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Author Topic: Mega Man X6 Tweaks (v2.5)  (Read 288694 times)

DuoDynamo

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #860 on: January 22, 2021, 09:51:56 pm »
Come on, guys... you'll get me all teary-eyed at this rate :'^)
But seriously, it really is a honor to take part in such a cool project, and for a game that, even with all of its flaws, still means so much to me; and to be able to help make it more enjoyable for everyone. Again, thank you!

Also, something I'd like to mention is that even though I didn't have any immediate plans to actually put the retranslation into a game, I did take care to ensure that, for the voiced cutscenes, none of the retranslated lines exceeded their respective original ones in length, since each "box" was linked to a spoken line of dialogue.

That in itself provided a nice challenge, and I really had to twist some lines there to make the whole thing fit while still making sense (the infamous "I hid myself" line is a prime example of that).

maru-unac

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #861 on: February 01, 2021, 02:03:35 am »
I know it's probably not important but since you add X challenge color scheme for ultimate armor I wonder if you could add customization for X's undershirt so you can use X4 ultimate armor's X purple undershirt or X challenge armor's white undershirt for any armor

pating

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #862 on: February 06, 2021, 09:58:44 pm »
There's an option which you can implement it when you use the tweaks patcher

http://www.romhacking.net/utilities/1414/

MegaPhilX

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #863 on: February 12, 2021, 06:24:21 pm »
Hi! I'm new as a user here but I've been playing this hack a lot and I would like to say thank you for creating such a great tool to make this game better. I'm posting here because I have a question.
I have always wanted to change the level design of most of the stages in both X5 and X6. Like at least changing the terrain to make more room for moving around and maybe even change the placement of enemies and ropes if possible... I find that giving the player more room and placing the enemies in fairer locations could improve the stages tremendously. For example changes like adding platforms to help rescue the reploids in Mijinion's stage, giving the player more room to navigate the laser puzzles in Sheldon's stage or placing the acid rain crystals differently (Maybe even increasing the size of their sprites) in Turtloid's stage.
Since I have seen some changes applied to the stages in this hack (For example the blind jump in Amazon Area), I would like to know how the stage graphics and collisions where extracted/modified and if I could possibly do some changes myself. I'm not asking anybody to do the changes for me. I'm just looking for information on how you made the changes to the stage and maybe attempt to do it myself... I apologize if this question was already asked.

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #864 on: February 14, 2021, 08:17:54 pm »
I did take care to ensure that, for the voiced cutscenes, none of the retranslated lines exceeded their respective original ones in length, since each "box" was linked to a spoken line of dialogue.

That in itself provided a nice challenge, and I really had to twist some lines there to make the whole thing fit while still making sense (the infamous "I hid myself" line is a prime example of that).
Oh, I haven't mentioned it, but I did notice it when I was working with it. It couldn't have been a coincidence. The cutscene script was the first thing I edited in (and, for awhile, the only thing I intended to edit, considering most in-stage dialogues was just Alia). It helped a lot to speed up the process. So, thanks again!  :beer:


Since I have seen some changes applied to the stages in this hack (For example the blind jump in Amazon Area), I would like to know how the stage graphics and collisions where extracted/modified and if I could possibly do some changes myself. I'm not asking anybody to do the changes for me. I'm just looking for information on how you made the changes to the stage and maybe attempt to do it myself... I apologize if this question was already asked.

Hey Phil, nice to have you around here! I owe you some gratitud too, thanks for Mega Man Unlimited! Loved it! :beer:

The thing about stage editing is, while I have a good idea about the location of the map data, how to read it and modify it based on existing tiles... I didn't write any tools to make the process easier (despite this whole hack's effort, I know very little actual coding). My process was very rudimentary. If you want to replicate it, you would need some experience debugging PS1 games.

The overall process was:
- While playing, I located the map layout data of the specific screens I wanted to modify in RAM (even though we know which file contains the map layout of each given stage, it was easier and faster to locate an specific screen in RAM rather than trying to make sense of the entire map layout file from outside the game).
- Extract the chunk of RAM with the data of that specific screen data.
- Paste it anywhere you can work on it as a table, which makes it very easy to visualize. 1 halfword = 1 tile of the layout, and each halfword (2 bytes) is the "ID" of an existing tile definition. You can see the shape of the map screen when looking at the table. I simply used Excel. By trial and error, I identified the tiles I wanted to use, sometimes taking samples from somewhere else on the stage.

- Then I made modifications in RAM and tested it live until I got the results I wanted.

So as you can see, the actual modification is pretty easy. The challenge is finding the right chunk of data. I covered that process very broadly on the project's documentation (it's up on the site, link on the first post).

Then there's the entities position table (enemies/items). I only ever modified one of these (the portal for Metal Shark Player's Hidden Stage). Unfortunately I did a very poor job at documenting it, but I remember how I got there, I would be able to locate those tables again if needed.

After that, you'd still have to deal with the process of either rebuilding the whole disc or injecting the modified data (which, since it's a disc based game, has some challenges).

If you already know your way on debugging PS1 games, the notes on my workbook should be enough to get you started. Trying to locate the screens I already documented would be a good place to start. If you get into this, let me know whenever you get stuck. Good luck!

Btw, as usual, the actual credits for this knowledge is DarkSamus933. He figured ou the map layout files and entity tables on X4 way before I even started working on X6, and shared everything with me. He later made the first stage modification for X6, the block on Secret Lab 2-2, and I used his process as a basis for everything I did after. I merely found my own way to get there.
« Last Edit: February 14, 2021, 09:08:26 pm by acediez »

Frost_5_N

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #865 on: February 28, 2021, 08:32:23 pm »
Is there away for me to enable the sub weapons for shadow armor x,or even enable the normal buster? I'm asking, as i still like the unused weapon palettes for shadow armor x, or his normal buster animation that is also unused and would love to see them in action.

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #866 on: March 01, 2021, 01:47:03 pm »
Shadow Armor files have the special weapon palettes for the armor, but they don’t include the actual sprites of the weapons in action. The game crashes when you try to use one, and I don’t know for sure what causes it. Maybe it’s the missing sprites, maybe it’s something else.

I gave it an honest try, and then filed it under “not worth the trouble”.

You can keep the normal X Buster on the Shadow Armor by simply not collection the arms part. If you want to have the full armor sprite even when it’s incomplete, there’s an option for that on the patcher tool.