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Author Topic: Mega Man X6 Tweaks (v2.4)  (Read 148552 times)

RandomDood1337

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #700 on: October 26, 2019, 04:58:58 pm »
Check your antivirus.
Done, deleted the items it found, and now its working. I find it strange that only now does stuff like this happen, but at least the patcher is working now.

acediez

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #701 on: October 26, 2019, 05:13:16 pm »
Which files did it flag as dangerous in the pack? I'm gonna check it on my end just in case.

Be aware this patcher does two things that might be flagged as dangerous:
- it unpacks external files on first run
- it runs external executables in hidden mode

RandomDood1337

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #702 on: October 26, 2019, 05:42:21 pm »
Which files did it flag as dangerous in the pack? I'm gonna check it on my end just in case.

Be aware this patcher does two things that might be flagged as dangerous:
- it unpacks external files on first run
- it runs external executables in hidden mode
Honestly it was just quarantined viruses. I removed them before I took note of their names, sadly, but afterwards the patcher started working.

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #703 on: October 27, 2019, 02:25:24 am »
Acediez, was it already in this thread about the miscolored feet of Zero during the cutscence when Zero defeated High Max in the nightmare area? It is when Zero confronted Isoc in the cutscence. Is there any cure for that miscolored or not.

Metalwario64

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #704 on: October 27, 2019, 03:33:26 am »
Acediez, was it already in this thread about the miscolored feet of Zero during the cutscence when Zero defeated High Max in the nightmare area? It is when Zero confronted Isoc in the cutscence. Is there any cure for that miscolored or not.
It would take reinserting those tiles. Acediez said he wasn't interested in doing anything about it, which is completely fine. He said I could do it on my own if I wanted to, and I very well could since he told me everything I needed to do to extract the graphics, but I don't think it's worth that work either at the moment.

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #705 on: October 27, 2019, 03:54:47 am »
It would take reinserting those tiles. Acediez said he wasn't interested in doing anything about it, which is completely fine. He said I could do it on my own if I wanted to, and I very well could since he told me everything I needed to do to extract the graphics, but I don't think it's worth that work either at the moment.

Thanks for the info there. I guess it doesn't hurt that much. Well, I am glad that he is currently working on buffing bosses. Which I really like at the moment.

Sakamoto1289

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #706 on: October 27, 2019, 11:13:45 am »
Just a suggestion, but maybe add a code that make X invulnerable while in a middle of an execution of a special weapon charged shot ? X got damaged and cancel the usage of charged Metal Anchor or Magma Blade is kinda infuriating tho.

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #707 on: October 27, 2019, 05:38:53 pm »
In my honest opinion, I think it is better to have it via gameshark codes. It is technically normal to have it by default. The tweaks are made to balance the gameplay not to overpower X or Zero and have the enemies weaker.

fianovale

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #708 on: October 27, 2019, 06:06:49 pm »
i like the idea, but maybe X could take damage but dont stop the animation and to mantein the balance drop the value of the damage

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #709 on: October 28, 2019, 08:33:10 am »
I'm sensing Mech-Zangief and Gold War Machine type of X.

Anyways to be of help I am now creating a software manual for this game who wants to convert their copy of the game into EBOOT.PBP.

Currently doing almost half of it. And the basis of my software manual is both from the Japanese and North American released. The sequence of the pages indeed patterns from the Japanese manuals.

The manual that I'm doing is somehow now a dead give-a-way because I didn't include mysteries that Zero has. It is already 2019 and the game already reaches episode 8 and we are being hanged by Capcom. If only Keiji Inafune again just for the fans does Rockman X or Megaman X to continue forward the story and have its conclusion.

So much for this. I will give a link after I am done with the software manual which is compiled in 2 different file types. It will be on a PDF file and DAT file for the PlayStation Portable.
« Last Edit: November 02, 2019, 09:04:30 am by pating »

Ghaleonh41

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #710 on: October 30, 2019, 04:36:54 pm »
Man, this is one hell of an update!

I'll be testing on the PSP like before. If I run into anything, I'll note it.

threenator

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #711 on: November 02, 2019, 11:56:33 am »
Thank you very much for this. It's very good indeed. However, I found rather strange that "Moringa"'s name wasn't corrected in the relocalized version.

pating

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #712 on: November 02, 2019, 03:33:14 pm »
Thank you very much for this. It's very good indeed. However, I found rather strange that "Moringa"'s name wasn't corrected in the relocalized version.

Wasn't corrected? it was モリンガ in Japanese. モ=mo リ=ri ン=n ガ=ga. So where's the error or wasn't correct that you are talking about?


acediez

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #713 on: November 03, 2019, 06:41:16 pm »
The current version has been released in RHDN as v2.0

Changes from v2.0 RC24 to v2.0

Fix/Improvement:
- Script: caps suggestions taken.
- Boss Attacks/Commander Yammark: improved "Reduce Idle Time" option, it now also speeds up his behavior against Zero.
- Animation Timming: changes to the first frame of Zero's combo cooldown have been disabled, as it wasn't properly implemented.
- Cutscenes: Zero's wrongly colored foot in that one cutscene has been fixed (tileset edit by Metalwario64)

New:
- Custom Palettes: a new option for the Ultimate Armor's palette based on MMXLC's X Challenge (palette by DarkSamus993, mugshot by Metalwario64)
- Mugshots: another round of "final" touches by Metalwario64

Download from the project page (links in the first post)



This of course doesn't mean the release is absolutely perfect. It only means any further bugfix or improvement will be numbered and updated directly to the project page (v2.1, and so forth)

From now on, development will slow down, as I've already done what I set out to do. I will stay away from any further cosmetic changes, and I don't plan on touching the script again (unless something really bad is discovered). The only thing I currently have in mind, besides fixing bugs, is to continue buffing up some of the weaker bosses, one at a time.

For anyone else interested in working on this game, I also released the v2.0 "workbook", with all the documentation and custom code I wrote for this project. The link is also on the first post.

injoon84

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #714 on: November 03, 2019, 10:32:05 pm »
I hope I didn't have a broken proflie again.
Just tested a bit on the latest version in RHDN and straight away detected some regression:
1) Zero's mugshot is totally broken.
2) Detected a broken text from Alia in stage select screen when Gate Lab 1 is available.
Didn't test it further. Don't have much time in this few days. Can someone confirm it?

acediez

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #715 on: November 03, 2019, 11:39:36 pm »
An update is now on the queue with those two fixes.

Thirteen 1355

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #716 on: November 04, 2019, 02:47:38 am »
Zero should've studied the blueprints closer when repairing himself.
Helicoptering about till I find some ROM hacking treasure.

pating

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Re: Mega Man X6 Tweaks (v2.0)
« Reply #717 on: November 04, 2019, 05:51:11 am »
WOW  :o

IT IS AMAZING!!!!!!

Thanks acediez.  :thumbsup:  :beer:

after the long weekend holiday here in the Philippines since the 31st of November to yesterday. It was an answered prayer.

I'll wait till the patcher is in 2.1
« Last Edit: November 04, 2019, 10:05:37 am by pating »

acediez

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Re: Mega Man X6 Tweaks (v2.1)
« Reply #718 on: November 04, 2019, 02:56:37 pm »
It's up

v2.1
- (Bug Fix) Mugshots: Fixed Zero's mugshot (completely broken in v2.0)
- (Bug Fix) Script: Restored missing briefing texts
« Last Edit: November 10, 2019, 10:25:41 pm by acediez »

Androo_

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Re: Mega Man X6 Tweaks (v2.1)
« Reply #719 on: November 04, 2019, 03:39:41 pm »
I am using Ensuizan (AIR) 9 times.

When I go to the floor and go back to air the number does not reset immediately, I can give 4 turns in the air and fall or stick to the wall that will not reset only being able to give 5 more turns.

my suggestion is to let the number of infinite turns option with the ensuizan