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Author Topic: Mega Man X3 - Zero Project (V4.0)  (Read 264153 times)

Marcelo_20XX

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #840 on: May 15, 2018, 07:13:32 pm »
Excellent news. I too second having a look into fixing the overclocking option on the libretro cores, I use Snes9x2010 and Snes9X, what you want me to do on the cores? what info you need I can modify the sources with custom changes if you need...

justin3009

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #841 on: May 15, 2018, 08:09:27 pm »
Just 'fixed' Worm Seeker as well. He's actually using his normal damage table, but since I added the damage table switch it was making it last longer than normal.

It still kinda lasts long for X, but the Z-Saber damage has been heavily increased on it so it'll die fairly quick. Either way, the damage table acts like it 'should' now.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

acediez

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #842 on: May 16, 2018, 06:38:31 pm »
Hey justin3009, I suppose you're ready to wrap this one out and move on to other projects. And the hack looks perfect as it is (you've already gone way beyond everyone's expectations!). I just need to ask, just in case: have you considered adding the FMV from the PS1 version as a MSU-1 hack? I know there are MSU-1 hacks available for the music that are compatible with your hack (with the previous version, at least). I just haven't seen any mention of the FMVs.

justin3009

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #843 on: May 16, 2018, 07:33:34 pm »
I have no interesting in doing anything with MSU-1 for this project (Except that it 'should' be compatible with the regular MMX3 MSU-1 patch). I'll leave that for other people to handle.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

acediez

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #844 on: May 16, 2018, 08:57:43 pm »
That’s cool. By keeping it compatible you’re already doing a lot.

Again, thanks for you hard work on this, and good luck ironing out the few remaining details!

Sabin Stargem

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #845 on: May 20, 2018, 02:55:17 pm »
I reported the game's emulation issues on the Bizhawk tracker.  Hopefully they can figure out why the romhack doesn't work on that emulator.

These days, I don't want to use SNES9x because the controls don't properly play with the XB1 controller triggers:   The jump and dash buttons are configured to use them, but SNES9x causes a hard cancel when trying to do a maneuver.  Can't jump nor dash when both triggers are pressed.  Whereas, Bizhawk allows me to dash and then jump without releasing the dash button.

injoon84

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #846 on: May 22, 2018, 11:31:55 am »
Hi justin3009, I know this is out of no where but I also try out the 4.0 beta the one posted out on 7th May 2018.

I just want to share what I encounter during my play:
1) Normal X can still charge up most of the sub-weapon except P.Bomb and T.Fang,
2) Well, I don't know is it because I initially started the game as Zero and also obtained the Z-saber,
   If you clear the game as normal X, you start the NG+ as Zero.
   If you clear the game as Zero, you start the NG+ as normal X and you also manage to keep a buggy Hyper C.
3) Sometimes after switching your character, the 1st door leads to sub-boss/boss cannot be enter.
   You have to move the character away until the door is unseen then move back to the door to re-enter it.
4) Sometimes if you use normal X in 1st Doppler fortress, during/after the sub-boss, normal X will gain some armor parts.
5) Finally, the sub-boss in Neon Tiger stage cannot be easily taken down with X's buster/Z-saber. Is that normal?