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Romhacking => Personal Projects => Topic started by: DarkSamus993 on October 04, 2016, 12:34:01 pm

Title: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on October 04, 2016, 12:34:01 pm
Mega Man X5 is the game you want to love, but can't because of some glaring flaws (the biggest being Alia stopping you every five seconds to tell you something). I had actually started this project quite a while ago, but dropped it due to my inexperience at the time. Now that I know so much more (and needed a secondary project to work on anyway since I'm getting somewhat burnt out studying SC4's inner workings), I figured it was time for a revisit.

The goal of this project is fix the flaws and add some polish where needed.

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

Speaking of adding some polish, they really screwed up the 'injured' graphics for both X and Zero in the intro stage.

(http://i.imgur.com/e5vXB1w.gif) --> (http://i.imgur.com/GuZWCMP.gif)
Zero was an easy fix, the graphics were simply stored incorrectly and I guess the programmer/artist didn't care. I rearranged the tiles so the animation will play correctly and added Zero's gem flashing for good measure.

(http://i.imgur.com/xRXJSuF.gif) --> (http://i.imgur.com/xtDuUF3.gif)
X on the other hand, required a lot more work. For whatever reason they decided to make X and his armor use a single palette, instead of the usual 2 separate palettes. This meant fixing his graphics, palettes, and sprite assembly data.

Here are the old and updated graphics:
Spoiler:
(http://i.imgur.com/tJyzhMu.png)

There are some other graphical/palette issues that I hope to fix (the X vs. Zero boss fights both have problems for one).

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

Someone mentioned allowing both character bonuses to be kept. (http://www.romhacking.net/forum/index.php/topic,3282.msg318631.html#msg318631) I figured out how to do this (it was a simple matter of having the branch instructions always default to a single option). So X will always have the Force Armor and Zero will always have the Z-Buster. This does break the story somewhat in the intro stage as X's Force Armor is destroyed if you choose Zero, and Zero's Z-Buster is damaged if you pick X (so either just assume the damage was fixable or alter the text and graphics).

The cheat codes for Ultimate Armor/Black Zero allow the Force Armor to always be kept, but you still can only use one code or the other (it is possible however to allow the player to receive both upgrades, but it might be best to make the player choose; I haven't fully decided yet).

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

Alia's dialogue as stated before is the biggest flaw of the game. I haven't found a way to disable it yet (that doesn't break the game that is). I'm getting very close though, it's just going to require more debugging and studying how the game functions.

Here's the main things I got so far:
- The game has an active camera/dialogue/enemy table (each entry is $08 bytes) it updates in WRAM. For dialogue it has 3 flags ($00 = not seen; $01 = loaded; $81 = seen).
- The game saves this flag data (gets marked on the memory card) as it never shows the dialogue again.

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

And now for the wishlist of sorts. I have no idea if I'll be able to implement these things, but I want to at least look into them:
- Press START to skip cutscenes. There is just so much text in this game, having the option to skip it instead of having to mash through it would be nice.
- Implement X6's way of handling Alia's messages; have a icon and sound play to alert the player, but the dialogue will only play out if SELECT is pushed.

========================================

EDIT: First public demo is available for download!
[DOWNLOAD] v0.1 (http://www.mediafire.com/file/o5b1sagh98mt20k/MMX5_Improve%28v001%29.zip) (Please see the readme for patching information & changelog).

EDIT 2: The code for collecting a Heart Tank has been tweaked to fix a bug.
[DOWNLOAD] v0.1.1 (http://download854.mediafire.com/gyxiu3799p2g/v7m64otv6fu63p5/MMX5_Improve%28v001_1%29.zip)
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 04, 2016, 01:56:48 pm
Some suggestions:

* Make it possible to obtain all equippable items;
* Balance out the bosses. Most of the eight mavericks are total pushovers, so make them more aggressive.
* Change the bosses names to the original translated ones over the Guns 'n Roses references (Crescent Grizzly, Tidal Whale, Volt Kraken, Shining Firefly, Dark Necrobat, Spiral Pegasus, Burn Dinorex and Spike Rosered).
Title: Re: Mega Man X5 Improvement Project
Post by: SCD on October 04, 2016, 02:21:06 pm
It's great to see someone fixing up this game because it has a lot of issues that need to be fix up.

Another idea that you should do to your project is restore the two unused music tracks for the Dr. Light Capsule and the stage of Tidal Whale (Duff McWhalen) and you should also try and restore the Japanese intro song as well.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 04, 2016, 02:24:42 pm
THANK YOU

T H A N K Y O U

I'm so glad you exist. First your X4 studies, now this... :P

In case it is of any help for testing, here are some memory card files I made when I tried to tackle the in-stage dialogues problem with hacked memory cards (which didn't work at all, couldn't figure out how to validate modified memcard files)

http://www.mediafire.com/file/23w90cfo2l17kw2/mmx5_test.zip
http://www.mediafire.com/file/4tncpf5vcvjcejz/mmx5_test2.7z

And here's my resulting workaround...

http://www.mediafire.com/file/dmmqbc5sa9lhtn3/Mega_Man_X5_%28USA%29.mcr

It's a save file with all main 8 staged visited by both characters, all dialogues marked as seen, and both character bonuses taken. I made it by playing normally but using gamesharks to freeze the "16 hours" timer and getting the Fourth Armor while starting as Zero.

I wish you the best of luck with this project!

October 04, 2016, 02:27:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
restore the Japanese intro song as well.

Just so you know, I did that as a separate patch. I actually replaced the whole intro SRT video.
http://www.mediafire.com/file/v0szb6u43qeqm96/Mega_Man_8%2C_X4%2C_X5_-_Japanese_Intro_Patches.zip

I might be a good idea to keep this as a separate, optional patch since some people may prefer the american instrumental intro (it's pretty good too in my opinion).

(If the above patch is of any use to this project, please feel free to use it. Although it's pretty basic stuff...)
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on October 04, 2016, 08:52:31 pm
Very interested in this, but Alia being so annoying and always having to chose which character to give bonuses to really killed this game.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 07, 2016, 05:30:09 pm
Still trying to figure out how to disabling Alia, but in the meantime I fixed some other things. Here's the current list of changes that have been made:

[INTRO STAGE]
• fixed Zero's 'injured' sprite alignment
• fixed X's 'injured' sprite palettes
[CHARACTER SELECT]
• re-coded it to keep both character bonuses
• re-coded it to keep the Force armor when using cheat codes (choose one)
[ALL STAGES]
• re-coded Heart tanks to affect both characters
• re-coded Life-Up parts to affect both characters
• re-coded Energy-Up parts to affect both characters

So yeah, no more having to pick which upgrade to give to each character; whatever you pick, both characters will receive it.

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

Some good suggestions for improvements have been made, so here's what I'm currently planning:
• make it possible to obtain all equippable items/parts
• change the bosses names to the original translated ones
• balance out the bosses
• balance out the ranking system

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

The 'Mission Report' and 'Save Screen' are going to need a lot of work done to them. If I can make it possible to obtain all equippable items/parts, they'll need to be represented on the save screen. Here's a quick mock-up I did:
(http://i.imgur.com/tJSaJ3R.png)
The part's palettes will be altered to be more like in X6: purple = virus; blue = X; red = Zero; green = normal.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 07, 2016, 05:31:57 pm
Couldn't you better go fix X6? 8)

X5 was the best X game for me, not much to fix about it. Though your fixes certainly help making the game even better.

But the game that really NEEDS fixes is X6.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 07, 2016, 05:42:02 pm
Couldn't you better go fix X6? 8)
X5 was the best X game for me, not much to fix about it. Though your fixes certainly help making the game even better.
But the game that really NEEDS fixes is X6.
I'd say X5 has more technical problems, while X6's faults mostly lie with stage design. A lot of the problems in X5 were corrected in X6. Either way though, both games need some help. I'm not making any promises, but I will say that X6 is one of the games I'd like to work on in the future.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 07, 2016, 05:45:16 pm
That would be really cool!

Then I can finally re-add X6 to my Mega Man rom list ::)
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 07, 2016, 10:25:00 pm
Great to see progress already! I'm very excited to see this done!
I wish you the best of luck, I really hope all of your ideas can be implemented eventually :)

Another tiiiiiiny suggestion...
For consistancy's sake, maybe you could edit the dialogue with Bolt Kraken/Squid Adler where he mentions Launch Octopus but calls him "Octopardo" (directly from the japanese name, "Ranchā Okutoparudo", instead of keeping consistency with the localized name)

Also, I'd like to insist on the idea of a set of small, optional de-localization patches (since some people may prefer the american counterparts). For example:
- One that restores the japanese intro song (like the one I posted above, although it's possible to reencode the american video with the japanese audio to keep the "Mega Man" name)
- One that restores the japanese ending song (I don't know how easy or difficult this might be, since the file is a lot bigger and I'm not sure the CD image can be so easily expanded... I couldn't do it without breaking the game when I tried.)
- One that restores the japanese title screen (http://"https://tcrf.net/Mega_Man_X5") (again: can be edited to keep the american "Mega Man" title for consistency)
- And if something like this were to be made, maybe the restoration of the eight Maverick's original names would better belong here, as an optional patch? (I'm not talking for me, I would LOVE to have the original names back in any case, but some may want to have the gameplay fixes while keeping the names intact? I don't know, nostalgia)
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 07, 2016, 10:45:13 pm
For consistancy's sake, maybe you could edit the dialogue with Bolt Kraken/Squid Adler where he mentions Launch Octopus but calls him "Octopardo" (directly from the japanese name, "Ranchā Okutoparudo", instead of keeping consistency with the localized name)
Oh, I almost forgot about that one. Yes, that'll  be something that gets changed.

Also, I'd like to insist on the idea of a set of small, optional de-localization patches (since some people may prefer the american counterparts).
That's basically what I'm thinking. The priority is to fix the core game mechanics and then I can deal with all the different patch subsets.
Title: Re: Mega Man X5 Improvement Project
Post by: Heaven Piercing Man on October 08, 2016, 01:50:06 am
A partially delocalized X5 would be a dream come true.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 08, 2016, 06:55:48 am
Yeah, Octopardo should be changed to Launch Octopus. Also, the Guns and Roses names should be replaced with new translations (mostly based on the original Japanese names).
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on October 08, 2016, 08:04:03 am
Though I personally prefer the GnR names, I'm still going to play this, all the other changes are really good ideas.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 08, 2016, 03:08:28 pm
Another idea that you should do to your project is restore the two unused music tracks for the Dr. Light Capsule and the stage of Tidal Whale (Duff McWhalen)

I don't see much of a reason for this, since the unused tracks are quite lacklustre compared to the ones used in the game.

- One that restores the japanese title screen (http://"https://tcrf.net/Mega_Man_X5") (again: can be edited to keep the american "Mega Man" title for consistency)

AFAIK, the game's logo is a separate graphic from the background.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 08, 2016, 03:15:44 pm
I like the beta Whale music much better than the dumb rehash of Bubble Crab.
Title: Re: Mega Man X5 Improvement Project
Post by: justin3009 on October 08, 2016, 03:27:34 pm
I have to agree.  The rehash using Bubble Crab's stage was pretty terrible.  The original one isn't perfect, most of the music in this game isn't, but just rehashing was very lazy.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 08, 2016, 03:30:50 pm
Every Mega Man game has completely unique stage music, making it all feel like one huge game (I always play all games one after another).
And suddenly, Bubble Crab is being rehashed.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 08, 2016, 03:35:52 pm
AFAIK, the game's logo is a separate graphic from the background.
The logo and background are a single graphic actually.
Title: Re: Mega Man X5 Improvement Project
Post by: AxlRocks on October 08, 2016, 03:43:56 pm
+1 vote for an optional patch for the unused Dr. Light and Duff McWhalen music, if possible. I like that idea a lot.


I think de-localization patches would be neat, but I'd also prefer they're optional too. Other than fixing "The Octopardo Inconsistency." (Which sounds like a great album name or something.)


As far as the ranking system goes, honestly, I've thought it was terrible since it was introduced. Just my two cents, but if it were up to me I'd NOP it out of existence; not even display it anywhere. Did you beat the level and boss? Then you won, here is your stuff. :thumbsup: That's it, plain and simple. Like the good old days of Megaman games.

Related, I would completely tie Boss Levels to difficulty instead, removing the player rank, hours left, and Mavericks defeated from the equation entirely.

I also really support the idea of being able to acquire all parts somehow. I think that fits well with the above. It sounds a fair bit more like pre-X5 games to me.

PS, good work so far too!




At least this game doesn't have stupid missable/death-able Reploid rescues to fix too...
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 08, 2016, 08:10:40 pm
Well, well, it seems someone is working on Mega Man X5 to make it enjoyable.

You know, it would be cool if:
> The bosses' weaknesses were made more effective, shortening the ridiculously long span of the fights
> Their ridiculous mercy invincibility was reduced as well
> Skiver/Spiral Pegasus could actually get DAMAGED by Dark Hold, giving X some efficient way to damage him (Only Zero could do that, due to his combo bypassing that stupid mercy invincibility)
Title: Re: Mega Man X5 Improvement Project
Post by: Lenophis on October 09, 2016, 01:27:02 am
Some suggestions:
1) remove most of the waypoints. There are far too many.
2) game overs should spit you back to the beginning of the stage, not the most recent waypoint.
3) not sure if this is possible, but some scrolling can lock you into tanking a death. The notable one here is the one in Skiver's stage where the armor piece is.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 09, 2016, 05:59:53 pm
I'm sure many of you will be happy to know that Alia's dialogues have now been disabled. :beer:

There is a table stored in RAM that stores all the variables for things like heart tanks, equippable parts, armor parts, which of Alia's dialogues have been viewed, etc. This table then gets saved to the memory card (save files in RAM are $158 bytes each, and there are 8 slots).

X & Zero - Alia Dialogue Tables; 7 bytes each (low-high bit order):
Code: [Select]
-- RAM --
0x800D1CCD (X):
0x800D1CED (Z):
bits 1-3 = NULL
bits 4-8 = Eurasia City

0x800D1CCE (X):
0x800D1CEE (Z):
bits 1-4 = Weapons Stockpile
bits 5-6 = Oceanographic Museum
bits 7-8 = Volcanic Inferno

0x800D1CCF (X):
0x800D1CEF (Z):
bits 1-7 = Volcanic Inferno
bits 8-8 = Power Plant

0x800D1CD0 (X):
0x800D1CF0 (Z):
bits 1-2 = Power Plant
bits 3-5 = Forest Maze
bits 6-8 = Laser Lab

0x800D1CD1 (X):
0x800D1CF1 (Z):
bits 1-3 = Laser Lab
bits 4-8 = Planetarium

0x800D1CD2 (X):
0x800D1CF2 (Z):
bits 1-4 = Repliforce Base
bits 5-8 = Training Area

0x800D1CD3 (X):
0x800D1CF3 (Z):
bits 1-5 = Training Area
bits 6-8 = NULL

The game performs a simple check before it displays her dialogue, is the appropriate bit a 0 or 1? If it's 1, do not display a message. I re-coded it so the game checks for a 0, thus never triggering her dialogue.

As a result however, the game no longer marks which dialogues have been viewed (which doesn't matter since they're all disabled). Implementing the way X6 handled Alia's messages (icon and alert sound instead of forcing you to view it), would be the next step (which may be out of my skill range atm, but I'll certainly give it a shot).

I'm going to be working on making all equippable parts able to be obtained next, and there's going to be a lot to do to make everything function properly and look nice. The game already has values in place if you collected all the parts, it's just not possible to do so normally.
Title: Re: Mega Man X5 Improvement Project
Post by: justin3009 on October 09, 2016, 07:13:32 pm
You are doing such a wonderful thing for this game.  I thank you SO much for doing this!  It's going to be a serious improvement without the dialogue spam and such already!
Title: Re: Mega Man X5 Improvement Project
Post by: Thanatos-Zero on October 09, 2016, 08:26:33 pm
Personally it would be also great, if you could reach a higher rank in any stage in a reasonable manner.

Also here are some things, which would be interresting for Zero.
https://www.youtube.com/watch?v=arkwMLp0YKY
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on October 09, 2016, 10:36:42 pm
Once all equipable parts are obtainable will you release this?
Title: Re: Mega Man X5 Improvement Project
Post by: tc on October 10, 2016, 02:02:58 am
How accurate is the dialogue translation anyway? It's rather weird how different Dynamo's personality becomes once you meet him.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 10, 2016, 10:14:59 am
A few general suggestions:

* Restore the Force Armor's name. Fourth Armor is actually a mistranslation.
* Restore the Force Armor's Nova Strike.
* Buff up the Z-Buster, either raise it's damage output or make it work like in X6.
* Replace the skull logo on the bosses lifebars with Sigma's or Repliforce's logo where appropriate.
* Speed up Crescent Grizzly/Grizzly Slash jumps. Not only his floaty jumps look ridiculous, it makes the fight way too easy.
* Anything you can do to make Dark Necrobat/Dark Dizzy less of a total joke, like making him actually attack you.
* Tone down the Shadow Devil. Make it's weakness actully damage him and remove the insta-kill green outline he leaves when morphing.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 10, 2016, 03:05:57 pm
I'm sure many of you will be happy to know that Alia's dialogues have now been disabled. :beer:

Holy shit! This has been all so fast, thank you so so so much!
This right here is such a great milestone that if this were the end of the project, I would be so happy and grateful notheless. Still, I'm very excited to see where you go from here!

This honestly made my day  :beer:
Title: Re: Mega Man X5 Improvement Project
Post by: Darkabomination on October 11, 2016, 12:21:10 pm
I know you're already swamped with requests, but the most important thing I believe aside from buffing Zero's shots and the bosses, is improving Virus Zero's ai. The most disappointing thing by far is in the X vs Zero fight he's a complete pushover. He won't dodge your attacks when you charge a shot, he doesn't wall climb much, rarely uses his combos and weapons, etc. Or even just increasing his speed to make up for it.

I wish it was as good as Rosenkreuzstilette, where the reaction time is much faster and the rival actually uses her screen-filling attacks and aims for the walls.
In any case, great work, and like others have said if this is all that's being done, it's already an incredible piece of work as is.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 11, 2016, 12:27:05 pm
What's Rozenkreusstillletyerte or something?
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 11, 2016, 12:52:54 pm
What's Rozenkreusstillletyerte or something?

You know about Google, no?
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 11, 2016, 12:54:05 pm
Yeah I do. I think he can explain better.
Title: Re: Mega Man X5 Improvement Project
Post by: ArkthePieKing on October 12, 2016, 03:49:25 am
This is awesome! I always loves X5 despite it's flaws. It was just...fun, ya know?

One thing I always liked in X6, weirdly enough, was X having the crappy version of the Saber much like Zero having a crappy buster in X5. As long as we're talking about dream scenarios, I'd kill for the Force Armor to have that same triangle derpy saber attack, even if it doesn't make much sense in the canon.

But even if you didn't implement that this is still fantastic work. :D
Title: Re: Mega Man X5 Improvement Project
Post by: RetroRain on October 12, 2016, 09:16:27 pm
I'm sorry if this is a stupid question, but are you modifying the PC version of X5, or the PlayStation ROM?

Anyway, I think this is really an awesome undertaking. :)
Title: Re: Mega Man X5 Improvement Project
Post by: Satoshi_Matrix on October 13, 2016, 01:07:17 am
Good question. Really hoping it's the PS1 version.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 13, 2016, 10:23:14 am
I guess it's safe to assume it is the original PSx version.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 13, 2016, 10:52:09 am
Nothing really new to report yet, other than I found a bug that I need to fix in Grizzly Slash's stage. It seems the laser canon on the trucks checks Alia's dialogue flags if you viewed the one about it before loading it's hit-box, meaning it's not damageable and thus the stage is unable to be beaten currently. I played through the other maverick's stages without any trouble though.

For those of you making suggestions: I do read all of them, so don't feel I'm ignoring you if I don't reply. I agree with most of the ones made so far and will implement what fits the game/my skills enable me to.

Once all equipable parts are obtainable will you release this?
No, there are still many tweaks I want to fix/look into before that. I will be releasing a beta patch eventually for bug testing, but that's still a long ways off.

Are you modifying the PC version of X5, or the PlayStation ROM?
I'm modding the PSX version, I guess I forgot to state that.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on October 13, 2016, 12:13:15 pm
Doesn't only X4 have a PC version?
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on October 13, 2016, 12:30:12 pm
I'm actually quite happy with the project as it is, but if you are in the mood for granting wishes I would love it if the saber extended power up acted more like a projectile.

Oh and when that beta is ready I'd love a go at it.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 13, 2016, 12:47:43 pm
Doesn't only X4 have a PC version?

All X games besides X2 have a PC version.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 15, 2016, 06:52:51 am
Awesome project man!
Here are some suggestions I can think off the top of my head:

-In regards to the Shadow Devil I would say buff his 2nd form (the Wily Tank) as it's too slow and gives you way too much time to react, while tone down his first form a little (namely remove the green outline, make the weakness damage him a bit more, and make the asymmetrical version of the double block attacks slower)

-Shorten the rematch Maverick boss lifebars (at Lv. 96 IIRC, they are ridiculously long) a bit.

-My suggestion for making X harder is to make him faster. He takes ages to do attacks and as a result, 99% of his attacks are highly predictable and telegraphed, and it doesn't help that unlike Zero, he does have a weakness (albeit one that he doesn't react to but it does more damage than other attacks, it's Zero's Quake Blazer) Maybe reduce the damage done from the Quake Blazer a bit.

-Restore the Japanese VA for X and Zero in gameplay as well as the announcer for the Mavericks/Dynamo. (For stage select)

-IDK if you can import music from the X5 beta that was leaked, but could you replace the Zero Virus theme for the stage select screen? (it originally used an entirely different song as opposed to recycling a section of the 1st Virus theme)

-Maybe swap out the intro video for the original japanese one? Also, restore the japanese credits song.

-The Gaia/Gaea Armor was supposed to be able to use subweapons, but not being able to charge them (as is on the X5 beta) however, due to unknown reasons (possibly balancing) the ability to use subweapons with this armor was removed. Some bits remain in the final version: the palettes for each of the weapons is still present, but the coding is completely gone. This might be too difficult though, even with the beta version of the armor.

-Buff the weapons for X. Admittedly, some of the weapons can be good if charged up (like the C-Shot's shield) but most aren't really effective, especially when compared to Zero's techniques (although one is weak, I'll get to that in a moment) Spike Ball could go for a longer distance and take less time to recover, C-Shot could do a little more damage, F. Laser should either be faster (although this would make getting the Gaia armor part in Necrobat's stage nearly impossible) or stronger. I'm probably going to think about this a little more.

-For Zero, his W-Shredder technique needs 3 improvements: One, the input. I noticed that I accidentally have done this attack several times, and that's thanks to how the input works: Dash + Attack button. Changing it to the Special attack button would help, although it may interfere with the Z-Buster. The ideal thing would be to actually have to select W-Shredder as if it were a special weapon, and then have it replace the Buster/Special attack button, that way, no further accidents would occur.
Two, damage output is pathetically low. I know it can't do that much damage, otherwise you risk breaking the game, but a little bit more damage would help out.
Third and last, Zero takes a while to recover from this animation (he pretty much has to wait until the attack is done in order to move again) Maybe making Zero recover a bit faster (not so much that you would end up spamming the attack, but at least a little bit quicker)

Sorry for the wall of text, but I really enjoyed X5 and with some polishing here and there, the game could be way better than it is currently. Wish you good luck!
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 16, 2016, 10:58:41 pm
Small update:
I got the bug in Grizzly Slash's stage fixed, so all stages are playable now. The game was indeed checking if that specific dialogue had been viewed, and if it wasn't it would not load the hit-box for the laser cannon.

I've also been prepping the save/load screens for when all parts will be collectible:
(http://i.imgur.com/dJi75XJ.gif)
- all sixteen parts will load now instead of only eight.
- each part now has a designated slot to go in instead of being placed incrementally.
- the palette each part uses has been changed to be consistent with X6.

I just need to redo the save/load screen backgrounds so the 'time remaining until impact' is not covered up and those screens will be done. Then I can move on to re-coding it so you can actually receive all the parts. It will take time to figure out how everything works and altering the mission report screen to accommodate the changes.
Title: Re: Mega Man X5 Improvement Project
Post by: NES Boy on October 16, 2016, 11:38:31 pm
Are any voice clips in the Japanese version of X4 reused in X5? If so, I'd like to see an option (I repeat, an option) to have their English X4 equivalents ported over. Yes, even if it means having to hear X sound like a prepubescent boy.
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 17, 2016, 04:15:08 pm
So, DarkSamus993, have you taken our suggestion into account? We serioulsy need those boss fights fixed.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 17, 2016, 04:24:01 pm
So, DarkSamus993, have you taken our suggestion into account? We serioulsy need those boss fights fixed.
Yes, I'll be trying to fix the issues with bosses (weapon effectiveness, invincibility frames, etc.)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 17, 2016, 04:39:51 pm
Dark, did you try to swap music? I'm curious if it's possible to swap music from X5 with either X4 or X6's.
Sorry if I'm bothering you with too many requests!
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 17, 2016, 05:01:48 pm
Dark, did you try to swap music? I'm curious if it's possible to swap music from X5 with either X4 or X6's.
Sorry if I'm bothering you with too many requests!
It's probably possible. There are a couple of unused tracks from X5 that people have suggested be restored for a secondary patch (one of the several things I'll be attempting after the core gameplay has been fixed).
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 17, 2016, 05:29:58 pm
(http://i.imgur.com/dJi75XJ.gif)
Amazing!
These improvements have been on the top of my wishlist of game hacks since I first played this game. This thread makes me happy.  :woot!:
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 18, 2016, 04:34:33 am
It's probably possible. There are a couple of unused tracks from X5 that people have suggested be restored for a secondary patch (one of the several things I'll be attempting after the core gameplay has been fixed).
Awesome, thanks man.

With X's weapons, here's another suggestion:

The Tri-Thunder stands out for being one of the least garbage non charged weapons of X.
But charged, the thunder is near useless: what it does is it fires off a bolt in front of you, and then it starts firing bolts all over the place, albeit slowly and one by one.
Outside of the first Sigma fight (and even then, it's random if the bolts will hit Sigma) the charged version is near useless.
I know making it into a Pseudo Giga Attack (kinda like Mjinion's weapon charged up on X6) is probably hard to do, but would it be possible to at least buff the speed of the bolts and making their patterns at least a bit more consistent, and not so random?

The charged version of the Spike Ball should stay on screen longer, it barely stays on screen before it goes off. (at least 5 extra seconds)
Looking back, non charged Spike Ball doesn't need a recovery change, it only needs to travel back faster to X to make up for the extra distance buff.

X's Spiral weapon is horrendous, both charged and non charged: Regular version should do more damage. Charged version needs to be faster, it's too damn slow, and if the intention was for the attack to be slow, but to damage as much as possible because of how slow it is, it needs a change, when the fire weapon can do that without being charged.
Charged Spiral should be faster, and if it turns out it's not killing enemies, the damage should also receive a buff as well. (essentially, if it's twice as fast, make it so that it does twice the damage)

Looking back on my W-Shredder suggestion, I would actually say take back what I said about the recovery being slow for Zero, it's actually not that slow. If anything, it's the distance that needs a buff, not so to the point of rendering the Z-Buster useless, but still good enough to make the Shredder worthwhile.

I still haven't thought about the rest of X's weapons, I'll post back if I can think of something else.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 18, 2016, 07:13:33 pm
(Just to see if I could help with anything, I just tried to add the japanese audio to the american english video, and while I didn't have any trouble converting to AVI+WAV and swaping audio sourced, I couldn't convert the raw AVI back... The only AVI to STR conversion tool in the site does very weird things, and is barely translated :laugh: ... Gonna try again later on...)
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 19, 2016, 02:09:55 pm
Also, DarkSamus, it seems you want us to be able to get all 16 parts in a gameplay?
Title: Re: Mega Man X5 Improvement Project
Post by: Kallisto on October 19, 2016, 11:58:33 pm
I like what you're doing, but I don't believe Alia Dialogue needs to be disabled that does not give the player a option if they wish to do so or not since that seems more of a personal preference than a flaw. At least make a option rather than a absolute, you will have players that do want the story-aspect of the game to be intact. Hopefully keep this in mind for two different patches which disables, but not the other.

I've seen you & Thanatos over at Sprites.Inc, nice to see you all again.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 20, 2016, 07:41:22 am
Very few players would agree with you Kallisto.
Story wise, nothing Alia says during the stages is relevant or important, and in fact, in the case of the stage revisits after unlocking the final stages, she just shows up at the start of the level just to stop you for a few seconds while stating the abundantly obvious (DERP, FINAL STAGES UNLOCKED, NO REASON TO BE HERE DERP is what her message can be summed up as)
In fact, most people consider this a flaw because she keeps breaking the pace of the game. Keeping in mind that speed is one of the main highlights of the X series, it's a complete and total bummer to keep stopping because of extremely obvious advice that on rare occasion is useful (the one example being Dinorex's stage)
I can understand if you are a newcomer to the series, as Alia was evidently made for that purpose (given her advice) but for anyone remotely experienced on the MMX games. Hell, if you just played and beat, say, X4 only, you won't need Alia. AT ALL.
Especially worse if you are doing a speedrun of X5.
That being said, making it into an option like X6 did would be the best way to satisfy everyone, but if it can't be done, removing her dialogues isn't as bad as you may think. It benefits the game more rather than hurting it.
Title: Re: Mega Man X5 Improvement Project
Post by: Kallisto on October 20, 2016, 10:37:22 am
I don't necessarily agree with that. The way you're suggesting that seems to be more for speed players (I never got the idea that you were meant to pace like a mad man in the X series), and the many times I've played X5 that Alia's dialogue has never really bothered me, but yes it should be a option in the end as you and I are suggesting. That is all I'm trying to say.

Again I love everything he is doing to clean up the game, but the disabling the dialogue permanently is a bit of a deal breaker for me personally.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 20, 2016, 10:53:26 am
I'm not suggesting it just for speed players, but for regular players as well. (The pacing of some stages does improve thanks to the removal, I suggest you check out the X5 prototype in case you haven't. Grizzly's stage in particular is better without the advice) It's not one of X5's biggest flaws, but it's certainly one of the most annoying and consistent ones.
If anything, Alia's advice would have worked better if it was less frequent and only on stages where it would actually help (Dinorex is one such example.) if Capcom wanted to make it mandatory.
I still really don't get why they added her advice at the start of a level you revisit once you unlock the final stages (where she's absent)It serves absolutely no purpose whatsoever, and seems like a waste of programming to me.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on October 20, 2016, 12:22:04 pm
Perhaps if it isn't possible to make the dialog optional you could take out the useless info and leave the useful info. Maybe even replace the useless dialog with more useful dialog rather than removing everything.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 20, 2016, 01:10:54 pm
Hmm, IDK.
Personally, as Kallisto and I have stated, the ideal solution to please everybody is to make it like X6(in other words, optional), but there's no telling how hard could that be to implement.

BTW, Dark, any clue as to how the difficulties work? By this I mean, how are changes to bosses going to work on each difficulty? like is there a separate table for each boss in regards to how much damage they do, how much damage they take per difficulty? or is there just a multiplier flag that gets activated per difficulty?
Another thing, are parts possible to obtain on Easy now? Boss levels don't change on Easy so you can't obtain them on that difficulty.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 20, 2016, 05:13:59 pm
I would remove all in-stage text completely. Even the constant beeping for unnecesary dialogue in X6 annoys me. As much as I enjoyed X5's plot, it's an action game first, you're supposed to explore, you're suppose to figure out basic stuff like "lava kills you", "climb the ladder" and "be careful". You don't need to be a speedrunner to appreciate that.

People defending the dialogues, maybe this hack isn't for you? Considering the main issue to improve on, as described from the first post, was to remove those dialogues. Perhaps you could kindly ask DarkSamus to make a series of different patches instead of just one that includes everything, so you can benefit for the other improvements and still keep Alia babbling.

Personally, I'm looking forward for the core improvements that are already being worked on, don't really mind much of the minor stuff that's been mentioned by others :woot!:
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 20, 2016, 07:00:50 pm
It took longer than expected, but the save/load screen overhaul is complete! I ended up using 4 tiles less than the original box that holds all the items/equipment. If I had used more tiles I would have had to figure out how to expand and re-point all the base sprite assembly (which probably would have been quite a pain to do). The pause screen reads some of the same sprite assembly, so I'll have to tweak some code to get everything positioned correctly again for that; should be an easy fix.
(http://i.imgur.com/UEWd6yv.gif) --> (http://i.imgur.com/ydf7APP.gif)

I like what you're doing, but I don't believe Alia Dialogue needs to be disabled that does not give the player a option if they wish to do so or not since that seems more of a personal preference than a flaw. At least make a option rather than a absolute, you will have players that do want the story-aspect of the game to be intact. Hopefully keep this in mind for two different patches which disables, but not the other.

I've seen you & Thanatos over at Sprites.Inc, nice to see you all again.
Nice to see you too! I was wondering if that was you. :)

The final goal is to make them optional, either like in X6 with a notification icon + sound or an on/off toggle in the option menu. Until I get that coded in though, I simply have them disabled.

BTW, Dark, any clue as to how the difficulties work? By this I mean, how are changes to bosses going to work on each difficulty? like is there a separate table for each boss in regards to how much damage they do, how much damage they take per difficulty? or is there just a multiplier flag that gets activated per difficulty?
Another thing, are parts possible to obtain on Easy now? Boss levels don't change on Easy so you can't obtain them on that difficulty.
I haven't gotten that far yet, there's still a lot of research to be done as far as how the game functions. I'm also still planning a lot of things out for how the game will function once I finish hacking it.

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

I'm glad to see people are excited for this hack, it's always encouraging to see that.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on October 20, 2016, 07:44:17 pm
Looks great! You went beyond fitting what was missing and managed to make it look better, the original looks a bit too dense... everything crammed together while wasting a lot of space.
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 20, 2016, 10:58:10 pm
Look at those people that think that Mega Man X is a game for speeders just because it's faster-paced than the Classic series. I mean, seriously? You guys don't seem to know Mega Man very well if you think the game's about racing into the boss room and them slamming them against the wall.

Mega Man X5 had serious pacing problems, indeed, hence the overly long boss fights caused by their excessive invincibility, lack of efficiency of their weaknesses (Especially when it comes to The Skiver and Dark Hold when X uses it) and huge life gauges. But removing the navigator just because such removal would benefit speedrunners? I find this a bullshit.

But it would be cool if Alia's hints were optional and her dialogue in certain parts would have been made more useful.
Title: Re: Mega Man X5 Improvement Project
Post by: Kallisto on October 20, 2016, 11:48:09 pm
Depending how far you dig, and implement..I'm curious to see what else could be inside the data of X5 besides what is known to us on TCRF.

Playstation stuff holds a lot of interesting things.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 21, 2016, 12:02:46 am
Depending how far you dig, and implement..I'm curious to see what else could be inside the data of X5 besides what is known to us on TCRF.
The most interesting thing I've found is unused sprites for X and Zero (I programmed a graphics decompressor that works on X4-6, but never got around to optimizing it and writing a re-compressor yet). And of course there's the stray graphics leftover from X4 here and there (such as a tile from the boss health bars).
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 21, 2016, 08:28:25 am
Look at those people that think that Mega Man X is a game for speeders just because it's faster-paced than the Classic series. I mean, seriously? You guys don't seem to know Mega Man very well if you think the game's about racing into the boss room and them slamming them against the wall.

Mega Man X5 had serious pacing problems, indeed, hence the overly long boss fights caused by their excessive invincibility, lack of efficiency of their weaknesses (Especially when it comes to The Skiver and Dark Hold when X uses it) and huge life gauges. But removing the navigator just because such removal would benefit speedrunners? I find this a bullshit.

But it would be cool if Alia's hints were optional and her dialogue in certain parts would have been made more useful.
Believe it or not, it would. Even 1 second can make the difference in a speedrun.
And no, MMX games can be played without speedrunning, but you DO realize the fast speed of the games is one the key aspects as to what makes the X series so different from the classic series? Doesn't mean you have to be Sonic and blaze through everything but it would be nice that Alia wouldn't stop me mid dash jump just to tell me extremely obvious stuff (like in Firefly's stage) If it was optional like X6 or alternatively, gone, this wouldn't happen.

Also invincibilities should remain as they are, otherwise you run the risk of the boss being too vulnerable to X's plasma shot (for the 2 armors that use it) as well as the Gaea's Giga attack, and dying very quickly (one example of lack of invincibility being detrimental to a boss fight would be X6's Final Sigma. Try using the Shadow Armor's saber and you'll know EXACTLY what I'm talking about)
The huge life gauges also only occur should you face the boss on Lv. 96...which you do on the rematch. The bosses are always at Lv. 96 there (except on Easy IIRC) otherwise, boss gauges aren't that long when you start out.
I already suggested to cut them down a bit.

Another thing, I think we should stop commenting about Alia. The solutions are pretty clear as to what to do with her, and it would be wise not to flood the thread with complaining about Alia and if she should be removed or not, and if it really benefits the game or not. Let's not ruin this project guys.
Title: Re: Mega Man X5 Improvement Project
Post by: RetroRain on October 22, 2016, 01:36:14 pm
I was always puzzled about the quality dip in X5 myself.  Believe it or not, I had played X5 last.  I played X4, then X6, and then I bought X5.  X4 and X6 have almost the same level of quality, where-as X5 looked like a shitty rush job.

That being said, another suggestion (you may have already thought to do it), something that I believe desperately needs to be fixed in X5:

Dialogue Font of X4 --> JUST FINE

(http://4.bp.blogspot.com/-j6smi9L_vdQ/UkEmr9WgxTI/AAAAAAAAjzU/tYM2YLiOx3g/s1600/Mega_Man_X4_13.png)

Dialogue Font of X6 --> JUST FINE

(https://static.taigame.org/image/screenshot/201204/megaman-x6-4.jpg)

Dialogue Font of X5 --> UGLY

(http://4.bp.blogspot.com/-6r9X7fjSsJs/UVs75p-EtqI/AAAAAAAAcKo/ofjqYPmUmRA/s320/Mega+Man+X5+78.jpg)

I would have the font of X5 use either X4's or X6's, but the font in the game is horrible.  And unfortunately it was used for both dialogue boxes and cutscenes.

And there are no dialogue avatars during gameplay, like in X4 and X6.

But the fact that you are hacking the actual PlayStation ROM is pretty fucking awesome.  I can't wait to do some PS1 hacking myself in the future. :)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 22, 2016, 11:59:58 pm
I do agree that the lack of cutscene avatars sucks.
I mean, it's true that X4 didn't feature them at every conversation (like Mavericks, for example) but it did feature them. X6 featured avatars for everything, really.
That being said, disagree on X5 being the weakest/quality dip. X6 had way WAY more issues than 4 or 5. At least neither of those games had a section where depending on if you picked a certain armor (Shadow Armor or if you weren't using an armor in X6's case), you couldn't get past a level, in this case, Gate's Lab 2 (the leap of faith section) as X.
X4 was far better than X6, IMO.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 23, 2016, 03:53:45 pm
I tried a small edit:

(http://i.imgur.com/JLB88QD.png)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 23, 2016, 06:47:42 pm
 :thumbsup:
Looks awesome man, I hope Dark can implement that in the project.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on October 23, 2016, 07:54:45 pm
I was always puzzled about the quality dip in X5 myself.  Believe it or not, I had played X5 last.  I played X4, then X6, and then I bought X5.  X4 and X6 have almost the same level of quality, where-as X5 looked like a shitty rush job.

That being said, another suggestion (you may have already thought to do it), something that I believe desperately needs to be fixed in X5:

Dialogue Font of X4 --> JUST FINE

(http://4.bp.blogspot.com/-j6smi9L_vdQ/UkEmr9WgxTI/AAAAAAAAjzU/tYM2YLiOx3g/s1600/Mega_Man_X4_13.png)

Dialogue Font of X6 --> JUST FINE

(https://static.taigame.org/image/screenshot/201204/megaman-x6-4.jpg)

Dialogue Font of X5 --> UGLY

(http://4.bp.blogspot.com/-6r9X7fjSsJs/UVs75p-EtqI/AAAAAAAAcKo/ofjqYPmUmRA/s320/Mega+Man+X5+78.jpg)

I would have the font of X5 use either X4's or X6's, but the font in the game is horrible.  And unfortunately it was used for both dialogue boxes and cutscenes.

And there are no dialogue avatars during gameplay, like in X4 and X6.

But the fact that you are hacking the actual PlayStation ROM is pretty fucking awesome.  I can't wait to do some PS1 hacking myself in the future. :)
I would prefer X4 out of them all. Personally it looks the best from all of the pictures you have shown me, in both font, dialog boxes, and the avatars. The avatars aren't necessary and none of these changes are, but X4 seems like it has the best in terms of quality(which I never actually paid attention to, good on you Rockman).

I do agree that the lack of cutscene avatars sucks.
I mean, it's true that X4 didn't feature them at every conversation (like Mavericks, for example) but it did feature them. X6 featured avatars for everything, really.
That being said, disagree on X5 being the weakest/quality dip. X6 had way WAY more issues than 4 or 5. At least neither of those games had a section where depending on if you picked a certain armor (Shadow Armor or if you weren't using an armor in X6's case), you couldn't get past a level, in this case, Gate's Lab 2 (the leap of faith section) as X.
X4 was far better than X6, IMO.
 
I would like to direct you to this:https://www.youtube.com/watch?v=fvNv2E9k6Ic (https://www.youtube.com/watch?v=fvNv2E9k6Ic)
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 23, 2016, 10:07:41 pm
Believe it or not, it would. Even 1 second can make the difference in a speedrun.
And no, MMX games can be played without speedrunning, but you DO realize the fast speed of the games is one the key aspects as to what makes the X series so different from the classic series? Doesn't mean you have to be Sonic and blaze through everything but it would be nice that Alia wouldn't stop me mid dash jump just to tell me extremely obvious stuff (like in Firefly's stage) If it was optional like X6 or alternatively, gone, this wouldn't happen.

Also invincibilities should remain as they are, otherwise you run the risk of the boss being too vulnerable to X's plasma shot (for the 2 armors that use it) as well as the Gaea's Giga attack, and dying very quickly (one example of lack of invincibility being detrimental to a boss fight would be X6's Final Sigma. Try using the Shadow Armor's saber and you'll know EXACTLY what I'm talking about)
The huge life gauges also only occur should you face the boss on Lv. 96...which you do on the rematch. The bosses are always at Lv. 96 there (except on Easy IIRC) otherwise, boss gauges aren't that long when you start out.
I already suggested to cut them down a bit.

Another thing, I think we should stop commenting about Alia. The solutions are pretty clear as to what to do with her, and it would be wise not to flood the thread with complaining about Alia and if she should be removed or not, and if it really benefits the game or not. Let's not ruin this project guys.

The hack is meant for every player, not just professionals and speedrunners (also, would professionals compete over a ROM hack? I walk around the Metroid community and not many guys do speedruns of its ROM hacks). I agree with making Alia's dialogues during the stage optional (such as it is in X6 onwards), but removing it is too much.

Also, no, invincibilities should not remain as they are. They last too long, they drag the fight for too long already, especially in cases like Mattrex when hit with a Wing Spiral. You also talk about it like I wanted to remove such invincibility altogether, which is bullshit. I would be quite happy if those invincibilities worked like the X1-X3 era. Also, the huge boss lifebars have to be shortened, they also make the fight unnecessarily long, and X5 is the only game to do that junk. (I don't recall if X6 does that or only gets close.)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 23, 2016, 11:23:50 pm
I would prefer X4 out of them all. Personally it looks the best from all of the pictures you have shown me, in both font, dialog boxes, and the avatars. The avatars aren't necessary and none of these changes are, but X4 seems like it has the best in terms of quality(which I never actually paid attention to, good on you Rockman).
 I would like to direct you to this:https://www.youtube.com/watch?v=fvNv2E9k6Ic (https://www.youtube.com/watch?v=fvNv2E9k6Ic)
Exactly. Perfectly exemplifies how rushed X6's development was as well. What's worse, is that it's very clear X should be able to make the jump normally, but the middle pillar/wall screws him over.
It's like the game was only playtested with the Falcon armor, seriously.

To Zero Dozer:
Yes, the hack is meant for every player (I even mentioned other changes, like weapon changes for X to make his weapons more viable) and secondly, the Alia change isn't just for speedrunners: it's for everyone who thinks (not just me I assure you) that she breaks up the pace of the levels. I stated this like 2-3 times now.
Dozer, there's no need to argue over this again. If you want to argue with me about that, we can do so in PMs. The possible solutions as to what do to with Alia have been posted here, no need to fill up the thread about this.

Also, to argue your two points about Boss lifebars and invincibilities:
If you meant just shortening their invincibilities a bit but not remove them, then I'm sorry for having misunderstood you earlier. Thing is, I'm kind of worried that altering some of the invincibilities could lead to some boss fights becoming almost pointless but it could be done: in the case of something like Dinorex with the Spiral, if anything, his animation should be sped up when he gets hit by the Spiral, and then cut his invincibility so that it matches the new animation speed. That way, you cut down on his invincibility a little and speed up the fight without severely altering the difficulty. (Then again, Dinorex isn't tough, with or without the Spiral) But I will state that you (in theory) can't cut down on them that much, because you run the risk of making the fights too easy, and possibly making bosses too susceptible to certain attacks (like X's Plasma shots, or his Gaea Armor's Giga attack)

As for the boss lifebars, keep in mind that they only get really long after they get to a certain level, and on Easy, at least the rematch Maverick ones, since they don't get buffed to Lv. 96.
If anything, the higher level lifebars should be cut down, so while the levels do give extra life to bosses, it's not to an absurd degree like the rematch Maverick ones.
The initial boss lifebars (and they stay for a good chunk of the game) are hardly that long. These ones shouldn't be altered or you run the risk of making the game too easy.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on October 24, 2016, 12:14:12 am
Exactly. Perfectly exemplifies how rushed X6's development was as well. What's worse, is that it's very clear X should be able to make the jump normally, but the middle pillar/wall screws him over.
It's like the game was only playtested with the Falcon armor, seriously.

To Zero Dozer:
Yes, the hack is meant for every player (I even mentioned other changes, like weapon changes for X to make his weapons more viable) and secondly, the Alia change isn't just for speedrunners: it's for everyone who thinks (not just me I assure you) that she breaks up the pace of the levels. I stated this like 2-3 times now.
Dozer, there's no need to argue over this again. If you want to argue with me about that, we can do so in PMs. The possible solutions as to what do to with Alia have been posted here, no need to fill up the thread about this.

Also, to argue your two points about Boss lifebars and invincibilities:
If you meant just shortening their invincibilities a bit but not remove them, then I'm sorry for having misunderstood you earlier. Thing is, I'm kind of worried that altering some of the invincibilities could lead to some boss fights becoming almost pointless but it could be done: in the case of something like Dinorex with the Spiral, if anything, his animation should be sped up when he gets hit by the Spiral, and then cut his invincibility so that it matches the new animation speed. That way, you cut down on his invincibility a little and speed up the fight without severely altering the difficulty. (Then again, Dinorex isn't tough, with or without the Spiral) But I will state that you (in theory) can't cut down on them that much, because you run the risk of making the fights too easy, and possibly making bosses too susceptible to certain attacks (like X's Plasma shots, or his Gaea Armor's Giga attack)

As for the boss lifebars, keep in mind that they only get really long after they get to a certain level, and on Easy, at least the rematch Maverick ones, since they don't get buffed to Lv. 96.
If anything, the higher level lifebars should be cut down, so while the levels do give extra life to bosses, it's not to an absurd degree like the rematch Maverick ones.
The initial boss lifebars (and they stay for a good chunk of the game) are hardly that long. These ones shouldn't be altered or you run the risk of making the game too easy.

I'm not sure if you actually watched the video or not, but there is a point where the player MAKES the jump as plain X without doing anything other than getting to the lowest point. I think he might have had speedster powerup or something. This is around 1 minute in. Someone in the comments said this was easy to do with speedster/hyper dash. Please watch the entire video first. As for the invincibility frames and such, the normal bosses are not a challenge at all really that I remember, but they never seem to be. Personally I wouldn't mind them reducing the increased life bars and invincibility frames so long as with each level they increased the rate of using more difficult to dodge attacks or something.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 24, 2016, 09:10:40 am
I'm not sure if you actually watched the video or not, but there is a point where the player MAKES the jump as plain X without doing anything other than getting to the lowest point. I think he might have had speedster powerup or something. This is around 1 minute in. Someone in the comments said this was easy to do with speedster/hyper dash. Please watch the entire video first. As for the invincibility frames and such, the normal bosses are not a challenge at all really that I remember, but they never seem to be. Personally I wouldn't mind them reducing the increased life bars and invincibility frames so long as with each level they increased the rate of using more difficult to dodge attacks or something.
He did use parts, didn't you read the description? He used Hyper Dash and Speedster at one point.
I can even speak out of experience: the only 2 ways the Shadow Armor can make that gap are with parts (Hyper Dash + Speedster, which while not shown on the video, is the easy way of doing it, it's also possible to do it with Hyper Dash only, but it's much harder IIRC. I always did it with those two parts) or cancelling a charged slash with Giga Attack: and let me tell you, it's not easy to pull off. (also this last one requires Speedster, as stated on the description)
Unarmored X can only cross with parts or by exploiting a glitch with the Magma Blade and Scaravich's weapon. Slightly easier to do, but you gotta be careful, since you only have a tiny margin for error.
Again, this points out how badly the development was because nothing in the game ever suggests you need those parts for Shadow or Unarmored X for that level and worse, you have to go out of your way to get these parts: the Dash is on the Inami Temple 2(when you go in the portal to fight NZ/HM/Dynamo) while the Speedster is on the Central Museum (and remember that stage can be completely random, so you may not even encounter that part)

As for X5 Bosses:
There are several bosses that don't really have that difficult to dodge attacks, like Grizzly, or even Dinorex (with some practice), Necrobat.
In those cases, you would have to buff up the speed of their attacks, and possibly increase the damage of their attacks as well in order to make them harder. Necrobat's animation when he gets hit by the weakness could definitely be shortened (it's even longer than Dinorex IIRC)
Kraken and Rosered had a pretty short animation when they got hit by their weakness, so they are an exception, and Pegasus is completely different from the rest of the bosses due to the nature of his weakness.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 24, 2016, 12:34:47 pm
:thumbsup:
Looks awesome man, I hope Dark can implement that in the project.

I'll try making the remaining names.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 24, 2016, 08:46:56 pm
I'll try making the remaining names.
Good luck!
Btw, how are you gonna spell Kraken's first name?
Here's the thing, I can't find one definitive translation of his name: I always find Volt Kraken or Bolt Kraken. Either one can technically apply (Volt applies because it relates to his electric power, and Bolt also works since his projectiles are bolts of electricity that turn into balls that travel along the ground/wall)
Or maybe there is one definitive translation of his original name, IDK, can anyone clarify this?
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 25, 2016, 12:02:39 pm
Good luck!
Btw, how are you gonna spell Kraken's first name?
Here's the thing, I can't find one definitive translation of his name: I always find Volt Kraken or Bolt Kraken. Either one can technically apply (Volt applies because it relates to his electric power, and Bolt also works since his projectiles are bolts of electricity that turn into balls that travel along the ground/wall)
Or maybe there is one definitive translation of his original name, IDK, can anyone clarify this?

It is likely "Volt" is the right translation. There's a boss in X3 named Volt Kurageil who uses the same katakana for his name (ボルト). I'm using "Volt" anyway, since I think it sounds better.

I'm almost done with this by the way, only missing two names.
Title: Re: Mega Man X5 Improvement Project
Post by: SpiffSpoo on October 25, 2016, 06:26:24 pm
Very cool  :beer:.

Is there data for the Force Armor's 4 shot charge still?
I always got that in X4 instead of the Plasma shot since I could just get the other one with the Ultimate Armor if I wanted too.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 25, 2016, 06:58:58 pm
Is there data for the Force Armor's 4 shot charge still?
I always got that in X4 instead of the Plasma shot since I could just get the other one with the Ultimate Armor if I wanted too.
The Fourth Armor has all the same graphical and palette data present in X5; it is currently unknown to me if the sprite assembly & the actual code that make the quad-shot/nova strike function is still present within the game or if it has been removed completely.

@Magma Dragoon That boss name edit looks nice! I'll look forward to seeing the rest.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 25, 2016, 07:55:08 pm
It is likely "Volt" is the right translation. There's a boss in X3 named Volt Kurageil who uses the same katakana for his name (ボルト). I'm using "Volt" anyway, since I think it sounds better.

I'm almost done with this by the way, only missing two names.
Oh ok, thanks for the clarification!

Btw, Dark, I know this is highly unlikely, but is there any chance of restoring the original X4 soundset for the Dragoon fight in the training stage?
Even less likely, but does Dragoon keep the sprites for his other X4 attacks that he doesn't use in X5? (I believe the attacks he doesn't use in X5 are summoning a fireball to create a lava pillar, and summoning a storm of fireballs that descend from above) If he does, is there any chance of restoring his unused X4 attacks? 
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 25, 2016, 10:09:04 pm
To Zero Dozer:
Yes, the hack is meant for every player (I even mentioned other changes, like weapon changes for X to make his weapons more viable) and secondly, the Alia change isn't just for speedrunners: it's for everyone who thinks (not just me I assure you) that she breaks up the pace of the levels. I stated this like 2-3 times now.
Dozer, there's no need to argue over this again. If you want to argue with me about that, we can do so in PMs. The possible solutions as to what do to with Alia have been posted here, no need to fill up the thread about this.

Also, to argue your two points about Boss lifebars and invincibilities:
If you meant just shortening their invincibilities a bit but not remove them, then I'm sorry for having misunderstood you earlier. Thing is, I'm kind of worried that altering some of the invincibilities could lead to some boss fights becoming almost pointless but it could be done: in the case of something like Dinorex with the Spiral, if anything, his animation should be sped up when he gets hit by the Spiral, and then cut his invincibility so that it matches the new animation speed. That way, you cut down on his invincibility a little and speed up the fight without severely altering the difficulty. (Then again, Dinorex isn't tough, with or without the Spiral) But I will state that you (in theory) can't cut down on them that much, because you run the risk of making the fights too easy, and possibly making bosses too susceptible to certain attacks (like X's Plasma shots, or his Gaea Armor's Giga attack)

As for the boss lifebars, keep in mind that they only get really long after they get to a certain level, and on Easy, at least the rematch Maverick ones, since they don't get buffed to Lv. 96.
If anything, the higher level lifebars should be cut down, so while the levels do give extra life to bosses, it's not to an absurd degree like the rematch Maverick ones.
The initial boss lifebars (and they stay for a good chunk of the game) are hardly that long. These ones shouldn't be altered or you run the risk of making the game too easy.

Yeah, I meant to shorten their invincibility a bit. Burn Dinorex's case is the most intriguing, and there's Dark Dizzy, which gets even Buster shots functioning as his weakness, and his weakness animation drags entirely the fight. I also agree that it shouldn't be too short (Hell, even without that modification one can spam the Ultimate Armor's Giga Attack for an easy win), just something near X3's mercy invincibility. I also agree that the shortest gauges don't need to be shortened, only the super long ones.

I'll see if I can replay the game and get a check for what else I feel is wrong.

PS: There is actually one: Falcon Armor should be able to charge special weapons.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on October 26, 2016, 08:56:44 am
And done:

(http://i.imgur.com/eABVt9O.png)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 26, 2016, 09:11:13 am
Looks awesome, fantastic job Dragoon!
Title: Re: Mega Man X5 Improvement Project
Post by: justin3009 on October 26, 2016, 12:32:19 pm
@DarkSamus993: May I ask what you're using to modify this game and how you're doing so?  I've been meaning to get into the PSX hacking scene for awhile and the farthest I've truly gotten was modifying Tales of Destiny just slightly.  I had to modify some of the code to let PC's who don't use certain weapons load up in battle, rather than forcing the battle to end like the games does.  But I'm curious as to what you're using.  (I was using NO$PSX though I'm not sure if I was doing anything properly)
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on October 26, 2016, 05:18:29 pm
@Magma Dragoon: Those look great! When I get done with fixing up the core game mechanics and get into all the secondary patch stuff people have suggested (such as reverting the boss names), I'll be sure to use these (with your permission and a credit of course).

Btw, Dark, I know this is highly unlikely, but is there any chance of restoring the original X4 soundset for the Dragoon fight in the training stage?
Even less likely, but does Dragoon keep the sprites for his other X4 attacks that he doesn't use in X5? (I believe the attacks he doesn't use in X5 are summoning a fireball to create a lava pillar, and summoning a storm of fireballs that descend from above) If he does, is there any chance of restoring his unused X4 attacks? 
He does have all the graphics he had from X4, some just go unused since they removed certain attacks (no idea if there is code leftovers or not). The soundset is indeed different, it's even missing him saying "shoryuken". Restoring his missing attacks would require a lot of work (if it's even possible).

@DarkSamus993: May I ask what you're using to modify this game and how you're doing so?  I've been meaning to get into the PSX hacking scene for awhile and the farthest I've truly gotten was modifying Tales of Destiny just slightly.  I had to modify some of the code to let PC's who don't use certain weapons load up in battle, rather than forcing the battle to end like the games does.  But I'm curious as to what you're using.  (I was using NO$PSX though I'm not sure if I was doing anything properly)
I've been using Tile Molester Mod for inserting/editing graphics+palettes, PCSX Agemo Debugger for tracing code, and pSX's built-in debugger for poking around the game's RAM (I also used it as a real-time tile/sprite editor when I was modifying the save/load screen - just dumped as a binary file when I was finished and copied the bytes to the correct file and re-inserted into the ISO). I've only had to do minor rewrites of code thus far, so I've just been using a hex editor to handle that.
Title: Re: Mega Man X5 Improvement Project
Post by: Heaven Piercing Man on October 27, 2016, 10:42:54 am
To be honest, both Bolt and Volt are written 'boruto" in Japanese. But all modern websites use the Volt spelling.

I'm more worried about the names that are NOT how people always call them. The whale, pegasus and firefly are Makkoeen, Pegacion and Hotarunicus, respectively.
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on October 27, 2016, 01:41:07 pm
And done:

(http://i.imgur.com/eABVt9O.png)

There are moments I wish there would be a like button on these forums.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on October 27, 2016, 10:40:47 pm
To be honest, both Bolt and Volt are written 'boruto" in Japanese. But all modern websites use the Volt spelling.

I'm more worried about the names that are NOT how people always call them. The whale, pegasus and firefly are Makkoeen, Pegacion and Hotarunicus, respectively.
That being said, makko kujiraa stands for Sperm whale in JPN (from what I've searched on google) So Makkoeen would sort of be translated to Whaleon, sorta, I guess.
It's kinda like how in X1, Storm Eagleed became Storm Eagle.
The english translations essentially remove the extra stuff (like Hotaru would mean Firefly, yet his JPN name is Hotarunicus.) and are still faithful to their original names without being a direct copy and paste translation.
Title: Re: Mega Man X5 Improvement Project
Post by: RetroRain on October 28, 2016, 11:36:06 pm
If I may make a suggestion about the maverick names...

I was a little bit confused at first too, because I think it was the manual that had different names for the mavericks, where-as in the game their names were different.

The way I made logic out of it, at least for myself, was that one name was the type of maverick, and that the other name was that maverick's actual name.

For example:

Maverick Type: Burn Dinorex
Maverick's Name: Mattrex

So, for instance, there could be a small group of the same type of mavericks (a group of Burn Dinorex'), but out of that group, only one would be named Mattrex, and maybe another would be named Scorcher or something like that.

You could do something like that with Chill Penguin for instance:

Maverick Type: Ice Bird
Maverick's Name: Chill Penguin

That being said, I actually like both names in X5.

By all means this is your hack and do what you want with it, but my suggestion was to use both names in that manner:

In the middle of the screen, it would be MATTREX, just like in the english version of X5 right now, but on the right side of the screen, it would say "TYPE:" and the type of maverick it is (BURN DINOREX).
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 03, 2016, 12:14:34 pm
Burn Dinorex doesn't really sound like a type of maverick though. It's pretty specific to have fire dinosaurs as a group.

Btw I was wondering if it'd be possible to make a button change between X and Zero in a stage similar to X3. Not expecting it to happen but just wondering. They re-added that feature in later games and I always found it fun to swap characters during specific instances in areas. It could also save backtracking to get certain parts/powerups.(if x5 needed zero/x specifically for certain areas. I know x6 did since I started replaying it)
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on November 03, 2016, 03:04:22 pm
that would be a really neat feature, but I'm worried how much hacking you would have do to make it work.
Especially given the 3rd Virus stage is dependent on which character is selected due to 2 specific things: the upgrade you get (either Ultimate X or Black Zero) and the actual boss fight.
Regardless, that would be awesome.
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on November 03, 2016, 04:37:48 pm
It could be disabled for that one level.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 04, 2016, 05:34:11 pm
I'm not sure that stage would make any difference other than making the story awkward (for example swapping during that stage and then going into the boss room and suddenly X, who you just changed from a second ago appears). I would assume the boss is dependant on who opens the door. Or that makes the most sense to me. It could start all the way back at stage select though. Still if this was ever made possible I'd expect that stage to remove that possibility, as well as if Zero became infected or w/e.
Title: Re: Mega Man X5 Improvement Project
Post by: Aura Of The Dawn on November 08, 2016, 02:59:43 am
Forgive me if I missed this, but you talk about getting all the parts, so I assume it comes up at some point...

Will you fix the biggest and most glaring flaw of all, having to suicide all our lives and stage select, and repeat, over and over, just to waste time? I mean, fine, the time gimmick was cool,but making optimum gameplay deliberately waste time just to start is just.... a horrid design flaw.
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on November 08, 2016, 06:35:11 am
/\ agreed
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on November 08, 2016, 10:00:30 am
Sorry for the lack of updates lately, I've not been feeling well and have been busy with other things. There hasn't been much more progress made other than mapping out some stuff in RAM.

I did manage to locate the active player table (states, flags, X/YPos on screen, X/YPos in stage, etc.) as well as the tables for the U-555 submarine in Duff McWhalen's stage. Hopefully tracing from these values will lead to locating the camera/BG tables so that stage's scrolling speed can be sped up (then perhaps the stage won't be quite so boring/tedious).

Forgive me if I missed this, but you talk about getting all the parts, so I assume it comes up at some point...

Will you fix the biggest and most glaring flaw of all, having to suicide all our lives and stage select, and repeat, over and over, just to waste time? I mean, fine, the time gimmick was cool,but making optimum gameplay deliberately waste time just to start is just.... a horrid design flaw.
Yes, that issue will be fixed.

The game works like this:
The boss level is set based on the "time remaining" counter. Then on the mission report screen it simply checks what the boss level is to determine if you'll receive parts or not.

This means the checks for setting boss levels and receiving parts can be altered individually. Examples:
• 16 hours remaining = set boss level to 8 = receive parts (edit how the boss level is set).
• 16 hours remaining = set boss level to 1 = receive parts (edit how receiving parts is set).
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on November 08, 2016, 10:51:33 am
Though Im quite content with the project as it is would the possibility of switching characters in stages be a feasible option?
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on November 08, 2016, 12:33:40 pm
The game works like this:
The boss level is set based on the "time remaining" counter. Then on the mission report screen it simply checks what the boss level is to determine if you'll receive parts or not.

This means the checks for setting boss levels and receiving parts can be altered individually. Examples:
• 16 hours remaining = set boss level to 8 = receive parts (edit how the boss level is set).
• 16 hours remaining = set boss level to 1 = receive parts (edit how receiving parts is set).

So this is why I got only six parts at most? Nice to know.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on November 08, 2016, 02:13:41 pm
Though Im quite content with the project as it is would the possibility of switching characters in stages be a feasible option?
As far as the game is concerned, it seems like it might be feasible (my skills on the other hand...)

The game has 2 values it checks in the active player table in RAM. The first values determines if you are X or Zero, and the second determines what armor is currently being used. Really the main issue is the need to swap out graphics (player graphics are compressed and stored in RAM, everything else gets put into VRAM during level loading).

In order from left to right: X swapped to Zero, Zero swapped to X, and X swapped to Forth Armor and then Ultimate Armor.
Spoiler:
(http://i.imgur.com/OMPnAdQ.gif) (http://i.imgur.com/a4fZCk9.gif) (http://i.imgur.com/9vgbDvO.gif)
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on November 08, 2016, 07:40:30 pm
as well as the tables for the U-555 submarine in Duff McWhalen's stage. Hopefully tracing from these values will lead to locating the camera/BG tables so that stage's scrolling speed can be sped up (then perhaps the stage won't be quite so boring/tedious).
That would be a major improvement!
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 09, 2016, 06:34:48 am
Haha, that sure would work!

What about McWhalen's stage music?
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on November 09, 2016, 07:30:28 am
I personally liked the bubble crab remix
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 09, 2016, 07:43:15 am
It's a rehash. Even if it's better, it makes the stage look not unique. EVERY Mega Man Stage EVER has unique music.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on November 09, 2016, 11:50:55 am
I don't mind it, and I don't see why people think it's such a major issue.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 09, 2016, 11:54:00 am
You're no true Mega man fan ;D

The beta song is better to me as well.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 09, 2016, 12:11:05 pm
It's a rehash. Even if it's better, it makes the stage look not unique. EVERY Mega Man Stage EVER has unique music.
Not true. Megaman X1 intro stage music AND the actual stage has been reused a few times. Bubble Crab was always one of my favorites anyways though I will admit I didn't listen to this other track. Still it's a total lie to say no megaman game remixes or reuses old themes/stages.  A true megaman fan would know that :P
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 09, 2016, 12:12:09 pm
Which of the MAIN stage themes are reused?

Intro stage isn't a main stage. It's just a tutorial.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 09, 2016, 12:16:18 pm
In what way is it a tutorial? There's no text at all telling you how to play and you emphasized EVERY stage,  not just main stages. Will edit this reply later to add more going to work.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 09, 2016, 12:19:48 pm
Well, that was because I thought EVERY stage had unique music (except for some Wily stages).

You proved me wrong on that, but I was actually referring to the main stages.

Highway clearly is an Intro stage, and seems to act as a tutorial.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on November 10, 2016, 11:11:32 am
Gate's Lab in X6 is also a remix of Counter Hunter Stage 2 from X2.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 10, 2016, 11:45:17 am
Final stage.

You're all naming stages that aren't unique to begin with.
All main stages clearly were intended to have completely unique gimmicks. The final stages often re-use these anyway.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on November 10, 2016, 06:19:15 pm
I've managed to locate one snippet of code that controls part of Duff McWhalen stage's scrolling speed. Unfortunately, it only controls this first section here:

(http://i.imgur.com/BZwf5eq.gif) => (http://i.imgur.com/F6OPYfG.gif)
(Probably too fast, but I just wanted to show off that the speed can indeed be adjusted.)

The different sections of the stage must use different code to set the scroll speed, but at least I know I'll be able to speed things up as needed.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 11, 2016, 07:42:52 pm
Final stage.

You're all naming stages that aren't unique to begin with.
All main stages clearly were intended to have completely unique gimmicks. The final stages often re-use these anyway.

If the main stages were meant to have unique theme songs, explain Duff's stage to begin with. If they already had another track for it, why re-use Bubble Crab's music? In addition, the final stage of X5 reuses Quick Man's theme as well. I'm sure there are others I just can't think of them, also forgot about the whole editing my post thing later as I had a long day at work, but yeah, there are more themes reused. Also just listened to the original Duff McWhalen theme song and it sounds very boring, slow, and repetetive. There's no music at all and to me it doesn't fit as a Megaman X song, since those are usually more lively. The final stage thing you're using honestly just sounds like a copout since I disproved the original point imo, but there, they reused Quick Man's theme, so I disproved that too. Happy?

I've managed to locate one snippet of code that controls part of Duff McWhalen stage's scrolling speed. Unfortunately, it only controls this first section here:

(http://i.imgur.com/BZwf5eq.gif) => (http://i.imgur.com/F6OPYfG.gif)
(Probably too fast, but I just wanted to show off that the speed can indeed be adjusted.)

The different sections of the stage must use different code to set the scroll speed, but at least I know I'll be able to speed things up as needed.
So we're looking at a more difficult Duff McWhalen stage? Sounds interesting.


It's a shame you can't do this. Is it possible to re-do the teleport in scenes when starting a stage when changing characters in order to change them? I don't know anything about actual hacking but if you could sort of redo the exit stage action for the character you're using and maybe call the character in with the original action, maybe that'd work?
As far as the game is concerned, it seems like it might be feasible (my skills on the other hand...)

The game has 2 values it checks in the active player table in RAM. The first values determines if you are X or Zero, and the second determines what armor is currently being used. Really the main issue is the need to swap out graphics (player graphics are compressed and stored in RAM, everything else gets put into VRAM during level loading).

In order from left to right: X swapped to Zero, Zero swapped to X, and X swapped to Forth Armor and then Ultimate Armor.
Spoiler:
(http://i.imgur.com/OMPnAdQ.gif) (http://i.imgur.com/a4fZCk9.gif) (http://i.imgur.com/9vgbDvO.gif)
Edit:Weird, it didn't add what I typed. Anyways I was asking if it'd be possible to sort of queue the exit behavior of the character you're using and then queue the intro behavior (like when starting a stage) for the character you wanted to use. I dunno anything about hacking but just wondering if that'd be possible.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 11, 2016, 08:19:09 pm
No, I just forgot to tell that final stages more often reuse themes and design from earlier stages. For me, the regular stages are where the games shine! :P
Most final stages are robotic fortresses anyway. Uniqueness is far away in these stages.
Title: Re: Mega Man X5 Improvement Project
Post by: RetroRain on November 12, 2016, 02:26:03 am
DarkSamus993, have you ever done any NES hacking?  And if so, do you find PlayStation hacking to be easier?
Title: Re: Mega Man X5 Improvement Project
Post by: Gemini on November 12, 2016, 03:59:54 am
PSX hacking, while having a bit more of complexity due to the way more powerful hardware, doesn't really stray away that much from any generic kind of hacking. You still get the same problem solving issues to face, it's only the approach to some details that changes, like the fact that you're working with actual files and generally more bloatedness related to working with slow access speed in comparison to carts.

tl;dr: it can be easier in most regards, while some other scopes require a slightly different approach.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 12, 2016, 08:11:44 am
I think the best idea is to release a version of X5 with the beta Makkoeen song, and the Bubble Crab version.

The fact that I have to call it 'Bubble Crab version' already gives me the feeling it's just lazy.
Title: Re: Mega Man X5 Improvement Project
Post by: futuretime23 on November 13, 2016, 06:27:37 pm
I think the best idea is to release a version of X5 with the beta Makkoeen song, and the Bubble Crab version.

The fact that I have to call it 'Bubble Crab version' already gives me the feeling it's just lazy.
why not just simply add a setting to the options menu that switches the ost to the beta one? if it doesn't take too much space on the disc, it's possible to add the entire beta ost.
otherwise, add a button check when the stage start screen (the one where the maverick is announced), for example, if player 1 is holding X on the controller, select the other song.
If he isn't, don't. something like that.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 13, 2016, 06:37:07 pm
Hmm, if that works, no problem.
Title: Re: Mega Man X5 Improvement Project
Post by: Kallisto on November 13, 2016, 09:54:00 pm
Quickman's theme? Are you talking about the Cyber Maze Core?

They really sound nothing alike honestly.
Title: Re: Mega Man X5 Improvement Project
Post by: Atrushan on November 14, 2016, 10:50:30 pm
Quickman's theme? Are you talking about the Cyber Maze Core?

They really sound nothing alike honestly.
Listen to the beginning of Quick Man, then listen to the beginning of it, and you'll hear it, or you should.
Title: Re: Mega Man X5 Improvement Project
Post by: Thirteen 1355 on November 15, 2016, 04:45:42 am
That's another thing. They don't sound alike at all.
Title: Re: Mega Man X5 Improvement Project
Post by: RetroRain on November 16, 2016, 05:25:57 pm
In regards to the Duff McWhalen stage music, another option is to have a 50/50 randomization.  Half the time it would be the original theme, and half the time it would be the unused theme.  The theme gets picked at random.  So it adds slightly to the replay value of the game.  Adding replay value to a game whenever you can is a very good thing.
Title: Re: Mega Man X5 Improvement Project
Post by: Vanya on November 17, 2016, 02:41:59 pm
Maybe even a ratio of unused to bubble crab of 10:1 so it's more of a treat when it pops up for new players.
Combined with a new optional toggle for people that prefer one or the other then all bases are belong to us.
Title: Re: Mega Man X5 Improvement Project
Post by: ThegreatBen on November 28, 2016, 09:47:55 pm
Any more news on this?
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on December 10, 2016, 10:53:25 am
Don't tell me this project died down in activity.
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on December 10, 2016, 01:58:01 pm
Don't tell me this project died down in activity.

It's still on-going, I've just been busy helping out someone with their hacking project and real life things taking up most of my time. Don't worry, this project isn't dead.
Title: Re: Mega Man X5 Improvement Project
Post by: blade133bo on December 29, 2016, 05:19:13 pm
Hi, i have one sugestion.(really my wish)
Unblock voices zero and x ingame.
In localization capcom usa only blocking content. ( all voices in cd. Try psound.)
Regards.
Title: Re: Mega Man X5 Improvement Project
Post by: Magma Dragoon on December 30, 2016, 08:24:34 am
I updated the boss names with the proper palettes:

(http://orig01.deviantart.net/b8bc/f/2016/363/c/8/mega_man_x5___original_boss_names_by_magma_dragoon_mk_ii-datak4u.png)
Title: Re: Mega Man X5 Improvement Project
Post by: Kallisto on December 31, 2016, 11:46:26 am
Wait what? This game had extra voice files?
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on December 31, 2016, 02:03:30 pm
Wait what? This game had extra voice files?

Just a couple, probably because they were too lazy to translate X and Zero's extra lines when they perform an action (eg: firing a charge shot with X). Instead they just reuse one of the other sounds (such as jumping) as a replacement or simply don't play anything at all (I haven't studied this in-depth). I believe X6 left out the same ones as well.

Here's their voices (http://download846.mediafire.com/ctt6y5lv2zsg/qapnqr7phn6qa6z/MMX5_X+Zero_Voices.zip) if you want to take a listen (converted to WAV with PSound).
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on January 01, 2017, 10:24:59 am
I guess they quite much avoided dubbing X5 and X6 after the disaster that was X4.
Title: Re: Mega Man X5 Improvement Project
Post by: Satoshi_Matrix on February 09, 2017, 01:44:45 pm
I've always liked X4's english voice work. It's way over the top, infinitely quotable and besides, Megaman (and X)'s voice actress sells Tokyo real estate now. which means as far as I'm concerned, Megaman sells real estate.

I wish X5 and X6 had not only voice acting period, but the same voice cast.
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on February 09, 2017, 10:55:50 pm
No. Just no.

I'd prefer X7's voice acting.
Title: Re: Mega Man X5 Improvement Project
Post by: Satoshi_Matrix on February 10, 2017, 10:59:05 pm
It's a case of being so bad it's good.
Title: Re: Mega Man X5 Improvement Project
Post by: Possessed on February 11, 2017, 05:25:26 am
Command Mission and X8 were the first (and probably only) x faces to have decent acting in my opinion. X4 was horrible. 7 wasn't good either but it wasn't cringe worthy at least. X8 and command mission finally got it right I think, and I'm pretty sure they share the same cast.

On topic: this looks amazing. Simply replacing the stupid guns n roses names would have been enough to have me sold.
Title: Re: Mega Man X5 Improvement Project
Post by: Zero Dozer on February 11, 2017, 11:07:52 am
X8, Command Mission and Maverick Hunter X share the same common voice acting when it comes to X and Zero (and Sigma and Vile for X8 and MHX), as the three games all had different characters. But X8's VA surely takes the cake for being the best on the franchise aside from the Legends series.
Title: Re: Mega Man X5 Improvement Project
Post by: SCD on February 11, 2017, 12:16:24 pm
I never was a fan of the English voice actors in all the PlayStation/Saturn/PSP era Mega Man games, I though they were all terrible in my opinion. That's why I imported the Japanese versions of all the games, so I can listen to better voice acting.
Title: Re: Mega Man X5 Improvement Project
Post by: johnm on February 11, 2017, 02:08:42 pm
Some humble suggestions:

One of the most unspoken things that I think everyone knows since X4 came out, and needs to be addressed, is the fact that every time you die your weapon energy gets refilled thus making energy balls useless, and killing off a huge thing in the mega man series, I've never once remembered ever needing a energy ball in the PSX series, or thinking of them as a lifesaver. This is a flaw that needs to be fixed, and is made even worse when you get the armor piece that makes weapon energy consumption less. Not only should you make weapon energy consume more energy like in the first X game ,but upon re spawn you keep the current amount of energy, making the game feel more risky and making your game play choices more serious. In case you DO need energy in emergency or extremely difficult cases you place some energy balls along the way. Also if on Xtreme you remove the game over checkpoints, like in the SNES games, where when you get a game over it returns you to the stage selection screen, instead of staying in the same level, with the option to save. This modification will surely make this hack a must-download for ALL mega man gamers.

Also there are two levels that could be improved upon, those being Dark Dizzy's stage and Tidal Whales. The problem being with Dark Dizzy is that the first segment of the level alternates between being slow on purpose to being normal, which honestly feels like lag, and if you could instead try something else like making the stage more like Spark Mandrills stage from X1.
Tidal Whale seems like you've already tried something, although a more difficult boss fight is in order as well as Izzy glows and the other ones suggested by other people, basically buff up all the bosses difficulty like in X3, on Xtreme, regardless of how many hours left, while making the hours slightly increase their difficulty only spiking toward critically insane on the last handful of hours and increase their health. Bring the difficulties to the boss rush, and slightly increase the other Sigma bosses for consistency. Again, for those complaining about the difficulty, this is on Xtreme, where I didn't really feel a difference. Keep Black Devil's one-hit kill on Xtreme. This will provide a sense of epicness like the nes-era where you completed insane difficulties feeling like Jesus.

Then theres text scroll, and cutscenes. For those who have already beaten the game once and seen the cut scenes, they would like to press start to skip them, (not the Alia dialogue, that ik you've fixed) like in X6. The text scroll is also somewhat annoying and if could be made like X6 soundwise. I don't think it's necessary to add the unused sound effects after the X4 crisis of "Its time to get serious!" somewhat annoying sound effects, I think X5 has it pretty much perfect, except for the squishy wall jump sounds ,could you instead replace the sound; with the wall jump sound from the SNES ,to keep up that epic experience.

In terms of weapons, make Skivers weapon attack wider upwards and make it so you can actually influence the direction it travels diagonally. Make the Spike ball fire and recoil faster, but this might make Sigma's final form easier so slightly decrease the damage to the bosses it affects. Make the Giga Attack trigger the purple blocks upon execution due to how easy it is to kill Sigma with the attack. Make Zero's shredder attack actually hit the target.

Probably the greatest thing you could also do is bring back the SNES era life bars (and an option to enable/disable them), in this beautiful hybrid created here and add the colors/fading colors to it:
http://drake117.deviantart.com/art/X4-Life-bar-interface-175213264
OH man I would really love you then.

Oh and one more grand thing! When you beat the game 100% on Xtreme with the best ending, when you start up the game and are at the game start, continue screen, option menu, the game replaces the background with the highest quality image of this!

http://vignette2.wikia.nocookie.net/megaman/images/a/aa/Normal_mmx5promo.jpg/revision/latest?cb=20100420002539

This will be like Super Mario World when you collect all the Yoshi coins, adds an unlock-able, and will greatly increase the games replay value, as theirs nothing to unlock after completing Xtreme mode. Also I've noticed that upon selecting Xtreme and rebooting it turns back to normal which I find as an error.
Also if you could add X7's Sigma theme to play randomly on Xtreme or an option to enable/disable that:
https://www.youtube.com/watch?v=70pQuYMgEFI
In addition on Xtreme add the unused soundtracks found here!
https://www.youtube.com/watch?v=x4hQK6KoXRI

And if possible an option to add an enabling of the soundtrack remixes of X5 from this album into the game on Xtreme
http://maverick.ocremix.org/

These modifications will make the game perfect, and I honestly can't thank you enough.  :thumbsup:
Title: Re: Mega Man X5 Improvement Project
Post by: johnm on February 23, 2017, 12:41:29 pm
How far are you in the project? Seeing that this almost has 10k views already.
Title: Re: Mega Man X5 Improvement Project
Post by: acediez on February 27, 2017, 09:12:19 pm
original:
(http://i.imgur.com/A2qu7sD.png)

edited:
(http://i.imgur.com/oxUprVA.png) (http://i.imgur.com/3EM27FL.png)

I hope I got the color range right. I used the method mentioned here (http://www.hardcoregaming101.net/screenshots.htm) to extract a screenshot in native resolution directly from buffer, then I indexed the color pallete in Photoshop

As I mentioned before (by my old username, azulo), I was trying to 'undub' the intro video, putting the original japanese song on the american video (so it says "Mega Man" instead of "Rockman"). However, I officialy give up. I had no trouble extracting an uncompressed AVI for the video and an uncompressed WAV for the song, I even managed to convert the song into XA format, but when trying to convert the AVI to STR and then merging it with the audio, the resulting STR isn't recognized by any STR player as a valid file. I'm not sure if there's something wrong with the tools I'm using (maybe they aren't fully compatible with Windows 10 x64?), or with the attributes I set (I think I tried everything though)
If anyone wants to give it a go, I uploaded all the raw sorce files and tools here (https://www.mediafire.com/?4uksds3ptcem2kn), and here is the method (http://www.psxdev.net/forum/viewtopic.php?f=51&t=277) I followed.
Title: Re: Mega Man X5 Improvement Project
Post by: johnm on February 28, 2017, 02:18:43 pm
Can you add the other screenshots found here: http://megaman.wikia.com/wiki/Mega_Man_X5 in the native resolution, so that they can later be added to the game. Much appreciated.
Title: Re: Mega Man X5 Improvement Project
Post by: gw3nzon on March 22, 2017, 03:03:45 pm
Hi! awesome job!! go any demo of the game?? ty
Title: Re: Mega Man X5 Improvement Project
Post by: DarkSamus993 on March 24, 2017, 07:50:30 pm
I haven't worked on this project for awhile, so in the meantime I guess I'll release a beta build for everyone to try out.

[DOWNLOAD] (http://www.mediafire.com/file/o5b1sagh98mt20k/MMX5_Improve%28v001%29.zip) (Please see the readme for patching information & changelog).
I tend to bounce back-and-forth between projects, so I'll get back to this one eventually... :crazy:
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: ThegreatBen on March 24, 2017, 09:29:34 pm
Awesome thanks
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on March 25, 2017, 11:10:06 am
Quote
Version 0.01
- First public build
- Alia's hints are permanetly disabled
- Keep both character bonuses regardles of which is choosen

- Each Heart Tank/Life-Up Part affect both X & Zero
- Save/Load menu was given a redesign
- Fixed the 'injured' sprites for X & Zero
Well that already covers everything I was begging for a year ago on the ideas thread, so I'm already tremendously grateful and happy!!   :woot!:
I'm not exaggerating saying that this is my favourite thing to come out of the romhacking community when it comes to game improvements. Even if it's just a tweak, it's something I wanted to have from the first day I played this game.

Then again, now that I know your other ideas for this project (the revamped skill system, specially), I have even more to look forward to! :beer:

Good luck on whatever you're working on at the moment!
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: gledson999 on April 01, 2017, 01:23:37 pm
I tested this improvement, finished the game both X and Zero and this release has no bug and no glitch, so let's wait for next release with obtainable 16 parts  :woot!:
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Aeth-r on April 08, 2017, 03:51:08 pm
This is really cool! I'm very interested in how you edited/corrected the sprites. I'm trying to do a little visual project of my own involving sprite modification but I can't seem to figure it out.

Also, would it be possible to do something like a "speedrun" mode where cutscenes and dialogue are automatically skipped and there is no saving?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Desstrox on May 22, 2017, 01:16:51 pm
Really cool! Thanks for this :) :) :)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: AlberichGamer on May 27, 2017, 02:07:50 am
DarkSamus993, since you're so open to suggestions, I will make some:

1) Balance out X and Zero's strength: For some reason, Zero is way too powerful in X5 and X6. Please, look at the damage chart from X4 and X5:

X5 X: http://megaman.wikia.com/wiki/Mega_Man_X5_Damage_Data_Chart_(X)
X5 Zero: http://megaman.wikia.com/wiki/Mega_Man_X5_Damage_Data_Chart_(Zero)
X4 X: http://megaman.wikia.com/wiki/Mega_Man_X4_Damage_Data_Chart_(X)
X4 Zero: http://megaman.wikia.com/wiki/Mega_Man_X4_Damage_Data_Chart_(Zero)

I always found ridiculous how Zero's mid-air slash is stronger than the Plasma Shot. I know Zero has less defense than X, but his attacks are so fast that he deals more damage than X anyway.

Using Grizzly Slash damage chart as an example, I think you should balance this way:

X buster: 1:2:4
Zero saber: 1:2:4:4:2:3 (his Z-Buster should be balanced too)

2) Remake some dumb decisions made in the Tidal Whale stage: For consistency, the same brick that is destroyed by the E-blade from Zero should also be destroyed by the Tri-Thunder from X.
The switch responsible for destroying the wood that prevents you to enter the Light Capsule should be destroyed by other weapons that can reach it (like the charged version of tri-thunder). It is such an unnecessary backtrack to play the Tidal Whale's stage all over again just to destroy that dumb switch with the weapon that you get from him.

3) Remove the checkpoints when the player gets a game over: Some people already suggested this, but I don't think you answered if you intend to do it.

June 01, 2017, 12:28:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also have a recommendation regarding Alia's texts. I think it would be better if you leave all of her texts in the "training" mode where you fight Magma Dragoon. For the "campaign" mode, I think it would be better to leave her initial texts of the stages, just for the sake of knowing what's the mission is about.

The problem with Alia in X5 is more about how useless her information usually is, but it is fine when she is telling how to play the game in the training mode or when she tells what's the purpose of mission in the stages. I don't know if people agrees with me on this, but it might be interesting to keep some of the Alia texts. She's the navigator after all.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on June 19, 2017, 03:40:43 am
Yeah, just keep Alia's plot-related dialogue and stuff like that. I'll check how much can be cut from her lines...
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: deathXphantom on June 26, 2017, 11:09:39 pm
jeez you make my dream real, the game without ALLIA thanks <3 and how is going the project?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on June 29, 2017, 12:48:59 am
Well, I checked Alia's lines in the script, and 99% of the time the only dialogue worth keeping is at the start of the stages (with several possibilities depending on your progress through the game) or outside the stages.

Is it possible to make Skiver/Pegacion's lifebar have an R (for Repliforce) in his lifebar? That'd fit the story better, though it's only one boss.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Magma Dragoon on July 02, 2017, 05:49:12 pm
Well, I checked Alia's lines in the script, and 99% of the time the only dialogue worth keeping is at the start of the stages (with several possibilities depending on your progress through the game) or outside the stages.

Is it possible to make Skiver/Pegacion's lifebar have an R (for Repliforce) in his lifebar? That'd fit the story better, though it's only one boss.

Mattrex is also Repliforce. As is Axle/Rosered (to an extent).

Speaking of Skiver, the dialogue for his stage (on the boss briefings and the stage results screen) constantly mentions the "Reploid Air Force", which is definitely a mistranslation of Repliforce. Something that should be fixed.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Kaizer01 on September 04, 2017, 03:48:02 am
While I haven't tried it by itself, when I tried replacing a couple of tracks with their Beta counterparts (with jpsxdec), it worked until I got about 5 Life Ups or so, then when I died after that X couldn't be controlled at all. I'm guessing this is related to my tinkering with it, not the patch's fault.

Edit: Got to the same issue with a cleanly patched .bin. I wonder what I'm doing wrong, since another member said they didn't get any bugs\glitches.

Also, I would love to help with this project, but I have no idea how to work with this game's files.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: ThegreatBen on October 22, 2017, 01:40:13 pm
The version that was just released is it the same as the one that you released in this topic a few months ago or has anything new been done?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on October 22, 2017, 01:57:24 pm
The version that was just released is it the same as the one that you released in this topic a few months ago or has anything new been done?
It's the same patch, I haven't done anything significant since to warrant a new beta release.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: ThegreatBen on October 22, 2017, 03:25:16 pm
Ok thanks
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Crossman on November 05, 2017, 06:44:03 pm
Hello there! (I'm spanish please forgive my trash english) I just found out this project and i'm already in love with what you are doing! The Beta feels so much better   ;D Please keep the good work!

And this my small Sugestion c:


I have been a X4 Player for the longes time since it was one of my first game ever, and i noticed something about the Force/Ultimate Armor Buster once i moved to X5. The Plasma Charge Shot spheres damage has been gutted, or better say flat out removed, they no longer deal damage over time to Bosses or Sub Bosses for no reason! and this is very annyoing. My Suggestion is to bring it back to its former glory, that is to deal 1 damage every 2 hits of the ball i belive.  :angel:
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: zen on January 10, 2018, 11:56:56 pm
I'm just a noob at hacking but i have a suggestion to make this game better:



1. Make all the parts obtainable
2. The shared life gauge and weapon gauge bonus is nice. But I just want both X and Zero can reach maximum Life gauge and weapon gauge for OCD reasons.
3. If possible you can just make an option to turn off Alia's briefing, not disabling it entirely. She is our navigator after all, so it's her job.
4. If possible too, please bring back nova strike for Fourth armor.

The way we are able to keep starting bonus for selecting the starting character (x' fourth armor and zero's z buster) is very nice. actually it is that I wanted for a long time.



And I hope you can do some game improvement project for X6.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: omega prime on March 06, 2018, 11:56:48 pm
I want Normal X can use air dash. Because Normal X has low defense, I think we should increase the mobility by adding air dash to increase the survival rate. How is it?

March 10, 2018, 06:59:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm just a noob at hacking but i have a suggestion to make this game better:



1. Make all the parts obtainable
2. The shared life gauge and weapon gauge bonus is nice. But I just want both X and Zero can reach maximum Life gauge and weapon gauge for OCD reasons.
3. If possible you can just make an option to turn off Alia's briefing, not disabling it entirely. She is our navigator after all, so it's her job.
4. If possible too, please bring back nova strike for Fourth armor.

The way we are able to keep starting bonus for selecting the starting character (x' fourth armor and zero's z buster) is very nice. actually it is that I wanted for a long time.



And I hope you can do some game improvement project for X6.
And normal X can use air dash and Gaea Armor can use DNA parts:)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: TempestBlade on March 10, 2018, 09:09:24 pm
No PC version?

New suggestions:
Replace Armagedon with X normal ending music.
Replace unused Stage select with second select. Zero Stage appears.

What's about unused Mission Report and Zero Dead?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: SAHunterMech on March 15, 2018, 09:35:47 pm
I'm definitely on board with this project and I definitely have some suggestions of my own.

1) If you want the maximum amount of parts in a normal playthrough you have to commit suicide and run down the clock until the boss levels are high enough to get parts. This doesn't make any sense to me and I think the bosses should be at a fixed level initially, and at a higher level in the rematch, and that's it.

2) There shouldn't be a limit on how many parts you can equip at one time. There aren't THAT many to begin with, and I think the only one that breaks the game is the jumper. That one should be removed outright. Outside of that, it's a refreshing experience to have all of the speed-boosting items equipped and it certainly alleviates the sluggish feeling that the PSX games have compared to SNES or GBA (Zero series). It's also cool to have the feeling of accumulating power through items as you go through the game (Much like in MegaMan 8 ) instead of being limited to how many you can equip.

I would almost go so far as to say that the Hyper Dash, Speedster, Quick Charge and Speed Shot should be the default gameplay settings and parts should be done away with entirely because Zero honestly doesn't need his power boosted from parts (more on that in the next point)

3) There is a huge disparity between X's and Zero's damage output and overall difficulty, as mentioned previously. Zero I feel is in a good spot but X suffers a lot in the default/Falcon armor forms (Quick Charge helps with that immensely). Meanwhile, the Gaea Armor is OP as fuck and not many people are talking about it. Sure it's slower, but thanks to the non-existent charge time you can damage bosses faster than Zero in some cases (Final Sigma) and it kind of just cheeses the game with the wall cling and the spike immunity. The Ultimate Armor has always been a cheese fest and I'd love to see it be more than just an easymode but I'm not going to be upset if it remains unchanged.

X also needs an Armorless Air-Dash and I would honestly love to see him have the float be default too, just so he's on more of an even footing with Zero in terms of the quantity of abilities.

3) I strongly disagree with decreasing the boss life bars in the rematch section; This is only MegaMan game I can think of where the bosses are harder during the rematch instead of being the exact same and I love that. It's not too bad with Zero, even armorless, and it's really just a matter of X not being up to snuff by comparison. If you must decrease those life bars I'd make the bosses more aggressive, faster, or something like that.

4) Final Sigma is my favorite Sigma in the X Games because he's so balls to the wall hard, and I really don't want him changed that much. The First form is a bit of a joke and could stand to dash around a bit faster but the last form is near-perfect in my eyes (Learning to dodge the purple cubes of death is a very rewarding experience and I'm proud to say I learned how to do it) with only a minor nitpick, that being those damn random hands, haha. Having the platform you need to stand on turn into a hazard in a split second is frustrating, because it's random and could happen at any time.

5) Whether it's the claustrophobic layouts in Izzy Glow or Squid Adler's stages, or the punishing timers on the bombs in the Skiver's stage, stages need some work here and there in X5. Not as glaringly bad as X6 but you know, lol

6) Take the X6 Z-Buster, tone down the damage a bit, give it a bit more range and that's all Zero needs here. The Z-Buster is laughable in this game, it's hard to believe it's a bonus for picking Zero at the start. Zero just needs a tool in a small amount of damage at range.

7) The bosses are generally unchallenging in this one, exceptions being Duff McWhalen and his dumb "push you into spikes" attack and I think Mattrex is in a good spot difficulty wise. Overall I think speed is just the problem.

8 ) Characters without armor take a loooot of damage and characters with armor take very little. Armor should be a small bonus instead of having such a dramatic impact, in my opinion. Zero really suffers here because he can't get armor until the endgame without cheats.

9) If you can figure out the probability of the Enigma/Shuttle success, you're a god. That shit is so fucked. I have to sacrifice my first-born son on an altar to get the Enigma to work the first time before I reload my saves ad infinitum, even with all the parts.

10) In X4, I'll take the Quad-shot buster over the Plasma shot any day. Come at me.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Metalwario64 on March 15, 2018, 11:35:14 pm
X also needs an Armorless Air-Dash and I would honestly love to see him have the float be default too, just so he's on more of an even footing with Zero in terms of the quantity of abilities.
I'm personally against this, because unarmored X has never had these abilities, and I like the option of playing as him for the difficulty of it.

Now, I'm definitely all for having the unused music tracks be reinserted if at all possible, like Tidal Whale's unused theme, the unused Dr. Light theme, Armageddon as X's ending, and the unused Zero death theme.

I actually made a video a couple of years ago (https://www.youtube.com/watch?v=OungUNmbYgc) of the ending with the unused music tracks, and it feels more emotional and satisfying.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: SAHunterMech on March 15, 2018, 11:52:57 pm
I'm personally against this, because unarmored X has never had these abilities, and I like the option of playing as him for the difficulty of it.

If we were content with Capcom's design choices we wouldn't be supporting this mod. I'm all for veteran players having a more difficult experience, but I think for first time players the idea of X and Zero being on more even footing is more appealing. I'd also argue that if X had the abilities I suggested as default, you could opt to just not use them if you want things to be more difficult.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: omega prime on March 16, 2018, 09:16:47 am
X also needs an Armorless Air-Dash and I would honestly love to see him have the float be default too, just so he's on more of an even footing with Zero in terms of the quantity of abilities.

I'm personally agreement this, because unarmored X has low defense, increase the mobility by adding Air-Dash to increase the survival rate. X6 too:)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Ghaleonh41 on March 16, 2018, 11:12:27 am
I have to say that this version of X5 is awesome! This is now my go-to & can't wait for more development!

As for X having the Air Dash, tough call because X6 was the one where he really needed it. Here, not so much. But I always wondered why the developers never internalized it after X2... Guess the level design didn't call for it.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Metalwario64 on March 16, 2018, 03:11:29 pm
If we were content with Capcom's design choices we wouldn't be supporting this mod. I'm all for veteran players having a more difficult experience, but I think for first time players the idea of X and Zero being on more even footing is more appealing. I'd also argue that if X had the abilities I suggested as default, you could opt to just not use them if you want things to be more difficult.
I'm against the decision Capcom made with Alia in this game, which is why I love this hack. However, the entire series had a weak X by default who always had to have armor upgrades to surpass Zero. That was even the theme of the first game, and throughout X1-X4 he never had an air dash without armor. That's just my view on it. I'm not saying I'm right or you're wrong, it's just my opinion.

At the very least, it would be nice to have optional patches for those who want X to have an air dash, of which I never knew this was such a widely requested feature.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: omega prime on March 24, 2018, 01:47:15 am
I want to the normal X can use air dash. Please make to the normal X can use air dash.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: MajinKaan on April 12, 2018, 09:16:13 am
Please give the game back it’s original intro.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Thirteen 1355 on April 30, 2018, 05:25:46 pm
I get an error when trying to patch this game, in XDelta. I get this with every single patch I try to apply, and I've found the (rather simple) solution before, but I keep forgetting what causes it.

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

---------------------------
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


---------------------------
OK   
---------------------------
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on May 02, 2018, 08:31:44 am
I get an error when trying to patch this game, in XDelta. I get this with every single patch I try to apply, and I've found the (rather simple) solution before, but I keep forgetting what causes it.

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

---------------------------
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


---------------------------
OK   
---------------------------

Probably not the right iso file? I used this patch on the "ReDump" release and had no issues.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Thirteen 1355 on May 02, 2018, 12:07:14 pm
Yes I was not paying attention, the redump version works all fine.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: taikyoku on May 03, 2018, 11:11:42 pm
Oh. This is very relevant to my interests.

I am actually alright with the Mega Man intro, as it's the least offensive thing about the localization, and the unique song created for it is actually pretty good and fitting, just like the one created for X4. If you ever do decide to replace it, you should allow the user to choose either.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Zero Dozer on May 04, 2018, 12:32:30 am
Is the original poster even around anymore?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on May 04, 2018, 07:54:40 am
I'm very much still around, just been busy working on other projects of mine and helping others out on a few of theirs. Don't worry, this project has not been abandoned, just momentarily stalled.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: injoon84 on May 27, 2018, 07:30:13 am
Hi DarkSamus993, I want to ask is the Gameshark value helpful in your Mega Man X5 Improvement Project?
Coz if it's helpful, I can share some of my cheat codes I found out and mix it with the Joker Command.
But the thing is, the list is quite long.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: injoon84 on June 12, 2018, 11:20:28 am
By the way, on your next release, if you can't make Alia work out as X6, please don't permanently disable the conversation.

If you use the below gameshark codes, you can actually disable/activate back the conversation between X/Zero and Alia:

#Alia guides X (OFF=Select+Start/ ON=Up+Select+Start) Permanent Effect
D00C931C 0900
800D1CCD FFFF
D00C931C 1900
800D1CCD 0000
D00C931C 0900
800D1CCE FFFF
D00C931C 1900
800D1CCE 0000
D00C931C 0900
800D1CCF FFFF
D00C931C 1900
800D1CCF 0000
D00C931C 0900
800D1CD0 FFFF
D00C931C 1900
800D1CD0 0000
D00C931C 0900
800D1CD1 FFFF
D00C931C 1900
800D1CD1 0000
D00C931C 0900
800D1CD2 FFFF
D00C931C 1900
800D1CD2 0000
#Alia guides Zero (OFF=Select+Start/ ON=Up+Select+Start) Permanent Effect
D00C931C 0900
800D1CED FFFF
D00C931C 1900
800D1CED 0000
D00C931C 0900
800D1CEE FFFF
D00C931C 1900
800D1CEE 0000
D00C931C 0900
800D1CEF FFFF
D00C931C 1900
800D1CEF 0000
D00C931C 0900
800D1CF0 FFFF
D00C931C 1900
800D1CF0 0000
D00C931C 0900
800D1CF1 FFFF
D00C931C 1900
800D1CF1 0000
D00C931C 0900
800D1CF2 FFFF
D00C931C 1900
800D1CF2 0000

Note:
1) This is permanent effect cheat codes. If you disable the conversation, the game will remain no conversation.
2) If you OFF and ON the conversation on a stage that have triggered the conversation before, the game will reset back as a new conversation.
3) Be careful not to hold Select+Start buttons too long in a stage as these buttons meant to return to the Title Screen.
4) This cheat codes will not work on MegaMan X5_Improve(v001) as Alia conversation has been permanently disable.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on June 13, 2018, 10:42:01 am
That's an interesting code, I wish I knew of it before. Did you write it yourself or did you find it somewhere else? (If that's the case, where did you get it from?)

I personally like that they're completely disabled in the current version (I even disable alerts on X6), but I agree that something like this would be better for a general Improvements hack. I can imagine it as a hack: pressing Select to toggle it on and off, coupled with a small sound effect, and maybe even a small "Navigation On/Off" icon displaying for a couple of seconds on the lower corner... I'd definitely like that a lot better than the constant beeping of X6 alerts.

(I'm currently cutting my teeth on a very small MMX6 project, and assigning new actions to button presses is still uncharted territory for me, but this is exactly the kind of thing I'd like to learn how to make)

Anyway, I'm looking forward to when DarkSamus993 comes back to this project!
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: injoon84 on June 13, 2018, 02:34:06 pm
You could say I build it just a couple of days ago but the source actually came from DarkSamus993.
Please trace back what he shows on page 2.
I try using the ram value and add the last 4 hexadecimal value.
It turns out FFFF=No conversation, while 0000=New conversation for specific stages.
The rest I only add in Joker Command Value.

Eg. Gameshark
     Value                          Description
D00C931C 0900                  Normal Joker Command = Select+Start
800D1CCD FFFF                  Alia has no conversation with X at Eurasia City
D00C931C 1900                  Normal Joker Command = Up+Select+Start
800D1CCD 0000                  Alia has conversation with X at Eurasia City

You are working on X6? Cool! Can't wait for it.
Also, you manage to disable alerts on X6? How did you do it?
If possible, do you know where Exit level ram located for X6?
I think maybe they work the same and can be converted to gameshark.

Anyway, I don't know how to hack a game but I understand that you can assign buttons for specific cheats, action, and etc by using Joker Command.
But do they work the same as assigning new actions to button presses for a modded game?
If it is, then, maybe my gamesharks value can be helpful.
I have some you won't find on any website for X4 to X6.
However, as I stated before the list will be very long and some even comes with glitches.
So don't feel like posting it unless it is necessary. Please let me know.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on June 14, 2018, 12:36:07 am
As long as I'm still playing around with these games, any information you can share is useful, though maybe you should send me a PM instead of hijacking this thread  :laugh:
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Z3R0X on June 26, 2018, 04:32:36 am
I want to edit the title screen on MMX5, any ideas of how to extract and reinsert files into the Rockman_X5.BIN
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: LoyalLedger on July 24, 2018, 11:27:31 pm
Hey, hope this isn't a necropost, but with the release of the Megaman X Legacy collection, I was wondering what the possibility of seeing this romhack converted into a mod for the PC version of Legacy X5 is? I would love to be able to apply these critical changes to an official version of the game. Does anyone know if that is possible, and would anyone here be interested in even doing it? Classic Legacy collection never seem to get any kinds of mods, which is strange to me, so I don't even know if people care to mod the X games. Thanks!
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Z3R0X on July 25, 2018, 09:13:34 am
Hey, hope this isn't a necropost, but with the release of the Megaman X Legacy collection, I was wondering what the possibility of seeing this romhack converted into a mod for the PC version of Legacy X5 is? I would love to be able to apply these critical changes to an official version of the game. Does anyone know if that is possible, and would anyone here be interested in even doing it? Classic Legacy collection never seem to get any kinds of mods, which is strange to me, so I don't even know if people care to mod the X games. Thanks!
Yes, I think the games does not have any changes whatsoever, they will be like Mega Man X Collection versions or their original PC versions, I will start to fix them, but I don't have the game.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on July 25, 2018, 12:21:08 pm
Would be nice to get MMXLC2 rips of the renamed Mavericks' text from the stage introduction screen.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Ghaleonh41 on July 25, 2018, 02:06:54 pm
It would be cool to get this to work with the PC version! Make things more consistent across the board if possible. And I can help test since I have the original PC version.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: MajinKaan on July 26, 2018, 02:17:42 am
The English maverick names are much better though. The original names sound less creative and more boring. Also I don’t really see a reason to play any LC... Between RCW1-6 being much better than LC1, censorship in several titles, worse X5 maverick names and the lack of the superior Sega Saturn versions of 8 and X4. Also all of these games are better off on emulators anyways.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: hyagogow on July 26, 2018, 01:05:22 pm
My intuition is as this legacy games run on moderns machined maybe extract data from them can be easier.
Has anyone tried this already?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on July 27, 2018, 03:30:53 am
Would be nice to get MMXLC2 rips of the renamed Mavericks' text from the stage introduction screen.

I managed to extract them from the game files:
(https://i.imgur.com/dKj65Mg.png)
Interestingly, the old names are still present in the files.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Squall_FF8 on July 27, 2018, 03:46:12 am
For what computer, DarkSamus993? PC, PSX,..?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on July 27, 2018, 09:21:28 am
I ripped these from the PC release of MMXLC2. After unpacking the arc files they were stored as 8bpp raw bitmaps (Tile Molester settings = 8bpp linear, 2-dimensional) with separate palette files.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: hyagogow on July 27, 2018, 09:25:40 am
I ripped these from the PC release of MMXLC2. After unpacking the arc files they were stored as 8bpp raw bitmaps (Tile Molester settings = 8bpp linear, 2-dimensional) with separate palette files.

Rip content from this collection is the same of rip from old PC versions?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on July 27, 2018, 10:58:48 am
The SNES games are emulated, so they're stored exactly as is in the executable file (it's even possible to swap in different ROMs).

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

The PSX game's main storage format has changed from "4bpp linear reverse-order, 2-dimensional" to the aforementioned "8bpp linear, 2-dimensional". There's at least one other variant used in places that seems to be 32bpp or something. Another change is the player & special weapon graphics are no longer stored as compressed like on the PSX!

The old PC ports kept everything the same from the PSX except the sfx/bgm were converted to WAV, and the movies were converted to WMV. The same is true for the PC version of the X Legacy Collections.

As for new graphical content, there's the X5 maverick name changes of course, but I don't think anything else was added/changed.

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

I haven't looked at X7 or X8 data yet, so I can't comment on that.

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

And lastly, the new HD textures (the artwork, menus, etc.) seem to be stored in a DirectDraw Surface variant.



 
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Zero Dozer on July 27, 2018, 07:37:27 pm
So, project revived?
Title: Re: Mega Man X5 Improvement Project
Post by: TempestBlade on July 27, 2018, 08:03:13 pm
I updated the boss names with the proper palettes:

(http://orig01.deviantart.net/b8bc/f/2016/363/c/8/mega_man_x5___original_boss_names_by_magma_dragoon_mk_ii-datak4u.png)
I managed to extract them from the game files:
(https://i.imgur.com/dKj65Mg.png)
Interestingly, the old names are still present in the files.

Shining Firefly and Spiral Pegasus are too big compared to fan-made.
Tidal Whale is short.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on July 27, 2018, 08:17:38 pm
Those are very awkward size variations. I would assume is because they kept the constrains of the original version, but some of those are actually bigger. Maybe it's the size of the japanese ones?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Z3R0X on July 28, 2018, 07:56:42 am
Those are very awkward size variations. I would assume is because they kept the constrains of the original version, but some of those are actually bigger. Maybe it's the size of the japanese ones?
That will be a problem I assume if we want to replace these images on the original PSX we will need to rebuild the CD image or just make it smaller to fit in the original size.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: BlazeHeatnix on August 06, 2018, 02:14:23 am
Will you put the Japanese title screen into the game? It may seem pointless, but X5's title screen is a lot less generic than the western release.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on August 06, 2018, 11:11:46 pm
Man, the titlescreen by acediez is fantastic, and almost perfectly in line with the Japanese standard.

I was thinking about the voice acting in the game, and checked some videos on youtube, and wow, the Japanese version had pretty much the same lack of voice acting! We just lost the announcer and the "kurae!" everytime X fires a charged buster. Not even the bosses had audio clips like X4!

By the way, am I the only one who's always felt the X/Zero boss fight was too easy or short for such an important moment? Maybe that one could be buffed.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on August 06, 2018, 11:24:31 pm
Thanks for your comments on the title screen. Now that I see it again (wow, it's been awhile!) I think it needs a bit of polish around the logo, there's some artifacts product of reducing colors to the indexed palette... but besides that, I totally stand by it. I've been meaning to edit one for X6 too, I'll get to it eventually (and more importantly, I hope I'm able to implement it).

By the way, am I the only one who's always felt the X/Zero boss fight was too easy or short for such an important moment? Maybe that one could be buffed.
I've thought about this too. I was thinking that even reducing damage dealt on both sides would probably be enough to make it longer and bit more tense. Would be one of the few times I'd actually like to make a boss battle longer (most of the time I vouch for increasing damage on bosses that drag for too long)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on August 07, 2018, 03:17:35 am
The standard of measure for a boss fight's average length should be: "does the song play at least one full loop before you win it?" I used to be a bad player who couldn't live without save states, and yet I won in my first try, and never heard the full song until later when I started messing with the sound test.



Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Lumiere on August 07, 2018, 02:47:34 pm
The X/Zero fight is too short. I haven't tried fighting Zero with X but, X was fairly easy to beat. I expected a fight similar to MHX however, I didn't lose a single life when fighting X.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on August 07, 2018, 06:05:43 pm
The other issue is Awakened Zero. If you take too long to beat him, he becomes invincible and starts spamming the Genmu Zero until you get hit and die in one hit. The problem is, it takes so long for it to happen (it's two song loops, but it feels like an eternity) you have to be actively trying to see it, so it might as well not be in the game anyways, it's a glorified easter egg.

If the Awakened Zero fight is made harder or longer (and it should be noticeably harder than normal Zero anyways), the Genmu Zero time limit has to be taken into account, and modified if possible/necessary.

Oh and I almost forgot, something that makes X5 stick out for inconsistency is that Zero's techs weren't left in Japanese unlike the rest of the X games. Is that going to be "undubbed"?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: chuckfinley on August 15, 2018, 05:10:12 pm
I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank; became smaller and merged with an inverted virus meter graphic. Remains that way after exiting stage, changing characters, getting more life-ups, and resetting the game. The life bar is shorter in the start menu as well.

Spoiler:
(https://i.imgur.com/O7UhN86.png)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: DarkSamus993 on August 16, 2018, 01:38:42 pm
I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank.
Yep, that's a bug alright. It occurs due to my less-experienced self (at the time) forgetting to account for the PSX load instruction delay. A very silly mistake, but one you'll only see on more accurate emulators/real hardware.

Please try this new version and see if that fixes the issue: [DOWNLOAD] Mega Man X5 Improvement Project v0.1.1 (http://download854.mediafire.com/gyxiu3799p2g/v7m64otv6fu63p5/MMX5_Improve%28v001_1%29.zip)
NOTE: The only thing that was changed was the code for Heart Tanks, there is no new content...  yet.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on August 16, 2018, 07:41:08 pm
Thanks for the update!  :woot!:
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: chuckfinley on August 17, 2018, 02:49:38 am
Started a new game with the fix and no more issues with heart tanks. Thanks dude.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: mariosmentor on August 19, 2018, 12:30:43 am
I'm not sure if this was asked already, but iirc, X5's good ending was based solely on luck. Is there any way of changing that?
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: Heaven Piercing Man on August 19, 2018, 01:08:43 am
If I'm not mistaken, the odds of destroying the colony with the laser or shuttle depend not just on the parts, but also on the countdown timer. The laser succeeding is rare, the shuttle's more even. I've resetted a lot of times and I've never seen the laser being successful outside of Youtube. With the shuttle, I've just resetted a few times and boom, bad ending. I'd say the odds could be modified to be 100% success or failure depending on certain conditions.
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: acediez on August 19, 2018, 03:31:23 am
Hey, today I played X5 for awhile, and by play I mean

Boss Level requirement to get Life/Weapon Upgrade
Default: 04 (Level 4). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8A0
Offset RAM: $800EEF48
Code: [Select]
0400622COffset BIN: $3600594
Offset RAM: $800EF9DC
Code: [Select]
0400422C
Boss Level requirement to get Life/Weapon+ Upgrade (Parts)
Default: 08 (Level 8.). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8BC
Offset RAM: $800EEF64
Code: [Select]
0800622COffset BIN: $3600604
Offset RAM: $800EFA4C
Code: [Select]
0800422C
Exit Stage button always available
Offset BIN: $34B824C
Offset RAM: $80033464
Code: [Select]
0B004010Change to:
Code: [Select]
00000000
Offset BIN: $34B8268
Offset RAM: $80033480
Code: [Select]
03006010Change to:
Code: [Select]
00000000
Hide Virus Status UI (Effects still apply)
Offset BIN: $34A8670
Offset RAM: $80025898
Code: [Select]
0C004380Change to:
Code: [Select]
00000334
Skip Maverick introductions in Stage Select screen
After Intro stage (first set of 4):
Offset BIN: $35F1394
Offset RAM: $800EEFEC
Code: [Select]
1ABC0308 0B000224Change to:
Code: [Select]
01006324 790083A0After Enigma shot (second set of 4):
Offset BIN: $368C928
Offset RAM: $800FA240
Code: [Select]
03000324Change to:
Code: [Select]
04000324
"X vs. Zero" fight Damage Tables
Offset BIN: $35051C8
Offset RAM: $800764C0

Original:
Code: [Select]
00 01 FF 05 FF 00 FF 00 FF 05 FF 05 FF 00 FF 00 FF 02 FF 01 FF 08 FF 00 FF 00 FF 08 FF 08 FF 03 FF 00 FF 03 FF 03 FF 03 FF 03 FF 00 FF 08 FF 00 00 02 00 02 00 05 00 04 00 04 08 00 00 01 00 04 00 05 00 00 00 03 00 08 00 05 00 05 00 01 00 01 00 01 00 01 00 08 00 04 00 05 FF 02 FF 04 FF 02 FF 01 FF 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 00 03 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 02 00 00 FF 05 FF 00 FF 00 FF 00 FF 00 FF 02 00 01 FF 03 FF 00 FF 08 FF 00 FF 00 FF 03 FF 00 FF 03 00 05 00 06 00 06 FF 00 00 08 FF 00 FF 02 FF 02 FF 03 FF 02 FF 02 08 00 FF 01 FF 02 FF 04 FF 00 FF 05 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 03 FF 00 FF 08 00 02 00 06 00 08 00 01 00 08 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

Damage x0.5 (to make the fight longer):
Code: [Select]
00 01 FF 02 FF 00 FF 00 FF 03 FF 03 FF 00 FF 00 FF 01 FF 01 FF 04 FF 00 FF 00 FF 04 FF 04 FF 02 FF 00 FF 02 FF 02 FF 02 FF 02 FF 00 FF 04 FF 00 00 01 00 01 00 03 00 02 00 02 08 00 00 01 00 02 00 03 00 00 00 02 00 04 00 03 00 03 00 01 00 01 00 01 00 01 00 04 00 02 00 03 FF 01 FF 02 FF 01 FF 01 FF 02 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 01 00 00 FF 03 FF 00 FF 00 FF 00 FF 00 FF 01 00 01 FF 02 FF 00 FF 04 FF 00 FF 00 FF 02 FF 00 FF 02 00 03 00 03 00 03 FF 00 00 04 FF 00 FF 01 FF 01 FF 02 FF 01 FF 01 08 00 FF 01 FF 01 FF 02 FF 00 FF 03 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 02 FF 00 FF 04 00 01 00 03 00 04 00 01 00 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

... Just a few things I wanted done for myself. Feel free to add them to the project, or not  :)
Title: Re: Mega Man X5 Improvement Project [PSX]
Post by: azumablade on September 22, 2018, 11:08:40 pm
Can i make a suggestion is it possible to improved the damage of zero's buster equal to normal X's buster?