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Author Topic: Mega Man X5 Improvement Project Addendum (v1.5)  (Read 48230 times)

Forte-kicks-ass

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #120 on: October 12, 2020, 09:47:19 pm »
Here's another translation, in fact many, that actually, and thankfully, uses the original names and terms if someone's interested.
https://dailyrockman.tumblr.com/post/178859575124/rockman-x-relocalized-scripts
Good day.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #121 on: October 13, 2020, 05:13:34 pm »
If anything just giving more pointers for turning off the Alia text dialogues, shared life/weapon up / heart tanks, and keep both bonus at start of game addresses

Here are my current notes file for this project, unfiltered. That's all the "documentation" I have, mostly a collection of addresses and ASM code dumps + modifications. You'll find the start of the game cheats and bonuses on the "CheatCodes" page and the Alia dialogues in the "AliaDialogues" page. There's no guarantee these are coded exactly the same in the japanese version, but this might help you find them yourself.

There isn't any notes on the "shared stats" feature though, as it was taken straight from the original Improvement Project's PS-EXE. Of all the things I inherited from it, I never got around documenting this one feature. Maybe DarkSamus933 can chime in and share his notes on that.


Forte-kicks-ass

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #122 on: October 13, 2020, 08:23:03 pm »
Hello everyone, could someone please be so kind as to provide the gameshark code "Infinite Dash Distance" for the USA Ver. of Rockman X5? Thanks in advance.

anthroxdq32

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #123 on: October 14, 2020, 12:09:39 pm »
Here are my current notes file for this project, unfiltered. That's all the "documentation" I have, mostly a collection of addresses and ASM code dumps + modifications. You'll find the start of the game cheats and bonuses on the "CheatCodes" page and the Alia dialogues in the "AliaDialogues" page. There's no guarantee these are coded exactly the same in the japanese version, but this might help you find them yourself.

There isn't any notes on the "shared stats" feature though, as it was taken straight from the original Improvement Project's PS-EXE. Of all the things I inherited from it, I never got around documenting this one feature. Maybe DarkSamus933 can chime in and share his notes on that.
Thank you for documenting this and the readme before.

Everything worked fine just looking for values before except the Alia dialouges which are unfortunately different. My cheat codes should point them to the correct addresses for that version.

I need to document DarkSamus933's addresses comparing the two revisions he had. The amount changed isn't much when comparing, which could mean finding those addresses and making them work through testing wouldn't be hard. My main problem is having to burn more discs since I don't have an ODE yet and don't do much with emulator work besides Mednafen.

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #124 on: October 14, 2020, 02:05:19 pm »
Hello everyone, could someone please be so kind as to provide the gameshark code "Infinite Dash Distance" for the USA Ver. of Rockman X5? Thanks in advance.

Basically, you can easily find a lot of Gameshark codes by browsing through internet. These are few I find it special:

Megaman X5 (USA) SLUS_013.34

#X and all Armors can Air Dash
800388E2 2400

#W-Shredder = Dash + Z-Buster (By: Z3R0X)
80041DFC 0020
80041DFE 3042

#Infinite Distant Dash
3009A125 0000

#Infinite In-Air Moves
3009A126 0000

#Infinite Distant Nova Strike/ Delay Giga Attack (Must include Joker Command)
D00C931C ????
8009A194 0001

#Infinite Leg Jets Power (Fourth, Falcon & Ultimate) (Note: No hovering effect on Fourth/Falcon/Ultimate)
8009A188 0000

#Infinite Leg Jets Power (Fourth, Falcon & Ultimate)
8009A187 0000

#Leg Jets Maneuver Hover Up [Universal] (Left button=Max Reverse Joker)
D00C931C 1000
3009A189 0009
D00C931C 3000
3009A189 0009
D00D51A2 FF6F
3009A189 0009
D00C931C 1010
3009A189 0009
D00C931C 3010
3009A189 0009
D00D51A2 EF6F
3009A189 0009
D00C931C 1020
3009A189 0009
D00C931C 3020
3009A189 0009
D00D51A2 DF6F
3009A189 0009
D00C931C 1040
3009A189 0009
D00C931C 3040
3009A189 0009
D00D51A2 BF6F
3009A189 0009
D00C931C 1080
3009A189 0009
D00C931C 3080
3009A189 0009
D00D51A2 7F6F
3009A189 0009
D00C931C 1001
3009A189 0009
D00C931C 3001
3009A189 0009
D00D51A2 FE6F
3009A189 0009
D00C931C 1002
3009A189 0009
D00C931C 3002
3009A189 0009
D00D51A2 FD6F
3009A189 0009
D00C931C 1004
3009A189 0009
D00C931C 3004
3009A189 0009
D00D51A2 FB6F
3009A189 0009
D00C931C 1008
3009A189 0009
D00C931C 3008
3009A189 0009
D00D51A2 F76F
3009A189 0009

#Leg Jets Maneuver Hover Down [Universal] (Left button=Max Reverse Joker)
D00C931C 4000
3009A189 0001
D00C931C 6000
3009A189 0001
D00D51A2 FF3F
3009A189 0001
D00C931C 4010
3009A189 0001
D00C931C 6010
3009A189 0001
D00D51A2 EF3F
3009A189 0001
D00C931C 4020
3009A189 0001
D00C931C 6020
3009A189 0001
D00D51A2 DF3F
3009A189 0001
D00C931C 4040
3009A189 0001
D00C931C 6040
3009A189 0001
D00D51A2 BF3F
3009A189 0001
D00C931C 4080
3009A189 0001
D00C931C 6080
3009A189 0001
D00D51A2 7F3F
3009A189 0001
D00C931C 4001
3009A189 0001
D00C931C 6001
3009A189 0001
D00D51A2 FE3F
3009A189 0001
D00C931C 4002
3009A189 0001
D00C931C 6002
3009A189 0001
D00D51A2 FD3F
3009A189 0001
D00C931C 4004
3009A189 0001
D00C931C 6004
3009A189 0001
D00D51A2 FB3F
3009A189 0001
D00C931C 4008
3009A189 0001
D00C931C 6008
3009A189 0001
D00D51A2 F73F
3009A189 0001

#Alia guides X (OFF_ALL=Select+Start/ ON_ALL=Up+Select+Start) (Origin source: DarkSamus933)
D00C931C 0900
800D1CCD FFFF
D00C931C 1900
800D1CCD 0000
D00C931C 0900
800D1CCE FFFF
D00C931C 1900
800D1CCE 0000
D00C931C 0900
800D1CCF FFFF
D00C931C 1900
800D1CCF 0000
D00C931C 0900
800D1CD0 FFFF
D00C931C 1900
800D1CD0 0000
D00C931C 0900
800D1CD1 FFFF
D00C931C 1900
800D1CD1 0000
D00C931C 0900
800D1CD2 FFFF
D00C931C 1900
800D1CD2 0000

#Alia guides Zero (OFF_ALL=Select+Start/ ON_ALL=Up+Select+Start) (Origin source: DarkSamus933)
D00C931C 0900
800D1CED FFFF
D00C931C 1900
800D1CED 0000
D00C931C 0900
800D1CEE FFFF
D00C931C 1900
800D1CEE 0000
D00C931C 0900
800D1CEF FFFF
D00C931C 1900
800D1CEF 0000
D00C931C 0900
800D1CF0 FFFF
D00C931C 1900
800D1CF0 0000
D00C931C 0900
800D1CF1 FFFF
D00C931C 1900
800D1CF1 0000
D00C931C 0900
800D1CF2 FFFF
D00C931C 1900
800D1CF2 0000

Forte-kicks-ass

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #125 on: October 14, 2020, 07:07:57 pm »
Wow! Thanks a lot, injoon84, I owe you one. Let me return the favor to you by passing you these links that helped me a lot for the original (Japanese) versions of the Rockman X games for PSOne (although you will have to use the translator since the first link is in Japanese and the second one in Chinese). I hope they serve you too and thanks again.
https://medaka.5ch.net/test/read.cgi/gameurawaza/1286643025/l50
https://forum.gamer.com.tw/Co.php?bsn=00240&sn=115812
By the way, to answer your suggestion "Basically, you can easily find a lot of Gameshark codes by browsing through the internet" let me tell you that I'm fully aware of this since this is precisely how I get them in the first place.
The reason why I made the request for the "Infinite Dash Distance" here is because I couldn't find said code anywhere else. But, if by any chance, you know of a site where to find more codes, like the ones you kindly posted, I would really appreciate it since they cannot be found so easily, at least in my case.
Added to the fact that I don't know how to make them. Greetings to all.

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #126 on: October 15, 2020, 01:52:49 pm »
Wow! Thanks a lot, injoon84, I owe you one. Let me return the favor to you by passing you these links that helped me a lot for the original (Japanese) versions of the Rockman X games for PSOne (although you will have to use the translator since the first link is in Japanese and the second one in Chinese). I hope they serve you too and thanks again.
https://medaka.5ch.net/test/read.cgi/gameurawaza/1286643025/l50
https://forum.gamer.com.tw/Co.php?bsn=00240&sn=115812
By the way, to answer your suggestion "Basically, you can easily find a lot of Gameshark codes by browsing through the internet" let me tell you that I'm fully aware of this since this is precisely how I get them in the first place.
The reason why I made the request for the "Infinite Dash Distance" here is because I couldn't find said code anywhere else. But, if by any chance, you know of a site where to find more codes, like the ones you kindly posted, I would really appreciate it since they cannot be found so easily, at least in my case.
Added to the fact that I don't know how to make them. Greetings to all.

Welcome and I totally agreed. Some are not easy to find. Unfortunately, I can't remember where I got those rare codes. They were something that I kept over the years and some, I experimentally got it by mixing around. 

nanashi89

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #127 on: October 24, 2020, 12:29:49 am »
What happened to the latest patch? Was taken down...

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #128 on: October 24, 2020, 09:40:00 am »
Yeah, Mediafire started suspending all my patches, I'll look for an alternative and repost them soon. So much for "patches are legal". Maybe I should name the file names to something more cyptic next time.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #129 on: November 14, 2020, 01:34:18 pm »
Thanks to everyone who reported the dead links. They're now updated, everything has been moved to archive.org

spotanjo3

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #130 on: November 14, 2020, 01:48:35 pm »
Neat but what about PAL version ?

nagi2010

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #131 on: November 18, 2020, 05:05:22 pm »
i would like to restore Tidal Whale stage theme to original because it is my favorite ost, can you teach me how to do? thanks alot

kkdavilyn

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #132 on: November 19, 2020, 10:37:10 pm »
First off, I wanted to say thank you so much for your hard work, this hack is awesome and imo the best way to play x5, that said I do have 2 questions for you if you have the time.

1. Are you still planning to upload a "no music changes" version? I ask because I prefer Tidal Whales old theme, and also I personally really dislike "monkey"
2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.

Even if you don't take the time to answer my questions, I'm still grateful for your work and I'm glad you improved these games as you did.

Metalwario64

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #133 on: November 20, 2020, 01:00:10 pm »
2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.
From what I understand (and this is also how it was in X6), the way the Ultimate Armor works is that it shares the files and palette with unarmored X, so if you wanted Ultimate Armor X to be purple instead of blue, then it would make unarmored X affected the same way.

This is also why you must enter the stage unarmored to get the Ultimate Armor.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #134 on: November 21, 2020, 10:59:04 am »
Neat but what about PAL version ?

🤷‍♂️

i would like to restore Tidal Whale stage theme to original because it is my favorite ost, can you teach me how to do? thanks alot

The general steps are...
1. Extract disc files
2. Edit XA files (I use XA Audio Converter, found on this site)
3. Edit XA table of contents/track lengths in the game executable (the addresses are in the notes file I shared a few posts back). It's mostly trial and error. Not something you'd be able to do with no prior PS1 debugging experience.
4. Rebuild entire disc... correctly (I use mkpsxiso)

It's not a trivial task, and that's why I'm not supporting all and every music track combination people suggest.

First off, I wanted to say thank you so much for your hard work, this hack is awesome and imo the best way to play x5, that said I do have 2 questions for you if you have the time.
1. Are you still planning to upload a "no music changes" version?
Yeah, after finishing inserting the retranslation, which is the next thing I'll work on for this game for sure. But I don't have a timeframe for that, I'm working on other things at the moment.

2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.
The problem is not editing them, but rather of finding them. I found them in X6, but I haven't documented them in X5, as I never intended to get into any more cosmetic changes.
If you're willing to figure out the process of unpacking the main file packages, identifying palette files, replacing them, and making changes to the game disc without breaking them, you can look at the notes I shared a few posts back for reference, and my X6 Tweaks documentations.



All I can say to feature requests and "write me a guide on how to..." at the moment is, honestly, don't have time for it right now. I appreciate the support and interest, I really do, but... it's been a year already, I moved on to other stuff. There's only a handful of things I'm still interested on working on for these games, things I've already mentioned here, but I don't have a timeframe on when they'll get done.

As I said on the very first release post, this was never meant to grow into a "X5 Tweaks". It was just a handful of things I wanted to have myself on top of the original Improvement Project, which were made possible thanks to Metalwario64's on the graphics side and Ghaleonh41 on the script side. This is it.

anthroxdq32

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #135 on: November 25, 2020, 04:00:19 pm »
Thank you for documenting this and the readme before.

Everything worked fine just looking for values before except the Alia dialouges which are unfortunately different. My cheat codes should point them to the correct addresses for that version.

I need to document DarkSamus933's addresses comparing the two revisions he had. The amount changed isn't much when comparing, which could mean finding those addresses and making them work through testing wouldn't be hard. My main problem is having to burn more discs since I don't have an ODE yet and don't do much with emulator work besides Mednafen.



These are the addresses I came up with through hex comparison on the USA version. I tried adding these to the Japanese version through relocating addresses exactly as I could, but I didn't have any luck with Mission Report items working for both characters. Also, picking up a heart tank crashes the game. So I think I'm on the right spot for relocating the addresses to that region. I tried different values for skipping Alia dialogues too. Yet, it still continues to freeze. I'm under the impression that there's specific values that make things work. I just have no idea about how to use the debugger or what program to use that's good for debugging for PlayStation.

What do you use? And can a simpler process/value be made if you ever got back into this? Because with the X6 workbook research you've compiled. It allowed me to relocate all the things I wanted to do fine for the Japanese version. I was able to get the Fourth Armor and Z Buster with the X5 workbook easily on the Japanese version. The Shared stats and Alia dialogues are the only roadblocks I'm having from a "best" version of the game in my mind. Please do more research for the English version for these two things or teach me which debugger I should use to locate specific values I need. I would be forever grateful.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #136 on: November 25, 2020, 08:12:04 pm »
No surprise the game crashes, you're blindly copying lines of codes from one version to the other, hoping they'll match. They rarely will. Even if the source code was exactly the same, the address references hardcoded into the assembled code will be different.

I use no$psx for debugging.
I learned ASM by learning basic bitwise operations, learning the MIPS instruction set, and reading through the CPU Specifications section of the no$psx documentation.
https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/Bitwise_operation.html
https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/MIPS_instruction_set.html
http://problemkaputt.de/psx-spx.htm#cpuspecifications
And I went through a few process videos (like this one https://youtu.be/YVlcZa7xJz8) to get a feel of the workflow, the concept of address breakpoints, etc.

I didn't know any of this before I started working on these games either.

anthroxdq32

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Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #137 on: November 26, 2020, 02:08:39 pm »
Thank you for the suggestions. I think I made some headway and figured some things out trying to match up OP and breakpoints too, comparing between the two regions. I understand how skipping Alia dialogues work, because of the jump instruction. It's just an all around different value between the two regions.

201EE12C:3F600108 is the value I came up with for the Japanese version for skipping Alia dialogues. Once I was able to use the RAM codes I rematched for the Japanese version as breakpoints and rematching exactly how the OP code assembly was, it was very simple.

I think I have an idea where the shared heart tank location is because editing only that crashed the game for me on the Japanese version. Along with not even loading the game when the stage started with that big block changed between DarkSamus' revision for the shared upgrade fixes between both characters. I'm not totally sure though, because it looks more heavily edited comparing an original dump vs. all the things in his patches. It's probably beyond me at this point.

Update: I managed to get Heart Tank pickups working shared on the Japanese version. It's the same kind of way X6 uses it's heart tanks and adjusted it a little bit without modifying the call instruction for the second to last line. X6 actually only worked when I saw the way to hooks are for the heart tank addresses the way the instructions work. What I have listed works for both the JP and US regions of the game.

Shared Heart Tank Pickups (JP)
201EAFE0:
4700C290
4700C624
02004224
0000C2A0
0100C624
0000C2A0
405E000C
00000634

Shared Heart Tank Pickups (US)
034DDD20:
4700C290
4700C624
02004224
0000C2A0
0100C624
0000C2A0
2459000C
00000634

If I could just find a way how Mission Report stuff works I think I will be golden.
« Last Edit: November 30, 2020, 06:28:12 pm by anthroxdq32 »