1. Zero is essentially playable in all aspects now including most of his original abilities from the previous version. There's quite a hefty change here though and some changes that will happen once I get other areas down.
The biggest change to come with this version is that Zero can double jump and air dash right off the bat, while X can't.
2. Zero will gain no benefits from capsules whatsoever except the 'Golden Armor' capsule. I'm hoping to implement a brand new capsule for Zero's Black Armor in general specifically to him somewhere in the game just so you don't have to fiddle around with getting every single tiny thing for X before you obtain Zero's enhanced abilities.
3. With these coming changes, Zero is going to play a bit different from X which makes him a lot easier to use for beginners in essence.
Zero can NO LONGER charge sub-weapons. This might be a huge controversial change but if something isn't done then he's basically just a power house throughout the whole game. This was actually intended even from the alpha version of the original project, it's about time it gets implemented.
Zero will gain an additional jump and air-dash with the Black Armor capsule as in the later versions of this project.
Zero will gain a speed boost for walking, dashing, air-dashing and a longer distance of dash with the Black Armor capsule.
Zero may or may not gain 25-50% defense (Maybe even double damage actually depending if he's still ridiculously OP) with the Black Armor capsule.
Zero will gain health regeneration like X with the Black Armor capsule
Zero may or may not gain extra damage with the Black Armor capsule. (If I do double damage, he most certainly will get a damage increase)
Some of these are still questionable but it's all going to be an experiment to see how he plays with some of these changes.
4. X's buster is back to what it was in the previous versions.
5. Forcefield generation from armors and all of it's code has been removed. I read some details that you take even LESS damage with the forcefield on, but it doesn't make too much since considering the fact that every enemy value is a solid number. You're always going to take a base of 1 damage no matter what your defense is. It's pointless to have it.
7. Upgrade data has been somewhat split between the four PCs. This lets you determine what they kind of do with each upgrade. (Right now it's mainly whether they can use it or not)
8. Sub-weapon coordinates are ready to go for all characters. This was super interesting actually because I remember back in the day, I hand did all of Zero's sub-weapon coordinates. It turns out that even in the original game, he HAS coordinates already setup for them A LONG with their charged variations! So either it was automated in some form or Zero was actually intended to use sub-weapons early on but it got cut. Either way, this saved me ludicrous amounts of time and thank Cthulu I figured that out. I even discovered a whole different section of code that loaded sub-weapon coordinates, again, for different sub-weapon instances. It uses the exact same coordinates but the code was vastly different but used the same data. Kind of stupid so I rewrote it to use the original data instead. This fixes MAAAAAAANY many bugs I was having way back in the day so this shouldn't even be a problem ever again.
9. Fixed numerous bugs with the jump/dashing variables. I rewrote the code to use what I had before but I found a better way to handle it so any command could update the jump/dash amount. This came with a lot of weird bugs because of how it was using a JMP to update the characters action, but I used a temporary flag in an unused RAM value and it's all good now. Even fixed some bugs in the original too.
10. Damage table code has been rewritten slightly and most of the actual data has been expanded greatly.
Original has 38 values per table: Increased this to 82 values per table
Original has 34 tables (6 of these go unused!): Increased this to 60 tables
Original has 1 sub-damage table: Increased this to 60 tables
That's about it! There's not much to see on the main screen as it's about the same (Minus Zero's abilities), but the underlying code has been improved 100X (No pun intended) and works a lot more efficiently.
I also discovered that my old code from the buster combos is obsolete and figured out how the damage system works for X1-X3.
Every single enemy in game either has their own damage table or they share with one another. AKA how much damage you deal to them with various instances such as your buster, Z-Saber, sub-weapons, charged sub-weapons, Ride Armors, etc.. Enemies such as bosses (IE: Blizzard Buffalo, Blast Hornet etc..) ALL have code in their AI when being damaged that SWITCHES their damage table variable to a value of '01'. When this happens, it loads a blank table that has 00's all across the board thus you can't do extra damage to them UNTIL the flashing goes away. When the flashing stops, it reverts their damage table type to the original value they had allowing you to damage them again.
This explains why we can't do consistent damage to most bosses and some enemies. This ALSO explains why we can obliterate regular enemies. Their AI HAS no code to switch their damage table, so what damage you deal is ALWAYS consistent.