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Author Topic: Mega Man X5 Improvement Project [PSX]  (Read 55117 times)

Heaven Piercing Man

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #200 on: August 07, 2018, 03:17:35 am »
The standard of measure for a boss fight's average length should be: "does the song play at least one full loop before you win it?" I used to be a bad player who couldn't live without save states, and yet I won in my first try, and never heard the full song until later when I started messing with the sound test.




Lumiere

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #201 on: August 07, 2018, 02:47:34 pm »
The X/Zero fight is too short. I haven't tried fighting Zero with X but, X was fairly easy to beat. I expected a fight similar to MHX however, I didn't lose a single life when fighting X.

Heaven Piercing Man

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #202 on: August 07, 2018, 06:05:43 pm »
The other issue is Awakened Zero. If you take too long to beat him, he becomes invincible and starts spamming the Genmu Zero until you get hit and die in one hit. The problem is, it takes so long for it to happen (it's two song loops, but it feels like an eternity) you have to be actively trying to see it, so it might as well not be in the game anyways, it's a glorified easter egg.

If the Awakened Zero fight is made harder or longer (and it should be noticeably harder than normal Zero anyways), the Genmu Zero time limit has to be taken into account, and modified if possible/necessary.

Oh and I almost forgot, something that makes X5 stick out for inconsistency is that Zero's techs weren't left in Japanese unlike the rest of the X games. Is that going to be "undubbed"?
« Last Edit: August 07, 2018, 06:14:44 pm by Heaven Piercing Man »

chuckfinley

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #203 on: August 15, 2018, 05:10:12 pm »
I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank; became smaller and merged with an inverted virus meter graphic. Remains that way after exiting stage, changing characters, getting more life-ups, and resetting the game. The life bar is shorter in the start menu as well.

Spoiler:

DarkSamus993

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #204 on: August 16, 2018, 01:38:42 pm »
I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank.
Yep, that's a bug alright. It occurs due to my less-experienced self (at the time) forgetting to account for the PSX load instruction delay. A very silly mistake, but one you'll only see on more accurate emulators/real hardware.

Please try this new version and see if that fixes the issue: [DOWNLOAD] Mega Man X5 Improvement Project v0.1.1
NOTE: The only thing that was changed was the code for Heart Tanks, there is no new content...  yet.

acediez

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #205 on: August 16, 2018, 07:41:08 pm »
Thanks for the update!  :woot!:

chuckfinley

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #206 on: August 17, 2018, 02:49:38 am »
Started a new game with the fix and no more issues with heart tanks. Thanks dude.

mariosmentor

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #207 on: August 19, 2018, 12:30:43 am »
I'm not sure if this was asked already, but iirc, X5's good ending was based solely on luck. Is there any way of changing that?

Heaven Piercing Man

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #208 on: August 19, 2018, 01:08:43 am »
If I'm not mistaken, the odds of destroying the colony with the laser or shuttle depend not just on the parts, but also on the countdown timer. The laser succeeding is rare, the shuttle's more even. I've resetted a lot of times and I've never seen the laser being successful outside of Youtube. With the shuttle, I've just resetted a few times and boom, bad ending. I'd say the odds could be modified to be 100% success or failure depending on certain conditions.

acediez

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #209 on: August 19, 2018, 03:31:23 am »
Hey, today I played X5 for awhile, and by play I mean

Boss Level requirement to get Life/Weapon Upgrade
Default: 04 (Level 4). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8A0
Offset RAM: $800EEF48
Code: [Select]
0400622COffset BIN: $3600594
Offset RAM: $800EF9DC
Code: [Select]
0400422C
Boss Level requirement to get Life/Weapon+ Upgrade (Parts)
Default: 08 (Level 8.). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8BC
Offset RAM: $800EEF64
Code: [Select]
0800622COffset BIN: $3600604
Offset RAM: $800EFA4C
Code: [Select]
0800422C
Exit Stage button always available
Offset BIN: $34B824C
Offset RAM: $80033464
Code: [Select]
0B004010Change to:
Code: [Select]
00000000
Offset BIN: $34B8268
Offset RAM: $80033480
Code: [Select]
03006010Change to:
Code: [Select]
00000000
Hide Virus Status UI (Effects still apply)
Offset BIN: $34A8670
Offset RAM: $80025898
Code: [Select]
0C004380Change to:
Code: [Select]
00000334
Skip Maverick introductions in Stage Select screen
After Intro stage (first set of 4):
Offset BIN: $35F1394
Offset RAM: $800EEFEC
Code: [Select]
1ABC0308 0B000224Change to:
Code: [Select]
01006324 790083A0After Enigma shot (second set of 4):
Offset BIN: $368C928
Offset RAM: $800FA240
Code: [Select]
03000324Change to:
Code: [Select]
04000324
"X vs. Zero" fight Damage Tables
Offset BIN: $35051C8
Offset RAM: $800764C0

Original:
Code: [Select]
00 01 FF 05 FF 00 FF 00 FF 05 FF 05 FF 00 FF 00 FF 02 FF 01 FF 08 FF 00 FF 00 FF 08 FF 08 FF 03 FF 00 FF 03 FF 03 FF 03 FF 03 FF 00 FF 08 FF 00 00 02 00 02 00 05 00 04 00 04 08 00 00 01 00 04 00 05 00 00 00 03 00 08 00 05 00 05 00 01 00 01 00 01 00 01 00 08 00 04 00 05 FF 02 FF 04 FF 02 FF 01 FF 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 00 03 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 02 00 00 FF 05 FF 00 FF 00 FF 00 FF 00 FF 02 00 01 FF 03 FF 00 FF 08 FF 00 FF 00 FF 03 FF 00 FF 03 00 05 00 06 00 06 FF 00 00 08 FF 00 FF 02 FF 02 FF 03 FF 02 FF 02 08 00 FF 01 FF 02 FF 04 FF 00 FF 05 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 03 FF 00 FF 08 00 02 00 06 00 08 00 01 00 08 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

Damage x0.5 (to make the fight longer):
Code: [Select]
00 01 FF 02 FF 00 FF 00 FF 03 FF 03 FF 00 FF 00 FF 01 FF 01 FF 04 FF 00 FF 00 FF 04 FF 04 FF 02 FF 00 FF 02 FF 02 FF 02 FF 02 FF 00 FF 04 FF 00 00 01 00 01 00 03 00 02 00 02 08 00 00 01 00 02 00 03 00 00 00 02 00 04 00 03 00 03 00 01 00 01 00 01 00 01 00 04 00 02 00 03 FF 01 FF 02 FF 01 FF 01 FF 02 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 01 00 00 FF 03 FF 00 FF 00 FF 00 FF 00 FF 01 00 01 FF 02 FF 00 FF 04 FF 00 FF 00 FF 02 FF 00 FF 02 00 03 00 03 00 03 FF 00 00 04 FF 00 FF 01 FF 01 FF 02 FF 01 FF 01 08 00 FF 01 FF 01 FF 02 FF 00 FF 03 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 02 FF 00 FF 04 00 01 00 03 00 04 00 01 00 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

... Just a few things I wanted done for myself. Feel free to add them to the project, or not  :)
« Last Edit: August 20, 2018, 07:34:24 am by acediez »

azumablade

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Re: Mega Man X5 Improvement Project [PSX]
« Reply #210 on: September 22, 2018, 11:08:40 pm »
Can i make a suggestion is it possible to improved the damage of zero's buster equal to normal X's buster?