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Author Topic: Mega Man X6 Tweaks/Patcher (v01)  (Read 1464 times)

acediez

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Mega Man X6 Tweaks/Patcher (v01)
« on: June 14, 2018, 12:32:30 am »


Mega Man X6 Tweaks

This hack makes the following modifications to Mega Man X6:

1. Parts obtainable by rescuing Reploids are no longer permanently missable.
Attacked and killed Reploids are no longer marked as "MISSING" and "DEATH" (lol), they'll reappear as if you've never encountered them.

2. Souls values for Rank upgrades and event triggers has been edited to drastically reduce the need for grinding.
Original game:
Rank D: 0 souls (starting rank)
Rank C: 200 souls
Rank B: 300 souls
Rank A (1 part equipable): 500 souls
Rank SA (2 parts equipable): 800 souls
Rank PA (2 parts, 1 limited part equipable): 1200 souls
Rank GA (3 parts, 1 limited part equipable): 5000 souls
Rank UH (4 parts, 1 limited part equipable): 9999 souls
Cinematic of Alia explaining Nightmare Souls: 3000 souls
Cinematic of Gate (enabling final stages): 3000 soul

New table:
Rank D: 0 souls (starting rank)
Rank C: 100 souls
Rank B: 200 souls
Rank A (1 part equipable): 300 souls
Rank SA (2 parts equipable): 600 souls
Rank PA (2 parts, 1 limited part equipable): 900 souls
Rank GA (3 parts, 1 limited part equipable): 1200 souls
Rank UH (4 parts, 1 limited part equipable): 1500 souls
Cinematic of Alia explaining Nightmare Souls: 1500 souls
Cinematic of Gate (enabling final stages): 3000 souls

Considering you only get 200 souls for each defeated boss, and get 4-8 for each orb obtained, you'll probably spend most of the game barely equipping anything (unless you grind orbs, or know the game beforehand and go straight to fighting Dynamo several times, which is just as tedious). I edited the table so you don't spend more than 1-2 stages without being able to equip something, and then building up linearly from there within numbers you'll get by playing normally (instead of huge jumps like going from 1200 to 5000, which only rewards excesive grinding), and only going up to 1500, a number you'll surely get 1-2 stages before reaching the final ones.

I'm also matching the 1500 needed to get to rank UH with the cinematic of Alia explaining Nightmare Souls, so it'll act as an indicator that you've reached max level.

3. Nightmare Zero Lvl.4 can be encountered during normal gameplay.
The game is coded so Nightmare Zero would appear as Lvl.4 if you encounter him with a Rank of PA or higher. Beating him in Lvl.4 has the effect of unlocking Black Zero instead of regular Zero, no cheat code needed.
This is however blocked by the event that enables the final stages when you reach 3000 souls (which is less than the 5000 souls you need to grind to reach rank PA). Once the final stages are unlocked, you can't encounter Nightmare Zero anymore.

As a byproduct of my edited souls table, you now have an ample window of 1500-3000 souls collected to encounter Nightmare Zero lvl.4 during a regular playthrough (or 0-1500 to get regular Zero). That's rank UH instead of PA, a higher rank than it originally was, but now you need to collect less souls to reach it. Plus, as mentioned above, you now have Alia's cinematic as reference to know when you get there.


DOWNLOAD (v01)
Format: xdelta
Size: MB
Target: "Mega Man X6 (USA) (v1.1)", "REDUMP" release.



Mega Man X6 Tweaks Patcher



The previous patch is designed as a base project of stuff I think most people would call an improvement. However further customization can be done with this tool I'm releasing alongside it.

This includes:

Mark injured reploids as RESCUED/MISSING/DEATH by default:
Start a New Game with a pre-filled list of rescued Reploids (marked as rescued, dead, or whatever you like). I made this option because I think the number of reploids in stages is a bit excessive (and a bit distracting), so I like to filter out the ones that don't hold any items (which also tend to be the ones in plain sight, so they're not even fun to collect).
Note that you won't be able to get the parts and upgrades you filter here, so it can also be used to make the game a bit harder (removing Reploids holding Life Upgrades, for example)

Extra Lives/Continues customization:
Extra lives are weird in Mega Man X6. You earn them by rescuing reploids, but that means you'll easily reach the 9 lives cap at the very start of the game, and get very few by the end of it.
Also, this is probably the only Mega Man X game where you can get stuck and forced to kill yourself to get out of the stage if you don't have the right armor/parts equipped, so even if you manage to save a lot of lives for a difficult part, you may end up being forced to lose all of them.
Worst of all, in most places (at least in the 8 main stages), a "continue" will take you back to the same checkpoint as losing an extra life, so extra life are almost irrelevant anyway.
While there isn't an obvious way of how to address this, with this tool you can try a few things to shake things up, for example:
- Rise the 9 lives limit (up to 99) so you don't lose any extra lives you get from rescuing several reploids.
- Make available number of lives consistent by disabling getting extra lives from rescuing reploids, and setting a higher base number of lives instead.
- Disregard them completely, make them infinite. Just add the ability to exit stage anytime so you don't get stuck.

Dialogues skipping:
If you're not particularly interested of every single little bit of lore, or have played the game multiple times already, you may find the constant beeping for dialogues with Alia a bit annoying. Here you can disable them, plus a couple of others instances of "first run explanations":
- The first, long, dialogue in the Stage Select screen after you finish the intro stage.
- The explanation of what Nightmare Souls are during Mission Report after you get the first one.
The "other in-game dialogues" option covers two instances thare are written in a different routine than the main one for Alia's dialogues. These are the injured reploids in the introduction stage, and the dialogue at the start of Infinity Mijinion's stage.
Activating all of the above will render the game free of in-stage dialogue, except for the dialogues with bosses, which are preserved in all cases.

A general note: Most of these tweaks are there to cut "content". My opinion is that this game has too much padding on top of it to make it longer than it should, and for all the wrong reasons (forced restarts, missable items, excesive grinding, unnecessary "helpful" dialogues, etc). While this doesn't fix the game's worst problems, it helps to shave off some unnecesary frustration, specially for succesive playthroughs.

DOWNLOAD (v01)
Target: "Mega Man X6 (USA) (v1.1)", "REDUMP" release.

The patcher has little to no error handling. Make sure your BIN file and directory is accessible before using, and that your inputs make sense (ex.: have Souls requeriments in ascending order; don't get yourself stuck by enabling "infinite lives" without enabling "always Exit Stage", etc.). I also recommend patching outside of synced folders (Dropbox, Google Drive), or at least pausing those services during patching.

(I'm not an experienced coder, this was written in AutoHotkey and released as-is), so in case you have any problem with it, a spreadsheet with all the information to do these edits directly on an Hex editor is available below.

It's recommended to run your patched image through STARWIN's EDC/ECC Recalculator. Otherwise, you might have some problems with real hardware or more accurate emulators.

Known bugs:
- "Mark status of Reploids by default" works fine in no$psx, where I wrote the modifications, but doesn't work correctly in other emulators and possibly hardware. Pending review to make it work consistenly.
- The faulty modification above is the most likely culprit as to why an ECD/EDD recalculation is necessary in some cases to make the patched disc image work on accurate emulators and hardware...
- There's one rather important "starting # of lives" option missing: the number of lives you start when loading a save file.



Mega Man X6 Tweaks Address List

An XLSX spreadsheet with all the address, values and ASM modifications to do everything the patcher above does.

DOWNLOAD (v01)
« Last Edit: Today at 01:01:12 am by acediez »

ThegreatBen

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #1 on: June 14, 2018, 08:11:50 am »
So awesome, this game will be so much better now, thanks.

injoon84

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #2 on: June 14, 2018, 12:05:45 pm »
Whoa, this is fast! I thought of pm you.
I haven't finish writing my gameshark but you already post a modded Megaman X6.
Anyway, I finally able to list down the gameshark for Megaman X6:

#Hp Gauge Full X (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2B 0040

#Hp Gauge Full Zero (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2C 0040

#Infinite Lives (Will have 9 lives) (Permanent effect)
800CCF08 0900

#Infinite All Weapons (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
50000802 0000
8009714A 0180

#Infinite Giga Attack (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
80097148 0180

#Infinite Dash (Note: 0000=Jump normal/ 0001=Jump have shadow effect) (Temporary effect)
80097124 0000

#Infinite In-Air Moves (0000=Infinite, 0001=No air moves) (Temporary effect)
80097126 0000

#Infinite Leg Jets (Ultimate) (Temporary effect)
80097178 7000

#Infinite Distance Nova Strike/ Delay Giga Attack (0000=Short/ 0100=Infinite&Delay)
80097180 0100

#Have All Weapons (00FF=All, 0000=None) (Note: The game will freeze on Shadow Armor) (Temporary effect)
30097169 00FF

#No Level Time (Temporary effect)
800CCF60 0000

#Max Mavericks Defeated (Temporary effect)
800CCF64 03E7

#No Damage Received (Temporary effect)
800CCF68 0000

#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
300CCF2F 003F

#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
800CCF38 FF01

#Have All Power Up Parts (Permanent effect)
800CCF40 FFFC
800CCF42 03FF

#Have Sub-Tanks, W-Tank & EX Tank (Permanent effect)
300CCF3B 00FF

#All Reploids Rescued (Permanent effect) (Note: Not recommended as you won't obtain any parts)
50002002 0000
800CCFA8 2222

#Boss Fight Level 4 (0000=Level 1, 0001=Level 2, 0002=Level 3, 0003=Level 4) (Temporary effect)
300CCF5F 0003

#Max Lifebar For Boss (Temporary effect)
300CCF5C 007F

#Optional Boss (0000=Nightmare Zero, 0001=High Max, 0002=Dynamo) (Permanent effect)
300CD30B 0000

#X Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA2 270F

#Zero Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA4 270F

#X's Rank (0000=HU, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5D 0000

#Zero's Rank (0000=HU, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5E 0000

#Have All Reploids Except Reploids With LifeUp & EnergyUp (0/1=No Data, 2=Rescued, 3=Death, 4=Missing) (Permanent effect)
800CCFA8 2020
800CCFAA 2222
800CCFAC 2222
800CCFAE 2222
800CCFB0 2222
800CCFB2 2220
800CCFB4 2022
800CCFB6 2222
800CCFB8 2222
800CCFBA 2222
800CCFBC 2202
800CCFBE 2220
800CCFC0 2222
800CCFC2 2202
800CCFC4 2222
800CCFC6 2202
800CCFC8 2222
800CCFCA 2220
800CCFCC 2222
800CCFCE 2220
800CCFD0 2222
800CCFD2 2022
800CCFD4 2202
800CCFD6 2222
800CCFD8 2220
800CCFDA 2022
800CCFDC 2222
800CCFDE 2222
800CCFE0 2222
800CCFE2 2222
800CCFE4 2202
800CCFE6 2220

#Parts Equip1 (0000=Nothing, 0004=Speedster*, 0008=Jumper*, 000C=Speedster+Jumper, 0010=HyperDash*, 0020=EnergySaver, 0040=SuperRecovery, 0080=BusterPlus, 0100=SpeedShot, 0200=ShockBuffer, 0400=D.Barrier, 0800=D-Converter, 1000=HyperDrive, 2000=PowerDrive, 4000=WeaponDrive, 8000=LifeRecover) Temporary
8009718C 8FE0
Note: The one mark* doesn't have effect even if they are equip.

#Parts Equip2 (0000=Nothing, 0001=W.Recover, 0002=Overdrive, 0004=Rapid5, 0008=U.Buster, 0010=QuickCharge, 0020=WeaponPlus, 0040=SaberPlus, 0080=SaberExtend, 0100=ShotEraser, 0200=MasterSaber) Temporary
8009718E 03F4
Note: Weapon select screen will becomes glitchy once you include X/Zero only parts.

#Movement Speed (Note: 0000=Cannot-move/ 0100=Slow/ 0200=Normal/ 0300=Speedster/ 0F00=Ultra-speed) Temporary
80097195 0300

#Jump Height (Note: Without jumper, 0000=No height/... 05D0=Normal/ 06D0=Jumper/... 0F00=Highest) Temporary
80097199 06D0


Now is the Gamesharks code with Joker Command:
Before I start, I want to share my personal preference control button so that you understand why I choose those Joker Command value for specific cheats.
 
Button Config.                           Default        My Joystick Preference
--------------                               -------         ----------------------
X-Buster / Z-Saber                     Square        Square
Jump                                         X                X
Dash                                         Circle          R1
Special Weapons / Z-Buster       Triangle       Triangle
Weapon Select L                        L1              L1
Weapon Select R                        R1              L2
Giga Attack                               R2              Circle

#Normal Joker Command
D00C456C ????
#Max Reversed Joker Command
D00CF922 ????

1) Warp in Animation + Transform
#Warp-In Animation (Activate=Up/Down+Select, Stop=Select)
D00C456C 1100
80097170 0001
D00C456C 4100
80097170 0001
D00C456C 0101
80097170 0001
D00C456C 0104
80097170 0001
D00C456C 4101
80097170 0001
D00C456C 4104
80097170 0001
D00C456C 0100
80097170 0000
#Ultimate X (Up+Select) (Note: Perfect on Ultimate/Normal X while other Armors will have sprite glitch) (Temporary effect)
D00C456C 1100
80097186 0400
#Normal X (Down+Select) (Temporary effect)
D00C456C 4100
80097186 0000
Note:
Mugshot will remain the same as the initial chosen character.
Falcon, Blade, and Shadow can have 3 transformation although their Ultimate sprite is glitchy. No harm though.
To reset back to initial chosen character, release Up/Down but hold Select button once the animation started.
There will also be glitch if you activate this code during conversation. Try it and you will know what I meant.
Also, you might want to include Black Zero transformation.
eg.
#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 1100
300CCF2F 003F
However, in doing so you might risk of not able to collect any remaining armor parts. Therefore, you might need to add another code.
#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
D00C456C 1100
800CCF38 FF01
Then to turn back to Red Zero.
#Have All Armors & Red Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 4100
300CCF2F 001F
#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
D00C456C 4100
800CCF38 FF01
Get what I mean?

2) Manuever Leg Jets
#Leg Jets Hover Up (Left=Max Reverse Joker)
D00C456C 1000
8009717A 0009
D00C456C 3000
8009717A 0009
D00CF922 FF6F
8009717A 0009
D00C456C 1080
8009717A 0009
D00C456C 3080
8009717A 0009
D00CF922 7F6F
8009717A 0009
#Leg Jets Hover Down (Left=Max Reverse Joker)
D00C456C 4000
8009717A 0001
D00C456C 6000
8009717A 0001
D00CF922 FF3F
8009717A 0001
D00C456C 4080
8009717A 0001
D00C456C 6080
8009717A 0001
D00CF922 7F3F
8009717A 0001
Note:
This is only for Ultimate armor.
Why Left button use Max Reverse Joker? Well, my keyboard not supporting it.

3) Gravity control jump
#Infinite Float Down (Diagonal Down+X) (FFFF=Slowest/ FFFD=Slower than normal/ FFFC=Faster than normal) Temporary
D00C456C 6040
800970C6 FFFD
D00C456C 60C0
800970C6 FFFD
D00C456C 6048
800970C6 FFFD
D00C456C 60C8
800970C6 FFFD
D00CF922 BF3F
800970C6 FFFD
D00CF922 3F3F
800970C6 FFFD
D00CF922 B73F
800970C6 FFFD
D00CF922 373F
800970C6 FFFD
Note:
Infinite float down slightly slower than normal.
Shadow can now pass impossible stage like Amazon Area 2.
Also, Shadow can slide down the wall at will. Other characters can slide down the wall faster.
Blade can perform super slow straight down air-dash.
Characters that can air-dash able to perform diagonal down air-dash.
All characters can do squat little jump tricks, and jump kick down the wall. Very cool. I like this.

#Infinite Float Up (Diagonal Up+X) (FFFF=Slowest/ FFFD=Slower than normal/ FFFC=Faster than normal) Temporary
D00C456C 3040
800970C6 0002
D00C456C 30C0
800970C6 0002
D00C456C 3048
800970C6 0002
D00C456C 30C8
800970C6 0002
D00CF922 BF6F
800970C6 0002
D00CF922 3F6F
800970C6 0002
D00CF922 B76F
800970C6 0002
D00CF922 376F
800970C6 0002
Note:
Infinite float up slightly slower than normal.
All characters can slide up the wall.
Blade can perform super slow straight up air-dash.
Characters that can air-dash able to perform diagonal up air-dash.
Shadow and Zero will suffer performing using this codes because of their super jump moves.
I don't like it. Kind of kill of the fun for platforming games.


I think that will do. The rest is a repetitive of basic gameshark value with Joker Command.
I hope this gameshark will end up helpful and thank you. I'm gonna try your game soon.

gledson999

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #3 on: June 14, 2018, 01:48:41 pm »
This is so cool  :woot!: I'm translating Megaman X6 into Brazilian Portuguese and i'll apply this improvement tweak from Nightmare Zero Lv04, thanks!

Here is some images





Zero Dozer

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #4 on: June 14, 2018, 05:03:40 pm »
You already have my like and my download on this tweak patch.

x6fan

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #5 on: June 16, 2018, 09:46:32 pm »
Thank you so much for doing this! Always thought X6 deserved some fixes and improvements. These tweaks are amazing and they make the game so much more approachable. I really like the tweaker program and the documentation.

Do you have more plans for X6? I have some ideas: remove the nightmare system; make collected heart tanks apply to both X and Zero. I wish I had the reverse engineering skills to implement these ideas and contribute.

injoon84

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #6 on: June 17, 2018, 02:35:20 am »
I have try your Mega Man X6 Tweaks Patcher (v01). I like the idea very much. It let us customize to our liking. No more dispute among us. Hooray!
However, it seems like some selection not working accordingly.

1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

The rest seems to be functioning. I think? I hope there will be more selection in the future.

From what I notice from your file:
Mega Man X6 Tweaks Spreadsheet (v01) (worksheet: Lives_Continues)
Adding Lives
BIN Offset   PSX Ram      Description
496402556   8004EF5C   Stores in r2 number of lives to add
496402560   8004EF60   Adds the previous number of lives to total lives

If I use the PSX Ram as Gameshark:   
#Extra lives gain from Reploids modifier (0000=0, 0001=+1, ..., 0009=+9) Permanent effect and cannot be overwritten
8004EF5C 0000
#Rescued Reploids behaviour modifier (0000=No extra lives+EXIT, 0002=No extra lives, 000F=Wrap out and clear the stage with no extra lives but will jam at miniboss Magma Area stage) Permanent effect and cannot be overwritten
8004EF60 0000

Also, check this out.
https://www.youtube.com/watch?v=FQ8Ymlzjpc0
https://www.youtube.com/watch?v=CX-dnjHdlfY
Regarding assigning new actions to button presses, maybe you should get some advice from this guy.

acediez

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #7 on: June 17, 2018, 02:54:30 am »
Thanks for testing the patcher injoon84

1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.
You mean the list of rescued reploids in the stage select screen? I never encountered this, I'll have to check again.
For now, having them be marked as "not rescued" should have the same intended effect (the selected interaction will simply reset the status)

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

This was working on the BIN I patched for testing. Then again the operation for giving lives seems to be in more than one location of the BIN, so there's probably additional changes I need to make for it to work in all cases. I'll take another look.

Also thanks for all the additional addresses you've provided!


Do you have more plans for X6? I have some ideas: remove the nightmare system; make collected heart tanks apply to both X and Zero. I wish I had the reverse engineering skills to implement these ideas and contribute.
Those two ideas are on my wishlist too at the moment, I'll try to figure out how to implement them. But first I need to spend some time making sure everything already included is working as intended. This is the first release and I'm just starting to get some feedback. And as you see in the above post there's already a couple of things that need fixing.

Lumiere

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #8 on: June 17, 2018, 01:37:33 pm »
When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts. Also, do you have any plans to add the ability to edit the damage chart?

acediez

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Re: Mega Man X6 Tweaks/Patcher (v01)
« Reply #9 on: June 17, 2018, 04:37:14 pm »
About reported bugs so far


1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.

2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.

Ok, these two are now fixed on the v02 version I just submitted the site. They should be up shortly. For now, here's the scratchpad download links (they'll automatically be deleted once the update goes live on the site)

Tweaks Base Patch (v02) http://www.romhacking.net/scratchpad/13788/
Tweaks Patcher (v02) http://www.romhacking.net/scratchpad/13789/

Thank you for testing and reporting these issues. Apologies to to all 136 people who downloaded the first version  ;D



When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts.

I'm gonna have to ask you to double check this by patching the game again, as I can't reproduce this problem. Works fine for me

NEVERMIND. I did have this problem now when running the game on a different emulator. Thanks for reporting it.
The same patched image works fine on no$psx but incorrectly on Mednafen PSX, where it looks like the whole list is written in RAM with a 8 byte offset...
This is gonna be very difficult to tackle, since the tool I'm using to edit is behaving differently than accurate emulators and real hardware...



About feature requests
There's a few things I'd definitely like to look into
- Remove the nightmare system (or at least selectively remove the more annoying effects)
- Make collected heart tanks apply to both X and Zero
- Edit some mini bosses life bar sizes
Etc.

However I need to focus on other stuff for awhile. I will however try to address any bugs or problems that may come up with what's already implemented, so please keep reporting any issue you have (confirmations of features working correctly are helpful too!)

Today at 12:15:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Something I didn't notice until I ran this on mednafen: depending on the options selected, it may be necessary to recalcualte ECD/ECC fields for it to work properly on hardware and on more accurate emulators.

If you run into an uenxpected freeze, try running your patched bin through STARWIN's EDC/ECC Recalculator. It's a simple drag-and-drop process.
« Last Edit: Today at 12:36:56 am by acediez »