1) Disable status changeYou mean the list of rescued reploids in the stage select screen? I never encountered this, I'll have to check again.
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.
2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.
Do you have more plans for X6? I have some ideas: remove the nightmare system; make collected heart tanks apply to both X and Zero. I wish I had the reverse engineering skills to implement these ideas and contribute.Those two ideas are on my wishlist too at the moment, I'll try to figure out how to implement them. But first I need to spend some time making sure everything already included is working as intended. This is the first release and I'm just starting to get some feedback. And as you see in the above post there's already a couple of things that need fixing.
1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.
2) Disable gaining lives (Rescued Reploids)
Correct me if I'm wrong. This suppose to disable us from getting extra live from the Reploids that been rescued right?
Well, it's not working. Each Reploids still give 1 extra live.
When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts.
1) Status by defaultFixed!
a) Not holding parts
87/88 reploids. Missing Leon from Northpole Area.
b) Common parts
Suppose there is only 10 reploids but 1 reploid name Leon from Northpole Area also included making it 11 reploids.
2) Rank/Nightmare Souls TableTriggers by # of souls are intended to be put in ascending order, I put a warning about this on the description. That's the way it needs to be because of how the game reads it (it compares your current souls number with the reference table from highest to lowest, and stops once it finds a match).
Once you reach higher rank, your rank will not drop even if you set lower rank with higher souls needed.
eg. Rank A needs 1000 souls but rank UH only needs 10 souls. Once you collected 10 souls, your UH rank will not drop even if you collected more than 1000 souls later.
3) Boss Levels
It won't acknowledge lower level boss for higher ranks.
eg. Rank UH for Nightmare Zero lv.2 and rank A for Nightmare Zero lv.4. If this happens, you will have lv.4 boss no matter which ranks achieve first.
c) By setting the number of souls needed higher than 4), Alia might explain souls thrice by triggers 4a) twice with both X and Zero, then again on 5a).That's kind of funny :heh:
6) Disable losing lives (Infinite lives)I actually went out of my way to make it be this way. I thought it would be a nice touch :)
X will not show any extra lives available.
7) Disable gaining lives (Rescued Reploids)Thanks, I was about to get into testing what effect this had on regular 1-ups items. I'm gonna compare my modification to your gamesharks to test it further.
It's working now but it also disable us from gaining extra lives from X/Zero helmet that provides extra lives.
That's weird because when I used gameshark I posted above, both codes only disable extra lives from reploids.
I used below gameshark to test it as it's hard to get extra lives by defeating enemies.
#Always drop Extra Life item (Permanent effect not recommended)
8004E71A 2400
8004D848 000A
8004D84A 1000
8004D874 0008
8004D876 3402
When using the patcher, I chose to have the reploids that don't give anything auto-resuced but, It also rescued the reploids that gave common parts.
Nice addition as always. The latest patcher (v03a), not sure these are mistakes or not.
1) Disable gaining lives (Rescued Reploids)
Rescued Reploids give 1 extra live but not from Extra Life items.
2) Disable gaining lives (Extra Life items)
Extra Life items give 1 extra live but not from rescued Reploids.
Shouldn't it be the other way round? I mean swap between these two codes.
Plus, aren't you missing the Common, X, Zero, and Limited Parts?
But, it's not going to get all parts if you combine it all together.By the looks of it, the entire collection is registered the same couple of bytes (by using different multiplies as different items and adding the value up) so replacing the whole value replaces the whole collection (with one gameshark code after the other). Try adding up the hex values instead. The byte that registers your current subtanks works the same.
At least that's what happened when I used Gameshark.
By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?
Amazing, are you going to be able to exceed the previous part limit with this and be able to equip everything if you wanted?For limited parts, you can't select more than one even if the main table is set above 1. For regular parts, you "can", but obviously the menu doesn't adapt to this, it gets a bit glitchy. I'm not even sure you actually get the effect of everything you select.
Huh, really? Ok. I'll describe it step by step.
Also, you ask about the Nightmare effects whether it is needed to save injured reploids?
Yes, it does.
Great job, Acediez! One thing, the game crashes during the Mission Report if you play on a PSP. Not sure if there's anything that can be done.
I'm not using nearly as many options, actually. XD
This was a problem from the first patcher you released. But the modified ISO that you originally shared worked fine. But thankfully, I haven't had any issues running the game on emulators. I did notice that the Ranks are stuck at D when you have X & Zero share Rank & Souls. That was an issue with the earlier patcher you linked.
Would it be asking too much to be able to edit the built-in parts for various armors? As it is, shock buffer is useless if you're using any armor/black zero, the energy saver is pointless when using x's armors. While this is only two parts, editing armors would allow more diverse options per armor
Would it be asking too much to be able to edit the built-in parts for various armors? As it is, shock buffer is useless if you're using any armor/black zero, the energy saver is pointless when using x's armors. While this is only two parts, editing armors would allow more diverse options per armor
Instead of editing the armors simply allowing the parts to stack would be nice, especially saber plus for Black Zero
Watching World Cup too much.Where are your from? Chile didn't get in :-[ so I haven't watched a single match
1) Can you explain what do error_recalc does and how to apply this program?EDC/ECC sectors of the disc act as a checksum for the data on the whole disc. They're used to "repair" "invalid" sectors on the fly. So, if you don't update those sectors, some of the modified bytes will revert to the original state when loaded, breaking the modifications, causing freezes, or even preventing the game from booting at all.
I still don't understand it after reading the notepad.
2) You said you're currently testing it on PS2.Nope. I have a modchip, so I just burn a disc and play natively.
Does that mean you use POPStarter and change the bin and cue file to VCD format using the CUE2POPS?
A full armor parts is collected without affecting the game mode level.
By untick Falcon, every time you try to select a character starting from X, you have to press left(x4) to change to other characters.That's very weird. Maybe the menu expects Falcon Armor to always be available and doesn't correctly handle having to skip it. I don't know how to fix it, so I'll just put a note warning about it for now.
If you press from right, you have to press twice to change to other characters.
I was thinking in the future release, maybe you can include an optional path to revive Nightmare Zero when "Nightmare Origin" scene is triggered.
Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:
(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)
Z3R0X, how goes your testing of your X5 Tool? Any issues yet?
And I hope that's not the case!
Z3R0X,
Splendid! I died a lot too.
For Megaman x6,
1) Is it possible to make Zero's Hyoroga jump slightly higher to the point he can reach ceiling for the boss fight against Rainy Turtloid?
2) Zero's Guard Shell to be activated/deactivated by pressing square+triangle instead of choosing it from the weapons menu?
Megaman x5,
1) Zero's F-Splasher is change from dash button to giga attack button so that Zero can retain his normal air dash?
2) Zero's C-Sword is change either by up+square or triangle button also to retain Zero's standard attack?
3) X's and Zero's Dark Hold can be activated and deactivated by pressing special weapon button?
No problem, Acediez! It could be one of the options that I chose, but it's only an issue on the PSP. That's the only answer I can think of.Oh man, there was quite an oversight on that bit of code. It's the kind of stuff that emulators like ePSXe and no$psx forgive, so that's why injoon84 didn't have any problems with it, but I'm thinking now that I must've had it on my PS2 run, I just didn't notice. So thank you so much for reporting and insisting on it.
No problem my friend, here is:
Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?
It's just the culmination of all the bug fixes done through v04 (it's the same as v04f). Seemed like a good place to update the submission on the site. The base patch and the spreadsheet have been updated too.
I really hope I got everything covered now. Thanks for your support all the way through!
Thank you for all your effort acediez, I will make a tool with your spreadsheet and to replace the auto hotkey one, this tool will have compatibility with Megaman x6 1.0 and 1.1, auto ECC/EDC fix and able to patch, read the current modifications of the RAW/2352 images and restore original without making a backup. Of course the tools will be this thread exclusive and all the people who contributed.That's great!
Oh my, I think we might have overlook some issue here even after the release of v05.That's cool, there can always be a 5.1 and so on :)
Z3ROX,I will check them out!
Thank you for finding out those up+jump value.
I try it using gameshark and only came out with 3 results.
1) Jump much lower than usual
2) Jump as it is (Hyoroga moves height)
3) Jump with unlimited height (It'll stick at ceiling and able to launch Hyoroga at Rainy Turtloid)
Too bad as it can't make the jump height slightly higher than Hyoroga.
Also, did you check all my gameshark value at page 1?
If you didn't, please trace back the one I mix with Joker Command.
The one I mention about Ultimate Leg Jets Hovers up and down.
Can you make it without relying on Joker Command?
There are also other interesting gameshark codes I actually put there to mix it with Joker Command.
Maybe you can come out of something if you look into it.
Z3ROX,Yes, you should be careful with endianness (I think the way the data order stores and reads are called like that)
You're right! It's working nicely now.
As for Gameshark it has to be something like this:
#Zero/Shadow Up+Jump reach higher
8003659C 00C0
July 11, 2018, 12:38:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh my gosh. I wrote some of the gameshark with joker command wrongly.
Anyway, I already edit it. Please check it again. Sorry...
The sabre delay is not really a delay, is more like animation speed, I found that increasing animation speed does the job and some neat things.
If you change it to:woot!:
01 41 01 33
Shadow will swing sabre at the fastest speed and also be able to use the dash sabre dash sabre swing like the rest of the X and armors. That is if I didn't provide the wrong value.
Coz in Gameshark, it goes like this.
#Sabre modifier (Shadow) (4101=DashSlash+ChargeCresentSaber+Fastest, 0113=Normal, 4001=DashSlash+Fastest, 0001=Fastest)
801F494C 4109
No problem, Injoon84!
Since you said that regarding the Falcon Armor, would it be possible to increase the Air Dash's length?
I wonder what happened to the project to retranslate the game...?
@Z3R0X
Found a spare hour last night to play with the address you found for X's saber duration. It works great! By reducing it from 16 to 10~8 you shave off just the last bit of delay, makes it a lot more quicker to use without going too far.
I went back and tried to follow this operation more carefully, and started documenting on my spreadsheet all the useful 800970A0+ addresses I've found so far for future reference.
As for the saber action:
800970A5
800970B7
Both change for an unique ID for each different action. Probably a general action ID and/or a spritesheet ID.
80097136
Seems to be the main flag for the saber action status.
By preventing changes on one or more of these address I've managed to make the saber self cancelling, but not without problems (like the saber not actually appearing and hitting anything). But I'm getting somewhere :happy:
8003E630 checks if the buster shot action is in progress, if it is, the function for the saber action is skipped. By NOPing this op you can remove the very small wait you have after shooting with the buster before being able to use the saber. Not much of an impact since it's just a couple of frames, but cool nonetheless
8003F13C is the start of the function that reads conditions to trigger the saber action
8003EA04 is where it checks if the corresponding button is pressed
8003EA34 is where it jumps to if the button is pressed. Setting a breakpoint here puts you right at the start of the saber action after the button is pressed and all conditions are met. However, pressing the button during the slash itself wont trigger this breakpoint, or any point of this function. At some point (I havent found it yet), the whole function (that triggers saber action if conditions are met, including button press) is being skipped while the saber action is in progress. However other button presses checks are obviously not being skipped, since you can cancel it with a dash.
At this point I ran out of time. But I guess I just need to find out what is making this function be skipped during while the action is in progress.
Oh my, I think we might have overlook some issue here even after the release of v05.
1) Skip Dialogues
Mission Report first Nightmare Souls explanation is not there even if I didn't tick it.
Not sure is it because it may be affected by Nightmare Souls and Ranks.
2) Nightmare Souls and Ranks:
I think the original game suppose to be 800 souls to reach SA. Not 900 souls. Well, that's what I notice when I run vanilla.
I think I get the whole value for LifeUp x16 and EnergyUp x16.
I know, the actual game is LifeUp x16 and EnergyUp x08.
But it will not increase the life gauge and energy gauge.
Give me about an hour. I'll let you know later.
This will definitely tidy up the life upgrade, energy upgrade and Reploids holding those upgrade.
Great news! Can't wait to try it out!
BTW, quick question. Does anyone know what to do with a BIN file that won't load?
For instance, when I was using Z3R0X's X5 Patcher, the game got stuck at the second Now Loading Screen for the scond Dynamo encounter.
Is there a file that I can use to fix this?
Would it be possible to raise the blade armor's charged Z-Sabre damage? I understand that it's supposed to be weaker than the shadow armor's charged sabre, but when a charged falcon buster does nearly equivalent damage and you have to unlock the blade armor...
That is why I wish that every X's armor has special function on jump button twice.
a) Falcon Armor is able to execute maneuver Air-Dash in 8 different directions by pressing Jump button twice.
b) Blade Armor will have normal Air-Dash. Stagnant and longer Air-Dash is enable by pressing Jump button twice.
c) Shadow Armor is able to use double jump.
d) Ultimate Armor is able to temporary freely move around using direction buttons when hovering.
I know some may not look realistic at all. Can it be done?
#Blade delay dash modifier (0000=Infinity, 0001=Normal, 000F=only slight delay)
801EAF38 000F
Note:
Seems like putting 00 doesn't affect anything. Lucky!
Maybe the original value is 00?
Go figure about the damage table, you could just buff it vs the bosses at this time. Possibly buff only the Z-Saber related attacks as that is what the armor is supposed to do.
You should add a tooltip to the defense option if you haven't mentioning that buffing defense will make the shock buffer part redundant unless it stacks(I don't think so?)
Can you share the whole psx ram on how you change the Blade's air dash value from original to minimum/no delay?
Please share the whole value. Not just the 2 digits.
Hello, I upload my tool demo and patcher to YT, I made a custom routine to control length of Blade's armor, the dash itself is infinite but can be cancel with jump and dash button, if you combine with infinite air moves you can cancel and dash again in any direction you want, also I left the delay and change to infinite so you can stay in the spot until you let go the button you press.
Hmm, from what I understand from the pictures, the one highlighted in grey, the original psx ram is
8003F39D 00
8003F39E 02
8003F39F A2
Changing the 02 to 00 will get unlimited air moves for Blade.
However, Gameshark is endian and you have to use 4 digits.
acediez explained that to me before.Yes, in that case this code is safe because that RAM offset always have that opcode regardless of the character are you using.
Therefore, in order to safely use the gameshark without affecting others values, I can either use
8003F39D 0000
or
8003F39E A200
Am I right?
Anyway, how did you guys know that psx ram is for certain function?
What's the best emulator use to search them?
I can only use deduction from someone else search and hopefully get some results from trial and error.
Z3ROX,Yes, I highly recommend NO$PSX with the debugger configured with native MIPS style, so you will learn x3 8) (PSX, PS2 and N64) they have common instructions.
Sorry, I don't have the knowledge to understand all of it even after your thorough explanation.
I feel bad about it.
Anyway, how did you guys know that psx ram is for certain function?
What's the best emulator use to search them?
I can only use deduction from someone else search and hopefully get some results from trial and error.
Odd question but, would saber plus effect X's Z-Saber? I know X can't equip it normally however it's a little odd that Zero can buff his buster through parts but X can't buff his saber.
Edit: Could you add an option to lower the nightmare snake's HP? When you consider the fact that you have to fight it 5-6 times and as far as I know, it has about twice Blaze Heatnix's HP.
Now I'm halfway adding the ability to cancel it anytime while keeping its normal behavior.That is great man! :woot!:
Version 2 (I think this is better)
You will dash almost instally and dash only while you are holding a dash button.
I'm doing some things for MMx4, the sad part is that I had to make a JAL routine :(
- First mod is for Kuuenbu or Kuuenzan now you need to hold "up" + attack
- Second mod is air walker, after performing Hienkyaku you will be able to stay on the air and attack with all ground techniques, I don't know if this is useful to someone, you can fall down just by jumping and doing Ryuenjin.
Demo here:
https://www.youtube.com/watch?v=gnRtN25q0bE (https://www.youtube.com/watch?v=gnRtN25q0bE)
Z3ROX,
This is just my personal opinion about your X4 YT.
Why don't make moves like Raijingeki, and Shippuuga to be able to execute only once in the air?
Like you can only choose one either double jump or air dash when jumping.
After all, they can be cover up by the 'infinite air moves'.
I think they are call sky master in X4 gameshark.
./customizer x6.bin < tweaks.json
1. DELAY
1a) Infinite wait (thanks to Z3R0X)
BIN (DEC): 496716048
PSX RAM: $801EAF38
00
1b) Minimum delay (already on patcher)
BIN (DEC): 496716032
PSX RAM: $801EAF28
D4AB0708
1c) No delay (a bit cleaner than the one on the last patcher)
BIN (DEC): 496715956
PSX RAM: $801EAEE0
D4AB0708
01000424
2. DASH DURATION CONTROL (already on patcher)
BIN (DEC): 496331716
PSX RAM: $8003F37C
0F <-- Default value
3. DASH SPEED CONTROL (This one's quite the rewrite. It'll be properly commented on the next version of the spreadsheet)
BIN (DEC): 496716088
PSX RAM: $801EAF60
06001B3C <-- First byte controls speed. 04 = Falcon/Zero, 08 = Blade Armor. I'm using 06 in the video.
00607B37
04006230
05004010
00000436
81EE000C
BE000534
E9AB0708
200000AE
08006230
09004010
00000000
81EE000C
BF000534
00000000
200000AE
23D81B00
00000000
FCAB0708
24001BAE
00000436
81EE000C
C0000534
15000292
00000000
04004010
00000000
00006237
FAAB0708
00000000
00006237
00000000
23100200
00000000
4. DASH CANCELLING
I also ended up with two options, to be used depending on the "Delay" option. Though I can't tell by Z3R0X video how similar or different they are, I'd have to try them myself.
4a) Dash normally, cancel by pressing Dash/Jump again (To be used with "Normal delay" or "Minimum delay")
BIN (DEC): 496723152
PSX RAM: $801EC768
85000392
7C000596
FFFF6324
850003A2
0A00632C -> First byte (0A) adjusts the cancelling's sensitivity range
02006010
8001A530
1D00A014
00000000
As I mentioned before, one challenge this modification had is that if you pressed the button for too long the move would be automatically cancelled, so I added a small wait time before detection (first 5 cycles, out of the default duration of 15, won't be cancelled)
This obviously needs to be adjusted if the dash duration is changed, so within the patcher, this will be automatically assigned (Dash duration - 5)
4b) Dash while button is held, cancel by letting go, or when "dash duration" ends (To be used with "Minimum delay" or "No delay". Unusable with "Normal delay", since it waits for you to let go of the button before the dash even begins)
BIN (DEC): 496723152
PSX RAM: $801EC768
85000392
7C000596
FFFF6324
850003A2
8001A530
1F00A010
00000000
00000000
00000000
This one's obviously cheap, but it's a lot of fun. It's the one used in the video:
4c) Dash while button is held, cancel by letting go, but unlimited (To be used with "Minimum delay" or "No delay")
BIN (DEC): 496723152
PSX RAM: $801EC768
7C000396
00000000
80016330
06006010
Finally, for completion's sake:
5. INFINITE AIR DASHES (thanks to Z3R0X)
BIN (DEC): 496331750
PSX RAM: $8003F39E
00
I put andi 0x018F to include the d-pad if not, you cannot dash with double tap.Good catch! Thanks, I'm gonna have to amend this
I combine both of your work and get this.
Can it be used?
Blade Dash (v01) acediez+Z3ROX (Can damage enemies and use direction for distant control)
RAM = 801EC76C
7C 00 02 96 : Z3ROX
FF FF 63 24 : same
85 00 03 A2 : same
0A 00 63 2C : acediez
8F 01 42 30 : Z3ROX
03 00 40 14 : Z3ROX
00 00 00 00 : Z3ROX
85 00 00 A2 : Z3ROX
801EC768 92030085 lbu v1,$85(s0)
801EC76C 9605007C lhu a1,$7C(s0)
801EC770 2463FFFF subiu v1,$1
801EC774 A2030085 sb v1,$85(s0)
801EC778 2C63000A sltiu v1,v1,$A
801EC77C 10600002 beq v1,0,$801EC788
801EC780 30A50180 andi a1,$180
801EC784 14A0001D bne a1,0,$801EC7FC
801EC788 00000000 nop
801EC78C A200007A sb 0,$7A(s0)
801EC768 92030085 lbu v1,$85(s0)
801EC76C 9605007C lhu a1,$7C(s0)
801EC770 2463FFFF subiu v1,$1
801EC774 A2030085 sb v1,$85(s0)
801EC778 30A50180 andi a1,$180
801EC77C 10A0001F beq a1,0,$801EC7FC
801EC780 00000000 nop
801EC784 00000000 nop
801EC788 00000000 nop
801EC78C A200007A sb 0,$7A(s0)
801EC768 92030085 lbu v1,$85(s0)
801EC76C 9602007C lhu v0,$7C(s0)
801EC770 2463FFFF subiu v1,$1
801EC774 A2030085 sb v1,$85(s0)
801EC778 10600005 beq v1,0,$801EC790
801EC77C 3042018F andi v0,$18F
801EC780 14400003 bne v0,0,$801EC790
801EC784 00000000 nop
801EC788 A2000085 sb 0,$85(s0)
801EC78C A200007A sb 0,$7A(s0)
801EC768 92030085 lbu v1,$85(s0)
801EC76C 9602007C lhu v0,$7C(s0)
801EC770 2463FFFF subiu v1,$1
801EC774 A2030085 sb v1,$85(s0)
801EC778 2C63000A sltiu v1,v1,$A <- This is doing nothig and is wasted.
801EC77C 3042018F andi v0,$18F
801EC780 14400003 bne v0,0,$801EC790
801EC784 00000000 nop
801EC788 A2000085 sb 0,$85(s0)
801EC78C A200007A sb 0,$7A(s0)
You only have a function that make dash infinite while you hold a button, but is not properly coded.Very good. From the YT, it seems like how long Zero perform sentsuizan is depend on how long you hold the up+square button. Am I right?
I personally prefer it delay a bit to stop the sentsuizan so that it won't be abusively use.
Something like making sentsuizan to be perform at least 1 second even if you let go the button straight away?
Please share it with acediez asap. Maybe he can include it in the latest version?
I feel like a kid. Eagerly waiting to play all this upgrade.
Also, there is something I want to know. The coming release of Megaman X Legacy Collection 2, will Capcom fix any problems that have been included in X6?
Just FYI, using the patcher, I can't seem to get the Ultimate Armor to work, code or not. If I don't change anything in the Characters Available section, and put in the Ultimate Armor code, I get the armor for the intro stage; but then it vanishes, and I can't select it again once I'm in the game proper. It just acts like it was never there. If I enable the Ultimate Armor in the Characters Available section, it doesn't appear at all. On either a save, or a new game. I'm assuming a lot of people just haven't messed with this section, but I wanted to mess around with it, and it just doesn't seem to be working. Thanks for the patcher though, everything else seems to work pretty well.Which version of the patcher are you using?
Which version of the patcher are you using?
No specific reason. I just looked for seemingly blank RAM addresses that stayed loaded during the whole game and discarded the ones that gave any problems. After some trial and error I settled on that space.
I know it's not the cleanest solution, it's probably part of something else, but so far hasn't given me any troubles. At least the parts currenly used.
Do you happen to know a better address? More space would come very handy
No problem. Actually, on the subject of the Ultimate Armor, any possibility of adding something like an in-game way to unlock it? Say, linking it to getting UH rank?
Thanks. Will definitely try it if I encounter any problems with the ones I'm currently using
I like that idea!
we need to standardize were the routines will be stores on the PS-EXE
As we all know, Gate's Lab 2 post High Max requires parts and really good timing for Unarmored X/Shadow. Does the game check if it's X/Zero or does it check armor by armor? I don't know if it's possible but, I thought that having the Shadow armor go through Zero's version of the stage might be better than X's version.
Lumiere,
Normal X or Shadow can pass Amazon hidden area with parts equipped?
I've seen video of normal X clear it but never with Shadow.
Normal X is possible but not with parts. Instead, they use special weapons.
If Shadow can pass the area, can someone show me the video links?
I've never make it with Shadow. I want to learn how they do it.
I know where is it. No it's not.I had to move that operation around to save some space, I probably made a mistake that's affecting other things
It's on 'Nightmare's Origin' scene.
I change the value from 3000 to 1800 and Zero bug occurred. Weird.
1) Event triggered by # of soul
If you change the value on either one of the scene, Zero bug will occured.
2) Unlimited air moves
Only Blade gets unlimited air moves.
3) Air Dash After Dash Jump
This one has the unlimited air moves effect except no unlimited air Nova Strike. I don't think that's your intention.
4) Start Delay:
If you set it to 'Minimum', the air dash sound sfx still wrong. Already told you on v08.
5) Extra damage for Blade Armor
If you add value to the 'Charged Shot', it will pierce through the enemies instead of stagnant.
6) Zero's Sentsuizan
I personally think the 'Cancellable (Hold/Release)' still need some adjustment.
I haven't had a chance to test the patcher but, if some of your damage mods are affecting whether or not an shot is piercing, would it be possible to add piercing back to the falcon armor's buster? I know you are trying to fix bugs, but it's an idea I thought I might throw out.That's be a cool option, I thought of it too, but as I mentioned I don't know how the game decides when to make the shot pierce through objects. My theory was that it happened to enemies above a certain total HP, but since apparently adding damage changes the way it behaves, it's probably decided based on your damage output (which varies from enemy to enemy).
This is a very big tool, I have seen the sources for autohotkey and is very hard to maintain, I don't know how can I help you acediez.No worries. I appreciate the interest in helping, but I didn't really expect any kind of help in the first place. If anything, I'm already grateful for the hacks contributions you've made so far. This is just something I'm doing for fun while taking a break (from other personal projects not related to videogames), I'm not even a programmer or aspire to do any other romhacking projects, this was made the only way I knew how to, and has only gotten this big because of the continued interest people have shown so far.
New bug found, after modifying Blade Armor's damage(all options) and adding the Air Dash after Dash jump & Air Dash for X/Shadow, High Max(Gate Lab 2) no longer takes damage from charged shadow buster until he removes his invulnerability to normal attacks. The charged shadow buster deals damage normally to everything else but, High Max
Tested v10 with ePSXe 205. Beat the 8 main stages.
So far I only have the infinite loop of 'Nightmare Origin' scene. The rest should be fine.
Anyway, I set the 'Nightmare Origin' scene value to 1800.
Once you reach 1800 souls, if you clear a stage, it will happen but not if you exit the stage.
This will keep on occurring until Gate Lab 1 is enable.
I hope "Gate Revealed" scene doesn't have the similar problem coz I didn't change it. Default at 3000.
However, I'm certain they were both free from Zero saber bug as I did try once by setting it at 2500.
I completed a playthrough last night with v08. The amount of improvement is outstanding. Despite the level design issues and stuff, just a few tweaks make this game 100x better. Thanks to everyone who has contributed!
I have a request, hopefully it hasn't been posted already and I missed it: Can the Blade and Falcon Armors have their "Double Tap Jump to Air Dash" "feature" removed? And maybe the Shadow Armor too, if you enable air dashes in the tweaker, but I'm just assuming it's the same way since I have to repatch with the new version to try it yet.
I always hated this in X6. It makes sense with the Fourth/Falcon(X5)/Ultimate armors that it enables a hover or flight mode, but if I want to actually dash, I'll press the button assigned to it. It's too easy to incorrectly trigger a dash this way.
Acediez, mind if I ask when will we see a ready patch to take over v05?As soon as I fix one remaining issue with the current version of the patcher (and anything else ithst may come up). I consider the current set of features to be quite a milestone, some of them will definitely be part of the base patch.
Tested v11 (Fixed) and (New) features.
Still got one bug.
Reaching Rank UH unlocks Ultimate Armor will cause one reploid name Dungar from Central Museum being not rescued.
Has the Japanese words bug.
Also, I try Gameshark using the 'Infinite Float Up' code on Falcon.
Notice if we use air dash, Falcon will dash diagonal up.
Meaning Falcon can never have 8 directions air dash. The most is only 6 directions even if custom made.
I have a suggestion, if you can trace the value for Falcon air dash using the jump button, why not make it dash diagonal up like Megaman 7 super adapter?
Then, Falcon is possible to reach certain high place even if without jumper part.
Well, I'm not using save state but I used save file.
All my 8 slots of save have at least the effect of gameshark 'Temporary UH for X and Zero' included.
Meaning even if X or Zero is rank D, for one round, they can have rank UH.
That's when the problem came up.
Using patcher v11, when I load my save file, there will be bug on rescued list on Dungar from Central Museum.
That is if I activate 'Reaching Rank UH unlocks Ultimate Armor' feature.
However, if I play as a new game, it seems like no bug.
So far, all the features on the tweak patcher has not done anything to the save file.
If I play vanilla, loading the save file will carry the game as usual.
If I play the tweaked iso, the loaded save file will have the tweaked features included.
My gameshark 'Temporary UH for X and Zero' are somehow affecting v11 'Reaching Rank UH unlocks Ultimate Armor' feature if you save and load it again.
Meaning you won't be able to detect the bug unless you save and load the game once you reach UH.
This is my gameshark value:
#Temporary (HU Ranking) X & Zero
300CCF5D 0000
300CCF5E 0000
July 29, 2018, 10:22:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What I mean is even without using my gameshark, I suspect once you reach UH and save it, the bug will occur when you load the game.
By the way, was Mega Man X5 Improvement Project [PSX] forum always have dark highlight and a lock?It got political so to speak, so it's been put under a temporary lock. It'll be back eventually...
It got political so to speak, so it's been put under a temporary lock. It'll be back eventually...The user that starts that should be suspended for a while, not your thread...
(Was about to share a v13, but found something I need to take care of at the last minute :P)Good going, this goes to the version infinity+! :woot!:
Btw, to keep a better control of links posted, from now on the latest download link will always be on the first post
z3r0x yes, I've saved a lot of space by optimizing my older stuff than it needed to be, so I haven't had the need to look elsewhere yet
If you change the value of the nightmare soul blue orb (small) and the Nightmare Virus possess the reploid, the blue orb (small) from the defeated reploid will still give 4 nightmare souls.Good catch! Very much appreciated. This probably means the values for infected reploids' orbs are read from somewhere else.
Good catch! Very much appreciated. This probably means the values for infected reploids' orbs are read from somewhere else.
I'm about to release a new version of the sample patch (it hasn't been updated since v05!), so more than ever, bug reports are welcome!
Caught a quick glimpse of the retranslation & I like what I saw so far! Thanks for posting, BlazeHeatnix!
As for a retranslation, I'm up for it! I can help with editing & proofreading the script if necessary!
I'll be repatching X6 later on for another playthrough. If I run into any issues, I'll post!
August 06, 2018, 05:52:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far, I've ran into one problem. When I do the combo for the Sentsuizan, it doesn't work at all if I choose the Cancellable option. Played on the PSP.
Here's the options I enabled.
https://drive.google.com/open?id=1JVmF4ygIUZRXPgsGIDVUErkYQ-e4yV_z
I'm getting a "file invalid! notation, and it's saying i need "Mega Man x6 (usa) (v1.1).bin" (redump)
and then it says
MD5: 237B6FEDDD1A88E86AB1CDDC8822FO3F, i'm unsure how to fix this, considering i've been trying every rom i've come across.
Has anyone checked into the ability to patch these fixes into Legacy Collection X6 now that it has been out for a few weeks?There is out of the questions, the exe of the PSX version is compiled for MIPS and the PC is compiled for X86, ace will need to redo everything again.
The other features are as awesome as what people thought the description would be. Though there are still windows of customization; the original value of Level. 4 Zero Nightmare's HP always seem to be a little too low, and makes the key fight unlocks Black Zero enhancement less intense. A Zero Nightmare HP modifier on the tweaks patcher would be awesome if it's possible to modify it using current technology.
Small Question : Does it work on Japanese Version of Mega Man X6?Not currently, sorry.
Not currently, sorry.For what it's worth, I'd definitely be interested in a Japanese version as well - so long as it's an easy enough port - but there's no way I'd ask that of you if it means starting over from scratch.
High Max (first state)
BIN: 1D994AC4
RAM: 8007523C
High Max (blinking/vulnerable state)
BIN: 1D994B64
RAM: 800752DC
1) High Max (blinking state) damageable with X ground Z-Saber
BIN:
1D994BC8
PSX ram:
80075340
Original value:
FF 00
Edited value:
00 01
2) High Max (blinking state) damageable with X jump/wall Z-Saber
BIN:
1D994BCA
PSX ram:
80075342
Original value:
FF 00
Edited value:
00 01
3) High Max (blinking state) damageable with Zero double jump spinning Z-Saber
BIN:
1D994B9E
PSX ram:
80075316
Original value:
FF 00
Edited value:
00 01
oh i see
because i usually play japanese version of that
Reason because the US version cut the original voice when X shoot a Charged shot
and sort of that
As a request, would it be possible for a future version of the patcher to include the option to load up your three preexisting presets, so that it is easier to made minor changes without starting from scratch?
Hello :)
Can you give me your default setting for your "light" profile hack in the Tweak Patcher? I want all your original changes on it but wanted to add more in the Tweak Patcher. Thanks
That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.I went to the site you sent and downloaded the files MD5, cue, SHA1, SFV.
You can see here the correct info for that particular version, so look for a good dump, also MD5 is a nice hash and very unlikely to collisions.
http://redump.org/disc/32516/ (http://redump.org/disc/32516/)
I've just tried the patcher, but when I deselect Falcon Armor from the new game section, X still starts the game in it, and it's still selectable in the stage select. Am I missing the intent of that setting, or am I doing something wrong? I hated how in X5 and X6 X starts with the previous armor.The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.
If that's not what that option is intended for, then I apologize. I also noticed in the changelog that there was a bug that prevented that option from disabling the Falcon Armor that was fixed in v15, but I have v15.
The code should only affect the stage select screen. It was working ok at some point but probably something slipped in the last version and I didn't notice.Awesome, I really appreciate all of the work you've put in here! :beer:
As for the intro stage, back when I wrote that option I didn't know how to change the armor used at the intro, but now I do, so I'll try implementing starting with base X when Falcon Armor is patched out.
Thanks for letting me know. Even though I'm not working on game hacks at the moment (and probably won't for at least another couple of months) I am paying attention to suggestions and bugs and I'm keeping a list of things to fix/try next time :)
Is Falcon Armor's upward dashing ability and charge shot piercing force able to be restored?Theoretically it could be, but it would be a big effort tracking down the relevant code to see what's going on. If the coding for them is still present in the game it would make things easier (if not, there's the option of porting code from X5). The graphics at least are still in the game (stored compressed).
Values:
00 = X
01 = Zero
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).
@Aceearly1993, DarkSamus993The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...
Just finished working on keeping both the normal behavior of the Blade Armor dash when pressing the jump button in the air, and the no-delay directional air dash when using the dash button. In both cases, canceling by pressing the opposite direction works.
(https://i.imgur.com/zlmxqCL.gif)
Together with the slightly-smoother saber animation handling I mentioned before, I'm finally satisfied with the Blade Armor. It might be worth updating the patcher for this. I just need to script a way to manipulate the damage charts quickly, so I can finally buff the Blade Armor directly and scrap the unnecessary custom code I wrote to modify values on the go.
@Aceearly1993, DarkSamus993
Would be great to have a fully functional Falcon armor implemented back in X6, though I don't think I'd be able to do it, not now at least. I get stuck when I need to manipulate which graphics are loaded. It's what stopped me from enabling special weapons on the Shadow armor...
Theoretically it could be, but it would be a big effort tracking down the relevant code to see what's going on. If the coding for them is still present in the game it would make things easier (if not, there's the option of porting code from X5). The graphics at least are still in the game (stored compressed).If the code routine of diagonal upward dash variation is fully deleted in both prototype and retail then yes it would be a huge effort to implement it back. I thought that upward stance could only be a variation of dash instead of a full scale flying function like in X5.
(https://i.imgur.com/2SveOFb.png)
BTW is there some useful gameshark code list for X6 prototype which we can get? Character/armor modifier, area/checkpoint modifier, etc.
Values:
00 = X
01 = Zero
Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)
Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).
Values (vary per stage?):
Intro Stage: 00=start, 01=middle, 02=boss
Commander Yammark: 00=start, 01=middle, 02=boss
etc.
Current character: 800CFE00Code: [Select]Values:
00 = X
01 = Zero
Current armor: 800CFE26Code: [Select]Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)
These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage
Available characters/armors in stage select screen: 800CFE27Code: [Select]Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).
This can be changed any time but changes takes effect after re-entering the stage select screen
Stage modifier: 800CFDD4
(See here (https://tcrf.net/Proto:Mega_Man_X6#Inaccessible_Stages) for a list of values.)
Stage checkpoint modifier: 800CFDE5Code: [Select]Values (vary per stage?):
Intro Stage: 00=start, 01=middle, 02=boss
Commander Yammark: 00=start, 01=middle, 02=boss
etc.
Due to the way graphics are switched out during the middle of a stage, skipping right to the end results in the wrong tileset being loaded and glitched backgrounds.
I took the time to locate the Japanese RAM addresses:
Current character: 800CE5C8Code: [Select]Values:
00 = X
01 = Zero
Current armor: 800CE5EECode: [Select]Values:
00 = X
01 = Falcon
02 = Shadow
03 = Blade
04 = Ultimate
05 = Zero
(00 to 04 must have "00" in the previous address. 05 must have "01" on the previous address)
These are addresses loaded at the start of a stage, and will probably glitch or work partially if changed mid-stage
Available characters/armors in stage select screen: 800CE5EFCode: [Select]Values:
+0 = X
+1 = Falcon
+2 = Shadow
+4 = Blade
+8 = Ultimate
+10 = Zero
+20 = Black Zero
(Values in hexadecimal. Base X is always available. Examples: 01 = X, Falcon; 03 = X, Falcon, Shadow; 10 = X, Zero; 30 = X, Black Zero).
This can be changed any time but changes takes effect after re-entering the stage select screen
----------------------------------------
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.
The shadow armor does still have special weapons palettes at least:
(https://i.imgur.com/gqRU1wK.png)
As an unrelated bonus, here's some early WIP sprites from the X6 prototype I found:
(https://i.imgur.com/na5ldLn.gif)
The shadow armor also has the problem of not having graphics for the special weapons in it's file (which would be stored compressed). You'd have to first add those or else the game is going to crash trying to decompress non-existent data.
In X6 prototype the warning sound is vocalized. Not sure if you want to keep this one.I'd like to at least have the option to keep it, though I'd first have to see if that voice file is on the disc.
That prototype spritesheet, I've never seen it before. Is that on the final games' files or in a prototype?I decompressed those WIP sprites from the prototype files (they are finished in the final game).
People more familiar with the Japanese version, please let me know if I'm missing other voice clips (I suspect there must be at least a couple for certain boss battles)
Script
As mentioned before, thanks to gledson999's translation tools, I'm inserting DuoDynaMO's retranslation. All "Events" and "Mission Report" tesxt is done (even managed to tweak the text position a bit to fit a few more characters each line). I'm slowly working through the rest of it.
I initially thought I'd simply skip Alia's calls, but maybe I should work some patience and insert all of it i, then people can choose to keep the calls or not in the patcher. It'd be a shame to miss the opportunity to have all of the retranslation ingame.
A nice side effect of getting to this point is that the text-related freeze on the intro stage, when playing as Zero, has been fixed, as well as Zero's dialogue against Nightmare Zero. With this, the cheat code to start with Zero available will play a lot more naturally.
Zero has a unique voice clip in Japanese version when he's launching the Rekkoha special attack (the "giga attack" special with multiple beams falling from the sky), which is changed to a generic grunt in the Western release.
Now these are some groundbreaking news which made me excited. I'm ready to expect some cool custom scripts for Zero VS. Zero Nightmare dialogue.
Stil we didn't know how many code responsible for Falcon Armor's (preview video (https://www.youtube.com/watch?v=SASmN2UGR2w) version mentioned before) diagonal air dash + strong piercing force charge shot remains in the final game and how complicated it would be to restore such function, I can slowly accept it as the imperfect side of X6 for now - blame developers for cutting those moves just before release.
Not gonna stray too far from what's already in the game (https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue) though. Still, I'm excited to have a Zero playthrough flow naturally from start to finish.
- See what I can do about cutscenes and mission report text. Those screens use a different, wider internal resolutions. Text gets squashed (probably the reason why the original font is so massive, they didn't bother use two diffent ones like the japanese version does). I can't use Gemini's font in those screens.
(https://i.imgur.com/IIlZrLa.png) (https://i.imgur.com/9ACu9PA.png) (https://i.imgur.com/O995UZD.png)Beautiful work, dude.
WIP
Do you have any idea why they HAD to change that from X4/X5 anyway? I don't think those have anything like that in them. Or I never noticed in 20 years of play, which would be strange for my usual level of nitpicking.I assume it was done to supersample higher resolution title screen and cutscene graphics, which seems a reasonable trade off for me. They do look a lot nicer than the ones in X5.
Do you think it will be possible to make those screens render in 320x240? Because honestly, I don't think any font changes would look all that great when it's still rendering at whatever whackjob resolution Capcom used.
I assume it was done to supersample higher resolution title screen and cutscene graphics, which seems a reasonable trade off for me. They do look a lot nicer than the ones in X5.
However, I agree the options and save/load menus suffer unnecessarily because of this.
Even though I completely agree with you, and it does seem that the menus would fit just fine in 320x240, I don't think it's worth it considering the amount of work it would involve (output resolution modifications is uncharted territory for me, and even if that was sorted out, this would involve manually downscalling all assets involved and completely rewriting every tile's position on screen).
Title Screen
The obvious choice would've been pasting the american logo into the japanese title screen directly, but the american logo's shape, thick black outline, and colors didn't play together too well in the japanese title screen, so instead, I made a new one, keeping it as close as possible to the japanese logo. I took a similarly styled "Mega Man" text from a different source (the Mega Man X Command Mission logo) and adapted it directly into X6's japanese title screen.
(https://i.imgur.com/wrvmBtq.png)
For comparison, here are the original counterparts:
(https://i.imgur.com/wWfPiYn.png) (https://i.imgur.com/jysiUFN.png)
The title screen itself has been successfully inserted in the game with no issues (thanks blade133bo for helping me find the right files for the graphics and pallettes!). Picture above is an in-game screenshot.
However, as you can see, I still need to adjust the size and position of the "PRESS START BUTTON" graphic, which I also imported from the japanese version. The white italic text from the American one didn't work so well with this background.
Overall I'm very satisfied with the result, and plan to keep this as my default title screen (the one that goes into the standalone patch). As always, I'll leave it as a separate option in the Patcher, so you'll also be able to either keep the original american title screen or the untouched Japanese title screen.
After I figure out the "PRESS START BUTTON" part, I'll try replacing the logo on the loading screen for consistency (when using this version of the title screen).
4) The same as 3) but without the Japanese kanji at the top of "MEGAMAN" logoThat's what I'm currently running on :)
Thanks for you comments and suggestions everyone. Even if it's stuff outside the scope I'm currently working on, I put everything on my list of things to consider in the future.
That's what I'm currently running on :)
(https://i.imgur.com/UZdepnw.gif)
Taking a break from the localization stuff, I've also been working on and off on some gameplay tweaks I've been meaning to do for awhile. I started with the Blade Armor "dual" Mach Dash, and the Saber animation tweaks, from past posts. Now it was the turn for Zero's techniques.
Setsuizan
- Improvement on the "Hold/Release" input option. The tremor sound from hitting the ground would also play when cancelling midair. This is fixed now.
- Added an input option to "Press once to activate/Cancel by moving to opposite direction" (this is now my prefered method)
- Input changed to "Down + Special" instead of "Up + Special", taking the place of Ensuizan
(https://i.imgur.com/MxKjOIS.gif)
Ensuizan
- Input changed to "Special (while in Air)". I turned it into an air only move.
- Up to 3 spins per jump instead of just 1. Can be done in a row if the button is held.
(https://i.imgur.com/7LOg831.gif)
(https://i.imgur.com/pUgpXL7.gif)
(https://i.imgur.com/EleI9cc.gif)
I suppose making it an air only move might not be such a popular idea. The reason is both from a balancing perspective and practical. The ground Ensuizan is overpowered, causes glitches, and the fact you can do it only one on air but spam in indefinitely on ground makes me think it wasn't ever meant to be a ground move anyway. Still, if I kept it as it was (a single spin) it wouldn've been very useful, and it wouldn't been too different to the normal spin done after a double jump, but making it longer seems to work very well.
And a practical reason... Lack of input options.
- "Up + Attack" will always be problematic due to ropes.
- "Up + Special" is taken by Yammar Option
- "Special" alone is taken by the Z-Buster when on ground.
- I really really wanted to give "Down + Special" to Setsuizan
These two modifications combined will work as a set and will probably be a single option on the patcher (while "Legacy" options from older versions will be kept intact)
Speaking of the Z-Saber techniques I'm personally against the idea to make the new custom options bundled as a set.
Cool addition to the Shadow Armor and the text looks nice on the pause menu :thumbsup: As usual, the old font is kind of cluttery when used so much like in Button Config, but I think the opposite might be true for Blood of Bahamut, looking too barren. Maybe not though. The old font is good for headers but that's about it I suppose.
To quell my own obsessive issues over the wacky, super sampled, menu resolutions, I redrew the Rescued and Parts menus, and palettized the save screen BG. All within the same or lower # of colors, but some color changes too. Maybe there are some ideas to gleam from it if you wanted, I think the BG colors are better at least. The original looks like graph paper from the 70's. Yuck.
(https://i.imgur.com/At3ZXQI.png)
And here's some sort of actual contribution to your project if you want to use it. Or just for other fans of this hack to use in a frontend or whatever. I also have the logo (I remade it entirely along with X4/X5, double this resolution, super secret reasons) if you want it for the header graphic on your main post, acediez.
(https://i.imgur.com/E7dOTQo.png)
Honestly, looking at the differences between the Alia and Douglass portraits reminds me of how X5/X6 were kind of cheap with their graphics and instead of full-on sprite art like X4 used scans of drawings and pre-renders (it's a nitpick, I know, but I feel like it's kind of part of the reason why I get a different vibe from X5/X6 compared to X4).
A comparison to show you what I mean:
SNIP
I mean, I could just be crazy, but that's what it kind of feels like. Either way, these mockups look great, and way better than the original ones. It'd probably be a bit of a hassle to fix the resolution and whatnot, but fixing the presentation does really help out in the long run.
Nice pic! I'll use that on my disc case for burned copies! (I still have a couple of those)Yeah, it's a bit unfair to compare X4 and X6, but while X6 was quite rushed, the presentation still looks very off for a 6 month development. Lot of the in-game scans feel like they only made the promotional material (although the cutscenes do work, I will say). The renders don't look that good either, especially with Flame Donut and Metal Shark Player's miniboss. But yeah, it's kind of unfair to compare the two, but even then, X6 doesn't feel complete with how it's presented either (especially with the translation), unlike X5, which, while worse, has a complete presentation (as bland as it is). But still, yeah, an unfair comparison.
Your logos are welcome, all high res assets are!
Love your Parts menu redesign. I think some of it could be implemented, I'd like to give it a try once I'm done with the text instertion stuff. It won't turn out as clean though since we'll be dealing with the wide resolution
Placing X4 and X6 side by side is almost not fair. There's a huge difference in presentation.
I'll probably end up doing something about that Ultimate Armor mugshot, it's too ugly even for X6 standards.
A few icons adapted from the japanese version for Zero's technique descriptions (a typo and a wrongly assigned icon leaked in, oops)
Should be easy to adapt them to whatever input options is chosen in the Patcher since they're just tiles.
I'll keep description short because expanding the text size is quite the chore.
Yammar Option won't get button icons because the description is shared with X.
(https://i.imgur.com/nUmFP4q.gif)
Input screen still needs some alignment adjustments. Sadly I wasn't able to quickly fix the cursor. I can move it, but the horizontal position is shared with the main screen. I'll probably need to code a screen check that leads to a position modification for the cursor.
(https://i.imgur.com/kI7dCMJ.png) (https://i.imgur.com/h1qX7e3.png)
I have this on my wishlist too, so thanks for providing a Dr. Light mugshot. I'll give it a go eventually.That doesn't seem like much of an issue. You could easily photoshop the orange-blue hunter as green and edit a bit of the details to make it look like the in-game green hunter (who looks quite similar), or just straight up edit the in-game sprites to reflect the original art if you want to. Either way, it's a good workaround.
Even though editing the images in the right format would be fairly easy, I haven't looked into what needs to be done code wise to insert it (let alone to animate it)
Too bad these Hunters don't match with the ones from the official art.
(https://i.imgur.com/O9w8GZB.png) (https://i.imgur.com/6QFQ4aZ.jpg)
How's this?That. looks. great. You're spritework is pretty top-notch and it shows here. So nice and smooth, too, unlike some of the more jagged scans X5 and X6's in-game art can have sometimes. Good work!
(https://i.imgur.com/LwDqB7a.png)
(https://i.imgur.com/yXRUAnw.gif)
The original has so many issues, from his neck area being oddly shaped, to the oversized crest on his forehead, the inconsistent light sources, and pillow shading making the gold trim fins on his shoulders look like rounded spikes.
Plus, the transparency of the armor was originally poorly conveyed and instead made it look like some weird leathery texture.
I tried to make the light sources consistent, and I tried to keep the simple anime style shading seen throughout the games' artwork, while also keeping the faint highlighting of the armor itself seen in that MVC:I art you posted, as well as the X4 Ultimate Armor artwork. I didn't have any specific concept art of X's parts under his armor for direct reference, but I tried to match the X Challenge armor art from the X legacy Collection and the D-Arts figure of the Ultimate Armor as best as I could at this low resolution.
I made a portrait for the magenta Hunter:The mugshots I posted were more of a placeholder or base for actual sprite, so yeah, it'd probably be a better idea to make appropriate sprites. Although, supposedly it's the green hunter talking to X due to the Hunter name being green in the textbox during that scene (despite being plural, for some weird reason). Yeah, I think it'd be nice to see your take on the sprites, although I'm unsure if the PSX has any palette limitations like on SNES, so that should probably be kept in mind. Your proposals and changes to the Ultimate Armor are great, although I'd personally suggest to add a bit of similarity to the X4 armor for some nuanced continuity like maybe make the black a bit more blue, and maybe have the champagne gold show a slight hint of yellow. But as is, it's pretty solid.
(https://i.imgur.com/9lr86EB.gif)
I feel just recoloring the Hunter from the artwork won't work because the design doesn't match, the light source doesn't match the other portraits, and the magenta one is in front, so he should be the one talking to X. I did trace part of it though, mostly because the poses matched.
It's still a bit of a work-in-progress, and I need to make the mouth animations as well, but I hope this will work. The helmet gem and embossed square were just my interpretation of the two pixels in the front of the sprite. I will at some point make a Dr. Light one with the proper light source.
(https://i.imgur.com/Zf6nnEv.gif)
I also have a tweaked Ultimate Armor portrait with the fin leaning forward slightly, which does help it blend in with the rest of the image, as well as making his pose look more dynamic since he is leaning forward a bit:
(https://i.imgur.com/tT1jg0S.png)
I also lowered it and moved it to the right a couple of pixels to make it look further back, and made it reach just one pixel above the top of his ears.
I also have a proposal for the Ultimate Armor palette:
(https://i.imgur.com/6m1HGY1.png)
In X6, the light blue limb segments are way too bright and saturated, even brighter than his palette's white, so it makes it look flat and gaudy. Also, his hand palette is way too dark, making his left hand look dark grey. The gold color is also slightly red, making it look weird, and there's not much contrast in the midnight blue-ish black color, making the details representing his inner mechanics too subtle.
I restored his hand colors to the X5 palette, as well as his light blue segments on his arms and legs. I also slightly brightened and increased the contrast of the extremely dark blue main color, and I made the gold segments slightly more towards actual champagne gold to match my portrait better, as well as black Zero.
I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.
If It's decided for the portrait to be the green Hunter, then I can change it to that with not much effort. I'll probably get around to doing it anyway.That Dr. Light looks fantastic so far, so good job.
I also like your idea of using the MHX Light portrait, though the light source is a bit off (heh), but not noticeably so (just a bit higher up). I don't like how wide his head is in the artwork, so I scaled it to make it thinner. then I rescaled it back to the game's resolution. I also have a WIP blinking animation:
(https://i.imgur.com/5HUqAHq.gif)
I might also change the palette to the cyan colors that you gave it.
As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version. I wasn't out to aesthetically change it, rather just make the contrast and color balance much smoother and more in line with every other sprite in the series.
I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.
As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version.
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.
Have you guys ever found this voice before?
https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.
Have you guys ever found this voice before?
https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0
(https://i.imgur.com/CsuL7cO.png)
I just dumped a big chunk of the code that reads and assigns mugshots. I'm off to dissecting it and figuring out how it works, and hopefully how to expand it. Wish me luck! And if I don't report for a several days, don't call the cops. It might take awhile.
[...] I wonder if there was an option to remove the Japanese dub in anyway or a possible English dub of sorts. Obviously, the latter would take a ridiculous amount of effort, but hey, maybe acediez wants to or something.I'm still curious about this.
Actually, speaking of the Legacy Collection, I wondered if it was possible to implement the 2 new tracks that were added in X6, the opening and ending specifically:
Opening: https://www.youtube.com/watch?v=svnFHxPz-l4 (https://www.youtube.com/watch?v=svnFHxPz-l4)
Ending: https://www.youtube.com/watch?v=n7XQnBLnh5w (https://www.youtube.com/watch?v=n7XQnBLnh5w)
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.
Have you guys ever found this voice before?
https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0
No clue on that, since I don't remember the voices well.
On the topic of that, I wonder if there was an option to remove the Japanese dub in anyway or a possible English dub of sorts. Obviously, the latter would take a ridiculous amount of effort, but hey, maybe acediez wants to or something.
https://www.youtube.com/watch?v=Ne0TksRJiGM
Definitely looks better than my magenta Hunter portrait. I had trouble getting that one's helmet looking good.
I'm still curious about this.I'm not interested in fan dubs, I've stated that on this thread before.
I checked the Japanese version (PSV-PSN) today, don't think there's any move which used these two voice files. Although a grunt extremely similar to x_01_04b did get used for several moves of the X Challenge X in X Legacy Collection (e.g.: Charged Twin Slasher)
So i just found something on X Legacy Collection of X6.
Apparently there are 2 voices i didn't recognize on X Folder.
Have you guys ever found this voice before?
https://www.dropbox.com/sh/ngd3l1cdskpstdz/AACqGkqIFGPketiWjYfOxkLca?dl=0
since part of the reason why the stage is loathed is because it's 2 obnoxious stages with an obnoxious boss in-between them.
3. A minor nitpick of mine is that you can't really exit the sub-stages normally (the ones within those crystal-like portals), even if you already have beaten it or the stage it resides in. I was wondering if you could make it work there.
Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...
Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.
Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...Well, it's still a very common consensus that the whole Gate's Lab segment is poorly designed, so finding a way to make that thing less hectic is a plus in my book. The whole issue with Gat's Lab is that it's hard for unfair reasons, so in this scenario, easier does kind of mean better.
Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.
The hack already lets you exit any stage whenever you want...
I suppose it's possible to have the hidden stages be exitable only if the main stage has been beaten. It would need some recoding to make the connection (internally, hidden stages are entirely separate stages), but it might be worth checking out eventually.
Thanks Metalwario, I'm loving every single one of these and I'm very happy with the last corrections you've made (I was writing this post when it showed up!)
Also thanks Dannyplays. I think we all agree on the shape issues you addressed, though there were also issues with coloring/lighting which Metalwario covered nicely.
Most of the groundwork for inserting new mugshots is done. Still some details concerning animations I need to figure out, but it's best if I go ahead and work on the actual mugshots now. I hope I'll be back with good news soon, but I'm definitely on the right track :)
I think a better idea would be to add a tiny block under that huge pit in Gate's Lab 2 part 2 so that you can still do it with Unarmored or Shadow X without needing a specific, unintuitive part loadout. That way it's still hard to traverse, but not "officially impossible without reading a FAQ"I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8VgThat's a good step in the right direction.
acediez said he's going to add it as an option for the patcher.
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.
I was waiting for you to show this yourself :)
It was either that or make it a surprise feature on release.
I'm not gonna split the stage, guys.
I don't like the idea of deflating tension on the final stages (specially on a game with infinite continues). I'd do it as a request if it was a simpler thing to implement, but it doesn't look like it would be.
And since we're back to discussing -that- pit, as DarkSamus933 says, it'll be available as an option on the next release.
My approach to this so far has been to give every armor equal chance of going through the stage instead of removing the challenge, hence I made the air dash available for all armors. Now you'll be able to choose either solution, or both.
And before anyone says "but the stage design is still bad" one more time: Yes, I know, but the (current) scope of this project is merely polishing what's already there. Modifying/expanding stages is a separate project entirely, as much of a game design project as a hacking one. What I mean is, if you're gonna go that far (all the documentation and custom tools needed to edit stages realiably), you might as well go all out and change more than just a few platforms here and there. You're making a new Mega Man X6 at that point.
I'm not saying "never" though, but it's definitely a "not anytime soon".
I already took care of that: https://www.youtube.com/watch?v=cZMXEFoH8Vg
acediez said he's going to add it as an option for the patcher.
Sorry. Wrong thread.
Haha, the background color is a good catch as far as I'm concerned, just for interest's sake. Sprites Inc rips display the same inconsistency, with 4 different background colors total.Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/
Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/
But what's your point?I was just mentioning it as a fun fact. :)
I would like to correct this if acediez wants to provide me a ripped sheet of his mugshots at some point.
Those rips were done by me actually (I'm one of the main gfx rippers for the site): http://www.sprites-inc.co.uk/sprite.php?local=/X/X6/Misc/Mugshots/
Now that we know the mugshots part of Sprites Inc was handled by DarkSamus, we know it's safe to use those as a base. I don't think they're any different to the ones I extracted on TileMolester.Alright. So it won't be too much trouble then for you to cut them back up and reinsert the tiles for the animations then, right (as in, too time consuming)? I'll get on it then.
I was just mentioning it as a fun fact. :)
There's still a lot of missing or old rips (screen-shot rips) that need replaced on INC. I got burned out doing it (mostly) by myself and have been focusing more on ROM hacking lately.
Alright. So it won't be too much trouble then for you to cut them back up and reinsert the tiles for the animations then, right (as in, too time consuming)? I'll get on it then.
Don't worry about that. I need to reassemble them into the tile order they have in-game either way (the ones I sent you were re-assembled into how they should look, not how the tiles are actually arranged in the game files). But it's not as bad as it sound.
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.
I still have plenty of work to do before release, and inserting these edits of existing mugshots will be the last thing I do, so take your time. I'll let you know when I'm ready (and feel free to show your progress here until then).
There's only one restriction that comes to mind: keep the pink Hunter and Dr.Light animated tile in the same position. Doesn't matter where, just make it the same on both mugshots. They share sprite assembly and animation data at this point, giving each their own would involve a lot of extra coding.
... I think they already match on the last version you posted, but I just wanted to let you know in case you decide to work on them again.
Alright, I'll mess around with their mouth and eye positions to make sure they line up as best I can.
It's not a space issue, it's having the right animation data assigned to the right mugshot while hijacking as little of the existing code as possible.Alrighty then. Keep up the good work, you've made it this far.
No need for that.
I'll make it work. Art shouldn't be limited by a minor code convenience. Forget I said anything.
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.
Well awesome, then I don't have to worry about the palette changes I made to the menus either, if/when that can happen later on. Gives me some motivation to work on that stuff again once I get some time.
I have a few questions:1. https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue
1. Does Nightmare Zero have unique dialogue when you fight him as Zero or is it still the same as High Max's dialogue?
2. Were the few voice clips that were cut from the English version of the game have already been re-implemented?
Can this tool be used with the PC version of the game?https://steamcommunity.com/app/743900/discussions/0/1746720717353940501/
I always hated the auto scroll phase in metal shark level. It kills the speedrun.
the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?I'm not planning on doing either of those things, but there is one little improvement I'd like to try for that stage. Probably after the next release though.
There's essentially no reason to play X6 now without at least some of these tweaks, because the playability skyrocketed as a result. And the newest tweaks just add more polish where it was lacking previously, and as an excellent community effort too.
I just wonder if there's anyone knowledgeable enough to tweak other parts of the game's level design to be more.. fun instead of brickwalls of damage and those damnable donuts, and not just the more damage tweaks that make them less insufferable.
Been a while since I checked in so forgive me if it's been addressed, but the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?
I always hated the auto scroll phase in metal shark level. It kills the speedrun.These aren't elegant fixes, maybe not even optimal and might break something else,
Excellent proyect!
which I'll be adjusting soon too if that's okay with acediez.Go ahead. This is gonna be optional through the patcher, so no reason for anyone to disagree.
That looks a lot better. Definitely looks younger, but I'm OK with that.Yep, I've been doing that as well. Though, in general it's a bit tricky making sure the art style is a good match for X6, because if I shrink his eye just a bit more it looks a lot like the X4 artwork, and the eyes in general seem a bit more dynamic in X6 than in X5, so it's all a bit of a fine line.
Now you're gonna have to match all of X's mugshots to this new face ::)
Adaptive Armor ("unique" system): Essentially an easier-to-make, albeit cheaper version of Progressive Armor. Basically, you just get the complete armor right off the bat, but the separate functions for it require visiting each capsule
This project really deserves a better name than "Tweaks" imo. These changes are salvaging the game at this point which is just crazy to think as someone who does not like the original X6 at all. Amazing job Acediez and crew.Thanks!
I was also curious about if there was infinite ammo on Ultimate Armor like in X4 (or if it's still based off MMX5's Fourth Armor).
I wonder if it's possible to bring back the original functions of the Falcon Armor as a possible choice in the Tweaker, since that'd be interesting. Same with seeing how Shadow Armor could work with special weapons (although it's the armor's intentional weakness, so maybe not).
Unfortunately, those abilities are already cut on the one prototype build that's currently available (where I took the "Warning" voice clip from).
As of now, the best case scenario would be to find that the code is still in the game and it's just skipped over, but I haven't seen anything like it yet (and judging by how the omitted voice clips lines of code were completely removed, I don't think this is very likely).
Another option would be to try importing code from X5, but I'm not sure I'd go that far.
If an earlier build were to surface, that'd make it much easier. So, maybe in the future.
A strange square dot would appear on his portrait, hinting that at some point in game development, Sigma's portrait was also animated when the dialogue rolls, along with other characters'.
You have to consider Sigma uses the same mugshot on his second form (right after you defeat him). Giving him a more abstract mugshot was definitely on purpose.Actually, you could try using a trick with the Hunters/Light slot and give both forms a mugshot. Although that depends on if you have enough space in the animation data to do so. As for the original Sigma Virus mugshot, you could try make a cycling palette animation, to make the mugshot more chaotic looking (although I don't know how much effort that would require, since I don't think any mugshot cycles through an animated palette; maybe just use a wrap-around palette animation for simplicity).
Regardless, that actually looks very good! Just maybe a bit smaller than other character's faces (consider it's gonna be right next to X/Zero's).
I'm currently considering adding each mugshot variant as a separate option in the patcher by the way, so one for Sigma wouldn't hurt.
No, I already said I'm done hacking stuff for mugshots. I might add a few variants of existing one but that's it.Alright then, I understand; it must take up a lot of time, programming and space to make a custom one, let alone two, so if you feel worn out by it, that's fine. You still did a great job anyway, so keep up the good work.
Hi. I encounter a problem with cheat code 2 after apply Complete patch. When I put cheat code 2 to start game as Zero, nothing happened, still Falcon X :'(. My emulator is ePSXe.
When you apply the 2nd cheat code, It will only add Zero at the character select after you beat the intro stage.How about starting as Black Zero?
If you want to play Zero at the Intro Stage, Use this gameshark code :
300CCF08 0001
How about starting as Black Zero?The Ultimate Armor code now not only gives X Ultimate Armor, but also Black Zero. You can also use both the Ultimate Armor and Zero codes at once if you wanted.
The Ultimate Armor code now not only gives X Ultimate Armor, but also Black Zero. You can also use both the Ultimate Armor and Zero codes at once if you wanted.Sorry for late reply. You get my idea wrong :). I mean playing Black Zero in the Intro too
Sorry for late reply. You get my idea wrong :). I mean playing Black Zero in the Intro too
Hi. I encounter a problem with cheat code 2 after apply Complete patch. When I put cheat code 2 to start game as Zero, nothing happened, still Falcon X :'(. My emulator is ePSXe.
:woot!:That looks amazing but also overly complicated. Still though, you did an impressive job on this, although it could be seen as overbearing to some. Maybe you can have an option to switch between an advanced and simple patcher. Otherwise, yeah, you did good. :thumbsup: Can't wait for the new update.
Wait, did I never select to be notified of updates on this thread? Weird. This looks quite good, but I know that X6's true problem is the shitty level design.That's not really the purpose of this hack though; the whole point of it is to fix it on a gameplay level, where, even if some of the levels can be shit or have serious issues, it's just fun on it's own to control and play the game itself, and to reduce some of the absurd difficulty in a way.
This looks quite good, but I know that X6's true problem is the shitty level design.
Since we're bumped up to first page again, I'll just let you know it's comming along nicely. It just has taken a lot longer than expected (some stuff I thought were completely done really weren't, some needed extra polish, etc.) Nothing new to announce for the moment, just a lot of stuff to test. I'll probably drop a test version here before a proper "in the news" release in case someone wants to help me check everything works as intended.Would be cool to help. Thanks for the update. :beer:
¯\_(ツ)_/¯
So, I just finished a full run of Mega Man X6 using the tweaks patcher, which took me 01:13 minutes (on the ingame timer). One suggestion I have is to add an option regarding Gate. That boss fight is complete ass like always, and I'm sure that one would benefit from some changes. Maybe even an option that makes him vulnerable to regular attacks. The patcher is incredible and allows for options not available in the hack.I honestly didn't find Gate that annoying, ngl, but to each their preference I guess. I assume the best way to make Gate easier is to either cover the pit like in the Legacy Collection Rookie Mode or modify the energy shots so that they're easier to hit and are more likely to hit Gate. I feel like trying to make him vulnerable to regular attacks could potentially ruin the flow and purpose of the fight, as it's meant to be more strategic.
Is this a prototype? Or a mixed armor feature?That's just the regular Blade armor.
That's just the regular Blade armor.
I'm pretty darn sure that GIF is showcasing the level design being altered to remove the unfair blind jump into spikes in Yammark's stage.
No, if you look closely the charge shot is the one you get as unarmored X. That's not the Blade Armor charge shot.Oh, I didn't catch that. It's been so long since I've actually played through X6 and gotten the Blade Armor and everything that I forgot.
I honestly didn't find Gate that annoying, ngl, but to each their preference I guess. I assume the best way to make Gate easier is to either cover the pit like in the Legacy Collection Rookie Mode or modify the energy shots so that they're easier to hit and are more likely to hit Gate. I feel like trying to make him vulnerable to regular attacks could potentially ruin the flow and purpose of the fight, as it's meant to be more strategic.
(rest of message is towards acediez)
On the topic of ideas, this one seems absurd, but a patch to remove or replace Sigma would be interesting. But I assume it's also absurd and too ridiculous to be implemented (really, the only reason I "suggest" this is because of how forced Sigma is and how better the story would be without him), so yeah, definitely not.
Anyways I was wondering how progress goes, and if the project's under control. It's been silent for a while so I'm just wondering if everything (including you) has been fine.
Yeah, I just feel that anything that could make Gate easier would help. He wouldn't be so bad if he didn't occasionally wait for a full minute before doing another orb attack. Or, if some of your attacks didn't outright destroy the smaller orbs you're meant to hit him with (I used Ultimate Buster+Shadow Armor not knowing its effects).
Also, anything that could make Metal Shark Playable. Still the only stage in the entire Mega Man franchise that frustrates me too much to finish. Good thing X6 has workarounds for getting to the final stages.
I can understand not wanting to get into dealing with individual armor sprites but is it possible to use unarmored X as the visual until the armor is complete? Thus being able to see the armor is sort of a reward for collecting the whole thing.
It’s both :)Great job on the progress made so far. I never really noticed the blind jump, but for others it was probably annoying. Good to see these minor level edits solving issues. As for the armor, you did a great job. I feel like the whole "displaying individual parts" thing shouldn't be that hard, considering how the individual armor parts are already separate sprites, so the code could just be "if x armor part not acquired then erase/hide x graphics", but I assume your response says otherwise. While I'm not saying you should add the feature, I feel like it should warrant a bit of investigation, unless you already did and assumed it was too much trouble. Still, it's your project, and your the one who decides what goes in it, not to say that what you've done so far is great. I was just merely suggesting ideas to see on how it could work. Either way, nice.
A small modification in Amazon Area, and Blade Armor keeping the regular buster.
Armor abilities and enhancements are now linked to their individual armor parts instead of the armor itself. You will now get access to the armor as soon as you get the first armor part, and other abilities will be added when you get the rest or it, just like you would in X1-X4 (sprites will still show the whole armor though, I’m not gonna get into that mess).
Not quite the X8 “mixed parts” style, but at least you won’t have to wait until you complete an armor, usually pretty far into the game, to start using what you’ve collected.
I feel like the whole "displaying individual parts" thing shouldn't be that hard,lmao
I agree. I don't know how possible this would be but in X4, turning on the Ultimate Armor code turns X purple until you get the armor. Maybe something similar could be done here?Since each armor player file has a separate copy of X’s palette, this is pretty feasible. First I’d need to make sure all armor related moves load fine without the armor overlay. Let’s see how it goes.
I feel like the whole "displaying individual parts" thing shouldn't be that hard, considering how the individual armor parts are already separate spritesThe armors are not stored as individual pieces, they are a single solid piece.
My bad. I confused the whole ordeal about armor parts. I confused "armor parts already being separated" with "X's overlapped sprites being complete sprites". I thought that maybe you could erase/override with blank space certain sections of the armor, but I see that is a far more complicated matter. Sorry for the misunderstanding.I don't even think that's necessary. You could just do what the GBC games do and not have the armor appear until it's complete.
However, I do have a possible alternative; instead of displaying the armor right away, display a different palette for X until he gets the complete armor (kind of like in X4 in which X had a special purple palette before he got the Ultimate Armor). Like maybe X's palette would be a much darker tone when using the Shadow Armor, or have it be a more neon green when using Blade Armor. I feel like it would be the best way of displaying an incomplete Armor, without displaying the complete armor, but being able to easily distinguish it from vanilla X. Again, these are just my ideas, and it's really up to acediez if he really wants to add it or not. Sorry if I sound very needy, I just really like contributing to this thread.
Can't wait to see the polished final product.This is pretty much it though. Now I'm just testing for bugs.
Cool! I'm so glad you went to the trouble to include the option to use a gold palette on the Ultimate Armor's sprite/mugshot! Can't wait to test this out in a little bit, ton of great stuff added this time :)You have to thank Metalwario64 for that, he insisted on working on those. He even made a new custom blue/gold palette, and made mugshots variants to match all options :woot!:
Love the options for the Recycle Lab.I've been meaning to do it for some time, but it took me awhile to figure it out.
I have one question.Minor touchups like that are not much of a problem, but on this case I don't think it needs to be changed...
Is it possible to fix the rainy turtloid stage when you try to go to the capsule. The way is too narrow and also covered with spikes. Is it possible to expand it?
Looks like there's an additional name tag that ate up the text box space.Fixed in RC3!
And I can't seem to find an option to make the Loading Screen logo match the title screen logo from the "JPN CUSTOM (JPN Style Title)" title option.I haven't made one :D
A suggestion - It'll be even more awesome if there could be "USA CUSTOM (JPN Style Title)" option in reverse, like what I mentioned in earlier posts.If someone finds me a clean rip of the PC version than has the "Rockman" logo on the USA background, I suppose I could add it.
I presume you also want a list of any retranslation typosYes! Thank you very much!
I'm sorry acediez, I don't think I have plenty of time to test it out this time.No worries, you've already helped by what you've just reported.
You have to thank Metalwario64 for that, he insisted on working on those. He even made a new custom blue/gold palette, and made mugshots variants to match all options :woot!:
Is that my font reworked from the Bahamut Lagoon 8x8 type? Neat, I like the use here. :beer:
Oh, you're making this the final patch? Oh boy.It's "final for awhile". I'll most likely come back to it at some point, it'll be fun to tackle individual ideas once all the script mess is sorted out... But yeah, I'll be focusing on other stuff for some time. As for a time frame, I'll be out for the next week or so. When I'm back, I'll be able to work on this for a couple of days (22th-23th), and that's it. I'll have my hands full on other things from then on.
Here's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:
So I've been playing with my own custom settings from the patcher. The only issue is that the new hunter icon isn't appearing for me, even if X's position is correct (I'm using the latest version of the patcher I'm pretty sure), but otherwise, it works as intended for the most part (though Alia mentioning the Falcon Armor even when disabled is a bit weird but expected). Solid stuff.What emulator are you using? It's all working for me.
Btw, I’m surprised so many of you wanted to straight up remove the Falcon Armor from the game :laugh:When I was a kid, having the previous game's armor at the start was awesome in that "collect them all" type of way, but as an adult, I prefer starting with the basics and building X up, like the previous games in the series, or like Samus in the Metroid games. That's why I love your option of using the two new armors before they're complete (even if the Shadow armor currently has some slight issues) since it evokes the progression of the past Mega Man X games.
Hi.Just input the original Black Zero code (L1 L1 L1 R2) on the tile screen.
May I ask how to play as Zero in the Intro stage in the MMX6Tweaks 2.0 builds? Does it require several unusual steps (gameshark codes, etc.)?
Just input the original Black Zero code (R1 R1 R1 L2) on the tile screen.
Now the Ultimate Armor code doubles as the Black Zero code.
Nope. You can't. That's not the way to play Zero in Intro Stage.
From the Tweak Patcher v2.0, you must fulfill 2 criteria.
1) General Tweaks must have unlockables code #2 unlocks Zero from the start, and
2) New Game Status section, you must NOT choose Falcon Armor in Intro Stage.
For safety, better choose normal X and Falcon Armor always available checked.
Load your game. Press start. Highlight GAME START and input (L1 L1 L1 R2).
Done. You'll start the game as Zero.
For me, it's not that I prefer normal X for intro stage but I have to do it this way to have playable Zero in intro stage.
What emulator are you using? It's all working for me.I'm using PCSX ReARMed through RetroArch, maybe that's the issue. I'll try to redownload it alongside Beetle PSX HW.
(https://i.imgur.com/dGmUphd.png)
Beetle PSX doesn't even show up when loading content, even though I already downloaded it.Did you get the BIOS files?
EDIT: Now it works... Looks like there's something with Falcon Armor that interferes with which character to play as in the Intro stage.Oh, that explains why it always worked for me then.
So anyways, I had 3 thoughts in mind for the project:Just in case it was missed.Spoiler:1. I feel like the main reason Shield Sheldon's stage is so annoying is because of the laser emmiters. Not only are they annoyingly slow and confusing to understand how to move, they also damage you, which kinda knocks you around. I feel like it would be a lot more comfortable if the lasers did no damage (or any sort of stun/knockback), and that you could shoot the lasers to change direction, like the reflection panels. I feel like the level would be a tad less annoying with that, though easier. I think another reason for the stage being annoying is how cramped the stage is, and how obscure the Body part is, so maybe some breathing room would help as well, though that might be stretching a bit.
2. There's literally no reason for the Crane enemies to respawn in Commander Yammark's stage. It adds literally nothing and means nothing as well. Just get rid of it honestly.
And last, but most important to me:
3. There's really no incentive at all to collect the EX Tank I feel, since continues are not punishing at all, so extra lives literally only means "you get to see the continue screen later". I feel like, in order to balance this out, I propose the following idea: the continue system would be somewhat like the X4 where you return to the very beginning of the stage/section you're in (so you'd just return to the beginning of a side level if you're in one or the beginning of the 2nd section of Gate's Lab 2), BUT, in return, the EX Tank gives you the option to continue from a checkpoint, rather than the stage beginning. Maybe there's other ways that the EX Tank can be given value, but that's just the one that comes to my mind.
Here's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:They're all an excellent job from you, but I'm gonna stick with the Custom B option for Zero Nightmare. The green shadings on Custom A carried over from the original thing on plain, snow white surfaces... They just ain't natural.
(https://i.imgur.com/bhfDvJ4.png)
I just now realized that Dynamo and Gate's background colors are slightly off. I guess it's no worse than the original in that regard, and it's surely too late to change them now.
At least, I'm mostly happy with how everything turned out.
Now for a bit of a breakdown of noteworthy decisions I made:
I completely reconverted Alia's mugshot from Suetsugu's original art, since it was available in high quality in the X Legacy Collection. The original version had oddly tinted colors and poorly redrawn details like the eyes and neck, while mine is completely true to the original art.
Since there's not much in the way of official art for the Ultimate Armor, I made mine mostly based on Keisuke Mizuno's modern art of it, since Haruki Suetsugu only had two drawings of it in X4, and there are no clear, unobstructed shots of it, let alone the detailed mechanics that can be seen through it. It's basically a bit of Suetsugu in the shoulder shape and the thicker trim around the neck and chest, but I based the crest on his head off of Mizuno's art and the highlights and mechanical details are based around Mizuno's portrayal. I am a bit torn between the heavy highlights, since that's a super Mizuno trait that Suetsugu rarely, if ever did, but without them the black versions of the Ultimate Armor has no real distinction between the shades of black, so the highlights convey a different material and make it clearer where the different segments begin and end.
The first Black Zero and Zero Nightmare mugshot colors are based on the original ones, and the second ones are based on the sprite colors, though my optional Zero Nightmare palette was made based on the original mugshot palette which is simply the red Zero, but hue shifted towards purple. Since the sprite was not done the same way, and instead given it's own shades of purple, I decided to make a sprite palette based on the original mugshot by shifting the hue of the red Zero sprites the same amount as the mugshot (-80 units in GIMP), then cleaning up the colors to look right on the sprite from that point.
Dynamo's was reconverted from the original X5 mugshot, since it somehow had messed up colors and dithering artifacts in the original X6, so even with the BG color flub, it's still a marked improvement.
The first Gate mugshot is just a cleaned up version of the original with more defined facial details, and redrawn animated tiles (they looked very rough in the original, and the blinking eyes didn't line up), and the second version is heavily modified to be symmetrical.
I won't fault Haruki Suetsugu for his drawing here being a bit lopsided, since he was rushed for X6's art (it can be seen throughout most of his pieces, like X having simpler, completely round shoulders and generally less detailed shading and sometimes wonky proportions), but when cropped in a box, having his left shoulder and left side of his face be wider than the left was very noticeable, so I made a custom version that looks perfect when mirrored, just for the sake of looking better in the mugshot.
Lastly, the new Sigma mugshot is a traced version of Suetsugu's X6 art of Sigma that I made (and removed the collar of his cloak that partially covered his face), then filtered to be purple, and overlaid VHS noise on it and made his eyes glow slightly. It's clearer than the original (which was based on the X5 Sigma stage select icon), and still conveys the Sigma Virus feel of the original, while being truer to the established style of Suetsugu throughout the rest of the game.
They're all an excellent job from you, but I'm gonna stick with the Custom B option for Zero Nightmare. The green shadings on Custom A carried over from the original thing on plain, snow white surfaces... They just ain't natural.Yeah, that's why I made multiple versions of everything. I made the "A" versions of the Black and Nightmare Zero's to be faithful to the originals, but cleaner and more accurately drawn, but made alternate versions with colors truer to the sprite palettes.
(https://i.imgur.com/q4LY1C0.png)
Turns out the color of Dynamo's mugshot is indeed fine.
I'm also glad that the Falcon Armor was removed with the Ultimate code :p.
One thing that bothers me is that the Blade Armor's Mach Dash by default doesn't seem to be able to reach the Shadow Armor part in Metal Shark's stage. I always got it with the Ultimate Armor's Nova Strike back in the day, but I read that other than that you basically need a part to reach it. Therefore in my setup I increased the "hold" type Mach Dash's distance from 15 to 20, and with the metal platform, that's barely enough to make it by jumping off with a Mach Dash.
Maybe that should be set to the default distance, or at some point it would be nice to have the ledge extended slightly. It also makes it possible to reach Yammark's Sub Tank with a Mach Dash, whereas I couldn't pull it off with the default settings, and had to get it with Zero.
The "Jumper" part is enough to reach all of these, and that part is not misseable, even in the original game. And even if you can't find it, most things can be reached with Ice Burst + Blade Armor. The game points out in the weapon description these are "ice blocks you can step on" for a reason. In Tweaks you don't even need to get the whole armor to use the Mach Dash, you can get it almost immediately. I think that's enough of a help...Thanks for the heads up! I've played through X6 a few times, but I usually did with the Ultimate Armor back in the day due to its inherent design flaws, so all of the little tricks and stuff didn't register for me. Sorry for that! :(
1. I feel like the main reason Shield Sheldon's stage is so annoying isOr you can adjust the laser route in reverse (adjusting the "movable corner" things from last to first), and not deal with the laser until the very last step?
2. There's literally no reason for the Crane enemies to respawn in Commander Yammark's stage. It adds literally nothing and means nothing as well. Just get rid of it honestly.I'm not entirely against having annoying enemies... At some point you're just making the game too easy.
3. There's really no incentive at all to collect the EX Tank I feel,The thing is, the game SHOULD send you back to checkpoint 0 if you lose all lives, that's the whole point of having extra lives on top of infinite continues. The only reason it doesn't is because the game loads a second set of stage tilesets to VRAM after the first checkpoint, and if you move back to checkpoint 0 after this, the graphics are messed up.
The thing is, the game SHOULD send you back to checkpoint 0 if you lose all lives, that's the whole point of having extra lives on top of infinite continues. The only reason it doesn't is because the game loads a second set of stage tilesets to VRAM after the first checkpoint, and if you move back to checkpoint 0 after this, the graphics are messed up.Would it be easier to instead add an option at some point in the future to remove continues upon a game over altogether? That might swing too far in the opposite direction, but just allowing either selecting a new stage (or selecting the one you were on) and quitting as the only options certainly would make lives more precious.
I did try to make this work, reseting checkpoints on continue is an easy single-line modification. But then you have to code a way to re-load the right set of graphics to VRAM, and that's another story.
"Maybe in the future"™
You know what's even easier? To make the "Continue" button send you back to the initial loading of the stage. I just thought of it, and ran a quick test. Seems to work ok :)You're awesome! Just wanted to thank you for adding another great feature! :beer:
There would be exceptions, as Hidden Stages and other split stages (Recycle Lab Area 2, Secret Lab 2-2) are loaded as separate stages entirely, but maybe that's for the better. Sending you back to the very beginning on those would be way too much of a punishment anyway.
Let's give it a go.
X6 Tweaks (v2.0 RC8) (https://www.mediafire.com/file/2yp0b0wkstfzxjf/Mega_Man_X6_Tweaks_%28v2.0_RC8%29.7z/file)
X6 Tweaks Patcher (v2.0 RC8) (https://www.mediafire.com/file/jrpxoctrl22sd5v/Mega_Man_X6_Tweaks_Patcher_%28v2.0_RC8%29.7z/file)
- Added "Continues take you to the start of the level" option. Turned on by default in sample profiles >:D
- Added an "Unlimited Repetitions" option for the Falcon Air Dash to round the section up.
Warning: (again) as the patcher's controls have changed, previous versions' "x6tweaksprofiles" files might not work correctly (unless you update them manually to include changed controls. You can use a fresh "default" file as a template)
Any typos/bugs reports are welcome as always.
Lol. These 2 new features is a failureNo need to be rude man. If you don’t like then, don’t use them.
The "send back to start of stage except in some stages" feels a bit inconsistent, especially since the two stage halves construct has been a thing since X4.
Lol. These 2 new features is a failure.It is not the same. Secret Areas (where you fight NM Zero, Dynamo and High Max) and part twos like in the Recycle Lab and Gate stage 2 will send you back to those parts, and not the beginning. It's not as punishing as a full restart, but not a "get out of jail free" card like it was before.
- Continue take you to the start of the level.
What's the point of this? Now it works the same as 'Stage selection' after 'GAME OVER'.
Well, maybe not for gamer who loves challenge.
The "send back to start of stage except in some stages" feels a bit inconsistent, especially since the two stage halves construct has been a thing since X4.X4 was waaay too easy though. Much easier than X1-X3 (though X2 was the easiest of that trilogy). I think sending the player back to the beginning of secret area's and entire second halves is fine so that it's not super punishing. Here it's not as strict as X1-X3 where you were outright booted back to the stage select upon game over, since if you're in a "part 2" of a stage, or a hidden area, you will be at the beginning of those.
Btw, everything is optional in the patcher, so you really don’t need to agree with what I chose for the sample profiles. As long as the options work as intended, we’re good.That's what makes this so great, so if there's something you don't like and want to change (in my case it's a blue Ultimate Armor, X's saber timing and removing the Falcon Armor), you can change pretty much everything to be just exactly as you want it. It's not like other hacks like the MM3 Improvement one that has a feature or two that some reviewers have complained about (I haven't tried it yet myself, just a recent, to mind example).
Ooooohhh... I discovered a massive issue with the new continue system.
I was on Wolfang's stage, and I rescued the first dog reploid and got the Shadow Armor port, and then I ended up dying, got a game over and continued. I then went on to finally beat the stage, but it didn't mention rescuing the first reploid, nor the Shadow Armor, so I thought that meant I had to get them again.
I made my way back to the armor area, and it turns out that they are now gone forever, so I can't get the reploid nor the Shadow Armor now.
Btw, everything is optional in the patcher, so you really don’t need to agree with what I chose for the sample profiles. As long as the options work as intended, we’re good.
That's all for now, again.
The continue function seems to work as intended now! Awesome job!
I just wanna ask where I messed up here...Glad to see it's not on my end, but that means you did nothing wrong. Just wait until it's fixed.
Thanks for the patch in advance
https://gaming.youtube.com/watch?v=vqq3K09eWIE&feature=share
thank you very much for the fixed... anyways do you considered this one having item drops in xtreme mode?
Is there a way to fix the zeros guard shield glitch?Would love to have both the glitch fix and the Guard Shell working for Zero as it does for X. I'll give it a try sometime :)
Or maybe apply a way to active it like X?
Thanks for all the hard work! :)
- Boss Health by Level
Tested these 3 Investigators at their own stage and final stage. Surprisingly, their lifebar is different.
The lifebar at their own stage will change but not in the final level.
I didn't test the remaining 5 Investigators at their own stage but the final level will change.
Two things, one is a minor nitpick, the other is a bit bigger.
The first, and more minor thing is that for the tweaked settings in the patcher, the saber speed for X has the last two frames at 0, which makes the animation abruptly cut off after the slash. I'm guessing it was intentional to make up for the reverted timing in order to make the slash faster without de-synchronizing the saber animation with the effect. For regular X, I set the last two frames to "2, 1" and for the Shadow Armor, I set them both to 1, so that the transition is smooth. I don't want to complain too much since you changed it due to the issue I had with it, and I can always just change it myself in the patcher, of course.
The other, more pertinent issue is that X's conversation with Mijinion has the first line changed, but the rest is from the original translation. Was this not re-translated in the first place, or was there an error in porting over the script?
<PLAYER-ENEMY>
Infinity Mijinion:<NL>
Someone is here…<NEWPAGE>
X:<NL>
Infinity Mijinion! You are one of the<NL>
Investigators of the Nightmares, aren't you?<NEWPAGE>
Infinity Mijinion:<NL>
You seem to be hard to deal with…<NEWPAGE>
Infinity Mijinion:<NL>
Why must I cover up for the lack in ability of<NL>
the other Investigators?<NEWPAGE>
Infinity Mijinion:<NL>
Hmm? How did you come this far? Don't say<NL>
you destroyed my sweet Illumina…<NEWPAGE>
X:<NL>
I destroyed such a dangerous Reploid!<NEWPAGE>
Infinity Mijinion:<NL>
No! I was still conducting a test or two on<NL>
her…! I wanted to use her to destroy all of<NL>
you idiots!<NEWPAGE>
Infinity Mijinion:<NL>
Now I'm angry, and that means you're dead!<END>
- Fixed "Boss Health by Level" addresses for Nightmare Mother and Boss Rush rematches.
- Added option to enable item drops in Xtreme Mode
Sounds good, besides the fact Illumina was probably destroyed because he straight up attacked X, rather than him just being dangerous.I'm not sure how to word it. The original game has a huge emphasis on how dangerous Illumina was... Maybe something like "Your Reploid was a danger to everybody! It attacked me, so I had no choice but to destroy it."
2. If I checked the display inactive armor as unarmored x I notice few things with Shadow armor.
2.1. Even if I don't have the arms program the sound effects do the shuriken sounds (dattebayo?).
(This might be the same as if we display the inactive armor as complete)
2.2. Even if I don't have the head program my saber speed does when I have the head program. (This one I'll try to delete my save data. I'll try a fresh start if it still goes like this)
1. When I selected the default of the armor system I am unable to get the armor even I already completed the programs.
Hey, I seem to be having an issue using the latest patcher. It says I don't have permission to use it, and whenever I extract it, it just does that, and disappears after a little bit. Any help on this?
Thanks for your script suggestions, I guess I'll have to pick my favourite ::)
As for the saber speed, it's actually just the saber color, it's gonna be orange even without the Part. The speed should change as intended, I just re-checked (same as unarmored X without the Head Part, faster with the Head Part).
These are both listed as known issues. Both the shot sound effect and saber color palette are not managed by code but by replacing sound/palette data in the player files. I ran into trouble modifying sound effect packs, so I left it as it is for the time being.
Got it, I just confirmed this. It's happening because there's interfering Mission Report screen code from the "Rank UH unlocks..." options. I'll fix that on the next release.
September 29, 2019, 03:57:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
"Don't have permission to use it", you mean, a Windows error?
Try the usual stuff, run as administrator, check you have permissions to write on the directory you're in, etc... Else, google for a solution on your specific error message.
The patcher extracts several files on first run, maybe that's what turns on red flags if you don't have full administrator rights...
If there are interferences between the unlocking the Ultimate Armor and Black Zero via Hunter Rank,
I mentioned the possibility for the shadow armor to use weapons, because it can not destroy the iron blocks, like the ones on the blaze heatnix level.
Maybe an option that makes posible to destroy the blocks with a charged blade attack would be ok!
I mentioned the possibility for the shadow armor to use weapons, because it can not destroy the iron blocks, like the ones on the blaze heatnix level.
Maybe an option that makes possible to destroy the blocks with a charged blade attack would be ok!
I forgot to mention this but I think it is very obvious that the Ultimate Armor suffered from the rushed release of Rockman X6 and Mega Man X6, by not having a flashy background slow-motion effect Giga Attack as the rest does.That would both render the Nova Strike useless (you couldn't tell where it would end up and it would take too long to start up), and would be inconsistent with every previous game it appeared in, since even in X5 with those flashy Giga Attack backgrounds, the Ultimate Armor still didn't have one.
It can be destroyed by "Add custom options to the setting menu"
Just turn off the nightmare effects
I forgot to mention this but I think it is very obvious that the Ultimate Armor suffered from the rushed release of Rockman X6 and Mega Man X6, by not having a flashy background slow-motion effect Giga Attack as the rest does.
-EnsuizanBeing able to do consecutive repetitions is part of the custom code I wrote for the air mode only (doesn't work well on the floor). To make it work on the original behavior of the weapon, that would be an entirely new hack...
-USA Custom (JPN Style Title)It's a single image, the logo is not in a different layer. If you replace the logo, you have to fill the space left by the previous logo. That's why I said before, best way to do a "Rockman logo, USA background" is to find a clean rip of the one in the PC version.
(http://i.imgur.com/hLjKLCU.png) (https://imgur.com/hLjKLCU)You would need to edit the assembled title screen (use a native res screenshot or VRAM dump), index colors to the same exact palette, and once you're done, "disassemble" it exactly how it's done in the raw rip. Ideally, you should use the raw rip as a base and replace only the tiles with logo pieces.
-The re-translated conversation when Sigma lost his mind after his first formI'm gonna let this one slip 👀
[EDIT]
I think this is an improvement:
Infinity Mijinion: Someone has arrived...
X: Infinity Mijinion! You are one of the Nightmare Investigators, aren't you?
Infinity Mijinion: What a nuisance... Why must I be burdened with picking up the slack of the other Investigators? Wait... If you've made it all the way here, then... Don't tell me that you destroyed my precious Illumina...!
X: Your Reploid was a danger to me and everyone else! I had no choice but to destroy it!
Infinity Mijinion: No!! I still had some tests to run on her... I was going to use her to teach a lesson to all of those stuck-up fools who looked down on me! You're going to pay for this!!
I took a few cues from the existing retranslation for the lines in Zero's dialog that were similar to X's dialog in the original.
That's why I still extend the Mach Dash ever so slightly (less than I did before) so that it's a little bit more lenient.I agree with your previous idea though, the floor should be extended just a bit... (so you still need Mach Dash and either the Ice Burst or the Nightmare Block, but doesn't require that much precision). I just haven't done it yet because it will take some work to get a floor tiling that matches.
Since you have some experience with the mugshots coding, is there any possibility of altering the timing of their blinking, or is the coding too complex to do, and it's simply too minor an issue to bother with at this time?I actually have the exact byte that controls these animations documented, but I kinda forgot about it.
https://youtu.be/v5coxBfUwD0
try uploading the video, for now, it is set as unlisted. if you wanted to have it public acediez, just say so.
have a great time watching the video. :thumbsup:
I just haven't done it yet because it will take some work to get a floor tiling that matches.
- Modified mugshot animation timming for Commaner Yammark and Infinity Mijinion (included in base patch)
I must say, I'm intrigued by this. The copy of MMX6 PC that I *acquired* says "MEGAMAN X6" and not "ROCKMAN X6"! I thought this version of the game was only released in Korea, so why the two title screens I wonder?
One last patition, is there a way to make the lasers from the shieldon stage, do damage when you touch the laser and not only the splash thing?
One suggestion, You could do the Add custom options to setting menu in the General Tweaks compatible with Original Scripts
if anyone is interested in cleaning it up a little first
instead of having Zero's version of the cutscene you'll end up having X's version of the cutscene.
This variant ("ROCKMAN X6" title screen with USA background) is from the Traditional Chinese PC version.Interesting, didn't even know that was a thing.
I'll take a look at it. If that's all there is to it, I guess I'll be able to fix it without much hassle.
2) Recycle Lab (Long jump to Capsule/ Hidden Area)
If not, I propose that you create an option by changing the location of the 'blue portal to the hidden stage' to the platform before you make the long jump.
3) Secret Lab 1 (spikes area)
Why not change the setup a bit more from 'remove some spike'? This time exclude some spikes behind the wolf enemy.
THI! The only issue i notice is that after defeating infinity mijinion, the giga attack for zero dont appear in the report from alia
This has been mentioned a few times already. It even been discussed before 'Mega Man X6 Tweaks Patcher (v15)' the older version came out. The original game itself did not include it in Alia's Report.
The "isn't it" at the end should probably be "didn't they"Fixed
However, I have one more question: is it pretty much impossible to manipulate the AI's patterns/behaviour? Just asking since I am quite curious about that.Not possible with my current skillset :laugh: I don't think I'd go that far either...
The Dark Nightmare effect is not disabling in the gameThe "disable Nightmare Effect" options were all broken. Thanks for comming here to report it, it's fixed now. If this is the only effect bothering you, try the new option to improve its visibility.
EnsuizanCurrently, neither script will adapt to your options.
- Alia mission report as Press UP + ATTACK button in the air.
- Special Weapon menu as ↑ + A
[Yeah, it's working but I actually choose "Triangle" button. Lol]
Shadow incomplete armorI think it's better to keep it this way.
- Even without head and arm programs, the Z-Saber is able to make High Max (vulnerable) falls to the ground.
[I don't think this is bug. I guess the game was build in this way. I even purposely used the Overdrive part on Shadow (Complete) to test it.]
Cut scene name colorFixed
- When Gate first appear to Alia and Zero, Zero name still pink color.
Save and load cut sceneIt wasn't working when loading from "previous data". It's fixed now.
- Cutscene after Zero beat the 1st Investigator not working.
- Cutscene Gate first appear to Alia and Zero working.
[I test it in a different way. Beat the 1st Investigator and choose QUIT GAME from Alia report. Then, CONTINUE and Use previous data.]
Found it. If you just unlock X's Air Dash, Zero will not be able to air dash anymore.Fixed
THI! The only issue i notice is that after defeating infinity mijinion, the giga attack for zero dont appear in the report from aliaNot my fault, but fixed it anyway
Amazon Area (Hidden Area) as ZeroUgh... I haven't encountered that line yet... Is that supposed to be a Wizard of Oz "I have a feeling we're not in Kansas anymore" reference?
Zero:
...I have a feeling we're not in the Amazon
Area anymore...
[Suggestion: "we're" to "I'm" since Zero is having a monologue. Also, he's alone right?]
The Nightmare Dark opacity adjustment is one of my favourite recent changes. A small adjustment is all it takes for the stage to remain visible, and the effect goes from making the stage borderline unplayable to mildly annoying.
Erm, am I missing something here? Where are the links to the latest versions? I see the update posts, but they don't contain links. O_oOlder links are taken down when I release (or I'm about to release) a new version.
I just encountered a freeze when I tried to tackle the 8-boss rematch at the last stage as Shadow Armor XI just tested by changing only the Lvl 4 values, and changing all the values, in Beetle PSX with is the closest to real hardware, and I had no issue.
There are something I want to tell you for quite some time already.Most suggestions taken
1) Ensuizan UP + ATTACK button in the airI agree, I made this decision while testing for the Guard Shell but I didn't test it on ropes. I brought back the previous default selection back (SPECIAL in the air)
Normally, in rope area, when user dash jump / jump to rope and if enemy appears, they will press UP + ATTACK button.
Thus, a lot will fail in that particular area.
2) Amazon Area extend ceiling.Fixed
3) Secret Lab 1 (spikes area)I'm not adding every single thing you guys suggest, only the things I agree with.
I thought you'll create an option as I suggest on this part.
What do you mean by "can't get through" exactly? Is the teleport to the Hidden Area not showing up?I tried it earlier, and the game hung on a perpetual loading screen after I entered the teleporter.
It's working fine for me, either with or without the option to change its location...
The Nightmare Dark opacity adjustment is one of my favourite recent changes. A small adjustment is all it takes for the stage to remain visible, and the effect goes from making the stage borderline unplayable to mildly annoying.LOL, exactly how it should've shipped to begin with. Genius.
(https://i.imgur.com/xmDb3gU.png) (https://i.imgur.com/F9NNpqL.png)
I just tested by changing only the Lvl 4 values, and changing all the values, in Beetle PSX with is the closest to real hardware, and I had no issue.
Are you using the latest release? This was fixed a couple of weeks ago.
If it really is happening in PSP on the current version, I don't know how to address it. Why don't you send me a .x6tweaksprofile file with all the settings that are causing the problem to check if it was caused by something else.
By the way, all the values the patcher allows you to write should be safe (32 to 127)
Thanks to all of you for reporting this.
I'm not adding every single thing you guys suggest, only the things I agree with.Okay, got it. I thought my idea was good enough to convince you. :-[
anyways here's my profile:o That's your personal profile?
https://drive.google.com/open?id=1g9gzsLNH5Szw4mDH0BGULoqZK3vnBHgQ
So, after recently coming across this "Patch," I thought it would be cool to get into replaying Megaman X6 from a different perspective. Unfortunately, I've never applied a patch to a PSX game before (I use epsxe). Despite all the extensive research on attempting to understand how to do just that, I was met with further confusion and frustration. I can't figure out how to do anything with this Patch, let alone get anything to work besides the Base game itself. I've tried many attempts of alternating/renaming files to downloading programs I've never heard of (let alone understand) before and still make no progress. It doesn't seem to matter where I download the version you recommend (even if it matches the information on the Redump site) to get it to work because the xdelta files you provided don't do anything when I try using them to patch the original files. I've been troubleshooting for the past 3 days and have reached a new level of disappointment. Regardless of the research I did to get anything to work, I'm greeted with no changes being applied whatsoever. A simple guide on how to actually play this would help, but I'm not sure I care anymore after burning myself out on figuring out what feels like the impossible.
I've been troubleshooting for the past 3 days and have reached a new level of disappointment. Regardless of the research I did to get anything to work, I'm greeted with no changes being applied whatsoever. A simple guide on how to actually play this would help, but I'm not sure I care anymore after burning myself out on figuring out what feels like the impossible.
- Balance: A mini section was added to change the damage dealt by Commander Yammark's attacks.This is so much better. It's a real joke when both X and Zero Yammar Option is faster than Commander Yammark.
- Boss Attacks: an additional buff for Commander Yammark, faster and indestructible projectiles.
@acediez Oh, so I was trying to apply patch files that didn't do anything anyway? Good to know. Even so, a tutorial of some sort would help me greatly since it's pretty overwhelming to mess with the configurations and not know the proper placement to make those changes take effect.
guys if you want my psx2psp pics for this tweak just ask. I have the even the boot screen. but most of my files are from the Japanese version.
I noticed there is no change on the word North Pole Area and NORTHPOLE AREA.
I don't understand. Any good reason?
Can do something on Blizzard Wolfang, Blaze Heatnix, Metal Shark Player, and Ground Scaravich?
Something like buff up their certain attack, speed, and some projectiles attack is indestructible?
I personally don't know if acediez can handle that Nightmare Zero thing. But my thoughts regarding having him again is good but it is better if the game can turn into somewhat similar to Maverick Hunter X. Where we can have a clear game save and when we load that file we be able to again defeat all bosses and revisit other stages. Again if this is impossible to have I rather wait for any buffs if there will be for the rest of the boss. As for now the RC20 is already fine with me.
My nephew asked me include the air-dash ability in both X and Shadow Armor X even the slide down move. That's why I also included it now in my profile.
The HP of the bosses I did follow acediez's preferences and I honestly think it was a good idea.
Fixes/Improvements:
- (Experimental) Incomplete Armors/Shadow Armor: the saber palette change is back as a default selection. I edited a problematic color in the green palette, and now all of Shadow Armor's saber animations look ok. However, I'm not sure if the color I replaced is also used by something else, so... let me know if something looks weird (here, and not in the original game).
Since I had to rebuild the base patch, I did a lot of housekeeping. Several addresses moved around and had to be updated manually. A few options were renamed internally, so keep an eye for any changes to your profiles. I hope I don't hit any major regression with all this moving around, but there's always a chance for mistakes, so as always, test reports are welcome.
I agree
there is only one thing that bothers me in the gameplay, the Black Zero sprite
would be great to replace with the Nightmare Zero sprite
Report on RC20:
I only test on Incomplete Shadow with Arm, Leg, and Body programs. I mean the whole game using Incomplete Shadow except the intro stage. I didn't find anything funny except for one. In the final stage, during the 8 boss rush battle, the saber palette change to yellow orange. After Shadow teleport out to battle Sigma, the saber palette change back green.
This is my latest profile:
https://drive.google.com/file/d/1WbVSQZA1LwET8Gi0f95vYRtFeswrnxBX/view (https://drive.google.com/file/d/1WbVSQZA1LwET8Gi0f95vYRtFeswrnxBX/view)
And to tell you the truth, I always afraid when you do housekeeping. I don't even know where to start checking anymore. If possible, let us know what are the things you move around and we can help out to check if there's any possible bug or not.
Report on RC20:Thanks, I’ll check it out when I find some time.
I only test on Incomplete Shadow with Arm, Leg, and Body programs. I mean the whole game using Incomplete Shadow except the intro stage. I didn't find anything funny except for one. In the final stage, during the 8 boss rush battle, the saber palette change to yellow orange. After Shadow teleport out to battle Sigma, the saber palette change back green.
And to tell you the truth, I always afraid when you do housekeeping.Sometimes fixing one thing means other things have to be moved around. Sometimes several of them, sometimes I don’t even know which options will be affected by a recent change. If I did, everything would be perfect from release 1.
I can’t make it more convenient for you. If you’re bothered by how this works, just don’t test anymore. No one is forcing you.
Man, that's hurt. But I get your meaning. Guess, I won't checked back all your option tweaks then.Didn't mean to sound mean, I'm very grateful for how much you've helped testing so far. But sometime big changes are needed, and I can't anticipate and tell you everything that will be affected by it. That's the whole point of testing. So if you're bothered by these updates ("I always afraid when you do housekeeping"), then it's fine if you don't want to test anymore.
I'll just refer anything back if it affected my personal profile.
Hopefully, there is no regression and if really do, hopefully they will report it.
Confirm with the boss rush with regards to Incomplete Shadow Armor. But I personally don't mind the housekeeping thing. You're the project author and the only thing I can do is to test and report if there are any problems to fix. And thank you for the efforts you made for Megaman X6. :thumbsup: :beer:Thanks for your support, and thanks for double checking the problem. As I added on an edit of my previous post, I also checked, and even found another related problem. Should be quick to fix though, I'll try to get it done later today.
Though the HP value management in the GUI works fine for most bosses I noticed a minor issue with Sigma's HP (first form). His HP stays at a somewhat minimum value (40-58?) even after I raised his HP value to 80 in the GUI.I’ll check it out. Thanks
As a side request I'm in interest if there's any possibility to make Nightmare Zero battle still intact even after the revealing of Gate's Laboratory just like how it's dealt in the prototype build?I’ll take a look at it.
Didn't mean to sound mean, I'm very grateful for how much you've helped testing so far. But sometime big changes are needed, and I can't anticipate and tell you everything that will be affected by it. That's the whole point of testing. So if you're bothered by these updates ("I always afraid when you do housekeeping"), then it's fine if you don't want to test anymore.
If you only test from your personal profile, that's totally fine, and still very appreciated.
suggestion / correctionThat is not even a correction.
The original game allows you to use the "Z-Buster" still with the shield activated.
since you put the enable/disable option like X. I thought you could do that (sorry bad english)
(https://i.imgur.com/GxmDyAf.png)
original game print
Sorry for the late reply. I was sleeping. It was very late already in my country.
Yup, I know. That's why I said I get your actual message.
I mean I will still continue tracking new bugs and features.
But whatever been solved earlier, I won't purposely trace it back again unless I coincidently find it.
For instance, I managed to trace those saber bug is because you mentioned it. If not, I won't purposely test the whole game with incomplete Shadow.
The housekeeping thing:
We are already in RC20 plus the older version (15 test). A total of 35 try already.
I mean, we want to help but you can't expect us to blindly test one by one again when we are nearly there, right?
The tweaks patcher option is so big and plenty of choices!
Have you ever play the Mastermind boardgame? It's an old game.
It was like we're in the stage of getting 2 red and 2 white and then you suddenly told us that you change the answer already.
Then, we have no choice but to replay it as a new game. But you actually only change one of the four peg color to a new one.
We can continue playing it if you just inform us about that.
Same goes to your housekeeping. Mostly they were stuffs we have settle earlier right?
It's just that because you move certain stuffs around, only that part might have regression.
This is where we can help out if you can roughly tell us what are the things you have moved around.
We can focus more on that related issue and I believe some of us will even checked one by one on that related options.
This will greatly reduce our checking and not like asking us to try out everything again like back to square one.
October 14, 2019, 12:38:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
That is not even a correction.
All you need to do is:
1) Activate Zero's Guard Shell, and
2) Rotate your Guard Shell special Weaponbar to other Special Weaponbar.
There you go. Now, you can keep the Guard Shell while using the Z-Buster.
It was actually superior than X's Guard Shell in the sense you can't rotate to other Special Weaponbar while it was activated.
But whatever been solved earlier, I won't purposely trace it back again unless I coincidently find it.That's totally fine.
I mean, we want to help but you can't expect us to blindly test one by one again when we are nearly there, right?I appreciate you going out of your way to test the patcher in different ways, but I don't "expect" you to do it, much less after each release. Just to let me know if you see something wrong in whatever way you decide to play the game.
It's just that because you move certain stuffs around, only that part might have regression.As I said, the whole base patch had to be rebuilt to fix issues with the new Shadow Armor sound effect files. So anything Shadow Armor related needed to be tested.
This is where we can help out if you can roughly tell us what are the things you have moved around.
I realize this, I had already seen, but I do not recommend using both options, otherwise you will be accidentally deactivating at all times
example - ⬇️+Δ Ensuizan (even if you change the bar)
Even though it will only activate/deactivate if the Guard Shell is selected... I just realized, it will be selected automatically whenever a bullet is fired and the ammo is reduced. This will most likely cause accidental deactivations. Is this what you mean?
I'll try to make it so it isn't automatically selected on each use.
Mega Man X6 Tweaks (v2.0 RC21) (https://www.mediafire.com/file/fm1vjuc4rxdg143/Mega_Man_X6_Tweaks_%28v2.0_RC21%29.7z/file)
Mega Man X6 Tweaks Patcher (v2.0 RC21) (https://www.mediafire.com/file/o8yih5c972yf2m3/Mega_Man_X6_Tweaks_Patcher_%28v2.0_RC21%29.7z/file)
Fix:
- Incomplete Armor/Shadow Armor Palette: modified a bit of code exclusive to the Boss Rush area that would reset the saber's palette to orange even if the Head Part wasn't collected.
- X's Armor Skills/Shadow Armor Slide by pressing down: the code for this modification was completely rewritten, fixing a critical problem that could potentially freeze the game in very specific situations (ex.: inside boss rooms, while many shoots and animations are on screen).
- Boss Health by Level: modifications to Sigma (1st form) are now working correctly.
Improvements:
- Script: suggestions taken.
- Zero's Techs/Guard Shell/Deactivate like X: this option will now also prevent the weapon from being automatically selected (displaying its weapon bar) whenever energy is used up, which would cause accidental activation/deactivation.
New:
- Zero's Techs/Guard Shell: a custom shortcut to enable/disable this weapon by pressing ↓ + Special (△) (while on the ground only). This will be reflected in the pause menu techs hints (script patch).
- Zero's Techs/Others: similar to the "Guard Shell/Deactivate like X addition", this will disable all of Zero's weapons from being automatically selected (and displaying the weapon's energy bar) whenever they're used.
Rewritting the "sliding down" code was a lot of work. There's a thing about how the game loads sprite animations that I got completely backwards, and now I've corrected to how the game actually works. Believe it or not, this is one of the most complex modification I've made on the whole project, second only to adding the two new mugshots.
The new Guard Shell option means you can have access to all of Zero's techs by using input combos, which feels great without the energy bar suddenly popping up all the time. It always seemed unnecessary and distracting to me. I'm very satisfied with this combination.
(https://i.imgur.com/KtNOGwc.gif)
I did run into a problem with this though. At some point during testing Rakukojin' energy overflowed and the meter ran on negative numbers (causing graphical glitches in the energy bar when selected), but I couldn't reproduce it. It might not happen with the version of the code that ended up in the patcher, but I'm not 100% sure. Let me know if you run into this or another problem.
As I said, the whole base patch had to be rebuilt to fix issues with the new Shadow Armor sound effect files. So anything Shadow Armor related needed to be tested.Script Retranslation:
Besides that, changing file sizes means all the options related to disc files other than the main executable had to be manually updated one by one. Options such as:
- All graphic changes (title screen, loading logo, mugshots, all palette changes including the ones from the "incomplete armors" option)
- All stage mods
Additionally, I moved a lot of options that were embedded to the base patches to the patcher itself, so they're easier to mantain in the future:
- Mugshot display code.
- All script text related code (variable font width, text box position, menu layout modifications).
- Every minor original game bugfix I've mentioned as included in the base patch (mugshots animation, Rekkoha mission report message, High Max boss health size by level fix, Cheat Code 1 not forcing Falcon Armor in, remembering cutscenes triggered by Zero... These are all listed in the readme.txt)
RC22 Report:
Before that, let me explain how Yammar Option energy weapon usage work in the original game.
Activating 3 dragonflies cost 3 energy weapons. Meaning 1 energy weapon is needed for each dragonfly.
However, if Zero is left with only 1 or 2 energy weapons, 3 dragonflies will still be activated for the last usage.
Disable auto-select weapons
This may cause graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu if certain condition is fulfill.
1) Didn't show that Special Weaponbar beside the Lifebar,
2) Usage of the last energy weapons is greater than remaining energy weapon.
In other word, Yammar Option glitches will easily happen. Not sure how you came up with Rakukojin glitch as it only use 0 and 1 energy weapon.
Guard Shell Control with ↓ + Special (△)
Tested it but I have mix opinion about this.
Sure, now you won't accidentally deactivate it in the air but you can't activate it either in the air.
Besides, I personally think Zero doesn't looks that cool as he needs to squad down to activate/ deactivate it.
Why not give us the option to control it with UP + GIGA buttons input?
This way, you can make Zero free to activate/ deactivate it either on ground or on air. Also, Zero don't need to squad down anymore.
But the cons is you might accidentally activate Rekkoha on the ground if buttons is not press correctly.
Script Retranslation:
I think X's in game conversation should be free from bug as I tested it before using incomplete Shadow. This includes Zero Nightmare, High Max, and Dynamo conversation with X.
However, I noticed if you didn't choose "Add Custom Option To Settings Menu", the Navigator ON/OFF option is still there but you can't activate / deactivate it either.
The rest I will take my own sweet time to test it. Will report it if I find any regression on it.
Is that issue still visible when you set the Guard shell activation is set on default?
I agree, what bothers me is having to change the bar all the time, it is complicated to activate this way
because I'm using the Ensuizan original configuration
but I guess there's nothing more he can do, but another activation option would be great
↑+GIGA or ↑+Δ
Do you mean graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu?
It has nothing to do with Guard Shell as it only consume 1 energy weapon and thus cannot get negative value.
The glitch will not happen as long as the Yammar Option Weaponbar is beside the Lifebar while the consumption is used up.
I would prefer Right button + Triangle for the guard shell activation. Probably anyone would disagree with my opinion
would have to be some command other than conflict with z-busterI actually would like an option to just map the Yammar Option to triangle, and have that option disable the Z-Buster entirely, since in this game it's entirely overpowered, and weakening it makes it useless, then have up + triangle be the Guard Shell.
This may cause graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu if certain condition is fulfill.Fixed.
Why not give us the option to control it with UP + GIGA buttons input?Added.
However, I noticed if you didn't choose "Add Custom Option To Settings Menu", the Navigator ON/OFF option is still there but you can't activate / deactivate it eitherFixed.
I actually would like an option to just map the Yammar Option to triangle, and have that option disable the Z-Buster entirely, since in this game it's entirely overpowered, and weakening it makes it useless, then have up + triangle be the Guard Shell.Z-Buster damage has been reduced in my profiles since the beginning (from 4 to 3 against common enemies, from 4 to 2 against bosses).
Lastly, just for this thread, here is my absolutely final mugshot compilation:Forgot to mention, I updated the first post with this :thumbsup:
Is that issue still visible when you set the Guard shell activation is set on default?The issue was only caused by disabling the "auto-select weapons" option. It wasn't affected by anything else.
I believe I requested a number of months back if you were able to support the Japanese release and, now that you've been able to throw a retranslation into the mix, I was curious if it's possible to just insert the Japanese script into the English release instead. Of course, I am totally unaware of what limitations your current tools have and of what problems would arise with inserting the required fonts and such, but I'd love to hear your word on it -- (though I'm sure you've got a lot on your plate already!).It would definitely be easier to implement the japanese font/script/menus files into a separate script patch than rewriting all the hacks for the japanese version. It would still be a lot of work though. Besides files replacements, I'd have to rewrite parts of the text displaying code, and, as file sizes change, I'd have to relocate many, many unrelated options for compatibility.
Z-Buster damage has been reduced in my profiles since the beginning (from 4 to 3 against common enemies, from 4 to 2 against bosses).Ah, that explains it. That's great then because I remembered it always being 4 against the bosses when I checked (must have only looked when it was broken), and I didn't feel like reducing it when making my profiles since I wanted to use my time for testing. Glad it was just an error!
However, damage table changes were lost from the profiles for a couple of releases (not sure when they broke), so you probably missed them. I brougth them back in RC22.
Forgot to mention, I updated the first post with this :thumbsup:Thank's for the compliment! I really appreciate it. :beer:
As I've said before, I'm very happy with how this final set turned out and that it brings to the project. Thank you for your effort and attention to detail!
hey hello! nightmare zero can by playable? :P ... and Is it possible to put other armors? how about mmx4 or 5? there are also sprites of mmx1 armor in 32 bits, but I think it is impossible because of the programming, right?Coding other armors would not only be a lot of extra coding, but right now compressed graphics cannot be edited, which if I recall correctly includes the armor graphics, so that's not happening.
hey hello! nightmare zero can by playable? :P ... and Is it possible to put other armors? how about mmx4 or 5? there are also sprites of mmx1 armor in 32 bits, but I think it is impossible because of the programming, right?
I'd love to have an entire new section of boss attack damages, making other projectiles indestructible, speed changes, etc. Maybe I'll get into that sometime after this release is done.
For now, I'm satisfied with giving Yammark a boost, since he was the worst of them all.
I am honestly amazed at the Yammark change, it actually makes him a challenge. Just when I thought it couldn't get any better, this patch just continues on improving the actual game. If you ever do get around doing the bosses as you have mentioned then that would be amazing and would make the game even better.
Also one more thing that I'd like to ask; do the damage tables only apply to the game when it's on normal mode?
hey hello! nightmare zero can by playable? :P ... and Is it possible to put other armors? how about mmx4 or 5? there are also sprites of mmx1 armor in 32 bits, but I think it is impossible because of the programming, right?
I made a mockup by myself as entertainment ;) The "Rockman Logo, USA background" template from Traditional Chinese PC version really did help much in the process
(https://i.imgur.com/aZ4O5na.png)
https://www.mediafire.com/file/2qxt2onjgr2qg2l/snap_156.zip/file
It's as much as I could do for this project, I'd have to ask someone else in the forum in order to get it implemented as option, I don't know if it's the native resolution for title screen but it seems it's wrongly stretched.I dumped the title screen straight from the game data. The title screen uses a hi-res mode so that's why it's sized differently.
The title screen uses a hi-res mode so that's why it's sized differently.
Checking Boss HP modification via extensive testing, now they're without issues
However I have something that I'm not sure - In the current state is it possible to make Falcon Armor's charged shot piercing force adjustable (to be like in X5 or the thing featured in the pre-release trailer I mentioned earlier)?
WOW! it would neat speed up the animation whe Blizzard Wolfang of shoot the block of ice standing on the floor
Could you include this for Zero as well? Most of the time, when Commander Yammark starts moving, he already loss half of his HP.
Also, I don't recall having a sheath effect saber animation in the original game. Did you purposely include it?
Thanks for testing the boss HP mods!
I don't know how to replicate X5's piercing. Logic tells me it should be handled by the hit detection type set in damage tables, but there isn't a type with this exact behavior. The "no contact" type you can set on damage tables doesn't deal damage.
Mega Man X6 Tweaks (v2.0 RC24) (https://www.mediafire.com/file/95fxowrqle7logt/Mega_Man_X6_Tweaks_%28v2.0_RC24%29.7z/file)
Mega Man X6 Tweaks Patcher (v2.0 RC24) (https://www.mediafire.com/file/ghsxx7b1jhth0rs/Mega_Man_X6_Tweaks_Patcher_%28v2.0_RC24%29.7z/file)
New:
- Separate "Boss Attacks" section. A couple more options for Commander Yammark, and a few new options for Blizzard Wolfang.
Just finished testing incomplete Shadow/Blade armors, no new or old glitches in presence
A small detail of localization: The opening FMV is dubbed in Japanese version while USA version removed narration voice from the FMV.
So apparently, I'm having the same issue as before with this? When it won't load up at all and deletes itself. Only now though, Chrome says its a virus when I tried to download it again. Any help on that? Run as Administrator does nothing
Yeah, I think it is good to add that one up because of the cutscenes were dubbed by the original Japanese voice actors and it same goes to the narration in the Japanese version of the game. But if it is hard to put it in the game, I guess the opening songs are already at its peak. I really hate what they did in the opening songs in the anniversary collection or the legacy collection as they entitled outside Japan, are they really have that low budget on paying those Japanese singers or maybe those singers demand much more especially Showtaro Morikubo currently become the adviser of the Seventh Hokage?
Added: I was wondering if we can have additional palettes for Ultimate Armor X the one used in the X Challenge?
October 26, 2019, 11:25:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry to say this but your Chrome is a liar. Because my Chrome does not says it's a virus.
Check your antivirus.Done, deleted the items it found, and now its working. I find it strange that only now does stuff like this happen, but at least the patcher is working now.
Which files did it flag as dangerous in the pack? I'm gonna check it on my end just in case.Honestly it was just quarantined viruses. I removed them before I took note of their names, sadly, but afterwards the patcher started working.
Be aware this patcher does two things that might be flagged as dangerous:
- it unpacks external files on first run
- it runs external executables in hidden mode
Acediez, was it already in this thread about the miscolored feet of Zero during the cutscence when Zero defeated High Max in the nightmare area? It is when Zero confronted Isoc in the cutscence. Is there any cure for that miscolored or not.It would take reinserting those tiles. Acediez said he wasn't interested in doing anything about it, which is completely fine. He said I could do it on my own if I wanted to, and I very well could since he told me everything I needed to do to extract the graphics, but I don't think it's worth that work either at the moment.
It would take reinserting those tiles. Acediez said he wasn't interested in doing anything about it, which is completely fine. He said I could do it on my own if I wanted to, and I very well could since he told me everything I needed to do to extract the graphics, but I don't think it's worth that work either at the moment.
Thank you very much for this. It's very good indeed. However, I found rather strange that "Moringa"'s name wasn't corrected in the relocalized version.
v2.2At last, this should be the end of every little bug and nitpick of the 2.0 release! Very happy that this has come so far! :thumbsup:
- Zero's Skills/Ensuizan/Air Mode: repetitions will now reset correctly when touching the ground or a wall
- Zero's Skills/Ensuizan/Air Mode: repetitions limit increased (Patcher option)
- Mugshots: Fixed Dr. Light's mugshot (transparent pixels on the outline)
- Nightmare Effects: Fixed Nightmare Dark opacity modification not affecting Amazon Area/Hidden Area.
perfect :thumbsup:The red attacks are supposed to make your player move slowly. That's the whole point, while Gate moves at normal speed.
November 08, 2019, 04:15:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
when the Gate releases the red spheres the game is very slow
does anyone know how to fix this?
(https://i.imgur.com/OvTdyV8.png)
There does seem to be some strange slowdown in base X6 for some reason though... Oddly, the darkening effect when Wolfang appears slows the game down noticeably. I don't know why such a basic effect does this, but increasing the clock speed in Beetle PSX a little eliminates it entirely, so it's a non-issue in this day and age.The weirdest thing about it is that it doesn’t happen (or at least not that badly) in the boss rush rematch, even though it has the same screen black out effect
I had a slow problem with this opacity effect, not sure it should be my emulator, it hardly happens.There was a problem with it not working in the Amazon's secret area, but that should have been corrected with this latest version.
the tweaks look perfect, I can play several times without bothering me
Wait are these menu options (rapid fire, nightmare effects) added with this hack? :oNightmare effects is, but wasn't rapid fire in the original? I might be confusing it with the GBC "Xtreme" games.
Philosophie aside, if a checkbox is not meant to be used it just shouldn't be there.
Also another bug:
the gate stages don't show up; beat all 8 investigators, have 9999 souls, alternate route always gives nightmare zero no matter how often I beat him, no final stage selectable.
I get the gate cutscene every time I exit from a stage but nothing shows up.
No idea which checkbox could be relevant this time.
Please, buff Ground Scaravich: Have it carry only gi