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Author Topic: Mega Man X5 Improvement Project Addendum (v2.0.3)  (Read 168227 times)

acediez

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Mega Man X5 Improvement Project Addendum (v2.0.3)
« on: October 22, 2019, 12:15:57 am »




This is an addendum to the Mega Man X5 Improvement Project by DarkSamus993 (v0.01.1). It started in 2019 as a restoration of graphics, songs and voice clips from the japanese version and unused soundtrack. In 2021, development resumed with the inclusion of a retranslated script and several new features. The amount of work put on this is now comparable to what's been done in X6 Tweaks. And even though there isn't (and there won't be) a patching tool, there are a few customization options (see below).

Features from the original Improvement Project (v0.01.1):
- Alia's hints are permanetly disabled (replaced by in-game option since v1.6)
- Keep both character bonuses regardless of which one is chosen
- Each Heart Tank/Life-Up Part affect both X & Zero
- Save/Load menu was given a redesign
- Fixed the injured sprites for X & Zero

Addendum Features:
- Graphics:
   - Title Screen restored from the japanese version (custom graphics by Metalwario64)
   - Mavericks renamed to their japanese/MMXLC2 names (custom graphics by Metalwario64, based on MMXLC2 new graphics, ripped by DarkSamus993)
- Script:
   - Main version: Complete script replacement, based on Hondoori's translation. Edited by Ghaleonh41
   - No Retranslation: the original USA version's script and font, except for various typos corrected, and Mavericks renamed to their japanese/MMXLC2 names.
- Soundtrack: (optional)
   - Opening theme replaced with the japanese opening song "Monkey"
   - Ending theme replaced with the japanese ending song "Mizu no Naka"
   - Tidal Whale's stage theme changed to the unused track "Deep Sea"
   - X's "Good" Ending theme changed to the unused track "Armageddon"   
   - Dr. Light's theme changed to the unused "Dr. Light" track.
   - Stage Select 2 theme changed to the unused "Stage Select" track.
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Dynamo's voice clips
- Parts Unlocking:
   No need to waste "hours". All available in a single playthrough.
   - Get Life Up/Energy Up at any level
   - Get Life Up+/Energy Up+ (Parts) at any level
   - Get both Parts regardless of Life Up+/Energy Up+ selection.
- Enigma/Shuttle RNG exceptions:
   - Enigma/Shuttle launch with no parts will always fail.
   - Shuttle launch with all 4 parts will always succeed.
- Stage modifications:
   - Tidal Whale's Stage: Auto-scrolling segments run faster (100-125% horizontally, 150% horizontally).
   - Tidal Whale's Stage: U-5555 (mini boss): smaller health bar (75%), but deals more damage (about 150% each attack).
   - Dark Necrobat's Stage: slowdown gimmick removed
   - Zero Space 1: the inner walls in the laser segments are now not grabbable.
- More options to explore areas:
   - More weapons can break stage objects blocking items in Tidal Whale's, Shining Firely's and Dark Necrobat's stages.
   - Dark Hold protects you from spikes.
   - F-Splasher and can push V-Blocks.
   - More forgiving orb collecting in the Ride Chaser segment (you only need 7 out of 8.)
- Incomplete Armors:
   - Armors can now be selected as soon as you get a part for it. While incomplete, they'll be displayed as unarmored X with a custom palette (see details below)
- Gameplay:
   - Dark Hold: can be cancelled.
   - F-Splasher behaves like a regular air dash (can be cancelled)
   - W-Shredder: input changed to Dash + Special
   - Disabled double tap dash input
   - Falcon Armor: gets a custom air dash with the same properties as the "free move" flight.
   - Gaea Armor: can slide down walls by pressing down. Dash speed penalty removed.
- Rebalancing:
   - Gaea Armor: buster damage against common enemies increased.
   - Z-Saber: damage against main bosses decreased.
   - Z-Buster: startup delay sligthly reduced.
   - Longer/harder "X vs. Zero" fight (damage tables reduced)
- QoL:
   - Alia's hints can be turned off from the options menu
   - Cutscenes and dialogues skip by pressing START
   - Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
   - Cheat Codes to unlock Ultimate Armor and Black Zero can be combined 
   - Faster pause menu transitions
   - Exit Button always available, can be used to skip intro stage.

Customization & Optional Hacks:
- Altenate patches:
   - No Retranslation
   - No Music Changes
   - No Music Changes + No Retranslation
   - All Music Changes Except Opening
- Additional hacks available in the "readme" as hex editing instructions:
   - Remove Timer
   - Hide Virus Status UI
   - Always get both Life Up and Energy Up upgrades
   - Receive All Parts on the Next Hour
   - Change default game options
   - Enable Item Drops in Xtreme Mode
   - Change number of Parts equipables by armor
   - Enable Fourth Armor Nova Strike
   - Continues restart the stage (experimental)
   - Enable Title Screen voice clip ("Rockman X5")

- There's also instructions to reverse some of the changes included in the patch.

About "Incomplete Armors":



Works exactly like in X6 Tweaks: Falcon and Gaea armor will become selectable as soon as you find an Armor Part for it. While incomplete, they'll be displayed as unarmored X with a custom palette. This is the breakdown of the skills you get for each Part:

Falcon Armor
  - Helm Parts: Increases Special Weapons ammo by 50%.
  - Buster Parts: Spear Charged Shot
  - Armor Parts: Halves damage taken and reduces recoil
  - Leg Parts: Air Dash**
  - Complete Armor: Free Move + Giga Attack
** Originally, the Falcon Armor doesn't have an Air Dash, forcing you to use the slower "Free Move" flight as its only air move. Since we're keeping the flight as a complete armor bonus, the Leg Parts will give you a customized Air Dash instead. It does contact damage and gives you invincibility. You get to keep it when the armor is complete.

Gaea Armor
  - Helm Parts: X-Buster quick chage (mid-charge becomes fully charged shot)
  - Buster Parts: Shot Eraser Buster + Ladder climbing speed bonus.
  - Armor Parts: Halves damage taken and reduces recoil
  - Leg Parts: Spikes protection + Sticking to walls (controllable!) + Dash that can move V-Blocks**.
  - Complete Armor: Giga Attack
** Originally, the Gaea Armor has a Dash speed penalty. Since that doesn't do much for the game's balance except being annoying, and the Gaea has enough drawbacks as it is, the penalty was removed.

FAQ:
Current status of the project?
(August 2021) Keeping an eye out for any remaining bugs in the v2.0 release. No new major features are being worked on.
Can I use it in MMXLC2/PC/PS1 PAL/PS1 NTSC-J versions?
The patch only works on the PS1 USA version.
Status on the retranslated script?
It is what it is. This script wasn't edited by me, and I'm not personally making edits to it now. You still have the option to play the hack with the original game's script.
Why keep the Falcon Armor's flight and the Giga Attacks for the completed armors instead of the individual armor parts?
I thought having the full Falcon flight from pretty much the start of the game was too unbalanced. Besides that, there's also a technical limitation: there's no underlay sprites (unarmored X) for those moves. I could theorically import them from X6, the Falcon Armor ones at least, but the player graphic files are compressed, and I don't currently have the tools or knowledge to handle compressed graphics files.
Why can't the Falcon Armor charge special weapons? Can the Gaea Armor have special weapons at all?
They can be activated, but the graphics for them don't display correctly. And, again, modifying them would require editing compressed graphics files.
Will you ever make the armors actually be displayed by parts, like in X1-X4?
I don't know. I haven't really tried yet, and I don't currently plan to. It's a big leap in technical difficulty.
Is there gonna be a patcher tool like in X6 Tweaks?
No, I prioritized working on the actual hacks this time.
I don't like (thing)
Besides the included patch variants, the readme has a bunch of instructions to revert some of the changes manually. If what bothers you is not covered by either, there's probably a technical/practical reason for it.
I want to work on my own hacks for this game
I made my documentation available in the download page. Everything I ever wrote for this game is in there. Good luck!

Change log:

Quote
v2.0.3
- Minor script formatting changes.
- Base code for new optional hacks (Fourth Armor nerfs, added to the readme for this version)

v2.0.2
- Script: fixed a typo.

v2.0.1
- Bugfix: fixed audio issues occuring on some emulator settings (wrote on a RAM address I shouldn't have touched)

v2.0
- Incomplete Armors. Armors can now be selected as soon as you get a part for it.
- Stages: Dark Necrobat's stage slowdown gimmick removed.
- Stages: Volt Kraken's stage orbs requirement to destroy wall reduced to 7 (you can now miss one orb)
- Bugfix: fixed invincibility bugs introduced by the cancellable F-Splasher code (v1.9) and custom Falcon Air Dash (v1.8)
- Falcon Armor: reverted dash speed bonus from v1.8 (didn't mix well with Hyper Dash)
- Damage tables: reverted Falcon Armor's charged buster boost from v1.10 (too overpowered)

v1.11
- Zero Space 1: the inner walls in the laser segments are now not grabbable.

v1.10
- Save/Load Menu: fixed two tiles with the wrong color (in the "hours left" box)
- Damaga tables: Tri-Thunder can now also destroy the burn wooden block in Shining Firefly's stage.
- Damage tables: Z-Saber damage against bosses adjustment. Now includes attack from walls and C-Slash.
- Damage tables: Falcon Armor's charged buster deals more damage to bosses (from 3 to 4)
- Tidal Whale's Stage: U-5555 damage output adjusted (reduced, but still stronger than vanilla)

v1.9
- Fixed Dark Hold protection from spikes.
- Fixed "GIGA ATTCK" vanilla typo on Button Configuration menu.
- Imported features from v2.0 BETA
    - F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
    - F-Splasher: can now be cancelled with an air attack.
    - Damage tables: C-Sword can now damage Crescent Grizzly (same damage as regular air attack)
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

v1.8
- Imported features from v2.0 BETA
    - Enigma/Shuttle RNG exceptions (Enigma/Shuttle with no parts will always fail, Shuttle with all 4 parts will always succeed).
    - Tidal Whale's Stage: Auto-scrolling segments run faster (100-125% horizontally, 150% horizontally).
    - Tidal Whale's Stage: U-5555 (mini boss): smaller health bar (75%), but deals more damage (about 150% each attack).
    - More weapons can now break stage objects blocking items in Tidal Whale's, Shining Firely's and Dark Necrobat's stages.
    - Dark Hold protects you from spikes (allowing Zero to collect more items by himself).
    - Dark Hold: can now be cancelled.
    - Gaea Armor: can now slide down walls by pressing down (like the Shadow Armor in X6 Tweaks)
    - Gaea Armor: removed Dash speed penalty
    - Falcon Armor: implemented a custom Air Dash and small dash speed bonus.
    - W-Shredder: input changed to Dash + Special
    - Disabled double tap dash input
- Cutscenes skip: fixed Mission Report displaying "Game Over" instead of "Mission Complete" (corrected from v1.7.5)
- F-Splasher is now able to move V-Blocks (allowing Zero to complete V-Blocks sections)

v1.7
- Patch variants: "no music changes" and "no retranslation" variants of the patch will be available from now on. On major updates, at least.
- Cutscene and dialogues skip by pressing START (replaces the fast-forward feature of previous versions)
- Script and Text:
  - All reported script typos and bugs should be fixed. A few of the varios suggestions were implemented.
  - Improved text spacing, now with variable font width.
  - Faster text box transition.
Other fixes:
  - Exit stage button will no longer be available where it would cause sequence breaking (Training, Dynamo fights)

v1.6
- Script: Complete script replacement, based on Hondoori's translation. Edited by Ghaleonh41
- Font: Main dialogues font replaced and text space realigned ("Pixel Operator", same one used in X4 Final Weapon/X4 Undub)
- Navigator Dialogues: No longer permanently disable, it can now be turned ON/OFF from the options menu (similar to X6 Tweaks)

DOWNLOAD LINKS

Format: xdelta.
xdelta UI (Windows)
MultiPatch (OSX)

Target: "Mega Man X5 (USA)", "REDUMP" release.
MD5: 98C0D278DC4A795A0A7562D950D37CC9
http://redump.org/disc/7437/

Credits:
acediez: Addendum author.
DarkSamus993: All the groundwork from Improvement Project. Disc files documentation. Maverick names graphics ripped from MMXLC2.
Metalwario64: All custom graphics. 
Ghaleonh41: Script editing.
Hondoori: Script source retranslation (https://hondoori.wordpress.com/)
gledson999: DAT/ARC extraction and reinsertion tools. Text editing tools and tables.   
injoon84 & Aceearly1993: Bug testing.
AxlRocks: Project logo.
« Last Edit: September 04, 2021, 01:34:18 am by acediez »

SpringSonic9187

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Re: Mega Man X5 Improvement Project Addendum (v1.0)
« Reply #1 on: October 22, 2019, 12:33:05 am »
I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

UPD8: Just used the Error Calculator after hex editing and the customizations finally decided to work.
« Last Edit: October 22, 2019, 12:08:59 pm by SpringSonic9187 »

SCD

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Re: Mega Man X5 Improvement Project Addendum (v1.0)
« Reply #2 on: October 22, 2019, 12:45:51 am »
This is pretty cool, maybe for the next version, can you try and restore Dr. Light's unused track?

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.1)
« Reply #3 on: October 22, 2019, 08:06:18 am »
I have a few issues with this Mega Man X5 Improvement Project Addendum:

- Keep both character bonuses regardless of which one is chosen
This one supposed to keep Fourth Armor if you start the game with Zero right?
Well, it's not working. No Fourth Armor or Ultimate Armor.
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.

- Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
Yes, you get Ultimate Armor and also managed to keep the Fourth Armor but you start off the intro stage as Fourth Armor.
Is that intention?

- Cheat Codes to unlock Ultimate Armor and Black Zero can be combined
Well, how do you combined both cheat codes?
You got to highlight either X for Ultimate Armor or Zero for Black Zero.
But once you move the cursor to another character, doesn't that reset back the cheat code?
So far I failed to combine these cheat codes.

I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

It's working for me. Well, at least for those I tried to change or restore back:
- Title Screen voice clip ("Rockman X5") working
- Change W-Shredder Input from (Square) to (Triangle) working
- Navigator Calls (modified = all disabled) working
- Exit Stage Button (modified = always available) working

Also, acediez stated it must be customize from this Addendum. I suspect maybe you Hex Edit it on the original bin file?

SpringSonic9187

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Re: Mega Man X5 Improvement Project Addendum (v1.1)
« Reply #4 on: October 22, 2019, 11:30:25 am »
I suspect maybe you Hex Edit it on the original bin file?

What? N-No!

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.0)
« Reply #5 on: October 22, 2019, 03:14:50 pm »
the Hex Editing Customization doesn't really work for me.
Which one?

can you try and restore Dr. Light's unused track?
I'm working on it.

But once you move the cursor to another character, doesn't that reset back the cheat code?
Damn, I made a mistake on the released patch, it's missing a last minute fix. Cheat codes are broken. It'll be fixed in the next update.
But just to be clear, you'll be able to move your selection between both characters, previously activated codes will not reset.
Edit: Fixed

Quote
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.
I hadn't noticed. This also happens in the original improvement project. I'll take a look and see if I can fix it.
Edit: Fixed
« Last Edit: October 22, 2019, 06:47:05 pm by acediez »

SpringSonic9187

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Re: Mega Man X5 Improvement Project Addendum (v1.0)
« Reply #6 on: October 22, 2019, 03:44:14 pm »
Which one?

Nevermind that, I already said managed to get them to work for me.

One more thing I found out outta nowhere:


As you can see, the purple thing's shot goes down the wall, then the game freezes. Why...?
« Last Edit: October 22, 2019, 04:08:33 pm by SpringSonic9187 »

TheUnknownHunter

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Re: Mega Man X5 Improvement Project Addendum (v1.1)
« Reply #7 on: October 22, 2019, 03:56:04 pm »
Cool! I have 2 suggestions:

1. Make Tidal whale's stage go faster
2. Make the Plasma Charge Shot spheres work like in X4 (damaging sub bosses & bosses)

Keep up the good work, you are making Megaman great again  :thumbsup:

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.1)
« Reply #8 on: October 22, 2019, 05:15:28 pm »
Because I made a dumb mistake lol

Update coming through...

Edit: It's up.
« Last Edit: October 22, 2019, 06:27:33 pm by acediez »

AxlRocks

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Re: Mega Man X5 Improvement Project Addendum (v1.1)
« Reply #9 on: October 22, 2019, 05:57:53 pm »
Good work! Another batch of Mega Man X Legacy Corrections  ;D

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #10 on: October 23, 2019, 07:45:43 am »
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?

SpringSonic9187

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #11 on: October 23, 2019, 01:05:14 pm »
By the way, the Maverick's names in the briefings are unchanged.

Thirteen 1355

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #12 on: October 23, 2019, 01:25:45 pm »
Yes! Props for taking up another project! X5 is the final PS1 MMX that really needs some solid improvement hack.
Helicoptering about till I find some ROM hacking treasure.

alfcohol

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #13 on: October 23, 2019, 02:13:01 pm »
thanks, finally !!
i'll try it up

Heaven Piercing Man

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #14 on: October 23, 2019, 05:43:06 pm »
Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

Also, make sure to change all mentions of Reploid Force into Repliforce.

Thirteen 1355

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #15 on: October 23, 2019, 06:49:36 pm »
Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)
Helicoptering about till I find some ROM hacking treasure.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #16 on: October 23, 2019, 08:46:22 pm »
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?

Thanks. I haven't dug into the pause menu redesign, it's either an oversight from the original improvement hack, or I missed some of its modified files. I'll have to check this one later when I have a bit more time.

Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

All stage dialogues from Alia are disabled, the only ones left are Dr. Light and boss dialogues.
There's instructions to reverse this change in the readme.

By the way, the Maverick's names in the briefings are unchanged.

Oops!

Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)

I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

I'll put an update including these script changes soon.

ThegreatBen

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #17 on: October 24, 2019, 09:38:21 am »
Awesome work as always.

Solid One

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #18 on: October 24, 2019, 10:51:16 am »
I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

Two years ago, I was helping gledson999 in translating MMX5 to brazilian portuguese, and was using Hondoori's translation as basis in order to fix localization issues such as Octopardo instead of Octopus. When I stumbled into Skiver's dialogues, I had this same doubt, so I've done a few researches on wiki articles related to this issue.

Taking into account the description of Spiral Pegasus (The Skiver) on megaman.fandom.com, it mentions this:

Code: [Select]
He was a young director of the Repliforce air brigade, who survived the Great Repliforce War that occurred during the events of Mega Man X4. He looked up to Colonel and General and knows Iris. He then began overseeing an Air Force base near to the west coast of Norway, known as the Reploid Air Force.
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.2)
« Reply #19 on: October 24, 2019, 01:41:37 pm »
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Title screen "Rockman X5" call ***

May I know how many voice clips are still not included compare to Rockman X5?
All I can notice is Dynamo still not having the full voice clips.