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Romhacking => Personal Projects => Topic started by: acediez on October 22, 2019, 12:15:57 am

Title: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 22, 2019, 12:15:57 am
Mega Man X5 Improvement Project Addendum

(https://i.imgur.com/E7pDJ1e.png) (https://i.imgur.com/gEyKmj0.gif) (https://i.imgur.com/JZexpp4.png)

This is an addendum to the Mega Man X5 Improvement Project by DarkSamus993 (v0.01.1) (https://www.romhacking.net/hacks/3711/), mostly focusing on restoring content from the japanese version.
It's merely a laundry list of things I wanted done for myself, which was made possible thanks to Metalwario64's help on the graphics side.
IT's NOT an "X5 Tweaks". Beyond bugfixes, no further work on this is planned on my part. I've let DarkSamus933 know that all the work done here will be handed over to him if/when he continues working on the Improvement Project.

Included changes from the original Improvement Project (v0.01.1):
- Alia's hints are permanetly disabled
- Keep both character bonuses regardless of which one is chosen
- Each Heart Tank/Life-Up Part affect both X & Zero
- Save/Load menu was given a redesign
- Fixed the 'injured' sprites for X & Zero

Addendum changes:
- Graphic changes:
   - Title Screen restored from the japanese version (custom graphics by Metalwario64)
   - Mavericks renamed to their japanese/MMXLC2 names (custom graphics by Metalwario64, based on MMXLC2 new graphics, ripped by DarkSamus993)
- Script changes:
   - Mavericks renamed.
   - "Cristal ball" typo corrected.
   - "Octopardo" changed to "Octopus".
- Soundtrack restoration:
   - Opening theme replaced with the japanese opening song "Monkey"
   - Ending theme replaced with the japanese ending song "Mizu no Naka"
   - Tidal Whale's stage theme changed to the unused track "Deep Sea"
   - X's "Good" Ending theme changed to the unused track "Armageddon"   
   - Dr. Light's theme changed to the unused "Dr. Light" track.
   - Stage Select 2 theme changed to the unused "Stage Select" track.
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Dynamo's voice clips
   - Title screen "Rockman X5" call ***
- No need to waste "hours" to get upgrades
   - Get Life Up/Energy Up at any level
   - Get Life Up+/Energy Up+ (Parts) at any level
- All Parts obtainable on a single playthrough
   - Get both Parts regardless of Life Up+/Energy Up+ selection
- Others:
   - Cutscenes and dialogues fast forward by holding START
   - Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
   - Cheat Codes to unlock Ultimate Armor and Black Zero can be combined 
   - Longer/harder "X vs. Zero" fight (damage tables halved)
   - Faster pause menu transitions
   - Exit Button always available

*** For localization consistency, this one isn't included in the patch, but some of the code needed to include it is. If you want to enable it, there's instructions for that in the "Customizations" included in the "readme" file.

Customization:
There's a couple more things I decided to leave out of the patch, but are included in the "readme" as hex editing instructions. There's also instructions to reverse some of the changes that are included.

Change log:
Quote
v1.5
- Soundtrack: Dr. Light's theme changed to the unused "Dr. Light" track (replaces the Mega Man X1 remix)
- Soundtrack: X's "Good" Ending theme changed to the unused track "Armageddon" (replaces the reused intro stage theme)
- Soundtrack: Stage Select 2 theme changed to the unused "Stage Select" track (replaces the reused Zero Space stages theme)
v1.4
- Housekeeping: Changed the order of files within the disc, so the addresses set for customizable option remain consistent from now on.
v1.3
- Script: localization of Maverick names in Mission Report
- Script: localization of "Reploid Force" to "Repliforce"
- Voice clips: fixed boss intro name call for Dynamo's second fight
- Voice clips: restored Dynamo's voice clips (3)
v1.2
- Bug Fix: Cheat Codes and start game bonuses.
- Bug Fix: Game freezing in Volt Kraken's stage.
- Bug Fix: "Z-Buster" being displayed as "Z-Saber" in the pause menu.
v1.1
- Bug Fix: "Mizu no Naka" not playing correctly.
v1.0
- Initial release.

DOWNLOAD (v1.5) (https://www.mediafire.com/file/s3bmsfpy04pbhbx/Mega_Man_X5_%28USA%29_%5BImprovement_Project_Addendum_v1.5%5D.7z/file)

Format: xdelta.
xdelta UI (https://www.romhacking.net/utilities/598/) (Windows)
MultiPatch (https://www.romhacking.net/utilities/746/) (OSX)

Target: "Mega Man X5 (USA)", "REDUMP" release.
MD5: 98C0D278DC4A795A0A7562D950D37CC9
http://redump.org/disc/7437/

Credits:
acediez: Addendum author.
DarkSamus993: All the groundwork from Improvement Project. DAT files documentation. Maverick names graphics ripped from MMXLC2.
Metalwario64: All custom graphics. 
gledson999: DAT/ARC extraction and reinsertion tools. Text editing tools and tables.   
Z3R0X: Trainer tool used as reference for some of the hacks (https://www.youtube.com/watch?v=Kn-zUwniRmA)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SpringSonic9187 on October 22, 2019, 12:33:05 am
I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

UPD8: Just used the Error Calculator after hex editing and the customizations finally decided to work.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SCD on October 22, 2019, 12:45:51 am
This is pretty cool, maybe for the next version, can you try and restore Dr. Light's unused track?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: injoon84 on October 22, 2019, 08:06:18 am
I have a few issues with this Mega Man X5 Improvement Project Addendum:

- Keep both character bonuses regardless of which one is chosen
This one supposed to keep Fourth Armor if you start the game with Zero right?
Well, it's not working. No Fourth Armor or Ultimate Armor.
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.

- Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
Yes, you get Ultimate Armor and also managed to keep the Fourth Armor but you start off the intro stage as Fourth Armor.
Is that intention?

- Cheat Codes to unlock Ultimate Armor and Black Zero can be combined
Well, how do you combined both cheat codes?
You got to highlight either X for Ultimate Armor or Zero for Black Zero.
But once you move the cursor to another character, doesn't that reset back the cheat code?
So far I failed to combine these cheat codes.

I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

It's working for me. Well, at least for those I tried to change or restore back:
- Title Screen voice clip ("Rockman X5") working
- Change W-Shredder Input from (Square) to (Triangle) working
- Navigator Calls (modified = all disabled) working
- Exit Stage Button (modified = always available) working

Also, acediez stated it must be customize from this Addendum. I suspect maybe you Hex Edit it on the original bin file?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: SpringSonic9187 on October 22, 2019, 11:30:25 am
I suspect maybe you Hex Edit it on the original bin file?

What? N-No!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: acediez on October 22, 2019, 03:14:50 pm
the Hex Editing Customization doesn't really work for me.
Which one?

can you try and restore Dr. Light's unused track?
I'm working on it.

But once you move the cursor to another character, doesn't that reset back the cheat code?
Damn, I made a mistake on the released patch, it's missing a last minute fix. Cheat codes are broken. It'll be fixed in the next update.
But just to be clear, you'll be able to move your selection between both characters, previously activated codes will not reset.
Edit: Fixed

Quote
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.
I hadn't noticed. This also happens in the original improvement project. I'll take a look and see if I can fix it.
Edit: Fixed
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SpringSonic9187 on October 22, 2019, 03:44:14 pm
Which one?

Nevermind that, I already said managed to get them to work for me.

One more thing I found out outta nowhere:
(https://i.imgur.com/K6ZrjAh.png)

As you can see, the purple thing's shot goes down the wall, then the game freezes. Why...?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: TheUnknownHunter on October 22, 2019, 03:56:04 pm
Cool! I have 2 suggestions:

1. Make Tidal whale's stage go faster
2. Make the Plasma Charge Shot spheres work like in X4 (damaging sub bosses & bosses)

Keep up the good work, you are making Megaman great again  :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: acediez on October 22, 2019, 05:15:28 pm
Because I made a dumb mistake lol

Update coming through...

Edit: It's up.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: AxlRocks on October 22, 2019, 05:57:53 pm
Good work! Another batch of Mega Man X Legacy Corrections  ;D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 23, 2019, 07:45:43 am
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: SpringSonic9187 on October 23, 2019, 01:05:14 pm
By the way, the Maverick's names in the briefings are unchanged.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 23, 2019, 01:25:45 pm
Yes! Props for taking up another project! X5 is the final PS1 MMX that really needs some solid improvement hack.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: alfcohol on October 23, 2019, 02:13:01 pm
thanks, finally !!
i'll try it up
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Heaven Piercing Man on October 23, 2019, 05:43:06 pm
Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

Also, make sure to change all mentions of Reploid Force into Repliforce.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 23, 2019, 06:49:36 pm
Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 23, 2019, 08:46:22 pm
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?

Thanks. I haven't dug into the pause menu redesign, it's either an oversight from the original improvement hack, or I missed some of its modified files. I'll have to check this one later when I have a bit more time.

Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

All stage dialogues from Alia are disabled, the only ones left are Dr. Light and boss dialogues.
There's instructions to reverse this change in the readme.

By the way, the Maverick's names in the briefings are unchanged.

Oops!

Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)

I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

I'll put an update including these script changes soon.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: ThegreatBen on October 24, 2019, 09:38:21 am
Awesome work as always.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on October 24, 2019, 10:51:16 am
I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

Two years ago, I was helping gledson999 in translating MMX5 to brazilian portuguese, and was using Hondoori's translation as basis in order to fix localization issues such as Octopardo instead of Octopus. When I stumbled into Skiver's dialogues, I had this same doubt, so I've done a few researches on wiki articles related to this issue.

Taking into account the description of Spiral Pegasus (The Skiver) on megaman.fandom.com (https://megaman.fandom.com/wiki/Spiral_Pegasus), it mentions this:

Code: [Select]
He was a young director of the Repliforce air brigade, who survived the Great Repliforce War that occurred during the events of Mega Man X4. He looked up to Colonel and General and knows Iris. He then began overseeing an Air Force base near to the west coast of Norway, known as the Reploid Air Force.
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 24, 2019, 01:41:37 pm
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Title screen "Rockman X5" call ***

May I know how many voice clips are still not included compare to Rockman X5?
All I can notice is Dynamo still not having the full voice clips.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 24, 2019, 02:58:01 pm
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.

Thanks for the tip! I'll edit it this way.

May I know how many voice clips are still not included compare to Rockman X5?
All I can notice is Dynamo still not having the full voice clips.

I don't know, I just replaced the ones I knew about. Which Dynamo voice clip is missing exactly?
If you know of any other voice clip missing from the japanese version, let me know (same goes for X6).
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: delta7890 on October 25, 2019, 12:49:18 am
Not sure if this is a bug with the original game or not, but I've noticed that when X is using the Gaea Armor with the Ultimate Buster part equipped, he only fires uncharged shots rather than charged.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: PeIado on October 25, 2019, 04:22:39 am
Hello, thanks for your hard work, but i've got a question after playing MMX5 for so many years.

IS IT NOT POSSIBLE THROUGH ANY MEANS TO CHANGE ZERO'S USELESS BUSTER TO THE ONE HE USES AGAISN'T YOU AS A BOSS OR AS AWAKENED ZERO?!

That's what i've been asking myself for about 2 years, hope you can give me a proper reason why can't you because i've looked through a lot of sites but i didn't find any mod or project of the sort.  :'(
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 25, 2019, 12:30:39 pm
I don't know, I just replaced the ones I knew about. Which Dynamo voice clip is missing exactly?
If you know of any other voice clip missing from the japanese version, let me know (same goes for X6).

I'm not familiar with PS1 Rockman X4 to X6 voice clip either.
But I'm certain Megaman X5 is missing Dynamo's "ja ne" (see you later) voice clip when you beat him.
I'll try to run through the whole Rockman X5 when I'm free. Will report back to you later.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Androo_ on October 26, 2019, 11:09:04 am
Suggestion

change the wind blast command to (O + Δ) LIKE MMX4

this will allow you to make combos on the ground without interrupting (Dash/square)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 26, 2019, 01:08:55 pm
Tested Rockman X5 voiceclips. Surprisingly, there are only a few voiceclips in boss battle.
1) Same as Megaman X5. Only Spiral Pegasus has the same voiceclip as Zero when using W-Shredder. The rest of the Mavericks don't have any voiceclip.
2) Dynamo missing 3 voiceclips in Megaman X5.
 a) When he launches "D Blade", I think he shouts the name of the technique in Japanese. Something like "Shiraina"? Megaman X5 replaced it with Trick Shot's voiceclip "hu er".
 b) Before he use "Earth Gaizer" in the 2nd battle, I think he said "Ikusei"? Megaman X5 replaced it with Defensive Stance's voiceclip "hur hur".
 c) When he is defeated, he will said "ja ne" (see ya) before he warps out.
3) Same as Megaman X5, the battle against either Awakened Zero or Zero don't even have a single voiceclip.
4) Same as Megaman X5, the battle against Ultimate Armor only have "hey yah".
5) Same as Megaman X5, Sigma don't have a single voiceclip.
6) Same as Megaman X5, Magma Dragoon only left with "Hadoken" echo jammed in fire wave SFX.
The Prototype still has Magma Dragoon's X4 voice acting.
https://tcrf.net/Proto:Mega_Man_X5

Also, you forgot to include Dynamo's intro name call during the 2nd fight.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 26, 2019, 03:48:28 pm
Today I was thinking on how barely anyone in X5 has voice clips. It feels iffy now I realise it. Sad  :-\ :( >:( >:D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Heaven Piercing Man on October 26, 2019, 08:54:38 pm
Some of the beta songs have their charm, though I dunno if them being in the final game could be fitting
Character Select beta has a "lonely", calm before the storm feel
The alternate Stage Select themes (labeled 2 and 3 in the extra songs), I dunno, they're better than the ones in the final game, but the annoying "NEWS TODAY" stage select theme fits the urgency feeling of the game, and the Zero Space theme fits the lonely, disturbing feel of the X5 endgame.
The alternate "mission report" song is not generic as the final one, but it's also too hollow and ominous, as if the colony already crashed and you're standing in the ashes of the world.
Alternate Zero's death sounds much better, but considering the creepy vibes of the X5 endgame and the horrifying way Zero dies, the final version of the song is more fitting because it sounds macabre as hell. The alt version would fit with a more heroic death.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Cupshadow on October 26, 2019, 10:36:17 pm
I'm not familiar with PS1 Rockman X4 to X6 voice clip either.
But I'm certain Megaman X5 is missing Dynamo's "ja ne" (see you later) voice clip when you beat him.
I'll try to run through the whole Rockman X5 when I'm free. Will report back to you later.

One when he throw that boomerang : Sora!
One when he use AoE attack : Hehe! then HA!
One when he defense himself : Also (Hehe)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 27, 2019, 04:32:06 am
v1.3
- Script: localization of Maverick names in Mission Report
- Script: localization of "Reploid Force" to "Repliforce"
- Voice clips: fixed boss intro name call for Dynamo's second fight
- Voice clips: restored Dynamo's voice clips (3)

Download link in the first post

October 27, 2019, 05:02:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
change the wind blast command to (O + Δ) LIKE MMX4
There's instructions to make this change in the readme
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: injoon84 on October 27, 2019, 05:58:33 am
acediez,
I think you forgot to update your Readme file. The address of the bin files has a different hex value compare to the origin now. I dare not to change a thing. I think this is related to the restoration of Dynamo's voice clips?

I find out the different already. From the Readme file version 1.3, minus hex value by 930.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: erecyog on October 27, 2019, 06:40:34 am
A nitpick about the parts system, there's a 2 "hour" (stage) wait time until you actually get the parts you picked.
Is it possible to reduce that delay so you can get it right away? Or a suggestion, maybe life/energy options can alternatively grant one of the two
parts you can get, and the other will be granted next stage. Don't know how difficult that would be to implement, but it would make the choice after
each stage a bit more meaningful, I think.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: pating on October 27, 2019, 09:00:37 am
What I also remember in this game is when you selected X as your primary character, Zero's weapon screen called his Z-Saber as Giga Attack. And when Zero access to his Black Armor in the 3rd Sigma stage it seems what I remember that Dr. Light also has typos with regards to it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Heaven Piercing Man on October 27, 2019, 09:40:51 am
Ooooh, right. That "Giga Attack" always bothered me to no end.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Androo_ on October 27, 2019, 10:59:34 am
is it possible for me to change Duff Mcwhalen's song to the original? I prefer the standard version
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: TheUnknownHunter on October 27, 2019, 11:55:01 am
Can yo add Armageddon song on X's ending? imo it makes the ending more emotional.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 01:19:25 pm
Can yo add Armageddon song on X's ending? imo it makes the ending more emotional.
From what he's told me, I think he's working on Armageddon, Zero Dead, Light Capsule, and OST unused Stage Select.

All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: SpringSonic9187 on October 27, 2019, 01:29:54 pm
All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.
To be fair, there's barely any loop point in the game's music. If you wait long enough, the song fades away then comes back.

Trust me, been there and done that at Tidal Whale's place.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 01:33:12 pm
To be fair, there's barely any loop point in the game's music. If you wait long enough, the song fades away then comes back.

Trust me, been there and done that at Tidal Whale's place.
Yeah, but he has to fit multiple, shorter tracks in the space of a single track. I misspoke by calling them loop points, but he has to get the start and end of the song's position down exactly, and make sure it looks smoothly because there's less time for the tracks to play in this case.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: ThegreatBen on October 27, 2019, 02:40:36 pm
With what you've already done this game it's as good as it can get.

The only thing I can think of to suggest is taking some of the bite out of that black blob boss' attacks, that thing is brutal.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: acediez on October 27, 2019, 03:53:27 pm
acediez,
I think you forgot to update your Readme file. The address of the bin files has a different hex value compare to the origin now. I dare not to change a thing. I think this is related to the restoration of Dynamo's voice clips?

I find out the different already. From the Readme file version 1.3, minus hex value by 930.

Thanks. It was because the script files changed size. I got used to X6's file order, where script changes don't affect executable addresses.
I just pushed an update with a rebuilt disc that mimics X6's file order. The readme is now updated to these new addresses, and hopefully they won't need to be changed again.

What I also remember in this game is when you selected X as your primary character, Zero's weapon screen called his Z-Saber as Giga Attack. And when Zero access to his Black Armor in the 3rd Sigma stage it seems what I remember that Dr. Light also has typos with regards to it.

I'm aware of this oversight, but it doesn't affect the current state of my project, as you'll always have the Z-Buster available, and that's the label you'll always see on Zero's menu.

From what he's told me, I think he's working on Armageddon, Zero Dead, Light Capsule, and OST unused Stage Select.

All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.

To be honest, I haven't continued working on this, but I'll get there.
The way the game handles start and end point is not very precise, so it's not easy to get a perfect loop just by fiddling with these values, even if the audio file inserted loops perfectly. I guess that's why the original game uses long tracks that don't necessarily loop seamlessly. However, if I use shorter tracks to fit more songs, they need to be done right. I will most likely not add all of those tracks, so I can extend and make sure the ones that matter play nicely.

My priority would be to fit "Dr. Light" and "Armageddon" (for X's ending). I probably won't have trouble fitting those two extended long enough to not need a perfect loop. But, if I manage to make them loop right with shorter tracks, then I'll also try to add the alternate "Stage Select" (so the current "Stage Select 2" can be left unique to the first couple of Zero Stages).

If I settle for good enough (a small hiccup here and there) I could get it done quickly, but I rather do it right when I have more free time.

A nitpick about the parts system, there's a 2 "hour" (stage) wait time until you actually get the parts you picked.
Is it possible to reduce that delay so you can get it right away? Or a suggestion, maybe life/energy options can alternatively grant one of the two
parts you can get, and the other will be granted next stage. Don't know how difficult that would be to implement, but it would make the choice after each stage a bit more meaningful, I think.

I don't plan to make any more changes to the Parts system for the time being, but I'm considering trying alternate unlocking methods in the future (based in performance, for example, like in the Zero series. I'm sure you'll all hate it just the same  ;D)

is it possible for me to change Duff Mcwhalen's song to the original? I prefer the standard version
Not at the moment. The audio file has been replaced.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 04:10:18 pm
To be honest, I haven't continued working on this, but I'll get there.
The way the game handles start and end point is not very precise, so it's not easy to get a perfect loop just by fiddling with these values, even if the audio file inserted loops perfectly. I guess that's why the original game uses long tracks that don't necessarily loop seamlessly. However, if I use shorter tracks to fit more songs, they need to be done right. I will most likely not add all of those tracks, so I can extend and make sure the ones that matter play nicely.

My priority would be to fit "Dr. Light" and "Armageddon" (for X's ending). I probably won't have trouble fitting those two extended long enough to not need a perfect loop. But, if I manage to make them loop right with shorter tracks, then I'll also try to add the alternate "Stage Select" (so the current "Stage Select 2" can be left unique to the first couple of Zero Stages).

If I settle for good enough (a small hiccup here and there) I could get it done quickly, but I rather do it right when I have more free time.
Sounds good to me. While I prefer the unreleased Zero Dead theme, it is a different take on the same track, so it's better to put your time and effort on adding unique tracks missing from the game.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Thirteen 1355 on October 27, 2019, 05:32:53 pm
It's probably outside of the scope of the project, but for consistency's sake I'd really enjoy seeing the Armor system becoming like your custom system of X6's Tweaker.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: acediez on October 28, 2019, 10:16:40 am
lol I'd like to have that too, that and several other things I did for X6... It's only a couple of dozen of hours worth of work I can't spare at the moment  :laugh:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Thirteen 1355 on October 28, 2019, 02:26:36 pm
Hehe, I can wait  :P
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Tetraspore on October 28, 2019, 04:46:45 pm
Really great stuff I'm seeing with this, awesome work. You mention fixing the X and Zero injured sprites. How exactly did you fix them? I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: acediez on October 28, 2019, 07:57:48 pm
Really great stuff I'm seeing with this, awesome work. You mention fixing the X and Zero injured sprites. How exactly did you fix them? I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
I didn't do that, that was done by DarkSamus
http://www.romhacking.net/forum/index.php?topic=22796.0
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: DarkSamus993 on October 28, 2019, 08:19:51 pm
I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
The player & special weapons graphics are compressed. I wrote a decompressor, but have yet to implement the compression function, so editing is not currently possible.

The 'injured' sprites for the intro stage are stored uncompressed however (as well as the X & Zero 'boss' sprites for Zero Space 3).
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Tetraspore on October 28, 2019, 10:46:29 pm
The player & special weapons graphics are compressed. I wrote a decompressor, but have yet to implement the compression function, so editing is not currently possible.

The 'injured' sprites for the intro stage are stored uncompressed however (as well as the X & Zero 'boss' sprites for Zero Space 3).

Ah,  I apologize for mixing up the two works-- I had them both open and I posted in the wrong thread. Thank you both for the responses.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 02:13:53 am
v1.5
- Soundtrack: Dr. Light's theme changed to the unused "Dr. Light" track (replaces the Mega Man X1 remix)
- Soundtrack: X's "Good" Ending theme changed to the unused track "Armageddon" (replaces the reused intro stage theme)
- Soundtrack: Stage Select 2 theme changed to the unused "Stage Select" track (replaces the reused Zero Space stages theme)

Download link on the first post.

It's done. All unique unused tracks found their way into the game, taking the place of remixed and reused songs.
The two reused songs replaced are obviously reversible, as their audio data hasn't been touched (X's Ending, Stage Select 2). However, Dr. Light's previous theme audio files have been replaced. And unless I figure out a way of adding XA tracks without replacing existing ones... just like Tidal Whale's theme, this isn't reversible, and won't be.

I had trouble getting a good loop out of these tracks, they're... less than seamless (just like every other track in the game, except these tracks are shorter). "Dr. Light" and "Armageddon" last long enough for it to not be an issue. It might be more notorious in "Stage Select 2"... so, if it bothers you, remember you can revert this one easily.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on October 29, 2019, 06:15:21 am
I'm very glad people agree the original tracks feel more at home in this (original) X game, rather than the remixes. Even if I'd prefer some of the remixes over the original compositions, it just feels right to have unique stage themes for every stage in Mega Man. This really is the most enjoyable change for me, along with the Maverick names being changed.

I think they went all nostalgic because X5 was the final game in the X series  :-X
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: SpringSonic9187 on October 29, 2019, 06:58:29 am
I think they went all nostalgic because X5 was the final game in the X series  :-X
You forgot the 'supposed to be'.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on October 29, 2019, 07:17:31 am
Hehe, they expected otherwise.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Kallisto on October 29, 2019, 12:02:46 pm
This is a pretty neat patch, but though it sucks to remove the Alia calls (for me it never bothered me because I like story text).

Honestly I think the better way to handle Alia is that her calls only happen once if you already visited the stage.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 01:17:44 pm
This is a pretty neat patch, but though it sucks to remove the Alia calls (for me it never bothered me because I like story text).

Honestly I think the better way to handle Alia is that her calls only happen once if you already visited the stage.
You can revert this change, check the readme
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: injoon84 on October 29, 2019, 01:52:32 pm
By the way, the readme file has the wrong hex data for Exit Stage Button (modified = always available) since v1.4.
In readme v1.5, this is how you put it.
BIN Address:       36D4C
HEX Data Original:    0800E003140185AC10006214
HEX Data Modified:    00000000140185AC00000000
(I don't think this is a right value but I'm kind of curious what's this hex data for?)

HEX Data Original:    0B004010001604004C00639003160200FFFF4224071843000100633003006010
HEX Data Modified:    00000000001604004C00639003160200FFFF4224071843000100633000000000
(Previously, this is the value in v1.3 and before.)

You can revert this change, check the readme

I must say the readme file is very well explained. Even a IT dummy like me can understand.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 03:09:55 pm
Thanks. I made this mistake while modifying the previous option in the list (Get both Parts regardless of Life Up+/Energy Up+ selection), as I split a long string of hex data into two. The "wrong" data is actually the second part of that previous option.

I just updated the linked file with a fixed readme.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Aceearly1993 on October 29, 2019, 07:53:57 pm
Zero's opening stage theme has a rather different variant in the X5 prototype, I personally think it's good enough to make such tune an optional choice
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Metalwario64 on October 29, 2019, 11:21:14 pm
Zero's opening stage theme has a rather different variant in the X5 prototype, I personally think it's good enough to make such tune an optional choice
The thing is he would have to cram it in place of another track, and it's a variant of an existing track, like Zero Dead, which he opted to omit.

I don't think any further music changes are happening.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on October 30, 2019, 04:46:11 pm
Interesting changes! I'll test on the PSP & let you know if I run into any problems!

October 31, 2019, 05:47:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
From my testing so far, I haven't had any problems. I do have one request though: Would it be possible to get both Hearts & Energy Ups regardless of what you pick?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 31, 2019, 07:25:15 pm
I do have one request though: Would it be possible to get both Hearts & Energy Ups regardless of what you pick? [/font]
There's instructions to enable that in the readme.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MattKimura on October 31, 2019, 08:55:57 pm
I absolutely love this addendum patch, on it's own it acts as a full blown improvement hack. The only thing I would wish for is to have an optional patch for the music replacements rather than enforce it on everyone. That way there would be two different ways to use this hack for those who prefer the western release music.
Not sure how much work would be required to make this separation though so don't worry about it if it's too much work. Thanks for the improvements, it's amazing how here in 2019 we finally have a better way to play MMX5 and X6.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on October 31, 2019, 10:24:40 pm
Oops, missed that part. I'll check it out.

MattKimura, you can hex edit the file just like Acediez directed to me.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 31, 2019, 11:43:15 pm
The ones that are still on the disc can be reverted, there’s instructions for that on the readme (how many times have I written this now?). Tidal Whale’s and Dr. Light’s though can’t be reversed because the audio files were replaced.

Let’s say I split all the music changes to a separate patch (or make a variant of the whole thing, wouldn’t make a difference to me). Should I include the opening and ending in the base patch, or the “music changes variant”?
And even then, there’s bound to be some that will say “I want this one but not that one”...
... so yeah, I guess you can understand why I don’t offer that kind of variants atm.

The one variant I’m willing to offer is a zero music replacements patch that also leaves out the intro and ending, mostly because that’s a patch I could submit to RHDN without worrying about copyrighted data.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 02, 2019, 12:50:53 pm
There's a typo on Zero's Opening Stage right before you fight Sigma.

https://drive.google.com/file/d/1ak4gj2VHybVMRIYcr9Tw1Pe5SwacwDMp/view?usp=sharing
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on November 02, 2019, 02:14:12 pm
The ones that are still on the disc can be reverted, there’s instructions for that on the readme (how many times have I written this now?). Tidal Whale’s and Dr. Light’s though can’t be reversed because the audio files were replaced.

Let’s say I split all the music changes to a separate patch (or make a variant of the whole thing, wouldn’t make a difference to me). Should I include the opening and ending in the base patch, or the “music changes variant”?
And even then, there’s bound to be some that will say “I want this one but not that one”...
... so yeah, I guess you can understand why I don’t offer that kind of variants atm.

The one variant I’m willing to offer is a zero music replacements patch that also leaves out the intro and ending, mostly because that’s a patch I could submit to RHDN without worrying about copyrighted data.

At max I'd do one patch that introduces all of your music edits, and one that introduces zero of them.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 03, 2019, 11:54:41 pm
Here's some more typos.

https://drive.google.com/open?id=1cxzmn5I6GfieGPVgIFPhZGmr0aFs4D4L

https://drive.google.com/open?id=1F5evWBJHd7z2efhs2ozKZpurgJIVtySf

https://drive.google.com/open?id=1RRe8TCK0UKJLXS_-sy-jH_vyld0vthgn

https://drive.google.com/open?id=1vm59WNpqbGUNhIaqDrV-EyDj--dIKZAP
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on November 04, 2019, 12:14:47 am
Thanks! Though I haven’t touched the script beyond the listed localization changes (and a couple very minor things I ran into along the way), and I don’t plan to do it, for now.

If I were to get into the whole script, I would use Hondoori’s retranslation rather than fix the official one.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 04, 2019, 09:36:54 am
Ah, I see. And you’re welcome!

I don’t think I read that text yet, or maybe I don’t remember... I’ll check it out.


November 04, 2019, 12:31:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And I see why you would want to use the translation if you're going to fix the typos... Quite the difference compared to what we got.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Enscripture on November 07, 2019, 11:45:36 am
Two years ago, I was helping gledson999 in translating MMX5 to brazilian portuguese, and was using Hondoori's translation as basis in order to fix localization issues such as Octopardo instead of Octopus. When I stumbled into Skiver's dialogues, I had this same doubt, so I've done a few researches on wiki articles related to this issue.

Taking into account the description of Spiral Pegasus (The Skiver) on megaman.fandom.com (https://megaman.fandom.com/wiki/Spiral_Pegasus), it mentions this:

Code: [Select]
He was a young director of the Repliforce air brigade, who survived the Great Repliforce War that occurred during the events of Mega Man X4. He looked up to Colonel and General and knows Iris. He then began overseeing an Air Force base near to the west coast of Norway, known as the Reploid Air Force.
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.
In the japanese version It's not Repliforce that its referring to. Pegacion belongs to the Repli-Air Force. That's what those are referring to (レプリエアフォース)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 02, 2019, 08:11:18 am
https://www.youtube.com/watch?v=mfD7ez0aejw

I found this just now. Would there be any way to make the cannon/shuttle segments less RNG based?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on December 02, 2019, 08:52:02 am
In the japanese version It's not Repliforce that its referring to. Pegacion belongs to the Repli-Air Force. That's what those are referring to (レプリエアフォース)

Thanks for the feedback. That'll be very useful.

BTW, based on the rest of the context of the game that you could analyze, is there a chance of "Repli-Air Force" (レプリエアフォース) being some kind of subdivision of the Repliforce (or remnants of)? Or is it definitely a totally-independent organization, born after the dismantling of Repliforce in the events of X4?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 02, 2019, 11:04:52 am
I'm not actively working on this (or any) hack at the moment, but since you asked, I'll share some ideas I might try implementing in the future.
(These are just ideas, I haven't even looked at the code that controls these yet.)

Enigma/Shuttle success modification:

Enigma success:
No pieces: Always fail
1-4 pieces: (normal RNG + chance % behavior)

Shuttle success:
No pieces: Always fail
1-3 pieces: (normal RNG + chance % behavior)
4 pieces: Always success

This is what you most likely will get anyway, based on the game's chance rates. It would simply aim to shave off the rare chance of getting an accidental success when you're going for the worst chance on purpose, or getting an accidental failure after going through all eight stages within the 16 hours limit.

I'm of course thinking of what seems to me what you would normally be aiming for on a regular playthrough, not speedrunners or other edge cases.

Acquiring Parts:

The original's system is based on the boss' level, which is based on a sum of the "hours" left and your character's Rank (which changes based on performance, but Zero always starts higher than X). In practice, however, it comes down to wasting enough hours at the start of the game so you get a high enough level, so your Rank doesn't matter. On top of that, since you can only pick one of two each time (and the game doesn't have a New Game+), you can only get half of them at most on a single playthrough/savefile.

This is a very flawed system in my opinion, and almost impossible to decipher on a casual playthrough. Since it came down to simply wasting hours, removing the requirements altogether to always get everything seemed to me an improvement over the original game. But it's obviously not an actual solution. It takes away a lot of the potential fun of making an extra effort to unlock these.
 
My idea now is to ignore the boss Level/Rank system altogether and change the requirements to two separate straightforward conditions:
- The "Life Up/Energy Up" choice only affects the actual Life/Energy upgrade. You always get to chose one, regardless of performance.
- Get the Part assigned to "Life Up+" by completing the stage without losing lives (Boss included. Not counting revisits).
- Get the Part assigned to"Energy Up+" by beating the boss without using special weapons (X-Buster/Z-Saber only). Either that, or simply not using the boss’ weakness.
Get both Parts if both requirements are met.
Also, get acquired Parts immediately (not two hours/stages later).

Comments and different ideas are appreciated.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 02, 2019, 11:31:32 am
Although I never minded the original parts system for X5, because at least you had full control over which parts you ultimately end up with, the ideas you bring forth are pretty great. Beating a boss without using weaknesses is something I aim for anyway (since I give myself infinite chances to try  :laugh:), and just feels very natural in the first place. The Lifeup requirement seems a bit higher than the Energy one, though. Maybe opt for getting the Lifeup parts if you manage to defeat the boss without dying (even if you end up at the boss with low health), but be able to die in the stage before it without consequence.

The Enigma/Shuttle stuff seems good as well. All that's necessary there is for players to have control. This morning I tried out the Enigma and Shuttle right after the intro stage, and I got them both to damage the Eurasia enough to be able to skip all the regular stages and head straight for the finale. First try, never done it before.

Maybe take into account the two playable characters. If someone wants to use Zero as much as possible, he certainly doesn't want the bad ending to trigger (since that causes you lose Zero as a playable character). Maybe make the Shuttle a guaranteed success if you start the intro stage as Zero. This, combined with the stuff you suggested, seems to be a nice change.

Besides that all, something I'd still love to see is getting armor upgrades to work separately, like in X1-4 and your X6 hack. For consistency's and fun's sake.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ASR_94 on December 02, 2019, 12:08:29 pm
I completed the game it was nice work improving a already great improved hack ;D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Enscripture on December 03, 2019, 09:34:03 am
Thanks for the feedback. That'll be very useful.

BTW, based on the rest of the context of the game that you could analyze, is there a chance of "Repli-Air Force" (レプリエアフォース) being some kind of subdivision of the Repliforce (or remnants of)? Or is it definitely a totally-independent organization, born after the dismantling of Repliforce in the events of X4?

Yes it's part of Repliforce and not seperate. The aerial division is called the Repli-Airforce and the sea division (navy) is called the Repli-Seaforce (レプリシーフォース)
https://ainamk.fandom.com/wiki/%E3%83%AC%E3%83%97%E3%83%AA%E3%82%B7%E3%83%BC%E3%83%95%E3%82%A9%E3%83%BC%E3%82%B9
I dunno if there's a space in between I don't think there is. So it would be Repli-Airforce and not Repli-Air Force
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on December 03, 2019, 02:44:03 pm
Yes it's part of Repliforce and not seperate. The aerial division is called the Repli-Airforce and the sea division (navy) is called the Repli-Seaforce (レプリシーフォース)
https://ainamk.fandom.com/wiki/%E3%83%AC%E3%83%97%E3%83%AA%E3%82%B7%E3%83%BC%E3%83%95%E3%82%A9%E3%83%BC%E3%82%B9
I dunno if there's a space in between I don't think there is. So it would be Repli-Airforce and not Repli-Air Force

So, both "Repli-Airforce" and "Repli-Seaforce" are basically subdivisions of the Repliforce, right? If that's the case, then at least calling it simply by "Repliforce" isn't entirely wrong. Not as precise as the correct subdivision name, but still works.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 03, 2019, 04:41:52 pm
Isn't that Repliforce discussion over by now?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 03, 2019, 04:50:54 pm
Not necessarily? I'm thankful for any further clarification on the name  :thumbsup:

For the current version, I settled for Repliforce on the dialogues against Rosered and Pegasion, since that's what was called on Hondoori's retranslation. Most "Air Force" mentions are in Alia's dialogues. I did (uncorrectly?) change those to Repliforce for consistency, but since they're not visible unless you manually add those dialogues back, it doesn't matter much either way.

FYI, Ghaleonh41 is currently reworking the script for this hack, again based on Hondoori's retranslation. I'll leave any further terminology decision to him.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Heaven Piercing Man on December 03, 2019, 05:34:41 pm
Isn't that Repliforce discussion over by now?
Someone. Must Stop. REPLIFORZZZZZ.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 03, 2019, 05:47:03 pm
There is no reason for me to go on...
What am I fighting fooooooorrrrr!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on December 04, 2019, 01:30:06 pm
*looks up* I see that there's a discussion regarding the Repliforce names. I'll have to give this a look when I have a chance.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ablrfreedom on December 05, 2019, 11:35:41 pm
Hey I have a quick question, are the hex values to give you both the energy and life ups correct? I followed the guide to edit the values and my game runs up through the intro stage and the first set of cutscenes but after that just blackscreens forever. The two values for that option are the only things I changed, and running the patched game without those values edited, it works fine.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 08:11:34 am
I’ll take a look, but first:

What system are you playing on? (Which console, or which emulator)

And, did you run your modified build through the EDC/ECC sectors recalculator after you made your changes, as instructed?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 06, 2019, 11:35:14 am
It seems there's two unused stage select themes for X5. Did you go with this one:
https://youtu.be/Yw0hSfDm8Cg

or this?:
https://www.youtube.com/watch?v=RQDMLgxAi84

The first one sounds a bit silly but the second one's lovely.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 05:26:10 pm
The silly one
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 06, 2019, 06:21:24 pm
Help it's the news flash one...

I dunno, it doesn't fit the ominous mood in the slightest. Is there a value I could replace this one with that would make it the other stage select theme?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 06:23:39 pm
There is.

There’s also a readme file you know
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Heaven Piercing Man on December 06, 2019, 07:04:47 pm
There's actually 3 themes. The first one is great but lacks the urgency of the one we actually got. The second one is just too calm. And the third one is supposed to be for after defeating the 8 mavericks and is really great.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 07:29:47 pm

https://www.youtube.com/watch?v=RQDMLgxAi84


Actually, it’s this one. I mixed them up when i opened the links.

I don’t know which one is the “third” one
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Metalwario64 on December 06, 2019, 08:08:19 pm
Actually, it’s this one. I mixed them up when i opened the links.

I don’t know which one is the “third” one
This one:
https://www.youtube.com/watch?v=tiV20tWDBd4 (https://www.youtube.com/watch?v=tiV20tWDBd4)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 07, 2019, 07:56:14 am
Yippee, the best one.

Third sounds really good too. It seems that version isn't in the final rom, according to TCRF.

I've checked readme and it dhows the needed offsets but obviously not the values for tracks you never intended to use.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ablrfreedom on December 08, 2019, 04:31:52 am
I’ll take a look, but first:

What system are you playing on? (Which console, or which emulator)

And, did you run your modified build through the EDC/ECC sectors recalculator after you made your changes, as instructed?
Mednafen via retroarch.
As for the running it through the recalculator... maybe? I threw the patched bin into the linked program and ran the command, but it gave no feedback that it actually did anything. At first I thought that it was broken, but I tried it on two different computers and it behaved identically on each so I figured that's just how it worked, and I don't really know enough to be able to look at the bin and tell if it was altered by the program at all. Could that be where the issue is?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: pleasejust on December 08, 2019, 03:29:54 pm
I wish more hacks indicated something, anything, that the rom's been successfully modified. Like maybe "ipa v1.5" in small letters in the corner somewhere or something.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: SuxMenner on December 22, 2019, 08:09:51 pm
Is there a way to reverse change the Opening theme from Monkey back to the instrumental? It isn't in the reverse changes section of the ReadMe so I thought I'd ask. Thanks in advance and good job with the project, I love the work put into it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 23, 2019, 08:43:38 am
Not at the moment. After patching, the original version of the video is no longer on the disk.

I'm still working, on and off, on a couple of things for this project. Once I'm done, I'll make an easier to distribute alternate version with none of the music changes.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on January 18, 2020, 09:38:45 am
Can we please get a toggle system for something like voice clips, stage songs and boss names?
I want Duff McWhalen to stay Duff McWhalen   ;D
The original stage song was cool too, it's a remix yeah but it's still cool.

Thank you, to everyone who's contributing to this hack

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

Not at the moment. After patching, the original version of the video is no longer on the disk.

I'm still working, on and off, on a couple of things for this project. Once I'm done, I'll make an easier to distribute alternate version with none of the music changes.

(I just saw this)

Edit: Oh ok, cool  :P
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Vanya on January 19, 2020, 04:45:20 pm
I haven't fully caught up with the thread, so forgive me if this was already addressed.
What about making the alternate music for the Duff/Tidal stage selectable like the alternate music in Megaman 7's Shademan stage?

I would make the unused track the default one and then make it so that if you hold start while selecting the stage it instead uses the Bubble Crab remix.

Perhaps to show the alternate song triggered, the background color could be changed on the maverick presentation screen?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on January 19, 2020, 05:31:57 pm
Can we please get a toggle system for something like voice clips, stage songs and boss names?
I want Duff McWhalen to stay Duff McWhalen   ;D
The original stage song was cool too, it's a remix yeah but it's still cool.

If you don’t want the relocalized and restored content, which is the focus of this addendum, maybe you should play the original improvement project instead.

I haven't fully caught up with the thread, so forgive me if this was already addressed.
What about making the alternate music for the Duff/Tidal stage selectable like the alternate music in Megaman 7's Shademan stage?

I would make the unused track the default one and then make it so that if you hold start while selecting the stage it instead uses the Bubble Crab remix.

Perhaps to show the alternate song triggered, the background color could be changed on the maverick presentation screen?

I’ve explained the whys and whynots of the music choices enough by now.

It’s certainly possible to shorten the loops of the songs to fit more tracks and make them selectable in-game somehow. But I’m not interested on working on additional music choices, I already did what I set out to do.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: newgene01 on January 24, 2020, 12:04:13 am
Suggestion

Change
ELECTRIC BLADE
QUAKE BLAZER
Input from (Square) to (Triangle) LIKE MMX4
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ThegreatBen on January 27, 2020, 06:19:38 pm
Dumb question but can I apply this right over Dark Samus' patched ROM? Or does it have to be fresh?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: WingCloud8 on February 07, 2020, 06:34:36 am
MMX5 tweak utility? Let's hope for that.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on February 15, 2020, 12:19:56 am
If you don't want the relocalized and restored content, which is the focus of this addendum, maybe you should play the original improvement project instead.

Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on February 15, 2020, 09:39:31 am
Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?

Chill. I made a suggestion based on what you were asking, in case you were not aware that most of the base improvements come from a separate project.

But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on February 15, 2020, 11:14:33 am
But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.

NP, it's cool :beer:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MangKanor on March 25, 2020, 11:33:19 am
There are things that could still be improved upon from this mod:

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
- The credits can be skipped or sped up.
- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor. X6's tweaks mod did it, so can you. ;)
- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- Make the full names of the weapons displayable.
- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.

There might be more, but these are the ones that I can think of for now. :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on March 25, 2020, 08:30:10 pm
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MangKanor on March 26, 2020, 03:59:21 am
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.

Thanks for reading and replying to my reply in less than a day, dude. I appreciate it a lot. Still replaying the mod, and am loving it. :)

March 30, 2020, 11:15:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Make Zero go Maverick after the Colony crashes everytime when Zero gets the "Virus" status in any of the stages at least 3 times.