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Author Topic: Mega Man X5 Improvement Project Addendum (v2.0.3)  (Read 168408 times)

niuus

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Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
« Reply #220 on: July 12, 2021, 01:25:30 am »
Thanks

I'm gonna update both releases with this fix right now, it was a simple mistake.
As for the rest of the BETA bugs, well, just keep listing them, there's gonna be plenty.
Ah! I was wondering what happened since i was downloading them a couple of minutes ago, about to continue with 1.6.4 and it errored out.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
« Reply #221 on: July 12, 2021, 02:31:51 am »
v1.7.1
- Script: Fixed out of place dialogues.

v2.0 BETA 2
- Script: Fixed out of place dialogues.
- Armor by Parts: Fixed Fourth Armor buster.
- Armor by Parts: Fixed available armors value being incorrectly updated when obtaining an incomplete armor (removing other armors).

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - If you beat the stage when you first unlock an incomplete armor, the stage won't register as beaten on this run (Mission Report message bug)
     - Graphic issues will occur when the current armor is updated during gameplay (most notably Gaea Buster, but also minor palette changes and dash graphics). These should be resolved after losing a life or moving to a new section.


That's all for today!
« Last Edit: July 12, 2021, 02:10:28 pm by acediez »

Sprite:D

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
« Reply #222 on: July 12, 2021, 03:51:35 am »
holy god damn...

And here I've thought that X6 Tweaks Program was the peak of MMX hacks. God bless you, AceDiez, this patch is awesome!

Aceearly1993

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
« Reply #223 on: July 12, 2021, 09:59:21 am »
The version v1.7.1 seems to be pretty stable at my end! Went through every possible route and all endings, no significant issue encountered in Navigation on mode. Needs to check further in full scale Navigation off mode, but currently I might change my focus into other different game projects.
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acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
« Reply #224 on: July 12, 2021, 02:10:13 pm »
Thanks for testing Aceearly!

v2.0 BETA 3
- Armor by Parts: Fixed stages not being marked as beaten when an "incomplete armor" is first obtained.
- Armor by Parts: Fixed Gaea Armor buster graphics not loading properly

This takes care of the nastiest bugs. BETA 3 should be good for a normal playthrough now.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - Graphic issues may occur when the current armor is updated during gameplay (buster palettes, dash effects). These should be resolved after losing a life or moving to a new section.


abak

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
« Reply #225 on: July 12, 2021, 03:03:43 pm »
I didn't know this project was still getting updated! Great stuff!! I love the effort people are putting into making MMX improvement patches like the SNES retranslations to the complete overhauls of X5 and X6! This feels like the definitive way to play X5 in my opinion!

ZEROmaverick

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
« Reply #226 on: July 12, 2021, 06:02:41 pm »
First of all: marvelous work!!

For me it is the only way to enjoy X5 (and X6) and thanks to your undubs now I can understand X4 and 8 ( I used to play only the japanese versions only due voices and songs)

Haven't found any issues with 1.7.1, I just downloaded 2.0 BETA 2 and I will start testing it tonight, I really like the new features you are adding to 2.0 specially removing the Random destruction of Eurasia. That always bothered me when I first played X5 back in the days (well that and Alia...)

Just a comment: Is it possible for 2.0 instead of removing the "double tap for dash" make it an option? like the Navigator ON/OFF? and maybe to turn Virus UI on/off?

Thank you for this incredible work!

« Last Edit: July 12, 2021, 09:48:46 pm by ZEROmaverick »

kkdavilyn

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
« Reply #227 on: July 12, 2021, 08:23:56 pm »
i encountered a few bugs in 2.0 beta 3
and in case its because of any hex edits from the readme ill say that the ones i messed with were:
-i reverted all the music options in the readme
-i allowed gaea armor to equip 2 parts and ultimate to equip 4

so the bugs i encountered
-dynamo just didnt show up at all, i was holding start from mission end until mission select, so maybe i skipped his trigger somehow?
-when the already known pallette thing happened to zero after getting a falcon part, when i started the next stage my parts (just saber plus at the time) were unequipped
-maybe im dumb on this one but i could not get twin dream to destroy the capsule bomb in tidal whale's stage, i tried triple slashing, c-sword,crouching, m-blade, e-blade, but nothing happened

thats what i got so far

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
« Reply #228 on: July 13, 2021, 03:53:23 am »
Thanks for testing!

v1.7.2
- Fixed Dynamo encounters not being triggered if his introduction cutscene was skipped

v2.0 BETA 4
- Fixed Dynamo encounters not being triggered if his introduction cutscene was skipped
- Fixed new weapon vulnerabilities of breakable objects not actually being implemented
- Fixed selected Parts not being loaded in-game correctly
- Fixed some (all?) palette bugs when entering a capsule

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.



Quote
Just a comment: Is it possible for 2.0 instead of removing the "double tap for dash" make it an option? like the Navigator ON/OFF? and maybe to turn Virus UI on/off?
The hex-data to re-enable it manually is on the readme. I won't add more in-game options for the time being.

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
« Reply #229 on: July 13, 2021, 05:17:12 am »
Random test report on v1.7.1

I didn't test much but I straight away detected a few minor issue.
1) Load game menu not align on the numerical number of Heart Tank when it reaches double digit.
2) Still needs some spacing on (%!). They were still stick together.
3) Still have (to to) in the conversation before the 2nd battle begins between X and Sigma.

Also, I hope you don't mind if I criticize a bit about the script part. It's something related to my previous suggestion.
1) Inconsistent of ellipsis (...)
I got the impression you want to use (...with no spacing) when still in the same sentence and (... With spacing) when you want to start a new sentence.
Well, it's not the case. It's still totally random in the script.

2) Inconsistent of colon (: )
Sometimes capital letter and sometimes small letter.

3) Inconsistent with the word (Armor)
I notice you used small letter on (X's armor) and (this armor) while capital letter on (the Armor).

4) Too many unnecessary word of (that)
I don't know. Correct me if I'm wrong. I recalled during my school days, I wrote an essay and really thought I wrote it decently.
However, when my friend who is good in English read it, he dislikes it very much. So I ask why?
He reply that my essay has too many unnecessary word of "that" which makes it feels like the native language of my country.
Is there any difference for you all with these examples:
I thought I have already told you?
I thought "that" I have already told you?

5) Alia uses the word (this way) in Burn Dinorex's stage
I stated before. That was a terrible choice of word when you try to navigate someone. It doesn't state the direction at all.

6) Sigma used the word (slackers) on Maverick Hunters
I really feel the word is not suitable as Sigma has faith with the Maverick Hunters to handle the colony.
Yup, my suggestion of (daredevil) may not be suitable but I thought you can understand my point.
Maybe (diligent) or completely remove those word and rebuild a better one


Random test report on v2.0 Beta 2:

Also, I didn't test much but I notice a few things.
1) Dark Hold
There's bug if you got hit at the same time you try to activate it.
If that happens, some special weapons including Dark Hold cannot be use anymore unless you either die or pass that stage.
Also, you cannot rotate special weapons and cannot launch charge shot.

2) Dark Hold pushing V-Blocks with dash
I notice since V-Blocks can only be push while activating Dark Hold, we might get trap in the middle of that stage when the energy weapons bar runs out.
You have no choice but to "exit" the stage. I personally dislike "enable exit anytime" as you can skip the intro stage and move on straight to the 8 selectable stage.
It also skips some events and the intro of the early 4 Mavericks.

3) Breakable blocks with special weapons
It's not working at all. I looked into the file using HxD and notice there's no customization on it yet as I study a bit on your latest workbook.


This is what I came out from the damage table but not all of it work.
Can you have a look on it? Anyway, I customize it on v1.7.1.
 
Damage table Tidal Whale Capsule Bomb (working but is it the right address?)
-------------------------------------------------
01) F-Laser
BIN Address: 82D54
HEX Data Original: 0200
HEX Data Modified: 0007

02) Tri-Tunder (Charged)
BIN Address: 82D64
HEX Data Original: 0200
HEX Data Modified: 000D

03) Spiked Ball (Charged)
BIN Address: 82D68
HEX Data Original: 0200
HEX Data Modified: 000D

04) C Flasher
BIN Address: 82D9C
HEX Data Original: 0200
HEX Data Modified: 000D

05) Twin Dream
BIN Address: 82D9E
HEX Data Original: 0200
HEX Data Modified: 0007

Damage table for breakable blocks on Shinning Firefly's stage (working but is it the right address?)
-------------------------------------------------
01) E-Blade
BIN Address: 843E0
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Tidal Whale's stage (not working?)
-------------------------------------------------
01) Tri-Tunder
BIN Address: 84442
HEX Data Original: 0200
HEX Data Modified: 0004

02) Tri-Tunder (Charged)
BIN Address: 84454
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Dark Necrobat's stage (working but is it the right address?)
-------------------------------------------------
01) Twin Dream
BIN Address: 8452E
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table V-Blocks (working but is it the right address?)
-------------------------------------------------
01) W-Shredder
BIN Address: 84652
HEX Data Original: 0700
HEX Data Modified: 0001 (Also, W-Shredder not functioning as I visualise. I actually want it to have hit detection for 0804)

02) Zero Buster
BIN Address: 8468C
HEX Data Original: FF00
HEX Data Modified: 0001
« Last Edit: July 13, 2021, 08:56:33 am by injoon84 »

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
« Reply #230 on: July 13, 2021, 09:09:58 am »
Thanks injoon84

1) Load game menu not align on the numerical number of Heart Tank when it reaches double digit.
2) Still needs some spacing on (%!). They were still stick together.
3) Still have (to to) in the conversation before the 2nd battle begins between X and Sigma.

1) Dark Hold
There's bug if you got hit at the same time you try to activate it.
If that happens, some special weapons including Dark Hold cannot be use anymore unless you either die or pass that stage.
Also, you cannot rotate special weapons and cannot launch charge shot.
I'll try to fix these soon.

(Other script suggestions)
I won't go back to that for now, I need to wrap this up quick. But as I said, I'll consider asking for someone else to edit the script later on.

2) Dark Hold pushing V-Blocks with dash
I notice since V-Blocks can only be push while activating Dark Hold, we might get trap in the middle of that stage when the energy weapons bar runs out.
Not too sure what to do about this one. I'll keep an eye on additional feedback an suggestions on this, but I'll have to leave it as it is for now.

I personally dislike "enable exit anytime" as you can skip the intro stage and move on straight to the 8 selectable stage.
It also skips some events and the intro of the early 4 Mavericks.
I haven't worked on additional planned readme options yet, but one of them is adding another exception for the exit stage button, the intro stage.

BIN Address: 36D44
HEX Data Available: 00000000
HEX Data Disabled:  0C008010

I personally use it a lot to intentionally jump straight into the main game (dialogues skip included), and I've received mostly good feedback on it, so I'll keep it as an included option as it is.

3) Breakable blocks with special weapons
Already fixed in BETA 4. The problem came from the data in the workbook itself (I listed the addresses wrongly), I'll update the uploaded workbook once I'm done doing basic bugfixes.

ZEROmaverick

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Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
« Reply #231 on: July 13, 2021, 09:51:42 am »
1.7.2 - Issue

After the introduction stage (after you fight Sigma's head), if you skip the cinematic the SAVE MENU is also skipped making impossible to SAVE at that point

jarunikol01

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Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
« Reply #232 on: July 13, 2021, 06:41:40 pm »
I love this hack, but there's only one problem. Remember about that feature where if you try the Shuttle with all four upgrades will always succeed. Yeah, it is not working for me. Actually is the opposite. I have all part of the shuffle and attempt, but fail. I reload my save file, but failed again.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
« Reply #233 on: July 14, 2021, 01:34:09 am »
v1.7.3
- Cutscene skip: fixed two instances of sequence breaking (the cutscene after the intro stage, and the one after running out of time)
- Very minor text fixes (a typo, a misaligned digit on the save menu, a single character's spacing)

v2.0 BETA 5
- v1.7.3 fixes
- An attempt to fix Dark Hold's glitches caused by getting hit while activating it (needs more testing)
- An attempt to fix the Shuttle launch failing even after collecting all 4 parts, on some emulators (needs more testing)
- Gaea Buster damage output increased against most common enemies (uncharged increased from 4 to 5, charged increased from 7 to 9)

Aceearly1993

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Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
« Reply #234 on: July 14, 2021, 05:47:57 am »
In v2.0 BETA 5 it's still possible to fail Shuttle operation after after collecting 4 Shuttle parts. Only barely success 1 out of 30 times in a row.

Also I think 200% damage of Submarine attack is a bit too high. To the point it discourages picking Whale first (especially as Zero). Make it 150% or just keep the original damage would be perfect.

And a game crashing issue occurs accidently when I used incomplete Gaea Armor and collected Gaea Arm parts, then switched to another special weapon, the game crashes in black screen.

And is there a modifier which could adjust 1) damage of Z Buster and 2) Eurasia Crash timer?

And last a sequence break after X vs Zero fight, if the cutscene is skipped, mission report prompt is not triggered, which leads to Ultimate Armor being missing in the armor list before start final stage.
« Last Edit: July 15, 2021, 12:33:32 am by Aceearly1993 »
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"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."

injoon84

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Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
« Reply #235 on: July 14, 2021, 01:13:48 pm »
Test report on v2.0 BETA 5
I didn't know where to look for. So I just start a new game and play until beaten the 8 Mavericks using X.
These are things that I notice:

1) Script typos and suggestions
Sorry, this will be the last time I mention about it since it's not the priority.
The only obvious changes I notice in the script is the "Spear Charge Shot'.
Now, I'm not even sure how much you have amended for the obvious typos and suggestions from the old v1.6.x.
For instance, "The temperature is lower then the other side of rock" and "Rocket Booster / Rocket Engine" in Burn Dinorex's stage.
Therefore, I'm not gonna specifically check the script as I've already listed all the problems and typos to you previously.

2) Incomplete Armors (Falcon/ Gaea)
a) Still in native palette of unarmored X
This happens every time when it shows the animation of X wraps in, out, die and beat one the 8 Mavericks.
Also, the whole battle against Dynamo. Be it the first or the 2nd time.
And sometimes, after Dr. Light explains about the armor part. I don't know how this triggers yet.

b) Gaea using Special Weapons
Currently, as long as Gaea did not get the arm parts, incomplete Gaea still able to use Special Weapons but with graphical and sound glitches.
Once Gaea is completed, no Special Weapons is allowed.
However, if you exclude Special Weapons on incomplete Gaea, then, only Gaea cannot collect all the capsules.
I already show you the damage table on Dark Necrobat's stage for Zero to break in to get the needed capsule.

c) Incomplete Falcon
Just opinion. I would have prefer it to be light blue or white.

3) Space Shuttle status
It's totally broken.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
« Reply #236 on: July 15, 2021, 01:33:13 am »
v2.0 BETA 6
- RNG Exceptions: feature temporarily removed (wasn't working as expected). (reimplemented in BETA 7)
- Armor by Parts: fixed incomplete Gaea Armor mistakenly having access to bugged Special Weapons.
- Tidal Whale Stage: U-555 damage output reduced (from x2 to about x1.5)

About the Shuttle launch chances, it seems that the debugger I use is giving me different results as most other emulators/systems. I'll have to double check everything using a more accurate emulator. That's gonna be very time consuming, so I'll have to leave it for some other time. I'll just leave it out of the current BETA for now, so that it can at least be playable normally.  nevermind

Non-game breaking palette bugs (incomplete implementations, actually) will be left for later too. I forgot to list it as a "known issue".

As for the Tidal Whale subboss damage output, to be honest, I hadn't tested it using Zero. I agree now, it's a bit too much. I'll be toning it down from x2 to about x1.5. Except the big laser. It's pretty well telegraphed, so I'm keeping that a bit higher.

And is there a modifier which could adjust 1) damage of Z Buster and 2) Eurasia Crash timer?

1) Damage table info is on the workbook I uploaded to the downloads link, I just updated it. I haven't identified to which enemy/enemies each table belongs (columns), but all major attacks spot on each table is identified (rows). You'd just have to increase the value for each value on that row.

2) I haven't worked on a hack for it myself, but it's been covered by gamesharks since forever https://gamehacking.org/game/89275

Code: [Select]
Infinite Hours To Collision by Code Master, KelPearl, Shadow X
800D1CAE 0040



EDIT: I changed my mind. I took a better look at the Enigma/Shuttle launch code and I think I found the problem, so I'll just try it again.

v1.7.4
- Cutscenes Skip: fixed sequence breaking after the X vs. Zero aftermath cutscene (skipping Mission Report)

v2.0 BETA 7
- v1.7.4 Fixes
- RNG Exceptions: reimplented. A new attempt to fix it (neeeds testing)
- Breakable blocks: Twin Dream can now destroy Necrobat Stage's breakable block (thanks for the suggestion)

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - The implementation of the incomplete armor palette changes isn't finished. The palette revert back to normal in some situations (Ride Armor, Ride Chaser, death animation, win animation, etc.)


I also included two new hacks instructions on the readme:
- Remove timer (hide it from UI and disable the event of running out of time. Not throughly tested yet)
- Receive Parts on the next run (same as Life/Energy up, instead of waiting two runs)
« Last Edit: July 16, 2021, 02:18:56 am by acediez »

Aceearly1993

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Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
« Reply #237 on: July 16, 2021, 06:29:18 am »
The X vs Zero exploit fix almost works, but the result screen after that was labeled as Game Over instead of actual mission report.  ;)
When Zero entered Black Zero capsule, he temporary changes palette to green.
Shuttle operation finally succeed two times in a row, but I need to go through the scene another 50 times  :thumbsup:
« Last Edit: July 16, 2021, 06:50:43 am by Aceearly1993 »
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And he can't find who caused this."

pating

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Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
« Reply #238 on: July 16, 2021, 06:45:42 am »
I don't know if this helps but when you fought with either X or Zero and finish the game the time still keeps on ticking during the dialogue of either of the characters you choose to play. I hope it stops ticking after you deliever the final shot/slash. I tested it both with Japanese and English releases thinking that it might be a glitch or unseen quality check for those who implemented the ranking system of this game.

I don't know how to hack megaman/rockman x games on PS but does the time ticks whenever Alia interrupts X and Zero in the vanilla version of X5?

Anyways thanks acediez for your hard work.

I found this issue very annoying because I am doing a both MEH/MMH Rank on both X and Zero in the vanilla and I find this annoying that I am not able to promote to MEH in Rockman X5 because after defeating Zero or Irregular Zero the timer still ticking and X keeps on yapping about never thought that Zero used Soul body to also knock him down.

acediez

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Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
« Reply #239 on: July 17, 2021, 01:15:32 am »
I don't know how to hack megaman/rockman x games on PS but does the time ticks whenever Alia interrupts X and Zero in the vanilla version of X5?

Hey pating. I haven't touched the ranking system, much less the way the timer is counting. If if helps, you can now break entire dialogue sequences pressing start.

The X vs Zero exploit fix almost works, but the result screen after that was labeled as Game Over instead of actual mission report.  ;)
When Zero entered Black Zero capsule, he temporary changes palette to green.
Shuttle operation finally succeed two times in a row, but I need to go through the scene another 50 times  :thumbsup:

Thanks for the quick test, I think I got it now.

About the Shuttle launch hack, if you're testing please consider that:
- RNG doesn't change in menus (if you load a file and go straight to Enigma/Shuttle launch without visiting a stage, you'll always get the same result)
- I made modifications to 3 separate events:
Enigma launch from menu (to add the exception: if no Parts, always fail. Else, use the RNG)
Shuttle launch from menu (to add the exceptions: if no Parts, always fail. If all parts, always succeed. Else, use the RNG)
Shuttle launch from the cutscene you automatically get after getting the last part (skip all RNG code, always succeed)
So, if you don't get a fail or success when you expected one based on this, please let me know which one was it.



v1.7.5
- Cutscenes skip: fixed Mission Report displaying "Game Over" instead of "Mission Complete".

v2.0 BETA 8
- v1.7.5 fixes
- Armor by parts: fixed palette bugs in Zero Stage 3 capsule.

Just a small bug fixing update, thanks Aceearly!