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Romhacking => Personal Projects => Topic started by: justin3009 on July 16, 2010, 01:38:59 pm

Title: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: justin3009 on July 16, 2010, 01:38:59 pm
Zero Project (V4.4)
Zero Project, thus far, is complete!

https://github.com/justin3009/MMX3-ZeroProject - Source code is here and free for anyone to modify and use. Be warned though, it's kind of a messy disaster.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Mauron on July 16, 2010, 02:13:49 pm
First off, it is a pain in the ass to uses Geiger's SNES9X Debugger for this.  It's probably how the game's written but essentially, if the value in Geiger's SNES9X is something like 049349, it's actually 021349 in hex.  It's really strange.

It's a LoROM address. LoRoM games only use the upper half of a bank for some reason (not sure why), so the addressing gets weird.

Looking forward to seeing more of this.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Gideon Zhi on July 16, 2010, 02:26:51 pm
That *is* neat, but it seems the Z-Saber is just a weeeeee bit overpowered. Killing a boss in three hits? I can see why they disallowed him from boss fights!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 16, 2010, 02:41:41 pm
Two hits actually.  I'm definitely going to be trying to nerf it down a bit so it's maybe 8-10 hits instead.  Depends on how it goes.

I figured out how to get Zero to Air Dash, minus the effect that it gives him the ability to Air Jump as well.  Going to have to figure out how to fix that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on July 16, 2010, 03:31:54 pm
I say scrap X and play just as Zero.  If people want to play as X, well then they can just play the unedited game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Metal Knuckles on July 16, 2010, 05:57:24 pm
Sure the Z-saber is powerful, but it's also unwieldy as fuck. 1 slash < 3 slash combo.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: spralwers on July 16, 2010, 06:26:51 pm
When it comes to going through levels, I still think using just plain, fully charged shots are a lot better. Z saber takes too long to charge and it has a tiny range. You're better off just firing tons of uncharged shots. As it is, it really only would be useful against bosses.

Do you plan on allowing the Z sabre to be used without charging? I think that'll make playing as Zero just a tiny bit more fun and balance out his nerfed weapon :p

Quote
First off, it is a pain in the ass to uses Geiger's SNES9X Debugger for this.  It's probably how the game's written but essentially, if the value in Geiger's SNES9X is something like 049349, it's actually 021349 in hex.  It's really strange.

How did you figure that out? That might explain why I'm having huge difficulties modifying another game that uses LoROM addressing.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 16, 2010, 07:29:17 pm
I wanted to take a look using Translhextion and I noticed the addresses were off by however.  So I looked for the same coding in translhextion that was being viewed in Geiger's SNES9X Debugger and that showed it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on July 16, 2010, 07:35:17 pm
Use Lunar Address. It's very useful for address differences between types of SNES ROMs.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on July 17, 2010, 10:05:50 am
If you want to give Zero armor and not just color changes to black I suggest looking up the manga ex armors.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 17, 2010, 05:44:07 pm
@Darkness - Thanks for that little tip
@Piotry - Oh that's actually a good idea.  That'd be a neat little thing to add.

Updates
------------
1. Zero can now scroll through Sub-Weapons.
2. Zero is able to gather Heart Tanks and Sub tanks.  Heart tanks increase his and X's life, which is bad right now unless I'm able to set Zero's life to X's at default.
3. Zero is able to open Capsules AND retrieve them like X.  The only 2 issues is that his palette quickly turns into X's and it tries to load up a victory animation that Zero does not have.
4. Zero's able to pick-up free lives now.

Bugs
-----------
1. Zero's life does not get saved to memory when you swap him  :-\
2. Zero's sprites turn into X's in the Ride Armor.
3. Body flash areas are wrong on Zero in capsule.
4. His palette turns into X's when in capsule.
5. Zero has no victory stance or anyway to load the sprite yet. 

---> Edit: Found where it's loading the sprite but it's not loading it completely.  My guess is I need to find animation data, that's probably why it's not loading it correctly.  I believe that if it was loading a full animation, Zero's sprites would be loading all scattered for a victory.  Instead, it's only loading a very small few pixels as 1 block so something's up.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on July 18, 2010, 09:07:00 am
The main goal of this is to sort of be like the PC version.  Have Zero be able to gather Energy Tanks, use Sub-Weapons, gather Heart Tanks, use Ride armors etc..

what do you mean? can zero use tanks, weapons, ... on the pc version of X3?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 18, 2010, 10:02:13 am
The hack of the PC version allows Zero to use all of that I believe, except maybe Ride Armors, though I haven't played it much to find out.

Edit: The PC version from, what I just checked, has more bugs than this one.  Then again, PC version is much harder to hack and it's fantastic so far.

Edit 2: I'm wanting to ask to make sure, but is this how it's read?

Code: [Select]
$13/C151 AD 8E 0A    LDA $0A8E  [$06:0A8E]   A:0000 X:0000 Y:00FA P:envMXdIZc
$13/C154 D0 5E       BNE $5E    [$C1B4]      A:0000 X:0000 Y:00FA P:envMXdIZc
$13/C1B2 E2 20       SEP #$20                A:0000 X:0000 Y:00FA P:envmXdIZc
$13/C1B4 22 4A B9 04 JSL $04B94A[$04:B94A]   A:0000 X:0000 Y:00FA P:envMXdIZc
$13/C1B8 60          RTS                     A:0000 X:0000 Y:00FA P:envMXdIZcc

13C151 is where it loads the accumulator which is where it defines who is who.  0 = X, 2 = Zero.  So if you're X, 060A8E will be 0, if you're Zero it'll be 2.
13C154 is the branch.  It's stating if 060A8E does not equal 0, then it braches off, adds $5E and ends up at 13C1B4 where it ends the routine pretty much.

I NOP'd the branch so now Zero or X can open the capsule.  I could probably NOP the accumulator too if I wanted I think, but is this how it's read right?  I'm wanting to make sure because I maybe able to have a simple branch for text or weapon checking to make it more diverse.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on July 19, 2010, 12:28:01 pm
The hack of the PC version allows Zero to use all of that I believe, except maybe Ride Armors, though I haven't played it much to find out.

justin you filthy liar... no, seriously, i just got myself the pc version of X3 and i'm sorry to disappoint you (and even more myself), but it's exactly the same as the SNES and PSX version (and probably the Saturn version too), meaning no weapons, sub-tanks, armors, etc. for zero...
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 19, 2010, 02:01:12 pm
Re-read what I said Flashman.  I said THE HACK of the PC version.  Go youtube "DHS System", then you'll see.  THAT'S the PC version I'm talking about.  Please read carefully next time.

I've finally figured out how branches work so that's helping a bit on this, but I've run into a REALLY annoying issue.  I cannot for the life me find the frikin function or anything to remove where your body flashes where you got the armor part.  I've been trying to find it for about 4 hours now and I've found a few things but I have not even come relatively close to removing it at all.

The reason I'm doing so is because I'm doing a branch command where it checks if it's Zero.  If it does, then it skips the armor flash and just goes to the victory pose and leaves the capsule.  It's extremely annoying and tedious as all hell.

Here's an updated feature list so far
-----------------------------
1. Can play as Zero anytime except when you lose him for the Z-Sabre
2. Can collect Heart Tanks, E-Tanks and lives with Zero
3. Can open the Leg Upgrade capsule and retrieve it with Zero
4. Zero can use sub weapons and scroll through them via L or R, and can use the menu to select them
5. Zero can use Ride Armors

Features Left
------------------------------
1. Victory pose for Zero
2. Have it so when Zero retrieves a capsule, no body part glows and he doesn't demonstrate it
3. Sprites in Ride Armor
4. Lower Z-Sabre damage by A LOT.  It should at least take 6-8 hits to kill a boss with it, not 2.
5. Somehow make Zero able to Air Dash without him being able double jump in the air like X.
6. Alternate capsule dialogue
7. Alternate dialogue in general when facing bosses
8. Have Zero's life be saved to memory
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on July 19, 2010, 11:19:42 pm
Why do you need him to airdash? Couldn't we just switch to X for the air dash and keep Zero with the double jump?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 20, 2010, 10:35:04 am
I'm limited on what I can do right now because I'm not exactly sure how the sprites are assembled, how the animation is loaded, or how the animation is done.  So if I enable double jump with Zero, all we get is a bunch of scrambled pixels that inevitably destroy the game's graphics cause they can't be found.  I'll eventually figure it out, but right now I'll just leave it so Zero can't do any of that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Dragonsbrethren on July 20, 2010, 07:02:34 pm
I was going to suggest making the weakened saber the default special weapon (so we didn't need to charge to use it), but then I remembered the SNES games didn't actually have a dedicated special weapons button. :-[

Anyway, great project you have going here. I remember using GG codes right after I got the game to use Zero everywhere - incredibly broken, but still a lot of fun.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 20, 2010, 11:45:12 pm
With my experiments, I corrupted some bytes to test stuff and I can give Zero X's Beam sabre.  I've also seen a few times where the Z-Sabre would be the only weapon to go off.  It is possible to flip around what's loaded first and stuff.  I've been wanting to remove his buster and have him use his Z-Sabre do perform a tri-combo like Megaman X4+ but I'll save that for last and only as a last feature.

Edit: I'm also still having massive issues changing the Z-Sabre's damage.  I have absolutely no idea how any type of damage is even being loaded.  It reminds me of how Chrono Trigger's stuff is done but a bit more complicated.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on July 21, 2010, 12:46:10 am
ideally I'd like Zero to play like he did in X4, albeit without the awesome sword technique upgrades.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: thebigstar on July 25, 2010, 02:34:09 am
Would it be smarter to have the Z Sabre do random damage instead of nerfing it to crap? Or maybe every charge level boost its damage by the charge amount? I'd just hate to see the sabre do as much damage as X's charged shot when it's so much cooler...
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 25, 2010, 09:46:58 am
It'd still do more damage than X's charged shot, but it'd be more difficult to kill bosses.  The damage right now is pretty ridiculous.  If not, I'm hoping I could boost the bosses life depending if it's Zero or X.  That I know is possible, but the issue being is that if I add more life, it goes off the screen.  Not entirely sure how to make two bars or maybe them overlaying each other.

Edit: Zero's now able to fill up Energy Tanks, Sub-Weapons and use Energy tanks.  Still trying to figure out how the damage works :/

Edit 2: http://www.youtube.com/watch?v=eA0TjO5oi4s - Zero doing Air Dash without double jump.  Air Dash and double jump call the same routine, but there's different Jump codes.  So I moved the jump code, added a character check and bam, this is the result.  I did want to give Zero double jump, but I'm not sure how I'll be able to change the graphics used.  This video also has Zero using a Sub tank.  I STILL can't figure out how to get his life saved to memory, but I think I found out where it's located in general.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: tcaudilllg on July 26, 2010, 06:26:25 pm
Don't. Just tell it not to lower the bar if HP is above a certain value.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 26, 2010, 08:51:26 pm
That could work..I'm just not entirely sure where and how the Saber damage is even done.  I've found about 3-4 areas that annihilate the graphics but also the damage as well so it's really confusing.  I think the damage is actually loaded different for each boss in a way, I'll have to double check it later on.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on July 26, 2010, 11:20:00 pm
That could work..I'm just not entirely sure where and how the Saber damage is even done.  I've found about 3-4 areas that annihilate the graphics but also the damage as well so it's really confusing.  I think the damage is actually loaded different for each boss in a way, I'll have to double check it later on.

Damage is indeed loaded differently for every boss. I know this because I have started hacking the game to change how much damage the x buster charge shots do. Not only does every boss have different offsets for the damage they receive, but enemies from different stages, each miniboss, and more have offsets determining how much damage every weapon does, which makes it royal pain to change. There are 3 offsets that deal with how much damage the saber does. The first is for how much damage it does when X gets it without the charge upgrade (normally it is 16 damage). The second byte is for the first hit of the Saber when it is used if X gets it with the charge upgrade (normally this is 8 damage). The third byte is for how much damage the remaining hits of the saber do after it is thrown at the enemy (normally it does 4 damage per hit). This file (http://www.mediafire.com/?3r2j93a3atwor65/) contains the offsets I have gathered so far.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 27, 2010, 02:42:51 am
Dear god that's a pain in the ass.  I'm glad I'm not the only one that was working on something like this.  Thank you for the offsets, this should really help a lot.

Edit: Wow this is actually really neat.  Now I can specify how much it does per boss, that makes things really easily customizable actually.

Edit 2: I've got all the selectable stage bosses saber damage figured out.  It's all a repetitive pattern, so it's fairly simple to figure out where everything is.

Quote from: Justin3009 and Red X
boss life=7e0d3f

Blast Hornet (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x3674D





Blizzard Buffalo
------------------
Regular Shot [ 1 ] 0x36771
Dash Attack Damage [ 1-2 ] 0x36777
Charge Level 1 (green) [ 1-2 ] damage 0x36772
Charge Level 2 (yellow) [ 2-3 ] damage 0x36774
Charge Level 3 (1st shot of purple/red) [ 2-3 ] 3678e
Charge Level 4 (center shot) [ 3-4 ] 0x36790
Charge Level 4 (other shots) [ 2-3 ] 0x36791
Saber (Without Charge Upgrade)[ 16-5 ] 0x36773
Saber (With Charge Upgrade first hit) [ 8-2 ] 0x36775
Saber (With Charge Upgrade 2nd hit) [ 4-2 ] 0x36776




Gravity Beetle (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x36799




Toxic Seahorse (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x367BF




Volt Catfish (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x367E5



Crush Crawfish (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x3680B



7e133f

7e0dbf
regular enemy damages
Regular Shot 3 0x3655d
Saber (Without Charge Upgrade)[ 30-15 ] 0x3655f
Saber (With Charge Upgrade first hit) [ 18-6 ] 0x36561
Saber (With Charge Upgrade 2nd hit) [ 4-6 ] 0x36562

another set of attack values
Regular Shot 0x365cf
Saber (Without Charge Upgrade)[ 30-15 ] 0x365d1
Saber (With Charge Upgrade first hit) [ 18-6 ] 0x365d3
Saber (With Charge Upgrade 2nd hit) [ 4-6 ] 0x365d4

yet another set of attack values
miniboss hp 7e0d3f

Regular Shot [ 1 ] 0x36855
Dash Attack Damage [ 1-2 ] 0x3685b
Charge Level 1 (green) [ 1-2 ] damage 0x36856
Charge Level 2 (yellow) [ 2-3 ] damage0x36858
Charge Level 3 (1st shot of purple/red) [ 2-3 ] 0x36872
Charge Level 4 (center shot) [ 3-4 ] 0x36874
Charge Level 4 (other shots) [ 2-3 ] 0x36875
Saber (Without Charge Upgrade)[ 16-5 ] 0x36857
Saber (With Charge Upgrade first hit) [ 8-2 ] 0x36859
Saber (With Charge Upgrade 2nd hit) [ 4-2 ]   0x3685a

Tunnel Rhino
------------------
Regular Shot 0x3682f
Saber (Without Charge Upgrade) [ 16-5 ] 0x36831 (Justin3009)




Neon Tiger (Justin3009)
------------------
Saber (Without Charge Upgrade) [ 16-5 ] 0x36857
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on July 27, 2010, 11:14:27 am
You should make one bosses weakness Zeros Saber.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 27, 2010, 11:51:15 am
Hmm..Maybe.  I might do that but not sure.  I might just make this Mega Man X3 Remastered or something because I have a lot of ideas that I want to put in, plus different/extended dialogue because Zero being fully playable.

Edit: I actually have a question on this now.  I want to nerf the Z-sabre on bosses only, but not sure how much damage?  I'm definitely going to make it variate depending on the boss.  Like Tunnel Rhino for example, he seems more built for heavy attacks so maybe it'd take like 8 hits for the Z-Sabre to kill.  But then you have some other boss that's prone to heavier attacks so it'd be the normal 2 hits.

So maybe to you guys, which boss should have how much damage dealt?  Each boss has 32 life, and the Z-sabre initially takes 16.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on July 27, 2010, 01:08:20 pm
Could try to use power and speed levels or both.  B. Buffalo, T. Rhino, N. Tiger, B. Hornet are the strongest regular bosses (speed and power combined).  T. Seahorse and C. Crawfish are next followed by V. Catfish and G. Beetle.  If you just use power levels the lineup would change.
strong boss 5 health
med boss 7 or 8 health
light boss 10 or 11 health
Also should take into consideration the upper level bosses too.
I have a similar idea to what you are doing but I have little experience.  I would like to import sprites from other SNES mega man games.  What are you using to mod this game with?  I'm guessing your not making an ips patch, sounds like your remaking the whole rom
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 27, 2010, 01:40:26 pm
I'm wanting to import other sprites as well for reasons.  I'm not sure how it all works yet though, so I can't.

Nope, this is purely all going to be an IPS patch.  Think of it as a re-done Mega Man X3 or an expanded one, whatever suites your taste best.  Also, that's a really good idea on the boss health.  I may take that into play actually.

Edit: I'm using Tile Molester for graphics, Snes9X Geiger's Debugger for figuring where things are and using that and/or translhextion to actually modify the data.

Edit 2: I think I found the mystery of Zero's life being preset to 1C.

Quote from: Justin3009
$04/8DD8 E2 30       SEP #$30                A:40FF X:0018 Y:0015 P:envMXdIzc - Character life (Maybe Zero's) - NOP this and Zero shares life with X
$04/8DDA A5 B6       LDA $B6    [$00:0A8E]   A:40FF X:0018 Y:0015 P:envMXdIzc - Character Check on life
$04/8DDC D0 0A       BNE $0A    [$8DE8]      A:4000 X:0018 Y:0015 P:envMXdIZc - Go to 8DE8 if it's not = to 0 ( X )
$04/8DDE A5 BD       LDA $BD    [$00:0A95]   A:4000 X:0018 Y:0015 P:envMXdIZc
$04/8DE0 85 27       STA $27    [$00:09FF]   A:400B X:0018 Y:0015 P:envMXdIzc
$04/8DE2 22 A6 DB 04 JSL $04DBA6[$04:DBA6]   A:4562 X:00FF Y:001B P:envMXdIZc
$04/8DE6 80 10       BRA $10    [$8DF8]      A:4562 X:00FF Y:001B P:envMXdIZc
$04/8DE8 A5 27       LDA $27    [$00:0027]   A:4562 X:00FF Y:001B P:envMXdIZc - Start of Zero's life
$04/8DEA 85 BD       STA $BD    [$00:00BD]   A:4562 X:00FF Y:001B P:envMXdIZc
$04/8DEC A9 1C       LDA #$1C                A:4562 X:00FF Y:001B P:envMXdIZc - Zero's preset life
$04/8DEE 8D D2 1F    STA $1FD2  [$06:1FD2]   A:4562 X:00FF Y:001B P:envMXdIZc
$04/8DF1 85 27       STA $27    [$00:0027]   A:4562 X:00FF Y:001B P:envMXdIZc

$04/DBA6 08          PHP                     A:400B X:0018 Y:0015 P:envMXdIzc - X's Life
$04/DBA7 E2 30       SEP #$30                A:400B X:0018 Y:0015 P:envMXdIzc
$04/DBA9 A2 08       LDX #$08                A:400B X:0018 Y:0015 P:envMXdIzc
$04/DBAB 9C 00 00    STZ $0000  [$06:0000]   A:400B X:0008 Y:0015 P:envMXdIzc
$04/DBAE AD D4 1F    LDA $1FD4  [$06:1FD4]   A:400B X:0008 Y:0015 P:envMXdIzc
$04/DBB1 2A          ROL A                   A:4000 X:0008 Y:0015 P:envMXdIZc
$04/DBB2 90 03       BCC $03    [$DBB7]      A:4000 X:0008 Y:0015 P:envMXdIZc
$04/DBB7 CA          DEX                     A:4000 X:0008 Y:0015 P:envMXdIZc
$04/DBB8 D0 F7       BNE $F7    [$DBB1]      A:4000 X:0007 Y:0015 P:envMXdIzc
$04/DBBA AD 00 00    LDA $0000  [$06:0000]   A:4000 X:0000 Y:0015 P:envMXdIZc
$04/DBBD 0A          ASL A                   A:4000 X:0000 Y:0015 P:envMXdIZc
$04/DBBE 18          CLC                     A:4000 X:0000 Y:0015 P:envMXdIZc
$04/DBBF 69 10       ADC #$10                A:4000 X:0000 Y:0015 P:envMXdIZc
$04/DBC1 8D D2 1F    STA $1FD2  [$06:1FD2]   A:4010 X:0000 Y:0015 P:envMXdIzc
$04/DBC4 28          PLP                     A:4010 X:0000 Y:0015 P:envMXdIzc
$04/DBC5 6B          RTL                     A:4010 X:0000 Y:0015 P:envMXdIzc

The only thing right now is trying to get Zero's life to frikin save to memory so he doesn't heal himself every time you switch out.  Once that's set, hello Heart Tank collecting with Zero 100% working!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on July 28, 2010, 01:01:23 pm
What are you using to mod this game with?  I'm guessing your not making an ips patch, sounds like your remaking the whole rom
Apparently you misunderstand what a patch does, regardless of format (IPS, UPS, Ninja, etc). It essentially compares the edited ROM to the original one,
copying down all of the changes you've made, and making a file that details those changes.

He could change every byte in the ROM, and he could make a patch of it. It doesn't matter.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 28, 2010, 01:58:37 pm
I'm getting a little help on writing a routine that saves Zero's life to memory and loads it back up when you swap him back in.

From the looks of what we understood, the preset life 1C is saved and essentially that routine is loaded up everytime Zero is loaded.  Considering Zero was only meant to be played once, that'd be why.  We almost have it set though.  I think I'll be setting Zero's life to 16 as default compared to X's 10.  Bump the life bar down a couple notches on the X coordinates so it doesn't go off the screen for Heart Tanks.  I'll then re-do the Sabre damage on bosses and such.  I'll probably release a beta IPS patch then so people can play around with Zero a bit.  There's still a lot more work to do but this is the basics that people want.

Edit: I decided to see if I could give Zero his MMX4 victory pose, this is what came out.

(http://i25.tinypic.com/2i0vrir.gif) - When I learn how to change the animations and SA I'll be importing this in I believe.

Edit 2: I've also semi-figured out how animations are loaded in a way.

Code: [Select]
$04/A7F5 E2 30       SEP #$30                A:0002 X:0002 Y:0015 P:envMXdIzC
$04/A7F7 A9 70       LDA #$70                A:0002 X:0002 Y:0015 P:envMXdIzC - Animation to load when X shoots Ray Beam into air
$04/A7F9 20 00 B9    JSR $B900  [$04:B900]   A:0070 X:0002 Y:0015 P:envMXdIzC
- This code is taken from when X charge shoots his Ray Shot attack.  A9 70 is the part to load the animation, 70 is the actual choice.  This is the animation where he looks up into the air and shoots it.

Another segment of code
Code: [Select]
$04/A7BC E2 30       SEP #$30                A:0088 X:0004 Y:0000 P:eNvMXdIzc
$04/A7BE A9 68       LDA #$68                A:0088 X:0004 Y:0000 P:eNvMXdIzc
$04/A7C0 4C 00 B9    JMP $B900  [$04:B900]   A:0068 X:0004 Y:0000 P:envMXdIzc
- This is when X double jumps.  A9 68 would be code to load, then 68 would be the actual animation.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on July 30, 2010, 10:51:44 pm
Awesome find with the double jump animation.  The real question is whether there's room to add a check there or not without breaking everything.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 31, 2010, 10:32:30 am
Yep there's enough room.  I've already thrown it into empty space so it can be modified to how we want.  There's a few more things before I release a demo patch of this.

Edit: I'm also trying to see if I can find how it loads music.  Then maybe make a check so if it's Zero fighting the boss, you have different music.  I can already import SPC's from Mega Man X2, but nothing from X1 I think.

Edit 2: I've also got a lot of event editing to do for future releases.  I'm wanting to re-do a lot of the dialogue so it's a bit more cleaned up and has more personality slightly with each character.  Also expanding the dialogue so it includes Zero in most of it and having Zero talk during cut scenes.  Eventually, if there's a level editor or anything out for this, I'll probably add a couple more levels if possible where you can either go X's way or Zero's way during Doppler's area or the Intro area.

Edit 3: BIG UPDATE! - Thanks to Zarra's help, we got Zero's life being saved to memory and loading up correctly AND Zero can now obtain Heart Tanks just like X and get more life throughout the game :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on July 31, 2010, 03:48:38 pm
Does this mean I'll have to chose who 's life to increase when I gety a heart?  Will sub tanks also only be usable by the character that collects them?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on July 31, 2010, 06:26:28 pm
Nope, it gets shared between both of them :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on July 31, 2010, 06:42:01 pm
I'm quite impressed with your work thus far. I can't wait to try it! :D

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on July 31, 2010, 09:14:16 pm
Hi Justin3009!^^
Say how far are you with the subtanks now? If you are wondering, it is me from Youtube.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 01, 2010, 12:24:56 am
Subtanks are able to be collected and used by Zero.  I haven't put in the Megaman Zero feature, I might not depending.

Heart Tanks are now able to be collected and work for both of them perfectly as far as I can tell.

Once I alter the Saber damage on the regular bosses, I'll throw up a little test patch for people to play with.

Edit: Interesting note, Gravity Beetle and Bit/Byte's combined form share the same damage value.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 01, 2010, 12:14:50 pm
By the way, if you are looking for more Zero Sprites, ask JKB(productions) on Youtube; he has all the sprites needed for Zero's 3-hit Combo.
http://www.youtube.com/watch?v=X7D9iZJp60M.

He can certainly help you with the sprites he has.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 01, 2010, 12:28:29 pm
I was thinking of that but I may just create my own like I did for the victory pose not too far from the top of this page.  Thank you for reminding me though.

Here's version 1.0 of Zero playable in Mega Man X3!  REQUIRES AN UNHEADERED MEGA MAN X3 US ROM!

http://www.mediafire.com/?y7581348r747kk8 and a video for people who want to see first. http://www.youtube.com/watch?v=s8Jhwuw8aoU

Changes in the patch
-------------------------------
1. Zero can Air Dash when X has the dash boots.  He may double dash when X has the golden armor.
2. Zero can collect Energy Tanks and Heart Tanks. [ Thanks to Zarradeth for the help on Heart Tanks ]
3. Zero's life is saved to memory so you can't swap in and out to restore his health. [ Thanks to Zarradeth for the help ]
4. Zero can use Sub-Weapons, albeit some glitches are there when you charge them up.
5. Z-Sabre damage is different for each boss depending on their power/strength combined. [ Thanks to Metallicat65 for the idea.  Thanks to Red X for the offsets ]
6. Can switch to Zero or X anytime during game play except at boss fights or specific scenes.
7. Zero can fill Sub-Tanks and Sub-Weapons throughout the game.
8. Dr. Cain scene where Zero loses his power generator isn't in play anymore.

Future Changes
------------------------------
1. Depending on who you're fighting the boss with, there will be different Boss Battle music for Zero and X. [ May use MMX2's Zero Theme ]
2. Make "armor" parts for Zero in the capsule where his armor turns black or gets an upgrade from the Manga. [ This may take awhile ]
3. Much MUCH more extended dialogue with more scenes to make it feel more like a storyline game.  Zero WILL be mentioned in the dialogue and will be a threat instead of only X being mentioned.
4. Fixing Sub-Weapons for Zero, possibly creating new weapons for him.
5. A possible Z-Sabre combo instead of his buster, or create both for use.  I maybe able to make an extra slot for "Z-Buster" and have the main by Z-Sabre.
6. Possibly put in a DHS system where by pressing select you can switch between Zero and X.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 01, 2010, 02:45:05 pm
Awesome.  Playing through the game again (been a while.)  Lots of fun to play as Zero (But my finger is cramping up from holding down the charge button so much... ah nostalgia.)

Edit:
Hey, is it just me, or is everyone else unable to access the vehicles?

EDIT 2:
Also, Neon Tiger causes all sorts of problems while fighting zero.  Not trying to be a pain, just figured you'd want to know about errors.

EDIT 3:
Never mind about the ride armor I forgot that you needed to get the first one in order to access the others even if you got them in a different order.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 01, 2010, 09:14:28 pm
How about if we go the Zero and ZX route by giving the bosses 2xHealthbars and respectively 3xHealthbars along with the Zero/ZX damage formular?

Zero:
Uncharged Z-Buster: 2 Damage= 1 Damage against Bosses
(Blue)Semicharged Z-Buster: 6 Damage= 3 Damage against Bosses
(Yellow)Charged Z-Buster: 12 Damage= 6 Damage against Bosses
(Red)Overcharged Z-Buster: 6+12 Damage= 3+6 Damage against Bosses / the + indicates that the next hit overcomes the damage barrier
(Green)MAXcharged Z-Buster: 12+12(+8 Saberwave) Damage= 6+6(+4 Saberwave)  Damage against Bosses / the + indicates that the next hit overcomes the damage barrier

Z-Saber 1st Slash: 8 Damage= 4 Damage against Bosses
Z-Saber 2nd Slash: +8 Damage= +4 Damage against Bosses / the + indicates that the next hit overcomes the damage barrier
Z-Saber 3rd Slash: +10 Damage= +5 Damage against Bosses / the + indicates that the next hit overcomes the damage barrier


X:
Uncharged X-Buster: 4 Damage= 2 Damage against Bosses
(Blue)Semicharged X-Buster: 8 Damage= 4 Damage against Bosses
(Yellow)Charged X-Buster: 14 Damage= 7 Damage against Bosses
(Red)Overcharged X-Buster: 14+14 Damage= 7+7 Damage against Bosses / the + indicates that the next hit overcomes the damage barrier


Also here for example the Damage Barrier Formular from Zero 3 along with the EX Skills for overcoming the Damage Barrier.
 
Bustershot (uncharged): 0
Orbit Shield Boomerang: 0
Bustershot (Charged any Level): 1
Charged Saber: 1
Charged Shield Boomerang: 1
1st Slash: 1
2nd Slash: 2
3rd Slash: 3
Rising Saber: 4
Saber Trust: 5
Kuuenzan: 1, 2, 3, 4, 5, 6 ( Any following station of the Kuuenzan rotation has a higher number, so can´t use Kuuenbu on the boss again so soon, if you hit it with the last station of the move, which has 6 for breaking through the Invincible frames. You have than to wait for the end of the Recovery time. When you use 5 for example you cant hit the boss with a trible slash or with the same move again. If you want to cause more damage, than hit it with a higher number. )
Stab Saber: 1, 2, 3, 4, 5, 6
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 01, 2010, 09:58:07 pm
What kind of errors happen with Neon Tiger?  I'll take a look when I get home.

I was going to implement something like the double or triple HP bar but I'd have to figure out a way to do it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 01, 2010, 10:31:07 pm
I experience two bugs, one happened multiple times and the other just once.

The one timer was that Zero was continued flashing like he had a charged shot to release, but pressing the blaster button just caused him to make a normal uncharged shot, and he was unable to charge or stop flashing (until I died at which point everything went back to normal.)

The other is a graphical glitch where both the hero's life bar and the boss' life bar go fuzzy, but pausing and returning brings it back to normal .
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 01, 2010, 10:37:15 pm
I experience two bugs, one happened multiple times and the other just once.

The one timer was that Zero was continued flashing like he had a charged shot to release, but pressing the blaster button just caused him to make a normal uncharged shot, and he was unable to charge or stop flashing (until I died at which point everything went back to normal.)

The other is a graphical glitch where both the hero's life bar and the boss' life bar go fuzzy, but pausing and returning brings it back to normal .
You ought to take a screenshot of these, and/or send justin3009 a save state before and during the bugs. It would help him fix them.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 02, 2010, 12:42:30 am
I've experienced the second bug but it was a one shot deal that it ever happened.  I was never able to reproduce it again.

Edit: The first bug I've heard of happening naturally before.  It's a weird bug, I've heard it happening on X as well.  I'll have to look more into that fuzzy life bar bug.  I'm not entirely sure why it'd do that, but it maybe linked to the Air Dash.  Did you have the boot capsule or did it just happen on it's own without that?

Edit 2: Found the source of the bug.  If you tap "Up" twice it'll try to perform the air boost but it can't, thus screwing up the graphics.  I'll have to tackle down the double tap command.

Edit 3: I might be able to make Zero just double jump instead of Air Dash when you get the boot capsule.  The only issue is that he's able to infinitely jump right now, I might have to write something to RAM to fix that.  Would people be okay with no Air Dash or would you rather have the Air Dash instead of the Double Jump.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 02, 2010, 12:25:21 pm
Do double jump, not because it's better but because it does more to differentiate between Zero and X so that there's more of a reason to switch between them.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 02, 2010, 01:04:57 pm
Alrighty, I'll see what I can do.  All I know is I have to have it save a value to memory and check if it's that, if it isn't then you can't jump again.  I just have to figure out how to do all of this though..

Edit: At the moment I'm trying to see if I can nudge the Icons in the menu and the Text up by a little.  I'm going to see if I can expand it a little so I can add a "Z-Sabre" icon for Zero.  Then break off the Buster to be a "Sub-Weapon" sorta.  So the main weapon would be the Z-Sabre and the Buster would be an alternative.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Metal Knuckles on August 02, 2010, 06:36:29 pm
Would it just be a one-swing option, or are you considering going the extra mile and recreating the three-swing combo?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on August 02, 2010, 06:50:14 pm
Zero double jumps in the later games so he should double jump in this one as well.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 02, 2010, 11:38:50 pm
I'm going to try and go the extra mile to recreate the three-swing combo.  It might not be that difficult once I get a better understanding, but I can't say for sure.

Alrighty, I'll implement double jump.  I'll probably have to do some sloppy coding for it to work right.  I think I noticed something odd though with the animations for the game.  They're like actual mini events for each animation.  Like..the animation for X's punch when he charges and slams the ground, it actually performs the screen shake.  Also, there's an animation for teleporting out which removes the life bar and attempts to switch but won't due to no data.  I'll have to work with this a bit more for another extra feature.

Edit: I believe I just found the Sprite Assembly and animation data for every single character in the game.  It's..strangely organized, I'll have to figure out what exactly is what and document it for future use.  If I figure it out, I may get a little help on coding a simple editor for Sprite Assembly in Mega man X3.

Edit 2: Wow I'm extremely confused on how it sets up the sprites.  I was going through Zero's as a test and the graphics were going perfectly in order for hex, then for some reason when it hit 10, it just jumped somewhere the hell around and I have no idea what it loaded.  Seems I have more to research on this before I re-do animations and attacks.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 03, 2010, 09:42:43 pm
If it's too much trouble, then don't worry about the double jump...although andrewclunn is right about the differentiation between characters.  Might could just see if zero can do the upward dash.
The other is a graphical glitch where both the hero's life bar and the boss' life bar go fuzzy, but pausing and returning brings it back to normal .
I have experienced this glitch as well.  It seems to be potentially linked to explosions of enemies.  I saw same fuzziness with the little explosions on enemies when glitch occurred.

Alright, here are some glitches I found (some of them you've already mentioned) that may help:
Can't get in robot ride armor with zero if it is unoccupied; hence, you can't acquire the initial "N" robot ride armor with zero
I'm having to jump to the other side of the upgrade capsules to access them; also, can't get to the other side of helmet upgrade capsule--so can't get it either
Can't access Vile stage (or can't fight Vile obviously)
Can't use V. Catfish charged weapon
G. Beetle's charged weapon worked about 1-1 n half minutes after I executed it (I started talking on the phone with somebody and left it running, then saw zero attempting the move about a minute later).  It looked good and I thought it was going to work...........but.....after zero was finished the game glitch up baaaadd and froze and turned black and my computer exploded (just kiddin).  It did freeze up and turn black though.
I also experienced one weird glitch, but it was nothing:  I exited out of rom (esc with zsnes), when i came back in zero's life bar was replaced with x's. I pressed start twice to go to menu then back to game and it went away.  Like I said, hardly noticeable.
On another note, my previous comment about z saber damage could be biased against more powerful regular bosses.  The reason for this is because combining power and speed evens out the bosses total too much.  It may be more accurate if you just use the bosses power level to determine how much damage the z saber gives per boss.  For example, V. Catfish has 8200 power (p) and has 1600 speed (s) N. Tiger has 3600p and 9900s.  Combining them N. Tiger has 13500 and V. Catfish has 9800 allowing N. Tiger to seemingly be more "powerful" but really V. Catfish should be credited for having more power.  If you didn't combine power and speed then just ignore this paragraph, I really didn't notice anyways how much damage was being takin off cause I was kickin so much maverick metal a$$!
All in all, my hat is off to you.  There are many little things that caught my eye that I was very impressed with that I have not mentioned, please know they do not go unnoticed.  You and your colleagues are doing a superb job and the hack is awesome!!!!!!!!!!!!  Let me put it this way, I stopped playing Borderlands to play this hack!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 04, 2010, 12:34:11 am
Yea, ignore some of the sub-weapon charge up glitches.  Those are animation errors and will be fixed sometime when I figure out how animations are setup.  I'm finding out how sprites are setup so I'm closer to that.

The fuzziness so far I saw was from the "Double Tap Up Glitch".  It'd try to do the Double Jump but load bad sprites and screw everything up.  I'll do a run through with Zero again and check it out.

Vile's stage yea..Something is forcefully loading X as the PC and I can't figure out for the life of me what is.

Yea, not all capsules can be accessed with Zero at the moment, only the Leg upgrade so far.

Quote
Can't get in robot ride armor with zero if it is unoccupied; hence, you can't acquire the initial "N" robot ride armor with zero
- Ah, didn't realize that one.  I'll try to fix this right away.

Thanks for finding these bugs though, this is really helping!  And I'm also glad everyone's pitching in to help, couldn't have done this without everyone!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 04, 2010, 08:09:27 am
Yea, not all capsules can be accessed with Zero at the moment, only the Leg upgrade so far.

I was actually able to access the X-buster capsule with Zero, once I got to it with X's upward dash.

It'd try to do the Double Jump but load bad sprites and screw everything up.

Maybe just let him jump higher and air dash, the animations already there to do that.  That way it'll free you up to concentrate on more important things such as sprite setup
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 04, 2010, 10:13:41 am
I'll eventually give him double jump once I figure out how everything is setup.  I'm almost certain it's an animation/event thing, that's why it's making him jump infinitely.

Really?  Hm, I must have put the function back in to check for Zero in front of the Capsule then, strange.  I'll remove that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 04, 2010, 10:22:56 am
I tested a few capsules and Zero could use them once X initiated dialog with Light.

Also, can access chip upgrade capsules

Here's something that may be interesting:
Accessed helmet capsule with Zero.
Preview after acquiring upgrade allowed Zero to use helmet level map!
Haven't seen this yet because X starts every level and that is when level map is seen.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 04, 2010, 12:43:03 pm
Well the capsule bugs are fixed I think, along with the Ride Armor one.  Zero also now gets benefits from the Armor capsule so he takes less damage as well.

Still trying to figure out the animations..this is just absolutely confusing.  I may have to go and just re-corrupt certain areas of the rom again to find where it's picking up the sprites for each animation.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 04, 2010, 04:13:50 pm
Zero also now gets benefits from the Armor capsule so he takes less damage as well.

Good!  Having played through the game (trying to do as much with Zero as possible) it became clear that after the armor upgrade and buster upgrade that there was no reason to play as Zero except for the challenge.  And once you get the golden armor you can just forget about it.

Also, in Dopler's base (one of the levels, can't remember which one) there is a cut scene with Zero, but seeing as how I was playing as Zero at the time i thought, "Hey two zeros on the screen and one calling the Zero I'm playing X... hmmm probably something to fix in the future."  Should have made a note of exactly when it happened, sorry.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 04, 2010, 09:53:49 pm
Oh I knew about some of these event errors as well.  I just have to find where the event's located, do a check, branch it off and load new dialogue.

Also, more notes on data found.  I've found where the game loads the music, the music pointers and what songs are what.  I'm going to try and see if I can branch it off to load a separate theme if you're playing as Zero or not.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 04, 2010, 10:27:57 pm
You are documenting all of this, right?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 05, 2010, 12:16:49 am
Yessir I am.  Although rather sloppy, they're documented.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 05, 2010, 01:34:11 am
Do you plan on releasing any of your documents?If you do, I'm sure a lot more people would be able to
help you out with your project.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 05, 2010, 02:38:08 am
Yep yep, I'm going to release all that I have after I put out the next beta.  I'll have to re-organize everything though.

Side note: I was finally able to load separate boss music depending on who you're playing as.  Not really important but it's a little extra feature :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 05, 2010, 02:57:44 pm
What type of music will it be (other mega man music...personal album...etc.)  Some 80's Metallica would be sweet (since the music already sounds like that anyways)!

Also, will there be any dialogue changing in the next beta release?  It's really not that important, but I am anxious to see if you'll stick with the regular X series plot or if you'll create your own story.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 05, 2010, 04:02:09 pm
Right now I'm stuck with Megaman X2/3 music to use.  I'll have to experiment more on other Capcom games created in the same year, maybe they'll have the same SPC core.

Right now, I maybe could be able to do some SPC documenting for it, but that's not for awhile.

Dialogue will probably one of the last features to add possibly.  I'll have to knock out an entire area to expand more on it and all that because there is currently not enough room at all where it's all stored atm.

Also, beta test :D! http://www.youtube.com/watch?v=TTFacGXgvvM

Edit: A little interesting note on the music swap.  I actually found how each song is loaded and put that in empty space and separated the functions for X and Zero.  So now Zero can have a totally separate soundtrack from X on every map and every song.  Didn't even want to aim for that until later but hey, it works :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 05, 2010, 08:37:39 pm
I'd be glad to help you hack and debug glitches.  Although (with your permission) when the hack is done, I'd like to try using bsnes' MSU1 (http://byuu.org/msu1/) to add in the ps1 enemy intros (http://www.youtube.com/watch?v=qZoqPanZ1K8).
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 05, 2010, 11:52:29 pm
Do with it whatever you want.  It's just a free little project to mess with.

Edit: Thought people might find these little things interesting.

(http://i37.tinypic.com/291oxp3.png)
Changing one little byte for the capsule will show Dr. Light's portrait from MMX1 I think it was.  Probably a left over from when they were converting the game to something slightly different.

Another oddity is the "W" icon.  Reminds me of "Wily" for some reason but who knows.  I'm sure the W one has been known for awhile though.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on August 07, 2010, 11:13:25 pm
Its for weapon.
Its in most of the x games as far as I know.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 08, 2010, 10:56:54 am
That's what I figured but I wasn't entirely sure.

Also, just a little note.  I found the pointer for text pointers, and I also found the bank number.  Changed the bank number and moved all text to empty space.  Right now I'm redoing all the pointers so then dialogue expansion will be possible :D

There's also a lot of weird strings of text.  Like (MADADAYO) and E-UP in two colors, Life-Up in two colors, all armor upgrades in two colors.   Kind of strange and they're completely not needed as far as I can remember.  I'll check the ending credits, but if they're not mentioned, I'll be removing that unused text to make more room.

Edit: Ugh, god damnit.  The frikin bank was set to 12, which is 09 in translhextion.  All the text fits in 09 bank with translhextion, but it jumps to bank 13 in SNES9X.  So I think in order for me to actually move all the text correctly, I'll have to do a compare.  Check if the text is greater than whatever 1-byte pointer, if it is, load from bank 13.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 08, 2010, 02:48:23 pm
That text in two colors might be an indication that they had much bigger plans for Zero originally.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 08, 2010, 02:49:36 pm
That's probable.  There's some with 2 colors, and I think one has 4 or 6 of them.  It's really odd.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: KingMike on August 08, 2010, 02:58:24 pm
Its for weapon.
Its in most of the x games as far as I know.
But I'm pretty sure the X games use an icon to indicate the specific weapon being used, rather than a generic "W" icon.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 08, 2010, 03:07:34 pm
It was probably left overs from way back in the day.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on August 08, 2010, 07:11:54 pm
Its a beta item they used before they got the icons in. It was never meant to actually be in the game just a placeholder.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 09, 2010, 01:28:47 am
Wow this is hardcore.

I'm going to replay X3 if this turns out alright.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 09, 2010, 09:10:52 am
Nifty, that actually makes things slightly easier.  Once there's a recompressor setup for this, we can just use the "W" icon as another icon that I have in mind :D

Edit: Would people be upset if we're able to make the life bar like this?
(http://i34.tinypic.com/2ewhc7b.png)

I'm kind of wanting to give it a MMX: Maverick Hunter type look with that.  I think it takes up less of the screen but I'm not entirely sure.  What do you guys think?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 09, 2010, 12:52:21 pm
 :thumbsup: that's what I think.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: RetroHelix on August 09, 2010, 01:03:25 pm
Edit: Would people be upset if we're able to make the life bar like this?
(http://i34.tinypic.com/2ewhc7b.png)

I'm kind of wanting to give it a MMX: Maverick Hunter type look with that.  I think it takes up less of the screen but I'm not entirely sure.  What do you guys think?

Great, it like it this way. :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 09, 2010, 01:13:44 pm
Alrighty :D  I'll work on getting it this way then!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 09, 2010, 01:20:12 pm
This project looks great from top to bottom thus far.
As a Zero fan I'm really rooting for the success of this one.
Go for it justin3009.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 09, 2010, 01:41:28 pm
Nifty, that actually makes things slightly easier.  Once there's a recompressor setup for this, we can just use the "W" icon as another icon that I have in mind :D

Edit: Would people be upset if we're able to make the life bar like this?
(http://i34.tinypic.com/2ewhc7b.png)

I'm kind of wanting to give it a MMX: Maverick Hunter type look with that.  I think it takes up less of the screen but I'm not entirely sure.  What do you guys think?
I think it looks kinda cool. But you should make it an option to choose what style you want. Some people, myself included, would likely prefer the older style.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 09, 2010, 04:26:13 pm
Edit: Would people be upset if we're able to make the life bar like this?
(http://i34.tinypic.com/2ewhc7b.png)

I'm kind of wanting to give it a MMX: Maverick Hunter type look with that.  I think it takes up less of the screen but I'm not entirely sure.  What do you guys think?

Looks good man.  I agree, it seemingly takes up less space.  Although, DarknessSavior has a point.  If you can't have the option to choose either way, then don't worry about it.  This way looks fine.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Jandazekon on August 09, 2010, 04:53:53 pm
Some people, myself included, would likely prefer the older style.

I more like the old style.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 09, 2010, 05:15:19 pm
I'm fine with the horizontal gauges myself, for what my opinion is worth.
Uses screen space more smartly.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 09, 2010, 08:04:51 pm
http://www.youtube.com/watch?v=to3YfGa-sJ4 - Just a little beta showing of the text :D  It's nowhere near final and I may want to see if I can recruit someone to write dialogue for this.

Thank you again Tauwasser and everyone!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 09, 2010, 09:00:32 pm
I definitely like what you did with the energy bar.I think it is a great idea for the new x3.
Out with the old and in with the new and improved.Keep up the good work. ;)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Talbain on August 09, 2010, 09:24:29 pm
Nifty, that actually makes things slightly easier.  Once there's a recompressor setup for this, we can just use the "W" icon as another icon that I have in mind :D

Edit: Would people be upset if we're able to make the life bar like this?
(http://i34.tinypic.com/2ewhc7b.png)

I'm kind of wanting to give it a MMX: Maverick Hunter type look with that.  I think it takes up less of the screen but I'm not entirely sure.  What do you guys think?
Round 1... FIGHT!

(That is awesome by the way.)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 09, 2010, 09:29:54 pm
http://www.youtube.com/watch?v=to3YfGa-sJ4 - Just a little beta showing of the text :D  It's nowhere near final and I may want to see if I can recruit someone to write dialogue for this.

Thank you again Tauwasser and everyone!
While it's awesome that you were able to do that, continually speaking, Dr. Light didn't know about the existence of Zero. Just sayin'.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 09, 2010, 09:56:19 pm
"While it's awesome that you were able to do that, continually speaking, Dr. Light didn't know about the existence of Zero. Just sayin'."

Maybe in the text we can have it to where Dr. Light is shocked to see zero and gives him the upgrade
anyways.Just a thought.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 09, 2010, 10:31:30 pm
Thus why I'm hoping to find a dialogue writer that completely knows the entire plot of the X series and can help figure something out for him for the capsules.

I'll have to read up on it more to figure it out.

Also, the life bar is a fake screenshot.  I'll be actually adding that in later on for people and maybe have a separate patch for the new and old patch, unless I can find a way to make an option for that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 09, 2010, 11:35:32 pm
I figure I could be of assistance there if you so wish.
Feel free to PM me in case you decide to nod to my offer.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Gideon Zhi on August 10, 2010, 12:01:54 am
The thing with Zero and the capsules is that, at least as far as X5 was concerned, Light was unable to "fully analyze [his] systems" or something to that effect. He picked up the armor for X, but that's it. The easter egg capsule in the Wily stages (to get Black Zero) says something different, but by then Light's had time to analyze him.

Would it be possible to replace the Light hologram with a heavily-glitched-out Wily hologram? That would certainly make a lot of sense insofar as X series continuity is concerned, and would not only foreshadow his dreams in X4 but also explain why he starts having them THEN and not sooner.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 10, 2010, 12:07:50 am
@Red Soul: Go for it.  Any help at all with anything is greatly appreciated and a great step for this project.

@Gideon Zhi: It would be possible if we had a graphics decompressor and a recompressor.  I know there's code for a decompressor on here but I'm not a coder at all so I'm completely useless when it comes to doing any of that, otherwise I'd totally do that Wily bit.

Edit: I've been offered the idea to have Dr. Cain to be the figure that shows up in the capsules.  It makes a lot of sense actually since he "repaired" Zero in Megaman X2 and I believe also gave him his Beam Sabre and bulkier armor.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 10, 2010, 11:32:43 am
@Red Soul: Go for it.  Any help at all with anything is greatly appreciated and a great step for this project.

@Gideon Zhi: It would be possible if we had a graphics decompressor and a recompressor.  I know there's code for a decompressor on here but I'm not a coder at all so I'm completely useless when it comes to doing any of that, otherwise I'd totally do that Wily bit.

Edit: I've been offered the idea to have Dr. Cain to be the figure that shows up in the capsules.  It makes a lot of sense actually since he "repaired" Zero in Megaman X2 and I believe also gave him his Beam Sabre and bulkier armor.

Right, either you could use Dr. Cain himself or you could go with GZ's idea and use Wily in the capsules, perhaps even using Dr Cain as a base then editing it so its more to Wily's likeness.
Of course that last bit of the idea depends on having a compressor / decompressor, so its best to consider it just as a possible solution.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 10, 2010, 06:43:41 pm
Maybe we can use this for decompressing and compressing the graphics
http://fusoya.eludevisibility.org/lc/index.html
Does anybody know if we can?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 10, 2010, 10:45:06 pm
I'll see if it does.  It might because of the list it says:

Quote
Currently, the DLL supports formats found in Super Mario World, Super Mario World 2 / Yoshi's Island, Mario RPG, Zelda 3, Metroid 3, Mario Kart, Sim City, Secret of Mana, MegaMan X, Lufia 1, Lufia 2, RoboTrek, Harvest Moon, Gradius 3, Chrono Trigger, Famicom Tantei/ Detective Club 2, Radical Dreamers, Star Fox 1, Star Fox 2, Pokemon Gold & Silver (GB), Sailor Moon (GB), and Sailor Moon R (GB).
- I think MegaMan X and I think the ones above have the same format.  I really hope so, that'll be AMAZING.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 10, 2010, 10:57:00 pm
If you find something out let me know.I tried to use it and couldn't figure it out.
If it works I am going to start working on all my sprites again.Maybe I will also be able to use it on my 7th saga project. :woot!:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 11, 2010, 12:23:15 am
Would be great to be able to use a Wily sprite on the capsules that's for sure.
For one I always thought he had more character in him than Light or Dr. Cain, so coming up with lines for Wily
should be a fun exercise if all works out as intended.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 11, 2010, 12:24:06 am
As far as I just tested, it semi works if it finds the right offsets.  I decompressed..some sort of enemy while using sniff.exe but it was only partial, not total.  So it does work for Megaman X3 I believe.

Edit: Something that I think deserves a little posting.  I've pretty much found how everything in the menu is drawn.  Portraits, sprites, text, icons, life bars, 1 up, exit, chips, sub-tanks, etc..The only thing missing right now is the damn X-Buster icon.  I can't find the X/Y coordinates of that.  Once I find that, the entire menu is pretty much able to be redone, minus the boundaries.  Still have to find those.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 11, 2010, 02:48:35 pm
I wouldn't recommend to use Dr.Wily in a capsule at all. Albert is more the man behind man, who pulls the strings in the shadows for the goal that Zero destroys X.
I would rather recommend to make a dialog between Zero and Thomas.

Zero:" A hologram..."

Dr.Light:" My name is Doctor Thomas Light. I am a scientist of robotics and the creator of X. You must be Zero, aren't you?"

Zero:" That is correct. X has told me about you."

Dr.Light:" So did the information I gathered about you. You have once sacrificed your life for X's sake in his most crucial moment, a deed which I really appreciate."

Zero:" So... why are you here? I thought that humans cannot avoid death."

Dr.Light:"Indeed it is. Even though I am no longer flesh and blood I want to help X beyound my grave, if ever something bad happens to him and the world. The capsule you found is not the only one. There are many others which contains data for new enhancements for X in form of armours. Even though I developed them for X as a security measure, they are compatible with other reploids. You might also be able to use them to a degree.
Now I have a favor to ask."

Zero: "I assume you want me to download the data for X, right?"

Dr.Light:" Yes that is what I want. Before you step in the capsule, listen well what I have to say about the upgrade. (put the armour explaination here). I hope that you and X will put an end to this threat.

Zero:"Thank you doctor."





Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 11, 2010, 03:45:58 pm
I really like that dialogue Thanatos.  It keeps the attitude of Zero and it's just wow.  I love it!

Edit: Only issue now is having Zero's mouth move for the text.  Grr...
Edit 2: And having it load other pieces of dialogue too.  Darn it ><
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 11, 2010, 04:05:22 pm
There are a couple of little things I would change, but otherwise that is well written dialogue. Bravo.

Some suggestions:

Dr.Light:" So did the information I gathered about you. You once sacrificed your life for X in his most crucial moment, a deed   which I dearly appreciate."

And:

Dr.Light:"Indeed it is. Even though I am no longer flesh and blood, I want to help X if ever harm comes to him and to the world. The capsule you found is not the only one. There are many others which contain new enhancement data for X in form ofarmors. Even though I developed them for X, they may becompatible with some reploids. You might also be able to use them to a degree. Now I have a favor to ask."
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 11, 2010, 04:43:28 pm
Except again, none of this makes sense. Dr. Light died hundreds of years before X was discovered by Dr. Cain in the first game. So there's no way he'd know about Zero's existence.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 11, 2010, 04:46:52 pm
Then how does he know him in Megaman X5 :/  Also, Dr. Light died hundreds of years ago as you said.  But there's how many armors for X that he somehow made for him, and there's also a black armor that he made for Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 11, 2010, 04:54:31 pm
It isn't canon, but the dialogue itself provides an explanation as to why Dr.Light knows about Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 11, 2010, 05:21:44 pm
Dr. Light would work from a lazy standpoint. It is shown that the capsule version of Dr. Light is more than capable of keeping up with current events. So throw in a line about the capsule being equipped with some sort of dynamic data download program (and how it was able to scan Zero) and optimizer originally fitted for overseeing the diagnostics program X was put through for 30 years in his capsule and a how the capsules are able to craft parts needed to ensure X was be able to reach Dr. Lights ideal parameters but these parts can also be crafted for any robot scanned into the capsule. Basically, making too much crap up.

From a logical standpoint the best choice would be Dr. Cain as he was the one who uncovered X. He used X's data to create the Reploids (some of which become Maveriks, might be a good way to explain the optional capsule parts being limited to one installed prior to the "golden" upgrade) so it's fair to say he could diagnose Zero and derive some upgrades for him.

Dr. Wily would make a good second choice. During Zero's creation Dr. Wily talked with Zero and tried to instill in him the urge to kill, the program parameters which later create the Sigma Virus, and also at one point traveled through time. You could invent again that the capsule isn't a hologram but a real-time link to the past Wily that is displeased with how Zero is coming along. Though, why Zero would then choose to upgrade himself using Wily tech I'm not sure. Might be neat to have each upgrade have some downside until the optional capsules are used. Then remove one downside and the golden capsule removes them all. Make the optional and golden capsules Dr. Cain, or even Dr. Light. ^_^

Lot's of room to get creative.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 11, 2010, 05:25:26 pm
It's the most logical explanation by far with that dialogue.  The point of "Dr. Light died xxxxx years ago" doesn't really do anything considering Dr. Light AND Zero had a conversation in Megaman X5 or X6 was it?  So providing an explanation in X3 would kind of tie it better with the future games.

I do want to maybe make it Dr. Cain though as for it to make more sense, but it ties much better in future games if Dr. Light is the possible choice.  There's a lot of interesting ways to go with this as blacksniper said.  So maybe discuss the best ideal way of going and go from there.  The dialogue so far with Dr. Light is absolutely fantastic from what I see and I don't want to let that go to waste but things will change depending on what makes the most logical point.

There's also the issue with Dr. Cain being the one in the capsule because we'd have to make different animations and recompress sprites which we still cannot do successfully yet.  So things are a little tight right now on who we can use until we're able to successfully decompress X3 and recompress them back in without error.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 11, 2010, 05:46:33 pm
As much as things are obscure, I think the missing link in these factors lies not in the X series but prior to it.
We don't really know how it went, but who is to say for example that classic Mega Man
didn't get a chance to check Wily's lab during or after his many defeats and saw blueprints for Zero, maybe even copied them to an extent
and brought them to Light's knowledge?

In Mega Man The Power Fighters, Bass' ending clearly foreshadows the creation of Zero
(and loosely, one could tie MMPF prior to the events of MM8). Now, considering how Bass became increasingly the anti-hero with his
increased appearances (even counting MM10 since its where the classics stand now) and also taking into account that Bass
dislikes Wily with a passion, its not impossible he'd betray his master by divulging blueprints on Zero to light just for self satisfaction
or even as an assurance to his own survival (know thy enemy) given that Zero's capabilities are far beyond any other robot, sans
X himself that was also in a manufacturing stage)

I feel that since Capcom created a lot of holes, we are at liberty of filling them to the best of our ability, with educated guesses and
careful threading as to not contradict what is already established.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 11, 2010, 10:09:11 pm
Except again, none of this makes sense. Dr. Light died hundreds of years before X was discovered by Dr. Cain in the first game. So there's no way he'd know about Zero's existence.

~DS

DS,you seem to know a lot about mmx.Maybe you can write some good script for us.   ?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 11, 2010, 10:13:38 pm
Except again, none of this makes sense. Dr. Light died hundreds of years before X was discovered by Dr. Cain in the first game. So there's no way he'd know about Zero's existence.

~DS

DS,you seem to know a lot about mmx.Maybe you can write some good script for us.   ?
I'm only really familiar with the first three. I've played all of them up to X6, but I don't remember the PSX story much.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 11, 2010, 10:16:21 pm
This won't work either because it doesn't explain why Zero hasn't gotten armor before now.  If his blueprints have already been acquired, then why doesn't Dr. Light have armor for him in MMX1.  Good explanation (I like the idea with Bass), but it doesn't cover everything completely. 

I propose that the capsules are part of an AI system that Dr. Light developed so he could upload his...mind...so to speak (hey...if he could make robots that think for themselves, then he could do this) and other stuff like experiment notes and such.  Basically you got an AI driven Light that can observe and analyze current events.  This can also be used as something Light wanted to created to watch X to make sure he doesn't turn bad.  This AI doesn't give Zero armor before now because it's not sure of Zero's intentions (Zero potentially kills Light, Roll, Megaman...etc).  For all the AI knows...Zero could still be bad.  Anyways, this would also explain the conversation in X5 or X6 (I can't remember either) and the black armor as well (I actually read this part of my idea from a website that was trying to explain the events between Light and Zero.  Can't remember the site though).

As far as developing Zero armor now...maybe AI Light goes through a bunch of experiment notes and finds something that Wiley brought up before Megaman was made (but after Protoman probably).  Wiley brings up the idea of making robots that can think for themselves along with early sketches of Zero...Light claims that it's too dangerous because humans may be in danger...but...this conversation and notes get recorded by Light which later gets uploaded into the AI.  This also puts an interesting twist on things because Wiley actually comes up with the idea of self-thinking robots, not Dr. Light.  This also allows for both projects (X and Zero) to be simultaneously worked on without any collaboration between the scientists.

I know there's got to be a shit ton of ideas out there...I mean...I know everybody that has made a post about this project has thought about the aggravating links and ties between Megaman series.  I mean...between all of us...we should be able to come up with some bad ass story line for justin3009!  And whoever else is working on the project
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 11, 2010, 10:33:07 pm
I see your point, metallicat 65, but just as an addendum to my own theory, Light having the blueprints doesn't ensure Light was able to figure them out well enough to develop armor
(Zero's system couldn't be really figured out at all by anyone, even some 200 years later). Black Zero is more like a system wide upgrade to me at best, it was probably the best
Light could do, canonically speaking with little or no knowledge of Zero's internal system. That to me explains why Black Zero is only obtainable via capsule in X5.

Plus if we trace back to X2, the "fake Zero" was already black so it could be an indication that this power up specification already existed internally to Zero, and
its not really otherwise (in X4 and X6 black Zero needs to be enabled via code).
Also to add, Zero's power source is widely regarded to be an alien power source superior to Bass's Bassinum core, so I doubt Zero's data would be as early
as somewhere after Protoman's development.

I like your AI ideas though, let's keep digging everyone.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 11, 2010, 10:41:50 pm
This won't work either because it doesn't explain why Zero hasn't gotten armor before now.  If his blueprints have already been acquired, then why doesn't Dr. Light have armor for him in MMX1.  Good explanation (I like the idea with Bass), but it doesn't cover everything completely. 

I propose that the capsules are part of an AI system that Dr. Light developed so he could upload his...mind...so to speak (hey...if he could make robots that think for themselves, then he could do this) and other stuff like experiment notes and such.  Basically you got an AI driven Light that can observe and analyze current events.  This can also be used as something Light wanted to created to watch X to make sure he doesn't turn bad.  This AI doesn't give Zero armor before now because it's not sure of Zero's intentions (Zero potentially kills Light, Roll, Megaman...etc).  For all the AI knows...Zero could still be bad.  Anyways, this would also explain the conversation in X5 or X6 (I can't remember either) and the black armor as well (I actually read this part of my idea from a website that was trying to explain the events between Light and Zero.  Can't remember the site though).

As far as developing Zero armor now...maybe AI Light goes through a bunch of experiment notes and finds something that Wiley brought up before Megaman was made (but after Protoman probably).  Wiley brings up the idea of making robots that can think for themselves along with early sketches of Zero...Light claims that it's too dangerous because humans may be in danger...but...this conversation and notes get recorded by Light which later gets uploaded into the AI.  This also puts an interesting twist on things because Wiley actually comes up with the idea of self-thinking robots, not Dr. Light.  This also allows for both projects (X and Zero) to be simultaneously worked on without any collaboration between the scientists.

I know there's got to be a shit ton of ideas out there...I mean...I know everybody that has made a post about this project has thought about the aggravating links and ties between Megaman series.  I mean...between all of us...we should be able to come up with some bad ass story line for justin3009!  And whoever else is working on the project
There actually is a good explanation as to why zero couldn't be given any armor before the 3rd game. In MMX1 Dr Light couldn't have been sure of Zero's intentions because before MMX1 starts zero was a maverick that tried to kill sigma before sigma was corrupted as seen in MMX4. However, after he sacrifices himself to save X it is pretty clear to Dr. Light that Zero is a good guy. In the 2nd game, Zero doesn't reappear until the end of the game, so there wasn't an opportunity for Dr. Light to help him. MMX3 is actually the first game to give Dr. Light the opportunity to give Zero some armor. I think it would be best to have Dr Light give Zero the armors in this hack. You could simply have him say that he has made armor for him because he is grateful to him for what he did to save X in the first game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 11, 2010, 10:55:30 pm
You threw in a good idea there, Red X, I guess Justin3009 might like it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 11, 2010, 11:09:51 pm
I've liked each individual idea on here so far.  They're pretty well explained and help more with the story. I'm really anxious to actually put one of these in ASAP for a test run, but I'll need to do a little bit of event hacking first to test it.

Also on an unrelated note to the capsules, I got a slightly beta feature working that I think people may like.  For a test, I replaced Zero's animation code for double jump to load his teleport out sequence, but that broke when I was testing something.  But by changing how the code works, I was able to have Zero switch with X without going to the menu.  So it maybe possible to add in a system where you can switch characters by pressing select during gameplay, but I'm not entirely sure how to make that a global command.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 11, 2010, 11:26:21 pm
Also to add, Zero's power source is widely regarded to be an alien power source superior to Bass's Bassinum core, so I doubt Zero's data would be as early
as somewhere after Protoman's development.

Ahhhhh yes...that puts a dent in my little idea. Man, I really liked it too. I remembered he found something better than Bassinum...I couldn't remember the details clearly though.

Yes, it would also as an addition to your idea as well.

There actually is a good explanation as to why zero couldn't be given any armor before the 3rd game. In MMX1 Dr Light couldn't have been sure of Zero's intentions because before MMX1 starts zero was a maverick that tried to kill sigma before sigma was corrupted as seen in MMX4. However, after he sacrifices himself to save X it is pretty clear to Dr. Light that Zero is a good guy. In the 2nd game, Zero doesn't reappear until the end of the game, so there wasn't an opportunity for Dr. Light to help him. MMX3 is actually the first game to give Dr. Light the opportunity to give Zero some armor. I think it would be best to have Dr Light give Zero the armors in this hack. You could simply have him say that he has made armor for him because he is grateful to him for what he did to save X in the first game.

Yes, I see what you mean. If you use the point of Lights unsure intentions of Zero in MMX1 like I said previously, then you might as well just use your justification here instead (much simpler too)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 11, 2010, 11:30:32 pm
Here's a good resource for you guys to reference:
http://www.themmnetwork.com/wiki/index.php?title=Main_Page (http://www.themmnetwork.com/wiki/index.php?title=Main_Page)

There's a ton of info on the series, and IIRC they only post facts that have been presented in the various incarnations of the franchise including non-videogame media. They don't seem to go into conjecture at all.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 11, 2010, 11:32:57 pm
I've liked each individual idea on here so far.  They're pretty well explained and help more with the story. I'm really anxious to actually put one of these in ASAP for a test run, but I'll need to do a little bit of event hacking first to test it.

Also on an unrelated note to the capsules, I got a slightly beta feature working that I think people may like.  For a test, I replaced Zero's animation code for double jump to load his teleport out sequence, but that broke when I was testing something.  But by changing how the code works, I was able to have Zero switch with X without going to the menu.  So it maybe possible to add in a system where you can switch characters by pressing select during gameplay, but I'm not entirely sure how to make that a global command.

Personally, I think the hack would be made even more interesting if X could be removed entirely
(provided Zero can be given enough mobility to match X's Giga armor and reach places for Heart and Sub Tanks and such with the same ease)
I mean, the original game centers almost 100% around X already, even to the point, Zero gives him his saber as an added charge level so X fans can just play the original game right?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 12, 2010, 09:17:43 am
Actually it's pretty well established why Zero wouldn't have been around in X1 to obtain the armor upgrades. Immediately after the Intro level X and Zero split up. Zero tells X that while X is hunting down the mavericks he would be scouting Sigma's HQ for information. They then meet up only once more before Zero is blown to bits. In X2 Zero is a scrap heap until the very absolute final scenes in the game. Again, this is why Dr. Cain makes the perfect choice for the capsules... as Dr. Cain was the one who rebuilt Zero. On that note, however, Zero himself (as I recall) says to X he is still not fully functional and that is used as an explanation as to why he gets just 1 life.

Might be best to set the game in an alternate universe, one where Dr. Cain learned from his mistakes with the reploids, but was already fired from the company producing them (to explain why there still are mavericks), and is thus better able to figure Zero out. I still really do not like the idea of Light giving him armor upgrades. The capsules made by Dr. Light were made purely to oversee 30 year boot-up, and debugging sequence X had to undergo before being activated, as Dr. Light was afraid that X would run wild and do harm to humans as he was the first robot that did not have to follow the three rules of robotics.

It makes sense that Dr. Light built into those capsules a way to modify X on the fly or even had already produced his upgrades with the intent on slowly giving them to X as he proves his worth to humanity. I know if I made a robot that might go on a killing spree and take out a city I wouldn't fit him with his best armor and weapons right out the gate. Although should you do decide to use Dr. Light here's what I came up with.

DR.LIGHT - What's this? You are not X, this shouldn't have happened. A malfunction maybe?
ZERO - Your face, it seems almost familiar somehow... I kno--
DR.LIGHT - !!! Oh dear, that signature, you finally managed it... Wily. Did you ever learn, I wonder.
ZERO - You know me?
DR.LIGHT - Oh, yes, almost certainly. It seems like you've had a rough life. Fractures on the casing, poor soldering, even a mixing of alloys. I wonder what you've been through. But I'm getting ahead of myself, tell me, have you encountered a robot named X?
ZERO - You know X too!? Who are you!? Tell me now!
DR.LIGHT - Yes, that seems about right. That anger seems forced though, never learned after all Wily?
ZERO - Wily? You keep saying that. Who are you!? Who is Wily!? If you are trying to harm X I won't allow it!
DR.LIGHT - Do not worry, uh...
ZERO - Zero.
DR.LIGHT- Zero. I am Dr. Light. I created X. I'm starting to get the picture. Ah, and just in time.
ZERO - You CREATED X? gah.... my head, it... who. Wily?
DR.LIGHT - Oh dear... Zero, pay attention. I've scanned your systems and I can see a lot of room for improvement. I can repair you to full functionality, if you would do me but one favor.
ZERO - ...
DR.LIGHT - Keep watch over X. I'll tell you more about yourself in return, or at least all that I can.
ZERO - ... I promise.
DR.LIGHT - Fantastic! [insert upgrade 1 here]

It's a rough idea so far, but basically I see that as a way for Light to ensure that Zero is more stable and under his control. When Light scans Zero he sees something in him, a signature design piece that all of Wily's creations have had in the past but at the same time his programming is like X's. It has free will. This also builds up the foundation for Zero's dreams about Wily. I don't think Wily would trust Zero totally though, and what information Zero in check. To possibly even paint Wily as a hero to allow Zero to act more noble. It's a work in progress, hopefully you can use Dr. Cain.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 12, 2010, 09:56:43 am
What about the retcon in the PSP version of MMX?
It specifically shows that Dr.Cain is killed by Sigma before MMX2.
Obviously this could be used as a reasoning for Dr.Cain appearing as a hologram, but at the same time we should remember that Dr.Cain wasn't a cyberneticist, he was an archeologist. Which is probably why his Reploids are so inferior to X & Zero. The question is would Dr.Cain have been able to 'hack' his way into Dr.Light's Capsule system and did he even know about them?

Quote from: TMMU Wiki
Character Analysis:
Cain from the beginning has been wrought with guilt over the plauge   he unleashed on the world through his zealousness for Reploid   technology. He considers Sigma (http://www.themmnetwork.com/wiki/index.php?title=Sigma), Doppler (http://www.themmnetwork.com/wiki/index.php?title=Dr._Doppler),   and Repliforce to be his greatest failures, and his decision to hold   heavy influence over the Maverick Hunters may have been spurred on by the guilt he felt over the Mavericks being his fault. Though Cain is an   "all-around" scientist and has knowledge of robotics like Light, he had   to fill in the blanks of programming that he couldn't understand in   Light's designs. This, along with the fact that none of his creations   underwent the 30 year diagnostic period that X did, is possibly the   reason for both his overwhelming sense of guilt as well as why his   creations tend to succumb the Virus (http://www.themmnetwork.com/wiki/index.php?title=Mega_Man_X_Virus_Analysis), whereas X does not. 

 
Quote from: TMMU Wiki
Future Appearances:
Cain was missing mostly from Mega Man X4, save for the instruction manual and manga, and completely absent from Mega Man X5 onward. Signas (http://www.themmnetwork.com/wiki/index.php?title=Signas), Alia (http://www.themmnetwork.com/wiki/index.php?title=Alia), and Douglas (http://www.themmnetwork.com/wiki/index.php?title=Douglas) (while he was around) now fill the position he used to do for the Hunters (and now even Pallette (http://www.themmnetwork.com/wiki/index.php?title=Pallette) and Layer (http://www.themmnetwork.com/wiki/index.php?title=Layer)), and he's not necessary to it anymore. 
In addition, Mega Man: Maverick Hunter X seemingly implied that Cain met his demise early, when Sigma began his revolt.  Of course, the lack of a Maverick Hunter X2 makes his fate a little less than certain for some.↑ (http://www.themmnetwork.com/wiki/index.php?title=Dr._Cain#cite_ref-0) Between the lack of said sequel and his absence from most of the latter-day X games, it seems we may have seen the last we're going to see of Dr. Cain, at least for a while. 
 
  • ↑ (http://www.themmnetwork.com/wiki/index.php?title=Dr._Cain#cite_ref-0)   Cain Labs was a term coined by Capcom of America, and doesn't hold any   bearing on official X Series canon. If this term is used, remember it is   only mentioned in the localized version of X4
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 12, 2010, 10:19:01 am
Dr. Cain is the one who gives you missions and repairs Zero in MMX2.
http://megaman.wikia.com/wiki/Mega_Man_X2_Script
Pretty chatty and able for a dead man.
http://megaman.wikia.com/wiki/Zero
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 12, 2010, 10:36:36 am
Yea this is what's so confusing.  If we go the Maverick Hunter X way, which I sort of what to incorporate some storyline points there, we're going to have to re-do the entire scripting of the game and remove Dr. Cain in general.  That would still leave Dr. Light to be the choice as the proof above that Dr. Cain isn't exactly the greatest robotics scientist person.  I could see him making a capsule though, maybe he was able to study one somehow or wherever.  It's hard to choose between who will give the capsule upgrade to Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 12, 2010, 10:41:45 am
Dr. Cain did make Sigma though, which is cool.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 12, 2010, 12:15:25 pm
Just a small update.  I had to edit some code of the capsules real quick to allow more dialogue.  Before, Dr. Light would ALWAYS talk no matter what even if someone else was speaking.  Moved the code to empty space, checks if the value at 61F50 is 02, if it is, he won't speak.  If we want X to talk in dialogue, it'd be 02, same with Zero.  So now we're able to freely add dialogue with X/Zero/Dr. Light without any issues.

Edit: Just so people know, I'm also planning to add dialogue to bosses.  So you'll have a short conversation with Blizzard Buffalo, Blast Hornet, etc..also more dialogue with Bit/Byte/Doppler.  Probably some dialogue with Mac as well.  I'll also be trying to switch up some enemies and enemy AI soon to make the game more difficult.  Then after, I'll find how the life is loaded and see if I can make an extended life bar with a different palette so we can make enemies much harder and have bosses to have more life so you'll have to be strategic a bit as well.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Gideon Zhi on August 12, 2010, 12:21:32 pm
I'll also be trying to switch up some enemies and enemy AI soon to make the game more difficult.  Then after, I'll find how the life is loaded and see if I can make an extended life bar with a different palette so we can make enemies much harder and have bosses to have more life so you'll have to be strategic a bit as well.

I'm actually opposed to this. I thought the whole point of this was to make the game fully playable with Zero, not to make it harder.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 12, 2010, 12:30:35 pm
Though I'm somewhat neutral on the harder part in general, there is no reason to give those stupid wall clamps (The lings that extend from floor to ceiling and block your path) any more life than they already have (They're just an annoyance).  Also, Sigma is definitely hard enough in MMX3.  Seriously, no need to bump his life.  He's already a beast.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 12:32:34 pm
I agree with GZ and Andrewclunn.
There is no point in changing difficulty at all if Zero will end up slightly stronger than X (as he should)
but still balanced. If anything the difficulty hack should be a separate, optional patch for those that want such thing.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 12, 2010, 01:00:48 pm
Alrighty, that's fine then.  I won't do that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 12, 2010, 01:05:39 pm
Just a small update.  I had to edit some code of the capsules real quick to allow more dialogue.  Before, Dr. Light would ALWAYS talk no matter what even if someone else was speaking.  Moved the code to empty space, checks if the value at 61F50 is 02, if it is, he won't speak.  If we want X to talk in dialogue, it'd be 02, same with Zero.  So now we're able to freely add dialogue with X/Zero/Dr. Light without any issues.

Edit: Just so people know, I'm also planning to add dialogue to bosses.  So you'll have a short conversation with Blizzard Buffalo, Blast Hornet, etc..also more dialogue with Bit/Byte/Doppler.  Probably some dialogue with Mac as well.  I'll also be trying to switch up some enemies and enemy AI soon to make the game more difficult.  Then after, I'll find how the life is loaded and see if I can make an extended life bar with a different palette so we can make enemies much harder and have bosses to have more life so you'll have to be strategic a bit as well.

I was assuming you were going to keep the conversations one sided during capsule dialogues just to keep things simple.  Allowing X and Zero to talk during theses times is going to make the game way more interesting and fun.

Actually it's pretty well established why Zero wouldn't have been around in X1 to obtain the armor upgrades. Immediately after the Intro level X and Zero split up. Zero tells X that while X is hunting down the mavericks he would be scouting Sigma's HQ for information.

Yeah but just because they split up doesn't mean that Light couldn't have given capsule upgrades to Zero while he was scouting Sigma's HQ...surely he would run into mavericks on the way.

Might be best to set the game in an alternate universe, one where Dr. Cain learned from his mistakes with the reploids, but was already fired from the company producing them (to explain why there still are mavericks), and is thus better able to figure Zero out. I still really do not like the idea of Light giving him armor upgrades. The capsules made by Dr. Light were made purely to oversee 30 year boot-up, and debugging sequence X had to undergo before being activated, as Dr. Light was afraid that X would run wild and do harm to humans as he was the first robot that did not have to follow the three rules of robotics.

I personally like the idea of alternate universes (this ones not bad either). Only problem is that there may be too many ideas to choose from because we can come up with almost anything. If we all agreed on something that was badass, then it would work.
As a side note, should we be concerned with resolving of what we think could or should happen? It's possible that we may leave more holes than are already there.  What I mean to say is...should we try and resolve holes that Capcom has placed with dialogue (or a beginning sequence or something) or should we try and use the Capcom method of leaving holes (not bad ones obviously) by maybe "leaving something that to be desired" so to speak, like a cliffhanger ending or something.

It makes sense that Dr. Light built into those capsules a way to modify X on the fly or even had already produced his upgrades with the intent on slowly giving them to X as he proves his worth to humanity. I know if I made a robot that might go on a killing spree and take out a city I wouldn't fit him with his best armor and weapons right out the gate. Although should you do decide to use Dr. Light here's what I came up with.

Idk about already producing the upgrades before hand.  The upgrades are usually game specific, how would Light know what to give him in the future.  Making the capsules a way to modify X on the fly can be an addendum to the AI idea.

DR.LIGHT - What's this? You are not X, this shouldn't have happened. A malfunction maybe?
ZERO - Your face, it seems almost familiar somehow... I kno--
DR.LIGHT - !!! Oh dear, that signature, you finally managed it... Wily. Did you ever learn, I wonder.
ZERO - You know me?
DR.LIGHT - Oh, yes, almost certainly. It seems like you've had a rough life. Fractures on the casing, poor soldering, even a mixing of alloys. I wonder what you've been through. But I'm getting ahead of myself, tell me, have you encountered a robot named X?
ZERO - You know X too!? Who are you!? Tell me now!
DR.LIGHT - Yes, that seems about right. That anger seems forced though, never learned after all Wily?
ZERO - Wily? You keep saying that. Who are you!? Who is Wily!? If you are trying to harm X I won't allow it!
DR.LIGHT - Do not worry, uh...
ZERO - Zero.
DR.LIGHT- Zero. I am Dr. Light. I created X. I'm starting to get the picture. Ah, and just in time.
ZERO - You CREATED X? gah.... my head, it... who. Wily?
DR.LIGHT - Oh dear... Zero, pay attention. I've scanned your systems and I can see a lot of room for improvement. I can repair you to full functionality, if you would do me but one favor.
ZERO - ...
DR.LIGHT - Keep watch over X. I'll tell you more about yourself in return, or at least all that I can.
ZERO - ... I promise.
DR.LIGHT - Fantastic! [insert upgrade 1 here]

It's a rough idea so far, but basically I see that as a way for Light to ensure that Zero is more stable and under his control. When Light scans Zero he sees something in him, a signature design piece that all of Wily's creations have had in the past but at the same time his programming is like X's. It has free will. This also builds up the foundation for Zero's dreams about Wily. I don't think Wily would trust Zero totally though, and what information Zero in check. To possibly even paint Wily as a hero to allow Zero to act more noble. It's a work in progress, hopefully you can use Dr. Cain.

I'm diggin this dialogue. I feel Zero may inquire more about Wiley though and/or by mentioning Wiley may trigger some berserko Zero because in MMX4 he says (after the dream) "Ahhh, that same dream again" (or something to that nature) implying that he couldv'e been having these dreams all along and we just now found out about them (while playing X4). I really do like the dialogue though

Cain may have rebuilt Zero, but he didn't create him. Cain would work, but didn't Surges (MMX2) give Zero his light saber? (url=http://www.themmnetwork.com/wiki/index.php?title=Main_Page, Thanks Vanya! ;)) You definitely don't wanna put Surges goofy ass in there. Like I said, Cain would work...but it's not on the same...level...as Dr. Light is to X. If you put Wiley in there......why would Wiley want to improve Zero if he's helping X. His capsules would have to not be aware of whats going on to give Zero upgrades.  I think that Wiley knew the possibility that Zero could be good, but tried to instill evil into him to sway him.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 12, 2010, 01:10:32 pm
I would actually love to see some more dynamic AI. There are a lot of hugely exploitable quirks with bosses in this game. There are also some invincibility period exploits. Most notable Volt Catfish and Toxic Seahorse... those fights are just sad when you know how to exploit them. At the very least I'd like to see a boss not get stuck in a loop just because a certain attack hit it, or you upward airdash and cause a boss to ram the wall BEHIND  it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 12, 2010, 01:13:15 pm
The only issue right now is I'm not entirely sure how to make different animations during dialogue besides speaking.  So Zero would be having memories hit him and suppose to be berserk but all you get is him standing still blinking.

@blacksniper:  That's exactly what I want to alter the AI a bit.  Every single boss in the game excluding sigma I believe has something that can be exploited.  I want to break away from that and make the bosses more AI active and more challenging.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 12, 2010, 01:30:13 pm
A simple solution to that is to reduce the recovery time for bosses.  That way nothing really gets harder, you just have to react faster or get your head blown off.  That seems like a compromise
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 01:50:55 pm
I would actually love to see some more dynamic AI. There are a lot of hugely exploitable quirks with bosses in this game. There are also some invincibility period exploits. Most notable Volt Catfish and Toxic Seahorse... those fights are just sad when you know how to exploit them. At the very least I'd like to see a boss not get stuck in a loop just because a certain attack hit it, or you upward airdash and cause a boss to ram the wall BEHIND  it.

I see your point but its not really this game's fault that things work that way.
Boss attack cycles would always repeat if you hit it with the right weapons, regardless of
game, speaking of the Mega Man franchise as a whole.
My advice is taking things little by little and focus on the priorities, difficulty tweaks should come last, if at all.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 12, 2010, 02:20:18 pm
I suggest you watch this movie:
http://tasvideos.org/934S.html

Many of those tricks used to kill bosses in that run can be done in real time... and you think no tweaking needs to be done? Those abuses are widely known. Making the boss recovery time faster wont change the fact that this games AI is a joke, more so than any other MMX game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 02:26:13 pm
I suggest you watch this movie:
http://tasvideos.org/934S.html

Many of those tricks used to kill bosses in that run can be done in real time... and you think no tweaking needs to be done? Those abuses are widely known. Making the boss recovery time faster wont change the fact that this games AI is a joke, more so than any other MMX game.

I didn't say it should be left untouched, just saying its not a priority in face of all else the hack proposes to acomplish.

Edit: hence why I said earlier the difficulty patch should be something separate. If you try to do a lot at once you can just as easily break a lot at once.

Edit 2: Setting too lofty of goals from the start doesn't bode well to any hack.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 12, 2010, 03:41:16 pm
my Advice.

I like the Horizontal bars, but at the same time I don't, here's what I think you should do. Release 2 patches.

#1 X3, virtually as it was, but with the only change that you can play the entire game as Zero, and the story is slightly shifted to reflect that.

#2. X3 Super Hardcore Remix, with Horizontal Bars, and all of the Ultra Super Cool stuf, fully playable Zero, and the skys the limit.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 12, 2010, 04:27:04 pm
I think you should make a few patches because some people only want the zero hack.But if you were to choose one patch,
I would redo the whole game.Add some new levels,enemies,music,AI(definitely),and make the game a lot harder.
Megaman x games are just way to easy to beat.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 12, 2010, 04:42:06 pm
As far as any help, I'm really good at modifying text to have the same feel and meaning while making it fit into predefined space (it comes with text hacking.)  Though you seem to have worked around that from what you've been saying; just offering.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 12, 2010, 04:48:01 pm
I'm with Justin 110% on improving the AI. I think that bosses should react to weapons the same way they did in the original megaman games. Even though they did more damage, it didn't change boss behavior in any way. Some bosses like Tunnel Rhino have poor attack patterns, which allows their attacks to  be dodged way too easily. Since so many people want to play as zero without the changes in difficulty, I agree with those that think there should be two patches.
     I disagree somewhat with john that the X games are too easy. They are only easy if you get everything the game gives you. When you beat the games without using boss weaknesses and without upgrades, the games are actually very difficult. The problem is that the upgrades make the games too easy. For example, having 4 energy tanks is extremely broken as it makes even the strongest bosses easily beatable. I think that a way to fix that is to make them restore up to 8 life per tank instead of 32 per tank. That way getting 4 energy tanks gives you 1 full life bar's worth of energy, which is much more reasonable.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: SpiffSpoo on August 12, 2010, 05:16:36 pm
I don't think changing the AI would make the game that much harder, by it self that is.
I could see a few bosses being more difficult, but they would still have the same attacks.
If a real difficulty patch were to be made, I don't care either way, it would have to change the attacks and bosses themselves.
Either making the projectiles faster, different patterns of said projectiles, do more damage, less time in between attacks ect...

The Z-saber doing 7 damage to most bosses, in a single charged slash and not the 3 slashes,
seems really strong to me, considering Zero already has 2 full charge shots before the slash.
Going with 4-5 damage seems more reasonable like on the medium bosses, but for all bosses.

Great job with all the work so far, looks really good. I like the horizontal bars.
After you have gotten Zero to where you want him to be, I think a good addition would be how weapons affect the Z-Saber.
A fully charged shot would empower that weapon into the Saber somehow, giving Zero an other unique set of moves instead
of just having the charged weapon be the same as X's charged shots.

One question though, do you have plans to change Zero's colors based on the current weapon like X?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 07:12:23 pm
I'm with Justin 110% on improving the AI. I think that bosses should react to weapons the same way they did in the original megaman games. Even though they did more damage, it didn't change boss behavior in any way. Some bosses like Tunnel Rhino have poor attack patterns, which allows their attacks to  be dodged way too easily. Since so many people want to play as zero without the changes in difficulty, I agree with those that think there should be two patches.
     I disagree somewhat with john that the X games are too easy. They are only easy if you get everything the game gives you. When you beat the games without using boss weaknesses and without upgrades, the games are actually very difficult. The problem is that the upgrades make the games too easy. For example, having 4 energy tanks is extremely broken as it makes even the strongest bosses easily beatable. I think that a way to fix that is to make them restore up to 8 life per tank instead of 32 per tank. That way getting 4 energy tanks gives you 1 full life bar's worth of energy, which is much more reasonable.

When you say easy, I do hope you don't mean Sigma because in X3 he is extremely broken, especially Kaiser, and he's no pushover in X1 either in his second form. I don't agree with lessening the effectiveness of Sub Tanks. At most what should be done is lessening the number of avaliable tanks to 2 as it happens in MMX4 and on, but even then I don't think its a good idea.

If said change is ever implemented, it should probably be in a separate, optional incremental patch.

Edit: I suppose one way to do that would be reducing tank effectiveness by half, so having four tanks would equall two full lifebars, as in X4 and onward.

August 12, 2010, 07:24:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Z-saber doing 7 damage to most bosses, in a single charged slash and not the 3 slashes,
seems really strong to me, considering Zero already has 2 full charge shots before the slash.
Going with 4-5 damage seems more reasonable like on the medium bosses, but for all bosses.

From what I understand Zero's buster shots are going to be abolished as the patch progresses
so leaving the saber power as is should be fine.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 12, 2010, 07:32:50 pm
Just a random thought I figured I would throw out their.  Good dialogue for B. Buffalo would be for him to mention something about the mavericks from the other MMX games covered in ice.  Something like, "Did you like my ice sculptures X/Zero? You will make a wonder addition to my collection" or something to that effect.  Thought I would mention it before I forgot

Edit: I don't know why in the hell i put this in here.......this doesn't have anything to do with X3
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 12, 2010, 07:45:10 pm
Of course I'm not implying that Kaiser Sigma is easy :o. I'm talking about guys like toxic seahorse and volt catfish that are completely helpless when you use their weaknesses against them. No boss should just sit there and let you hit them all day without putting up a fight regardless of the weapon you use.
     You are right that Sigma's second form in MMX1 is very difficult, but his first form is a total pushover even without his weakness because of how easy it is to avoid his walljumping and sword attacks.
     Reducing tank effectiveness by half sounds good to me. It is a lot more reasonable than what the game currently has.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 08:14:06 pm
I guess one plus X3 has over the other two is the lack of a secret Street Fighter-ish move
(in X1 one could kill Velguarder with one well placed hit  and in X2 the Shouryuken can kill pretty much anything it touches just as easily).
The golden armor in X3 is more of a nuisance than anything if you ask me, not to mention its gaudy as heck, and the buster part in X3 sucks
royally no matter what.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 12, 2010, 10:39:52 pm
Almost all these "game breakers" that you guys are talking about are optional.  Don't want to use an enemy's weakness?  Don't use it.  Don't want the golden armor?  Don't get it.  I'm not really getting how what's being suggested would add anything to the game, instead of just forcing people to play through it the hard way.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 12, 2010, 10:45:11 pm
Almost all these "game breakers" that you guys are talking about are optional.  Don't want to use an enemy's weakness?  Don't use it.  Don't want the golden armor?  Don't get it.  I'm not really getting how what's being suggested would add anything to the game, instead of just forcing people to play through it the hard way.

I agree, the golden armor thing was just a rant on my part.
It stands to fact though that X's buster in X3 is awful when compared to X1 and X2's buster but like I said, a rant;
it doesn't really have to do with the hack.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 12, 2010, 11:08:24 pm
Almost all these "game breakers" that you guys are talking about are optional.  Don't want to use an enemy's weakness?  Don't use it.  Don't want the golden armor?  Don't get it.  I'm not really getting how what's being suggested would add anything to the game, instead of just forcing people to play through it the hard way.

Well put...but...the X buster upgrade in X3 IS the worst idea imaginable.  It completely lags the whole game, and having to time it is a ridiculous.  If ANYTHING should be changed in this game, it should be X's X-buster upgrade regardless of the point of the hack.  There my two cents on that.  (I had to get a rant in there about that too)

As a side note: you don't have to make 37 different patches just to please everybody. Just make one damn patch and not waste time making others. If it turns out no good...(I'm sure it won't by this point) you'll find out pretty fast by this forum.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Metal Knuckles on August 12, 2010, 11:26:57 pm
I dunno. The only thing I would want to change about the X Buster in X3 is the charged sound effect. In X1, when you shot a charged shot, you could here the static and the raw power. In X2 and X3, when you shot it, all you got was a BLOOP!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 12, 2010, 11:27:20 pm
Separating a huge patch into a handful modular patches is actually very easy & quick.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 12, 2010, 11:28:04 pm
Almost all these "game breakers" that you guys are talking about are optional.  Don't want to use an enemy's weakness?  Don't use it.  Don't want the golden armor?  Don't get it.  I'm not really getting how what's being suggested would add anything to the game, instead of just forcing people to play through it the hard way.

Well put...but...the X buster upgrade in X3 IS the worst idea imaginable.  It completely lags the whole game, and having to time it is a ridiculous.  If ANYTHING should be changed in this game, it should be X's X-buster upgrade regardless of the point of the hack.  There my two cents on that.  (I had to get a rant in there about that too)

As a side note: you don't have to make 37 different patches just to please everybody. Just make one damn patch and not waste time making others. If it turns out no good...(I'm sure it won't by this point) you'll find out pretty fast by this forum.
I actually started making a hack that would do just that. It makes the X-buster do the same amount of damage to bosses as it does to normal enemies. I don't know why, but for some reason they made the X-buster do the proper amount of damage to enemies, but not the right amount of damage to bosses. I haven't finished it because of how time consuming getting the offsets for each boss is. If you guys want, I can finish it and give the rest of the offsets and values to Justin for use with this project. It would give people that use this hack an incentive to use X instead of just playing the original game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 13, 2010, 12:16:05 am
The Z-Buster will be an optional thing.  What I'm planning to do is make the Z-sabre his main weapon and have the Z-Buster be a "Sub-Weapon" that you can switch to.  Eventually, X will have the same thing once you have the Z-Sabre.  His buster will be his main weapon, but the Z-Sabre could be an optional weapon.

No, I think I'll leave his colors the same.  I'm not really sure how to make them change right now anyway, that's something I'd rather not hassle with.

Also Vanya, with how many things I'm going to have to move around and make room, it'll be a pain in the ass to have certain specifics for people.  The easiest ones would be the weapon damage and such or any changes to energy tanks and the basic stuff, but new dialogue, music etc would be way too much of a hassle to separate for people.

Also, an odd note that I checked..I was trying to remove the pause of the game when you get life or a heart tank, and apparently if you remove the delay, you'll fall through floors or sink into walls and such.  How in the hell does that even link up?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 13, 2010, 08:28:13 am
The main site of the Rockman Zero Collection has given us more detail about Zero's Past and the Sigma Virus.
Check this thread folks if you want to know more.
http://forum.rockmanpm.com/index.php?topic=4021.0

Please make use of that information in order to avoid fanon as much as possible.

Zan, Hypershell and Marshmallow Man are currently the most knowledgeable persons about any known Rockman Lore.

Edit: Can you change the Dr.Light X3 theme to the one from X1 (and X5)? It is one of my favorite themes.
http://www.youtube.com/watch?v=MJZwOEMuDgs
http://www.youtube.com/watch?v=ICTvx1t3n94
http://www.youtube.com/watch?v=pQbRQHgi5v4
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 13, 2010, 10:56:55 am
Music from X1 is built completely different than X2/X3.  I can't change it to any PS1 versions of the game either unless we're somehow able to convert songs to MMX3's engine.  Otherwise I would have used music from X1 and X4+ already.

Edit: My god I'm tempted to study how on the SPC's are created in X3.  I really want to recreate some of the future Megaman themes for this.  Most notably Vile's theme from Maverick Hunter X.  His Central Highway theme is outright fantastic.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 13, 2010, 04:19:40 pm
Ooh. I'm just throwing this out here cause I'm curious...

could you hack in the armor from X1 or X2

to give X different something anyhow.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 13, 2010, 04:36:35 pm
Easily done but I'm sticking with X3 stuff and improving it if possible.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 13, 2010, 04:40:39 pm
MutantBuster, before we are going for tons of requests, keep in mind that hacking and to program a game are difficult as hell. We should be thankful that justin3009 uses his free time to do something like that of his own We shouldn't push him that much. Too much pressure isn't good for the health.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 13, 2010, 06:18:48 pm
Also Vanya, with how many things I'm going to have to move around and make room, it'll be a pain in the ass to have certain specifics for people.  The easiest ones would be the weapon damage and such or any changes to energy tanks and the basic stuff, but new dialogue, music etc would be way too much of a hassle to separate for people.

That can get quite complicated, yes.
I personally don't like the idea of changing the music. It seems unnecessary.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 13, 2010, 06:34:47 pm
No songs have been changed except the boss theme for Zero.  All the songs are still retained, I just used one of the empty slots and had it redirect itself to the new music.  Zero and X can have completely separate sound tracks if they want.  I'm preparing it like this for future versions if we ever get to the point of adding more new music and/or figure out how the SPC core works.  Pretty much just a setup just in case.

Edit: Just an update.  Found where and how each animation is loaded now, just still don't know how to determine the frames.

@3F8000 - x1F8000 - 64 CB 3F [3FCB64] - X's animation data
@3FCB64 - x1FCB64 - E7 03 - X Buster Shoot
@3FCB66 - x1FCB66 - 6F 04 - X Jump Buster Shoot

I don't understand how the X Buster firing is E7 03 yet the frames are at 4B CF

@3FCF4B - Frame 1 Delay [ 05 ]
@3FCF4C - ??? [ 00 ]
@3FCF4D - Frame 1 Number [ 31 ]
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 14, 2010, 06:27:16 pm
http://www.youtube.com/watch?v=8eRZXRSf-3Y&fmt=18

The dialog was exellent performed Justin.^^  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 14, 2010, 08:14:13 pm
My only problem with the dialogue is that it is too long. Dr. Light is usually very concise in his speech. Even his dialogue the first time he talks to X is much shorter than that one. Other than that it was excellent.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 14, 2010, 08:58:18 pm
Yea, that's what sort of bothers me.  The dialogue drags on a lot, not really sure how to trim it down though :/
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 14, 2010, 09:07:14 pm
You want to trim it down? That is a bad idea. It would make it just worse. The dialog is exellent, so why are so upset about the lenght? The ROM space can be expanded, so don't worry about that.

Edit: @Red X
This was a conservation and not just a message for X.  Also scientists tends to explain things clearly in detail.


Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 14, 2010, 09:13:06 pm
The dialogue I believe is fitting to be long as it explains a lot of the stuff to help link up, but it is exceptionally long for a capsule dialogue.  My guess is that it seems long due to how many breaks there are to load a whole new window of text.  Otherwise it isn't that long at all.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 14, 2010, 09:38:11 pm
The windows shouldn't be your problem. As long the conservation works perfectly, there is no reason to be bothered about it.
To cut it down would be sad.

Also take a look on the script of Megaman Maverick Hunter X.
http://www.gamefaqs.com/psp/929705-mega-man-maverick-hunter-x/faqs/41429

The dialogs are longer because the translator hadn't to worry about to go above the size of the ROM, as it was with SNES games.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 14, 2010, 10:04:50 pm
The dialogue is a little lengthy, but in this case it kinda needs to be. I don't think it's too long...just a little longer than normal. I think you really need this dialogue when first presenting the convo between Light and Zero. Wasn't the one in X5/X6 a little long when they first spoke as well? I agree with thanatos-z, you should leave it. It fits just fine.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 15, 2010, 01:09:42 am
So long the dialogue remains within the official information where appliable, dialogue length isn't really an issue.
The first three games never fleshed out things well enough IMO, so adding quality dialogue is a good thing,
since I doubt Capcom will ever make Maverick Hunter X2 and X3 to deepen the storyline and give the characters some soul in the first trilogy.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on August 15, 2010, 10:40:30 am
I still don't like that 'beyond the grave' bit. It sounds out of character & overly dramatic.
Besides that, by MMX3 it is already well established that Dr. Light has been dead for a long time.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 15, 2010, 11:05:17 am
I agree with you on that.Thanatos-Zero,you did a great job but I think it needs a few things taken out.

Here is your text

(ZERO)
A hologram...?

(DR.LIGHT)
My name is Doctor
Thomas Light.

I'm a scientist of
robotics and the
creater of X.
You must be zero,
aren't you?

(ZERO)
That is correct, X
has told me about
you.

(DR.LIGHT)
My collected data
indicates that you've
protected X in the
past at your own

expense, a deed I
dearly appreciate.

(ZERO)
Why are you here?
I though that humans
couldn't avoid death.

(DR.LIGHT)
Indeed it is.
Even thought I'm no
longer alive I want
to help X beyond my

grave, if ever
something happends to
him and the world.

The capsule you found
is not the only one.

There are many others
which contain data
for new enhancements
for X in forms of
armors.  Even though

I developed them for
X as a security
measure, they are
compatible with other reploids.

You might be able to
use them to a degree.
Now I have a favor
to ask.

(ZERO)
I assume you want me
to download the data
for X, right?

(DR.LIGHT)
YES.Before you step
in the capsule,
listen well to what
I have to say about

the upgrade.

The upgrade will
enhance your
mobility in the air.

You will be able to
dash left, right or
even straight up
into the air.

(ZERO)
Thank you doctor.

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

Here is a little change I made to it.
Tell me what you think.

(ZERO)
A hologram...?

(DR.LIGHT)
My name is Doctor
Thomas Light.

I am the creator
of X.You must be
zero, aren't you?

(ZERO)
That is correct,
How do you know
who I am?

(DR.LIGHT)
My collected data
indicates that you
protected X in the
past.

(ZERO)
Why are you here?

(DR.LIGHT)
Even though I'm no
longer alive I
created these

capsules if something
ever happend to
him and the world.

There are many other
capsules which
contain data for new
enhancements for X
in forms of armors.

Even though they
were designed
for X, it
appears they
are compatible

with your frame.
Now I have a favor
to ask.

(ZERO)
I assume you want me
to download the data
for X, right?

(DR.LIGHT)
YES.Before you step
in the capsule,
listen well to what
I have to say.

The upgrade will
enhance your
mobility in the air.

You will be able to
dash left, right or
even straight up
into the air.

(ZERO)
Thank you doctor.

Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 15, 2010, 11:23:36 am
Feel free to make changes to the dialogue.  I'm not sure what to do with it since you guys know Dr. Light's character more than what I do.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 15, 2010, 11:52:56 am
I agree with you on that.Thanatos-Zero,you did a great job but I think it needs a few things taken out.

Which things has to be taken out?
Beyond my grave can be taken out.
How is this line?
"Even though I'm no longer alive, I ("still") wanted to help X in the case, if he and the world should ever face a crisis."

Edit: John make next time a post instead a edit, I don't want to break the rules by making a double post.

As for your text, it doesn't sound satisfying, instead it feels heartless trimed down. Dr.Light lacks emotion as the good man he is.

Remember, the lenght isn't the problem, but the presentation of the characters how trustful the dialoge is with the canon.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 15, 2010, 12:23:54 pm
While I was writing it I was the last one to post.That's why it was edited.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 15, 2010, 12:56:56 pm
Now I am waiting for Zan Sidera's opinion about the dialoge.
For the case you don't know him, he is a expert about Megaman/Rockman lore and a exellent sprite designer.
Also there are Hypershell and Marshmallow Man who are also experts about Megaman/Rockman.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 15, 2010, 01:18:11 pm
Yea we definitely need some more opinions.It would be nice if some more people would write something
for the capsules.I am also a sprite designer.Check out my avatar.I still need to fix the left arm.
There is another one with the eye blinking.But none are completely finished.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 15, 2010, 01:19:17 pm
Just thought I'd leave a little note on the progress.  john and I are working on getting Zero to load correctly when entering the Teleporter to Vile's level.  So far, we've got the life working, we've got the character working, but the only issue is their icon just remains X's for god knows what reason.  Something else is still forcefully loading X's icon, just not entirely sure what or where it is.

Edit: Sigh, scratch that.  Had to set everything back to normal.  Having it at what it was right now would have a really nice feature, but would destroy everything else.  If you were Zero, died as Zero, you'd load back up as Zero when the level's re-loading.  It's good with that but the issue being is that if you switched to X, he'd have no life at all and thus die :/

Edit 2: Woah, this is really nice minus the life as well.  If you beat the level as Zero, it'll also show Zero when you pick a new level.  Damn life on X, that has to be fixed and we're set!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: RogerHuxley on August 15, 2010, 04:04:10 pm
Zero has an actual dialog with Light in X5 if you go pick up a capsule with him, so it wouldn't be too hard to use that as an inspiration or a base for it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 15, 2010, 05:45:36 pm
Here's the actual script of the capsule scenes from X5.



Dr. Light: You are... Zero, aren't you?

Zero: Who... are you...?

Dr. Light: Thank you for supporting X... Please continue to take care of him...

Zero: .........

Dr. Light: I'll give you a program for X's armor. Analyze and upload the data to X's main memory in a secure area. Then complete the Armor. For security reasons, the program is divided into 4 segments. Once you gather and upload all 4 parts, the armor will be complete. Nothing happens unless you have all 4. Ummm... Her name is Alia, isn't it...? She can analyze the data and let you upload it... Anyway, here is the program for legs. With the leg part equipped, X can fly through the air, and X becomes invincible while flying! Collide against the enemy to destroy them! I'm afraid that I know nothing about your body structure, therefore I can't enhance your power... I'm really sorry.

Zero: I don't need any power-ups... ............ But I have one thing I want to ask you... Sometimes unknown data emerges in my mind, and I can see a figure of an old professor... Do you know him by any chance?

Dr. Light: I don't know... Perhaps, if I saw him... But the data must be a fragment created by some error... I wouldn't worry about it. Why don't you just forget about it?

Zero: I don't worry about it, but when I saw you, I felt an urge to ask you...

Dr. Light: I'm sorry I couldn't give you the answer to your question...

Zero: Never mind. I didn't expect any answer... Anyway, I'll give X the Armor program.




This is another reason why I keep saying Dr. Light is a bad choice.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 15, 2010, 07:29:47 pm
What we are doing here is a "What if" scenario for Megaman X3. You forgot that Zero has met Dr. Light before the events of X5 and X4 in the Xtreme 2 game and in the Megamission 2 manga, which is offically canon. 
As for Xtreme 2, the Erasure accident from the game is referrenced in X6 when you play as Zero.
Also X5 was originally intended to be the last X game in the series planed by Inafune, but Capcom continued and we got X6 and Xtreme 2. Xtreme 2 and Megamission 2 retcons X5 as the first meeting between Dr, Light and Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 15, 2010, 08:10:43 pm
Let me just say that I could care less about cannon and all that.  I just like the idea of kicking Vile's ass with the Z saber.  Just me two cents  :beer:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 16, 2010, 12:09:57 am
yes Thanatos I'm aware of the process involved. I've been doing this for over a decade now, though I'm impressed that the X series is finally opening up so well.

I support John's Trim downed edit of the text, with one additional change of my own.

John's Edit -----

Even though they
were designed
for X, it
appears they
are compatible

with your frame.
Now I have a favor
to ask.

Further Edit ------

Even though they
were designed for
X, it appears they
are compatible
with your frame.

Now I have a favor
to ask.

------

just for the sake of flow.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 16, 2010, 12:24:30 am
For testing purposes, you can have the text like this:
(http://i35.tinypic.com/348m179.png)
Minus the space.  But I think that'd look way too cluttered in the long run.

Edit: Also for dialogue, don't be afraid to put pauses in certain places or maybe "..." and stuff to expand more on the expression.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 16, 2010, 10:24:20 am
Yea, definately too cluttered, I think what capcom does, or at least what seems to flow best is trying to keep one main idea per block.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 16, 2010, 10:25:53 am
Looks good MutantBuster. I just didn't know how much you can fit on each line.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 16, 2010, 10:48:41 am
Yea that's about what they do.  I'm maybe hoping find how much a space returns and maybe change it a little so it's not NEARLY as much as 2 lines, but it's enough to not be annoyingly cluttered.  So it'd free up some room for seeing text, but maybe test that later after we figure this darn bug out.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 16, 2010, 07:14:18 pm
I have finished documenting the damage that the X-Buster and Z-Saber does to all bosses and minibosses. It can be found Here. (http://www.mediafire.com/?e7mtxe11pi8rbqy/)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 16, 2010, 08:52:45 pm
Wow that helps a lot.  Thank you so much for that bit Red X.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 17, 2010, 12:48:27 am
You're welcome. The offsets you made earlier actually made my work a lot easier 8).
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 19, 2010, 09:40:45 am
Well Zero being completely playable is almost done.  Just need separate dialogue for the rest of the capsules and then dialogue for when he fights Bit/Byte, Bit/Byte combined form/Vile/Sigma and ending.  Then I'll release the fully playable Zero hack.  I'll definitely still be working on this to make a lot more modifications to the game as promised.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 20, 2010, 12:13:57 pm
I can't wait, this has been a short wait but still one of the most exciting ROM hacks I've waited for. With all the NES Mega Man hacks out there it's good to finally see a SNES one.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 20, 2010, 03:21:30 pm
Yeah the X series have been flying under the radar of a lot of people sadly.
I personally think its far superior to any other iteration of the series, so its good
to be part of this hack by giving ideas and help do the series some justice, seeing
as Capcom most likely won't anymore, except maybe some stupid de-make for a quick cash in
*coughs*Megaman9and10 *coughs*
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 21, 2010, 11:37:38 am
http://www.youtube.com/watch?v=Xq3reuctmc0 - Here's a beta for the arm upgrade dialogue.  It was slightly cut down and tweaked to save room and not be so chatty.

Input if possible on it so we know it's okay or not?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on August 21, 2010, 11:54:58 am
http://www.youtube.com/watch?v=Xq3reuctmc0 - Here's a beta for the arm upgrade dialogue.  It was slightly cut down and tweaked to save room and not be so chatty.

Input if possible on it so we know it's okay or not?
You really need to get a good editor, both for the fact that it sounds awkward (as if the person who wrote it does not speak English well), and the fact that it doesn't mesh well with the normal capsule stuff.

No. I am not volunteering. :P

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 21, 2010, 12:00:39 pm
Some of that is probably my fault for butchering the text to trim it down.  I'm trying to conserve space and make it take less time for each conversation.  It's ridiculous to sit there for 5 minutes reading a piece of dialogue text in a Mega Man game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 21, 2010, 12:40:48 pm
I'll be more than happy to go over that text later. Right now there are "zombie" heads that need airing out in a co-op match of Re5. Later today I'll check it out and give my thoughts.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 21, 2010, 01:33:17 pm
http://www.youtube.com/watch?v=Xq3reuctmc0 - Here's a beta for the arm upgrade dialogue.  It was slightly cut down and tweaked to save room and not be so chatty.

Input if possible on it so we know it's okay or not?

Hm... This dialoge could be better, but now I have nothing special at hand besides better lines.

Red X dialoge:

Dr: Light: Zero... we meet again.

Zero: You have quite the sense of humor, doctor.

Dr. Light: ... In any case, download this arm upgrade for X.

Zero: An arm upgrade? What does it do?

Dr: Light: (explaination of the upgrade)

Zero: I see you put a lot of faith into X.

Dr. Light: He is the possibility of my dream coming true, a world where humans and machines can live together peacefully.

Zero: I... don't think that will ever happen. Sorry to disappoint you...

Dr. Light: I feared a time of crisis would come, and it did. This upgrade will be recogniseable by your system also. Please continue to support X.

Zero: I would even, if you told me otherwise.


My version:

Dr: Light: Zero... we meet again.

Zero: You surely know how to hide these capsules.

Dr. Light: ... In any case, download this arm upgrade for X.

Zero: An arm upgrade? What exactly does it do?

Dr: Light: (explaination of the upgrade). This upgrade will also be recogniseable by your system.

Zero: I see. You put a lot of faith into X, as much as I do.

Dr. Light: He is the possibility of my dream coming true, a world where humans and reploids can peacefully coexist.

Zero: This is also X's dream which I believe in, but as long mavericks exist, peace will be out of reach for everyone.

Dr. Light:  That is certain in a time like this. Please continue to support X with your strenght.

Zero: I would even do, if you told me otherwise doctor.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Opensuser on August 21, 2010, 02:16:26 pm
This going to be a great hack. I looking forward to this. Good luck!

Have Fun!

Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Red Soul on August 21, 2010, 02:19:17 pm
I obviously intend to help with editing once I know exactly what the space restraints and block
organization guidelines are.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 21, 2010, 02:32:24 pm
There are no space restraints at all for text right now.  Not for capsules anyway.  Other dialogue will be moved to the end of the rom where there's unlimited room practically,  so don't worry about space restrains.

There's 20-21 symbols that can be used per line on text from what I can tell.  But that variates A LOT since the game loads different sized boxes depending on the situation.

Opensuser: Yea, I will most likely do that.  I didn't know you could retrieve the weapon capsule though without the boots though.
Edit: I thought you HAD to have the boots to get to it so you can double jump up to retrieve it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: IrohDW on August 21, 2010, 02:59:52 pm
Justin, I think that the dialogues have too much interaction with Zero and Dr. Light. After all, in the rest of the games X almost never talks to Dr. Light, so I don't see why Zero should be any different. Usually, Dr. Light gives a brief description of the upgrade and maybe a sentence or two of personal things to say.
     I think the best route to take is to have the leg upgrade contain a dialogue between Zero and Dr. Light that explains why he is giving Zero upgrades and make the rest of the upgrades have only a few changes in the monologue. Not only will that be easier for you to make, but it will also fit Dr. Light's character better.
     Although you don't have to have the leg upgrade to get the arm upgrade, it is extremely difficult to do so. I think you should either change the platform so that it is truly impossible to get the arm upgrade first, or simply ignore it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 21, 2010, 03:02:41 pm
I know, that's something I'm taking a different swing at.  I'm wanting to expand the dialogue to fully explain the game more and link it up to the sequels.  Yea, the SNES games and most of the next games minus I believe X7/X8 had little to no dialogue, but I'd rather have a full fledged out storyline going on then just a quick, HERE'S AN UPGRADE NOW GO FIRE SOME LAZARS description.

Even if Dr. Light never spoke much in the X series, it's just a variation of how I feel it should be like.  After all, Dr. Light is pretty important to the series and they pretty much gimp him out of any dialogue whatsoever.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Opensuser on August 21, 2010, 06:09:54 pm
@ justin3009 : Just check back the capsule location of megaman x3 on youtube. You right. We need the leg to take the arm part.

I play this game long time before so i don't remember it. Sorry about that ><. Then you just leave it a side then ^^
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 21, 2010, 09:21:11 pm
My dialogue:

Dr.Light: Zero... we meet again.

Zero: Ironic isn't it that the tests you set for X are instead being completed by me?

Dr.Light: Perhaps... In any case, please download this arm upgrade.

Zero: What does it do?

Dr.Light: (explanation of the upgrade)

Zero:  I can tell you feel a lot rests on X's shoulders. Too much, perhaps.

Dr.Light: In him lies the possibility of my life's dream coming true, a world where humans and thinking machines can live together peacefully.

Zero: I... I don't think that will ever happen. They fear us far too much because of the Mavericks.

Dr.Light: I feared a time of crisis would come, and it did. I pray that X and you are able to help these Reploids.

Zero: I follow X, his goals are mine.

Dr.Light: A variant compatible with your system will be uploaded as well Zero. Please, continue to support X.

Zero: Good, Dr. Cain wasn't quite able to repair me to full functionality. I owe X my life, there is nothing in this world that could stop me helping X.



There's my 2 cent's on the dialogue.

EDIT: removed some redundant dialogue, expanded on some ideas.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 22, 2010, 11:36:24 am
I posted this area on the Mega Man X9 forums and someone gave the actually good idea of having the "X" button be used for Buster for Zero, while the other button would be for the Sabre.  And vice versa for Mega Man as well.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 22, 2010, 11:40:22 am
I posted this area on the Mega Man X9 forums and someone gave the actually good idea of having the "X" button be used for Buster for Zero, while the other button would be for the Sabre.  And vice versa for Mega Man as well.

You'd better disable button remapping in the options then.  Though considering that people can map their buttons on an emulator and there's no reason for mono sound support any more, the options screen is fairly useless, so that shouldn't be an issue.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 22, 2010, 01:12:47 pm
Hm..I might have to do that.  Or at least remove the ability to change any button to the X button.  If not that, maybe add an option where you can change that to.

Also, here's some updated dialogue that Mac at the MMX9 forums revised:

PS: The areas in bold are areas I slightly changed.  They originally read:

1. ...capsules, Doc.
2. More firepower, huh? What...
3. ...humans and machines, reploids, can...

I'm not sure if they're exactly necessary to have.  I do kind of like the first one though as it gives Zero more personality.  The second one I'm not so sure, and the third seemed unnecessary to have, but I'll take it up with you guys.

Quote
Dr: Light: We meet again, Zero.

Zero: You sure made a lot of these capsules.

Dr. Light: That I did. In any case, download this buster upgrade for X

Zero: A buster upgrade? What can it do?

Dr: Light: It will increase X's offensive capabilities by allowing for stronger charged shots as well as a combination shot.

Zero: I see you place a lot of faith in X.

Dr. Light: I believe he is the the key to unlocking a world where humans and reploids can peacefully coexist.

Zero: It sounds like a wonderful world, but I doubt it'll ever exist. Not yet anyway.

Dr. Light: My greatest fear was a world that is now reality. It's hard to accept, but it's the reason I left these capsules. Please continue to support X and if you can, utilize this upgrade as well.

Zero: Thanks, I'll give it a shot. Don't worry about X, you can count on me.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 22, 2010, 02:06:12 pm
I like it exsept for this line "Zero: A buster upgrade? What can it do?". It just seems like Zero is interrupting Dr. Light.


Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 22, 2010, 02:12:14 pm
I like it exsept for this line "Zero: A buster upgrade? What can it do?". It just seems like Zero is interrupting Dr. Light.

Agreed.  Also, what happens if you get the first capsule with X and then get the second one with Zero?  Will the text change?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 22, 2010, 02:51:20 pm
Right now, the text doesn't change.  I'll be adding in another check in memory to dictate whether Zero got the first capsule, 2nd etc..or not.

Would you guys be upset if I removed that "Zero: A buster upgrade?" line?  It cuts down on more space used and I think that'll make it flow better actually.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on August 23, 2010, 11:34:47 am
You can let that line go. You know certainly what the best is for Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 23, 2010, 01:48:29 pm
Little status update:

I've located where the option menu button text is located and their memory values that set them.  So visibly I'll be able to add a "Alternate Weapon" text with the button shown, but it won't be changeable quite yet.  So we are getting closer :D

This is becoming a lot more fun :3

Edit: I'm almost curious if a VWF routine would be logical for this hack..But it may look too cluttered if that's ever put in, hm..
(http://i34.tinypic.com/ie0y90.png) - It'd look something like that for a mock-up, but I don't really like it :|  It'd save a lot of room but it'd be really cluttered and ugly I think.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 24, 2010, 11:06:48 am
huh? I don't see the change justin? Whatever it is it must be too small to notice.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on August 24, 2010, 12:17:07 pm
I'm a total newbie here, but I love that someone else out there thought X3 would be better if Zero were playable -all the time- . I really hope the person with this idea is still working on it and if a patch is available I would love to play test it. As for the bit about disabling Button Remapping, and making the X button the permanent "Buster" button I would like to add one thing... if you disable remapping please make sure that "R" is the dash button, when I played the first Megaman X I found that having it set that way is far more practical and comfortable than always having to "d-pad double tap" as you can Dash with R then Jump with B and gain momentum (for jumping to far ledges, or doing longer jumps from a Wall Slide) while still being able to shoot with Y (or in this case, use the Z Saber). Also, how will the Saber function in this game? I'm hoping it will be like a quick slash as it is in X4 and in the Zero games on GBA.


Hm..I might have to do that.  Or at least remove the ability to change any button to the X button.  If not that, maybe add an option where you can change that to.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 24, 2010, 12:32:13 pm
In the version after the playable Zero one, the Remastered version, The quick slash from X4 will be implemented.  When that starts working, the X button will be mapped for the Buster FOR Zero, but the main button would be for his Sabre.  Vice Versa for X, the Buster will be the main, but the Sabre will be the X button.

And yes, this is still being worked on.  It's a fresh project in the idea of romhacking.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 24, 2010, 01:57:56 pm
I'd actually like to see the X button used as a weapon change button that only changes to the buster. If possible make the usual weapon switching buttons not able to cycle to it so they wouldn't interfere with the X button. If you made X fire the buster I can promise I wouldn't use it because the way I hold the controller simply doesn't allow me to easily press that button. Maybe I'm weird but I loved the button layout of the X games.

My thumb rested over B and Y allowing for easy jumping and firing and the side of my index finger was used to press A for dash. The middle finger was used for pressing R and the left hand was used the normal way. I play the X series like a ninja, but the Zero series remapped the buttons and didn't allow for my layout and it took me ages to get up to a skill level I didn't hate to see myself playing at.

Doesn't really matter to me... but maybe a poll is in order? Or would it be possible to easily implement both?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 24, 2010, 02:14:12 pm
Well you can map the "X" button to whatever you want via the options menu for players once it's ready.  So there shouldn't be too many complaints on how one's hand is positioned since they have the power to change it to what they want.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on August 24, 2010, 03:41:32 pm
So technically you can set both characters to the same button config right?  When using X, its hard to charge up a shot and dash jump at the same time without pressing the x button.  If the x button does something, it will cancel the charge shot. Will there be any 'blank buttons' that can be assigned to the x button?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 24, 2010, 04:10:23 pm
Considering that there are two cycle buttons (1 for cycle forward, on for cycle back) you can just set one of the to a button you won't use then just use the other for changing weapons.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 24, 2010, 04:43:17 pm
The only other blank button besides "X" is "Select"  So you could technically use that if you wanted.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on August 25, 2010, 12:08:36 pm
My thumb rested over B and Y allowing for easy jumping and firing and the side of my index finger was used to press A for dash.

Ugh, like in Rockman & Forte, I always hated that you didn't get an options screen where you could change Forte's dash to R instead.... I tried positioning my fingers in the way you described, wow is that ever uncomfortable. Atleast with R as the Dash I can press that with my index finger while still having the tip of my thumb over Y and the butt of my thumb over B. Give it a shot, you'll like it especially for that wall jump at the end of X3 where you're trying to climb away from Sigma's floating green vector head. Easier to get momentum off walls and get past those little bits that overhang above your head keeping you from being able to get higher without some space between you and the wall.

(http://i146.photobucket.com/albums/r243/kitsune_baka/Classic_Controller.jpg?t=1282754813)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 25, 2010, 12:19:13 pm
Since we got on the topic of the buttons. I personally think the best way to play the megaman x
games is to have your index finger on Y, your middle finger on B, and your ring finger on A.
That is the only snes game that I hold my fingers like that. I just think you can dash, jump, and
fire your gun a lot easier that way.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 25, 2010, 01:09:20 pm
http://www.romhacking.net/utils/552/

HOW DID I NOT SEE THIS!

Edit: Wow, holy eff it DOES decompress all the graphics!  This is amazing!
Edit 2: Maybe almost everything.  I can't find Dr. Doppler or Dr. Light's graphics, or the capsule graphics.  But my suspicions are confirmed that the body parts that glow over X when he gets a capsule ARE compressed graphics.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 25, 2010, 01:25:13 pm
I knew about that program but I thought it only decompresses the graphics.
Does it allow you to reinsert the graphics after you edit them? Is there any bugs?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 25, 2010, 01:29:34 pm
I haven't tried it yet but I will soon.  I think it works fine, but I'll have to test graphics to use.

Quote
This program expands the MegaMan X3 ROM in a not so efficient manner and allows you to easily import/export compressed graphics and it takes care of the rest! So now all the graphics in MegaMan X 3 can be edited! This specific program will probably become integrated into a larger project later.

Edit: Yep!  It works!  I edited one of the files that held X's life bar and removed some graphics, saved, recompressed and it worked!  I'm not sure the ramifications of this yet but this is a great step to adding new graphics!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 25, 2010, 01:59:22 pm
That is great news!
Awesome find, and thanks to the creator of the program. It will definitely come in handy.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 25, 2010, 02:19:41 pm
My thumb rested over B and Y allowing for easy jumping and firing and the side of my index finger was used to press A for dash.

Ugh, like in Rockman & Forte, I always hated that you didn't get an options screen where you could change Forte's dash to R instead.... I tried positioning my fingers in the way you described, wow is that ever uncomfortable. Atleast with R as the Dash I can press that with my index finger while still having the tip of my thumb over Y and the butt of my thumb over B. Give it a shot, you'll like it especially for that wall jump at the end of X3 where you're trying to climb away from Sigma's floating green vector head. Easier to get momentum off walls and get past those little bits that overhang above your head keeping you from being able to get higher without some space between you and the wall.


It's a little hard to explain to people exactly how I held my hand, and it doesn't really work with modern games either because the controllers aren't really shaped properly or my hands have gotten bigger (not sure which, I haven't held a SNES controller in over ten years so I don't know if I can even play like that anymore). It took a little getting used to, I do remember that, playing with my hand like I did but after awhile it felt totally natural. If you make an OKAY sign with your right hand and then move the index finger inward without twisting it until the knuckle of your index finger closest to your thumbnail touches the knuckle of your thumb that's about where the position was.

@ justin3009
Playing like I did meant that X button simply wasn't easily reachable and I wasn't really complaining about choice of layout (I've played hundreds of games, I can adapt to any layout) I was saying that I thought that making X change your weapon might work better. That is, instead of making it dedicated to firing your blaster you could make it change your primary weapon to the blaster. Press X again and you'd go back to using the Saber. My original idea was to make it change to a sub-weapon blaster that L and R couldn't change to but that would probably give you finite ammo and I doubt you want that. So if it was possible to just make each character have two main weapons that you could dynamically switch between via X button(or whatever you wanted through button mapping) I think that would work best.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 25, 2010, 02:27:51 pm
Hm..That might actually work blacksniper.  I actually greatly like that idea.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on August 25, 2010, 06:15:53 pm
I was saying that I thought that making X change your weapon might work better. That is, instead of making it dedicated to firing your blaster you could make it change your primary weapon to the blaster. Press X again and you'd go back to using the Saber.

I'd like this much more, as that's just like it is in the Megaman Zero games for GBA.
(http://i146.photobucket.com/albums/r243/kitsune_baka/Zero_2_GBA.png?t=1282774651)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 25, 2010, 06:24:02 pm
As long as we can change the buttons to whatever we want them to be then everybody should be happy.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 26, 2010, 11:39:10 am
I'll see if I can do something like that.  Shouldn't be TOO difficult I think.

Also for people who don't believe the compressor/decompressor doesn't work, here!

(http://i36.tinypic.com/syph1i.png) - :D Just a test
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on August 26, 2010, 02:33:08 pm
I'll see if I can do something like that.  Shouldn't be TOO difficult I think.

Also for people who don't believe the compressor/decompressor doesn't work, here!

(http://i36.tinypic.com/syph1i.png) - :D Just a test

You totally should have put "[thick_Jewish_accent]What? you were expecting Dr. Light maybe?[/thick_Jewish_accent]"
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: BRPXQZME on August 26, 2010, 10:09:14 pm
oi yoi yoi he wants I should tell him where doctor light is
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 27, 2010, 12:36:22 pm
Just an update.  I've labeled all the decompressed graphics I could.  Some are weird, some I don't have any clue what they are, and some I think are unused.  Only 1 or 2 I think slots are unused.  There's a lot of blank graphics and bad ones.  Some bad ones are probably more graphics but they're decompressed badly.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on August 27, 2010, 02:03:23 pm
Man, the only thing missing is level data and spc core details and this game is pretty much cracked.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 27, 2010, 02:07:35 pm
Level data is being worked on from what I know.  SPC Core will hopefully be cracked later on.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on August 27, 2010, 09:16:34 pm
Man, the only thing missing is level data and spc core details and this game is pretty much cracked.
I have found most of the level data. Once the doc is finished I will send it to Justin3009.

SPC Core will hopefully be cracked later on.
Trust me it will. ;)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 30, 2010, 02:35:46 pm
A little bit more of an update so you know we're not dead.

I've got a slew of Z-Saber sprites ready for Zero now.  John is studying how levels are formed and what determines how many frames each animation has, I'm trying to help with the animation bit as that's what's greatly needed.

Right now I'm taking a whack at the enemy AI.  I might have found a pattern or at least an area range of where the enemy AI is located, but I'm not entirely sure WHERE the pointers are for the AI.  I know there somewhere in the range I'm at, or at least a little before it, hopefully I can nail those down and start labeling who's AI is who's.

Edit: I'm also trying to figure out how to have Zero's Beam Sabre shoot a projectile as well.  Dear god it's ridiculously annoying to figure it out.

Edit 2: Thanks to John, we're finding what enemies are loaded, where they are, and what graphics they use when they're on the introduction level.  I went beyond and labeled all enemies from 00 to 6D.  Anything above 6D crashes, and when the value is 80, it resets back to 00 again.  Though strangely, I couldn't find Bit/Byte and a couple other enemies.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 01, 2010, 02:08:08 pm
I was thinking that since there is essentially 4 worthless capsules (the chips) in this game you might want to consider making those Zero's capsules (if possible). That way you could have a full set of dialog for X and Zero in regards to capsules instead of having to work around X getting capsules 1,2 and 4 but Zero only getting 3. You might even be able to give the capsules their own look to fit with whomever you decide to throw in them to upgrade Zero.

Probably take a fair bit of work but your sure seem to be up to it. Love the insane steady progress. Keep it up! ^_^b
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 01, 2010, 02:38:10 pm
That'll be the plan in the Remastered version :D  I'll leave the dialogue unchanged for the chip capsules on X and Zero for now.  They're not worth doing extra work for.

And yes, I'm planning to give them an overhaul for Zero :D  I really can't wait to start work on the "Remastered" version.  There's so much I want to do with the game :3

Also, here's a video link of 2x Blast Hornet testing.  Two words, never again.  The lag is horrendous (Wish we could stop it from lagging D: ) and the graphics are effed up.  I'm guessing the graphics are pre-loaded so it's scrambling whatever it can together to make the enemy.

http://www.youtube.com/watch?v=Yrhs2Wjr2vw
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on September 01, 2010, 03:48:52 pm
So the graphics are messed up.  Yeah that sucks, but please DON'T not do something due to lag.  Lag happened all the time back with the NES, SNES and Genesis.  Hell, I could only beat Gradius 3 BECAUSE of lag.  Lag is fine, and is only really a problem when it's not consistent or in online games (neither of which should be a problem here).  So too abd about the graphics, but bring on the lag!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on September 01, 2010, 10:11:14 pm
I don't think it is a good idea to make the game lag. But we will try to fix the lag if we can.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on September 02, 2010, 09:29:02 am
Why even bother having 2 Blast Hornets or 2 of any other Maverick?
If it's for a difficulty boost I wouldn't recommend it in general because it is a very cheesy way to go about it.
Good games/hacks don't rely on cheap gimmicks.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: odditude on September 02, 2010, 09:57:00 am
Also, here's a video link of 2x Blast Hornet testing.  Two words, never again.  The lag is horrendous (Wish we could stop it from lagging D: ) and the graphics are effed up.  I'm guessing the graphics are pre-loaded so it's scrambling whatever it can together to make the enemy.

http://www.youtube.com/watch?v=Yrhs2Wjr2vw
try it again on the right map, ideally in the boss room.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 02, 2010, 10:31:54 am
It was for a test to show that we've found where the enemies are.  Didn't expect people to honestly think I'd be doing that.

I've said at least 3 times so far that I'm not changing anything at all right now for difficulty, enemies, nothing until AFTER the "Fully Playable Zero" project.  After that's set, then you'll see some changes.  I put on the front page in bold, underlined and italicized that the difficulty won't be changed until after this project.

Anyhow, enough ranting, some more updates.  I'm working on labeling all events per say, items and enemies in Blast Hornets level.  So far I've gotten every enemy up to the Mid-Boss and event except for a couple Headgunners.  I don't understand where the data is found for those and it's just not there.  I'll probably run into later but right now, it's MIA.  John's working on the introduction level labeling so we should have everything labeled in the introduction level and the events and stuff at least done for Blast Hornet.

Edit: Something I forgot to mention.  You know the event where if you go to a Mid-Boss door or any door in general and it forcefully swaps Zero out?  Well apparently that's a small little item hidden just before the door to make sure it's him.  I tested this by removing what I thought would be the check and voila, Zero was able to fly right through the door no problem.  I guess I took a shortcut by NOPing out a command to check if it's Zero, but we can probably have that event be something else now if we wanted :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on September 02, 2010, 04:17:45 pm
You say Zero will have the X4 "multi-slash" motions, can that really be done? Also, I think that it would be cool if Zero still had a charge for the beam sabre, and after releasing that charge the beam would jet out much much further than usual. Or maybe have it be like a throw attack like Death Scythe in Gundam Wing Endless Duel or Luke in Super Star Wars: Return of The Jedi

(http://i528.photobucket.com/albums/dd324/bickznood/Death_Scythe.png)
(http://i528.photobucket.com/albums/dd324/bickznood/SSW_RoTJ.png)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 02, 2010, 04:48:34 pm
I'm pretty sure it can be done, it's just more complicated to setup.  I'm sure we'll figure it out.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Talbain on September 02, 2010, 06:03:12 pm
I'm aware you're interested in inserting new graphics, but how are you going to make it so that the X4 palette fits into the SNES's? 
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 02, 2010, 06:23:41 pm
X4 palette?  I'm using the X3 palette still, just recreating the X4 sprites into X3 form.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on September 03, 2010, 07:37:17 pm
I'm glad.
X3 has such a unique style compared to x4s 16 bit stuff.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: FaustWolf on September 04, 2010, 04:46:54 am
justin, are you familiar with JKB's Mega Man X Corrupted (http://www.youtube.com/watch?v=X7D9iZJp60M) project? I wonder if the JKB team would let you borrow their slash animation sprites for this mod?

I recall that there was a Megaman X fangame from a very long time ago (circa 2001, maybe) that had a full three-slash sequence for Megaman X3 Zero, but I can't remember the name of it for the life of me now.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 04, 2010, 09:42:43 am
Yea, I was thinking of that but I already created a 3 slash combo along with a bunch of other animations.  I'd rather have our own work than use someone else's for such a project like this.

(http://i53.tinypic.com/2woao1e.gif) - 3 slash combo
(http://i54.tinypic.com/2mwuzxh.gif) - Aerial slash.  I was hesitant to post these on here wayyyyy back where I showed the victory one, but I guess it's okay.
(http://i53.tinypic.com/122gtoh.gif) - Victory
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: FaustWolf on September 04, 2010, 06:11:35 pm
Oh, wow. It'll be really interesting to see what kind of ASM work you'll have to do to implement this. Will you be removing Zero's Z-buster, either to make room for whatever coding is involved to generate the new attack scheme or to stay true to his Megaman X4 moveset?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on September 04, 2010, 06:30:48 pm
Oh, wow. It'll be really interesting to see what kind of ASM work you'll have to do to implement this. Will you be removing Zero's Z-buster, either to make room for whatever coding is involved to generate the new attack scheme or to stay true to his Megaman X4 moveset?
He said that he plans on making X do the saber, and Y do the buster, and to let you have control over mapping them to whatever you want if you don't like that, IIRC.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 04, 2010, 06:47:03 pm
The alternative right now that I like the most is MMZ style where if you press X, it switches your main weapon.  So I'll probably have that be it right now.

And nope, the Z-Buster will still be there.  It'll just be included as another "Sub-Weapon" that you automatically start with.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on September 04, 2010, 06:54:15 pm
Careful or you may start wanting to add the new weapons from x7 and 8! The Z knuckles, The spear thing, the throwing daggers hahaha! Heck I wouldn't mind a mod for x 5 and 6 giving those.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on September 04, 2010, 07:11:18 pm
Wait a sec... that's a FLASH game? Daaaaayuuuum.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 04, 2010, 07:23:46 pm
I'm actually tempted to do that Piotyr but it won't happen.  I do have an idea for something later that relates to X5 in a way.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on September 04, 2010, 08:56:23 pm
I'd be content if you managed to do the sabre swipes and the weapon switcher button. You being able to pull that off on SNES would be enough, lol.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on September 05, 2010, 12:55:52 pm
Yea, I was thinking of that but I already created a 3 slash combo along with a bunch of other animations.  I'd rather have our own work than use someone else's for such a project like this.

(http://i53.tinypic.com/2woao1e.gif) - 3 slash combo
(http://i54.tinypic.com/2mwuzxh.gif) - Aerial slash.  I was hesitant to post these on here wayyyyy back where I showed the victory one, but I guess it's okay.
(http://i53.tinypic.com/122gtoh.gif) - Victory

Just wanted to say these look great & and I agree that using the main weapon switch like in MMZ is the most intuitive way to do it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 05, 2010, 01:36:43 pm
More updates.  Was working on some RAM Mapping and ended up finding other things on accident.  Found out the attack type of all types of weapons in the game and the charge level of each weapon as well.  Strangely enough, there's an one or two extra bytes after the attack type/everything else almost implicating there was going to be more, but doubtful.  Either case, if those are completely unused, that's going to make implementing the Z-Saber/X-Buster icon in the menu SOO much easier.

Also on the animations, the Victory is bugged because of how the saber completely flips sides.  3-Slash Combo was updated awhile ago by fixing some graphical errors and something else I'm not revealing yet.  Aerial Slash has been fixed up a little as well.  For now, I'll only post the fixed Victory.

(http://i56.tinypic.com/2a84uhw.gif)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on September 11, 2010, 07:54:57 pm
The position of the saber in the victory animation does look a lot better. :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 11, 2010, 09:46:42 pm
Sorry if progress has been slow.  I was pretty sick starting Tuesday and still kind of am.  Getting better but I missed a full day of classes and I have a lot of homework to do.  I'm still working on this just have other things to worry about now since school started back up, but this won't be abandoned.

Edit: Ride Armor Icon bug with Zero fixed.  Next up is the level start icon/life bug.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 12, 2010, 01:55:26 am
Sorry if progress has been slow.  I was pretty sick starting Tuesday and still kind of am.  Getting better but I missed a full day of classes and I have a lot of homework to do.  I'm still working on this just have other things to worry about now since school started back up, but this won't be abandoned.

Edit: Ride Armor Icon bug with Zero fixed.  Next up is the level start icon/life bug.

Are you kidding? Progress on this has been blazing along at break neck speeds. I'm amazed at what all you have gotten done in such a short amount of time. Hope you get well soon.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 12, 2010, 09:10:59 am
Quote
Are you kidding? Progress on this has been blazing along at break neck speeds. I'm amazed at what all you have gotten done in such a short amount of time. Hope you get well soon.
- xD;  Thank you!  I couldn't have done most of this without john though, he's definitely a huge help in all of this.

Also, I THINK we have the icon bug almost fixed.  I told John about the code I changed yesterday but it destroyed the first level of the game.  So I had it check if the first level was loaded, it'd do the code but if not, then don't run the code.  I tested it out and it seems to be only the first level freaked out, so it loads fine everywhere else.  But I'm going to do a full playthrough soon just to test.

There's ONE more icon bug though.  Dear god they have the icons load on like 6 different occasions, slightly over exaggerated.  The last one is if you start a new level with Zero in the select menu.  It'll load X's, find that and put a check, voila.  X/Zero will be completely playable for the most part.

--Moderator edit--
Code tags changed.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on September 13, 2010, 06:30:09 am
This could be possibly be the coolest damn rom hack evarz.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 13, 2010, 03:45:55 pm
A lot more progress has been made on the life bug, it's essentially fixed but there's one more bug with it and then starting a new level with Zero SHOULD be okay.

I also messaged john about a little feature that I think maybe a good idea to implement once we bug fix this stuff and finish everything else.  Hopefully we can have a good method to work for it.  I'll explain more if he wants to approve of it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on September 13, 2010, 04:32:12 pm
Question, have you guys done much to document the boss / enemy AI?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 13, 2010, 06:19:54 pm
We haven't documented enemy AI too much.  I've found a few memory values for some enemies where it has a delay timer before they perform their next attack, or how many shots they do per attack, what's their life etc..We'll definitely be breaking that down in the future for obvious purposes.  Again, we'll probably release all of our documents once this project is complete so you can see how the code works and what exactly we've found so far.

Also, john approved of the idea.  You know that giant X on the select screen where if you try selecting it, it just goes DING obnoxiously?  Well we're going to change that to be the character select on the menu so you can choose who to play as right as the level starts, and you can still switch in game :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: WeebeeGeebee on September 14, 2010, 12:49:08 am
Also, john approved of the idea.  You know that giant X on the select screen where if you try selecting it, it just goes DING obnoxiously?  Well we're going to change that to be the character select on the menu so you can choose who to play as right as the level starts, and you can still switch in game :D

Will you be able to play Zero at the very begining stage, or would that cause problems?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 14, 2010, 09:47:16 am
Not at the first level you start the game no.  But after, yea you can.  Once we understand levels a bit more you'll be able to start the game with Zero to see his side of the level.

Quote
--Moderator edit--
Code tags changed.

Thank you Lenophis!  I'm so used to the "code" tags that I put that down on accident xD

Edit: Just an update to everyone.  Right now, we're on the bug busting stage of the project.  We have about..hm..10 bugs to fix.  2 of them are animation errors, 2 are event errors, 1 is X/Y coordinate errors, and 5 are graphical errors.  After that, it's just new dialogue and special features.  Then this project is officially done.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 16, 2010, 10:53:25 am
Not at the first level you start the game no.  But after, yea you can.  Once we understand levels a bit more you'll be able to start the game with Zero to see his side of the level.

Quote
--Moderator edit--
Code tags changed.

Thank you Lenophis!  I'm so used to the "code" tags that I put that down on accident xD

Edit: Just an update to everyone.  Right now, we're on the bug busting stage of the project.  We have about..hm..10 bugs to fix.  2 of them are animation errors, 2 are event errors, 1 is X/Y coordinate errors, and 5 are graphical errors.  After that, it's just new dialogue and special features.  Then this project is officially done.

I have glee from this update. GLEE! Seriously though, awesome news.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 16, 2010, 12:47:48 pm
I'm nailing down some big bugs still.  The biggest issue right now is the X/Y coordinates for Ray Shot on Zero.  I've semi-found them..but it's just strange.

I'm going to keep that area in notes then see if I can fix the events for X/Zero.

Edit: Ugh..The graphics for X will not load if you're Zero in the event.  It looks like it's loading whatever graphics are pre-stored in VRAM or something but I'd have to check that with BSNES.  I'm not entirely sure how I'd be able to fix that without forcing X to be the main character in the event and swapping the coordinates of the characters.

Edit 2: X/Y coordinates on Zero for his sub-weapons are about fixed!  Had to move a couple areas around but now everything is going according to plan.  Sub-Weapons should NOT be buggy with Zero so much anymore.  Animations are still wrong because they don't exist for him, but the ones he can use now won't be so effing buggy.

Edit 3: Most if not all X/Y coordinates for Zero are fixed and working correctly now.  Pretty much the rest of the bugs are graphical bugs.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on September 20, 2010, 09:22:23 pm
Here is a little something for everybody to play with. This is the palette location for zero in rom and ram.

(Offset Rom)
0C:B580-0C:B59F

(Offset Ram)
7E:0420-7E:043F

(Hex) 2 bytes per color 16 colors
88 21 84 12 8C 72 00 51 9C 63 94 52 8C 31 9C 00
94 00 8C 00 94 21 9C 42 88 23 1C 03 94 01 84 10

If anybody comes up with some great looking palettes for zero post them on here for everybody to see.
Who knows we might even use a few of the palettes if they look real good. Have fun!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 21, 2010, 11:49:25 am
When I found this out I had to post something!  I show you the first very cheap edit of a level in Mega Man X3 :D  No this won't be in the final, this is just a test :D

(http://i52.tinypic.com/281vcya.png) - The energy tank platform is shrunk by one.  There is another platform to hop on to get to the energy tank :3  Of course though, this is in RAM.  So once you reload the savestate it's gone.  But wow is it incredibly simple to edit tiles!

Edit: More news.  We're almost able to add new frames!  I just looked through some old notes that john gave me and thanks to that, I've been able to find how animations partially.

With this we now have:

Pointers to Sprite Assembly
Sprite Assembly
2-Byte Pointer to animation data. (You have to reverse them then add the value to the base value)
Animation Data

The only thing we don't know exactly is how each animation is called.  We know that:

Code: [Select]
$04/A7F5 E2 30       SEP #$30                A:0002 X:0002 Y:0015 P:envMXdIzC
$04/A7F7 A9 70       LDA #$70                A:0002 X:0002 Y:0015 P:envMXdIzC - Event to use for Ray Shot
$04/A7F9 20 00 B9    JSR $B900  [$04:B900]   A:0070 X:0002 Y:0015 P:envMXdIzC

Is the event.  It loads 70, goes to 4B900 which it stores it to memory.  I haev a whole list of those but I just am not sure how these are all linked to the animations.  Once that's figured out, hello fixing up animations for Zero!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Mauron on September 21, 2010, 05:04:34 pm
Awesome work, Justin!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 22, 2010, 01:20:37 am
(http://i55.tinypic.com/dylrar.png)
(http://i54.tinypic.com/307lqnn.png)

A little something I did for my own pleasure about 2 years ago. ^_^

My inspiration: http://megaman.wikia.com/wiki/Zero_Armor
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: RetroHelix on September 22, 2010, 02:22:41 pm
Wow, that looks great blacksniper.
I tried to change the palette myself but failed. The hair would just look wrong colored blue.
(http://i51.tinypic.com/n1qwlc.jpg)
btw. I found the address to change the colour of the healthbar by accident:
7e0442 and 7e0443
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 22, 2010, 03:10:15 pm
Oh wow, that's actually going to be useful Helix for the future Helix!  Thank you very much for that :D

And both of you, nice palettes!  I like them so far :3
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 22, 2010, 05:08:50 pm
(http://i54.tinypic.com/qzm8p0.png)
Just toying around. When I made the Black Armor I used a conversion program to make sure the colors I wanted were possible on the SNES and with these 8 mods I just used the replace color function... so if used on a SNES they would take a very slightly different shade. Still, it was quick and might give you some ideas. It's just a shame that they used a color on his armor that they also use on his hair since that limits what you can change without also fully changing his hair too, although with some editing you could change that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Fox13 on September 22, 2010, 10:01:57 pm
The blue Zero look incredible! Hope you can fix the hair problem and put it in!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on September 22, 2010, 10:18:08 pm
Everybody is doing a great job on the palettes. And just to let everybody know we can fix the hair problem
if anyone was wondering. Here are some more palette locations but they are just for ram. If I get some time
this weekend then maybe I will doc the rom locations for all of these palettes and put them on here for
everybody to play with.

7E:0420-7E:043F  Current character
7E:0440-7E:045F  Life bar
7E:0460-7E:047F  Current weapon
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on September 23, 2010, 09:23:54 am
Just a reminder.  Zero's Black Armour should be coloured like it was in X4, X5, X6. If we are going to be authentic, then that way.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 23, 2010, 09:48:03 am
I have a possible Black Armor palette right now.  I REALLY like the Saber color on blacksniper's.

I have an idea for alternative colors for Zero thing as well.  I'll have to discuss this with john though before hand.  No it wouldn't be a crap ton of extra armors, but just a little something for people maybe later on.

Edit: Here's a little more fun:
http://www.youtube.com/watch?v=qnAGk3OupQg
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 23, 2010, 10:49:43 am
Good video. I was surprised to see the ride armor showing X instead of Zero hasn't been fixed yet though.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 23, 2010, 11:31:25 am
The reason it hasn't been fixed is because that stuff is linked to animations.  That's something we still haven't figured out completely yet, but we're almost there.  I'll work on it more when I take a break from studying.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on September 23, 2010, 11:42:28 am
(http://i51.tinypic.com/23upv7m.png)

Again, may be some slight changes when converted to a SNES palette.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on September 23, 2010, 12:39:08 pm
Oh ho! That reminds me of Zero 2!

I had done something similiar in the past. I was full of fire and I wanted to learn ASM for hacking the Zero Series. But my brain only allowed me to learn how to calculate colours in 16-bit.

(http://img134.imageshack.us/img134/7101/zeroxstyleformsxd7.png)

However my own project is on ice, until I have enough money to pay people for that job.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 24, 2010, 01:26:20 pm
Just a slight more update.  Once I'm done with my last exam for today and finish up some homework, I'm probably going to try to work on the animations, since most of the bugs anyway are just straight up graphical bugs.

I've found the pointer to everything's animation data in the game just now and labeled a few.  So if we ever need more room, we can just bump EVERYTHING to empty space and work from there.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on September 24, 2010, 03:54:16 pm
When all this is done, I think I might use your data to create a "ready to edit" version of the rom (sort of like the blanked out SMW rom that SMW Central has) where I move as much as possible into empty space after expanding the rom.  That way if I make any editor programs I can just distribute the .ips embedded in the program so that it can 'prep' the rom for editing so that the user won't have to dig into the rom to add additional content.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 24, 2010, 06:12:35 pm
That'd be a good idea.  I was contemplating on doing something like that awhile ago.  Go for it though, I'm sure no one would mind.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on September 24, 2010, 08:01:47 pm
Great idea andrewclunn. 8)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 25, 2010, 11:01:40 am
Yeesh.  I'm really confused on how this game loads it's sprites.  It's starting me halfway through the first block of Zero's sprites for the new data and I'm really not having any clue why it's doing that.  Still trying to figure it out as we speak, it's so strange.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: kuja killer on September 27, 2010, 06:20:03 am
i really hope im not hijacking your thread or anything bad like that. :( But you might want to check what this is about since you'd probably know what's going on..i dont.

http://sldnoonmoon.hp.infoseek.co.jp/neo/rockmanX3/index.html
But this guy, who's made tons of little programs, asm hacks, a hack called rockman 4 minus infintity just started this article on his site a few days ago reguarding mm X 3.

There's 3 downloads on that page. apparently one of them seems to be a in-complete level editor/map editor or viewer.
If you look through the folders and text files, you'll find there's a list of tons and tons of RAM address's of X3 stuff ...stuff you may or may not already know about.

And this map viewer requires a rockman X3 rom, not megaman X3.
I think it's worth checking out though, it's all japanese though im afraid.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 27, 2010, 08:09:20 am
That's pretty interesting..hmm..Most of this I'm pretty sure we already knew, not all though so it's an amazing find.  And yes, that's most definitely the start of a level editor from what I was reading.  Either that or it's just going to be a map viewer.  If I read some if it correctly, barely thanks to google translate, then he's also having some issues with the map layout and the enemies as well.

The X3_AD001 folder..Not entirely sure what it does but I put a Rock Man X3 rom into it and it output a file of 28 megs that was a .asm file.  It looks like it broke down a crap ton of the game into ASM but I'm not entirely sure.

If he keeps it up and releases the source codes as he goes, this could be a great start to a universal MMX3 Editor for both the JP and ENG versions.

Edit: It seems Zero has some unused frames.

(http://i55.tinypic.com/mrx08p.png)

You can check in game if you want.  You can clearly see where they should be used but they're not used.  Sort of strange really as it helps smooth out the transition.

Here's what his dual buster attack looks like with and without the unused frames.

(http://i53.tinypic.com/1t7hna.gif) - With (http://i53.tinypic.com/144cgp2.gif) - Without
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on September 30, 2010, 04:45:37 pm
I'm betting they removed the frames to speed it up.
It definitely looks better with the missing frames.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on September 30, 2010, 04:52:03 pm
Having zero be slightly slower with his charged buster shots is a good thing though.  Adds more differentiation between him and X.  Well that is unless X has missing frames too.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on September 30, 2010, 05:02:24 pm
X has no missing or unused frames as far as I could tell when I went through them in game.

The speed up thing almost seems irrelevant in a way unless it was like 600 frames.  You can set the delay to 1 millisecond or something so it seems awkward to not have it.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on October 01, 2010, 06:08:54 am
They look like they take the same amount of time, but the timing of when the shots come out seems to differ.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 01, 2010, 08:19:51 am
It'd be a lot faster in game of course since we can set whatever amount of time to use for them.  I might just leave these totally out, not sure.  I think I'll study them a bit more to figure out how the pieces are being loaded
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on October 01, 2010, 02:56:16 pm
I think you should definitely add them if you can.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: deehoC on October 02, 2010, 01:03:56 am
Great work you've done so far Justin and John, I'm really looking forward to the final release of this project.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on October 03, 2010, 02:51:22 am
Yea Definately you guys, this is like the most interesting stuf going on on the boards these days.

The Speed at which you've been pulling this all off is admirable.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Xeeynamo on October 03, 2010, 04:01:39 pm
You are doing a great work Justin! I'll hope that a final release will be released soon :)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 07, 2010, 03:42:29 pm
Progress has been really slow lately, I'm sorry for that one.  School has been getting hectic lately so I haven't had much time to do many things.  John's also busy with work heavily this week so we're both out of the loop until probably this weekend or next week, hopefully.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on October 07, 2010, 11:13:35 pm
Don't worry about it, real life must ALWAYS come first. I think I speak for everyone when I say we are just grateful that you two have spent your free time on this
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Fox13 on October 09, 2010, 01:49:17 am
Agree 100%
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 11, 2010, 03:04:35 pm
Small update here and there.

I got a couple more ideas that I've told John about but I don't know if we'll put them into this project.  I've also added a really shoddy fix that removes the life check on the Hyper Chip.  So now you can use the Hyper Chip even if it doesn't start off full.  I found it completely idiotic that if you used the Hyper Chip once, switched, then switched back, that you couldn't use it unless you damaged yourself about 4 more times.  There's a bug to fix with this but it shouldn't be too bad.  Just have to do the life check in a different way.

I've somewhat deciphered how text appears on the stage select part of the game, but not fully.  I'm working on that a little bit for a character select start sequence but it's taking awhile seeing as I have to bump all the pointers to empty space so we can add a couple more parts to it..I think we have to anyway.

Hopefully after next Monday things will start calming down.

Edit: (http://i56.tinypic.com/25ri0r8.gif) - Just a little feature for later.  This won't be how X starts each level.  This will be revealed later on when we start the Remastered project.  Consider it as a small gift thinger for everyone following for so long and helping :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Lilinda on October 11, 2010, 09:25:26 pm
I never liked that whole "Start the level without the armor and then summon it" thing.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on October 11, 2010, 09:33:38 pm

Edit: (http://i56.tinypic.com/25ri0r8.gif) - Just a little feature for later.  This won't be how X starts each level.  This will be revealed later on when we start the Remastered project.  Consider it as a small gift thinger for everyone following for so long and helping :D

Let me guess, multiple armors? :P
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 11, 2010, 10:24:58 pm
I.S.T - It's cheap and effective though, that's probably why it was done that way.
Piotyr - Getting closer :3
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Lilinda on October 11, 2010, 10:59:41 pm
I.S.T - It's cheap and effective though, that's probably why it was done that way.
Piotyr - Getting closer :3

It's just extra flashyness that looks like crap. Starting the level with the armor on is best.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on October 12, 2010, 02:09:40 pm
Thought I should bring your attention to this:
http://www.themmnetwork.com/2010/10/11/hidden-level-editor-discovered-in-mega-man-xx3/ (http://www.themmnetwork.com/2010/10/11/hidden-level-editor-discovered-in-mega-man-xx3/)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 12, 2010, 02:46:09 pm
Yep I saw that.  From what I tested, it just saves the changes to RAM and that's about it.  Once you die or anything, it sets the level back to normal.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on October 17, 2010, 04:56:10 am
ok, i've been to quiet about this for a long time: justin, you make my dreams come true!!!

not did you pick up one of my most favorite games ever, but your making it like it always should have been! the progress you've made until now is overwhelming, but i also would like to thank the people "on the sideways" that support you so energetically! i would also love to help you guys, but i don't know how i could do that. the only thing right now that i can do is cheer you on, but if something comes to your mind, please let me now!

i believe i'm not the only one when i say: i want this game so badly! but please, PLEASE justin, TAKE YOUR TIME! make it as perfect as you think it should be, don't rush thing! we all will wait patiently...

one last question: with all the stuff you have found so far and will find, could we remake MegamanX4 as a real SNES game? because i think X4 was quite enjoyable, but it did not at all live up to the SNES titles. (in my opinion X5 and X6 were even worse, X7 can't even be considered a megaman game, X8 was a very good megamanX game again. i hope i didn't offend anybody now :) )
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 17, 2010, 09:45:44 am
Um..In a way it could be possible if we knew how to ASM everything to heck so we could get it to replicate X4.  The graphic insertion wouldn't be too much of a problem to be honest minus the backgrounds that move.  So I think level replication would be fine once the level editor is complete and working.  The actual enemies and junk, not quite yet.  Hopefully once we break down enemy AI some more it'll be easier to make such things like that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: metallicat65 on November 01, 2010, 02:10:45 pm
Took the words right out of my mouth flashman
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 01, 2010, 07:14:20 pm
I might finish up the dialogue sometime soon and release a patch with the buggy animations for right now.  School work is getting more and more hectic each week so it's hard to keep up with this D:

I have some time Thanksgiving and then I have Christmas Break coming up in a month and a half so that should be sometime to really get back into this.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Attack! on November 02, 2010, 07:57:11 pm
Justin, I... I think I love you.

If you need any help with the writing, let me know. I write and edit for a living, and I'm told I'm pretty damn good at what I do. I'd love to contribute to a project like this in any way that I can.

Also, I think you should skip straight to doing a "remastered" version. I think things like X's shitty buster upgrade, which nobody likes are worth changing and ultimately would be something people would seek out and gladly wait on a more broadly sweeping version for.

I love the variable width font sample, and I would be totally geeked if that was a change you could work into the game. I always hated the appearance of dialogue in the first set of X games. The horizontal life bar looks pretty neat, but the game is designed with the presence of the lifebar where it is in mind and smartly does not use that space where it would be obstructive (particularly in boss rooms). If you could collapse the lifebar into less space and spit-shine it, horizontal or vertical (and do the same with the weapon gauge), that would be the best change for it, I think.

Also, here's a throw-it-in for you: since we know Zero survived the game and his death is a mere what-if scenario anyways, why not make it possible for X to die in his stead and let Zero collect an upgrade from HIM? Much like X gets away with the saber, Zero could collect a major buster upgrade from X.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 02, 2010, 09:23:03 pm
^-- That's what I originally had planned for Zero and X for that "mosquito" battle.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on November 07, 2010, 03:17:10 am
Hey there guy, look what I found! This is a little something I did in the good old days when I still had time to do stuff like this. This was done with MSPaint (yes, really!) so most of the new Megamans may not be ported to a SNES ROM, but I also wasn't my intention, I just recently found this and wanted to share it with you guys, maybe it give you some great ideas.
I personally like the YuGiOh-Man and the Chrono-Man best.  :P

(http://i53.tinypic.com/rkmyiq.png)

Oh and one more question for Justin: When you do the ROM hacking, are you working with/rearranging stuff that is already present, or can you add new stuff? Meaning: Can you make the ROM bigger by adding new content to it (for instance an additional new stage) or is it only possible to manipulate the stuff you already have?
And can we make Megaman “bigger”, making his overall sprit higher and maybe wider?

Don’t push yourself Justin, studying comes first. Though, now I’m looking forward to Christmas!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 07, 2010, 09:39:04 am
Right now I'm just using the original rom with no expansion for some code.  Once we're able to make new levels, yes, we'll be pushing those to empty space and expand the rom.

In general, yes, it is possible.  But we're still slightly confused on how Sprite Assembly works for this game.  It sometimes does normal 8x8 by but then it calls 16x16 blocks or something even larger.  It's a bit of a struggle to figure out where its' calling those.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on November 13, 2010, 11:21:10 am
beforehand: this was done by image-hacking rather than rom-hacking.

A while back there was this discussion going on to make the key config available during gameplay in the pause menu. Below you see my shot at a concept for it.
The general idea is that the key config menu would be made available by pressing the R button during pause and having the right half of the screen slide to the left, just like the “zero calling screen” does it to the other direction.

left:
The style of “OPTION” does absolutely not fit into the context of the menu screen, and I would also prefer “OPTIONS” in big gold letters like the “9” next to the Megaman head. As not having access to such font I did the best with what I had, but as I already stated this is a concept and still could be changed.
I’ve put a frame around the single points just like in the original menu screen but fitted the style of the frames to the rest of the screen.
But because of these frames there isn't much space left, so the words had to be shortened. Although it looks a little cramped, I guess it would still do. I just put the sound menu at the bottom so that the remaining screen wouldn’t look too empty.

right:
more spacious way of doing the key config menu, minus the (unneeded) sound menu. With this “zigzag” arrangement it takes up the whole screen, but the words can be written out in full.

So people, what do you think, which one is better?

(http://i51.tinypic.com/opn1w0.png)

oh, and Justin, I had an interesting idea: you certainly know when Bit and Byte fuse into that big boss-thing, they have that quite bad-ass looking violet saber. Now Zero also has a violet saber when equipped with his black battle armor. See where I’m coming from? Couldn’t we use that in the story to give Zero his ultimate saber by taking it from the defeated Bit-Byte-Fuse after possibly having met other requirements?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 13, 2010, 02:15:11 pm
I prefer the left one's menu config but the right one's is probably the easiest to add if anything.

And that would actually be an interesting idea.  I like that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on November 13, 2010, 06:20:40 pm
l also prefer the left. It looks a lot more polished. I don't really see much of a need to add something like that though. It would be a lot of extra work for something that could be changed easily enough from the main menu or even by changing your emulator control configuration. Neat, but not necessary and is likely something that will only add bugs.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: tc on November 13, 2010, 09:17:03 pm
Don't see why not. Control options in game brings it more in line with the Zero games, fitting for a Zero hack. :)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on November 14, 2010, 09:55:34 pm
yea the Left ones good aside for X having Zero's body, and that weird looking "OPTIONS" but maybe if it was just written in the other way.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on November 21, 2010, 03:52:26 am
wow, I wouldn’t have thought that actually everybody woud dig the left one. But I guess you people are right, it does fit a lot more into the menu style of MegamanX.

OK, so here are my inprovements: below you see the two menus, one for X and one for Zero. I got my hands on the big fonts of the game, so I could redo the title “OPTION MODE”, which now integrates perfectly into the whole structure.
As you have all noticed right away, Zero has his normal weapon “SABER”, and on the X-Button he has “SHOT”, so the Buster which he can earn from X. There was a discussion back then when Justin said that Zero could actually get the X-Busters from X just like X can get the Zero Saber, and it would be the best (and I totally agree) that normally Zero uses his saber and separately could use the X-Busters.
As for X: His second option after “SHOT” is “WEAPON”. I saw this in the PSP game “Maverick Hunter X” that while using a boss power, X still could use his X-Busters. I think that's a pretty nifty feature.
And of course the most important addition: “EXIT” at the bottom of the screen. Without this, we couldn’t set the START- or L-Button. Oh snap!  :o

(http://i52.tinypic.com/8yggep.png)

As you may have noticed, this is an almost exact copy of the normal option mode, and I tried to keep it like that. Still, in this case I think that “OPTIONS” would look better at the top and make more sense than “OPTION MODE”, as it is only a sub part of the menu.
And at the bottom “BACK” would be more fitting than “EXIT” in my opinion. But as I already said, I stick with the original option mode.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 22, 2010, 08:11:59 am
I'll see what I can do with this later on.  I haven't worked on much hacking lately due to horrendous school issues that are still occurring right now.

I'll try to see what I can do later on today, if not, sometime this week during our vastly short Thanksgiving Break.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Attack! on November 22, 2010, 10:42:46 am
Those two newer mockups are really superb.

Justin, another question for you - game engine permitting, are you planning to retool Zero to have special moves as he does in X4-8, rather than using special weapons like X? I don't intend that to mean you should or should not do that one way or the other; I'm merely curious about where you want to go with him.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 22, 2010, 06:37:55 pm
I'm hoping to give him special moves ala X4-X8 but that just depends on how much I'll be able to learn and finish in time.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on November 22, 2010, 08:21:12 pm
Take your time.  I'm really excited to see how this has progressed sense the bug testing phase.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Attack! on November 23, 2010, 10:12:23 am
I'm hoping to give him special moves ala X4-X8 but that just depends on how much I'll be able to learn and finish in time.
Sweet.

I'm also totally thrilled about this project (as you may have guessed from my first post), but I certainly don't want you to rush through it and leave yourself unsatisfied with the finished product. As Mr. Clunn said, take your time. This has the potential to be twice the game the original was, not to mention rising to be above many of the other entries in the X series.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: RetroHelix on November 25, 2010, 03:01:33 pm
Since there are more and more ideas and wanted features popping up I think its time for a feature-stopp. Isnt it better to do a basic version of the hack and advance it later instead of trying to add as much features as possible?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on November 25, 2010, 04:14:56 pm
I'm pretty sure even the basic version isn't done yet. Important things like getting Zero properly displayed when in ride armor aren't finished yet. Putting out a version now would be a bit of a rush job and I for one am against that... unless we are talking a sort of Beta in which case sign my ass (currently filled with Turkey, and at least one size larger than it was an hour ago) up. ^_^b
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on November 25, 2010, 05:28:05 pm
Honestly I haven't even touched this for months because of school and some crazy idiocy that the people at the campus did to screw up my class registration.  I was suppose to register a week ago but they effed me over for a few more weeks because of their stupidity, so I'm frustrated with that and trying to do all this other plow of homework that we got assigned over break (so much for a break).  I'll hopefully get into this again maybe in December but right now, just wow.  Haven't been this busy or frustrated in a few years.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on November 26, 2010, 04:58:55 pm
Why not make ride armor an x only feature? Gives them even more difference and saves time/work... This is only if you want to make it easier.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on December 01, 2010, 05:21:22 am
nah thats a lame idea. People would just switch to X to use it, plus that would probably make parts of stages inaccessible to Zero.

Now back to insane possabilities, if you understand the code well enough, do you think later on that Zero could become playable in X2 or 1?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Lilinda on December 01, 2010, 05:25:14 am
The thing is, you'd have to hack him in. Just cutting and pasting the code from X3 isn't going to work.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on December 01, 2010, 01:07:45 pm
X1, most likely not unless you replace X.

X2, that's a lot of sprites and everything to add.  Theoretically possible since X2 and X3 share very similar code last time I remember but I could be wrong.  It wouldn't exactly be "cut and paste" but it'd be easier X3 --> X2 than X3 --> X1.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: PhyChris on December 01, 2010, 01:42:25 pm
well if that X3 editor gets finished it would be MUCH easier  to build the X1 and X2 levels in the X3 ROM.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on December 01, 2010, 04:04:34 pm
well if that X3 editor gets finished it would be MUCH easier  to build the X1 and X2 levels in the X3 ROM.

^ This  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on December 02, 2010, 11:54:47 am
well if that X3 editor gets finished it would be MUCH easier  to build the X1 and X2 levels in the X3 ROM.

True, but then the enemies and bosses would be different and to change those is a whole other load of sprites and code to insert.
It would probably be easier to create just Zero as opposed to all the enemies and bosses.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Shin` on December 22, 2010, 09:54:55 pm
Looks amazing, been watching this for a long time now, can't wait to play it someday. :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on December 30, 2010, 01:23:42 pm
I haven't worked on this at all yet as I want to ease myself back into the process so I don't lose interest, but I'm thinking of releasing Beta #2 out, which was the one John and I were working on before he went MIA.

There's a huge list of changes and bug fixes but I cannot remember them all nor do I want to look through and do it. I'll probably beta run through all of this and fix any few small bugs there are and fix up the dialogue slightly then release. I'm still tempted though to add a VWF routine for the text..  There should be enough room in VRAM and such to make this work.  I'll have to study up on this more and ask questions so I can fully understand how a VWF works.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Thanatos-Zero on December 30, 2010, 03:47:09 pm
Just let yourself enough time when you touch your work, okay?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on January 01, 2011, 03:47:16 am
@justin: I agree with Thanatos, don’t push yourself. If you lose interest now, who will continue the project with so much effort you did?

@all: I have something very, VERY nice for everbody here. Just download the the zip-archive from the link below, extract it’s contents and follow the instructions on the config.png file. Don’t be afraid about firing up the .exe, I made it portable, so that it won’t and you don’t need to install anything on your system.
I recommend starting with the file “mmxzero.mid” from MegamanX. Hearing this just makes me ... smile, every time! ;D

http://www.mediafire.com/?r5xtbv2akoph27x

Happy new year, everyone!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 05, 2011, 11:25:41 am
Just a small update.  I decided to get back to work on figuring out how to flip flop characters on events.

I've found one thing, if I NOP'd out this RTS that it'd load X on screen but without any armor pieces :|  If I was able to fix that, then the event flopping would be ready.

I'm still steadily working on this though and I believe Zarra's helping me once to figure something out.

January 12, 2011, 11:14:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Post Merged:

I finally found out WHY Zero wasn't releasing any Beam Saber projectile like X.  There's an extra tidbit of information in the Z-Saber animation data that loads up JUST for the projectile.  Finding that out, seems to be that if Zero uses that projectile, the last few frames of his Z-saber graphics screw up due to I'm guessing a VRAM limitation.  So I believe for this to work, I'll have to bump Zero's animation data to some empty space and speed up the last few frames of the animation, then have the projectile to be called to avoid graphical screw ups.

Edit: Hm..This'll require a bit more work.  it still screws up some graphics.  I wonder how the PC modifcation did this flawlessly..
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 18, 2011, 11:04:02 pm
Just a little more on updates.

1. FINALLY figured out how palettes work and where they load.  So give it a day or two, maybe less, and there WILL be a video of "Black Zero" being posted up on here.  Not sure how to make it load another palette without destroying the game.
2. Fixed a couple random bugs during game play.
3. Sped up the "Switch Screen" when you scroll to X or Zero.
4. Sound is different in Switch Screen and text scrolls faster there so it's not such an excessive delay for character changes.  Speeds up game play slightly.
5. Removed the helmet sensor effect on Zero.
6. Zero has a partial victory pose using pre-existing frames.  I'm still unsure how the game picks up pieces of graphics.  It's incredibly weird.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on January 19, 2011, 01:43:01 am
Just a little more on updates.

1. FINALLY figured out how palettes work and where they load.  So give it a day or two, maybe less, and there WILL be a video of "Black Zero" being posted up on here.  Not sure how to make it load another palette without destroying the game.

I would suggest figuring out how it loads X's when switching weapons. I would guess all you would have to do is mimic some of that code and you could then give Zero as many custom color schemes as you wanted (this from a man who knows admittedly VERY LITTLE about ROM hacking). And I totally feel like posting a video of my X3 hack where I already made Zero black (I won't though because I'd have to plug in my old computer to get the ROM) ... and reworked all of X's colors to make them look slightly more "elemental" with regards to the weapons and a lot less random color scheme... I never liked his default Acid or Ice weapon colors and his gold armor makes me want to hurl.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on January 19, 2011, 05:09:29 am
I never liked his default Acid or Ice weapon colors and his gold armor makes me want to hurl.

agreed, although it's X's ultimate armor, it looks like crap in gold. I was thinking about a platinum armor, now THAT would looks sexy. What do you think?
Oh and I would be really curious seeing a video of the hack Zero palette. Couldn't you please upload one?

@justin:
nice to see you working on this again! very curious about the progress you made.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: blacksniper on January 19, 2011, 10:18:51 am
I never liked his default Acid or Ice weapon colors and his gold armor makes me want to hurl.

agreed, although it's X's ultimate armor, it looks like crap in gold. I was thinking about a platinum armor, now THAT would looks sexy. What do you think?
Oh and I would be really curious seeing a video of the hack Zero palette. Couldn't you please upload one?

@justin:
nice to see you working on this again! very curious about the progress you made.

It would be a huge pain in the ass to get the ROM... like I said it's on my old computer and to get that up and running I would have to unplug the one I'm using now just to plus the other one in. Even then the other computer is a piece of crap and takes like 25 minutes to boot up (not even kidding a little bit... it's 13 years old, at least). Earlier in the topic when I posted the screen cap of black Zero that was from in game footage though so if you want to get an idea of exactly how it would have looked just imagine him moving and such.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 20, 2011, 04:04:38 pm
http://www.youtube.com/watch?v=jDKhC9Kx5j0 - Got around to Black Armor Zero.  Thanks to Zarra helping me a bit on figuring out how palettes load.  Got it now and understand it fully :3

Sorry about the horrible video quality :/
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on January 20, 2011, 04:45:38 pm
Sweet! Glad to see that the project is going well! ^_^
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Special T on January 21, 2011, 08:15:33 am
Awesome job, I'm really looking forward to this!

This isn't a complaint or anything and if it's a lot of trouble I wouldn't waste a lot of time on it, but isn't zero's hair suppose to have more of a blond tint to it, it looked kind of white in the video?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 21, 2011, 08:20:45 am
It's probably suppose to but it didn't in this one.  I guess you could say the hair palette's a WIP still?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on January 21, 2011, 10:31:53 am
This isn't a complaint or anything and if it's a lot of trouble I wouldn't waste a lot of time on it, but isn't zero's hair suppose to have more of a blond tint to it, it looked kind of white in the video?

Really? I'm pretty sure his hair turns platinum blond when he uses the black armor.

Edit:

Yeah. Here are the sprites:
MMX4&5
(http://www.sprites-inc.co.uk/files/X/Zello/X4-X5/zerox4recolours.gif)
MMX6
(http://www.sprites-inc.co.uk/files/X/Zello/X6/x6ZeroColors.png)
MMX8 texture
(http://www.sprites-inc.co.uk/files/X/X8/Textures/Players/Zero%20-%20Black.png)(hair color is just to the right of the Shoulder symbol)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 21, 2011, 10:40:50 am
Here's a screenshot of his actual in-game colors being used for the black armor, so you can see it in better quality.

(http://i54.tinypic.com/2iktpvs.png)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on January 21, 2011, 11:04:39 am
I think your palette is fine except the hair the peeks from between his legs looks too dark.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on January 21, 2011, 11:24:48 pm
Honestly the fast switching between X and Zero is much more impressive to me than the pallet swap for black armor Zero.  Seriously thought, this hack represents something truly awesome.  There have been many translations, but really well done improvement hacks are very rare indeed.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on January 21, 2011, 11:41:07 pm
Honestly the fast switching between X and Zero is much more impressive to me than the pallet swap for black armor Zero.  Seriously thought, this hack represents something truly awesome.  There have been many translations, but really well done improvement hacks are very rare indeed.
I agree with the fact that this hack is very impressive and of a rare type (ones that simply improve upon existing game code, without being a translation). However, you seem to forget that many translation hacks -also- improve upon the game's original code. For example, in my FFIV hack, I've not only exceeded the character-limit for items that the Japanese version had (8, which was the same in the original US release, IIRC), but I've also exceeded the amount that J2E used for their hack (10), up to a limit of 15. In order to do that, I had to rearrange entire menu systems in ways that they were not originally intended to be done.

This is a very common occurrence. People like Gemini, Gideon Zhi, and the like, tend to do these sorts of things all the time, but they remain unnoticed by the general user.

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 21, 2011, 11:42:34 pm
Odd.  I always thought translations with that much of coding difference was actually more known than hacks like this.  I follow you guys more than these types of projects to be honest.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: DarknessSavior on January 21, 2011, 11:47:34 pm
Odd.  I always thought translations with that much of coding difference was actually more known than hacks like this.  I follow you guys more than these types of projects to be honest.
The translations themselves are usually known, but I get the feeling that the general user doesn't know exactly how much work goes into a project like that, nor the differences between what the original game's limits were, and what the hacker on the project made them be afterward (information that is normally talked about in the, often ignored, readme files).

~DS
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 22, 2011, 12:05:22 am
Very true.  That's rarely something people ever look at when playing a translation.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Zanerus on January 22, 2011, 08:35:26 pm
The project looks wonderful. Will a demo or a released version be coming out in the future?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 22, 2011, 09:22:33 pm
A very old demo should be posted on the first page.  An updated version will be coming soon.

In other news, I believe I found out how to change the characters for events :D!  The only issue is X's armor doesn't show up on him, other than that it works!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Zanerus on January 23, 2011, 07:08:42 pm
I couldn't find the old demo so I'll wait for the new one to come out. I hope you the best on this project. Looks wonderful so fra, GREAT job.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on January 24, 2011, 01:37:21 am
The old demo is on page 3. :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 24, 2011, 08:46:04 am
Hey there john, long time no see!  Thank you for that note on page 3.  Copied/pasted it to Page 1 now so people can see the link.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: slidelljohn on January 24, 2011, 11:20:09 am
Yes, it has been a minute. Glad to see progress is still being made on your mmx3 project. :woot!:
I cant wait for the next update. :crazy:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 25, 2011, 03:57:57 pm
Just an update on what's going on.

Bugs Fixed:

1. Fixed a palette bug with Zero on the Mosquito event.  Had to change the CMP to 61FFF instead so it'd load correctly.
2. Fixed some music bugs with Zero.  On 3 occasions, all audio in the game would stop because it'd be loading bad data for music.  All fixed.
3. All "Mega Man" texts were changed to X as someone asked me to do ages ago. Makes sense since he's always referred to as "X" throughout the game anyway.
4. Fixed a character swap bug on the final level. I had it loading the wrong data so the game would freeze if you entered the menu.  I might alter this so you can switch characters on the final level, but you won't be able to once the wall gets blown up by whomever.

WIP:

1. The "X and Zero switch events" is still a WIP. Have to do this swap on the final level and on the ending. Once those are fixed, this bug is history.
2. Charged T. Fang with Zero doesn't work. If you change a few things it will, but it bugs up all over. Not sure why it's bugging up so horrifically but it is.

We're down to 7 bugs including the WIP. 3 are animation bugs and 1 is a possible VRAM bug with the tip of Zero's life bar, though, I may need confirmation from a more experienced coder.  Then fixing up the password system to load things correctly since multitudes of changes have been made.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on January 25, 2011, 06:50:45 pm
Sounds like everything is coming along great! Thanks for all your hard work!

Then fixing up the password system to load things correctly since multitudes of changes have been made.

I don't suppose it would be viable to convert to an SRAM system instead of using passwords? It's not essential, but I'm sure it would be appreciated by all.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 25, 2011, 08:23:37 pm
That's what I really want to do.  Though I'm sure that's way out of my league.  I have no idea where to even start for that.  I'm also wanting to implement a VWF routine if possible so we can save up a huge chunk of room for text.

Edit: Well, found out how to get the Saber Projectile to work now with Zero and no graphical error.  Just had to change a BIT #$40 to 80 and it works.  Only issue is that there's a "slight" lag timer between the projectile due to Zero's animation data being longer than X's.  I can reduce the lag down to about X's but it's just very slightly delayed after the Saber finishes, but it works fully!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 04, 2011, 10:04:53 pm
Well, some actual good news!  I think I found the missing piece for sprites that I was missing so now I can set up new sprites!

The issue?  Well, I have no clue what exactly the data MEANS.

Example:

This is the data that's read at 5D793 for Zero's open eye idle pose: 1A 00 80 31
This is the data that's read at 5D94F for Zero's first buster fir pose: 18 20 D9 31

Wait..I think I just figured it out for the most part.  The "00 80" and "20 D9" is the area that it loads the graphics from ROM.  I jumped to 188000 in Tile Molester and it's Zero's pose.  Jumped to 18D920 and it's Zero's firing pose.  I'm not sure what the 1A is yet and I believe "31" is the bank.  I think I'll take a whack at this sometime but I think I'm going to take a break for now and recollect my thoughts.

Edit: Just took a test run.  This basically is it, but some sprites went missing..strangely.  Figured it out though!  There's more than one chunk of data that loads per sprite to load the area it does!

Edit 2:  The first custom sprite inserted into Mega Man X3!  This is one of the frames that Zero will do when he's releasing Gravity Well/Ray Splash up into the air.

(http://i56.tinypic.com/ekjmgx.png)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Special T on February 07, 2011, 10:45:33 pm
That's pretty cool, I'm glad to see most of the bugs are getting worked out   :)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on February 08, 2011, 09:28:04 am
Edit 2:  The first custom sprite inserted into Mega Man X3!  This is one of the frames that Zero will do when he's releasing Gravity Well/Ray Splash up into the air.
(http://i56.tinypic.com/ekjmgx.png)

YES!  This will make so many of those things you wanted to do possible.   :woot!:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 08, 2011, 01:14:39 pm
Just keeping updated.

2 Frames are in, 2 more to go 'till this animation is finished.

I'm not sure still what's with the graphic oddities like..where it's loading it's pointers from really (They were fine on the 2nd frame for whatever reason).  But either case, I've found out that I can manipulate Zero's new graphics to a empty spot in the game anywhere I wanted for easier organization.  The question, did I do that?  Hell no!  I just threw it in the closest empty space to his actual graphics.  But in any case, it's a start and it's going well, albeit being a pain in the ass.

Edit: http://www.youtube.com/watch?v=sQFXnQDysSE - New animation inserted and working properly!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: odditude on February 11, 2011, 09:05:37 am
just saw your post on the zboard.  i'd try it in bsnes and (if there are any copiers that support C4) on an actual console.  i don't have a copier or flash cart, but there's likely someone here who does.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 11, 2011, 09:23:14 am
Posted on the ZSNES board as well, it bugs up with BSNES too, not as bad but it does :/  Does that mean I can't expand the rom at all?

Edit: For people who don't know what's going on, apparently ZSNES nor BSNES likes the fact that I expanded MMX3 to a 32 Mbit rom.  Most likely due to the CX-4 chip.  Though SNES9X runs it perfectly (Which I absolutely despise...).  So from the looks of it, NO graphics can be taken outside of the games official bounds unless we're able to figure out a way for the CX-4 Chip not to be wonky or we can use SNES9X.  I really hope we don';t have to resort to SNES9X, it's..just not my choice of emulator.

Right now, I know most people will complain about it, but I don't really care too much at the moment if it's playable on cart.  Heck, right now it really isn't due to password bugs.  If I can get it working in ZSNES then I'm happy.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on February 11, 2011, 11:04:07 am
So wait, will ti work on flash carts?  Oh wait, it requires a custom chip so of course not.  I guess there's no way to test this on real hardware then is there?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: RetroHelix on February 11, 2011, 11:47:29 am
So wait, will ti work on flash carts?  Oh wait, it requires a custom chip so of course not.  I guess there's no way to test this on real hardware then is there?
Isnt it possible in one of the ways described here: http://snesdev.romhack.de/game_select.htm
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Metal Knuckles on February 11, 2011, 12:26:29 pm
So given release v2 is going to likely be the last one, does that mean that the Z-saber/sub weapon plan is out the window?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 11, 2011, 12:34:52 pm
Maybe.  If I can get this alternative method to work then this might be saved.  There's huge sections of pointers for music, to graphics, sprite assembly, dialogue, animation data, etc.. all over the rom in order.  Specifically I'm looking at dialogue.

My plan is to bump a piece of test dialogue to bank 20 and see if the game will load it in ZSNES.  If it does, then I will bump every piece of dialogue into banks 20+.  What this will do is free two banks for extra graphics.  If I'm also able to move the pointers, I'll bump those over as well freeing up another bank and a half of space.  An unorthadox method but I think it could work.

If not, then people will be stuck playing it on SNES9x which I truly want to avoid.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Nightcrawler on February 11, 2011, 12:55:40 pm
Before you go writing off emulators, how specifically did you expand the ROM? Did you change the internal header information to reflect this? If done properly I'm pretty sure BSNES would be able to run this. If all else failed, I believe BSNES supports an XML file for a custom cart mapping.

ZSNES probably will not work. Last I looked at the source (It has been awhile though), ZSNES is full of testing magic to figure out how it should map a special chip game and probably wouldn't like a modified ROM. I could be talking out my rear though as it's been a long time since I did anything with the ZSNES source.

Yes, you could test this on the real hardware, but not easily. You'd need a cart with a CX4 chip and then solder in some new EPROM chips with your ROM. That's a royal pain in the backside, so I doubt anyone would hold you at fault for not doing that.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 11, 2011, 02:07:32 pm
I used LunarExpand so I don't know for sure if I did or not.

I tested things though and I was able to bump the text to the new bank and it loaded fine on all the emulators.  Graphics seem to be CX4 chip stuff and maybe ZSNES just doesn't let it work like that?

Edit:

Quote
"Lorom" is oversimplified. C4 is not lorom. You cannot do what you want without creating a unique mapper.
- I was told this.

Edit 2: So I found a small section of empty space in the rom and plopped the sprites there.  I'm going to move all the extra code I don't need out into the empty bank area since they're able to load fine there.  Then I'll have the left over open areas be for new graphics.

With that, here's Triad Thunder for Zero.

http://www.youtube.com/watch?v=YoOk4M2GR-0
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on February 11, 2011, 08:44:31 pm
Pretty cool! It looks awesome!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on February 12, 2011, 02:54:19 am
With that, here's Triad Thunder for Zero.

http://www.youtube.com/watch?v=YoOk4M2GR-0

damn you, justin! You made me drool all over my keyboard again...  :D
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 14, 2011, 01:52:13 pm
Just an update.

I had to go over Triad Thunder's code again because apparently it was breaking a wall climbing animation for Zero.  Found where it picked the animation for Triad Thunder and fixed it.

http://www.youtube.com/watch?v=cN8MeQyIpqs - X has an alternate damage animation.  Zero technically did as well, but it loaded his old frames.  So I created a couple more custom frames and put them together and voila.  Zero has his own now.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on February 14, 2011, 05:44:17 pm
Just an update.

I had to go over Triad Thunder's code again because apparently it was breaking a wall climbing animation for Zero.  Found where it picked the animation for Triad Thunder and fixed it.

http://www.youtube.com/watch?v=cN8MeQyIpqs - X has an alternate damage animation.  Zero technically did as well, but it loaded his old frames.  So I created a couple more custom frames and put them together and voila.  Zero has his own now.

So wait, how does it know which one to use?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 14, 2011, 06:17:46 pm
There's a check whether to see you have the armor piece or not, which is stored at 7E1FD1.  If there isn't any armor value, then it loads the regular damage animation.  If it is greater than or equal to a certain value, then it loads the other.  I think it used LDX to test that.

For Triad Thunder, I found the value it stores to fetch the animation.  Broke that off, wrote code to check whether you were X or Zero and had it load the code accordingly.  22 for X, 26 for Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 23, 2011, 10:22:58 am
Just a minor update.  I've been diving through the X/Y coordinates of the drill to figure out the issue, I've nailed it.

Right now I'm in a revamp of fixing up Frost Shied/Drill for Zero because of how badly messed up it was.  I've found that A LOT of frames could use the exact same X/Y coordinates to save up room instead of having them all point to different coordinates that do the exact same thing.  By doing that, it'll save up a vass amount of space that's direly needed.

I'm tempted though to see if I can write a table of sorts for a few specific frames.  There's a number of frames that are exactly the same but they're spread out by a huge gap due to the games frame loading.

Example:

Code: [Select]
$01/FFA0 BF B4 C2 39 LDA $39C2B4,x[$39:C2C1] - Walk 1 (02) - Top
$01/FFA0 BF B4 C2 39 LDA $39C2B4,x[$39:C2CA] - Walk 10 (14) - Top   (Can be changed to 02)

Exact same coordinates but they're spread out amongst a pretty decent sized gap.

Edit: I've also noted that a lot of the palette loading for NPC Zero and NPC X are scattered across the rom yet they could single-handedly be loaded from one spot.  I've taken care most of them, but there's most likely a few missing I'll have to work with.  The biggest issue right now all of this is X's NPC NOT loading the armor sprites.  It definitely loads the correct sprite assembly but I'm not really sure how to make an NPC load those sprites as well :|

Anyhow, once those 2 bugs are done (They mostly are) then we're down to 4 bugs.  One of them being a major graphical bug and one that's being a minor one.  Then the other two require more custom code to accomplish.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on February 23, 2011, 10:13:00 pm
Yeesh this sounds like a huge pain in the ass. Not that you don't already know that but I just wanna say go you! We appreciate this! Hell most people would be satisfied with one of the earlier builds or even the cheat codes but you went above and beyond. Rock on!
(Looks to see if he can make a custom cart of this when all is said and done)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 23, 2011, 10:27:17 pm
Oh I forgot to edit my post D:

I fixed the drill and frost shield up completely.  The number of bytes dropped down significantly.  The drill went from over 100 down to 60 and Frost Shield went from like 72 to 30.

I'm absolutely stuck though right now with the Ride Armor for Zero :/  There's NO room for extra sprite assembly pointers for it (At least that I know of right now) and it's just a large pain in the butt.  This little bit is proving to be the most annoying challenge so far strangely.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Vanya on February 24, 2011, 06:09:20 am
Worst case scenario, you could always make the ride armor thing unique to X.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Gideon Zhi on February 24, 2011, 11:28:49 am
Honestly the fast switching between X and Zero is much more impressive to me than the pallet swap for black armor Zero.  Seriously thought, this hack represents something truly awesome.  There have been many translations, but really well done improvement hacks are very rare indeed.
I agree with the fact that this hack is very impressive and of a rare type (ones that simply improve upon existing game code, without being a translation). However, you seem to forget that many translation hacks -also- improve upon the game's original code. For example, in my FFIV hack, I've not only exceeded the character-limit for items that the Japanese version had (8, which was the same in the original US release, IIRC), but I've also exceeded the amount that J2E used for their hack (10), up to a limit of 15. In order to do that, I had to rearrange entire menu systems in ways that they were not originally intended to be done.

This is a very common occurrence. People like Gemini, Gideon Zhi, and the like, tend to do these sorts of things all the time, but they remain unnoticed by the general user.

~DS

As a galaxy once said, "When you do things right, people won't be sure you've done anything at all."
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: dudejo on March 01, 2011, 07:23:40 am
i have an idea on how to fake a saber combo for Zero.

would the game allow you to change his charged shots for more saber slashes?

another idea could be to remove the extra charged shots so you could get the slash sooner. kind of like unarmored X if you skip the upgrades.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 01, 2011, 07:58:09 am
^-- Possible but that's something I want to avoid as I want the Buster/Z-Saber to be a separate combo one can use.

Just a heads up.  Ride Armor is about 80% done for Zero, maybe more.  The N chip is ready and most of the others are as well but there's separate animations for each that I have to fix and then all graphics should be ready.

Edit: And Ride Armors are now complete with Zero.  There's one bug I have to fix though and that's with it loading armor slots on Zero when it shouldn't.

Edit 2: And fixed.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: dudejo on March 01, 2011, 08:56:35 am
considering how this game was built, i think Zero was only meant to emulate his MMX2 boss form.

not sure what your plans are for the saber but the way i could see it happening is if you replace the uncharged primary fire with the saber slash, and leave the other charge levels for his arm cannons.

and assuming it can be done, you could increase the animation speed to make the saber practical as a regular weapon while nerfing the damage some more.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on March 01, 2011, 09:56:10 am
Awesome.  So what's still left on the to-do list?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 01, 2011, 01:34:18 pm
1. Fix Capsule Graphic Bug with Zero.
2. Fix a jump out of Ride Armor bug for Zero.
  ---> 2A. If on RA platform and jump out, you'll quickly slide off of it.
  ---> 2B. Make it load Zero's Height when jumping out of the RA.
- Fixed
3. Fix Password bug (Oh god if that's even possible ~_~)
4. Add in separate banks of text for X/Zero for more customization.
5. Add new dialogue in.
6. Add a couple extra features that were planned but haven't been put in yet. (Stage Select Character Swap for one)
7. Swap X/Zero on events (Still working on this.. I'm trying to write up some pseudo code to allow more dynamic swapping for any instance.)

And that should be about it for Zero Project!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Attack! on March 03, 2011, 11:34:27 pm
So a Z-saber combo is pretty much binned, then, at least for now? Darn.

Oh well, still looking forward to the finished version of this. Should be a remarkable improvement over the original game.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 04, 2011, 03:21:51 pm
For now it is.  None of that was going to be in the FPZ, but would be in the RMP.

I'm down to the last few bits of what's left in the game.

Bugs
---------------------------
1. X and Zero need to be swapped on events depending on who you are. (WIP atm.  Relatively done.  Just need to do this on the Sigma level.)

Features to add
------------------------------
1. Add in separate banks of text for X/Zero for more customization. - Banks 12/13 for X.  Banks 40/41 for Zero.
    Add new dialogue in.
2. Zero gains double jump from Golden Armor capsule.
3. Main Menu character select


I was attempting to write code to make switching X and Zero on events more realistic and flowy, but I'm running into severe issues so I'm probably just going to half ass it so it works then get really started when it comes to the RMP.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Special T on March 04, 2011, 09:35:46 pm
That's great news! I'm glad to see this project progressing so quickly!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on March 05, 2011, 06:06:07 am
7. Swap X/Zero on events (Still working on this.. I'm trying to write up some pseudo code to allow more dynamic swapping for any instance.)

just an idea: how about swaping Zero / X ingame by pressing select? like in the megaman xtreme game on the GB.

2. Zero gains double jump from Golden Armor capsule.

wouldn't the leg upgrade give zero double jump, and the golden armor triple jump? :huh:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on March 05, 2011, 07:24:27 am
Zero never gained triple jump in any game and it would be insanely broken.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on March 05, 2011, 10:20:44 am
Man, you've got to get the gold armor to get the double jump?  Dang, at that point it's only useful for the final boss.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 05, 2011, 11:23:54 am
You receive the Air Dash from the leg capsule and the Black Armor allows it to be used twice.  Enabling Double Jump with the Golden Armor would then for two jumps or two dashes.  Anything above double would be incredibly unbalanced.

Exactly.  It's given at the end of the game because it WOULDN'T break the entire game.  Zero with double jump would be excessively broken throughout the entire game considering how strong he is against X for the most part and having more life, it'd be unfair.

Though, I'm thinking of having the armor upgrade NOT work for Zero and then have Zero get the final armor upgrade but only make it a level 1 upgrade, so he still takes quite a bit of damage.  It'd balance the two characters out a bit more evenly.  Have more life and more damage, or have near same damage but more of a tank.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: dudejo on March 05, 2011, 09:02:49 pm
what if you forgot about Zero's extra life bars in exchange for the armor upgrade from X's Gold armor capsule?

based from my experience in the beta, those 2 extra life units, at best, let you survive one more hit when you can already survive a dozen even with no heart tanks.

it would also fix that life bar graphic glitch when you select the secondary weapons.

and, if i may ask again, how well would it work to replace Zero's uncharged arm cannon fire with a saber slash modified to swing/recover faster?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 05, 2011, 09:13:38 pm
1. ?  That's part of his base life ._.
2. One hit can make quite a big difference in Mega Man :P
3. Fixed that bug a month ago
4. It'd work but that's not being implemented in this hack, the future one yes.  But I'm not overwriting buster code as that'll be important for later on.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: dudejo on March 05, 2011, 09:51:09 pm
so the current maxed life bar of Zero is what he actually has in the vanilla game?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 05, 2011, 11:08:48 pm
No, it's 4 more than what he has in the vanilla version.

It's a small addition to him like everything else.

Edit: http://www.youtube.com/watch?v=WJmPd_ufbUk - Voila.  Dynamic capsule dialogue for Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 16, 2011, 02:46:55 pm
Wow been awhile since I posted on here but here's what's up:

First off, it's been voted to remove Zero's extended dialogue for FPZ and save that for the Remastered version.  So that cut my work by literally over a half.

Second, I've been bug fixing like crazy these past few days and it's really paying off.  I'm literally just about done with the project.  There's just about 5% left to fix and finish and it's ready for full bug testing.

Here's literally what's left for fixing:

1. X and Zero need to be swapped on events depending on who you are. (WIP atm.  Relatively done.  Just need to do this on the Sigma level.)
2. Floor that collapses in Vile's level has screwed up graphics when they fall down.

Third, after this project is released, I'm going to be researching more on special features.  Like a VWF routine and hopefully a substring routine like Chrono Trigger's.  The reason I really want to do this is because it would save an ungodly amount of room like you would not believe.  This would also allow for more text and less text box spamming, thus essentially make dialogue lengthy but it wouldn't appear lengthy.  This would also give me a chance to experiment with changing the font.

Edit: I just went back and checked some of my code for Zero's Ride Armor and other stuff, I found a MUCH simpler method and it works flawlessly and it also fixed up numerous other bugs I was having.  With that, there's just that event swapping to occur and adding in a few extra features and this project is done!
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Special T on March 17, 2011, 08:56:44 am
I'm excited that this project is almost finished although I'm looking forward to the remastered version a little bit more, but this is great news non the less.   :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: flashman on March 19, 2011, 06:03:54 am

First off, it's been voted to remove Zero's extended dialogue for FPZ and save that for the Remastered version.  So that cut my work by literally over a half.


is there a list about what will be added (or rather what you plan to add) in remastered version?

anyways, can't wait to play black 0. (...hmm, why did nobody ever make him white? that would probably look totally kick-ass...)
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 19, 2011, 11:20:03 am
I've had many weird lists but I'm going to settle down and write one specific one and add-more to it as time goes on once the FPZ project is done.  I may get most of it done today, depends if my niece ever leaves me alone for a few hours so I can get more stuff done
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on March 21, 2011, 09:05:26 pm
Will this run on a real snes? If so we should totally make a label for repros.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 21, 2011, 10:20:37 pm
It sadly doesn't run on the real NES.  BSNES won't even run it when it hits dialogue anymore.  Mainly because I don't have the patience to keep bumping around the already extremely limited coding I can use just to make it run on real hardware.

I know most people would hate me for this, but I'm honestly not going to bother to make it work on BSNES let alone real hardware.  It's too much of a hastle to keep furiously throwing all the code, dialogue and who knows what else.  It's limited enough and I can't keep working around that with the expectations I'm hoping to make this run at.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on March 22, 2011, 10:07:48 am
While that indeed does make me sad, so long as you're no opposed to others using your work to make an MSU1 enables BSNES compatible version afterwards, it's a temporary problem.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 23, 2011, 01:39:38 pm
Once the works released, I don't care what anyone does to it as long as credit was given to the original creator.

More updates on what's going on.  I've got an event swap working almost correctly.  X will blast down the wall with his buster (And the buster will show, but wrongly colored) and destroy the wall.  The most annoying issues right now being that after the event's over, you can't scroll through sub-weapons and you can't use your buster anymore.  Mainly due to a bad memory value being decreased so it rolls to a value that's not even possible.

I've noticed through all this code though that the NPC's seem to reference the PC's code, which is REALLY bad.  So basically what I'm going to try to plan for the RMP is to split the code off so NPC's and PC's have their own section of memory that they can have everything based off of.  This will make things more flexible and easier to work with instead of destroying the PC's code for their own thing.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Isagrin on March 28, 2011, 04:16:33 am
What do you think about a change in Zeros saber priority - more like Mega Man X4, no charge for the saber? And replace a weapon or a new for a X Buster only? Sounds realistic?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 28, 2011, 11:54:55 am
That's the main plan for the Remastered Project.  Zero will use the Z-Saber as a main weapon, but have the ability to swap to use his Buster as a weapon as well.  Though what I'm planning to do is make it so he can't charge sub-weapons at all for that project.

Also I forgot to mention on here:  There's been beta testing going on for 2-3 days now.  We've found a horde of really awkward bugs but they're mostly fixed now.  I believe there's just a couple more that people have been experiencing but I've been unable to recreate them, so I'm having horrible issues trying to figure out what's going on.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Attack! on March 28, 2011, 12:57:27 pm
If you can, you should do away with the subweapons entirely for remastered and replace them with special moves, like he gets in all of the later games. On a technical level, of course, I'm totally stumped on how you'd do that, but it'd sure be damned impressive.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 28, 2011, 01:30:51 pm
For the most part it shouldn't be too difficult to split the sub-weapons but actually coding a horde of new stuff will be..well an incredible task to do.

All I know for the Remastered Project is the biggest thing that I WILL have to do is move X and Zero's sprite data to somewhere else.  Right now they get limited to I think.. 9F as their last sprite instead of FF.  Which is 159 compared to 255.  Once that's expanded, they have room for 96 extra sprites which will be more than enough for what I have planned..I hope anyway.  If not, I can make them "borrow" another area of data if I have to.

PS: Got some messages back again from Beta Testers about the bugs that were occurring as I lost the list ~_~  But from what I've seen of the videos and comments, I believe every single bug is fixed now.  I can't be sure yet so I'm going to send them the most up to date version of the IPS and we'll go from there.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Isagrin on March 28, 2011, 06:44:04 pm
That's the main plan for the Remastered Project.  Zero will use the Z-Saber as a main weapon, but have the ability to swap to use his Buster as a weapon as well.  Though what I'm planning to do is make it so he can't charge sub-weapons at all for that project.

Also I forgot to mention on here:  There's been beta testing going on for 2-3 days now.  We've found a horde of really awkward bugs but they're mostly fixed now.  I believe there's just a couple more that people have been experiencing but I've been unable to recreate them, so I'm having horrible issues trying to figure out what's going on.

Wow, that would be so great! I was always disapointed, when I play MMX3 and spottet out how that Zero thing works. The unfriendly usage of the Z-Saber was one of them.
Great to hear. Sadly the Rom crushes after 1 stage or after a few minutes for me. I've patched a (U) Rom with Lunar IPS, and delted the lines in the Readme. I will def. try it again.. sometime. I guess I'm not so good in patching Roms :P
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: McEna on March 29, 2011, 01:16:28 am
I registered here to say a few things.

1.-Good job!! It was very refreshing to play as Zero in MMX3. Some boss fights where pretty rough, and the overall feels like a new game. And I just played the old demo.

2.-About Zero's weapon system, why not use a tech/charge system like MMZ? as example, instead of Tri-Thunder, you can have an electric version of the earthgaizer, but the command to unleash it can be Full charge (White level)+down. This way Zero's attacks would not be based on ammo, but also the player will not be able to use them freely; he will need time to fully charge the buster before use some techs. Some moves could have added effects to even X and Zero gameplay. As example, instead of the Acid Seahorse's weapon, Zero could "learn" to shoot his fully charged buster downwards while on air. The shoot will recoil Zero upwards, giving him something like a double jump, independent of the air dash, but will use the charge, leaving the player unable to attack at full force like X does.

Keep up the good job.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on March 29, 2011, 08:04:32 am
You know, that's actually an interesting idea.  I may have to put some of that to use for the Remastered Project.  That definitely expands what I had in mind for both X and Zero.  Now I have to remember to split the menu into two sorts of sub-categories :P
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on April 26, 2011, 01:51:09 pm
I haven't posted here in awhile, yeesh.  Anyways, here's what's been going on.

I've released a public beta test over on the Megamanx9 forums as they have more of a Mega Man community there to test it.  Almost every single bug, even natural occurring ones from Capcom, have been nailed out of the game except one or two.  The BIGGEST annoyance right now was that rare bug of when you'd get stuck at a specific charge level and not be able to break out of it unless you switched characters.  That got fixed to a point so all you had to do was switch weapons or characters.  It came back again and now and also apparently in a regular game, if you shot a buster when entering a door you'd be stuck in that charge.  So I've hopefully fixed that bug which in turn will fix the other.  So expect a final release very soon.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Lilinda on April 27, 2011, 06:00:26 pm
Is the hack still not bsnes compatible?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on April 27, 2011, 10:21:24 pm
Not at all.  I'm going to try fixing that once I finish this project.  Having it BSNES compatible is semi-low on my list since it's not likely the game would even be playable on a regular cart (Though still not an excuse).  I'll work on that though for sure once I get everything else done.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: carobnuts on June 13, 2011, 08:06:22 pm
Playing through mmx3 fpz and it's amazing! Congratulations, you melted off my face with maximum awesome.
 Now then, is there a thread for the mmx3 Remastered Project?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on June 15, 2011, 06:40:59 am
Remastered hasn't started and probably won't for awhile now.  I've gotten rather busy now thanks to having a job among other things ._.  I'm trying to finish off the Zero Project and then I'll probably take a hiatus on MMX3 as to not lose interest and to not just end up quitting the RM project.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: MutantBuster on August 14, 2011, 10:03:05 am
How's it going now?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on August 14, 2011, 04:53:50 pm
Some rather... interesting life issues have come up.  Basically, every computer in our household was taken for issues that involve my father and his old company.  So I haven't had my actual computer for 2-3 months or so now.  Meaning, no notes, no progress or anything since they were taken.  I'm not sure when I'm getting my machine back so it's going to be a long while before I'm able to update anything else for now.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: kuja killer on October 09, 2011, 03:54:05 pm
may i show you guys this ??
especially justin

http://www.geocities.jp/tsuraranoma/
first - i really doubt tsurara even knows the existence of your thread, i just dont believe so, but he's made his own version of being able to play as zero in x3, and a IPS is avaiable for download near the bottom of the page.

X3でゼロをそこそこ使えるようにする(2011/10/06)
Also you can see a few screenshots here of zero in the blast hornet battle.

I dont know how much is different compared to justin's version though. I haven't looked at either of them yet.
---------------------
also check this out, puresabe is one of the most experienced japanese megaman rom hackers out there seriously, he's programmed all sorts of tools and hacks for all the NES mm's including X3 as well...take a look here:

http://www4.atpages.jp/borokobo/neo/download.html#ROCKX3
There's 4 links there. No idea what any of them are about to be exact, they might possibly be a level editor for X3 or something. I just had to show you guys.

http://borokobo.web.fc2.com/neo/rockmanX3/index.html
oh and the main x3 page has a ton of information here,
completely romhacking-related. + a luascript for snes9x 1.51
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on October 09, 2011, 04:21:36 pm
I think I remember seeing this site ages ago.  Most of the stuff was preliminary testing.  The Lua script let you see the objects and their data on the map, as far as I remember, but there was nothing editable.  I think most of the links were or are still dead.

Edit: Well nevermind.  From the looks of it, he's picking everything back up.  This Zero Project may be obsolete very soon at the rate he's working.  I can't work on this for a long time anyhow until my original computer is returned.  So if he progresses as far as I have or more, go with his project :P
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on January 31, 2012, 06:47:32 pm
Fully Playable Zero project is officially done!

http://www.romhacking.net/hacks/888/
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: mloloya1 on January 31, 2012, 07:22:16 pm
Thank you sincerely for the time you put into this hack.

Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Special T on February 01, 2012, 01:17:49 am
I guess you must have got your PC back, so I'm glad to hear about that and I'm also glad to hear that you finished the project! Awesome job!

I didn't see any mention of the previous bugs, have they all been worked out?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on February 01, 2012, 01:28:06 am
Maybe you should put in the readme if it can be played in BSNES now or not.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 01, 2012, 11:47:00 am
I never got my PC back actually but from what I've heard we ARE going to get everything back.  Just a matter of time.  I just found really old log notes in my e-mail 3 months prior to losing everything so I had some basis to go off of.  I'll probably have to update this project much later on once I have my stuff back so everything can be re-organized and coded better.

And I probably should modify that a bit later on.  As of now, BSNES doesn't work with it.  As far as I know of anyway.

Edit: And yes, I believe and hope most of the bugs have been worked out since then.  I haven't encountered really any bugs at all with my last few playthroughs with X or Zero but the chances of them popping up are possible.  It's always the unusual ones that seem to slip under my nose.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Lilinda on February 01, 2012, 05:31:52 pm
Yeah, I'd update the readme and whatnot to reflect it doesn't work on the console or bsnes.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on February 01, 2012, 07:17:20 pm
Thank you, that's important info.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Enker on February 01, 2012, 08:14:28 pm
There are a few glitches/issues I've found:

1. Sometimes Zero's airdash fails to fire off.
A minor one, and entirely controllable in fact, this is largely just a matter of being careful not to hold up at all while he does it; I'm actually not sure if it's a little jarring or if it's just something to be mindful of (especially with regard to how X himself plays).

2. Zero becomes nigh invincible.
Still haven't figured out this one. It went off fighting Blizzard Buffalo and Blast Hornet, and furthermore on occasion throughout regular stages. It can be cleared by switching to X and then switching back.

3. Zero ends up stuck in the charge flash.
This I've gotten, of all places, while fighting Vile in Doppler 2, post-Goliath. The blue and yellow charge levels seem to work just fine, but the purple and green often A: refuse to fire off and B: refuse to go away, leaving Zero with just normal shots. I have not yet figured out a consistent way to get out of it (but I have at least once.

4. Zero cannot enter the fight with the red mech in the first part of Doppler 1.
And, at least one or two boss doors I've had issues with (that one and...I believe, either Blizzard Buffalo or Blast Hornet's). All other boss doors seem to work just fine.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 01, 2012, 08:52:41 pm
1. Fixed.

2. Fixed I believe.

3. I'm honestly not sure how you accomplished that since there's almost no viable way that occurred o.o  (You can fix it by going to the menu I think)  Do you know what action you were doing at the time and what was going on?  Everything seems to fire off just fine for me.

4. ?  All of the boss doors work fine for me, strangely.  I just tested the Doppler 1 completely and everything worked for Zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Enker on February 01, 2012, 10:07:59 pm
Attempting to reproduce 3 is proving...interesting, I'll give it that. No luck, though I got invincibility to retrigger through a properly timed beamsaber hit on Vile. Given that charging worked just fine against the Godkarmachine, the gold/black armor probably isn't a factor. Are any charge bugs on record for X in the unmodified game?

As for 4, it was only those few doors that seemed to give me trouble, everything else has seemed to work fine. Magic and more magic @_@
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 01, 2012, 10:20:47 pm
The invincibility should be fixed now from what I've tested so that's done and over with.  There was one natural buster bug for both X and Zero in the original game resulting in level 1 buster usage always being the main thing.  Though I thought I fixed all that.  I really have no clue on how you reproduced that bug as basically every angle has been covered o.o

I'm really confused on this one too.  I went through Dr. Doppler's levels and all the other Mavericks and I never had one issue with Zero entering any door ._.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Enker on February 01, 2012, 10:57:50 pm
This appears to fit what I had going on with Zero during that fight, re: being stuck in charge and only being able to fire off normal shots: Mega Man X3 - Jammed Buster glitch (http://www.youtube.com/watch?feature=player_detailpage&v=6E87SRZJEaw). Aggravating that there doesn't seem to be much information out there about it, though. As far as the doors go, I'll see if I can't reproduce it for Doppler 1 first, then I'll start fresh and try Blizzard Buffalo and Blast Hornet's doors again.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: guitarpalooz on February 01, 2012, 11:07:05 pm
I think the boss door problem was tied to the zero "invincibility" problem.  It seemed to be a problem with his hit detection, and the game wouldnt detect him coming into contact with a door.  Switching to X and back resolved it along with the invincibility for me.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 01, 2012, 11:32:44 pm
Yeah it's a normal X3 bug but it's super SUPER rare to reproduce usually.  Also, try repatching the rom in general because I have not seen any report of that door bug from anyone as of yet ._.

And that might be it.  I popped in some code that I originally NOP'd out there for Zero's Z-Saber and things seem to be running smoothly with no invincibility glitches thus far.  So it might've been that, but I can't be for sure.

Edit: Version 2.1 is up http://www.romhacking.net/hacks/888/  It still says 2.0 under patch version but the read me and the patch itself are 2.1.  This SHOULD hopefully fix the large bugs.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on February 02, 2012, 09:18:32 pm
Kick ass!  I'm trying this out now!

February 02, 2012, 10:48:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay was playing an older version and could reliably get the invincibility bug (just hit with the saber at the same time that you're getting hit).  I even used it to get the armor capsule before I was supposed to.  Going to switch to the newer version now.  Loving that Zero can use alternative weapons as well.  I see that unlike X he loses his charge when he changes weapons (a great way to get around him using charged attacks before getting the armor upgrade).  No double jump for Zero does make me sad though.  I find myself almost never using zero for the boards (X's up dash makes him so much more mobile) but it's all about Zero for the mini-boss and boss battles.  Z saber!  The dialogue is seamless and I don't even really notice that it's changed most of the time (which is a plus).  Okay, that's it so far.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: kando on February 04, 2012, 02:22:57 am
grats on 1.0 :)))
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: TigerKnee on February 05, 2012, 05:25:01 am
Bug report:
The Arm Upgrade capsule seems to freeze after Dr Light delivers his speech if you're playing as X. It seems to work fine if you switch to Zero though.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 05, 2012, 12:19:59 pm
^-- Yep.  Found and fixed that yesterday morning when someone reported it to me.  It was one byte missing in text ~_~  I was cleaning things out a bit as I saw I had left over dialogue from when we were using the much longer dialogue and I removed it but removed one byte too much.

All in all it's fixed.  I'm waiting to see if people are reporting any other bugs that can be fixed then reupload things again.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: andrewclunn on February 05, 2012, 04:03:52 pm
Awesome.  Worth playing for sure.   :woot!:
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: cobaltex on February 05, 2012, 05:06:44 pm
I don't know if this is caused by a bug or an incompatibility with the emulator but when playing this on the psp snes emulator snes9x TYL the game loads and is able to get to the intro and start playing the bgm, but will get stuck right before the text is supposed to start displaying, and if you attempt to skip the intro you get stuck on a black screen instead, making the game unplayable.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 05, 2012, 08:06:47 pm
That's basically what happens with BSNES and such as well.  The dialogue will not load but everything else will.  Darn limitations :/
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: guitarpalooz on February 06, 2012, 05:42:02 pm
Minor catch:  getting the armor upgrade with zero and then switching to X, X's sprite doesn't have the armor.  He gets it after a death or stage exit though.  His "switch" screen picture has the new armor.  Didnt check to see if this affects damage taken.

Also, the golden/black chip doesnt restore zero's health like it does x's, and I'm not seeing the protective armor barrier on either x or zero.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 06, 2012, 06:42:35 pm
1. God dammit.  I thought I fixed that bug. ~_~

2. Zero shouldn't restore health like X so that's fine.  And the barrier was basically removed from the game.  It's not essentially helpful in any form and it's rather obstructive and ugly to look at it, but the defense benefits remain.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: guitarpalooz on February 06, 2012, 08:45:53 pm
Well, despite a few zero nerfs I'll have to live with, this is in my opinion the definitive way to play this game by a wide margin.

A few more things i noticed to round out my playthrough:

After getting all the upgrades and black/gold armor, when playing as zero in the final stage, X appears blue and without upgrades before sigma, after sigma, and in the end credits  (zero still appears black, at least before sigma, havent tested afterwards)

Some of sigma 1's fireballs appear to randomly pass through zero (happens to x too, probably part of the original game)

You cant switch between x and zero on the final stage or boss teleporter stage, so the only way to change who you want to try the bosses with is to lose all your lives (not a bug, just something to think about.  Is this because it wasnt switchable in the original game?)

When X shoots sigma while playing as zero in the ending, the shot goes through the sigma head and goes through zero to the wall.  Aesthetically, you might want to make it hit the sigma head and stop there.

Lastly, it is very difficult to get zero up into the room with the final boss...but nearly impossible to have him climb the shaft and escape the lava after beating the final boss.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: justin3009 on February 07, 2012, 09:24:25 am
1. That's absolutely normal.  I never really figured out a way to have the armor sprites appear on X during events without some crazy sprite priority issues :/

2. If you get damaged they'll pass.  If it's consistent for Zero, most likely the invincibility glitch from 2.0  But that should be fixed in 2.1

3. Normal as you said, not switchable in the original.

4. I was trying to figure out how to do so but I wasn't quite sure ;/  I've had complaints of this before but its a lot harder than it looks.

5. Really? o-o  For Zero, you have to jump when you're lower on the wall to bypass the puffed out corners.  It's a normal game mechanic considering Zero's much bigger than X, so you have to accommodate for his size.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Piotyr on February 07, 2012, 10:55:18 am
About the shot going through sigma and zero
What if you have the sprite change to transparent when it hits sigmas head?
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: guitarpalooz on February 07, 2012, 03:33:07 pm
1. That's absolutely normal.  I never really figured out a way to have the armor sprites appear on X during events without some crazy sprite priority issues :/

2. If you get damaged they'll pass.  If it's consistent for Zero, most likely the invincibility glitch from 2.0  But that should be fixed in 2.1

5. Really? o-o  For Zero, you have to jump when you're lower on the wall to bypass the puffed out corners.  It's a normal game mechanic considering Zero's much bigger than X, so you have to accommodate for his size.

1.  Well if it helps, when you fight the mosquito with zero, x beams in in full armor for a brief script (although he's then playable after), so maybe some code there could help you?  Or the fact that zero stays black in his scripted events?  I noticed X is blue chatting with Dr Cain before Doppler stages as well.

2.  I think the fireballs just have very small hit detection when theyre travelling along the floor/walls.  Almost certain it was the same in the original

5.  I tried it again using dash wall jumps and had a much easier time.  Guess I'm just a spaz.

Anyway, I played through it on Snes9x and didnt notice any emulation problems, for whatever that's worth. 
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: dudejo on February 07, 2012, 05:51:50 pm
I played through half the bosses and I must say, so far,you've done an excellent job. Zero works like he's part of the game and it's awesome.

The only real bug I've personally noticed is when going for X's helmet upgrade earlier than the game originally planned. I made Zero get the upgrade and when I switched to X, he had the graphics for the upgraded arm cannon (only graphics, no actual upgrade). It went back to his normal cannon after exiting the level.

Only thing is, Zero being able to do everything X can means that X is, well, useless. Zero has better health and has upgraded arm cannons from the start. Outside of a few specific power-ups intended for X's vertical dash, I didn't find myself missing X at all.
Title: Re: Mega Man X3 - Fully Playable Zero WIP
Post by: Zanerus on February 12, 2012, 09:45:49 am
Not a bug but Zero's first and second charge only do one and two points of damage, which makes them almost useless for stages. Otherwise good patch.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: MottZilla on February 14, 2012, 06:06:03 pm
Curious, what exactly did you do that breaks the hack on real hardware/accurate emulators or do you not know exactly?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 15, 2012, 01:12:42 am
As far as I know it's because of a couple code changes in the dialogue.  I bumped the text pointers and the table code out into the 20 bank range.  I've tested and popped them back into normal ranges and the game loaded with text flawlessly.  Out of that though, I have absolutely no clue how anything else will respond.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: KingMike on February 15, 2012, 10:00:29 am
Capcom mirroring-based copy-protection strikes again?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 15, 2012, 11:22:33 am
It's very strange though.  The code itself is bad when it's out in that range, noticeably graphics as well, but some code you can throw out there and BSNES detects it fine.  Dialogue in itself can be in the 20 bank range and it works.  I'm not really sure what dictates what can be read where so it's really a guess and check system.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: dudejo on February 15, 2012, 07:37:19 pm
I just found a large-ish bug.

I'm using ZSNES 1.51

When grabbing X's arm upgrade, Dr. Light's speech MUST be triggered by Zero or the game will lock up.

The character you grab the upgrade with makes no difference but it MUST be Zero who activates the capsule.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 15, 2012, 08:22:20 pm
^-- Fixed already.  I haven't released any updated patches for awhile.  I have all the bugs noted and haven't heard anything new yet.  I just haven't really worked on fixing any of them quite yet.  Been trying to focus most effort on another project while taking a break.

I'll get back to the bugs soon.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: dudejo on February 17, 2012, 06:21:58 pm
Besides that particular bug, I found the patch to be quite stable so take the time you need :)

Although I'm wondering, have you considered nerfing some of Zero's current capabilities now that he's a fully integrated character? X feels a bit underwhelming now that Zero can do everything better...
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Kiyoshi Aman on February 18, 2012, 05:17:42 am
Honestly, X4 had that same exact problem. It was helped, slightly, by the fact that X4 Zero got bonus moves instead of weapons from Mavericks, but I'm not sure if it's possible to do that in X3.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 18, 2012, 10:58:32 am
It's possible but I'm not doing any major modifications until later on.  Right now I just want it to be a stable game that has as few as bugs as possible while staying close to X3 as possible.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: andrewclunn on February 22, 2012, 09:48:38 am
Besides that particular bug, I found the patch to be quite stable so take the time you need :)

Although I'm wondering, have you considered nerfing some of Zero's current capabilities now that he's a fully integrated character? X feels a bit underwhelming now that Zero can do everything better...

Huh?  X can up dash while Xero can't.  X can get the health replenishing power from the helmet chip or gold armor while Zero can't.  The Zero Saber is even more bad ass when X has it.  Zero has a bit more life, and energy tanks don't refill the whole thing when they're full so you only get like 1 extra hit vs a boss.  End game X > Zero; no question.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 22, 2012, 10:48:20 am
X's Buster does more damage in total than the Z-Saber + Combo as well.  On certain bosses anyway.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: dudejo on February 23, 2012, 06:08:18 am
The thing is, end-game X is just that, END-GAME.

for the early-game and mid-game, Zero is strictly better. That's the main part you'll be playing.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: guitarpalooz on February 24, 2012, 07:50:09 am
^check out the post just above yours...X's buster does more total damage than the z saber combo.  Sounds useful to me.

Minor typo i found: after fighting the mosquito with zero, it says "You can't tell what us waiting for you, X"  Us should be is

He also says "Sabre" instead of "Saber" here, not sure if this pops up elsewhere in the game.  Both are correct spellings,so i guess its just how you want it (i only noticed because you said saber in your last post)
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: dudejo on February 24, 2012, 07:45:49 pm
Is that the X-Buster with or without the saber?

Although X's recoded fused blast does make more of an impact.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: MottZilla on February 26, 2012, 12:24:07 pm
It's possible but I'm not doing any major modifications until later on.  Right now I just want it to be a stable game that has as few as bugs as possible while staying close to X3 as possible.

Do you plan to try to fix the bugs that break compatibility with BSNES and real hardware?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on February 26, 2012, 02:19:53 pm
If I can, I will.  I honestly don't know what all will destroy the game with BSNES and real hardware.  Right now it's dialogue, but for all I know it could every modification outside bank 1F.

I will eventually though no doubt, right now I'm just taking a break from the X2/X3 scene to work on a few other things.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: MottZilla on March 01, 2012, 02:20:01 am
Apparently the SD2SNES progress update says it fixed the problem so perhaps the emulator is at fault and not you. http://sd2snes.de/blog/
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Special T on March 01, 2012, 08:34:33 am
Maybe if you speak to byuu about it he might be able to pin point the reason it won't run in bsnes?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on March 01, 2012, 10:54:19 am
o-o I didn't expect it to be an emulator bug at all.  I still doubt that it is but if its fixed then that's fine by me.  One less thing to worry about.

Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: bradzx on March 17, 2012, 07:09:31 pm
I don't know if you already did or not.  I went to Neon Tiger to get Arm upgrade.  I cant get up there so I have to use X to make up air.  Then I change back to Zero.  But dialogue seem same as X.  Did u change it yet for dialogue Zero and Dr. Light yet?  I just follow your readme to use unheader.  So let me know if I miss something or doing wrong while change X to Zero.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on March 18, 2012, 12:36:09 am
The dialogue with Zero should freeze up there in the current patch released.

To others, I haven't really worked on this, at all, since the last patch really.  I have fixed the dialogue bugs and altered some strings but I haven't gone above that in the past.. what, month or two?  I've been working on Tales of Phantasia more and trying to keep an interest in Mega Man by taking a break from it.  Also, finally got a job which is taking a LOT of my time now.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: bradzx on March 18, 2012, 09:47:58 am
U don't mean u make that game turn to psx and gba same thing with skill with b button for up, down, left or right, and just press b?   (TOP)


Where is bug dialogue while talk to dr light?  Head upgrade or body upgrade?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: andrewclunn on March 18, 2012, 12:37:10 pm
The dialogue with Zero should freeze up there in the current patch released.

To others, I haven't really worked on this, at all, since the last patch really.  I have fixed the dialogue bugs and altered some strings but I haven't gone above that in the past.. what, month or two?  I've been working on Tales of Phantasia more and trying to keep an interest in Mega Man by taking a break from it.  Also, finally got a job which is taking a LOT of my time now.

Oh no A JOB?!  Up there with women it's a main reason why rom hackers go on hiatus!
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Mauron on March 18, 2012, 07:58:31 pm
bsnes user can relax now, it's possible to run this hack.

You'll need to make this xml file, either as manifest.xml if you have the ROM saved as program.rom in a separate directory, or whatever.xml if your ROM is whatever.sfc.

Code (http://pastebin.com/rQPKtnVg)

Note: I've only tested this long enough to get past the initial crash on loading text. Other problems may show up later on.

--Moderator edit--
Replaced table-breaking code with URL.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: andrewclunn on March 19, 2012, 09:39:09 am
Woah, didn't the rom expansion for the text put the rom over the max size allowed for by bsnes?  How'd you get around that, or am I mistaken?
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Mauron on March 19, 2012, 11:55:25 am
I'm not entirely sure on the details, but the expansion allowed for larger banks starting at bank 40. Justin had code at $40:0000, but the auto-generated xml file used by bsnes put that data starting at $40:8000.

I'm not sure which is the correct behavior (neither of the Cx4 games I'm aware of actually reach that bank), but an actual xml file overwrites the automatic one, so it has the code at the proper place.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: DarknessSavior on March 19, 2012, 07:04:53 pm
I'm not entirely sure on the details, but the expansion allowed for larger banks starting at bank 40. Justin had code at $40:0000, but the auto-generated xml file used by bsnes put that data starting at $40:8000.

I'm not sure which is the correct behavior (neither of the Cx4 games I'm aware of actually reach that bank), but an actual xml file overwrites the automatic one, so it has the code at the proper place.
If I remember addressing correctly, $408000 is $40000. It's just the SNES address for it. I could be off. Maybe it's a way the bank is set up when the file is that large?

~DS
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Mauron on March 20, 2012, 12:21:35 am
If I remember addressing correctly, $408000 is $40000. It's just the SNES address for it. I could be off. Maybe it's a way the bank is set up when the file is that large?

~DS

$400000 is the SNES address. bsnes was mapping the data to the SNES address $40:8000.

I think it has something to do with the ROM expansion, but I don't fully understand it. I just had bsnes map it the way other emulators were with the XML file.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: jbo_85 on March 20, 2012, 10:02:38 am
This xml file should work for bsnes:

Code (http://pastebin.com/sZrfMYbr)

--Moderator edit--
Replaced code tag with URL.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Mauron on March 20, 2012, 02:30:00 pm
--Moderator edit--
Replaced table-breaking code with URL.

Whoops, didn't see a problem on my end. Sorry for the trouble.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Lenophis on March 20, 2012, 03:55:11 pm
Whoops, didn't see a problem on my end. Sorry for the trouble.
Wasn't really a problem per sé, but some users experience table-breakage with long code like that, especially on lower resolutions.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Mauron on March 20, 2012, 04:47:58 pm
Table breakage is a problem in my book. It makes things a pain to read.

Any idea on when things start to cause problems? If I can judge a post as problematic, I'd avoid using a code tag for it.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: Kiyoshi Aman on March 20, 2012, 08:21:41 pm
Just set a large font-size and you'll be able to tell when something's going to break the table.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: bradzx on March 21, 2012, 11:36:13 pm
Never mind.  I found bug you mention it.  Music stop and black box still there after end of line.  Oh well.  Better not touch any red upgrade.  Even doolper stage 3.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on March 22, 2012, 11:04:37 am
Black Armor capsule works just fine.  It seems to be the chip capsules and the X-Buster capsule with the bugs.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: bradzx on March 31, 2012, 06:29:48 pm
Oh that good.  Thank for let me know.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: justin3009 on June 29, 2012, 02:25:46 pm
Not.. much of a progress report to say but I have been working on the Remastered project, as has been seen somewhat.  I've got the dialogue system in works and a few other things.

But reason why I'm posting in this is because I'm literally redoing the entire Zero Project from the ground up.  I had so much code scattered everywhere and I didn't even know where anything went or what it did.  So with that, I've been sloppily porting everything into an Excel type sheet to label where the code starts, what it originally did, the new offset and what the code does now.  So far, I've gotten Zero playable basically.  He can collect everything and use sub-weapons but there's a majority missing now.

Setting his palette
Event Swaps
Text For Both
Capsule Bugs
Palette Swaps
Armor Loading
X/Y coordinates of weapons
X/Y coordinates on screen
Hyper Chip
Removal of Helmet features
etc..

I'm slowly working through everything and trying to label it as best as I can so I won't ever have to get lost into my whole mumbo jumbo of a coding mess.  Though going through this, I've actually made some drastic improvements.  I cut down a huge portion of code down by like 30 bytes and the small ones down by 3-6 bytes.  Every little space saved is a great asset.

Edit: Got Zero's palette loading now.  Have all the code organized and in a grouped fashion so anything remotely going about Palette's is in one area. Event swapping will be in another.  Extra game features will be on it's own.  I plan to make Page 2/3 on the Excel sheet to be about what data is easily modified and where it can be changed including things I never touched.  Thus, letting people mod it a bit to their liking.

Also, going through some of this, I've fixed a few ancient bugs that never got touched up and added a couple extra things back from the original game.  Quite nice going through all of this at a slow but steady pace.  It's really paying off.

Edit 2: Also, noted that the code was being ready at 40:8000 as a start instead of 40:0000.  So all code changes have accommodated for that.  Maybe BSNES will actually work now.

Edit 3: Fixed a horde of palette bugs and also fixed some old bugs I had on the original Zero project.  Added a horde new section of code just for NPC's using Busters.  It basically is the same as before but it's now dependent on the NPC's location instead of the PC's.  Fixes the X/Y coordinate buster bug permanently for the X cut scenes.  Also fixed his palette buster bug to boot!  I'm trying to finalize everything else right now before some heavy changes.  I have a few more X/Y coordinates of characters on certain screens to do then I have to start splitting off the features.. like Helmet, Armor, etc..  Then it'll be onto adding the new text back into the game.  Then probably work on sprite assembly once more.
Title: Re: Mega Man X3 - Fully Playable Zero [ Complete! ]
Post by: cobaltex on June 30, 2012, 09:01:07 pm
If you need anyone to beta test on a psp just ask, since I would love to play this on my psp (the original dont work on psp).
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on July 08, 2012, 03:56:59 pm
Just popping in an update.

I've basically added everything from the Zero Project except for the Dialogue and Animations.  Those will be added soon enough.  But there's more features added into it than there was before, not too mention that the trillion bugs that were there before don't even exist in any way now.  Everything seems to be flowing just sound.

Also, the better news, this project is working flawlessly on BSNES from what I can test so far.  There hasn't been any issues at all and it's perfect thus far.  I'm hoping it'll hold out well still when I move the dialogue into banks 21-24.  If so, then this shall be a great start to everything else.

July 13, 2012, 01:40:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Whether this merges or not, here's the current updates on everything thus far.

1. All dialogue has been bumped to banks 40-43 respectively.  X is Bank 40-41 and Zero is Bank 42-43. (They barely even use a quarter of their first banks, but the extra space will be needed later on).  AND!  Everything is working perfectly fine in BSNES thus far, even the dialogue.

2. Fixed palette issues

3. Zero's Sub-Weapons are altered in usage a little.  He does not gain the ability to only use half their original amount, instead, everything is doubled.  It now takes 2 slots of HP off a sub-weapon instead of 1.

4. Hyper Chip is disabled for Zero.

5. X's Vertical Air Dash is quicker.

6. Double Jump added for Zero (Triple Jump as well as I don't have a proper limitation to only let one jump in the air).

7. Dialogues are split with X and Zero in TXT files for Atlas.  One file, mmx3_X is X's and the other is mmx3_Z.  Two shortcuts have been made to properly import them separately and quickly.

8. All damage has been properly modified to be from the Final release, though I'm thinking of altering it just a slight bit more to nerf the Z-Sabre a tiny bit more.

9. Animation Data and Sprite Assembly for X and Zero have properly been moved out into bank 40.  They now both load one routine that is separate from the actual games routine.  Thus, allowing them to have their own share of space to be used for whatever is needed.  This was HIGHLY essential for much later on.  Even now, this will help me import a horde of new sprites more thoroughly without any conflicting issues going on.

10. Capsule errors have been fixed permanently.  No longer is there a convoluted code routine with a trillion checks for Zero, now, all capsules have the lightning wrap around the character 2-4 times and then the armor piece appears.  No more white flashing of the equipment.  This fixes all capsule bugs that have ever been encountered including the ones where X's pieces would not be equipped when Zero had gotten the Capsules.

11. Forcefield generation from armor is removed.  (Ugly as sin feature and completely useless to be honest... It supposedly 'cuts your damage even more' if you have the Armor Chip or Golden Armor.  In actuality, it doesn't do a damn thing.)

12. Z-Sabre warning in Doppler's level is now fully functional and not buggy from what I can see.

13. Weapon data has been altered so it only loads 12 weapons instead of 14 (14 being a buggy unused weapon that does absolutely nothing.  What was the point of this?)

Etc..
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on July 28, 2012, 03:22:02 pm
Just another update.

I've been working on the innards of this massively and things are going extremely well that I'm honestly surprised.

1. Zero's dialogue and X's dialogue are complete with fixes and what not.

2. X and Zero's VRAM Graphic pointers are NOW outside of normal banks (Still works with BSNES).  I also made sure that they now have room for at least 100+ new sprites if wanted!  The fun part, the NPC X and Zero and PC X and Zero now share a very similar routine separate from enemies and anyone else.  So now, you modify anything on X or Zero, it modifies it correctly on the NPC as well.

3. I'm porting X and Zero's animation data over into a new bank as well.  The original method I had was a flop and.. just failed.  It's going extremely well right now.  It's ridiculously annoying though as X and Zero's animation data pointers are separate but they are intertwined with each other.  So essentially, I'm going to have duplicates of the same data for both of them when I split it up. (Not a big deal, I have plenty of room and I can essentially remove the useless data as I find it out).

4. I updated the Animation Data routine a bit.  The game originally had 3-bytes being loaded so it'd dictate where and in what bank it'd load data from.  Annoyingly, the 3rd byte, being the 'bank' byte, was essentially useless.  The game had a hard-coded bank of 3F for Animation Data yet had 3 bytes to dictate everything.  (What the hell was the point of that?)  So what did I do?  I hijacked the routine, altered the hard-coded bank so now AD can be loaded from ANYWHERE in the game.  The bank is purely dynamic now and works flawlessly.

5. I added a new table for Animation Data to dictate which animation data to use, which I had planned before.  Works very nicely.  I've opened up room for at least 30+ new enemies and what not.  I have to do the same thing for Sprite Assembly later on though.

6. Menu data is back with more room.  I'm working on re-adding the 'Heart Tank' count I added in the remastered.  I'll add that back in once I have the other essential data ready.

7. Added in the routine for Ride Chips so now there can easily be more than 4 added into the menu.

8. Modified X's Ride Armor sprites slightly.  Some of the details were very wrong compared to his actual armor.

9. Not implemented yet, but Zero's new sprites that were in before have been modified to be much better looking and fit in with the style more.

And that's it so far!  I'm slowly but steadily working on this and it's going quite wonderfully.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: Special T on July 28, 2012, 08:17:32 pm
Keep up the great work, I love following this project!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: bradzx on July 30, 2012, 02:04:32 pm
Holy cow.  That is major update you got there.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on July 30, 2012, 04:07:22 pm
I'm working my best on everything to sit can be easily altered and dynamic for the future.  Right now, most of the data was organized to work nicely but then I realized that I may have to shuffle large amounts again to fit for what I want to do and what others may want to do.  So right now, that means the palette area will have to be shoved around a little bit and I have to revert some code so that people can modify how much life you can start with.  (I have had many people ask for options like this, so I figured, why not just have everything listed in an Excel so they can freely do it themselves?)

I'm really excited for this update and all though.  Everything feels a lot better and not so buggy.  Not too mention I'm more experienced now and I understand more of the coding.  I've got a number of plans to add extra features just for this project so it's not just a rewrite, but rather a bug fix/update type of deal.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: bradzx on August 01, 2012, 10:30:27 am
Yeah, I am surprise that you got alot of update than before.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on August 12, 2012, 06:25:51 pm
Welp quick update.

Animation Data, VRAM Data, Sprite Assembly has ALL been moved out into bank 51 for X and Zero.  There's even a new table to dictate which portion of the bank to use for their data.

I've also split the Animation Data table now so everything is specified before hand.  With that, I have opened up a HORDE of new Animation Data slots to be used in the normal table bounds.

VRAM graphics have a HUGE amount of empty chunks now that X and Zero are moved which easily could constitute for 2-3 more playable characters if one was ever bored enough to add them.

I'm working on Event Editing a bit more at the moment.. All of the events are already done but I'm planning to add in a few extra features into the project.  I've already announced that X will have a new armor still using the Hyper Max graphics, but altered palette.  Of course, only accessible by having certain means.  There is also going to be a secret non-canon ending that can only be accessed by defeating a certain boss.  I'm also hoping to add in more data to allow for a life-reducton pseudo hard mode and such as well.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: Vanya on August 12, 2012, 07:11:48 pm
Damn, at the rate you're going you could get to the point where MMX3 is almost as hackable as SMW. Great work, keep it up!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: shadow501 on August 12, 2012, 08:02:58 pm
Great job ! :D

when you upload Mega Man X3 - Fully Playable Zero ?

Best regards
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on August 13, 2012, 07:31:58 am
It won't be uploaded for awhile.  I'm having troubles tracking down some event data that's leaving me unable to progress for the moment.

Also, my work hours are starting to go crazy again which removes my time a bit more.

@Vanya: Oh dear god how I wish it was that easy.

Edit: Found the event pieces I needed.  Just have to copy/paste it and create a new variation and expand it.  Then comes the hardest part of everything after.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: shadow501 on August 13, 2012, 08:39:27 am
Good luck  :thumbsup:
I'm enthusiastic to play Mega Man X3 - Fully Playable Zero  ::)

Best regards
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: Vanya on August 13, 2012, 10:30:07 am
@Vanya: Oh dear god how I wish it was that easy.

LOL Don't we all? Cheers, dude!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on December 27, 2012, 03:07:34 pm
https://www.youtube.com/watch?v=JEv9ymgoYT0 - Semi bringing a 'necro' topic back to life.  But this was done months ago before I went on hiatus to work on X2 and DBZ.

But I'm planning to return to this project sometime hopefully soon.

So with that, here's a little preview of the 'non-canon' ending.  There's more to it than that and it's going to be re-written a bit since a huge discussion on it happened on the X9 Forums and on Skype.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: Special T on December 27, 2012, 11:15:04 pm
I'm looking forward to it  :-)
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: Piotyr on December 28, 2012, 02:31:37 am
As long as you put a patch with original ending and non canon
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on December 28, 2012, 09:41:55 am
The game will have each ending. It just plays out differently if you destroy a certain boss at the correct timeand have beaten the game once. Either way you can still get the original endings depending on what you do.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: lucasdj on March 31, 2013, 02:23:58 pm
Dude really liked your project, if I intendesse something about these issues I would help ... I hope when he comes any version that zero can double jump and an improvement when it hit the capsule of the z-buster. :D
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: mmx01 on May 16, 2013, 03:55:35 pm
so how can i change the startup frames of zeros fully charged buster?
would like to have it like zero is sliding down a wall without delaying time.
it sucks really hard that his fully charged buster shot 1 and 2 is so much delayed on startup, that makes me wanna play x all the time without the x-buster arm part!
maybe someone could help me, i'm a newbie @ rom hacking

EDIT:
OMFG PLEASE update this hack to actual mmx8 game with x buster on Y and boss weapons on x, so we can make on y the x buster charge and at the same time triad thunder shoot.
so works x-buster as well...charge x buster with y and shoot normal shots with x!
that would be too awesome bro...make this update
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: justin3009 on May 16, 2013, 11:45:34 pm
I haven't touched this since.. months ago.  I'm heavily working on Tales of Phantasia at the moment and I refuse to stop working on it UNTIL I at least get the menus ready and finalized.  I can't stop in the middle of all this VWF stuff because I'd completely lose track of my code if I left it for awhile.

But as for plans on this, yes, I do plan to give Zero double jump.  I MAY try to implement the X/Y button idea.  I'm really unsure how to go about it at this point as the main button to attack has a horde of code for everything.  I'd have to somehow split that up or at least find the original location and make that Y button work.  There's just a lot to be done with it.

I'll probably have to re-do a huge portion of this anyway due to how much I've progressed on my coding.  Definitely need to re-do plenty of things so it's going to be a long while.  I still hope for this year on release, but there's too many ifs right now in game wise and in life to say what will happen.

Best I can say is just have a lot of patience if you're able to as I do want to get this done.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: mmx01 on May 21, 2013, 06:24:59 pm
would be cool if you just fix these things..
1. giving zero a double jump
2. zeros full charged shots without delay (like lvl2 charged Z-buster)
3.let x-buster be on y button and other weapons on x button with the megaman x8 feature that you can fire special weapons and x buster/charged x-buster shots at the same time
(i would prefer setting x-buster on the L button, so you can charge it always and special weapon button on Y button, if no special weapon is equipped, then the Y button fires normal x-buster shots)

this 3 little changes would make the game more awesom as it is right now!
You did a reallly good job, but ist really more difficult to play with the actual zero than to play with x...
Zero should be an upgraded X version.

i really would fix it on my own but like i says, i have no hacking skills
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on July 12, 2013, 04:28:52 am
Popping this baby back into action while I'm in the mood for it.

1. I've re-done a couple bits of code to fix them and be more dynamic.
2. Reordered my Change Log a bit.. still a ways to go to fix it all up.
3. Adding in SRAM saving at this point.  No reason not to have it anymore.
4. MAY drop the 'secret' ending.
5. Adding in a couple of other features that were supposed to be added.

Etc..

Edit: Only have had a few moments to work on this.  These time restraints are extremely ridiculous now.  But I've figured out how the game loads graphics for the Main Menu, how much to load and where to store it in VRAM.  So essentially I can add new sprites into the main menu now if I truly wanted to.

I'm also on the verge of splitting X/Zero's data permanently.  Though it'll be shared for the most part still (As in both will update each other), I have plans for this later on so they're each their own characters.  (Not for this project fully, but for extra difficulties/future project).
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Special T on July 12, 2013, 06:47:30 am
That's awesome, I'm glad to hear your working on it again   :)
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on July 30, 2013, 03:36:43 pm
Been awhile since I've posted!  Can't believe it's been almost another three weeks already!  I haven't been working on it too often because my work hours were pretty horrendous for awhile, but the overtime SHOULD be over now so I have at least 4 hours a day now to work on this after work, besides there, here's a little progress note!

1. Found a slew of empty RAM to split X/Zero's data up completely as separate characters.  (Though they will still have values written to each other depending on the mode selected)

2. X/Zero can use each others busters with just a simple byte change.  (Still a WIP but I'm aiming to have everything be dynamic.  I may end up seeing if I can make enemy missiles usable on PC's and vice versa as well so things can really be expanded upon).

3. Figured out which routine is for loading compressed graphics and which routine loads decompressed graphics.  This is extremely nice as now I can load sprites on the Main Menu with ease.  I've also figured out that I can load decompressed tiles as well.  So with that, I'll be porting the Main Menu over to be decompressed graphics and I may end up doing the same thing for Level Tiles in the long run as well for easier customization.

4. I have an artist friend working on Zero's 'Get Weapon' screen associated for the Zero Project only, so expect his buster to be there.

It's not much progress if you read it like that, but in the long run, a LOT of this extremely progressive and will help ridiculously much.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Vanya on July 31, 2013, 02:53:14 am
Sounds pretty awesome to me.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Special T on August 06, 2013, 07:29:28 pm
Sounds pretty awesome to me.

Agreed!  I love seeing updates about this project.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on August 07, 2013, 03:41:12 pm
Another mini-ish update.

Menu graphics are now loaded decompressed and have been expanded by about 3 rows.  This bumps all tiles in VRAM down a little bit (Though it causes absolutely no issues as the tiles that are being unused get overwritten.  Further testing will be needed but so far, absolutely no errors have occurred).

Edit: Seems that I had to fix one tile issue.  It was loading an incorrect value in the decompressed menu which caused certain layers to lose a portion of their graphics.  All fixed as far as I can see!

Split most of the menu's data with X and Zero.  They both load their own icons, own text, icon coordinates, text coordinates, etc..  The only thing that's really needed now is to split the X/Y coordinates of the Sub-Weapon life bars.  Once that's set, the main portion of that area is done.

After, I'll start trying to split their other data:

Sub-Weapon Life
Heart Tanks
Max Life
Armors
Sub-Tanks

Etc..

After this, I'll get onto fixing the few bugs that have been there for months prior to the restart of this and then try to pop in the new graphics.  Once that's along, SRAM will be finished up and I think the majority of the project will be ready to be re-released while having a great basis for the 'Remastered' project.
--------------------------
Edit:

7E0241 - Difficulty Selection
7E0242 - New Game+

7E0250:53 - Energy Tanks 1-4

7E0255 - Acid Bomb life
7E0257 - Parasite Bomb life
7E0259 - Triad Thunder life
7E025B - Spinning Blades life
7E025D - Ray Shot life
7E025F - Gravity Well life
7E0261 - Frost Shield life
7E0263 - Tornado Fang life
7E0265 - Hyper Chip life

7E026A - Armor Pieces collection
7E026B - Max life
7E026D - Heart Tank collection

Where Zero's data will be stored.  Right now I'm working on heart tanks, though, this may be a 'tad' bit more difficult than I thought.  Storing it is fine, but reading the data is going to be really.. awkward.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Vanya on August 08, 2013, 01:53:54 pm
That's fantastic. It'll be great to see this finished.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Threxx on August 08, 2013, 08:56:04 pm
I don't know if this is the right place to put this, but does anyone know where I can find an unheadered version of the rom to play the hack?
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Zynk on August 09, 2013, 12:31:15 am
I don't know if this is the right place to put this, but does anyone know where I can find an unheadered version of the rom to play the hack?
None. And please don't ask for ROMs here. You haven't read the rules here, haven't you? >:(

Anyways, if you already have a ROM of your own, just use this utility to remove the header = http://www.romhacking.net/utilities/593/
Then use the patch to that no_header ROM.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: shadow501 on August 09, 2013, 10:18:46 am
Where is patch for Mega Man X3 - Fully Playable Zero ?
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on August 09, 2013, 12:59:56 pm
Old Version - http://www.romhacking.net/hacks/888/

Try looking in the 'ROM Hacks' category on the side if you're looking for certain hacks.

New version is still in progress and will be for quite a long while still.

Edit: Well, just found out something interesting about 7E1FD1 which is supposedly the Armor Pieces you've collected.  Apparently, that's also the Sub-Tank counter.  Setting to 0F will give you all armor pieces, but setting to FF will give you all armors AND all sub-tanks.  I had no idea they shared a value!

Edit 2: Max life, Heart Tanks and Energy Tanks are all split accordingly now.  There's a couple bugs left with their max life still but I THINK everything else is working.  They can collect them just fine from what I've tested and filling up/using energy tanks is also independent depending.  Everything seems to be working so far.

Edit 3: Fixed a couple graphical bugs that were starting from the VRAM switch I did for NPC X/Zero.  Just have one more graphical bug and then I think all of those are fixed.  I'm bug testing right now the full hard-swap between X and Zero.  Trying to run through the game as one character to see if everything is working fine.

Edit 4: Just ran through the game a bit while fixing things.  Found a horde of max life and current life bugs that were screwy because of X and Zero's split data.  From what I've tested officially now, ALL of those are fixed.  They both share heart tanks but between two different bytes depending who retrieved it.  In doing so, they have separate routines now to load their max life accordingly.  The Level Select, Doppler, etc.. are all fixed now to combine both Heart Tank values and then check to see if you have the correct data.  So far so good!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: shadow501 on August 09, 2013, 02:49:03 pm
Old Version - http://www.romhacking.net/hacks/888/

Try looking in the 'ROM Hacks' category on the side if you're looking for certain hacks.

New version is still in progress and will be for quite a long while still.

Edit: Well, just found out something interesting about 7E1FD1 which is supposedly the Armor Pieces you've collected.  Apparently, that's also the Sub-Tank counter.  Setting to 0F will give you all armor pieces, but setting to FF will give you all armors AND all sub-tanks.  I had no idea they shared a value!

Thanks alot i try to do my best  :happy:
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on August 14, 2013, 01:58:25 pm
Just an update on what's been going on the past few days:

I've been splitting X and Zero's data quite heavily the past number of days. Weapon Energy, Heart Tanks, Energy Tanks, Bosses Defeated, a new boss counter in RAM, New Game+ option, Difficulty RAM value, new total Heart tanks RAM, collecting energy, collecting life, etc..

As far as I've been testing, everything seems to be working quite nicely. The only place I can think of right now that 'may' be bugged is when you first start off as Zero at the beginning of the game with his max life, otherwise I think everything is okay.

What does this mean? With just a toggle of a value in RAM, X and Zero can have their own stats while continuing the game. One person can defeat all bosses and get all weapons/heart tanks/energy tanks while the other person will have nothing to show for it. You WILL still share Armor Upgrades however as I feel that should probably stay universal at this point.

What does that mean? Here's what's left mostly for the Zero Project:

1. Adding in the difficulty selection on the main menu.
2. Expanding that damn main menu timer. Way too short.
3. Finishing SRAM.
4. Adding in New Game+ Option.
5. Finish Secret Ending.
6. Add in new 'Get Weapon' image for Zero.
7. Add Zero's new animations
8. Add in new animations for both X and Zero for Sabre use.
9. Fix the stupid ladder/dual buster shot.
10. Finish bug fixing

The Zero Project SHOULD be permanently done after that. Once it's all finished, I'll be starting back with X2 most likely. But this is going to take a long, long while to get everything fixed considering I've never added a new option to the main menu before. I'm not sure HOW to make it work quite yet. Everything else will take awhile due to trying to figure out what the code does what. So just hang in there for awhile longer and hopefully this updated Zero Project will be worth the wait.

Edit: http://www.youtube.com/watch?v=-HkUp9ZxaB4&feature=youtu.be - Fixed that annoying Z-Sabre bug!  Was actually really simple to do surprisingly!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: shadow501 on August 14, 2013, 03:10:06 pm
Good job, you are GM MMx3  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Special T on August 14, 2013, 11:58:11 pm
Awesome job!!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: andrewclunn on August 28, 2013, 02:02:46 pm
This is one of those projects that has me coming back to this site just to check on this thread.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: mmx01 on September 18, 2013, 08:03:30 pm
just !!!PLEASE!!!....give Zero and x the ability to Charge on one button and shoot on the other button at the same time (Special Weapon button and X/Z buster seperated)
glad to see you fixed the z-saber bug, but you don't demonstrate how the double charged z-saber works grinding down the
Wall...this is the most sucking bug...especially when you got tunnel rhinos stage @ the mid Boss.
Zero should be able to shoot the double-charged-shots  in a delay of 1-2 Frames one after another.
So my Suggestion is to downgrade a Little bit the damage of the Zero charged-double shots but make them come out faster one after other...this would make a good balance and be cool too  ;)

just give us the possibility to Play x3 pro-like like this guy here http://www.youtube.com/watch?v=dWDtihuAcfo
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on September 19, 2013, 03:39:39 am
I'm HOPING to do that but I cannot gaurantee it.  I'll have to look into the control scheme more once I get my side project done and all the other important stuff on the 3.0 project.

There's a bug sliding down the wall with double charge?  I've honestly never noticed really.

I've thought about doing something like that maybe for the later project as people would complain way too much about the gameplay change right now.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 WIP)
Post by: LumInvader on September 20, 2013, 01:20:05 pm
Also, the better news, this project is working flawlessly on BSNES from what I can test so far.  There hasn't been any issues at all and it's perfect thus far.  I'm hoping it'll hold out well still when I move the dialogue into banks 21-24.  If so, then this shall be a great start to everything else.

If you got it working on BSNES then perhaps it's also working on the PSP.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on September 20, 2013, 01:27:16 pm
It SHOULD work on most emulators now hopefully.

Reason why it didn't work on the others is because of a lot of bad JSL's I had.  They were jumping to invalid addresses for LoROM which is why a lot of everything didn't work.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: guitarpalooz on September 27, 2013, 04:10:57 pm
Justin, with X and Zero's data completely separated now...what are the chances of a 2 player co-op x3??
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on September 27, 2013, 08:38:57 pm
As far as I know of, next to impossible. There's not enough room fully in VRAM to support both.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: qwertymodo on December 31, 2013, 05:15:06 am
Just a thought for making this work on real hardware, since 32Mbit ROM isn't actually supported by the Cx4 (though the SD2SNES made some changes to support it).  The Cx4 only supports up to 16Mbits ROM, however, it does support re-mapping the upper 8Mbits to a second ROM chip, a la MMX2.  To switch between a single 16Mbit ROM and 2x8Mbit ROMs, you write a 1 or 0 to register $7F52.  I believe it may be possible to utilize this to support up to 24Mbit ROM on the real hardware by toggling that register when you want to access data in the expanded ROM section.  You'd need to move the data currently in the expanded area into the upper half of that region (0x300000-0x3FFFFF) and avoid the 0x200000-0x2FFFFF region, but from what I can see, there isn't a whole lot of data in the expanded region as it is... it'd be really awesome to see this run on real hardware.  Then again, the SD2SNES supports it, so I can understand if you have no interest in the extra work to support that.  If you did, however, I'd be willing to build the hardware to test it.

I'm not entirely clear on all of the details, but I'd say byuu probably has a better grasp on the inner workings of the Cx4 than just about anybody, especially now that he has a Cx4 dev cart to play around with... so if you do happen to be interested, you could probably ask him.
Title: .
Post by: creeperton on January 02, 2014, 10:07:40 pm
.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Chippy2000 on January 07, 2014, 01:05:06 pm
I know a few ways to expand the memory in video game ROMs like I did in Poke Mon Gold Beta/Alpha REVIVAL to implement stuff. Like GoldTweak for Pokemon Gen2

I'm not to experienced with this stuff so don't hate on this suggestion but maybe you could expand the VRAM too to implement multiplayer? Just an idea but it may be possible?

ANYWAY...this hack is just awesome. Keep up the good work :D
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: raiderblue17 on July 28, 2014, 05:40:43 pm
anybody willing to help OP out and get this on a SNES
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on July 28, 2014, 05:53:10 pm
I actually didn't see these replies from before owo.  If we want it on real hardware, we COULD do so I suppose if those changes worked.  I do plan to restart this AGAIN from scratch and release it as a duo project being X2 and X3 Zero Project to make up for how much I've held everything off, but that won't be for a long, long while still.

As for expanding VRAM, not possible.  Pretty sure that's a system limitation.  If I COULD have both X and Zero playable I would definitely love to do it, but it's just not feasible :/
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: raiderblue17 on July 29, 2014, 01:40:37 pm
IM ALL IN for an X3 and Zero being fully playable.... I would be willing to commission the project if possible.   ;D
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on July 29, 2014, 02:11:26 pm
There's already an old release raider that allows Zero to be fully playable with his dialogue and such if you want to play the old version.

The 3.0 one is just a refining of code, bug fixing and putting the original features I wanted in.  Mainly double jump, Zero not being able to charge weapons and probably the 'Black Armor' giving him more damage slightly with his defense boost and such like the other games.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: raiderblue17 on July 29, 2014, 02:50:21 pm
is the old version playable on the actual SNES?
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on July 29, 2014, 03:01:33 pm
It probably isn't but I don't think it can be done so easily considering the X games have a CX4 chip in it.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Gideon Zhi on July 29, 2014, 03:02:51 pm
It probably isn't but I don't think it can be done so easily considering the X games have a CX4 chip in it.

SD2SNES has Cx4 support :)
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: raiderblue17 on July 29, 2014, 03:21:49 pm
SD2SNES has Cx4 support :)

Have you been able to run the game on the SNES!!!??? oh my goodness i hope you say YES YES YES!!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: KFCTwister on November 06, 2014, 03:07:15 am
Have you been able to run the game on the SNES!!!??? oh my goodness i hope you say YES YES YES!!!!

Nope, well, at least according to this comment:

"When Zero tries to use the ride armor, the whole sprite (zero + ride armor) is replaced by a small garbaged graphic. If he dies in this state, the game freezes showing alot of artifacts/garbaged graphics. If he leaves the armor, everything returns to normal. On emulator, this part plays fine, with no problem. I apllied the ips patch with the Lunar IPS on an unheadered rom (CRC: FA0FE671) Played on Super Famicom (first model)."

(from github.com/mrehkopf/sd2snes/issues/48)

But from the sounds of it, the problem is so far localised to the ride armor in the game (I wonder if this is the only issue). My memory is not the best but I wonder if it is still possible to complete this game without using any ride armor at all at any point.

Title: Re: Mega Man X3 - Fully Playable Zero (Finalized Base WIP)
Post by: justin3009 on December 31, 2014, 08:41:31 pm
I've been slowly reworking this project from scratch again.. but it's not what people may want right now.

I've ported everything over to a new ROM EXCEPT the Secret Ending, Extra Armor and SRAM support.  Right now, that's just too much work to put it in especially after realizing what a mess my notes, code and everything else was.  So what's happening is I'm porting the MAJOR underlying things over and releasing an alpha hopefully tonight or tomorrow (A couple beta testers are helping to find bugs thankfully).  There's quite a few from the previous version along with new ones I may have popped up.

What's going to happen is I'm going to finalize all bugs being removed then start reorganizing everything to be with their appropriate pieces.  Palette code will go with palettes, weapon code goes with weapons, character data goes with character data, etc..  I'll also be leaving chunks of extra code after each change so if anyone decides to modify my original code to improve or expand upon, they can do so without having to search for another slew of empty space.

I essentially want to make this a finalized Zero Project with absolutely no bugs so it can be solidly played without any problem.  Once everything is reorganized and set in stone, then I, or other people, can start releasing mini addendum patches to expand on what's there.  Essentially, SRAM support would be an extra patch to apply upon the project if someone wanted to.  Secret ending would be another one with various things.

I know it's not exactly what anyone wanted but it's a step towards the right direction in general.  I PLAN to update all my notes in my Excel log and clean things up a bit so when everything is truly finalized, I can pop that in with the release so there's a clear direction on what changed, why and what it does now.

I'm so sorry about all the delays and that it's not what may be expected.  I wish I could have finished all of this earlier but I can't force myself into a project I don't feel interested in lest it turns into a very shoddy and ugly final product.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: andrewclunn on January 01, 2015, 02:06:17 pm
Hey, you do it because you love it, and then us enjoying it is just frosty on the cake.  Honestly, a cleaner implementation that's well documented, but does less, is the better approach anyways.  Because that way editors, other hacks, and even future hacking that you do later on, will be easier and clearer.  Love the code first and foremost, it's the hacker's and indeed the programmer's mantra.  I'm gonna be playing this through again for sure.
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: Special T on January 01, 2015, 10:35:17 pm
Even though all the planned features weren't implemented, I'm glad to hear this is almost ready for release   :)
Title: Re: Mega Man X3 - Fully Playable Zero (Version 3.0 Back In Progress)
Post by: justin3009 on January 10, 2015, 09:42:58 am
Alpha release was a success on bug hunting and found a few bugs myself including new ones I didn't notice before!

The MAIN bugs are just about addressed.  There's a couple main bugs left and the rest are features/ports essentially.

Features
---------------------
    Zero getting Leg Capsule doesn't display double jump well. (Very complicated problem to fix)
    Zero's Ride Armor sprites do not load.
    Zero's alternate damage animation is not present. (Need to port over)
    Zero has no victory animation.
    Zero's custom animations for charged special weapons are not present. This prevents him from legitimately obtaining the helmet and body upgrades
    Stage Select doesn't allow you to switch characters (Need to port over)
    X and Zero's portrait palettes aren't updated to load their Gold and Black armor palettes. (Need to port over)


Bug List
---------------------
   Menu text, graphic and icons are not split and loaded properly which may result in some garbled backgrounds.
    The second Doppler stage cannot be completed with Zero. If you defeat Mosquitus with X to avoid losing Zero you are unable to switch back to Zero for the duration of the stage
    Golden Capsule and possibly all enhancement capsules have Zero with an incorrect flashing palette.  It uses X's.
    Heart Tanks need to increase Zero's max life as well as X's.  7E:026B is Zero's max life.
    Zero can triple jump with Black Armor. Might just keep this.  X is able to do the same thing.  Feels weird to gimp Zero a bit on this aspect.
    Game froze right after Sigma's last words, but before the explosion sequence. I haven't made it back there to see if it's recurring, and I haven't tested with X.  Huh?  I couldn't reproduce this.
    In the final stage X's shooting animation is bugged when he comes in through the ceiling to finish off Sigma. Huh?  I couldn't reproduce this.
    In the final stage when meeting X he dashes through the wall instead of shooting and destroying it. Huh?  I couldn't reproduce this.
    With Zero's Black Armor all buster shots and the Sabre have palette issues. Huh?  I couldn't reproduce this.
    As Zero, the very last line of dialogue from the gold armor capsule reads: Good luck X!
    The game froze once with Zero at the gold armor capsule when Dr. Light's text box appeared. However, on another occasion I was able to get it with no problem.
    In Blizzard Buffalo's level with Zero, go to capsule and speak to Dr. Light then walk back out to the snow.  It'll have a red tinted overlay for a second. For future reference: This is due to the Dr. Light introduction code with Zero.  It didn't set 7E:00CC/7E:00CD back to 00 which resulted in the red overlay to appear.
    Vile Ride Armor (Factory) still has old damage timer.
    Falling Crates in Blast Hornet's level have bad animation data.
    Zero has bad sprite assembly on one aerial fire frame.
    X does a random animation when you rescue him in introduction level. (Must set 7E09DA to 00 02)
    Z-Sabre animation is slower.  (Need to port over the faster swing)
    X's Vertical Jump MIGHT be slower too. (Need to port that over)
    X's health meter disappears in introduction level after rescued and fighting boss.
    Hyper C. does nothing for Zero when selected This is intended.  Hyper Chip was disabled for him in the newer version
    X AND Zero cannot refill Sub-Tanks.
    As Zero when starting a maverick stage with 7-8 heart tanks you will be missing what looks like maybe 2-4 units of life energy from your bar
    X's vertical air dash seems to be nerfed in that it's only moving me upwards by half of the normal distance.
    Hastened Sabre Animation (Need to port over)

Edit: With that, all the major bugs are fixed!  I haven't had any issues so far but of course, another beta release will happen just to be sure.  I'm going to try and port over a few more things first then release another patch.  If everything is successful, I'll begin to reorganize all my notes!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on January 13, 2015, 05:50:59 pm
I have small question.

Does will work for actually snes cartridge?  Not flash-cart thing.   

More like these.

http://www.shopflashbackgames.com/
www.gamereproductions.com
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: KingMike on January 13, 2015, 06:23:04 pm
No, because it uses a Cx4, and I think this has SRAM support as well, which is not on a real cart.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on January 13, 2015, 06:59:48 pm
Oh.  What is Cx4 look like?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: KingMike on January 13, 2015, 08:03:58 pm
It's a coprocessor used only in MMX2 and 3.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on January 13, 2015, 08:39:33 pm
I have small question.

Does will work for actually snes cartridge?  Not flash-cart thing.   

More like these.

http://www.shopflashbackgames.com/
www.gamereproductions.com

yes it can be flashed to a cart. you just have to make sure the donor cart has the Cx4 chip.

I don't know if anyone has tested this hack for hardware compatibility though
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 14, 2015, 10:07:17 am
I would highly advise against doing that until the new version comes out. The old one is ridiculously buggy underneath.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: 90s Retro Gamer on January 15, 2015, 05:34:28 pm
Awesome project! Now if only there was a way to put that MMX3-Zero in MMX and MMX2, like how they put Knuckles as a playable character in Sonic the Hedgehog 1.

Do you guys think that's possible?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 15, 2015, 07:22:16 pm
Yes. I was working on it for X2 and it was going well until I hit a few bugs.  Didn't know how to fix them back then but I do now.  Could probably do the same thing for X1 honestly if I was able to organize the code correctly where it could just be ported over.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on January 15, 2015, 11:15:05 pm
how often is the Cx4 chip used in MMX2 and MMX3 anyway?   
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 16, 2015, 01:10:48 pm
MMX2 I believe uses it for the intro screen, like all the X games, along with the final Sigma battle, the wireframe anyway.

The CX4 handles sprite rotation and such as well among other things.  So just 'removing' it would be a pretty bad idea.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on January 17, 2015, 12:10:18 am
So just 'removing' it would be a pretty bad idea.
Why remove Cx4 is pretty bad idea?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Midna on January 17, 2015, 06:32:54 am
Why remove Cx4 is pretty bad idea?

Quote
MMX2 I believe uses it for the intro screen, like all the X games, along with the final Sigma battle, the wireframe anyway.

The CX4 handles sprite rotation and such as well among other things.

It's called "reading".  :P
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 17, 2015, 02:49:17 pm
It'd essentially break half the game really.  So it is required sadly.  Unless someone decides to hack the game to pieces where they modify everything so it DOESN'T need CX4.  That'd be a ludicrous hack in itself.

Just an update.  The beta patch has been released on the MMX9 forums, my main hub essentially for this project.  They found a few more bugs in this but overall it seems pretty smooth until someone finds another huge list.  So far though everything's going well!  Hopefully I'll have all the kinks worked out soon enough and I can start reorganizing.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: KingMike on January 17, 2015, 11:36:51 pm
I would think there's PROBABLY a reason Capcom went to the trouble of designing the Cx4 in the first place. :P

(since you know, it increases the console's math powers and such.
Not like SDD-1 which I think was purely data compression and so it could be hacked out by devices that make extremely large ROMs possible.)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 18, 2015, 10:09:52 am
Updating a few more things as always, not much to report yet but it seems the bugs and kinks might be fully worked out! (Minus new animations)

I just added the Golden Armor being saved by passwords bit again and I fixed a couple bugs that I forgot to account for.

1. Using passwords didn't account for Zero's max life, that has been fixed.
2. Using passwords didn't update VRAM with the 'Z' graphic, that has been fixed.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zero Dozer on January 18, 2015, 11:52:29 am
Hey, Justin! I was just informed that you resumed your Project Zero hack. Good to have you back on the matters. Hope you can get some big progress with your available time.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 21, 2015, 09:21:59 pm

January 21st, 2015

1. Every bug thus far has been ironed out except a couple that I created when altering how the Z-Sabre works.  It still functions the same but I shuffled the graphics in VRAM so now you can buster/Z-Sabre WITHOUT having to wait for the busters to dissipate off screen.

2. Character Select on the Stage Select screen is back and with a new 'Z' icon when you're playing as Zero!

3. Zero's dual buster shot animation has been sped up very slightly but his aerial ones have been significantly sped up to near match his ground animation, but made just a tiny bit slower.  X's were slightly sped up as well.  (This was due to high demand with how slow they were.  Of course, people can revert this back once the Change Log is complete).

4. Z-Sabre animation on Zero is heavily hastened.  Same will apply to X once things are ironed out with him on the new Z-Sabre handling.

That's all for now!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on January 31, 2015, 01:48:58 pm
Everything's been going pretty smoothly.  I haven't thrown out a new patch since the last one for people to test but I've fixed everything noted and what not.  I'm on the verge of creating Zero's new animations once again.

In doing that, I labeled EVERY frame of Zero's.  He has 110 frames, 4 unused, 5 blank.  4 unused are buster shot transitions or finish frames that went unused.  I'm ASSUMING they were just forgotten since they were some of the last frames on his list.  I've gone ahead and added them back into his animation data.  This does NOT alter how fast he shoots at all.  They had two repeated frames in each animation which led me to suspect they just never got around to adding it.  They're put back in, everything looks great.

I just have to say it though.  I felt strained for awhile, even when working on Tales of Phantasia and Sailor Moon, about romhacking.  It felt almost like I was forcing myself just so I don't lose interest which was causing even more problems.  Going back to my essential 'roots' actually is REALLY fun and motivating me even more to do other things.  I'm enjoying every second of it and I'm glad I went back to this and started over.

Edit: https://www.youtube.com/watch?v=QuKf1WqZM6k&feature=youtu.be - Zero's first fully new animation THAT DOES NOT overwrite any old data!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on February 05, 2015, 11:30:19 am
ever look at MMX3 psx?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Special T on February 05, 2015, 08:19:49 pm
This project gets sexier every time I open it  ;)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 18, 2015, 09:07:36 am
So good!

I want this on a flash cart bad
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on February 18, 2015, 05:56:33 pm
https://www.youtube.com/watch?v=kceCdkRvaYo - Progress has been ungodly slow but smooth.  The 'only' animations left for Zero are his Ride Armor animations.  Otherwise, everything else is imported.

Triad Thunder animation is completely new from scratch (Based on X4's animation).  I also redid how it plays out a bit.  The SFX they originally had did not fit at all and played well too early.  Minus that, after the animation was done, the game would actually play another SFX that did nothing but break an instrument playing on the current track.  Removed that, added in new code where the balls appear for the new SFX and voila.  It's also MUCH faster.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 18, 2015, 07:17:43 pm
https://www.youtube.com/watch?v=kceCdkRvaYo - Progress has been ungodly slow but smooth.  The 'only' animations left for Zero are his Ride Armor animations.  Otherwise, everything else is imported.

Triad Thunder animation is completely new from scratch (Based on X4's animation).  I also redid how it plays out a bit.  The SFX they originally had did not fit at all and played well too early.  Minus that, after the animation was done, the game would actually play another SFX that did nothing but break an instrument playing on the current track.  Removed that, added in new code where the balls appear for the new SFX and voila.  It's also MUCH faster.

Looks great!!!!!.... Getting a flash cart for this game specifically.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Seihen on February 18, 2015, 07:42:13 pm
Looks great!!!!!.... Getting a flash cart for this game specifically.

...wasn't it already confirmed that this will not work on flash carts?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 18, 2015, 08:10:42 pm
Was not sure, bc i was thinking a sd2snes would work b/c it has cx4 support....
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zero Dozer on February 18, 2015, 08:11:18 pm
  Triad Thunder looks great, Justin. Nice work.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on February 18, 2015, 08:11:34 pm
...wasn't it already confirmed that this will not work on flash carts?

No. You can flash this to a cart, you just have to make sure the cart has or supports the CX4 chip.
ex: flash MMX3 on a MMX2 donor cart.

If this hack supports real hardware it will work fine.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 18, 2015, 08:18:12 pm
@PhyChris:

Have you been able to play this on an actual SNES?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on February 18, 2015, 08:34:43 pm
@PhyChris:

Have you been able to play this on an actual SNES?

Sadly, I was stuck and had to sell my SNES :'(

But if you have a flashcart that can play MMX2/MMX3 it will play this
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 18, 2015, 10:05:12 pm
If anyone can confirm that this works on an actual snes hardware... im getting a sd2snes immediately!!!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on February 19, 2015, 03:03:03 pm
The newest version hasn't been released yet so no, it wouldn't work properly on a flash cart due to the dialogue and a lot of jumps being really badly handled.  Once the actual mod is fully ready to go (Without the reorganization) then it should be all set.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 19, 2015, 04:14:47 pm
JUSTIN!!!!!

This is so cool!!!!

You got a date of when this might be possible to be played? 
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on February 19, 2015, 04:48:38 pm
Whenever I have the time to actually put more progress into it.  My time's been pretty jacked up lately so my progress is really thinned out at the moment.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 19, 2015, 10:47:04 pm
THANK YOU JUSTIN!!!!!

Its amazing... no rush... just want to give you SO MANY PROPS
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Grimoire LD on February 19, 2015, 10:54:14 pm
I am always impressed by this project whenever I check up on it! Glad to see progress moving along no matter the pace in which it does.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 21, 2015, 10:47:44 pm
CHEERS CHEERS TO this hack!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on February 22, 2015, 08:51:06 am
The last essential bit I need to do is the Ride Armor, as far as I know of.  I've already split that data into their new locations now.  The Ride Armor and the PC's shared the exact same data, which makes sense to an extent.  Now they each have their own area without having to break everything.

I've been trying to find a little bit of steady time to just sit down and work on it but every single time I try to do so, 'Oh hey we gotta do this and this and this then you HAVE to do this and this'.  People are really, really lazy and idiotic lately.  Getting irritating.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on February 22, 2015, 11:18:48 am
are there any sprites of zero riding the armour suits in the game? or will you have to make some? 
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 22, 2015, 02:26:22 pm
Youre doing awesome man.. do not feel pressure...!  you're doing the gamer's work...
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on February 22, 2015, 05:49:26 pm
The sprites are already created but they had to be inserted.  Zero did not have any extra animations for weapon charging and what not.  Strangely enough, he technically DID have the values set for his animation data, but they just reused his idle stance or a blank spot instead.  So they really did have X/Zero using essentially the same stuff.  There's even an extra bit of 'damage animation' used that reuses his old set again.  Even in the 2nd set too!  So they definitely left room for it to happen.

As for the Ride Armor Zero sprites, I'm redoing a few of them due to the hair not being present.  I was very lazy in the other version and got tired of messing with the sprite assembly so I gimped out on the hair.  That won't be a problem this time around.  Annoying still?  Yes.  Time consuming? Yes.  But I won't ignore it this time.  I want to truly make this a 'final' version.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on February 23, 2015, 09:08:03 pm
When this final version is done... i cannot wait for it to be playable on my snes!!! sd2snes is ordered!!! :)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: ThegreatBen on March 04, 2015, 09:20:10 pm
this looks great, is there any way you can make it so that zero's saber throws a beam after he gets the buster upgrade? honestly that would be so sweet I wouldn't even care if it was a little buggy, hell even a PAR code for it would be cool.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 05, 2015, 04:34:48 pm
I'll probably have to make a PAR code.  I really don't want that as an actual feature of the project for Zero.  It doesn't even require any ASM work per se.  It's just a matter of setting a trigger in Zero's Z-Sabre animation setup.  'Tis about it.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: ThegreatBen on March 06, 2015, 09:58:48 am
I created an account on your homepage so I could play 3.0 early, and I have to say it is flawless, they should name a town after you.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on March 06, 2015, 10:30:43 am
Is 3.0 the latest version?

Still waiting on the sd2snes to arrive and play this on a physical console!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 06, 2015, 12:26:44 pm
3.0 technically is this version.  There's beta releases but not the 'official' one quite yet.  It's ALMOST there, just a few bugs are left.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zero Dozer on March 06, 2015, 01:32:05 pm
Can't wait for the next release, Justin. When it gets released, I think I'll do a Let's play for it with my emulator and Bandicam.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on March 06, 2015, 11:53:14 pm
So stoked
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 07, 2015, 09:21:38 am
As far as I can now see, I've fixed all the bugs that were found including a couple I discovered.

There was a HUGE bug where I forgot to account for Zero's Sprite Assembly in the Ride Armor when X got his helmet, so it loaded upside down Zero faces and warped graphics everywhere.  That's fixed.
Double Jump not displaying well at the Leg upgrade.  Fixed.
Typos.  Fixed.
Buster shot at the arm capsule.  Fixed.
Unable to double jump with Up + A when already in mid-air.  Fixed.

Also I found out earlier too, since I altered how the air dash and such code works, it fixed.. what are they, 'Neon Jumps?' to an extent.  They can still be performed but you no longer have infinite dashing capabilities due to that.  If I ever enabled that back in, X AND Zero would be able to infinitely float around the world cause maverick hunter logic.

But after this next patch, hopefully this means all bugs are nailed and then I can relax a bit from this!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: ginbunbun on March 07, 2015, 10:12:20 pm
Would it be possible to add the MSU1 music patch to this?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 07, 2015, 10:23:49 pm
Someone released a patch for it recently, so it's probable.  I won't do it though.  I have no interest in MSU1.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on March 08, 2015, 11:38:57 am
Sounds great... you can always keep the floating and call it mega man moon hack LOL


Pray to the USPS / Stone Age Gamer gods that my SD2SNES arrives before or soon after this game is completed!!1
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: ThegreatBen on March 09, 2015, 08:26:32 pm
I'll probably have to make a PAR code.  I really don't want that as an actual feature of the project for Zero.  It doesn't even require any ASM work per se.  It's just a matter of setting a trigger in Zero's Z-Sabre animation setup.  'Tis about it.

That would be pretty cool, from reading through the history on this it looks like you planned on doing it at one point then changed you mind because of balance issues,but Zero could throw beams from his sword in X2.

It might work as a black armor exclusive, but a par code for those that would want it would work too either way I'm having a blast playing this.

p.s are you still doing project Schala?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 09, 2015, 09:28:40 pm
I want to continue the Schala Project but I'm sticking by the rule that it won't continue until '8thy' is done.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: ThegreatBen on March 11, 2015, 02:30:10 pm
do you have board where I can follow your Chrono projects? I might actually be able to contribute a few things.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on March 11, 2015, 03:42:27 pm
There's no specific board that I know of and I don't have any specific site or anything for Chrono hacks or anything related.  Personally, I just do whatever I feel like doing at the moment.  I know there's a site somewhere that's trying to get the Chrono community back up and running but I haven't heard much else.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Mauron on March 11, 2015, 04:15:49 pm
There are two sites with Chrono Trigger hacking communities. Chrono Compendium (https://www.chronocompendium.com/Forums/index.php) recently restored their old hacking material, and Triple Tech (http://www.triple-tech.org/Forums/index.php) has most of the development in between the Chrono Compendium Cease and Desist and the restoration of their material.

Things are kind of scattered, and slightly dead, at the moment, unfortunately.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on March 16, 2015, 02:04:01 pm
Cant wait to see the final product...
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on March 23, 2015, 10:13:20 pm
SD2SNES has not arrived just yet... so im glad that the game is not finished just yet...  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on April 01, 2015, 05:33:44 pm
Has the new version been released?

Cant find it anywhere yet.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zero Dozer on April 02, 2015, 12:05:51 am
This is because you're not looking in the right place.

http://megamanx9.com/forum/index.php?/topic/2807-mega-man-x3-zero-project-vers-30-in-progress/

Justin normally updates in this thread way more than here, because people there give him a lot of feedback.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: raiderblue17 on April 02, 2015, 06:26:39 pm
 :P  I had no idea.

Thank you Dozer :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero (3.0 Finished!)
Post by: justin3009 on September 28, 2015, 02:51:54 pm
It hasn't been officially posted on the news yet, unsure if it'll be accepted or not but yeah.

http://www.romhacking.net/hacks/888/

Finally done!  As far as I know of, all bugs are eradicated from the previous version along with some fixes.

Hopefully this can now be called done!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zero Dozer on September 28, 2015, 03:34:29 pm
So, it's finalized?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on September 28, 2015, 03:57:39 pm
As far as I know of, yep, it's all set to go.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: tcaud on September 29, 2015, 02:51:36 pm
I haven't played this in years, but I just wanted to ask: has the size discrepancy between Zero and X been corrected? Because that has been the primary problem of the mod's design: the boss attacks are intended to be just barely dodged by X; Zero's larger form factor/bounding rect gets clipped every time.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on September 29, 2015, 04:58:16 pm
That's not exactly something I'm willing to 'fix' as it's not a bug.  The size difference in X and Zero is something I probably wouldn't get rid of if I could.

It's probably easier for me, but I haven't had really any issues dodging any attacks from bosses or enemies.  The worst offender I had was Sigma but other than that, I had no issues, but that's me and I've been playing this well more than I should've.

The best I can say is just have to figure out ways to work with him instead of playing him like X.  I don't want to change something that I had nothing to do with in design.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Tsal on September 29, 2015, 06:30:34 pm
I've actually played an earlier version of this hack, but I did a playthrough with this final version, and I've gotta say I love the new animations. This is what the original X3 should've been.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: haxSon on September 29, 2015, 09:16:17 pm
Thanks for creating this awesome hack and for releasing the 3.0 version.

I am unsure if I am patching the correct ROM; I've tried about five different versions (which none have a matching hash/crc32 info as listed on the RHDN page):
http://www.romhacking.net/hacks/888/

The version I have (Mega Man X 3 (U) [!].smc) has the following info:

No-Intro Name: Mega Man X3 (USA)
(No-Intro version  20130701-030720)
ROM/File SHA-1: B226F7EC59283B05C1E276E2F433893F45027CAC

ROM CRC32    FA0FE671


I am wondering if I patch this ROM if it will be patched correctly.

Also I noticed in earlier versions of the hack that the title screen was modified with "Zero Project", was that removed with the 3.0 version?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Zynk on September 29, 2015, 09:40:25 pm
You haven't mentioned about headers. Your ROM should be a no headered ROM.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: haxSon on September 29, 2015, 09:45:39 pm
My bad, they have all been unheadered - yet none matched the info on the project page.

September 30, 2015, 01:27:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
On a side note, some of the roms that I patched and then tried in zsnes wouldn't load, but when I fixed the checksum - they would load, but the original game loaded and not the patched game. I have 2 different patched games uploaded below with headers applied with -addhead and -addnsrt, and then fixed checksum:

Patched/fixed/header:
-removed link-

Patched/fixed/nsrt header:
-removed link-

Keep in mind that those files aren't the working version of 3.0 Zero Project.

So, I would like to know which utility was used to get the CRC32 of A998DB6B.

Moderator's Note:
Links to prepatched roms were removed.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: helaku on September 30, 2015, 03:39:08 am
Same question for justin3009.
CRC32 for Mega Man X 3 (U) [!].smc (unheadered) is FA0FE671.

For haxSon: it say clearly in the readme that you need an unheadered rom this means without a header; when you load that rom in NSRT you will see that on the header section appear without a value (none).

Taken from http://superfamicom.org/info/rockman-x3 (http://superfamicom.org/info/rockman-x3):
ROM Information
Country USA
Internal CRC 4055
CRC32 FA0FE671
MD5 CFE8C11F0DCE19E4FA5F3FD75775E47C
SHA-1 B226F7EC59283B05C1E276E2F433893F45027CAC
SHA-256 65B03268AFAC296330E8FF8D60DD0825879E13ED658B37713C034A3BD074F1D7
ROM Speed 200ns (SlowROM)
ROM Size 16 Mb
ROM Bank LoROM
ROM Type C4
SRAM Size 0 Kb
Internal Title MEGAMAN X3           
Common Filenames
Mega Man X 3 (U).sfc (GoodSNES v0.999.5)
Mega Man X3 (USA).sfc (No-Intro 2011-12-24)
Megaman X3 (USA).sfc (No-Intro 2011-xx-xx)
Mega Man X3 (NTSC)(Eng)(1.0).sfc (Zapatabase 2011-01-30)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Rodimus Primal on September 30, 2015, 08:07:37 am
I've been watching your project come along since I was working on my Final Fantasy VI hack and I passed it by until you worked out all the kinks. I'm going to have to try it out this weekend.

I have a couple of questions though. Not sure if they've been asked before.

Switching back and forth between X and Zero, does this have the two characters SHARE upgrades so to speak or it just better to play as one or the other?

Without spoilers, is the game's ending altered depending on who you're playing as?

Is Zero playable from the start of each level or does X start and you switch to Zero?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PKstarship on September 30, 2015, 08:48:53 am
Would it be possible to add some SRAM support? that's the only thing I can think of that would make this hack better.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on September 30, 2015, 09:51:52 am
Both characters share upgrades and you start off as the character you were. The game remembers who you were playing as.

Zero is playable on every level.

Nothing major on endings. Characters are swapped on events, even the ending. Just the dialogue differs heavily between the two.

SRAM support would be an alternate patch to the project. Felt it deviated too much from the original game.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on September 30, 2015, 11:24:40 am
Two things is still bothering me. 

Dialogue with Dr. Light with Zero.   I do remember you did it on video what I saw before.  I really like to see Zero and Dr. Light dialogue before Dr. Light start talk for upgrade.   One already did in leg upgrade but not arm upgrade.

Sightly problem with dash.  When I am on the edge of platform (any stage) and about to dash as I press the button, it didn't start dash or respond to dash while I move and start fall down.  I know it have double jump like PSX and PS2 does.   I don't think this is really bug.   I think it might error respond or maybe emulator error itself.  I am using on my Wii as SNES9X GX.

And what I read on someone's post, I am really hope this is actually final version.   If does, then I can't wait to see you finish progress for ToP Enhancement.  0w0
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on September 30, 2015, 12:57:20 pm
The capsule introduction happens only once with Zero, then it just processes as normal capsule upgrade text.

There's a lot of stuff I would've love to do but it just didn't fit into the schematic of it being Zero playable and not much else, so sorry about that. I just don't want to do all these radical changes if people only wanted Zero playable.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on October 01, 2015, 01:10:40 am
The capsule introduction happens only once with Zero, then it just processes as normal capsule upgrade text.

There's a lot of stuff I would've love to do but it just didn't fit into the schematic of it being Zero playable and not much else, so sorry about that. I just don't want to do all these radical changes if people only wanted Zero playable.
Hold your damn phone.   Are you saying each of capsule have first dialogue?   For example, I go leg upgrade, first time Zero and Dr Light chat, and rest of upgrade is normal upgrade.   If I go arm upgrade first, meaning will get first Zero and Dr. Light too?   If does, then problem is....How can I get first dialogue for head upgrade and armor upgrade without arm upgrade?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: Thanatos-Zero on October 01, 2015, 01:43:12 am
Zero can charge by default weapons. It is plausible, since X can charge his weapons with Zero's Z-Buster in the first game.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: helaku on October 01, 2015, 04:18:49 am
justin3009 why don't you answer to my question about the CRC of the rom?
It is top secret? :P
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on October 01, 2015, 07:16:03 am
I haven't been on my computer for a couple days, using my phone to respond. I totally forgot the program I used to check the stuff but I'll do that when I'm able to get back on.

Also, no, the introduction dialogue is the same per capsule as it's just their way to get acquainted.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: bradzx on October 01, 2015, 10:37:47 am
justin3009 why don't you answer to my question about the CRC of the rom?
It is top secret? :P
The rom you use is sfc.   It already unheader.   You need smc.    You need change smc to unheader.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: helaku on October 01, 2015, 12:02:34 pm
The rom you use is sfc.   It already unheader.   You need smc.    You need change smc to unheader.
That I know my friend.
But a rom with that CRC is not founded.
I was asking this question because my unheadered rom that I have (matched MD5 from the no-intro set which is the cleaned one) after I patch it, its give me the bad checksum error when I play it on Snes9x and I presumed the mod will not work correctly.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on October 01, 2015, 03:50:20 pm
The program I used was ROM Hasher.  As for the bad checksum, that doesn't mean it won't work, I think it basically just lets you know that the ROM was changed.  I know there's a program that can fix the checksum out there.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: PhyChris on October 01, 2015, 04:10:39 pm
Delete me :)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: helaku on October 01, 2015, 05:21:20 pm
Again...
ROM with this CRC32 A998DB6B cannot be found on the internet...
I wanted to use the requirements from the ROM / ISO Information: page for the mod. Sadly I can't...
For bad checksum error you can use http://www.romhacking.net/utilities/499/ and that utility will fix this problem and the error will disappear on Snes9x emulator.

P.S. I will ask my friend what dumper used to dump my ROM from the Mega Man X3 cartridge. Maybe it have something with the checksum I don't know...
But the important question remain: what ROM was used to calculate that CRC32...
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: KingMike on October 01, 2015, 08:30:17 pm
Yes, Justin, you might want to recheck that.
We have multiple sources saying that CRC FA0FE671 is the good US MM3X ROM.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: helaku on October 02, 2015, 02:19:34 am
Yes, Justin, you might want to recheck that.
We have multiple sources saying that CRC FA0FE671 is the good US MM3X ROM.
Finally someone understood me ;D
Thank you KingMike!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod In Progress)
Post by: justin3009 on October 02, 2015, 03:53:31 pm
Weird.  Maybe I have a different ROM then or something.

Er... nevermind.  For some reason it didn't read the ROM properly.  I'm getting the proper CRC value and stuff now.  I'll edit that then and fix it up.

Edit: Edited the data in the hack page!  Just have to wait for it to be accepted.

File MD5      CFE8C11F0DCE19E4FA5F3FD75775E47C       
File SHA-1    B226F7EC59283B05C1E276E2F433893F45027CAC
File CRC32    FA0FE671                               
ROM MD5       CFE8C11F0DCE19E4FA5F3FD75775E47C       
ROM SHA-1     B226F7EC59283B05C1E276E2F433893F45027CAC
ROM CRC32     FA0FE671                               
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: zhade on October 05, 2015, 03:04:25 am
I just tried this and it is fun !
I always liked mmx3, even tho alot of ppl argue its not as good as mmx or mmx2, mmx3 has always been my favorite, back in the days I made a cheatcode that made me have a maximum of 1Hp and managed to beat the whole game up to the final boss. I also worked on a hack which changed the level something like 14 years ago with a guy name elixirnova, it didnt really get far tho, only 3-4 rooms were changed before we abandoned the idea..

I really like that it is possible to use the air dash with zero in this hack, but there is something I dont like about zero. Would it be possible to make his charge shots not keep you from advancing ? It really slows the action and can be a problem when fighting bosses, maybe im just too used to playing as X tho. Also, it would be nice if the second charged shot was only available once you obtain the buster upgrade. It would be even better if the default attack was the sword, like in mmx4, but since there is only 1 animation for the sword I guess it could get boring and since the game is made with you beign able to shoot in mind, it could get tricky at times..

Anyway, good job with this hack, I really like to have a reason to play this game again and feel chalenged with it again.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: RedScorpion on October 05, 2015, 03:29:27 am
Great project!

Have you ever tried to run this new hack on real hardware?!

Thanks

red
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: AnCapGamer on December 02, 2015, 09:55:52 am
Hey guys, I like this mod so much that I made a video review about it. I hope you like it, I already showed it to Justin and he was really happy to see it.

https://www.youtube.com/watch?v=e0G7vuxYH7g
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: dudejo on December 08, 2015, 08:19:19 pm
I've been playing this mod and I like how the power-ups are quicker and more effective.

However, I've noticed major graphical glitches on Toxic Seahorse's level. There may be more but I haven't played far enough yet.

I'm using SNES9x 1.53, if it help. I have Dropbox links here with a few samples.

https://www.dropbox.com/s/fi9nitakzhf3qoo/Mega%20Man%20X3000.png?dl=0 (https://www.dropbox.com/s/fi9nitakzhf3qoo/Mega%20Man%20X3000.png?dl=0)
https://www.dropbox.com/s/ml14n6yk5ion663/Mega%20Man%20X3001.png?dl=0 (https://www.dropbox.com/s/ml14n6yk5ion663/Mega%20Man%20X3001.png?dl=0)
https://www.dropbox.com/s/p6xg16axr68zaup/Mega%20Man%20X3002.png?dl=0 (https://www.dropbox.com/s/p6xg16axr68zaup/Mega%20Man%20X3002.png?dl=0)
https://www.dropbox.com/s/5h7tdpf0cdvngmp/Mega%20Man%20X3003.png?dl=0 (https://www.dropbox.com/s/5h7tdpf0cdvngmp/Mega%20Man%20X3003.png?dl=0)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 09, 2015, 06:22:01 am
I'm wondering if that's the super rare graphics corruption glitch that can happen. Can you perform the glitch consistently? I've never been able to track it down and haven't had anyone that can reproduce it.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: dudejo on December 09, 2015, 07:27:49 am
OK forget my previous edits, I got something.

What happens is if you try to take the top path that has the propellers pushing against you, it creates the glitch in the underwater section. Also, for some reason, the propellers never spin at any time.

As far as I can tell, taking that top path also creates the glitch in the last picture, in the outside area.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 09, 2015, 11:02:13 am
I shall check that out when I'm home then. Sounds like a Sprite Assembly and/or Animation Data bug.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: dudejo on December 09, 2015, 08:17:11 pm
If it helps, I also noticed something else.

If I switch between X and Zero while in the glitch, the textures fix themselves but if I jump up towards the propellers, the glitch returns.

EDIT : I also noticed a typo for the red capsule body upgrade.

Link :

https://www.dropbox.com/s/308welraonz1trl/Mega%20Man%20X3004.png?dl=0 (https://www.dropbox.com/s/308welraonz1trl/Mega%20Man%20X3004.png?dl=0)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Moreira_X on December 25, 2015, 01:32:35 pm
Hi, I'm new here and registered only to ask something

Is there any way to apply this patch alongside the MSU1 music patch to a single ROM??
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 26, 2015, 07:45:48 am
I just took a look at the differences in data.  Some of them are actually pretty drastic in differences.  One of them actually uses a decent chunk of space I used for some code that had to be specific to the bank it was used for at the time.

The only way I could probably see this working is if I move the chunks of code that were modified which wouldn't be THAT hard but I also don't really know if I want to modify all this code just to have the MSU1 working.  I will probably do it in the future when I update with a couple confirmed bugs that need to be fixed but right now, this project is far off my priority list at the moment.  I've worked on X3 way more than enough at this point, I kind of want to keep it out of hindsight for a bit.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: zhade on December 27, 2015, 01:18:14 am
AnCapGamer, really liked the video review ! It got me pumped so I needed to go play the hack again  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Moreira_X on January 04, 2016, 10:59:25 pm
Thanks for the answer, I'll be waiting for the next update.
With both upgrades the game should be called "X3: Ultimate Edition" or something like that
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: SamhuffyX4 on January 13, 2016, 06:56:17 pm
How do I get it to work?  :o
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: lifeisabeach2 on March 24, 2016, 05:31:30 am
Hi Justin3009, thank you for updating the mod with V3.0 and it's definitely a great work!  Although I have discovered a few bugs with this version after some testing:

1.)  When X obtains the Z-Saber and his Hyper C. is also charged up, switching from the Hyper C. back to the X-Buster would result in X not able to fire up the Z-Saber until either he dies or beats/quits the stage.  This bug appears to be a major show-stopper for the gameplay.
2.)  Zero's second air-dash is only possible to be performed when "Forward + A" are pressed.  Pressing "A" alone without the Forward button can only perform a single air-dash, not double.
3.)  Although this was an intended design, but Zero's double-consumption for his sub-weapon usage isn't ideal.  The sub-weapons are easily emptied while the bosses are still alive.  The game also becomes increasingly difficult if Zero dies during a boss-fight and re-spawns after already emptied his sub-weapons.

Z-Saber bug tested with the following password:
1454
3535
6162
7162

Looking forward to the amazing V3.1 that would resolve these bugs!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: shadow501 on March 26, 2016, 09:23:16 am
I used patch but megaman x3 not runing only black screen  :-\
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on March 26, 2016, 03:08:28 pm
@lifeisabach2: Yep!  Most of the bugs are noted and even a couple features that got left out are noted in the log.  It'll be a bit before I release a 3.1 but they are definitely noted and kept track of.  Thank you for playing it and covering the bugs! :)

@shadow501: You might be using a headered rom instead of an unheadered.  I probably should've put both into the zip so people could use both.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: shadow501 on March 26, 2016, 05:31:28 pm
@shadow501: You might be using a headered rom instead of an unheadered.  I probably should've put both into the zip so people could use both.
[/quote]

Can you please give me rom adresses enable Zero Call location ?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: CaioBro on May 27, 2016, 08:56:25 am
Do you have any way to use the Mega Man X3 PSX ?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on May 27, 2016, 10:43:17 am
I do not. I'm not sure if that just uses a ROM or something completely different but either way I don't have much experience in PlayStation hacking so I can't do much with it.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: thainferno305 on May 29, 2016, 03:25:29 pm
can u please change the difficulty on the game its to hard
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on May 29, 2016, 04:38:33 pm
I don't think I'd be any good at changing difficulty honestly.  I found X3 to be too easy minus the final battle with Sigma.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: acediez on May 30, 2016, 10:59:21 am
I just played through this (again), this time only using X, playing as I normally would play X3. Even if you don't use Zero, there's plenty of 'little' improvements that make the game a lot better. This is really an awesome hack, and I felt the need to thank justin3009 once again.

Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Atrushan on June 11, 2016, 03:48:21 am
I just played through this (again), this time only using X, playing as I normally would play X3. Even if you don't use Zero, there's plenty of 'little' improvements that make the game a lot better. This is really an awesome hack, and I felt the need to thank justin3009 once again.



I agree. I especially LOVED the change to X's charge shot. It felt so much better than the original. Even though the patch was made to play Zero permanently, I found myself playing X much more often just because I enjoyed the charge shot so much more(Also honestly Zero was only fun in X3 imo because he was that cool new side character that you never got to play but always wanted to. He became so much better over the years but in X3 he was kinda just awkward to play with).
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 24, 2016, 11:00:11 am
Hey everyone, just letting you know I'm hoping to get a final bug-fix patch out either later today or sometime within the next week.  I've nailed 8 out of 9 bugs that were listed which were fairly easy, just some oversights on my part.

If anyone has any bugs they have noted, please let me know on this topic.  Here's what I have left and here's what I fixed:

Bugs To Fix:


Fixed:


Extra:

That's all I have currently but things will update as the week goes on.

Edit 2: Okay, so, the armor on X may prove to be EXTREMELY difficult to handle.  The main problem is that I quite literally have to edit the ENTIRE routine that handles X's armor displaying, and I mean the 'entirety' of it.  All the data that current points to the PC X's data has to be split into several separate routines to check for the NPC X instead to display it on him.  There's a horde of locations this has to be done at so this could prove to be one serious undertaking.  I'll study it when I have a bit more time but I'm definitely hoping to get it handled properly so it's out of the way for good.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ThegreatBen on December 25, 2016, 09:03:55 am
Glad to see you're still hacking MegaMan x, are you still doing X2 haven't heard anything since megamanx9 went down.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 25, 2016, 11:14:21 am
I did take a little look at where I left off at the X2 project and figured out some of the graphical buster bug issues I was having.  The problem is though I have no idea how to fix it.  That's all I really did though.  Just thought I'd get one project completely done and fix the few bugs and such that were there as a mini gift for the holidays.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ThegreatBen on December 25, 2016, 04:09:26 pm
Thanks, I appreciate the update, also did you move Zero's graphics at all? The reason I ask is because I've considered uploading the Zero stance hack I made, but I made it for this project so I don't know if it would work stand alone.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 25, 2016, 04:24:03 pm
Nope, everyone's graphics are in the same place. Only thing moved was sprite assembly and such but not the graphics.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: sindrik on December 26, 2016, 01:02:38 am
this is so great, another update!  8)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ThegreatBen on December 26, 2016, 11:40:49 am
48816 downloads and that's not counting the ones that downloaded from mmx9.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on December 26, 2016, 11:47:17 am
http://www60.zippyshare.com/v/LjWnA2WX/file.html - Here's the latest patch with all the bugs that were listed along with the Ride Armor pad change.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zeikar on December 27, 2016, 01:18:15 am
http://www60.zippyshare.com/v/LjWnA2WX/file.html - Here's the latest patch with all the bugs that were listed along with the Ride Armor pad change.
nice, you are updating the patch on this site also, right?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zero Dozer on December 27, 2016, 09:50:59 pm
Whoa, Justin's still working on the mod! I'm happy to know about that.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: andrewclunn on December 28, 2016, 10:25:51 pm
Been following (and playing) this project from the beginning.  Just wanted to say thank you.  Looking forward to you mario 2 in all stars hack.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zeikar on December 29, 2016, 04:59:17 am
Been following (and playing) this project from the beginning.  Just wanted to say thank you.  Looking forward to you mario 2 in all stars hack.
Mario 2 is already in all stars, wth are you talking about?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: andrewclunn on December 29, 2016, 07:25:15 am
http://www.romhacking.net/forum/index.php/topic,21225.0.html (http://www.romhacking.net/forum/index.php/topic,21225.0.html)
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zeikar on December 29, 2016, 11:34:24 am
http://www.romhacking.net/forum/index.php/topic,21225.0.html (http://www.romhacking.net/forum/index.php/topic,21225.0.html)
oh an enhancement
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: delta7890 on January 03, 2017, 12:13:37 am
(http://i.imgur.com/faZAhIP.png)

Forgive me if this has come up elsewhere, but for me, beating the game with Zero in his normal red armor produces this result for the ending cutscene and persists in the credits as Zero and X are running through the city.  Beating the game with Black Zero or as X does not have this effect.  I noticed this in the 3.0 version as well, though I *don't* recall it being present in previous versions to that.

I noticed too that after beating Sigma and climbing the wall to escape the lava, the red in Zero's "Z" on his life bar changes from red to blue as soon as the game takes control of Zero's movement for the final part of the "escape" cutscene.  I can't help but wonder if these  two things are connected somehow.  Some sort of palette swap bug perhaps?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on January 03, 2017, 08:09:26 am
That credits one I never knew about but the blue life bar is a bug I'm not sure how to fix. It results in that because the explosions use the same palette as the bars. I'll have to see if I can get around it somehow.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Killy on January 04, 2017, 08:31:50 am
Been following (and playing) this project from the beginning.  Just wanted to say thank you.

+ 1.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on March 11, 2017, 11:26:49 am
Just another minor update.  I'll probably release a patch pretty soon.

The few bugs that have been noted I believe are fixed.

1. Acid would disappear on the Doppler Stage boss with the Junk Machine thinger.
This was because it was using the temp. RAM storage value for the Y coordinates of Layer 3 as the option you have selected in the menu.  Not sure why that was the case but that's been fixed.

2. If you beat the game as Zero with his red armor, he appears blue on the credits sequence.
This one I'm actually unsure is officially fixed without causing other issues.  The reason it was happening was because it was using the Capsule Palette routine.  Not sure why it does for this sequence but it does apparently.  In doing so, it checked if 7E:1FB3 > 0, if so, load X's palette.  Truthfully, I have no idea what the hell that RAM value was for but it gets stored to on the credits sequence to reset the PC's animation.  Either way, I removed the check in the routine so it appears to be working fine now.

3. Gravity Well wouldn't slam Blast Hornet properly when it was charged.
This was an incredibly weird one that I didn't expect.  All the changes I did to 7E:1FFF (PC Checker) actually turned out to be the extra value stored there to check if Gravity Well was in-use and was a charge shot.  I ended up just moving the checker to 7E:0550 instead so that RAM value can be used for it instead without conflicting with the PC changes.


With that, hopefully all the bugs are fixed.  Also, the time it takes for Blast Hornet to get slammed onto the floor is less than half of what it used to be.  Before it was 300 ticks, it's now 118 ticks instead.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zero Dozer on March 18, 2017, 04:43:06 pm
What, Justin is back. And it's good to know that Blast Hornet now has less mercy invincibility.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ToHell on March 19, 2017, 12:21:11 pm
YOU ARE A GOD!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: gw3nzon on March 20, 2017, 08:56:21 pm
I would like to know if this hack room got the primary weapon of Z the Z saber an the sub weapon the Z-buster? and wow my internet is hyper slow and to check all the 35 web pages takes me forever (30 mins charging like 10 pages lol)

can someone answer me please? ty
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: acediez on March 22, 2017, 07:14:57 pm
I guess my "thank you" post got lost in the roll back.

Thanks again justin for yet another update! As someone who grew up with this game and know it very well, I appreciate every single little improvement or minor bug fix you make to it.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on March 26, 2017, 03:42:23 pm
(http://oi66.tinypic.com/313g1p2.jpg)
https://www.youtube.com/watch?v=RFhaYMXB9JQ

Attempting to get a fully working VWF on various accounts in this game but I may or may not finish this side project.

This text engine is probably by far one of the most convoluted and annoying systems I have 'ever' had to deal with.  It doesn't look like much on the outside but the coding is just absolute whack.  I've got the introduction level playing out perfectly fine thus far, I think anyway.  Haven't had any bugs on that yet but who knows, something may pop up.

Thus far, loading an actual stage level crashes the game from the stage select screen.  There's also a couple other text areas I have to accommodate for, IE: Introduction and Ending Credits.  Of course, if I finish this and can get everything working, I'm planning to have multiple types of text boxes dependent on a byte that precedes the text.  I've basically destroyed the 'Scroll' code so now it just blanks out the VWF data and that's that.  There's about 4 unused commands as well that are blank so that easily leaves enough room to check for all this.

Anywho, that's a thing.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Made in China on March 27, 2017, 11:10:38 am
I usually hate VWF, because I feel like it makes reading harder by allowing creators to cram in more text - but the original MMX font isn't really taking advantage of the space it has, and could use more contrast. This looks great! Also having the other fixes in the final patch - it really is what MMX3 should've been to begin with!
I already consider this romhack the ultimate way to play MMX3, and it just keeps getting better! Thank you so much for your work!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Googie on April 09, 2017, 01:43:38 pm
This looks really cool, can't wait to give it a shot since I played a bit of Bass the MM7 hack.  :thumbsup:
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on April 09, 2017, 02:07:02 pm
Still kind of working on the VWF edition.

I went back and redid a good chunk of my code so it's less spammy and cluttered.  What I have currently going on is that when it's drawing the text box, it's actually taking the full tile map that I have stored in ROM and sending only bits of it into RAM a few columns at a time to get the desired effect.  As it does this, the HDMA width gets increased as well to match up properly.

I just redid a bunch of other stuff as well so that most of the data is now in a routine based on what type of box is going on.  So it'll jump to the correct routine based on the value at 7E:0250 (Text box type).

So far, I have drawing with portrait on the left and on the right working 100%.  Still have to do no portrait, mini box and no box at all.  I still also have to make it erase properly as well.  So instead of just wiping it out entirely, it wipes it out a bit at a time.  Basically how it draws but instead it's erasing it and slapping the end of the box to the new location.

I went further to see how MMZ handles it's text boxes when it switches people, turns it out erases the entire box then draws another one with the portrait on whichever side depending on what's going on.  It's also this that I realized that MMZ doesn't even use a VWF.  I could remove it and have a bigger font in general while also cutting out HDMA, but I kind of prefer it this way.  Little more tedious but hey, it works.

Progress is slowly going on the VWF edition I should say, but it's getting there.  Just trying to get the basics working 100% before I full on bug test through the game and release it as an addendum patch for the project.

(http://i68.tinypic.com/1196mhf.png)

Also this.  The portrait isn't in-game yet.  I was trying to shrink down MMX6's style portraits, cut it to 48x48 and fix it up.  It's using Zero's actually in-game palette so TECHNICALLY if I wanted, I wouldn't need to use an extra palette.  I might end up doing so just in case but it seems to work just fine using the characters normal stuff.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: AxlRocks on April 09, 2017, 03:45:53 pm
The portrait looks so nice, even using the in-game palette. Hate to say it though, but I really prefer the original font, despite all the wasted space. I thought MMZ's font was wonky and too large from day one, but kind of weirdly worked with the overall look of the games. Kind of clashes here for me, and the opposite (MMX font in MMZ) would be true too, I think.

But that's just my two cents, this is still really awesome either way!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on April 09, 2017, 04:10:31 pm
I honestly agree as well.  I'm trying to figure out a different look to use but I'm coming up empty handed on ideas.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: andrewclunn on April 09, 2017, 10:36:47 pm
I love the new font.  Hated the original mmx font though.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: zfreeman on April 09, 2017, 11:01:25 pm
I concur. The original font was always hard to read, be it the style or coloring. The MMZ series is definitely easier to read, but was made for a smaller screen, so it makes sense that it wouldn't look right here. X4 and beyond had some pretty legible ones, I propose you go with one of those, for the sake of uniformity.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on April 10, 2017, 07:28:57 pm
(http://i68.tinypic.com/24q5yf5.png)

Different text box look, still MMZ font.  I'm looking around for fonts still as MMX4+ use a MUCH larger font size so it'd be a bit.. awkward.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Zero Dozer on April 12, 2017, 10:05:27 am
God damn it, this new text box from MMZ is looking great. I wouldn't care for the font size (considering SNES is STILL low-res) or the font, MMZ font is already way better-looking than the original font.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on April 19, 2017, 08:15:58 am
(http://i65.tinypic.com/xcjfbn.png)

All current five text box types:

1. Dialogue box with portrait on left.
2. Dialogue box with portrait on right.
3. Dialogue box with no portrait.
4. HDMA only (Introduction text/credits)
5. Small dialogue box ala MMZ style.

By changing the text box type to 80+, it puts the dialogue boxes on the bottom without any issues.

New font as well.  I've got the introduction text working now thankfully.  That cuts out one of the big issues right there.  Just have to get the GET WEAPON screen, end credits and the scrolling dialogue at the end and this VWF bit should be good to go!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: slidelljohn on April 19, 2017, 06:21:34 pm
Nice work Justin!

Have you thought about using sprites to make the
border for the text box? There should be enough
unused sprites to make the border so you can get
4bit colors instead of 2bit.

Another thing to consider doing is a transparent
window. Not sure if you ever played with color math
but it is fairly easy to use.

Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on April 20, 2017, 12:12:51 pm
I've thought about it, but I figured this is the easiest method honestly.  It still uses Layer 3 like it should without having to use another palette slot anywhere.  Plus a good chunk of VRAM is going to be used for the incoming portraits so the less I use, the better.

Transparency couldn't hurt but it might get pretty awkward since the 'black' on the actual box look itself is right from the HDMA.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: andrewclunn on April 20, 2017, 04:32:56 pm
Are you going to modify the text to best fit the text boxes now with the VWF?  I mean in so far as new lines aren't needed nearly as frequently.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: pianohombre on April 25, 2017, 12:57:16 am
Awesome, justin. Keep up the good work.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ToHell on April 28, 2017, 05:52:57 am
(http://i.imgur.com/faZAhIP.png)

Forgive me if this has come up elsewhere, but for me, beating the game with Zero in his normal red armor produces this result for the ending cutscene and persists in the credits as Zero and X are running through the city.  Beating the game with Black Zero or as X does not have this effect.  I noticed this in the 3.0 version as well, though I *don't* recall it being present in previous versions to that.

I noticed too that after beating Sigma and climbing the wall to escape the lava, the red in Zero's "Z" on his life bar changes from red to blue as soon as the game takes control of Zero's movement for the final part of the "escape" cutscene.  I can't help but wonder if these  two things are connected somehow.  Some sort of palette swap bug perhaps?


justin: have you changes this bug?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Ness on May 15, 2017, 04:31:18 am
This "bug" reminds me of classic MM games on NES. In MM5 for instance, everytime there is a cutscene, there is a seperate code used to switch palette, just in case the player was using another weapon (and therefore, another palette) and to make sure cutscenes use the default palette. Also because, sometimes, other objects use that palette too in the cutscene.
In those cases in MM5, every single time it would be a different palette. What I mean is, the same colours, but the palette wouldn't be the same one everytime, for cutscenes they'd make and use a seperate table and not use the palettes made for objects in game.

Anyway - I've been playing this hack and it's great. What's great is that it makees the game better even if you don't play as Zero by fixing the delay in the charge shots, and fixing some of the cryptic progression stuff the game has, offering more freedom and unlinearility in how to approach the stages at the same time.

The only things that bother me are things you really can't do anything about, which are faults of the original game. For one thing, Zero's size, he's so big his scale looks off, especially in cutscenes, and it's a burden both because it creates sprite flicker which is non existant with X, and in sections like with the falling ceiling spike in the Doppler Stage (the few extra pixels make that part more unfair than it should be, but then again I guess I could just switch back to X).
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on May 15, 2017, 03:57:49 pm
It creates sprite flicker?  I've honestly never encountered that whatsoever in the game using Zero.  That's news to me.  Though, the ceiling spike thing is a good catch.  I forgot his height would make it a bit.. weird.  I might have to have separate coordinates on that or something for him if I get around to it.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Ness on May 16, 2017, 05:22:55 am
The sprite flicker is minor and very rare, but because Zero is bigger and has more sprites, it's most likely to happen with him.

Here is an example, here flicker would only occur as X if you happen to be jumping while the red enemy stretches its arms, but as Zero it flickers even if you don't do anything.

https://www.youtube.com/watch?v=UbC1jrHYBek

As for the spike ceiling, when I think about it, I think it's fine. For one thing, it forced me to approach that area differently, and like I said I could have switched to X anyway.

Plus I think it's good that each character has some differences, pros&cons. I disagree with the person who said Zero should have the upward airdash, or with the people who say the game is harder as Zero. I think that when you get the hang of the Z-saber, he's much more effective than X, and therefore it's good that he has cons as well, which would be his bigger size and the absence of upward airdash.

BTW I have a small request if possible. In previous MMX games, when switching numbers on the PW screen, it's possible to go both ways (increasing or decreasing the numbers), but AFAIK in X3 it's only possible to increase the numbers. Would be nice if you could implement the decreasing as well when pressing another button, though if it's trouble to code, it's probably not worth the effort.

Also - I see nothing about Bit and Byte in the readme file, did you change the way they work? When I died against them, they no longer were present in the stage, and had to fetch them in another stage, which never happened to me in the original.
I think it's good like this, but since I see no mention of it, I'm just wondering.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: pianohombre on May 16, 2017, 08:06:53 pm
BTW I have a small request if possible. In previous MMX games, when switching numbers on the PW screen, it's possible to go both ways (increasing or decreasing the numbers), but AFAIK in X3 it's only possible to increase the numbers. Would be nice if you could implement the decreasing as well when pressing another button, though if it's trouble to code, it's probably not worth the effort.

I noticed this too when playing an MMX3 rom hack. I thought somehow this was a bug from rom hacking, but it happens in the original also. Damn Capcom!!!!
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: andrewclunn on May 18, 2017, 01:42:46 pm
Gosh, seriously?  With an emulator the notion of passwords seems so quaint.  I mean might as well get rid of it entirely for the space.  A single save file would be so much better (not that this is expected).
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: justin3009 on May 18, 2017, 02:54:27 pm
That's actually kind of why I haven't touched the password system.  I want to re-add the Saved Game system I did way, WAY back but more up to date and such.  The password system won't work in the long run if I continue the project any further so it'd definitely need to be removed.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Ness on May 18, 2017, 04:03:55 pm
Gosh, seriously?  With an emulator the notion of passwords seems so quaint.  I mean might as well get rid of it entirely for the space.  A single save file would be so much better (not that this is expected).

Not everyone uses savestates, and actually not everyone uses emulators to play romhacks (it's always a disappointment when a homebrew or a hack doesn't work on real hardware).
Compared to PWs, savestates save the number of lives you have as well as the state of reseve tanks, so even if you use it only to save your progress, it's still a cheat, and even if the game did have a save system, it's not granted it would save those things (it doesn't in X4).

Passwords also have the advantage of working easily on real hardware, whether you use a flashcart or make your own carts.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: pianohombre on May 20, 2017, 06:50:35 am
That's actually kind of why I haven't touched the password system.  I want to re-add the Saved Game system I did way, WAY back but more up to date and such.  The password system won't work in the long run if I continue the project any further so it'd definitely need to be removed.

Megaman & Bass has a continue feature rather than the password system. I'm surprised they created X at all using the password system since even Megaman Wily Wars used saved game system, although it was released once the Sony Playstation was out and Megaman was notoriously slow at advancing, and didn't create a 3D game for a long time. Also Wily Wars didn't use SRAM; it used EEPRAM which is less supported and wasn't even released in the USA.

If you create a save system I'd look towards Megaman & Bass for ideas. The idea actually crossed my mind, but it looks pretty complicated; I don't have the programming skills as of yet. Although, I had no problem just pressing F2 for saving. I didn't really understand how energy tanks or reserve tanks worked during first playthrough so it wasn' t really cheating. I grew up playing Zelda and Mario those games were a lot easier to navigate through.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Ness on May 20, 2017, 07:15:17 am
There is something else that bothers me in X3 so I'll shoot: bosses and mini bosses explosions. They're too long an unsatisfying, and I think the main issue to that is that there is a huge delay before the explosion even starts.

Also it looks like for mini bosses, the last shot that registers before the explosion just goes through the mini boss, doesn't disappear, as if the hit didn't register.

What do you think about fixing that and making the delay before the explosion kicks off shorter?
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: Vanya on May 20, 2017, 10:06:38 am
Megaman & Bass has a continue feature rather than the password system. I'm surprised they created X at all using the password system since even Megaman Wily Wars used saved game system, although it was released once the Sony Playstation was out and Megaman was notoriously slow at advancing, and didn't create a 3D game for a long time. Also Wily Wars didn't use SRAM; it used EEPRAM which is less supported and wasn't even released in the USA.

You do realize that Wily Wars came out over a year after Mega Man X?


At any rate, the inclusion of a save system would be great. Passwords are a hassle in comparison.
@Ness: I don't think anyone was suggesting using savestates exclusively; just gutting passwords for SRAM.
Title: Re: Mega Man X3 - Fully Playable Zero (Base Mod FINISHED)
Post by: ThegreatBen on May 20, 2017, 10:30:24 am
The password system is easy to use, press F1 to copy the password press F3 to enter it automatically, it works even in the middle of boss fights.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 23, 2017, 03:37:04 pm
Alright, going to throw another update on this project and I'm sure I'll get some laughs and groans again. The name is still a WIP as it's no longer just a "Zero Project" but rather a general update of everything. Maybe just an enhanced version of the original? Don't know, it's not exactly a huge game changing thing, but it doesn't really make it a huge overhaul either. It's just sort of an upgrade in some areas.

I've started the project ENTIRELY over again from ground up which some might find ridiculous and redundant, but oh well, this is for the best of the project and for MANY other features I have in mind in the future! Onto the topic at hand.

Why start this over again? Wasn't the original already good enough?
Mainly because I felt I could do better and that my original versions were hackney in many ways. So this version is going to be a large underneath the hood improvement but also a spectacular update for later features in the game.

The code is starting to be completely rewritten ground up, MANY of the original code locations I used have been shifted by a bit due to a better understanding of what the changes I made were and where they were located at. This helps not only to ensure things are more smoothly implemented, but makes it easier to use global routines instead of very specific ones per location.  A good example is the character's icon code. In the original, I had MULTIPLE routines to load a characters icon when switching a character, jumping out of the ride armor, starting a level, etc.. This has now been remedied so there is a universal routine each location can use which saves a TON of room and coding issues. I just have to change one thing, and all subsequent areas that use this code change as well. Easy peasy!

The next large difference comes on my own personal end. I'm writing the code I do in Geiger's still to an extent but I am slowly transitioning into using Asar to import the code instead. I tend to write out in Geiger's first to get a good idea of where I want things placed, but after I port the code over to Notepad++ as .ASM files which then Asar imports. Of course, I'll probably shift entirely to Notepad++ to write my code out but as of right now, this works wonders. Everything I am writing is now split into specific files to note what they are and it makes it easier to just generally import the code if I ever need to change something dramatic. This has saved me a ludicrous amount of time already so I'm quite happy with what's going on so far.


What's so different about this version than your other ones, what're you planning?
Oh there's going to be a plethora of changes but here's a good general list.

1.  Many of the code changes I have done now leave gaps in-between for "just in case" scenarios where I may need to expand upon or add new things to the new code. Of course, this can be altered easily in the .ASM files.

2.  Most of my code is not only being split between X and Zero, but rather a group of 'four' characters. X, Zero, PC #3, and PC #4. Of course, I really don't plan on adding any new characters but this could be exceptionally useful for anyone who wants to modify this project and add someone. Heck, maybe even just copy/paste X or Zero and give them a new armor but use them as a 'new character'. There's enough gaps in the code to allow for specific checks and updates so this shouldn't be too big of a problem now.

3.  Text has been split up and updated heavily underneath so it's no longer hard-set to a very specific bank by the game, but rather, it's a bank setup PER CHARACTER. The text is now using banks 40-46, but each character gets 2 banks of data for text. Of course, this is way more than needed but it doesn't hurt to have more. I'm also planning to implement a dictionary compression system to further compress the text down in case things gets very text heavy.
4.  Mentioned above where characters are split between four, I'm splitting ALL general character data into their own new locations. With this, all original locations are unused and obsolete.
X: 7E:F300
Zero: 7E:F330
PC #3: 7E:F360
PC #4: 7E:F390

5.  Each PC will have their own setup for Energy Tanks, weapon health, PC swap health, max health, Heart Tank collection, Energy Tank collection, Armors (Up to four armors are possible in total RAM wise now! Not yet put into game yet though), whether the character is available or not, which armors you have that are completed, and 16 bytes of unused data for more "just in case" scenarios.

6.  Password system will be removed in favor of the 'Save Game/Load Game' system. There is absolutely no way around this right now, even with with only the basics.

7.  An option for difficulty. The game's standard is 'Normal' but I plan to add a "Hard Mode" at least before I go any further on that.

8.  With the said above "Hard Mode", all enemy damage tables will be completely redone. Each enemy will now have their OWN table instead of sharing data which will end up being a large ROM space waster, but it's kind of necessary unfortunately. All enemies will have at least 2 damage tables now for the regular mode and Hard Mode where they will take less damage overall, or more, depending on what a person wants to do.

etc..


What's been done so far?
Well, not a whole lot per se, nothing I can really show off since it's all just game code and nothing visual quite yet but a good basis has already been done.

1.  X, Zero, PC #3, and PC #4 now all have their own banks of text. I have Atlas ready to import for them as well so easy changing.

2.  Zero's basic setup is ready. He can collect everything as of right now and use everything, but of course there's no limiter yet nor any changes to what he's able to use so far. Just a good basic layout.

3.  No more character switch limiting like the original X3 and all mid-boss checks for Zero have been removed from each level.

4.  The basis location for each characters RAM is ready. The only working thing right now though is their max health, character swap health and how many Heart Tanks obtained. This INCLUDES the difficulty bit being set to 'Hard' where it gets split.

5.  Heart Tanks no longer have a life cap like the original game or even the original project. Of course, that means someone could keep collecting Heart Tanks infinitely if someone were to code a new system for Heart Tanks, but this is done for a reason later on if I'm able to figure out how to do it. Things are a bit tough since there's a big sprite limitation on the health bars.. so we'll see where it goes.

6.  General decompressed graphics that I need are ready to go, but their code and use has not been implemented yet.
Zero's 1-up Icon is implemented but not functional quite yet.
The "general VRAM" that houses the explosions, life bars etc.. has been updated to remove unused dash particles in favor of letting Zero have a 1-up icon.
The menu graphics have been heavily expanded so each character can now have their own weapon icon for all weapons in-game, including the Hyper Chip.

That's all for now! I'm trying to make this a much further improved project from the other versions so hopefully this keeps going relatively smoothly!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on July 23, 2017, 06:55:37 pm
groans
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zfreeman on July 23, 2017, 08:28:29 pm
Will this new revision include the VWF that you were working on earlier?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 23, 2017, 09:26:07 pm
Probably as a separate addendum to this version. It'll be good to get a fresh start on that and figure out an easier way to implement it.

Edit: Trying to change anything that has to do with the Heart Tank values and the Max Health values to use the separate routine. Going pretty well so far, almost got that portion of the data split nearly done.

I've got all code changes set into .ASM files now and they work quite well. Also, tested a few things out with FastROM and it DEFINITIVELY helps dramatically with some of the lag throughout the game. There's no way to completely remove it, but it helps tremendously out in some areas so that will definitely be a change coming in this version as well.

Things are progressing slowly but very smoothly thus far!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: delta7890 on August 01, 2017, 01:17:58 pm
If you're leaving banks open for additional playable characters, have you considered perhaps (once everything else is finished of course!) someday adding in Vile as a unique playable character?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 02, 2017, 04:27:27 pm
It's a definite possibility if I ever setup some sprite work for him and what not. It'd be a pain with a lot of events but it'd be kinda fun!

Mini update time!
Heart Tanks are now absolutely separate per character along with their max health and their character swap health! The only thing remaining is the Stage Select bit for Heart Tanks. However, that is so disgustingly ugly right now in code. Every single stage icon has it's own settings for what to display and check for which is fine and dandy. The problem lies in that every. single. stage. is a manual check in a huge list of checks and it's just.. gah. I'm planning to rewrite that down the road once I have more understanding so it's a lot more compressed and easier to work with.

The main menu stuff is about separate now. All sub-weapon names, icons and life bars are all split up. Have to split up the energy tanks pretty soon. Though, I'll have to split up their collection data as well to fully get them set. Once that's done though, that'll cover the vast majority of what's needed. After that, it's just a matter of the sub-weapons being split. Most of that won't be terribly hard but I have to do a lot of recoding with how bosses are defeated and a horde of various checks. I have most of this labeled down from the prior 2012 version that I never released, thank Cthulhu, so that'll cut the work load down drastically.

I bypassed the main menu's tile map compression scheme and just have it flat out raw in ROM currently taking up about 1800 bytes. Not the most efficient method right now but this game's way of handling menu drawing is way beyond me at the moment.

VRAM has been organized to allow two more 16x16 tiles for something much later down the road.

Zero is 'essentially' playable at this point. He can complete any stage and collect everything, but no abilities have been set for him yet, palette swaps or anything of the sort. Just the pure on basics.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: LivingNexus on August 02, 2017, 10:02:22 pm
Just dropping by to show my support for this project. Looking forward to the new update.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: pianohombre on August 03, 2017, 07:27:01 am
Zero is 'essentially' playable at this point. He can complete any stage and collect everything, but no abilities have been set for him yet, palette swaps or anything of the sort. Just the pure on basics.

How often are you allowed to use Zero in the original X3 game? I think from X4 on he's a fully playable character, but in X3 all I know is you can briefly fight Max with him in the intro stage of X3.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 03, 2017, 10:08:13 am
Introduction stage and every stage (Minus the final Doppler levels). He can be played up until you hit a mid-boss or a boss door, then he gets booted and you can't switch for the rest of the level. However, if you die as him anytime, he's gone for good. It was kind of a whacked out system.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Ness on August 03, 2017, 11:20:21 am
Also initially he can't pick up E tanks or power ups like HP+ etc, and you can only switch to him once per stage too. So usually it was like this: switch to him, hit a power up or a door (or worse, die), and it's over, so you'd only use it for a few screens per stage max. Also initially he can't use other weapons than his own IIRC

Open the weapon menu and then press L to switch to him.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: LivingNexus on August 04, 2017, 03:32:28 am
I did think of something I wanted to ask, eventually.

How hard would it be to mute the background music tracks without turning off sound effects? I haven't run an emulator in a long time so I'm not sure if one has come around with this functionality built in. If not, would it be too complicated for you to add an option for it? I know that the SNES sometimes dynamically switches audio tracks between BGM and SFX so I wasn't sure if it would be worth the time investment to tease them apart.

A cursory search turns up this patch (http://www.romhacking.net/hacks/2342/) but I haven't tested it so I have no idea how it works, or if it is still compatible with the current version of Zero Project.

My real goal is to be able to replace all BGM / themes with my own mp3 files but basic internet research suggests that may be unfeasible.

EDIT: After looking around and finding this video (https://www.youtube.com/watch?v=1rRewiGJORI) I think I will go ahead and throw those patches on and try to figure this out.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Atrushan on August 16, 2017, 12:19:28 pm
Does X still have his Cool buster change in this version?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 16, 2017, 12:22:02 pm
He most certainly will!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: niuus on August 22, 2017, 11:17:31 am
It's a definite possibility if I ever setup some sprite work for him and what not. It'd be a pain with a lot of events but it'd be kinda fun!

Mini update time!
Heart Tanks are now absolutely separate per character along with their max health and their character swap health! The only thing remaining is the Stage Select bit for Heart Tanks. However, that is so disgustingly ugly right now in code. Every single stage icon has it's own settings for what to display and check for which is fine and dandy. The problem lies in that every. single. stage. is a manual check in a huge list of checks and it's just.. gah. I'm planning to rewrite that down the road once I have more understanding so it's a lot more compressed and easier to work with.

The main menu stuff is about separate now. All sub-weapon names, icons and life bars are all split up. Have to split up the energy tanks pretty soon. Though, I'll have to split up their collection data as well to fully get them set. Once that's done though, that'll cover the vast majority of what's needed. After that, it's just a matter of the sub-weapons being split. Most of that won't be terribly hard but I have to do a lot of recoding with how bosses are defeated and a horde of various checks. I have most of this labeled down from the prior 2012 version that I never released, thank Cthulhu, so that'll cut the work load down drastically.

I bypassed the main menu's tile map compression scheme and just have it flat out raw in ROM currently taking up about 1800 bytes. Not the most efficient method right now but this game's way of handling menu drawing is way beyond me at the moment.

VRAM has been organized to allow two more 16x16 tiles for something much later down the road.

Zero is 'essentially' playable at this point. He can complete any stage and collect everything, but no abilities have been set for him yet, palette swaps or anything of the sort. Just the pure on basics.
Awesome work. Still one of my absolute favorite romhacks out there, surpassing the original in quality.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 26, 2017, 01:05:00 pm
Update time
1.  Zero is essentially playable in all aspects now including most of his original abilities from the previous version. There's quite a hefty change here though and some changes that will happen once I get other areas down.
The biggest change to come with this version is that Zero can double jump and air dash right off the bat, while X can't.

2.  Zero will gain no benefits from capsules whatsoever except the 'Golden Armor' capsule. I'm hoping to implement a brand new capsule for Zero's Black Armor in general specifically to him somewhere in the game just so you don't have to fiddle around with getting every single tiny thing for X before you obtain Zero's enhanced abilities.

3.  With these coming changes, Zero is going to play a bit different from X which makes him a lot easier to use for beginners in essence.
Zero can NO LONGER charge sub-weapons. This might be a huge controversial change but if something isn't done then he's basically just a power house throughout the whole game. This was actually intended even from the alpha version of the original project, it's about time it gets implemented.

Zero will gain an additional jump and air-dash with the Black Armor capsule as in the later versions of this project.
Zero will gain a speed boost for walking, dashing, air-dashing and a longer distance of dash with the Black Armor capsule.
Zero may or may not gain 25-50% defense (Maybe even double damage actually depending if he's still ridiculously OP) with the Black Armor capsule.
Zero will gain health regeneration like X with the Black Armor capsule
Zero may or may not gain extra damage with the Black Armor capsule. (If I do double damage, he most certainly will get a damage increase)

Some of these are still questionable but it's all going to be an experiment to see how he plays with some of these changes.

4.  X's buster is back to what it was in the previous versions.

5.  Forcefield generation from armors and all of it's code has been removed. I read some details that you take even LESS damage with the forcefield on, but it doesn't make too much since considering the fact that every enemy value is a solid number. You're always going to take a base of 1 damage no matter what your defense is. It's pointless to have it.

7.  Upgrade data has been somewhat split between the four PCs. This lets you determine what they kind of do with each upgrade. (Right now it's mainly whether they can use it or not)

8.  Sub-weapon coordinates are ready to go for all characters. This was super interesting actually because I remember back in the day, I hand did all of Zero's sub-weapon coordinates. It turns out that even in the original game, he HAS coordinates already setup for them A LONG with their charged variations! So either it was automated in some form or Zero was actually intended to use sub-weapons early on but it got cut. Either way, this saved me ludicrous amounts of time and thank Cthulu I figured that out. I even discovered a whole different section of code that loaded sub-weapon coordinates, again, for different sub-weapon instances. It uses the exact same coordinates but the code was vastly different but used the same data. Kind of stupid so I rewrote it to use the original data instead. This fixes MAAAAAAANY many bugs I was having way back in the day so this shouldn't even be a problem ever again.

9.  Fixed numerous bugs with the jump/dashing variables. I rewrote the code to use what I had before but I found a better way to handle it so any command could update the jump/dash amount. This came with a lot of weird bugs because of how it was using a JMP to update the characters action, but I used a temporary flag in an unused RAM value and it's all good now. Even fixed some bugs in the original too.

10. Damage table code has been rewritten slightly and most of the actual data has been expanded greatly.
Original has 38 values per table: Increased this to 82 values per table
Original has 34 tables (6 of these go unused!): Increased this to 60 tables
Original has 1 sub-damage table: Increased this to 60 tables



That's about it! There's not much to see on the main screen as it's about the same (Minus Zero's abilities), but the underlying code has been improved 100X (No pun intended) and works a lot more efficiently.

I also discovered that my old code from the buster combos is obsolete and figured out how the damage system works for X1-X3.

Every single enemy in game either has their own damage table or they share with one another. AKA how much damage you deal to them with various instances such as your buster, Z-Saber, sub-weapons, charged sub-weapons, Ride Armors, etc.. Enemies such as bosses (IE: Blizzard Buffalo, Blast Hornet etc..) ALL have code in their AI when being damaged that SWITCHES their damage table variable to a value of '01'. When this happens, it loads a blank table that has 00's all across the board thus you can't do extra damage to them UNTIL the flashing goes away. When the flashing stops, it reverts their damage table type to the original value they had allowing you to damage them again.

This explains why we can't do consistent damage to most bosses and some enemies. This ALSO explains why we can obliterate regular enemies. Their AI HAS no code to switch their damage table, so what damage you deal is ALWAYS consistent.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on August 26, 2017, 01:32:13 pm
Would you consider having the Black armor give Zero a saber projectile instead of increasing his damage?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 26, 2017, 02:32:08 pm
Possibly but I'm not sure on that. I don't feel Zero should have a saber projectile as that would make him keep his distance at all times like X. Wouldn't really diversify them much anymore with that. I might see about doing a Megaman Zero style 'Zan'eidan (Throw Blade)' where it has a projectile but a very short range that'd deal half damage, dunno. I'm not a fan of Zero having any kind of wave with him while he can still main his busters. Makes him too easy to play.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on August 26, 2017, 02:47:00 pm
Could have it only work at full health?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 26, 2017, 08:17:37 pm
Not likely to happen. I'll probably allow it in a later patch with other enhancements on the side for Zero's Black Armor in NG+ mode, but in the regular basis project I'm just not going to let it happen. It'd make Zero and X way too similar in play style, way more so than what they already are.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on August 26, 2017, 08:29:32 pm
Fair enough, if it's not too presumptuous I'd like to weigh in on the other Black Zero enhancements, I like the idea that he can't charge sub weapons (though I will miss the animation of him punching the ground)

Not really sold on the auto health recovery it has never been a Black armor function and doesn't feel very Zero like.

I would also prefer higher jump and faster movement as opposed to triple jump/double air dash, would help make X/0 each feel unique.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Ness on August 27, 2017, 03:22:44 am
Zero can NO LONGER charge sub-weapons. This might be a huge controversial change but if something isn't done then he's basically just a power house throughout the whole game. This was actually intended even from the alpha version of the original project, it's about time it gets implemented.

That's a shame. The good thing about that was that it allowed to unlock power ups/areas before getting the charge capsule, therefore making for less backtracking, and less level choice linearility, which was a huge issue in the original game.

Honestly I never felt that THIS was what made him a "power house", I'd say his Z-Buster and the amount of dmg it deals does, especially against bosses.

Plus honestly, the weapons are useless until you can charge them.

Quote
4.  X's buster is back to what it was in the previous versions.

That is to say?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 27, 2017, 05:58:10 am
Not really sold on the auto health recovery it has never been a Black armor function and doesn't feel very Zero like.

I would also prefer higher jump and faster movement as opposed to triple jump/double air dash, would help make X/0 each feel unique.

I could definitely implement that instead of the triple jump/double air dash. I'll add it to my notes and see how people feel about either upgrade.


That's a shame. The good thing about that was that it allowed to unlock power ups/areas before getting the charge capsule, therefore making for less backtracking, and less level choice linearility, which was a huge issue in the original game.

Honestly I never felt that THIS was what made him a "power house", I'd say his Z-Buster and the amount of dmg it deals does, especially against bosses.

Plus honestly, the weapons are useless until you can charge them.

With the new damage stuff in-game right now and no values changed, sub-weapons are 'the' most overpowered thing. They're even more effective than the Z-Saber! It's pretty horrendous and hilarious at the moment. I'm thinking I'm going to add-on to the system where sub-weapons could either do continuous damage but the more you use them, the less effective they get. If not, I'll just have to turn their damage values back to what they were in the original so it can't be done because right now, hoh man it's pretty bad.

Also, with how the damage works now, X with his full upgrades is so horrendously over powered it's actually hilarious. Just everything right now is a big bag 'ole OP.

https://m.youtube.com/watch?v=XocJl5W1y1A - X-Buster being OP as hell

https://www.youtube.com/watch?v=fDUpVLV6Aac&feature=youtu.be - Sub-weapons... yeah.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Ness on August 27, 2017, 12:19:51 pm
So the fact that sub weapons continuously hit is new then? That seems to be the issue if you ask me rather than the sub weapon itself.

I don't think the charge shot is op in that video, even the 2nd one. The thing is, not only you need to charge it, but also to time properly, and to input the double charge properly too. With the Z-Saber none of that is hardly a worry.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 27, 2017, 12:27:46 pm
So the fact that sub weapons continuously hit is new then? That seems to be the issue if you ask me rather than the sub weapon itself.

I don't think the charge shot is op in that video, even the 2nd one. The thing is, not only you need to charge it, but also to time properly, and to input the double charge properly too. With the Z-Saber none of that is hardly a worry.

All weapons hit continuously. They technically always could, just the game disabled the combo damage table on bosses and such. I can easily do the same thing myself right now with the new setup I have but I'm curious if there's a way to let sub-weapons continuously hit but not have them ridiculously OP. Kind of a greater risk, greater reward kind of deal. Dunno, I'll disable the constant hitting with them for now and worry about it later.

The 2nd one is definitely a bit much. X's buster is more than likely going to hit most of the shots no matter what you do so it's exceptionally powerful. I wouldn't nerf it horribly, but I'd definitely knock the pellets down from 2 damage to 1 to compensate.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on August 27, 2017, 01:15:38 pm
No boss needs to be easier than they were in the original that's for sure. And as for Zero and special weapons the story says that X's buster is special with its unique ability to copy weapons, so I am in full favour of Zero not being able to use them as effectively.

Also nice option would be a button to turn armors on or off on the current character like in X5 and onward, especially if Black Zero takes double damage. Don't know how plausible this is but it sounds like the new code was made for this type of feature.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ArkthePieKing on August 28, 2017, 01:29:12 am
I remember way, WAY back in the day you wanted to implement Zero's saber combos into the game. With several years of experience with this game under your belt, and chance of you tackling that again?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: andrewclunn on August 28, 2017, 11:04:36 am
OP sub weapons that deplete their reserves much faster would be fine.  Would give a real reason to use them and a reason to try to collect the recharge drops.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on August 28, 2017, 11:08:18 am
OP sub weapons that deplete their reserves much faster would be fine.  Would give a real reason to use them and a reason to try to collect the recharge drops.

Not bad
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Atrushan on August 28, 2017, 12:24:31 pm
If possible why not steal corrupted's system and make them infinite but with an ammo system with the energy bar refilling slowly over time with no refill items for them. You could make them relatively weak but still hurt the boss more while also making people want to use them. Keep in mind I'm on my phone so I haven't looked at the links but at least this way you'd have multiple ways to balance weapons (recharge time, damage, number of hits). Also keep in mind I don't mean to hurt the boss more than they are normally hurt by special weapons. As someone else said bosses don't need to be easier than they already are. That said is there a way to affect them without staggering or dealing tons of damage to them? Most bosses you can just spam the weakness and they either start seizing(chain staggers) or take a ton of damage, or both. Perhaps prevent chain staggers by making them immune to staggering after it happens for a while? Not sure what's possible or what isn't.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ExL on August 29, 2017, 12:27:20 am
Long time no see, Justin, hello!
Indeed I was grumpy about previous restarts of project, but surprisingly not this time, this time it feels kinda right :thumbsup:

Now for Zero weaponry. I don't think it'll be good for base mod to have weapon energy drastically changed to what there is in Corrupted, it's great, but for custom patch, not base mod. Personally I think it would be good to have Zero's sub-weapons to deal same damage as X's charged sub-weapons with same drainage as his charged. Would be great indeed if there would be trademark triple slash. About cool ground punching animation, would be great to make Rakuhouha(X4)/C-Flash(X5) giga-attack if possible of course.
About X's sub-weapons probably slightly lower damage and energy usage is for better. Idea is to encourage usage of sub-weapons instead of buster and differentiate X and Zero this way: X - using sub weapons all the time, Zero - using them in pinch or to deal with heavier enemies.

As for upgrades for Zero, I do think he must have double jump at start, but air dash from capsule. For Black Armour - increased saber damage and Rakuhouha if possible, if not, maybe increased defence.

Probably V4 would be THE definite version of MMX3 so I'm very excited to see it's done :woot!: :thumbsup:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on September 03, 2017, 12:24:00 pm
I remember way, WAY back in the day you wanted to implement Zero's saber combos into the game. With several years of experience with this game under your belt, and chance of you tackling that again?

I want to after the basis of the 4.0 project is done. 4.0 is basically just a redo of the original with more finalized coding and features but with the base of being able to be modified easier, mainly for myself for extra patches and such. Things are more split between characters which helps customize them a little bit more but not by much. It can be done overall but that'd require some serious core mechanic splitting which is beyond the scope of what I want to do.

Update time:
1. All menu changes from the original version are in-game and complete. IE: Golden/Black armor palettes, quicker menu movement when switching, VRAM arrangements etc.. Plus a bunch of extra stuff below the surface where X, Zero, PC #3 and PC #4 technically have their own icons and text that can be modified along with their coordinates.

2. Most gameplay features from the original are back in. There's one with Frost Shield that I left out for now but I may readd that later. The original had it just shoot off right after the attack was used but I kept it in the original with that large forming delay, we'll see. However, palettes are still not 'quite' in-game yet. I'll get to those soon.

3. All capsules minus the Chips and Golden Armor can be obtained at any time now via special weapons or maneuvering around. Yes, even the Helmet capsule in Tunnel Rhino can be obtained without having the buster upgrade, same goes for the Armor part in Volt Catfish.

Volt Catfish's bit was replaced with a spiked wall jumping instead. Kind of hackney but it works. There's a large capsule in place of the Gravity Well elevator now as well.
Tunnel Rhino's Capsule/Heart Tank can be obtained as well. Won't say much on that, I'll let people figure that one out. There's more than one way to open it up though I'll say that.

4. I believe I have 'officially' fixed the Lemon Shot bug that was kind of a rarity in X3 on certain moments. The best example is if you charge up to level 4 or 5 and just as you fire, you hop through a door or enter a cut scene. This would remove your current charge level but trick the game into thinking you still have the chargers there since they're different memory values. This would result in you permanently firing a lemon until you switched to a sub-weapon.

Turns out they had redundant code that actually REMOVED your charge way, way earlier than it should've yet in the actual code they already had data to remove the charge. Kind of confused on why that is but whatever. I ended up having a couple different checks on the buster shots themselves that'll remove their charge the moment they are released from the character as to not bug up the game. So if you're in the middle of firing, get damaged and it doesn't go off, you won't lose that charge. Pretty handy.

5. Zero once again can use his Z-Saber right away after his buster combo. X cannot. I actually looked into this more and figured out why he can't even by normal means. It turns out that his damn cross-over shit literally uses all the PC's projectile space which will not allow the Z-Saber to spawn whatsoever. Annoying as heck but oh well. I'll take it, this differentiates him and Zero a bit more.

6. Various bugs from the original version were fixed without having to add any extra code. It turns out a lot of weird coding things I did to 'fix' things weren't ever needed, so this freed up some space.

7. Removed two unused text commands that were strictly used for Katakana and such. One text command is now specifically used for Capsules and character introductions. Best example would be Zero first obtaining a capsule. It'll play his introduction dialogue then after it's complete, instead of an [END] byte, it'll load the new command and transition straight into the proper Capsule dialogue.

The other text command was just for fun. It's replaced with a command that will play a SFX of your choosing in the text list. Pointless but I thought it'd be fun to have around just in case.

8. I just found out that I can actually have graphics anywhere in the 4MB range. Not sure why I thought I couldn't way back in the day but I can. I'm pretty sure it was because I was using the incorrect values for it which would cause some issues (Like 40 instead of C0 and such). This'll be helpful for readjusting some things with X and Zero.

That's about it for now on the actual updates.

Tech talk/future changes:
I still haven't transitioned X and Zero's sprite assembly, animation data and such from the other versions yet. That's coming up in the future soon, which would pretty much finalize X and Zero's data setup essentially. My main concern right now is how to handle events.

All events are handled very differently depending on what the game needs. Some are loaded instantly upon a check and others use invisible objects to trigger. Most of the events will either already have their background data set but a few have to actually set all that up prior, so I'm not sure how to handle actual events like that, but I am trying to decipher all OBJECT events that are with Zero since he and X will be the main NPC objects I work with.

I've figured out how Zero's event structure works and right now I'm trying to decipher them as much as I can. I'm working on the introduction event with the Spycopter. I already know what pieces sets his Z-Saber, his palette, sprite data, height and such. So I'll start getting this all labeled down. After that I'm going to start shoving his object data into bank $E0:8000 along with X's NPC data structure just to make it a bit easier to manipulate and alter their events.

Edit: I've just about got the entire introduction sequence with Zero's object labeled out. There's a few things I'm still not entirely sure about but it's getting there. Most of the data is pretty consistent with universal routines for updating VRAM, Animation Data, Sprite Assembly, checking if NPC is on the ground or in air, etc.. It's all pretty basic. It's just drawn out horrendously on the events. It's taken me most of the day just to get one of Zero's 12 events labeled out entirely. I get the basic gist of how events work all around though at least. It's honestly all very basic.

Edit 2: https://pastebin.com/F5LVstvC - Here's the disassembly of Zero's introduction event.

Edit 3: Converted Zero's introduction event into a ASM file and it works flawlessly! Once I get most of the events labeled, I can just start porting them over to empty space and go from there.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on September 26, 2017, 08:10:13 pm
Alright, here comes a few updates. There hasn't been much per se but what it allows is pretty huge.


Updates:
1. All event data inside Zero has been converted to one giant .asm file and then copy/pasted, modified some few things which allowed me to create the X event .asm file. Event data that applies to them is now able to be completely customized now!

2. With that being said, X and Zero now both have their own set of NPC events. Zero was 'the' only one that had any kind of event but I modified the code, split things up and now both of them can have their own set of event data depending on who you're playing as.

3. PC NPC setup data to load Zero or X's sprites has been removed from their original locations and all event data that was originally in the ROM pertaining to Zero has been completely removed. That whole chunk of space will now be used for various minor alterations in code

4. Added new code to load X's buster shot data in events and his Z-Saber as well just in case it gets used.

5. NPC X now displays armor parts! This wasn't that hard to do at all! Took a few hours to modify some various things so it was automatic, but it all works very well!



Video Links:
https://www.youtube.com/watch?v=czGFLGw7KwI - Original test before I moved the event code. Just wanted to see if I could make things work.

https://www.youtube.com/watch?v=ejf6O0JzMvM - This is after all event code has been moved and modified. I modified it even more just a few hours ago to clean up a few things and save space, all in all though you can definitely tell it's working. (Ignore the dialogue, I just threw some random junk together so I know it worked)

https://www.youtube.com/watch?v=DV10ObC0lA0 - And the latest update that I JUST finished!

I'm definitely going to find some new software to record videos at higher quality. Make things a bit easier on the eyes and show the full efforts there. But yeah, this page has been quiet but I've been working non-stop behind the scenes when I have time! The events were 'THE' biggest thing to get out of the way. So now that they're finally done, I can continue on splitting up the rest of the PC data, fix a few more things and then start adding in the Save Game screen, etc..

I'm hoping to get SOMETHING out before peak season starts at work, but we've been getting overtime non-stop for the past like 6+ weeks, which is highly unusual for this time of year. I don't get much time to do work on things anymore being as my schedules jump by 2-4 hours every other day.

ANYWHO, project is going strong!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: gustavocomvoce on September 30, 2017, 03:08:00 pm
It´s possible make a Blue Capsule Armor for X and Pink Capsule Armor for Zero?

The game would have a longer duration with more quests to do.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 01, 2017, 07:03:06 pm
It´s possible make a Blue Capsule Armor for X and Pink Capsule Armor for Zero?

The game would have a longer duration with more quests to do.

Very possible but not in my scope of things to do. If I go beyond, which I hope to do, I'll probably scrap the Pink Capsules all together or use them for something entirely different. I don't see the need to have Zero having four separate capsules as well. Seems a bit too much.

Update Time:
1. Got the Stage Select character select working again. That's all back to normal.

2. Fixed a Sprite Assembly bug I had with the small health capsule. All's good there.

3. Added new code to split PC's general graphics, Z-Saber graphics and Ride Armor graphics up. Each can have their own section of graphical data now. This is a pretty hefty addition as this definitely allows more than two characters to appear on screen now.

4. Ported over the new animation data bank system I had along with the Sprite Assembly bytes. This was used so any bits that used the same pointer to sprite assembly/animation data can now just use the original first location instead of having multiple repeats. This saves a lot of room and opens up numerous slots for other things without having to rewrite the entire area.

5. Ported over the Ride Armor Pad changes and improved upon them as well. Less code, same function. For anyone who doesn't know, the Ride Armor Pads will now function as long as you have at least ONE chip in your inventory. Doesn't matter which. You can freely select any chip slot as well. If you do not have the chip, it'll play an error noise.

I'm debating on whether to rewrite this whole area a bit. I want to expand it so it displays the armor graphic itself, the armor name and the controls to select and leave the menu. Someone offered an idea and it was pretty nice so we'll see about this in the future.

6. Black Armor palette is now in-game and functioning. All PC palettes have been split up accordingly and will function. Of course, I can't really test PC #3 or PC #4 yet as I have to implement their other data first. But the basis is there.

7. FINALLY was able to add a new palette for the Z-Saber! Found out that Zero's buster graphics actually had THREE UNUSED colors in them. I was able to also dump a unique color for the level 2 buster shot so it shared with the level 3 shot. This allowed FOUR designated colors to the Z-Saber itself. Now if you have the Black Armor, Zero's Z-Saber will be purple like X5+.

8. Gravity Well check has been moved to another spare byte so it doesn't break the game anymore. Gravity Well Charged now also takes half the time before it slams enemies into the ceiling or ground.

9. Capsule changes have been ported. Zero will no longer demonstrate any abilities since he doesn't obtain any abilities from the capsules. For X and Zero though, it will no longer flash the armor pieces. Instead, it'll just repeat the lightning wrap a few more times and end the capsule. Of course, X will demonstrate the capsule abilities still.

That's about it for now. I'm on the last bit of porting data over from the old version into this new version. What I need to do now is port the new bytes for their VRAM graphic setup location and the routine that reads there. After that, it's basically just a copy/paste and reorganization of each characters animation data, sprite assembly and VRAM data. It'll be time consuming but it's the last major bit of code I have to port over.

After that, it's back to splitting up some more data. IE: Armor pieces, sub-weapon health, bosses defeated. Then I have to fix energy tanks AGAIN. I'm probably going to rewrite the entire system so if it's on normal mode, it'll just use the original location and when it's hard+, it'll use the PC's own locations. Should save a lot of time and remove a lot of excess code.

Edit: Slight Update
1. All VRAM graphics have been ported over properly to the new version. Added a bit of extra padding for each character as well that wasn't in the previous.

This is 'THE' biggest chunk out of the way thankfully. All that's left is to port over the Animation Data and Sprite Assembly for each character then the updated Animation Data table. This one will be a lot easier since it's literally just a copy/paste job and that's that. Shouldn't require any bug fixing.

The basis is almost done at least now! All that's left after this is doing some thorough bug fixing and polishing for what's there then adding each characters 1-up icon and I think it'll be good for release!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: andrewclunn on October 04, 2017, 12:52:24 am
 :woot!:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Ar8temis008 on October 04, 2017, 02:57:30 pm
Awesome hack, I have two questions.
Is this compatible with the MSU1 hack that allows for CD quality music? Will this include a real save feature like the PS1/Saturn version? If those were both yes, we'd essentially have the PSX/Saturn version with a smaller file size and additional content.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 05, 2017, 02:35:10 pm
Awesome hack, I have two questions.
Is this compatible with the MSU1 hack that allows for CD quality music?

As of right now it's not. I haven't looked into what the MSU1 hack changes in data, but I probably could make it compatible.

Will this include a real save feature like the PS1/Saturn version?

Oh most definitely. With how much data is changed at the moment, the password system doesn't really even work anymore so yep, it's gotta go.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ofernandofilo on October 05, 2017, 02:45:58 pm
Is this compatible with the MSU1 hack that allows for CD quality music?

I was able to play Project Zero 3.1 with msu1 patch by just patching the project zero first and then the msu1 patch - if I'm not mistaken. I did not had any trouble. just try it!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: lastdual on October 05, 2017, 03:52:15 pm
It's looking like this will be a great update! Regarding the font: Did you end up ditching the VWF you were playing with earlier, or is it still planned for the next release?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 05, 2017, 06:31:43 pm
It's looking like this will be a great update! Regarding the font: Did you end up ditching the VWF you were playing with earlier, or is it still planned for the next release?

Planned for AFTER the Zero Project V4.0. Zero Project V4.0 is basically the same as the other versions with some added extra features, more polishing, fixes and such. It's mainly being done as this as a 'final' Zero Project version but allowing me to continue modifying the game without any conflict of original data. Any version after will probably be changed to a newly named MMX3 project but WILL use V4.0 as a base basically.

I do plan to do the VWF after though since that requires a pretty extensive dialogue routine rewrite. Difficulty settings have basic setup already in V4.0 as well (Though any difficulty changes are not implemented). All the over expansive stuff will be saved until after to please the 'purists' in a way to keep the game as normal as possible with Zero but then allowing me to have extra freedom afterwards.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on October 05, 2017, 06:43:25 pm
are you planning any more stuff that affects the core game? Love the new Buster behaviour btw.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 05, 2017, 07:34:30 pm
I'm hoping to implement Zero's combo from X4+ in the versions after V4.0. Probably modify most missiles so they collide with walls instead of just going straight through them.

Hoping to also modify when you're sliding down the walls, climbing ladders and such as well so if you Z-Saber, you don't just flop off them but rather stay on those objects and swing it. (This requires a rewrite of their individual routines with an animation change and that's about it).
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: andrewclunn on October 06, 2017, 01:06:15 am
The ability to use an armor as soon as you get one of them is a great blow to how linear MMX3 is.  Things like that, which do nothing but offer more freedom during replays are always a plus.  Thanks.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 10, 2017, 09:45:26 pm
Update:
1. All original data from the previous versions has been ported, rewritten and implemented into V4.0. This version is now up to snuff with the other versions!

2. Still working on polishing and adding in some things that weren't in the previous versions. Mostly behind the scenes work just for future stuff, but I want to get things out of the way ASAP.

3. Sub-weapons have, for the most part, officially been rewritten to now use one byte instead of two in RAM. The original RAM would have say, '00 5B' for the sub-weapon being used. However, if it only used 'one' life per shot, it'd then store '80 5A'. The '80' there would designate that it will NOT drain the sub-weapons life next shot.

I've rewritten this down to be a single byte instead of two. Sub-weapon life is now 00-1C (If you have the sub-weapon and deplete it entirely, it'll be a value of C0 instead so the game knows you HAVE the sub-weapon, it's just empty. Otherwise, it'll always be 00 if it's not obtained). So now when a sub-weapon that uses only one life is used and you have the Arm parts, it'll rewrite '1B' to '5A' when it decreases. Then after that, it'll rewrite '5A' down to '1A' and not take any life whatsoever.

This DOUBLES the amount of bytes usable for extra sub-weapons or for anything else! I've only got this working so far on when you're USING a sub-weapon. I now have to do the process of redoing all the RAM locations for the sub-weapons and make sure the game reads it as one byte now instead of two all across the board. It'll take some time but it's definitely very nice to have this out of the way.

4. Fixed some X/Zero cut scene errors with code I accidentally wrote incorrectly.

5. Added in new text for the 'Doppler Rescue' scene where Doppler will fall and save you instead of Zero. Mainly, I added it in on Zero's part. It's not possible to reach this conclusion with Doppler coming to rescue Zero instead of X but it's best to have the basis and such there just in case. (Technically this is doable if someone switches to Zero then makes it so you 'HAVE' the Z-Saber. This will prevent you from ever switching to X again and the game will consider him NOT there).

6. Fixed an issue with the Level 2 buster shot and the Z-Saber. The Level 2 shot shared the same value as the Level 4 shot with Zero since they are exactly the same missile. Though, with how I have the combo table code written, this would allow someone to quick charge to level 2 and just spam bosses REAAAALLY fast into oblivion. To fix this, I moved the missile pointer table and copy/pasted the pointer to the Level 2 buster shot and created a new missile object. Missile Object #26. With this, Level 2 buster shot when you quick charge is officially that object and damage value so it can no longer be quick spammed on bosses.

The Z-Saber had a similar issue. Since I wanted it to do damage even on the combo table, it would actually just DRAIN the bosses instantly since it'd keep switching between the tables, which of course both do the same damage. To compensate for this, I used free RAM I 'believe' on each enemy/missile that goes unused which would now be used as a hit detection for the Z-Saber. If so, it'll write #$01 and prevent it from stacking insane damage. Once the Z-Saber is finished animating and you do another action, it'll set the bit back to #$00 so it can be used again.

Otherwise, the only other way to possibly fix this is modify the animation data so only one frame of the Z-Saber can actually hit. This.. isn't a very pretty idea as it'd definitely make it harder to use but it could be used as a last resort if nothing else worked.

7. Discovered code that prevents Bit/Byte from spawning on levels you've already beaten. This code will be removed to make it easier on people who want to fight them and not have to go through another level to get to them. (Of course, they won't spawn if they're beaten already).

With that, I'm hoping to rewrite the code a bit so Bit/Byte are completely randomized on who spawns in. Right now, they're both hard coded to certain levels. I just need to understand how the entire spawning situation works and rewrite it so they can be randomized. This might make it harder to actually defeat them depending on what happens and who spawns, but since they can be battled on any level at any time then it's no big deal to do this.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on October 10, 2017, 10:08:19 pm
Good luck with the Bit and Byte thing, I think it's a great idea, this hack keeps getting better.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: shadow501 on October 11, 2017, 03:51:01 pm
Sounds good that is project still update it, Keep up ! :thumbsup:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: mittu on October 11, 2017, 10:57:20 pm
Can you correspond to the Japanese version?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: McMarth on October 13, 2017, 06:05:17 pm
Everything about this new version sounds fantastic! I can't wait to try it out!

Also, I've never been a fan of how the arm canon upgrade shot causes X to stand in place if it's fired on the ground. I'm okay with the Z Saber stopping ground movement, but the buster thing bugs me. I understand if it has to do with limited animation stuff and/or helping the two shots connect, but still... idk. Zero's attacks generally halt his ground movement, but X usually gets to keep running or dashing.

Is there any chance of this being changed?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 13, 2017, 07:15:13 pm
Can you correspond to the Japanese version?

I can't. There's so much data moved around and changed it's just not plausible. Though I'm hoping to release the text files with the game that way if someone feels like translating the new dialogue, they can just import it back in and it'd basically be ready to go.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: mittu on October 14, 2017, 09:26:13 am
Because I make Japanese sentences, can you correspond to the Japanese version?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ArkthePieKing on October 15, 2017, 08:33:35 pm
Because I make Japanese sentences, can you correspond to the Japanese version?

He cannot. He can only use the United States version. The Japanese version is too different.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 28, 2017, 12:17:24 pm
Update Time:
Progress has been a little slow lately mainly due to work. By the time Thanksgiving comes around, progress will be halted until January or February of 2018 (Mainly due to work and how they're planning to murder us again this year for our peak season). Otherwise, here's a minor list of changes from last time.

1. Sub-weapons should NOW officially be working as one byte all across the board. Healing, obtaining, everything seems to work but there's still a possibility that something slipped through. Either way, it seems to work thus far on characters.

2. Sub-Tanks officially store to a new 'Collection' byte which will be used to determine if you got them or not instead of the Armor Pieces value the original game used.

3. Not sure if it was posted prior, but Zero's Black Armor upgrades are fully implemented. His improvements include: Faster walking, dashing, air dashing, farther jumping, dashing and air dashing and an increase in jump height. His Z-Saber is now colored purple like X5+ and it'll deal an additional +2 damage on any enemy. His defense is still currently 50% improved like X mainly because X3's damage values are ludicrous and Zero just wouldn't stand a chance against some bosses. (IE: Even with full health if he got slapped by Sigma, he'd be nearly dead right off the bat), if his damage was 25% or 50% more.

4. Exiting levels now works properly. It now loads the BossDefeated table and compares it to the Boss Defeated Counter value in RAM to dictate if you can exit or not. This way, even if you have all sub-weapons, it doesn't mean all bosses are defeated. (Mainly for NG+ stuff in the future)

5. Sub-Tanks work.. officially and finally from what I can tell. I had another minor issue pop up but that's been fixed. Hopefully that's it for them though because they are absolutely awful to work with.

That's it for the updates.

With some changes though, I've created some rather unusual bugs. These are the only couple I've noted so far as I haven't attempted a proper playthrough yet.

1. Zero's Z-Saber wave on Bit/Byte and maybe other bosses actually HEALS them over time like it does with Dr. Doppler with his static shield on. Pretty strange. No idea what the heck caused this but it's kind of hilarious.

2. X's vertical dash is entirely broken. No idea what caused this but hopefully get this out of the way and continue on with progress.


What's Left:

1. Stage Select screen's data has to be entirely rewritten so it checks the proper values of each stage now to determine if you have Capsules, Heart Tanks etc... The original game's routine works for itself, but it's also one gigantic mess. I plan to rewrite this entirely so it's easier to dictate which upgrade is where on screen.

2. Golden Armor capsule is absolutely unattainable right now. It's not checking the proper values in RAM to see if you can obtain the capsule or not. (IE: Not checking the proper heart tank nor sub-tank locations)

3. Armor pieces need to be split up and stored to their proper locations based on characters now.

4. Remove the block of Bit/Byte spawning on levels you already defeated. (Makes it a bit easier to not miss them. Of course, once the Doppler levels open then you're out of luck there)

5. Alter the Bit/Byte routine so it's absolutely random on who spawns instead of them being hard set to specific levels.

6. Buster Missile Objects and Sub-Weapon Missile objects need to be split into their own separate table. It's absolutely impossible to work around all the weird value differences right now with so much split code. Unless I can find a way to essentially merge them into the same routine, this'll have to change.

7. Reimplement the code/graphical changes of Capsule Obtaining so it does the lightning wrap instead of the armor flashing onto you.

8. Modify the Capsule in Neon Tiger's location so it's obtainable without having to switch characters. (Mainly for consistency sake since every other capsule in-game is possible to obtain WITHOUT having to have a prior capsule)

9. Finalize the 1-up icon code so X/Zero can officially have their own 1-up icons based on who you're playing as.

10. Zero needs a 'GET WEAPON' image that's more based on his buster right now. If I can't figure out a proper image to use, I might just hijack the introduction image that shows both X and Zero instead.

11. Implement dictionary compression for later usage (This helps compress the script dramatically)

12. Determine what was changed in the MSU-1 patches so MSU-1 is supported right off the bat.

13. Possibly alter Capsules sprite assembly so their top half is about 8 pixels higher than usual. This would allow Zero to fit properly inside the capsule in a spacial sense instead of being clipped by it.

'Tis all for now!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on October 28, 2017, 01:10:41 pm
The new Black Zero sounds awesome, can't wait to replay this again.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: lastdual on October 28, 2017, 07:04:43 pm
Thanks for the update! It'll be a long wait for January/February to roll around, but I know how it is to get slammed with work, so good luck! Definitely looking forward to doing a playthrough with version 4.0
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on October 29, 2017, 09:53:45 am
So, fun little thing I just discovered on accident.

The original game checks if you have the Armor/Helmet upgrade when using a sub-weapon to determine if it halves the sub-weapon ammo usage. Looking further down, it looks like when you're using a charged sub-weapon, it strictly checks for the Helmet only.

So strangely enough, the Helmet upgrade looks like it was 'THE' original armor piece to actually halve your sub-weapon damage yet the wiki (Possibly even guides?) state that you require the full set of Armor to halve sub-weapons. So this isn't true from what I'm seeing. With that, I've rewritten the code so now it checks ONLY if you have the Helmet upgrade. If so, it'll halve sub-weapon ammo now. I'm going to modify the game text in the Dr. Light capsule as well to promote this too. Seems like this has been a common feature since X3, pretty interesting that things got jumbled up so much.

Oh also, when using charged sub-weapons, apparently it loads the base ammo from the non-charged THEN adds the charged ammo on top of it. This has been rewritten so it now checks your charge time (When it hits the right number to hit Level 4+ charge, it'll load the charged sub-weapons usage instead of both).

Also, all Dr. Light text for Zero has been rewritten to specifically talk about X at this point since Zero can no longer get any usage from them. I'm still trying to determine just how exactly I'll allow Zero to get the Black Armor but we'll have to wait and see on that.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thanatos-Zero on October 31, 2017, 06:03:53 pm
For Black Zero, how about Zero needs to enter each of the red capsules for to be analysed by Dr. Light on the premise to create better armor sets for X. And when Zero goes for the Capsule in the 1st Doppler Stage, Dr. Light will comment, that he doesn't need anymore scans, but found out a way to draw out Zero's true potencial.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Atrushan on November 01, 2017, 12:24:59 pm
I dunno, the capsules are supposed to be pre recorded aren't they? A Wily capsule would be nice if possible. Perhaps in one of the final boss stages.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on November 01, 2017, 04:23:02 pm
The way you already had it was pretty good as it was in sync with the method for getting black Zero in X5.

Aside from that maybe a code the you get after beating the game?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on November 05, 2017, 10:59:57 am
I was thinking about having another capsule possibly in the same stage that is specifically for Zero. I'd honestly prefer to use that method instead just to there can be a separate basis for Zero at least, but I'd have to figure out how to add an additional 'level scene' or two to the stage then add in another camera transition as well. I might just leave it as is right now. I do, definitely, want to add something separate for Zero though so it changes things up just a bit and allows X and Zero to functionally have their own upgrades without having to get both at the same time.

Also, probably an in-coming new change that I'm going to implement:

The Golden Capsule required you to have your max health (All heart-tanks), all sub-tanks and your health be full. I plan to keep that in-game right now but I'm also implementing a new method where all you have to do is open up the Pink Capsules at least once and it'll allow the Golden Armor to be obtained as well. I was thinking of modifying these capsules a bit where, I think it was in the beta, X was able to go to each capsule and swap out which Enhancement Chip he wanted at any time. This way, if people want to do a no armor Max Health, Sub-Tank etc.. run, they could still obtain the Golden Armor and stuff. Adds a little more variety but doesn't really intrude on gameplay.

I'm in the middle right now of trying to bug fix everything I broke and that is just about done for now. I still have to finalize a lot of various checks and add some new things still. It's getting there slowly but I'm running out of time due to work. I'm still trying to get as much done as possible so a beta testing could be released, but I may not be able to get that in until January 2018 if things keep up at this rate.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on November 05, 2017, 01:58:59 pm
It's true, at this point everyone just ignores the pink capsules, it would be cool for them to have some use.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: andrewclunn on November 05, 2017, 10:22:35 pm
I mean you've been talking about giving Zero his own capsules anyways.  Why not just turn the pink ones into his capsules?  Then make the gold armor / black armor available only if both X and Zero have all their capsules.  I mean it potentially nerfs people's ability to get individual chips sure, but honestly the less linear approach of having different capsules for each character in different levels is way better than the chips.  I can think of a lot of better ways to implement the chips anyways, but I'm trying to keep my suggestions to those that don't balloon the amount of work needed.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: KaosuReido on November 07, 2017, 10:25:38 pm
Just to drop in a possibility, you could, as said, make the chip capsules Zero capsules, but also let them give X chips if he gets to them. Then implement the same system in the blue capsules, where they give X armor, but if Zero gets to one he gets one of the Black Armor's effects. Essentially, one set for each character, but also not making either set useless to them.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on November 11, 2017, 12:25:24 pm
I would suggest that please don't nelf Zero capsule ability gain because version 3.00 already nelfed him enough with extra sub weapon consumption. That nelf actually forcing him to be more planning out, respect some bosses or had to at least deal 50% of damage to like a bunch of bosses in order to have enough weapon energy to deal with bosses. Volt Catfish and Sigma 1 are the best example of this case. Not to mention Zero had a larger hitbox compare to X making him a big and a little bit slower target to begin with. You can make the chip capsule to be Zero's exclusive technique like 3 combos slash or projectile slash. His helmet to reduce energy consumption. That's just my suggestion.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on November 11, 2017, 02:54:42 pm
It's not even a nerf since Zero will start off with everything he gained from the capsules in the first place except for the damage halving.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on November 16, 2017, 02:02:20 am
It's not even a nerf since Zero will start off with everything he gained from the capsules in the first place except for the damage halving.

Then I just hoped that he gained the damage reduction later on because Zero tends to get hit easier than X since he got bigger hitbox and a little bit slower. This game damage from some bosses are really big like Neo Tiger or Crush Crawfish or the Nightmare Polices.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: iamdissapointed on November 27, 2017, 10:17:03 pm
He cannot. He can only use the United States version. The Japanese version is too different.

Why not just retranslate the new script back to Japanese and make a JAP branch for 4.0

Would be fun to see how different original Japanese script would be anyway
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on December 14, 2017, 05:19:35 pm
Sorry about the sudden halt in progress. Like I've posted before, it's mainly due to our 'peak' season at work. We also got note that if business keeps going as it is, peak will extend into January and possibly into even Spring of 2018. Great for them, but absolutely awful for the employees, like myself, as I may have 1-2 hours a day just to unwind which doesn't leave me any time to work on things.

Ah well, with that, I called in today after doing well over 110 hours in the past couple weeks so I'm exhausted, just needed one day off.

Mini Update:
1. Golden Armor Capsule has been updated to properly check for the right specifics.

2. Dialogue has been updated for the Chip Capsules so now Dr. Light explicitly states right off the bat that they are 'Chip Enhancement Capsules'.

3. Dialogue has been completely redone for the Golden Armor capsule. Dr. Light, when it's X, states that X has grown stronger and that he believes X is capable of handling such an upgrade now. If it's Zero, Dr. Light states that although he's unable to properly create an armor for him, he can enhance his current abilities (Similar to X5). He then proceeds to thank Zero again for watching over X.

4. Fixed a few bugs that were introduced.

5. Chip Capsules can now be interchanged at any time by going to one of the other capsules. Dialogue has been updated for this as well to hint at 'collecting' the chips.

6. New way to obtain the Golden Armor capsule as well. If you decide to go the route of no heart tanks, e-tanks or whichever, then all you have to do is enter all the Chip Capsules at least once. Once that has been done, you'll have all 'four' chips in your possession. Once you go to the Golden Armor capsule, it'll be there.

The original method still works as well to get the 100%. Thought it'd be also a bit more nice to add in a different way to obtain it as well especially since the Golden Armor capsule is an amalgamation of all the chips in one essentially.

This also leaves the bit of if someone decides to cheat and change the 'Collected Armor Parts' bit to 'F0', it'll trick the game into thinking you've gotten all the chips. So technically you could legitimately obtain the Golden Armor in-game without any other things just by doing that little cheat.


That's about it!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on December 14, 2017, 05:57:38 pm
Nice, what's left before a new release?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on December 14, 2017, 09:11:30 pm
1. Putting Zero's graphics back in for his new animations, IE:

Victory
Ride Armor
POSSIBLY alternate damage animation

The other ones aren't needed anymore since he won't have charged sub-weapons.

2. Fix some palette bugs with his Z-Saber in certain circumstances.

3. Redo the entirety of the stage select stuff that displays what's in which level as that's just a mess right now.

4. Add in Save/Load Game stuff.

5. Figure out an image for Zero's 'Get Weapon' screen.

That's about it as far as I can remember. Most of it is actually all ready to go.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: lastdual on December 15, 2017, 08:56:28 am
Awesome news. The Zero Project already massively improves X3, and this will really put it over the top.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on December 30, 2017, 04:05:10 pm
Update Time:

https://www.youtube.com/watch?v=QLSEyYNqLQI - Kind of a big update in a way in dialogue that's been sitting for awhile. Work is finally slowing down so I should have more time to work on things.

1. Biggest change on this update is much of the dialogue that was added has been heavily altered or rewritten. (Ignore the typo in that video, that's fixed now)

2. Fixed NUMEROUS bugs that I introduced and as far as I can tell, every single one of them has been fixed. There are a couple normal game oddities in the game that I 'may' fix but I may just leave them there as well since they're natural X3 things.

3. Finally have a Get Weapon portrait for Zero thanks to Metalwario64. I won't show that yet until I get it actually imported into game but it definitely works out well for what was wanted.


'Tis about it. I'm thinking about actually including the option of starting the game as Zero just so these events can be fully seen by people instead of just by 'cheating'. Either way, I'm content with the progress I've made today.

And spam: https://twitter.com/Justin3009 - But officially trying to get a start on Twitter now so I can post spammy updates on whatever projects at anytime without killing any forums or anything.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on December 30, 2017, 05:32:33 pm
Excellent! I'll definitely watch that Twitter for updates. Very much looking forward to this hack, and I'm glad to have helped! :thumbsup:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on December 31, 2017, 08:54:09 am
I noticed on your YouTube channel you said you still need to import Zero's get weapon graphics in, ive done a few graphics hacks so I could do this for you if you want.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on December 31, 2017, 10:24:03 am
Oh no, it's fine. It's not the issue of importing it really, it's just getting the tile assembly setup properly on the screen, which I should be able to do. I have a separate routine specifically to load decompressed graphics and use no tile compression scheme for events like this. It's just a matter of time and getting it in really.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 07, 2018, 11:00:49 am
Mini Update:

1. Zero's 'Got Weapon' portrait is now in-game! Thanks to Metalwario64 for creating it for this project! Absolutely spectacular!
(http://i64.tinypic.com/2dgkz1x.png)

2. Fixed a ridiculous amount of bugs that I forgot about when defeating a boss and stage select. It didn't account for the bosses portraits graying out or ANYTHING with the new data so that had to be fixed. Then a large amount of bugs for actually setting the boss defeated had to be fixed as well. Just a whole lot of backwards stuff happened causing problems but it's all fixed now from what I see.

3. Bit and Byte are now randomized for encounters. The original method they had was a bit interesting and was based on how many bosses you've defeated.

00/01 - Do not spawn Bit/Byte
02 - Spawn Bit (Incredibly rare)
03 - Spawn Bit (Rare)
04 - Spawn Bit (Constant)
05 - Spawn Byte (Incredibly rare)
06 - Spawn Byte (Rare)
07 - Spawn Byte (Constant)
08 - All bosses defeated, do not spawn Bit/Byte anymore

Byte will not spawn UNLESS you've beaten 5+ bosses. Even if Bit is immediately destroyed, Byte will not spawn.

This has now been altered so Bit/Byte will spawn randomly after you've beaten 2 bosses, like normal, but their encounters are not based on how many bosses you've defeated. There's a 50/50 chance of getting either Bit or Byte to spawn. The only problem with this right now is that they will spawn regardless if you've beaten a level or not (Which is kind of intended), but they will 'always' spawn at this point. There is no way for them 'NOT' to spawn. I may just disable them from spawning on a level you've defeated then just to avoid the non-stop barrage of them.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on January 07, 2018, 12:21:25 pm
Get weapon screen looks incredible !!

So what is the ultimate goal for Bit and Byte? I understand you want it to be random as to which one you get, but I assume (hope) there is also the possibility of getting neither, and a minimum number of bosses beaten before they can appear would be nice (They're quite strong without their weakness.) appearing in a world that I've already beaten doesn't bother me at all however.

Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 07, 2018, 01:37:13 pm
Bit/Byte will only appear after two bosses have been defeated, just like the original X3.

I'm attempting to modify the code so that if you defeat Bit or Byte and the RNG decides to spawn one or the other, then it'd force spawn the one that hasn't been defeated.

Right now, they will spawn constantly as soon as the Doppler scene triggers where he spouts at them to go after X/Zero. But once they've been fought once, they will not spawn again. This is kind of a problem as they are 'forced' to spawn at this point no matter the circumstance which can be an issue and removes any kind of 'luck' that they won't appear.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on January 07, 2018, 02:09:12 pm
Ok, thanks for clarifying.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: SCD on January 07, 2018, 02:34:19 pm
That Zero "Got Weapon" portrait looks awesome, you did a excellent job on it Metalwario64.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: slidelljohn on January 08, 2018, 03:01:08 am
(http://i64.tinypic.com/2dgkz1x.png)

Wow! That portrait looks amazing! Great job Metalwario64!

Metalwario64:
I am curious about how the image looks. Is it maxing out the color palette? The effect with the pixels make it look like it's for the sega genesis. What is that pixel effect called dithering? If the color palette isn't maxed out is it possible to add more colors so it doesn't have that dithering effect? If you look at zeros face, forehead, and the blue gems they don't have that dithering effect and it makes the image look more smooth. If all of zero looked like that it would probably make it look a little better. Ether way it is a phenomenal job and congrats on creating it Metalwario64.

justin3009:
Your mmx3 project keeps getting better and better. This is awesome!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: G061 on January 08, 2018, 05:50:51 pm
Remarkable job recreating the style of X's weapon get screen imo.

(http://www.gogglebob.com/pics/fgc3/275weaponget.gif)

Great work you guys.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 08, 2018, 06:39:17 pm
(http://i64.tinypic.com/2dgkz1x.png)

Wow! That portrait looks amazing! Great job Metalwario64!

Metalwario64:
I am curious about how the image looks. Is it maxing out the color palette? The effect with the pixels make it look like it's for the sega genesis. What is that pixel effect called dithering? If the color palette isn't maxed out is it possible to add more colors so it doesn't have that dithering effect? If you look at zeros face, forehead, and the blue gems they don't have that dithering effect and it makes the image look more smooth. If all of zero looked like that it would probably make it look a little better. Ether way it is a phenomenal job and congrats on creating it Metalwario64.

justin3009:
Your mmx3 project keeps getting better and better. This is awesome!

The image maxes out the color palette entirely. The original image was 20 colors and I was attempting to split the palette like the introduction sequence does, but the colors are all mashed together at all times so it was impossible. So I requested that he cut it down to 15 colors (Which honestly, looks even better than the 20 color one to me)

The dithering he used mimics the style of X3 on how it handled the larger art images. You can see in the introduction that they're very dithered and the Get Weapon screen too.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: slidelljohn on January 08, 2018, 07:26:14 pm
Do you have a link to view the original 20 color image or can you post it? It would be awesome to be able to see the difference in the both of them.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 08, 2018, 07:50:24 pm
(http://i68.tinypic.com/2ry3t4i.png) - Original image with 20 colors.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: slidelljohn on January 08, 2018, 09:20:39 pm
Cool thanks for posting it. I'm guessing there isn't a version without any of the dithering?

Is the you got weapon screen using all 3 background layers? How much space does the tiles for the mmx and zero portrait take up in vram?

Sorry for all of the questions just thinking of ideas on how to increase the color count. Maybe when this part of your project is finished and I get some extra time I might look into using mode 7 and maybe the msu-1 chip for the you got weapon screen to increase the color count.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on January 08, 2018, 09:33:23 pm
The dithering is intentional, because if it were just 15-20 colors with no dithering, each differing shade would be noticeable, and there'd be an apparent "banding" effect. The dithering when viewed on a CRT with composite will look like another shade, and will make the image smoother overall.

Also, I didn't dither the grey part of the helmet or the crystals because they're too small, the crystals especially don't have nearly enough space, and the top of the head is already kind of busy, so trying to dither it would make certain details like the two lines above his head crystal look less defined.

X wasn't entirely dithered either, so for those examples I just went ahead and left then non-dithered. They also weren't dithered on Zero's intro portrait.

I never made one that wasn't dithered. Even my earliest attempts which I've shared with no one were dithered.

Also, one other thing about the weapon portrait is that it should probably be positioned on the bottom of the screen instead of the top, as X's is. I only say that because if this were played on a CRT, the overscan would crop a bit of Zero's head off, and that's probably a bit more important a detail than his feet. ;D
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 09, 2018, 05:56:00 pm
I could probably do that. My biggest concern was getting Zero fully visible on the screen. If I move him down even the slightest bit then he's going to lose 8 pixels right off the bat there which is kind of an annoyance to me but it's not a big deal. It's kind of a thing where I could go full authenticity and bump it down or just have people deal with how it is at this point. We'll have to see how it works.

Very Minor Update:

So I've decided officially now to create back-ups of my .ASM files and my current ROM and start redoing my .asm files. It won't take terribly long, but I figured now would be the absolute best time to start reorganizing and rewriting my data up a bit.

Right now, everything is using VERY hard set locations which becomes an absolute ass to write around. So I'm going back to the beginning and just having one 'base' address where all the code starts and then having it all be sequential as kind of a blob, as it should. This makes it MUCH easier to shuffle data around when I want as if I want to organize palette code with palette code, well I can just move where it is in the .ASM file and it'll fix everything else.

I'm going to reorganize all my consistent addresses as well, like my RAM that has specific variables that get read a lot, same with ROM offsets for common routines too. They're going to be moved all into a separate file that'll be read by the other files when needed.

With the reorganization, I'm going to write much more thorough notes on what they do and possibly what they 'were' before hand as well. I'd comment out the actual ASM code that it was before but I'd be blowing the file up well into the 10,000 line range at that point. We'll see though. I just want to get this all blobbed up first before I go anywhere else.

The biggest thing that this will change is that my free space will easily be doubled and possibly even tripled from what I'm using now. This is an absolute necessity for plans I have in the farther future with this project and X3 as a whole.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on January 10, 2018, 12:28:18 am
Alright, in that case it doesn't really matter.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on January 21, 2018, 05:19:29 pm
Mini Update Time:
1. I've been steadily reworking my .ASM files into the new method I'm doing. Very slowly but surely. I've knocked out about 90% of the code, just got one file that has quite a few locations with my old names that I was using that needs to be setup and that should get that done for the most part. Then it's just debugging and make sure it actually inserts into the ROM properly. About a third of the files import just fine, still have to test the others. I'll wait until I get all my code switched over first though just so it's easier to debug it all.

With that, I was able to reduce my code coverage from 32,000 bytes down to 8,200! Obviously that final number is growing as I'm moving more and more routines out, but still, the number is at least half of what it was and serves the same purpose.

2. With updating the .ASM files, I've put my 'main' file that gets called by all the others as the base for all the new code name locations. It's easier to import this way instead of having several locations scattered in which I have no idea what the hell they are anymore.

With that, I also set up my main file to remove excess code STRAIGHT AWAY so anything else that gets written there won't be screwed up. The main file serves as this basically:

First part - Remove all excess code (IE: Large amounts of data that is moved and the old location no longer serves a purpose. It becomes empty space)
Second part - Tables. Tables, tables, tables. All of my tables and a good chunk of the original game's tables will go right at the beginning of the new code locations. This way it absolutely secures that there's enough room for all the table data. It's also easier to organize in this manner as well.
Third part - All new code I've implemented.

This makes it ton easier to just organize and sift through specific data instead of having to hop through multiple files.


There's probably some improvements I can still do with my .ASM files but so far, this is the best decision I've made. Wish I would've done it earlier, but now I at least have a basic idea of how to handle things. All my separate files tackle very specific parts of the game like the menu, game play itself, events then I have my main ones that house all the original data I've created along with expanding various things. Hopefully I can finalize what I want my method to be soon and keep going that route to improve my projects farther in the future.

That's about all! I can't really give any screenshot progress as none is being made. It's just all behind the scenes improvement.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on February 17, 2018, 07:31:38 pm
http://www106.zippyshare.com/v/NBdKLEaf/file.html - V4.0 beta test!

This is NOT the final nor does it include some of the core features like the Save/Load game system.

Please read the readme.txt for a few things as well.

If you want to play as Zero all the way through, including the intro stage, set your cheats and put 7E0A8E02/7E1FFF02. You can switch to him like normal, but if you want to see his side in the intro just set those.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on February 17, 2018, 10:02:07 pm
The only thing off the bat that seems off to me is that X and Zero's air dash length seems to have been noticeably increased. In all of the regular games, air dashing was always a bit shorter than ground dashes, and these are just as long, if not longer, and it feels a little overpowered to me. The faster start up of the upward dash is appreciated, but the dash itself seems a bit too fast (might be my imagination, I'll have to check vanilla X3 later), but I can't recall if those were from your older versions.

On another note, I'm glad that I didn't just stop at my first attempt at a weapon portrait posted earlier in this thread, because it wasn't very good. I'm glad you were able to separate the green and blue too, so it has an edge over even the official in game intro art in that regard. :p
(https://i.imgur.com/khJ4jGM.png)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on February 18, 2018, 10:55:35 am
The Air Dash timer got set to the full dash timer accidentally. I'll probably work on changing that back to normal soon. However, the actual dash speed and such was not modified whatsoever nor was the animation (Unless it's Zero, then he has a lengthier and faster dash time with Black Armor).

Many MANY bugs have been fixed but I have not uploaded a new patch yet. I'm trying to work out the few more kinks that were noted before I do another beta round.

Bugs fixed:
1. Sub-tanks now store health properly on entering a level and collecting a health refill.
2. Sub-tanks now also store and get checked properly on the stage select and in-game.
3. Events were fixed on both X/Zero to disable the sub-weapon bar from appearing in events.
4. Blast Hornet being affected by Gravity Well is fixed.
5. All stages and enemies are now properly updated depending on what bosses you have defeated.
6. Hyper Charge is now properly capped on life.
7. Bit/Byte will now spawn no matter what once you're on the final level before the Doppler Stages, of course, unless they're defeated or fought against already.
8. Fixed a crashing issue with the Boulder in Tunnel Rhino's stage. Level 2 green buster damage value was not properly set so it caused a lock.
9. Fixed a double jump value issue with Zero when he appears in the intro stage.

There's probably more but that's all I have listed so far. Heart Tanks are still heavily bugged and entering a Ride Armor with a charged buster is bugged too. Bosses can be refought multiple times on their normal level as well since there's no proper check on that yet.

Zero still doesn't have his victory or ride armor sprites in yet either (Not a bug but just a mention).
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: McMarth on February 18, 2018, 01:28:54 pm
Played around with this a bit and I had a blast! I do agree with Metalwario64 about the airdash length. Zero's feels pretty long. Also, I know that the point is to make Zero good right off the bat, but him starting with air dash and double jump seems off to me. Zero has neither of these at the beginning of X4 and doesn't start with double jump until X6. Is there any way Zero could gain these abilities in conjunction with a boss power after defeating different bosses (kinda like in X4)?

And I must say, that added portrait of Zero looks amazing.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ofernandofilo on February 19, 2018, 01:42:39 am
I believe that it was fixed already, but (a) I got the same sub-tank 6 times with Zero and 6 times with X, in the same gameplay.

There was sound of getting the same sub-tank at first four times with Zero, plus 2 times without sound, and then I got sound of getting the same sub-tank + one extra weapon for the first four sub-tank with X and plus last 2 times without sound.

I got the first four weapons for each "new" sub-tank with X.

(b) Zero and X air-dash looks op.

(1) there is some place to get beta versions faster?

(2) do you pretend to release some kind of tutorial/HowToDo or interview video about the making of this hack?

thx for your hard and great work!

cheers
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on April 14, 2018, 01:01:51 pm
Capcom confirmed now that the X3 ver. that will be use in the Legacy Collection would be the SNES ver. Rejoice PPL!!!!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on April 15, 2018, 01:12:49 am
Capcom confirmed now that the X3 ver. that will be use in the Legacy Collection would be the SNES ver. Rejoice PPL!!!!
I mean, that's nice and all, but it has nothing to do with this hack.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on April 15, 2018, 08:27:12 am
If anything, I feel like not buying the collection because it doesn't include this amazing piece of work.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: acediez on April 15, 2018, 10:31:57 am
Just came to take a look at this thread after seeing your updates on twitter.

I'm really looking forward to this new version!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on April 16, 2018, 09:13:57 pm
Holy crap, didn't even know you were on Twitter. Finally, a Frog Ride armor that looks usable. I get what they were originally going for, but it's so frustrating to pilot in the original that I never use it. Not to mention everything you could use it for is obtainable other ways, so it's often useless on any playthrough in vanilla. The save screen is looking super nice too. I played through the latest beta you linked on Twitter with "overclocking" via SNES9x-libretro and it was great. I cannot wait for 4.0 final.

The only bug I noticed was during the second fight with Vile in Doppler Stage 2, Vile's text " "the new "Goliath"! " did not scroll off the text box properly and was caught at the top until the text box began to shrink. I encountered that without the overclock as well. I was also playing as Zero during that.

I don't suppose this is possible right now, but maybe someday I think it would be great if the extra couple of screens and Vile teleporter from the prototype's Toxic Seahorse level could be re-implemented. I love all the changes made towards encouraging different stage and item collection orders, or making each playthrough different with Bit and Byte randomization for example, so that would fit in really well I think.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on April 17, 2018, 03:10:27 am
I mean, that's nice and all, but it has nothing to do with this hack.

I think it would because it would be easier to apply this mod to the PC ver.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: pianohombre on April 20, 2018, 01:14:55 am
This sounds like a full-time job editing this game. Unfortunately, the site admin locked the MegaEd X forum thread so I can no longer notify people of updates, but once I get several on the ground running I can update the github, or create a new thread. justin3009, how is that fan project MMX: Corrupted coming along? Hopefully it doesn't get abandoned. Looks awesome.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on April 20, 2018, 08:03:46 am
Corrupted is actually doing incredibly well. It's very alive and strong. The creators are on a break for a bit, I think, but they've made amazing progress over the past several months.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on April 20, 2018, 08:13:00 am
Their most recent video is from only 2 months ago. Doesn't look very abandoned/dying to me.  :cookie:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on April 29, 2018, 01:26:15 pm
I played with the last patch (which included saving/loading) and completed the game 100% with no issues and used saves/loads often to test, all while using SNES9x-libretro's slowdown reduction/"overclock" option at "Max", but in the latest patch released today (NG+ included), the save/load feature hangs at a black screen if using the "max" slowdown reduction option, which otherwise has worked without issue for 3 full playthroughs of vanilla X3 as well as 2 full playthroughs of Zero Project prior to today's NG+ beta patch.

That said, I know the huge, ingrained belief that "overclocking will break everything" but there are games that can take advantage of this and X1-3 are prime examples where it works really well. If possible, it would be great for the latest patch to be altered to run with the "Max" slowdown reduction option. (For that matter, it could probably be fixed if libretro SNES9x just had exposed options for all 3 values it tweaks, but until the option is ported to standalone SNES9x, I wouldn't expect something that """in-depth.""") If I can help test a "fix" to this or something, I'd be more than happy to help however I can.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on April 29, 2018, 07:17:51 pm
I honestly have no idea what would even cause this. The only difference in code between the last patch and this one for the save screen as adding the 'CLEAR' text onto the screen and altering the palette of the sub-weapons depending if you're on NG+ or not. Unless there's something hanging up there for some reason for the settings, I don't have a clue why it'd do so.

Bug List from latest patch with NG+ (But not released with the fixes):
1. Tornado Fang can underflow (Fixed now!)
2. Charged Parasitic Bomb/Gravity Well took no ammo (Fixed now!)
3. NG+ saves are always displaying the first save's data no matter what. (Fixed now!)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ArkthePieKing on May 08, 2018, 05:25:57 am
Dude, you're incredible. I wish I had the words to express just how inspiring and amazing this project and the work you do is.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on May 08, 2018, 09:43:02 pm
Just playing the latest update, may have found a small bug on NG+. I'm using the MSU-1 patch as well as the latest update (not the "sub weapon colors for Zero" version) on a 100% (Gold Armor obtained) NG+ file. If you're playing as Zero and have a Z-Saber charge stored after defeating Maoh, X will teleport in with an incorrect palette. (Think he's using the Z-Saber palette actually.)

I can't wait to see what your next project is, even if it isn't Megaman X related. :woot!:
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on May 08, 2018, 10:11:22 pm
Where is everyone getting new versions? I haven’t seen anything posted.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DarkSamus993 on May 08, 2018, 11:18:34 pm
Where is everyone getting new versions? I haven’t seen anything posted.
He's been posting them on twitter: https://twitter.com/justin3009
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on May 09, 2018, 04:40:53 am
I started replaying the X series and arrived at X3 once more. I was wondering if it's worth postponing my playthrough until patch 4.0 has officially been released. Are the changes from 3.1 to 4.0 big gamechangers (even when mostly playing as X :-[ ), and will it be a matter of weeks, months, or years before the patch is released?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: acediez on May 09, 2018, 09:35:17 am
I started replaying the X series and arrived at X3 once more. I was wondering if it's worth postponing my playthrough until patch 4.0 has officially been released. Are the changes from 3.1 to 4.0 big gamechangers (even when mostly playing as X :-[ ), and will it be a matter of weeks, months, or years before the patch is released?
Going by what he's posting on twitter, the latest v4.0 beta should be fine for a regular playthrough, except for some minor graphic glitches.

Gamechangers are SRAM save files, New Game +, and a reprogrammed F Ride Armor that's completely functional on ground (and probably other things I might have missed)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ultimaweapon on May 09, 2018, 11:09:11 am
I do have a question. Now, X1 has the Hadouken and X2 has the Shoryuken. Is there any way BOTH moves could be incorported in the game?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 09, 2018, 04:02:39 pm
I started replaying the X series and arrived at X3 once more. I was wondering if it's worth postponing my playthrough until patch 4.0 has officially been released. Are the changes from 3.1 to 4.0 big gamechangers (even when mostly playing as X :-[ ), and will it be a matter of weeks, months, or years before the patch is released?

It's actually pretty much ready to go honestly. V4.0 right now is pretty stable. There's one graphical bug that I'm struggling to fix because it just has no logic for why it won't work properly and possibly an ending soft lock on NG+ mode (Though this one person is the ONLY one to ever trigger it so I'm not sure if it's emulation or what. I can't get it to trigger so it's odd).
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on May 10, 2018, 12:23:40 am
Interesting, I actually triggered a softlock like that too. Was it during the scene of Doppler's Lab being destroyed? Like, right before the camera pans out to show X and Zero on the cliff?

I assumed it was the overclock I used at first, but I tried replicating it several times to confirm it was indeed that (I'm slowly gathering data on what SNES games work with the overclock and what games don't) but I couldn't get it to happen again. Since someone else has seen it, I'll try doing another run without overclocking and try to replicate it. What emulator were they using, by the way?

EDIT: Also, I wasn't on NG+ at that time, I believe. Pretty sure I was finishing up a save from the previous beta in order to get NG+ unlocked.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: andrewclunn on May 10, 2018, 12:59:13 am
Gosh, awesome job, but I can't help but be reminded of how crappy the level design in X3 is, especially for power up order.  The least intuitive item in the game is the helmet, which is the most helpful for finding others.  I do love how early on Zero is easy mode, but by the end he's hard mode for sure with this hack.  Top notch work here.
Title: MegaMan X3 Zero Project 4.0 Beta + "Zero Saber" hack
Post by: SAHunterMech on May 13, 2018, 11:55:15 am
Hello, I'm a big fan of the "Zero Project" (https://www.romhacking.net/hacks/888/) hack for MegaMan X3 and it's even better with the "Zero Saber" (https://www.romhacking.net/hacks/3564/) add-on. The former makes Zero playable throughout all the game and the latter makes it so that his uncharged buster shots are replaced with him swinging his saber. Everything works fine with the versions on romhacking.org but the author of the Zero project has released a newer version (4.0 beta) (https://www54.zippyshare.com/v/4lLES6x9/file.html) only on Twitter and I get a bad checksum whenever I try to use this new Beta with the "Zero Saber" hack. Does anyone have any suggestions? I tried contacting both authors but haven't gotten anything back yet.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on May 13, 2018, 07:46:29 pm
I think I may have found the trigger for the ending softlock and some other bugs.

Softlock: I think this may have to do with playing NG+ right after a regular game. I have gotten it to trigger that way on both SNES9X 1.54.1 and bsnes classic 0.73u1 and can reliably reproduce it everytime I beat Sigma. Though I thought I encountered it on a regular playthrough (non NG+), I cannot reproduce that.

The Z-Buster menu icon has white on the bottom side rather than gray like the right side and like all other weapon icons. Not that anyone would care, but thought I'd mention it anyway.

The selection sound on the main menu (like when you go up or down between options) changes in pitch for a second or so after pressing Select to swap between X and Zero. Again, no big deal though.

If only Byte lives, when he appears before fighting Godkarmachine O Inary, his text does not scroll off the text area properly. This happened when playing as Zero.

This one is really weird: while playing via bsnes classic 0.73u1, I saved after Doppler 1 into Page 2, File 1, a previously empty slot. For some reason, this resulted in X losing all upgrades except the boots and all 4 chips. Everything else appears to have saved properly. I also could not revisit any capsules to reobtain the missing parts. I have only seen this happen this one time.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 13, 2018, 09:04:52 pm
I think I may have found the trigger for the ending softlock and some other bugs.

Softlock: I think this may have to do with playing NG+ right after a regular game. I have gotten it to trigger that way on both SNES9X 1.54.1 and bsnes classic 0.73u1 and can reliably reproduce it everytime I beat Sigma. Though I thought I encountered it on a regular playthrough (non NG+), I cannot reproduce that.

The Z-Buster menu icon has white on the bottom side rather than gray like the right side and like all other weapon icons. Not that anyone would care, but thought I'd mention it anyway.

The selection sound on the main menu (like when you go up or down between options) changes in pitch for a second or so after pressing Select to swap between X and Zero. Again, no big deal though.

If only Byte lives, when he appears before fighting Godkarmachine O Inary, his text does not scroll off the text area properly. This happened when playing as Zero.

This one is really weird: while playing via bsnes classic 0.73u1, I saved after Doppler 1 into Page 2, File 1, a previously empty slot. For some reason, this resulted in X losing all upgrades except the boots and all 4 chips. Everything else appears to have saved properly. I also could not revisit any capsules to reobtain the missing parts. I have only seen this happen this one time.

Softlock: I'll look into this when I get the time, hopefully, sometime this week.

Z-Buster Icon: Fixed!

Selection Sound: Normal game SFX stuff, nothing to be fixed. It's a couple underlying SFX so it gets a bit funky, but it works.

Byte text: Fixed!

Doppler Save: This is.. interesting. You're the only one to state this one. I'll have to look into it, possible save corruption or something. He actually 'lost' all of his upgrades or was it just bad on the save menu?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on May 14, 2018, 10:52:33 pm
Softlock: I'll look into this when I get the time, hopefully, sometime this week.

Z-Buster Icon: Fixed!

Selection Sound: Normal game SFX stuff, nothing to be fixed. It's a couple underlying SFX so it gets a bit funky, but it works.

Byte text: Fixed!

Doppler Save: This is.. interesting. You're the only one to state this one. I'll have to look into it, possible save corruption or something. He actually 'lost' all of his upgrades or was it just bad on the save menu?

Awesome! And yeah, X actually lost the upgrades. I can only fire up to the 3rd charge shot, I have no map display when entering levels, but on the other hand, I have the double air dash and health regen from the chips and the golden palette. I don't know if it will help, but I uploaded the SRAM which contains that save file (Page 2, File 1) and also a .bst savestate which should trigger the ending softlock consistently. I also have one for SNES9x, though not Geiger's Debug version, which would probably help more but I didn't even think, "Oh hey, play through on that instead." ::) I may do another run in that and grab a savestate here in a bit. Nevermind, SNES9x debugger crashes in Toxic Seahorse's stage. *Shrugs* Surely not a hack issue if the hack works in bsnes, so...

https://mega.nz/#F!vjgyACaT!CwDg7Z9c9mqXwmh8ylq6bg
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on May 15, 2018, 07:06:54 am
So, the worm in Neon Tiger's stage has more HP than it should, or am I reading the tweet wrong?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 15, 2018, 06:16:01 pm
Fixed the cliff bug! It wasn't actually soft locked. The timer got SERIOUSLY screwed up and it would take like 5 minutes to clear. It's all fixed now on that!

For the Worm Seeker in Neon Tiger's stage, it's using a different damage table. The HP isn't any different, just the damage taken is, apparently.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Marcelo_20XX on May 15, 2018, 07:13:32 pm
Excellent news. I too second having a look into fixing the overclocking option on the libretro cores, I use Snes9x2010 and Snes9X, what you want me to do on the cores? what info you need I can modify the sources with custom changes if you need...
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 15, 2018, 08:09:27 pm
Just 'fixed' Worm Seeker as well. He's actually using his normal damage table, but since I added the damage table switch it was making it last longer than normal.

It still kinda lasts long for X, but the Z-Saber damage has been heavily increased on it so it'll die fairly quick. Either way, the damage table acts like it 'should' now.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: acediez on May 16, 2018, 06:38:31 pm
Hey justin3009, I suppose you're ready to wrap this one out and move on to other projects. And the hack looks perfect as it is (you've already gone way beyond everyone's expectations!). I just need to ask, just in case: have you considered adding the FMV from the PS1 version as a MSU-1 hack? I know there are MSU-1 hacks available for the music that are compatible with your hack (with the previous version, at least). I just haven't seen any mention of the FMVs.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 16, 2018, 07:33:34 pm
I have no interesting in doing anything with MSU-1 for this project (Except that it 'should' be compatible with the regular MMX3 MSU-1 patch). I'll leave that for other people to handle.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: acediez on May 16, 2018, 08:57:43 pm
That’s cool. By keeping it compatible you’re already doing a lot.

Again, thanks for you hard work on this, and good luck ironing out the few remaining details!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Sabin Stargem on May 20, 2018, 02:55:17 pm
I reported the game's emulation issues on the Bizhawk tracker.  Hopefully they can figure out why the romhack doesn't work on that emulator.

These days, I don't want to use SNES9x because the controls don't properly play with the XB1 controller triggers:   The jump and dash buttons are configured to use them, but SNES9x causes a hard cancel when trying to do a maneuver.  Can't jump nor dash when both triggers are pressed.  Whereas, Bizhawk allows me to dash and then jump without releasing the dash button.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: injoon84 on May 22, 2018, 11:31:55 am
Hi justin3009, I know this is out of no where but I also try out the 4.0 beta the one posted out on 7th May 2018.

I just want to share what I encounter during my play:
1) Normal X can still charge up most of the sub-weapon except P.Bomb and T.Fang,
2) Well, I don't know is it because I initially started the game as Zero and also obtained the Z-saber,
   If you clear the game as normal X, you start the NG+ as Zero.
   If you clear the game as Zero, you start the NG+ as normal X and you also manage to keep a buggy Hyper C.
3) Sometimes after switching your character, the 1st door leads to sub-boss/boss cannot be enter.
   You have to move the character away until the door is unseen then move back to the door to re-enter it.
4) Sometimes if you use normal X in 1st Doppler fortress, during/after the sub-boss, normal X will gain some armor parts.
5) Finally, the sub-boss in Neon Tiger stage cannot be easily taken down with X's buster/Z-saber. Is that normal?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on May 26, 2018, 10:18:39 am
https://www17.zippyshare.com/d/Yv9mxu6s/5708/MMX3V4.0Beta.zip - Another beta test, hopefully the last that knocks out the bugs.

All the bugs listed, except for possibly the Doppler Fortress one, I honestly can't seem to recreate that whatsoever nor is there anything that I can see, as of right now anyway, that would alter X's armor values. That's exceptionally odd.

As for all the other ones, those 'should' be fixed now along with issue with sub-weapon ammo usage.

The sub-boss in Neon Tiger's stage, I kept the Damage Table Switch code I had for it, but I altered the damage tables so anything can basically repeatedly hit it like the original game, so the boss should be a cake walk again.

June 02, 2018, 09:51:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, bug fixing a few things while I have a little motivation on this project again.

There's been a common but exceedingly rare bug in which doors will not open in the Doppler Levels for some reason. I'm.. still not sure what would cause this. The only time these bits are set are during REX2000 and Mosquitus events. Otherwise, it's the Sigma Virus event. Essentially what happens is that $7E:1F5F gets set > 00. If it's above 00, it will not allow mid-boss doors to be opened. But this doesn't make any sense that it just.. suddenly happens sometimes when you switch. I'm looking into it even as I type but I'm not seeing anything that could cause this. This is very unusual.

The only other cause I can think of is that it's underrolling the Object Animation setting which is at $7E:1F28. I rewrote the code just now, slightly, so it does STZ instead of DEC. Otherwise, if this bug occurs again, then I'm not sure what to say. None of my ASM files ever touch these two values in quantity. Anytime they are touched now, it STZs them. So let's hope it's fixed. I also thought maybe it was reading the 1-Up object on accident as the door value but that's not even close to the case either. It's reading entirely separate RAM.

In any case, let's hope this is fixed. DO NOT USE A SAVE STATE IN WHICH THE DOOR IS CURRENTLY NOT WORKING! THIS WILL 'NOT' FIX SOMETHING ALREADY DONE!



As for X suddenly losing armor parts, this is something I'm going to have to say may be outside influence with cheats or something else. I've had only a few reports on this but they're in circumstances that make absolutely no sense.

The fun thing here is that there is no relevant code in any situation that would update the armor location, ESPECIALLY the NEW location that all PC RAM is stored to. The 'only' time it ever updates is if you obtain a capsule piece. There's nothing in any specific event to touch it, nor in the original code as it never existed in the first place. I won't rule out that it may be some latent code in the ROM somewhere but the fact that it's 'never' been seen after various damaging, moving, buster, specific and all other events is odd. Even in the new RAM data, there's 10 bytes prior that don't get read or touched making it more plausible that it's cheats or something. I still won't rule out an in-game bug but with how this is right now, I honestly can't chalk it up as a bug. It doesn't make any logical sense in any of the code for it to happen as it never gets touched in actual game play.


https://www19.zippyshare.com/d/uoGJa7FE/859/MMX3V4.0Beta.zip - Here's the next beta test. This 'should' hopefully fix the door issue and the NG+ issues along with P.Bomb and T.Fang charge. That SHOULD'VE been fixed in the prior patch but hopefully this confirms it officially. The mid-boss in Neon Tiger's level should be a lot easier as well. It takes the full damage it should now and then some I think on X's buster too since there's been a common complaint of it taking too long.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: sharivan on July 05, 2018, 11:55:14 pm
Hello.

I have some questions to make about this new version and for version 3.1:

1) Why neon jump has been removed?
2) Some glitches from original X3 doesnt work at this hack rom, for example the Crawfish's Quick Kill. This was removed intentionally? Why?
3) Why Zero cant use Hyper Charge?
4) Why the Neon Switching Glitch has been removed in v4.0? For more info about what i mean with this glitch, please watch this video https://www.youtube.com/watch?v=l3CmmNa_x_E
5) Why some mini bosses now have extended iframes like the mini boss from Rhino's stage?
6) Why Zero cant charge weapons?
7) Is really a good idea Zero start with Air Dash and Double Jump at first?

Im sorry if some of these questions have non sense now because i played and tested one of the released beta test versions, but im not sure if was the lasted version.

Taking advance, i have some suggestions:

a) Zero can charge weapons only after get the buster upgrade.
b) Keep Zero air dash and double jump only after get boots upgrade.
c) Make Zero hitbox the same as X hitbox. The huge Zero hitbox sometimes disturbs alot the gameplay for who is used to play with X.
d) Increase Zero mobility when hes shooting or using his Z-Saber.
e) Fix the original X3 input problem that happens always when you try to make a jump in the exact frame when the player touch the floor, also knowed as glue bug.

Good job for the work with this hack rom, and i really hope you can make it better;
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 07, 2018, 11:17:30 am
Hello.

I have some questions to make about this new version and for version 3.1:

1) Why neon jump has been removed?
2) Some glitches from original X3 doesnt work at this hack rom, for example the Crawfish's Quick Kill. This was removed intentionally? Why?
3) Why Zero cant use Hyper Charge?
4) Why the Neon Switching Glitch has been removed in v4.0? For more info about what i mean with this glitch, please watch this video https://www.youtube.com/watch?v=l3CmmNa_x_E
5) Why some mini bosses now have extended iframes like the mini boss from Rhino's stage?
6) Why Zero cant charge weapons?
7) Is really a good idea Zero start with Air Dash and Double Jump at first?

Im sorry if some of these questions have non sense now because i played and tested one of the released beta test versions, but im not sure if was the lasted version.

Taking advance, i have some suggestions:

a) Zero can charge weapons only after get the buster upgrade.
b) Keep Zero air dash and double jump only after get boots upgrade.
c) Make Zero hitbox the same as X hitbox. The huge Zero hitbox sometimes disturbs alot the gameplay for who is used to play with X.
d) Increase Zero mobility when hes shooting or using his Z-Saber.
e) Fix the original X3 input problem that happens always when you try to make a jump in the exact frame when the player touch the floor, also knowed as glue bug.

Good job for the work with this hack rom, and i really hope you can make it better;

1. Might've been accidental when I was tweaking animations and such. I haven't really touched the jump mechanics or anything so I'm surprised it's gone. It's probably harder to trigger if it exists still.
2. This was a massive bug and needed to go in the first place. Triad Thunder was slightly bugged on SFX and performance as well so I had to recode it slightly so it didn't break music instruments or insta-kill Crush Crawfish. Though, now the lightning balls that come out of X when he ground pounds also do significant damage to him to compensate. It's not the same, but it's not utterly useless either.
3. Been a feature I've been wanting to add since day 1. Zero is already overpowered as is, he doesn't need this.
4. This was an awful bug and needed to go. This was a glitch on my part when trying to fix the 'lemon' glitch and also with the new damage tables. There is absolutely no questioning on this one. This was an absolute bug and should not have existed in the first place.
5. Their damage tables probably got swapped so it causes them to have longer i-frames. Though, this is kind of compensated since X and Zero both can combo attack them appropriately. (I did raise the damage given to Worm Seeker in Neon Tiger's stage though with X so it doesn't take forever)
6. This has been a feature I wanted to add since day one. Zero is 'too' similar to X in many accounts and I don't have the patience to recode how Zero entirely works. So he has to lose some features to compensate.
7. In my eyes, yes. Zero is clearly more powerful than X on all accounts even in the early game. X, however, becomes even stronger than Zero like he should when he obtains all his armor parts. He deals more damage overall than Zero when this occurs, especially with the Golden Armor, he's pretty OP at that point.




As for the suggestions:
A. This was asked before and I was going to add it, but decided not too. Zero doesn't 'need' to charge any sub-weapons. It's pointless since almost any attack he does breaks needed objects to get upgrades, does appropriate damage and sometimes even more than the charged sub-weapons.
B. See above.
C. Nope. Zero is visibly larger than X. I did mess with his hitbox a couple times and it actually caused numerous bugs. I won't be changing this.
D. That's way harder than it sounds. I was going to add mobility for X/Zero when it came to the Z-Saber so you wouldn't fall on ladders, walls, etc.. but that's just too much to deal with at this point. As for more mobile when he's shooting, I don't understand. If you mean remove the 'double fire' sequence then no. Zero's already strong enough as is and doing this would make him way too useful compared to X. Plus, I'd have to recode a huge slew of how the buster mechanics work and that's just not something I'm willing to do at this point.
E. Never heard of this bug before, haven't heard any complaints about it really either. I can seem to jump just fine as well. It's also plausible that if it's in the exact frame, they never actually coded the player to jump on a specific part of the landing sequence.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: G061 on July 09, 2018, 07:20:35 am
Always watching this thread like a hawk in hopes I see a gif of Zero using his 3-hit sword combo from X4 and onwards 👀
I think that was talked about right? Hope it's still in the cards.
Great work turning this B- game into an A+ one btw!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: star_scream1646 on July 13, 2018, 08:54:15 pm
Hey just a question but would you consider changing Sigma's sprites to the ones from a prototype build that just got released this month? it's the August 9th 1995 build of the game. While some of the characters have totally different sprites that don't look all that good or don't really look like the official art, Sigma's August 9th design looks more like his art work and even looks more like he did in X1 and X2. His final design looks good, but it always felt off when you compare it to the other 2 games. Of course this is just a thought...but it would be pretty cool to see this sprite in the game.

(https://2.bp.blogspot.com/-iUY44qM4n68/Wz69VUNc-lI/AAAAAAAAgJI/2Z9YHEL0-aItLz3D2oZqWWjgMxMEiBxjwCLcBGAs/s1600/KUiF2NNL.jpg%2Blarge.jpg)

Here is a link from The Cutting Room Floor if anyone wants to see the August 9th design and the final design side by side or read more about the differences between the two designs.

https://tcrf.net/Proto:Mega_Man_X3_(SNES)/August_Prototypes/Sprite_Changes

Updated the link since they changed it
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: G061 on July 14, 2018, 12:18:50 am
Wow that Sigma is just clearly better.
Would love to see it incorporated in this mod.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: xstuff on July 14, 2018, 04:47:18 pm
Yes, alot better. The head was just to small on the final version.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: trang on July 14, 2018, 09:02:10 pm
Congratulations!
This must be the most amazing hack i've ever seen. I just found out about it today randomly and I already bet the game (twice) to have a NG+ full game  ;D

Thanks! And keep up the good work!


Note: I'd be amazing if you could remove Zero's knockback as a upgrade similar to X's body armor upgrade (for the Black Armor, for instance).
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Yakibomb on July 15, 2018, 12:33:42 pm
Wow, that Sigma looks great! I would love to see that implemented.

What were they thinking when they made his head smaller? Did they think his head couldn't fit in the final boss armor?

Anyway, it's about time I tried this patch. Have only played X3 once (more of an X2 fanboy) so I can't say much until I play it again!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: sharivan on July 16, 2018, 09:07:28 pm
1. Might've been accidental when I was tweaking animations and such. I haven't really touched the jump mechanics or anything so I'm surprised it's gone. It's probably harder to trigger if it exists still.
2. This was a massive bug and needed to go in the first place. Triad Thunder was slightly bugged on SFX and performance as well so I had to recode it slightly so it didn't break music instruments or insta-kill Crush Crawfish. Though, now the lightning balls that come out of X when he ground pounds also do significant damage to him to compensate. It's not the same, but it's not utterly useless either.
3. Been a feature I've been wanting to add since day 1. Zero is already overpowered as is, he doesn't need this.
4. This was an awful bug and needed to go. This was a glitch on my part when trying to fix the 'lemon' glitch and also with the new damage tables. There is absolutely no questioning on this one. This was an absolute bug and should not have existed in the first place.
5. Their damage tables probably got swapped so it causes them to have longer i-frames. Though, this is kind of compensated since X and Zero both can combo attack them appropriately. (I did raise the damage given to Worm Seeker in Neon Tiger's stage though with X so it doesn't take forever)
6. This has been a feature I wanted to add since day one. Zero is 'too' similar to X in many accounts and I don't have the patience to recode how Zero entirely works. So he has to lose some features to compensate.
7. In my eyes, yes. Zero is clearly more powerful than X on all accounts even in the early game. X, however, becomes even stronger than Zero like he should when he obtains all his armor parts. He deals more damage overall than Zero when this occurs, especially with the Golden Armor, he's pretty OP at that point.




As for the suggestions:
A. This was asked before and I was going to add it, but decided not too. Zero doesn't 'need' to charge any sub-weapons. It's pointless since almost any attack he does breaks needed objects to get upgrades, does appropriate damage and sometimes even more than the charged sub-weapons.
B. See above.
C. Nope. Zero is visibly larger than X. I did mess with his hitbox a couple times and it actually caused numerous bugs. I won't be changing this.
D. That's way harder than it sounds. I was going to add mobility for X/Zero when it came to the Z-Saber so you wouldn't fall on ladders, walls, etc.. but that's just too much to deal with at this point. As for more mobile when he's shooting, I don't understand. If you mean remove the 'double fire' sequence then no. Zero's already strong enough as is and doing this would make him way too useful compared to X. Plus, I'd have to recode a huge slew of how the buster mechanics work and that's just not something I'm willing to do at this point.
E. Never heard of this bug before, haven't heard any complaints about it really either. I can seem to jump just fine as well. It's also plausible that if it's in the exact frame, they never actually coded the player to jump on a specific part of the landing sequence.

Thks for answering me and sorry for answer you just now.

1. No problem, if you can please add back the neon jump hability, its the essence of x2 and x3 games.
2. Ok, but i think should not care about some glitches that are hard to execute, they make the game more interesting.
3. Well, you could add Hyper Charge feature to zero only can use busters and not the saber, but no problem if still the same.
4. What a pity, i liked this glitch so much. As i said before, i think should not care about this glitch or another glitch that are hard to execute.
5. Ok.
6. Well, if Zero is unable to charge weapons, some upgrades are harder or impossible to get as Zero, for example, the K module at Seahorse stage (possible to get only using Kangoroo when you use Zero only) or H module at Crawfish stage (possible to get only with X).
7. Well, ok, Zero can start with both air dash and double jump, but i suggest you to add the same hability to Zero make long jumps, the same you get when you get the Black Armor, but at Bufalo stage. For compensate, re-add the triple jump feature for Black Armor, i miss so much the hability to make tree jumps and it save alot time when you use it to skip the spike climb at Doppler II stage, otherwise i must switch to X and do that climb using the normal way used at 100% category of Mega Man X3 speedrun.

A. As i explained at 6.
B. Ok, anyway, i already suggested an alternative way at 7.
C. What a pity too, but no problem, i can live with this, hehe.
D. When i suggesting to increasing more mobility, i was refering for example when Zero is releasing shots with lv 3 or higher, it let him too slow and break his mobility. About the glue bug, you only notice about it when you become a speedrunner hehe. As reference, compare the x3 mobility with x2, x2 is a way faster and fluid, but there is a nice curiosity, in the Aug 9th, 1995 prototype version released at this month, the mobility is very fast and almost like x2. I suggest you to take a loot at this prototype version and compare its code with the final version.

To finish, a bonus suggestion for you: Make possible to switch characters during the game pressing select, as the same you put at game start screen;
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Zero Dozer on July 19, 2018, 02:53:49 am
Trust me, Justin already took a look at this prototype. He even commented about that on the Mega Man X9 chat.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 22, 2018, 10:59:05 am
http://www.romhacking.net/hacks/4086/ - Release version has been approved and is up!

There's a couple big fixes that weren't in the beta tests and a new feature where pressing 'Start' during dialogue will essentially skip the whole event.

Otherwise, as per usual, enjoy! If any bugs come up, just post 'em here or e-mail me and I'll put them on a list to fix when I can get to them.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on July 22, 2018, 12:09:41 pm
First, I just want to say thank you for this awesome hack! I played through a few stages with the new 4.0 patch applied (Along with the MSU-1 patch meant for the Zero Project; still works with the 4.0 update!) and haven't run into any crashes or game breaking bugs. However, I did notice two oddities:

1.) When playing the intro stage as Zero, X's animation to take down the...whatever that giant bug ship thing is, seems off. It looks like the sprites used were his Z Saber sprites with the Z Saber removed. Not sure if this was intentional or not.

2.) When I beat Acid Seahorse with Zero, the "Weapon Get" screen that followed showed Zero's background sprite with what looks like an incorrect color palette applied. I used the version of the patch that doesn't change his palette when he equips sub-weapons, however, so I'm not sure what's going on here. Maybe the MSU-1 patch I applied could be screwing things up? Here's a screenshot of what it looks like, too:

(https://i.imgur.com/W8IhSfK.png)

Again, thanks for all your hard work! I realize the first of those two points may be a bit nitpicky, but it didn't detract from my enjoyment of this hack one bit.  :)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: blade133bo on July 22, 2018, 12:24:01 pm
First, I just want to say thank you for this awesome hack! I played through a few stages with the new 4.0 patch applied (Along with the MSU-1 patch meant for the Zero Project; still works with the 4.0 update!) and haven't run into any crashes or game breaking bugs. However, I did notice two oddities:

1.) When playing the intro stage as Zero, X's animation to take down the...whatever that giant bug ship thing is, seems off. It looks like the sprites used were his Z Saber sprites with the Z Saber removed. Not sure if this was intentional or not.

2.) When I beat Acid Seahorse with Zero, the "Weapon Get" screen that followed showed Zero's background sprite with what looks like an incorrect color palette applied. I used the version of the patch that doesn't change his palette when he equips sub-weapons, however, so I'm not sure what's going on here. Maybe the MSU-1 patch I applied could be screwing things up? Here's a screenshot of what it looks like, too:

(https://i.imgur.com/W8IhSfK.png)

Again, thanks for all your hard work! I realize the first of those two points may be a bit nitpicky, but it didn't detract from my enjoyment of this hack one bit.  :)
This patch,think is compatible with patch msu normal versión.
No with zero project.
 
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 22, 2018, 12:33:44 pm
No, the MSU-1 should be compatible with this patch as well as it doesn't interrupt any of the code the MSU-1 uses.

1) With the intro stage, it's actually using X's buster animation when he's firing in the air. He still moves like he was wall jumping similar to Zero but it's his buster shot for sure.

2) Oh that's.. odd. Just did a quick run through and it appeared normal on my end. I wonder if there was a random bit that got set and interrupted the palette or something. That's very odd. (This is without the MSU-1 patch applied)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on July 22, 2018, 12:55:59 pm
No, the MSU-1 should be compatible with this patch as well as it doesn't interrupt any of the code the MSU-1 uses.

1) With the intro stage, it's actually using X's buster animation when he's firing in the air. He still moves like he was wall jumping similar to Zero but it's his buster shot for sure.

2) Oh that's.. odd. Just did a quick run through and it appeared normal on my end. I wonder if there was a random bit that got set and interrupted the palette or something. That's very odd. (This is without the MSU-1 patch applied)

Ah, gotcha. I'll see if it does the same thing without the MSU-1 patch applied and report back.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: lastdual on July 22, 2018, 05:59:25 pm
Not sure if this is intentional or not, but after reassigning keys in the options (I always set dash to R), the reassigned buttons carry over for switching characters on the start menu (ex: R will no longer be used to call X/Zero, rather it will require pressing A in my case). Not a big deal, and it was probably always like this (haven't played in a while), just slightly strange to slide the menu with L & A, etc.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on July 22, 2018, 07:09:11 pm
Following up on my earlier reply, it looks like the MSU-1 patch must be messing with the palette data on the "Weapon Get" screen somehow. I beat a boss with Zero with just the Zero Project 4.0 patch applied and did not have the aforementioned issue. I beat another boss with both patches applied and the palette issue reappeared, thus confirming my suspicions. No biggie though, considering MSU-1 isn't part of the Zero Project.

I did, however, notice another nitpicky issue involving palettes which was present regardless of the use of a MSU-1 patch. Whenever explosions appear after a boss is defeated, Zero's life bar icon changes from red to blue. If it happens when a miniboss is defeated, the colors revert back to normal once stage music resumes, but if an end-stage boss is defeated, the issue persists until the next stage begins.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Made in China on July 22, 2018, 08:10:35 pm
Congrats about the release, I know what game I'm going to play once my finals are over!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 23, 2018, 04:40:54 pm
Following up on my earlier reply, it looks like the MSU-1 patch must be messing with the palette data on the "Weapon Get" screen somehow. I beat a boss with Zero with just the Zero Project 4.0 patch applied and did not have the aforementioned issue. I beat another boss with both patches applied and the palette issue reappeared, thus confirming my suspicions. No biggie though, considering MSU-1 isn't part of the Zero Project.

I did, however, notice another nitpicky issue involving palettes which was present regardless of the use of a MSU-1 patch. Whenever explosions appear after a boss is defeated, Zero's life bar icon changes from red to blue. If it happens when a miniboss is defeated, the colors revert back to normal once stage music resumes, but if an end-stage boss is defeated, the issue persists until the next stage begins.

Yeah this is a normal issue that I'm not quite sure how to fix. It's because the blue explosions also use the life bar palette and there's not too much of a way to fix that since most palettes are used up all the time. So it's kind of a side effect. I could 'probably' code in an alternative thing when it comes to boss explosions to load a separate palette slot and then rewrite the original palette back after. It's not an alarming game breaking issue at least so I've been ignoring it for years at this point now. It's been around since day 1.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: delta7890 on July 23, 2018, 08:02:18 pm
Huzzah!  Very glad to see this released!  Just played through it today and thoroughly enjoyed myself.  The new save/load system is a VERY welcome change, particularly with so many save files available.

If there's ever a future update, it'd be nice to have something on the save/load screen that indicates which Doppler Stage is active once that point of the game has been reached.


EDIT: Unsurprisingly, many cheat codes for the original version of MMX3 no longer work here.  I was experiencing some odd behavior with Ride Armors when using an Action Replay code that allowed X and Zero to use the Z Saber with every push of the fire button but have now fixed that.  For those who are interested, the new code is 7E0A8F:80 (note that this disables weapon charging for both busters and subweapons while active).


I also found addresses and values for infinite use of the game's subweapons:

7E1FBB:5C Acid Burst
7E1FBC:5C Parasitic Bomb
7E1FBD:5C Triad Thunder
7E1FBE:5C Spinning Blade
7E1FBF:5C Ray Splasher
7E1FC0:5C Gravity Well
7E1FC1:5C Frost Shield
7E1FC2:5C Tornado Fang
7E1FC3:5C Hyper Crush
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Aceearly1993 on July 24, 2018, 02:27:38 am
Congrats on release! The 4.0 build is awesome and the skip text function greatly boosts up the overall step, you did an amazingly great job Justin! Though I've encountered a glitch in New Game Plus and wanna report it here...
 
I just beat the 1st round, with Zero entered all armor upgrade capsules, and when I'm making progress in New Game Plus save data I found something isn't right; I entered Blizzard Buffalo stage and hold shot button as X, after dismissing the radar map X is locked up and can't move with buster keeps charging. I wonder if my USB controller died, closed Snes9x emulator and opened Castlevania Lecarde Chronicles but the USB controller works fine, then I treat it as minor compatible glitch on Snes9x. But similar case happened another time, that is I entered Blizzard Buffalo stage and hold shot button all the way as Zero, when I reach Buffalo's lair Zero can't move, I released shot button but it still doesn't work, I can't help but wait until Buffalo beats Zero, after restarting at checkpoint Zero still can't move... I checked Snes9x emulator input HUD it shows the shot button is always being held when the (presumably) glitch occurs, I soft reset the game but emulator input HUD is still being hold and Zero still can't move... Close and re-open emulator, re-load save file, the glitch is never encountered again... it's strange.

Also I think Zero's defense might be a little too weak against the hand attack of Godkarmachine o Inary, even with black enhancement intact, I didn't remember how the damage was in previous versions but I think the damage here is little too much; but I always have a habit of charging all sub tanks to full after X's Golden Armor enhancement so I can live with that anyway.


I was worrying about if splash jump is still intact after reading previous posts but splash jump in this build works fine at least with X.
(Edit: Splash jump works with Zero.) No other weird minor glitch occurs besides the one reported so this build is 99% ready to be the definitive version of Zero Project mod.




I like Zero's "weapon get" picture since the 4.0 open beta, it's hella cool!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on July 24, 2018, 03:35:17 pm
Congrats on the release! Made my day to see this.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 24, 2018, 04:22:23 pm
7E1FBB:5C Acid Burst
7E1FBC:5C Parasitic Bomb
7E1FBD:5C Triad Thunder
7E1FBE:5C Spinning Blade
7E1FBF:5C Ray Splasher
7E1FC0:5C Gravity Well
7E1FC1:5C Frost Shield
7E1FC2:5C Tornado Fang
7E1FC3:5C Hyper Crush

Oh, right! Forgot about this! These addresses and I think the sub-tank ones are actually just fine still. They only change if someone cheats and sets the 'hard mode' bit on THEN it'll split it into each PC's own RAM. Good eye on that!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Ghaleonh41 on July 25, 2018, 02:22:46 pm
Congrats on the release, Justin! It's been a long time coming!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: pianohombre on July 26, 2018, 02:21:50 pm
Congratulations on finally finishing this hack
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on July 26, 2018, 03:36:30 pm
How can you guys apply the patch correctly? :'(

I used this tool https://www.romhacking.net/utilities/593/ and this emulator ZSNES to run the patched rom. It's ok for the previous ver. of the mod but NOT with 4.0. X and Zero will shoot backward. I can only advance like 10 steps until it was completely frozen. HELP!!!! PLEASE!!!!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: star_scream1646 on July 26, 2018, 07:15:30 pm
Congrats on this release Justin!!! I've played this hack about 3 times and love it, never played the original hack tho. I am in the process of doing so since the bit I've played is a different experience. But I keep going back to V4.0 since I can't get enough of it. I did want to report one glitch and that is when you do a new game + and start the game as Black Zero once the dialogue between X and Zero is done and X teleports away Zero turns back to Red Zero. He turns back to Black Zero by hitting start or shooting the Z-Buster, not game breaking and doesn't really bother me but just wanted to let you know. Again congrats on your release!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: KaosuReido on July 27, 2018, 05:16:24 am
How can you guys apply the patch correctly? :'(

I used this tool https://www.romhacking.net/utilities/593/ and this emulator ZSNES to run the patched rom. It's ok for the previous ver. of the mod but NOT with 4.0. X and Zero will shoot backward. I can only advance like 10 steps until it was completely frozen. HELP!!!! PLEASE!!!!

ZSNES is pretty much a hacked together mess. Move to SNES9x, Higan, or Retroarch. At least test your ROM on one of those.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Awakened on July 29, 2018, 03:10:37 pm
ZSNES is pretty much a hacked together mess. Move to SNES9x, Higan, or Retroarch. At least test your ROM on one of those.

This hack doesn't work in Higan or the latest BSNES (which was recently revived). Someone tested it over here (https://board.byuu.org/viewtopic.php?f=29&t=2102&start=90#p56170). Waiting for someone to test it on real hardware to see if it's the hack or emulator's fault.

Edit: Looks like all v4.0 patches work on real hardware (https://board.byuu.org/viewtopic.php?f=29&t=2102&start=100#p56191). Hopefully byuu will take a look at it soon.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: guitarpalooz on July 29, 2018, 09:12:40 pm
This is now one of my favorite games of all time, let alone megaman games.  It nails the X and zero dynamic perfectly!

I wanted to add to the bug reports...

1.  I can confirm that starting a game as black zero will have him briefly turn red until he charges or you open the menu
2.  Not sure the specifics needed for this one.  When opening a newgame+ with everything obtained and zero as the lead (black and gold armor, x has saber, etc), defeat the intro boss with a green charge holding your saber slash.  X will come in looking rather psychedelic!

(https://s22.postimg.cc/4rxbigbq9/Mega_Man_X_3_Zero_Project_Final000.png)

3.  Last one is not really a bug, but I agree that starting a game as zero has him shoot the bee and x does a weird little jump slash without a sword to take it down.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 30, 2018, 03:32:43 pm
This is now one of my favorite games of all time, let alone megaman games.  It nails the X and zero dynamic perfectly!

I wanted to add to the bug reports...

1.  I can confirm that starting a game as black zero will have him briefly turn red until he charges or you open the menu
2.  Not sure the specifics needed for this one.  When opening a newgame+ with everything obtained and zero as the lead (black and gold armor, x has saber, etc), defeat the intro boss with a green charge holding your saber slash.  X will come in looking rather psychedelic!

(https://s22.postimg.cc/4rxbigbq9/Mega_Man_X_3_Zero_Project_Final000.png)

3.  Last one is not really a bug, but I agree that starting a game as zero has him shoot the bee and x does a weird little jump slash without a sword to take it down.

1. Fixed!
2. Fixed!
3. X does NOT Z-Saber here. He jumps like normal and for a couple frames uses his jump and fire sprite. It's just the idea that Zero would be there Z-Sabering which makes it seem like it. X does not do that though, I've confirmed that many, many, many times. His animation is hard set to use the buster shot sequence there.

(https://i.imgur.com/abETx9S.png)



When I beat Acid Seahorse with Zero, the "Weapon Get" screen that followed showed Zero's background sprite with what looks like an incorrect color palette applied. I used the version of the patch that doesn't change his palette when he equips sub-weapons, however, so I'm not sure what's going on here. Maybe the MSU-1 patch I applied could be screwing things up? Here's a screenshot of what it looks like, too:

(https://i.imgur.com/W8IhSfK.png)

Figured it out. You're using the incorrect MSU-1 patch. Just use the regular X3 MSU-1 patch, not the Zero Project specific one.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on August 01, 2018, 12:23:38 pm
ZSNES is pretty much a hacked together mess. Move to SNES9x, Higan, or Retroarch. At least test your ROM on one of those.

I tested with other Emulator already. Still got issue with X and Zero shooting backward. The game started with X got like Head and Armor part and both X and Zero already got all weapon. The game froze as soon as I get pass the second enemies. Any body know which method to apply the patch?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Sabin Stargem on August 02, 2018, 08:25:08 am
It looks like that the problem with BSNES/Higan support for this romhack has been figured out.

Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: injoon84 on August 02, 2018, 01:24:12 pm
zhaoyun99,
I normally play snes games using zsnesw151. I don't have any problem as you stated.
Also, I patched it using Lunar IPS.
https://www.romhacking.net/utilities/240/
I suspect your Megaman X3 rom is not clean. You might have modified it.
Try to download a new rom.
Both headered or unheadered will work.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: star_scream1646 on August 04, 2018, 02:24:54 am
I agree with Injoon84 in that the problem could be the ROM you are using. It could either be a bad dump or one that must have been patched with another hack (maybe the old version of Zero Project) at one point. Your best bet is to find a clean ROM of Megaman X3 and apply the appropriate patch on your newly downloaded ROM.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on August 04, 2018, 11:40:35 am

Figured it out. You're using the incorrect MSU-1 patch. Just use the regular X3 MSU-1 patch, not the Zero Project specific one.

Awesome, thanks for clarifying! :)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: dudejo on August 12, 2018, 08:18:41 am
I played through all 8 bosses plus the first and I must say, everything looks quite naturally integrated.

Only question. Is it possible to save a customized control scheme or must it be set every time you load your game?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 12, 2018, 08:55:02 am
I did actually allow it to be saved originally but there were heavy complaints about it being saved because then you couldn't change your buttons in that current save if needed.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: dudejo on August 12, 2018, 11:57:09 am
I see. What about, instead, an "Apply to file" function?

You would set up your controls in the options menu, followed by using the "Apply to file" option and selecting the save file you want the control scheme applied to.

If you want to change it later, you go back to the options, set your buttons again and do "Apply to file" on the same game save.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on August 12, 2018, 03:12:55 pm
Man, I have terrible luck, lol. Looks like I ran into two more issues when using the current Zero Project patch alongside the MSU-1 patch (the regular version of the MSU-1 patch this time, though; the Zero "Weapon Get" screen graphic bug didn't appear again, thankfully).

1.) When fighting Volt Catfish as Zero while using the Tornado Fang weapon, the ammo counter rolled back over to full instead of remaining empty after I had used all my ammo. When this happened, the in-game ammo bar looked a little strange, too (dunno how to properly describe it other than it looking glitched or corrupted). The bar then remained full when in-game, but on the pause menu, the ammo bar accurately reported how much ammo was left since the bar refilled itself. After defeating Volt Catfish, the ammo bar functionality resumed functioning properly...from what I could tell, anyway.

2.) I was not able to enter the boss room in Gravity Beetle's stage. Period. I'm not sure if it's because I switched from Zero to X after entering the hallway leading to the room or what. The door just wouldn't open, so I had to hard reset.

I hate to bring this up again since you explicitly stated you had no interest in MSU-1 functionality, but I cannot tell if these issues are appearing because of my use of the two patches at the same time, if it is because of something going on with the current Zero Project patch, or if it's the emulator I am using (the SNES9X core in RetroArch, mostly because of how easy it use to use MSU-1 stuff with it). Variables are the worst when trying to debug things.

EDIT: Also looks like the PCM file for Neon Tiger doesn't play when using the MSU-1 patch in tandem with the Zero Project patch. Hmm.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: guitarpalooz on August 13, 2018, 12:30:45 pm
Hey OMorty, I've played through the noncolor Zero unheadered patch with the MSU 1 patch and did not have the issues youre having, for what its worth
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Zero Dozer on August 13, 2018, 05:49:43 pm
OMorty: GOD, that bug is STILL around? Justin has been trying to locate this bug for ages now, since I found it in the beta.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on August 13, 2018, 09:33:54 pm
Hey OMorty, I've played through the noncolor Zero unheadered patch with the MSU 1 patch and did not have the issues youre having, for what its worth

That's the configuration I'm using. Strange...

OMorty: GOD, that bug is STILL around? Justin has been trying to locate this bug for ages now, since I found it in the beta.

Which bug specifically? The ammo bug or the door lock bug?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 13, 2018, 10:04:59 pm
Probably the door bug. You're the only case to ever report it again since the beta. Not sure what triggers it since I had the character swapping reset the RAM that caused that bug, or so I thought, in the first place and haven't heard about it since.

Must be another one of those oddly peculiar ones that has a very specific reason it triggers.

Also the ammo bug SHOULD be fixed whenever I get around to the next patch. I had a bad check on the ammo so they could underflow and cause issues.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: zhaoyun99 on August 14, 2018, 02:23:21 am
zhaoyun99,
I normally play snes games using zsnesw151. I don't have any problem as you stated.
Also, I patched it using Lunar IPS.
https://www.romhacking.net/utilities/240/
I suspect your Megaman X3 rom is not clean. You might have modified it.
Try to download a new rom.
Both headered or unheadered will work.

Ok, it looks like Lunar IPS worked. Maybe my other tools screw up the 4.0 patch. It's strange that snesRomUtility didn't like this patch but Lunar IPS did. Anyway, I would like to report a bug about Zero boss room. After X warned Zero, I switch back to X and the door won't open until I had to go back and off screen the door and go in again. That's when the door open for X.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: blade133bo on August 14, 2018, 03:09:10 pm
Thanks for your fantastic work, and hope don't bother you, if me translate to Spanish.
In addition, ask you if it is possible integrate PSX opening.
https://www.dropbox.com/s/syszwe69lxfw81q/megamax3msuvideo.rar (I create this video opening in format msu, tested in Zeldas 3 msu version)
I tried contact with DarkShock, creator MSU-1 without luck, you would be my last hope.
Regards.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Prouncer on August 19, 2018, 09:54:35 pm
Probably the door bug. You're the only case to ever report it again since the beta. Not sure what triggers it since I had the character swapping reset the RAM that caused that bug, or so I thought, in the first place and haven't heard about it since.

Must be another one of those oddly peculiar ones that has a very specific reason it triggers.

Also the ammo bug SHOULD be fixed whenever I get around to the next patch. I had a bad check on the ammo so they could underflow and cause issues.

New here but registered just to add that I also had the Door bug happen to me.

Not sure what has been reported but ill note what I remember about the stage.

Started as Zero and never switched before message.
Full ammo and used one sub tank before getting to door with full health.
Switched to X as soon as message appeared in front of door.

Nothing else of note happened during the stage that I remember.

***Update: Reading above I think my door bug was on a different stage as it happened to me on the Sigma 2 stage at the door with the boss that destroys Zero.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: erpster2 on August 25, 2018, 09:40:46 pm
I have also encountered the door bug in Dr. Doppler stage 2 with Zero.  I'm playing the game in snes9x v1.56.2.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 26, 2018, 05:20:46 am
I'll definitely need a save state then so I can poke at the RAM and try to figure out what's going on.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: OMorty on August 26, 2018, 11:37:55 am
I'll definitely need a save state then so I can poke at the RAM and try to figure out what's going on.

I'll see if I can replicate the issue so I can send a save state your way ASAP!

EDIT: Success! I suspect the issue has something to do with switching characters both right before you enter the boss room hallway door and right before you enter the door into the boss room. Again, this occurred with the Zero Project 4.0 patch (the version with no color changing when using sub weapons) used in conjunction with the MSU-1 hack. You can download my Snes9X Retroarch save state here: https://www.dropbox.com/s/rfqtcinhc6d95uo/mmx3_msu1.state?dl=0 (https://www.dropbox.com/s/rfqtcinhc6d95uo/mmx3_msu1.state?dl=0)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on August 26, 2018, 06:22:40 pm
I've managed to reproduce the bug but I'm.. still not sure what's going on.

It looks like it's actually disabling the door object when swapping the characters is complete. I don't quite understand why this occurs quite yet since it's using the original code overall. So something is activating where it shouldn't. This is a little peculiar.

Edit: FIXED! The reason it was happening was due to my 1-up check code so it'd load the proper 1-up icon graphics for X or Zero. I accidentally had it adding the wrong values to check the next chunk of RAM. It was adding +20 instead of +30! Now the bug is fixed!

Edit #2: Also.. hopefully fixed an underflow bug with the ammo. I didn't have a proper check for it underflowing so it'd underflow and give the player more ammo and break the sub-weapon life bar. I THINK it works from what I can see so hopefully that knocks those bugs out now.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Zero Dozer on August 28, 2018, 02:05:41 am
Wait, this is the cause for that weirdness I found when I was beta-testing the hack months ago?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Aceearly1993 on September 26, 2018, 02:42:11 am
Congrats on release! The 4.0 build is awesome and the skip text function greatly boosts up the overall step, you did an amazingly great job Justin! Though I've encountered a glitch in New Game Plus and wanna report it here...
 
I just beat the 1st round, with Zero entered all armor upgrade capsules, and when I'm making progress in New Game Plus save data I found something isn't right; I entered Blizzard Buffalo stage and hold shot button as X, after dismissing the radar map X is locked up and can't move with buster keeps charging. I wonder if my USB controller died, closed Snes9x emulator and opened Castlevania Lecarde Chronicles but the USB controller works fine, then I treat it as minor compatible glitch on Snes9x. But similar case happened another time, that is I entered Blizzard Buffalo stage and hold shot button all the way as Zero, when I reach Buffalo's lair Zero can't move, I released shot button but it still doesn't work, I can't help but wait until Buffalo beats Zero, after restarting at checkpoint Zero still can't move... I checked Snes9x emulator input HUD it shows the shot button is always being held when the (presumably) glitch occurs, I soft reset the game but emulator input HUD is still being hold and Zero still can't move... Close and re-open emulator, re-load save file, the glitch is never encountered again... it's strange.

Also I think Zero's defense might be a little too weak against the hand attack of Godkarmachine o Inary, even with black enhancement intact, I didn't remember how the damage was in previous versions but I think the damage here is little too much; but I always have a habit of charging all sub tanks to full after X's Golden Armor enhancement so I can live with that anyway.


I was worrying about if splash jump is still intact after reading previous posts but splash jump in this build works fine at least with X.
(Edit: Splash jump works with Zero.) No other weird minor glitch occurs besides the one reported so this build is 99% ready to be the definitive version of Zero Project mod.




I like Zero's "weapon get" picture since the 4.0 open beta, it's hella cool!



There's another glitch within the save data system; after loading the save data with all life upgrades/misc items gathered (requirements are ready to get Hyper Chip/Black Zero) I prepared to go to Doppler stage, and when going through the mid boss section of Doppler stage 1 some of the life upgrade would be lost and I must re-collect all of them. I have no idea how this will happen and how to avoid this glitch.

Also I think after loading save state player's damage receiving parameter value has strange behavior which leads to damage of enemies being abnormally high, and render even X's Hyper Chip useless.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on September 26, 2018, 02:26:45 pm
Yep, I just confirmed this issue FINALLY. It looks like it all has to do with the falling ceiling. It's an extremely rare occurrence that it does this RAM writing, but it DOES do it. I'm not sure why it does it or why it needs to go that far since it seems to roll over back to the original spot after a bit. Worst case scenario, I'll just have to shove the PC stats up another 100 bytes or so.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Prouncer on September 29, 2018, 04:11:51 pm

Edit: FIXED! The reason it was happening was due to my 1-up check code so it'd load the proper 1-up icon graphics for X or Zero. I accidentally had it adding the wrong values to check the next chunk of RAM. It was adding +20 instead of +30! Now the bug is fixed!

Edit #2: Also.. hopefully fixed an underflow bug with the ammo. I didn't have a proper check for it underflowing so it'd underflow and give the player more ammo and break the sub-weapon life bar. I THINK it works from what I can see so hopefully that knocks those bugs out now.

Still a bit new here and sorry if this is normally obvious.

How do I implement the bug fixes? Is this done as an entirely new version at ***Mega Man X3 - Zero Project V4.0 (Base Mod)*** on this site? If so, when would this be available?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on September 30, 2018, 09:32:57 am
It'll be the next patch release when I get around to it. I've fixed the bugs but I stopped in the middle of implementing a couple of other things and haven't gotten into it since. It'll probably be a bit before I release the next update, unfortunately. I burn out pretty fast when it comes to the X series.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Doodle_Dangernoodle on September 30, 2018, 08:37:31 pm
Can this be hacked onto the MMX Legacy collection?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on September 30, 2018, 09:45:20 pm
Yes and no. With some messing around it's definitely possible but there's no possible way to save your game so in the long run it's a no go.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Doodle_Dangernoodle on October 10, 2018, 05:16:48 pm
I'd love to see you reinsert the prototype Sigma sprites because they look SO much better than the used ones.

https://www.spriters-resource.com/snes/megamanx3/sheet/107072/

October 16, 2018, 05:59:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Maybe even the Godkarmachine Oinary prototype sprites?

https://www.spriters-resource.com/snes/megamanx3/sheet/84932/

Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: anthroxdq32 on December 25, 2018, 06:13:03 pm
Thank you for this hack. Tried it out for Christmas Eve with an SD2SNES with the MSU-1 patch applied also and worked like a charm.

The only problem I have is that there's no Japanese version of the patch. I liked how the script was cleaned up some what, things like (MEGA MAN) and Capcom localization being lazy altogether. But it would be so much better if it could be done as JP base, or even just basing things off the Japanese script especially for the X dialogue. Because things like X saying "Doc" makes it feel nonsensical and something he would not say and typical English jargan, etc.

I just think that would be something awesome for a v5.0 release if it hasn't been talked about already. Especially the early Sigma assets from the first prototype that the post above mentioned.

Thank you.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on February 28, 2019, 05:35:39 am
All in all, it's a fun hack. I do enjoy it. As a speedrunner, I do have some gripes with the fixed glitches, such as the Crawfish quick kill. Fixing the quick kills slows down the game, which irritates me, but I understand that the hack was not made with us speedrunners in mind, but rather casual gamers. I also dislike the fact that the boss rush, Doppler, and Sigma are a huge chore as Zero, even with the purple saber. I'd prefer it if Zero got an overpowered one or two shot kill saber for the final stages. It would speed things up considerably. I wouldn't even feel that it would be unbalanced, or anything, since it takes time to charge for the sword, and the optimal saber use is actually difficult. It's kinda dumb that X gets a powerful sword but not Zero, even though it's Zero's weapon and trademark...

If the purple saber was OP, and there was a way to get it for Zero by killing Vile in the factory, and then fighting the Doppler 2 mini boss as X, I would rate the hack way, way higher.

I like the double jump, and I can neon and saber jump as Zero, but the neon doesn't store an extra air dash or double jump, so it's not really that useful. Still cool to neon as Zero, though.

I was able to muster a Zero only any% run in 43:10. There's still a lot to optimize in the route, though. Despite the flaws I listed, it's still fun enough for me to keep working on to optimize. And maybe I'll find new glitches to take advantage of. I feel glitches make these games more fun, so there's no real reason to fix them.

https://www.youtube.com/watch?v=m9RZuiV4f24
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on February 28, 2019, 02:46:14 pm
All in all, it's a fun hack. I do enjoy it. As a speedrunner, I do have some gripes with the fixed glitches, such as the Crawfish quick kill. Fixing the quick kills slows down the game, which irritates me, but I understand that the hack was not made with us speedrunners in mind, but rather casual gamers. I also dislike the fact that the boss rush, Doppler, and Sigma are a huge chore as Zero, even with the purple saber. I'd prefer it if Zero got an overpowered one or two shot kill saber for the final stages. It would speed things up considerably. I wouldn't even feel that it would be unbalanced, or anything, since it takes time to charge for the sword, and the optimal saber use is actually difficult. It's kinda dumb that X gets a powerful sword but not Zero, even though it's Zero's weapon and trademark...

If the purple saber was OP, and there was a way to get it for Zero by killing Vile in the factory, and then fighting the Doppler 2 mini boss as X, I would rate the hack way, way higher.

I like the double jump, and I can neon and saber jump as Zero, but the neon doesn't store an extra air dash or double jump, so it's not really that useful. Still cool to neon as Zero, though.

I was able to muster a Zero only any% run in 43:10. There's still a lot to optimize in the route, though. Despite the flaws I listed, it's still fun enough for me to keep working on to optimize. And maybe I'll find new glitches to take advantage of. I feel glitches make these games more fun, so there's no real reason to fix them.

https://www.youtube.com/watch?v=m9RZuiV4f24

The Crush Crawfish one wasn't necessarily a glitch fix. The animation itself was ungodly slow and more of an annoyance which is why it was sped up considerably for both X and Zero (Albeit Zero's goes unused right now). But yes, this was made just for casual X3 play. I don't dare do anything to help speedrunning because that's not what my goal ever was and I'd probably break various other things in the long run.

Giving Zero the OP Z-Saber was a common request but I decided against it as it just makes Zero into X essentially. I guess in the long run it's no big deal but it's just kind of stupid to have both characters with nearly the exact same upgrades and play style. There's no reason to swap between either of them at that point.

My goal was to give X and Zero their own kind of characterization and game play to an extent, more-so than the original and nothing more.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on February 28, 2019, 03:08:30 pm
Giving Zero the OP Z-Saber was a common request but I decided against it as it just makes Zero into X essentially. I guess in the long run it's no big deal but it's just kind of stupid to have both characters with nearly the exact same upgrades and play style. There's no reason to swap between either of them at that point.

My goal was to give X and Zero their own kind of characterization and game play to an extent, more-so than the original and nothing more.
Yeah, I can get that. I just personally don't see why I would want to play as X in the hack anyway because if I want to play as X, I'll just play the vanilla, you know? And since the vanilla has the quick kills, and X can do his regular double neon jumps, vanilla game is the more appealing X playthrough anyway. But I guess the optimal way to play this hack, then, is to kill Vile in the factory, kill Zero in Doppler 2, and then play the rest of the game as X. Although I'm more interested in Zero Only runs because I feel like that's the point of the hack. How about just not giving X the saber at all? Make it a Zero exclusive. Or would that be too much of a hassle?

Also, is it an intended mechanic that without the buster upgrade, X's Z Saber does little to no damage to bosses? I really prefer using the Z Saber without the buster upgrade due to faster and easier access.

But, I mean, like I said: I still enjoy the hack, and appreciate the work that has been put into it. Very professional and well made. :)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on February 28, 2019, 04:45:03 pm
The Z-Saber is basically all vanilla when it comes to X. Nothing was really changed on that per se except the actual flat Z-Saber damage (As Zero uses the same damage). Otherwise, yeah, that's just how it was setup in vanilla.

I can remove the Z-Saber entirely for X. That's pretty easy at this point since I have full control over the events that take place with Mosquitus.

I did intend to give Zero a buster upgrade on NG+ and I had a WIP going for it but never finished it. A lot of WIP things in V4.1 but I just kind of stopped working on everything. (It's pretty buggy right now as is. So many things being worked on at once and I think I broke a lot of various things).

I really should also removing the Mosquitus event if you already have the Z-Saber if I haven't already. Seems a little redundant to kill Zero again if you already have the Z-Saber.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Sabin Stargem on March 03, 2019, 08:34:09 pm
Some NG+ players would like the option to pursue different plot outcomes, just because they can.

Anyhow, I would like the X-Calibur to still be usable.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on March 11, 2019, 02:33:48 am
Here's a speedrun strat I came up with for the first Seahorse climb.  :)
This hack really lends itself to some swaggy stuff, and I love it.

https://www.youtube.com/watch?v=sH0Yi_8Eh2M
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Specula on March 22, 2019, 05:16:06 am
Just wondering if I can get a bit of help. I lost my hard drive with the old Zero Project modded MMX3 rom on it.

I'm trying to use Lunar IPS to patch the unheaddered final v4.0 Zero Project onto an unheaddered, unmodded X3.scm rom. I keep getting a bad checksum error on load and the rom fails to start.

Any suggestions on how to fix this?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Made in China on March 23, 2019, 07:44:04 am
.scm is the snes9x save state file format IIRC. You need to apply the patch to the ROM itself, which is usually .sfc or .smc
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Vanya on March 23, 2019, 11:13:19 am
It's actually .smc, not .scm
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DannyPlaysSomeGames on March 23, 2019, 04:57:46 pm
I played a bit, and I gotta say, I really enjoy this. So many things have been fixed and tinkered with that give X3 a great facelift that it kind of needed. Zero feels great to play as, and some of the quality of life choices are a great addition.

Only issue is a fairly tiny bug: for some reason, whenever a midboss/stage boss explodes, the emblem on Zero's HP bar becomes blue for some reason:
(https://imgur.com/XkOSXqk.png)

But that little bug aside, it's great! It feels very complete for the most part, so hats off to you!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ChrisHighwind on March 23, 2019, 05:56:28 pm
Currently reading the Readme for this hack, and I'm curious as to what this means:

Quote
7.   The Golden Armor can now be collected in two manners instead of one.
   a.   The first manner is the same as the original game with all upgrades.
   b.   The second manner is based on the Chip Capsules obtained. You can now collect ALL Chip Capsules instead of picking just one. If all four are collected, go to the Golden Armor capsule like normal and you will obtain the Golden Armor! This bypasses the need for full health, all Sub-tanks and all Heart Tanks!
   c.   However, you cannot mix and match these to obtain the Golden Armor. You can go either route, but both routes don't mix to allow obtaining it.

Does this mean that I can't get all the upgrades if I were to get all the Chip Capsules if I want the Golden Armor and vice-versa?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Metalwario64 on March 23, 2019, 07:38:03 pm
Yeah, I mentioned it to Justin3009 a while back. I believe he stated that at some point he might make it so that the life bar disappears when bosses are defeated. I think it's due to the blue palette used when the bosses explode.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DannyPlaysSomeGames on March 23, 2019, 07:43:35 pm
Yeah, I mentioned it to Justin3009 a while back. I believe he stated that at some point he might make it so that the life bar disappears when bosses are defeated. I think it's due to the blue palette used when the bosses explode.
The thing is, it also happens on minibosses, so the health bar suddenly disappearing then reappearing would be weird. Still a valid and good alternative. Also, shouldn't it match Zero's palette anyway? Or would that interfere with the Zero's weapon color patch?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on March 24, 2019, 09:01:06 am
Currently reading the Readme for this hack, and I'm curious as to what this means:
Quote
7.   The Golden Armor can now be collected in two manners instead of one.
   a.   The first manner is the same as the original game with all upgrades.
   b.   The second manner is based on the Chip Capsules obtained. You can now collect ALL Chip Capsules instead of picking just one. If all four are collected, go to the Golden Armor capsule like normal and you will obtain the Golden Armor! This bypasses the need for full health, all Sub-tanks and all Heart Tanks!
   c.   However, you cannot mix and match these to obtain the Golden Armor. You can go either route, but both routes don't mix to allow obtaining it.
Does this mean that I can't get all the upgrades if I were to get all the Chip Capsules if I want the Golden Armor and vice-versa?

This essentially means that instead of having to gather every single possible upgrade (IE: Sub-Tanks, Heart Tanks), you can just get the armor pieces and collect each chip at the pink capsules. You can change what chip is active by going back to the capsules, but essentially they get stored into your inventory instead of straight up disappearing.

So if you have all armor parts and all chips, you can still obtain the golden armor without having all sub-tanks or all heart tanks. (You STILL have to visit the Golden Capsule though)

Or you can go the normal route and gather all upgrades and still get it that way too. Figured it'd be a fun alternative route to getting it. It's not a major game changer or anything but it is kind of fun.

I played a bit, and I gotta say, I really enjoy this. So many things have been fixed and tinkered with that give X3 a great facelift that it kind of needed. Zero feels great to play as, and some of the quality of life choices are a great addition.

Only issue is a fairly tiny bug: for some reason, whenever a midboss/stage boss explodes, the emblem on Zero's HP bar becomes blue for some reason:
(https://imgur.com/XkOSXqk.png)

But that little bug aside, it's great! It feels very complete for the most part, so hats off to you!

This is a palette bug really. The only real way to fix this would be to shift the explosion palette to another location then rewrite the palette being used back. I could alter the blue explosions but it'd look extremely gross. It's just a minor graphical but and I've been lazy to fix it since I'd have to do special cases until I was able to figure out a specific way to make it work across the board.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DannyPlaysSomeGames on March 24, 2019, 09:06:56 am
This is a palette bug really. The only real way to fix this would be to shift the explosion palette to another location then rewrite the palette being used back. I could alter the blue explosions but it'd look extremely gross. It's just a minor graphical but and I've been lazy to fix it since I'd have to do special cases until I was able to figure out a specific way to make it work across the board.
It's alright. It's not an important bug, it's just something I noticed. I'm pretty sure it won't bother that many people, so if you feel like it's more of a hassle than it's worth that's totally fine.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: AxlRocks on March 24, 2019, 06:35:01 pm
That screenshot reminded me: I don't know if this has been brought up before, maybe even by me, heck if I'd remember, but ever since I noticed it, it bugged me how X3's weapon energy bars use different shades of white/gray/black than what is used by Hyper C and the health bars. I think X2 has this "issue" too, less so, but anyway.

Instead of asking, I figured it out myself and changed them to match the health. This does change some weapon icons slightly, but nothing detrimental at all, 100% worth it if you obsess over stupid things like I do. This should be applied over a headerless Zero Project 4.0. I might change up the weapon icon colors too, like Acid Burst, which I think looks really washed out either way and looks much better in the menu.

Example: (https://i.imgur.com/xNgx8Fy.gif)
Download: https://mega.nz/#!bjZCUSzZ!6qMUrObcG0n8AjIKj8TLPJ-bf5EDs1GBAvvKBzA79HE
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: ThegreatBen on April 09, 2019, 07:26:32 pm
I was reading the readme for this and remembered you had mentioned extra character slots, how hard would it be to make one of those an X that never gets armor?

I think X5 and up have this option already.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on May 25, 2019, 10:46:32 am
Zero Project is part of the official Mega Man RTA Leaderboards, and here is a recent world record by me:
https://www.youtube.com/watch?v=15WZdZfCT3g

Zero Only in 42:41.

It's a good run, nailed most of the strats. First try elevator skip in Doppler 2. I still believe in sub 42, and I would like to see it one day. For a Zero Only run, that is. For this run, I collected one subtank for safety. Skipped everything else. In a run with character swaps, I guess the fastest route would be Zero through the 8 mavs, collecting the boots and buster upgrade, then killing Zero at Doppler 2, and finishing the game as X with the beam saber because it saves a crap ton of time in the boss rush and Sigma. The boots would be collected for elevator skip.

I haven't really looked into a run with X at all, though, so I'm not sure, though.

It's a tough run, very challenging towards the end. I just still really dislike not having a quick kill saber for Zero in the refights because it literally means having the exact same boss fights twice in a run, and that's lame. Not to mention having to deal with Tiger and Catfish RNG twice in one run. And the removal of the insta kills for Crawfish and Seahorse hurts a little, too. But if that's the way it's gonna be, then that's the way it's gonna be.

I still like it a lot.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Prouncer on May 26, 2019, 06:40:32 pm
I don't know if anyone has requested or talked about it. But is it possible to make it so that Zero can be controlled by the P2 controller? Like an option in the start menu?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on July 09, 2019, 03:00:42 am
Is this a scenario you could give some thought:

Killing X in the Doppler 2 miniboss fight grants Zero an upgraded saber that one or two shots bosses. The story could be that X grants Zero his buster, kinda like Zero gave X his buster in X1, and Zero then combines it with his own, and the end result is a stronger saber.

Killing Zero in Doppler 2 results in Zero giving an upgrade to X's buster, which gives him a stronger buster shot that one or two shots bosses.

My point being that you've mentioned wanting to keep X and Zero different, and this would give them two distinct weapons for the late game; one melee and one long range. It would just make the end game a lot more enjoyable if the character had a quick kill weapon - which is a thing in every vanilla SNES game. And yeah, it's possible to just use X with the upgraded buster, but then every run would require using X for the late game, and not playing as Zero kinda kills the whole point of playing this hack in my IMO.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DannyPlaysSomeGames on July 09, 2019, 07:14:25 pm
Is this a scenario you could give some thought:

Killing X in the Doppler 2 miniboss fight grants Zero an upgraded saber that one or two shots bosses. The story could be that X grants Zero his buster, kinda like Zero gave X his buster in X1, and Zero then combines it with his own, and the end result is a stronger saber.

Killing Zero in Doppler 2 results in Zero giving an upgrade to X's buster, which gives him a stronger buster shot that one or two shots bosses.

My point being that you've mentioned wanting to keep X and Zero different, and this would give them two distinct weapons for the late game; one melee and one long range. It would just make the end game a lot more enjoyable if the character had a quick kill weapon - which is a thing in every vanilla SNES game. And yeah, it's possible to just use X with the upgraded buster, but then every run would require using X for the late game, and not playing as Zero kinda kills the whole point of playing this hack in my IMO.
The problem I see with this is, unless how the boss scenario works is changed, you'd end up losing one or the other either way. And people wouldn't like that because then it would mean that they could only play as one character throughout the endgame, discouraging people from killing Vile Mark II. I'm not saying it's interesting, it kind of is, but the consequences of being forced to lose someone kinda sucks. Still, I think it'd be interesting to see both get their own, unique one-hit KO, although it'd sound broken. But that's up to Justin to decide, and I'm pretty sure he's done with working on the project, at least for now.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on July 10, 2019, 12:19:11 am
The problem I see with this is, unless how the boss scenario works is changed, you'd end up losing one or the other either way. And people wouldn't like that because then it would mean that they could only play as one character throughout the endgame, discouraging people from killing Vile Mark II. I'm not saying it's interesting, it kind of is, but the consequences of being forced to lose someone kinda sucks. Still, I think it'd be interesting to see both get their own, unique one-hit KO, although it'd sound broken. But that's up to Justin to decide, and I'm pretty sure he's done with working on the project, at least for now.
Yeah, it's also my understanding that Justin is done working on this project, and he has well earned his retirement, it's a great project. :)

But I wanted to ask since the lack of a one hit kill weapon for Zero is the biggest problem I have with the game. It makes the end game such a pain to slog through. And not because it's, hard, just boring. Also I'd like to point out that I'm speaking from a speedrunner's perspective, and we do runs of our speedgames hundreds of times over, sometimes thousands. So we complete the game several times per session usually. That's why a one hit KO weapon is a godsent, haha.

I don't really see a problem with being locked to using one character for the endgame since you would choose which one you use, and it'd be optional since you can always just skip Vile in the factory during the 8 mavs, and fight him in Doppler 2. But if you do sacrifice a character, the reward is the one hit KO weapon.

Also, in a speedrun, a one hit KO weapon isn't broken at all since in the speedrun of the vanilla X3, the saber rush is actually one of the trickiest parts of the run since it's not easy at all to get the quickest possible saber kills on all the bosses. It takes mastery to be able to use the saber efficiently.

Currently, in the Zero Project, to get a quick boss rush, I need to get the buster upgrade in Tiger, kill Vile, kill Zero in Doppler 2 and play the rest of the run as X. And also, because of that, I also need to get the boots because I need to do the Doppler 2 spike elevator skip, and it's incredibly hard without the boots.

I've personally never been a big fan of the boss rush in Mega Man games to begin with. You've already fought them once, so it's never been anything but boring to me have to go through all of them again. You're just using the same strats as you did the first time around anyway. Hardly exciting.

My favorite boss rush, however, by far is in vanilla X3 where you only have the saber and no buster upgrade; the saber has such easy, quick access without the buster upgrade, and it's actually pretty fun.

Here's the saber rush from the world record run by Luiz Miguel:
https://www.twitch.tv/videos/256562253?t=00h32m18s

It's really cool. :)

So, yeah, the fact that this most fun part of the game (for me) isn't part of the Zero Project (as Zero) is a big bummer for me. :/
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on July 10, 2019, 09:04:12 am
Hey just a question but would you consider changing Sigma's sprites to the ones from a prototype build that just got released this month? it's the August 9th 1995 build of the game. While some of the characters have totally different sprites that don't look all that good or don't really look like the official art, Sigma's August 9th design looks more like his art work and even looks more like he did in X1 and X2. His final design looks good, but it always felt off when you compare it to the other 2 games. Of course this is just a thought...but it would be pretty cool to see this sprite in the game.

(https://2.bp.blogspot.com/-iUY44qM4n68/Wz69VUNc-lI/AAAAAAAAgJI/2Z9YHEL0-aItLz3D2oZqWWjgMxMEiBxjwCLcBGAs/s1600/KUiF2NNL.jpg%2Blarge.jpg)

Here is a link from The Cutting Room Floor if anyone wants to see the August 9th design and the final design side by side or read more about the differences between the two designs.

https://tcrf.net/Proto:Mega_Man_X3_(SNES)/August_Prototypes/Sprite_Changes

Updated the link since they changed it

Woah that one looks amazing. Sigma's head always looked small to me in X3.

EDIT: Oh wait my internet loaded a page from a year ago haha. Still, looks awesome.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 13, 2019, 12:13:40 pm
Yeah, it's also my understanding that Justin is done working on this project, and he has well earned his retirement, it's a great project. :)

But I wanted to ask since the lack of a one hit kill weapon for Zero is the biggest problem I have with the game. It makes the end game such a pain to slog through. And not because it's, hard, just boring. Also I'd like to point out that I'm speaking from a speedrunner's perspective, and we do runs of our speedgames hundreds of times over, sometimes thousands. So we complete the game several times per session usually. That's why a one hit KO weapon is a godsent, haha.

https://www.youtube.com/watch?v=TSx5LvdUD0c - I was working on a separate upgrade for Zero where he'd get a form of X's buster that would deal massive damage. Didn't go much further though as this games projectile editing is a bitch. (This was just a test idea anyhow).

My main idea was to essentially copy X's MMX2 buster and have that be an upgrade for Zero so he'd at least do quite a bit more damage in the long run but still not one-hit everything.
I was reading the readme for this and remembered you had mentioned extra character slots, how hard would it be to make one of those an X that never gets armor?

I think X5 and up have this option already.

You can technically do that already without getting the armor pieces at all, but there's no actual 'way' to disable the armor pieces on X in-game yet. It can be done easily via codes if you remove his armor value but that's it so far.

As for adding new characters themselves, it's actually pretty straightforward at this point but it requires a lot more ASM on my part to split everything else up properly. The basics are there, but projectiles and stuff would be utterly broken. Pretty sure I made almost everything else though be dynamic up to four characters in total gameplay wise.

Woah that one looks amazing. Sigma's head always looked small to me in X3.

EDIT: Oh wait my internet loaded a page from a year ago haha. Still, looks awesome.
I like some of his original design as well but that's something I'm going to completely avoid. Dealing with X and Zero was enough to do, I can't begin to fathom the annoyance and frustration I'd get with enemies.

As for this project in whole, I don't want to say it's 'dead' but it's definitely just 'existing' at this point. I was in the middle of a bugfix patch and then upgrading the color patch and merging some of the data with the bugfix and blah blah, things got really complicated fast and I burnt out. There's so much I'd have to redo anyhow in my .ASM files. A lot of my style has updated and how I have everything working now is completely inefficient and just an ass to look through. I'd probably want to update all of that first before I do anything else if I work on this again.

If I get back into this, I'd like to just upgrade the options menu as a whole and allow people to enable or disable certain features just so there doesn't have to be the multiple patch B.S.. But that will probably be a long way out honestly.

Still, there is that one SUPER rare bug with the REX2000 mini-boss in the Doppler Stage. It has to do with the ceiling collapsing and I honestly don't know what, how or why, but it does EXTREMELY RARELY write into the new RAM that I'm using for the characters. I could probably shuffle that somewhere else truthfully but that would break a lot of things again.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: acediez on July 13, 2019, 08:12:13 pm
Even though my first reaction to prototype Sigma was also "omg put it on Zero Project", after seeing it in action I realize it's not perfect either. While it obviously looks better as a still sprite, his animations have some issues. For example, his movements don't match the shield's position when he's jumping and when he's shooting fireballs (he twists the whole body, while the final one keeps the arm holding the shield in place). Then there's Kaiser Sigma. The bigger Kaiser Sigma from the prototype was missing Sigma's head, and even if he had one, Kaiser Sigma seems to be scaled and designed around the smaller head...
... Probably the reason why they changed the whole sprite set to begin with. They probably aimed to make Kaiser Sigma look bigger proportionally without actually having to make him any bigger.

Considering that adding it would involve a lot of work, you'd need to have a very good sprite artist address these issues first for it to be worth it. Not implying it should necessarily be done as part of this particular project either, it's just a thought on the subject.

As for this project in whole, I don't want to say it's 'dead' but it's definitely just 'existing' at this point. I was in the middle of a bugfix patch and then upgrading the color patch and merging some of the data with the bugfix and blah blah, things got really complicated fast and I burnt out. There's so much I'd have to redo anyhow in my .ASM files. A lot of my style has updated and how I have everything working now is completely inefficient and just an ass to look through. I'd probably want to update all of that first before I do anything else if I work on this again.

If I get back into this, I'd like to just upgrade the options menu as a whole and allow people to enable or disable certain features just so there doesn't have to be the multiple patch B.S.. But that will probably be a long way out honestly.

Still, there is that one SUPER rare bug with the REX2000 mini-boss in the Doppler Stage. It has to do with the ceiling collapsing and I honestly don't know what, how or why, but it does EXTREMELY RARELY write into the new RAM that I'm using for the characters. I could probably shuffle that somewhere else truthfully but that would break a lot of things again.

Thanks for the update! It sounds like the project simply reached a point of diminishing returns, where just fixing a small remaining issue takes a lot more work than what the issue is worth. If anything, the most important thing you could do next would probably be to update your code and workflow to your current standard for your own convenience, in case you feel like adding or changing anything in the future.

Either way, this has been a great project to follow from the start and continues to be an inspiration, so thanks again!
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on July 14, 2019, 04:15:40 am
Nice to hear that the project isn't "dead dead"! I had a several year long Pokémon rom hack project back in the day that was very ambitious and demanded countless of probably thousands of hours of work, so I absolutely understand the feeling of rom hacking burnout. This stuff takes the juices out of you.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: DannyPlaysSomeGames on July 14, 2019, 07:18:18 pm
As for this project in whole, I don't want to say it's 'dead' but it's definitely just 'existing' at this point. I was in the middle of a bugfix patch and then upgrading the color patch and merging some of the data with the bugfix and blah blah, things got really complicated fast and I burnt out. There's so much I'd have to redo anyhow in my .ASM files. A lot of my style has updated and how I have everything working now is completely inefficient and just an ass to look through. I'd probably want to update all of that first before I do anything else if I work on this again.

If I get back into this, I'd like to just upgrade the options menu as a whole and allow people to enable or disable certain features just so there doesn't have to be the multiple patch B.S.. But that will probably be a long way out honestly.

Still, there is that one SUPER rare bug with the REX2000 mini-boss in the Doppler Stage. It has to do with the ceiling collapsing and I honestly don't know what, how or why, but it does EXTREMELY RARELY write into the new RAM that I'm using for the characters. I could probably shuffle that somewhere else truthfully but that would break a lot of things again.
I feel like at this point, if you really want to redo all your ASM, it'd be better to either start completely from scratch, or, the better alternative, segment the ASM into small chunks and then individually simplify/adjust/fix/replicate/whatever each segment, then stitch them all together once you're done, or as you progress. That's a tip my brother taught me: segment your work so that you don't burn out so easily. Still, I think you should deserve a good break from working on this project; what you've already done is just super exquisite, and definitely impressive on a technical scale. While there are a few things that could be fixed, I can safely say I am satisfied with the project so far. And you can tackle your project any way you like, I'm just giving out advice.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on July 22, 2019, 08:26:40 pm
Do you seriously need to trigger Light's conversations from the pink Capsules in order to make the one in Doppler stage 1 to appear?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: BeaterEngineering on July 22, 2019, 10:31:48 pm
Keep up the Good Work, sir.  8)
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on July 23, 2019, 03:01:05 am
Do you seriously need to trigger Light's conversations from the pink Capsules in order to make the one in Doppler stage 1 to appear?
Hmm, no?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: justin3009 on July 23, 2019, 07:25:54 am
Do you seriously need to trigger Light's conversations from the pink Capsules in order to make the one in Doppler stage 1 to appear?

No, but there's an alternative option to collect all the chips rather than every upgrade in the game.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on July 24, 2019, 07:24:45 pm
Yeah sorry, I once read on a site that to get the Hyper Chip, you'd need to visit all the Pink Capsules, trigger their hologram sequences, but not enter. This is complete nonsense but for a few minutes I suspected this was true but then realised I needed to visit the Hyper Capsule with full health.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Teemu on July 25, 2019, 05:06:37 am
Yeah sorry, I once read on a site that to get the Hyper Chip, you'd need to visit all the Pink Capsules, trigger their hologram sequences, but not enter. This is complete nonsense but for a few minutes I suspected this was true but then realised I needed to visit the Hyper Capsule with full health.
There are so many silly myths about the easter eggs and secret upgrades in the X games, it's pretty funny. X1 came out in 1993, and there are still a bunch of people who firmly believe you need full subtanks to spawn the hadouken capsule. Among other things. So, I wouldn't trust anything I read online about these games.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: biruleibe on September 16, 2019, 10:50:37 pm
Anyone having trouble with the V4.0? I'm patching it using Flips v1.31 and the game doesn't run, just a black screen. Zero Project V 3.1 is working fine.

I tried using both headered and unheadered IPS files and... Same result black screen. ( BSnes and SNES9x )
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Cupshadow on September 19, 2019, 10:43:03 pm

Anyone having trouble with the V4.0? I'm patching it using Flips v1.31 and the game doesn't run, just a black screen. Zero Project V 3.1 is working fine.

I tried using both headered and unheadered IPS files and... Same result black screen. ( BSnes and SNES9x )


Can you try Lunar IPS? Works fine for me
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: biruleibe on September 20, 2019, 02:26:41 am
Can you try Lunar IPS? Works fine for me

Same result, black screen. =(

I'm new to this ROM hacking thing, am I supposed to do something with that "Mega Man X3 - Zero Project V4.0 (Base Mod) RAM Offsets.txt" that comes with the IPS files? With the V3.0 I just applied the patch and it worked fine... Maybe I'm missing something with this one.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Sabin Stargem on September 21, 2019, 05:15:43 am
Anyone having trouble with the V4.0? I'm patching it using Flips v1.31 and the game doesn't run, just a black screen. Zero Project V 3.1 is working fine.

I tried using both headered and unheadered IPS files and... Same result black screen. ( BSnes and SNES9x )

Your situation mostly matches mine.  SNES9x on my old computer could run ZP 4.0, while BSNES was simply a black screen.  Haven't tried SNES9x on the new machine, just BSNES with the same issue.

There is a possibility that the modified game is doing something that bothers BSNES in particular, the post consulting with Byuu is some pages back.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on September 21, 2019, 06:07:25 am
Bsnes is all about accuracy, so it being a Bsnes exclusive issue wouldn't surprise me.

Back when Zsnes was still a... thing, many hacks only worked with that emulator. Snes9x just couldn't handle the edits.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Sabin Stargem on September 21, 2019, 02:28:13 pm
Looks like the forum concerning the BSNES issue has been lost.  Still, I got a quote.


Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: biruleibe on September 23, 2019, 11:32:11 pm
I tried with RASnes9X 1.0 from RetroAchievements and it magically worked.

Kinda weird, since RASnes is the same as Snes9X just modified to include achievements.

What matters is that it works and I can finally play.  ;D
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Animebryan on October 01, 2019, 04:49:07 am
I'm having trouble getting v3.1 (Base Mod) to work on the BSNES. Does anyone know what causes it & how to fix it?
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: erpster2 on October 08, 2019, 04:16:05 am
I'm having trouble getting v3.1 (Base Mod) to work on the BSNES. Does anyone know what causes it & how to fix it?

It's an emulator problem, Animebryan.
only the bsnes creator byuu can fix the problem, which may or may not happen in the near future
It still does not work even on recent versions of bsnes (v109 & v110) or any version of bsnes
Use another emu like snes9x or RASnes to play the game

I tried with RASnes9X 1.0 from RetroAchievements and it magically worked.

Kinda weird, since RASnes is the same as Snes9X just modified to include achievements.

What matters is that it works and I can finally play.  ;D

well I got the game to work on snes9x 1.60 on my Win10 LTSB/LTSC computer
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Solid One on October 10, 2019, 09:28:30 am
After testing Zero Project and reading topics related to Megaman X3 - Zero Project, I got curious with one specific behaviour I got yesterday:

Quote
The capsule introduction happens only once with Zero, then it just processes as normal capsule upgrade text.
...
Best example would be Zero first obtaining a capsule. It'll play his introduction dialogue then after it's complete, instead of an [END] byte, it'll load the new command and transition straight into the proper Capsule dialogue.

With Zero, I tried getting the Arm Chip on Gravity Beetle stage, without having X's Arm Upgrade. Although I was unable to get the capsule (as it should, in that case), Dr. Light haven't told Zero that "X still do not yet have the part this chip will be installed in". However, I got the dialog that Dr. Light thank Zero for watching over X.

Here's the steps I followed, in order to reproduce this issue:

1. Started a game with Zero and beated the introduction level;
2. Still playing with Zero, the first stage I've chosen is the one from "Gravity Beetle";
3. In the first part of the stage, I got the Frog Ride Armor Module with Zero's double jump (on that platform outside the flying ship);
4. In the second part of the stage, I mounted on Frog Ride Armor (since I got the module previously) and proceeded to the crates guarding the Arm Chip Red Capsule;
5. Finally, I destroyed the crates with the missiles from the Ride Armor, and got to the capsule with Zero.

The following events ocurred:

- Dr. Light proceeded to thank Zero for watching over X;
- Dr. Light explained what the Arm Chip does;
- No other dialogues were shown;
- I was unable to get the capsule, since I haven't got the minimum requirements for that (which is the right behaviour).

The same issue happened on another scenario, where I'm trying to get the Leg Chip on Toxic Seahorse stage, by following those steps:

1. Started a game with Zero and beated the introduction level;
2. Still playing with Zero, the first stage I've chosen is the one from "Gravity Beetle";
3. In the first part of the stage, I got the Frog Ride Armor Module with Zero's double jump (on that platform outside the flying ship);
4. I've lost all lives, got to the save screen, and then I've chosen "Toxic Seahorse" stage;
5. In the second part of the stage, I mounted on Frog Ride Armor (got on step 3) and proceeded to the top right part of the river;
6. Finally, I got out of the water, climbed up the walls and got the capsule with Zero.

In summary, the dialogue "X still do not yet have the part this chip will be installed in" won't show on the same dialogue sequence that contains the dialogue "Thank you for watching over X on this difficult times, you have my sincere gratitude". The emulator I've used is ZSNES 1.51 (hope it's not zsnes-specific).
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: pleasejust on December 30, 2019, 05:58:39 am
Sorry for kind of necro posting but is there a way to disable double tap directional pad to dash? I could've sworn there was an option for it in previous mega man games but I don't see it anywhere for this hack. It's driving me nuts, it makes the gameplay flakey, I can't count the number of time I've accidentally double tap dashed.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Thirteen 1355 on December 30, 2019, 08:32:47 am
It's not in any of the X games. I think it's only in Zero 4 and ZX.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: Neogalahad on February 19, 2020, 09:37:37 am
New to the forum and I don't know if anyone has posted this but 4.0 works on my Super NT. I am in LOVE with this hack. I don't particularly enjoy hacks for SNES games besides RPG translations but man this is amazing. It feels like a director's cut version of Mega Man X3. The additions to the game really feel like they should have been in the original game.

Kudos to the developer!
Title: Re: Mega Man X3 - Zero Project & Source Code (V4.1a)
Post by: justin3009 on March 01, 2020, 08:04:49 am
http://www.romhacking.net/hacks/4086/ - Mega Man X3 (Base Mod V4.1 Source Code)
http://www.romhacking.net/hacks/4930/ - Mega Man X2 (Zero Project BETA [2015])

The source code for the Zero Project is now released. This also includes the V4.1 changes I was working on which included some bug fixing, damage alterations when colliding with enemies and a new feature for Gravity Well. It also reduces ammo consumption on Zero when he has the Black Armor.

You'll need Asar to compile the files and you'll need Atlas for the text files which also contain really ugly tables for damage on all three difficulties, all dialogue and other things.

This was my first major project using compiled files so it's kind of a mess. Nonetheless, it's all here.

At this point I'm pretty much retiring from the X series. Unless I have a strong reason to come back to these games, I don't think I will. There's someone who's working on a playable Zero on X2 which completely replaces X. There's also another person working on their own stuff with my X3 source code right away too so this is probably the best time to call it done here.

I may fix anymore bugs if they pop up and I have the motivation, otherwise, I'm done with these projects. It's been 10 years maybe even 11 since I first started X3 and redoing it a couple times over the years. So it's definitely time to move on from it.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: G30FF on March 01, 2020, 11:26:43 am
Thank you for all of your hard work! The Zero Project has been one of my favourite romhacks of all time, and your other hacks have all been very impressive! Good luck with your future projects!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: xstuff on March 01, 2020, 11:34:37 am
Yes, thank you for these wonderful projects, especially the X2 - Zero Project beta(it's the one that I've been waiting to play the longest). If it wasn't for them, I probably wouldn't of been motivated enough to make my own X series hacks :laugh: Rest easy. You've earned it :)
Title: Re: Mega Man X3 - Zero Project & Source Code (V4.1a)
Post by: niuus on March 01, 2020, 12:32:01 pm
http://www.romhacking.net/hacks/4086/ - Mega Man X3 (Base Mod V4.1 Source Code)
http://www.romhacking.net/hacks/4930/ - Mega Man X2 (Zero Project BETA [2015])

The source code for the Zero Project is now released. This also includes the V4.1 changes I was working on which included some bug fixing, damage alterations when colliding with enemies and a new feature for Gravity Well. It also reduces ammo consumption on Zero when he has the Black Armor.

You'll need Asar to compile the files and you'll need Atlas for the text files which also contain really ugly tables for damage on all three difficulties, all dialogue and other things.

This was my first major project using compiled files so it's kind of a mess. Nonetheless, it's all here.

At this point I'm pretty much retiring from the X series. Unless I have a strong reason to come back to these games, I don't think I will. There's someone who's working on a playable Zero on X2 which completely replaces X. There's also another person working on their own stuff with my X3 source code right away too so this is probably the best time to call it done here.

I may fix anymore bugs if they pop up and I have the motivation, otherwise, I'm done with these projects. It's been 10 years maybe even 11 since I first started X3 and redoing it a couple times over the years. So it's definitely time to move on from it.
Thank you very much for your work. Your romhack is my favorite full professional-like hack for any game on the SNES, period.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Metalwario64 on March 01, 2020, 04:19:41 pm
It's nice to see the source code released, and I'm super glad to have played the minor role in this awesome hack that I did!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Teemu on March 02, 2020, 01:23:42 am
Thanks for your hard work on a cool hack. :)
To me, it doesn't quite replace the superior original, but I still appreciate the Zero Project as a professionally made rom hack. The source code interests me, as well, thanks for releasing it. I have no MMX rom hacking, but I have some experience with other games. Would like to see how hard it would be to put proper neon/saber jumps and the Seahorse/Crawfish quick kills back, and make the saber more powerful.

Neons do work, but double neons seem to have been removed. Doing a neon/saber also doesn't reset the air dash counter like it does in vanilla. This is the essence of X3.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: justin3009 on March 03, 2020, 08:24:04 pm
https://github.com/justin3009/MMX3-ZeroProject

Decided to put the source on GitHub. Sorry if it's a little messy. Never used it before.

But this should be a lot easier to manage overall for future cases.
Title: Re: Mega Man X3 - Zero Project (V4.0)
Post by: niuus on March 05, 2020, 01:29:57 am
Sorry for kind of necro posting but is there a way to disable double tap directional pad to dash? I could've sworn there was an option for it in previous mega man games but I don't see it anywhere for this hack. It's driving me nuts, it makes the gameplay flakey, I can't count the number of time I've accidentally double tap dashed.
If you or anyone shares a patch or hex hack way to do this, it would be great!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: pleasejust on March 05, 2020, 01:35:58 am
Yes, there's a way. I made a request in the Rom hacking discussions thread some time ago and thanks goes out again to DarkSamus993 who replied with all the answers!

https://www.romhacking.net/forum/index.php?topic=29811.0
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: diego-rbb-93 on March 07, 2020, 03:14:47 pm
Then, there's a chance now something can be done to get this compatible with Bsnes?

Anyway, thanks so much for everything you have done for this game.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: niuus on March 09, 2020, 01:58:47 pm
Yes, there's a way. I made a request in the Rom hacking discussions thread some time ago and thanks goes out again to DarkSamus993 who replied with all the answers!

https://www.romhacking.net/forum/index.php?topic=29811.0
Almost missed your post. This is cool, i'll check it out!  :thumbsup:
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Jerkntworstboi on March 09, 2020, 07:08:46 pm
I'm not sure if its a problem with the game or with the emulators I've been using, or the Xbox 1 controller, but each time I press the dash button, it eats my weapon charge and doesn't do anything, even when not pressing anything else. Other than that, I love the hack~

I used ZSnes and Snes9x, is there any other emulator you all could recommend in case it is the emulator? And if not, I hope I can make this aware. The buttons DID work to bring up the swap screen between X and Zero mid stage so its not they don't work, but nothing *happens* and it deletes my movement and charge
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: justin3009 on May 04, 2020, 09:53:30 am
Just a quick update for everyone.

I have updated the source code a bit more so it fixes a few more bugs that were present like the 'L''R' button eating X's charges, thanks to DarkHunter for those as I didn't even know about that bug.

Also, here's a nice update for everyone too:

Quote
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
  <rom>
    <map mode="linear" address="00-7f:8000-ffff"/>
    <map mode="linear" address="80-ff:8000-ffff"/>
  </rom>
   
  <ram size='2000'>
    <map mode='linear' address='70-77:0000-7fff'/>
    <map mode='linear' address='b0-bf:0000-7fff'/>
  </ram>
 
  <cx4>
    <map address="00-3f:6000-7fff"/>
    <map address="80-bf:6000-7fff"/>
  </cx4>

  <msu1>
    <map address="00-3f:2000-2007"/>
    <map address="80-bf:2000-2007"/>
  <mmio>
    <map address="00-3f:2000-2007"/>
    <map address="80-bf:2000-2007"/>
  </mmio>
  </msu1>
</cartridge>

As far as I'm testing, this manifest SHOULD work with the Zero Project using bsnes as long as it's named the same file as the ROM with a .xml extension inside the ROM folder.

I just gave this a test and I was able to actually run the game, save and load games properly. I found the msu1/cx4 stuff from google so hopefully this allows the MSU-1 patch to work as well on top of the project.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: G30FF on May 04, 2020, 10:50:02 am
Thanks for the continued updates! Are the bug fixes committed to GitHub? All I see on the project that's been updated is the bsnes manifest.xml file. Are you planning to release the updated patch on RHDN?
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: justin3009 on May 04, 2020, 12:11:51 pm
The last updates are actually from 2 months ago, it was pretty much a week or so after I uploaded to github that the bugs were fixed. I should probably update it here sometime.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: G30FF on May 04, 2020, 03:25:26 pm
Understood. Thanks for clearing it up!

EDIT: I'm sorry if this is a dumb question, as I've never used any of the tools required to build this patch before, but when I try to run the Atlas .bat files (namely the Everything file) to apply script and damage table files, Atlas throws errors regarding "Nothing.tbl". It seems that the damage table .txt files all reference "Nothing.tbl", which does not exist, and causes Atlas to error out. Is that normal? Am I doing something wrong? Apologies again!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Piotyr on May 04, 2020, 06:50:11 pm
Just finished a playthrough and it has made this mediocre game a fun experience! One thing I think should of been done is tie Zeros double jump and air dash to the leg upgrades to make it feel like Zero doesn't start out being just better than X at the start(This was done in Xtreme 2) but otherwise I have no complaints! Not asking for an update or anything just my only thoughts on it beyond great!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: justin3009 on May 05, 2020, 02:08:49 pm
Understood. Thanks for clearing it up!

EDIT: I'm sorry if this is a dumb question, as I've never used any of the tools required to build this patch before, but when I try to run the Atlas .bat files (namely the Everything file) to apply script and damage table files, Atlas throws errors regarding "Nothing.tbl". It seems that the damage table .txt files all reference "Nothing.tbl", which does not exist, and causes Atlas to error out. Is that normal? Am I doing something wrong? Apologies again!

Shoot, I'll throw that up into the Atlas folder. I didn't even think about that table. It'll be up on github now.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: G30FF on May 05, 2020, 05:28:04 pm
That solved the problem, I can run the Atlas scripts! They all worked fine, except it threw an error that the file "mmx3_PC4_MenuSubWeapon_000.txt" was missing. The Asar batch script worked perfectly, and I can build The Zero Project! Thanks for your support!
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: justin3009 on May 06, 2020, 08:05:51 am
I must've forgot that file too. I'll throw that up in there then as well. PC3/PC4 go completely unused but I left room in there in case someone was crazy enough to add in more characters. Thanks for letting me know about all of this!

I also apologize if my code and everything is a mess. I was trying to go through it yesterday and clean things up but I just looked at my wall and gave up lol. It's.. not my proudest looking project by any means underneath but it gets the job done.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Sabin Stargem on May 11, 2020, 07:08:36 am
I have a very...odd, request for Justin3009:  Would it be possible for you to modify BSNES at Github to have support for expanded Cx4 roms?  I don't know if it is appropriate to ask since I have no idea if your hacking experience translates to emulator development.  Anyhow, the reason why I ask is to future-proof Zero Project to be compatible with modern emulation.

https://github.com/bsnes-emu/bsnes (https://github.com/bsnes-emu/bsnes)


Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Ice Man on May 11, 2020, 01:20:14 pm
I think asking the author of bsnes would be better instead. ;)
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: Sabin Stargem on May 11, 2020, 02:43:18 pm
I think Byuu placed his personal development of BSNES/Higan on hold, and put it up on Github so people can develop it further in his absence.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on September 26, 2020, 04:04:14 pm
https://github.com/justin3009/MMX3-ZeroProject

So some updates happened the past couple days on this.

Quote
V4.2 + V4.2a
-------------
01.   Fixed the Frog Armor walking sprites glitching out. (Due to sprite assembly not being written in compilation)
02.   Fixed some Save/Load Menu text issues. (Wasn't removing all of the text data properly)
03.   Slightly reorganized some code in various files. Regioned some of it off so it's more readable, grouped a few things, etc.. not a lot done.

V4.3
-------------
01.   Fixed a palette bug with the Z-Saber wave striking enemies.
      a.   This is a natural game bug oddly but hopefully this fixes any issues arising with it.
02.   Altered the Helmet Chip upgrade along with the Golden Armor variation.
      a.   The Helmet Chip will allow X to regenerate health as normal like the original game again.
      b.   The Golden Armor will allow X's regeneration to double each time it's successful capping at #$08.
03.   The Helmet Sensor will NO LONGER run at the start of a level if every single upgrade has been obtained. Although, this does NOT check for Hard Mode currently which goes unused.
04. Fixed some minor Save/Load screen text problems.
05. Fixed cursor coordinates when selecting "Yes   No" in the Save/Load screen.
06. Altered Bit & Byte spawning randomization code just a tiny bit but it effectively does the same thing.
07. Fixed a bug in which Godkarmachine O Inary's (Bit & Byte combined) hands would not deal damage.
08. Added in the ability for Zero to use the Z-Saber projectile.
      a.   This is only available if you have the Black Armor and are on NG+.
09. Asar will now expand the ROM for you without having to use Lunar Expand creating a much easier experience.
      a.   Run "Asar MMX3.bat" then drop "MMX3.sfc" into the "Atlas" folder. Run "Atlas.exe - X3 (Everything).bat" and you're good to go.


Otherwise, I've generally updated the Readme and included asar.exe into the main source files making it a bit easier to compile right off hand.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: niuus on September 26, 2020, 07:39:19 pm
https://github.com/justin3009/MMX3-ZeroProject

So some updates happened the past couple days on this.


Otherwise, I've generally updated the Readme and included asar.exe into the main source files making it a bit easier to compile right off hand.
Awesome changes! Thanks for your hard work.

Would you consider an optional patch to disable dashing when double tapping the d-pad?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: SpringSonic9187 on September 27, 2020, 12:49:00 pm
"'Atlas' is not recognized as an internal or external command..."

Where I can possibly get that 'Atlas.exe' thing?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on September 27, 2020, 04:54:52 pm
"'Atlas' is not recognized as a internal or external command..."

Where I can possibly get that 'Atlas.exe' thing?

Woops! I just threw it into the Atlas folder now on github.
Title: Re: Mega Man X3 - Zero Project (V4.1a & Source Code Released)
Post by: erpster2 on October 10, 2020, 04:16:14 am
I think Byuu placed his personal development of BSNES/Higan on hold, and put it up on Github so people can develop it further in his absence.

his personal site (https://byuu.org/) has been archived as of summer 2020

Quote
After byuu retired in July 2020, he took this website offline since he was no longer willing to maintain it. However, since so many other websites have linked to it over the years, the most important and interesting content has been collected and preserved.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: pleasejust on October 10, 2020, 08:18:12 pm
Is there a patch for 4.3?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: HellboundHero on November 13, 2020, 11:43:24 am
I'm using 4.3 and I found a small bug. During boss fights, if Zero uses up all the energy of a weapon, the weapon bar bugs and it can still be used, instead of running out.
(https://i.ibb.co/YLv3HPV/q.jpg)

UPDATE: It happens outside of bosses, too. The thing is it doesn't always happen.
(https://i.ibb.co/J7vgwXp/2.jpg)
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: MidoseitoAkage on February 18, 2021, 11:12:16 pm
I try to work it on SNES9X by patch it and it don't want work at all. Did I miss something? It would be better to made a video tutorial about of how to patch it correctly with the correct ROM and IPS.  :banghead: I would really like to play that hack so much, but I cannot made it work right.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on February 19, 2021, 12:15:57 pm
Make sure you have a headerless rom.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: pleasejust on February 19, 2021, 03:31:34 pm
Why can't the IPS available for download on this site just be updated to 4.3? Some people don't use windows.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: pianohombre on February 20, 2021, 03:40:10 pm
I still need to check out this hack. I've played Zero in X4 before though, and I was playing X6 awhile ago. For some reason the ps2 wouldn't recognize my save file. They also have all those Megaman Z games as a collection for ps4/ps5 that were released on the portable. Man X4 is pretty tough to beat using Zero.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: erpster2 on February 20, 2021, 04:37:33 pm
Is there a patch for 4.3?

nope

the current patch version I see on the RH site (https://www.romhacking.net/hacks/4086/) is v4.1a.

I don't think there was a 4.3 version and if there was, the creator may have silently pulled it due to unforeseen problems (or has not really found the time to upload the new IPS patch file)

edit - I'll wait until a new version is published on the RH site, not on github
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on February 20, 2021, 05:43:43 pm
Version 4.3 was never published on RHDN, but the code for it is available in GitHub. It's easy enough to apply though, if you have Windows.

- Download the source code (clone the repository, or click the Code button and select "Download as ZIP"
- Copy your Mega Man X3 headerless ROM into the unzipped folder, and rename it to MMX3.sfc
- Run "Asar MMX3.bat"
- Move MMX3.sfc into the Atlas folder
- Run "Atlas.exe - X3 (Everything).bat" from the Atlas folder
- Play Zero Project 4.3!

If you have Mac or Linux as your OS (as I do), you can do this using VirtualBox, and a Microsoft Edge Developer VM image. Then you can create a quick Windows virtual machine that you can run these scripts in, and then delete when you're done. VirtualBox is free open source software, and Microsoft provides free VirtualBox VM images for Edge running on Windows 10, that are valid for 90 days.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on February 21, 2021, 08:07:28 am
Reason I haven't done a patch as using the source is far easier to keep up to date and it's right there for the public to do as needed. Really, the only thing that needs to be done is have an unheadered ROM then the rest of it is basically a few clicks and it's ready to go.

There are a couple bugs that were just noted in V4.3, honestly not sure how they were never found before so I should probably update the source to V4.4 soon.

1. Ammo can underflow causing it to refill itself when it's empty. (Invalid checking causes this. Not game breaking, actually beneficial for the player. Thanks Hellbound Hero for finding this one!) [FIXED for V4.4]
2. Hyper Charge in ??? circumstances will shoot lemons (Easily remedied by switching to another weapon then back but I have no idea what causes this. One user reported it with God Karmachine but I have not been able to reproduce this whatsoever)
3. Palette issue with Neon Tiger after ??? (Same user, showed image but no explanation of what happened. I've had it happen ONCE with the Z-Saber way back in V4.1 but was never able to reproduce it).
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: Vanya on February 22, 2021, 11:04:12 am
Might I suggest updating the first post with a link to the repository?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on February 22, 2021, 04:19:59 pm
Might I suggest updating the first post with a link to the repository?

Oh, yeah, good idea. I honestly thought I already did that. My bad! It's up now!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: dakangel on March 04, 2021, 02:06:23 am
Hi #Justin3009 i follow this site since various years but finally i open an acount here.

First of all, you create an awesome hack ,a task only reserved for the braves and pure heart fans of the blue bomber.
Secondly i need to ask you something related to the mmx3 (and x2) hacking.

how you manage to view and rip the complete tileset of the game, maybe this question is not related to this thread but you are some of the few with deepest knowledge of the game code.

i know there are sprite rips but, how can rip the tiles that compose those sprites (backgrounds, characters, enemies)

for example i draw a kraiser sigma body at 75%-50% of the original and dont know how to insert it (as tiles) 
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: RHZ on March 07, 2021, 09:21:51 am
Version 4.3 was never published on RHDN, but the code for it is available in GitHub. It's easy enough to apply though, if you have Windows.

- Download the source code (clone the repository, or click the Code button and select "Download as ZIP"
- Copy your Mega Man X3 headerless ROM into the unzipped folder, and rename it to MMX3.sfc
- Run "Asar MMX3.bat"
- Move MMX3.sfc into the Atlas folder
- Run "Atlas.exe - X3 (Everything).bat" from the Atlas folder
- Play Zero Project 4.3!

I tried doing all these detailed steps with the unziped "MMX3-ZeroProject.zip" file from GitHub, v4.4, but it doesn't seem to work. The "MMX3.sfc" rom file was not changed as it is when applying the ips patches normally found in this site. I guess I don't have to download asar nor atlas as they are included in the file from GitHub. I may be missing something. Will the ips file for v4.4 be uploaded on romhacking.net or could someone please help with this?

Thank you for your help!!
And thank you Justin3009!! This hack seems to be the definitive and best way to play Mega Man X3!!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on March 07, 2021, 12:05:13 pm
The file's name won't change after you run the scripts. The Asar and Atlas executables are both included in the GitHub project in their respective folders.

"Asar MMX3.bat" expands the ROM, so that it can fit all of the new code added by the actual project. That's why it has to run first. You'll know it worked if MMX3.sfc is now 4 MB in size.

"Atlas.exe - X3 (Everything).bat" is what actually applies all of the code. If it works, you should see the command prompt window telling you the outcome of each of the patches it's applying one by one, and ask you to press a button to continue after applying each patch. If you don't see this, it's not working properly.

The end result is the file still is called MMX3.sfc, but it now has all of the Zero Project changes applied to it.

Hope that helps!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: RHZ on March 07, 2021, 02:33:38 pm
The file's name won't change after you run the scripts. The Asar and Atlas executables are both included in the GitHub project in their respective folders.

"Asar MMX3.bat" expands the ROM, so that it can fit all of the new code added by the actual project. That's why it has to run first. You'll know it worked if MMX3.sfc is now 4 MB in size.

"Atlas.exe - X3 (Everything).bat" is what actually applies all of the code. If it works, you should see the command prompt window telling you the outcome of each of the patches it's applying one by one, and ask you to press a button to continue after applying each patch. If you don't see this, it's not working properly.

The end result is the file still is called MMX3.sfc, but it now has all of the Zero Project changes applied to it.

Hope that helps!

Thanks a lot for your help, but I may be missing something in the process. That's what I tried to do:

- Go to Github
- Download code as zip "MMX3-ZeroProject-master.zip" (version 4.4 at the moment)
- Unzip everything directy into a folder called "MMX3-ZeroProject-master"
- Copy a "Mega Man X3 (USA).sfc" ROM with CRC32:FA0FE671 and 2 MB" into the unzipped folder
- Rename the "Mega Man X3 (USA).sfc" to "MMX3.sfc"
- Run "Asar MMX3.bat"

There is some problem because it says "The system cannot find the specified file" (I'm actually translating this message from another language). And I see copy "Base_ROM.sfc" "MMX3.sfc". It doesn't seem to find MMX3.sfc even if it is in the main folder.
I understood that executing "Asar MMX3.bat" should expand the ROM I had to 4 MB, but it's not doing it. The size is still the original, as the date of modification. The process seems easy but I didn't work and the following Atlas process would't neither work if this first step isn't completed. What I'm doing wrong?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on March 07, 2021, 05:12:13 pm
That's strange, I'm not sure why it's not working. I know it will try to copy "Base_ROM.sfc" to "MMX3.sfc", but that part isn't necessary if you already have MMX3.sfc in the folder. It will throw the error, but the file it needs is already there.

I just tried doing it myself to make sure. I got an error that it couldn't copy Base_ROM.sfc to MMX3.sfc, but then it went ahead and ran all the Asar scripts. I copied MMX3.sfc to MMX3-ZeroProject-master, and then double clicked Asar MMX3.bat. It gave me messages for each .asm file it applied, and then finally said press any key to continue, and close the command prompt. The end result was MMX3.sfc as a 4 MB file. My original MMX3.sfc rom has the same CRC as yours. You have MMX3.sfc in the same folder as Asar MMX3.bat, right?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: RHZ on March 07, 2021, 05:37:29 pm
That's strange, I'm not sure why it's not working. I know it will try to copy "Base_ROM.sfc" to "MMX3.sfc", but that part isn't necessary if you already have MMX3.sfc in the folder. It will throw the error, but the file it needs is already there.

I just tried doing it myself to make sure. I got an error that it couldn't copy Base_ROM.sfc to MMX3.sfc, but then it went ahead and ran all the Asar scripts. I copied MMX3.sfc to MMX3-ZeroProject-master, and then double clicked Asar MMX3.bat. It gave me messages for each .asm file it applied, and then finally said press any key to continue, and close the command prompt. The end result was MMX3.sfc as a 4 MB file. My original MMX3.sfc rom has the same CRC as yours. You have MMX3.sfc in the same folder as Asar MMX3.bat, right?

Thanks again G30FF for the quick and detailed help! Yes, I put the MMX3.sfc in the main folder, where is Asar MMX3.bat. As you said, I clicked Asar MMX3.bat. It gave me messages for each .asm file it applied, and then finally said press any key to continue, and close the command prompt. But the original MMX3.sfc was not modified as yours to a 4 MB file, it still had the same 2 MB and date 25-12-1996. I'm not sure why it isn't working, but it seems it not correcty detects or apply to the MMX3.sfc file. It seems easy following your detailed explanations. It's a shame, since the v4.4 seems to have a lot of bug fixes since the last ips release v4.1. Guess I'll have to wait until it's published in ips form here in romhacking. Anyway, thanks a lot for your help!!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on March 07, 2021, 08:30:53 pm
I've tried playing the 4.4 patch after building it, and I think I notice a minor bug has crept in.

When no weapon is equipped, collecting a weapon capsule should automatically fill the weapon with the lowest energy. I played up to Doppler Stage 3, and when I tried collecting weapon pickups in the teleporter room (from shooting the generator), they did not automatically refill my lowest weapon gague. No sound played, no weapon energy was gained. I had to have a weapon equipped for it to recharge it. I was on New Game Plus, playing as X with golden armor, with Zero defeated to get the Z-Saber.

What's interesting is that after beating the game, I loaded another save file on New Game Plus, and the energy balancer worked correctly. I also tried reloading the exact same save at the exact same stage, and that time I went through, it also worked correctly. It might have just been a one time fluke, or one of those bugs that's difficult to reproduce.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: niuus on March 08, 2021, 12:48:14 am
Thanks again G30FF for the quick and detailed help! Yes, I put the MMX3.sfc in the main folder, where is Asar MMX3.bat. As you said, I clicked Asar MMX3.bat. It gave me messages for each .asm file it applied, and then finally said press any key to continue, and close the command prompt. But the original MMX3.sfc was not modified as yours to a 4 MB file, it still had the same 2 MB and date 25-12-1996. I'm not sure why it isn't working, but it seems it not correcty detects or apply to the MMX3.sfc file. It seems easy following your detailed explanations. It's a shame, since the v4.4 seems to have a lot of bug fixes since the last ips release v4.1. Guess I'll have to wait until it's published in ips form here in romhacking. Anyway, thanks a lot for your help!!
I'm having the same problem. The asar.exe is being reported as infected by the antivirus (HEUR/APC Cloud), so i can't go past to the Atlas step. I tried sourcing ASR 1.71 from SMWC, same problem.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on March 08, 2021, 04:33:51 pm
I wonder if I typo'd in the instructions then.

The Mega Man X3 ROM should be renamed to "Base_ROM.sfc" as THAT gets copied by the .bat file and the copy gets renamed to MMX3.sfc. It'll then apply all the changes right after it's copied and renamed.

Edit: Yep, I wrote it wrong. It needs to be renamed to "Base_ROM.sfc" then run the .bat. That's my bad.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: RHZ on March 09, 2021, 09:50:26 am
I wonder if I typo'd in the instructions then.

The Mega Man X3 ROM should be renamed to "Base_ROM.sfc" as THAT gets copied by the .bat file and the copy gets renamed to MMX3.sfc. It'll then apply all the changes right after it's copied and renamed.

Edit: Yep, I wrote it wrong. It needs to be renamed to "Base_ROM.sfc" then run the .bat. That's my bad.

Thanks for the info Justin3009, but I couln't get it work either. I copied the Mega Man X3 ROM into the main folder and I renamed it "Base_ROM.sfc". Now, when executing "Asar MMX3.bat" it seems to recognise the file and apparently copy it. But neither a new file is created in the same folder nor the original "Base_ROM.sfc" expanded to 4 MB as I understood it should.

Is this is the final release, have you any plans on creating an ips file and uploading to romhacking? Your ips file works perfectly but I read this new update v4.4 have a lot of bugfixes and improvements. Thank you!!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on March 09, 2021, 10:53:50 am
Could your antivirus software have blocked asar.exe?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: justin3009 on March 09, 2021, 03:33:16 pm
I DID update the source just a tiny bit now and moved the ROM expansion to "MMX3_BlankCode.asm" as that gets run first before anything. That might've actually borked some things with where it was before.

Thanks for the info Justin3009, but I couln't get it work either. I copied the Mega Man X3 ROM into the main folder and I renamed it "Base_ROM.sfc". Now, when executing "Asar MMX3.bat" it seems to recognise the file and apparently copy it. But neither a new file is created in the same folder nor the original "Base_ROM.sfc" expanded to 4 MB as I understood it should.

Is this is the final release, have you any plans on creating an ips file and uploading to romhacking? Your ips file works perfectly but I read this new update v4.4 have a lot of bugfixes and improvements. Thank you!!

"Base_ROM.sfc" will not be expanded to 4MB. It'll copy and create "MMX3.sfc" and THAT'LL be expanded to 4MB. "Base_ROM.sfc" is just a clean ROM that can get updated if any of the source is changed so there's no conflicts or anything.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: RHZ on March 09, 2021, 05:28:44 pm
It finally worked!! Comodo Antivirus was blocking Asar without notification, so the new MMX3.sfc file could not be created. I didn't think it was the antivirus because I didn't receive any message or notification when trying to do it and never had this problem before when applying rom patches.

So, just sharing the info as might help other users. I downloaded the last source code from GitHub and unziped it. I copied "Mega Man X3 (USA).sfc" into the main folder and changed its name to "Base_ROM.sfc". I executed "Asar MMX3.bat" and it automatically created the "MMX3.sfc" file with 4 MB instead of the original 2 MB. I copied this new "MMX3.sfc" file to the Atlas folder and executed "Atlas.exe - X3 (Everything).bat". The file "MMX3.sfc" was changed again with the Zero Project hack applied. I tried to play the game using Snes9x and, despite working correctly, it showed [bad checksum], but I solved it quickly with the "IpsAndSum" program to get a [checksum ok].

Thanks a lot to both of you for your help, Justin3009 and G30FF!! Now it's time to play this definitive version of Mega Man X3!!
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: G30FF on March 10, 2021, 01:16:24 am
Glad to hear it finally worked!  ;D
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: Awakened on March 25, 2021, 02:05:31 am
I opened an issue about supporting this hack in the latest versions of bsnes: https://github.com/bsnes-emu/bsnes/issues/167

So apparently it would only require an updated manifest file in the BML format to get it working. Anyone here able to update the XML to BML format?
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: Frownjob on April 15, 2021, 04:49:07 pm
I'm curious about this, "This is easier for modifying and technically allows up to four playable characters in total in a single game if modified properly."

If you were interested in adding 2 more characters to the game, who would you be interested in? I'm eager to work on some sprites, I can think of Alia and Layer as a simple "reskin" for X and Zero.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: pleasejust on April 16, 2021, 02:22:48 am
Yup, a "few clicks" no problems whatsoever using the github code as the past previous number of posts suggests. So the RHDN page will always be at 4.1a. Never be updated again? How hard could it possibly be to create a patch. Get someone else to do it then if you don't want to.
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: justin3009 on April 17, 2021, 08:28:45 am
Yup, a "few clicks" no problems whatsoever using the github code as the past previous number of posts suggests. So the RHDN page will always be at 4.1a. Never be updated again? How hard could it possibly be to create a patch. Get someone else to do it then if you don't want to.

Patch is uploaded and should be in queue. Your snide comment was highly unnecessary but thanks.

Edit: Patch approved.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: MattKimura on April 17, 2021, 08:39:19 pm
Just downloaded the patch from rhdn that was uploaded today and patched a fresh rom with matching file CRC32. Game boots up but there's no dialogue text for the cutscene that plays before the title screen, and no dialogue text between x and zero. Also no shot pellets come out and the health bar is corrupted. Finally, pressing start ends up as a black screen.

Only applied the .ips patch to the rom using FLIPS. Haven't seen anyone else report it yet so I'm gonna make note of it here to be helpful. I'm really positive there wasn't any user error on my end.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: Special on April 17, 2021, 08:45:19 pm
^^ Same as you, loads, but no text. Patch is borked.
Title: Re: Mega Man X3 - Zero Project (V4.3 & Source Code Released)
Post by: Aceearly1993 on April 17, 2021, 10:43:13 pm
Same issue happened. Maybe something screwed up once again during ips building...
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: justin3009 on April 18, 2021, 07:46:13 am
Text one was a big oof. Forgot to compile the text changes. The corruption though is.. something new. Not sure where this came from, I'll have to see if I can fix that real quick.

Edit: Some of my files in my Asar folder when compiling X3 somehow got borked to shit. So, thankfully, I had the source up on github to get the proper files from. No idea what happened to break the files so bad but new patch should be up hopefully soon.

Edit 2: Patch is online.
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: Raykusen on April 19, 2021, 02:29:32 am
I only came to this page to request one single feature, which i think everyone will agree with it:

Please make the boss dying animation as fast as Megaman X1, because they take forever to die in Megaman X3, and they haven't been changed in the Zero Project.

Its a must fix issue.

I hope you can manage to implement this in a future update.
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: Aceearly1993 on May 21, 2021, 08:59:08 pm
EDIT: Sorry, my bad, seems I was using ROM with incorrect checksum to apply the patch.  :P
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: pianohombre on May 23, 2021, 07:20:17 pm
I recently beat the original version of this game so it will be cool to check out this version. With z-saber, golden armor, and 4 sub-tanks anything is possible
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: erpster2 on June 04, 2021, 07:53:25 pm

Please make the boss dying animation as fast as Megaman X1, because they take forever to die in Megaman X3, and they haven't been changed in the Zero Project.

Its a must fix issue.

I hope you can manage to implement this in a future update.

I have to disagree with you on the slow boss dying animation problem being a "must fix" issue, Raykusen.

It was also like that with Megaman X2 so it's not a big deal to me {I know from experience when I played both original MMX2 & MMX3 games on my old snes game console a few decades ago in the late 1990s}
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: panchopex on June 06, 2021, 11:30:26 pm
Hi there!
First of all, want to thank for the GREAT hack you've created for all the MMX fans out there, including me! It completely makes justice to X3 and how it should've been since day 1.

I want to report that, despite "fixing" the damage table for the worm seeker @ neon tiger's stage, it KEEPS taking so damn long to kill the sub-boss using the Z-Saber with X (edit: and Zero as well). I've shot at it at least +30 direct hit slashes to the worm before finally dying after, I guess, 5-6 minutes of saying to myself "something is wrong here!" :banghead: ...but! with regular lemon shots, it dies in less than 15 seconds LOL! I tried to replicate the issue with a savestate and after 4-5 Z-Saber slashes, the worm died and I was like "WTF?"...so it seems the damage chart, for some reason, gets "random" sometimes and decides to actually juice up the worm OR just act like it should taking 3 or 4 direct Z-saber slashes and then die. It was weird, because I savestated just before the door, then I enter, start Z-sabering his *** and it takes so damn long to die (+30 times) OR it just takes 3-4 Z-sabers to go down.

I don't get it. But anyways, I'll keep an eye on any update related to that issue lol
Title: Re: Mega Man X3 - Zero Project (V4.4 & Source Code Released)
Post by: julayla on June 07, 2021, 07:47:10 am
I have to disagree with you on the slow boss dying animation problem being a "must fix" issue, Raykusen.

It was also like that with Megaman X2 so it's not a big deal to me {I know from experience when I played both original MMX2 & MMX3 games on my old snes game console a few decades ago in the late 1990s}

It was also like that in the original Megaman X game as well (which at the time wasn't a big deal as it lasted for 10 seconds at least).