber action status.

By preventing changes on one or more of these address I've managed to make the saber self cancelling, but not without problems (like the saber not actually appearing and hitting anything). But I'm getting somewhere  :happy:

8003E630 checks if the buster shot action is in progress, if it is, the function for the saber action is skipped. By NOPing this op you can remove the very small wait you have after shooting with the buster before being able to use the saber. Not much of an impact since it's just a couple of frames, but cool nonetheless
8003F13C is the start of the function that reads conditions to trigger the saber action
8003EA04 is where it checks if the corresponding button is pressed
8003EA34 is where it jumps to if the button is pressed. Setting a breakpoint here puts you right at the start of the saber action after the button is pressed and all conditions are met. However, pressing the button during the slash itself wont trigger this breakpoint, or any point of this function. At some point (I havent found it yet), the whole function (that triggers saber action if conditions are met, including button press) is being skipped while the saber action is in progress. However other button presses checks are obviously not being skipped, since you can cancel it with a dash.

At this point I ran out of time. But I guess I just need to find out what is making this function be skipped during while the action is in progress.

(Cont.)

The function described above is called from 800350F0.
However, depending on the current action, the function will be replaced by others. The function above, starting at 80035274, corresponds to the player standing still.
The function called during the saber action starts at 801EBAE0, and it doesn't include any reading for the secondary attack button (default triangle).

So yeah, to make the saber auto-cancelling as I imagined, I think I'd have to move the whole function somewhere else and figure out how to write in a new input read that would reset the action back to the starting position...
... That's way beyond what I had in mind  ::)  I think I'll just drop it for now.

Fortunately the address Z3R0X found to make the action shorter already makes the saber a lot more enjoyable to use. I'll be playing with that from now  :)

Oh my, I think we might have overlook some issue here even after the release of v05.

1) Skip Dialogues
Mission Report first Nightmare Souls explanation is not there even if I didn't tick it.
Not sure is it because it may be affected by Nightmare Souls and Ranks.

2) Nightmare Souls and Ranks:
I think the original game suppose to be 800 souls to reach SA. Not 900 souls. Well, that's what I notice when I run vanilla.

These fixes, along with Z3R0X's contributions (high jump heights, saber attack duration), and injoon84's contributions (enabling Shadow's saber to be cancelled with dash) have been added to the patcher for the next version, v06. This time I'm uploading it to RHDN directly, it should be up soon! Updates for the base patch will come later too.

(https://i.imgur.com/KY5PDlv.png) (https://i.imgur.com/KY5PDlv.png)
This update was all made by you guys, thank you so much for pushing this little project beyond what I set out to do initially!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 09:25:16 am
I think I get the whole value for LifeUp x16 and EnergyUp x16.
I know, the actual game is LifeUp x16 and EnergyUp x08.
But it will not increase the life gauge and energy gauge.
Give me about an hour. I'll let you know later.
This will definitely tidy up the life upgrade, energy upgrade and Reploids holding those upgrade.

July 15, 2018, 12:21:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Finally figure out!
I think most of the gameshark with 3xxxxxxxx xxxx supposed to be 8xxxxxxx xxxx on PSX Ram.
This is after I look again on acediez's spreadsheet.

Gameshark
#LifeUp x16 (Reploids LifeUp x08 + HeartTank x08)
800CCF3C FFFF
Note:
1) Save file will show LifeUp x16 but will not increase the life gauge.
2) Rescued Reploids with LifeUp will no longer give LifeUp.
3) LifeUp x08 from Reploids: (0100=Mah01404, 0200=Chun, 0400=Hatori, 0800=Kikuturk, 1000=PL 98, 2000=Etsu, 4000=Kazu, 8000=Gital, FF00=x08)
4) Collected Heart Tank: (0001=AmazonArea, 0002=NorthpoleArea, 0004=MagmaArea, 0008=RecycleLab, 0010=CentralMuseum, 0020=InamiTemple, 0040=LaserInstitute, 0080=WeaponCenter, 00FF=x08)

#EnergyUp x08 (FF00=x08 Reploids EnergyUp/ 00FF=x08 Not related)
800CCF3E FF00
Note:
1) Save file will show EnergyUp x08 but will not increase the energy gauge. EnergyUp x16 if use FFFF.
2) Rescued Reploids with EnergyUp will no longer give EnergyUp.
3) Energy up x08 from Reploids: (0100=Satton, 0200=Ken, 0400=Higurai, 0800=Wright, 1000=Home, 2000=Mao, 4000=Dai, 8000=Grantsu)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 15, 2018, 03:07:57 pm
Great news! Can't wait to try it out!

BTW, quick question. Does anyone know what to do with a BIN file that won't load?

For instance, when I was using Z3R0X's X5 Patcher, the game got stuck at the second Now Loading Screen for the second Dynamo encounter.

Is there a file that I can use to fix this?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 04:39:02 pm
I think I get the whole value for LifeUp x16 and EnergyUp x16.
I know, the actual game is LifeUp x16 and EnergyUp x08.
But it will not increase the life gauge and energy gauge.
Give me about an hour. I'll let you know later.
This will definitely tidy up the life upgrade, energy upgrade and Reploids holding those upgrade.

Thanks for those new addresses! We're slowly filling up the blank spaces on the RAM playthrough table

Though I decided against automatically assign life and energy upgrades on the patcher when selecting Reploids because there's too many ways to assign them. We're still leaving the option open to not share upgrades, so for example, those 8 life upgrades can be assigned freely between X and Zero (all X, none Zero, 4 each, 6 one and 2 the other, etc.)

Great news! Can't wait to try it out!

BTW, quick question. Does anyone know what to do with a BIN file that won't load?

For instance, when I was using Z3R0X's X5 Patcher, the game got stuck at the second Now Loading Screen for the scond Dynamo encounter.

Is there a file that I can use to fix this?


There's a chance your problem is caused by EDD/EDC sectors. First of all I'd run your bin through STARWIN's EDC/ECC Recalculator and try again.

If the problem is still there, another thing that comes to mind if that you're patching the wrong version of the game? I don't know how Z3R0X patcher handles different revisions

If you're still having problems after that, then it's probably caused by the hacks themselves, in which case you should report it to him directly (he probably pays more attention to his youtube channel than these forums)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 15, 2018, 07:33:54 pm
Ok, I'll make sure to check each one that you suggested.

I did let him know on the YT video, but no answer yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 15, 2018, 08:23:06 pm
Would it be possible to raise the blade armor's charged Z-Sabre damage? I understand that it's supposed to be weaker than the shadow armor's charged sabre, but when a charged falcon buster does nearly equivalent damage and you have to unlock the blade armor...
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 08:24:53 pm
Would it be possible to raise the blade armor's charged Z-Sabre damage? I understand that it's supposed to be weaker than the shadow armor's charged sabre, but when a charged falcon buster does nearly equivalent damage and you have to unlock the blade armor...

I haven't figured out damage charts yet, but I agree, that's one more thing I'd like to fix before wrapping this up. Maybe next time!

Nevermind, I found it. This is how bad the armor actually is:

8007479D Regular shot: 3 damage
800747AF Half-charged shot: 7 damage
800747F3 Fully charged shot: 5 damage (YES, LESS)
800747C7 Charge shot ghosts: 1 damage

I bet they thought the ghost shots would make up for the reduced damage of the final charged shot, but most of the time they don't deal any damage at all, specially on bosses. The base shot should at the very least match the 7 damage of the half charged shot!

As for the sabre:

80074801 Regular sabre: 4 damage
8007480D Charged sabre: 3 damage (first two hits)
80074803 Charged sabre: 4 damage (third hit)

Again, probably good in theory, but some enemies and bosses won't get hit by anything past the first hit, so you're actually dealing LESS damage with the charged sabre. So, again, the first charged hit should at least be as powerful as the base one...

80074801 Dash: 3 damage

This will be fun to buff a bit...  :P


Anyway, I'll see how to implement editing this table on the patcher for the next version. In the meantime:



Here's one more feature for the weekend: dash lenght controls, and removing Blade Armor's air dash delay.

(https://i.imgur.com/YOtpNO7.png) (https://i.imgur.com/YOtpNO7.png)

I'm uploading the new version directly for now since RHDN's submission approvals take some time.


That's it for now!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 10:26:54 pm
Hmm, that's strange.
From the pic of v07:
1) The ground dash length between normal and Hyper Dash seems a lot different.

2) Blade's air dash is actually shorter than normal air dash?
If I'm not mistaken, Blade has the longest air dash.
Also, if equipped with Hyper Dash, Blade will go even further and faster.
The rest of the characters will get faster but shorter.

3) Does the remove Blade Armor's air dash delay apply on dash button, double tap direction button, and double jump button?
I personally hope it only affect the dash button and the double tap direction button.
Also, does that mean the Blade's air dash distant can now be controllable?


About the LifeUp and EnergyUp save file, my suggestion is create 3 new tick/untick boxes.
1) LifeUp x08 from Reploids (will not increase the life gauge)
2) LifeUp x08 from Heart Tank (will not increase the life gauge)
3) EnergyUp x08 from Reploids (will not increase the energy gauge)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 10:53:51 pm
Those are literally the same values (in decimal) that each different dash operation reads. Since they all work differently, don't expect the sliders to look proportional.
For example, since Hyper Dash if faster, the cycles are a lot shorter (while advancing more or less the same distance). So making the dash just a bit longer will make you advance waaay further.
I should've called it "dash duration" instead of lenght.

About the Blade Armor's delay removal, it applies to all directions
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 11:39:34 pm
I guess have to try it out first to fully understand it.
Also that's an impressive chart table damage for Blade armor.
Can you find out find out the psx ram jump x2 button for Falcon, Blade, Ultimate and Zero?


July 16, 2018, 12:06:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, may I know what's the original value set on the Blade damage like the way how Z3ROX shows it?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 16, 2018, 01:35:07 am
These are all the damage addresses for the Blade Armor
As far as I can see, the "Buster Plus" part simply adds +1 on top, it's not a different base value like Hyper Dash

8007479D   Regular   03
800747AF   Mid charge   07
800747F3   Charged   05
800747C7   Charged (Ghost)   01
800747DD   Dash   03
80074801   Slash   04
8007480D   Slash (Charged) First and second hit   03
80074803   Slash (Charged) Third hit   04
8007480F   Giga Attack (Beam)   08
8007426F   Giga Attack (Contact)   01
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 16, 2018, 01:36:41 am
@Ghaleonh41
Sorry, YT is not showing alerts to responses, I hate that... I responded there.

@Topic
Nice additions acediez, this tool is looking great!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 16, 2018, 03:26:06 am
I'm not surprised at the Blade Armor's poor damage, it always seemed like a quickly added armor compared to the shadow armor. Most of the blade armor's unique abilities are cobbled from the destroyed Third & Fourth Armors.

From Third Armor: 4-Direction Air Dash + the charged Z-Sabre(Now a Giga Attack)
From Fourth Armor:Heavily nerfed Plasma Shot(Unsure if Blade's Plasma Shot is weaker than the Ultimate Armor's)

It seems to me that whoever developed the Blade Armor forgot about the changes made to the Falcon Armor because the Falcon now acts like a standard armor for X.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 16, 2018, 06:49:10 am
Tested v07. I would conclude my personal preference on Gameplay Mechanics:

1) Zero's Sentsuizan
Change from Up+Square to Up+Triangle (No more cheap death)

2) Zero's Hyoroga and Shadow Armor
Jump height=192 (This is good enough to reach ceiling against Rainy Turtloid)
Disable infinite attachment to ceiling (Overpower if I enable this)

3) X's Saber
Slash duration (X, Falcon, Blade, Ultimate)=11 (Faster than normal but not too fast)
Slash duration (Shadow)=9 (Just want Shadow to swing slightly faster than other X)
Enable Dash cancelling for Shadow Armor's Saber (I want this for a long time)

4) Dash
Ground Dash Length (Normal)=30
Ground Dash Length (Hyper Dash)=18 (will have the same length as normal)
Air Dash Length (Normal)=18
Air Dash Length (Hyper Dash)=12 (very close normal air dash but still shorter)
Blade Armor Air Dash Length=15
Disable remove Blade Armor's Air Dash delay (Sound glitch plus easily die on spike area as air dash cannot be cancelled)


That is why I wish that every X's armor has special function on jump button twice.
a) Falcon Armor is able to execute maneuver Air-Dash in 8 different directions by pressing Jump button twice.
b) Blade Armor will have normal Air-Dash. Stagnant and longer Air-Dash is enable by pressing Jump button twice.
c) Shadow Armor is able to use double jump.
d) Ultimate Armor is able to temporary freely move around using direction buttons when hovering.

I know some may not look realistic at all. Can it be done?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 16, 2018, 06:38:34 pm
About the damage charts, I screwed up, there's actually a separate table for each enemy!
Those values above are all against Mantis enemy in Commander Yammark's stage :laugh: :laugh: :laugh:

I hope I can find a cleaner way of buffing it than modifying every single table. I'll try again some other time.



That is why I wish that every X's armor has special function on jump button twice.
a) Falcon Armor is able to execute maneuver Air-Dash in 8 different directions by pressing Jump button twice.
b) Blade Armor will have normal Air-Dash. Stagnant and longer Air-Dash is enable by pressing Jump button twice.
c) Shadow Armor is able to use double jump.
d) Ultimate Armor is able to temporary freely move around using direction buttons when hovering.

I know some may not look realistic at all. Can it be done?

Those are good ideas, and there's probably a way to link back some existing movements to specific characters, all while separating the jump x2 input from the dash button, but I don't know how (not yet, at least). As for the Falcon Armor air dash, programming new movements is way beyond the scope of what I'm doing here.



One more before I go back to work :)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 16, 2018, 08:36:14 pm
Go figure about the damage table, you could just buff it vs the bosses at this time. Possibly buff only the Z-Saber related attacks as that is what the armor is supposed to do.

You should add a tooltip to the defense option if you haven't mentioning that buffing defense will make the shock buffer part redundant unless it stacks(I don't think so?)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 16, 2018, 11:14:00 pm
I thought so. I felt funny when it doesn't increase damage to boss.

Also, I have try your new features.
Everything should be working as stated except the minimum delay on Blade's air dash. This one still got sound glitch.
The same defense as X's armors doesn't fully eliminate the usefulness of shock buffer as normal X and Zero still have slow recoil recovery. This is good.

I don't mind having Blade's normal/minimum/no delay air dash.
I just hate it as it cannot be cancel using the back direction button like Falcon or the controllable air dash length like Ultimate/Zero.

Can you share the whole psx ram on how you change the Blade's air dash value from original to minimum/no delay?
Please share the whole value. Not just the 2 digits. Like the way Z3ROZ thoroughly show us.
Maybe someone can find a breakthrough on adding the back button to cancel it or make it like Ultimate/Zero.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 17, 2018, 12:29:02 am
Man, that's a lot of updates that happened when I was last here! Not sure if I'm going to update to the newest Patcher or so...

Great job with the ceiling moves! That's a change I've been waiting for a long time!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 17, 2018, 01:32:40 am
Hello, I upload my tool demo and patcher to YT, I made a custom routine to control length of Blade's armor, the dash itself is infinite but can be cancel with jump and dash button, if you combine with infinite air moves you can cancel and dash again in any direction you want, also I left the delay and change to infinite so you can stay in the spot until you let go the button you press.
Here we go:

Infinite Blade Air Dashes
RAM = 8003F39E
BIN = 1D956BE6
02
<>
00

Blade Dash Control
RAM = 801EC768
BIN = 1D9B64D0
85 00 03 92 00 00 00 00 FF FF 63 24 85 00 03 A2 00 1E 03 00 03 1E 03 00 08 00 63 28 02 00 60 10 00 00 00 00
<>
7C 00 03 96 00 00 00 00 80 01 63 30 06 00 60 10 00 00 00 00 02 00 00 10 00 00 00 00 00 00 00 00 85 00 00 A2

Blade Automatic Dash Time
RAM = 801EAF38
BIN = 1D9B4910
01
<>
00
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 17, 2018, 01:58:34 pm
Z3ROX,
Thanks a lot with the detail. I just dunno how you get it.
I mean you have to change a lot of the value. That's crazy.
If I change it to gameshark, it will be like this.
#Blade Dash Control (Infinite & Stop=Jump/Dash)
801EC768 007C
801EC76A 9603
801EC76C 0000
801EC76E 0000
801EC770 0180
801EC772 3063
801EC774 0006
801EC776 1060
801EC778 0000
801EC77A 0000
801EC77C 0002
801EC77E 1000
801EC780 0000
801EC782 0000
801EC784 0000
801EC786 0000
801EC788 0085
801EC78A A200

I give up. This one is just too complicated.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 17, 2018, 08:41:57 pm
That is why GameShak codes are not very manageable, they rely on a hook and a patch engine, the codes I post are not for use with GS, my codes are 800XXXXX, they look like a GS code, but they are not, you should be careful with that because the GS constantly write that particular RAM offset and that may crash and bug the game because the game not always has the same instructions on that offset, there is a reason why conditional codes exist (D00XXXXX) because they are assembly instructions that not always stay loaded.

I'm not good with GS but the code should look like this:
Infinite Blade Air Dashes:
D003F39F 02A2 - check if the value of the offset is equal to this.
8003F39F 00A2 - if true, write the code.
Will be an utter nightmare for the custom routines, for that reason I include the BIN offset, you can patch it yourself manually with any hex editor.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 17, 2018, 11:15:15 pm
Err, you mean endian right?
So I was missing the A2 value. No wonder I couldn't get it right.

For gameshark, it goes like this.

#Infinite Blade Air moves (A202=Normal, A200=Infinite)
8003F39E A200

#Blade delay dash modifier (0000=Infinity, 0001=Normal, 000F=only slight delay)
801EAF38 000F
Note:
Seems like putting 00 doesn't affect anything. Lucky!
Maybe the original value is 00?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 12:02:22 am
#Blade delay dash modifier (0000=Infinity, 0001=Normal, 000F=only slight delay)
801EAF38 000F
Note:
Seems like putting 00 doesn't affect anything. Lucky!
Maybe the original value is 00?

That may bug the game, those are not meant to be GS constat write, you should put conditional on all of them, when you are on stage select those offset have instructions that the game use for other things.

Infinite Blade Air moves (A202=Normal, A200=Infinite)
8003F39E A200 <- this is very critical, if you change the 0x00 and 0xA2 by anything else you will be wringing garbage to RAM.

I put RAM offset not to crate GS code; is for you to see the opcode of that particular RAM offset, the complete instruction looks like this:
86 00 02 A2
Converted to Opcode:
sb v0,$86(s0)
The modified instruction:
86 00 00 A2
Converted to Opcode:
sb zero,$86(s0)
This is why is dangerous to use always GS 800 code type:
#Blade delay dash modifier (0000=Infinity, 0001=Normal, 000F=only slight delay)
801EAF38 000F
Zero Stage:
(https://i.imgur.com/ZgM3992.png)
Blade Stage:
(https://i.imgur.com/thgkiKK.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 18, 2018, 02:33:04 am
Go figure about the damage table, you could just buff it vs the bosses at this time. Possibly buff only the Z-Saber related attacks as that is what the armor is supposed to do.

You should add a tooltip to the defense option if you haven't mentioning that buffing defense will make the shock buffer part redundant unless it stacks(I don't think so?)

I ended up writing my own code to add extra damage (on top of the table values) to certain moves when using Blade Armor. Works very well so far. It'll be up on the next update of the patcher.

As for the Shock Buffer, well, if you use the new option, it'll work on X and Zero the same as any other armor: extra defense doesn't stack, but the reduced knockback still works.

Can you share the whole psx ram on how you change the Blade's air dash value from original to minimum/no delay?
Please share the whole value. Not just the 2 digits.

As always, I'm adding everything I do on the spreadsheet, so you'll get the chance to see everything in detail soon
In the meantime, these are the big ones for the air dash op.

$801EAEE0 Starts a series of checks to determine the status of the air dash. By placing a jump to the start of the actual dash here, I skip the whole delay sequence.
D4AB0708 <-- This is the jump
01000424 <-- This puts a value needed for the initial sfx to play

$801EAF28 Is the check that detects when you let go of the button. By replacing the condition with a non-conditional jump ("always true"), I make it keep the delay but only for the minimum time
D4AB0708 <-- Same jump as before

By the way, I didn't have a "whole value" for the damage charts before because they were literally a bunch of single byte values, not whole operations. Not sure what you were expecting.

Hello, I upload my tool demo and patcher to YT, I made a custom routine to control length of Blade's armor, the dash itself is infinite but can be cancel with jump and dash button, if you combine with infinite air moves you can cancel and dash again in any direction you want, also I left the delay and change to infinite so you can stay in the spot until you let go the button you press.

Amazing! I just tried this hack, it's very fun to play with, and by writing your own code it opens up lots of possibilities
You think you could just enable the ability to cancel it by input, while keeping the normal duration of the dash?
Also, have you figured out how to control speed? Would be nice for your hack to slow it down just a bit, to at least allow the screen scrolling to keep up with your movement
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 03:11:39 am
Hmm, from what I understand from the pictures, the one highlighted in grey, the original psx ram is
8003F39D 00
8003F39E 02
8003F39F A2
Changing the 02 to 00 will get unlimited air moves for Blade.
However, Gameshark is endian and you have to use 4 digits.
acediez explained that to me before.
Therefore, in order to safely use the gameshark without affecting others value, I can either use
8003F39D 0000
or
8003F39E A200
Am I right?

The one you highlights with blue, I don't know what it means.
I checked Wikipedia and only came out with this.
Addiu=Add immediate unsigned (no overflow)
Nop=No operation
It means Zero doe not have anything to do with 801EAF38.
This psx ram will only affects Blade.
Am I right? Is my way of understanding correct?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 04:04:29 am
Quote
Hmm, from what I understand from the pictures, the one highlighted in grey, the original psx ram is
8003F39D 00
8003F39E 02
8003F39F A2
Changing the 02 to 00 will get unlimited air moves for Blade.
However, Gameshark is endian and you have to use 4 digits.

You should investigate GS code types, here are some:
16-bit Constant Write:
80XXXXXX XXXX
8-bit Constant Write:
30XXXXXX 00XX
16-bit Equal To Activator:
D0XXXXXX 00YY

Quote
acediez explained that to me before.
Therefore, in order to safely use the gameshark without affecting others values, I can either use
8003F39D 0000
or
8003F39E A200
Am I right?
Yes, in that case this code is safe because that RAM offset always have that opcode regardless of the character are you using.

On other hand when you are using Blade Armor you have the right values(the addiu instruction)
RAM Offset: 801EAF38

Original instruction:
01 00 42 24 <- addiu v0,v0,0x0001 This is a classic increment, v0 +1
After GS patch with 0x00:
00 00 42 24 <- addiu v0,v0,0x0000 means that reg v0 always will be the same

But when you are Zero, he has a NOP, this means...
Original instruction:
00 00 00 00 <- NOP
After GS patch with 0x00:
00 00 00 00 <- We are safe here, still NOP.

But you have these values (0000=Infinity, 0001=Normal, 000F=only slight delay)

After GS patch with 0x0F or with 0x01:
0F 00 00 00 <- This is an invalid opcode.

If the CPU reach this, the game will crash, this is a case when you need to use an equal conditional, like this:

D01EAF38 0001 <- Check if the value is 0x01 that is the original, if true
801EAF38 000F    write to RAM 0x000F or whatever value you want.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 11:41:16 am
Z3ROX,
Sorry, I don't have the knowledge to understand all of it even after your thorough explanation.
I feel bad about it.

Anyway, how did you guys know that psx ram is for certain function?
What's the best emulator use to search them?
I can only use deduction from someone else search and hopefully get some results from trial and error.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 18, 2018, 12:08:38 pm
Anyway, how did you guys know that psx ram is for certain function?
What's the best emulator use to search them?
I can only use deduction from someone else search and hopefully get some results from trial and error.

Using no$psx, you can see the whole RAM's content in real time, and make the game pause emulation when a specific value is written/read so you can read and modify code line per line at that point. This is called a breakpoint.

I only started learning all this just a month or so before this project was published. It's not as overwhelming as it first seems.

This is a good place to start: a walkthrough about finding addresses using CheatEngine on ePSXe, and setting up and following breakpoints on no$psx.
https://www.youtube.com/watch?v=aZxtts7HBNY
https://www.youtube.com/watch?v=YVlcZa7xJz8
I recommend following exactly as the guy in the video is doing first to understand the whole process. Once you get the hang of it, you'll come up with your own methods for finding addresses depending on what you need.

After you get the basics and are ready to try stuff on your own, you can learn to read basic ASM instructions following no$psx's own help guide (CPU Specifications section)
http://problemkaputt.de/psx-spx.htm#cpuspecifications

This is also a good read to get a general idea of instructions and the inner workings of the PS1
https://www.zophar.net/fileuploads/2/10731bgqkx/playstation.htm

If you don't have any coding experience at all and you're having a hard time following instructions, registers and so, it won't hurt to go through an assembly basic guide first, like this one:
http://skilldrick.github.io/easy6502/
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 12:36:14 pm
Z3ROX,
Sorry, I don't have the knowledge to understand all of it even after your thorough explanation.
I feel bad about it.

Anyway, how did you guys know that psx ram is for certain function?
What's the best emulator use to search them?
I can only use deduction from someone else search and hopefully get some results from trial and error.
Yes, I highly recommend NO$PSX with the debugger configured with native MIPS style, so you will learn x3  8) (PSX, PS2 and N64) they have common instructions.
problemkaputt.de/psx.htm (http://problemkaputt.de/psx.htm)
This is my video of how I find values with cheat engine and NO$PSX and how I inject code:
https://www.youtube.com/watch?v=ETPkGLjW-VU
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 18, 2018, 08:40:10 pm
Odd question but, would saber plus effect X's Z-Saber? I know X can't equip it normally however it's a little odd that Zero can buff his buster through parts but X can't buff his saber.

Edit: Could you add an option to lower the nightmare snake's HP? When you consider the fact that you have to fight it 5-6 times and as far as I know, it has about twice Blaze Heatnix's HP.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 11:27:28 pm
Thanks acediez and Z3ROX.
Will slowly look into it.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 19, 2018, 02:22:36 am
Odd question but, would saber plus effect X's Z-Saber? I know X can't equip it normally however it's a little odd that Zero can buff his buster through parts but X can't buff his saber.

Hmm not sure how it works, but I'm betting X's saber is not coded to even look if that part is equipped at all. I don't think I'll get into that.
 
Edit: Could you add an option to lower the nightmare snake's HP? When you consider the fact that you have to fight it 5-6 times and as far as I know, it has about twice Blaze Heatnix's HP.

It's the second thing that came to mind once I found per enemy damage charts. But rather than reducing the lifebar, I'm setting up an option to increase all damage against it by a factor (x1.5, x2, x3). Way easier to implement.



I just managed to control Blade Armor's Air Dash speed! It was hardcoded as 2x a regular air dash speed, it wasn't a separate value to easily edit... so I had to make it into one  :)

Now I'm halfway adding the ability to cancel it anytime while keeping its normal behavior.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 19, 2018, 08:07:29 am
Now I'm halfway adding the ability to cancel it anytime while keeping its normal behavior.
That is great man!  :woot!:
I'm doing the same thing and I came up with 2 modes without doing any JAL routine:

Version 1 (I don't like this version much)
You need to perform dash with a any dash button and let go, if not let go you will perform a small dash, if you let go and to cancel you need to hit dash again.

Version 2 (I think this is better)
You will dash almost instally and dash only while you are holding a dash button.
Video Demo (if you want I can post the two versions here):
https://www.youtube.com/watch?v=NXUd_wqLQUU (https://www.youtube.com/watch?v=NXUd_wqLQUU)

I'm doing some things for MMx4, the sad part is that I had to make a JAL routine :(
- First mod is for Kuuenbu or Kuuenzan now you need to hold "up" + attack
- Second mod is air walker, after performing Hienkyaku you will be able to stay on the air and attack with all ground techniques, I don't know if this is useful to someone, you can fall down just by jumping and doing Ryuenjin.
Demo here:
https://www.youtube.com/watch?v=gnRtN25q0bE (https://www.youtube.com/watch?v=gnRtN25q0bE)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 19, 2018, 10:07:25 am
It's cool that you're working on this too, thanks for sharing your progress

Personally, the setup I'm aiming for is: normal behavior (no infinite air moves, normal length), but no delay (as it's currently on the patcher), added canceling, and just a bit slower to make it less dangerous and easier to cancel in time if needed (normal air dash is "04" and Blade Armor air dash is x2, "08". I'd make it "06")

The complete skipepd delay is done, speed and duration control too, just the added cancel needs another sitting (ran out of time yesterday ;D). I just need to add a small wait so it's not as sensitive. As it is now, you have to tap it very lightly to not trigger the cancel immediately. Works perfecly if I map the cancel to a different button or DPAD direction though.

Version 2 (I think this is better)
You will dash almost instally and dash only while you are holding a dash button.

I like this one! A lot better than the one you posted before. I ran into a similar behavior at some point and played around with it a bit (accidentaly, was actually trying to do something else :laugh:). Works very well with zero delay, infinite air moves, and tweaked speed. You can also combine it with the added damage option I mentioned before to add some damage to the air dash. Now it's better than Nova Strike :P

I'll share everything I've mentioned once I've polished and tested everything throughly (all the new Blade air dash stuff, added damage to Blade armor moves, and modified damage table for the Donut subboss)
You should also share the hex values for what you've done, every option and variation is useful as reference.

I'm doing some things for MMx4, the sad part is that I had to make a JAL routine :(
- First mod is for Kuuenbu or Kuuenzan now you need to hold "up" + attack
- Second mod is air walker, after performing Hienkyaku you will be able to stay on the air and attack with all ground techniques, I don't know if this is useful to someone, you can fall down just by jumping and doing Ryuenjin.
Demo here:
https://www.youtube.com/watch?v=gnRtN25q0bE (https://www.youtube.com/watch?v=gnRtN25q0bE)

Awesome, you've already covered all three games!  :woot!:
Input options are always welcome. Looking forward to see what else you come up with
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 19, 2018, 01:19:27 pm
Great! Can't wait for both release.
This time Blade will be fun to play with.

Also, I try using cheat engine 6.7 on ePSXe 1.9.25 with the game Megaman X6 (USA) 1.1
Try some easy tutorial like finding the health point.
Somehow, I couldn't change the value after finding it.
What wrong have I done?
Also, how come they aren't using the same ram value as the 8xxxxxxx xx?

Z3ROX,
This is just my personal opinion about your X4 YT.
Why don't make moves like Raijingeki, and Shippuuga to be able to execute only once in the air?
Like you can only choose one either double jump or air dash when jumping.
After all, they can be cover up by the 'infinite air moves'.
I think they are call sky master in X4 gameshark.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 19, 2018, 01:58:57 pm
Z3ROX,
This is just my personal opinion about your X4 YT.
Why don't make moves like Raijingeki, and Shippuuga to be able to execute only once in the air?
Like you can only choose one either double jump or air dash when jumping.
After all, they can be cover up by the 'infinite air moves'.
I think they are call sky master in X4 gameshark.

That is not easy as it sound, the game again calculates weird pointers and depends of animation and they are calculated like chains, if I don't use the right pointer the stack corrupts and the game crash, don't get me wrong it can be done but is one of the things that just will take a lot of time.
The same happened to MMx6 Guard Shell, the function call are  :banghead:

Now for MMX4 I made a 2 version for Kuuenbu, the short code version (24 instructions) is only "UP" and [] the larger (164 instructions holy macro....) but this is very comfortable because square perform regular swing and /\ for Kuuenbu (if you have it).
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: x6fan on July 20, 2018, 12:21:26 am
I'm working on a X6 tweaker command line program based on the spreadsheet data. Should be most useful for Linux users, but it can probably be used on Windows as well. There's a simple JSON-based configuration interface and it can also be used as a Python module.

https://gitlab.com/x6fan/customizer

It can be used like this:

Code: [Select]
./customizer x6.bin < tweaks.json
Currently, it supports verifying the X6 image and editing the rank data like soul requirements and parts. I plan to add the rest of the features with time. Contributions, comments, criticism are all welcome.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 20, 2018, 01:00:43 am
Welcome to the club, x6fan  :woot!: :woot!: :woot!: :woot!: :woot!:
Thanks for expanding this hack to Linux territory



A little demo with everything tacked on:
https://youtu.be/1bNJMMYYi3Q (https://youtu.be/1bNJMMYYi3Q)

Edit: All these codes are outdated! Fixed versions will be available on the next version of the speadsheet
Quote
1. DELAY

1a) Infinite wait (thanks to Z3R0X)
BIN (DEC): 496716048
PSX RAM: $801EAF38
00

1b) Minimum delay (already on patcher)
BIN (DEC): 496716032
PSX RAM: $801EAF28
D4AB0708

1c) No delay (a bit cleaner than the one on the last patcher)
BIN (DEC): 496715956
PSX RAM: $801EAEE0
D4AB0708
01000424

2. DASH DURATION CONTROL (already on patcher)

BIN (DEC): 496331716
PSX RAM: $8003F37C
0F <-- Default value

3. DASH SPEED CONTROL (This one's quite the rewrite. It'll be properly commented on the next version of the spreadsheet)

BIN (DEC): 496716088
PSX RAM: $801EAF60
06001B3C  <-- First byte controls speed. 04 = Falcon/Zero, 08 = Blade Armor. I'm using 06 in the video.
00607B37
04006230
05004010
00000436
81EE000C
BE000534
E9AB0708
200000AE
08006230
09004010
00000000
81EE000C
BF000534
00000000
200000AE
23D81B00
00000000
FCAB0708
24001BAE
00000436
81EE000C
C0000534
15000292
00000000
04004010
00000000
00006237
FAAB0708
00000000
00006237
00000000
23100200
00000000

4. DASH CANCELLING

I also ended up with two options, to be used depending on the "Delay" option. Though I can't tell by Z3R0X video how similar or different they are, I'd have to try them myself.

4a) Dash normally, cancel by pressing Dash/Jump again (To be used with "Normal delay" or "Minimum delay")
BIN (DEC): 496723152
PSX RAM: $801EC768
85000392
7C000596
FFFF6324
850003A2
0A00632C -> First byte (0A) adjusts the cancelling's sensitivity range
02006010
8001A530
1D00A014
00000000

As I mentioned before, one challenge this modification had is that if you pressed the button for too long the move would be automatically cancelled, so I added a small wait time before detection (first 5 cycles, out of the default duration of 15, won't be cancelled)
This obviously needs to be adjusted if the dash duration is changed, so within the patcher, this will be automatically assigned (Dash duration - 5)

4b) Dash while button is held, cancel by letting go, or when "dash duration" ends (To be used with "Minimum delay" or "No delay". Unusable with "Normal delay", since it waits for you to let go of the button before the dash even begins)
BIN (DEC): 496723152
PSX RAM: $801EC768
85000392
7C000596
FFFF6324
850003A2
8001A530
1F00A010
00000000
00000000
00000000

This one's obviously cheap, but it's a lot of fun. It's the one used in the video:

4c) Dash while button is held, cancel by letting go, but unlimited (To be used with "Minimum delay" or "No delay")
BIN (DEC): 496723152
PSX RAM: $801EC768
7C000396
00000000
80016330
06006010

Finally, for completion's sake:

5. INFINITE AIR DASHES (thanks to Z3R0X)
BIN (DEC): 496331750
PSX RAM: $8003F39E
00


Also related and comming soon: Dash contact damage to enemies. It's gonna be part of the bonus damage options for the Blade Armor's moves.
This wraps up my planned Blade Armor modifications. Got caught up documenting this stuff. I'll put the next update during the weekend.
(Though I haven't tested anything outside of no$psx yet, I hope everything works  :P)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 20, 2018, 04:37:41 am
Oh yeah!
We have similar instructions.
I don't really like to tap again to cancel when you have original duration, is just too short, so I discard my v1.
This is my v2 version, dash while button is held:
RAM = 801EC76C
BIN = 1D9B64D4
7C 00 02 96
FF FF 63 24 <- If you replace with a NOP the dash becomes infinite
85 00 03 A2
05 00 60 10
8F 01 42 30 <- This is important*
03 00 40 14
00 00 00 00
85 00 00 A2
I put andi 0x018F to include the d-pad if not, you cannot dash with double tap.

Blade Dash Delay
RAM = 801EAF38
BIN = 1D9B4910
0x01 - Original
0x0F - Small
0x78 - No delay
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 20, 2018, 09:14:38 am
I put andi 0x018F to include the d-pad if not, you cannot dash with double tap.
Good catch! Thanks, I'm gonna have to amend this
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 20, 2018, 10:11:48 am
I combine both of your work and get this.
Can it be used?
Blade Dash (v01) acediez+Z3ROX (Can damage enemies and use direction for distant control)
RAM = 801EC76C
7C 00 02 96 : Z3ROX
FF FF 63 24 : same
85 00 03 A2 : same
0A 00 63 2C : acediez
8F 01 42 30 : Z3ROX
03 00 40 14 : Z3ROX
00 00 00 00 : Z3ROX
85 00 00 A2 : Z3ROX
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 20, 2018, 11:03:48 am
I combine both of your work and get this.
Can it be used?
Blade Dash (v01) acediez+Z3ROX (Can damage enemies and use direction for distant control)
RAM = 801EC76C
7C 00 02 96 : Z3ROX
FF FF 63 24 : same
85 00 03 A2 : same
0A 00 63 2C : acediez
8F 01 42 30 : Z3ROX
03 00 40 14 : Z3ROX
00 00 00 00 : Z3ROX
85 00 00 A2 : Z3ROX

acediez v1
Code: [Select]
801EC768 92030085 lbu     v1,$85(s0)
801EC76C 9605007C lhu     a1,$7C(s0)
801EC770 2463FFFF subiu   v1,$1
801EC774 A2030085 sb      v1,$85(s0)
801EC778 2C63000A sltiu   v1,v1,$A
801EC77C 10600002 beq     v1,0,$801EC788
801EC780 30A50180 andi    a1,$180
801EC784 14A0001D bne     a1,0,$801EC7FC
801EC788 00000000 nop
801EC78C A200007A sb      0,$7A(s0)

acediez v2
Code: [Select]
801EC768 92030085 lbu     v1,$85(s0)
801EC76C 9605007C lhu     a1,$7C(s0)
801EC770 2463FFFF subiu   v1,$1
801EC774 A2030085 sb      v1,$85(s0)
801EC778 30A50180 andi    a1,$180
801EC77C 10A0001F beq     a1,0,$801EC7FC
801EC780 00000000 nop
801EC784 00000000 nop
801EC788 00000000 nop
801EC78C A200007A sb      0,$7A(s0)

Mine
Code: [Select]
801EC768 92030085 lbu     v1,$85(s0)
801EC76C 9602007C lhu     v0,$7C(s0)
801EC770 2463FFFF subiu   v1,$1
801EC774 A2030085 sb      v1,$85(s0)
801EC778 10600005 beq     v1,0,$801EC790
801EC77C 3042018F andi    v0,$18F
801EC780 14400003 bne     v0,0,$801EC790
801EC784 00000000 nop
801EC788 A2000085 sb      0,$85(s0)
801EC78C A200007A sb      0,$7A(s0)

Yours:
Code: [Select]
801EC768 92030085 lbu     v1,$85(s0)
801EC76C 9602007C lhu     v0,$7C(s0)
801EC770 2463FFFF subiu   v1,$1
801EC774 A2030085 sb      v1,$85(s0)
801EC778 2C63000A sltiu   v1,v1,$A  <- This is doing nothig and is wasted.
801EC77C 3042018F andi    v0,$18F
801EC780 14400003 bne     v0,0,$801EC790
801EC784 00000000 nop
801EC788 A2000085 sb      0,$85(s0)
801EC78C A200007A sb      0,$7A(s0)
You only have a function that make dash infinite while you hold a button, but is not properly coded.
As I said before, you should be careful, GS codes and assembly codes are not the same thing, I put MIPS instructions so you can study the 4 routines.

@acediez
With the andi 0x018F include X and Y axis and 0x0183 X axis for the d-pad
but I still feel weird to control... I should implement only activeate dash on doable tap but not maintain the dash with the axis. My goodness this Blade is more nightmare than the nightmare mother in the game.

Edit Update:
I did this in a sitting, is about Sentsuizan:
https://www.youtube.com/watch?v=tv7VvQRmhf8 (https://www.youtube.com/watch?v=tv7VvQRmhf8)
What I have done?... ;D
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 21, 2018, 06:38:49 am
Very good. From the YT, it seems like how long Zero perform sentsuizan is depend on how long you hold the up+square button. Am I right?
I personally prefer it delay a bit to stop the sentsuizan so that it won't be abusively use.
Something like making sentsuizan to be perform at least 1 second even if you let go the button straight away?
Please share it with acediez asap. Maybe he can include it in the latest version?
I feel like a kid. Eagerly waiting to play all this upgrade.

Also, there is something I want to know. The coming release of Megaman X Legacy Collection 2, will Capcom fix any problems that have been included in X6?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 21, 2018, 07:00:11 am
Very good. From the YT, it seems like how long Zero perform sentsuizan is depend on how long you hold the up+square button. Am I right?
I personally prefer it delay a bit to stop the sentsuizan so that it won't be abusively use.
Something like making sentsuizan to be perform at least 1 second even if you let go the button straight away?
Please share it with acediez asap. Maybe he can include it in the latest version?
I feel like a kid. Eagerly waiting to play all this upgrade.

Also, there is something I want to know. The coming release of Megaman X Legacy Collection 2, will Capcom fix any problems that have been included in X6?

Is not fully tested and yes but holding up is not required only the button, also is an andi, can be changed with 0x10 for square and 0x20 for triangle, here:
Cancelable Sentsuizan
RAM = 801ECFB0
ROM = 1D9C3868
15 00 02 92 00 00 00 00 02 00 40 10 0A 00 03 24 09 00 03 24 89 00 02 92 00 00 00 00 24 10 43 00 2D 00 40 10
<>
89 00 02 92 00 00 00 00 06 00 40 14 00 00 00 00 09 00 03 24 7C 00 02 92 00 00 00 00 10 00 42 30 2D 00 40 14

Will be tight but I'm sure a delay can be implemented, there are some NOP that can be used.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 04:05:27 am
Just FYI, using the patcher, I can't seem to get the Ultimate Armor to work, code or not. If I don't change anything in the Characters Available section, and put in the Ultimate Armor code, I get the armor for the intro stage; but then it vanishes, and I can't select it again once I'm in the game proper. It just acts like it was never there. If I enable the Ultimate Armor in the Characters Available section, it doesn't appear at all. On either a save, or a new game. I'm assuming a lot of people just haven't messed with this section, but I wanted to mess around with it, and it just doesn't seem to be working. Thanks for the patcher though, everything else seems to work pretty well.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 23, 2018, 04:30:23 am
By the way, High Max cannot be beaten without special weapons/moves except for Ultimate and Shadow.
I was thinking, is it alright to include:
1) X's Z-Saber can damage High Max when stun.
2) Zero's double jump spin attack can stun High Max. 2nd hit can damage High Max.
What do you guys think?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 23, 2018, 11:03:29 am
Just FYI, using the patcher, I can't seem to get the Ultimate Armor to work, code or not. If I don't change anything in the Characters Available section, and put in the Ultimate Armor code, I get the armor for the intro stage; but then it vanishes, and I can't select it again once I'm in the game proper. It just acts like it was never there. If I enable the Ultimate Armor in the Characters Available section, it doesn't appear at all. On either a save, or a new game. I'm assuming a lot of people just haven't messed with this section, but I wanted to mess around with it, and it just doesn't seem to be working. Thanks for the patcher though, everything else seems to work pretty well.
Which version of the patcher are you using?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 02:57:08 pm
Which version of the patcher are you using?

I'm using v08. Here's a screenshot of how I set it up: (https://i.imgur.com/i68071e.png)

Also, would there be a way to create like a set of defaults that can be loaded? Each time I run a new patcher version, I need to set everything back up manually. It's not a long process, but it does get a little annoying. I don't know if there's a way to add a function to the launcher to load an INI file or something with defaults, for ease of use.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 23, 2018, 05:42:46 pm
Thanks for reporting, I'm gonna take a look at it. It was probably broken by a small recent change, because it was confirmed as working correctly before.

(Edit. It was. Just a typo. Already fixed for the next version. Thank you very much for reporting  ;)
I've already written a solution to have the patcher modifications to always be compatible with the cheat codes regardless of selection, I'm just having a bit of trouble fitting new lines of code at this point lol)

Implementing saving and loading of settings is entirely possible, I just haven't coded it yet, and probably won't, not until I've finished fixing problems with existing options, and finish implementing a few options I've been working on but haven't put on the parcher yet



I didn't get much time to work on this the past few days but the next version is well in the works, I just need to find some more time to properly test everything out

(https://i.imgur.com/FPaNupN.png) (https://i.imgur.com/FPaNupN.png)

@Z3R0X
I've yet to try the cancelable Sentsuizan, so I it's not implemented yet (I'll probably add a couple more stuff before releasing).

I did try your version of the blade armor air dash though, and just then realized mine wasn't dealing any damage!  :laugh: :laugh: :laugh: I was so excited to get it to control exactly like I wanted that I didn't even notice about the blue aura missing.
I'll probably keep the "F" out of the hold/release andi though, since I found myself holding either direction between air dashes and didn't feel natural having to let go. I'm sure not many people will mind not being able to air dash with a double tap

Anyway, thank you so much for your contributions again!

@injoon84
I haven't tested anything related to High Max. Is it really that much of a problem having to use subweapons to hit him? I thought it was a clever idea for an optional boss (it's not like it's the only part where the game expects you to kill yourself if you don't meet a requirement lol)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 11:30:37 pm
No problem. Actually, on the subject of the Ultimate Armor, any possibility of adding something like an in-game way to unlock it? Say, linking it to getting UH rank? I dunno, it just seems a little annoying that we now have a way to get Black Zero legit (well, "legit"), and the Ultimate Armor is still locked behind a cheat code or a patcher option.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 24, 2018, 02:07:30 am
Yes I agree with that.
That's why I felt having always exit a stage button is compulsory needed in this game unless you're a pro gamer or know what you're doing.
I don't have much problem with using special weapons defeating High Max.
Just that I thought it may be useful and fair for beginner who have never beaten the game.

About the damage chart, do you have other characters data?
At least some references so that we can adjust the damage table correctly to our liking instead of a few try and error to get it correctly.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 24, 2018, 07:13:04 pm
@acediez
I'm just curious, you use 0x1D9965XX offset for custom routines.
Is a particular reason for use that space in the PSX-EXE?
I want to create your patcher 1:1 options but in C# with auto ECC, image restore and read what is currently patched without making backup copies.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 24, 2018, 07:42:17 pm
No specific reason. I just looked for seemingly blank RAM addresses that stayed loaded during the whole game and discarded the ones that gave any problems. After some trial and error I settled on that space.

I know it's not the cleanest solution, it's probably part of something else, but so far hasn't given me any troubles. At least the parts currenly used.

Do you happen to know a better address? More space would come very handy
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 24, 2018, 09:19:14 pm
No specific reason. I just looked for seemingly blank RAM addresses that stayed loaded during the whole game and discarded the ones that gave any problems. After some trial and error I settled on that space.

I know it's not the cleanest solution, it's probably part of something else, but so far hasn't given me any troubles. At least the parts currenly used.

Do you happen to know a better address? More space would come very handy

I always use the leftover from SDK, there are some function names, I tested on a moded PSX with a burnt CD and not give me any problem on real hardware, is not much space but is better than nothing, I'm still digging of a way of load a chunk of data without calling read CD sector.
I use this space:
BIN from:
0x1D922790
To:
0x1D922960
I left over 4 bytes (the offset 0x1D922964) to make a nop and separate my routines because the offset 0x1D922968 is where some critical data starts.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 25, 2018, 04:02:27 am
Thanks. Will definitely try it if I encounter any problems with the ones I'm currently using

No problem. Actually, on the subject of the Ultimate Armor, any possibility of adding something like an in-game way to unlock it? Say, linking it to getting UH rank?

I like that idea!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 25, 2018, 09:10:17 am
Thanks. Will definitely try it if I encounter any problems with the ones I'm currently using

I like that idea!

Yes I like that too, is not hard to implement, but I think it need a small custom routine. I can do it but we need to standardize were the routines will be stores on the PS-EXE
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 25, 2018, 11:32:15 am
As we all know, Gate's Lab 2 post High Max requires parts and really good timing for Unarmored X/Shadow. Does the game check if it's X/Zero or does it check armor by armor? I don't know if it's possible but, I thought that having the Shadow armor go through Zero's version of the stage might be better than X's version.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 25, 2018, 11:57:37 am
we need to standardize were the routines will be stores on the PS-EXE

I'd rather not change addresses for the stuff that's already on the patcher, as long as they're working correctly. I haven't used any of the SDK addresses you're using, so we're unlikely to have any clashes.
However it would be helpful if you let me know which offset/size you've already taken, and which offset/size would you be able to set aside for my modifications (in case there's any need to move then, or if you decide to move them regardless on your own version of the patcher)

As for the addresses I've used, as you noted the block I'm using (and have completely filled) starts at $1D9965B8 (loaded at $800769A0), and it's used up to where the next sector with game data starts (don't have access to the bin at the moment to see the exact address, but it's pretty visible).
Besides this block, there are a couple of small places I've used for newer options here and there, and I've also shortened and cleaned up quite a bit of the older optiond since the last version, so If you need to check any of it, it's better if you wait a bit until I publish the next version and update the spreadsheet.

July 25, 2018, 12:00:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
As we all know, Gate's Lab 2 post High Max requires parts and really good timing for Unarmored X/Shadow. Does the game check if it's X/Zero or does it check armor by armor? I don't know if it's possible but, I thought that having the Shadow armor go through Zero's version of the stage might be better than X's version.

I didn't realize Gate's Lab 2 was different for X/Zero, can you confirm this?

If so, what you're suggesting is pretty doable. The game has a byte that registers if you're either X or Zero, as well as a bit that registers each individual "armor" separately.

If it's indeed just reading the former, it would be pretty easy to change it to the later and change which values are expected.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 25, 2018, 03:30:51 pm
There are two versions of Gate's Lab 2, they differ after defeating High Max. X gets a section that features terrain similar to Yammark's hidden stage that requires parts to pass if you're playing unarmored x/shadow armor. Zero gets a different stage featuring the return of the compacter from metal shark player's stage. I'm more familiar with X's version due to the Shadow Armor's advantage against High Max.
If it can be changed, the main game(not hidden stages) can be cleared with unarmored x without parts which is a major complaint from some fans.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 25, 2018, 03:39:50 pm
I can vouch. X's section has level design similar to the hidden stages like Yammark or leading to Metal Shark Prayer's combined with Rainy Turtloid's stage mechanics, while Zero's has the compactor.

BTW, has anyone ever used Shadow Armor X's/Zero's Up & X move & got crushed even while above a spot where you can duck? Just curious.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 25, 2018, 10:10:36 pm
Lumiere,
Normal X or Shadow can pass Amazon hidden area with parts equipped?
I've seen video of normal X clear it but never with Shadow.
Normal X is possible but not with parts. Instead, they use special weapons.
If Shadow can pass the area, can someone show me the video links?
I've never make it with Shadow. I want to learn how they do it.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 26, 2018, 12:00:00 am
Lumiere,
Normal X or Shadow can pass Amazon hidden area with parts equipped?
I've seen video of normal X clear it but never with Shadow.
Normal X is possible but not with parts. Instead, they use special weapons.
If Shadow can pass the area, can someone show me the video links?
I've never make it with Shadow. I want to learn how they do it.

I think is not possible without parts:
https://www.youtube.com/watch?v=fvNv2E9k6Ic
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 26, 2018, 01:45:03 am
Thanks Z3ROX. That's the same video links I study for X and Shadow in Gate's lab 2.
However, I can't apply the same method on Amazon hidden area.
I can never make it cross the last section with Shadow even with parts equipped.
The point is, is it even possible or just another force death until you're out of live and choose the stage select?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 26, 2018, 03:18:05 am
This was long overdue

(https://i.imgur.com/DXyiSNp.png) (https://i.imgur.com/DXyiSNp.png)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: MikominMM on July 26, 2018, 06:29:38 am
Hey, I've found a retranslation of the game! (https://www.reddit.com/r/Megaman/comments/582ffk/im_retranslating_mega_man_x6/) Is it possible to apply this retranslation to your patch?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 26, 2018, 06:32:52 am
Excellent work as always, this tool is so BIG!
I will have a lot of work porting The tool to C#.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 10:02:49 am
acediaz,
This v09 seems to have problem. I'm having major bug with Zero.
If you change the button configuration for Zero's z-saber from square to x,
1) Zero 2nd attack does not show light beam saber and cannot hurt enemies.
2) If you keep on smashing the buttons with any special technique and attack, after some time, Zero can no longer hurt any enemies. Animation is still there, but no more Z-saber beam, Z-buster beam or any other moves projectile attack.

I still don't know what's the cause. I suspect it may has something to do with 'characters available'.
And I also notice other bugs. Will let you know later.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 10:27:40 am
Thanks, I was expecting to get a confirmation on this as I got this problem only once. It's more likely that it's caused by the damage buffs new code. I'll try to get it fixed asap.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 11:02:33 am
I know where is it. No it's not.
It's on 'Nightmare's Origin' scene.
I change the value from 3000 to 1800 and Zero bug occurred. Weird.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 11:23:56 am
I know where is it. No it's not.
It's on 'Nightmare's Origin' scene.
I change the value from 3000 to 1800 and Zero bug occurred. Weird.
I had to move that operation around to save some space, I probably made a mistake that's affecting other things

Thank you so much. Anything else you find let me know.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 02:07:43 pm
Mega Man X6 Tweaks Patcher v09 using emulator ePSXe 205:

1) Event triggered by # of soul
If you change the value on either one of the scene, Zero bug will occured.

2) Unlimited air moves
Only Blade gets unlimited air moves.

3) Air Dash After Dash Jump
This one has the unlimited air moves effect except no unlimited air Nova Strike. I don't think that's your intention.

4) Start Delay:
If you set it to 'Minimum', the air dash sound sfx still wrong. Already told you on v08.

5) Extra damage for Blade Armor
If you add value to the 'Charged Shot', it will pierce through the enemies instead of stagnant.

6) Zero's Sentsuizan
I personally think the 'Cancellable (Hold/Release)' still need some adjustment.

I only try what's been newly added. Some I didn't test it thoroughly like the thing related to:
a) Dash/Air Dash Speed and etc
b) Extra damage and etc
I don't think I can track down any bug if it really occured on a) or b).
Please try to list down what's have been change between the v08 to v09 even if it's some old features.
As Z3ROX said, the tool is too big.
It's hard for me to trace old features with bug if you didn't list down the adjustment you made on old features.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Zero Dozer on July 26, 2018, 02:25:19 pm
Okay, so I guess I'll wait for the ready patch for the ISO. Especially because I would love to see the changes.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Lumiere on July 26, 2018, 02:37:57 pm
I haven't had a chance to test the patcher but, if some of your damage mods are affecting whether or not an shot is piercing, would it be possible to add piercing back to the falcon armor's buster? I know you are trying to fix bugs, but it's an idea I thought I might throw out.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 02:39:28 pm
1) Event triggered by # of soul
If you change the value on either one of the scene, Zero bug will occured.

Noted. Will review this as soon as I get back home  :)
Thanks for spotting the cause of the problem. Since this option was recently modified, I have a good guess of what could be the exact cause.
I expect to be able to fix this quickly.

Of all the things you listed this is the only one I'm worried about.

As for the rest...

2) Unlimited air moves
Only Blade gets unlimited air moves.

3) Air Dash After Dash Jump
This one has the unlimited air moves effect except no unlimited air Nova Strike. I don't think that's your intention.

I'll just change the way these listed, and put them as:
Unlimited Air Moves (add a tooltip note mentioning it allows Air Dash after Dash Jump)
Unlimited Mach Dash

That's the way I had them listed at some point, I just started mixing them up when testing and by the time I added them to the GUI I got confused about which one did what. Silly mistake.

4) Start Delay:
If you set it to 'Minimum', the air dash sound sfx still wrong. Already told you on v08.

I know you've mentioned this, but it's working ok now on both no$psx and Mednafen PSX. Probably an epsxe thing? Still, will take another look at it from epsxe to see what you're talking about.

My bad! I just encountered it. I didn't notice before because it was working correctly as I wrote it on my notes. Turns out I put a wrong value in the patcher.

5) Extra damage for Blade Armor
If you add value to the 'Charged Shot', it will pierce through the enemies instead of stagnant.

I don't see anything about my code that would affect it. If it's indeed going through enemies it didn't go through before, it probably has to do with the damage value being a factor in deciding if the shot goes through or not.
I haven't seen the exact code that decides this. It's still a mystery to me.

6) Zero's Sentsuizan
I personally think the 'Cancellable (Hold/Release)' still need some adjustment.

Other than the stomping sfx playing anyway when cancelled, I think it works alright, and don't plan to change anything about it myself. But I'll update if Z3R0X does any modification to it  :)

About older options, what I mean is that there's been a lot of stuff moved around, both in the code and in the patcher, not specific changes. There's no need for you to test them everything again one by one. Just keep it in mind and let me know if you encounter anything odd.

July 26, 2018, 02:42:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I haven't had a chance to test the patcher but, if some of your damage mods are affecting whether or not an shot is piercing, would it be possible to add piercing back to the falcon armor's buster? I know you are trying to fix bugs, but it's an idea I thought I might throw out.
That's be a cool option, I thought of it too, but as I mentioned I don't know how the game decides when to make the shot pierce through objects. My theory was that it happened to enemies above a certain total HP, but since apparently adding damage changes the way it behaves, it's probably decided based on your damage output (which varies from enemy to enemy).
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Lumiere on July 26, 2018, 03:53:51 pm
New bug found, after modifying Blade Armor's damage(all options) and adding the Air Dash after Dash jump & Air Dash for X/Shadow, High Max(Gate Lab 2) no longer takes damage from charged shadow buster until he removes his invulnerability to normal attacks. The charged shadow buster deals damage normally to everything else but, High Max
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Z3R0X on July 26, 2018, 07:40:58 pm
This is a very big tool, I have seen the sources for autohotkey and is very hard to maintain, I don't know how can I help you acediez.
I'm working on Resident Evil 2 Tool and trying to made Blade Dash more natural to use without doing a separate routine using a JAL, but the original routine has very limited space to work with :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 08:00:14 pm
This is a very big tool, I have seen the sources for autohotkey and is very hard to maintain, I don't know how can I help you acediez.
No worries. I appreciate the interest in helping, but I didn't really expect any kind of help in the first place. If anything, I'm already grateful for the hacks contributions you've made so far. This is just something I'm doing for fun while taking a break (from other personal projects not related to videogames), I'm not even a programmer or aspire to do any other romhacking projects, this was made the only way I knew how to, and has only gotten this big because of the continued interest people have shown so far.

I wouldn't worry about maintaining it in its current state, because after fixing the remaining issues, there's not really much else I'd like to do with it. Probably a couple more smaller tweaks here and there, but the things I set out to do initially are done since v1. So whether you make the rewrite you mentioned or not, that only up to you.

As for leaving something other people can use to build on top of it, I think the important part are the hacks themselves being well documented, that's why i'm maintaining the spreadsheet.

July 27, 2018, 01:39:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
New bug found, after modifying Blade Armor's damage(all options) and adding the Air Dash after Dash jump & Air Dash for X/Shadow, High Max(Gate Lab 2) no longer takes damage from charged shadow buster until he removes his invulnerability to normal attacks. The charged shadow buster deals damage normally to everything else but, High Max

Man, GOOD CATCH! That was a very specific bug. I was using a register that seemed available whenever I tested it, but it turns out it's being used in this particular fight! It may be the only case it's being used on, and could be directly related to how the game sets High Max's invincibility to certain attacks. I haven't looked into it yet, but if that's the case, this was a very fortunate bug to find!

All bugs mentioned so far have been fixed. Let me know if anything else comes up.

v10
- (Fixed) A rewrite in the Events/Souls option caused a game-breaking bug which affected Zero's saber.
- (Fixed) Wrong sound effects when using Blade Armor Mach Dash/Minimum Delay
- (Fixed) Damage Bonus/Blade Armor broke High Max's vulnerability to weapons, making him unbeatable
- (Fixed) Unlimited Air Moves related options are now listed and described correctly.
- (Fixed) Hyper Dash speed controls were not working.
- Minor naming and notes modifications
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: AxlRocks on July 27, 2018, 11:06:20 am
I completed a playthrough last night with v08. The amount of improvement is outstanding. Despite the level design issues and stuff, just a few tweaks make this game 100x better. Thanks to everyone who has contributed!

I have a request, hopefully it hasn't been posted already and I missed it: Can the Blade and Falcon Armors have their "Double Tap Jump to Air Dash" "feature" removed? And maybe the Shadow Armor too, if you enable air dashes in the tweaker, but I'm just assuming it's the same way since I have to repatch with the new version to try it yet.

I always hated this in X6. It makes sense with the Fourth/Falcon(X5)/Ultimate armors that it enables a hover or flight mode, but if I want to actually dash, I'll press the button assigned to it. It's too easy to incorrectly trigger a dash this way.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 27, 2018, 12:48:20 pm
Tested v10 with ePSXe 205. Beat the 8 main stages.
So far I only have the infinite loop of 'Nightmare Origin' scene. The rest should be fine.
Anyway, I set the 'Nightmare Origin' scene value to 1800.
Once you reach 1800 souls, if you clear a stage, it will happen but not if you exit the stage.
This will keep on occurring until Gate Lab 1 is enable.

I hope "Gate Revealed" scene doesn't have the similar problem coz I didn't change it. Default at 3000.
However, I'm certain they were both free from Zero saber bug as I did try once by setting it at 2500.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 27, 2018, 01:05:51 pm
Tested v10 with ePSXe 205. Beat the 8 main stages.
So far I only have the infinite loop of 'Nightmare Origin' scene. The rest should be fine.
Anyway, I set the 'Nightmare Origin' scene value to 1800.
Once you reach 1800 souls, if you clear a stage, it will happen but not if you exit the stage.
This will keep on occurring until Gate Lab 1 is enable.

I hope "Gate Revealed" scene doesn't have the similar problem coz I didn't change it. Default at 3000.
However, I'm certain they were both free from Zero saber bug as I did try once by setting it at 2500.

I took a quick look at my notes and already spotted why that problem crept back in, it's a quick fix, I'll do it when I get back home

Changing Gate's event shouldn't affect anything else as it doesn't modify any instructions, just the souls value. It's only the first one that needed a rather complicated set of modifications to make it independant of the second souls event.

Thanks for testing it throughly again so soon, I'm glad everything else is working ok so far

July 27, 2018, 01:07:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I completed a playthrough last night with v08. The amount of improvement is outstanding. Despite the level design issues and stuff, just a few tweaks make this game 100x better. Thanks to everyone who has contributed!

I have a request, hopefully it hasn't been posted already and I missed it: Can the Blade and Falcon Armors have their "Double Tap Jump to Air Dash" "feature" removed? And maybe the Shadow Armor too, if you enable air dashes in the tweaker, but I'm just assuming it's the same way since I have to repatch with the new version to try it yet.

I always hated this in X6. It makes sense with the Fourth/Falcon(X5)/Ultimate armors that it enables a hover or flight mode, but if I want to actually dash, I'll press the button assigned to it. It's too easy to incorrectly trigger a dash this way.

Thanks for you comments! I'm glad you've enjoyed the hacks so far

Removing the double tap has been suggested before but I haven't gotten around tackling it yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Zero Dozer on July 27, 2018, 08:39:55 pm
Edited.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 27, 2018, 08:45:00 pm
Acediez, mind if I ask when will we see a ready patch to take over v05?
As soon as I fix one remaining issue with the current version of the patcher (and anything else ithst may come up). I consider the current set of features to be quite a milestone, some of them will definitely be part of the base patch.

Edit: It's fixed now. I'm gonna do some extra testing before updating, but the next version with the patcher will be up soon. Updated base patch and spreadsheet will soon follow.

Edit, again: I also managed to squeeze in a few new options

v11
- (Fixed) "Nightmare's Origin" souls code had been broken on the last few version, making it play more than once.
- (New) "Allow Air Moves after Dash Jump" (now separate for the general "Unlimited Air Moves" option)
- (New) Make Nightmare Soul Orbs always regenerate.
- (New) Make Nightmare Soul Orbs stay as orbs, so they don't regenerate back into an enemy
- (New) Reaching Rank UH unlocks Ultimate Armor/Black Zero
- Additional notes

I attempted disabling the double tap for dashing, but so far I've only managed to disable it for the ground dash.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 29, 2018, 11:05:53 am
Tested v11 (Fixed) and (New) features.
Still got one bug.
Reaching Rank UH unlocks Ultimate Armor will cause one reploid name Dungar from Central Museum being not rescued.
Has the Japanese words bug.

Also, I try Gameshark using the 'Infinite Float Up' code on Falcon.
Notice if we use air dash, Falcon will dash diagonal up.
Meaning Falcon can never have 8 directions air dash. The most is only 6 directions even if custom made.
I have a suggestion, if you can trace the value for Falcon air dash using the jump button, why not make it dash diagonal up like Megaman 7 super adapter?
Then, Falcon is possible to reach certain high place even if without jumper part.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 29, 2018, 03:42:49 pm
Tested v11 (Fixed) and (New) features.
Still got one bug.
Reaching Rank UH unlocks Ultimate Armor will cause one reploid name Dungar from Central Museum being not rescued.
Has the Japanese words bug.

I can't reproduce this bug by activating the Rank UH unlocks option alone.

Can you reproduce it? If so, could you also list other options you were using together with it?
(You're testing from a new game with no older save states, right?)

Also, I try Gameshark using the 'Infinite Float Up' code on Falcon.
Notice if we use air dash, Falcon will dash diagonal up.
Meaning Falcon can never have 8 directions air dash. The most is only 6 directions even if custom made.
I have a suggestion, if you can trace the value for Falcon air dash using the jump button, why not make it dash diagonal up like Megaman 7 super adapter?
Then, Falcon is possible to reach certain high place even if without jumper part.

Even if you can already make the effect with a gameshark code, implementing it as you describe it would be quite a task. To make the jump button do something different than the dash button would require quite a bit of custom code, I'm not sure I'd be able to do it at this point.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Lumiere on July 29, 2018, 08:00:20 pm
Accediez, am I right to assume that the values for jump, dash, & Air Dash for X,Falcon & Ultimate are the same. As the Falcon Armor in X5 was originally for mobility, is it possible to increase the jump height for the Falcon Armor only?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 29, 2018, 10:18:22 pm
Well, I'm not using save state but I used save file.
All my 8 slots of save have at least the effect of gameshark 'Temporary UH for X and Zero' included.
Meaning even if X or Zero is rank D, for one round, they can have rank UH.
That's when the problem came up.
Using patcher v11, when I load my save file, there will be bug on rescued list on Dungar from Central Museum.
That is if I activate 'Reaching Rank UH unlocks Ultimate Armor' feature.
However, if I play as a new game, it seems like no bug.
So far, all the features on the tweak patcher has not done anything to the save file.
If I play vanilla, loading the save file will carry the game as usual.
If I play the tweaked iso, the loaded save file will have the tweaked features included.
My gameshark 'Temporary UH for X and Zero' are somehow affecting v11 'Reaching Rank UH unlocks Ultimate Armor' feature if you save and load it again.
Meaning you won't be able to detect the bug unless you save and load the game once you reach UH.

This is my gameshark value:
#Temporary (HU Ranking) X & Zero
300CCF5D 0000
300CCF5E 0000

July 29, 2018, 10:22:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What I mean is even without using my gameshark, I suspect once you reach UH and save it, the bug will occur when you load the game.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: KaosuReido on July 30, 2018, 06:26:09 am
Well, I'm not using save state but I used save file.
All my 8 slots of save have at least the effect of gameshark 'Temporary UH for X and Zero' included.
Meaning even if X or Zero is rank D, for one round, they can have rank UH.
That's when the problem came up.
Using patcher v11, when I load my save file, there will be bug on rescued list on Dungar from Central Museum.
That is if I activate 'Reaching Rank UH unlocks Ultimate Armor' feature.
However, if I play as a new game, it seems like no bug.
So far, all the features on the tweak patcher has not done anything to the save file.
If I play vanilla, loading the save file will carry the game as usual.
If I play the tweaked iso, the loaded save file will have the tweaked features included.
My gameshark 'Temporary UH for X and Zero' are somehow affecting v11 'Reaching Rank UH unlocks Ultimate Armor' feature if you save and load it again.
Meaning you won't be able to detect the bug unless you save and load the game once you reach UH.

This is my gameshark value:
#Temporary (HU Ranking) X & Zero
300CCF5D 0000
300CCF5E 0000

July 29, 2018, 10:22:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What I mean is even without using my gameshark, I suspect once you reach UH and save it, the bug will occur when you load the game.

Wouldn't it be easiest to test this by just... creating an ISO where it only takes like 10 souls or something to reach UH, instead of using a Gameshark code?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 30, 2018, 07:05:10 am
KaosuReido,
Thanks. That's one of the way.
You can also just select X's rank to UH too.
I just ran out of time to test it. Need to work.
Due to our different country, I think our time zone is about 9 to 12 hours different.
Right now should be morning for acediez while night for me.
Anyway, finally tested it.
Yup, the bug is there. You need to save the game first and load it.

July 30, 2018, 07:35:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, there is some similar bug for 'Reaching Rank UH unlocks Black Zero'.
I miss out this one coz I didn't have Black Zero in my save slots.
It automatically rescued the reploid name Chop from Central Museum.
You have to save first and load it to detect the bug.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 30, 2018, 08:21:45 am
Thanks injoon84, it was pretty clear with you previous post. This is happening when loading a saved game, regardless of current Rank or Souls. It'll happen even when loading a saved file from right after the intro stage.

The reason is that the same code used at the tail end of the Mission Report is also used when loading a saved game, and I didn't realize this when I wrote it, so I did it in a way it would work ok on Mission Report but not when loading a saved game

I've now updated it to work on all cases. So thanks again injoon84 for your testing, I did test this previous version throughly but didn't occur to me to check the injured reploids section.

v12
- (Fixed) The new "Rank UH unlocks Ultimate Armor/Black Zero" option would cause a rescued Reploid to glitch out when loading a saved game.

That's it for now. I hope everything is working fine now so I can make a new base patch out of this  :)
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 30, 2018, 09:37:50 am
I guess there won't be any bug left for v12 on ePSXe 205.
Hopefully the rest of them will provide the same answer.

July 30, 2018, 09:41:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
By the way, was Mega Man X5 Improvement Project [PSX] forum always have dark highlight and a lock?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: DarkSamus993 on July 30, 2018, 01:17:40 pm
By the way, was Mega Man X5 Improvement Project [PSX] forum always have dark highlight and a lock?
It got political so to speak, so it's been put under a temporary lock. It'll be back eventually...
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Z3R0X on July 30, 2018, 04:43:16 pm
It got political so to speak, so it's been put under a temporary lock. It'll be back eventually...
The user that starts that should be suspended for a while, not your thread...
@ace
Are you still using the same SLUS offset for the custom routines or you run out of space?
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: acediez on August 01, 2018, 12:12:47 am
(Was about to share a v13, but found something I need to take care of at the last minute  :P)

Btw, to keep a better control of links posted, from now on the latest download link will always be on the first post

z3r0x yes, I've saved a lot of space by optimizing my older stuff that was longer than it needed to be, so I haven't had the need to look elsewhere yet
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: Z3R0X on August 01, 2018, 08:20:16 am
(Was about to share a v13, but found something I need to take care of at the last minute  :P)

Btw, to keep a better control of links posted, from now on the latest download link will always be on the first post

z3r0x yes, I've saved a lot of space by optimizing my older stuff than it needed to be, so I haven't had the need to look elsewhere yet
Good going, this goes to the version infinity+!  :woot!:
I'm still investigating the fancy way to load custom data to RAM without worrying about allocated space being overwritten, I have a source code for old school trainer programed by a very talented group (Paradox) this is new territory for me :banghead:
But I want to learn form the pros! ;D
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: acediez on August 01, 2018, 06:44:34 pm
Ok, here it is

v13
- (New) Unlockables: Cheat Code 1 can be used to unlock both Ultimate Armor and Black Armor, freeing up the second code for...
- (New) Unlockables: Cheat Code 2 can be used to start the game with Zero available. Conditions for related events and dialogues were modified.
- (New) Unlockables: Allow to use both cheat codes together.
- Lots of code housekeeping, some of the first stuff I wrote was a lot longer than they needed to be. Hopefully I didn't break anything.

This had been bothering me for awhile. Since I already went through the trouble of making changes related to Zero being available from the start (allowing him to fight Nightmare Zero, conditions for this dialogues and events to appear, etc.), it was a shame that the only way to have access to that was by hardcoding it into its own bin through the New Game status options.
This seemed like a good solution, and seems to works very well (so far on my own testing, at least)

As I said, the links are now available in the first post. The patcher is now compiled 32bits for better compatibility.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: ThegreatBen on August 02, 2018, 09:55:05 am
Awesome work, you've made MegaMan X great again.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: injoon84 on August 02, 2018, 01:10:07 pm
Tested v13. I like the new features. This is like a complete secret codes.
I don't see any bug on the new features. Hopefully I'm not wrong.
I finally notice one small bug since from the beginning of this patcher.
If you change the value of the nightmare soul blue orb (small) and the Nightmare Virus possess the reploid, the blue orb (small) from the defeated reploid will still give 4 nightmare souls.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: acediez on August 02, 2018, 02:12:41 pm
If you change the value of the nightmare soul blue orb (small) and the Nightmare Virus possess the reploid, the blue orb (small) from the defeated reploid will still give 4 nightmare souls.
Good catch!  Very much appreciated. This probably means the values for infected reploids' orbs are read from somewhere else.

I'm about to release a new version of the sample patch (it hasn't been updated since v05!), so more than ever, bug reports are welcome!
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: AxlRocks on August 02, 2018, 08:53:36 pm
Good catch!  Very much appreciated. This probably means the values for infected reploids' orbs are read from somewhere else.

I'm about to release a new version of the sample patch (it hasn't been updated since v05!), so more than ever, bug reports are welcome!

Wow, weird. I didn't even know infected Reploids dropped orbs, since that was one of those "Smash that MF Reset Button" situations for me, so I just use the disable option with the Tweaks.

But since the values are split, that could be really fun and interesting mechanically. Perhaps Reploid Orbs could be tweaked to give much, much higher values, giving an "evil" way of farming souls if you want to let those who don't give any items just die instead. That would've been a neat way to make Zero's Nightmare palette unlockable, if you utilized that more than 5 times or something.

Or it could've been written off as being thanks for putting them out of their misery.

Anyway, enough rambling, gonna try v13 soon. Been using v12 for a while without issues, will report anything if I find it in v13.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 02, 2018, 10:48:25 pm
You'll be able to assign it separately in v14  :)

v14
- (New) Orbs values: Added blues orbs dropped by infected Reploids
- (Fix) "Orbs won't turn back into enemies" makes them disappear after a few seconds, as they normally do when dropped from infected Reploids (instead of staying in place indefinitely).

Though the download link is not up yet. This time I submitted it directly to the site. Finally, with standalone patches and an updated spreadsheet to go with it!
I went ahead and updated the first post of this thread to match the new project page, but the links are still for v05/v06 as of this post, we'll have to wait until the v14 submissions are approved into the database again. Hopefully it'll be all up soon.

It was very satisfying to write about all the new features the project has covered since the last public release. I also put a lot of care into this new version of the spreadsheet. People who are also interested in hacking this game should definitely check it out once v14 is up on the site.

We've gone a long way people, thank you all for your support!


EDIT: seems like someone went ahead and edited the RHDN entries himself using the description on this thread's first post, using who knows which files. Please don't. I've already submited the next update, it's on the submission queue, waiting for approval.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: injoon84 on August 04, 2018, 12:04:45 pm
Mega Man X6 Tweaks/Patcher v14 finally been released!
Thanks a lot to both acediez and Z3ROX.
You guys the best!
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Zero Dozer on August 05, 2018, 04:16:56 pm
Everything seems well so far. Did you BUFF the Blade Armor? Also, loved the Shadow Armor buff.

Oh, and...

(https://i.imgur.com/h1hP3ro.png)

Was it supposed to show the other Reploids as missing?

Also for the Mach Dash, removing the hold function made it difficult for me to take the guess game as to Mach Dash through the spikes in Rainy Turtloid's stage, which means I had to resort to using mercy invincibility to get through. But it speeds quite a lot of the process.

Oh, and THANK GOD YOU NERFED THAT SUB BOSS IN HEATNIX'S STAGE
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 05, 2018, 06:06:56 pm
I'm glad it's been working ok for you, have fun!

I did buff the Blade Armor, but didn't want to overdo it so it was just by 1-2 dmg points per move.
I decided to mark the cut reploids as MISSING so you can distinguish which ones were actually found by you.

If you're not comfortable with some of the decisions on the patch (or want to buff Blade Armor even more, or mark reploids as RESCUED, or keep the Blade Armor delay, etc.), remember you can customize every option separately using the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: BlazeHeatnix on August 06, 2018, 02:33:11 am
I've been following this ever since I saw you post about it on 4chan. This is awesome. I wrote a new review for your hack as well.

I mentioned this in the X5 thread, but I find the title screens of the western X5 and X6 releases to be boring compared to the Japanese. It's such a minor thing, but would it be possible to bring back the original title screen?
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 06, 2018, 09:54:32 am
Hey, thanks for dropping by!

As I've mentioned here before, I need to go back to other unrelated projects, so I won't be doing much besides fixing bugs for some time, but all suggestions are being noted for later on. There's already a couple of quick fixes I'm planning on tackling when I find some spare time.

The title screen however, I see it as part of a separate project (to be used either in vanilla or together with Tweaks), a restoration hack that should also include restoring voice clips, and possibly touching up the script using the retranslation (the main events at least, I wouldn't bother with Alia's dialogues and other stuff I'd rather just skip).

I'm not sure when, but if no one else does it first, I'll definitely give it a go eventually.

As for X5, I already edited a title screen inserting the Mega Man logo into the japanese version's background. It's on the X5 Improvement thread, I'm hoping it'll be picked up and inserted into the game eventually. I haven't done it myself because I haven't really got into graphics editing at all yet... But sooner or later I'll have to get there with X6 so, we'll see how it goes.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: BlazeHeatnix on August 06, 2018, 01:45:02 pm
As far as touching up the script, while the retranslation is nice, I like what this guy did years ago. He also did X5. I recommend taking a look at it later:

https://www.youtube.com/playlist?list=PL3A92F933109E6E5B

As for voice clips...you COULD restore the original voice clips, or...you could give me a call and we'll talk about a fandub.  ;)
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Zero Dozer on August 06, 2018, 01:59:05 pm
It's perfectly fine by me, Acediez, I just commented on it.

This is by far the best Mega Man X6 could ever get, and I'm sure there will be more work around it.

Hmmmmm. Retranslation and fan dub. I want it.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Ghaleonh41 on August 06, 2018, 04:42:37 pm
Caught a quick glimpse of the retranslation & I like what I saw so far! Thanks for posting, BlazeHeatnix!

As for a retranslation, I'm up for it! I can help with editing & proofreading the script if necessary!

I'll be repatching X6 later on for another playthrough. If I run into any issues, I'll post!


August 06, 2018, 05:52:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far, I've ran into one problem. When I do the combo for the Sentsuizan, it doesn't work at all if I choose the Cancellable option. Played on the PSP.

Here's the options I enabled.

https://drive.google.com/open?id=1JVmF4ygIUZRXPgsGIDVUErkYQ-e4yV_z
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Z3R0X on August 06, 2018, 08:45:13 pm
Caught a quick glimpse of the retranslation & I like what I saw so far! Thanks for posting, BlazeHeatnix!

As for a retranslation, I'm up for it! I can help with editing & proofreading the script if necessary!

I'll be repatching X6 later on for another playthrough. If I run into any issues, I'll post!


August 06, 2018, 05:52:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far, I've ran into one problem. When I do the combo for the Sentsuizan, it doesn't work at all if I choose the Cancellable option. Played on the PSP.

Here's the options I enabled.

https://drive.google.com/open?id=1JVmF4ygIUZRXPgsGIDVUErkYQ-e4yV_z


I think the Cancelable Sentsuizan must change a flag bit.
Press up + square (Andi 0x10) but if you enable the remap to up + triangle the concealable should change to andi 0x20
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 06, 2018, 10:05:40 pm
It should be handled by the patcher. It was supposed to adapt to either 10 or 20 depending if you choose the remap option or not. It was working fine when I implemented it, but it could have been affected by some other things I moved around in the code.

I'll take a look at it when I find some time

August 06, 2018, 11:15:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, confirmed it. It was a silly mistake, a last minute rename of a variable.

I'll push a v15 with this fix for both the patch and the patcher immediately.


August 07, 2018, 01:45:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
v15
- (Fix) Blade Armor was broken AF when playing pretty much in anything else besides ePSXe. Now the intended buff works consistently in all platforms (which is actually very subtle, +1 most attacks, +2 the saber).
- (Fix) Setsuuizan input was also broken.
- (Fix) Cheat Codes could only be combined when using 1 before 2, not 2 before 1. Now both ways work the same.

Since the first two are pretty serious and updating directly on the site takes awhile, I'm uploading the new version here so it's immediately available. It's on the first post.

Too bad this slipped in just when I decided to promote the hack around  :laugh:
People in the middle of a v14 playthrough, you should definitely update before continuing!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Ghaleonh41 on August 07, 2018, 11:26:55 am
Really, the Blade Armor was that busted? I rarely use it, so I didn't notice. I did enjoy having regular X use the Air Dash though! Made X6 more tolerable for him, especially since I used to use him all the time years ago!

Also, if you have the Defense Up option for X & Zero, you can still be knocked backwards. That's intentional, right?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 07, 2018, 11:34:25 am
Really bad, 2/3 of health bar of bosses from a single charged shot bad, but the bug only happened in some platforms. For me it was ok on no$psx but was broken on hardware. From a code perspective the problem was clear at first glance, I just hadn't had the time to test the game on hardware myself until yesterday so I didn't notice.

Yes the knockback is still there and can be reduced with the Shock Buffer part, it's only the damage received what's been reduced. The patch only does it for X as Zero has considerably higher damage output, but you get the option to buff defense for both of them on the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Ghaleonh41 on August 07, 2018, 12:50:54 pm
Ah, I see. I'll check it out later today.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: darkrupy on August 08, 2018, 01:37:07 pm
I'm getting a "file invalid! notation, and it's saying i need "Mega Man x6 (usa) (v1.1).bin" (redump)

and then it says

MD5: 237B6FEDDD1A88E86AB1CDDC8822FO3F, i'm unsure how to fix this, considering i've been trying every rom i've come across.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Z3R0X on August 09, 2018, 04:04:16 pm
I'm getting a "file invalid! notation, and it's saying i need "Mega Man x6 (usa) (v1.1).bin" (redump)

and then it says

MD5: 237B6FEDDD1A88E86AB1CDDC8822FO3F, i'm unsure how to fix this, considering i've been trying every rom i've come across.

That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.
You can see here the correct info for that particular version, so look for a good dump, also MD5 is a nice hash and very unlikely to collisions.
http://redump.org/disc/32516/ (http://redump.org/disc/32516/)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: LoyalLedger on August 11, 2018, 08:22:14 pm
Has anyone checked into the ability to patch these fixes into Legacy Collection X6 now that it has been out for a few weeks?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Z3R0X on August 12, 2018, 12:01:56 am
Has anyone checked into the ability to patch these fixes into Legacy Collection X6 now that it has been out for a few weeks?
There is out of the questions, the exe of the PSX version is compiled for MIPS and the PC is compiled for X86, ace will need to redo everything again.
But X Legacy Collection are BAD LAZY emulation.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 12, 2018, 10:06:01 pm
I took a quick look at RXC2.exe and found that value tables are exactly the same. This would allow to easily port a few of the projects options, such as:
- Disabling Nightmare Effects
- Rank/Souls table
- Bonus damage values against

... But for ALL the others, it would be as Z3R0X says, doing all the work again from scratch. And I have 0 experience modding PC games, so it's pretty much impossible for me to do a fully-featued patcher for MMXLC2 at the moment.

Would a small, alternate Patcher with just those few options be something people would want? I guess I could do it, but I feel like it would only give people false hope (I don't even own the PC version, I got it on PS4, so it's far from being on my current to-do list)

I'd much rather if someone who does have modding experience did it, there's plenty to take from the documentation I wrote for this project. I'd be very happy if that happens. I don't want this project to detract people from buying MMXLC, it's the opposite. I started both this and my X4 undub in anticipation for it  :)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on August 13, 2018, 12:26:09 am
Your project doesn't detract me from buying the collections. The collections themselves detract me from buying them. Had you never made this, I still would've felt just as negatively about Capcom not offering optional (because some would rather play the garbage original version, whatever floats your boat) fixes for the problems in X6 after 15 years of fans complaining, and I won't even go into the about 20 other problems with XLC outside of X6.

I think it's probably the same for most of the others who did not buy the collection. It's a lazy cash grab, and it's very rare I use the term "lazy," because it's both overused and misused, but XLC necessitates it.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 14, 2018, 12:36:30 am
https://steamcommunity.com/app/743900/discussions/0/1746720717353940501/

That's all I can do at the moment  :P
If the addresses aren't the same in your version, just search for the base values.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on August 14, 2018, 10:27:24 pm
Tested v15 and it works fine on standard emulator like ePSXe. The repurposed Ultimate Armor/Black Zero secret command is amazing, that makes the long time dream come true which Zero can fight Zero Nightmare normally.

The other features are as awesome as what people thought the description would be. Though there are still windows of customization; the original value of Level. 4 Zero Nightmare's HP always seem to be a little too low, and makes the key fight unlocks Black Zero enhancement less intense. A Zero Nightmare HP modifier on the tweaks patcher would be awesome if it's possible to modify it using current technology.

The current tweaks patcher can modify damage of Blade Armor's saber, how about making normal X and other armors' saber damage also adjustable through the tweaks patcher?

And I don't know if it's possible to modify X's Magma Blade to like X can retain the sword part of Magma Blade even after depleting all weapon energy - Magma Blade still able to use at 0 ammo but lost its fire wave part - and bring the weakness attribute to both fire wave part and sword part.

These possible windows of customization are just some little extra advice I thought about it yesterday.  :laugh: The project is already awesome enough if you keep your original plans to improve it, acediez.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Heaven Piercing Man on August 15, 2018, 12:27:41 am
The other features are as awesome as what people thought the description would be. Though there are still windows of customization; the original value of Level. 4 Zero Nightmare's HP always seem to be a little too low, and makes the key fight unlocks Black Zero enhancement less intense. A Zero Nightmare HP modifier on the tweaks patcher would be awesome if it's possible to modify it using current technology.

Excellent point. Nightmare Zero and Hell Sigma are way too easy as they show up in the game.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 15, 2018, 04:36:32 pm
Thanks for your comments. Even if I'm not as active at the moment I really like to read your ideas

As for buffing attacks besides the Blade Armor, well, I wrote a custom function to add damage specifically to that armor (on top of the damage values defined by each enemy's damage table). It wouldn't be so hard to expand it to include other armors and moves, but I just don't think it's worth it. My goal was to tackle obvious inbalances (like Blade Armor being too weak), not so much making every single aspect of the game customizable.

But as for damage tables, I agree there are a couple more cases besides the two already covered that could use some tweaking.

There's N.Zero and Sigma, both would benefit from making the fight a bit longer by reducing their damage input. I'd add to that some of the main bosses, specifically C.Yammark and B.Heatnix, who even at Lvl.4 are complete cakewalks because they take so much damage even from default attacks. On the opposite end there's Infinity Mijinion, who takes forever to take down even when using his weakness.

Now that we're on the topic, here's how High Max works:
The tables are made of a byte with the dame value, and a byte that indicates if the attack deals damage (00), or bounces (FF). High Max has an all FFs damage table, except for a couple of attacks (chardged shots) that have an unique id, these are the attacks that turn him into his vulnerable state (blinking white), at which point, I think (havent really tested that much), he reads damage from a separate table.

If you add other attacks besides the charged shot to the unique ID that'll make him vulneable, they simply go through him with no effect. I think there's a separate operation deciding which of these attacks make him blink. There's additional values in the registers during this battle that are unique to High Max (something I discovered before when I accidentaly broke it with the Blade Armor buffs implementation)

If you replace his all FF00s table with a regular table taken from another boss, he'll take damage normally! Completely skipping his blinking/vulnerable phase

I decided against making changes to this (and Gate's) battles because I actually like the unique way they work. But it was fun to dig and see how they worked ;D

If anyone wants to dig into these, there's a magic breakpoint highlighted in the spreadsheet that'll lead you directly to any enemy's damage table.

A nice thing about damage table modifications I just found out about is that they can very easily be ported over to MMXLC2!  :P
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Heaven Piercing Man on August 15, 2018, 08:18:27 pm
Oh for the love of god nerf Mijinion even if just a bit and I will love you forever.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on August 15, 2018, 09:53:43 pm
Small Question : Does it work on Japanese Version of Mega Man X6?

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 19, 2018, 03:35:02 am
Small Question : Does it work on Japanese Version of Mega Man X6?
Not currently, sorry.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: steamdoomtest on August 23, 2018, 06:52:35 pm
As a request, would it be possible for a future version of the patcher to include the option to load up your three preexisting presets, so that it is easier to made minor changes without starting from scratch?
Reason being, I love the choices presented in the "light" version, and the only change I would like to make is disabling Alia's dialogue.

Regardless, thank you so much for your work! It's incredible how relatively few changes makes this game astoundingly more entertaining.

Edit:
Not currently, sorry.
For what it's worth, I'd definitely be interested in a Japanese version as well - so long as it's an easy enough port - but there's no way I'd ask that of you if it means starting over from scratch.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on August 23, 2018, 08:59:16 pm
oh i see
because i usually play japanese version of that

Reason because the US version cut the original voice when X shoot a Charged shot
and sort of that
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: injoon84 on August 27, 2018, 01:38:09 pm
acediez,

I try to make a beatable High Max with any character without special weapon.
This is what I came up using your spreadsheet table.

1) High Max damageable with X ground Z-Saber
PSX ram:
800752A0
Original value:
FF 00
Edited value:
00 01

2) High Max damageable with X jump/wall Z-Saber
PSX ram:
800752A2
Original value:
FF 00
Edited value:
00 01

3) High Max damageable with Zero double jump spinning Z-Saber
PSX ram:
80075276
Original value:
FF 00
Edited value:
00 01

Note:
Zero has no problem beating High Max during optional stage and Gate2 stage.
However, X is having problem in optional stage as once High Max health run low, he will move to center. Thus, a separate table damage is needed. Do you have it?
Normal X is possible to beat High Max in the Gate2 stage given X is equipped with Jumper, Speedster, and Hyper Dash.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 29, 2018, 11:19:27 pm
Found it, it's the very next table. Each table is 160 bytes so:

Quote
High Max (first state)
BIN: 1D994AC4
RAM: 8007523C

High Max (blinking/vulnerable state)
BIN: 1D994B64
RAM: 800752DC

And going by the value offsets you provide, it would be

Quote
1) High Max (blinking state) damageable with X ground Z-Saber
BIN:
1D994BC8
PSX ram:
80075340
Original value:
FF 00
Edited value:
00 01

2) High Max (blinking state) damageable with X jump/wall Z-Saber
BIN:
1D994BCA
PSX ram:
80075342
Original value:
FF 00
Edited value:
00 01

3) High Max (blinking state) damageable with Zero double jump spinning Z-Saber
BIN:
1D994B9E
PSX ram:
80075316
Original value:
FF 00
Edited value:
00 01

That should be enough for what you're trying to do  :thumbsup:
Easy enough to edit directly on the bin.
Cheers!



oh i see
because i usually play japanese version of that

Reason because the US version cut the original voice when X shoot a Charged shot
and sort of that

I'd like to restore the missing voice clips to the english version instead, but I'm not working on any of that yet.

As a request, would it be possible for a future version of the patcher to include the option to load up your three preexisting presets, so that it is easier to made minor changes without starting from scratch?

Thanks for you comments
If I find a quick and clean way to implement it I will, but I won't be working on the patcher itself for awhile.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: injoon84 on August 30, 2018, 01:34:29 pm
Thanks a lot. With your info, I manage to separate out some of the gameshark:

#High Max damageable with X full charge buster
80075260 0100
#High Max damageable with Falcon full charge buster
80075262 0100
#High Max damageable with Ultimate full charge buster+plasma
80075264 0100
80075266 0100
#High Max damageable with Nova Strike
80075268 0100
#High Max damageable with Zero jumpx2 spinning Z-Saber
80075276 0100
#High Max damageable with Blade full charge buster
80075292 0100
#High Max damageable with Shadow Giga Attack
8007529A 0100
#High Max damageable with Falcon Giga Attack
8007529E 0100
#High Max damageable with X ground Z-Saber
800752A0 0100
#High Max damageable with X jump/wall Z-Saber
800752A2 0100
#High Max damageable with Blade charge+up buster saber
800752AC 0100
#High Max damageable with Blade Giga Attack
800752AE 0100

#High Max (blinking) damageable with X full charge buster
80075300 0100
#High Max (blinking) damageable with Falcon full charge buster
80075302 0100
#High Max (blinking) damageable with Ultimate full charge buster+plasma
80075304 0100
80075306 0100
#High Max (blinking) damageable with Nova Strike (original=0800)
80075308 0100
#High Max (blinking) damageable with Zero jumpx2 spinning Z-Saber (original=0300)
80075316 0100
#High Max (blinking) damageable with Blade full charge buster
80075332 0100
#High Max (blinking) damageable with Shadow Giga Attack (Not working?)
8007533A 0100
#High Max (blinking) damageable with Falcon Giga Attack
8007533E 0100
#High Max (blinking) damageable with X ground Z-Saber
80075340 0100
#High Max (blinking) damageable with X jump/wall Z-Saber
80075342 0100
#High Max (blinking) damageable with Blade charge+up buster saber
8007534C 0100
#High Max (blinking) damageable with Blade Giga Attack
8007534E 0100

Hopefully this will be helpful for those who wants to play around with High Max's damage value.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 30, 2018, 02:05:58 pm
Great! I actually started filling a sheet to identify each attack's slot in the table, so this saves me some time.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Pemburu Vampir on September 03, 2018, 08:10:40 pm
Hello  :)
Can you give me your default setting for your "light" profile hack in the Tweak Patcher? I want all your original changes on it but wanted to add more in the Tweak Patcher. Thanks
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on September 05, 2018, 11:37:48 pm
Hello  :)
Can you give me your default setting for your "light" profile hack in the Tweak Patcher? I want all your original changes on it but wanted to add more in the Tweak Patcher. Thanks

The changes done to the published hacks are all listed in the hack's project page. If you want something more specific, here they are applied in the patcher:

Light version
(https://i.imgur.com/HnhzJZc.png) (https://i.imgur.com/HnhzJZc.png)

Complete version
(https://i.imgur.com/6pO8Lgs.png) (https://i.imgur.com/6pO8Lgs.png)

Values (both versions):
Dash Duration (Hyper Dash): 20
Air Dash Duration (Hyper Dash): 16
Mach Dash Duration: 20
Mach Dash Speed: 6
Hyoroga Jump Height: 192
X Saber Duration: 12
Shador Armor Saber Duration: 10





Anyway, I've been working on and off on a complete sheet of damage tables, and thanks to a few scripts I came up with, it's now pretty much complete. You can download it here (http://www.mediafire.com/file/1a7zkg3rqbludrj/X6_Damage_Tables.xlsx/file)

It's pretty dense. This is how it looks like:
(https://i.imgur.com/qqN8Sl2.png)

Some takeaways
- This information could be used to write a more elegant way to boost/nerf attacks from the patcher without having to write external instructions. Would make supporting more attacks a lot easier too. (It's now a patcher difficulty, not a hacking one)
- As I've mentioned before, by copying a table and looking for it on an Hex editor, you should be able to find them in MMXLC2's EXE
- Of the unidentified slots, there's a few I greyed out since they're blank (FF00) in all cases (most likely unused), but there are a few yet (marked with an "?") that have actual values and I just haven't been able to identify what they are for.
- Most common stage enemies share a table. Most projectiles share a table too.
- Turns out the 8 main bosses' tables are pretty much identical, except for their weakness. But their lifebar sizes vary wildly (Commander Yammark starts from 20, and goes up to 30 depending on your rank. Other bosses start from 30 and go up to 40). I'm interested on make some fights last longer (Commander Yammark, Nightmare Zero) while nerfing others a bit (Infinity Mijinion on Level 4, for example), but I'm still figuring out how the life bar size increments per rank are assigned.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: facauan on September 06, 2018, 12:36:06 pm
That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.
You can see here the correct info for that particular version, so look for a good dump, also MD5 is a nice hash and very unlikely to collisions.
http://redump.org/disc/32516/ (http://redump.org/disc/32516/)
I went to the site you sent and downloaded the files MD5, cue, SHA1, SFV.
Now what do I do?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on September 06, 2018, 02:44:29 pm
That's just a reference. MD5 checksums are used to verify you're getting the right version of a game, it's not a distribution of the game itself.

If you're gonna rip your own version of the game, as long as you have the right version (it should be v1.1, unless you got the very first batch of the game), and it's a clean rip (there's plenty of guides for that), it should match.
If you’re gonna download it, that’s up to you. We can’t link or direct you to rom sites from here. All I can say use redump info to make sure you’re getting the right version (it should be named exactly “Mega Man X6 (USA) (v1.1)”. If it says it’s Redump, better yet.

As to why the patcher and the patches (xdelta patches in general) support one specific rip of the game, it should be obvious by seeing how many variations and bad dumps are being distributed on the web. Data locations can vary from version to version. This is the only way to make sure the modifications will be applied to the right place and the hack will work for users the same as it does for the person making the patch.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: facauan on October 01, 2018, 12:34:04 pm
Hi, I got it. Can you fix the blocking of how much you use zero in the intro stage? The code to do this is 300CCF08 001 only it always hangs after high max exits the screen
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on October 08, 2018, 09:35:51 am
I think the code that allows you to play as zero is 300CCF08 0001

I usually try Epsxe and it didn't give me some problem after High Max Leave. Except the glitched textbox
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on October 19, 2018, 10:30:42 pm
I've just tried the patcher, but when I deselect Falcon Armor from the new game section, X still starts the game in it, and it's still selectable in the stage select. Am I missing the intent of that setting, or am I doing something wrong? I hated how in X5 and X6 X starts with the previous armor.

If that's not what that option is intended for, then I apologize. I also noticed in the changelog that there was a bug that prevented that option from disabling the Falcon Armor that was fixed in v15, but I have v15.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on October 21, 2018, 05:31:23 pm
I've just tried the patcher, but when I deselect Falcon Armor from the new game section, X still starts the game in it, and it's still selectable in the stage select. Am I missing the intent of that setting, or am I doing something wrong? I hated how in X5 and X6 X starts with the previous armor.

If that's not what that option is intended for, then I apologize. I also noticed in the changelog that there was a bug that prevented that option from disabling the Falcon Armor that was fixed in v15, but I have v15.
The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.
As for the intro stage, back when I wrote that option I didn't know how to change the armor used at the intro, but now I do, so I'll try implementing starting with base X when Falcon Armor is patched out.

Thanks for letting me know. Even though I'm not working on game hacks at the moment (and probably won't for at least another couple of months) I am paying attention to suggestions and bugs and I'm keeping a list of things to fix/try next time  :)

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on October 21, 2018, 06:44:45 pm
Having the option to start as unarmored X and still keep the Falcon armor should be an option too.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on October 22, 2018, 12:36:07 am
The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.
As for the intro stage, back when I wrote that option I didn't know how to change the armor used at the intro, but now I do, so I'll try implementing starting with base X when Falcon Armor is patched out.

Thanks for letting me know. Even though I'm not working on game hacks at the moment (and probably won't for at least another couple of months) I am paying attention to suggestions and bugs and I'm keeping a list of things to fix/try next time  :)
Awesome, I really appreciate all of the work you've put in here!  :beer:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on October 30, 2018, 10:00:03 pm
(I'm not sure how interesting this might be or not for most people, I'm just messing around at this point.)

I've been trying a few things on and off and ended up figuring out how to tweak some animations further.

For example, here's X's saber in the original game.

(https://i.imgur.com/wLwtbjU.gif)


Here's the "speed up" I've done until now: the whole "attack" part of the animation goes on for less frames to make up for the delays at the start and at the end of the animation

(https://i.imgur.com/psgkU7T.gif)


This is what I'm doing now: the attack part of the animation is exactly the same of the original game, but the delays at the start and at the end of the animation are shortened.

(https://i.imgur.com/VVENdRI.gif)



This was pure trial an error until I realized the way the game stores the animation data allows you to very easily control each sprite's number of frames of duration, or cut parts of the animation entirely.

Here's another example:

Zero's combo in the original game. The "putting the sword down" part of the animation is about twice as long as it was in X4/X5, so it's a lot slower to attack standing still.

(https://i.imgur.com/A7jvsEm.gif)


And here's that part of the animation shortened to better match the duration it had in past games. It's actually not that much when looking at it, but makes a big difference while playing

(https://i.imgur.com/mBQgnsn.gif)


And, as I said, you can just cut that part of the animation entirely, making Zero even more op than he already is in this game  :P

(https://i.imgur.com/ncbs3Em.gif)

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on October 31, 2018, 06:24:39 am
That's really cool
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Zero Dozer on October 31, 2018, 02:02:01 pm
Hm, the shortened animations seem very interesting.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: mevipro123456 on November 03, 2018, 12:08:57 pm
Hi. I'm new here and I'm very exited about this patch, but I don't understand the Cheat code 2. It's said make Zero available at the start but when I enter the Intro stage it still show Falcon X. Is this a bug or I misunderstood it?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on November 05, 2018, 12:46:31 pm
Did you actually enter the cheat code?
If you did, Zero should be selectable after the intro stage.

(As mentioned above, Zero can be made available in the intro stage but it causes the game to freeze at the end after the High Max sequence)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Demulant on November 19, 2018, 03:42:55 pm
Hello!^^ I am also new here and I got some questions!

I really would like to do a play through on a livestream with the Shadow Armor only on Xtreme Mode. (no upgrades)

Is there a code to get it and to start with it at the intro stage?
I am using the ePSXe 2.0.5, Rockman X6(jap version, SLPM_869.59) and I really understand nothing here...  :banghead:

Thanks! :cookie:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on November 20, 2018, 10:51:37 am
The armor you start with on the intro stage is not modifyable on the current version on the patcher, but if you wanna try editing directly on RAM or writing a Game Shark, here's a few related addresses:

Current character:
800CCF08
Values:
00 = X
01 = Zero

Current armor:
800CCF2E
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen:
800CCF2F
Values
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after reentering the stage select screen
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: MajinKaan on December 02, 2018, 07:25:53 am
Could you make a new game+ version of the complete patch that lets you start off with all armors and all parts? The only things that you should still have to obtain yourself are the Ultimate Armor, Black Zero, the life upgrades, the energy upgrades, the weapon tank and the life tanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 06, 2018, 10:38:32 am
I can't find some cheat code for japanese version of X6.
Especially the in game character modifier.  :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 19, 2018, 07:32:12 am
Some quick thought came just two minutes ago. Is Falcon Armor's upward dashing ability and charge shot piercing force able to restore to like the thing in the trailer video https://www.youtube.com/watch?v=SASmN2UGR2w (ftp://www.youtube.com/watch?v=SASmN2UGR2w) as much as possible?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 19, 2018, 09:58:58 am
Is Falcon Armor's upward dashing ability and charge shot piercing force able to be restored?
Theoretically it could be, but it would be a big effort tracking down the relevant code to see what's going on. If the coding for them is still present in the game it would make things easier (if not, there's the option of porting code from X5). The graphics at least are still in the game (stored compressed).

(https://i.imgur.com/2SveOFb.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 19, 2018, 11:22:33 pm
Just finished working on keeping both the normal behavior of the Blade Armor dash when pressing the jump button in the air, and the no-delay directional air dash when using the dash button. In both cases, canceling by pressing the opposite direction works.

(https://i.imgur.com/zlmxqCL.gif)

Together with the slightly-smoother saber animation handling I mentioned before, I'm finally satisfied with the Blade Armor. It might be worth updating the patcher for this. I just need to script a way to manipulate the damage charts quickly, so I can finally buff the Blade Armor directly and scrap the unnecessary custom code I wrote to modify values on the go.



@MajinKaan, Cupshadow
Sorry I didn't realize you were talking about the japanese version. I don't have any RAM addresses for that, I haven't even touched it.

@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 20, 2018, 08:58:57 pm
@acediez

It's okay mate,Also demulant asked the same thing i guess.

Not sure about the fully functional falcon armor since i also saw them the preview version of it.

Also shadow armor with special weapons?
Hmm not quite sure about it.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 21, 2018, 11:54:32 am
I took the time to locate the Japanese RAM addresses:

Current character: 800CE5C8
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CE5EE
Code: [Select]
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero

(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen: 800CE5EF
Code: [Select]
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero

(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after re-entering the stage select screen

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

@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.

The shadow armor does still have special weapons palettes at least:
(https://i.imgur.com/gqRU1wK.png)

As an unrelated bonus, here's some early WIP sprites from the X6 prototype I found:
(https://i.imgur.com/na5ldLn.gif)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 23, 2018, 08:16:40 pm
Just finished working on keeping both the normal behavior of the Blade Armor dash when pressing the jump button in the air, and the no-delay directional air dash when using the dash button. In both cases, canceling by pressing the opposite direction works.

(https://i.imgur.com/zlmxqCL.gif)

Together with the slightly-smoother saber animation handling I mentioned before, I'm finally satisfied with the Blade Armor. It might be worth updating the patcher for this. I just need to script a way to manipulate the damage charts quickly, so I can finally buff the Blade Armor directly and scrap the unnecessary custom code I wrote to modify values on the go.


@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...

This mod to Blade Armor is awesome! can't wait to see the rest of your analysis of retail X6.

As for the diagonal upward dash of Falcon Armor in that pre-release video which I noticed... Yes it could be anything.
Theoretically it could be, but it would be a big effort tracking down the relevant code to see what's going on. If the coding for them is still present in the game it would make things easier (if not, there's the option of porting code from X5). The graphics at least are still in the game (stored compressed).

(https://i.imgur.com/2SveOFb.png)
If the code routine of diagonal upward dash variation is fully deleted in both prototype and retail then yes it would be a huge effort to implement it back. I thought that upward stance could only be a variation of dash instead of a full scale flying function like in X5.
In fact the charge shot piercing force in that pre-release video is what I'm more curious about, it would be cool to make Falcon Armor charge shot have that strong piercing force in the retail X6 (through adjust-able piercing force in the tweaks patcher if possible)

BTW is there some useful gameshark code list for X6 prototype which we can get? Character/armor modifier, area/checkpoint modifier, etc.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 23, 2018, 11:43:03 pm
BTW is there some useful gameshark code list for X6 prototype which we can get? Character/armor modifier, area/checkpoint modifier, etc.

Current character: 800CFE00
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CFE26
Code: [Select]
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero

(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen: 800CFE27
Code: [Select]
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero

(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after re-entering the stage select screen


Stage modifier: 800CFDD4
(See here (https://tcrf.net/Proto:Mega_Man_X6#Inaccessible_Stages) for a list of values.)

Stage checkpoint modifier: 800CFDE5
Code: [Select]
Values (vary per stage?):
Intro Stage: 00=start, 01=middle, 02=boss
Commander Yammark: 00=start, 01=middle, 02=boss
etc.

Due to the way graphics are switched out during the middle of a stage, skipping right to the end results in the wrong tileset being loaded and glitched backgrounds.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 24, 2018, 09:23:51 pm
Current character: 800CFE00
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CFE26
Code: [Select]
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero

(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen: 800CFE27
Code: [Select]
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero

(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after re-entering the stage select screen


Stage modifier: 800CFDD4
(See here (https://tcrf.net/Proto:Mega_Man_X6#Inaccessible_Stages) for a list of values.)

Stage checkpoint modifier: 800CFDE5
Code: [Select]
Values (vary per stage?):
Intro Stage: 00=start, 01=middle, 02=boss
Commander Yammark: 00=start, 01=middle, 02=boss
etc.

Due to the way graphics are switched out during the middle of a stage, skipping right to the end results in the wrong tileset being loaded and glitched backgrounds.

I'm so appreciated since I finally finished my research to X6 prototype last night thanks to the Game shark codes you provided. Can't wait to see the rest of your tackle to make retail X6 more enjoyable and revolution-able.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 25, 2018, 09:00:12 am
I took the time to locate the Japanese RAM addresses:

Current character: 800CE5C8
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CE5EE
Code: [Select]
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero

(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen: 800CE5EF
Code: [Select]
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero

(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after re-entering the stage select screen

----------------------------------------
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.

The shadow armor does still have special weapons palettes at least:
(https://i.imgur.com/gqRU1wK.png)

As an unrelated bonus, here's some early WIP sprites from the X6 prototype I found:
(https://i.imgur.com/na5ldLn.gif)

Thanks for the gameshark code mate! Now i can try to play as Unarmored X in japanese version of X6.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 26, 2018, 01:07:38 am
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.

That's exactly the crash I encountered when I tried it. I'd seen those pallettes before, so I just hoped they would load fine once it was given access to change weapons.
Not sure I'd enable a Shadow Armor with weapons by default, but it would be a cool option to have. Same goes for a restored Falcon Armor.

That prototype spritesheet, I've never seen it before. Is that on the final games' files or in a prototype?



Just to let you know what I have in mind (and to give you an idea of what to expect, and what NOT to expect), here's a current roadmap of what I have in mind for the project.
The list is in order or priority, but it doesn't mean everything on the list will get done, much less linearly...

QoL stuff for the Patcher
   * Implement tabs. Better organization and room for more stuff (already halfway done)
   * Save/Load profiles

Bug fixes from v15
   * Removing Falcon Armor option not working on v15 (already know why)

Hacks already done and/or addresses already documented, that need to be implemented in the Patcher
   * Animations control, to shorten delay/cooldown on certain moves (X Saber, Shadow Armor Saber, Zero's combo) (http://www.romhacking.net/forum/index.php?topic=26507.msg365595#msg365595)
   * Blade Armor Mach Dash double function: normal behavior (stop wait for button release) when pressing "jump" in the air, and directional dash with no delay using "dash" button (http://www.romhacking.net/forum/index.php?topic=26507.msg367862#msg367862)
   * Damage charts control (all moves, all enemy tables. Done mainly for Blade Armor's moves, but if I go there, I'm going all in. This will cover many use cases, like making the game easier/harder, balancing special weapons, having the option to damage High Max normally, etc.) (http://www.romhacking.net/forum/index.php?topic=26507.msg363539#msg363539)

Hacks I've figured out but haven't implemented yet
   * Bosses life bar sizes control (at least the 8 main Mavericks. I just want to buff Commander Yammark on par with the others)
   * Link unarmored X modifications to armor pieces collected (Blade Armor's Leg part = allows unarmored X to air dash; Blade Armor's body part = buffs unarmored X's defense on par with other armors. Both changes are enabled by default on current version of the patch. Nothing in mind for the head/arms parts for now)
   * Dynamically change the character/armor used in intro stage: Zero, if the "start with Zero available" cheat is used; unarmored X, if Falcon Armor is disabled.
      * Though, to make this, first I need to figure out what's causing the game to crash after the High Max battle when using Zero.

<Big time/effort gap>

Hacks I'd like to make but don't know how
   * Have control over some of the options on an in-game menu (haven't looked into editing option menu entries yet, let alone creating a new sub menu)

Restoration from japanese version
   * Restoring missing player's voice samples (X's charged buster, X reaching low health, and Zero reaching low health. Not sure if there's more)
   * Modifying the title screen (have three options: keep american one, use japanese one, or an edited japanese one with the "Mega Man X6" logo, like the one I edited for X5 (http://www.romhacking.net/forum/index.php?topic=22796.msg330997#msg330997))
   * Importing DuoDynamo's retranslation (https://drive.google.com/drive/folders/0By2BrAclSWcpMXlnX0h3NGM1aHc) (this is a big one. Realistically I'm not sure if I'll ever get to it, but it's possible. gledson999 sent me a bunch of custom tools and scripts he made for his brazilian translation (http://www.romhacking.net/forum/index.php?topic=26507.msg360492#msg360492), so I plan to at least give it a try.)

"Going beyond" territory
   * Adding/fixing Zero's dialogues where he wasn't available before (intro stage, vs Nightmare Zero)
   * Addressing bugs from the original game

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 27, 2018, 10:36:36 am
In X6 prototype the warning sound is vocalized. Not sure if you want to keep this one.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 27, 2018, 02:14:00 pm
In X6 prototype the warning sound is vocalized. Not sure if you want to keep this one.
I'd like to at least have the option to keep it, though I'd first have to see if that voice file is on the disc.

I know the player's voices are (the sounds part of the players files are exactly the same in both version), so it should be just a matter of finding the equivalent code in the Japanese version and restoring whatever call is being omitted.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 27, 2018, 10:08:55 pm
That prototype spritesheet, I've never seen it before. Is that on the final games' files or in a prototype?
I decompressed those WIP sprites from the prototype files (they are finished in the final game).
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on January 29, 2019, 10:24:10 am
I started playing around with the tools gledson999 sent me, and finally got a bit more familiar with the process for editing graphics and for editing text, so I skipped a few steps from my last road map and went straight to the "Restoration" section: title screen, script, and audio samples.

Title Screen

The obvious choice would've been pasting the american logo into the japanese title screen directly, but the american logo's shape, thick black outline, and colors didn't play together too well in the japanese title screen, so instead, I made a new one, keeping it as close as possible to the japanese logo. I took a similarly styled "Mega Man" text from a different source (the Mega Man X Command Mission logo) and adapted it directly into X6's japanese title screen.

(https://i.imgur.com/wrvmBtq.png)
For comparison, here are the original counterparts:
(https://i.imgur.com/wWfPiYn.png) (https://i.imgur.com/jysiUFN.png)
The title screen itself has been successfully inserted in the game with no issues (thanks blade133bo for helping me find the right files for the graphics and pallettes!). Picture above is an in-game screenshot.
However, as you can see, I still need to adjust the size and position of the "PRESS START BUTTON" graphic, which I also imported from the japanese version. The white italic text from the American one didn't work so well with this background.

Overall I'm very satisfied with the result, and plan to keep this as my default title screen (the one that goes into the standalone patch). As always, I'll leave it as a separate option in the Patcher, so you'll also be able to either keep the original american title screen or the untouched Japanese title screen.
After I figure out the   "PRESS START BUTTON" part, I'll try replacing the logo on the loading screen for consistency (when using this version of the title screen).

Script

I started some initial groundwork to insert DuoDynamo's retranslated script in, at least the main "cinematic" bits (that is, the text I'm not down right removing. I don't think I'll bother with Alia's in-stage calls). I've successfuly inserted single line edits, though I'm still in the process of figuring out how to recalculate pointers when increasing/reducing text length or number lines. Once I get to that point, it'll be a matter of fitting the text and scripting the whole thing.

Voice clips

I haven't made any real progress on this part, but as I've said before, I've at least confirmed the voice clips are still in the game. I hope I'll be able to track down the code bits that need to be restored from the japanese version.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on January 30, 2019, 12:14:05 pm
Great work, love this project.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Zero Dozer on February 02, 2019, 12:36:53 pm
Heh, Acediez is still around. Was worth coming to check.

Loved the idea to bring the JP title screen.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on February 03, 2019, 03:38:19 am
The English version of the Japanese title screen looks great, but the colors are oversaturated compared to the original. It's not a big deal, but the blue shadows on X's hand being very bright and saturated stood out to me at least.

Very nice work though, and I always look forward to your tweaks and improvements! :beer:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 11, 2019, 09:28:15 am
It's been a very busy last couples of weeks:

Voice clips
Thanks to DarkSamus993's help, I managed to insert all missing voice clips that I knew of:
- X's charged shot
- X and Zero on low health
- Title screen ("Rockman X6")
- Maverick intros (name calls)
- "Warning" voice clip (from the prototype).

All except the "Warning" clip were already loaded in game so it was just a matter of reinserting a few lines of code. As for the "Warning" clip, I'm still testing if the data shift from inserting an additional audio file causes any troubles. So far so good.

People more familiar with the Japanese version, please let me know if I'm missing other voice clips (I suspect there must be at least a couple for certain boss battles)


Script
As mentioned before, thanks to gledson999's translation tools,  I'm inserting DuoDynaMO's retranslation. All "Events" and "Mission Report" tesxt is done (even managed to tweak the text position a bit to fit a few more characters each line). I'm slowly working through the rest of it.
I initially thought I'd simply skip Alia's calls, but maybe I should work some patience and insert all of it i, then people can choose to keep the calls or not in the patcher. It'd be a shame to miss the opportunity to have all of the retranslation ingame.

A nice side effect of getting to this point is that the text-related freeze on the intro stage, when playing as Zero, has been fixed, as well as Zero's dialogue against Nightmare Zero. With this, the cheat code to start with Zero available will play a lot more naturally.


Others

Besides the retranslation insertion, there's still a couple of smaller tweaks I want to implement before the next release, so it's gonna take awhile.

Also, it's time to give the patcher an upgrade. First, implementing all the new stuff I've been working on. And secondly, a major behind the scenes upgrade: While the GUI itself will still be handled in AHK, I just got an external hex editing tool, written in python by my brother, to manage the file editing part, which will make it a lot faster and more reliable.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 13, 2019, 07:11:32 am

People more familiar with the Japanese version, please let me know if I'm missing other voice clips (I suspect there must be at least a couple for certain boss battles)




Zero has a unique voice clip in Japanese version when he's launching the Rekkoha special attack (the "giga attack" special with multiple beams falling from the sky), which is changed to a generic grunt in the Western release.



Script
As mentioned before, thanks to gledson999's translation tools,  I'm inserting DuoDynaMO's retranslation. All "Events" and "Mission Report" tesxt is done (even managed to tweak the text position a bit to fit a few more characters each line). I'm slowly working through the rest of it.
I initially thought I'd simply skip Alia's calls, but maybe I should work some patience and insert all of it i, then people can choose to keep the calls or not in the patcher. It'd be a shame to miss the opportunity to have all of the retranslation ingame.

A nice side effect of getting to this point is that the text-related freeze on the intro stage, when playing as Zero, has been fixed, as well as Zero's dialogue against Nightmare Zero. With this, the cheat code to start with Zero available will play a lot more naturally.



Now these are some groundbreaking news which made me excited. I'm ready to expect some cool custom scripts for Zero VS. Zero Nightmare dialogue.



Stil we didn't know how many code responsible for Falcon Armor's (preview video (https://www.youtube.com/watch?v=SASmN2UGR2w) version mentioned before) diagonal air dash + strong piercing force charge shot remains in the final game and how complicated it would be to restore such function, I can slowly accept it as the imperfect side of X6 for now - blame developers for cutting those moves just before release.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 13, 2019, 10:12:18 am
Zero has a unique voice clip in Japanese version when he's launching the Rekkoha special attack (the "giga attack" special with multiple beams falling from the sky), which is changed to a generic grunt in the Western release.

Thanks! These are very helpful tips. If you happen to find another one, please let me know.

Now these are some groundbreaking news which made me excited. I'm ready to expect some cool custom scripts for Zero VS. Zero Nightmare dialogue.

Not gonna stray too far from what's already in the game (https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue) though. Still, I'm excited to have a Zero playthrough flow naturally from start to finish.

Stil we didn't know how many code responsible for Falcon Armor's (preview video (https://www.youtube.com/watch?v=SASmN2UGR2w) version mentioned before) diagonal air dash + strong piercing force charge shot remains in the final game and how complicated it would be to restore such function, I can slowly accept it as the imperfect side of X6 for now - blame developers for cutting those moves just before release.

Unfortunately, those abilities are already cut on the one prototype build that's currently available (where I took the "Warning" voice clip from).
As of now, the best case scenario would be to find that the code is still in the game and it's just skipped over, but I haven't seen anything like it yet (and judging by how the omitted voice clips lines of code were completely removed, I don't think this is very likely).

Another option would be to try importing code from X5, but I'm not sure I'd go that far.

If an earlier build were to surface, that'd make it much easier. So, maybe in the future.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 17, 2019, 03:56:27 am
That's some sad things to know, really. I once thought the upward air dash function could still be hidden sonewhere in the disc image ROM...


Not gonna stray too far from what's already in the game (https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue) though. Still, I'm excited to have a Zero playthrough flow naturally from start to finish.


Glad to see this game being more enjoyable and evolutionable through your hard work, and I believe everyone who have seen this thread would be glad to know as well.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on February 17, 2019, 01:14:22 pm
Title screen, voice clip restoration, and retranslation oh my. Thank you for even more continued work on this :) Definitive way to play X6, no ifs, ands, or buts.

PS. I also appreciate that you decided to insert Alia's dialogue too. I never minded the X6 system for her, I like reading her flavor text every now and then.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: anthroxdq32 on February 17, 2019, 04:27:00 pm
Would this work for the Japanese version of the game?

I do not like the localized version of the game.

Thanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 20, 2019, 12:53:18 am
(https://i.imgur.com/IIlZrLa.png) (https://i.imgur.com/9ACu9PA.png) (https://i.imgur.com/O995UZD.png)

WIP
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: justin3009 on February 20, 2019, 05:02:13 am
Hot damn that's looking great! Little alignment issue with the y and a missing period in the 2nd image but still, this looks SO much better!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 20, 2019, 08:59:50 pm
Thanks! Means a lot comming from one of the people who sparked my interests in hacking Mega Man games.
"Alignment issues", that was the WIP part. But I just finished turning last night's initial VFW experiment (only a few characters changed width) into one based on a complete table of widths per character.

(https://i.imgur.com/C0LygK7.png) (https://i.imgur.com/HKLlZU4.png) (https://i.imgur.com/WYxtLyK.png)
(https://i.imgur.com/BirNXfx.png) (https://i.imgur.com/4KrXNHj.png) (https://i.imgur.com/ig7Cv87.png)

(Still some missing periods though :P)

By the way, the font is "Blood of Bahamut" by Gemini https://www.romhacking.net/fonts/30/

Next is:
- Fixing menus (there's a mess of mixed fonts at the moment)
- See what I can do about cutscenes and mission report text. Those screens use a different, wider internal resolutions. Text gets squashed (probably the reason why the original font is so massive, they didn't bother use two diffent ones like the japanese version does). I can't use Gemini's font in those screens.
- Finally get to inserting all the text...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: gledson999 on February 21, 2019, 12:31:06 pm
Nice font buddy, congratulation
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on February 21, 2019, 02:44:22 pm
That looks really, super good :) It is way different aesthetically, but I think it still fits well. I was never crazy about the PS1 fonts anyway. And it's so much more efficient that I can't help but be pleased by that.

- See what I can do about cutscenes and mission report text. Those screens use a different, wider internal resolutions. Text gets squashed (probably the reason why the original font is so massive, they didn't bother use two diffent ones like the japanese version does). I can't use Gemini's font in those screens.

This is present in all menus, right? I've always hated all the mixels in X6, especially the save/load screen. Well, mixels at higher scales, lost pixels at regular scale. Sprites-Inc doesn't even have non-stretched rips of those graphics though, so I don't know if they're actually stretched or what.

Do you think it will be possible to make those screens render in 320x240? Because honestly, I don't think any font changes would look all that great when it's still rendering at whatever whackjob resolution Capcom used.

Do you have any idea why they HAD to change that from X4/X5 anyway? I don't think those have anything like that in them. Or I never noticed in 20 years of play, which would be strange for my usual level of nitpicking.

EDIT: Maybe it looks better on an emulator/plugin that actually bothers switching resolutions when the game tells it. *COUGH*NOTBEETLEPSX*COUGH* Anyway, it would be nice if the game just always ran at 320x240 for all the emulators that don't dynamically switch. Seems really stupid that they even did this when everything would have fit anyway (well, I didn't align text to fixed widths, but whatever:

(https://i.imgur.com/M51jFKZ.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: niuus on February 21, 2019, 06:45:41 pm
(https://i.imgur.com/IIlZrLa.png) (https://i.imgur.com/9ACu9PA.png) (https://i.imgur.com/O995UZD.png)

WIP
Beautiful work, dude.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on February 22, 2019, 07:42:01 am
Do you have any idea why they HAD to change that from X4/X5 anyway? I don't think those have anything like that in them. Or I never noticed in 20 years of play, which would be strange for my usual level of nitpicking.
I assume it was done to supersample higher resolution title screen and cutscene graphics, which seems a reasonable trade off for me. They do look a lot nicer than the ones in X5.
However, I agree the options and save/load menus suffer unnecessarily because of this.
 
Do you think it will be possible to make those screens render in 320x240?  Because honestly, I don't think any font changes would look all that great when it's still rendering at whatever whackjob resolution Capcom used.

Even though I completely agree with you, and it does seem that the menus would fit just fine in 320x240, I don't think it's worth it considering the amount of work it would involve (output resolution modifications is uncharted territory for me, and even if that was sorted out, this would involve manually downscalling all assets involved and completely rewriting every tile's position on screen).
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on February 22, 2019, 06:40:46 pm
I assume it was done to supersample higher resolution title screen and cutscene graphics, which seems a reasonable trade off for me. They do look a lot nicer than the ones in X5.
However, I agree the options and save/load menus suffer unnecessarily because of this.
   
Even though I completely agree with you, and it does seem that the menus would fit just fine in 320x240, I don't think it's worth it considering the amount of work it would involve (output resolution modifications is uncharted territory for me, and even if that was sorted out, this would involve manually downscalling all assets involved and completely rewriting every tile's position on screen).

That does sound like quite a lot of data/code work. Well, if you ever wanted to, I would be more than happy to downscale and redraw the assets (especially if they can be dumped straight from the game instead of my babby-mode screenshot ripping)

Well, for that matter, I mostly already did for the save/load screen mockup. I actually based what I could on X5 and also reshaded most of the icons, but they should all be within the original range of 8 shades per color (but I did change the color values slightly too). I think the BG is too, but I did that a long time ago for a Retroarch border and would have to check to be totally sure. The button icons aren't though, they're from X5 and made darker to match X6 main color.

Not sure if any of that even matters much, I know almost nothing technical about the PS1.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on February 23, 2019, 11:31:40 pm
You know what, this is fantastic. For someone who was really frustrated for how much of a train wreck the original X6 was, I'm glad it's finally getting proper attention and care put into it. I still feel like it will still have some problems, due to the inherent flaws and design choices of X6's stages (even with Uber Blade armor, Metal Shark Player is still the worst stage in the series IMO), but this is definitely a great step in the right direction, so good job there. I also like the Patch maker, that's a good idea for those who think some tweaks need tinkering.

If I were to give any suggestion for features to add, the most I'd want would be to split Gate's Lab 2 into 2 actual stages on the select screen, instead of just being half-haphazardly connected via a loading screen. That kind of ruined Gate's Lab even further for me, because of how both bosses and sections are extremely annoying in their own right, even moreso when done in a row, so maybe giving some breathing room in between stages (and making you only need to beat Hi-Max 2 once, thank God) would help it not be such an awful nuisance. But the other tinkers and tweaks you've done so far are great! I can't wait to see what you'll do with the translation.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Ghaleonh41 on February 24, 2019, 12:29:46 am
Wow, great work so far Acediez! Can't wait to see what else is in store!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 24, 2019, 12:57:54 am

Title Screen

The obvious choice would've been pasting the american logo into the japanese title screen directly, but the american logo's shape, thick black outline, and colors didn't play together too well in the japanese title screen, so instead, I made a new one, keeping it as close as possible to the japanese logo. I took a similarly styled "Mega Man" text from a different source (the Mega Man X Command Mission logo) and adapted it directly into X6's japanese title screen.

(https://i.imgur.com/wrvmBtq.png)
For comparison, here are the original counterparts:
(https://i.imgur.com/wWfPiYn.png) (https://i.imgur.com/jysiUFN.png)
The title screen itself has been successfully inserted in the game with no issues (thanks blade133bo for helping me find the right files for the graphics and pallettes!). Picture above is an in-game screenshot.
However, as you can see, I still need to adjust the size and position of the "PRESS START BUTTON" graphic, which I also imported from the japanese version. The white italic text from the American one didn't work so well with this background.

Overall I'm very satisfied with the result, and plan to keep this as my default title screen (the one that goes into the standalone patch). As always, I'll leave it as a separate option in the Patcher, so you'll also be able to either keep the original american title screen or the untouched Japanese title screen.
After I figure out the   "PRESS START BUTTON" part, I'll try replacing the logo on the loading screen for consistency (when using this version of the title screen).


In my opinion there could be several options about title screen included in the patcher
1) The unaltered title screen in the original Western release
2) The Japanese title screen
3) The revised title screen you did
4) The same as 3) but without the Japanese kanji at the top of "MEGAMAN" logo
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on February 24, 2019, 12:28:31 pm
Thanks for you comments and suggestions everyone. Even if it's stuff outside the scope I'm currently working on, I put everything on my list of things to consider in the future.

4) The same as 3) but without the Japanese kanji at the top of "MEGAMAN" logo
That's what I'm currently running on  :)

(https://i.imgur.com/UZdepnw.gif)



Taking a break from the localization stuff, I've also been working on and off on some gameplay tweaks I've been meaning to do for awhile. I started with the Blade Armor "dual" Mach Dash, and the Saber animation tweaks, from past posts. Now it was the turn for Zero's techniques.

Setsuizan

- Improvement on the "Hold/Release" input option. The tremor sound from hitting the ground would also play when cancelling midair. This is fixed now.
- Added an input option to "Press once to activate/Cancel by moving to opposite direction" (this is now my prefered method)
- Input changed to "Down + Special" instead of "Up + Special", taking the place of Ensuizan

(https://i.imgur.com/MxKjOIS.gif)


Ensuizan

- Input changed to "Special (while in Air)". I turned it into an air only move.
- Up to 3 spins per jump instead of just 1. Can be done in a row if the button is held.

(https://i.imgur.com/7LOg831.gif)

(https://i.imgur.com/pUgpXL7.gif)

(https://i.imgur.com/EleI9cc.gif)

I suppose making it an air only move might not be such a popular idea. The reason is both from a balancing perspective and practical. The ground Ensuizan is overpowered, causes glitches, and the fact you can do it only one on air but spam in indefinitely on ground makes me think it wasn't ever meant to be a ground move anyway. Still, if I kept it as it was (a single spin) it wouldn've been very useful, and it wouldn't been too different to the normal spin done after a double jump, but making it longer seems to work very well.
And a practical reason... Lack of input options.
- "Up + Attack" will always be problematic due to ropes.
- "Up + Special" is taken by Yammar Option
- "Special" alone is taken by the Z-Buster when on ground.
- I really really wanted to give "Down + Special" to Setsuizan

These two modifications combined will work as a set and will probably be a single option on the patcher (while "Legacy" options from older versions will be kept intact)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on February 24, 2019, 01:21:51 pm
Third reason, Ensuizan is hilarious and silly looking when spammed on the ground :laugh:

I think that's a good trade off. At least there's some kind of skill involved in using it now. I never tried the Hold/Release option for Setsuizan, but that gif makes me want to try the "cancel by moving oppositely" whenever the next update drops.

Hey, the button predicament makes me curious, does the game just completely ignore the unassigned L2?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on February 24, 2019, 04:17:02 pm
Seeing you nerf Ensuizan, I wonder if you guys already patched the whole dash-attack spam exploit.

Both changes are really nice additions. My suggestion would be to make Ensuizan Up+Attack, although I'm not sure if that would interfere with the rope, but at least not as badly as Setsuizan (because this time, direction input correlates with the actual direction of the attack). But honestly, Ensuizan is fine as it is, and I get your point.

P.S. I wonder if you could change the health/weapons bars so that they weren't so tiny. That always kind of bothered me, since their size in X4 was fine, but now it's a tad bit harder to see. Just a point I wanted to bring up.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on February 24, 2019, 07:35:51 pm
Thanks for you comments and suggestions everyone. Even if it's stuff outside the scope I'm currently working on, I put everything on my list of things to consider in the future.
That's what I'm currently running on  :)

(https://i.imgur.com/UZdepnw.gif)





Man, this is so awesome! I can see millions of hype when the newest update arrives.
I doubt the title graphic would Work on the unaltered Western title screen but a special variation of the Traditional Chinese Windows release did use such strange combination...So there could be more place to play around the title screen "constructions".
(https://pbs.twimg.com/media/D0NqVwhUYAARPCm.png)




Taking a break from the localization stuff, I've also been working on and off on some gameplay tweaks I've been meaning to do for awhile. I started with the Blade Armor "dual" Mach Dash, and the Saber animation tweaks, from past posts. Now it was the turn for Zero's techniques.

Setsuizan

- Improvement on the "Hold/Release" input option. The tremor sound from hitting the ground would also play when cancelling midair. This is fixed now.
- Added an input option to "Press once to activate/Cancel by moving to opposite direction" (this is now my prefered method)
- Input changed to "Down + Special" instead of "Up + Special", taking the place of Ensuizan

(https://i.imgur.com/MxKjOIS.gif)


Ensuizan

- Input changed to "Special (while in Air)". I turned it into an air only move.
- Up to 3 spins per jump instead of just 1. Can be done in a row if the button is held.

(https://i.imgur.com/7LOg831.gif)

(https://i.imgur.com/pUgpXL7.gif)

(https://i.imgur.com/EleI9cc.gif)

I suppose making it an air only move might not be such a popular idea. The reason is both from a balancing perspective and practical. The ground Ensuizan is overpowered, causes glitches, and the fact you can do it only one on air but spam in indefinitely on ground makes me think it wasn't ever meant to be a ground move anyway. Still, if I kept it as it was (a single spin) it wouldn've been very useful, and it wouldn't been too different to the normal spin done after a double jump, but making it longer seems to work very well.
And a practical reason... Lack of input options.
- "Up + Attack" will always be problematic due to ropes.
- "Up + Special" is taken by Yammar Option
- "Special" alone is taken by the Z-Buster when on ground.
- I really really wanted to give "Down + Special" to Setsuizan

These two modifications combined will work as a set and will probably be a single option on the patcher (while "Legacy" options from older versions will be kept intact)

Speaking of the Z-Saber techniques I'm personally against the idea to make the new custom options bundled as a set. Several items such as the high jump enhancement part at the alternate zone in North Pole area would be a problem to reach as Zero if without Ensuizan invincibility. My personal opinion is to keep the custom options of Setsuizan and Ensuizan divided while
1) set "eliminate Ensuizan invincibility glitch - make Ensuizan an air only move" as an adjustable option in the patcher.
And/or 2) set Ensuizan to an unassigned button as mentioned.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 04, 2019, 12:43:53 am
Speaking of the Z-Saber techniques I'm personally against the idea to make the new custom options bundled as a set.

I meant bundling input options that would clash if they aren't. I'll always make every option selectable, except when I'm really not able to.
We'll see how it goes when I get to the Patcher GUI side of the update.



A bit of work from this past week:

- Made some tools to sort and format the translation text easier. Text insertion should go a lot faster now.

- Text in pause menu fixed (to work with the new font). Some minor text revisions on bottom icons and weapon descriptions. Still undecided if I should use the smaller font in the input settings menu, I'll probably give it a go later.
(https://i.imgur.com/NEfnlZn.png) (https://i.imgur.com/bqu9er7.png) (https://i.imgur.com/JvMPP7r.png) (https://i.imgur.com/h1qX7e3.png)

- Shadow Armor can slide down on walls if you press "down"
(https://i.imgur.com/o5HjeQl.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 04, 2019, 04:22:17 pm
Cool addition to the Shadow Armor and the text looks nice on the pause menu :thumbsup: As usual, the old font is kind of cluttery when used so much like in Button Config, but I think the opposite might be true for Blood of Bahamut, looking too barren. Maybe not though. The old font is good for headers but that's about it I suppose.

To quell my own obsessive issues over the wacky, super sampled, menu resolutions, I redrew the Rescued and Parts menus, and palettized the save screen BG. All within the same or lower # of colors, but some color changes too. Maybe there are some ideas to gleam from it if you wanted, I think the BG colors are better at least. The original looks like graph paper from the 70's. Yuck.

(https://i.imgur.com/At3ZXQI.png)

And here's some sort of actual contribution to your project if you want to use it. Or just for other fans of this hack to use in a frontend or whatever. I also have the logo (I remade it entirely along with X4/X5, double this resolution, super secret reasons) if you want it for the header graphic on your main post, acediez.

(https://i.imgur.com/E7dOTQo.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 04, 2019, 05:23:04 pm
Cool addition to the Shadow Armor and the text looks nice on the pause menu :thumbsup: As usual, the old font is kind of cluttery when used so much like in Button Config, but I think the opposite might be true for Blood of Bahamut, looking too barren. Maybe not though. The old font is good for headers but that's about it I suppose.

To quell my own obsessive issues over the wacky, super sampled, menu resolutions, I redrew the Rescued and Parts menus, and palettized the save screen BG. All within the same or lower # of colors, but some color changes too. Maybe there are some ideas to gleam from it if you wanted, I think the BG colors are better at least. The original looks like graph paper from the 70's. Yuck.

(https://i.imgur.com/At3ZXQI.png)

And here's some sort of actual contribution to your project if you want to use it. Or just for other fans of this hack to use in a frontend or whatever. I also have the logo (I remade it entirely along with X4/X5, double this resolution, super secret reasons) if you want it for the header graphic on your main post, acediez.

(https://i.imgur.com/E7dOTQo.png)

Honestly, looking at the differences between the Alia and Douglass portraits reminds me of how X5/X6 were kind of cheap with their graphics and instead of full-on sprite art like X4 used scans of drawings and pre-renders (it's a nitpick, I know, but I feel like it's kind of part of the reason why I get a different vibe from X5/X6 compared to X4).

A comparison to show you what I mean:
(https://i.imgur.com/34pgqbD.png)

I mean, I could just be crazy, but that's what it kind of feels like. Either way, these mockups look great, and way better than the original ones. It'd probably be a bit of a hassle to fix the resolution and whatnot, but fixing the presentation does really help out in the long run.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 04, 2019, 09:28:04 pm
Honestly, looking at the differences between the Alia and Douglass portraits reminds me of how X5/X6 were kind of cheap with their graphics and instead of full-on sprite art like X4 used scans of drawings and pre-renders (it's a nitpick, I know, but I feel like it's kind of part of the reason why I get a different vibe from X5/X6 compared to X4).

A comparison to show you what I mean:
SNIP

I mean, I could just be crazy, but that's what it kind of feels like. Either way, these mockups look great, and way better than the original ones. It'd probably be a bit of a hassle to fix the resolution and whatnot, but fixing the presentation does really help out in the long run.

Oh yeah, it feels different to me too. I really like X5/X6's scanned artwork on its own, but it doesn't have the same hand-made, oldschool feel that the pixel art in X4 does. I can see what you mean with it feeling cheaper too. Even though it's great art on its own, it's not additional, new pixel art specifically made for in-game use. Those little things really add up to totally alter the feel of the games.

So where X6 does have pixel art on menus, I think it really suffers and adds to the feel that X6 was rushed. I'd like to see the menus supersampled (I tried to get gpubladesoft and ePSXe working for an hour, too many issues, gave up), but I think it'll just end up more blurry than it needs to be and some sprites stretched where they don't need to be. Probably looks good for cutscenes and boss intros though.

And thanks :) I'm not super satisfied with Alia yet and want to try something else with the armor part icons (too much empty space between them) but I got kinda burnt out. I mainly wanted to see what it would look like and if every graphic at its original resolution could actually fit within 320x240. And it's just fun to do :laugh:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 05, 2019, 01:55:55 am
Nice pic! I'll use that on my disc case for burned copies! (I still have a couple of those)
Your logos are welcome, all high res assets are!

Love your Parts menu redesign. I think some of it could be implemented, I'd like to give it a try once I'm done with the text instertion stuff. It won't turn out as clean though since we'll be dealing with the wide resolution

Placing X4 and X6 side by side is almost not fair. There's a huge difference in presentation.
I'll probably end up doing something about that Ultimate Armor mugshot, it's too ugly even for X6 standards.



A few icons adapted from the japanese version for Zero's technique descriptions (a typo and a wrongly assigned icon leaked in, oops)
Should be easy to adapt them to whatever input options is chosen in the Patcher since they're just tiles.
I'll keep description short because expanding the text size is quite the chore.
Yammar Option won't get button icons because the description is shared with X.
(https://i.imgur.com/nUmFP4q.gif)

Input screen still needs some alignment adjustments. Sadly I wasn't able to quickly fix the cursor. I can move it, but the horizontal position is shared with the main screen. I'll probably need to code a screen check that leads to a position modification for the cursor.
(https://i.imgur.com/kI7dCMJ.png) (https://i.imgur.com/h1qX7e3.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 07:25:09 am
Nice pic! I'll use that on my disc case for burned copies! (I still have a couple of those)
Your logos are welcome, all high res assets are!

Love your Parts menu redesign. I think some of it could be implemented, I'd like to give it a try once I'm done with the text instertion stuff. It won't turn out as clean though since we'll be dealing with the wide resolution

Placing X4 and X6 side by side is almost not fair. There's a huge difference in presentation.
I'll probably end up doing something about that Ultimate Armor mugshot, it's too ugly even for X6 standards.



A few icons adapted from the japanese version for Zero's technique descriptions (a typo and a wrongly assigned icon leaked in, oops)
Should be easy to adapt them to whatever input options is chosen in the Patcher since they're just tiles.
I'll keep description short because expanding the text size is quite the chore.
Yammar Option won't get button icons because the description is shared with X.
(https://i.imgur.com/nUmFP4q.gif)

Input screen still needs some alignment adjustments. Sadly I wasn't able to quickly fix the cursor. I can move it, but the horizontal position is shared with the main screen. I'll probably need to code a screen check that leads to a position modification for the cursor.
(https://i.imgur.com/kI7dCMJ.png) (https://i.imgur.com/h1qX7e3.png)
Yeah, it's a bit unfair to compare X4 and X6, but while X6 was quite rushed, the presentation still looks very off for a 6 month development. Lot of the in-game scans feel like they only made the promotional material (although the cutscenes do work, I will say). The renders don't look that good either, especially with Flame Donut and Metal Shark Player's miniboss. But yeah, it's kind of unfair to compare the two, but even then, X6 doesn't feel complete with how it's presented either (especially with the translation), unlike X5, which, while worse, has a complete presentation (as bland as it is). But still, yeah, an unfair comparison.

Going back to the tweaks discussion, that start screen looks nice and clean. I tend to forget some of the button combinations for some techniques, so things like that are a really nice addition. That arrow does kind of annoy a bit, but not a whole lot. But at the very least you paid attention to detal.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 05, 2019, 11:07:57 am
Boy was I wrong, Blood of Bahamut looks really nice on Button Configuration! I never knew about those icons existing in the Japanese version, so that's like bonus points for functionality and restoring content.

Might just be me, but I never liked X6's Ultimate Armor sprite palette either. Black UA sounds cool, but the colors they used are too similar. That parts menu mockup I did uses Shadow Armor's gray/black and gold colors over X4's sprite (tried to condense colors for the armors like they had, but more efficiently) which I think would have been a better palette personally. And what I think is X's default, unarmored leg/arm/stomach is putrid with Black UA lol

Funny enough, it's more or less the same problem on the X Challenge Armor for LC, just with the white shades.

Also, thanks! I'll send you the logo and stuff tonight. Gotta hit the road right now.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 06:24:48 pm
I found it weird how Dr. Light talks to both X and Zero with them having a mugshot but not Dr. Light himself, so it just kind of looks like X/Zero is thinking to himself (sorry for the stretched picture, it was the only one I could find that looked good):
(https://i.ytimg.com/vi/q1IKelxqpwE/maxresdefault.jpg)

So I decided to take a jab and made a mockup based on his Maverick Hunter X in-game artwork.
(https://i.imgur.com/dS8e123.png?size=200)

Top left is the base, top right is a dithered version to try and make it look more like a PSX sprite, bottom left has a glow effect, and bottom right is glow + dithering. It was an attempt. Obviously, the styles are somewhat clashing, but the only other option was X8, which is a very different style from the other X games, so MHX was the next best thing.

P.S. I remembered that this same thing happened with the reploids in the first stage too, but I have no reference for that one, so...  :P
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 05, 2019, 07:31:30 pm
I have this on my wishlist too, so thanks for providing a Dr. Light mugshot. I'll give it a go eventually.
Even though editing the images in the right format would be fairly easy, I haven't looked into what needs to be done code wise to insert it (let alone to animate it)

Too bad these Hunters don't match with the ones from the official art.

(https://i.imgur.com/O9w8GZB.png) (https://i.imgur.com/6QFQ4aZ.jpg)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 09:24:39 pm
I have this on my wishlist too, so thanks for providing a Dr. Light mugshot. I'll give it a go eventually.
Even though editing the images in the right format would be fairly easy, I haven't looked into what needs to be done code wise to insert it (let alone to animate it)

Too bad these Hunters don't match with the ones from the official art.

(https://i.imgur.com/O9w8GZB.png) (https://i.imgur.com/6QFQ4aZ.jpg)
That doesn't seem like much of an issue. You could easily photoshop the orange-blue hunter as green and edit a bit of the details to make it look like the in-game green hunter (who looks quite similar), or just straight up edit the in-game sprites to reflect the original art if you want to. Either way, it's a good workaround.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 05, 2019, 10:38:19 pm
If these portraits stand any chance of making it into these hacks, then I might try my hand at drawing some portraits once that possibility is confirmed. I did make my avatar, which is an extremely heavy edit of the X3 menu screen portrait of X with the X2 armor and a completely redrawn face in the style of X2's art, and I also submitted various bits of art to Justin3009's X3 Zero hack like these:
(https://i.imgur.com/NMXs2q5.jpg)
(https://i.imgur.com/MC69zTP.png)

Replicating art styles is one of the few things I'm decent at doing art-wise.

Also, they need animated eyes and mouths like the other characters' portraits, as does the Dr. Light one.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 06, 2019, 12:16:05 am
I really love the work you did for the X3 Zero Project!
I can't make any promises for Dr. Light and the Hunters as I haven't even given it a try yet and I don't know what kind of technical problems I might get adding and loading new mugshots to the game. I'll definitely get to it if I get you on board though.
In the meantime, if you're interested, I'd love to see your take on the Ultimate Armor mugshot, so it doesn't look like he's bald and naked covered in black bodypaint...
This would only involve replacing existing assets, something that can be implemented immediately.

(https://i.imgur.com/I1A9jXq.png)

I actually was planning on give it a go myself, but I'm pretty busy as it is already...
For comparison, this is a recent official art for the same armor (made for MvC:I, I think).

(https://i.imgur.com/uQot8VU.png)

I was thinking of replicating the shape and details from the helmet, shoulder pads, etc. from this artwork, while keeping the black/gold color scheme, the animated bits on the same tiles, and not changing the more adult face X has on this game for style consistency (even though I'm not a fan of it).

March 06, 2019, 12:59:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)


Here's something interesting: by removing a single instruction that handles the jump to the wider resolution (write "000000" on $800128BC RAM, $1D923754 BIN), the game seems to stay at 4:3 all the time. I haven't tried this on real hardware, but judging by Beetle PSX's native screenshots, the output stays at 320x240, regardless of all the stuff that's being drawn outside...

(https://i.imgur.com/wtwqXg8.png) (https://i.imgur.com/YuWDgGK.png) (https://i.imgur.com/dIeZdWi.png)
(https://i.imgur.com/eg9hvbu.png) (https://i.imgur.com/7lXQjUK.png) (https://i.imgur.com/3itrcNl.png)

Seems that all graphics assembly is unaffected; which means that THEORICALLY you could re-scale all assets and re-assemble everything to fit on the regular resolution. It would be a crime to downscale the cutscenes, but as we've seen from AxlRocks' mockups, the Stage Select/Parts screens could really benefit from this.
Doable? Seems like it.
Would it be worth doing all that work to make a couple of menus look nicer? Hmmm... Not right now, that's for sure. But it's something to consider after I finish everything else I've started.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 06, 2019, 05:04:43 pm
How's this?
(https://i.imgur.com/LwDqB7a.png)

(https://i.imgur.com/yXRUAnw.gif)

The original has so many issues, from his neck area being oddly shaped, to the oversized crest on his forehead, the inconsistent light sources, and pillow shading making the gold trim fins on his shoulders look like rounded spikes.

Plus, the transparency of the armor was originally poorly conveyed and instead made it look like some weird leathery texture.

I tried to make the light sources consistent, and I tried to keep the simple anime style shading seen throughout the games' artwork, while also keeping the faint highlighting of the armor itself seen in that MVC:I art you posted, as well as the X4 Ultimate Armor artwork. I didn't have any specific concept art of X's parts under his armor for direct reference, but I tried to match the X Challenge armor art from the X legacy Collection and the D-Arts figure of the Ultimate Armor as best as I could at this low resolution.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 06, 2019, 08:46:19 pm
Man, that's a huge improvement! Thank you so much!
The highlights on the edges make a big different for its volume, now you can actually see it as an armor.
The blurry "texture" the original has always baffled me, even when I played the game for the first time as a kid. It was very clearly done or touched up by someone other than the other mugshots' artist... Now it actually looks like it belongs in the set. It warms my heart.


As for minor nipticks, I think the size of the helmet could be moved up a pixel or two, as it still looks a bit too close to where a naked head shape would be.
I touched up on it quickly to show you what I mean:

(https://i.imgur.com/iuXctD5.png)
(https://i.imgur.com/RSAZCIv.gif)

Let me know if you agree or if you want to apply the idea yourself, that'd be great.

By the way, I'm sorry I missed two tiles on the source rip I sent you, just a dumb oversight.
Here's a better one. You can just ignore the gray and black areas.

(https://i.imgur.com/FyQrC5l.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 06, 2019, 08:51:58 pm
So I took a jab at trying to make a mugshot for the green hunter and it went surprisingly well.

(https://i.imgur.com/2wvsIRt.png) (https://i.imgur.com/O9w8GZB.png)

It was a bit hard to pull off, but I think I did well enough in the end.

Now to resize it into 78x64, and voila!
(https://i.imgur.com/GdXJA56.png)

Top left is mouth open (from the original drawing), top right is some dithering + cleaning (to make it look like a PSX graphic), bottom left is mouth closed (one I edited it in because I thought it'd look nice), and bottom right is mouth closed + dithering/cleaning. Just a heads up, I wouldn't recommend using both the mouth open and closed sprites as the talking sprite as is, since the jawline doesn't actually move period, I just gave him a closed mouth because I thought it'd look better. Overall, I think it's good. I think there's an antenna I missed(?), but it's good enough for my limited skills (this took a while).

How's this?
(https://i.imgur.com/LwDqB7a.png)

(https://i.imgur.com/yXRUAnw.gif)

The original has so many issues, from his neck area being oddly shaped, to the oversized crest on his forehead, the inconsistent light sources, and pillow shading making the gold trim fins on his shoulders look like rounded spikes.

Plus, the transparency of the armor was originally poorly conveyed and instead made it look like some weird leathery texture.

I tried to make the light sources consistent, and I tried to keep the simple anime style shading seen throughout the games' artwork, while also keeping the faint highlighting of the armor itself seen in that MVC:I art you posted, as well as the X4 Ultimate Armor artwork. I didn't have any specific concept art of X's parts under his armor for direct reference, but I tried to match the X Challenge armor art from the X legacy Collection and the D-Arts figure of the Ultimate Armor as best as I could at this low resolution.
That. looks. great. You're spritework is pretty top-notch and it shows here. So nice and smooth, too, unlike some of the more jagged scans X5 and X6's in-game art can have sometimes. Good work!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 07, 2019, 06:26:17 pm
I think this should be the final version:
(https://i.imgur.com/S4Zy24d.gif)

Aside from minor tweaks like his neck and chest area, I added the backpack and fin from all of the artwork. Despite not being on the sprite outside of the Nova Strike, it's there in all of the artwork, and the old model kit it was designed for and the D-Arts have it, so I decided to add it.

Now if it can't be used because of technical reasons, or you don't want to use it, then I do have a version without it.

I also darkened and desaturated the main armor color because I felt it was too blue and too bright compared to the black/midnight blue palette used in X6, and it felt closer to the X4 colors (which I still prefer). I also made the gold the champagne gold of his X6 palette. I honestly forgot what the X6 Ultimate Armor looked like until I went back and looked at it. I do think it looks better than the oversaturated blue from X5 at least.

(https://i.imgur.com/fo6JzyA.png)

Here are the tiles:

Fin:
(https://i.imgur.com/wC0GU6e.png)

No Fin:
(https://i.imgur.com/r13s0uZ.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 07, 2019, 11:10:22 pm
Thanks both of you. Danny, I think you did great with the Hunter sprite. Can't make any promises about being able to insert it, but I'm definitely gonna give it a try. Mugshot modifications was at the bottom of my to-do list, but I think I'll have to give it more of a priority now  :)

Metalwarrior64, I like what you did with the colors, much closer to the actual sprite.
I'm considering trying to add a palette variant for the Ultimate Armor where the light-gray bits are golden (like the mockups AxlRocks made), would be cool to have that as an addtional option, which would cover both the sprite and the mugshot. Let's see if I can pull it off.

As for the fin, I like that you decided to add it, and no problem adding both variants on the patcher! But if you're willing on further polishing it, I have a couple of suggestions: since it's (almost?) not visible in the sprite, I wouldn't have it stand out so much. I'd place it a bit lower, no higher than ear level, and would try give it a thinner edge. Also, you should avoid drawing the "front" edge as a straight vertical line, it's a bit distracting.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: TDOMMX on March 08, 2019, 12:08:51 am
Beautiful work, guys.  I'm somewhat undecided on whether I prefer the bright gold or champagne gold look more for the Ultimate Armor.  The former is more faithful to the original design, while the latter complements the Black Zero armor so much better.  Allowing the player to choose in the patcher is a great idea.

Speaking of the original design: if inserting the new Ultimate Armor sprites, palettes, and mugshots goes according to plan, would you consider including the original X4 Ultimate Armor look as an option in the patcher?  I kinda miss that look whenever I'm playing X5 and X6.  Granted, tweaking the weapon palettes to match would take a bit more work, but I think it would be worth it.

If it had better shading, I'd suggest the same option with the "X Challenge" armor (whatever it's called).  It's a shame the artwork for that armor looks so much better than the in-game implementation in the Legacy Collection...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 08, 2019, 06:10:19 pm
I made a portrait for the magenta Hunter:
(https://i.imgur.com/9lr86EB.gif)

I feel just recoloring the Hunter from the artwork won't work because the design doesn't match, the light source doesn't match the other portraits, and the magenta one is in front, so he should be the one talking to X. I did trace part of it though, mostly because the poses matched.

It's still a bit of a work-in-progress, and I need to make the mouth animations as well, but I hope this will work. The helmet gem and embossed square were just my interpretation of the two pixels in the front of the sprite. I will at some point make a Dr. Light one with the proper light source.


(https://i.imgur.com/Zf6nnEv.gif)
I also have a tweaked Ultimate Armor portrait with the fin leaning forward slightly, which does help it blend in with the rest of the image, as well as making his pose look more dynamic since he is leaning forward a bit:
(https://i.imgur.com/tT1jg0S.png)

I also lowered it and moved it to the right a couple of pixels to make it look further back, and made it reach just one pixel above the top of his ears.

I also have a proposal for the Ultimate Armor palette:
(https://i.imgur.com/6m1HGY1.png)

In X6, the light blue limb segments are way too bright and saturated, even brighter than his palette's white, so it makes it look flat and gaudy. Also, his hand palette is way too dark, making his left hand look dark grey. The gold color is also slightly red, making it look weird, and there's not much contrast in the midnight blue-ish black color, making the details representing his inner mechanics too subtle.

I restored his hand colors to the X5 palette, as well as his light blue segments on his arms and legs. I also slightly brightened and increased the contrast of the extremely dark blue main color, and I made the gold segments slightly more towards actual champagne gold to match my portrait better, as well as black Zero.

I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 08, 2019, 08:23:57 pm
I made a portrait for the magenta Hunter:
(https://i.imgur.com/9lr86EB.gif)

I feel just recoloring the Hunter from the artwork won't work because the design doesn't match, the light source doesn't match the other portraits, and the magenta one is in front, so he should be the one talking to X. I did trace part of it though, mostly because the poses matched.

It's still a bit of a work-in-progress, and I need to make the mouth animations as well, but I hope this will work. The helmet gem and embossed square were just my interpretation of the two pixels in the front of the sprite. I will at some point make a Dr. Light one with the proper light source.


(https://i.imgur.com/Zf6nnEv.gif)
I also have a tweaked Ultimate Armor portrait with the fin leaning forward slightly, which does help it blend in with the rest of the image, as well as making his pose look more dynamic since he is leaning forward a bit:
(https://i.imgur.com/tT1jg0S.png)

I also lowered it and moved it to the right a couple of pixels to make it look further back, and made it reach just one pixel above the top of his ears.

I also have a proposal for the Ultimate Armor palette:
(https://i.imgur.com/6m1HGY1.png)

In X6, the light blue limb segments are way too bright and saturated, even brighter than his palette's white, so it makes it look flat and gaudy. Also, his hand palette is way too dark, making his left hand look dark grey. The gold color is also slightly red, making it look weird, and there's not much contrast in the midnight blue-ish black color, making the details representing his inner mechanics too subtle.

I restored his hand colors to the X5 palette, as well as his light blue segments on his arms and legs. I also slightly brightened and increased the contrast of the extremely dark blue main color, and I made the gold segments slightly more towards actual champagne gold to match my portrait better, as well as black Zero.

I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.
The mugshots I posted were more of a placeholder or base for actual sprite, so yeah, it'd probably be a better idea to make appropriate sprites. Although, supposedly it's the green hunter talking to X due to the Hunter name being green in the textbox during that scene (despite being plural, for some weird reason). Yeah, I think it'd be nice to see your take on the sprites, although I'm unsure if the PSX has any palette limitations like on SNES, so that should probably be kept in mind. Your proposals and changes to the Ultimate Armor are great, although I'd personally suggest to add a bit of similarity to the X4 armor for some nuanced continuity like maybe make the black a bit more blue, and maybe have the champagne gold show a slight hint of yellow. But as is, it's pretty solid.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 08, 2019, 09:46:26 pm
If It's decided for the portrait to be the green Hunter, then I can change it to that with not much effort. I'll probably get around to doing it anyway.

I also like your idea of using the MHX Light portrait, though the light source is a bit off (heh), but not noticeably so (just a bit higher up). I don't like how wide his head is in the artwork, so I scaled it to make it thinner. then I rescaled it back to the game's resolution. I also have a WIP blinking animation:
(https://i.imgur.com/5HUqAHq.gif)

I might also change the palette to the cyan colors that you gave it.

As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version. I wasn't out to aesthetically change it, rather just make the contrast and color balance much smoother and more in line with every other sprite in the series.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 08, 2019, 11:11:33 pm
If It's decided for the portrait to be the green Hunter, then I can change it to that with not much effort. I'll probably get around to doing it anyway.

I also like your idea of using the MHX Light portrait, though the light source is a bit off (heh), but not noticeably so (just a bit higher up). I don't like how wide his head is in the artwork, so I scaled it to make it thinner. then I rescaled it back to the game's resolution. I also have a WIP blinking animation:
(https://i.imgur.com/5HUqAHq.gif)

I might also change the palette to the cyan colors that you gave it.

As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version. I wasn't out to aesthetically change it, rather just make the contrast and color balance much smoother and more in line with every other sprite in the series.
That Dr. Light looks fantastic so far, so good job.

Yeah, maybe the alternate Ultimate colors could be an option for the patcher, and the default option in the actual hack would be the corrected colors you proposed. I just wanted to add nuance to the Ultimate Armor a bit, but now that I think about it, it'd be much simpler to just have an option for X4's Ultimate Armor.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 09, 2019, 12:31:34 am
I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.

I really only used the Shadow Armor palette for assumed palette limitations on the parts menu. It could be some non-related sloppy rushjob Capcom did that caused all those issues, but I just assumed a shared palette to be safe. I should've been more clear, but what I meant when I said it would be better, was more like "The original blacks/champagne palette sucks" more than straight up use it, though I would've liked that too just out of personal disdain for the original. Reverting to X4/X5 would've also been preferable, but not necessarily the BEST option.

Should an option to match the old mugshot palette be possible, I'd actually keep your blacks with Shadow's gold, if not a new gold even. Played with the bare arm/leg color a bit too, X4's purple or a black/gray:

Top-left is Shadow (from parts menu), then Shadow's gold with your blacks, below "deep" gold, below that a more "Poppy"/shiny gold.
(https://i.imgur.com/MLbwBza.png)
EDIT 3-9: Thought a more "poppy"/shiny version might be better. Still not sure if I like it or the "deep" gold above it better.

As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version.

But there's the matter of the old mugshot palette too. Which was more rushed, a palette swap or the bad mugshot? Or is there official artwork of X6's Ultimate Armor? Not sure. Hard to say which is more "valid" otherwise.

EDIT: And yeah, I'm totally pulling for gold to be an extra option ;D I'm just way more partial to the gold, even though your champagne is a lot better than Capcom's.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 09, 2019, 06:01:15 pm
You guys really ran with the idea  :o

I'm really impressed and humbled by your work so far, Metalwarrior64. The last Ultimate update is a big improvement, and your pink Hunter and Dr. Light mugshots look as official as anyone could wish for. There's a few nipticks I'd like to comment on, but before I get involved on the art side of things I need to make sure I'm able to make this a reality.

I just dumped a big chunk of the code that reads and assigns mugshots. I'm off to dissecting it and figuring out how it works, and hopefully how to expand it. Wish me luck! And if I don't report for a several days, don't call the cops. It might take awhile.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Zero Dozer on March 09, 2019, 09:30:00 pm
All this time away and I come back to check and see that so much has been done already.

Can't wait for when this comes and I get to play the new version of the patch.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 10, 2019, 08:03:07 am
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.

Have you guys ever found this voice before?

https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 10, 2019, 10:11:49 am
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.

Have you guys ever found this voice before?

https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0

No clue on that, since I don't remember the voices well.

On the topic of that, I wonder if there was an option to remove the Japanese dub in anyway or a possible English dub of sorts. Obviously, the latter would take a ridiculous amount of effort, but hey, maybe acediez wants to or something.

Actually, speaking of the Legacy Collection, I wondered if it was possible to implement the 2 new tracks that were added in X6, the opening and ending specifically:

Opening: https://www.youtube.com/watch?v=svnFHxPz-l4 (https://www.youtube.com/watch?v=svnFHxPz-l4)
Ending: https://www.youtube.com/watch?v=n7XQnBLnh5w (https://www.youtube.com/watch?v=n7XQnBLnh5w)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 10, 2019, 02:42:16 pm
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.

Have you guys ever found this voice before?

https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0

No idea, but if you happen to find them in-game (in the japanese PS1 version) let me know, as I'm still not sure I covered all of the missing voice clips.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 10, 2019, 08:16:41 pm
How's this for the green Hunter's portrait?
(https://i.imgur.com/CsuL7cO.png)

To me, it feels like I did a slightly better job than with the magenta one. Again, I had to interpret the area in the front of the helmet with the gem, since the sprite has a weird pattern there, partly consisting of a bright green color, seemingly indicating a gem, but the shape is weird so I just used a round shape.

Also, here's a temporary talking animation using unarmored X's mouth:
(https://i.imgur.com/oPNs0nr.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 10, 2019, 09:45:39 pm
(https://i.imgur.com/CsuL7cO.png)

Looks awesome! I really don't know what to make of either of the original sprites' gem areas, that had to be annoying. I like the square-to-gem ratio on Green much more than Magenta too, nice change.

I got to thinking, your interpretation really reminds me of a headlamp, especially for Magenta since the light?/line looks like a strap, which is really cool because that would be a perfect Reploid type to scout the ruins, until D-1000 starts rampaging.

Is it ever explained why they were there, or are they entirely fluff "save me!"s? I can't remember, it's been a while since I didn't mash through cutscenes, but I also don't see anything in the original English script. (For what that one is worth...)

I just dumped a big chunk of the code that reads and assigns mugshots. I'm off to dissecting it and figuring out how it works, and hopefully how to expand it. Wish me luck! And if I don't report for a several days, don't call the cops. It might take awhile.

https://www.youtube.com/watch?v=Ne0TksRJiGM
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 11, 2019, 12:48:15 pm
[...] I wonder if there was an option to remove the Japanese dub in anyway or a possible English dub of sorts. Obviously, the latter would take a ridiculous amount of effort, but hey, maybe acediez wants to or something.

Actually, speaking of the Legacy Collection, I wondered if it was possible to implement the 2 new tracks that were added in X6, the opening and ending specifically:

Opening: https://www.youtube.com/watch?v=svnFHxPz-l4 (https://www.youtube.com/watch?v=svnFHxPz-l4)
Ending: https://www.youtube.com/watch?v=n7XQnBLnh5w (https://www.youtube.com/watch?v=n7XQnBLnh5w)
I'm still curious about this.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 12, 2019, 02:52:54 am
Zero's mouth works very well with this portrait:
(https://i.imgur.com/3hFIOjR.gif)

(https://i.imgur.com/U1lYNdJ.png)

I might need to tweak the lower lip between frames for continuity, but I think I'll just basically keep it like this to save me the effort of drawing the mouth from scratch. Definitely looks better than my magenta Hunter portrait. I had trouble getting that one's helmet looking good.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on March 12, 2019, 04:20:54 am
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.

Have you guys ever found this voice before?

https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0

I checked the Japanese version (PSV-PSN) today, don't think there's any move which used these two voice files. Although a grunt extremely similar to x_01_04b did get used for several moves of the X Challenge X in X Legacy Collection (e.g.: Charged Twin Slasher)


No clue on that, since I don't remember the voices well.

On the topic of that, I wonder if there was an option to remove the Japanese dub in anyway or a possible English dub of sorts. Obviously, the latter would take a ridiculous amount of effort, but hey, maybe acediez wants to or something.


There's a Demo Voice > off option in the option menu of the original game (English/Western version) which removed the Japanese voice in dubbed dialogue sequence and sort.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 12, 2019, 09:43:35 am
https://www.youtube.com/watch?v=Ne0TksRJiGM

 :thumbsup:

Definitely looks better than my magenta Hunter portrait. I had trouble getting that one's helmet looking good.

To be honest, I'm perfectly happy with either Hunter. You did a great job on both. I have some tinkering in mind for the pink one's helmet, but I'll get there once I'm done with the rest.
Now I wish the game used those characters more so the mugshots could have more use :)
If I were able to freely add more images (see below), I'd gladly split the few lines of dialogue between both characters.

I'm still curious about this.
I'm not interested in fan dubs, I've stated that on this thread before.
Not interested in the LC tracks neither. Besides, different sized videos and audio tracks would add a layer of complexity to the patcher that I'd rather not have to deal with (let alone copyrighted assets).

I checked the Japanese version (PSV-PSN) today, don't think there's any move which used these two voice files. Although a grunt extremely similar to x_01_04b did get used for several moves of the X Challenge X in X Legacy Collection (e.g.: Charged Twin Slasher)

Thanks for checking!
Maybe what you found is only used in X Challenge (maybe with a different pitch?).



I've spent some time going through the mugshots code:
- There's 20 mugshots in the game (1 Alia, 6 Xs/Zeros, 8 Investigators, 3 Hidden stage bosses, 2 Final bosses), but the game recognizes only 4 distinct "single-digit" IDs to identify a mugshot: 0 = Player, 1 = Alia, 2 = Boss, 3 = A corrupted Alia mugshot. Any value above 3 (between 4 and F) cycles back to 0, 1, 2, 3...
- "Player" adapts to whom you're playing as, and "Boss" adapts to the stage you're in, each with their own exceptions (ex.: Hidden stages also read if you're gonna fight Nightmare Zero/High Max/Dynamo. I haven't looked into the final stages, but there must be a similar check to go, for example, from Gate to Sigma's mugshot after you defeat Gate).
- These are all read from their own files, except Alia (the only "static" one), which is read from the stage data instead (it's included in every single stage file. Weird).

- Good news: Fortunately, the "corrupted Alia" mugshot seems to be an unused placeholder. If true. this would make things much easier. It would mean I'd already have room for my animation/sprite assembly data, and a system in place to access it without having to write my own exceptions. And one slot would be enough, considering the Hunters and Light are not loaded in the same stage.

- Unresolved: where to actually insert the new graphics. The obvious choice for me was to expand the Alia files in each stage (using "Hunters" in the intro stage, "Light" in the others), which seemed to work at first (the game would seemingly adapt to this file being bigger with no issues). However, in-game, the game is coded to only load this file in memory up to it's original size (well, the original size + 4kb, but those last 4kb, when filled, seemed to be replacing something else. And even if it was working with no side effects, it's half the space I need for the whole mugshot). So now I need to either figure out how to load more of this file (while hopefully not breaking anything), or finding some other place to load them from.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 13, 2019, 01:10:47 am
Okay, I needed to get into the groove of making graphics in this style, but I think I've finally nailed it.

I also decided to add battle damage to the magenta Hunter, similar to Iris in Zero's X4 intro stage, since their sprite animations imply they're injured, and it helps add visual interest to his sparse design:
(https://i.imgur.com/ZpZfgzN.gif)

I also retouched the face again by bringing the left side of his left eye in one more pixel, and then reducing the size of his jaw one pixel. Now I think it blends in much better, and the battle damage works like it did for Iris' portrait in the X4 intro stage.

If it's not desired, I do have a clean version of this portrait.

Also, just for fun, here's a comparison with my first version:
(https://i.imgur.com/hs9spyA.gif)
By comparison, the old one's pin-headed, the shading's a bit boring, the chin's too long, and the eyes are a bit doofy. The gaping mouth doesn't really work well either. Also, a while back I tweaked the torso proportions to make it better centered and fit the other portraits better, and that's shown here too.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 15, 2019, 04:54:40 pm
That's fantastic! The added details really make a difference, makes the previous one look flat in comparison.

You fixed the one niptick I had the previous one: volume on the front side of the helmet. The brim had no thickness on it's edge, but the darker purple you added to the borders gives it all the volume it needed. I really like how it turned out.

(https://i.imgur.com/PiYjGm6.jpg)

Well, I haven't been able to spend as much time as I would've liked on this this past week, but I am making progress. After a chat with DarkSamus933, I finally found when and how each different mugshot is loaded, and why they're stored differently. I've got to the point where I can change the "boss" mugshot assigned to each stage.

(https://i.imgur.com/FhJjO5U.png)

Now I need to be able to do the same with new files and not just the existing ones.
I'm slowly getting there...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: NectarHime on March 15, 2019, 08:18:29 pm
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.

Have you guys ever found this voice before?

https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0

These are from JPN X5. They're used at random when fully charged shots are fired.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 16, 2019, 02:10:36 pm
If you want, I could take a jab at rewriting some of the dialogue and story to be a bit better (I tend to rewrite what's already there instead of re-translating because I can't read Japanese it's more unique in a sense). Here's my rewrite of the Isoc intro scene as an example (used the X6 Script from the wiki (https://megaman.fandom.com/wiki/Mega_Man_X6_Script_(X%27s_story)) as a base).

Spoiler:
Scene 4: A New Threat
(Amidst the rubble, X listens as a Reploid named Isoc gives a speech to various Reploids. Meanwhile, Alia and Signas listen from Hunter Base.)

Isoc: Attention, all surviving Reploids: It appears that, from my research, a new threat arises. It appears to be a corrupted virus from the Eurasia colony's remnants. It causes Reploids to hallucinate and feel dangers that don't exist... I've dubbed it "Nightmare". This "Nightmare" screws with a Reploid's programming, causing internal damage. The "Nightmare" then creates false images to relate this pain with, causing paranoia. Because of the Colony incident, there are few Reploids and lifeforms left on the Earth... We must not allow sacrifices any longer! This would worsen the crisis as is. As a form of precaution, we have sent 8 investigator teams to various key areas to solve the mystery of this Nightmare phenomenon. So far, it appears that the Nightmare phenomenon is caused by Zero's remnants, formed into a virus-like ghost by the Colony.

X: What?!? What are you talking about!

Alia: Wait, X: let him finish his speech.

X: Ugh, fine...

Isoc: Now, I'd like to gather volunteers. Unite with us, and help rid of the Nightmare by working in any of our eight teams. Our goal is to eradicate the Nightmare, and to delete this "virus ghost of Zero". Let us unite for a better future! High Max will be in charge of team organization and protocol. We will guarantee your safety if you join us. We all suffer since this crisis began, so let us end it once and for all! We await your response!

X: The nerve! For him to talk to Zero like that... He gave his life to save us!

Alia: It can't be helped now: we both saw the Nightmare too, and it was shaped just like Zero. We need to investigate what the Nightmare is as well, so for now, leave Isoc and High Max alone.

X: I wonder what are those "various key areas" he mentioned. Any info, Alia?

Alia: I can target them, but due to a strong jamming, I can't analyze them at all.

X: So I have to go in blind then. Maybe I can experience the Nightmare directly. Besides, I'm suspicious of this "investigators" operation.

Signas: "The Nightmare", huh... This all seems too risky, but we must minimize as much damage as possible by uncovering and defeating it. As Isoc already said, we cannot allow any more sacrifices to be made... X, return to the Hunter Base now!

X: Roger! Initiating teleport...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 16, 2019, 02:35:20 pm
The script part is pretty much already covered, but thanks, I'll let you know if I need additional help.

The text of the cutscenes and almost everything outside of stages is already inserted into the game, taken straight from DuoDynamo's translation.

For the rest of the text, I'll take DuoDynamo's's script as a base and NectarHime's re edit as a secondary source.

Formatting for insertion takes a non trivial amount of time and work, so this is one part of the hack where I just had to stick to a single source early on, or it would be an endless back and forth of different people's edits re edits and interpretations.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 18, 2019, 04:49:04 am
I've also been busy redoing the Blade and Shadow Armor portraits:

Blade Armor:

Original:
(https://i.imgur.com/D0tEAP6.png)

Corrected:
(https://i.imgur.com/03Q5WNX.png)
Firstly the shading just doesn't match 99% of the game's other portraits, since it's too detailed and soft. Plus the tone used for the armor parts is too blue. Also, certain details like the part above the gem and the V shaped crest aren't shaped right.

Basically, it's as if it looked like the left here instead of the right:
(https://i.imgur.com/1liwP3q.jpg)

Also, the torso is horribly misshapen and oversized, making his neck look sunken in, and the green gem on the left shoulder is rounded instead of flat.

Shadow Armor:

Old:
(https://i.imgur.com/cdxgiJ1.png)

New:
(https://i.imgur.com/RfskX8f.png)

The original one wasn't too bad on its own; the black looks very glossy and that effect is well done, but that doesn't match the shading on the official art, or any other portrait in style. The gold has some shading issues, the trim at the top center of the helmet is a bit off in shape, and the gem is very wrong, as it's supposed to look like normal X's and a few other little things are off. The torso is also way too big looking again, as the artist seemed to have thought that the embossed areas on the chest armor were his shoulder pads.

With both of these I tried my best to match the official art.

I also have cleaned up and corrected unarmored X's portrait, but I'll post that at a later date. I'll probably edit it into this post tomorrow or the next day if no other posts are made.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 19, 2019, 12:24:10 am
I wasn't planning on editing more than was obviously missing (or in the case of the Ultimate Armor's mugshot, obviously off-putting), but I'm very happy you went ahead and did these too. Indeed, those ugly soft gradients needed to go.

Just a little suggestion... You should probably try painting the edges of the crest with a different tone instead of drawing a hard line along the edge (which on such a low resolution is a bit distracting)
(I'm sorry I'm butchering it, I made this quickly to illustrate my point)
(https://i.imgur.com/DEfesUZ.png)

I'm looking forward for your take on the unarmored X mugshot  ;)

By the way, I JUST made an important bit of progress on the process of inserting new mugshots. I'd like to have the tilesets of the latest version of your pink Hunter and of your Dr. Light mugshots (even if they're not final yet). I'd like to start testing those asap  :woot!:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 20, 2019, 02:58:05 am
Will they work like this?

(https://i.imgur.com/EVmpZEl.png)

(https://i.imgur.com/Szz78R7.png)

I was actually just in the process of overhauling Light. This one here is basically done, but I might do a couple of tiny tweaks at a later date.

(https://i.imgur.com/xVBEXCq.gif)

I tried to make him mesh with X6's art style, so for reference of the facial details I looked at Suetsugu's art of Double and Douglas, who have very similar faces to Dr. Light. I wanted it to match the PSX X games's style, and I think I achieved it, and I also tweaked the shading to match the other portraits, and the palette was made to match the Light hologram sprite's palette. The GIF is a slightly earlier version, but whatever.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 20, 2019, 04:11:04 pm
1. Those sprites look amazing, Metalwario. It really does look like official sprites from the game, I'm impressed.

2. I think I asked this as my first post on here, but I never got a response so I'll ask it again: I was curious if splitting Gate's Lab Part 2 into 2 stages would be possible, since part of the reason why the stage is loathed is because it's 2 obnoxious stages with an obnoxious boss in-between them. I feel like splitting them both into two proper stages would be a good way to balance it. Of course, this does sound like a lot of work, so I'm unsure if it's even possible to pull off.

3. A minor nitpick of mine is that you can't really exit the sub-stages normally (the ones within those crystal-like portals), even if you already have beaten it or the stage it resides in. I was wondering if you could make it work there.

4. You've all done a great job. Keep up the good work.

March 20, 2019, 05:14:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a quick spruce up I did for X's sprite

(https://i.imgur.com/OdK3JNF.png)

I fixed the eyes a bit, since in the original sprite it looks like X had one eye and lived in constant fear. I also fixed the torso since it looked a bit weird.

Obviously, Metalwario is just gonna blow me out of the water with his take on it, but I had time to kill, so I thought "why not?". Besides, I like contributing to this thread, it's fun.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 20, 2019, 06:55:55 pm
Here are the cleaned unarmored X, and the Blade Armor with the redone edge on the V-crest:
(https://i.imgur.com/rLnJWuA.png)
(https://i.imgur.com/mfHB1v6.png)

Here's a comparison and detailed analysis of what I did:

Original:
(https://i.imgur.com/sycWRHn.png)
Corrected:
(https://i.imgur.com/BNCSbr5.png)

The original is a bit of a mess. The colors are strange with the dark blue being too light (and having the right shade of blue as an odd border in those areas, which makes no sense), and the light blue around the face being green tinted, but the embossed stripe on the top being the right color, and there are lots of strange artifacts all around the edges, even in the light shine in the greenish trim of the helmet.

Also, the original has a strange eye which is too small and makes him look either drugged up, or terrified. I enlarged it to match the artwork and the rest of the portraits, and I also smoothed out all of the above mentioned defects and oddities. The light blue color was made to be accurate and to be one unified hue, as well as cleaning up the strange artifacts on the edges. One of the artifacts in the dark blue part of the helmet was shaped like a highlight, and the artwork has them so I turned it into one, as well as continuing it along the torso and shoulder, to match the official art.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 20, 2019, 07:10:27 pm
since part of the reason why the stage is loathed is because it's 2 obnoxious stages with an obnoxious boss in-between them.

Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...

Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.

3. A minor nitpick of mine is that you can't really exit the sub-stages normally (the ones within those crystal-like portals), even if you already have beaten it or the stage it resides in. I was wondering if you could make it work there.

The hack already lets you exit any stage whenever you want...
I suppose it's possible to have the hidden stages be exitable only if the main stage has been beaten. It would need some recoding to make the connection (internally, hidden stages are entirely separate stages), but it might be worth checking out eventually.



Thanks Metalwario, I'm loving every single one of these and I'm very happy with the last corrections you've made (I was writing this post when it showed up!)

Also thanks Dannyplays. I think we all agree on the shape issues you addressed, though there were also issues with coloring/lighting which Metalwario covered nicely.

Most of the groundwork for inserting new mugshots is done. Still some details concerning animations I need to figure out, but it's best if I go ahead and work on the actual mugshots now. I hope I'll be back with good news soon, but I'm definitely on the right track  :)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 20, 2019, 09:17:42 pm
Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...

Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.

I've heard this before a couple times. Actually watched this review the other day where it's brought up: https://youtu.be/6S71Vjj34O4?t=2613 (43m30s if it doesn't properly autostart there). I think it's less of a problem for returning players, though, let's be fair, vanilla X6 isn't exactly a game most players WANT to return to. I kind of agree with the notion even though it never particularly bothered me, just because I don't think High Max is a satisfying fight whether you know what you're doing or not/skilled or not, and, as usual for X6, neither are both halves of the stage itself.

I think that's the underlying problem. If High Max and the stages weren't obnoxious, it could actually feel like a fair/fun challenge to not be able to save in between. Kind of like X4's Final Weapon 2-parter, though those stages are both pretty easy... At least Tweaks can already help with the High Max fight, too.

Of course, I know editing stages is an entire different can of worms, and I figure Maverick AI is a can of grenades.

But sadly, I can't imagine the band-aid fix would be much easier. Either splitting the level up and assinging a new ID, or adding some weird level checkpoint saving feature, and a respective reading feature when starting the level to use that checkpoint/spawnpoint instead. But that's just all my wild guessing.

And cool about mugshot progress! Going to be awesome if all that stuff can be added/fixed up!

EDIT: Oh yeah, I forgot, it's also the whole "First half of the level screams use Shadow Armor, second half is impossible with it unless using the right parts" thing. Also less of an issue with various X6 Tweaks options, but terrible stage design is the root problem.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 20, 2019, 10:15:55 pm
Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...

Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.

The hack already lets you exit any stage whenever you want...
I suppose it's possible to have the hidden stages be exitable only if the main stage has been beaten. It would need some recoding to make the connection (internally, hidden stages are entirely separate stages), but it might be worth checking out eventually.



Thanks Metalwario, I'm loving every single one of these and I'm very happy with the last corrections you've made (I was writing this post when it showed up!)

Also thanks Dannyplays. I think we all agree on the shape issues you addressed, though there were also issues with coloring/lighting which Metalwario covered nicely.

Most of the groundwork for inserting new mugshots is done. Still some details concerning animations I need to figure out, but it's best if I go ahead and work on the actual mugshots now. I hope I'll be back with good news soon, but I'm definitely on the right track  :)
Well, it's still a very common consensus that the whole Gate's Lab segment is poorly designed, so finding a way to make that thing less hectic is a plus in my book. The whole issue with Gat's Lab is that it's hard for unfair reasons, so in this scenario, easier does kind of mean better.

Also, whoops, I forgot you added that. I thought that because it's a Complete-only thing, it would probably be a good idea to see if there are any issues with the Exit in the Light version as well. But yeah, it's probably contradictory to put that in the Complete version.

I'm glad to help on any issues present, and good job breaking through those mugshots. It seems all is well right now.

As for any issues that I recall from X6, I was wondering if the Dash Cancel Slash or Guard Shield glitches from Zero have been fixed in any way. Although I feel like you should focus on one thing at a time, so it's probably better to focus on the mugshot thing first and then focus on bug fixes.  Again, good work so far.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 21, 2019, 03:50:43 am
(https://i.imgur.com/YjIVOWm.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: justin3009 on March 21, 2019, 03:55:10 am
That looks and fits so well! Amazing work!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 21, 2019, 04:13:39 am
That's it! You've done it! :beer:

Actually, looking at it compared directly with X makes me realize that I should try and add another layer of shading to his ear. I'll experiment with that, and if it looks good I'll send it your way.

It's so awesome that you're doing this.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 21, 2019, 06:50:38 am
That looks great! If you're gonna stick with the magenta hunter, you should probably change the color of the text of the Hunter nametag in the text box (again, for some reason it's green but it's also plural). But damn, you actually pulled this off! Does he talk too? You did a great job, either way.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 21, 2019, 11:41:21 am
Unbelievable, v16 is going to be so good :woot!:

acedoes what Capcan't  8)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 21, 2019, 04:06:02 pm
Sorry if it seems a bit rude to edit Metalwario's sprites without permission (really I just wanted to see what this would look like, so this is more of a concept thing than an actual contribution), but I decided to fuse Metalwario's X mugshot and with the anatomy from my X mugshot to see how it would look like.

(https://i.imgur.com/p4iJNNt.png)

I think it looks good. Again, sorry if I edited them without permission, I was just curious about this. I feel like it would be just a bit more complicated to implement this, due to the other eye being added in (which would probably require messing around with the animation data for X), so this was more of an idea I had.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: cralso on March 21, 2019, 04:38:49 pm
Can this tool be used with the PC version of the game?
I think it would be good something to put in English and apply all these improvements in the PC version.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 22, 2019, 11:45:50 am
Nice job for the hunter part.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Timbo on March 22, 2019, 03:00:58 pm
Sorry. Wrong thread.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Heaven Piercing Man on March 22, 2019, 04:44:07 pm
I think a better idea would be to add a tiny block under that huge pit in Gate's Lab 2 part 2 so that you can still do it with Unarmored or Shadow X without needing a specific, unintuitive part loadout. That way it's still hard to traverse, but not "officially impossible without reading a FAQ"
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 22, 2019, 07:11:46 pm
I think a better idea would be to add a tiny block under that huge pit in Gate's Lab 2 part 2 so that you can still do it with Unarmored or Shadow X without needing a specific, unintuitive part loadout. That way it's still hard to traverse, but not "officially impossible without reading a FAQ"
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 22, 2019, 07:14:01 pm
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.
That's a good step in the right direction.

Still, I'd think it would be a good idea to split both stages either way (although that depends on the effort required to make it work properly).
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 22, 2019, 07:36:02 pm
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.

I was waiting for you to show this yourself  :)
It was either that or make it a surprise feature on release.



I'm not gonna split the stage, guys.
I don't like the idea of deflating tension on the final stages (specially on a game with infinite continues). I'd do it as a request if it was a simpler thing to implement, but it doesn't look like it would be.

And since we're back to discussing -that- pit, as DarkSamus933 says, it'll be available as an option on the next release.
My approach to this so far has been to give every armor equal chance of going through the stage instead of removing the challenge, hence I made the air dash available for all armors. Now you'll be able to choose either solution, or both!

And before anyone says "but the stage design is still bad": Yes, I know, but the (current) scope of this project is merely polishing what's already there. Modifying/expanding stages is a separate project entirely, as much of a game design project as a hacking one. What I mean is, if you're gonna go that far (all the documentation and custom tools needed to edit stages realiably), you might as well go all out and change more than just a few platforms here and there. You're making a new Mega Man X6 at that point.

I'm not saying "never" though, but it's definitely a "not anytime soon".
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 22, 2019, 07:46:10 pm
I was waiting for you to show this yourself  :)
It was either that or make it a surprise feature on release.



I'm not gonna split the stage, guys.
I don't like the idea of deflating tension on the final stages (specially on a game with infinite continues). I'd do it as a request if it was a simpler thing to implement, but it doesn't look like it would be.

And since we're back to discussing -that- pit, as DarkSamus933 says, it'll be available as an option on the next release.
My approach to this so far has been to give every armor equal chance of going through the stage instead of removing the challenge, hence I made the air dash available for all armors. Now you'll be able to choose either solution, or both.

And before anyone says "but the stage design is still bad" one more time: Yes, I know, but the (current) scope of this project is merely polishing what's already there. Modifying/expanding stages is a separate project entirely, as much of a game design project as a hacking one. What I mean is, if you're gonna go that far (all the documentation and custom tools needed to edit stages realiably), you might as well go all out and change more than just a few platforms here and there. You're making a new Mega Man X6 at that point.

I'm not saying "never" though, but it's definitely a "not anytime soon".

Valid point, and I understand why. Again, issues were with how both stages were poorly designed, and -a point I want to bring up- still respawning at the checkpoint even after a game over isn't necessarily good because you can't farm for more energy for your tanks (maybe an X4-esque checkpoint system would work? eh, forget it, I feel like I'm over complicating everything). But like you said, that's not what your project's about, so this is a fine alternative. Sorry if I sounded a bit needy.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 22, 2019, 10:56:34 pm
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.

Cool! I'm drooling for the inside scoop on how that was done. If I could wrap my brain around it, I'd love to remove 3/4 of the spikes from the game. I'd take more bland over insta-death around every corner.

Anyway, I think that'll be a default for me. 100x easier, but again, better than garbage design.

I also have to ask about the other most egregious area, Gate 1's very first area. https://youtu.be/6S71Vjj34O4?t=2294 (38:14) While I'm on the fence about the weapon complaint, it's true but I think it's really stupid you can jump to the Gate stages to begin with, same with X5, if you're not playing at least 85% of the game, why even bother, but that's tangential, so I digress. Still really crap design.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: ThegreatBen on March 22, 2019, 11:19:10 pm
Been a while since I checked in so forgive me if it's been addressed,  but the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: fianovale on March 23, 2019, 09:41:12 am
I always hated the auto scroll phase in metal shark level. It kills the speedrun. 
Excellent proyect!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 23, 2019, 10:09:19 am
Sorry. Wrong thread.

What do you mean?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 10:34:14 am
I actually noticed a while back that some mugshots are inconsistent: some of them have this weird, jpeg compression to them, making them look not as crisp as they should be (specifically, Gate, Dynamo, and every investigator except Yammark). Either that or my rips are trash.

The mugshots seem to have this very "dither-y" look to them, and a lot of pixels that supposedly look the same aren't.
(https://i.imgur.com/EvOsBx2.png)
It's most apparent with Dynamo (if you zoom in a bit, at least). As I said, maybe they're trash rips, but then again, they were accompanied with the actual in-game palettes, so...

I also noticed that some mugshots have somewhat inconsistent backgrounds, although at this point it's pretty nitpick-y
(https://i.imgur.com/JqUW7GC.png)
Again: maybe trash rips, and quite a nitpick, but it's something I noticed.

I really like contributing to this thread, it's fun, so if this seemed kind of irrelevant or wrong, then my mistake.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 01:40:40 pm
The only real problem there to me is Dynamo's portrait. They clearly just nabbed his X5 cutscene mugshot and removed the background and animated it.

Whoever did so didn't do a good job "anti aliasing" Dynamo against the grey background, and so it just looks like a blurry outline. I noticed this a while back, and I would like to correct this if acediez wants to provide me a ripped sheet of his mugshots at some point.

Gate's isn't much of a problem, because it looks fine on its own. The only issue is some brighter pixels around his edges, which seem to indicate halos from them directly down-scaling a piece of artwork of Gate (seen in the Complete Works book) and just animating it from there.

But it looks good enough to my eyes, as it's hardly noticeable, unlike Dynamo's blurry, botched attempt at anti aliasing.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 02:38:06 pm
Haha, the background color is a good catch as far as I'm concerned, just for interest's sake. Sprites Inc rips display the same inconsistency, with 4 different background colors total. I'd say it's due to the way Capcom indexed the images for use in-game. The gigantic palettes that no human would ever choose all but confirms that it was all done by machine with maybe some very light touch ups afterwards, if any, leading to very minor background color discrepancies.

Dynamo stands out though, definitely.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 23, 2019, 03:08:18 pm
Haha, the background color is a good catch as far as I'm concerned, just for interest's sake. Sprites Inc rips display the same inconsistency, with 4 different background colors total.
Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 04:57:18 pm
Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/

I seen a post on their forums from you while I was looking something up, about re-ripping a bunch of old stuff, but I didn't know if what you did was ever uploaded to the site. But what's your point? I didn't mean those rips are wrong, exactly the opposite. If the backgrounds are that way on Sprites Inc as well, then it's surely correct, especially considering the full color indexes are included. Only X6 rip I've ever questioned are the parts/weapons icons and stuff that are stretched to 23x14 iirc, but after thinking about it, I'm sure that's exactly what Capcom did to make them... "work" for the downsampled menus.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 23, 2019, 05:38:28 pm
But what's your point?
I was just mentioning it as a fun fact. :)

There's still a lot of missing or old rips (screen-shot rips) that need replaced on INC. I got burned out doing it (mostly) by myself and have been focusing more on ROM hacking lately.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 05:45:22 pm
I would like to correct this if acediez wants to provide me a ripped sheet of his mugshots at some point.

Now that we know the mugshots part of Sprites Inc was handled by DarkSamus, we know it's safe to use those as a base. I don't think they're any different to the ones I extracted on TileMolester.

Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 07:35:33 pm
Now that we know the mugshots part of Sprites Inc was handled by DarkSamus, we know it's safe to use those as a base. I don't think they're any different to the ones I extracted on TileMolester.
Alright. So it won't be too much trouble then for you to cut them back up and reinsert  the tiles for the animations then, right (as in, too time consuming)? I'll get on it then.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 08:05:19 pm
I was just mentioning it as a fun fact. :)

There's still a lot of missing or old rips (screen-shot rips) that need replaced on INC. I got burned out doing it (mostly) by myself and have been focusing more on ROM hacking lately.

Ohh lol I thought maybe I came off as insinuating those were wrong, my bad. "Got burned out" No wonder, I got "burned out" the moment I seen the hundreds of unorganized (immediately so, at least) files extracted from X6.dat. Thought I'd try extracting the menu stuff when I was doing the mockups, for more technical insight on it. Anyway, nice work :)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 08:26:43 pm
Alright. So it won't be too much trouble then for you to cut them back up and reinsert  the tiles for the animations then, right (as in, too time consuming)? I'll get on it then.

Don't worry about that. I need to reassemble them into the tile order they have in-game either way (the ones I sent you were re-assembled into how they should look, not how the tiles are actually arranged in the game files). But it's not as bad as it sound.
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.

I still have plenty of work to do before release, and inserting these edits of existing mugshots will be the last thing I do, so take your time. I'll let you know when I'm ready (and feel free to show your progress here until then).

There's only one restriction that comes to mind: keep the pink Hunter and Dr.Light animated tile in the same position. Doesn't matter where, just make it the same on both mugshots. They share sprite assembly and animation data at this point, giving each their own would involve a lot of extra coding.
... I think they already match on the last version you posted, but I just wanted to let you know in case you decide to work on them again.

Changed my mind.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 09:00:26 pm
Don't worry about that. I need to reassemble them into the tile order they have in-game either way (the ones I sent you were re-assembled into how they should look, not how the tiles are actually arranged in the game files). But it's not as bad as it sound.
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.

I still have plenty of work to do before release, and inserting these edits of existing mugshots will be the last thing I do, so take your time. I'll let you know when I'm ready (and feel free to show your progress here until then).

There's only one restriction that comes to mind: keep the pink Hunter and Dr.Light animated tile in the same position. Doesn't matter where, just make it the same on both mugshots. They share sprite assembly and animation data at this point, giving each their own would involve a lot of extra coding.
... I think they already match on the last version you posted, but I just wanted to let you know in case you decide to work on them again.

Well I they don't, from a quick test I did on paint.net. Light's mouth and eyes are on the magenta Hunter's helmet, and the mouths are close but not close enough. Maybe you could save up on space by using the same animation data from a similar character like X. Although, then again, only his left eye has a blinking animation (hence why they didn't give him a right eye), so that might be an issue. Maybe you could use assembly to then add an imaginary eye of sorts and use up less code, leaving space for a unique mugshot for either that's left?

Hell, maybe use the green Hunter, whose wears a visor and thus doesn't need a blinking animation, leaving more space for Dr. Light.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 09:11:01 pm
So, do you mean the animated tiles have to all have the same position relative to each portrait (just the eyes and mouths the same position relative to each other, but can be placed in different locations on the mugshots), or that they also both have to be in the exact same position in the mugshots themselves?

If the latter, that may be an issue because then either Light's portrait will have to be too low, making it framed awkwardly, or the hunter will have to be really high up, meaning I have to draw in a significant portion of his body, and the framing will be weird.

I'll do what needs to be done to get it all working, but I'm just asking for clarification. Sorry if I"m being a bit dense here.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 09:11:55 pm
It's not a space issue, it's having the right animation data assigned to the right mugshot while hijacking as little of the existing code as possible.

Alright, I'll mess around with their mouth and eye positions to make sure they line up as best I can.

No need for that.
I'll make it work. Art shouldn't be limited by a minor code convenience. Forget I said anything.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 09:14:55 pm
It's not a space issue, it's having the right animation data assigned to the right mugshot while hijacking as little of the existing code as possible.

No need for that.
I'll make it work. Art shouldn't be limited by a minor code convenience. Forget I said anything.
Alrighty then. Keep up the good work, you've made it this far.

In other news, I was wondering it was possible to make it so that Dynamo doesn't blow up for no reason and just skip straight to his dialogue. Is that already a thing, or would that be any issue?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 10:37:06 pm
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.

Well awesome, then I don't have to worry about the palette changes I made to the menus either, if/when that can happen later on. Gives me some motivation to work on that stuff again once I get some time.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 24, 2019, 12:55:41 pm
I have a few questions:
1. Does Nightmare Zero have unique dialogue when you fight him as Zero or is it still the same as High Max's dialogue?
2. Were the few voice clips that were cut from the English version of the game have already been re-implemented?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 26, 2019, 12:44:46 am
After a lot of work and very little sleep, the insertion of the new mugshots is 100% complete.

(https://i.imgur.com/mGUEcNp.gif) (https://i.imgur.com/gXwBEtB.gif)

I managed to set both mugshots' animation and tile assembly data independently, so forget my last post: there's no restriction on how they're assembled. They're both working together exactly as they are.

Here's some general takeaways:

Identifiers:
- There's 4 "half byte" IDs recognized by the game: 0 = Player, 1 = Alia, 2 = Enemy, 3 = Unused. Other values (4/5/6/7, 8/9/A/B, C/D/E/F) cycle back to 0/1/2/3 and can't be used as unique IDs.
- These IDs are linked to a byte in dialogues. This tells the game both which character is talking (which animation data to load) and the color used in the name of the person talking in the text box (Blue/Red/Yellow/Green).
- Interestingly, the 3/Unused value matches the text byte used for both the Hunter and Dr. Light (green names). This probably means they were meant to be implemented in a similar way I did, or maybe it's just a coincidence. Either way, this made my work a lot easier.
- IDs are used as RAM offsets to locate the right tileset/animation data in an index of more addresses. In the case of 0/Player and 2/Enemy, they're adjusted through a separate subroutine depending on character/armor in use and stage selected (and in the case of hidden stages, which enemy you're suposed to face). As for the 3/Unused, although they have unique slots assigned in this data address list, these addresses link to other mugshot's data (Commander Yammark's).

File loading:
- Alia's mugshot and palette are loaded straight from the stage data and stay in VRAM and RAM (respectively) throughout gameplay
- Player's mugshot is likewise always loaded in VRAM and RAM respectively, but are loaded from their own files instead of stage data.
- Bosses mugshots and palettes are both loaded to RAM (during "Loading" screen), graphics are loaded from RAM to VRAM on the fly when needed.
- As there isn't enough room in VRAM to have an additional mugshot loaded all the time, I had to figure out how to use the same mechanism the Bosses mugshots have (have my new files always available on RAM, and loaded to VRAM only when needed). This means I can't have Dr. Light facing a Boss (as they'll use the same VRAM slot). Thankfully this never happens so I didn't worry about it.

Animation/Tile assembly data:
- Tile assembly data (a single file for all mugshots) is located in all the stage's files, right next to Alia's mugshot and palette. Thanks to notes by DarkSamus933, I already had a pretty good grasp on how the games assembles tiles. I already used this information to edit the title screen's "PRESS START" text and reassembling the pause menus' text using the new font.
- Animation data (a single table for all mugshots) is located in the main executable file. This was the first time I worked on animation data, but fortunately it was fairly easy to figure out.
- Although easy to assemble, storing all this took an extra 2 KB that had to be inserted somewhere, and made accessible.

Loading new files in the disc (and have them be accessible):
- Five new files needed to be added: two tilesets, two palettes, and one big fat assembly/animation data file containing data for both mugshots.
- Putting new files in the disc is easy, you just have to append them to the DAT file and list them in its header in the same way the others files are. The problem is accessing them ingame.
- The game generates a list of disc files' offsets/sizes on the fly during startup based on the header of the DAT file. However, the number of files it writes an entry for is hardcoded to the original number of files. It can be expanded, but then you'd have to deal with a lot of important data being shifted around.
- Instead of doing that, I generate offsets/sizes data for my new files whenever I update my .DAT (I wrote a script for that) and store them somewhere else in the game's data. This way, instead of having to deal with all the important stuff being done on initial startup, I simply made a modification to the subroutine reading files: "if trying to access a file with an index number bigger than the original number of files, look for them in my new table instead of the original one."
- These files are then loaded to RAM at the "Loading" screen at start of a stage (with a few checks and jumps to load either the Hunter or Dr. Light depending on the stage). The next problem was to find the right place in RAM to put them in. There's plenty of empty space in RAM at all times, but not always in the same place. Some of these places would get rewritten by other data in some stages, but not others. Figuring out a (big enough) place that's always available took some serious trial and error. At the end, the answer was pretty obvious: right after where the game loads the Boss mugshots. This is one place the game already know it has to keep safe and, fortunately, it leaves plenty of "safe" room after this one file. (There's a chance I'll run into some stage/situation where this address isn't usable and I'll need to think of a solution, but so far so good.)

Loading the new data in-game:
- This is where I finally saw the light at the end of the tunnel; still lots of work to do, but within a relatively known territory: hijacking the mugshot loading code in various places to replace the addresses the game natively assigns to the 3/Unused ID.
- I made my own table of indexes at the start of my tileset/animation file, and made sure to have it work as similarly as possible to the native ones (which in turn, meant changing as little code as possible).

After all was done and working, you can bet there was lots of bugs to fix, stuff that broke for no apparent reason (until the reason became apparent). I wish it was as linear as I describe it. There was lots of back and forth.

Anyway, thanks everyone for your interest and following along the process, and specially thanks to DarkSamus93 for guiding me whenever I'm stuck, and Metalwario for providing art that's so good it made this work a top priority (this was very low on my wishlist of stuff before you showed up).

Although I'm proud, I'm so so glad it's over and I'm finally free to work on other stuff (man, has it been what, three weeks now?)
Here's my current v16 to-do list:
- Completing/polishing stuff I've already talked about (including inserting other mugshot's improvements).
- Inserting stage text (I've had the custom tools I need ready for some time, and most of the text set up for the process... I just got distracted doing more and more stuff.)
- Putting everything in the (new) Patcher tool.

That's it. Everything else I set out to do for this next release has been done. I don't think I'll work or even think of any other new idea until I'm done with this release.


March 26, 2019, 12:56:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well awesome, then I don't have to worry about the palette changes I made to the menus either, if/when that can happen later on. Gives me some motivation to work on that stuff again once I get some time.

While the conversion tool I'm using is not exactly 1:1 (colors tend to lose a bit of saturation), it's a good starting point. Easier to modify the few colors you're not happy with on top of it than having to change all colors manually.

I'm still pretty new to editing graphics for hacks and I still haven't figured out a straight-forward and reliable workflow to edit palettes manually... So until I get more experience, I'll settle with what I get with this conversion. Being able to convert "graphic.bmp + palette.act" directly into something the game can read is a huge timesaver.

I have a few questions:
1. Does Nightmare Zero have unique dialogue when you fight him as Zero or is it still the same as High Max's dialogue?
2. Were the few voice clips that were cut from the English version of the game have already been re-implemented?
1. https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue
2. Yes

March 26, 2019, 10:22:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Can this tool be used with the PC version of the game?
https://steamcommunity.com/app/743900/discussions/0/1746720717353940501/

I always hated the auto scroll phase in metal shark level. It kills the speedrun. 
the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?
I'm not planning on doing either of those things, but there is one little improvement I'd like to try for that stage. Probably after the next release though.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: RikohZX on March 26, 2019, 05:21:28 pm
Honestly, just fixing that stupidly pointless jump between High Max and Gate fixed the need for a save point between the two stages. There's essentially no reason to play X6 now without at least some of these tweaks, because the playability skyrocketed as a result. And the newest tweaks just add more polish where it was lacking previously, and as an excellent community effort too.

I just wonder if there's anyone knowledgeable enough to tweak other parts of the game's level design to be more.. fun instead of brickwalls of damage and those damnable donuts, and not just the more damage tweaks that make them less insufferable.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 26, 2019, 08:18:22 pm
Wow! That looks great! Really appreciate the technical insight on that stuff too. It's especially interesting about the unused value matching those name color values.

Can't wait for v16, going to definitely do a full playthrough or two with it. Replayed X4/X5 recently but been holding off on X6 just for v16 :)

There's essentially no reason to play X6 now without at least some of these tweaks, because the playability skyrocketed as a result. And the newest tweaks just add more polish where it was lacking previously, and as an excellent community effort too.

I just wonder if there's anyone knowledgeable enough to tweak other parts of the game's level design to be more.. fun instead of brickwalls of damage and those damnable donuts, and not just the more damage tweaks that make them less insufferable.

Absolutely, as far as I'm concerned, X6 Tweaks, X5 Improvement, X4 Undub, and X3 Zero Project are the definitive versions of these games. (Ehhhhh, well, I'm iffy about X4 Undub, only because I have nostalgia for the terrible dub so it's kinda "so bad it's good" for me hehe but definitely for newer/most players.)

Been a while since I checked in so forgive me if it's been addressed,  but the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?
I always hated the auto scroll phase in metal shark level. It kills the speedrun. 
Excellent proyect!
These aren't elegant fixes, maybe not even optimal and might break something else, I might test a bit, but:
Stop compressor from moving in first half of level: 300C478C 0021 (Or 0001 if you want it to constantly lower and raise)
Stop auto scroller/compressor in second half of the level: 300C46AC 0000

Did test these a bit in other stages and all that. Seem ok, but of course, toggling them for just Metal Shark Player's stage would be best.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 26, 2019, 08:37:56 pm
I have Dynamo done, but I'll post it in a little while since I still need to separate it into a sheet.

Right now I have been working on completely redoing X's portrait even further than just cleaning it up. The style of X faces (both unarmored and armored) just doesn't quite line up with Haruki Suetsugu's style, (they were probably done by a lesser artist, or he severely rushed them). I'm attempting to correct them to his style, since X is the main character and his portraits should look the best they can.

Here's what I've got so far:

(https://i.imgur.com/DqJiL1w.png)

(original for comparison):
(https://i.imgur.com/sycWRHn.png)

I also added the ambient highlights his artwork had, and the palette is based on the X5 cutscene artwork, since it's close to the actual colors of the official art, and Zero's mugshot already seems to follow those rules with his pinker skin tone (plus, his portrait is a slightly modified version of a Suetsugu piece of art for the game, with the shoulder and hair redrawn and a new mouth, which I'll be adjusting soon too if that's okay with acediez).

The biggest fix was reducing the size of his nose, mouth and jaw which made him look suitably his age (in the X6 mugshots he always looked a bit older to me), plus now when I look at the original, I kind of see this:

(https://i.imgur.com/weSxBzZ.png)

..Due to how much bigger the mouth and chin are.  :laugh:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 27, 2019, 04:49:02 pm
That looks a lot better. Definitely looks younger, but I'm OK with that.
Now you're gonna have to match all of X's mugshots to this new face   ::)

which I'll be adjusting soon too if that's okay with acediez.
Go ahead. This is gonna be optional through the patcher, so no reason for anyone to disagree.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 27, 2019, 07:15:57 pm
That looks a lot better. Definitely looks younger, but I'm OK with that.
Now you're gonna have to match all of X's mugshots to this new face   ::)
Yep, I've been doing that as well. Though, in general it's a bit tricky making sure the art style is a good match for X6, because if I shrink his eye just a bit more it looks a lot like the X4 artwork, and the eyes in general seem a bit more dynamic in X6 than in X5, so it's all a bit of a fine line.

I used a scaled down piece of X6 art as a reference for it by the way:
(https://i.imgur.com/xlnS4ub.gif)

Here's Dynamo's sheet:
(https://i.imgur.com/rEcvRWN.png)

I moved his talking mouth frames up one pixel, since they were too low in the original, so I hope that doesn't move them outside of the tile's frame.

Also, what I did was restart from the X5 mugshot, and then cleaned that up a bit further and gave it the grey background (and the right shade) with proper anti aliasing. I also redrew the blinking frames a bit, and the mouths were pretty heavily reworked. I think the result is a noticeable improvement.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Heaven Piercing Man on March 28, 2019, 12:57:38 pm
Love the work on the mugshots. X always looked OLD in the base game.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: G061 on March 28, 2019, 07:17:12 pm
This project really deserves a better name than "Tweaks" imo. These changes are salvaging the game at this point which is just crazy to think as someone who does not like the original X6 at all. Amazing job Acediez and crew.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 31, 2019, 10:59:56 pm
Okay, after checking out TCRF a bit, I had thought of 3 separate ways to redesign the armor system to be less garbage, based on the section about armor oddities (https://tcrf.net/Mega_Man_X6#Armor_Oddities). Note that these require a lot of work and are probably more trouble than it's worth (the fact I wrote this late at night doesn't help either), so take it with a grain of salt and think of it more as ideas rather than suggestions:
Although at the end of the day it's up to acediez to decide whether he wants to add any one of these or not. It's understandable if he doesn't want to period because it's too complicated or not worth the effort. This was just an idea I've been thinking about for a while, so again, take it with a grain of salt. Also I made this late at night so if this sounds very off, weird, and/or poorly explained, then sorry. I was just trying to contribute interesting ideas to the thread in order to help make the project better, and I really wanted to get this off my chest. This has been a great project and I hope it keeps getting better.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 01, 2019, 01:39:09 am
Adaptive Armor ("unique" system): Essentially an easier-to-make, albeit cheaper version of Progressive Armor. Basically, you just get the complete armor right off the bat, but the separate functions for it require visiting each capsule

I've actually mentioned this idea before, linking abilities to having a specific armor part rather than the armor itself.
Seems pretty doable in theory. The game already registers each armor part separately from actually having the armor available or not. So you could simply have all capsules give you the armor it belongs to if you don't have it yet (which is actually handled in the Mission Report screen, when all four parts are first detected), then add a check to block/allow the availability of each ability based on its corresponding part.

Will definitely consider this one in the future.

April 01, 2019, 10:28:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This project really deserves a better name than "Tweaks" imo. These changes are salvaging the game at this point which is just crazy to think as someone who does not like the original X6 at all. Amazing job Acediez and crew.
Thanks!
I prefer not to call it anything more than "tweaks", as it doesn't necessarily imply the game is now substantially better or different. That's for each one to decide.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 02, 2019, 10:33:00 pm
I wonder if it's possible to bring back the original functions of the Falcon Armor as a possible choice in the Tweaker, since that'd be interesting. Same with seeing how Shadow Armor could work with special weapons (although it's the armor's intentional weakness, so maybe not). I was also curious about if there was infinite ammo on Ultimate Armor like in X4 (or if it's still based off MMX5's Fourth Armor).

Either way, this was just a bunch of curiosities that are probably dumb, but hey, the only dumb questions are the ones that aren't asked, so might as well ask away.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 02, 2019, 11:32:44 pm
About black zero.
Is it possible to make alia report that Zero got a Black Armor or something?.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on April 03, 2019, 05:11:07 am
I was also curious about if there was infinite ammo on Ultimate Armor like in X4 (or if it's still based off MMX5's Fourth Armor).


Ultimate Armor is still based off its X5 incarnation - no infinite (uncharged) ammo function, they only changed some sound effects and swapped its sprite + mugshot color palette to black in the last few moment just before release.

(https://tcrf.net/images/0/0c/RmXProtoUltimate.png)

(Even the palette is still blue like it was in X5 in the prototype build)

Personally I'd like to see if there's possibility to bring a similar benefit (defense & ammo increased again from Falcon Armor's template/standard, for example) to X6 through the tweaks patcher and make it exclusive to Ultimate Armor...


I wonder if it's possible to bring back the original functions of the Falcon Armor as a possible choice in the Tweaker, since that'd be interesting. Same with seeing how Shadow Armor could work with special weapons (although it's the armor's intentional weakness, so maybe not).

I'd like to quote acediez's reply to me several weeks ago:


Unfortunately, those abilities are already cut on the one prototype build that's currently available (where I took the "Warning" voice clip from).
As of now, the best case scenario would be to find that the code is still in the game and it's just skipped over, but I haven't seen anything like it yet (and judging by how the omitted voice clips lines of code were completely removed, I don't think this is very likely).

Another option would be to try importing code from X5, but I'm not sure I'd go that far.

If an earlier build were to surface, that'd make it much easier. So, maybe in the future.




Speaking of the prototype build I'd like to see if there's possibility to restore Sigma's "talking" animation for his mugshot once planned in the prototype but dropped for final release.

(https://tcrf.net/images/1/1c/MMX6ProtoSigmaDialogue.png)

Quote
A strange square dot would appear on his portrait, hinting that at some point in game development, Sigma's portrait was also animated when the dialogue rolls, along with other characters'.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 03, 2019, 02:06:43 pm
- Falcon Armor's X5 flight
- Shador Armor's special weapons
Already discussed a few pages back... (I guess it's time to write a FAQ)

- Ultimate Armor's special weapon unlimited/reduced ammo
Haven't even thought of this... For now all I can promise is "maybe in the future".

- Report when Black Zero/Ultimate Armor is unlocked
I've thought of this, to match my custom method of unlocking those by reaching UH rank. Not sure how to implement it, but I'll give it a try after the next release.

- Sigma's mugshot animation
I have control of those animations now, but it wouldn't be a restoration as much as making an animation from scratch.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 03, 2019, 09:50:00 pm
I decided to make a quick sprite and made a placeholder Sigma sprite based off his official artwork. (Instead of some blurred out mess.)
(https://i.imgur.com/zgvP9Wp.png)
Obviously, this was done as a template, more or less, or at least my take on how the anatomy and sprite should be. It was pretty late at night, so I wasn't at maximum capacity but I think it looks fine nonetheless.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 06, 2019, 02:08:00 am
You have to consider Sigma uses the same mugshot on his second form (right after you defeat him). Giving him a more abstract mugshot was definitely on purpose.

Regardless, that actually looks very good! Just maybe a bit smaller than other character's faces (consider it's gonna be right next to X/Zero's).
I'm currently considering adding each mugshot variant as a separate option in the patcher by the way, so one for Sigma wouldn't hurt.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 06, 2019, 07:04:40 am
You have to consider Sigma uses the same mugshot on his second form (right after you defeat him). Giving him a more abstract mugshot was definitely on purpose.

Regardless, that actually looks very good! Just maybe a bit smaller than other character's faces (consider it's gonna be right next to X/Zero's).
I'm currently considering adding each mugshot variant as a separate option in the patcher by the way, so one for Sigma wouldn't hurt.
Actually, you could try using a trick with the Hunters/Light slot and give both forms a mugshot. Although that depends on if you have enough space in the animation data to do so. As for the original Sigma Virus mugshot, you could try make a cycling palette animation, to make the mugshot more chaotic looking (although I don't know how much effort that would require, since I don't think any mugshot cycles through an animated palette; maybe just use a wrap-around palette animation for simplicity).

As far as the mugshot I made though, keep in mind, it's kind of a place holder. Yeah, it looks good, but I feel it doesn't look good enough for the final product in an X game (even with how ugly X6 can look). Either way, thanks for the complement.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 06, 2019, 01:24:34 pm
No, I already said I'm done hacking stuff for mugshots. I might add a few variants of existing one but that's it.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 06, 2019, 05:35:46 pm
No, I already said I'm done hacking stuff for mugshots. I might add a few variants of existing one but that's it.
Alright then, I understand; it must take up a lot of time, programming and space to make a custom one, let alone two, so if you feel worn out by it, that's fine. You still did a great job anyway, so keep up the good work.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 09, 2019, 11:12:58 am
Hi. I encounter a problem with cheat code 2 after apply Complete patch. When I put cheat code 2 to start game as Zero, nothing happened, still Falcon X  :'(. My emulator is ePSXe.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 10, 2019, 11:47:20 pm
Hi. I encounter a problem with cheat code 2 after apply Complete patch. When I put cheat code 2 to start game as Zero, nothing happened, still Falcon X  :'(. My emulator is ePSXe.

When you apply the 2nd cheat code, It will only add Zero at the character select after you beat the intro stage.

If you want to play Zero at the Intro Stage, Use this gameshark code :
300CCF08 0001
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 10, 2019, 11:49:28 pm
When you apply the 2nd cheat code, It will only add Zero at the character select after you beat the intro stage.

If you want to play Zero at the Intro Stage, Use this gameshark code :
300CCF08 0001
How about starting as Black Zero?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 11, 2019, 05:09:28 am
How about starting as Black Zero?
The Ultimate Armor code now not only gives X Ultimate Armor, but also Black Zero. You can also use both the Ultimate Armor and Zero codes at once if you wanted.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 19, 2019, 03:09:19 am
The Ultimate Armor code now not only gives X Ultimate Armor, but also Black Zero. You can also use both the Ultimate Armor and Zero codes at once if you wanted.
Sorry for late reply. You get my idea wrong :). I mean playing Black Zero in the Intro too
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 20, 2019, 12:05:40 am
Sorry for late reply. You get my idea wrong :). I mean playing Black Zero in the Intro too

do the same thing like adding cheat code i give you earlier then activate the ultimate armor cheat.