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Author Topic: Mega Man X2 Relocalization  (Read 18836 times)

DarkSamus993

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Re: Mega Man X2 Relocalization
« Reply #100 on: November 02, 2019, 11:35:04 pm »
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:

I can't decide which version I like more, so I was hoping for some feedback.

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #101 on: November 02, 2019, 11:38:41 pm »
Interesting... I'd go with the first one, personally.

Heaven Piercing Man

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Re: Mega Man X2 Relocalization
« Reply #102 on: November 03, 2019, 01:11:23 am »
Maybe a star next to X for the Shoryuken?

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #103 on: November 03, 2019, 05:58:51 am »
Here we go!

https://drive.google.com/open?id=1TGW9ae30PByKGJHxYUgBuj_C7wj-w91A - For this one, try removing the ellipses & replace with a question mark.

https://drive.google.com/open?id=1NqObFrJKUCuhwByuHSbbS4Wd2ov6DNvS - What do you think about this one? Can either leave it as is or have Dr. Cain say "It seems it will take some time. Do your best a little longer."

https://drive.google.com/open?id=1PJ6pMhKzSygXGaY2ltS6lwM8PJjDN1vc - Would it be possible to move North Pole to the previous line?

https://drive.google.com/open?id=1VIUzA7aMscbRgSBz_hlFhvODoi5DuarG - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1CWaj2VKJqW1aEPMJwiG_ch3JNNrZ9HnF - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1fCGZzz7Qx-x3Ixr-gbxqtwdulqcDbx8O - Remove the ellipses & replace with a period.

https://drive.google.com/open?id=1JPZh3I02qwBBOdm446AMIpKwRYWi5TZa - Now this might be a tough one. In the original JP script that you're using, Sigma just says "Tch!" at this moment. But I 'm sure that you needed to fill the dialogue box since this version has more of these. If so, you'll probably have to leave this line as is.

https://drive.google.com/open?id=1aDk_ZtESmFRXac8hXHXa2hCBNdZZI0Gz - Not sure if this is supposed to be as is or spelled Crystal.

https://drive.google.com/open?id=172vOjyf7Hwsn2kEUw53rNInfeUtp92v3 - I see that this was changed. Would it be good to leave it as is? Or change it back to Mega Man X for consistency with the other games?

https://drive.google.com/open?id=18eo4bZsc3cu0VQexR5WLWH45C5SYEKV9 - For this one, do you think using an exclamation would be better for this line? Or just leave it as is?

https://drive.google.com/open?id=1Ii0ITAsBa_ky2TJ9Rfnqj4xWIRsPxhbL - The ellipses for Zero is missing here.

Unofficial amiibo cards?


The thing with X2's text, is that not only does it need to match the amount of symbols. It also has to match the same amount of lines. That's why many of these things are as they are. The first one I'll certainly fix since that doesn't look good, but Zero's ellipses were already missing in the original X2. I tried to add them but the extra line would mess up the rest of his text.

I will check what I can do and change as much as possible!

Unofficial amiibo cards are fanmade cards containing the chips amiibo have that allow you to scan for extra content in games and all that.

Edit:I now realise having too much space shouldn't be a problem. So most of these thingies will be fixed. The amount of lines still seems an obstacle, though.

Weather Cristal is an official translation typo, which is now fixed.
About Sigma's US only line "Fine. If you will not follow me...": If you know of something I could write up there instead, suggestions are welcome. I find it rather fitting for Sigma but that's because I'm used to the US translation to begin with. And yeah, I can't outright remove it like this.

Actually, line issues aren't a problem. Should be easy.

Decided to go with this. Previously it looked as if it's a surprise to Cain, that Point 00 is the North Pole.


November 03, 2019, 07:20:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:

I can't decide which version I like more, so I was hoping for some feedback.

Crazy! I'm starting to think actually making these patches takes less of your time than uploading them on RHDN!
I'd go with whatever version looks closest to X3's Zero Project save menu, for consistency's sake.

Updated! Fixed issues reported!
https://drive.google.com/open?id=1LOojOq-erx6V7GJC1IdhNQuApdMAqhzE
« Last Edit: November 03, 2019, 07:21:26 am by Thirteen 1355 »
Helicoptering about till I find some ROM hacking treasure.

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #104 on: November 03, 2019, 08:58:20 am »
Ok, I figured that might be a potential issue. I think that’s why Her-Saki went with the Japanese version of X1. As for Sigma’s line, I think it would be best to leave it alone, since changing it is probably asking for trouble.

I’ll check the next patch in a few.

So, the amiibo cards have chips in them so you don’t have to get the amiibos themselves. That is an incredible idea since it helps those who can’t get to them or would rather not have them take up space.

Solid One

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Re: Mega Man X2 Relocalization
« Reply #105 on: November 03, 2019, 09:00:12 am »
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:

I can't decide which version I like more, so I was hoping for some feedback.

Great feature. I'd suggest the second version, since it resembles more the SRAM saving feature present in MMX3 Zero Project (v4.0).

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #106 on: November 03, 2019, 09:22:28 am »
Ok, I figured that might be a potential issue. I think that’s why Her-Saki went with the Japanese version of X1. As for Sigma’s line, I think it would be best to leave it alone, since changing it is probably asking for trouble.

I’ll check the next patch in a few.

So, the amiibo cards have chips in them so you don’t have to get the amiibos themselves. That is an incredible idea since it helps those who can’t get to them or would rather not have them take up space.


Ah yes, I could've went with the Japanese version. Importing Latin alphabet is something I've done before. However, it's possible that many other would-be X2 hacks won't work with the Japanese version. Still though, I may look at it for a bit.

Hmm no that can't be it. The Japanese version has the same amount of text boxes as the US one. It simply can squeeze more story into one box, as Japanese characters consist of more context than one Latin letter.
« Last Edit: November 03, 2019, 09:29:33 am by Thirteen 1355 »
Helicoptering about till I find some ROM hacking treasure.

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #107 on: November 03, 2019, 09:49:46 am »
Ah, makes sense for this one at least. I think X1’s Japanese version had more boxes, but I’m not quite sure about it.

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #108 on: November 03, 2019, 10:00:43 am »
Honestly, I'm not sure myself. I only checked the intro cutscene.  :P
But even if it has more boxes, it wouldn't be much because of the Japanese symbol reason.
Helicoptering about till I find some ROM hacking treasure.

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #109 on: November 03, 2019, 12:01:36 pm »
I think we're almost done. Just have to do a playthrough without Zero's parts. Only one I saw was "Keep doing your best, X!" but since that's a line problem as you said, might be best to ignore it. Same with Zero's missing ellipses. Would it be a good idea to just remove that part of the dialogue altogether? What do you think?

Here's the final edit. https://drive.google.com/open?id=1uYy7qUy0FN6LkWADlIL9yas2Z01JVmZs - Just change to "I'll be fine. Hurry up and go!"
« Last Edit: November 03, 2019, 12:23:08 pm by Ghaleonh41 »

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #110 on: November 03, 2019, 01:35:30 pm »


Not sure if this is the best solution. Outright removing doesn't work with all the text box amount stuff.
"ll" has been fixed now. So that should cover about everything.
Helicoptering about till I find some ROM hacking treasure.

acediez

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Re: Mega Man X2 Relocalization
« Reply #111 on: November 03, 2019, 04:06:38 pm »
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6
This is great, and very impressive! Thank you for making it!

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #112 on: November 03, 2019, 07:27:27 pm »
It might; need to see it in game first for context... Did you post the new link?

DarkSamus993

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Re: Mega Man X2 Relocalization
« Reply #113 on: November 04, 2019, 12:02:57 am »
Not sure if this is the best solution. Outright removing doesn't work with all the text box amount stuff.
I'm working on a text dumper/insertion script so we can edit the text freely. Text files are much easier to work with than raw hex. ;)

I just finished documenting the text control codes. Most codes have an additional parameter and there are 3 codes used only in the Japanese version.
Code: [Select]
$80 = newline

$81 = wait for input

$82 = close textbox

$83 = indentation
  * param = (1-byte) number of characters to indent

$84 = UNUSED, accent mark (dakuten)
  * param = (1-byte) character below the accent mark

$85 = UNUSED, accent mark (handakuten)
  * param = (1-byte) character below the accent mark

$86 = scroll text up
  * param = (1-byte) number of lines to scroll (usually line count +1)

$87 = delay text printing
  * param = (1-byte) number of frames to wait

$88 = text speed
  * param = (1-byte) speed of text printing

$89 = VRAM addr
  * param = (2-byte) (((val + $20) & $7FF) | $800)

$8A = play Dr. Light capsule music

$8B = speaker ID
  * param = (1-byte) used for talking animations

$8C = UNUSED, prints a character (needed for range +$80)
  * param = (1-byte) the character to print

$Cx = text color
  * param = (8-bits) palette index

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #114 on: November 04, 2019, 02:02:39 am »
Hmm, my edits were as good as finished and I'm quite happy with it. I can do an 'extended version' though, but it feels a bit sad for my poor unextended patch. On the other hand it's another step towards having the best X2 edit possible.

Ghaleon, the six dots are supposed to represent silence between both talking parties. I hope that's satisfying haha.
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Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #115 on: November 04, 2019, 08:09:58 am »
Ok, I think that can work! Ready for release?

Thirteen 1355

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Re: Mega Man X2 Relocalization
« Reply #116 on: November 04, 2019, 08:35:56 am »
Will double check everything in hxd and then will release it today.

Should also release my Xtreme 1 and 2 Refill patches. I think they're as good as done.
Helicoptering about till I find some ROM hacking treasure.

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #117 on: November 04, 2019, 09:33:57 am »
Good to hear! Do you have any other projects that you're working on?

DarkSamus993

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Re: Mega Man X2 Relocalization
« Reply #118 on: November 04, 2019, 10:32:14 pm »
Neat, it looks like we won't have to expand the rom to add more text. By simply moving the text data backwards into freespace, we can gain up to 2480 bytes to work with! That'll be more than enough room for any new text. :)

Ghaleonh41

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Re: Mega Man X2 Relocalization
« Reply #119 on: November 04, 2019, 11:38:17 pm »
That’s great news, DarkSamus993!