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Author Topic: Mega Man X6 Tweaks (v2.0, now with Retranslation)  (Read 116355 times)

acediez

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Mega Man X6 Tweaks (v2.0, now with Retranslation)
« on: June 14, 2018, 12:32:30 am »


The Project
A compilation of tweaks for Mega Man X6, initially aiming only to remove the unnecessary padding and limitations the game uses to compensate for its shortcomings. Over time, it expanded to address gameplay mechanics and a few balance issues, and later to a major "v2.0" overhaul which includes a retranslated script, restored content from the japanese version, custom graphics, and even a few minor stage mods.
The project will continue to be updated to address bugs and improvements on its current set of options. No further major features are planned.

Features highlights
Localization and extras: Retranslated script and font replacement. Restored title screen background and voice clips from the japanese version.
Custom menu options: Navigator (Alia alerts) and Nightmare Effects can be enabled/disabled anytime during gameplay from the settings menu.



Custom mugshots: New mugshots for Dr. Light and the Hunter in the Intro Stage. Custom options for existing mugshots too. Art by Metalwario64.


Unlockables: A cheat code to start the game as Zero. Black Zero can be unlocked ingame by fighting Nightmare Zero Lvl.4. Also, both Black Zero and the Ultimate Armor can be unlocked by reaching Rank UH.


Activate Incomplete Armors: Armor abilities and enhancements are now bound to their individual armor parts. You can now get access to the armor as soon as you get the first part and get its abilities progressively, like you would in X1-X4.


X's armor abilities: Mach Dash can be either used immediately (dash button) or with the regular mid-air stop (jump button), and both are cancellable. Shadow Armor can slide down walls manually. Air Dash enabled on all armors.


Zero's techniques: Technique inputs revamped: Sentsuizan (now ↓ + △) cancellable, Ensuizan revamped as an air-only move (△) that can do multiple times in a row. Guard Shell gets an input combo too (↓ + △ on ground).


Animation timming: Reduced cooldown for X's saber and Zero's ground combo.



Stage mods: Small changes to some of the more infamous parts of the game.


Balance: Health bar sizes and damage tables rebalanced.


The Patch
"Mega Man X6 Tweaks", as a stand-alone xdelta patch, is a sample selection of features. These are detailed in the changelog below.
DOWNLOAD in RHDN Project Page (v2.0) (STILL IN TESTING PHASE, project page not updated yet! Check latest posts for a download link.)
You can apply xdelta patches using these:
xdelta UI (Windows)
MultiPatch (OSX)

The Patch Tool
"Mega Man "X6 Tweaks Patcher" is a customization tool for all the options included on the patch, and a few more. The stand-alone patch is included as a preset profile.
The GUI is written in AutoHotkey (v1.1.30.00). The actual patching of the BIN is handled by external tools included.


DOWNLOAD in RHDN Project Page (v2.0)
(STILL IN TESTING PHASE, project page not updated yet! Check latest posts for a download link.)

The Workbook
"Mega Man X6 Tweaks Workbook" is the actual heart of the project, a big fat XLSL workbook which includes all the research, addresses and custom code written for this project.
DOWNLOAD in RHDN Project Page (v2.0) (Outdated! A new workbook will be release together with the release of v2.0 to RHDN.)

Target File
For both the xdelta patch and the patcher tool, you need this specific dump of the game:
Mega Man X6 (USA) (v1.1)
MD5: 237B6FEDDD1A88E86AB1CDDC8822F03F
http://redump.org/disc/32516/


Credits and Links
Quote
acediez: Project author.

DarkSamus993: Documentation and various hack contributions.

MetalWario64: New and edited mugshots artist. Various graphics contributions.

gledson999: Text and graphics replacement tools and documentation.

Also thanks to injoon84, Cupshadow, Tallgeese, Doomsday Forte, Z3R0X, and everyone on
RHDN who has reported bugs, typos and other contributons over the course of the project.

Mega Man X6 script translation by DuoDynamo:
https://drive.google.com/drive/folders/0By2BrAclSWcpMXlnX0h3NGM1aHc

Mega Man X6 revised script by NectarHime:
https://pastebin.com/9R06mkhU
https://pastebin.com/7Uxq3zDy

"BatchHexEditor" by mrivem
https://github.com/mrivem/BatchHexEditor

"xdelta3" by jmacd:
https://github.com/jmacd/xdelta (source code is included in "\_src" subdirectory of the Patcher tool)

"PS1 2352 Image EDC/ECC Recalculator" by STARWIN:
https://github.com/pyriell/gs2-bugfixes/issues/4

"Blood of Bahamut" font by Genesis
https://www.romhacking.net/fonts/30/

Changelog for v2.0
Quote

Features from previous versions:
-------------------------------------------

Parts, Ranks, and Nightmare Souls:
- Parts are no longer permanently missable (see Rescuable Reploids)
- Parts allowance by Rank has been edited from 0/0/0/1/2/2/3/4 to 1/1/1/2/2/3/4/4 so you can equip at least one part right from the start.
- Rank progression has been edited from to 0/200/300/500/800/1500/5000/9999 to 0/200/300/500/800/1500/3000/5000, so Level 4 boss battle start sooner (Rank PA, 3000), and the newly added unlockables of Rank UH can be reached without excessive grinding.
- Story scenes unlocked by reaching 3000 are now split and set to match Rank PA (3000) and Rank UH (5000) respectively. As noted above, this allows you to encounter Nightmare Zero Lvl. 4, which isn’t possible in the original game (Lvl. 4 bosses appear at Rank PA, Rank PA requires 5000 souls, but at 3000 souls the game would trigger an event that would make Nightmare Zero not appear anymore).
- Dynamo’s Green Orbs drops have been increased from 200 to 400 souls (each). If you’re grinding souls with Dynamo, you might as well get it over with faster.

Rescuable Reploids, Nightmare Virus:
- Rescuable Reploids reappear after getting infected or killed, as if you’ve never encountered them.
- All rescuable Reploids not holding any items are marked as “MISSING” at the start of the game, drastically reducing the number of Reploids clogging stages (keeping only the ones that matter).
- Rescuable Reploids no longer give extra lives and health. Instead, you get a consistently higher number of lives (from 2 normal/4 with EX Tank, to 4 normal/6 with EX Tank).
- Nightmare Virus’ Blue Orbs will always appear (would normally reappear only after a Nightmare Effects has been activated for the corresponding stage)
- Blue Orbs left alone won't turn back into a Nightmare Virus

Player Mechanics:
- Shared Character Stats: X and Zero now share Heart Tanks, Life Up parts, Energy Up parts, Souls, and Rank.
- Dash and Air Dashes with the Hyper Dash part equipped have been made a bit longer.
- Unarmored X and Shadow Armor now also have the ability to Air Dash.
- Height of Zero’s Hyoroga and Shadow Armor’s ceiling jump has been increased (enough to reach Rainy Turtloid’s ceiling).

Unlockables:
- Beating Nightmare Zero on Lvl. 4 unlocks Zero's Black Armor. This is coded in the original game, but the original souls requirements for Ranks/events wouldn’t allow it to happen normally.
- When X and Zero reach Rank UH, the Ultimate Armor and Black Armor will be unlocked respectively.
- Cheat Code 1 (Ultimate Armor) now gives both Ultimate Armor and Black Zero.
- Cheat Code 2 (Black Zero) has now been repurposed to start the game with Zero, making a Zero vs. Nightmare Zero match possible (you can have him earn his Black Armor himself)
- Both cheat codes can be combined.

Others:
- “Exit Stage” button always available.

New and updated features:
-------------------------------------------
Localization:
- Script based on DuoDynamo's incomplete translation. NectarHime's script rewrite was used to fill the gaps.
- Font replacement for stage dialogues and menus (Gemini's Blood of Bahamut)
- Variable font spacing for both the new font and the regular one.
- Restored all missing voice clips from the japanese version (and prototype). Some are included on the default patch, the rest are available as patcher tool options. (Hack Credits: DarkSamus933, initial research).
- Title screen from japanese version, with official "Mega Man" logo edited in (Art Credits: Metalwario64)

Player Mechanics (X):
- Activate Incomplete Armors: Armor abilities and enhancements are now linked to their individual armor parts instead of the armor itself. You can now get access to the armor as soon as you get the first part and get its abilities progressively, like you would in X1-X4.
- Blade Armor: "Hybrid Mach Dash" controls. You can have both the normal behavior of the Mach Dash (with a stop mid-air) when pressing "jump", and a immediate, more maneuverable air dash with the "dash" button. Speed and duration of either can be set separately.
- Blade Armor: improved "Hold/Release" input option. Direction press will also count as "hold", as it does on a regular Dash.
- Shadow Armor: when sticking to walls, you can also slide down by pressing down.
- Improved control of the Saber animation. Cooldown has been shortened.
- To balance the shortened Saber animation, dash cancelling has been removed (can still be enabled to both X and Shadow X in the patcher).
- Falcon Armor's Air Dash jump button input has been removed.

Player Mechanics (Zero):
- Sentsuizan: improved "Hold/Release" input option. Tremor sound effect won't play if the technique is cancelled before it makes contact. Direction press will also count as "hold", as it does on a regular Dash.
- Sentsuizan: input has been remapped (from Up + Attack to Down + Special)
- Ensuizan: "Air Move mode". Can now only be used in the air, but let's you do multiple spins in a row by holding the button.
- Ensuizan: input has been remapped (from Down + Special anywhere, to Special in the air)
- Control of the third slash Saber animation. Cooldown has been shortened.

Damage Table:
- Blade Armor: Charged buster damage has been increased (now handled by modifying damage tables instead of external code).
- Blade Armor: Charged saber "tip" contact deals +1 damage against all enemies
- Zero: Z-Buster damage has been slightly reduced against bosses
- Damage against Nightmare Snake has been doubled.
- Damage against Commander Yammark has been slightly reduced.

Boss Health Bars:
- Commander Yammark and Ground Scaravich have increased Health Bars. Others received minor modifications for consistency.
- Nightmare Snake health bar has been cut in half (this, and the x2 damage buff by damage tables, match the x4 damage buff in previous versions of the patch)
- Nightmare Mother health bar has been cut in half (matches the x2 damage buff in previous versions of the patch).

Stage modifications:
- Amazon Area: the ceiling has been extended on the equally infamous blind jump in the section with transport enemies over spikes.
- Secret Lab 1: removed a few spikes to reduce Armor/Parts requirements to be able to go through. X can now pass through using only Ice Burst (and dash jumping very carefully)
- Secret Lab 2-2 (X): a platform can be added to the infamous jump section (Credit: DarkSamus933)
- Recycle Lab/Secret Lab 2-2(Zero): if crouching safely on a tight spot and let go of the down button, you'll be locked in the crouch position until the ceiling rises (instead of getting immediately killed).

Custom menu options:
- Navigator (Alia alerts) and Nightmare Effects can be enabled/disabled anytime during gameplay from the setting menu within the pause menu.

Cutscenes voiceover
- Voice-over won't be cut when pressing the button to display the whole block of text, will be cut when moving to the next page instead.
- Slight speed up of text.

Unlockables:
- Cheat Code 2 (Unlock Zero): You will now start using Zero from the Intro Stage.
- Unlockable by Rank UH: A message in the "Mission Report" screen will notify any secret armor unlocked by reaching Rank UH.
- A flashing effect was added when Zero himself gets the black armor by defeating Lvl. 4 Nightmare Zero. Normally, it would simply change to the black palette immediately.

Custom art:
- Custom mugshots for characters that didn't have one: the intro stage Hunter and Dr. Light (Art Credits: Metalwario64)
- Cleaned up and custom mugshots for existing characters (Art Credits: Metalwario64)
- Custom palette options for X's Ultimate Armor and Nightmare Zero (Art Credits: Metalwario64)

Fixes from the original games:
- Fixed swapped icons for the Hyper Dash and Speedster Parts
- Fixed the "overwright" typo on the Save File screen

Known issues
- Script: On some cutscenes, character names don't have the same colors they have in the original game.
- Activate Incomplete Armors: Shadow Armor will always have the Buster sound effect and saber color palette from the complete armor, even if the corresponding Parts haven't been collected yet.
« Last Edit: October 16, 2019, 02:19:47 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)
300CCF09 0009

#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)
30097125 0000

#Infinite In-Air Moves (0000=Infinite, 0001=No air moves) (Temporary effect)
30097126 0000

#Infinite Leg Jets (Ultimate) (Temporary effect)
30097179 0000

#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

#Game mode=Normal (0000=Easy, 0001=Normal, 0002=Xtreme) (Permanent effect)
300CCF38 0001

#Have All Armor Parts for Shadow & Blade (Permanent effect)
300CCF39 00FF

#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=UH, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5D 0000

#Zero's Rank (0000=UH, 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
30097170 0001
D00C456C 4100
30097170 0001
D00C456C 0100
30097170 0000
#Ultimate X (Up+Select) (Note: Perfect on Ultimate/Normal X while other Armors will have sprite glitch) (Temporary effect)
D00C456C 1100
30097187 0004
#Normal X (Down+Select) (Temporary effect)
D00C456C 4100
30097187 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 (Permanent effect)
D00C456C 1100
300CCF39 00FF
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 (Permanent effect)
D00C456C 4100
300CCF39 00FF
Get what I mean?

2) Manuever Leg Jets
#Leg Jets Hover Up (Left=Max Reverse Joker)
D00C456C 1000
3009717A 0009
D00C456C 3000
3009717A 0009
D00CF922 FF6F
3009717A 0009
D00C456C 1080
3009717A 0009
D00C456C 3080
3009717A 0009
D00CF922 7F6F
3009717A 0009
#Leg Jets Hover Down (Left=Max Reverse Joker)
D00C456C 4000
3009717A 0001
D00C456C 6000
3009717A 0001
D00CF922 FF3F
3009717A 0001
D00C456C 4080
3009717A 0001
D00C456C 6080
3009717A 0001
D00CF922 7F3F
3009717A 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) (0000=Slowest/ 0002=Slower than normal/ 0003=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.
« Last Edit: September 22, 2019, 02:27:16 am by injoon84 »

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 current method works fine on no$psx and ePSXe, but incorrectly on Mednafen PSX and hardware, 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 it depends on whats being used to run the game...



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!)

June 18, 2018, 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: June 19, 2018, 11:29:57 pm by acediez »

ThegreatBen

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #10 on: June 20, 2018, 07:43:56 am »
Now that Black Zero is available in game I’ll most likely be using the Ultimate Armor X code, however I believe it replaces the Falcon armor, it would be nice to be able to have both.

injoon84

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #11 on: June 20, 2018, 01:22:33 pm »
This time I play around with the Mega Man X6 Tweaks Patcher (v02) and this is the results I get.
Also, count me out from testing from the time being. It's tiring.
Anyway, I used ePSXe 2.0.5.

1) Status by default
a) Not holding parts
87/88 reploids. Missing Leon from Northpole Area.
b) Common parts
Suppose there is only 10 reploids but 1 reploid name Leon from Northpole Area also included making it 11 reploids.

2) Rank/Nightmare Souls Table
Once you reach higher rank, your rank will not drop even if you set lower rank with higher souls needed.
eg. Rank A needs 1000 souls but rank UH only needs 10 souls. Once you collected 10 souls, your UH rank will not drop even if you collected more than 1000 souls later.

3) Boss Levels
It won't acknowledge lower level boss for higher ranks.
eg. Rank UH for Nightmare Zero lv.2 and rank A for Nightmare Zero lv.4. If this happens, you will have lv.4 boss no matter which ranks achieve first.

4) Alia explaining soul
a) This event only triggers if you clear a normal stage with enough souls collected.
b) If you collected enough souls but exit the stage, this event will not trigger.
c) In the original version, with enough souls collected, Alia will explain souls by just exit, clear a normal stage, or defeating Nightmare Zero. High Max not included though.

5) Unlock Final Stage
a) If you clear a normal stage with enough souls collected, Alia will explain souls. Then, Gate event will trigger and enable Final Gate's Lab 1.
b) If you exit with enough souls collected, Alia will not explain souls. Then, follow by Gate event and enable Final Gate's Lab 1.
c) By setting the number of souls needed higher than 4), Alia might explain souls thrice by triggers 4a) twice with both X and Zero, then again on 5a).

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.

7) Disable gaining lives (Rescued Reploids)
It's working now but it also disable us from gaining extra lives from X/Zero helmet that provides extra lives.
That's weird because when I used gameshark I posted above, both codes only disable extra lives from reploids.
I used below gameshark to test it as it's hard to get extra lives by defeating enemies.
#Always drop Extra Life item (Permanent effect not recommended)
8004E71A 2400
8004D848 000A
8004D84A 1000
8004D874 0008
8004D876 3402


To ThegreatBen,
Nope. You will still be able to keep the Falcon armor but starts the game as Ultimate armor.
Only X5 disable you from keeping the Fourth armor if you activate the Ultimate armor code.
Seems like you mix up your memory between X5 and X6.


acediez

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #12 on: June 20, 2018, 01:37:49 pm »
Thank you so much for your testing!

1) Status by default
a) Not holding parts
87/88 reploids. Missing Leon from Northpole Area.
b) Common parts
Suppose there is only 10 reploids but 1 reploid name Leon from Northpole Area also included making it 11 reploids.
Fixed!
I simply put one reploid on the wrong category list (as I took megaman.wikia.com as reference, where this one Reploids is wrongly listed as having a Common Part)

Also thanks for confirming this feature is currently working ok in ePSXe.
Next version will include a fix that makes this work consistently on Mednafen PSX/hardware too.

2) Rank/Nightmare Souls Table
Once you reach higher rank, your rank will not drop even if you set lower rank with higher souls needed.
eg. Rank A needs 1000 souls but rank UH only needs 10 souls. Once you collected 10 souls, your UH rank will not drop even if you collected more than 1000 souls later.

3) Boss Levels
It won't acknowledge lower level boss for higher ranks.
eg. Rank UH for Nightmare Zero lv.2 and rank A for Nightmare Zero lv.4. If this happens, you will have lv.4 boss no matter which ranks achieve first.
Triggers by # of souls are intended to be put in ascending order, I put a warning about this on the description. That's the way it needs to be because of how the game reads it (it compares your current souls number with the reference table from highest to lowest, and stops once it finds a match).
Rank based triggers COULD be implemented out of order (the game reads the level from a separate byte for each corresponding Rank), but for simplicity's sake I decided to automatically adapt non ascending orders from highest to lowest when using the patcher. If for some reason anyone wants to make it out of order, the addresses for said table are in the spreadsheet.

c) By setting the number of souls needed higher than 4), Alia might explain souls thrice by triggers 4a) twice with both X and Zero, then again on 5a).
That's kind of funny :heh:
I didn't do any testing using Zero, so I didn't realize this got triggered separately for both characters.

A way around this could be to have X and Zero share Souls and Rank level (something I'm working on at the moment)
Maybe there is a separate flag I could use to make this only be shown once. But I'm thinking that the only other condition it checks is having triggered the Gate/Final stages scene...

Probably more trouble than it's worth, but I'll give it another look just to see if there's something I can do.
For the moment, I may leave this one out of the base patch on the next version.

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.
I actually went out of my way to make it be this way. I thought it would be a nice touch :)
Similarly, I made the lives counter disappear on the pause menu when increasing the limit of lives above 9 because displaying double digits for lives in the pause menu causes graphical glitches.
Both of these changes are detailed on the spreadsheet.

7) Disable gaining lives (Rescued Reploids)
It's working now but it also disable us from gaining extra lives from X/Zero helmet that provides extra lives.
That's weird because when I used gameshark I posted above, both codes only disable extra lives from reploids.
I used below gameshark to test it as it's hard to get extra lives by defeating enemies.
#Always drop Extra Life item (Permanent effect not recommended)
8004E71A 2400
8004D848 000A
8004D84A 1000
8004D874 0008
8004D876 3402
Thanks, I was about to get into testing what effect this had on regular 1-ups items. I'm gonna compare my modification to your gamesharks to test it further.
Ideally, I'd have them both be set as separate options in the patcher... (I actually forgot this game had regular 1-ups).

Again, thank you so much for this. I know it's tiresome, you've more than done your part. I'm gonna credit you on the readme for future releases :)


June 21, 2018, 12:52:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

Ok, I already figured this one out  :woot!:
Will be fixed on the next update (along with a few other neat stuff)
« Last Edit: June 21, 2018, 11:20:15 am by acediez »

ThegreatBen

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #13 on: June 21, 2018, 11:18:27 am »
Have a free bump so you can post your updates on a clean post.

acediez

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #14 on: June 22, 2018, 03:06:40 am »
 :laugh: Thanks, I guess

Here's a sneak peak/beta of the next version.



"Reploids / Status marked by default" is completely fixed, now it works as it should on hardware, Mednafen PSX, ePSXe, etc. Also, number of lives "after continue" now also applies to the lives you start with when loading a savefile.
I haven't fully tested some of the new stuff yet, so I won't release it on the site just yet. But here's a temporary download link if anyone wants to play around with it for the moment, an alpha of sorts.

Just make sure you start a new game if you plan to try any of the "shared stats" options.
« Last Edit: July 04, 2018, 12:04:37 am by acediez »

Zero Dozer

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #15 on: June 22, 2018, 11:41:32 am »
Uh, I'll send you a PM.

injoon84

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #16 on: June 22, 2018, 12:09:24 pm »
Nice addition as always. The latest patcher (v03a), not sure these are mistakes or not.

1) Disable gaining lives (Rescued Reploids)
Rescued Reploids give 1 extra live but not from Extra Life items.

2) Disable gaining lives (Extra Life items)
Extra Life items give 1 extra live but not from rescued Reploids.

Shouldn't it be the other way round? I mean swap between these two codes.


Plus, aren't you missing the Common, X, Zero, and Limited Parts?
I only have Gameshark value.

#Have All Power Up Parts
800CCF40 FFFC
800CCF42 03FF
Note: Already posted before.

Maybe you're trying to separate it nicely.

#Have All Common Parts
800CCF40 0FFC
#Have All X Parts
800CCF42 003C
#Have All Zero Parts
800CCF42 03C0
#Have All Limited Parts
800CCF40 F000
800CCF42 0003

But, it's not going to get all parts if you combine it all together.
At least that's what happened when I used Gameshark.


By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?
#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
Note: Already posted before.

It it does, then, these codes may help you making X and Zero share Weapon Energy Up.
#Weapon Energy Gauge X (+8)
300CCF31 0040
#Weapon Energy Gauge Zero (+8)
300CCF32 0040
Note:
I just retrace back this codes. Not sure if there's any bug on it.
I wonder why I deleted these codes. Maybe because X5 Zero Weapon Energy gauge is buggy.

acediez

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #17 on: June 22, 2018, 12:28:06 pm »
Nice addition as always. The latest patcher (v03a), not sure these are mistakes or not.

1) Disable gaining lives (Rescued Reploids)
Rescued Reploids give 1 extra live but not from Extra Life items.

2) Disable gaining lives (Extra Life items)
Extra Life items give 1 extra live but not from rescued Reploids.

Shouldn't it be the other way round? I mean swap between these two codes.


 :laugh: :laugh: :laugh: :laugh:
Yes, it should!

Plus, aren't you missing the Common, X, Zero, and Limited Parts?

I'm not sure what you mean here.
Missing them where?

If you mean you don't get those parts when you filter those reploids out, that's just how it is at the moment. The description says you don't get the parts (I made this option pretty much only to filter the ones that don't hold items so I never worried about the rest)

But now that you provided the address where the values are registered, I can try to to implement it separately!

But, it's not going to get all parts if you combine it all together.
At least that's what happened when I used Gameshark.
By the looks of it, the entire collection is registered the same couple of bytes (by using different multiplies as different items and adding the value up) so replacing the whole value replaces the whole collection (with one gameshark code after the other). Try adding up the hex values instead. The byte that registers your current subtanks works the same.

By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?

I will try to do the same for the weapon upgrade for the next release though. I just ran out of time last night.
Your addresses have just confirmed that weapon upgrades are indeed separate values just like the life upgrades. I didn't remember that clearly.

Once again, thanks for all your help!! This really helps me keep it going
« Last Edit: June 24, 2018, 05:47:18 am by acediez »

injoon84

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #18 on: June 24, 2018, 11:55:05 am »
Just notice another bug when try to play the game.
If X and Zero share soul and rank, the rank will not increase even though Alia reporting rank improvement.
It somehow freeze the rank. Since X started the game as rank D, the game will stay at rank D.

acediez

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Re: Mega Man X6 Tweaks/Patcher (v02)
« Reply #19 on: June 25, 2018, 03:44:25 am »
Can you describe me step by step how to reproduce the problem? It' working fine here, so you're probably doing something differently than me.
Remember to not reuse save sates taken from different bins.



By the way, I've been working on some new options over the weekend.
- Missing stuff from the previous version (shared Energy bar upgrades, Red Orb values) and fixes (swapped "disable losing lives" options).
- Nightmare Effects: you'll be able to disable them (individually, or all of them). Can someone confirm if any of these is needed to access an item or injured reploid, or is it safe to just disable them in all cases? I'm thinking of adding this to an alternate version of the base patch.
- Customizable Ranks table. Not just the Souls requirement, also how many parts can you equip on each rank.
- The "Mark injured reploid as rescued by default" section is gonna be rewritten into a complete list of Parts you can individually select to start the game with (which will mark the corresponding Reploid as rescued).
- Characters (armors) available on a new game (giving the option to play as Zero right away)


It'll look a bit like this...

All the hacking is done, now I just need to implement all these new inputs into the patcher.

Once properly tested, I'm thinking this will be the last "big" update, at least for awhile. I hope I got most easily fixable issues with the game covered  :D