News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Mega Man X6 Tweaks (v2.4)  (Read 147804 times)

facauan

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #240 on: October 01, 2018, 12:34:04 pm »
Hi, I got it. Can you fix the blocking of how much you use zero in the intro stage? The code to do this is 300CCF08 001 only it always hangs after high max exits the screen

Cupshadow

  • Jr. Member
  • **
  • Posts: 26
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #241 on: October 08, 2018, 09:35:51 am »
I think the code that allows you to play as zero is 300CCF08 0001

I usually try Epsxe and it didn't give me some problem after High Max Leave. Except the glitched textbox

Metalwario64

  • Full Member
  • ***
  • Posts: 120
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #242 on: October 19, 2018, 10:30:42 pm »
I've just tried the patcher, but when I deselect Falcon Armor from the new game section, X still starts the game in it, and it's still selectable in the stage select. Am I missing the intent of that setting, or am I doing something wrong? I hated how in X5 and X6 X starts with the previous armor.

If that's not what that option is intended for, then I apologize. I also noticed in the changelog that there was a bug that prevented that option from disabling the Falcon Armor that was fixed in v15, but I have v15.

acediez

  • Sr. Member
  • ****
  • Posts: 416
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #243 on: October 21, 2018, 05:31:23 pm »
I've just tried the patcher, but when I deselect Falcon Armor from the new game section, X still starts the game in it, and it's still selectable in the stage select. Am I missing the intent of that setting, or am I doing something wrong? I hated how in X5 and X6 X starts with the previous armor.

If that's not what that option is intended for, then I apologize. I also noticed in the changelog that there was a bug that prevented that option from disabling the Falcon Armor that was fixed in v15, but I have v15.
The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.
As for the intro stage, back when I wrote that option I didn't know how to change the armor used at the intro, but now I do, so I'll try implementing starting with base X when Falcon Armor is patched out.

Thanks for letting me know. Even though I'm not working on game hacks at the moment (and probably won't for at least another couple of months) I am paying attention to suggestions and bugs and I'm keeping a list of things to fix/try next time  :)


ThegreatBen

  • Hero Member
  • *****
  • Posts: 634
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #244 on: October 21, 2018, 06:44:45 pm »
Having the option to start as unarmored X and still keep the Falcon armor should be an option too.

Metalwario64

  • Full Member
  • ***
  • Posts: 120
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #245 on: October 22, 2018, 12:36:07 am »
The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.
As for the intro stage, back when I wrote that option I didn't know how to change the armor used at the intro, but now I do, so I'll try implementing starting with base X when Falcon Armor is patched out.

Thanks for letting me know. Even though I'm not working on game hacks at the moment (and probably won't for at least another couple of months) I am paying attention to suggestions and bugs and I'm keeping a list of things to fix/try next time  :)
Awesome, I really appreciate all of the work you've put in here!  :beer:

acediez

  • Sr. Member
  • ****
  • Posts: 416
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #246 on: October 30, 2018, 10:00:03 pm »
(I'm not sure how interesting this might be or not for most people, I'm just messing around at this point.)

I've been trying a few things on and off and ended up figuring out how to tweak some animations further.

For example, here's X's saber in the original game.




Here's the "speed up" I've done until now: the whole "attack" part of the animation goes on for less frames to make up for the delays at the start and at the end of the animation




This is what I'm doing now: the attack part of the animation is exactly the same of the original game, but the delays at the start and at the end of the animation are shortened.





This was pure trial an error until I realized the way the game stores the animation data allows you to very easily control each sprite's number of frames of duration, or cut parts of the animation entirely.

Here's another example:

Zero's combo in the original game. The "putting the sword down" part of the animation is about twice as long as it was in X4/X5, so it's a lot slower to attack standing still.




And here's that part of the animation shortened to better match the duration it had in past games. It's actually not that much when looking at it, but makes a big difference while playing




And, as I said, you can just cut that part of the animation entirely, making Zero even more op than he already is in this game  :P



« Last Edit: October 30, 2018, 11:25:50 pm by acediez »

ThegreatBen

  • Hero Member
  • *****
  • Posts: 634
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #247 on: October 31, 2018, 06:24:39 am »
That's really cool

Zero Dozer

  • Full Member
  • ***
  • Posts: 179
  • Wow, I've used that Eminem quote for a long time.
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #248 on: October 31, 2018, 02:02:01 pm »
Hm, the shortened animations seem very interesting.

mevipro123456

  • Newbie
  • *
  • Posts: 4
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #249 on: November 03, 2018, 12:08:57 pm »
Hi. I'm new here and I'm very exited about this patch, but I don't understand the Cheat code 2. It's said make Zero available at the start but when I enter the Intro stage it still show Falcon X. Is this a bug or I misunderstood it?

acediez

  • Sr. Member
  • ****
  • Posts: 416
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #250 on: November 05, 2018, 12:46:31 pm »
Did you actually enter the cheat code?
If you did, Zero should be selectable after the intro stage.

(As mentioned above, Zero can be made available in the intro stage but it causes the game to freeze at the end after the High Max sequence)

Demulant

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #251 on: November 19, 2018, 03:42:55 pm »
Hello!^^ I am also new here and I got some questions!

I really would like to do a play through on a livestream with the Shadow Armor only on Xtreme Mode. (no upgrades)

Is there a code to get it and to start with it at the intro stage?
I am using the ePSXe 2.0.5, Rockman X6(jap version, SLPM_869.59) and I really understand nothing here...  :banghead:

Thanks! :cookie:

acediez

  • Sr. Member
  • ****
  • Posts: 416
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #252 on: November 20, 2018, 10:51:37 am »
The armor you start with on the intro stage is not modifyable on the current version on the patcher, but if you wanna try editing directly on RAM or writing a Game Shark, here's a few related addresses:

Current character:
800CCF08
Values:
00 = X
01 = Zero

Current armor:
800CCF2E
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen:
800CCF2F
Values
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after reentering the stage select screen
« Last Edit: November 21, 2018, 10:49:20 am by acediez »

MajinKaan

  • Jr. Member
  • **
  • Posts: 9
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #253 on: December 02, 2018, 07:25:53 am »
Could you make a new game+ version of the complete patch that lets you start off with all armors and all parts? The only things that you should still have to obtain yourself are the Ultimate Armor, Black Zero, the life upgrades, the energy upgrades, the weapon tank and the life tanks.

Cupshadow

  • Jr. Member
  • **
  • Posts: 26
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #254 on: December 06, 2018, 10:38:32 am »
I can't find some cheat code for japanese version of X6.
Especially the in game character modifier.  :banghead:

Aceearly1993

  • Jr. Member
  • **
  • Posts: 50
    • View Profile
    • 1993P Doubleguy at Youtube
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #255 on: December 19, 2018, 07:32:12 am »
Some quick thought came just two minutes ago. Is Falcon Armor's upward dashing ability and charge shot piercing force able to restore to like the thing in the trailer video https://www.youtube.com/watch?v=SASmN2UGR2w as much as possible?
Quote
"Did you know when one's most desperation time is? It's when he was beaten up by someone critically...
And he can't find who caused this."

DarkSamus993

  • Full Member
  • ***
  • Posts: 249
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #256 on: December 19, 2018, 09:58:58 am »
Is Falcon Armor's upward dashing ability and charge shot piercing force able to be restored?
Theoretically it could be, but it would be a big effort tracking down the relevant code to see what's going on. If the coding for them is still present in the game it would make things easier (if not, there's the option of porting code from X5). The graphics at least are still in the game (stored compressed).


acediez

  • Sr. Member
  • ****
  • Posts: 416
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #257 on: December 19, 2018, 11:22:33 pm »
Just finished working on keeping both the normal behavior of the Blade Armor dash when pressing the jump button in the air, and the no-delay directional air dash when using the dash button. In both cases, canceling by pressing the opposite direction works.



Together with the slightly-smoother saber animation handling I mentioned before, I'm finally satisfied with the Blade Armor. It might be worth updating the patcher for this. I just need to script a way to manipulate the damage charts quickly, so I can finally buff the Blade Armor directly and scrap the unnecessary custom code I wrote to modify values on the go.



@MajinKaan, Cupshadow
Sorry I didn't realize you were talking about the japanese version. I don't have any RAM addresses for that, I haven't even touched it.

@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...

Cupshadow

  • Jr. Member
  • **
  • Posts: 26
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #258 on: December 20, 2018, 08:58:57 pm »
@acediez

It's okay mate,Also demulant asked the same thing i guess.

Not sure about the fully functional falcon armor since i also saw them the preview version of it.

Also shadow armor with special weapons?
Hmm not quite sure about it.

DarkSamus993

  • Full Member
  • ***
  • Posts: 249
    • View Profile
Re: Mega Man X6 Tweaks/Patcher (v15)
« Reply #259 on: December 21, 2018, 11:54:32 am »
I took the time to locate the Japanese RAM addresses:

Current character: 800CE5C8
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CE5EE
Code: [Select]
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero

(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)

These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage


Available characters/armors in stage select screen: 800CE5EF
Code: [Select]
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero

(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).

This can be changed any time but changes takes effect after re-entering the stage select screen

----------------------------------------

@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.

The shadow armor does still have special weapons palettes at least:


As an unrelated bonus, here's some early WIP sprites from the X6 prototype I found: