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Author Topic: Mega Man X5 Improvement Project [PSX]  (Read 21939 times)

Zero Dozer

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Re: Mega Man X5 Improvement Project
« Reply #20 on: October 08, 2016, 08:10:40 pm »
Well, well, it seems someone is working on Mega Man X5 to make it enjoyable.

You know, it would be cool if:
> The bosses' weaknesses were made more effective, shortening the ridiculously long span of the fights
> Their ridiculous mercy invincibility was reduced as well
> Skiver/Spiral Pegasus could actually get DAMAGED by Dark Hold, giving X some efficient way to damage him (Only Zero could do that, due to his combo bypassing that stupid mercy invincibility)

Lenophis

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Re: Mega Man X5 Improvement Project
« Reply #21 on: October 09, 2016, 01:27:02 am »
Some suggestions:
1) remove most of the waypoints. There are far too many.
2) game overs should spit you back to the beginning of the stage, not the most recent waypoint.
3) not sure if this is possible, but some scrolling can lock you into tanking a death. The notable one here is the one in Skiver's stage where the armor piece is.


https://ff6randomizer.codeplex.com/ - Randomize your FF6 experience!

DarkSamus993

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Re: Mega Man X5 Improvement Project
« Reply #22 on: October 09, 2016, 05:59:53 pm »
I'm sure many of you will be happy to know that Alia's dialogues have now been disabled. :beer:

There is a table stored in RAM that stores all the variables for things like heart tanks, equippable parts, armor parts, which of Alia's dialogues have been viewed, etc. This table then gets saved to the memory card (save files in RAM are $158 bytes each, and there are 8 slots).

X & Zero - Alia Dialogue Tables; 7 bytes each (low-high bit order):
Code: [Select]
-- RAM --
0x800D1CCD (X):
0x800D1CED (Z):
bits 1-3 = NULL
bits 4-8 = Eurasia City

0x800D1CCE (X):
0x800D1CEE (Z):
bits 1-4 = Weapons Stockpile
bits 5-6 = Oceanographic Museum
bits 7-8 = Volcanic Inferno

0x800D1CCF (X):
0x800D1CEF (Z):
bits 1-7 = Volcanic Inferno
bits 8-8 = Power Plant

0x800D1CD0 (X):
0x800D1CF0 (Z):
bits 1-2 = Power Plant
bits 3-5 = Forest Maze
bits 6-8 = Laser Lab

0x800D1CD1 (X):
0x800D1CF1 (Z):
bits 1-3 = Laser Lab
bits 4-8 = Planetarium

0x800D1CD2 (X):
0x800D1CF2 (Z):
bits 1-4 = Repliforce Base
bits 5-8 = Training Area

0x800D1CD3 (X):
0x800D1CF3 (Z):
bits 1-5 = Training Area
bits 6-8 = NULL

The game performs a simple check before it displays her dialogue, is the appropriate bit a 0 or 1? If it's 1, do not display a message. I re-coded it so the game checks for a 0, thus never triggering her dialogue.

As a result however, the game no longer marks which dialogues have been viewed (which doesn't matter since they're all disabled). Implementing the way X6 handled Alia's messages (icon and alert sound instead of forcing you to view it), would be the next step (which may be out of my skill range atm, but I'll certainly give it a shot).

I'm going to be working on making all equippable parts able to be obtained next, and there's going to be a lot to do to make everything function properly and look nice. The game already has values in place if you collected all the parts, it's just not possible to do so normally.

justin3009

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Re: Mega Man X5 Improvement Project
« Reply #23 on: October 09, 2016, 07:13:32 pm »
You are doing such a wonderful thing for this game.  I thank you SO much for doing this!  It's going to be a serious improvement without the dialogue spam and such already!
'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.'

Thanatos-Zero

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Re: Mega Man X5 Improvement Project
« Reply #24 on: October 09, 2016, 08:26:33 pm »
Personally it would be also great, if you could reach a higher rank in any stage in a reasonable manner.

Also here are some things, which would be interresting for Zero.
https://www.youtube.com/watch?v=arkwMLp0YKY

ThegreatBen

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Re: Mega Man X5 Improvement Project
« Reply #25 on: October 09, 2016, 10:36:42 pm »
Once all equipable parts are obtainable will you release this?

tc

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Re: Mega Man X5 Improvement Project
« Reply #26 on: October 10, 2016, 02:02:58 am »
How accurate is the dialogue translation anyway? It's rather weird how different Dynamo's personality becomes once you meet him.

Magma Dragoon

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Re: Mega Man X5 Improvement Project
« Reply #27 on: October 10, 2016, 10:14:59 am »
A few general suggestions:

* Restore the Force Armor's name. Fourth Armor is actually a mistranslation.
* Restore the Force Armor's Nova Strike.
* Buff up the Z-Buster, either raise it's damage output or make it work like in X6.
* Replace the skull logo on the bosses lifebars with Sigma's or Repliforce's logo where appropriate.
* Speed up Crescent Grizzly/Grizzly Slash jumps. Not only his floaty jumps look ridiculous, it makes the fight way too easy.
* Anything you can do to make Dark Necrobat/Dark Dizzy less of a total joke, like making him actually attack you.
* Tone down the Shadow Devil. Make it's weakness actully damage him and remove the insta-kill green outline he leaves when morphing.

acediez

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Re: Mega Man X5 Improvement Project
« Reply #28 on: October 10, 2016, 03:05:57 pm »
I'm sure many of you will be happy to know that Alia's dialogues have now been disabled. :beer:

Holy shit! This has been all so fast, thank you so so so much!
This right here is such a great milestone that if this were the end of the project, I would be so happy and grateful notheless. Still, I'm very excited to see where you go from here!

This honestly made my day  :beer:

Darkabomination

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Re: Mega Man X5 Improvement Project
« Reply #29 on: October 11, 2016, 12:21:10 pm »
I know you're already swamped with requests, but the most important thing I believe aside from buffing Zero's shots and the bosses, is improving Virus Zero's ai. The most disappointing thing by far is in the X vs Zero fight he's a complete pushover. He won't dodge your attacks when you charge a shot, he doesn't wall climb much, rarely uses his combos and weapons, etc. Or even just increasing his speed to make up for it.

I wish it was as good as Rosenkreuzstilette, where the reaction time is much faster and the rival actually uses her screen-filling attacks and aims for the walls.
In any case, great work, and like others have said if this is all that's being done, it's already an incredible piece of work as is.

Thirteen 1355

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Re: Mega Man X5 Improvement Project
« Reply #30 on: October 11, 2016, 12:27:05 pm »
What's Rozenkreusstillletyerte or something?

Magma Dragoon

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Re: Mega Man X5 Improvement Project
« Reply #31 on: October 11, 2016, 12:52:54 pm »
What's Rozenkreusstillletyerte or something?

You know about Google, no?

Thirteen 1355

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Re: Mega Man X5 Improvement Project
« Reply #32 on: October 11, 2016, 12:54:05 pm »
Yeah I do. I think he can explain better.

ArkthePieKing

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Re: Mega Man X5 Improvement Project
« Reply #33 on: October 12, 2016, 03:49:25 am »
This is awesome! I always loves X5 despite it's flaws. It was just...fun, ya know?

One thing I always liked in X6, weirdly enough, was X having the crappy version of the Saber much like Zero having a crappy buster in X5. As long as we're talking about dream scenarios, I'd kill for the Force Armor to have that same triangle derpy saber attack, even if it doesn't make much sense in the canon.

But even if you didn't implement that this is still fantastic work. :D

RetroRain

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Re: Mega Man X5 Improvement Project
« Reply #34 on: October 12, 2016, 09:16:27 pm »
I'm sorry if this is a stupid question, but are you modifying the PC version of X5, or the PlayStation ROM?

Anyway, I think this is really an awesome undertaking. :)

Satoshi_Matrix

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Re: Mega Man X5 Improvement Project
« Reply #35 on: October 13, 2016, 01:07:17 am »
Good question. Really hoping it's the PS1 version.

Magma Dragoon

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Re: Mega Man X5 Improvement Project
« Reply #36 on: October 13, 2016, 10:23:14 am »
I guess it's safe to assume it is the original PSx version.

DarkSamus993

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Re: Mega Man X5 Improvement Project
« Reply #37 on: October 13, 2016, 10:52:09 am »
Nothing really new to report yet, other than I found a bug that I need to fix in Grizzly Slash's stage. It seems the laser canon on the trucks checks Alia's dialogue flags if you viewed the one about it before loading it's hit-box, meaning it's not damageable and thus the stage is unable to be beaten currently. I played through the other maverick's stages without any trouble though.

For those of you making suggestions: I do read all of them, so don't feel I'm ignoring you if I don't reply. I agree with most of the ones made so far and will implement what fits the game/my skills enable me to.

Once all equipable parts are obtainable will you release this?
No, there are still many tweaks I want to fix/look into before that. I will be releasing a beta patch eventually for bug testing, but that's still a long ways off.

Are you modifying the PC version of X5, or the PlayStation ROM?
I'm modding the PSX version, I guess I forgot to state that.

Thirteen 1355

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Re: Mega Man X5 Improvement Project
« Reply #38 on: October 13, 2016, 12:13:15 pm »
Doesn't only X4 have a PC version?

ThegreatBen

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Re: Mega Man X5 Improvement Project
« Reply #39 on: October 13, 2016, 12:30:12 pm »
I'm actually quite happy with the project as it is, but if you are in the mood for granting wishes I would love it if the saber extended power up acted more like a projectile.

Oh and when that beta is ready I'd love a go at it.