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

Title: Mega Man X6 Tweaks/Patcher (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: