Romhacking.net

Romhacking => Personal Projects => Topic started by: acediez on June 14, 2018, 12:32:30 am

Title: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on June 14, 2018, 12:32:30 am
(https://i.imgur.com/MzodEeV.png)

The Project
A compilation of tweaks for Mega Man X6, initially aiming only to remove the unnecessary padding and limitations the game uses to compensate for its shortcomings. Over time, it expanded to address gameplay mechanics and a few balance issues, and later to a major "v2.0" overhaul which includes a retranslated script, restored content from the japanese version, custom graphics, and even a few minor stage mods.
The project will continue to be updated to address bugs and improvements on its current set of options. No further major features are planned.

Features highlights
Localization and extras: Retranslated script and font replacement. Restored title screen background and voice clips from the japanese version.
Custom menu options: Navigator (Alia alerts) and Nightmare Effects can be enabled/disabled anytime during gameplay from the settings menu.
(https://i.imgur.com/lBeSfok.png) (https://i.imgur.com/XQEtKxc.png) (https://i.imgur.com/XB0X5dq.png)
(https://i.imgur.com/5yoSqLb.png) (https://i.imgur.com/ZPXDWY9.png) (https://i.imgur.com/WlfbWyk.png)

Custom mugshots: New mugshots for Dr. Light and the Hunter in the Intro Stage. Custom options for existing mugshots too. Art by Metalwario64.
(https://i.imgur.com/5W6PZJ1.png)

Unlockables: A cheat code to start the game as Zero. Black Zero can be unlocked ingame by fighting Nightmare Zero Lvl.4. Also, both Black Zero and the Ultimate Armor can be unlocked by reaching Rank UH.
(https://i.imgur.com/ZMhWhmp.gif) (https://i.imgur.com/kcOjKPe.png) (https://i.imgur.com/aFDjFHu.png)

Activate Incomplete Armors: Armor abilities and enhancements are now bound to their individual armor parts. You can now get access to the armor as soon as you get the first part and get its abilities progressively, like you would in X1-X4.
(https://i.imgur.com/KxnCnFt.png) (https://i.imgur.com/oh62yPE.png) (https://i.imgur.com/HgGHN6K.png)

X's armor abilities: Mach Dash can be either used immediately (dash button) or with the regular mid-air stop (jump button), and both are cancellable. Shadow Armor can slide down walls manually. Air Dash enabled on all armors.
(https://i.imgur.com/JTCKNaF.gif) (https://i.imgur.com/p5YCgCr.gif)

Zero's techniques: Technique inputs revamped: Sentsuizan (now ↓ + △) cancellable, Ensuizan revamped as an air-only move (△) that can do multiple times in a row. Guard Shell gets an input combo too (↓ + △ on ground).
(https://i.imgur.com/hV8Ckb4.gif) (https://i.imgur.com/uVzv2KQ.gif) (https://i.imgur.com/KtNOGwc.gif)

Animation timming: Reduced cooldown for X's saber and Zero's ground combo.
(https://i.imgur.com/rYZnSSB.gif) (https://i.imgur.com/IrC0sMX.gif)
(https://i.imgur.com/K677GMz.gif) (https://i.imgur.com/q2zN5AY.gif)

Stage mods: Small changes to some of the more infamous parts of the game.
(https://i.imgur.com/NTstQdp.png) (https://i.imgur.com/wto2pvS.png) (https://i.imgur.com/3M65DTx.png) (https://i.imgur.com/fyPdNsO.gif)

Balance: Health bar sizes and damage tables rebalanced.
(https://i.imgur.com/6NrBLfc.gif) (https://i.imgur.com/Zn6oNUG.gif) (https://i.imgur.com/EVeUNeA.gif)

The Patch
"Mega Man X6 Tweaks", as a stand-alone xdelta patch, is a sample selection of features. These are detailed in the changelog below.
DOWNLOAD in RHDN Project Page (v2.0) (STILL IN TESTING PHASE, project page not updated yet! Check latest posts for a download link.)
You can apply xdelta patches using these:
xdelta UI (https://www.romhacking.net/utilities/598/) (Windows)
MultiPatch (https://www.romhacking.net/utilities/746/) (OSX)

The Patch Tool
"Mega Man "X6 Tweaks Patcher" is a customization tool for all the options included on the patch, and a few more. The stand-alone patch is included as a preset profile.
The GUI is written in AutoHotkey (v1.1.30.00). The actual patching of the BIN is handled by external tools included.
(https://i.imgur.com/hW5tflL.gif)

DOWNLOAD in RHDN Project Page (v2.0) (http://www.romhacking.net/hacks/4035/)
(STILL IN TESTING PHASE, project page not updated yet! Check latest posts for a download link.)

The Workbook
"Mega Man X6 Tweaks Workbook" is the actual heart of the project, a big fat XLSL workbook which includes all the research, addresses and custom code written for this project.
DOWNLOAD in RHDN Project Page (v2.0) (http://www.romhacking.net/utilities/1414/) (Outdated! A new workbook will be release together with the release of v2.0 to RHDN.)

Target File
For both the xdelta patch and the patcher tool, you need this specific dump of the game:
Mega Man X6 (USA) (v1.1)
MD5: 237B6FEDDD1A88E86AB1CDDC8822F03F
http://redump.org/disc/32516/


Credits and Links
Quote
acediez: Project author.

DarkSamus993: Documentation and various hack contributions.

MetalWario64: New and edited mugshots artist. Various graphics contributions.

gledson999: Text and graphics replacement tools and documentation.

Also thanks to injoon84, Cupshadow, Tallgeese, Doomsday Forte, Z3R0X, and everyone on
RHDN who has reported bugs, typos and other contributons over the course of the project.

Mega Man X6 script translation by DuoDynamo:
https://drive.google.com/drive/folders/0By2BrAclSWcpMXlnX0h3NGM1aHc

Mega Man X6 revised script by NectarHime:
https://pastebin.com/9R06mkhU
https://pastebin.com/7Uxq3zDy

"BatchHexEditor" by mrivem
https://github.com/mrivem/BatchHexEditor

"xdelta3" by jmacd:
https://github.com/jmacd/xdelta (source code is included in "\_src" subdirectory of the Patcher tool)

"PS1 2352 Image EDC/ECC Recalculator" by STARWIN:
https://github.com/pyriell/gs2-bugfixes/issues/4

"Blood of Bahamut" font by Genesis
https://www.romhacking.net/fonts/30/

Changelog for v2.0
Quote

Features from previous versions:
-------------------------------------------

Parts, Ranks, and Nightmare Souls:
- Parts are no longer permanently missable (see Rescuable Reploids)
- Parts allowance by Rank has been edited from 0/0/0/1/2/2/3/4 to 1/1/1/2/2/3/4/4 so you can equip at least one part right from the start.
- Rank progression has been edited from to 0/200/300/500/800/1500/5000/9999 to 0/200/300/500/800/1500/3000/5000, so Level 4 boss battle start sooner (Rank PA, 3000), and the newly added unlockables of Rank UH can be reached without excessive grinding.
- Story scenes unlocked by reaching 3000 are now split and set to match Rank PA (3000) and Rank UH (5000) respectively. As noted above, this allows you to encounter Nightmare Zero Lvl. 4, which isn’t possible in the original game (Lvl. 4 bosses appear at Rank PA, Rank PA requires 5000 souls, but at 3000 souls the game would trigger an event that would make Nightmare Zero not appear anymore).
- Dynamo’s Green Orbs drops have been increased from 200 to 400 souls (each). If you’re grinding souls with Dynamo, you might as well get it over with faster.

Rescuable Reploids, Nightmare Virus:
- Rescuable Reploids reappear after getting infected or killed, as if you’ve never encountered them.
- All rescuable Reploids not holding any items are marked as “MISSING” at the start of the game, drastically reducing the number of Reploids clogging stages (keeping only the ones that matter).
- Rescuable Reploids no longer give extra lives and health. Instead, you get a consistently higher number of lives (from 2 normal/4 with EX Tank, to 4 normal/6 with EX Tank).
- Nightmare Virus’ Blue Orbs will always appear (would normally reappear only after a Nightmare Effects has been activated for the corresponding stage)
- Blue Orbs left alone won't turn back into a Nightmare Virus

Player Mechanics:
- Shared Character Stats: X and Zero now share Heart Tanks, Life Up parts, Energy Up parts, Souls, and Rank.
- Dash and Air Dashes with the Hyper Dash part equipped have been made a bit longer.
- Unarmored X and Shadow Armor now also have the ability to Air Dash.
- Height of Zero’s Hyoroga and Shadow Armor’s ceiling jump has been increased (enough to reach Rainy Turtloid’s ceiling).

Unlockables:
- Beating Nightmare Zero on Lvl. 4 unlocks Zero's Black Armor. This is coded in the original game, but the original souls requirements for Ranks/events wouldn’t allow it to happen normally.
- When X and Zero reach Rank UH, the Ultimate Armor and Black Armor will be unlocked respectively.
- Cheat Code 1 (Ultimate Armor) now gives both Ultimate Armor and Black Zero.
- Cheat Code 2 (Black Zero) has now been repurposed to start the game with Zero, making a Zero vs. Nightmare Zero match possible (you can have him earn his Black Armor himself)
- Both cheat codes can be combined.

Others:
- “Exit Stage” button always available.

New and updated features:
-------------------------------------------
Localization:
- Script based on DuoDynamo's incomplete translation. NectarHime's script rewrite was used to fill the gaps.
- Font replacement for stage dialogues and menus (Gemini's Blood of Bahamut)
- Variable font spacing for both the new font and the regular one.
- Restored all missing voice clips from the japanese version (and prototype). Some are included on the default patch, the rest are available as patcher tool options. (Hack Credits: DarkSamus933, initial research).
- Title screen from japanese version, with official "Mega Man" logo edited in (Art Credits: Metalwario64)

Player Mechanics (X):
- Activate Incomplete Armors: Armor abilities and enhancements are now linked to their individual armor parts instead of the armor itself. You can now get access to the armor as soon as you get the first part and get its abilities progressively, like you would in X1-X4.
- Blade Armor: "Hybrid Mach Dash" controls. You can have both the normal behavior of the Mach Dash (with a stop mid-air) when pressing "jump", and a immediate, more maneuverable air dash with the "dash" button. Speed and duration of either can be set separately.
- Blade Armor: improved "Hold/Release" input option. Direction press will also count as "hold", as it does on a regular Dash.
- Shadow Armor: when sticking to walls, you can also slide down by pressing down.
- Improved control of the Saber animation. Cooldown has been shortened.
- To balance the shortened Saber animation, dash cancelling has been removed (can still be enabled to both X and Shadow X in the patcher).
- Falcon Armor's Air Dash jump button input has been removed.

Player Mechanics (Zero):
- Sentsuizan: improved "Hold/Release" input option. Tremor sound effect won't play if the technique is cancelled before it makes contact. Direction press will also count as "hold", as it does on a regular Dash.
- Sentsuizan: input has been remapped (from Up + Attack to Down + Special)
- Ensuizan: "Air Move mode". Can now only be used in the air, but let's you do multiple spins in a row by holding the button.
- Ensuizan: input has been remapped (from Down + Special anywhere, to Special in the air)
- Control of the third slash Saber animation. Cooldown has been shortened.

Damage Table:
- Blade Armor: Charged buster damage has been increased (now handled by modifying damage tables instead of external code).
- Blade Armor: Charged saber "tip" contact deals +1 damage against all enemies
- Zero: Z-Buster damage has been slightly reduced against bosses
- Damage against Nightmare Snake has been doubled.
- Damage against Commander Yammark has been slightly reduced.

Boss Health Bars:
- Commander Yammark and Ground Scaravich have increased Health Bars. Others received minor modifications for consistency.
- Nightmare Snake health bar has been cut in half (this, and the x2 damage buff by damage tables, match the x4 damage buff in previous versions of the patch)
- Nightmare Mother health bar has been cut in half (matches the x2 damage buff in previous versions of the patch).

Stage modifications:
- Amazon Area: the ceiling has been extended on the equally infamous blind jump in the section with transport enemies over spikes.
- Secret Lab 1: removed a few spikes to reduce Armor/Parts requirements to be able to go through. X can now pass through using only Ice Burst (and dash jumping very carefully)
- Secret Lab 2-2 (X): a platform can be added to the infamous jump section (Credit: DarkSamus933)
- Recycle Lab/Secret Lab 2-2(Zero): if crouching safely on a tight spot and let go of the down button, you'll be locked in the crouch position until the ceiling rises (instead of getting immediately killed).

Custom menu options:
- Navigator (Alia alerts) and Nightmare Effects can be enabled/disabled anytime during gameplay from the setting menu within the pause menu.

Cutscenes voiceover
- Voice-over won't be cut when pressing the button to display the whole block of text, will be cut when moving to the next page instead.
- Slight speed up of text.

Unlockables:
- Cheat Code 2 (Unlock Zero): You will now start using Zero from the Intro Stage.
- Unlockable by Rank UH: A message in the "Mission Report" screen will notify any secret armor unlocked by reaching Rank UH.
- A flashing effect was added when Zero himself gets the black armor by defeating Lvl. 4 Nightmare Zero. Normally, it would simply change to the black palette immediately.

Custom art:
- Custom mugshots for characters that didn't have one: the intro stage Hunter and Dr. Light (Art Credits: Metalwario64)
- Cleaned up and custom mugshots for existing characters (Art Credits: Metalwario64)
- Custom palette options for X's Ultimate Armor and Nightmare Zero (Art Credits: Metalwario64)

Fixes from the original games:
- Fixed swapped icons for the Hyper Dash and Speedster Parts
- Fixed the "overwright" typo on the Save File screen

Known issues
- Script: On some cutscenes, character names don't have the same colors they have in the original game.
- Activate Incomplete Armors: Shadow Armor will always have the Buster sound effect and saber color palette from the complete armor, even if the corresponding Parts haven't been collected yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: ThegreatBen on June 14, 2018, 08:11:50 am
So awesome, this game will be so much better now, thanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: injoon84 on June 14, 2018, 12:05:45 pm
Whoa, this is fast! I thought of pm you.
I haven't finish writing my gameshark but you already post a modded Megaman X6.
Anyway, I finally able to list down the gameshark for Megaman X6:

#Hp Gauge Full X (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2B 0040

#Hp Gauge Full Zero (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2C 0040

#Infinite Lives (Will have 9 lives) (Permanent effect)
300CCF09 0009

#Infinite All Weapons (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
50000802 0000
8009714A 0180

#Infinite Giga Attack (0180=+8, 0150=+4, 0120=+0) (Temporary effect)
80097148 0180

#Infinite Dash (Note: 0000=Jump normal/ 0001=Jump have shadow effect) (Temporary effect)
30097125 0000

#Infinite In-Air Moves (0000=Infinite, 0001=No air moves) (Temporary effect)
30097126 0000

#Infinite Leg Jets (Ultimate) (Temporary effect)
30097179 0000

#Infinite Distance Nova Strike/ Delay Giga Attack (0000=Short/ 0100=Infinite&Delay)
80097180 0100

#Have All Weapons (00FF=All, 0000=None) (Note: The game will freeze on Shadow Armor) (Temporary effect)
30097169 00FF

#No Level Time (Temporary effect)
800CCF60 0000

#Max Mavericks Defeated (Temporary effect)
800CCF64 03E7

#No Damage Received (Temporary effect)
800CCF68 0000

#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
300CCF2F 003F

#Game mode=Normal (0000=Easy, 0001=Normal, 0002=Xtreme) (Permanent effect)
300CCF38 0001

#Have All Armor Parts for Shadow & Blade (Permanent effect)
300CCF39 00FF

#Have All Armor Parts for Shadow & Blade & Normal Mode (FF00=Easy, FF01=Normal, FF02=Xtreme) (Permanent effect)
800CCF38 FF01

#Have All Power Up Parts (Permanent effect)
800CCF40 FFFC
800CCF42 03FF

#Have Sub-Tanks, W-Tank & EX Tank (Permanent effect)
300CCF3B 00FF

#All Reploids Rescued (Permanent effect) (Note: Not recommended as you won't obtain any parts)
50002002 0000
800CCFA8 2222

#Boss Fight Level 4 (0000=Level 1, 0001=Level 2, 0002=Level 3, 0003=Level 4) (Temporary effect)
300CCF5F 0003

#Max Lifebar For Boss (Temporary effect)
300CCF5C 007F

#Optional Boss (0000=Nightmare Zero, 0001=High Max, 0002=Dynamo) (Permanent effect)
300CD30B 0000

#X Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA2 270F

#Zero Have All Souls (270F=9999, 0B86=2950, 0320=800, 01F4=500) (Permanent effect)
800CCFA4 270F

#X's Rank (0000=UH, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5D 0000

#Zero's Rank (0000=UH, 0001=PA, 0002=GA, 0003=SA, 0004=A) (Temporary effect)
300CCF5E 0000

#Have All Reploids Except Reploids With LifeUp & EnergyUp (0/1=No Data, 2=Rescued, 3=Death, 4=Missing) (Permanent effect)
800CCFA8 2020
800CCFAA 2222
800CCFAC 2222
800CCFAE 2222
800CCFB0 2222
800CCFB2 2220
800CCFB4 2022
800CCFB6 2222
800CCFB8 2222
800CCFBA 2222
800CCFBC 2202
800CCFBE 2220
800CCFC0 2222
800CCFC2 2202
800CCFC4 2222
800CCFC6 2202
800CCFC8 2222
800CCFCA 2220
800CCFCC 2222
800CCFCE 2220
800CCFD0 2222
800CCFD2 2022
800CCFD4 2202
800CCFD6 2222
800CCFD8 2220
800CCFDA 2022
800CCFDC 2222
800CCFDE 2222
800CCFE0 2222
800CCFE2 2222
800CCFE4 2202
800CCFE6 2220

#Parts Equip1 (0000=Nothing, 0004=Speedster*, 0008=Jumper*, 000C=Speedster+Jumper, 0010=HyperDash*, 0020=EnergySaver, 0040=SuperRecovery, 0080=BusterPlus, 0100=SpeedShot, 0200=ShockBuffer, 0400=D.Barrier, 0800=D-Converter, 1000=HyperDrive, 2000=PowerDrive, 4000=WeaponDrive, 8000=LifeRecover) Temporary
8009718C 8FE0
Note: The one mark* doesn't have effect even if they are equip.

#Parts Equip2 (0000=Nothing, 0001=W.Recover, 0002=Overdrive, 0004=Rapid5, 0008=U.Buster, 0010=QuickCharge, 0020=WeaponPlus, 0040=SaberPlus, 0080=SaberExtend, 0100=ShotEraser, 0200=MasterSaber) Temporary
8009718E 03F4
Note: Weapon select screen will becomes glitchy once you include X/Zero only parts.

#Movement Speed (Note: 0000=Cannot-move/ 0100=Slow/ 0200=Normal/ 0300=Speedster/ 0F00=Ultra-speed) Temporary
80097195 0300

#Jump Height (Note: Without jumper, 0000=No height/... 05D0=Normal/ 06D0=Jumper/... 0F00=Highest) Temporary
80097199 06D0


Now is the Gamesharks code with Joker Command:
Before I start, I want to share my personal preference control button so that you understand why I choose those Joker Command value for specific cheats.
 
Button Config.                           Default        My Joystick Preference
--------------                               -------         ----------------------
X-Buster / Z-Saber                     Square        Square
Jump                                         X                X
Dash                                         Circle          R1
Special Weapons / Z-Buster       Triangle       Triangle
Weapon Select L                        L1              L1
Weapon Select R                        R1              L2
Giga Attack                               R2              Circle

#Normal Joker Command
D00C456C ????
#Max Reversed Joker Command
D00CF922 ????

1) Warp in Animation + Transform
#Warp-In Animation (Activate=Up/Down+Select, Stop=Select)
D00C456C 1100
30097170 0001
D00C456C 4100
30097170 0001
D00C456C 0100
30097170 0000
#Ultimate X (Up+Select) (Note: Perfect on Ultimate/Normal X while other Armors will have sprite glitch) (Temporary effect)
D00C456C 1100
30097187 0004
#Normal X (Down+Select) (Temporary effect)
D00C456C 4100
30097187 0000
Note:
Mugshot will remain the same as the initial chosen character.
Falcon, Blade, and Shadow can have 3 transformation although their Ultimate sprite is glitchy. No harm though.
To reset back to initial chosen character, release Up/Down but hold Select button once the animation started.
There will also be glitch if you activate this code during conversation. Try it and you will know what I meant.
Also, you might want to include Black Zero transformation.
eg.
#Have All Armors & Black Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 1100
300CCF2F 003F
However, in doing so you might risk of not able to collect any remaining armor parts. Therefore, you might need to add another code.
#Have All Armor Parts for Shadow & Blade (Permanent effect)
D00C456C 1100
300CCF39 00FF
Then to turn back to Red Zero.
#Have All Armors & Red Zero (003F=Black, 001F=Red, 0000=N/A) (Permanent effect)
D00C456C 4100
300CCF2F 001F
#Have All Armor Parts for Shadow & Blade (Permanent effect)
D00C456C 4100
300CCF39 00FF
Get what I mean?

2) Manuever Leg Jets
#Leg Jets Hover Up (Left=Max Reverse Joker)
D00C456C 1000
3009717A 0009
D00C456C 3000
3009717A 0009
D00CF922 FF6F
3009717A 0009
D00C456C 1080
3009717A 0009
D00C456C 3080
3009717A 0009
D00CF922 7F6F
3009717A 0009
#Leg Jets Hover Down (Left=Max Reverse Joker)
D00C456C 4000
3009717A 0001
D00C456C 6000
3009717A 0001
D00CF922 FF3F
3009717A 0001
D00C456C 4080
3009717A 0001
D00C456C 6080
3009717A 0001
D00CF922 7F3F
3009717A 0001
Note:
This is only for Ultimate armor.
Why Left button use Max Reverse Joker? Well, my keyboard not supporting it.

3) Gravity control jump
#Infinite Float Down (Diagonal Down+X) (FFFF=Slowest/ FFFD=Slower than normal/ FFFC=Faster than normal) Temporary
D00C456C 6040
800970C6 FFFD
D00C456C 60C0
800970C6 FFFD
D00C456C 6048
800970C6 FFFD
D00C456C 60C8
800970C6 FFFD
D00CF922 BF3F
800970C6 FFFD
D00CF922 3F3F
800970C6 FFFD
D00CF922 B73F
800970C6 FFFD
D00CF922 373F
800970C6 FFFD
Note:
Infinite float down slightly slower than normal.
Shadow can now pass impossible stage like Amazon Area 2.
Also, Shadow can slide down the wall at will. Other characters can slide down the wall faster.
Blade can perform super slow straight down air-dash.
Characters that can air-dash able to perform diagonal down air-dash.
All characters can do squat little jump tricks, and jump kick down the wall. Very cool. I like this.

#Infinite Float Up (Diagonal Up+X) (0000=Slowest/ 0002=Slower than normal/ 0003=Faster than normal) Temporary
D00C456C 3040
800970C6 0002
D00C456C 30C0
800970C6 0002
D00C456C 3048
800970C6 0002
D00C456C 30C8
800970C6 0002
D00CF922 BF6F
800970C6 0002
D00CF922 3F6F
800970C6 0002
D00CF922 B76F
800970C6 0002
D00CF922 376F
800970C6 0002
Note:
Infinite float up slightly slower than normal.
All characters can slide up the wall.
Blade can perform super slow straight up air-dash.
Characters that can air-dash able to perform diagonal up air-dash.
Shadow and Zero will suffer performing using this codes because of their super jump moves.
I don't like it. Kind of kill of the fun for platforming games.


I think that will do. The rest is a repetitive of basic gameshark value with Joker Command.
I hope this gameshark will end up helpful and thank you. I'm gonna try your game soon.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: gledson999 on June 14, 2018, 01:48:41 pm
This is so cool  :woot!: I'm translating Megaman X6 into Brazilian Portuguese and i'll apply this improvement tweak from Nightmare Zero Lv04, thanks!

Here is some images
(https://i.imgur.com/onKQ7i5.png)
(https://i.imgur.com/TSDBdIq.png)
(https://i.imgur.com/pQ4R40c.png)
(https://i.imgur.com/5e2jIO6.png)(https://i.imgur.com/tD2GBgy.png)
(https://i.imgur.com/JZp4O9D.png)(https://i.imgur.com/txkwCB6.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: Zero Dozer on June 14, 2018, 05:03:40 pm
You already have my like and my download on this tweak patch.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: x6fan on June 16, 2018, 09:46:32 pm
Thank you so much for doing this! Always thought X6 deserved some fixes and improvements. These tweaks are amazing and they make the game so much more approachable. I really like the tweaker program and the documentation.

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.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: injoon84 on June 17, 2018, 02:35:20 am
I have try your Mega Man X6 Tweaks Patcher (v01). I like the idea very much. It let us customize to our liking. No more dispute among us. Hooray!
However, it seems like some selection not working accordingly.

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.

The rest seems to be functioning. I think? I hope there will be more selection in the future.

From what I notice from your file:
Mega Man X6 Tweaks Spreadsheet (v01) (worksheet: Lives_Continues)
Adding Lives
BIN Offset   PSX Ram      Description
496402556   8004EF5C   Stores in r2 number of lives to add
496402560   8004EF60   Adds the previous number of lives to total lives

If I use the PSX Ram as Gameshark:   
#Extra lives gain from Reploids modifier (0000=0, 0001=+1, ..., 0009=+9) Permanent effect and cannot be overwritten
8004EF5C 0000
#Rescued Reploids behaviour modifier (0000=No extra lives+EXIT, 0002=No extra lives, 000F=Wrap out and clear the stage with no extra lives but will jam at miniboss Magma Area stage) Permanent effect and cannot be overwritten
8004EF60 0000

Also, check this out.
https://www.youtube.com/watch?v=FQ8Ymlzjpc0
https://www.youtube.com/watch?v=CX-dnjHdlfY
Regarding assigning new actions to button presses, maybe you should get some advice from this guy.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: acediez on June 17, 2018, 02:54:30 am
Thanks for testing the patcher injoon84

1) Disable status change
Seems like there will be glitch on the Rescue File if we activate this one. Some Japanese words there.
You mean the list of rescued reploids in the stage select screen? I never encountered this, I'll have to check again.
For now, having them be marked as "not rescued" should have the same intended effect (the selected interaction will simply reset the status)

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.

This was working on the BIN I patched for testing. Then again the operation for giving lives seems to be in more than one location of the BIN, so there's probably additional changes I need to make for it to work in all cases. I'll take another look.

Also thanks for all the additional addresses you've provided!


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.
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: Lumiere on June 17, 2018, 01:37:33 pm
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. Also, do you have any plans to add the ability to edit the damage chart?
Title: Re: Mega Man X6 Tweaks/Patcher (v01)
Post by: acediez on June 17, 2018, 04:37:14 pm
About reported bugs so far


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.

Ok, these two are now fixed on the v02 version I just submitted the site. They should be up shortly. For now, here's the scratchpad download links (they'll automatically be deleted once the update goes live on the site)

Tweaks Base Patch (v02) http://www.romhacking.net/scratchpad/13788/
Tweaks Patcher (v02) http://www.romhacking.net/scratchpad/13789/

Thank you for testing and reporting these issues. Apologies to to all 136 people who downloaded the first version  ;D



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.

I'm gonna have to ask you to double check this by patching the game again, as I can't reproduce this problem. Works fine for me

NEVERMIND. I did have this problem now when running the game on a different emulator. Thanks for reporting it.
The current method works fine on no$psx and ePSXe, but incorrectly on Mednafen PSX and hardware, where it looks like the whole list is written in RAM with a 8 byte offset...
This is gonna be very difficult to tackle, since it depends on whats being used to run the game...



About feature requests
There's a few things I'd definitely like to look into
- Remove the nightmare system (or at least selectively remove the more annoying effects)
- Make collected heart tanks apply to both X and Zero
- Edit some mini bosses life bar sizes
Etc.

However I need to focus on other stuff for awhile. I will however try to address any bugs or problems that may come up with what's already implemented, so please keep reporting any issue you have (confirmations of features working correctly are helpful too!)

June 18, 2018, 12:15:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Something I didn't notice until I ran this on mednafen: depending on the options selected, it may be necessary to recalcualte ECD/ECC fields for it to work properly on hardware and on more accurate emulators.

If you run into an uenxpected freeze, try running your patched bin through STARWIN's EDC/ECC Recalculator (http://www.romhacking.net/utilities/1264/). It's a simple drag-and-drop process.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 20, 2018, 07:43:56 am
Now that Black Zero is available in game I’ll most likely be using the Ultimate Armor X code, however I believe it replaces the Falcon armor, it would be nice to be able to have both.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 20, 2018, 01:22:33 pm
This time I play around with the Mega Man X6 Tweaks Patcher (v02) and this is the results I get.
Also, count me out from testing from the time being. It's tiring.
Anyway, I used ePSXe 2.0.5.

1) Status by default
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 Table
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.

4) Alia explaining soul
a) This event only triggers if you clear a normal stage with enough souls collected.
b) If you collected enough souls but exit the stage, this event will not trigger.
c) In the original version, with enough souls collected, Alia will explain souls by just exit, clear a normal stage, or defeating Nightmare Zero. High Max not included though.

5) Unlock Final Stage
a) If you clear a normal stage with enough souls collected, Alia will explain souls. Then, Gate event will trigger and enable Final Gate's Lab 1.
b) If you exit with enough souls collected, Alia will not explain souls. Then, follow by Gate event and enable Final Gate's Lab 1.
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).

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.

7) Disable gaining lives (Rescued Reploids)
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


To ThegreatBen,
Nope. You will still be able to keep the Falcon armor but starts the game as Ultimate armor.
Only X5 disable you from keeping the Fourth armor if you activate the Ultimate armor code.
Seems like you mix up your memory between X5 and X6.

Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 20, 2018, 01:37:49 pm
Thank you so much for your testing!

1) Status by default
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.
Fixed!
I simply put one reploid on the wrong category list (as I took megaman.wikia.com as reference, where this one Reploids is wrongly listed as having a Common Part)

Also thanks for confirming this feature is currently working ok in ePSXe.
Next version will include a fix that makes this work consistently on Mednafen PSX/hardware too.

2) Rank/Nightmare Souls Table
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.
Triggers 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).
Rank based triggers COULD be implemented out of order (the game reads the level from a separate byte for each corresponding Rank), but for simplicity's sake I decided to automatically adapt non ascending orders from highest to lowest when using the patcher. If for some reason anyone wants to make it out of order, the addresses for said table are in the spreadsheet.

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:
I didn't do any testing using Zero, so I didn't realize this got triggered separately for both characters.

A way around this could be to have X and Zero share Souls and Rank level (something I'm working on at the moment)
Maybe there is a separate flag I could use to make this only be shown once. But I'm thinking that the only other condition it checks is having triggered the Gate/Final stages scene...

Probably more trouble than it's worth, but I'll give it another look just to see if there's something I can do.
For the moment, I may leave this one out of the base patch on the next version.

6) Disable losing lives (Infinite lives)
X will not show any extra lives available.
I actually went out of my way to make it be this way. I thought it would be a nice touch :)
Similarly, I made the lives counter disappear on the pause menu when increasing the limit of lives above 9 because displaying double digits for lives in the pause menu causes graphical glitches.
Both of these changes are detailed on the spreadsheet.

7) Disable gaining lives (Rescued Reploids)
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
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.
Ideally, I'd have them both be set as separate options in the patcher... (I actually forgot this game had regular 1-ups).

Again, thank you so much for this. I know it's tiresome, you've more than done your part. I'm gonna credit you on the readme for future releases :)


June 21, 2018, 12:52:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

Ok, I already figured this one out  :woot!:
Will be fixed on the next update (along with a few other neat stuff)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 21, 2018, 11:18:27 am
Have a free bump so you can post your updates on a clean post.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 22, 2018, 03:06:40 am
 :laugh: Thanks, I guess

Here's a sneak peak/beta of the next version.

(https://i.imgur.com/PVPM1kT.png)

"Reploids / Status marked by default" is completely fixed, now it works as it should on hardware, Mednafen PSX, ePSXe, etc. Also, number of lives "after continue" now also applies to the lives you start with when loading a savefile.
I haven't fully tested some of the new stuff yet, so I won't release it on the site just yet. But here's a temporary download link if anyone wants to play around with it for the moment, an alpha of sorts.

Just make sure you start a new game if you plan to try any of the "shared stats" options.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Zero Dozer on June 22, 2018, 11:41:32 am
Uh, I'll send you a PM.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 22, 2018, 12:09:24 pm
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?
I only have Gameshark value.

#Have All Power Up Parts
800CCF40 FFFC
800CCF42 03FF
Note: Already posted before.

Maybe you're trying to separate it nicely.

#Have All Common Parts
800CCF40 0FFC
#Have All X Parts
800CCF42 003C
#Have All Zero Parts
800CCF42 03C0
#Have All Limited Parts
800CCF40 F000
800CCF42 0003

But, it's not going to get all parts if you combine it all together.
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?
#Hp Gauge Full X (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2B 0040
#Hp Gauge Full Zero (0040=+16, 0038=+12, 0030=+8, 0028=+4) (Permanent effect)
300CCF2C 0040
Note: Already posted before.

It it does, then, these codes may help you making X and Zero share Weapon Energy Up.
#Weapon Energy Gauge X (+8)
300CCF31 0040
#Weapon Energy Gauge Zero (+8)
300CCF32 0040
Note:
I just retrace back this codes. Not sure if there's any bug on it.
I wonder why I deleted these codes. Maybe because X5 Zero Weapon Energy gauge is buggy.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 22, 2018, 12:28:06 pm
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.


 :laugh: :laugh: :laugh: :laugh:
Yes, it should!

Plus, aren't you missing the Common, X, Zero, and Limited Parts?

I'm not sure what you mean here.
Missing them where?

If you mean you don't get those parts when you filter those reploids out, that's just how it is at the moment. The description says you don't get the parts (I made this option pretty much only to filter the ones that don't hold items so I never worried about the rest)

But now that you provided the address where the values are registered, I can try to to implement it separately!

But, it's not going to get all parts if you combine it all together.
At least that's what happened when I used Gameshark.
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.

By the way, for X and Zero sharing the Life Up upgrade, does it have anything to do with the below gameshark?

I will try to do the same for the weapon upgrade for the next release though. I just ran out of time last night.
Your addresses have just confirmed that weapon upgrades are indeed separate values just like the life upgrades. I didn't remember that clearly.

Once again, thanks for all your help!! This really helps me keep it going
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 24, 2018, 11:55:05 am
Just notice another bug when try to play the game.
If X and Zero share soul and rank, the rank will not increase even though Alia reporting rank improvement.
It somehow freeze the rank. Since X started the game as rank D, the game will stay at rank D.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 03:44:25 am
Can you describe me step by step how to reproduce the problem? It' working fine here, so you're probably doing something differently than me.
Remember to not reuse save sates taken from different bins.



By the way, I've been working on some new options over the weekend.
- Missing stuff from the previous version (shared Energy bar upgrades, Red Orb values) and fixes (swapped "disable losing lives" options).
- Nightmare Effects: you'll be able to disable them (individually, or all of them). Can someone confirm if any of these is needed to access an item or injured reploid, or is it safe to just disable them in all cases? I'm thinking of adding this to an alternate version of the base patch.
- Customizable Ranks table. Not just the Souls requirement, also how many parts can you equip on each rank.
- The "Mark injured reploid as rescued by default" section is gonna be rewritten into a complete list of Parts you can individually select to start the game with (which will mark the corresponding Reploid as rescued).
- Characters (armors) available on a new game (giving the option to play as Zero right away)

(https://i.imgur.com/UREvlSf.png)
It'll look a bit like this... (https://imgur.com/UREvlSf)
All the hacking is done, now I just need to implement all these new inputs into the patcher.

Once properly tested, I'm thinking this will be the last "big" update, at least for awhile. I hope I got most easily fixable issues with the game covered  :D
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 25, 2018, 07:46:33 am
Amazing, are you going to be able to exceed the previous part limit with this and be able to equip everything if you wanted?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on June 25, 2018, 08:55:35 am
Huh, really? Ok. I'll describe it step by step.
As usual, I use emulator ePSXe 2.0.5.

What I activate with the Mega Man X6 Tweaks Patcher (v03a):
1. Disable status change for MISSING, MISSING, and DEAD.
2. Rank/Nightmare Souls Table
   C   150
   PA   2200
   UH   3000
3. Nightmare Soul Orb values
   Blue Orb (Small)   5
   Blue Orb (Big)      10
4. Disable gaining lives (Extra Life items)
   Since I know this is actually disable gaining lives from rescued reploids.
5. Can always Exit Stage (Normal stages)
6. Can always Exit Stage (Intro, Hidden, and Final stages)
7. Life Bar Upgrades
8. Souls and Rank

Then, I start playing the game by activating Ultimate armor code.
Skip the intro scene.
Pause and check my rank. Stated Rank D.
At the same time, change button configuration to my preference.
Beat intro stage and skip Isoc's speech scene.
Go to Amazon Area by choosing Ultimate armor.
Pause again and of course my rank still D.
Collect all items and save all 16 Reploids by compulsory dying once.
Beat Commander Yammark by collecting 255/260 souls. Alia will report you're now Hunter rank C.
Skip Gate and Isoc conversation scene.
Go to Amazon Area again.
Pause and check my rank. It's still D.


Also, you ask about the Nightmare effects whether it is needed to save injured reploids?
Yes, it does.

1) Northpole Area
The ice wall lead to hidden stage will only break if you previously visited Magma Area.

2) Magma Area
You can access the hidden stage with just Blade, and Zero.
If you equipped Jumper, and Speedster, Ultimate can also make it to the hidden area.
If you previously visited Recycle Lab, the iron moving block will appear in this stage.
Every character except Shadow with Metal Anchor/Rakukojin weapon can access to the hidden area.

3) Recycle Lab
If you equipped Jumper, and Hyper Dash, every character can make it to the hidden area.
If you previously visited Central Museum, the blue, red, and black cubes will appear.
I'm not sure whether the black cube may help you reach the hidden area without any equipment.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 09:43:12 am
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.
So, at least on the patcher, the options will be limited to the normal range of 1-4 for regular parts and 1 for limited parts. The idea is to be able to set more parts with lower ranks. But I'll update the spreadsheet with all the new stuff for anyone who wants to experiment more.

Huh, really? Ok. I'll describe it step by step.

Thanks. I'll test following those steps next time. I've only tried this option by editing the game directly so there's a chance your problem may come from an error on the patcher I posted earlier.

Also, you ask about the Nightmare effects whether it is needed to save injured reploids?
Yes, it does.

Thanks x2! I only vaguely remembered the Nightmare effects being used to reach or block certain areas.
So, only the Northpole Area one is completely unreachable without the aid of the Nightmare effects?
If I can isolate this one change in the stage (it's probably a separate check than the one that actually causes the effect), I'll try to make it so the path is always open as a workaround. For the others that can be accessed using certain parts or armor, I think I'll just leave them like that.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Zero Dozer on June 25, 2018, 05:59:04 pm
Did someone say DISABLE NIGHTMARE EFFECTS? (Though I didn't know some nightmare effects (Such as Blaze Heatnix's for Blizzard Wolfang) were necessary for upgrades. The Metal Shark Prayer visit demand and Ground Scravich visit demand can be avoided, however.

As the other guy said before, Blaze Heatnix's secret area can be accessed with the Blade Armor or a double jump.
For Metal Shark Prayer, only Hyper Dash is enough. I did that myself. By the skin of the teeth, but I did.

I sent the report directly to you before, but why not share it here. The game has been running perfectly smoothly so far. As for bugs, Alia's scene of explaining the Nightmare Virus is replaying every time X exits a stage after attaining UH.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on June 25, 2018, 09:02:27 pm
Thanks for reporting back, and thanks for the confirmation on those areas! Sounds like the ice stage would be the only problematic one.

I haven't looked at the Alia scene issue yet, I've been busy with the new options, but it's something that I definitely want to get fixed. It would be weird to not be able to modify it reliably and have it stuck at the regular 3000 souls requirement.
I just need to figure out what's stopping it from playing more than once in the regular game, and why isn't it working after the souls trigger is changed.

June 27, 2018, 01:37:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, the triggers of the Alia scene were actually quite simple

First: it checks if you have the final stages unlocked. If they are, the scene is skipped.
Then: it checks for number of souls requirement. If it's not met, the scene is skipped.
Else: the scene plays.

There's no actual flag for having seen the scene already, but since the original game set the souls requirement the same as the requirement to unlock the last stages, it's only shown once.

It's fixed now. I replaced the first requirement with a separate flag I managed to squeeze within the range of RAM saved in the save files  :woot!:
(It was mostly a hacking excercise at this point, probably not worth the trouble, but anyway, it's done)

I've also isolated the blocked walls from the ice stage. It'll be patched to be always open if the option to disable the fireball Nightmare effect is selected.
That's all in terms of fixes, for now. All that's left is to write the new options into the patcher and make them all work together and in any combination. I hope I can get it done by the end of the week.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on June 27, 2018, 10:13:31 pm
This is coming along nicely, not really something that fits in an editor but the option to switch characters with the select button like in X7 and 8 would be pretty sweet
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 02, 2018, 06:57:15 am
This is the patcher (and set of features) I'm gonna be settling in for now.

(https://i.imgur.com/GYGVs37.png) (https://i.imgur.com/GYGVs37.png)

As always, if you do try it, please report back! (Anything that goes wrong, anything that goes right)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 02, 2018, 06:21:07 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 02, 2018, 11:22:45 pm
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.

Thanks for reporting
What options are you patching the game with?
Did you try on any other platform? (Emulator, PS1, PS2)

If it's a problem I can reproduce on Mednafen PSX or hardware (I'm currently testing on a PS2), I'll take it as a bug that needs to be fixed. If it only happens in PSP, I don't know how to look for the cause.

As reference, I'm on a playthrough using these settings (https://i.imgur.com/2YoG8MN.png). 6/8 stages done and no problems so far on my playthrough, but there's bound to be some bugs or oversights using different settings and different platforms...
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 03, 2018, 10:43:25 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 12:45:51 pm
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.


The one I just posted (v04b) has many fixes over the previous one (v03a)

So try patching a new BIN and continue your game from there  :)
I never encountered the problem of the rank getting stuck, or freezes on the Mission Report screen (which also possibly relates to the shared Rank option), but that modification was rewritten in the new version (because of a different problem I encountered), so it's possible your problem has already been fixed
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 03, 2018, 03:36:30 pm
tried 4b, and removed nightmare effects, shared hp/weapons, shared rank and normal parts available from the start. When reaching mission results on my psp, the game hangs(not crashes). It also hangs at the mission results even when starting from an old save from a previous version. Will try without tied rank and/or nightmare effects.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 04:18:09 pm
Thanks for confirming the issue. If it happens every time, it most likely related to the shared Rank options. I think I spotted a potentially problematic line on that modification. I'm gonna take a look at it.

The only other modification affecting the mission report screen are the shared Life/Energy upgrades. If you're willing to test again without the shared Rank option, please see if getting a Life Up/Energy Up with shared Life and Energy upgrades works or not.

(I might as well dust off my PSP to test too. What are you guys using to convert the image?)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 03, 2018, 07:21:00 pm
I'm using psx2psp. I tried builds with nightmare effects only & shared rank only and it only hangs when I used shared rank. I've had no problems with getting a life up & weapon up with shared life/energy.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 03, 2018, 09:56:37 pm
Ok, tried it in my PSP, and I got the same problem.

It was caused by a badly placed jump to the new code. I'm more surprised that it was working fine on PS2 and anywhere else. I moved things around and now it really works everywhere, PSP included.

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Thanks Lumiere and Ghaleonh41 for reporting this, since it was seemingly working for me I wouldn't have found this by myself![
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Lumiere on July 04, 2018, 02:40:40 am
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
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: ThegreatBen on July 04, 2018, 06:47:38 am
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
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 04, 2018, 07:12:07 am
Whoa, seems like I missing some new stuffs. Watching World Cup too much.
Guess I will just skip tweak patcher v04a and v04b. Will try out v04c and feedback later.

Anyway, I'm kind of curious of 2 things.
1) Can you explain what do error_recalc does and how to apply this program?
   I still don't understand it after reading the notepad.
2) You said you're currently testing it on PS2.
   Does that mean you use POPStarter and change the bin and cue file to VCD format using the CUE2POPS?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 04, 2018, 09:29:37 am
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

I'm not gonna be researching new options for awhile, I'm more concerned on completely testing the current version to re-release it on the site, but I'll consider it for later on. I don't even know if those upgrades are even handled as "parts equipped" or some other way.

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?
   I still don't understand it after reading the notepad.
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.

ePSXe and no$psx ignore them, so if you're just gonna play there, you don't need to recalculate them. But consoles, and more accurate emulators use it. It's mandatory to play on hardware or even Mednafen PSX.

Either way, as long as you keep the error_recalc.exe file in the same path as the patcher, it should be applied automatically as part of the patching process ("Passing BIN through STARWIN's EDC/ECC recalculator")

2) You said you're currently testing it on PS2.
   Does that mean you use POPStarter and change the bin and cue file to VCD format using the CUE2POPS?
Nope. I have a modchip, so I just burn a disc and play natively.
I don't know much about POPstarter, but I'm pretty sure it doesn't count as "playing on console", as it's emulating, and not as accurate/compatible as you'd expect.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 04, 2018, 11:03:39 pm
I'm from Asia.

This time, tested some of the Mega Man X6 Tweaks Patcher (v04c) using emulator ePSXe 2.0.5.
I only test whatever new and bugs that occured in v03a.

1) Nightmare Effects
Bugs (Commander Yammark)   = Disable Nightmare Effects on Blaze Heatnix's and Shield Sheldon's stages.
Ice (Blizzard Wolfang)      = Disable Nightmare Effects on Metal Shark Player's stage.
Fire (Blaze Heatnix)      = Disable Nightmare Effects on Blizzard Wolfang's (ice wall still break and enable secret area) and Infinity Mijinion's stages.
Iron (Metal Shark Player)   = Disable Nightmare Effects on Blaze Heatnix's, Ground Scaravich's and Infinity Mijinion's stages.
Cube (Ground Scaravich)      = Disable Nightmare Effects on Metal Shark Player's and Shield Sheldon's stages.
Rain (Rainy Turtloid)      = Disable Nightmare Effects on Commander Yammark's and Ground Scaravich's stages.
Mirror (Shield Sheldon)      = Disable Nightmare Effects on Blizzard Wolfang's and Rainy Turtloid's stages.
Dark (Infinity Mijinion)   = Disable Nightmare Effects on Commander Yammark's and Rainy Turtloid's stages.
I only tested it once each. Yeah, should be working fine.
However, I forgot to test if disable 1 Nightmare Effects may disable other Nightmare Effects.
Will try it again later if got time.

2) Characters Shared Stats
Both Life and Energy Upgrades, and Nightmare Souls and Rank are working perfectly now.

3) New Game Status
a) Parts and rescued reploids
   Only tested the normal parts. I don't have enough time. Will feed back again later.
   Speedster   = Reploids rescued (Tsuki from Central Museum) is correct but gets Hyper Dash.
   Jumper   = Reploids rescued (Dante from Northpole Area) is correct but gets Jumper and Hyper Dash.
   Speed Shot   = Reploids rescued (Tekk from Weapon Center) is correct but gets Buster Plus and Speed Shot.
   Shock Buffer   = Reploids rescued (Toshi from Recycle Lab) is correct but gets Buster Plus and Shock Buffer.
   D.Barrier   = Reploids rescued (Kenz from Laser Institute) is correct but gets Buster Plus and D.Barrier.
   D-Converter   = Reploids rescued (Paralla from Weapon Center) is correct but gets Buster Plus and D-Converter.
   However, if you tick all the normal parts, you get all the 10 normal parts plus the correct 10 Reploids rescued.

b) Characters Available
   By using this patcher, you'll permanently disable from getting Ultimate if you use the left, left, left, right code.
   You can only get to play the intro stage as Ultimate.
   Same goes to Zero (Black). Cannot be activated with L1, L1, L1, R2 code.
   However, you might still get Zero (Black) by beating Nightmare Zero lv4.
   Untick Falcon:
   You will still keep Falcon.
   Tick Blade/Shadow:
   After intro stage, Blade/Shadow will be available.
   A full armor parts is collected without affecting the game mode level.
   No more armor parts capsules for the specific characters.
   Tick Ultimate:
   The game still starts as Falcon but you'll be able to keep Ultimate after intro stage.
   Tick Zero/Zero (Black):
   After the intro stage, Zero/Zero (Black) will be available.
   However, you'll skip the optional boss fight 1 (Nightmare Zero) and move on straight to optional boss fight 2 (High Max).

c) Life Upgrades, Energy Upgrades, and Rank
   All are working fine as stated.
   However, if Characters Shared Stats was activated, and X and Zero was having different value, the patcher will always follows X's stats.
   eg.  Characters            X       Zero
          Life Upgrades       +12     +8
          Energy Upgrades   +0      +4
          Rank                     A       D
   Then, the outcome you'll get is:
          Characters            X       Zero
          Life Upgrades       +12     +12
          Energy Upgrades   +0      +0
          Rank                     A       A
   Also, the nightmare souls you have will be the value you set for Rank A.
   In this case, if you did not altered the Nightmare Souls and Ranks, Rank A = 500.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 05, 2018, 01:24:08 am
Thank you so much! I was sure you would find something  :laugh:

Ok, so, confirmed working correctly:
- Nightmare Effects: Added a note about the ice walls being unblocked.
- Shared Stats: Looking good so far
- Life/Energy/Rank Upgrades: Looks ok to me. The Souls are intended to be set according to your table. And the patcher warns you about X'a values taking over if Shared Stats is selected. It's the only way to make it work as it is.

Fixed in v04d:
- Individual Parts assigned wrongly: There was a small set of Parts being wrongly assigned (Hyper Dash, Jumper), but I think what caused more problems on your testing was that the values were not resetting properly after patching and changing options without closing and reopening the program. I fixed it now so the chosen values will reset correctly after each try.
- Unticking Falcon won't disable Falcon Armor being available: Fixed! Of course, it will be reflected after the opening stage.
- Using the patcher breaks the cheat codes for unlocking Ultimate Armor and Black Zero: This was quite an oversight. I put my code in place to replace the value for characters available but completely forgot about the cheats. Well, I don't think I can make both work perfectly together without making a huge rewrite, so for now, I just made it so the value is only replaced when an option from "Characters available" is selected. Choosing anything else from the patcher besides this should now keep the cheats functional. I also added a note about this.

Other changes:
- Changed the buttons for the Exit Stage option to either "Main stages only" or "Anywhere" (because I realized you need both modifications selected to have it available on the intro and hidden stages, just selecting that option wouldn't work. So "Anywhere" now behaves the same as selecting both options in previous versions).

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)

Thanks again for all your testing. Please let me know if you notice anything else. We're getting closer to a "final" v04 release.

   A full armor parts is collected without affecting the game mode level.

I don't understand what you mean by this. What "game mode level" should be affected by collecting armor parts?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 05, 2018, 06:27:50 am
What I mean is if using gameshark,

#Have All Armor Parts (Shadow & Blade) / Easy Mode
800CCF38 FF00
#Have All Armor Parts (Shadow & Blade) / Normal Mode
800CCF38 FF01
#Have All Armor Parts (Shadow & Blade) / Xtreme Mode
800CCF38 FF02

As you can see the FF is the hexadecimal value for Shadow and Blade armor parts.
However, the problem is the 00 to 02 hexadecimal value as it will affect the game as Easy, Normal, or Xtreme mode.
This is a common mistake you'll get if you look at any website for the gameshark armor parts as they totally ignore the game mode.
Therefore, the correct gameshark value should be,

#Have All Armor Parts (Shadow & Blade)
800CCF39 00FF
#Game Mode (0000=Easy, 0100=Normal, 0200=Xtreme)
800CCF37 0100

However, I wouldn't be too sure if this new PSX RAM will create any abnormality in the game.
I was just afraid you might use the wrong PSX RAM but it turns out fine. So nothing to worry about.
Wasn't that the way how you include in the armor parts for Shadow and Blade?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 05, 2018, 08:49:43 am
In assembly you don't need to write two bytes everytime, that's a gameshark limitation. I just write "FF" (or "00", "0F", or "F0") in 800CCF39 directly

800CCF38 is for difficulty mode
800CCF39 is for armor pieces

By using the 800CCF38 FF00 gameshark, for example, you're writting "00" in 800CCF38 and "FF" in 800CCF39 (little endian, bytes are written in reverse order). So by that logic, your corrected gameshark should be fine.

I don't know what 800CCF37 and 800CC3A are used for, but they stay as "00" as far as I've seen, so your corrected codes should be safe.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 05, 2018, 02:54:46 pm
Mega Man X6 Tweaks Patcher (v04d) using emulator ePSXe 2.0.5.
Hopefully this will be the final test needed.

1) Nightmare Effects
Already test by disable only 1 Nightmare Effects at a time. The other Nightmare Effects will still carry as usual.
Should be working well.

2) Nightmare Souls and Ranks
Events triggered by # of souls
After plenty of trial and error, I came up with a conclusion that the souls must have at least 256 to trigger the event.

3) New Game Status
a) Parts and rescued reploids
Checked Normal, X, Zero, Limited Part one by one.
Only notice normal parts still has little error.
Speedster   = Reploids rescued (Tsuki from Central Museum) is correct but gets Hyper Dash.
Hyper Dash   = Reploids rescued (Nori from Inami Temple) is correct but gets Speedster.
b) Characters Available
Tick Zero/Zero (Black):
Nothing change between v04c and v04d.
Means we can't play as Zero vs Nightmare Zero unless using Gameshark. Too bad.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 06, 2018, 04:01:07 am
Here is v04e
- (Fix) Slots of Speedster and Hyper Dash were swapped. Now all Parts should work perfectly.
- (New) Choosing to start with Zero available now allows you to fight Nightmare Zero as Zero (doesn't skip straight to High Max as it normally would)
- Additional notes added to the GUI.

I wasn't planning on making the Zero vs. Nightmare Zero fight available because there was quite a bit to move around. The game uses "has Zero/doesn't have Zero" as a flag to assign you High Max as the next optional boss, and it's read every time you reach the Stage Select screen. So, to make this work, I had to make it write/read a separate flag. I also made it skip the Zero introductory scene just to make it tidier. So yeah, it did take some extra work. Since you seemed interested in having this option, consider this a big thank you for all your help  :cookie:

Try getting Black Zero (fighting Nightmare Zero Lvl.4) as Zero. I wasn't sure how it would work. It does, and it's pretty cool  :)

If at some point I end up editing text in the game, I'll consider restoring the missing dialogue between Zero and Nightmare Zero (it only works on Commander Yammarks' stage, apparently (https://tcrf.net/Mega_Man_X6#Zero%20vs.%20Zero%20Nightmare%20Dialogue))
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 06, 2018, 08:42:44 am
Mega Man X6 Tweaks Patcher (v04e) using emulator ePSXe 2.0.5.

New Game Status
Characters Available
Falcon:
Tick Falcon will not break the cheat codes for getting Ultimate and Zero Black but untick will.
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.
If you press from right, you have to press twice to change to other characters.
Zero/Zero (Black):
Yup. Working as stated. Thank you. I don't see the purpose of having Zero available after intro stage if we can't get Zero vs Nightmare Zero.

I think the rest is working well provided no changes from v04d.


Actually, having Zero vs Nightmare Zero is one of my wishlist.
I was thinking in the future release, maybe you can include an optional path to revive Nightmare Zero when "Nightmare Origin" scene is triggered.

It should goes like this:
Give the option to revive Nightmare Zero when "Nightmare Origin" scene is triggered.
Set the "Nightmare Origin" scene souls needed as same or higher than boss Lv.4.
However, the souls needed will be lower than "Gate Revealed" scene.
Therefore, once X beats Nightmare Zero, Zero introductory scene will follow up as well as getting the character.
Then, if High Max not beaten and you collected enough souls to trigger the "Nightmare Origin" scene, Nightmare Zero will revived.
Make all Zero vs Nightmare Zero conversation as the one in Commander Yammark's stage but restored some error of X: to Zero:.
When X/Zero beats Nightmare Zero, Zero Black will be available since Nightmare Zero is now Lv.4.
Make the game to remember to trigger Zero introductory scene only once like how you do on "Nightmare Origin" scene.
This is to avoid repetitive scene.
It's your decision to skip fight against Nightmare Zero/High Max at Lv.4 by either beat 8 main stages or collecting souls to trigger "Gate Revealed" scene.
But, if you do so, you miss your 2nd chance to change Zero to Zero Black.
Also, by skipping the fight against Nightmare Zero/High Max at Lv.4 and enable Gate lab, you'll will fight Dynamo as usual.

Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 06, 2018, 09:30:49 am
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.
If you press from right, you have to press twice 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.

I was thinking in the future release, maybe you can include an optional path to revive Nightmare Zero when "Nightmare Origin" scene is triggered.

Thanks for the suggestion. I like the idea of having a way of getting to the Zero vs Nightmare Zero fight in a normal playthrough without necessarily having to make Zero available from the start. It needs quite a bit of effort to make it work like you describe, so I'll consider it for later on, as I already have a couple of things I'd like to move on to work on now.



I'm gonna keep an eye on the thread for a few days before submiting the current version to the site, in case any other problem comes up. If there isn't, this is gonna be it for now! Thanks again injoon64 and everyone who's tested it and reported back. I wouldn't have gone past the first couple of releases without your help.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 06, 2018, 02:09:10 pm
No problem! I posted earlier, but I guess it wasn't accepted.

So I found a possible bug on my recent tests on the PSP. I noticed that X & Zero have less health than they should once you have all 16 Hearts. From what I've seen, this is only on the PSP, because on FPSe for Android, the proper amount is displayed. I will continue testing on both devices for the time being.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 07, 2018, 01:25:19 am
Ghaleonh41, which patcher did you use and what settings did you activated?
If you don't explain it properly, acediez can't make any necessary adjustment needed even if he wants.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 07, 2018, 09:03:12 am
I see. Well, the thing is, everytime I use the patcher, my changes are very minimal.

https://drive.google.com/open?id=1e8wdgRLGo3Po2ZdAAojeKKKB34foMHlE (https://drive.google.com/open?id=1e8wdgRLGo3Po2ZdAAojeKKKB34foMHlE) - 04d - For this one I also changed the amount of Souls received. Small = 5, Large = 10, Red = 120, Green = 240, & Dynamo = 360.

https://drive.google.com/open?id=1KUbWRjAGnxwUf8ZN-BKSpLNVDI3P6pJF (https://drive.google.com/open?id=1KUbWRjAGnxwUf8ZN-BKSpLNVDI3P6pJF) - 04e
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 07, 2018, 01:48:32 pm
Oh, my, I'm doing some tools too, nice work!
Mine is more like cheats and some fixes ;D
I'm doing the same for MM x4 and x6

https://www.youtube.com/watch?v=Kn-zUwniRmA
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 08, 2018, 02:26:15 am
Z3R0X, shouldn't you post it in Mega Man X5 Improvement Project [PSX]?
But, it's really impressive that W-Shredder now change from square to triangle.
Mind to share it with us how you change the button?
At Mega Man X5 Improvement Project [PSX] of course!

July 08, 2018, 10:10:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ghaleonh41,
I've tried patcher v04e and set it as your preference.
Then, convert the Bin to PBP file using PSX2PSPv1.4.2_BASE.
Since I don't have PSP, I can only try it on ePSXe 2.0.5. using the PBP file instead.
Everything working fine with Nightmare Zero and 8 main stages beaten, rescued all 128 reploids, collected all armors parts, 8 heart tanks, 2 Energy Tank, Weapon Tank, and EX Tank. (So tired... I'm just a casual gamers)
I don't see any problem with the x16 life up health issue on X and Zero.
I suspect PSP may have the same problem even if you converted the original Mega Man X6(USA) v1.1 Bin file to PBP file.
It may have nothing to do with the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 11:48:33 am
I think the mmx5 project creator is busy, that project is on hold, I post there asking for help and no one reply.
Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 05:52:54 pm
injoon84, that's a possibility considering that it caused some grief before. I'll try it vanilla & see what happens.

July 08, 2018, 07:01:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And the answer is no, it has to do with the patcher. On my previous playthroughs, I could tell something was wrong because X's health would jump quite a bit from just picking up 2 Hearts.

So I used the untweaked 1.1 bin & his health went up normally.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 08:35:44 pm
I hope my tool does not have that bug with the health  :P
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 08:45:01 pm

Z3R0X, how goes your testing of your X5 Tool? Any issues yet?

And I hope that's not the case!
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: acediez on July 08, 2018, 08:51:35 pm
Thanks once again injoon84 for your testing

Gheonh41, thanks for reporting. I'm gonna take a second look to that modification to see what could be the cause, but if I can't reproduce, I'm not sure where to look at. You're the only one to report this problem so far, and I didn't have it on my PS2 playthrough.


Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:

Cool! Would you mind sharing how you did it? :)
I haven't figured out input relates modifications yes

(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 09:18:28 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 08, 2018, 09:39:33 pm
(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)

No problem my friend, here is:
RAM = 801EA4A8
BIN = 1D9C0770
Is a simple "andi" very easy to see and understand.
10 = [ ]
20 = /\
Opcodes:
Original
10 00 42 30
Mod
20 00 42 30

Now I want to learn how to edit sprites on these games, I can't find the correct palettes on tile molester, I suck on that :(


Z3R0X, how goes your testing of your X5 Tool? Any issues yet?

And I hope that's not the case!


No problems so far, I managed to enable the bosses drop both parts and both upgrades regardless of what the player choose.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 08, 2018, 10:22:41 pm
That's great! Is it ready for release?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 09, 2018, 12:10:00 am
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?




Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 12:25:32 am
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?

Yes, it can be done, is a lot of work, I need to made custom routines for most of the these cases you described.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 09, 2018, 12:56:08 am
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.

Updated to v04f/v05 to address this problem, as well as adding the modification Z3R0X just contributed Edit: Submitted to the site as v05


Thanks once again both of you for your testing! You've all been very helpful

No problem my friend, here is:

Thank you so much! That's one modification I really wanted to make but hadn't been able yet. I already spent some time going down the rabbit hole that are input operations, starting from breaking points on the controller port reading address, but didn't get far

I just added this to my tool. I hope you don't mind.
For my part, you can check the spreadsheet I'm sharing here for everything I've done. I'll update it soon with the newer stuff.

Now I remember where I'd seen your name before, you asked me about the palletes on X4. Well, good luck with that! You should try contacting DarkSamus933 directly, who was working on a graphics compressor/decompressor some time ago (https://www.romhacking.net/forum/index.php?topic=21330.msg298067#msg298067).

Since you're doing stuff for all three PS1 MMX games and, and you're already beyond what the "Improvement project" started for X5 (and will probably go beyond what I did here too), you should definitely make your own thread, so everyone can follow your progress more easily. Besides, I'd like to keep this thread exclusively about my tool, it's easier to follow comments and bug reports that way.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 01:29:35 am
Thanks for sharing your tool, I'm glad to help you.
Yes, you should be carefull with load operations, they have 1 cycle delay, I learn that the hard way :P
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: injoon84 on July 09, 2018, 10:47:51 am
Tested v04f and set it to my own preference.
Played and beat the game using emulator ePSXe 2.0.5.
I don't see any problem. See how others feedback later.


ZROX,
Thank you for sharing. I can finally enjoy using Sentsuizan.
Also, since you'll be hacking Megaman X4 to X6, please try to include what I queries earlier.
Make Shadow's Up+Jump height the same as Zero's Hyoroga too.

Another wishlist on Megaman X4:
1) Zero's Kuuenbu spinning blade attack is change to either by up+square or triangle.
2) Zero's Shippuuga can be launch in air too.
3)



July 09, 2018, 10:49:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
3) Zero black armor will have better defense and faster recovery.
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Ghaleonh41 on July 09, 2018, 12:53:10 pm
Good, glad I was able to help.

I will test on the PSP with 2 files. One for X, the other for Zero. I'll let you know if I run into any problems.

Now I have to get used to Zero's new combo for Sentsuizan... I'm sure that move has caused a couple of deaths for everyone!

Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?
Title: Re: Mega Man X6 Tweaks/Patcher (v02)
Post by: Z3R0X on July 09, 2018, 11:29:41 pm

Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?


Hello, I uploaded an update for MMX5 with the 3 things we discuss.
And for X4 I will implement basic things like all weapons, invincibility, enable black armors without the code, quick charge X (maybe on the fly buster change between the 3 buster types) and fix Zero shock buffer, is so strange on black armor.
And these:
- Zero's Kuuenbu spinning blade attack is change to either by up+square or triangle.
- Zero's Shippuuga can be launch in air too.
For X6:
- Make Shadow's Up+Jump height the same as Zero's Hyoroga too.
- Blade Armor dashes length control.
- Combine secret codes so you can get both black armors.
- Zero always has overdrive.
- And the basic stuff.
Great work acediez with these tweaks.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 10, 2018, 09:28:26 am
Yes! Mega Man X6 Tweaks/Patcher (v05) is finally out!
Thank you acediez.
I can finally get to play a much better Mega Man X6 game!
An improvement that Capcom should have considered when they released Mega Man X Collection.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 09:32:12 am
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!
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 10, 2018, 11:11:50 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 11:41:53 am
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!
Feel free to release it anywhere, as your own release, with just a mention on the credits I'll happy (as I credited you for the contribution you made  :) )

You should submit your X5 patcher on the site too, it's hard to keep track of projects on youtube.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Zero Dozer on July 10, 2018, 07:25:57 pm
Okay, ran the new patch, chose complete. Defeated four Mavericks, still didn't reach the required rank to enable Black Zero (2300 Souls of 2500), but so far the patch has been going without a hitch.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 10, 2018, 11:09:08 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 10, 2018, 11:19:40 pm
Injoon84, I noticed that too on my current playthrough. Do you think it's a problem?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 10, 2018, 11:26:03 pm
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  :)
I'm a bit busy at the moment but I'll check these next time. If anything else comes up, bug reports and comments are still very much appreciated. Thanks again!
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:03:21 am
Hello, I found 1 of the modification that injoon84 ask for:
Zero and Shadow Up+Jump
RAM = 8003659C
BIN = 1D94C884
90 00
<>
XX XX <- Replace with...
0x90 is the default height, the max value is 0x7FFF since is a halfword
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 01:43:26 am
That was quick! Great! This is gonna be fun to play around with  :woot!:

Since you're doing this kind of modifications, could try finding how to control X's saber delay? I'd like to reduce how much you have to wait until you can use it again. This is another point I was just starting to look for, but haven't found yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:59:06 am
I will give a try! I found these two RAM offsets, you can play with these values to make Zero with jumper part (I don't test it with other characters) jump higher and faster fall slower, its like moon gravity. There are other values in this section that you can play with, don't know if these physics values.
RAM
80097198
800971D4

This is the function that initializes most of these values:
RAM = 8003BD24

Edit:
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.

X Sabre Animation
RAM = 801F492C
BIN = 1D9BFAC4
16 40 01 33 <-
<>                 | - These are not instructions.
01 40 01 33 <-

There are some values that I don't know what they do but...
If you set to 1 (is the min value or the animation freezes) the sabre animation increase.
If you change the values to:
0C 40 03 33
X will do 2 slashes  :o
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 11, 2018, 07:35:21 am
Z3ROX,
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 11:25:43 am
Z3ROX,
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.
I will check them out!

Hello, I patched directly into the BIN with this value and is enough to reach the ceiling in Rainy Turtloid on the sigma stage battle.
RAM = 8003659C
BIN = 1D94C884
90 00
<>
C0 00

Ceiling Duration Zero
RAM = 80036544
BIN = 1D94C82C
78 00
<>
00 00

Ceiling Duration Shadow
RAM = 80036550
BIN = 1D94C838
B4 FF 02 24 <- This is an instruction
<>
XX XX 02 34

Infinite Ceiling Zero and Shadow
RAM = 800366A0
BIN = 1D94C988
FF FF 82 24 <- This is an instruction
<>
00 00 00 00

RAM = 801ECB2C
BIN = 1D9C33E4
FF FF 62 24 <- This is an instruction
<>
00 00 00 00
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 11, 2018, 12:24:13 pm
Z3ROX,
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...
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 12:45:47 pm
Z3ROX,
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...
Yes, you should be careful with endianness (I think the way the data order stores and reads are called like that)
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 01:18:11 pm
Amazing! Can't wait to find some spare time to play with all this  ;D

Quote
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.

Sounds like making it faster would work just fine  :)

On my experiments, what I was trying to figure but wasn't able to, is finding out what byte or check determines "can start slash/can't start slash" when the button is pressed. If it's a single byte marking this status, it's one that stays until the slash animation finishes and then resets; doesn't change if you just slash again in the middle of a slash; but does reset if you dash instead (you know how you can use the dash or duck to cancel a saber slash midways? You can spam the saber very quickly by alternating dash and attack with a certain timming)

Ultimately I'd like to have the option to remove whatever this check is and make the saber a "self cancelling" move, so you can restart it at any point by using it again, just like it would allow you to if you had dashed first.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 11, 2018, 01:28:58 pm
I will see if I can figure out where the flag is stored.
I'm playing with these bits, at first glance this looks like animation tables.
I got this:
Sabre Speed X, Falcon, Blade Ultimate
RAM = 801F492C
BIN = 1D9BFAC4
16 40 01 33
<>
01 40 01 33
- The first bit is like animation speed.
- The others bits maybe animation ID?

Sabre Speed Shadow
RAM = 801F494C
BIN = 1D9BFAE4
13 01 01 33
<>
01 01 01 33
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 11, 2018, 07:49:54 pm
I noticed that for Infinity Mijinion, the Mission Report shows no weapon description for Zero, it only displays X's Ray Arrow.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 11, 2018, 10:02:05 pm
I must've skipped more dialogue checks than intended with my modifications. That's almost a feature rather than a bug lol. But I'll see if I can fix it, for consistency's sake  :)

As always, thanks for reporting
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: KaosuReido on July 12, 2018, 05:25:40 am
Any chance we can get an option to disable double tapping a direction to dash? That, and also disabling hitting Jump again in midair with the Falcon armor to do an airdash; those both mess me up constantly. I only want to dash when I press the dash button, not when trying to quickly dodge things.

Thanks for the patcher so far, by the way. Definitely an improvement.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 11:15:10 am
Ok, in order to avoid assumption, I went vanilla and this is the results I get:
Please use it as guidelines.

Mission Report:
Alia will give explanation about souls and ranks when you collect nightmare souls for the first time.
Once one of the main 8 boss beaten, Alia will provide info on report, weapon, rescue (optional), and boss.
If you only have X, Alia will explain once on weapon.
If you have both X and Zero, Alia will explain twice on weapon.
However, only Yammar Option, Guard Shell and Ray Arrows weapon will be explain once.

Alia's alert:
Intro      = 1
Amazon Area1   = 6
Amazon Area2   = 1
Inami Temple1   = 5
Inami Temple2   = 1
Laser Institute1= 6
Laser Institute2= 1
Northpole Area1   = 5
Northpole Area2   = 1
Magma Area1   = 5
Magma Area2   = 1
Weapon Center1   = 1
Weapon Center2   = 1
Recycle Lab1   = 3+3
Recycle Lab2   = 1
Central Museum1   = 3+7
Central Museum2   = 1
Note: 2 means hidden area.

Dialogues:
Intro      = 4
Amazon Area1   = 1
Amazon Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2 (Before and after battle)
Inami Temple1   = 2
Inami Temple2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Laser Institute1= 1
Laser Institute2= 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Northpole Area1   = 1
Northpole Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Magma Area1   = 1
Magma Area2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Weapon Center1   = 2   (Opening=1, Boss=1)
Weapon Center2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Recycle Lab1   = 1
Recycle Lab2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Central Museum1   = 1
Central Museum2   = 0   NightmareZero = 1   HighMax = 1   Dynamo = 2
Secret Lab1   = 3
Secret Lab2   = 2   (HighMax=1, Gate=1)
??????      = 3

eg. Intro:
Conversation between X and Alia      = 1
Conversation between X and Hunters   = 1
Boss battle
Conversation between X, Alia and HighMax= 1
Conversation between X and HighMax   = 1
Total               = 4
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 11:30:25 am
I can explain the Mission Report for Yammar Option & Guard Shell. Since they are the same weapon for each character, there's usually one explanation. Only difference is how Zero triggers them.

But Ray Arrow is different, since Zero gains his Giga Attack from Infinity Mijinion.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 12, 2018, 12:10:23 pm
@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.


@injoon84

MAN! That's some impressive detective work. Thank you so much! I'm definitely adding this to my documentation

Fun fact, ALL of Alia dialogues I've checked are managed by the same operation except ONE: the introduction dialogue in Infinity Mijinion stage. A last minute addition, probably?

So, I see you confirmed those three weapons do not have a separate Mission Report dialogue for Zero in vanilla?
So I guess they were not actually being skipped in my hack after all?


@Ghaleonh41,

What you're saying is, Ray Arrow does actually have a separate dialogue, and what injoon84 just reported for vanilla is wrong? Are you sure? (wish I could just try by myself but I'm at work all day and while I can check the forums on my phone on my breaks I can't just boot a game just as easily   :laugh:)
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 12:19:33 pm
Ghaleonh41,
I edit a bit about mission report. Please have a look.
However, that's the result I get when I play on emulator ePSXe 2.0.5. using Mega Man X6 (v1.1) [SLUS_013.95].
Ray Arrow weapon only explain once. No Rekkoha weapon explanation even if you have Zero.
Can you check it vanilla on PSP?

July 12, 2018, 12:32:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
acediez,
About the sabre part, I also notice something on Shadow.
Z3ROX explain about

Sabre Speed Shadow
RAM = 801F494C
BIN = 1D9BFAE4
13 01 01 33
<>
01 01 01 33

If you change it to
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
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 01:45:04 pm
That IS strange... And yes, it should have a separate dialogue... This is from memory though, I could be wrong. I'll have to do a vanilla run on the PSP or perhaps the original since I still have a copy...

I'll do a speedrun & note what I find.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Z3R0X on July 12, 2018, 02:44:55 pm
If you change it to
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
:woot!:
Nice that you are playing with those values, I'm glad to help with this awesome project. I'm investigating more those values, I came up that some are used as frames or counter, others for some pointer calculation, I guess we just need to test them and play with.
I come up with this offset:
800970A5
This offset change whatever X animation is doing, also this bit is used to calculate a pointer, I think this is why we can't find a flag delay for sabres swings, because is calculated by animation tables or something strange.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 12, 2018, 03:11:33 pm
Here are my results. Used Ultimate Armor X code on each one & got Zero from Amazon Area.

1.1 Vanilla: Nightmare Souls explained. Only X's explanation shows up for Yammar, Mijinion, & Sheldon.
1.0 Original: Same results.
Original PS1 Copy: Same.

Even checked out a speedrun on YouTube utilizing the Japanese version: Same results.

So this is an oversight from the original game, at least for Zero's Giga Attack. So my memory was wrong.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 12, 2018, 11:23:39 pm
Ghaleonh41,
Thank you for checking it out.


acediez,
Since Z3ROX will be working on Megaman x4, x5, and x6 together at the same time, do you think it's alright if we discuss Megaman x4 on Mega Man X4 & Mega Man 8 Undub [MM8 (v03) / MMX4 (v08)] and Megaman X5 on Mega Man X5 Improvement Project [PSX]?
Another alternative way is ask Z3ROX to create his own thread for Megaman X4 and Megaman X5?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 12:03:22 am
I'm fine with this thread becoming a shared Mega Man X6 projects thread. For the other two games, I've already suggested that Z3R0X should make his own thread(s), it'd be easier to keep track of updates and contribute that way. I also think his X5 patcher should already be part of the RHDN database!  :thumbsup:

Besides, I think it'd be in bad taste to start talking about someone else's project in DarkSamus933's thread while his project is inactive.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 12:14:34 am
acediez,
Thanks for the advice.

KaosuReido,
I personally disagree with disable jump button twice for Falcon's air dash.
Do you know Falcon has a shorter air dash when pressing jump button twice than the press jump and dash button?
If possible, I would love to have Falcon pressing jump twice air dash to be maneuver in 8 direction. After all, Falcon's diagonal up and down sprite still exists.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 13, 2018, 12:32:36 am
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...?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 12:49:36 am
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...?


You mean this one? (https://drive.google.com/drive/folders/0By2BrAclSWcpZ1hzN3ZkT3ByazA) The translation itself is done.
As for inserting in the game, I don't think the translator ever intended to do it himself.

I've looked into it, but it's currently sitting in the "pretty doable, just very time consuming, and not all that rewarding" territory (I mostly skip story bits when I play). I already got the character tables, and know where, at least, the main cinematic's text blocks are located... But I really just prefer to play around with gameplay related stuff at the moment.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 03:19:24 am
Why do they want to re translate the english version again?
Was the original english translation version that bad?
I think the original one was pretty good.

Ghaleonh41,
I don't know. I think it is achievable if we know where they are stored. I think Z3ROX and acediez are our only hope to trace it out.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 13, 2018, 03:48:42 am
The official translation has mostly grammar problems, and lines that just sound weird and unnatural.  But it doesn't really cut any important bit of story as some people may expect, I read most of the retranslation and it's pretty much the same script worded differently.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Ghaleonh41 on July 13, 2018, 09:48:04 am
Ah, I see. I thought that he never finished it. I should give it another look.

And it’s a good thing that nothing was taken out, unlike X1 & 2.
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: Zero Dozer on July 13, 2018, 11:46:10 am
Wait, someone did a retranslation of Mega Man X6?
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: injoon84 on July 13, 2018, 09:45:01 pm
Find some Gameshark codes.

#Heart Tank x08 (0001=AmazonArea, 0002=NorthpoleArea, 0004=MagmaArea, 0008=RecycleLab, 0010=CentralMuseum, 0020=InamiTemple, 0040=LaserInstitute, 0080=WeaponCenter, 00FF=x08)
300CCF3C 00FF
Note:
Only the heart tank and no increase of life gauge.
Well, at least this will support up to 8 life up.

#Have Sub-Tanks, W-Tank & EX Tank (0010=AmazonArea, 0020=MagmaArea, 0040=LaserInstitute, 0080=NorthpoleArea, 00F0=All)
300CCF3B 00F0
Title: Re: Mega Man X6 Tweaks/Patcher (v05)
Post by: acediez on July 15, 2018, 05:03:27 am
@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.

(Cont.)

The function described above is called from 800350F0.
However, depending on the current action, the function will be replaced by others. The function above, starting at 80035274, corresponds to the player standing still.
The function called during the saber action starts at 801EBAE0, and it doesn't include any reading for the secondary attack button (default triangle).

So yeah, to make the saber auto-cancelling as I imagined, I think I'd have to move the whole function somewhere else and figure out how to write in a new input read that would reset the action back to the starting position...
... That's way beyond what I had in mind  ::)  I think I'll just drop it for now.

Fortunately the address Z3R0X found to make the action shorter already makes the saber a lot more enjoyable to use. I'll be playing with that from now  :)

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.

These fixes, along with Z3R0X's contributions (high jump heights, saber attack duration), and injoon84's contributions (enabling Shadow's saber to be cancelled with dash) have been added to the patcher for the next version, v06. This time I'm uploading it to RHDN directly, it should be up soon! Updates for the base patch will come later too.

(https://i.imgur.com/KY5PDlv.png) (https://i.imgur.com/KY5PDlv.png)
This update was all made by you guys, thank you so much for pushing this little project beyond what I set out to do initially!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 09:25:16 am
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.

July 15, 2018, 12:21:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Finally figure out!
I think most of the gameshark with 3xxxxxxxx xxxx supposed to be 8xxxxxxx xxxx on PSX Ram.
This is after I look again on acediez's spreadsheet.

Gameshark
#LifeUp x16 (Reploids LifeUp x08 + HeartTank x08)
800CCF3C FFFF
Note:
1) Save file will show LifeUp x16 but will not increase the life gauge.
2) Rescued Reploids with LifeUp will no longer give LifeUp.
3) LifeUp x08 from Reploids: (0100=Mah01404, 0200=Chun, 0400=Hatori, 0800=Kikuturk, 1000=PL 98, 2000=Etsu, 4000=Kazu, 8000=Gital, FF00=x08)
4) Collected Heart Tank: (0001=AmazonArea, 0002=NorthpoleArea, 0004=MagmaArea, 0008=RecycleLab, 0010=CentralMuseum, 0020=InamiTemple, 0040=LaserInstitute, 0080=WeaponCenter, 00FF=x08)

#EnergyUp x08 (FF00=x08 Reploids EnergyUp/ 00FF=x08 Not related)
800CCF3E FF00
Note:
1) Save file will show EnergyUp x08 but will not increase the energy gauge. EnergyUp x16 if use FFFF.
2) Rescued Reploids with EnergyUp will no longer give EnergyUp.
3) Energy up x08 from Reploids: (0100=Satton, 0200=Ken, 0400=Higurai, 0800=Wright, 1000=Home, 2000=Mao, 4000=Dai, 8000=Grantsu)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 15, 2018, 03:07:57 pm
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 second Dynamo encounter.

Is there a file that I can use to fix this?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 04:39:02 pm
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.

Thanks for those new addresses! We're slowly filling up the blank spaces on the RAM playthrough table

Though I decided against automatically assign life and energy upgrades on the patcher when selecting Reploids because there's too many ways to assign them. We're still leaving the option open to not share upgrades, so for example, those 8 life upgrades can be assigned freely between X and Zero (all X, none Zero, 4 each, 6 one and 2 the other, etc.)

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?


There's a chance your problem is caused by EDD/EDC sectors. First of all I'd run your bin through STARWIN's EDC/ECC Recalculator and try again.

If the problem is still there, another thing that comes to mind if that you're patching the wrong version of the game? I don't know how Z3R0X patcher handles different revisions

If you're still having problems after that, then it's probably caused by the hacks themselves, in which case you should report it to him directly (he probably pays more attention to his youtube channel than these forums)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 15, 2018, 07:33:54 pm
Ok, I'll make sure to check each one that you suggested.

I did let him know on the YT video, but no answer yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 15, 2018, 08:23:06 pm
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...
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 08:24:53 pm
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...

I haven't figured out damage charts yet, but I agree, that's one more thing I'd like to fix before wrapping this up. Maybe next time!

Nevermind, I found it. This is how bad the armor actually is:

8007479D Regular shot: 3 damage
800747AF Half-charged shot: 7 damage
800747F3 Fully charged shot: 5 damage (YES, LESS)
800747C7 Charge shot ghosts: 1 damage

I bet they thought the ghost shots would make up for the reduced damage of the final charged shot, but most of the time they don't deal any damage at all, specially on bosses. The base shot should at the very least match the 7 damage of the half charged shot!

As for the sabre:

80074801 Regular sabre: 4 damage
8007480D Charged sabre: 3 damage (first two hits)
80074803 Charged sabre: 4 damage (third hit)

Again, probably good in theory, but some enemies and bosses won't get hit by anything past the first hit, so you're actually dealing LESS damage with the charged sabre. So, again, the first charged hit should at least be as powerful as the base one...

80074801 Dash: 3 damage

This will be fun to buff a bit...  :P


Anyway, I'll see how to implement editing this table on the patcher for the next version. In the meantime:



Here's one more feature for the weekend: dash lenght controls, and removing Blade Armor's air dash delay.

(https://i.imgur.com/YOtpNO7.png) (https://i.imgur.com/YOtpNO7.png)

I'm uploading the new version directly for now since RHDN's submission approvals take some time.


That's it for now!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 10:26:54 pm
Hmm, that's strange.
From the pic of v07:
1) The ground dash length between normal and Hyper Dash seems a lot different.

2) Blade's air dash is actually shorter than normal air dash?
If I'm not mistaken, Blade has the longest air dash.
Also, if equipped with Hyper Dash, Blade will go even further and faster.
The rest of the characters will get faster but shorter.

3) Does the remove Blade Armor's air dash delay apply on dash button, double tap direction button, and double jump button?
I personally hope it only affect the dash button and the double tap direction button.
Also, does that mean the Blade's air dash distant can now be controllable?


About the LifeUp and EnergyUp save file, my suggestion is create 3 new tick/untick boxes.
1) LifeUp x08 from Reploids (will not increase the life gauge)
2) LifeUp x08 from Heart Tank (will not increase the life gauge)
3) EnergyUp x08 from Reploids (will not increase the energy gauge)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 15, 2018, 10:53:51 pm
Those are literally the same values (in decimal) that each different dash operation reads. Since they all work differently, don't expect the sliders to look proportional.
For example, since Hyper Dash if faster, the cycles are a lot shorter (while advancing more or less the same distance). So making the dash just a bit longer will make you advance waaay further.
I should've called it "dash duration" instead of lenght.

About the Blade Armor's delay removal, it applies to all directions
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 15, 2018, 11:39:34 pm
I guess have to try it out first to fully understand it.
Also that's an impressive chart table damage for Blade armor.
Can you find out find out the psx ram jump x2 button for Falcon, Blade, Ultimate and Zero?


July 16, 2018, 12:06:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, may I know what's the original value set on the Blade damage like the way how Z3ROX shows it?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 16, 2018, 01:35:07 am
These are all the damage addresses for the Blade Armor
As far as I can see, the "Buster Plus" part simply adds +1 on top, it's not a different base value like Hyper Dash

8007479D   Regular   03
800747AF   Mid charge   07
800747F3   Charged   05
800747C7   Charged (Ghost)   01
800747DD   Dash   03
80074801   Slash   04
8007480D   Slash (Charged) First and second hit   03
80074803   Slash (Charged) Third hit   04
8007480F   Giga Attack (Beam)   08
8007426F   Giga Attack (Contact)   01
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 16, 2018, 01:36:41 am
@Ghaleonh41
Sorry, YT is not showing alerts to responses, I hate that... I responded there.

@Topic
Nice additions acediez, this tool is looking great!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 16, 2018, 03:26:06 am
I'm not surprised at the Blade Armor's poor damage, it always seemed like a quickly added armor compared to the shadow armor. Most of the blade armor's unique abilities are cobbled from the destroyed Third & Fourth Armors.

From Third Armor: 4-Direction Air Dash + the charged Z-Sabre(Now a Giga Attack)
From Fourth Armor:Heavily nerfed Plasma Shot(Unsure if Blade's Plasma Shot is weaker than the Ultimate Armor's)

It seems to me that whoever developed the Blade Armor forgot about the changes made to the Falcon Armor because the Falcon now acts like a standard armor for X.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 16, 2018, 06:49:10 am
Tested v07. I would conclude my personal preference on Gameplay Mechanics:

1) Zero's Sentsuizan
Change from Up+Square to Up+Triangle (No more cheap death)

2) Zero's Hyoroga and Shadow Armor
Jump height=192 (This is good enough to reach ceiling against Rainy Turtloid)
Disable infinite attachment to ceiling (Overpower if I enable this)

3) X's Saber
Slash duration (X, Falcon, Blade, Ultimate)=11 (Faster than normal but not too fast)
Slash duration (Shadow)=9 (Just want Shadow to swing slightly faster than other X)
Enable Dash cancelling for Shadow Armor's Saber (I want this for a long time)

4) Dash
Ground Dash Length (Normal)=30
Ground Dash Length (Hyper Dash)=18 (will have the same length as normal)
Air Dash Length (Normal)=18
Air Dash Length (Hyper Dash)=12 (very close normal air dash but still shorter)
Blade Armor Air Dash Length=15
Disable remove Blade Armor's Air Dash delay (Sound glitch plus easily die on spike area as air dash cannot be cancelled)


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?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 16, 2018, 06:38:34 pm
About the damage charts, I screwed up, there's actually a separate table for each enemy!
Those values above are all against Mantis enemy in Commander Yammark's stage :laugh: :laugh: :laugh:

I hope I can find a cleaner way of buffing it than modifying every single table. I'll try again some other time.



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?

Those are good ideas, and there's probably a way to link back some existing movements to specific characters, all while separating the jump x2 input from the dash button, but I don't know how (not yet, at least). As for the Falcon Armor air dash, programming new movements is way beyond the scope of what I'm doing here.



One more before I go back to work :)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 16, 2018, 08:36:14 pm
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?)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 16, 2018, 11:14:00 pm
I thought so. I felt funny when it doesn't increase damage to boss.

Also, I have try your new features.
Everything should be working as stated except the minimum delay on Blade's air dash. This one still got sound glitch.
The same defense as X's armors doesn't fully eliminate the usefulness of shock buffer as normal X and Zero still have slow recoil recovery. This is good.

I don't mind having Blade's normal/minimum/no delay air dash.
I just hate it as it cannot be cancel using the back direction button like Falcon or the controllable air dash length like Ultimate/Zero.

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. Like the way Z3ROZ thoroughly show us.
Maybe someone can find a breakthrough on adding the back button to cancel it or make it like Ultimate/Zero.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 17, 2018, 12:29:02 am
Man, that's a lot of updates that happened when I was last here! Not sure if I'm going to update to the newest Patcher or so...

Great job with the ceiling moves! That's a change I've been waiting for a long time!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 17, 2018, 01:32:40 am
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.
Here we go:

Infinite Blade Air Dashes
RAM = 8003F39E
BIN = 1D956BE6
02
<>
00

Blade Dash Control
RAM = 801EC768
BIN = 1D9B64D0
85 00 03 92 00 00 00 00 FF FF 63 24 85 00 03 A2 00 1E 03 00 03 1E 03 00 08 00 63 28 02 00 60 10 00 00 00 00
<>
7C 00 03 96 00 00 00 00 80 01 63 30 06 00 60 10 00 00 00 00 02 00 00 10 00 00 00 00 00 00 00 00 85 00 00 A2

Blade Automatic Dash Time
RAM = 801EAF38
BIN = 1D9B4910
01
<>
00
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 17, 2018, 01:58:34 pm
Z3ROX,
Thanks a lot with the detail. I just dunno how you get it.
I mean you have to change a lot of the value. That's crazy.
If I change it to gameshark, it will be like this.
#Blade Dash Control (Infinite & Stop=Jump/Dash)
801EC768 007C
801EC76A 9603
801EC76C 0000
801EC76E 0000
801EC770 0180
801EC772 3063
801EC774 0006
801EC776 1060
801EC778 0000
801EC77A 0000
801EC77C 0002
801EC77E 1000
801EC780 0000
801EC782 0000
801EC784 0000
801EC786 0000
801EC788 0085
801EC78A A200

I give up. This one is just too complicated.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 17, 2018, 08:41:57 pm
That is why GameShak codes are not very manageable, they rely on a hook and a patch engine, the codes I post are not for use with GS, my codes are 800XXXXX, they look like a GS code, but they are not, you should be careful with that because the GS constantly write that particular RAM offset and that may crash and bug the game because the game not always has the same instructions on that offset, there is a reason why conditional codes exist (D00XXXXX) because they are assembly instructions that not always stay loaded.

I'm not good with GS but the code should look like this:
Infinite Blade Air Dashes:
D003F39F 02A2 - check if the value of the offset is equal to this.
8003F39F 00A2 - if true, write the code.
Will be an utter nightmare for the custom routines, for that reason I include the BIN offset, you can patch it yourself manually with any hex editor.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 17, 2018, 11:15:15 pm
Err, you mean endian right?
So I was missing the A2 value. No wonder I couldn't get it right.

For gameshark, it goes like this.

#Infinite Blade Air moves (A202=Normal, A200=Infinite)
8003F39E A200

#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?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 12:02:22 am
#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?

That may bug the game, those are not meant to be GS constat write, you should put conditional on all of them, when you are on stage select those offset have instructions that the game use for other things.

Infinite Blade Air moves (A202=Normal, A200=Infinite)
8003F39E A200 <- this is very critical, if you change the 0x00 and 0xA2 by anything else you will be wringing garbage to RAM.

I put RAM offset not to crate GS code; is for you to see the opcode of that particular RAM offset, the complete instruction looks like this:
86 00 02 A2
Converted to Opcode:
sb v0,$86(s0)
The modified instruction:
86 00 00 A2
Converted to Opcode:
sb zero,$86(s0)
This is why is dangerous to use always GS 800 code type:
#Blade delay dash modifier (0000=Infinity, 0001=Normal, 000F=only slight delay)
801EAF38 000F
Zero Stage:
(https://i.imgur.com/ZgM3992.png)
Blade Stage:
(https://i.imgur.com/thgkiKK.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 18, 2018, 02:33:04 am
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?)

I ended up writing my own code to add extra damage (on top of the table values) to certain moves when using Blade Armor. Works very well so far. It'll be up on the next update of the patcher.

As for the Shock Buffer, well, if you use the new option, it'll work on X and Zero the same as any other armor: extra defense doesn't stack, but the reduced knockback still works.

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.

As always, I'm adding everything I do on the spreadsheet, so you'll get the chance to see everything in detail soon
In the meantime, these are the big ones for the air dash op.

$801EAEE0 Starts a series of checks to determine the status of the air dash. By placing a jump to the start of the actual dash here, I skip the whole delay sequence.
D4AB0708 <-- This is the jump
01000424 <-- This puts a value needed for the initial sfx to play

$801EAF28 Is the check that detects when you let go of the button. By replacing the condition with a non-conditional jump ("always true"), I make it keep the delay but only for the minimum time
D4AB0708 <-- Same jump as before

By the way, I didn't have a "whole value" for the damage charts before because they were literally a bunch of single byte values, not whole operations. Not sure what you were expecting.

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.

Amazing! I just tried this hack, it's very fun to play with, and by writing your own code it opens up lots of possibilities
You think you could just enable the ability to cancel it by input, while keeping the normal duration of the dash?
Also, have you figured out how to control speed? Would be nice for your hack to slow it down just a bit, to at least allow the screen scrolling to keep up with your movement
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 03:11:39 am
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.
Therefore, in order to safely use the gameshark without affecting others value, I can either use
8003F39D 0000
or
8003F39E A200
Am I right?

The one you highlights with blue, I don't know what it means.
I checked Wikipedia and only came out with this.
Addiu=Add immediate unsigned (no overflow)
Nop=No operation
It means Zero doe not have anything to do with 801EAF38.
This psx ram will only affects Blade.
Am I right? Is my way of understanding correct?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 04:04:29 am
Quote
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.

You should investigate GS code types, here are some:
16-bit Constant Write:
80XXXXXX XXXX
8-bit Constant Write:
30XXXXXX 00XX
16-bit Equal To Activator:
D0XXXXXX 00YY

Quote
acediez explained that to me before.
Therefore, in order to safely use the gameshark without affecting others values, I can either use
8003F39D 0000
or
8003F39E A200
Am I right?
Yes, in that case this code is safe because that RAM offset always have that opcode regardless of the character are you using.

On other hand when you are using Blade Armor you have the right values(the addiu instruction)
RAM Offset: 801EAF38

Original instruction:
01 00 42 24 <- addiu v0,v0,0x0001 This is a classic increment, v0 +1
After GS patch with 0x00:
00 00 42 24 <- addiu v0,v0,0x0000 means that reg v0 always will be the same

But when you are Zero, he has a NOP, this means...
Original instruction:
00 00 00 00 <- NOP
After GS patch with 0x00:
00 00 00 00 <- We are safe here, still NOP.

But you have these values (0000=Infinity, 0001=Normal, 000F=only slight delay)

After GS patch with 0x0F or with 0x01:
0F 00 00 00 <- This is an invalid opcode.

If the CPU reach this, the game will crash, this is a case when you need to use an equal conditional, like this:

D01EAF38 0001 <- Check if the value is 0x01 that is the original, if true
801EAF38 000F    write to RAM 0x000F or whatever value you want.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 11:41:16 am
Z3ROX,
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 18, 2018, 12:08:38 pm
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.

Using no$psx, you can see the whole RAM's content in real time, and make the game pause emulation when a specific value is written/read so you can read and modify code line per line at that point. This is called a breakpoint.

I only started learning all this just a month or so before this project was published. It's not as overwhelming as it first seems.

This is a good place to start: a walkthrough about finding addresses using CheatEngine on ePSXe, and setting up and following breakpoints on no$psx.
https://www.youtube.com/watch?v=aZxtts7HBNY
https://www.youtube.com/watch?v=YVlcZa7xJz8
I recommend following exactly as the guy in the video is doing first to understand the whole process. Once you get the hang of it, you'll come up with your own methods for finding addresses depending on what you need.

After you get the basics and are ready to try stuff on your own, you can learn to read basic ASM instructions following no$psx's own help guide (CPU Specifications section)
http://problemkaputt.de/psx-spx.htm#cpuspecifications

This is also a good read to get a general idea of instructions and the inner workings of the PS1
https://www.zophar.net/fileuploads/2/10731bgqkx/playstation.htm

If you don't have any coding experience at all and you're having a hard time following instructions, registers and so, it won't hurt to go through an assembly basic guide first, like this one:
http://skilldrick.github.io/easy6502/
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 18, 2018, 12:36:14 pm
Z3ROX,
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.
Yes, I highly recommend NO$PSX with the debugger configured with native MIPS style, so you will learn x3  8) (PSX, PS2 and N64) they have common instructions.
problemkaputt.de/psx.htm (http://problemkaputt.de/psx.htm)
This is my video of how I find values with cheat engine and NO$PSX and how I inject code:
https://www.youtube.com/watch?v=ETPkGLjW-VU
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 18, 2018, 08:40:10 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 18, 2018, 11:27:28 pm
Thanks acediez and Z3ROX.
Will slowly look into it.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 19, 2018, 02:22:36 am
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.

Hmm not sure how it works, but I'm betting X's saber is not coded to even look if that part is equipped at all. I don't think I'll get into that.
 
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.

It's the second thing that came to mind once I found per enemy damage charts. But rather than reducing the lifebar, I'm setting up an option to increase all damage against it by a factor (x1.5, x2, x3). Way easier to implement.



I just managed to control Blade Armor's Air Dash speed! It was hardcoded as 2x a regular air dash speed, it wasn't a separate value to easily edit... so I had to make it into one  :)

Now I'm halfway adding the ability to cancel it anytime while keeping its normal behavior.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 19, 2018, 08:07:29 am
Now I'm halfway adding the ability to cancel it anytime while keeping its normal behavior.
That is great man!  :woot!:
I'm doing the same thing and I came up with 2 modes without doing any JAL routine:

Version 1 (I don't like this version much)
You need to perform dash with a any dash button and let go, if not let go you will perform a small dash, if you let go and to cancel you need to hit dash again.

Version 2 (I think this is better)
You will dash almost instally and dash only while you are holding a dash button.
Video Demo (if you want I can post the two versions here):
https://www.youtube.com/watch?v=NXUd_wqLQUU (https://www.youtube.com/watch?v=NXUd_wqLQUU)

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)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 19, 2018, 10:07:25 am
It's cool that you're working on this too, thanks for sharing your progress

Personally, the setup I'm aiming for is: normal behavior (no infinite air moves, normal length), but no delay (as it's currently on the patcher), added canceling, and just a bit slower to make it less dangerous and easier to cancel in time if needed (normal air dash is "04" and Blade Armor air dash is x2, "08". I'd make it "06")

The complete skipepd delay is done, speed and duration control too, just the added cancel needs another sitting (ran out of time yesterday ;D). I just need to add a small wait so it's not as sensitive. As it is now, you have to tap it very lightly to not trigger the cancel immediately. Works perfecly if I map the cancel to a different button or DPAD direction though.

Version 2 (I think this is better)
You will dash almost instally and dash only while you are holding a dash button.

I like this one! A lot better than the one you posted before. I ran into a similar behavior at some point and played around with it a bit (accidentaly, was actually trying to do something else :laugh:). Works very well with zero delay, infinite air moves, and tweaked speed. You can also combine it with the added damage option I mentioned before to add some damage to the air dash. Now it's better than Nova Strike :P

I'll share everything I've mentioned once I've polished and tested everything throughly (all the new Blade air dash stuff, added damage to Blade armor moves, and modified damage table for the Donut subboss)
You should also share the hex values for what you've done, every option and variation is useful as reference.

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)

Awesome, you've already covered all three games!  :woot!:
Input options are always welcome. Looking forward to see what else you come up with
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 19, 2018, 01:19:27 pm
Great! Can't wait for both release.
This time Blade will be fun to play with.

Also, I try using cheat engine 6.7 on ePSXe 1.9.25 with the game Megaman X6 (USA) 1.1
Try some easy tutorial like finding the health point.
Somehow, I couldn't change the value after finding it.
What wrong have I done?
Also, how come they aren't using the same ram value as the 8xxxxxxx xx?

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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 19, 2018, 01:58:57 pm
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.

That is not easy as it sound, the game again calculates weird pointers and depends of animation and they are calculated like chains, if I don't use the right pointer the stack corrupts and the game crash, don't get me wrong it can be done but is one of the things that just will take a lot of time.
The same happened to MMx6 Guard Shell, the function call are  :banghead:

Now for MMX4 I made a 2 version for Kuuenbu, the short code version (24 instructions) is only "UP" and [] the larger (164 instructions holy macro....) but this is very comfortable because square perform regular swing and /\ for Kuuenbu (if you have it).
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: x6fan on July 20, 2018, 12:21:26 am
I'm working on a X6 tweaker command line program based on the spreadsheet data. Should be most useful for Linux users, but it can probably be used on Windows as well. There's a simple JSON-based configuration interface and it can also be used as a Python module.

https://gitlab.com/x6fan/customizer

It can be used like this:

Code: [Select]
./customizer x6.bin < tweaks.json
Currently, it supports verifying the X6 image and editing the rank data like soul requirements and parts. I plan to add the rest of the features with time. Contributions, comments, criticism are all welcome.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 20, 2018, 01:00:43 am
Welcome to the club, x6fan  :woot!: :woot!: :woot!: :woot!: :woot!:
Thanks for expanding this hack to Linux territory



A little demo with everything tacked on:
https://youtu.be/1bNJMMYYi3Q (https://youtu.be/1bNJMMYYi3Q)

Edit: All these codes are outdated! Fixed versions will be available on the next version of the speadsheet
Quote
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


Also related and comming soon: Dash contact damage to enemies. It's gonna be part of the bonus damage options for the Blade Armor's moves.
This wraps up my planned Blade Armor modifications. Got caught up documenting this stuff. I'll put the next update during the weekend.
(Though I haven't tested anything outside of no$psx yet, I hope everything works  :P)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 20, 2018, 04:37:41 am
Oh yeah!
We have similar instructions.
I don't really like to tap again to cancel when you have original duration, is just too short, so I discard my v1.
This is my v2 version, dash while button is held:
RAM = 801EC76C
BIN = 1D9B64D4
7C 00 02 96
FF FF 63 24 <- If you replace with a NOP the dash becomes infinite
85 00 03 A2
05 00 60 10
8F 01 42 30 <- This is important*
03 00 40 14
00 00 00 00
85 00 00 A2
I put andi 0x018F to include the d-pad if not, you cannot dash with double tap.

Blade Dash Delay
RAM = 801EAF38
BIN = 1D9B4910
0x01 - Original
0x0F - Small
0x78 - No delay
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 20, 2018, 09:14:38 am
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
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 20, 2018, 10:11:48 am
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
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 20, 2018, 11:03:48 am
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

acediez v1
Code: [Select]
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)

acediez v2
Code: [Select]
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)

Mine
Code: [Select]
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)

Yours:
Code: [Select]
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.
As I said before, you should be careful, GS codes and assembly codes are not the same thing, I put MIPS instructions so you can study the 4 routines.

@acediez
With the andi 0x018F include X and Y axis and 0x0183 X axis for the d-pad
but I still feel weird to control... I should implement only activeate dash on doable tap but not maintain the dash with the axis. My goodness this Blade is more nightmare than the nightmare mother in the game.

Edit Update:
I did this in a sitting, is about Sentsuizan:
https://www.youtube.com/watch?v=tv7VvQRmhf8 (https://www.youtube.com/watch?v=tv7VvQRmhf8)
What I have done?... ;D
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 21, 2018, 06:38:49 am
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?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 21, 2018, 07:00:11 am
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?

Is not fully tested and yes but holding up is not required only the button, also is an andi, can be changed with 0x10 for square and 0x20 for triangle, here:
Cancelable Sentsuizan
RAM = 801ECFB0
ROM = 1D9C3868
15 00 02 92 00 00 00 00 02 00 40 10 0A 00 03 24 09 00 03 24 89 00 02 92 00 00 00 00 24 10 43 00 2D 00 40 10
<>
89 00 02 92 00 00 00 00 06 00 40 14 00 00 00 00 09 00 03 24 7C 00 02 92 00 00 00 00 10 00 42 30 2D 00 40 14

Will be tight but I'm sure a delay can be implemented, there are some NOP that can be used.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 04:05:27 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 23, 2018, 04:30:23 am
By the way, High Max cannot be beaten without special weapons/moves except for Ultimate and Shadow.
I was thinking, is it alright to include:
1) X's Z-Saber can damage High Max when stun.
2) Zero's double jump spin attack can stun High Max. 2nd hit can damage High Max.
What do you guys think?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 23, 2018, 11:03:29 am
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?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 02:57:08 pm
Which version of the patcher are you using?

I'm using v08. Here's a screenshot of how I set it up: (https://i.imgur.com/i68071e.png)

Also, would there be a way to create like a set of defaults that can be loaded? Each time I run a new patcher version, I need to set everything back up manually. It's not a long process, but it does get a little annoying. I don't know if there's a way to add a function to the launcher to load an INI file or something with defaults, for ease of use.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 23, 2018, 05:42:46 pm
Thanks for reporting, I'm gonna take a look at it. It was probably broken by a small recent change, because it was confirmed as working correctly before.

(Edit. It was. Just a typo. Already fixed for the next version. Thank you very much for reporting  ;)
I've already written a solution to have the patcher modifications to always be compatible with the cheat codes regardless of selection, I'm just having a bit of trouble fitting new lines of code at this point lol)

Implementing saving and loading of settings is entirely possible, I just haven't coded it yet, and probably won't, not until I've finished fixing problems with existing options, and finish implementing a few options I've been working on but haven't put on the parcher yet



I didn't get much time to work on this the past few days but the next version is well in the works, I just need to find some more time to properly test everything out

(https://i.imgur.com/FPaNupN.png) (https://i.imgur.com/FPaNupN.png)

@Z3R0X
I've yet to try the cancelable Sentsuizan, so I it's not implemented yet (I'll probably add a couple more stuff before releasing).

I did try your version of the blade armor air dash though, and just then realized mine wasn't dealing any damage!  :laugh: :laugh: :laugh: I was so excited to get it to control exactly like I wanted that I didn't even notice about the blue aura missing.
I'll probably keep the "F" out of the hold/release andi though, since I found myself holding either direction between air dashes and didn't feel natural having to let go. I'm sure not many people will mind not being able to air dash with a double tap

Anyway, thank you so much for your contributions again!

@injoon84
I haven't tested anything related to High Max. Is it really that much of a problem having to use subweapons to hit him? I thought it was a clever idea for an optional boss (it's not like it's the only part where the game expects you to kill yourself if you don't meet a requirement lol)
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: KaosuReido on July 23, 2018, 11:30:37 pm
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? I dunno, it just seems a little annoying that we now have a way to get Black Zero legit (well, "legit"), and the Ultimate Armor is still locked behind a cheat code or a patcher option.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 24, 2018, 02:07:30 am
Yes I agree with that.
That's why I felt having always exit a stage button is compulsory needed in this game unless you're a pro gamer or know what you're doing.
I don't have much problem with using special weapons defeating High Max.
Just that I thought it may be useful and fair for beginner who have never beaten the game.

About the damage chart, do you have other characters data?
At least some references so that we can adjust the damage table correctly to our liking instead of a few try and error to get it correctly.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 24, 2018, 07:13:04 pm
@acediez
I'm just curious, you use 0x1D9965XX offset for custom routines.
Is a particular reason for use that space in the PSX-EXE?
I want to create your patcher 1:1 options but in C# with auto ECC, image restore and read what is currently patched without making backup copies.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 24, 2018, 07:42:17 pm
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
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 24, 2018, 09:19:14 pm
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

I always use the leftover from SDK, there are some function names, I tested on a moded PSX with a burnt CD and not give me any problem on real hardware, is not much space but is better than nothing, I'm still digging of a way of load a chunk of data without calling read CD sector.
I use this space:
BIN from:
0x1D922790
To:
0x1D922960
I left over 4 bytes (the offset 0x1D922964) to make a nop and separate my routines because the offset 0x1D922968 is where some critical data starts.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 25, 2018, 04:02:27 am
Thanks. Will definitely try it if I encounter any problems with the ones I'm currently using

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?

I like that idea!
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 25, 2018, 09:10:17 am
Thanks. Will definitely try it if I encounter any problems with the ones I'm currently using

I like that idea!

Yes I like that too, is not hard to implement, but I think it need a small custom routine. I can do it but we need to standardize were the routines will be stores on the PS-EXE
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 25, 2018, 11:32:15 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 25, 2018, 11:57:37 am
we need to standardize were the routines will be stores on the PS-EXE

I'd rather not change addresses for the stuff that's already on the patcher, as long as they're working correctly. I haven't used any of the SDK addresses you're using, so we're unlikely to have any clashes.
However it would be helpful if you let me know which offset/size you've already taken, and which offset/size would you be able to set aside for my modifications (in case there's any need to move then, or if you decide to move them regardless on your own version of the patcher)

As for the addresses I've used, as you noted the block I'm using (and have completely filled) starts at $1D9965B8 (loaded at $800769A0), and it's used up to where the next sector with game data starts (don't have access to the bin at the moment to see the exact address, but it's pretty visible).
Besides this block, there are a couple of small places I've used for newer options here and there, and I've also shortened and cleaned up quite a bit of the older optiond since the last version, so If you need to check any of it, it's better if you wait a bit until I publish the next version and update the spreadsheet.

July 25, 2018, 12:00:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

I didn't realize Gate's Lab 2 was different for X/Zero, can you confirm this?

If so, what you're suggesting is pretty doable. The game has a byte that registers if you're either X or Zero, as well as a bit that registers each individual "armor" separately.

If it's indeed just reading the former, it would be pretty easy to change it to the later and change which values are expected.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Lumiere on July 25, 2018, 03:30:51 pm
There are two versions of Gate's Lab 2, they differ after defeating High Max. X gets a section that features terrain similar to Yammark's hidden stage that requires parts to pass if you're playing unarmored x/shadow armor. Zero gets a different stage featuring the return of the compacter from metal shark player's stage. I'm more familiar with X's version due to the Shadow Armor's advantage against High Max.
If it can be changed, the main game(not hidden stages) can be cleared with unarmored x without parts which is a major complaint from some fans.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Ghaleonh41 on July 25, 2018, 03:39:50 pm
I can vouch. X's section has level design similar to the hidden stages like Yammark or leading to Metal Shark Prayer's combined with Rainy Turtloid's stage mechanics, while Zero's has the compactor.

BTW, has anyone ever used Shadow Armor X's/Zero's Up & X move & got crushed even while above a spot where you can duck? Just curious.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 25, 2018, 10:10:36 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 26, 2018, 12:00:00 am
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 think is not possible without parts:
https://www.youtube.com/watch?v=fvNv2E9k6Ic
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: injoon84 on July 26, 2018, 01:45:03 am
Thanks Z3ROX. That's the same video links I study for X and Shadow in Gate's lab 2.
However, I can't apply the same method on Amazon hidden area.
I can never make it cross the last section with Shadow even with parts equipped.
The point is, is it even possible or just another force death until you're out of live and choose the stage select?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: acediez on July 26, 2018, 03:18:05 am
This was long overdue

(https://i.imgur.com/DXyiSNp.png) (https://i.imgur.com/DXyiSNp.png)

Edit: Older links and changelogs have been moved to the first post
 (http://www.romhacking.net/forum/index.php?topic=26507.msg360461#msg360461)
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: MikominMM on July 26, 2018, 06:29:38 am
Hey, I've found a retranslation of the game! (https://www.reddit.com/r/Megaman/comments/582ffk/im_retranslating_mega_man_x6/) Is it possible to apply this retranslation to your patch?
Title: Re: Mega Man X6 Tweaks/Patcher (v06)
Post by: Z3R0X on July 26, 2018, 06:32:52 am
Excellent work as always, this tool is so BIG!
I will have a lot of work porting The tool to C#.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 10:02:49 am
acediaz,
This v09 seems to have problem. I'm having major bug with Zero.
If you change the button configuration for Zero's z-saber from square to x,
1) Zero 2nd attack does not show light beam saber and cannot hurt enemies.
2) If you keep on smashing the buttons with any special technique and attack, after some time, Zero can no longer hurt any enemies. Animation is still there, but no more Z-saber beam, Z-buster beam or any other moves projectile attack.

I still don't know what's the cause. I suspect it may has something to do with 'characters available'.
And I also notice other bugs. Will let you know later.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 10:27:40 am
Thanks, I was expecting to get a confirmation on this as I got this problem only once. It's more likely that it's caused by the damage buffs new code. I'll try to get it fixed asap.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 11:02:33 am
I know where is it. No it's not.
It's on 'Nightmare's Origin' scene.
I change the value from 3000 to 1800 and Zero bug occurred. Weird.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 11:23:56 am
I know where is it. No it's not.
It's on 'Nightmare's Origin' scene.
I change the value from 3000 to 1800 and Zero bug occurred. Weird.
I had to move that operation around to save some space, I probably made a mistake that's affecting other things

Thank you so much. Anything else you find let me know.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: injoon84 on July 26, 2018, 02:07:43 pm
Mega Man X6 Tweaks Patcher v09 using emulator ePSXe 205:

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 only try what's been newly added. Some I didn't test it thoroughly like the thing related to:
a) Dash/Air Dash Speed and etc
b) Extra damage and etc
I don't think I can track down any bug if it really occured on a) or b).
Please try to list down what's have been change between the v08 to v09 even if it's some old features.
As Z3ROX said, the tool is too big.
It's hard for me to trace old features with bug if you didn't list down the adjustment you made on old features.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Zero Dozer on July 26, 2018, 02:25:19 pm
Okay, so I guess I'll wait for the ready patch for the ISO. Especially because I would love to see the changes.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Lumiere on July 26, 2018, 02:37:57 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 02:39:28 pm
1) Event triggered by # of soul
If you change the value on either one of the scene, Zero bug will occured.

Noted. Will review this as soon as I get back home  :)
Thanks for spotting the cause of the problem. Since this option was recently modified, I have a good guess of what could be the exact cause.
I expect to be able to fix this quickly.

Of all the things you listed this is the only one I'm worried about.

As for the rest...

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.

I'll just change the way these listed, and put them as:
Unlimited Air Moves (add a tooltip note mentioning it allows Air Dash after Dash Jump)
Unlimited Mach Dash

That's the way I had them listed at some point, I just started mixing them up when testing and by the time I added them to the GUI I got confused about which one did what. Silly mistake.

4) Start Delay:
If you set it to 'Minimum', the air dash sound sfx still wrong. Already told you on v08.

I know you've mentioned this, but it's working ok now on both no$psx and Mednafen PSX. Probably an epsxe thing? Still, will take another look at it from epsxe to see what you're talking about.

My bad! I just encountered it. I didn't notice before because it was working correctly as I wrote it on my notes. Turns out I put a wrong value in the patcher.

5) Extra damage for Blade Armor
If you add value to the 'Charged Shot', it will pierce through the enemies instead of stagnant.

I don't see anything about my code that would affect it. If it's indeed going through enemies it didn't go through before, it probably has to do with the damage value being a factor in deciding if the shot goes through or not.
I haven't seen the exact code that decides this. It's still a mystery to me.

6) Zero's Sentsuizan
I personally think the 'Cancellable (Hold/Release)' still need some adjustment.

Other than the stomping sfx playing anyway when cancelled, I think it works alright, and don't plan to change anything about it myself. But I'll update if Z3R0X does any modification to it  :)

About older options, what I mean is that there's been a lot of stuff moved around, both in the code and in the patcher, not specific changes. There's no need for you to test them everything again one by one. Just keep it in mind and let me know if you encounter anything odd.

July 26, 2018, 02:42:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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).
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Lumiere on July 26, 2018, 03:53:51 pm
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
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: Z3R0X on July 26, 2018, 07:40:58 pm
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.
I'm working on Resident Evil 2 Tool and trying to made Blade Dash more natural to use without doing a separate routine using a JAL, but the original routine has very limited space to work with :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v09)
Post by: acediez on July 26, 2018, 08:00:14 pm
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.

I wouldn't worry about maintaining it in its current state, because after fixing the remaining issues, there's not really much else I'd like to do with it. Probably a couple more smaller tweaks here and there, but the things I set out to do initially are done since v1. So whether you make the rewrite you mentioned or not, that only up to you.

As for leaving something other people can use to build on top of it, I think the important part are the hacks themselves being well documented, that's why i'm maintaining the spreadsheet.

July 27, 2018, 01:39:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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

Man, GOOD CATCH! That was a very specific bug. I was using a register that seemed available whenever I tested it, but it turns out it's being used in this particular fight! It may be the only case it's being used on, and could be directly related to how the game sets High Max's invincibility to certain attacks. I haven't looked into it yet, but if that's the case, this was a very fortunate bug to find!

All bugs mentioned so far have been fixed. Let me know if anything else comes up.

v10
- (Fixed) A rewrite in the Events/Souls option caused a game-breaking bug which affected Zero's saber.
- (Fixed) Wrong sound effects when using Blade Armor Mach Dash/Minimum Delay
- (Fixed) Damage Bonus/Blade Armor broke High Max's vulnerability to weapons, making him unbeatable
- (Fixed) Unlimited Air Moves related options are now listed and described correctly.
- (Fixed) Hyper Dash speed controls were not working.
- Minor naming and notes modifications
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: AxlRocks on July 27, 2018, 11:06:20 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 27, 2018, 12:48:20 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 27, 2018, 01:05:51 pm
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 took a quick look at my notes and already spotted why that problem crept back in, it's a quick fix, I'll do it when I get back home

Changing Gate's event shouldn't affect anything else as it doesn't modify any instructions, just the souls value. It's only the first one that needed a rather complicated set of modifications to make it independant of the second souls event.

Thanks for testing it throughly again so soon, I'm glad everything else is working ok so far

July 27, 2018, 01:07:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

Thanks for you comments! I'm glad you've enjoyed the hacks so far

Removing the double tap has been suggested before but I haven't gotten around tackling it yet.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Zero Dozer on July 27, 2018, 08:39:55 pm
Edited.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 27, 2018, 08:45:00 pm
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.

Edit: It's fixed now. I'm gonna do some extra testing before updating, but the next version with the patcher will be up soon. Updated base patch and spreadsheet will soon follow.

Edit, again: I also managed to squeeze in a few new options

v11
- (Fixed) "Nightmare's Origin" souls code had been broken on the last few version, making it play more than once.
- (New) "Allow Air Moves after Dash Jump" (now separate for the general "Unlimited Air Moves" option)
- (New) Make Nightmare Soul Orbs always regenerate.
- (New) Make Nightmare Soul Orbs stay as orbs, so they don't regenerate back into an enemy
- (New) Reaching Rank UH unlocks Ultimate Armor/Black Zero
- Additional notes

I attempted disabling the double tap for dashing, but so far I've only managed to disable it for the ground dash.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 29, 2018, 11:05:53 am
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 29, 2018, 03:42:49 pm
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.

I can't reproduce this bug by activating the Rank UH unlocks option alone.

Can you reproduce it? If so, could you also list other options you were using together with it?
(You're testing from a new game with no older save states, right?)

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.

Even if you can already make the effect with a gameshark code, implementing it as you describe it would be quite a task. To make the jump button do something different than the dash button would require quite a bit of custom code, I'm not sure I'd be able to do it at this point.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Lumiere on July 29, 2018, 08:00:20 pm
Accediez, am I right to assume that the values for jump, dash, & Air Dash for X,Falcon & Ultimate are the same. As the Falcon Armor in X5 was originally for mobility, is it possible to increase the jump height for the Falcon Armor only?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 29, 2018, 10:18:22 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: KaosuReido on July 30, 2018, 06:26:09 am
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.

Wouldn't it be easiest to test this by just... creating an ISO where it only takes like 10 souls or something to reach UH, instead of using a Gameshark code?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 30, 2018, 07:05:10 am
KaosuReido,
Thanks. That's one of the way.
You can also just select X's rank to UH too.
I just ran out of time to test it. Need to work.
Due to our different country, I think our time zone is about 9 to 12 hours different.
Right now should be morning for acediez while night for me.
Anyway, finally tested it.
Yup, the bug is there. You need to save the game first and load it.

July 30, 2018, 07:35:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, there is some similar bug for 'Reaching Rank UH unlocks Black Zero'.
I miss out this one coz I didn't have Black Zero in my save slots.
It automatically rescued the reploid name Chop from Central Museum.
You have to save first and load it to detect the bug.
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: acediez on July 30, 2018, 08:21:45 am
Thanks injoon84, it was pretty clear with you previous post. This is happening when loading a saved game, regardless of current Rank or Souls. It'll happen even when loading a saved file from right after the intro stage.

The reason is that the same code used at the tail end of the Mission Report is also used when loading a saved game, and I didn't realize this when I wrote it, so I did it in a way it would work ok on Mission Report but not when loading a saved game

I've now updated it to work on all cases. So thanks again injoon84 for your testing, I did test this previous version throughly but didn't occur to me to check the injured reploids section.

v12
- (Fixed) The new "Rank UH unlocks Ultimate Armor/Black Zero" option would cause a rescued Reploid to glitch out when loading a saved game.

That's it for now. I hope everything is working fine now so I can make a new base patch out of this  :)
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: injoon84 on July 30, 2018, 09:37:50 am
I guess there won't be any bug left for v12 on ePSXe 205.
Hopefully the rest of them will provide the same answer.

July 30, 2018, 09:41:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
By the way, was Mega Man X5 Improvement Project [PSX] forum always have dark highlight and a lock?
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: DarkSamus993 on July 30, 2018, 01:17:40 pm
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...
Title: Re: Mega Man X6 Tweaks/Patcher (v10)
Post by: Z3R0X on July 30, 2018, 04:43:16 pm
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...
@ace
Are you still using the same SLUS offset for the custom routines or you run out of space?
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: acediez on August 01, 2018, 12:12:47 am
(Was about to share a v13, but found something I need to take care of at the last minute  :P)

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 that was longer than it needed to be, so I haven't had the need to look elsewhere yet
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: Z3R0X on August 01, 2018, 08:20:16 am
(Was about to share a v13, but found something I need to take care of at the last minute  :P)

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
Good going, this goes to the version infinity+!  :woot!:
I'm still investigating the fancy way to load custom data to RAM without worrying about allocated space being overwritten, I have a source code for old school trainer programed by a very talented group (Paradox) this is new territory for me :banghead:
But I want to learn form the pros! ;D
Title: Re: Mega Man X6 Tweaks/Patcher (v12)
Post by: acediez on August 01, 2018, 06:44:34 pm
Ok, here it is

v13
- (New) Unlockables: Cheat Code 1 can be used to unlock both Ultimate Armor and Black Armor, freeing up the second code for...
- (New) Unlockables: Cheat Code 2 can be used to start the game with Zero available. Conditions for related events and dialogues were modified.
- (New) Unlockables: Allow to use both cheat codes together.
- Lots of code housekeeping, some of the first stuff I wrote was a lot longer than they needed to be. Hopefully I didn't break anything.

This had been bothering me for awhile. Since I already went through the trouble of making changes related to Zero being available from the start (allowing him to fight Nightmare Zero, conditions for this dialogues and events to appear, etc.), it was a shame that the only way to have access to that was by hardcoding it into its own bin through the New Game status options.
This seemed like a good solution, and seems to works very well (so far on my own testing, at least)

As I said, the links are now available in the first post. The patcher is now compiled 32bits for better compatibility.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: ThegreatBen on August 02, 2018, 09:55:05 am
Awesome work, you've made MegaMan X great again.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: injoon84 on August 02, 2018, 01:10:07 pm
Tested v13. I like the new features. This is like a complete secret codes.
I don't see any bug on the new features. Hopefully I'm not wrong.
I finally notice one small bug since from the beginning of this patcher.
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: acediez on August 02, 2018, 02:12:41 pm
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.

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!
Title: Re: Mega Man X6 Tweaks/Patcher (v13)
Post by: AxlRocks on August 02, 2018, 08:53:36 pm
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!

Wow, weird. I didn't even know infected Reploids dropped orbs, since that was one of those "Smash that MF Reset Button" situations for me, so I just use the disable option with the Tweaks.

But since the values are split, that could be really fun and interesting mechanically. Perhaps Reploid Orbs could be tweaked to give much, much higher values, giving an "evil" way of farming souls if you want to let those who don't give any items just die instead. That would've been a neat way to make Zero's Nightmare palette unlockable, if you utilized that more than 5 times or something.

Or it could've been written off as being thanks for putting them out of their misery.

Anyway, enough rambling, gonna try v13 soon. Been using v12 for a while without issues, will report anything if I find it in v13.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 02, 2018, 10:48:25 pm
You'll be able to assign it separately in v14  :)

v14
- (New) Orbs values: Added blues orbs dropped by infected Reploids
- (Fix) "Orbs won't turn back into enemies" makes them disappear after a few seconds, as they normally do when dropped from infected Reploids (instead of staying in place indefinitely).

Though the download link is not up yet. This time I submitted it directly to the site. Finally, with standalone patches and an updated spreadsheet to go with it!
I went ahead and updated the first post of this thread to match the new project page, but the links are still for v05/v06 as of this post, we'll have to wait until the v14 submissions are approved into the database again. Hopefully it'll be all up soon.

It was very satisfying to write about all the new features the project has covered since the last public release. I also put a lot of care into this new version of the spreadsheet. People who are also interested in hacking this game should definitely check it out once v14 is up on the site.

We've gone a long way people, thank you all for your support!


EDIT: seems like someone went ahead and edited the RHDN entries himself using the description on this thread's first post, using who knows which files. Please don't. I've already submited the next update, it's on the submission queue, waiting for approval.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: injoon84 on August 04, 2018, 12:04:45 pm
Mega Man X6 Tweaks/Patcher v14 finally been released!
Thanks a lot to both acediez and Z3ROX.
You guys the best!
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Zero Dozer on August 05, 2018, 04:16:56 pm
Everything seems well so far. Did you BUFF the Blade Armor? Also, loved the Shadow Armor buff.

Oh, and...

(https://i.imgur.com/h1hP3ro.png)

Was it supposed to show the other Reploids as missing?

Also for the Mach Dash, removing the hold function made it difficult for me to take the guess game as to Mach Dash through the spikes in Rainy Turtloid's stage, which means I had to resort to using mercy invincibility to get through. But it speeds quite a lot of the process.

Oh, and THANK GOD YOU NERFED THAT SUB BOSS IN HEATNIX'S STAGE
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 05, 2018, 06:06:56 pm
I'm glad it's been working ok for you, have fun!

I did buff the Blade Armor, but didn't want to overdo it so it was just by 1-2 dmg points per move.
I decided to mark the cut reploids as MISSING so you can distinguish which ones were actually found by you.

If you're not comfortable with some of the decisions on the patch (or want to buff Blade Armor even more, or mark reploids as RESCUED, or keep the Blade Armor delay, etc.), remember you can customize every option separately using the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: BlazeHeatnix on August 06, 2018, 02:33:11 am
I've been following this ever since I saw you post about it on 4chan. This is awesome. I wrote a new review for your hack as well.

I mentioned this in the X5 thread, but I find the title screens of the western X5 and X6 releases to be boring compared to the Japanese. It's such a minor thing, but would it be possible to bring back the original title screen?
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 06, 2018, 09:54:32 am
Hey, thanks for dropping by!

As I've mentioned here before, I need to go back to other unrelated projects, so I won't be doing much besides fixing bugs for some time, but all suggestions are being noted for later on. There's already a couple of quick fixes I'm planning on tackling when I find some spare time.

The title screen however, I see it as part of a separate project (to be used either in vanilla or together with Tweaks), a restoration hack that should also include restoring voice clips, and possibly touching up the script using the retranslation (the main events at least, I wouldn't bother with Alia's dialogues and other stuff I'd rather just skip).

I'm not sure when, but if no one else does it first, I'll definitely give it a go eventually.

As for X5, I already edited a title screen inserting the Mega Man logo into the japanese version's background. It's on the X5 Improvement thread, I'm hoping it'll be picked up and inserted into the game eventually. I haven't done it myself because I haven't really got into graphics editing at all yet... But sooner or later I'll have to get there with X6 so, we'll see how it goes.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: BlazeHeatnix on August 06, 2018, 01:45:02 pm
As far as touching up the script, while the retranslation is nice, I like what this guy did years ago. He also did X5. I recommend taking a look at it later:

https://www.youtube.com/playlist?list=PL3A92F933109E6E5B

As for voice clips...you COULD restore the original voice clips, or...you could give me a call and we'll talk about a fandub.  ;)
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Zero Dozer on August 06, 2018, 01:59:05 pm
It's perfectly fine by me, Acediez, I just commented on it.

This is by far the best Mega Man X6 could ever get, and I'm sure there will be more work around it.

Hmmmmm. Retranslation and fan dub. I want it.
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Ghaleonh41 on August 06, 2018, 04:42:37 pm
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
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: Z3R0X on August 06, 2018, 08:45:13 pm
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 think the Cancelable Sentsuizan must change a flag bit.
Press up + square (Andi 0x10) but if you enable the remap to up + triangle the concealable should change to andi 0x20
Title: Re: Mega Man X6 Tweaks/Patcher (v14)
Post by: acediez on August 06, 2018, 10:05:40 pm
It should be handled by the patcher. It was supposed to adapt to either 10 or 20 depending if you choose the remap option or not. It was working fine when I implemented it, but it could have been affected by some other things I moved around in the code.

I'll take a look at it when I find some time

August 06, 2018, 11:15:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, confirmed it. It was a silly mistake, a last minute rename of a variable.

I'll push a v15 with this fix for both the patch and the patcher immediately.


August 07, 2018, 01:45:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
v15
- (Fix) Blade Armor was broken AF when playing pretty much in anything else besides ePSXe. Now the intended buff works consistently in all platforms (which is actually very subtle, +1 most attacks, +2 the saber).
- (Fix) Setsuuizan input was also broken.
- (Fix) Cheat Codes could only be combined when using 1 before 2, not 2 before 1. Now both ways work the same.

Since the first two are pretty serious and updating directly on the site takes awhile, I'm uploading the new version here so it's immediately available. It's on the first post.

Too bad this slipped in just when I decided to promote the hack around  :laugh:
People in the middle of a v14 playthrough, you should definitely update before continuing!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Ghaleonh41 on August 07, 2018, 11:26:55 am
Really, the Blade Armor was that busted? I rarely use it, so I didn't notice. I did enjoy having regular X use the Air Dash though! Made X6 more tolerable for him, especially since I used to use him all the time years ago!

Also, if you have the Defense Up option for X & Zero, you can still be knocked backwards. That's intentional, right?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 07, 2018, 11:34:25 am
Really bad, 2/3 of health bar of bosses from a single charged shot bad, but the bug only happened in some platforms. For me it was ok on no$psx but was broken on hardware. From a code perspective the problem was clear at first glance, I just hadn't had the time to test the game on hardware myself until yesterday so I didn't notice.

Yes the knockback is still there and can be reduced with the Shock Buffer part, it's only the damage received what's been reduced. The patch only does it for X as Zero has considerably higher damage output, but you get the option to buff defense for both of them on the patcher.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Ghaleonh41 on August 07, 2018, 12:50:54 pm
Ah, I see. I'll check it out later today.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: darkrupy on August 08, 2018, 01:37:07 pm
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Z3R0X on August 09, 2018, 04:04:16 pm
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.

That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.
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/)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: LoyalLedger on August 11, 2018, 08:22:14 pm
Has anyone checked into the ability to patch these fixes into Legacy Collection X6 now that it has been out for a few weeks?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Z3R0X on August 12, 2018, 12:01:56 am
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.
But X Legacy Collection are BAD LAZY emulation.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 12, 2018, 10:06:01 pm
I took a quick look at RXC2.exe and found that value tables are exactly the same. This would allow to easily port a few of the projects options, such as:
- Disabling Nightmare Effects
- Rank/Souls table
- Bonus damage values against

... But for ALL the others, it would be as Z3R0X says, doing all the work again from scratch. And I have 0 experience modding PC games, so it's pretty much impossible for me to do a fully-featued patcher for MMXLC2 at the moment.

Would a small, alternate Patcher with just those few options be something people would want? I guess I could do it, but I feel like it would only give people false hope (I don't even own the PC version, I got it on PS4, so it's far from being on my current to-do list)

I'd much rather if someone who does have modding experience did it, there's plenty to take from the documentation I wrote for this project. I'd be very happy if that happens. I don't want this project to detract people from buying MMXLC, it's the opposite. I started both this and my X4 undub in anticipation for it  :)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on August 13, 2018, 12:26:09 am
Your project doesn't detract me from buying the collections. The collections themselves detract me from buying them. Had you never made this, I still would've felt just as negatively about Capcom not offering optional (because some would rather play the garbage original version, whatever floats your boat) fixes for the problems in X6 after 15 years of fans complaining, and I won't even go into the about 20 other problems with XLC outside of X6.

I think it's probably the same for most of the others who did not buy the collection. It's a lazy cash grab, and it's very rare I use the term "lazy," because it's both overused and misused, but XLC necessitates it.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 14, 2018, 12:36:30 am
https://steamcommunity.com/app/743900/discussions/0/1746720717353940501/

That's all I can do at the moment  :P
If the addresses aren't the same in your version, just search for the base values.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on August 14, 2018, 10:27:24 pm
Tested v15 and it works fine on standard emulator like ePSXe. The repurposed Ultimate Armor/Black Zero secret command is amazing, that makes the long time dream come true which Zero can fight Zero Nightmare normally.

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.

The current tweaks patcher can modify damage of Blade Armor's saber, how about making normal X and other armors' saber damage also adjustable through the tweaks patcher?

And I don't know if it's possible to modify X's Magma Blade to like X can retain the sword part of Magma Blade even after depleting all weapon energy - Magma Blade still able to use at 0 ammo but lost its fire wave part - and bring the weakness attribute to both fire wave part and sword part.

These possible windows of customization are just some little extra advice I thought about it yesterday.  :laugh: The project is already awesome enough if you keep your original plans to improve it, acediez.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Heaven Piercing Man on August 15, 2018, 12:27:41 am
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.

Excellent point. Nightmare Zero and Hell Sigma are way too easy as they show up in the game.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 15, 2018, 04:36:32 pm
Thanks for your comments. Even if I'm not as active at the moment I really like to read your ideas

As for buffing attacks besides the Blade Armor, well, I wrote a custom function to add damage specifically to that armor (on top of the damage values defined by each enemy's damage table). It wouldn't be so hard to expand it to include other armors and moves, but I just don't think it's worth it. My goal was to tackle obvious inbalances (like Blade Armor being too weak), not so much making every single aspect of the game customizable.

But as for damage tables, I agree there are a couple more cases besides the two already covered that could use some tweaking.

There's N.Zero and Sigma, both would benefit from making the fight a bit longer by reducing their damage input. I'd add to that some of the main bosses, specifically C.Yammark and B.Heatnix, who even at Lvl.4 are complete cakewalks because they take so much damage even from default attacks. On the opposite end there's Infinity Mijinion, who takes forever to take down even when using his weakness.

Now that we're on the topic, here's how High Max works:
The tables are made of a byte with the dame value, and a byte that indicates if the attack deals damage (00), or bounces (FF). High Max has an all FFs damage table, except for a couple of attacks (chardged shots) that have an unique id, these are the attacks that turn him into his vulnerable state (blinking white), at which point, I think (havent really tested that much), he reads damage from a separate table.

If you add other attacks besides the charged shot to the unique ID that'll make him vulneable, they simply go through him with no effect. I think there's a separate operation deciding which of these attacks make him blink. There's additional values in the registers during this battle that are unique to High Max (something I discovered before when I accidentaly broke it with the Blade Armor buffs implementation)

If you replace his all FF00s table with a regular table taken from another boss, he'll take damage normally! Completely skipping his blinking/vulnerable phase

I decided against making changes to this (and Gate's) battles because I actually like the unique way they work. But it was fun to dig and see how they worked ;D

If anyone wants to dig into these, there's a magic breakpoint highlighted in the spreadsheet that'll lead you directly to any enemy's damage table.

A nice thing about damage table modifications I just found out about is that they can very easily be ported over to MMXLC2!  :P
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Heaven Piercing Man on August 15, 2018, 08:18:27 pm
Oh for the love of god nerf Mijinion even if just a bit and I will love you forever.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on August 15, 2018, 09:53:43 pm
Small Question : Does it work on Japanese Version of Mega Man X6?

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 19, 2018, 03:35:02 am
Small Question : Does it work on Japanese Version of Mega Man X6?
Not currently, sorry.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: steamdoomtest on August 23, 2018, 06:52:35 pm
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?
Reason being, I love the choices presented in the "light" version, and the only change I would like to make is disabling Alia's dialogue.

Regardless, thank you so much for your work! It's incredible how relatively few changes makes this game astoundingly more entertaining.

Edit:
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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on August 23, 2018, 08:59:16 pm
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
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: injoon84 on August 27, 2018, 01:38:09 pm
acediez,

I try to make a beatable High Max with any character without special weapon.
This is what I came up using your spreadsheet table.

1) High Max damageable with X ground Z-Saber
PSX ram:
800752A0
Original value:
FF 00
Edited value:
00 01

2) High Max damageable with X jump/wall Z-Saber
PSX ram:
800752A2
Original value:
FF 00
Edited value:
00 01

3) High Max damageable with Zero double jump spinning Z-Saber
PSX ram:
80075276
Original value:
FF 00
Edited value:
00 01

Note:
Zero has no problem beating High Max during optional stage and Gate2 stage.
However, X is having problem in optional stage as once High Max health run low, he will move to center. Thus, a separate table damage is needed. Do you have it?
Normal X is possible to beat High Max in the Gate2 stage given X is equipped with Jumper, Speedster, and Hyper Dash.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 29, 2018, 11:19:27 pm
Found it, it's the very next table. Each table is 160 bytes so:

Quote
High Max (first state)
BIN: 1D994AC4
RAM: 8007523C

High Max (blinking/vulnerable state)
BIN: 1D994B64
RAM: 800752DC

And going by the value offsets you provide, it would be

Quote
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

That should be enough for what you're trying to do  :thumbsup:
Easy enough to edit directly on the bin.
Cheers!



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

I'd like to restore the missing voice clips to the english version instead, but I'm not working on any of that yet.

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?

Thanks for you comments
If I find a quick and clean way to implement it I will, but I won't be working on the patcher itself for awhile.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: injoon84 on August 30, 2018, 01:34:29 pm
Thanks a lot. With your info, I manage to separate out some of the gameshark:

#High Max damageable with X full charge buster
80075260 0100
#High Max damageable with Falcon full charge buster
80075262 0100
#High Max damageable with Ultimate full charge buster+plasma
80075264 0100
80075266 0100
#High Max damageable with Nova Strike
80075268 0100
#High Max damageable with Zero jumpx2 spinning Z-Saber
80075276 0100
#High Max damageable with Blade full charge buster
80075292 0100
#High Max damageable with Shadow Giga Attack
8007529A 0100
#High Max damageable with Falcon Giga Attack
8007529E 0100
#High Max damageable with X ground Z-Saber
800752A0 0100
#High Max damageable with X jump/wall Z-Saber
800752A2 0100
#High Max damageable with Blade charge+up buster saber
800752AC 0100
#High Max damageable with Blade Giga Attack
800752AE 0100

#High Max (blinking) damageable with X full charge buster
80075300 0100
#High Max (blinking) damageable with Falcon full charge buster
80075302 0100
#High Max (blinking) damageable with Ultimate full charge buster+plasma
80075304 0100
80075306 0100
#High Max (blinking) damageable with Nova Strike (original=0800)
80075308 0100
#High Max (blinking) damageable with Zero jumpx2 spinning Z-Saber (original=0300)
80075316 0100
#High Max (blinking) damageable with Blade full charge buster
80075332 0100
#High Max (blinking) damageable with Shadow Giga Attack (Not working?)
8007533A 0100
#High Max (blinking) damageable with Falcon Giga Attack
8007533E 0100
#High Max (blinking) damageable with X ground Z-Saber
80075340 0100
#High Max (blinking) damageable with X jump/wall Z-Saber
80075342 0100
#High Max (blinking) damageable with Blade charge+up buster saber
8007534C 0100
#High Max (blinking) damageable with Blade Giga Attack
8007534E 0100

Hopefully this will be helpful for those who wants to play around with High Max's damage value.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on August 30, 2018, 02:05:58 pm
Great! I actually started filling a sheet to identify each attack's slot in the table, so this saves me some time.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Pemburu Vampir on September 03, 2018, 08:10:40 pm
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
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on September 05, 2018, 11:37:48 pm
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

The changes done to the published hacks are all listed in the hack's project page. If you want something more specific, here they are applied in the patcher:

Light version
(https://i.imgur.com/HnhzJZc.png) (https://i.imgur.com/HnhzJZc.png)

Complete version
(https://i.imgur.com/6pO8Lgs.png) (https://i.imgur.com/6pO8Lgs.png)

Values (both versions):
Dash Duration (Hyper Dash): 20
Air Dash Duration (Hyper Dash): 16
Mach Dash Duration: 20
Mach Dash Speed: 6
Hyoroga Jump Height: 192
X Saber Duration: 12
Shador Armor Saber Duration: 10





Anyway, I've been working on and off on a complete sheet of damage tables, and thanks to a few scripts I came up with, it's now pretty much complete. You can download it here (http://www.mediafire.com/file/1a7zkg3rqbludrj/X6_Damage_Tables.xlsx/file)

It's pretty dense. This is how it looks like:
(https://i.imgur.com/qqN8Sl2.png)

Some takeaways
- This information could be used to write a more elegant way to boost/nerf attacks from the patcher without having to write external instructions. Would make supporting more attacks a lot easier too. (It's now a patcher difficulty, not a hacking one)
- As I've mentioned before, by copying a table and looking for it on an Hex editor, you should be able to find them in MMXLC2's EXE
- Of the unidentified slots, there's a few I greyed out since they're blank (FF00) in all cases (most likely unused), but there are a few yet (marked with an "?") that have actual values and I just haven't been able to identify what they are for.
- Most common stage enemies share a table. Most projectiles share a table too.
- Turns out the 8 main bosses' tables are pretty much identical, except for their weakness. But their lifebar sizes vary wildly (Commander Yammark starts from 20, and goes up to 30 depending on your rank. Other bosses start from 30 and go up to 40). I'm interested on make some fights last longer (Commander Yammark, Nightmare Zero) while nerfing others a bit (Infinity Mijinion on Level 4, for example), but I'm still figuring out how the life bar size increments per rank are assigned.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: facauan on September 06, 2018, 12:36:06 pm
That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.
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 went to the site you sent and downloaded the files MD5, cue, SHA1, SFV.
Now what do I do?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on September 06, 2018, 02:44:29 pm
That's just a reference. MD5 checksums are used to verify you're getting the right version of a game, it's not a distribution of the game itself.

If you're gonna rip your own version of the game, as long as you have the right version (it should be v1.1, unless you got the very first batch of the game), and it's a clean rip (there's plenty of guides for that), it should match.
If you’re gonna download it, that’s up to you. We can’t link or direct you to rom sites from here. All I can say use redump info to make sure you’re getting the right version (it should be named exactly “Mega Man X6 (USA) (v1.1)”. If it says it’s Redump, better yet.

As to why the patcher and the patches (xdelta patches in general) support one specific rip of the game, it should be obvious by seeing how many variations and bad dumps are being distributed on the web. Data locations can vary from version to version. This is the only way to make sure the modifications will be applied to the right place and the hack will work for users the same as it does for the person making the patch.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: facauan on October 01, 2018, 12:34:04 pm
Hi, I got it. Can you fix the blocking of how much you use zero in the intro stage? The code to do this is 300CCF08 001 only it always hangs after high max exits the screen
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on October 08, 2018, 09:35:51 am
I think the code that allows you to play as zero is 300CCF08 0001

I usually try Epsxe and it didn't give me some problem after High Max Leave. Except the glitched textbox
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on October 19, 2018, 10:30:42 pm
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.

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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on October 21, 2018, 05:31:23 pm
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.

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.
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  :)

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on October 21, 2018, 06:44:45 pm
Having the option to start as unarmored X and still keep the Falcon armor should be an option too.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on October 22, 2018, 12:36:07 am
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.
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  :)
Awesome, I really appreciate all of the work you've put in here!  :beer:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on October 30, 2018, 10:00:03 pm
(I'm not sure how interesting this might be or not for most people, I'm just messing around at this point.)

I've been trying a few things on and off and ended up figuring out how to tweak some animations further.

For example, here's X's saber in the original game.

(https://i.imgur.com/wLwtbjU.gif)


Here's the "speed up" I've done until now: the whole "attack" part of the animation goes on for less frames to make up for the delays at the start and at the end of the animation

(https://i.imgur.com/psgkU7T.gif)


This is what I'm doing now: the attack part of the animation is exactly the same of the original game, but the delays at the start and at the end of the animation are shortened.

(https://i.imgur.com/VVENdRI.gif)



This was pure trial an error until I realized the way the game stores the animation data allows you to very easily control each sprite's number of frames of duration, or cut parts of the animation entirely.

Here's another example:

Zero's combo in the original game. The "putting the sword down" part of the animation is about twice as long as it was in X4/X5, so it's a lot slower to attack standing still.

(https://i.imgur.com/A7jvsEm.gif)


And here's that part of the animation shortened to better match the duration it had in past games. It's actually not that much when looking at it, but makes a big difference while playing

(https://i.imgur.com/mBQgnsn.gif)


And, as I said, you can just cut that part of the animation entirely, making Zero even more op than he already is in this game  :P

(https://i.imgur.com/ncbs3Em.gif)

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on October 31, 2018, 06:24:39 am
That's really cool
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Zero Dozer on October 31, 2018, 02:02:01 pm
Hm, the shortened animations seem very interesting.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: mevipro123456 on November 03, 2018, 12:08:57 pm
Hi. I'm new here and I'm very exited about this patch, but I don't understand the Cheat code 2. It's said make Zero available at the start but when I enter the Intro stage it still show Falcon X. Is this a bug or I misunderstood it?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on November 05, 2018, 12:46:31 pm
Did you actually enter the cheat code?
If you did, Zero should be selectable after the intro stage.

(As mentioned above, Zero can be made available in the intro stage but it causes the game to freeze at the end after the High Max sequence)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Demulant on November 19, 2018, 03:42:55 pm
Hello!^^ I am also new here and I got some questions!

I really would like to do a play through on a livestream with the Shadow Armor only on Xtreme Mode. (no upgrades)

Is there a code to get it and to start with it at the intro stage?
I am using the ePSXe 2.0.5, Rockman X6(jap version, SLPM_869.59) and I really understand nothing here...  :banghead:

Thanks! :cookie:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on November 20, 2018, 10:51:37 am
The armor you start with on the intro stage is not modifyable on the current version on the patcher, but if you wanna try editing directly on RAM or writing a Game Shark, here's a few related addresses:

Current character:
800CCF08
Values:
00 = X
01 = Zero

Current armor:
800CCF2E
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:
800CCF2F
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 reentering the stage select screen
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: MajinKaan on December 02, 2018, 07:25:53 am
Could you make a new game+ version of the complete patch that lets you start off with all armors and all parts? The only things that you should still have to obtain yourself are the Ultimate Armor, Black Zero, the life upgrades, the energy upgrades, the weapon tank and the life tanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 06, 2018, 10:38:32 am
I can't find some cheat code for japanese version of X6.
Especially the in game character modifier.  :banghead:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 19, 2018, 07:32:12 am
Some quick thought came just two minutes ago. Is Falcon Armor's upward dashing ability and charge shot piercing force able to restore to like the thing in the trailer video https://www.youtube.com/watch?v=SASmN2UGR2w (ftp://www.youtube.com/watch?v=SASmN2UGR2w) as much as possible?
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 19, 2018, 09:58:58 am
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).

(https://i.imgur.com/2SveOFb.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 19, 2018, 11:22:33 pm
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.



@MajinKaan, Cupshadow
Sorry I didn't realize you were talking about the japanese version. I don't have any RAM addresses for that, I haven't even touched it.

@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...
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 20, 2018, 08:58:57 pm
@acediez

It's okay mate,Also demulant asked the same thing i guess.

Not sure about the fully functional falcon armor since i also saw them the preview version of it.

Also shadow armor with special weapons?
Hmm not quite sure about it.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 21, 2018, 11:54:32 am
I took the time to locate the Japanese RAM addresses:

Current character: 800CE5C8
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CE5EE
Code: [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: 800CE5EF
Code: [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

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

@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...
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)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 23, 2018, 08:16:40 pm
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...

This mod to Blade Armor is awesome! can't wait to see the rest of your analysis of retail X6.

As for the diagonal upward dash of Falcon Armor in that pre-release video which I noticed... Yes it could be anything.
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).

(https://i.imgur.com/2SveOFb.png)
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.
In fact the charge shot piercing force in that pre-release video is what I'm more curious about, it would be cool to make Falcon Armor charge shot have that strong piercing force in the retail X6 (through adjust-able piercing force in the tweaks patcher if possible)

BTW is there some useful gameshark code list for X6 prototype which we can get? Character/armor modifier, area/checkpoint modifier, etc.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 23, 2018, 11:43:03 pm
BTW is there some useful gameshark code list for X6 prototype which we can get? Character/armor modifier, area/checkpoint modifier, etc.

Current character: 800CFE00
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CFE26
Code: [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: 800CFE27
Code: [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: 800CFDE5
Code: [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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on December 24, 2018, 09:23:51 pm
Current character: 800CFE00
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CFE26
Code: [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: 800CFE27
Code: [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: 800CFDE5
Code: [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'm so appreciated since I finally finished my research to X6 prototype last night thanks to the Game shark codes you provided. Can't wait to see the rest of your tackle to make retail X6 more enjoyable and revolution-able.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 25, 2018, 09:00:12 am
I took the time to locate the Japanese RAM addresses:

Current character: 800CE5C8
Code: [Select]
Values:
00 = X
01 = Zero

Current armor: 800CE5EE
Code: [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: 800CE5EF
Code: [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)

Thanks for the gameshark code mate! Now i can try to play as Unarmored X in japanese version of X6.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 26, 2018, 01:07:38 am
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.

That's exactly the crash I encountered when I tried it. I'd seen those pallettes before, so I just hoped they would load fine once it was given access to change weapons.
Not sure I'd enable a Shadow Armor with weapons by default, but it would be a cool option to have. Same goes for a restored Falcon Armor.

That prototype spritesheet, I've never seen it before. Is that on the final games' files or in a prototype?



Just to let you know what I have in mind (and to give you an idea of what to expect, and what NOT to expect), here's a current roadmap of what I have in mind for the project.
The list is in order or priority, but it doesn't mean everything on the list will get done, much less linearly...

QoL stuff for the Patcher
   * Implement tabs. Better organization and room for more stuff (already halfway done)
   * Save/Load profiles

Bug fixes from v15
   * Removing Falcon Armor option not working on v15 (already know why)

Hacks already done and/or addresses already documented, that need to be implemented in the Patcher
   * Animations control, to shorten delay/cooldown on certain moves (X Saber, Shadow Armor Saber, Zero's combo) (http://www.romhacking.net/forum/index.php?topic=26507.msg365595#msg365595)
   * Blade Armor Mach Dash double function: normal behavior (stop wait for button release) when pressing "jump" in the air, and directional dash with no delay using "dash" button (http://www.romhacking.net/forum/index.php?topic=26507.msg367862#msg367862)
   * Damage charts control (all moves, all enemy tables. Done mainly for Blade Armor's moves, but if I go there, I'm going all in. This will cover many use cases, like making the game easier/harder, balancing special weapons, having the option to damage High Max normally, etc.) (http://www.romhacking.net/forum/index.php?topic=26507.msg363539#msg363539)

Hacks I've figured out but haven't implemented yet
   * Bosses life bar sizes control (at least the 8 main Mavericks. I just want to buff Commander Yammark on par with the others)
   * Link unarmored X modifications to armor pieces collected (Blade Armor's Leg part = allows unarmored X to air dash; Blade Armor's body part = buffs unarmored X's defense on par with other armors. Both changes are enabled by default on current version of the patch. Nothing in mind for the head/arms parts for now)
   * Dynamically change the character/armor used in intro stage: Zero, if the "start with Zero available" cheat is used; unarmored X, if Falcon Armor is disabled.
      * Though, to make this, first I need to figure out what's causing the game to crash after the High Max battle when using Zero.

<Big time/effort gap>

Hacks I'd like to make but don't know how
   * Have control over some of the options on an in-game menu (haven't looked into editing option menu entries yet, let alone creating a new sub menu)

Restoration from japanese version
   * Restoring missing player's voice samples (X's charged buster, X reaching low health, and Zero reaching low health. Not sure if there's more)
   * Modifying the title screen (have three options: keep american one, use japanese one, or an edited japanese one with the "Mega Man X6" logo, like the one I edited for X5 (http://www.romhacking.net/forum/index.php?topic=22796.msg330997#msg330997))
   * Importing DuoDynamo's retranslation (https://drive.google.com/drive/folders/0By2BrAclSWcpMXlnX0h3NGM1aHc) (this is a big one. Realistically I'm not sure if I'll ever get to it, but it's possible. gledson999 sent me a bunch of custom tools and scripts he made for his brazilian translation (http://www.romhacking.net/forum/index.php?topic=26507.msg360492#msg360492), so I plan to at least give it a try.)

"Going beyond" territory
   * Adding/fixing Zero's dialogues where he wasn't available before (intro stage, vs Nightmare Zero)
   * Addressing bugs from the original game

Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Cupshadow on December 27, 2018, 10:36:36 am
In X6 prototype the warning sound is vocalized. Not sure if you want to keep this one.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on December 27, 2018, 02:14:00 pm
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.

I know the player's voices are (the sounds part of the players files are exactly the same in both version), so it should be just a matter of finding the equivalent code in the Japanese version and restoring whatever call is being omitted.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: DarkSamus993 on December 27, 2018, 10:08:55 pm
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).
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on January 29, 2019, 10:24:10 am
I started playing around with the tools gledson999 sent me, and finally got a bit more familiar with the process for editing graphics and for editing text, so I skipped a few steps from my last road map and went straight to the "Restoration" section: title screen, script, and audio samples.

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).

Script

I started some initial groundwork to insert DuoDynamo's retranslated script in, at least the main "cinematic" bits (that is, the text I'm not down right removing. I don't think I'll bother with Alia's in-stage calls). I've successfuly inserted single line edits, though I'm still in the process of figuring out how to recalculate pointers when increasing/reducing text length or number lines. Once I get to that point, it'll be a matter of fitting the text and scripting the whole thing.

Voice clips

I haven't made any real progress on this part, but as I've said before, I've at least confirmed the voice clips are still in the game. I hope I'll be able to track down the code bits that need to be restored from the japanese version.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: ThegreatBen on January 30, 2019, 12:14:05 pm
Great work, love this project.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Zero Dozer on February 02, 2019, 12:36:53 pm
Heh, Acediez is still around. Was worth coming to check.

Loved the idea to bring the JP title screen.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Metalwario64 on February 03, 2019, 03:38:19 am
The English version of the Japanese title screen looks great, but the colors are oversaturated compared to the original. It's not a big deal, but the blue shadows on X's hand being very bright and saturated stood out to me at least.

Very nice work though, and I always look forward to your tweaks and improvements! :beer:
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 11, 2019, 09:28:15 am
It's been a very busy last couples of weeks:

Voice clips
Thanks to DarkSamus993's help, I managed to insert all missing voice clips that I knew of:
- X's charged shot
- X and Zero on low health
- Title screen ("Rockman X6")
- Maverick intros (name calls)
- "Warning" voice clip (from the prototype).

All except the "Warning" clip were already loaded in game so it was just a matter of reinserting a few lines of code. As for the "Warning" clip, I'm still testing if the data shift from inserting an additional audio file causes any troubles. So far so good.

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.


Others

Besides the retranslation insertion, there's still a couple of smaller tweaks I want to implement before the next release, so it's gonna take awhile.

Also, it's time to give the patcher an upgrade. First, implementing all the new stuff I've been working on. And secondly, a major behind the scenes upgrade: While the GUI itself will still be handled in AHK, I just got an external hex editing tool, written in python by my brother, to manage the file editing part, which will make it a lot faster and more reliable.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 13, 2019, 07:11:32 am

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)




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.



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.



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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 13, 2019, 10:12:18 am
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.

Thanks! These are very helpful tips. If you happen to find another one, please let me know.

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.

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.

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.

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.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 17, 2019, 03:56:27 am
That's some sad things to know, really. I once thought the upward air dash function could still be hidden sonewhere in the disc image ROM...


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.


Glad to see this game being more enjoyable and evolutionable through your hard work, and I believe everyone who have seen this thread would be glad to know as well.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on February 17, 2019, 01:14:22 pm
Title screen, voice clip restoration, and retranslation oh my. Thank you for even more continued work on this :) Definitive way to play X6, no ifs, ands, or buts.

PS. I also appreciate that you decided to insert Alia's dialogue too. I never minded the X6 system for her, I like reading her flavor text every now and then.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: anthroxdq32 on February 17, 2019, 04:27:00 pm
Would this work for the Japanese version of the game?

I do not like the localized version of the game.

Thanks.
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 20, 2019, 12:53:18 am
(https://i.imgur.com/IIlZrLa.png) (https://i.imgur.com/9ACu9PA.png) (https://i.imgur.com/O995UZD.png)

WIP
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: justin3009 on February 20, 2019, 05:02:13 am
Hot damn that's looking great! Little alignment issue with the y and a missing period in the 2nd image but still, this looks SO much better!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: acediez on February 20, 2019, 08:59:50 pm
Thanks! Means a lot comming from one of the people who sparked my interests in hacking Mega Man games.
"Alignment issues", that was the WIP part. But I just finished turning last night's initial VFW experiment (only a few characters changed width) into one based on a complete table of widths per character.

(https://i.imgur.com/C0LygK7.png) (https://i.imgur.com/HKLlZU4.png) (https://i.imgur.com/WYxtLyK.png)
(https://i.imgur.com/BirNXfx.png) (https://i.imgur.com/4KrXNHj.png) (https://i.imgur.com/ig7Cv87.png)

(Still some missing periods though :P)

By the way, the font is "Blood of Bahamut" by Gemini https://www.romhacking.net/fonts/30/

Next is:
- Fixing menus (there's a mess of mixed fonts at the moment)
- 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.
- Finally get to inserting all the text...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: gledson999 on February 21, 2019, 12:31:06 pm
Nice font buddy, congratulation
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: AxlRocks on February 21, 2019, 02:44:22 pm
That looks really, super good :) It is way different aesthetically, but I think it still fits well. I was never crazy about the PS1 fonts anyway. And it's so much more efficient that I can't help but be pleased by that.

- 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.

This is present in all menus, right? I've always hated all the mixels in X6, especially the save/load screen. Well, mixels at higher scales, lost pixels at regular scale. Sprites-Inc doesn't even have non-stretched rips of those graphics though, so I don't know if they're actually stretched or what.

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.

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.

EDIT: Maybe it looks better on an emulator/plugin that actually bothers switching resolutions when the game tells it. *COUGH*NOTBEETLEPSX*COUGH* Anyway, it would be nice if the game just always ran at 320x240 for all the emulators that don't dynamically switch. Seems really stupid that they even did this when everything would have fit anyway (well, I didn't align text to fixed widths, but whatever:

(https://i.imgur.com/M51jFKZ.png)
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: niuus on February 21, 2019, 06:45:41 pm
(https://i.imgur.com/IIlZrLa.png) (https://i.imgur.com/9ACu9PA.png) (https://i.imgur.com/O995UZD.png)

WIP
Beautiful work, dude.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on February 22, 2019, 07:42:01 am
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.
However, I agree the options and save/load menus suffer unnecessarily because of this.
 
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.

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: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on February 22, 2019, 06:40:46 pm
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).

That does sound like quite a lot of data/code work. Well, if you ever wanted to, I would be more than happy to downscale and redraw the assets (especially if they can be dumped straight from the game instead of my babby-mode screenshot ripping)

Well, for that matter, I mostly already did for the save/load screen mockup. I actually based what I could on X5 and also reshaded most of the icons, but they should all be within the original range of 8 shades per color (but I did change the color values slightly too). I think the BG is too, but I did that a long time ago for a Retroarch border and would have to check to be totally sure. The button icons aren't though, they're from X5 and made darker to match X6 main color.

Not sure if any of that even matters much, I know almost nothing technical about the PS1.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on February 23, 2019, 11:31:40 pm
You know what, this is fantastic. For someone who was really frustrated for how much of a train wreck the original X6 was, I'm glad it's finally getting proper attention and care put into it. I still feel like it will still have some problems, due to the inherent flaws and design choices of X6's stages (even with Uber Blade armor, Metal Shark Player is still the worst stage in the series IMO), but this is definitely a great step in the right direction, so good job there. I also like the Patch maker, that's a good idea for those who think some tweaks need tinkering.

If I were to give any suggestion for features to add, the most I'd want would be to split Gate's Lab 2 into 2 actual stages on the select screen, instead of just being half-haphazardly connected via a loading screen. That kind of ruined Gate's Lab even further for me, because of how both bosses and sections are extremely annoying in their own right, even moreso when done in a row, so maybe giving some breathing room in between stages (and making you only need to beat Hi-Max 2 once, thank God) would help it not be such an awful nuisance. But the other tinkers and tweaks you've done so far are great! I can't wait to see what you'll do with the translation.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Ghaleonh41 on February 24, 2019, 12:29:46 am
Wow, great work so far Acediez! Can't wait to see what else is in store!
Title: Re: Mega Man X6 Tweaks/Patcher (v15)
Post by: Aceearly1993 on February 24, 2019, 12:57:54 am

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).


In my opinion there could be several options about title screen included in the patcher
1) The unaltered title screen in the original Western release
2) The Japanese title screen
3) The revised title screen you did
4) The same as 3) but without the Japanese kanji at the top of "MEGAMAN" logo
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on February 24, 2019, 12:28:31 pm
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.

4) The same as 3) but without the Japanese kanji at the top of "MEGAMAN" logo
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)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on February 24, 2019, 01:21:51 pm
Third reason, Ensuizan is hilarious and silly looking when spammed on the ground :laugh:

I think that's a good trade off. At least there's some kind of skill involved in using it now. I never tried the Hold/Release option for Setsuizan, but that gif makes me want to try the "cancel by moving oppositely" whenever the next update drops.

Hey, the button predicament makes me curious, does the game just completely ignore the unassigned L2?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on February 24, 2019, 04:17:02 pm
Seeing you nerf Ensuizan, I wonder if you guys already patched the whole dash-attack spam exploit.

Both changes are really nice additions. My suggestion would be to make Ensuizan Up+Attack, although I'm not sure if that would interfere with the rope, but at least not as badly as Setsuizan (because this time, direction input correlates with the actual direction of the attack). But honestly, Ensuizan is fine as it is, and I get your point.

P.S. I wonder if you could change the health/weapons bars so that they weren't so tiny. That always kind of bothered me, since their size in X4 was fine, but now it's a tad bit harder to see. Just a point I wanted to bring up.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on February 24, 2019, 07:35:51 pm
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)





Man, this is so awesome! I can see millions of hype when the newest update arrives.
I doubt the title graphic would Work on the unaltered Western title screen but a special variation of the Traditional Chinese Windows release did use such strange combination...So there could be more place to play around the title screen "constructions".
(https://pbs.twimg.com/media/D0NqVwhUYAARPCm.png)




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. Several items such as the high jump enhancement part at the alternate zone in North Pole area would be a problem to reach as Zero if without Ensuizan invincibility. My personal opinion is to keep the custom options of Setsuizan and Ensuizan divided while
1) set "eliminate Ensuizan invincibility glitch - make Ensuizan an air only move" as an adjustable option in the patcher.
And/or 2) set Ensuizan to an unassigned button as mentioned.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 04, 2019, 12:43:53 am
Speaking of the Z-Saber techniques I'm personally against the idea to make the new custom options bundled as a set.

I meant bundling input options that would clash if they aren't. I'll always make every option selectable, except when I'm really not able to.
We'll see how it goes when I get to the Patcher GUI side of the update.



A bit of work from this past week:

- Made some tools to sort and format the translation text easier. Text insertion should go a lot faster now.

- Text in pause menu fixed (to work with the new font). Some minor text revisions on bottom icons and weapon descriptions. Still undecided if I should use the smaller font in the input settings menu, I'll probably give it a go later.
(https://i.imgur.com/NEfnlZn.png) (https://i.imgur.com/bqu9er7.png) (https://i.imgur.com/JvMPP7r.png) (https://i.imgur.com/h1qX7e3.png)

- Shadow Armor can slide down on walls if you press "down"
(https://i.imgur.com/o5HjeQl.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 04, 2019, 04:22:17 pm
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)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 04, 2019, 05:23:04 pm
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:
(https://i.imgur.com/34pgqbD.png)

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 04, 2019, 09:28:04 pm
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.

Oh yeah, it feels different to me too. I really like X5/X6's scanned artwork on its own, but it doesn't have the same hand-made, oldschool feel that the pixel art in X4 does. I can see what you mean with it feeling cheaper too. Even though it's great art on its own, it's not additional, new pixel art specifically made for in-game use. Those little things really add up to totally alter the feel of the games.

So where X6 does have pixel art on menus, I think it really suffers and adds to the feel that X6 was rushed. I'd like to see the menus supersampled (I tried to get gpubladesoft and ePSXe working for an hour, too many issues, gave up), but I think it'll just end up more blurry than it needs to be and some sprites stretched where they don't need to be. Probably looks good for cutscenes and boss intros though.

And thanks :) I'm not super satisfied with Alia yet and want to try something else with the armor part icons (too much empty space between them) but I got kinda burnt out. I mainly wanted to see what it would look like and if every graphic at its original resolution could actually fit within 320x240. And it's just fun to do :laugh:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 05, 2019, 01:55:55 am
Nice pic! I'll use that on my disc case for burned copies! (I still have a couple of those)
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)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 07:25:09 am
Nice pic! I'll use that on my disc case for burned copies! (I still have a couple of those)
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)
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.

Going back to the tweaks discussion, that start screen looks nice and clean. I tend to forget some of the button combinations for some techniques, so things like that are a really nice addition. That arrow does kind of annoy a bit, but not a whole lot. But at the very least you paid attention to detal.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 05, 2019, 11:07:57 am
Boy was I wrong, Blood of Bahamut looks really nice on Button Configuration! I never knew about those icons existing in the Japanese version, so that's like bonus points for functionality and restoring content.

Might just be me, but I never liked X6's Ultimate Armor sprite palette either. Black UA sounds cool, but the colors they used are too similar. That parts menu mockup I did uses Shadow Armor's gray/black and gold colors over X4's sprite (tried to condense colors for the armors like they had, but more efficiently) which I think would have been a better palette personally. And what I think is X's default, unarmored leg/arm/stomach is putrid with Black UA lol

Funny enough, it's more or less the same problem on the X Challenge Armor for LC, just with the white shades.

Also, thanks! I'll send you the logo and stuff tonight. Gotta hit the road right now.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 06:24:48 pm
I found it weird how Dr. Light talks to both X and Zero with them having a mugshot but not Dr. Light himself, so it just kind of looks like X/Zero is thinking to himself (sorry for the stretched picture, it was the only one I could find that looked good):
(https://i.ytimg.com/vi/q1IKelxqpwE/maxresdefault.jpg)

So I decided to take a jab and made a mockup based on his Maverick Hunter X in-game artwork.
(https://i.imgur.com/dS8e123.png?size=200)

Top left is the base, top right is a dithered version to try and make it look more like a PSX sprite, bottom left has a glow effect, and bottom right is glow + dithering. It was an attempt. Obviously, the styles are somewhat clashing, but the only other option was X8, which is a very different style from the other X games, so MHX was the next best thing.

P.S. I remembered that this same thing happened with the reploids in the first stage too, but I have no reference for that one, so...  :P
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 05, 2019, 07:31:30 pm
I have this on my wishlist too, so thanks for providing a Dr. Light mugshot. I'll give it a go eventually.
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)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 05, 2019, 09:24:39 pm
I have this on my wishlist too, so thanks for providing a Dr. Light mugshot. I'll give it a go eventually.
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)
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 05, 2019, 10:38:19 pm
If these portraits stand any chance of making it into these hacks, then I might try my hand at drawing some portraits once that possibility is confirmed. I did make my avatar, which is an extremely heavy edit of the X3 menu screen portrait of X with the X2 armor and a completely redrawn face in the style of X2's art, and I also submitted various bits of art to Justin3009's X3 Zero hack like these:
(https://i.imgur.com/NMXs2q5.jpg)
(https://i.imgur.com/MC69zTP.png)

Replicating art styles is one of the few things I'm decent at doing art-wise.

Also, they need animated eyes and mouths like the other characters' portraits, as does the Dr. Light one.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 06, 2019, 12:16:05 am
I really love the work you did for the X3 Zero Project!
I can't make any promises for Dr. Light and the Hunters as I haven't even given it a try yet and I don't know what kind of technical problems I might get adding and loading new mugshots to the game. I'll definitely get to it if I get you on board though.
In the meantime, if you're interested, I'd love to see your take on the Ultimate Armor mugshot, so it doesn't look like he's bald and naked covered in black bodypaint...
This would only involve replacing existing assets, something that can be implemented immediately.

(https://i.imgur.com/I1A9jXq.png)

I actually was planning on give it a go myself, but I'm pretty busy as it is already...
For comparison, this is a recent official art for the same armor (made for MvC:I, I think).

(https://i.imgur.com/uQot8VU.png)

I was thinking of replicating the shape and details from the helmet, shoulder pads, etc. from this artwork, while keeping the black/gold color scheme, the animated bits on the same tiles, and not changing the more adult face X has on this game for style consistency (even though I'm not a fan of it).

March 06, 2019, 12:59:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)


Here's something interesting: by removing a single instruction that handles the jump to the wider resolution (write "000000" on $800128BC RAM, $1D923754 BIN), the game seems to stay at 4:3 all the time. I haven't tried this on real hardware, but judging by Beetle PSX's native screenshots, the output stays at 320x240, regardless of all the stuff that's being drawn outside...

(https://i.imgur.com/wtwqXg8.png) (https://i.imgur.com/YuWDgGK.png) (https://i.imgur.com/dIeZdWi.png)
(https://i.imgur.com/eg9hvbu.png) (https://i.imgur.com/7lXQjUK.png) (https://i.imgur.com/3itrcNl.png)

Seems that all graphics assembly is unaffected; which means that THEORICALLY you could re-scale all assets and re-assemble everything to fit on the regular resolution. It would be a crime to downscale the cutscenes, but as we've seen from AxlRocks' mockups, the Stage Select/Parts screens could really benefit from this.
Doable? Seems like it.
Would it be worth doing all that work to make a couple of menus look nicer? Hmmm... Not right now, that's for sure. But it's something to consider after I finish everything else I've started.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 06, 2019, 05:04:43 pm
How's this?
(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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 06, 2019, 08:46:19 pm
Man, that's a huge improvement! Thank you so much!
The highlights on the edges make a big different for its volume, now you can actually see it as an armor.
The blurry "texture" the original has always baffled me, even when I played the game for the first time as a kid. It was very clearly done or touched up by someone other than the other mugshots' artist... Now it actually looks like it belongs in the set. It warms my heart.


As for minor nipticks, I think the size of the helmet could be moved up a pixel or two, as it still looks a bit too close to where a naked head shape would be.
I touched up on it quickly to show you what I mean:

(https://i.imgur.com/iuXctD5.png)
(https://i.imgur.com/RSAZCIv.gif)

Let me know if you agree or if you want to apply the idea yourself, that'd be great.

By the way, I'm sorry I missed two tiles on the source rip I sent you, just a dumb oversight.
Here's a better one. You can just ignore the gray and black areas.

(https://i.imgur.com/FyQrC5l.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 06, 2019, 08:51:58 pm
So I took a jab at trying to make a mugshot for the green hunter and it went surprisingly well.

(https://i.imgur.com/2wvsIRt.png) (https://i.imgur.com/O9w8GZB.png)

It was a bit hard to pull off, but I think I did well enough in the end.

Now to resize it into 78x64, and voila!
(https://i.imgur.com/GdXJA56.png)

Top left is mouth open (from the original drawing), top right is some dithering + cleaning (to make it look like a PSX graphic), bottom left is mouth closed (one I edited it in because I thought it'd look nice), and bottom right is mouth closed + dithering/cleaning. Just a heads up, I wouldn't recommend using both the mouth open and closed sprites as the talking sprite as is, since the jawline doesn't actually move period, I just gave him a closed mouth because I thought it'd look better. Overall, I think it's good. I think there's an antenna I missed(?), but it's good enough for my limited skills (this took a while).

How's this?
(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.
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!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 07, 2019, 06:26:17 pm
I think this should be the final version:
(https://i.imgur.com/S4Zy24d.gif)

Aside from minor tweaks like his neck and chest area, I added the backpack and fin from all of the artwork. Despite not being on the sprite outside of the Nova Strike, it's there in all of the artwork, and the old model kit it was designed for and the D-Arts have it, so I decided to add it.

Now if it can't be used because of technical reasons, or you don't want to use it, then I do have a version without it.

I also darkened and desaturated the main armor color because I felt it was too blue and too bright compared to the black/midnight blue palette used in X6, and it felt closer to the X4 colors (which I still prefer). I also made the gold the champagne gold of his X6 palette. I honestly forgot what the X6 Ultimate Armor looked like until I went back and looked at it. I do think it looks better than the oversaturated blue from X5 at least.

(https://i.imgur.com/fo6JzyA.png)

Here are the tiles:

Fin:
(https://i.imgur.com/wC0GU6e.png)

No Fin:
(https://i.imgur.com/r13s0uZ.png)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 07, 2019, 11:10:22 pm
Thanks both of you. Danny, I think you did great with the Hunter sprite. Can't make any promises about being able to insert it, but I'm definitely gonna give it a try. Mugshot modifications was at the bottom of my to-do list, but I think I'll have to give it more of a priority now  :)

Metalwarrior64, I like what you did with the colors, much closer to the actual sprite.
I'm considering trying to add a palette variant for the Ultimate Armor where the light-gray bits are golden (like the mockups AxlRocks made), would be cool to have that as an addtional option, which would cover both the sprite and the mugshot. Let's see if I can pull it off.

As for the fin, I like that you decided to add it, and no problem adding both variants on the patcher! But if you're willing on further polishing it, I have a couple of suggestions: since it's (almost?) not visible in the sprite, I wouldn't have it stand out so much. I'd place it a bit lower, no higher than ear level, and would try give it a thinner edge. Also, you should avoid drawing the "front" edge as a straight vertical line, it's a bit distracting.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: TDOMMX on March 08, 2019, 12:08:51 am
Beautiful work, guys.  I'm somewhat undecided on whether I prefer the bright gold or champagne gold look more for the Ultimate Armor.  The former is more faithful to the original design, while the latter complements the Black Zero armor so much better.  Allowing the player to choose in the patcher is a great idea.

Speaking of the original design: if inserting the new Ultimate Armor sprites, palettes, and mugshots goes according to plan, would you consider including the original X4 Ultimate Armor look as an option in the patcher?  I kinda miss that look whenever I'm playing X5 and X6.  Granted, tweaking the weapon palettes to match would take a bit more work, but I think it would be worth it.

If it had better shading, I'd suggest the same option with the "X Challenge" armor (whatever it's called).  It's a shame the artwork for that armor looks so much better than the in-game implementation in the Legacy Collection...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 08, 2019, 06:10:19 pm
I made a portrait for the magenta Hunter:
(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.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 08, 2019, 08:23:57 pm
I made a portrait for the magenta Hunter:
(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.
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 08, 2019, 09:46:26 pm
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.

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 08, 2019, 11:11:33 pm
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.

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.
That Dr. Light looks fantastic so far, so good job.

Yeah, maybe the alternate Ultimate colors could be an option for the patcher, and the default option in the actual hack would be the corrected colors you proposed. I just wanted to add nuance to the Ultimate Armor a bit, but now that I think about it, it'd be much simpler to just have an option for X4's Ultimate Armor.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 09, 2019, 12:31:34 am
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.

I really only used the Shadow Armor palette for assumed palette limitations on the parts menu. It could be some non-related sloppy rushjob Capcom did that caused all those issues, but I just assumed a shared palette to be safe. I should've been more clear, but what I meant when I said it would be better, was more like "The original blacks/champagne palette sucks" more than straight up use it, though I would've liked that too just out of personal disdain for the original. Reverting to X4/X5 would've also been preferable, but not necessarily the BEST option.

Should an option to match the old mugshot palette be possible, I'd actually keep your blacks with Shadow's gold, if not a new gold even. Played with the bare arm/leg color a bit too, X4's purple or a black/gray:

Top-left is Shadow (from parts menu), then Shadow's gold with your blacks, below "deep" gold, below that a more "Poppy"/shiny gold.
(https://i.imgur.com/MLbwBza.png)
EDIT 3-9: Thought a more "poppy"/shiny version might be better. Still not sure if I like it or the "deep" gold above it better.

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.

But there's the matter of the old mugshot palette too. Which was more rushed, a palette swap or the bad mugshot? Or is there official artwork of X6's Ultimate Armor? Not sure. Hard to say which is more "valid" otherwise.

EDIT: And yeah, I'm totally pulling for gold to be an extra option ;D I'm just way more partial to the gold, even though your champagne is a lot better than Capcom's.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 09, 2019, 06:01:15 pm
You guys really ran with the idea  :o

I'm really impressed and humbled by your work so far, Metalwarrior64. The last Ultimate update is a big improvement, and your pink Hunter and Dr. Light mugshots look as official as anyone could wish for. There's a few nipticks I'd like to comment on, but before I get involved on the art side of things I need to make sure I'm able to make this a reality.

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Zero Dozer on March 09, 2019, 09:30:00 pm
All this time away and I come back to check and see that so much has been done already.

Can't wait for when this comes and I get to play the new version of the patch.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 10, 2019, 08:03:07 am
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
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 10, 2019, 10:11:49 am
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.

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)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 10, 2019, 02:42:16 pm
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 idea, but if you happen to find them in-game (in the japanese PS1 version) let me know, as I'm still not sure I covered all of the missing voice clips.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 10, 2019, 08:16:41 pm
How's this for the green Hunter's portrait?
(https://i.imgur.com/CsuL7cO.png)

To me, it feels like I did a slightly better job than with the magenta one. Again, I had to interpret the area in the front of the helmet with the gem, since the sprite has a weird pattern there, partly consisting of a bright green color, seemingly indicating a gem, but the shape is weird so I just used a round shape.

Also, here's a temporary talking animation using unarmored X's mouth:
(https://i.imgur.com/oPNs0nr.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 10, 2019, 09:45:39 pm
(https://i.imgur.com/CsuL7cO.png)

Looks awesome! I really don't know what to make of either of the original sprites' gem areas, that had to be annoying. I like the square-to-gem ratio on Green much more than Magenta too, nice change.

I got to thinking, your interpretation really reminds me of a headlamp, especially for Magenta since the light?/line looks like a strap, which is really cool because that would be a perfect Reploid type to scout the ruins, until D-1000 starts rampaging.

Is it ever explained why they were there, or are they entirely fluff "save me!"s? I can't remember, it's been a while since I didn't mash through cutscenes, but I also don't see anything in the original English script. (For what that one is worth...)

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.

https://www.youtube.com/watch?v=Ne0TksRJiGM
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 11, 2019, 12:48:15 pm
[...] 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.

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)
I'm still curious about this.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 12, 2019, 02:52:54 am
Zero's mouth works very well with this portrait:
(https://i.imgur.com/3hFIOjR.gif)

(https://i.imgur.com/U1lYNdJ.png)

I might need to tweak the lower lip between frames for continuity, but I think I'll just basically keep it like this to save me the effort of drawing the mouth from scratch. Definitely looks better than my magenta Hunter portrait. I had trouble getting that one's helmet looking good.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on March 12, 2019, 04:20:54 am
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

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)


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.


There's a Demo Voice > off option in the option menu of the original game (English/Western version) which removed the Japanese voice in dubbed dialogue sequence and sort.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 12, 2019, 09:43:35 am
https://www.youtube.com/watch?v=Ne0TksRJiGM

 :thumbsup:

Definitely looks better than my magenta Hunter portrait. I had trouble getting that one's helmet looking good.

To be honest, I'm perfectly happy with either Hunter. You did a great job on both. I have some tinkering in mind for the pink one's helmet, but I'll get there once I'm done with the rest.
Now I wish the game used those characters more so the mugshots could have more use :)
If I were able to freely add more images (see below), I'd gladly split the few lines of dialogue between both characters.

I'm still curious about this.
I'm not interested in fan dubs, I've stated that on this thread before.
Not interested in the LC tracks neither. Besides, different sized videos and audio tracks would add a layer of complexity to the patcher that I'd rather not have to deal with (let alone copyrighted assets).

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)

Thanks for checking!
Maybe what you found is only used in X Challenge (maybe with a different pitch?).



I've spent some time going through the mugshots code:
- There's 20 mugshots in the game (1 Alia, 6 Xs/Zeros, 8 Investigators, 3 Hidden stage bosses, 2 Final bosses), but the game recognizes only 4 distinct "single-digit" IDs to identify a mugshot: 0 = Player, 1 = Alia, 2 = Boss, 3 = A corrupted Alia mugshot. Any value above 3 (between 4 and F) cycles back to 0, 1, 2, 3...
- "Player" adapts to whom you're playing as, and "Boss" adapts to the stage you're in, each with their own exceptions (ex.: Hidden stages also read if you're gonna fight Nightmare Zero/High Max/Dynamo. I haven't looked into the final stages, but there must be a similar check to go, for example, from Gate to Sigma's mugshot after you defeat Gate).
- These are all read from their own files, except Alia (the only "static" one), which is read from the stage data instead (it's included in every single stage file. Weird).

- Good news: Fortunately, the "corrupted Alia" mugshot seems to be an unused placeholder. If true. this would make things much easier. It would mean I'd already have room for my animation/sprite assembly data, and a system in place to access it without having to write my own exceptions. And one slot would be enough, considering the Hunters and Light are not loaded in the same stage.

- Unresolved: where to actually insert the new graphics. The obvious choice for me was to expand the Alia files in each stage (using "Hunters" in the intro stage, "Light" in the others), which seemed to work at first (the game would seemingly adapt to this file being bigger with no issues). However, in-game, the game is coded to only load this file in memory up to it's original size (well, the original size + 4kb, but those last 4kb, when filled, seemed to be replacing something else. And even if it was working with no side effects, it's half the space I need for the whole mugshot). So now I need to either figure out how to load more of this file (while hopefully not breaking anything), or finding some other place to load them from.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 13, 2019, 01:10:47 am
Okay, I needed to get into the groove of making graphics in this style, but I think I've finally nailed it.

I also decided to add battle damage to the magenta Hunter, similar to Iris in Zero's X4 intro stage, since their sprite animations imply they're injured, and it helps add visual interest to his sparse design:
(https://i.imgur.com/ZpZfgzN.gif)

I also retouched the face again by bringing the left side of his left eye in one more pixel, and then reducing the size of his jaw one pixel. Now I think it blends in much better, and the battle damage works like it did for Iris' portrait in the X4 intro stage.

If it's not desired, I do have a clean version of this portrait.

Also, just for fun, here's a comparison with my first version:
(https://i.imgur.com/hs9spyA.gif)
By comparison, the old one's pin-headed, the shading's a bit boring, the chin's too long, and the eyes are a bit doofy. The gaping mouth doesn't really work well either. Also, a while back I tweaked the torso proportions to make it better centered and fit the other portraits better, and that's shown here too.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 15, 2019, 04:54:40 pm
That's fantastic! The added details really make a difference, makes the previous one look flat in comparison.

You fixed the one niptick I had the previous one: volume on the front side of the helmet. The brim had no thickness on it's edge, but the darker purple you added to the borders gives it all the volume it needed. I really like how it turned out.

(https://i.imgur.com/PiYjGm6.jpg)

Well, I haven't been able to spend as much time as I would've liked on this this past week, but I am making progress. After a chat with DarkSamus933, I finally found when and how each different mugshot is loaded, and why they're stored differently. I've got to the point where I can change the "boss" mugshot assigned to each stage.

(https://i.imgur.com/FhJjO5U.png)

Now I need to be able to do the same with new files and not just the existing ones.
I'm slowly getting there...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: NectarHime on March 15, 2019, 08:18:29 pm
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

These are from JPN X5. They're used at random when fully charged shots are fired.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 16, 2019, 02:10:36 pm
If you want, I could take a jab at rewriting some of the dialogue and story to be a bit better (I tend to rewrite what's already there instead of re-translating because I can't read Japanese it's more unique in a sense). Here's my rewrite of the Isoc intro scene as an example (used the X6 Script from the wiki (https://megaman.fandom.com/wiki/Mega_Man_X6_Script_(X%27s_story)) as a base).

Spoiler:
Scene 4: A New Threat
(Amidst the rubble, X listens as a Reploid named Isoc gives a speech to various Reploids. Meanwhile, Alia and Signas listen from Hunter Base.)

Isoc: Attention, all surviving Reploids: It appears that, from my research, a new threat arises. It appears to be a corrupted virus from the Eurasia colony's remnants. It causes Reploids to hallucinate and feel dangers that don't exist... I've dubbed it "Nightmare". This "Nightmare" screws with a Reploid's programming, causing internal damage. The "Nightmare" then creates false images to relate this pain with, causing paranoia. Because of the Colony incident, there are few Reploids and lifeforms left on the Earth... We must not allow sacrifices any longer! This would worsen the crisis as is. As a form of precaution, we have sent 8 investigator teams to various key areas to solve the mystery of this Nightmare phenomenon. So far, it appears that the Nightmare phenomenon is caused by Zero's remnants, formed into a virus-like ghost by the Colony.

X: What?!? What are you talking about!

Alia: Wait, X: let him finish his speech.

X: Ugh, fine...

Isoc: Now, I'd like to gather volunteers. Unite with us, and help rid of the Nightmare by working in any of our eight teams. Our goal is to eradicate the Nightmare, and to delete this "virus ghost of Zero". Let us unite for a better future! High Max will be in charge of team organization and protocol. We will guarantee your safety if you join us. We all suffer since this crisis began, so let us end it once and for all! We await your response!

X: The nerve! For him to talk to Zero like that... He gave his life to save us!

Alia: It can't be helped now: we both saw the Nightmare too, and it was shaped just like Zero. We need to investigate what the Nightmare is as well, so for now, leave Isoc and High Max alone.

X: I wonder what are those "various key areas" he mentioned. Any info, Alia?

Alia: I can target them, but due to a strong jamming, I can't analyze them at all.

X: So I have to go in blind then. Maybe I can experience the Nightmare directly. Besides, I'm suspicious of this "investigators" operation.

Signas: "The Nightmare", huh... This all seems too risky, but we must minimize as much damage as possible by uncovering and defeating it. As Isoc already said, we cannot allow any more sacrifices to be made... X, return to the Hunter Base now!

X: Roger! Initiating teleport...
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 16, 2019, 02:35:20 pm
The script part is pretty much already covered, but thanks, I'll let you know if I need additional help.

The text of the cutscenes and almost everything outside of stages is already inserted into the game, taken straight from DuoDynamo's translation.

For the rest of the text, I'll take DuoDynamo's's script as a base and NectarHime's re edit as a secondary source.

Formatting for insertion takes a non trivial amount of time and work, so this is one part of the hack where I just had to stick to a single source early on, or it would be an endless back and forth of different people's edits re edits and interpretations.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 18, 2019, 04:49:04 am
I've also been busy redoing the Blade and Shadow Armor portraits:

Blade Armor:

Original:
(https://i.imgur.com/D0tEAP6.png)

Corrected:
(https://i.imgur.com/03Q5WNX.png)
Firstly the shading just doesn't match 99% of the game's other portraits, since it's too detailed and soft. Plus the tone used for the armor parts is too blue. Also, certain details like the part above the gem and the V shaped crest aren't shaped right.

Basically, it's as if it looked like the left here instead of the right:
(https://i.imgur.com/1liwP3q.jpg)

Also, the torso is horribly misshapen and oversized, making his neck look sunken in, and the green gem on the left shoulder is rounded instead of flat.

Shadow Armor:

Old:
(https://i.imgur.com/cdxgiJ1.png)

New:
(https://i.imgur.com/RfskX8f.png)

The original one wasn't too bad on its own; the black looks very glossy and that effect is well done, but that doesn't match the shading on the official art, or any other portrait in style. The gold has some shading issues, the trim at the top center of the helmet is a bit off in shape, and the gem is very wrong, as it's supposed to look like normal X's and a few other little things are off. The torso is also way too big looking again, as the artist seemed to have thought that the embossed areas on the chest armor were his shoulder pads.

With both of these I tried my best to match the official art.

I also have cleaned up and corrected unarmored X's portrait, but I'll post that at a later date. I'll probably edit it into this post tomorrow or the next day if no other posts are made.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 19, 2019, 12:24:10 am
I wasn't planning on editing more than was obviously missing (or in the case of the Ultimate Armor's mugshot, obviously off-putting), but I'm very happy you went ahead and did these too. Indeed, those ugly soft gradients needed to go.

Just a little suggestion... You should probably try painting the edges of the crest with a different tone instead of drawing a hard line along the edge (which on such a low resolution is a bit distracting)
(I'm sorry I'm butchering it, I made this quickly to illustrate my point)
(https://i.imgur.com/DEfesUZ.png)

I'm looking forward for your take on the unarmored X mugshot  ;)

By the way, I JUST made an important bit of progress on the process of inserting new mugshots. I'd like to have the tilesets of the latest version of your pink Hunter and of your Dr. Light mugshots (even if they're not final yet). I'd like to start testing those asap  :woot!:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 20, 2019, 02:58:05 am
Will they work like this?

(https://i.imgur.com/EVmpZEl.png)

(https://i.imgur.com/Szz78R7.png)

I was actually just in the process of overhauling Light. This one here is basically done, but I might do a couple of tiny tweaks at a later date.

(https://i.imgur.com/xVBEXCq.gif)

I tried to make him mesh with X6's art style, so for reference of the facial details I looked at Suetsugu's art of Double and Douglas, who have very similar faces to Dr. Light. I wanted it to match the PSX X games's style, and I think I achieved it, and I also tweaked the shading to match the other portraits, and the palette was made to match the Light hologram sprite's palette. The GIF is a slightly earlier version, but whatever.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 20, 2019, 04:11:04 pm
1. Those sprites look amazing, Metalwario. It really does look like official sprites from the game, I'm impressed.

2. I think I asked this as my first post on here, but I never got a response so I'll ask it again: I was curious if splitting Gate's Lab Part 2 into 2 stages would be possible, since part of the reason why the stage is loathed is because it's 2 obnoxious stages with an obnoxious boss in-between them. I feel like splitting them both into two proper stages would be a good way to balance it. Of course, this does sound like a lot of work, so I'm unsure if it's even possible to pull off.

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.

4. You've all done a great job. Keep up the good work.

March 20, 2019, 05:14:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a quick spruce up I did for X's sprite

(https://i.imgur.com/OdK3JNF.png)

I fixed the eyes a bit, since in the original sprite it looks like X had one eye and lived in constant fear. I also fixed the torso since it looked a bit weird.

Obviously, Metalwario is just gonna blow me out of the water with his take on it, but I had time to kill, so I thought "why not?". Besides, I like contributing to this thread, it's fun.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 20, 2019, 06:55:55 pm
Here are the cleaned unarmored X, and the Blade Armor with the redone edge on the V-crest:
(https://i.imgur.com/rLnJWuA.png)
(https://i.imgur.com/mfHB1v6.png)

Here's a comparison and detailed analysis of what I did:

Original:
(https://i.imgur.com/sycWRHn.png)
Corrected:
(https://i.imgur.com/BNCSbr5.png)

The original is a bit of a mess. The colors are strange with the dark blue being too light (and having the right shade of blue as an odd border in those areas, which makes no sense), and the light blue around the face being green tinted, but the embossed stripe on the top being the right color, and there are lots of strange artifacts all around the edges, even in the light shine in the greenish trim of the helmet.

Also, the original has a strange eye which is too small and makes him look either drugged up, or terrified. I enlarged it to match the artwork and the rest of the portraits, and I also smoothed out all of the above mentioned defects and oddities. The light blue color was made to be accurate and to be one unified hue, as well as cleaning up the strange artifacts on the edges. One of the artifacts in the dark blue part of the helmet was shaped like a highlight, and the artwork has them so I turned it into one, as well as continuing it along the torso and shoulder, to match the official art.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 20, 2019, 07:10:27 pm
since part of the reason why the stage is loathed is because it's 2 obnoxious stages with an obnoxious boss in-between them.

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.

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.

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  :)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 20, 2019, 09:17:42 pm
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.

I've heard this before a couple times. Actually watched this review the other day where it's brought up: https://youtu.be/6S71Vjj34O4?t=2613 (43m30s if it doesn't properly autostart there). I think it's less of a problem for returning players, though, let's be fair, vanilla X6 isn't exactly a game most players WANT to return to. I kind of agree with the notion even though it never particularly bothered me, just because I don't think High Max is a satisfying fight whether you know what you're doing or not/skilled or not, and, as usual for X6, neither are both halves of the stage itself.

I think that's the underlying problem. If High Max and the stages weren't obnoxious, it could actually feel like a fair/fun challenge to not be able to save in between. Kind of like X4's Final Weapon 2-parter, though those stages are both pretty easy... At least Tweaks can already help with the High Max fight, too.

Of course, I know editing stages is an entire different can of worms, and I figure Maverick AI is a can of grenades.

But sadly, I can't imagine the band-aid fix would be much easier. Either splitting the level up and assinging a new ID, or adding some weird level checkpoint saving feature, and a respective reading feature when starting the level to use that checkpoint/spawnpoint instead. But that's just all my wild guessing.

And cool about mugshot progress! Going to be awesome if all that stuff can be added/fixed up!

EDIT: Oh yeah, I forgot, it's also the whole "First half of the level screams use Shadow Armor, second half is impossible with it unless using the right parts" thing. Also less of an issue with various X6 Tweaks options, but terrible stage design is the root problem.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 20, 2019, 10:15:55 pm
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.

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  :)
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.

Also, whoops, I forgot you added that. I thought that because it's a Complete-only thing, it would probably be a good idea to see if there are any issues with the Exit in the Light version as well. But yeah, it's probably contradictory to put that in the Complete version.

I'm glad to help on any issues present, and good job breaking through those mugshots. It seems all is well right now.

As for any issues that I recall from X6, I was wondering if the Dash Cancel Slash or Guard Shield glitches from Zero have been fixed in any way. Although I feel like you should focus on one thing at a time, so it's probably better to focus on the mugshot thing first and then focus on bug fixes.  Again, good work so far.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 21, 2019, 03:50:43 am
(https://i.imgur.com/YjIVOWm.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: justin3009 on March 21, 2019, 03:55:10 am
That looks and fits so well! Amazing work!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 21, 2019, 04:13:39 am
That's it! You've done it! :beer:

Actually, looking at it compared directly with X makes me realize that I should try and add another layer of shading to his ear. I'll experiment with that, and if it looks good I'll send it your way.

It's so awesome that you're doing this.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 21, 2019, 06:50:38 am
That looks great! If you're gonna stick with the magenta hunter, you should probably change the color of the text of the Hunter nametag in the text box (again, for some reason it's green but it's also plural). But damn, you actually pulled this off! Does he talk too? You did a great job, either way.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 21, 2019, 11:41:21 am
Unbelievable, v16 is going to be so good :woot!:

acedoes what Capcan't  8)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 21, 2019, 04:06:02 pm
Sorry if it seems a bit rude to edit Metalwario's sprites without permission (really I just wanted to see what this would look like, so this is more of a concept thing than an actual contribution), but I decided to fuse Metalwario's X mugshot and with the anatomy from my X mugshot to see how it would look like.

(https://i.imgur.com/p4iJNNt.png)

I think it looks good. Again, sorry if I edited them without permission, I was just curious about this. I feel like it would be just a bit more complicated to implement this, due to the other eye being added in (which would probably require messing around with the animation data for X), so this was more of an idea I had.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: cralso on March 21, 2019, 04:38:49 pm
Can this tool be used with the PC version of the game?
I think it would be good something to put in English and apply all these improvements in the PC version.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 22, 2019, 11:45:50 am
Nice job for the hunter part.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Timbo on March 22, 2019, 03:00:58 pm
Sorry. Wrong thread.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Heaven Piercing Man on March 22, 2019, 04:44:07 pm
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"
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 22, 2019, 07:11:46 pm
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
acediez said he's going to add it as an option for the patcher.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 22, 2019, 07:14:01 pm
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.
That's a good step in the right direction.

Still, I'd think it would be a good idea to split both stages either way (although that depends on the effort required to make it work properly).
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 22, 2019, 07:36:02 pm
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": 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".
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 22, 2019, 07:46:10 pm
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".

Valid point, and I understand why. Again, issues were with how both stages were poorly designed, and -a point I want to bring up- still respawning at the checkpoint even after a game over isn't necessarily good because you can't farm for more energy for your tanks (maybe an X4-esque checkpoint system would work? eh, forget it, I feel like I'm over complicating everything). But like you said, that's not what your project's about, so this is a fine alternative. Sorry if I sounded a bit needy.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 22, 2019, 10:56:34 pm
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.

Cool! I'm drooling for the inside scoop on how that was done. If I could wrap my brain around it, I'd love to remove 3/4 of the spikes from the game. I'd take more bland over insta-death around every corner.

Anyway, I think that'll be a default for me. 100x easier, but again, better than garbage design.

I also have to ask about the other most egregious area, Gate 1's very first area. https://youtu.be/6S71Vjj34O4?t=2294 (38:14) While I'm on the fence about the weapon complaint, it's true but I think it's really stupid you can jump to the Gate stages to begin with, same with X5, if you're not playing at least 85% of the game, why even bother, but that's tangential, so I digress. Still really crap design.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: ThegreatBen on March 22, 2019, 11:19:10 pm
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?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: fianovale on March 23, 2019, 09:41:12 am
I always hated the auto scroll phase in metal shark level. It kills the speedrun. 
Excellent proyect!
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on March 23, 2019, 10:09:19 am
Sorry. Wrong thread.

What do you mean?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 10:34:14 am
I actually noticed a while back that some mugshots are inconsistent: some of them have this weird, jpeg compression to them, making them look not as crisp as they should be (specifically, Gate, Dynamo, and every investigator except Yammark). Either that or my rips are trash.

The mugshots seem to have this very "dither-y" look to them, and a lot of pixels that supposedly look the same aren't.
(https://i.imgur.com/EvOsBx2.png)
It's most apparent with Dynamo (if you zoom in a bit, at least). As I said, maybe they're trash rips, but then again, they were accompanied with the actual in-game palettes, so...

I also noticed that some mugshots have somewhat inconsistent backgrounds, although at this point it's pretty nitpick-y
(https://i.imgur.com/JqUW7GC.png)
Again: maybe trash rips, and quite a nitpick, but it's something I noticed.

I really like contributing to this thread, it's fun, so if this seemed kind of irrelevant or wrong, then my mistake.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 01:40:40 pm
The only real problem there to me is Dynamo's portrait. They clearly just nabbed his X5 cutscene mugshot and removed the background and animated it.

Whoever did so didn't do a good job "anti aliasing" Dynamo against the grey background, and so it just looks like a blurry outline. I noticed this a while back, and I would like to correct this if acediez wants to provide me a ripped sheet of his mugshots at some point.

Gate's isn't much of a problem, because it looks fine on its own. The only issue is some brighter pixels around his edges, which seem to indicate halos from them directly down-scaling a piece of artwork of Gate (seen in the Complete Works book) and just animating it from there.

But it looks good enough to my eyes, as it's hardly noticeable, unlike Dynamo's blurry, botched attempt at anti aliasing.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 02:38:06 pm
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. I'd say it's due to the way Capcom indexed the images for use in-game. The gigantic palettes that no human would ever choose all but confirms that it was all done by machine with maybe some very light touch ups afterwards, if any, leading to very minor background color discrepancies.

Dynamo stands out though, definitely.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 23, 2019, 03:08:18 pm
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/
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 04:57:18 pm
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/

I seen a post on their forums from you while I was looking something up, about re-ripping a bunch of old stuff, but I didn't know if what you did was ever uploaded to the site. But what's your point? I didn't mean those rips are wrong, exactly the opposite. If the backgrounds are that way on Sprites Inc as well, then it's surely correct, especially considering the full color indexes are included. Only X6 rip I've ever questioned are the parts/weapons icons and stuff that are stretched to 23x14 iirc, but after thinking about it, I'm sure that's exactly what Capcom did to make them... "work" for the downsampled menus.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on March 23, 2019, 05:38:28 pm
But what's your point?
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 05:45:22 pm
I would like to correct this if acediez wants to provide me a ripped sheet of his mugshots at some point.

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.

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/
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 07:35:33 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 08:05:19 pm
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.

Ohh lol I thought maybe I came off as insinuating those were wrong, my bad. "Got burned out" No wonder, I got "burned out" the moment I seen the hundreds of unorganized (immediately so, at least) files extracted from X6.dat. Thought I'd try extracting the menu stuff when I was doing the mockups, for more technical insight on it. Anyway, nice work :)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 08:26:43 pm
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.

Changed my mind.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 09:00:26 pm
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.

Well I they don't, from a quick test I did on paint.net. Light's mouth and eyes are on the magenta Hunter's helmet, and the mouths are close but not close enough. Maybe you could save up on space by using the same animation data from a similar character like X. Although, then again, only his left eye has a blinking animation (hence why they didn't give him a right eye), so that might be an issue. Maybe you could use assembly to then add an imaginary eye of sorts and use up less code, leaving space for a unique mugshot for either that's left?

Hell, maybe use the green Hunter, whose wears a visor and thus doesn't need a blinking animation, leaving more space for Dr. Light.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 23, 2019, 09:11:01 pm
So, do you mean the animated tiles have to all have the same position relative to each portrait (just the eyes and mouths the same position relative to each other, but can be placed in different locations on the mugshots), or that they also both have to be in the exact same position in the mugshots themselves?

If the latter, that may be an issue because then either Light's portrait will have to be too low, making it framed awkwardly, or the hunter will have to be really high up, meaning I have to draw in a significant portion of his body, and the framing will be weird.

I'll do what needs to be done to get it all working, but I'm just asking for clarification. Sorry if I"m being a bit dense here.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 23, 2019, 09:11:55 pm
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.

Alright, I'll mess around with their mouth and eye positions to make sure they line up as best I can.

No need for that.
I'll make it work. Art shouldn't be limited by a minor code convenience. Forget I said anything.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 23, 2019, 09:14:55 pm
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.

No need for that.
I'll make it work. Art shouldn't be limited by a minor code convenience. Forget I said anything.
Alrighty then. Keep up the good work, you've made it this far.

In other news, I was wondering it was possible to make it so that Dynamo doesn't blow up for no reason and just skip straight to his dialogue. Is that already a thing, or would that be any issue?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 23, 2019, 10:37:06 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 24, 2019, 12:55:41 pm
I have a few questions:
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?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 26, 2019, 12:44:46 am
After a lot of work and very little sleep, the insertion of the new mugshots is 100% complete.

(https://i.imgur.com/mGUEcNp.gif) (https://i.imgur.com/gXwBEtB.gif)

I managed to set both mugshots' animation and tile assembly data independently, so forget my last post: there's no restriction on how they're assembled. They're both working together exactly as they are.

Here's some general takeaways:

Identifiers:
- There's 4 "half byte" IDs recognized by the game: 0 = Player, 1 = Alia, 2 = Enemy, 3 = Unused. Other values (4/5/6/7, 8/9/A/B, C/D/E/F) cycle back to 0/1/2/3 and can't be used as unique IDs.
- These IDs are linked to a byte in dialogues. This tells the game both which character is talking (which animation data to load) and the color used in the name of the person talking in the text box (Blue/Red/Yellow/Green).
- Interestingly, the 3/Unused value matches the text byte used for both the Hunter and Dr. Light (green names). This probably means they were meant to be implemented in a similar way I did, or maybe it's just a coincidence. Either way, this made my work a lot easier.
- IDs are used as RAM offsets to locate the right tileset/animation data in an index of more addresses. In the case of 0/Player and 2/Enemy, they're adjusted through a separate subroutine depending on character/armor in use and stage selected (and in the case of hidden stages, which enemy you're suposed to face). As for the 3/Unused, although they have unique slots assigned in this data address list, these addresses link to other mugshot's data (Commander Yammark's).

File loading:
- Alia's mugshot and palette are loaded straight from the stage data and stay in VRAM and RAM (respectively) throughout gameplay
- Player's mugshot is likewise always loaded in VRAM and RAM respectively, but are loaded from their own files instead of stage data.
- Bosses mugshots and palettes are both loaded to RAM (during "Loading" screen), graphics are loaded from RAM to VRAM on the fly when needed.
- As there isn't enough room in VRAM to have an additional mugshot loaded all the time, I had to figure out how to use the same mechanism the Bosses mugshots have (have my new files always available on RAM, and loaded to VRAM only when needed). This means I can't have Dr. Light facing a Boss (as they'll use the same VRAM slot). Thankfully this never happens so I didn't worry about it.

Animation/Tile assembly data:
- Tile assembly data (a single file for all mugshots) is located in all the stage's files, right next to Alia's mugshot and palette. Thanks to notes by DarkSamus933, I already had a pretty good grasp on how the games assembles tiles. I already used this information to edit the title screen's "PRESS START" text and reassembling the pause menus' text using the new font.
- Animation data (a single table for all mugshots) is located in the main executable file. This was the first time I worked on animation data, but fortunately it was fairly easy to figure out.
- Although easy to assemble, storing all this took an extra 2 KB that had to be inserted somewhere, and made accessible.

Loading new files in the disc (and have them be accessible):
- Five new files needed to be added: two tilesets, two palettes, and one big fat assembly/animation data file containing data for both mugshots.
- Putting new files in the disc is easy, you just have to append them to the DAT file and list them in its header in the same way the others files are. The problem is accessing them ingame.
- The game generates a list of disc files' offsets/sizes on the fly during startup based on the header of the DAT file. However, the number of files it writes an entry for is hardcoded to the original number of files. It can be expanded, but then you'd have to deal with a lot of important data being shifted around.
- Instead of doing that, I generate offsets/sizes data for my new files whenever I update my .DAT (I wrote a script for that) and store them somewhere else in the game's data. This way, instead of having to deal with all the important stuff being done on initial startup, I simply made a modification to the subroutine reading files: "if trying to access a file with an index number bigger than the original number of files, look for them in my new table instead of the original one."
- These files are then loaded to RAM at the "Loading" screen at start of a stage (with a few checks and jumps to load either the Hunter or Dr. Light depending on the stage). The next problem was to find the right place in RAM to put them in. There's plenty of empty space in RAM at all times, but not always in the same place. Some of these places would get rewritten by other data in some stages, but not others. Figuring out a (big enough) place that's always available took some serious trial and error. At the end, the answer was pretty obvious: right after where the game loads the Boss mugshots. This is one place the game already know it has to keep safe and, fortunately, it leaves plenty of "safe" room after this one file. (There's a chance I'll run into some stage/situation where this address isn't usable and I'll need to think of a solution, but so far so good.)

Loading the new data in-game:
- This is where I finally saw the light at the end of the tunnel; still lots of work to do, but within a relatively known territory: hijacking the mugshot loading code in various places to replace the addresses the game natively assigns to the 3/Unused ID.
- I made my own table of indexes at the start of my tileset/animation file, and made sure to have it work as similarly as possible to the native ones (which in turn, meant changing as little code as possible).

After all was done and working, you can bet there was lots of bugs to fix, stuff that broke for no apparent reason (until the reason became apparent). I wish it was as linear as I describe it. There was lots of back and forth.

Anyway, thanks everyone for your interest and following along the process, and specially thanks to DarkSamus93 for guiding me whenever I'm stuck, and Metalwario for providing art that's so good it made this work a top priority (this was very low on my wishlist of stuff before you showed up).

Although I'm proud, I'm so so glad it's over and I'm finally free to work on other stuff (man, has it been what, three weeks now?)
Here's my current v16 to-do list:
- Completing/polishing stuff I've already talked about (including inserting other mugshot's improvements).
- Inserting stage text (I've had the custom tools I need ready for some time, and most of the text set up for the process... I just got distracted doing more and more stuff.)
- Putting everything in the (new) Patcher tool.

That's it. Everything else I set out to do for this next release has been done. I don't think I'll work or even think of any other new idea until I'm done with this release.


March 26, 2019, 12:56:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

While the conversion tool I'm using is not exactly 1:1 (colors tend to lose a bit of saturation), it's a good starting point. Easier to modify the few colors you're not happy with on top of it than having to change all colors manually.

I'm still pretty new to editing graphics for hacks and I still haven't figured out a straight-forward and reliable workflow to edit palettes manually... So until I get more experience, I'll settle with what I get with this conversion. Being able to convert "graphic.bmp + palette.act" directly into something the game can read is a huge timesaver.

I have a few questions:
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?
1. https://tcrf.net/Mega_Man_X6#Zero_vs._Zero_Nightmare_Dialogue
2. Yes

March 26, 2019, 10:22:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: RikohZX on March 26, 2019, 05:21:28 pm
Honestly, just fixing that stupidly pointless jump between High Max and Gate fixed the need for a save point between the two stages. 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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on March 26, 2019, 08:18:22 pm
Wow! That looks great! Really appreciate the technical insight on that stuff too. It's especially interesting about the unused value matching those name color values.

Can't wait for v16, going to definitely do a full playthrough or two with it. Replayed X4/X5 recently but been holding off on X6 just for v16 :)

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.

Absolutely, as far as I'm concerned, X6 Tweaks, X5 Improvement, X4 Undub, and X3 Zero Project are the definitive versions of these games. (Ehhhhh, well, I'm iffy about X4 Undub, only because I have nostalgia for the terrible dub so it's kinda "so bad it's good" for me hehe but definitely for newer/most players.)

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. 
Excellent proyect!
These aren't elegant fixes, maybe not even optimal and might break something else, I might test a bit, but:
Stop compressor from moving in first half of level: 300C478C 0021 (Or 0001 if you want it to constantly lower and raise)
Stop auto scroller/compressor in second half of the level: 300C46AC 0000

Did test these a bit in other stages and all that. Seem ok, but of course, toggling them for just Metal Shark Player's stage would be best.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 26, 2019, 08:37:56 pm
I have Dynamo done, but I'll post it in a little while since I still need to separate it into a sheet.

Right now I have been working on completely redoing X's portrait even further than just cleaning it up. The style of X faces (both unarmored and armored) just doesn't quite line up with Haruki Suetsugu's style, (they were probably done by a lesser artist, or he severely rushed them). I'm attempting to correct them to his style, since X is the main character and his portraits should look the best they can.

Here's what I've got so far:

(https://i.imgur.com/DqJiL1w.png)

(original for comparison):
(https://i.imgur.com/sycWRHn.png)

I also added the ambient highlights his artwork had, and the palette is based on the X5 cutscene artwork, since it's close to the actual colors of the official art, and Zero's mugshot already seems to follow those rules with his pinker skin tone (plus, his portrait is a slightly modified version of a Suetsugu piece of art for the game, with the shoulder and hair redrawn and a new mouth, which I'll be adjusting soon too if that's okay with acediez).

The biggest fix was reducing the size of his nose, mouth and jaw which made him look suitably his age (in the X6 mugshots he always looked a bit older to me), plus now when I look at the original, I kind of see this:

(https://i.imgur.com/weSxBzZ.png)

..Due to how much bigger the mouth and chin are.  :laugh:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on March 27, 2019, 04:49:02 pm
That looks a lot better. Definitely looks younger, but I'm OK with that.
Now you're gonna have to match all of X's mugshots to this new face   ::)

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on March 27, 2019, 07:15:57 pm
That looks a lot better. Definitely looks younger, but I'm OK with that.
Now you're gonna have to match all of X's mugshots to this new face   ::)
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.

I used a scaled down piece of X6 art as a reference for it by the way:
(https://i.imgur.com/xlnS4ub.gif)

Here's Dynamo's sheet:
(https://i.imgur.com/rEcvRWN.png)

I moved his talking mouth frames up one pixel, since they were too low in the original, so I hope that doesn't move them outside of the tile's frame.

Also, what I did was restart from the X5 mugshot, and then cleaned that up a bit further and gave it the grey background (and the right shade) with proper anti aliasing. I also redrew the blinking frames a bit, and the mouths were pretty heavily reworked. I think the result is a noticeable improvement.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Heaven Piercing Man on March 28, 2019, 12:57:38 pm
Love the work on the mugshots. X always looked OLD in the base game.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: G061 on March 28, 2019, 07:17:12 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on March 31, 2019, 10:59:56 pm
Okay, after checking out TCRF a bit, I had thought of 3 separate ways to redesign the armor system to be less garbage, based on the section about armor oddities (https://tcrf.net/Mega_Man_X6#Armor_Oddities). Note that these require a lot of work and are probably more trouble than it's worth (the fact I wrote this late at night doesn't help either), so take it with a grain of salt and think of it more as ideas rather than suggestions:
Although at the end of the day it's up to acediez to decide whether he wants to add any one of these or not. It's understandable if he doesn't want to period because it's too complicated or not worth the effort. This was just an idea I've been thinking about for a while, so again, take it with a grain of salt. Also I made this late at night so if this sounds very off, weird, and/or poorly explained, then sorry. I was just trying to contribute interesting ideas to the thread in order to help make the project better, and I really wanted to get this off my chest. This has been a great project and I hope it keeps getting better.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 01, 2019, 01:39:09 am
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

I've actually mentioned this idea before, linking abilities to having a specific armor part rather than the armor itself.
Seems pretty doable in theory. The game already registers each armor part separately from actually having the armor available or not. So you could simply have all capsules give you the armor it belongs to if you don't have it yet (which is actually handled in the Mission Report screen, when all four parts are first detected), then add a check to block/allow the availability of each ability based on its corresponding part.

Will definitely consider this one in the future.

April 01, 2019, 10:28:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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 prefer not to call it anything more than "tweaks", as it doesn't necessarily imply the game is now substantially better or different. That's for each one to decide.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 02, 2019, 10:33:00 pm
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). 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).

Either way, this was just a bunch of curiosities that are probably dumb, but hey, the only dumb questions are the ones that aren't asked, so might as well ask away.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 02, 2019, 11:32:44 pm
About black zero.
Is it possible to make alia report that Zero got a Black Armor or something?.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Aceearly1993 on April 03, 2019, 05:11:07 am
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).


Ultimate Armor is still based off its X5 incarnation - no infinite (uncharged) ammo function, they only changed some sound effects and swapped its sprite + mugshot color palette to black in the last few moment just before release.

(https://tcrf.net/images/0/0c/RmXProtoUltimate.png)

(Even the palette is still blue like it was in X5 in the prototype build)

Personally I'd like to see if there's possibility to bring a similar benefit (defense & ammo increased again from Falcon Armor's template/standard, for example) to X6 through the tweaks patcher and make it exclusive to Ultimate 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).

I'd like to quote acediez's reply to me several weeks ago:


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.




Speaking of the prototype build I'd like to see if there's possibility to restore Sigma's "talking" animation for his mugshot once planned in the prototype but dropped for final release.

(https://tcrf.net/images/1/1c/MMX6ProtoSigmaDialogue.png)

Quote
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'.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 03, 2019, 02:06:43 pm
- Falcon Armor's X5 flight
- Shador Armor's special weapons
Already discussed a few pages back... (I guess it's time to write a FAQ)

- Ultimate Armor's special weapon unlimited/reduced ammo
Haven't even thought of this... For now all I can promise is "maybe in the future".

- Report when Black Zero/Ultimate Armor is unlocked
I've thought of this, to match my custom method of unlocking those by reaching UH rank. Not sure how to implement it, but I'll give it a try after the next release.

- Sigma's mugshot animation
I have control of those animations now, but it wouldn't be a restoration as much as making an animation from scratch.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 03, 2019, 09:50:00 pm
I decided to make a quick sprite and made a placeholder Sigma sprite based off his official artwork. (Instead of some blurred out mess.)
(https://i.imgur.com/zgvP9Wp.png)
Obviously, this was done as a template, more or less, or at least my take on how the anatomy and sprite should be. It was pretty late at night, so I wasn't at maximum capacity but I think it looks fine nonetheless.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 06, 2019, 02:08:00 am
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.

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 06, 2019, 07:04:40 am
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.

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.
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).

As far as the mugshot I made though, keep in mind, it's kind of a place holder. Yeah, it looks good, but I feel it doesn't look good enough for the final product in an X game (even with how ugly X6 can look). Either way, thanks for the complement.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 06, 2019, 01:24:34 pm
No, I already said I'm done hacking stuff for mugshots. I might add a few variants of existing one but that's it.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 06, 2019, 05:35:46 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 09, 2019, 11:12:58 am
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 10, 2019, 11:47:20 pm
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.

If you want to play Zero at the Intro Stage, Use this gameshark code :
300CCF08 0001
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 10, 2019, 11:49:28 pm
When you apply the 2nd cheat code, It will only add Zero at the character select after you beat the intro stage.

If you want to play Zero at the Intro Stage, Use this gameshark code :
300CCF08 0001
How about starting as Black Zero?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 11, 2019, 05:09:28 am
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: mevipro123456 on April 19, 2019, 03:09:19 am
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
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on April 20, 2019, 12:05:40 am
Sorry for late reply. You get my idea wrong :). I mean playing Black Zero in the Intro too

do the same thing like adding cheat code i give you earlier then activate the ultimate armor cheat.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on April 26, 2019, 11:34:54 pm
Here's a quick at how the GUI in v16 (and onwards) will look like:

(EDIT: link broken)
(Ignore the green square, ScreenToGif does that sometimes).

All the new stuff has been discussed in the thread already, no surprises there. Though the tabs do make it look like it grew a lot.
The GUI has taken a lot more time than expected, and it's still not quite done. Several of the new features haven't actually been implemented yet. I'm also waiting for NectarHime's script text files (I already inserted DuoDynamo's retranslation as it is, but since NectarHime agreed to edit script files himself, I agreed to add his "second draft" of the script as a separate option too), and also Metalwario64's final set of mugshots.

So yeah, still lots of stuff to do, but I'm slowly getting there.



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.

Using cheat code 2 in v15, Zero is "selectable" after the intro stage, doesn't make him playable in the intro stage. It will in the next version though, that's already taken care of.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on April 27, 2019, 10:01:57 am
: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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on April 28, 2019, 12:25:34 am
I'm drooling for v16, that looks great! Can't be said enough how nice it is to have a save/load profile button now, too.

: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.

I can see that, though I think the pre-made patches and profiles will cover those folks really well. I love this kind of stuff, More Tabs + More Checkboxes + More Input Fields = More Fun, but that's just my weird brain. I figure Light and Complete profiles will be available to begin with, then they could dip their toes in with anything else they'd like to tweak.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: ThegreatBen on April 28, 2019, 01:42:20 pm
I think it looks great the way it's organized in tabs.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on May 28, 2019, 10:14:30 am
http://prntscr.com/nugfmn

Is there a gameshark code of boss lvl modifier in japanese version of Megaman X6?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Thirteen 1355 on July 03, 2019, 12:10:47 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on July 03, 2019, 07:09:00 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on July 04, 2019, 06:03:17 pm
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.

This looks quite good, but I know that X6's true problem is the shitty level design.

¯\_(ツ)_/¯
Title: Re: Mega Man X6 Tweaks (v15)
Post by: AxlRocks on July 05, 2019, 12:12:59 pm
Cool, I should be able to do a test run or two whenever it drops.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: niuus on July 05, 2019, 08:29:27 pm
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.

¯\_(ツ)_/¯
Would be cool to help. Thanks for the update.  :beer:
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Thirteen 1355 on July 15, 2019, 05:05:00 pm
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on July 15, 2019, 10:07:39 pm
If you want to make gate vulnerable then you must buff his health like nightmare snake have.
I am not trying to be mean but you know gate has scarce health right?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on July 15, 2019, 10:57:48 pm
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.

(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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on July 16, 2019, 12:20:09 am
Everything's good. Just taking my time ticking off a couple of ideas more from my wishlist.

(https://i.imgur.com/QpM9FVl.gif)
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on July 16, 2019, 01:23:34 am
Is this a prototype? Or a mixed armor feature?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on July 16, 2019, 02:05:23 am
Is this a prototype? Or a mixed armor feature?
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: BlazeHeatnix on July 16, 2019, 03:46:52 am
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on July 16, 2019, 03:49:33 am
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.

Title: Re: Mega Man X6 Tweaks (v15)
Post by: Thirteen 1355 on July 16, 2019, 05:05:31 am
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: fianovale on July 16, 2019, 09:18:15 am
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.

Totally agreed, i hate the auto scroll levels
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on July 16, 2019, 09:24:54 am
It’s both :)
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: ThegreatBen on July 16, 2019, 09:43:52 am
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.

Either way great work you've done, thank you.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: BlazeHeatnix on July 16, 2019, 10:42:40 am
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.

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?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on July 16, 2019, 12:48:59 pm
It’s both :)
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.
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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on July 16, 2019, 01:06:07 pm
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.

edit: seems to work fine. This opens up another issue though, having to switch the mugshot file (and its color palette) based on this... So I think I'll just leave it as it is for now. Maybe I'll come back to it after the next release.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: BlazeHeatnix on July 16, 2019, 02:36:54 pm
Another issue would be making sure any color choices you make don't conflict with the weapons.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DarkSamus993 on July 16, 2019, 03:00:31 pm
I feel like the whole "displaying individual parts" thing shouldn't be that hard, considering how the individual armor parts are already separate sprites
The armors are not stored as individual pieces, they are a single solid piece.
Spoiler:
(https://i.imgur.com/2SveOFb.png)
(https://i.imgur.com/i2xfCWH.png)

You'd have to:
1) cut up all the graphics (and recompress them, but the only available tool (made by me) only decompresses the graphics).
2) redo all the sprite assembly (and any other related data).
3) add code to show individual armor pieces (if that functionality was removed; it can already turn on/off armor, but it may not be able to handle pieces anymore).

All this makes for a VERY difficult/annoying task (and is currently impossible due to the lack of a compressor).
Title: Re: Mega Man X6 Tweaks (v15)
Post by: DannyPlaysSomeGames on July 16, 2019, 09:42:45 pm
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.

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.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Metalwario64 on July 16, 2019, 10:21:29 pm
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.

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.
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.

It would be a bit jarring on a game with more advanced hardware, but considering the limitations at hand and that this is a fan project, I feel it would be more than acceptable.
Title: Re: Mega Man X6 Tweaks (v15)
Post by: Cupshadow on July 19, 2019, 02:35:26 pm
I have one question.
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?
Title: Re: Mega Man X6 Tweaks (v15)
Post by: acediez on September 11, 2019, 09:47:21 am
Hello again. I'm halfway through my test run on real hardware, everything good so far. So here it is, finally

You probably can tell by the time it took that the jump from "v15" to "v16" involved major rewrites, both in the hacks and the patcher tool, so I'm jumping to "v2.0" instead. It's gonna be "v2.0 RCx" until I test it a bit more and make sure it's ready to publish it on this site and other places. So everyone who was willing to give it a test run, now it's the time. Please report any bugs or weirdness you run into. There's bound to be some.

(RC1 to RC3 were here)

And, what's new? Pretty much everything I've mentioned here ever since v15 was released about a year ago. Retranslation, voice clips, custom mugshots, player mechanics, damage tables, armor by parts, etc. I just went through the whole set of features for the readme, so I'm just gonna copy it all below. You can also check some highlights with screenshots in the updated first post (http://www.romhacking.net/forum/index.php?topic=26507.0).

The patch and included profiles come in three self explanatory forms nows. There's no longer a "light" and "complete" profile. The big difference there was the removed content (Alia's dialogues and Nightmare Effects), but since these can now be changed in-game (in the "Localization" profiles), there was no need for that. Instead, the new profiles are:

"Localization", which comes with the retranslated script, restored title screen, menu hacks and restored voice clips (a selection of them, the rest is in the patcher).
"Localization+Custom Art", which includes all of Metalwario64's beautiful mugshots and palette tweaks.

As always, these are just samples, and all of these features can be selected individually in the patcher.



Features from previous versions:

Parts, Ranks, and Nightmare Souls:
- Parts are no longer permanently missable (see Rescuable Reploids)
- Parts allowance by Rank has been edited from 0/0/0/1/2/2/3/4 to 1/1/1/2/2/3/4/4 so you can equip at least one part right from the start.
- Rank progression has been edited from to 0/200/300/500/800/1500/5000/9999 to 0/200/300/500/800/1500/3000/5000, so Level 4 boss battle start sooner (Rank PA, 3000), and the newly added unlockables of Rank UH can be reached without excessive grinding.
- Story scenes unlocked by reaching 3000 are now split and set to match Rank PA (3000) and Rank UH (5000) respectively. As noted above, this allows you to encounter Nightmare Zero Lvl. 4, which isn’t possible in the original game (Lvl. 4 bosses appear at Rank PA, Rank PA requires 5000 souls, but at 3000 souls the game would trigger an event that would make Nightmare Zero not appear anymore).
- Dynamo’s Green Orbs drops have been increased from 200 to 400 souls (each). If you’re grinding souls with Dynamo, you might as well get it over with faster.

Rescuable Reploids, Nightmare Virus:
- Rescuable Reploids reappear after getting infected or killed, as if you’ve never encountered them.
- All rescuable Reploids not holding any items are marked as “MISSING” at the start of the game, drastically reducing the number of Reploids clogging stages (keeping only the ones that matter).
- Rescuable Reploids no longer give extra lives and health. Instead, you get a consistently higher number of lives (from 2 normal/4 with EX Tank, to 4 normal/6 with EX Tank).
- Nightmare Virus’ Blue Orbs will always appear (would normally reappear only after a Nightmare Effects has been activated for the corresponding stage)
- Blue Orbs left alone won't turn back into a Nightmare Virus

Player Mechanics:
- Shared Character Stats: X and Zero now share Heart Tanks, Life Up parts, Energy Up parts, Souls, and Rank.
- Dash and Air Dashes with the Hyper Dash part equipped have been made a bit longer.
- Unarmored X and Shadow Armor now also have the ability to Air Dash.
- Height of Zero’s Hyoroga and Shadow Armor’s ceiling jump has been increased (enough to reach Rainy Turtloid’s ceiling).

Unlockables:
- Beating Nightmare Zero on Lvl. 4 unlocks Zero's Black Armor. This is coded in the original game, but the original souls requirements for Ranks/events wouldn’t allow it to happen normally.
- When X and Zero reach Rank UH, the Ultimate Armor and Black Armor will be unlocked respectively.
- Cheat Code 1 (Ultimate Armor) now gives both Ultimate Armor and Black Zero.
- Cheat Code 2 (Black Zero) has now been repurposed to start the game with Zero, making a Zero vs. Nightmare Zero match possible (you can have him earn his Black Armor himself)
- Both cheat codes can be combined.

Others:
- “Exit Stage” button always available.

New and updated features:

Localization:
- Script based on DuoDynamo's incomplete translation. NectarHime's script rewrite was used to fill the gaps.
- Font replacement for stage dialogues and menus (Gemini's Blood of Bahamut)
- Variable font spacing for both the new font and the regular one.
- Restored all missing voice clips from the japanese version (and prototype). Some are included on the default patch, the rest are available as patcher tool options. (Hack Credits: DarkSamus933, initial research).
- Title screen from japanese version, with official "Mega Man" logo edited in (Art Credits: Metalwario64)

Player Mechanics (X):
- Activate Incomplete Armors: Armor abilities and enhancements are now linked to their individual armor parts instead of the armor itself. You can now get access to the armor as soon as you get the first part and get its abilities progressively, like you would in X1-X4.
- Blade Armor: "Hybrid Mach Dash" controls. You can have both the normal behavior of the Mach Dash (with a stop mid-air) when pressing "jump", and a immediate, more maneuverable air dash with the "dash" button. Speed and duration of either can be set separately.
- Blade Armor: improved "Hold/Release" input option. Direction press will also count as "hold", as it does on a regular Dash.
- Shadow Armor: when sticking to walls, you can also slide down by pressing down.
- Improved control of the Saber animation. Cooldown has been shortened.
- To balance the shortened Saber animation, dash cancelling has been removed (can still be enabled to both X and Shadow X in the patcher).
- Falcon Armor's Air Dash jump button input has been removed.

Player Mechanics (Zero):
- Sentsuizan: improved "Hold/Release" input option. Tremor sound effect won't play if the technique is cancelled before it makes contact. Direction press will also count as "hold", as it does on a regular Dash.
- Sentsuizan: input has been remapped (from Up + Attack to Down + Special)
- Ensuizan: "Air Move mode". Can now only be used in the air, but let's you do multiple spins in a row by holding the button.
- Ensuizan: input has been remapped (from Down + Special anywhere, to Special in the air)
- Control of the third slash Saber animation. Cooldown has been shortened.

Damage Table:
- Blade Armor: Charged buster damage has been increased (now handled by modifying damage tables instead of external code).
- Blade Armor: Charged saber "tip" contact deals +1 damage against all enemies
- Zero: Z-Buster damage has been slightly reduced against bosses
- Damage against Nightmare Snake has been doubled.
- Damage against Commander Yammark has been slightly reduced.

Boss Health Bars:
- Commander Yammark and Ground Scaravich have increased Health Bars. Others received minor modifications for consistency.
- Nightmare Snake health bar has been cut in half (this, and the x2 damage buff by damage tables, match the x4 damage buff in previous versions of the patch)
- Nightmare Mother health bar has been cut in half (matches the x2 damage buff in previous versions of the patch).

Stage modifications:
- Amazon Area: the ceiling has been extended on the equally infamous blind jump in the section with transport enemies over spikes.
- Secret Lab 1: removed a few spikes to reduce Armor/Parts requirements to be able to go through. X can now pass through using only Ice Burst (and dash jumping very carefully)
- Secret Lab 2-2 (X): a platform can be added to the infamous jump section (Credit: DarkSamus933)
- Recycle Lab/Secret Lab 2-2(Zero): if crouching safely on a tight spot and let go of the down button, you'll be locked in the crouch position until the ceiling rises (instead of getting immediately killed).

Custom menu options:
- Navigator (Alia alerts) and Nightmare Effects can be enabled/disabled anytime during gameplay from the setting menu within the pause menu.

Cutscenes voiceover
- Voice-over won't be cut when pressing the button to display the whole block of text, will be cut when moving to the next page instead.
- Slight speed up of text.

Unlockables:
- Cheat Code 2 (Unlock Zero): You will now start using Zero from the Intro Stage.
- Unlockable by Rank UH: A message in the "Mission Report" screen will notify any secret armor unlocked by reaching Rank UH.
- A flashing effect was added when Zero himself gets the black armor by defeating Lvl. 4 Nightmare Zero. Normally, it would simply change to the black palette immediately.

Custom art:
- Custom mugshots for characters that didn't have one: the intro stage Hunter and Dr. Light (Art Credits: Metalwario64)
- Cleaned up and custom mugshots for existing characters (Art Credits: Metalwario64)
- Custom palette options for X's Ultimate Armor and Nightmare Zero (Art Credits: Metalwario64)

Fixes from the original games:
- Fixed swapped icons for the Hyper Dash and Speedster Parts
- Fixed the "overwright" typo on the Save File screen

Tweaks Patcher additional options:
- Nightmare Effects: Can still be permanently removed (apart from the new custom menu options)
- Dialogues: Stage Alia calls and "briefing" dialogues can still be permanently removed (apart from the new custom menu options)
- Intro: Skip Capcom intro video, skip opening video.
- Player Mechanics: More complete set of Dash parameters to tweak. Double-jump and double-tap inputs can now be disabled.
- Player Mechanics: Frame-by-frame controls for the animation timming of X's Saber, Zero's ground combo cooldown, and the Z-Buster.
- Player Mechanics: Attachment to ceiling can be set unlimited (Shadow Armor, Zero's Hyoroga)
- Player Mechanics: X's Saber can be set cancellable by dashing, both normal and with Shadow Armor.
- Balance: Boss health bar size controls, by level. Includes sub-bosses health bars.
- New Game Status: Randomize Parts carried by Rescuable Reploids.
- Localization: Additional title screen options, including the original japanese version.
- Localization: Additional voice clips can be selected separately, adding two not included in the sample profile (title screen "Rockman X6", and vocalized boss "Warning" from the Prototype version)
- Custom Art: Individual selection of mugshots by Metalwario64.
- Custom Art: Colors scheme options for X Ultimate Armor (mugshot and sprite palette).
- Stage Mechanics: Auto-crouching for Recycle Lab/Secret Lab 2-2 (Zero). If the ceiling crushes you in a tight spot where you would've survived crouching, you'll crouch automatically and stay locked in this position until the ceiling rises.
- Stage Mechanics: Recycle Lab/Secret Lab 2-2 (Zero), ceiling movement can be completely disabled.
- Damage Tables: Complete access to all damage tables. Damage values can be modified by enemy/by attack.
- Damage Tables: Gate and High Max can be made vulnerable to normal attacks
- A few more smaller things.

Known issues
- Script: On some cutscenes, character names don't have the same colors they have in the original game.
- Activate Incomplete Armors: Shadow Armor will always have the Buster sound effect and saber color palette from the complete armor, even if the corresponding Parts haven't been collected yet.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: ThegreatBen on September 11, 2019, 12:55:00 pm
Wow, awesome work cant wait to try.

Love the options for the Recycle Lab.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: fianovale on September 11, 2019, 02:53:49 pm
Thanks for all the work, ill try it very soon!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: AxlRocks on September 11, 2019, 04:37:26 pm
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 :)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: DannyPlaysSomeGames on September 11, 2019, 09:06:25 pm
:woot!: Glad to hear you're close on completing 2.0! I'm honestly impressed by how much new and revamp you've done to the entire game, it's extremely stunning. Can't wait to see the polished final product.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 11, 2019, 10:43:18 pm
I just found and fixed a problem, related to player mugshots changing on the fly if an incomplete armor is completed while in use. I updated the links in my last post.



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.
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?
Minor touchups like that are not much of a problem, but on this case I don't think it needs to be changed...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Aceearly1993 on September 12, 2019, 01:46:43 am
Hi acediez, congrats for the major update of X6 tweak patcher GUI!
I applied the functions in the latest patcher GUI, built the custom game image, use psx2psp to convert the game to .PBP format and the game runs just fine on the PSP, though I found one scene where the script length have been exceeded the blue text box:


(https://i.imgur.com/KRC0BfQ.png)

Looks like there's an additional name tag that ate up the text box space.



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.
(https://i.imgur.com/Q2uOuOa.png)

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Tallgeese on September 12, 2019, 02:08:03 am
First, thank you for all your work.

I presume you also want a list of any retranslation typos, so here is a non-exhaustive one:

Intro Stage:

High Max identifies himself while speaking as "High-Max", but all his textboxes identify the speaker as "High Max" with no hyphen.

---

Post intro stage cutscene, Isoc's speech:

"The macabre nature of this plague have led us" should have the "have led" as "has led."
"I would like to call on for any individuals willing to volunteer", you can drop the "for"
Isoc describes his top operative as "Hi-Max."

---

Signas stage select speech:

no choice but place our hopes (it's missing a "to" inbetween but and place)
You're our only hope (no period)

---

Cutscene after one investigator killed:

Two dots after "keep conducting our experiment" from Gate.

Needle on a haystack, "on" should be "in".

Run-off-the-mill, "off" should be "of".

---

General area start speeches with Alia:

In some cases (Amazon), the word "Area" is capitalized, while in the North Pole it is not. Most areas are capitalized.



---

The limited part Overdrive's description in the weapon menu goes out of the textbox.

---

Ground Scaravich's speech to X:

"Officer" in "Officer X" should be capitalized, as it is a title.

---

Alia speech after defeating Scaravich to X:

"my conscience screamed at me not to o it". o should be "do".

---

Second conversation with Alia as Zero in Heatnix's stage:

"I'm not seeing anything, on my end." Comma is extraneous.

---

Laser Institute:

X's conversation with Alia at the start, "full to the brim with Nightmare." Perhaps it should be "the Nightmare" to line up with most of the game.

When X has a conversation with High Max, he spells it as "Hi-Max."

Alia's speech at mission results screen in this area has double ellipses right next to each other on one line, which looks odd.

---

North Pole:

Mission result speech from Alia says "is team" instead of "his team."

---

Cutscene after defeating six Investigators:

Alia says "even it they were just an imitation." The word "it" is probably meant to be "if."

---

Infinity Mijinion stage:

Alia's mission results speech has "instead to go on his on schedule." Second "on" should be "own."
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: injoon84 on September 12, 2019, 03:36:37 am
This is incredible!
However, I believe there will be a lot of bug.
I'm sorry acediez, I don't think I have plenty of time to test it out this time.
All I can tell you right now is there is one major bug I notice when run with ePSXe:

In Magma area 2, the game will crash if you try to activate the conversation with Alia.
It shows "unknown opcode 434F525C at A0010008".

I also notice Metal Shark Player name been change to Metal Shark Prayer/Preyer when X and Alia call him.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 12, 2019, 04:43:16 am
Thanks for all your bug reports so far, everyone! Links above updated to RC3.

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 typos
Yes! Thank you very much!
I went through your whole list, all should be taken care of in RC3.

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.
There was a whole text file missing in Magma Area's Hidden Stage, which caused your crash. It's now restored, and all Pre/Prayer's are back to Player.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Thirteen 1355 on September 12, 2019, 06:05:41 am
Holy hell, this update is huge. Amazing job!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: SpringSonic9187 on September 12, 2019, 11:40:36 am
Just in time for Rockman X DiVE's Closed Beta Test, surprisingly! Nice work.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Tallgeese on September 12, 2019, 02:44:06 pm
Hi, here's a bit of an oversight that appears when you bring up X's monologue as you enter the Nightmare Area in Rainy Turtloid's stage:

https://i.imgur.com/9aQGMvj.png

EDIT: Correction, all textboxes in this area when you visit as X, including dialogue between X and High Max, is corrupted in this manner. Was it left untranslated?

If you come here as Zero, the dialogue with High Max is fine.

EDIT 2: The cutscene with Isoc that is supposed to play after Zero defeats High Max in Rainy Turtloid's (or any other investigator's) Nightmare Area does not play.

In addition, the cutscene where Gate declares Zero beat his investigators has Gate identified with Alia's name and color in his discussion with her in all lines but his first in his reply to her. When he is identified correctly, he is identified with Zero's red color. Perhaps he should have a purple?

His first line is "You have defeated my masterpieces, I applaud you!" The comma there is a comma splice I think, so it should be a semicolon.

Slightly afterwards, it identifies Zero correctly, but with Alia's name color. Gate is then also identified correctly from then on, but with Zero's name color.

Alia states "we should be joining our forces," the our is extraneous.

Gate says "the genius of my works...,", as in an ellipses and a comma. Should only have either, not both. Ellipses is meant to indicate a longer pause in speech, while a comma indicates a shorter pause. I think a comma would be better here. If you go with a comma here, you should remove the second comma in the same line of "they destroyed them, too!"

---

EDIT 3: In Alia's dialogue with Zero in Secret Lab 1, she issues an ellipses of "To think we'd find Gate's laboratory here, of all places... proceed a little further ahead." The retranslation is a bit inconsistent with capitalization after ellipses, but the p in proceed should probably be capitalized as it is a separate thought (yes, I am aware I am going full grammar nazi here.)

---

EDIT 4: The term "Nightmare Investigator" the word "Investigator" is inconsistently capitalized. In X's dialogue with Rainy Turtloid it is capitalized, but I recall other dialogues where it is not.

---

EDIT 5: At the start of Alia's first dialogue with X in the North Pole Area, she refers to the "High-Jump" part. In the actual parts screen of X6 this is known as the "Jumper" part.

---

EDIT 6: In X's dialogue with Rainy Turtloid, he says "Then... Will you work with me in stopping the Nightmare phenomenon?" I think this is a case where you should make the W in Will lowercase, and optionally replace the ellipses with a comma, as they are not separate thoughts.

---

EDIT 7: And now a feature request, since I seem to remember you doing something similar before. Would it be possible to count the player as continuing to duck if they dash while ducking while continuing to hold down on the D-Pad? The reason for this is if you try it in Metal Shark Player's stage while in a tight space, you die since the "getting out of dash" animation's end considers you as standing.

---

EDIT 8: The description for the W-Tank runs out of its textbox in the weapon screen.


---

EDIT 9: When you speak to Alia in Metal Shark Player's boss door, she refers to him as "Metal Shark Prayer." Same for X's dialogue with him in general, and Alia's mission result screen. His textbox and introduction screen identifies him as "Metal Shark Player."

Technically, his name should be "Metal Shark Prayer" due to his resurrection theme, but if you want it to display correctly in all cases as Prayer you'd have to adjust his introduction screen.

---

EDIT 10:

When you defeat Secret Lab 1 with X and view the post-stage cutscene, Alia says to Gate: "You're the one who were always better at everything." The word "were" should be "was." Gate also uses "Hi-Max" here.

---

EDIT 11:

When encountering High Max as Zero in Secret Lab 2, his name is rendered as "Hi-Max" in the textbox, and it is pink instead of yellow like it usually is.

In Zero's conversation with Gate in Secret Lab 2, Gate says "I suppose I haven't analyzed your DNA properly after all? or rather," the "or" should be capitalized. His name is properly purple.

Zero says "Stop with this insanity! Delete all the remaining program you have!" Program should be plural.

Gate then says "This is a one-in-a-lifetime opportunity!" The "one" should be "once."

In the cutscene after defeating Gate as Zero, Gate's name is in red again. He also says "It was too advanced or me to understand." The word "or" should be "for" here.

Sigma's speech in that cutscene has "I never needed your help!..." Perhaps use "...!"? Though admittedly that's not really something you can do in English, I suppose. Same with "this time we'll settle this!..."

Both Zero and Sigma's names are pink in this cutscene.

In the part of the scene when Isoc's corpse speaks to Zero, his identifier is rendered as "Zero: ???:" In addition, it says, "Go, Go, Zero!" Perhaps make it "Go! Go, Zero!"

Zero's identifier is also doubled up in all cases in this part of the scene.

In Zero's ending, the Mysterious Scientist says "If everything goes according to schedule, You..." The "you" should be lowercase.

---

In Zero's version of the intro stage, High Max identifies himself as "High-Max" again.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Doomsday Forte on September 12, 2019, 09:05:21 pm
[Bug?] 
I applied the 'Mega Man X6 (USA) (v1.1) [Tweaks+Localization+Custom Art v2.0 RC3]' patch, but I'm not seeing any new mugshots.  X has changed ones, but the ones for the intro stage hunters or Dr. Light aren't appearing, though the player mugshot is still offset properly.  Though I don't have screenshots of Zero's run, it's the same way for him. 

Spoiler:
(https://i.imgur.com/pofESWG.png) 

(https://i.imgur.com/MF9PwMU.png)

I know other people are getting the mugshots, so I'm not sure if it's a problem with RC3 or my copy of the game.  But everything else is working fine so far?

Edit:  Turns out my emulator was out of date!  Updated and everything is showing up properly. 
Spoiler:
(https://i.imgur.com/nmgJojR.png) 
(https://i.imgur.com/iYoV2Pd.png)
[Oddity] 
Zero will put up his arms when taking damage during the intro stage, but won't in regular play.  A side effect of the game normally only allowing either Falcon Armor or Ultimate Armor there? 

[Bug/Feature?] 
The sound when the boss' soul descends onto the screen is absent.  Intentional? 

[Script] 
In Zero's version of the one Investigator defeated cutscene, Isoc says
"I have a report.  One of our investigator has been neutralized."  Investigator should be plural. 

He later mentions Zero may be a threat "If we don't take measures immediately..." and 'if' should be decapitalized since it's a continuation of the prior line. 

[Bug] 
When you defeat the first Investigator as Zero, save, and then power off the system and reload, the game loads X's version of the conversation.  To be fair, the original game does this too. 

[Request] 
Would it be feasible to post the working script online (say, in a Google Docs file) so other people can see it, but leave it so people can only comment on errors without the ability to edit?  It'd allow more eyes to look at it, and it'd save people the trouble of trying to account for every situation (hello, random Museum rooms).  But then I've no idea how you have the text stored for you to edit, so that's probably too much trouble. 

[Request] 
Is it possible to allow the Auto Charge option to still charge just the X-Buster when a special weapon is equipped?  X5 behaved the same way as X6 even though it too had a dedicated buster button. 

[Script/General] 
Is there a consensus on the first letter in a sentence that starts with '...' being capitalized or not?  Alia's dialog during the initial briefing has it capitalized (when she's concerned about X), but Isoc's responses about his obsession with Zero during Zero's version of the One Investigator Defeated scene does not.  I personally write sentences starting with ellipses without the first letter capitalized, but I've no idea if that's actually proper or not. 

Edit 2: 

[Bug] 
I cannot get the Nightmare Fire effect to show up in Blizzard Wolfang's secondary area (the one with Dante who holds the Jumper part).  I tested the untouched game and the screen will shake and start raining down meteors as soon as you walk onto the downward slope, but nothing happens here.  Tested this on my up-to-date emulator too, with both X and Zero.  This makes the rescue impossible without Shadow Armor. 

Edit 3: 

[Script] 
Alia refers to the 'North Pole area' in Wolfang's post-mission screen.  You could guess she means the general area as opposed to the actual North Pole Area you just cleared, but wouldn't it be consistent with other area->Area changes? 

Edit 4: 

[Script] 
During the cutscene after you get 3000 souls where Alia has finished her analysis of the Nightmare as X, Alia refers to it as being identical to the Maverick virus, and 'virus' should be capitalized due to it being an established term within the series. 

Edit 5: 

[Script]
During the post-mission briefing on Metal Shark Player, she refers to him as 'Preyer'.  'Preyer a free pass to do as he pleased.' 

Edit 6: 

[Script]
Probably better to screencap this one if that'd help figure out which room it is, but in one of the Central Museum warps, X says "I out of range" instead of "I'm out of range". 
Spoiler:
(https://i.imgur.com/NkGWOBU.png)

Edit 7: 

[Script]
During the cutscene after defeating the final Investigator, Gate's name is rendered in blue for "Precisely!  Don't you see?  This is the perfect opportunity!" and is blue for the remainder of the cutscene. 

Also for Gate's final line in the scene, "hehheh" shows up and should probably be split into two words. 

Edit 8: 

[Script] 
When encountering High Max in Secret Lab 2 as X, his name is spelled "Hi-Max" and it's pink instead of yellow. 

Edit 9: 

[Script]
After defeating Gate and Sigma gets revived, Alia notes Isoc's body is similar to the 'Erasure incident'.  Incident probably needs to be capitalized and it was in the original game, so it's probably the official in-story title for the events of Xtreme 2. 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: AxlRocks on September 13, 2019, 04:46:09 am

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!:


Thanks Metalwario64 too! :) Yeah, that blue/gold one looks great too and it's cool X4/X5's palettes are covered too. Haven't found any issues other than some of the typos already posted. Gonna play a bit before work, should be able to test more this weekend.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Gemini on September 13, 2019, 08:46:02 am
Is that my font reworked from the Bahamut Lagoon 8x8 type? Neat, I like the use here.  :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: nanashi89 on September 13, 2019, 03:17:18 pm
Where to dl the re-translation patch?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 13, 2019, 11:38:27 pm
Thank you very much Doomsday Forte and Tallgeese! To be honest, I dropped this pre-release hoping I'd get the script reviewed this way by other people, as I got pretty burned out working on the actual hacks. This takes a weight off of my shoulders.

Text typos and obvious bugs: I'll take care of all those as soon as possible.

Wrong name colors in some cutscenes: this is listed as "known issues" in the first post, as I know what's causing it but haven't been able to work on a fix yet.

Requests: I'm not taking any requests for new features now. I'm not gonna be working on this for much longer, so I'm only focusing on making a acceptable release of what's already been done.

"Put the script on Google Docs so EVERYONE can...": No, no. That sounds like an endless back and forth of opinions on the script. As I said I'm not gonna be working on this much longer, I'm only gonna be fixing obvious typos, grammar mistakes, and bugs. Of which I think your posts have already covered most of. So, thanks again.

Is that my font reworked from the Bahamut Lagoon 8x8 type? Neat, I like the use here.  :beer:

Yes! When I decided I should try other fonts, the first one that came to mind was the one in your retranslation of Symphony of the Night, so I went straight to look for fonts made by you on the site. Thanks! :)
It's listed in the credits by the way.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: injoon84 on September 13, 2019, 11:50:03 pm
Here's some of my finding in v2.0 RC3. Will continue testing though:

Alia mission report. Alia still call Preyer.

Skip Nightmare soul explaination if beat a stage even though I didn't checked the box.
However, if collected some souls and back to stage select without beating a stage, Nightmare soul explaination will trigger.

High Max's life bar in intro stage becomes longer than usual even though just Lv01.

No cutscene when High Max is beaten.

Some damage table doesn't work well against High Max.
Try to make Shadow's giga attack inflict damages to High Max vulnerable stake but not working.
Maybe it has nothing to do with the table damage. It might be Shadow's giga attack was not implemented to damage High Max.

I think still got plenty of grammar mistakes but I'm not sure. My English wasn't good either.
eg.
At the beginning of the mission,
Signas:
Our mission is simple: in order (Shouldn't it be "Our mission is simple. In order")


Personal suggestion for future version:

Tested a bit on "Parts on Rescue Reploids".
Checked randomize parts carried by reploids and between Reploids already carrying parts.
I don't like that in a stage, the rescued reploids may still give out more than 1 life upgrade and 1 energy upgrade.
I think shuffle is good but you still have to make sure only 1 life upgrade and 1 energy upgrade per stage.

Stage modifications only tested Amazon Area and Secret Lab 1.
I think some adjustment still can be make on "Remove some spikes".
For the spikes behind the wolf enemy, you can reduce the middle spikes by leaving only 3 spikes at the bottom and 2 spikes at the top.
This way, I think without "parts" and "Ice Burst" X and Falcon can make it through with good wall jump and air dash.

Also, you may think of modifying a bit on North Pole secret area like reducing a bit of spikes for Zero instead of relying on glitch?

Could you make both normal Zero and Black Zero selectable at "characters selection screen" by pressing "select" button?
Z3ROX did that on his recent Megaman X5 Classic Game Hacking. The more the merrier right?

Lastly, I really want Falcon to be able to air dash diagonal upward.
I know I have mentioned this before but now you already found out how to disable the jump mid-air triggers air dash.
Couldn't you add the effect of "Infinite Float Up"?
I hope it can be as simple as this sound.
#Infinite Float Up (gameshark)
800970C6 0002
eg. When Falcon jump and use the "jump" button to air dash, include this effect and Falcon can air dash diagonal upward.
Can you share the ram for disable the jump mid-air triggers air dash?
I want to have some experimental test on it.


Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Tallgeese on September 13, 2019, 11:58:13 pm
Oh, you're making this the final patch? Oh boy.

I guess I should go through the whole game as Zero just in case to catch anything. How much time do you estimate I have?

Signas using a colon for "The mission is simple: in order..." is an appropriate use of a colon, since the purpose is to explain the immediate prior statement.

What's the verdict on Metal Shark Player vs. Prayer, anyhow?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 14, 2019, 02:59:20 am
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.

About “Player/Prayer”: I planned to make it "Prayer" at some point, but since I ran out of time to edit the boss intro tileset I'm settling with "Player" for now. Should be easy enough to revert if I come back to this later.

For now it's gonna be: "Player"; "High Max"; "Investigators" (capitalized); capitalization after ellipses only when it's the start of a new phrase (as it should be).



RC4

Script fixes: all typos and grammar suggestions from the last few posts were covered, except two I decided to keep as they are: the semicollon one, which I decided to keep as a comma, and the Erasure incident one.
Hopefully you won’t run into any already reported issue in RC4, but If I missed anything, please let me know.

Bug fixes:
- Broken text in Inami Temple/Hidden Area
- Cutscene after High Max not showing up
- Nightmare Effect not showing up in North Pole Area/Hidden Area.
- The “Skip Nightmare Effects explanation” thing: Turning “Navigator” OFF would skip this explanation. If you turned it off at first and later turned it on, you would’ve gotten this dialogue later. I realize now it’s not very intuitive so from RC4 and on, “Navigator OFF” won’t affect this dialogue.
Now, if you didn’t touch this option at all and you still have this issue, let me know.

Known issues still not addressed:
- Wrong colors in name titles
- SFX of boss orb not playing (I might've broken it when I imported the "Warning" sfx from the prototype. I'll try to fix it next time)
- Zero having "armor defense" on the intro stage (it's a rather harmless side effect of a little oversight of my "incomplete armors" code. I'll try to fix it next time)
("Shadow Armor Giga Attack damage value changes not working against High Max", I haven't tested this yet. Maybe I labeled the wrong value. But I wouldn't be surprised if there's some High Max only code affecting this. I'll check it out next time.)

Feel free to report as much stuff as you can/want over the next week. I won't be able to work on this until I'm back, but I'll be reading every comment.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Doomsday Forte on September 14, 2019, 11:55:20 am
Have a good week off, then!  I'll end up editing this post a bunch too for clarity's sake. 

[Oddity/Feature?]
You can use Exit Stage in the intro stage, and this skips not only the intro stage, but Isoc's speech as well as the initial briefing at Maverick Hunter HQ, putting you right at the eight boss screen.  I don't know if it's intended, but it definitely should stay in for those looking to jump right into the game proper.  So far, there aren't any issues with doing this skip. 

[Script]
When encountering Zero Nightmare in Infinity Mijinion's secondary area, he asks "Zero... WHERE... is ZERO'?" with the apostrophe in there. 

Edit 2: 

[Script]
Central Museum as Zero: 

(A bunch of these are to go with the ellipsis guidelines you posted before.  I reserve the right to be wrong!) 

Initial conversation with Alia "...the place is completely deserted." needs 'the' capped. 

One random room "Alia?  Great, the comm's off... what do I do now?" needs 'what' capped since it's the start of a new thought (arguably?). 

Another random "Alia?  ...the comm's dead?" needs 'the' capped. 

Another "...this is getting real old real fast." needs 'this' capped. 

Another "Again?  Tch, what a pain... well, no use worrying about it." needs 'well' capped. 

Zero VS Ground Scaravich "Oh-ho!  If it isn't mister Zero, right back from the underworld." 'mister' needs to be capitalized since it comes before a name. 

Alia's post-mission briefing says that Scaravich was rooting around "where Dr. Cain found you, X." even though you're playing as Zero.  I'm not sure how to suggest rewriting this since you'd have to account for every player configuration (X only, playing as Zero, X with Zero unlocked).  Is the assumption that X and Zero go through the stages together, just you only see and play as one?  One of the great mysteries in the X series is what the other player characters are doing while you're in the field.  :P 

Later in the briefing, Alia says "...the worst part is that Gate didn't even bat an eye..." needs 'the' capitalized. 

Back to the Central Museum proper, another random room has Zero say "...comm's dead... alright, then."  Both 'comm' and 'alright' need to be capped. 

Another "Oh no, not again... give me a break."  'Give' needs capped. 

Another "The comm's dead... what the hell is going on?" needs 'what' cappped. 

Edit 3: 

[Observation] 
I noticed that both in the retranslation here and in the original English script, Dr. Light doesn't mention the spike immunity power of the Shadow Armor legs.  I know it goes beyond the scope of the 'retranslation' part of the hack on top of being a feature request to mention it, but I just thought it odd that this fairly useful aspect is not mentioned anywhere.  Especially since you can use the Shadow Armor legs as soon as you get them now. 

[Question] 
There's severe lag during the dialog with Blizzard Wolfang in both the original and hacked version of the game.  You're probably the best person to ask--what's causing that?  It doesn't happen during the rematch in Secret Lab 3, but it still does if he kills you and you try again in North Pole Area.  Weird! 

Edit 4: 

[Script]
During Zero's version of the 3000 souls cutscene (or at least the one where he interjects with a cut-in and everything; I got it as him at least), Alia says "...even it they were just a fake."  'It' should be 'if' here.  During the same scene, Zero later says "Well, we can't be doing with a madman' pipe dream at a time like this." and it's missing the s on 'madman's'. 

Edit 5: 

[Non-Hack Bug]
This happens in the original game too, but when using Zero's double-jump rolling slash with Z-Saber Extend equipped, the extension waves appear inside of his sprite erratically.  I'm not sure if this can be fixed or is even a priority due to Z-Saber Extend having such a tiny additional range. 

Edit 6: 

[Script]
When entering Infinity Mijinion's secondary area with Zero, he says he senses something nearby and "...am I imagining things?"  'Am' probably needs capped. 

When you talk with Dr. Light in that same area with Zero, he says "...you wouldn't perhaps know anything at all about me, would you?" and the first 'you' needs capped. 

Edit 7: 

[Question]
There are a couple of lines where they're not changed at all from the original game (X meeting Infinity Mijinion being one case).  Are these worth pointing out, or were they deemed 'good enough' to remain? 

[Script]
Zero VS Infinity Mijinion:  I'm not sure if the "clean up-- ...wait a minute" needs 'wait' capitalized (it's a new line of thought, right?), but "I'm sure I set up Illumina to guard this room!  ...don't tell me--" needs 'don't' capped. 

"W-WHAT'?" needs that apostrophe removed.  I kinda feel that "how COULD you!" needs a question mark with the exclamation since it technically is a question. 

Zero in Secret Lab:  "...Alia?  ...comm's already dead." after landing from the big hole; 'comm' needs capped. 

X in Secret Lab:  "...the communication's cut off already." needs 'the' capped. 

Edit 8: 

There's something wrong with the terrain in Secret Lab 1 as of RC4.  The first downward slope with ice on it has misplaced tiles that are oddly functional (didn't test the spikes), but the 'path' above goes nowhere. 

Spoiler:
(https://i.imgur.com/cAiWZlK.png)
(https://i.imgur.com/ihw9UUg.png)
(https://i.imgur.com/xkeCzlW.png)

You can get around the obstacles easily enough, but the map wasn't like this when I went through the game on RC3 the other day.

Edit 9: 

[Script]
Zero meets Gate after Secret Lab 1:  "...what?  You used my DNA!?" needs 'what' capped. 
"...you're completely insane!" needs 'you're' capped. 
"Hah hah hah... now that's unusual." needs 'now' capped. 

Edit 10: 

[Script]
Zero VS Gate intro:  "...are you telling me to simply give up?" needs 'are' capped. 

Zero VS Gate aftermath:  "...to think such an ancient program..." needs 'to' capped. 

Sigma's first line has "!..." at the end, but I didn't cap the quote itself, sorry.  'D-don't be cocky' or something? 

Zero's ending, Mysterious Scientist says "...so, according to my analysis..." and 'so' needs capped. 
"...to be honest," later needs 'to' capped. 
"...yes, I know."  'yes' needs capped. 
"...yeah, I'm ready."  'yeah' needs capped. 
"...got it."  'got' needs capped. 

---

Well, that's once through with X alone on RC3, and once with Zero on RC4.  I hope all of these help. 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: pikangs on September 15, 2019, 02:11:04 pm
The RC2 of v2.0 worked fine for me on my PS3 (aside from the new script when trying to do the navigator message in the nightmare area of Heatnix's stage and not getting the cutscene of High Max defeated in the Nightmare areas), but RC4 is a mixed bag that makes the game pretty much unplayable in the PS3 no matter the options I pick, most of the time the game crashes randomly when I enter a stage (for the most part the intro stage in a new game), I still have to try it on a PSP but I have little to no hope for it to work fine, I would want to try the RC3 version to see if it's more stable that RC2, but in the meantime I'll have to downgrade to RC2.

Update: Looks like my PC corrupted the RC4 files somehow, I re-downloaded and looks like it's now working fine on my Ps3, gotta give it a shot now.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 15, 2019, 10:18:45 pm
Thank you so much again! I’m glad it’s mostly a few letters left to put in caps. Still a couple of typos left, but nothing too embarrasing.

The stage tiles on Secret Lab 1 happened because of a bug on the patcher when modifying consecutive bins without reloading (a duplicate mod entry on a different address)... unfortunately it creeped into the sample patches this time  :(, but it’s an easy fix

The exit stage button behavior in the intro stage is untouched from what the original game throws you at, and in my opinion it worked out ok. If you’re skipping the intro stage, you would most likely skip the cutscene and dialogues afterwards anyway.

Thanks also for listing bugs from the original game, some of them I hadn’t even noticed, like the Saber Extend one. I won’t be able to check those now, but I’ll keep a note for later on.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: injoon84 on September 16, 2019, 07:18:08 am
Reports for v2.0 RC4:

First of all, no more problem with Alia's report explaining souls for the first time.

High Max intro stage life bar still longer than usual at just Lv01.
I mean same as Lv04 life bar at all 8 secret area.
I did adjust some boss health including High Max (Secret Lab) to 48.

I'm pretty sure the missing green/red orb from Nightmare soul sound effect does not relate to prototype "warning".
I did try to unchecked it.

Misplace spike in Secret Lab 1.
That's weird? It doesn't happens to me!
Mine is completely fine. I did choose to "remove some spike" though.

It's great to have playable incomplete armors.
It even came with different palette color for unarmored Blade (green) and Shadow (grey). Very cool!
For the complete display version, some color palette will appear whenever Blade (blink red) or Shadow (blink green) get hit unless they get body parts.
Is that intention?

Dialogues between Zero vs Nightmare Zero.
Now every stage will have Zero conversation with Nightmare Zero same at Amazon Area. Neat!

I'm not going to check all the dialogues of Zero. Most of your tester tend to play Zero. Let them do it.
Just that I accidentally trace this one.
Amazon Area Zero vs High Max
Zero: Investigation? Don't make me laugh. You used me and a scapegoat and now you're trying to get me to buy into this drivel of yours?
("and a scapegoat" should change to "as a scapegoat" right?

Stage modifications Amazon Area.
The edge of the top ceiling of the modified wall may sometimes instance kill any character if you get hit by enemy.
I don't think it's a bug though. My theory is they push you back and the game registered as though as you get stuck in tight area but I might be wrong.

Came with one serious bug in the final stage.
When Shield Sheldon hide inside the shield and used bouncing shield attack, Shield Sheldon's whole sprite will gone just like that.
Because of that, I was still be able to view the ending only once with X and Zero available.
After that, every time I load the game, with any character, the game will freeze with this attack but the music still keep playing.
There is also one time the game crash with unknown opcode 0000000F at 80020CF0.

Tested the game with X (I mean combination of X and other X's armors).
About the dialogues, I struggled with a lot of new words, styles and punctuation.
It seems there are a lot of long sentences using "," and ":" as support.
The usage of "And" and "But" at the beginning of a sentences.
Sometimes after "..." (small letter) and "... " (capital letter).
Same goes to the usage of "!?" and "?!".
It's so confusing! I don't know which is right or wrong anymore.
I'll slip these and let others to check the English grammars and punctuation.
This is really tough for someone with English limitation and no guideline to check.
Anyway, I did go through the rest of the dialogues with X, including the dialogues with Nightmare Zero, High Max and Dynamo.
Please look at the below dialogues which I'm still unsure and some with bugs.

Inami Temple X meets High Max
X: Stop all of this Nightmare nonsense! And while you're at it, tell the Investigators to fall back, too!
(Doesn't seems natural to me. I prefer it as either "fall back!" or "fall back too!".)

Laser Institute X meets Dynamo
X: Dynamo? You're alive!?
(Just showing a sample of punctuation "!?")
Dynamo: 'Course I am! I can't make top Zenny if I'm dead now, can I?
(Is that " 'Course" means "Of course" and "Zenny" the reference to Capcom's Breath Of Fire III on purpose?)
Dynamo: You seem to be pretty busy yourself, what with the Nightmare and this spooky ghost of Zero around, huh?
(I don't know. The sentence seems weird to me. To be honest, I suffered with all the way Dynamo's talk in every stages.)

Northpole Area X meets Nightmare Zero
X: I found you! Time to put a stop to this nonsense of yours!
("I found you!" is a correct sentence?)

Northpole Area X meets Dynamo
Dynamo: Now, now. If I do that, I won't be able to swipe all these precious Nightmare Souls you've got there, now will I?
(Has a repeated dialogue from Dynamo. Also the "Now, now." actually means "No, no."?)

Magma Area X meets Nightmare Zero
???: Don't you recognize me? ...Fine. You'll be dead anyway, so what's it matter? Hahaha... Die, X!
("so what's it matter?" is a correct sentence?)

Magma Area X meets Dynamo
Dynamo: Man, aren't you busy... I'm just so enthralled by the Nightmare, and all of the hooplah surrounding it.
(This "hooplah" word does not appear in dictionary. Google only brought me to Spongebob.)

Weapon Center X meets Nightmare Zero
X: You! What do you think you're doing!?
(An example of punctuation "!?".)
???: Zero... WHERE... is ZERO'?
(Shouldn't it be "ZERO?"?)

Recycle Lab X meets Nightmare Zero
X: Who created you...? And, why?! Answer me!
(Another example of punctuation for "...?" and "?!".)

Central Museum X meets High Max
X: ...X, don't you recognize me? It's me! I look different because of what the Nightmare did to me, but it's still me!
(X used some of the Nightmare Zero's dialogue. You better check the rest of this dialogues again. Maybe there are more!)
High Max: You really expect me to believe such a half-baked story?
(I think High Max is using one of the X conversation with Nightmare Zero.)

Central Museum X meets Dynamo
Dynamo: X, don't tell me... you've gone Maverick, haven't you? That's why you can't recognize me, right?
                ...So be it. As a Maverick Hunter... No, as your friend, I'll take you myself!
(Dynamo used some of the Nightmare Zero's dialogue. Better check this dialogues again.)

Final stage battle X and Sigma
Sigma: NOt yeT! THiS iS jUSt tHe beGgiNNinG!
(Not sure you intentionally spell "beginning" wrongly.)

Epilogue scene with X and Zero available
Signas: Well, looks like our mission is complete, then. But our work isn't done yet.
("is complete" correct? Also, why add the words ",then."?)

That conclude all I was able to trace. Also, I will probably stop checking for a while until a new version come out.

Oh my, I totally miss out this section.
Weapon menu screen. (Most of it is just personal opinion except one.)
YAMMAR OPTION
Dragonflies fly around you.
ICE BURST
Shoots ice blocks you can step on.
HYOROGA
A high jump. Sticks you to the ceiling.
(Maybe is just me but these 3 descriptions, I would avoid the usage of "you" and create a different sentences.)
RAKUKOJIN
SENTSUIZAN
(Shouldn't you add "AIR" description on both of these inputs?)
RAY ARROW
A beam of light that bounces upwards.
(It can also bounce downward.)
OVERDRIVE
Perform charged attacks freely.
(The description is out of the textbox. Also, wouldn't it be better to change "attacks" to "buster"?)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Cupshadow on September 18, 2019, 01:16:00 am
Just tried the 2.0 RC4. I am gonna say i am really impressed with the amount of work that you guys did here. I've been playing this hack since (V15)
I will try to record this instead doing live(It was failed tbh).

Also i wonder why the game start with complete version instead light. I mean i just found that other reploid without part just went missing instead empty as usual.
Was that intentional?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 18, 2019, 12:04:43 pm
If you want to make videos of it, please wait until I release this on the site. This pre release on the forum is only meant for bug testing, there’s still many issues left to fix in RC4. I’m not gonna showcase it in other places until it’s done.

There’s no “light” and “complete” profiles anymore. If you want to have all rescuable Reploids as they are in the normal game, you’re gonna have to use the patcher tool to deselect the option.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Cupshadow on September 18, 2019, 07:04:52 pm
Ah i see. I accidentally make a video about it. It was deleted for now.

I see, No more light and complete option. That's understandable
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: MarcosDestroyer on September 19, 2019, 12:08:34 am
Hello, i'd like to let you know that after i beat High Max as Zero, there was a cutscene where Gate was in transmission and at some point as he talks the name shows up as "Alia" i wish i could took some screenshots but i couldnt
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: injoon84 on September 19, 2019, 02:39:03 am
I think this is where the bug comes from if you tweak the below selections:

High Max intro stage life bar longer than usual at just Lv01.
Let say you set High Max (Secret Lab) Lv01=48 and Lv04=56, even at Lv01, the life bar is 56.

Final stage bug battle with Shield Sheldon.
If you adjust Shield Sheldon's lifebar, that shield attack bug will occur.

Missing sfx of green/red orb after beating an Investigator.
Whatever you customize on this v2.0 tweaks patcher, this sfx sound will be missing.
All I can say is even with tiny little customization, the bin file will always be slightly bigger than original.
Tweak bin will be at least 585,972 KB to 586,234 KB while original bin 585,924 KB.
This never happens in v15.

Damage table.
Let me explain a bit on what I experimented on High Max if your damage table is correct.
I try to make Zero's spinning blade to only stun High Max not working but to induce damage is possible.
Whatever is checked originally can stun High Max.
Additional customize checked with some value can only damage High Max.
From that, I managed to make Shadow's Giga Attack to inflict damage to High Max (1st phase) but not the 2nd phase (vulnerable).
I believe it was not build in the game.
I came to this conclusion because you should notice Shadow's charged saber can inflict damage to High Max (vulnerable) even though it is unchecked.
It even made High Max fell to the ground.
Falcon's and Blade's Giga Attack are possible to inflict damage to High Max (vulnerable) if checked with some value but High Max will not fall.
The same goes to both Ice Burst (basic shot) and Yammar Option (basic shot). High Max will not fall.
As for Zero, almost all learnable moves are able to stun (1st phase) and make High Max (vulnerable) falls except for few.
Yammar Option behaves the same as X. Cannot stun (1st phase) but upon contact, High Max (vulnerable) will fall and basic shot can inflict damage.
Not sure about Hyoroga as impossible to test it out.
Guard Shell will not stun but it is possible to make High Max (vulnerable) falls upon contact and counter.
In other words, I believe either some of the stun and fall were not build inside the game or should be located elsewhere.

Also, I just notice 2 things:
1) You didn't include Nightmare Pressure's damage table.
2) Among all the secret area boss room, only Northpole Area has slippery floor and you can't wall slide and jump.

Stage Select Menu: Remember character/armor selection (Personal opinion)
I think it's kind of unnecessary tweak unless you can make it remember whom you play previously at intro stage.
First, load your memory card and play with that certain character and go back to title screen.
Then, start a new game with that character.
After the intro, that certain character will not be available unless you unlock it.
That way, everyone can enjoy all kind of characters without the usage of cheatcode in the intro.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 19, 2019, 12:13:45 pm
Thanks for all the script notes everyone! Special thanks to those who registered just for this  ;D

Other stuff you've commented on:

High Max life bar: I only meant to change the life bar sizes in the actual fights (hidden areas, Secret Lab). The intro stage non-fight loads data from the Secret Lab fight. If you change the health bar size from that fight, it will change the size from the intro stage fight. Weird that it displays the Lvl 4 bar at Lvl 1, I'm gonna take a look at it... but as long as it works correctly in the Secret Lab fight, I don't mind.
My bad. Turns out the code is separate from the Secret Lab fight, just very similar, and I set the wrong address in the patcher. Will be fixed next time.

High Max Damage table: The code that controls which attack stuns, or drops High Max to the floor (and any boss weakness animation), is separate from the actual damage tables. I didn't change any of it.

Nightmare Pressure Damage table: doesn't have it's own damage table, it uses the "common enemy" table.

Shield Sheldon boss fight freeze: one of the life bar values is being written in the wrong address, which breaks some other instructions in the fight. I'll fix it.

Northpole Area has slippery floor: It's an ice stage...

Stage Select remember selection: it's explained in the description in the patcher. This option was made only to not have problems if you disable Falcon Armor. I'm not gonna do anything else with it.

Missing nightmare orb SFX: the file size change, and the bug, is because I replaced a sfx pack with the one in the proto version. I thought everything was working fine, I didn't notice there was this one sfx missing until it was pointed out here. For now I'll just revert the sfx file to normal (and remove the "warning" voice clip option). I'll bring it back once I figure out how to edit sfx packs correctly.

Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Cupshadow on September 19, 2019, 10:40:34 pm
I just made gate hittable at some point and reduce whole damage to 1(not including the question mark one) but for some reason it still deals same damage afaik. Dunno why

Maybe it's just me i guess but idk
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Metalwario64 on September 20, 2019, 11:39:46 pm
As far as translation goes, the only potential quibble I have so far is right before Zero fights Yammark, Alia says "I hope it doesn't come to that, but be ready for battle."

I'm not super proficient in grammar (but I was good enough throughout school back in the day), it's just that "come to that" seems to me to imply an already mentioned idea, but I personally feel it should be "come to this" instead, since she's using that statement to lead into her point. Am I outright mistaken, or are both forms simply okay to use in this manner?

If it's perfectly acceptable and I have just some misguided preconception about this then I apologize.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: injoon84 on September 21, 2019, 07:55:09 am
Ok, this is original character's name color.
Light blue = X
Orange    = Zero
Pink          = Alia / Shield Sheldon
Dark blue = Signas / Wolfang
Yellow      = Douglas / Blaze Heatnix / Ground Scaravich / High Max
Green      = Hunters / Dr. Light / Commander Yammark / Rainy Turtloid / Infinity Mijinion
Purple      = Intro scene ??? for Zero / Isoc / Metal Shark Player / Nightmare Zero / Dynamo / Gate / Sigma


Aside than the character's name color, additional checking on grammar and punctuation is only base on my standard.
It may not be right so you can totally ignore it. See what you think fit.

Cutscene playing with X:

[Gate's discovery]
Gate:
- The collision had been prevented, they said...
   ...But look at this. In the end, it made no difference.
(> "They said the collision had been prevented... ...but")
- It's... debris. Did some violent battle take place here?
("debris." > "a debris.")
- I wonder many people... how many Reploids lost their lives here...
(> "I wonder how many humans and Reploids lost their lives here?")
- To hell with the goody-two-shoes facade... this is amazing!
("this" > "This")
- I can do it. I WILL do it! I will create an utopia only for Reploids...
  ...an utopia where I shall reign supreme!
("...an" > "...An")

[Isoc's speech]
Signas:
- The Nightmare... it's going to be a dangerous mission,
("it's" > "It's" or "is")
(The rest should be alright. Just that some of the sentences is long using "," as support.)

[X defeated the 1st Investigator]
(Checked. Should be ok.)

[X meets Zero]
Zero (pink):
- I had to lay low till my auto-repair systems had me fully patched up.
  ...seems this "other me" made a real mess in the meantime, though.
("seems" > "...Seems")

[X defeated High Max]
Isoc:
- Hnnnggg... even High Max has been... argh! We have no choice, we must withdraw!
(> "Hnnnggg... Even High Max has been... Argh! We have no choice. We must withdraw!")
Signas (yellow):

[Alia explains Nightmare Souls]
Alia:
- It's still too early to make any conclusions, but...
("conclusions" need "s"?)
- This is the Nightmare's true purpose. It's not meant to destroy Reploids...
  ...it's meant to control them.
("...it's" > "...It's"?)
- The Investigators... they looked a little different back then,
("they" > "They"?)
- Since way back then, when he and I were in the Reploid Research Team...
  Every Reploid he created was off the charts.
("Every" to "...every")
- All of his works yielded results that led to scientific breakthroughs at the time.
(The sentence need "s" or not?)
- Until eventually, through several staged accidents...
  ...one by one, all of Gate's Reploids were disposed of.
  ...And although I was just following orders, I took part in this too.
("...one by one," > "...One by one,"?)
("disposed of." > "disposed."?)
("...And although" > "Although")
- He was leagues beyond me... I could never even dream of reaching his level.
  ...but since I was the one who followed orders, I went up the ranks instead.
(> "...But")
X:
- He should be helping Reploids at times like these, not killing them!
("these" > "this"?)

[Gate invites X]
Gate (light blue):

[X meets Gate]
Gate:
- You managed to get him this far... seems you've surpassed me once again, Alia.
(> "Seems")
- ...that's why my abilities didn't get the recognition they deserved.
(> "...That's")

[X defeated Gate]
(This part has too many ellipsis. You better check it yourself but I'll show you some of what I meant.)
Gate:
- Ugh... even with Zero's DNA... I still couldn't win?
  No... hnng... It was too advanced to understand... for me to understand...
(Those after "..." need capital for some?)
- ...to think such an ancient program... c-could have outsmarted me...
(> "...To"?)
- But... ugh... this isn't over yet!
(And many more. T-T Too many ellipsis... )
Sigma (pink):
(Also plenty of ellipsis. Please check it yourself.)
X:
And, there's no signal, either... what the hell is this?
(> "What")

[Epilogue with only X]
Alia:
- X... why did you bring Gate here?
(> "Why"?)
- X... yeah. Yeah, you're right!
(> "Yeah."?)
X:
- ...no, it's nothing, I'm okay. Besides...
  Now Sigma's back, we must be on our guard.
(> "...No, it's nothing. I'm okay. Besides...")
(> "...now")
Zero (pink):

[Epilogue with X and Zero available]
Zero (pink):
- X... what are you gonna do with Gate?
(> "What"?)
Alia:
- Are you two okay? ...oh... is that Gate?
(> "...Oh... is that Gate?")
- No, I am. Thank you, X... this is more than I could ask for.
(> "This")
- I'll dedicate myself to develop a program resistant to any kind of virus...
  ... a program to completely nullify any chance of corruption!
(> "...A")
Douglas (orange but only once):
(Also, please refer back to my earlier post.)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Metalwario64 on September 23, 2019, 01:22:24 am
Here's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:
(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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: acediez on September 23, 2019, 03:38:17 am
RC5

Text fixes:
- All typos reported since RC4's release. I hope I got them all.
- All caps after ellipses situations reviewed
- All "!?" changed to "?!"
- Fixed wrong Dynamo dialogue (X, Inami Temple)
- Fixed Gate named "Alia" in Secret Lab 2's cutscene
- Added a few missing armor skills descriptions to Dr. Light dialogues.
- Various minor changes you won't notice...

Hack Bugs fixes:
- Zero having armor defense in intro stage: an oversight on the cheat code 2 caused him to be read as Falcon Armor by the defense and knockback code.
- Gate's damage table, wrong address (modifications will work correctly now)
- Shield Sheldon boss health, wrong address (should fix the freeze on boss rush)
- High Max (Secret Lab) boss health, wrong address (turns out it was modifying the intro stage battle instead...)
- High Max (Hidden Stages) boss health, wrong address (... and THIS was modifying the Secret Lab fight... It's confusing to deal with identical chunks of copy-pasted code...)
- Patcher bug on the "boss health" section that would write values for Blaze Heatnix and High Max (Secret Lab) wrongly
- Patcher bug that caused consecutive patches to write duplicate modifications in the wrong addresses (which creeped into RC4's sample patches, most notably in Stage Mods... to embarrasing results  :-[)
- Incomplete Armors: Shadow Saber speed was linked to Foot Parts instead of Head Parts.
- Missing boss orb sfx: "Boss warning" voice clip option removed, as this was the cause (sfx file was wrongly replaced in the base patches). I might try to add it back in a future update.

Original game Bug fix (?):
- High Max (both fights), the game would set boss fight level AFTER setting the life bar size. So you would actually get the health bar size corresponding to the boss level of the last boss you fought, not High Max current level... It's the only boss what works like this, so I assume it was an oversight and it's now fixed.

Improvements:
- Blade Armor's Mach Dash: When using any of the custom cancelling options, the move would have immunity for it's whole duration instead of just the first few frames. This has been fixed. The immunity range is set to the same value as the original game (about half of the move's length). In the patcher, a separate "immunity" slider has been added, enabled only when selecting any of the custom cancelling options. The "Hold/Release (Unlimited)" option will still run on previous versions' code, and will still be completely immune (because, why not)
- Final touches on several of Metalwario64's mugshots. Default selection in sample profiles has changed.

Known issues:
- Script: On some cutscenes, character names don't have the same colors they have in the original game.
A new text insertion tool is in development, one that should handle name colors automatically, so I'll take care of this sometime in a future update (though I'm really not that bothered by it...)
- Incomplete Armors: Shadow Armor will always have the Buster sound effect and saber color palette from the complete armor, even if the corresponding Parts haven't been collected yet. (No quick fix for this, so it'll just have to stay like this for awhile)

Warning: 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 and bug reports are still very much appreciated!

As of today, I'll be entirely focusing on other stuff, so I'll rely on this thread to find any remaining bug/typo that needs to be fixed before I drop this elsewhere. I won't be working on hack suggestions or stylistic changes to the script, just the bare minimum to finish this milestone. You're encouraged to discuss whatever you want though, I'll be reading every comment as always.

For anyone who wants to take a deeper peak on how the changes were made, the updated workbook will be up whenever I officially release v2.0 on RHDN.

September 23, 2019, 03:44:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:

I'll use that in the first post's highlights...  ;D
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on September 23, 2019, 10:40:08 am
Hi! with the RC5 version iam having freezing issues in the intro stage when Hi-Max appears.
Its someone else having this problem?
Excellent work by the way!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 23, 2019, 11:07:32 am
Some reports on Tweaks Patcher v2.0 RC5.

The game will have buggy sprite when High Max try to come out in the intro stage. The game will try to load High Max sprite but fail.
I believe you mix up with High Max's life bar again. The suppose correct life bar for High Max is only 32.
Therefore, no matter how you tweaks, you'll never get pass the intro stage.

Central Museum
Hidden Area. X conversation with Alia is broken.
- AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Dynamo conversation still have issue. Just before the battle begins and after the battle ends.
- a (just before the battle begins.)
- X: I've been transported again? But I was in a virtual area already! What's going on? (After battle ends.)

I'm not sure whether still got other bugs or not. I need some time to checked it.
But I'm pretty sure there's still got plenty of issues with ellipsis. I mean capital letter or small letter.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 23, 2019, 12:55:28 pm
Thanks for giving it a test so quickly.

RC6
I fixed those two issues for now, the intro stage freeze and Central Museum/Hidden Area text.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 23, 2019, 01:05:05 pm
I also just noticed another problem: X's saber animation is not synced with the saber graphic:
(https://i.imgur.com/Xt75lVI.png)
(https://i.imgur.com/54lkdFq.png)
(https://i.imgur.com/UJooLhI.png)

I tried to replicate it in the original, but couldn't. I guess this is a result of the animation timing tweaks?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 23, 2019, 01:41:42 pm
Yes, it's because the startup frames are shorter. Final position and cooldown don't cause any problems though, so if it bothers you, you can adjust it in the patcher.
I should probably add a warning note and set the profiles to something that doesn't have this issue, maybe preserving the startup animation and compensate by cutting the cooldown altogether.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DannyPlaysSomeGames on September 23, 2019, 10:24:43 pm
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on September 23, 2019, 10:49:14 pm
in the select stage section if i cancel the character selection then the level icons dissapear
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 23, 2019, 10:55:42 pm
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.
(https://i.imgur.com/dGmUphd.png)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 23, 2019, 11:08:40 pm
The input BIN shouldn’t be an issue, as both the xdelta patches (when using xdeltaUI) and the patcher tool check for a specific hash...

This was reported before (player mugshot on the left, new mugshot on the right completely empty), but I haven’t been able to reproduce it myself. Please try with an updated or different emulator to see if the problem persist, and let me know which one gave you the problem.

Btw, I’m surprised so many of you wanted to straight up remove the Falcon Armor from the game  :laugh:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 24, 2019, 12:00:45 am
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.

I have noticed that the Falcon Armor is still usable even if disabled in the patcher when using the Ultimate Armor cheat. I'm guessing that's just hard coded into that cheat because the default game also sets the Falcon Armor flag when you use the Ultimate Armor.

Would that require too much coding to change that at some point? If so, it's no big deal.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on September 24, 2019, 02:23:18 am
Hi.
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.)?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 24, 2019, 03:16:52 am
Hi.
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 (L1 L1 L1 R2) on the tile screen.

Now the Ultimate Armor code doubles as the Black Zero code.

[EDIT - Had the code backward :p)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 24, 2019, 04:03:04 am
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on September 24, 2019, 04:12:53 am
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.

It doesn't work. The original Black Zero code only makes Zero available by default at stage select screen, not in the Intro stage. Or did I miss some special hooks in the Patcher GUI?


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.


Thanks for the info. Sounds a bit complex but I'll try these methods.

EDIT: Now it works... Looks like there's something with Falcon Armor that interferes with which character to play as in the Intro stage.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DannyPlaysSomeGames on September 24, 2019, 09:49:09 am
What emulator are you using? It's all working for me.
(https://i.imgur.com/dGmUphd.png)
I'm using PCSX ReARMed through RetroArch, maybe that's the issue. I'll try to redownload it alongside Beetle PSX HW.

EDIT: Okay so I redownloaded PCSX ReARMed, but the issue still persisted, and Beetle PSX doesn't even show up when loading content, even though I already downloaded it. I noticed the same with Dr. Light, too, so I don't know what's up with that. But High Max's mugshot was present when I showed up, so it doesn't seem to be a rendering issue. Maybe the patcher didn't dump the graphics correctly due to some conflicting options?

So anyways, I had 3 thoughts in mind for the project:

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 24, 2019, 12:03:04 pm
Beetle PSX doesn't even show up when loading content, even though I already downloaded it.
Did you get the BIOS files?

September 24, 2019, 12:13:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 24, 2019, 12:44:33 pm
RC7

Ok, I know what's preventing Zero from appearing in the intro stage for some of you. Nothing to do with the Falcon Armor specifically. Changing the character you start with uses code from the "new game status" section, so it would only work if you have some other change in there (as the sample patch and profile do). It's now fixed. It'll work even if "Cheat Code #2" is the only option you select in the entire thing.

I also changed a couple of lines in the original game's code so "Cheat Code #1" (either Ultimate or the modified Ultimate + Black Zero) doesn't add Falcon back.

If you have a profile saved, you may use it with this update, since nothing on the GUI side has changed.

As for the new mugshots not displaying in PCSX ReARMed... I suppose some of the code, or RAM addresses I used, doesn't work with that one emulator. It is working on everything else I through this hack at, including original hardware, so really I have no way to debug it and see what's causing it.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DannyPlaysSomeGames on September 24, 2019, 01:16:03 pm
Okay, so after doing things, now the profiles are working. I don't know if it's because of the BIOS file or because I updated the core properly via the Online Updater, but now everything's in working order.

So anyways, I had 3 thoughts in mind for the project:
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.
Just in case it was missed.

Also I just noticed how abrupt the blinking animations are. There's a middle frame between open then closed but not closed then opened, so it kinda looks like every time they blink, they have a panic attack and open their eyes immediately, but eh, it's just a minor detail.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Doomsday Forte on September 24, 2019, 02:08:59 pm
I thought I was done with X6, but then you just had to drag me back.  :D 

I should probably note all of my observations come from the sample hack, not using the Tweaker itself. 

[Script]

In the intro sequence: 

"The collision had been prevented, they said... 
...But look at this." 

'But' might need to be decapitalized, since it seems like the two lines are meant to go together and just are separated by the text boxes.  You can consider 'they said' as an appositive. 

"To hell with the goody-two-shoes facade... this is amazing!" 

I want to argue that 'this' needs capitalized.  I'm of the idea that ellipses in the middle of a sentence are 'long commas' since they still provide a pause but a longer one than a normal comma, and replacing the ellipses with a comma kind of makes the sentence awkward.  So for me, I'd either cap the word or use an em-dash. 

"No, no... I must contain myself... 
...If I am to set my plan in motion." 

The 'If' probably needs to be decapitalized since you can consider it being part of the first line and was only broken up in text. 

"...All those inferior Reploids shall submit to me!" 

I'd decap 'All' for the same reasons as above. 

Gate also says 'an utopia' twice here, and it needs to be 'a utopia' even though it flies in the face of the 'an' before words starting with vowels rule, because of the way it's pronounced (you-topia).  I don't have many other examples where something similar happens, other than 'unique' being the same way. 

High Max in Intro Stage as X: 

"So, this was Zero's doing... our suspicions were well founded, after all."  'Our' probably needs to be capitalized, going back to the 'long comma' thing I said above.  I don't really use semicolons much so I'm not sure if that'd fit better than the ellipses, but then you lose the...I guess, impact or pace of the text by using it instead. 

Isoc post Intro Stage: 

"And now, I would like to call on for any individuals willing to volunteer!"  Either 'on' or 'for' need to be removed here. 

Signas says: 

"The Nightmare... it's going to be a dangerous mission" and 'it's' probably needs capped. 

Defeated One Investigator as X: 

Isoc says "I've seen him myself" with regards to his needle in a haystack, and this threw me off at first since the rest of the conversation flows as though Zero was still missing.  I guess Isoc meant he's seen him himself at some point in the past and I didn't catch that at first.  I don't know if it tripped anyone else up, but it probably doesn't need to be edited or clarified given I don't know what the actual Japanese text says here. 

----

Anyway, I'll stop the update for now.  I'm going to try to focus my efforts on checking the X/Zero VS Zero Nightmare/High Max/Dynamo dialogs. 

I have a feeling I'm going to hate Central Museum even more than I do already. 

Edit 1: 

[Script] 

Central Museum as X: 

I didn't catch the line, but there's one where you get warped at a totem pole and he says "...where am I, anyway?" at the end.  'Where' needs capped. 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 24, 2019, 05:05:24 pm
(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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: SpringSonic9187 on September 24, 2019, 08:59:29 pm
Here's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:
(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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation!)
Post by: Metalwario64 on September 24, 2019, 09:55:01 pm
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 24, 2019, 10:50:40 pm
(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.

Good point. Maybe should have put a note to tell the user how much value is needed to reach these next platform without the need of Parts. Set the 'Duration' value to 19 and default 'Speed' 'with mid-air stop'. Blade will barely make it to the Recycle Lab Hidden Area. Also, I notice this hybrid default value Mach Dash will not travel further even with the Hyper Dash Part. Original game Mach Dash will travel further when equip with Hyper Dash Part. Coincidentally, by setting the value to 19, it actually has the same Mach Dash length travel with the original game equip with Hyper Dash Part.

Same goes to Shadow's jump height. Maybe you should put another additional note telling the minimum figure needed in Magma Area to reach the hidden area if there's no metal block. If not, Shadow is impossible to reach the hidden area with or without metal block. The 'Jump height' to barely reach the hidden area is 198. 214 will stick to the ceiling where the metal block appears.

Another suggestion:
Right now, Falcon has the weakest air dash.
It's really bothers me to think that the air master is now the weakest in the air.
Maybe you can include only Falcon to have unlimited air moves. I have done that with Gameshark.
#If Falcon = Infinite Air moves
E00CCF2E 0001
30097126 0000
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 25, 2019, 01:39:44 am
I found another typo, this time in the cutscene after Zero defeats the Nightmare Mother:

Gate:
Since we're approaching our grand finale, I'll let you on a little secret."

It should be "in on a little secret".
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 25, 2019, 09:53:42 pm
Thanks again!  ;D

I'm gonna take the lack of bug reports in the last two days as a good sign. Once I fix that remaining typo (and take one last review of all text casing after ellipses), I think I'm good to release the current version on the site. Whatever bug is still waiting to be found, it's probably not that bad and can wait to be addressed on a future v2.1

As for the other suggestions, we'll see about those later  ::)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Doomsday Forte on September 25, 2019, 09:54:27 pm
Okay, I finally went through each secondary area with both characters three times each to check out the dialogs.  I assume Zero VS Zero Nightmare uses the same script for all eight locations?  I only did Amazon Area and Inami Temple before just moving onto High Max. 

[Script] 

- Amazon Area -

Zero VS Dynamo:  "And here I was thinking I'd show you some of these Nightmare Souls right here with you" sounds kind of awkward.  Maybe "show you" would work better as "share"?  "I'd share some of..." 

- Inami Temple -

Zero VS Dynamo:  "in hopes of matching up tothe best of the best..."  Split 'tothe'.  I don't think X's version had that error. 

- Laser Institute - 

X VS High Max:  "High Max! You and Isoc won't proceed further with yout plans!" should be 'your plans'. 

- North Pole Area -

X VS Dynamo: Should there be a comma after the 'huh' in "you sure play rough, huh X"? 

Zero VS Dynamo:  Post fight:  "No worries, we'll be seeing eachother again sooner or later."  Split 'eachother'. 

- Magma Area -

X VS High Max:  "Leave, at once" may not need the comma.  I guess you can say it puts emphasis on the 'leave' part, but "leave at once" works just as well here. 

"Funny... That's what I should be saying." probably needs 'that's' decapitalized. 

X VS Dynamo: Post fight:  "Well... 'till next time!"  Should be ''til next time' since it's shortening 'until'. 

Zero VS Dynamo:  "'till next time" needs to be "'til next time" as above. 

- Weapon Center -

X VS Dynamo:  "...but hey, since we're here, why don't you show me YOUR Souls?"  'But' probably needs to be capitalized (Dynamo mentions there not really being 'many trees left anyway' before this). 

Zero VS Dynamo:   "...but hey, since we're here" needs 'but' capped as above. 

- Recycle Lab -

X VS Dynamo:  Post fight:  "Bye, X!!"  Does it need two exclamation points here?  Zero's version only had the one. 

- Central Museum -

Zero VS Dynamo:  "Dynamo!  What are you doing here?"  "Nah, I just thought I'd get myself some Nightmare Souls."  This is pretty awkward.  Zero probably needs to ask something that Dynamo can deny. 

"The stuff's too dangerous, especially in the hands of numskulls like you."  I actually looked it up and it seems that numskull and numbskull are both valid spellings of the same term, according to the Merriam-Webster Dictionary, but it says numskull is 'less commonly' used.  This one's up to you.  As are...uh, all of these, actually. 

[Script]

- Magma Area -

Encountering Nightmare Snake as X:  Alia says "I'm not seeing anything, on my end."  Unnecessary comma. 

- Central Museum -

Capsule room as X:  "This area seems larger than the other ones, but it's still swarming with Nightmare... they sure aren't making this easy."  Shouldn't it be 'the Nightmare' or 'Nightmares'?  And 'they' needs capped. 

That's all for now, again. 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 25, 2019, 11:28:05 pm
Can you wait for my report in another few hours?
I have plenty to report in grammar and ellipsis on remaining X part.

So far, I didn't detect anything unusual except than the thing I mention in my latest post.
But I actually prefer this hybrid than the original Mach Dash length when equip with Hyper Dash.
Travel too far easily resulted instance death. I just need to set the value to 19 for the Mid-Air Stop.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 25, 2019, 11:49:52 pm
Yeah, I'm not doing it immediately. Go ahead.

About the jump and dash lengths, I don't think optional collectibles need to be made easier to reach, definitely don't need to be reachable with any and all armors and characters. I did make an adjustment of this kind for Secret Lab stages, but those are mandatory obstacles, not optional collectibles.

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...

Here: no Parts, default Mach Dash values.
(https://i.imgur.com/Aja01Zy.gif) (https://i.imgur.com/vnk8YA1.gif)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 25, 2019, 11:57:15 pm
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! :(

Now that you brought that to my attention, I want to replay again and go through the game, starting with beating Wolfang and getting the Blade Armor legs and taking advantage of that. :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 26, 2019, 12:06:09 am
Quote
1. I feel like the main reason Shield Sheldon's stage is so annoying is
Or 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?
This is the kind of thing I feel the game doesn't necessarily do wrong, it's just not obvious at first glance.

Quote
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.
In this case (and assuming you mean the Nightmare Mantis) you can kill them permanently with Yammar Option.

Quote
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.
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"™
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 26, 2019, 12:54:14 am
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.
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"™
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 26, 2019, 01:15:07 am
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 :)
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.

RC8

- 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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 26, 2019, 02:57:13 am
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 :)
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.
You're awesome! Just wanted to thank you for adding another great feature! :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 26, 2019, 05:33:10 am
Lol. These 2 new features is a failure.

- 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.

- Falcon's unlimited repetition.
It doesn't turns out as we hoped.
Now all characters can have unlimited air dash except for Blade who use Mach Dash.
If Zero used double jump, then no more air moves.
If Ultimate used hovers, then no more air moves as well.

But, on the good side, I see some improvement on the grammar and ellipsis.
And I think you should include the extra note I mention about Shadow's jump height and Blade's Mach Dash.
It can serve as additional guideline for the new users to tweak to their liking.
Also, I'm still checking on the X's script. Please wait. Probably in another few hours if I'm free.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Thirteen 1355 on September 26, 2019, 10:41:55 am
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 26, 2019, 12:08:43 pm
Lol. These 2 new features is a failure
No need to be rude man. If you don’t like then, don’t use them.

As for the Falcon Air Dash thing, I only did it because you specifically asked, as a nice gesture because you’ve been helpful.

You even pointed out a game shark code that has the same effect, so I don’t know what you expected.

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.

Have you tried it in practice? In X6 there’s only two stages with actual second areas, the ones I pointed out.

I like having extra lives and the EX Tank mean something. The game is generally much easier with all the other changes anyway, so I think it balances it out.

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 26, 2019, 12:13:06 pm
Lol. These 2 new features is a failure.

- 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.
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.

When the "continue" function is identical to a regular death, then what's the point in lives and a "game over" to begin with? Certainly not the removal of any punishment like modern games do, at least not in my eyes.

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.

I love this feature.

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).

That's also why I love Sonic 3 Complete so much, because it too offers complete customization of game play features, music choices and many other things.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 26, 2019, 12:52:09 pm
acediez and Metalwario64,
I'm sorry if my words hurt both your feeling.
I just want to inform that it's not working as I thought it should be.

Anyway,
Dialogue playing with X part2:

I tested it in between RC6 to RC8 so some should have been fixed.
Also, it's only base on what I think so as usual it's just a reminder.
You still have to decide it yourself in the end.
 
[Stage selection]
1) After Isoc's speech.
(Checked. Should be ok.)
2) After beating Nightmare Zero.
Zero (pink):
3) Gate appeared.
Alia:
- Time to end this nightmare!
("nightmare" > "Nightmare"?)

[Intro stage]
X:
- I'll be fine, don't worry. Besides, I have the Falcon Armor and Zero's saber with me.
(> "Don't worry, I'll be fine.")
- That dream I had earlier... does it have anything to do with this?
(> "does" > "Does")
???:
- So this was Zero's doing... our suspicions were well founded after all.
("our" > "Our") Updated in RC8.

[Alia explaining souls for the first time]
- Unlike the other Parts, Limited Parts must be used at the Weapon Select screen.
(> "screen" to "Screen"?)

[Amazon Area]
Dr. Light:
- Forgive me... all I can do is give you this Armor.
("all" to "All")
Commander Yammark:
- Well, not this time! To hell with this Nightmare hogwash, I am NOT being killed again!
("hogwash," > "hogwash." and "being" > "getting")
X:
- Not until you tell me exactly what this Nightmare business is all about!
(> "Not until you tell me exactly what is this Nightmare business all about!")

[Inami Temple]
Dr. Light:
- X, step into this capsule and I'll grant you a program to modify your armor.
("armor" > "Armor"? Dr Light used the same starting dialogue as at Inami Temple/ Magma Area/ Recycle Lab?)
???:
- W-Where is Zero...? Where... Where is m-my Zero, my greatest creation?!
("Where... Where" or "Where... where" ?)

[Laser Institute]
X:
- Even so, these might end up being useful. I'll try using them, let's see what happens.
("them, let's" > "them. Let's")
- Yeah... but I really wish there was a faster way to get through here.
("Yeah... but" > "Yeah... But")
- Shield Sheldon? Oh no... don't tell me he's involved in this scheme too!
("don't or "Don't" ?)
- Shield Sheldon... it really is you.
("it" or "It" or "It's really you." ?)
- Yeah, let's. Starting with YOU, you fake!
(Can the sentence just end with "Yeah, let's" ?)
- High Max! You and Isoc won't proceed further with yout plans!
("yout" > "your")

[Northpole Area]
Dr. Light:
- X... let me give you yet another new power.
("let" > "Let". Also, do you think of revising the whole sentence?)
- This capsule contains the foot program of the Shadow Armor.
("foot program" > "foot parts". So far, all Shadow used parts while Blade used program.)
X:
- I'm getting strong readings ahead... must be an Investigator!
("must" > "Must")
Blizzard Wolfang:
- That's correct. You see, because of my ineptitude, not only have my men perished, I also brought shame to my master, Gate.
(> "You see, because of my ineptitude, I caused my men perished and brought shame to my master, Gate.")
or you prefer it longer
(> "You see, because of my ineptitude, not only have I caused my men perished, but I also brought shame to my master, Gate.")
Alia's Mission Report on weapon:
- Shoots blocks of ice that you can stand on.
(Not sure with the grammar usage for "Shoots blocks".)

[Magma Area]
Alia:
- I can't say for sure because of the interference, but it just has to be - I've never seen anything like it!
("be - I've" Is that the right way to use Hyphens, En Dashes, and Em Dashes?)
Dr. Light:
- X, step into this capsule and I'll grant you a program to modify your armor.
("armor" > "Armor"? Dr Light used the same starting dialogue as at Inami Temple/ Magma Area/ Recycle Lab?)
X:
- Looks like I'm in quite the situation here... Is this also the Nightmare?
("quite the situation" or "quite a situation"?)

[Weapon Center]
(Checked. should be alright.)

[Recycle Lab]
Dr. Light:
- X, step into this capsule and I'll grant you a program to modify your armor.
("armor" > "Armor"? Dr Light used the same starting dialogue as at Inami Temple/ Magma Area/ Recycle Lab?)
Metal Shark Player:
- My name doesn't matter! You belong to me, now!
("me, now!" > "me now!")
???:
- Heh heh heh... the only one to die here... will be YOU!
("the" or "The" ?)

[Central Museum]
X:
- It's dead quite... what has the Nightmare done to this place?
("what" > "What")
Alia:
- A totem pole? But I can't see anything of the sort from here... which means it must be the work of the Nightmare! Be careful!
("the sort" > "that sort" and "which" > "Which" ?)
- The Investigator stationed at this area is Ground Scaravich.
("stationed at" > "stations in" ?)
Ground Scaravich:
- My, Oh my... if it isn't Officer X. How persistence of you to have bothered coming all this way.
("if" or "If" ?)
1a) Virtual area (Background Pyramid)
X: I'm out of range... what the hell is going on?
("what" > "What")
1b) Virtual area (Background Pyramid)
X: I can't reach her... where am I, anyway?
("where" > "Where")
2a) Virtual area (Background Aquarium. Going up)
(Checked. Should be alright.)
2b) Virtual area (Background Aquarium. Going down)
(Checked. Should be alright.)
3a) Virtual area (Background Dinasour skulls. Capsule located)
X: This area seems larger than the other one, but it's still swarming with Nightmare... they sure aren't making this easy.
("they" > "They")
3b) Virtual area (Background Dinasour skulls. To hidden area)
(Checked. Should be alright.)
4a) Virtual area (Background Earth and Galaxy. Hearttank located)
(Checked. Should be alright.)
4b) Virtual area (Background Earth and Galaxy.)
X: Another virtual area... why is the Nightmare changing up the museum like this, anyway?
("why" > "Why")
5) Hidden Area
???:
- X, don't tell me... You've gone Maverick, haven't you?
("You" or "you" ?)

[Secret Lab 1]
Alia:
- To think we'd find Gate's laboratory here, of all places... Proceed a little further ahead.
("here, of" > "here of")
X:
- ...Alia, can you hear me?
  ...the communication's off already. Well, nowhere to go but forward.
(> "...The") Updated in RC8.

[Secret Lab 2]
Gate:
- I've been waiting all my life for a chance like this, and I'm not going to let it pass me by, even if it costs me my life! Let's do this, X!
(> "I've been waiting all my life for a chance like this. I'm not going to let it pass me by even if it cost my life! Let's do this, X!")

[Final stage]
X:
- Good... he's not fully recovered yet!
("he's" or "He's" ?)
Sigma:
- Cough... X...? Y-you again... get lost!
(> "Get lost!")
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 26, 2019, 01:08:36 pm
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 26, 2019, 01:13:35 pm
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.

Ok, I think I know why that happened, I’ll take a look at it later today  :thumbsup:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Thirteen 1355 on September 26, 2019, 01:24:25 pm
Quote
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.

An incredibly welcome decision, as I've stated in my review of the X6 patcher. I'm very happy with that one. Was just pointing out my views on the start from beginning of stage idea. Though frankly, I've never been a fan of the limited lives schtick to begin with  :happy:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 26, 2019, 01:30:14 pm
If you prefer it that way, you can set infinite lives and forget about extra lives and the “Continue” screen altogether. There’s no need for it if you’re always returning to the last checkpoint and you have an always available Exit Stage button.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Thirteen 1355 on September 26, 2019, 01:42:52 pm
Sounds like music to my ears!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: 1478523690 on September 26, 2019, 10:27:36 pm
the nightmares are not working.
I am still testing the rest.
pardon my English
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 01:57:53 am
That's all for now, again.

I almost missed your post. Thank you so much. I wouldn't think there were so many typos and weird spelling left.

The translator sure took some liberties writing for Dynamo...



- Script: ellipses/caps re-reviewed, most suggestions from previous posts taken.
- Continue back to start of the stage: lost collectibles problem fixed, now it should work as intended.
- Palettes: small adjustment to Ultimate Armor's custom palettes by Metalwario64.
- Saber animation: adjusted values in default profiles, to a setting that won't cause desync between X's animation and the saber's.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 27, 2019, 02:29:47 am
The continue function seems to work as intended now! Awesome job!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 02:51:32 am
The continue function seems to work as intended now! Awesome job!

Seems like it  :beer:

However, I had to immediately push a RC10, as I forgot one step (updating the address of new files) and caused the new mugshots to crash  :-[ :laugh:

Since you were here in the 10 minute window RC9 was up, please update.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 27, 2019, 09:49:03 am
Finally been able to test a bit on RC10.

I'm not sure did I mess up with profile, but so far I notice X's dialogue becomes corrupted in Central Museum.
1) Dr Light conversation is completely wrong.
2) Just before the room to fight Ground Scaravich. Alia and X conversation totally broken.

I'm gonna try to download RC10 again and rebuild my profile. Hopefully that's the case.

Oh my, I think it's true. Even after I redownload RC10 and only choose the option to retranslation, the same thing happen.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 11:14:18 am
Uh, I probably broke a tag in that stage when I made the last changes, I’ll fix it later today
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 27, 2019, 02:50:23 pm
RC10 report:

- Boss Health by Level
Tested all the boss lifebar. Blaze Heatnix and Ground Scaravich doesn't change even when it was tweaked.
Metal Shark Player a bit hard to explain. No problem, if I make his his lifebar lower at all level. But if I intentionally change only his Lv4 to 127, there is no changes.
Should have notice it earlier if I make obvious change to their lifebar.

- Scene
[X meets Gate]
Gate:
I admit it, Reploids are far from perfect. Especially since we can go Maverick.
...that's why my abilities didn't get the recognition they deserved.
("that's" > "That's". Already mentioned. Seems like you overlooked this one.)

- X broken dialogue in Central Museum
Mentioned in Reply #512.

- Continues take you to the start of the level (Just query)
From my little test, this option will bring you to the beginning of the latest "Now loading" stage.
Which means the beginning of Hidden Areas, and beginning of part 2 of Recycle Lab, Secret Lab 2, and Final stage where you fight Sigma if you die there and use continue. Right?
My initial test on RC8 fail to bring me to beginning of Amazon Hidden Area when I purposely die there and the continue only bring me to beginning of Amazon Area.
I guess I may have corrupted my profiles when I copy it from earlier tweaks patcher.

- Falcon's air-dash unlimited repetition
Could you removed this later in your stable version?
I appreciate your effort in doing this purposely for me. Thank you, but it's not working as intended. No point putting this for new users right?


The Gameshark is working perfectly though. Let me explain how it works:

8-bit Constant Write
30XXXXXX 00YY

16-bit Constant Write
80XXXXXX ZZYY

8-bit Equal To Activator. When the value for the given address is equal to the supplied value, activate the following code.
E0XXXXXX 00YY

Gameshark code:

#In Game Character Modifier (0000=X/ 0001=Falcon/ 0002=Shadow / 0003=Blade / 0004=Ultimate)
300CCF2E 0001

#Infinite In-Air Moves (0000=Infinite/ 0001=No air moves)
30097126 0000

Therefore, I combine those 2 codes.
#If Falcon = Infinite Air moves
E00CCF2E 0001
30097126 0000
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 03:24:54 pm
- Falcon Air Dash
So that's the problem with the Falcon Air dash thing; it's affecting other air dashes too. It wasn't clear on your other post.
I guess I'll just remove it, these cheat-like modifications are better suited for gamesharks anyway.

- Continue
I just tested it, it's working as intended for me. Getting killed in Amazon Area/Hidden Area, I'm back to the start of the Hidden Area, not the beginning of Amazon Area...

- Boss Health by Level
The ones you mention work fine for me, at least in their own stages... Not sure what could've caused to not work for you. Maybe it was a bug in the patcher tool? I've had strange things happen before when doing one patch after another without reloading...

Or maybe you were using save states from different builds?



RC11
- Script bug in Central Musem fixed
- Final-final touches on custom palettes for Ultimate Armor
- Falcon Air Dash Unlimited moves option removed
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 27, 2019, 09:16:25 pm
RC11 won't patch for me. I keep getting this error:
(https://i.imgur.com/fJUG7LI.png)

I recopied my BIN file over, restarted my PC and everything. It brings this error every time it gets to the patching process.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 27, 2019, 09:21:29 pm
I just wanna ask where I messed up here...

Thanks for the patch in advance

https://gaming.youtube.com/watch?v=vqq3K09eWIE&feature=share
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 27, 2019, 09:22:40 pm
I just wanna ask where I messed up here...

Thanks for the patch in advance

https://gaming.youtube.com/watch?v=vqq3K09eWIE&feature=share
Glad to see it's not on my end, but that means you did nothing wrong. Just wait until it's fixed.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 09:31:22 pm
Weird... The exe compiled with a missing file, the delta patch for the new script. Maybe I hit compile before the patch finished updating  :angel:

It's fixed now. Since it's the same revision I just updated the previous link. Please redownload, and thanks for your testing
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 27, 2019, 09:54:16 pm
thank you very much for the fixed... anyways do you considered this one having item drops in xtreme mode? W-tank is useless in xtreme mode. it would have been better if they just still have it xtreme mode is definitely on the hard scale when it comes rescuing reploids which I found ok within the difficulty itself.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 27, 2019, 11:18:43 pm
thank you very much for the fixed... anyways do you considered this one having item drops in xtreme mode?

🤔

That’s a good one. I don’t know how the game handles this, but I’ll take a look at it.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on September 27, 2019, 11:56:26 pm
Is there a way to fix the zeros guard shield glitch?
Or maybe apply a way to active it like X?
Thanks for all the hard work!  :)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on September 28, 2019, 12:33:14 am
Some report on RC11:

- X in game dialogue
[North Pole Area]
Dr. Light:
With these foot parts, you'll be able to stick to walls and safely walk on spikes,
("these foot parts" > "this foot program". Now you have change "part" to "program". Not sure if you want to change this too.)

- 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.

And I don't think I have much time left to test it for this coming few weeks.
Will be having a hectic work after this weekend. So don't wait for my report at the mean time.
Sorry.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 28, 2019, 01:58:30 am
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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 28, 2019, 03:11:47 am
Is there a way to fix the zeros guard shield glitch?
Or maybe apply a way to active it like X?
Thanks for all the hard work!  :)
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  :)

- 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.

You're right, they were not working on Boss Rush.
I double checked everything myself this time, turns out Nightmare Mother wasn't right either (Lvl 1 works ok, Lvl 2 would crash the game, Lvl 3 and 4 would work but with wrong values).


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?

Thing 1, I thought about it and finally decided to cut the cooldown completely to make up for both the slow startup and disabling the very exploitable dash cancelling. I know some will prefer to keep the whole animation, but, well, there's a patcher tool.

Thing 2, what you see is what was there in DuoDynamo's translation. As I've pointed out, the translation is incomplete (and has been abandoned for years). This particular stage was marked as "WIP", so I suppose he kept this last conversation as it was in his file as reference, or as a placeholder.

I did change "someone comes..." to "someone is here...", that's on me. It was the only thing bothering me about it, but if there's something else that sounds particularly odd to you, I'll take suggestions.

Quote
<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>

I didn't use my secondary source for this dialogue (NectarHime's script rewrite) because he does a thing in this dialogue that I don't completely agree with... His take is also based on DuoDynamo's translation, but takes all liberties to suit it to his style. In this case, he changes X's reply from "I destroyed such a dangerous Reploid!" to "I've got some bad news for you", which I personally don't think suits the character.

However, I am in talks with him to have his whole take on the script as a separate option, (eventually)



RC12

- Fixed "Boss Health by Level" addresses for Nightmare Mother and Boss Rush rematches.
- Added option to enable item drops in Xtreme Mode
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 28, 2019, 06:26:52 am
- Fixed "Boss Health by Level" addresses for Nightmare Mother and Boss Rush rematches.
- Added option to enable item drops in Xtreme Mode

Thanks so much for the quick update. You're amazing! To be honest, you made my dream come true. Since from the very first day this game was released in Japan and the States, I played it before and I felt that the release of this game was being done that quick without better quality control. If something is lacking in the retranslation for me I didn't that into it because of the fact we already got the gist of the story. But to those who want to update and continue to polish more of the retranslations, I do appreciate all of your efforts to bring this project from where it is right now.

I'm going to make a video playthrough of this and have it uploaded in youtube and give you credits for this when it reaches its completion.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 28, 2019, 02:08:09 pm
Here's my attempt at rewriting the script for X's encounter with Mijinion. I'll post it here so everyone can critique it:

Infinity Mijinion: Someone comes...
 
Correction: "Someone is here..."

X: Infinity Mijinion! You are one of the investigators of the Nightmares, aren't you?
 
Correction: "Infinity Mijinion! You are one of the Nightmare Investigators, aren't you?"

Infinity Mijinion: You seem to be hard to deal with... Why must I cover up for the lack in ability of the other investigators? Hmm? How did you come this far? Don't say you destroyed my sweet Illumina...
 
Correction: "What a nuisance... Why should I pick 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: I destroyed such a dangerous Reploid!!

Correction: "I destroyed your Reploid because it was far too dangerous!!"

Infinity Mijinion: No! I was still conducting a test or two on her...! I wanted to use her to destroy all the idiots! Now I'm angry, and that means you're dead!

Correction: "No!! I still had some tests to run on her... I was going to use her to destroy all of those fools! You're going to pay for this!!"
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Thirteen 1355 on September 28, 2019, 02:30:02 pm
Sounds good, besides the fact Illumina was probably destroyed because he straight up attacked X, rather than him just being dangerous.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 28, 2019, 02:47:48 pm
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."

I'm also wondering if Mijinion's first line should be more like "Who's there..?".

[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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DannyPlaysSomeGames on September 28, 2019, 04:45:45 pm
Well, here's my take on it. I also changed his name to Infinity Daphneon, to fit more with his actual inspiration (which is a water flea)

Spoiler:
Infinity Daphneon: "I sense an intruder..."

X: "So you must be one of the Nightmare Investigators, aren't you?"

Infinity Daphneon: "...and an irritating one at that. Why must I compensate for the burdens of all the other Investigators? ...Wait, how did you get... No... You fool! You destroyed my glorious Illumina!"
 
X: "Your "glorious Illumina" was an unauthorized threat! It needed to be destroyed!"

Infinity Daphneon: "No! I was still trying to perfect her... I was going to use her to destroy all these scrap-brained idiots! You'll pay for this!"

Also, while on the topic of Infinity, is there any way to make the boss fight less ridiculous? It's one of the most absurd thing I've ever experienced, being an unjoyous pain to fight.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: RandomDood1337 on September 28, 2019, 11:17:14 pm
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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 29, 2019, 04:06:49 am
Here's what I found with regards to the latest build so far...

1. When I selected the default of the armor system I am unable to get the armor even I already completed the programs.

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)

3. When I defeated Infinity Mijinion using X, but I already have Zero, during the report status it doesn't say that Zero also gain the Rekkoha I found out that it was the same with the untweaked. This one doesn't count.

This is tested first when I turned my iso into EBOOT.PBP and recently on iso

If this doesn't happen when iso just comment down below and quote it.

Thanks again in advance.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 29, 2019, 12:43:38 pm
Thanks for your script suggestions, I guess I'll have to pick my favourite ::)



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)

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.

1. When I selected the default of the armor system I am unable to get the armor even I already completed the programs.

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.)
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?

"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...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on September 29, 2019, 08:39:47 pm
Hi! I have a suggestion! it would be awesome to make a way to use the bosses weapons with shadow armor. ;D if its possible..
And i always dislike the fact the lack of a platform before the nightmare snake last fight, right after the door closes... and the irragular floor in the hall before Gates fight.
Thanks for the tweaks i love the game even more now!
 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: RandomDood1337 on September 29, 2019, 09:24:03 pm
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...

This was weird though. After the third redownload I did for it, it just started working. I don't know what I did differently, but it works now.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 29, 2019, 10:41:05 pm
Having Shadow Armor have Variable Weapon system? I rather want to have it optional...

If there are interferences between the unlocking the Ultimate Armor and Black Zero via Hunter Rank, is it possible to have it unlock by adding additional requirements such as completing all the 8 armor programs both Blade and Shadow respectively?

My opinion with regards to the cutscenes triggered by nightmare souls...
I believe that the Nightmare's Origin cutscenes it better after gaining 300 nightmare souls because of it has better continuity I guess with the plot.
Just my opinion though. I don't know if I am just being biased knowing the story of the game itself from my perspective.

My personal choices within the patcher are the following...

1. General Tweaks
1.1. Add custom options to the Setting menu
1.2. Continues takes you to the start of the level
1.3. Code #1 unlocks both secret armors
1.4. Code #2 unlocks Zero from the start
1.5. Effect for unlocking Black Zero in-game
1.6. Disable Demos
1.7. Voiceover play continuously
1.8. Speed up text

2. Player Mechanics
2.1. Disable dash by double-tap (yet in my PSP EBOOT I enable it for portable reasons)
2.2. Dash duration (Ground) Hyper Dash is set on 20
2.3. Dash duration (Air) Hyper Dash is set on 14
2.4. Jump to ceiling height is set on 192
2.5. Falcon Air Dash "jump mid-air triggers" (I enable it only for my PSP EBOOT)
2.6. Sentsuizan input down + special
2.6.1. Execution/Cancel style - Hold/Release
2.7. Ensuizan - Air move mode enable
2.7.1. input - special

3. Balance
3.1. Rank souls requirements
0/200/300/500/800/1500/3000/5000
3.2. Cutscenes triggered by souls
Nightmare's origin - 300
Gate Revealed - 6000
3.3. Nightmare Virus Orbs
Enable orbs always drop
3.4. Boss level
1/1/2/2/3/3/4/4
3.5. Difficulty Settings
Xtreme mode enable item drops (disabling makes the W-tank so useless)
3.6. Boss health by level
"I just used the tweaks recommendation and I agree with it."

4. New Game Status
"I used the default"

5. Localization+Custom Art
5.1. Script - Retranslation (I hate when Zero said a stupid line such as "I hid myself while I tried to repair myself." and my Grammarly agrees with me)
5.2. Restore voice clips - I enable them "all"
5.3. Title screen - I really love the JPN Default, especially I am Asian and the JPN put efforts on the background. Second to it JPN Custom (JPN Style)
5.4. Loading screen logo - I used the JPN Default
SIDENOTE: I don't know if you are able to tweak this one, to have the option to alter the opening intro JPN for consistency with the title and loading screen. If it is impossible to tweak with it is fine with me.  :thumbsup:
5.5 Mugshots
A/B/A/A/E/A/A/A/A/B/A/A/A/A
5.6. Sprite and Palletes
X5/A

6. Stage Modification
6.1. Secret Lab 1 - Remove some spikes
6.2. Secret Lab 2-2 (X) - Add platform

7. Damage Tables
"I used the default"

Now I will return again to test it again...  :beer: Thanks for the extra effort of bringing justice to this game if I am a Capcom executive, I will definitely hire you for this.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on September 29, 2019, 11:12:35 pm
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!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 29, 2019, 11:18:27 pm
If there are interferences between the unlocking the Ultimate Armor and Black Zero via Hunter Rank,

I mean, it was a bug in my code, I already fixed it. It'll work ok in the next update.

Thanks for testing and sharing your setting, it's always fun to see how other people use these options  :)

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!

Enabling special weapons on the Shadow Armor is not possible at the moment because I would need to add the weapons’ graphics to Shadow Armor's files and I don't know how to handle compressed graphics.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 30, 2019, 12:08:02 am
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!

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on September 30, 2019, 08:30:16 am
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's very clear why the Ultimate Armor never had the same background treatment as the other armors in this game and X5, and it's certainly not that it was "rushed".
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 30, 2019, 09:29:39 am
 :laugh: Ok dude maybe that was wrong on my part. So I might wait what will be implemented afterwards.  8) thanks I really love your mugshots
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 30, 2019, 10:47:58 am
A fun thing I ran into:

https://youtu.be/S7Axhc7CS4o
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on September 30, 2019, 11:28:42 am
Monster kill :D  ;D

Definitely that shouldn't be in the tweaks. It's too damn broken. I never got that in my playthrough. I just recently does the damage table and took your recommendation with regards to Blade and Shadow.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: RandomDood1337 on September 30, 2019, 05:55:18 pm
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.

I can't tell if you're being serious or not.

Also, I don't know if its something I did by accident, but reploids kept respawning and not giving me parts.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on September 30, 2019, 08:07:28 pm
Some opinions regarding Tweaks patcher V2.0 RC12.

-Ensuizan

--It would be awesome if the "Repetition" option is not bounded with the new "Air move mode" and can be adjusted individually.


-USA Custom (JPN Style Title)

--From what I can get, the "Rockman X6" graphic from PC version is the same as original JPN title graphic, just with the USA title background. Also it would be cool if the custom "Mega Man X6" graphic from "JPN Custom (JPN Style Title)" style could be implemented as optional replacement to "USA Custom" set group.


-The re-translated conversation when Sigma lost his mind after his first form

--I don't know if it's just me, but the word "Die" repeated too much times even when compared to original Japanese dialogue, which is a kinda strange touch.


Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on September 30, 2019, 10:57:54 pm
Quote
-Ensuizan
Being 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...

Quote
-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.
Either way, I'm done working on title screen options myself, but if you or someone else wants to make on new option for me to add, here's a clean rip of the USA logo:
Quote
(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.

Quote
-The re-translated conversation when Sigma lost his mind after his first form
I'm gonna let this one slip 👀
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 01, 2019, 01:50:57 am
I guess the "USA Custom (JPN Style Title)" is not that much of a big deal. Just like what my last proposal about the opening intro the important however is having the Ultimate and Black Armor in-game by achieving UH Rank. And some re-translations. 8)

Just lately I'm done trying to adjust the power of Blade Armor and Shadow Armor. I didn't adjust Zero's buster power for it can only be executed while Zero is standing. Thus I believe there's no point of having his Z-buster less power. And I am testing it on Xtreme Difficulty setting and for the very first time, I felt it is near complete game if wasn't from the bug where I can't unlock Blade and Shadow Armor because of the interference with the Ultimate and Black Armor. The patcher alone is very flexible as it already somehow made the game more enjoyable to play.

For me, if the armor system is fixed and the whole game is properly retranslated I can already consider this a finished product. If there were beyond this project is to have it also in NTSC-J but I honestly think it is on acediez hands whether if he wanted to do it or not.

The only thing that sometimes I prefer the Japanese localization of the game was because of the mistranslations of those who do the localization. Like in Final Fantasy VII the obvious, "THIS GUY ARE SICK" really makes me sick of reading. How much more in this game's English localization where they made Zero an old highly advance robot who'd say something really makes frustrated enough to ask Capcom for a refund because of the poor localizations or translations which Capcom USA is doing.

In X5, I was just shocked  :o when they named those 8 bosses from the band Guns & Roses. But yeah, I do find some mistranslated stuff but it wasn't that big as far as I can remember it is during the last battle with Sigma using X. Where the person in charge of translating it assumes that X and the original Mega Man are the same. Which technically we know it wasn't.

I am thankful for the people who made this project possible. I am just a Rockman X fan who stumbles upon this project and I was very thankful for the privilege of being one of the testers of this magnificent piece of art.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Heaven Piercing Man on October 01, 2019, 11:19:26 pm
You mean when Sigma says Wily was "an old comrade of yours" to X?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 02, 2019, 12:04:01 am
 ;D you got that one
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 02, 2019, 12:16:13 am
Thanks for you kind words pating! I'm glad you're enjoying this.

[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.

I went back to look for these, and this is the one I picked. Looks about right next to Zero's version. :)

RC13

Fixes and improvements:
- Script: revamped X's dialogue with Infinity Mijinion, as suggested here.
- Patcher bugfix: "Rank UH unlocks..." options will no longer break armor completion when "Activate Incomplete Armors" option is not active.
- Incomplete Armors: while the "player" saber animation of the Shadow Armor was correctly associated to the Head Parts, the "saber" itself remained faster with or without the part. This was fixed.
- Animation Timming (Zero): now the Zero's Saber cooldown timming will carry over to all three parts of the combo (before, it only affected the third slash).
- Animation Timming (X): now the animation of the saber itself will also adjust to your changes, so you can set the startup frames to whatever you want without causing a desync in the animation.
- Damage Tables: Added a fourth, uncommon hit detection type, used by a few obstacles. While making way for this, I swapped the checkbox symbols in the GUI to something that seems more intuitive. It's explained in the GUI's notes.
- Mugshots: One last, minor tweak to the Shadow Armor mugshot. Ultimate Armor option C fixed.

New stuff:
- Zero/Yammar Option: Added an option to make Yammar Option work for Zero the same as X. This disables the input combo (↑ + △) and instead you'll have to select the weapon and activate it with "△". Previously, this option was activated automatically under the hood if you selected "↑ + △" in either Ensuizan or Sentsuizan. Now you can select it separately.
- Damage Tables: Added a bunch of obstacles, included all Nightmare Effects related objects (iron blocks, colored cubes). These are usually only destroyable with the weapon from the stage that triggered it, which leaves out the Shadow Armor entirely. Now you can set them to be destroyable with almost any attack.
- Guard Shell Bug Fix option. I haven't tested it much, but so far so good. Zero's saber deals normal damage while the enemy is in contact with Guard Shell, very noticeable on bosses’ health bars.

An attempt was made to add an option to use Guard Shell as Zero with X's behavior (being able to use it in different directions, and making it activable directly instead of only through the menu), but unfortunately this crashes the game. Probably related to missing (compressed) weapon graphic files, so, nothing I can do about it atm.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 02, 2019, 12:33:50 am
Thank you very much for the update time to do some testing...  :crazy:  :thumbsup:  :beer:  ;D
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 02, 2019, 09:17:51 am
wow!! i can wait to try this new stuff! Thanks for all the work!
One question, the guard shell it can be activated with the triangle button or it has to be done like always from the menu?
Im raaly glad that ours prayers have been listened! jaja
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 02, 2019, 12:02:24 pm
Done with my initial test I finished the game using X. Tomorrow I'll be doing Zero.

Then I'm going to promote it in YouTube by showing how it works... And do a playthrough...

Thank you very much. I never thought that this is going to be a reality.

It is already 12mn here need to sleep and hope as I do the playthrough tomorrow that I get a good call from one of the companies that I applied to in last couple of days.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Zero Dozer on October 02, 2019, 05:22:49 pm
Wow, I turn my eye away, and suddenly the patch evolves at a monstrous pace.

Downloading the newest patch.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: G061 on October 03, 2019, 12:16:33 am
Just absolutely excellent work, bringing in metalwario's art really pushed up the quality even further, seeing the other reploid's face and Dr. Light's is a little detail that helps a lot for me.

I'll say this as originally a big hater of X6 who has played it not so much but enough to be familiar but still more or less a noob when it comes to this game, the stuff metalwario complained about in shark player's stage and the jungle stage about not being able to reach anything I think is really valid.

I naturally thought I needed the blade boost part to reach those sections and I didn't know about the ice block from ice wolf stage.
I didn't know about the ice block because I never have time to experiment with it because I usually would do that level last and here's where the game fucks with people like me; what I do remember about the ice wolf's stage is it's one of the bigger pains in the ass to start with due to the avalanches, slopes and nightmares/wolves that spawn in the avalanche safe pits making it super unfriendly right at the start. This, combined with Alia telling you as soon as you spawn in the level about finding a certain normal part that would help you a lot here, makes me want to bail from the level immediately in hopes of finding that part so the ice level won't be such a pain.

And so inevitably while playing other levels instead I run into the jungle and shark player stages and run into those impossible jumps I can't do and it really adds to the frustration/makes me want to quit.
Not necessarily saying you should change anything, maybe I'm being a bit sore idk, just adding my two cents.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 03, 2019, 01:04:28 am
I agree, the game does a very poor job at inviting you to interact and experiment with what's in there... most people end up missing on some legitimately fun stuff you can do.
Compare that to X1, which is a master class of starting with nothing, ending up with everything, and feeling great the whole way through.

The saddest part is that the Ice Block method is not even the intended way to get those items either... Once you visit those areas with weird unreachable spaces with Nightmare Effects activated, you'll realize the "blocks" Nightmare Effects ("Iron" and "Cube") both help you and stop you. You're supposed to interact with them with the weapon from the stage that activates each Nightmare Effect.

First example, Recycle Lab...

Once you reach the end of the second floor (where you either go down for Area 2 or left for the Hidden Area), the Nightmare Cubes will extend the long stretch you normally can barely reach without getting crushed, making it impossible to go through. Well, you're supposed to destroy those...

(https://i.imgur.com/2VEWYJi.gif)

... Then, what you'll find below is a bit of a puzzle, you need to destroy these in a certain way to get to move one of the blocks to the right end (some blocks are destroyable, others movable).

(https://i.imgur.com/xjMaLl7.png)

... And then, you can use that to reach the other side. Again, no extra Parts needed.

(https://i.imgur.com/qPGKbiq.gif)


Second example, Magma Area...

Again, you have a set of blocks that help you to get above, but once you reach the top, a second set of blocks that block your way. If you don't know you can destroy them, you'll think the game is trolling you (I thought so too the first couple of times I played this).

(https://i.imgur.com/EuKrxu4.gif)

... So, in conclusion, I applaud the game for giving you many ways to reach hard to reach collectibles (Nightmare Effects, Ice Burst, Nova Strike, Speedster, Jumper), I feel X4-X5 were lacking on the "things you can do with your weapons" side. But for some reason, most people, including people who normally play Mega Man games to death, don't bother experimenting enough. And that's completely the game design's fault. It throws so much shit at you that you end up doing everything as cheaply and quick as possible.

Now that we're on the topic of things people usually miss:

- You can get the rescuable Reploid from the North Pole Area/Hidden Area, the one hidden at the end of a long floor of spikes, by (again) using Ice Burst on top of the spikes, advance as much as possible with it, then simple Air Dash to the other side. No Shadow Armor needed. This one has the Jumper, which is arguably the most important one you can get early in the run. It will make everything else in the game easier (specially the fight against Nightmare Mother)

- You can do this at the start of Recycle Lab, and completely walk past the whole first section without dealing with the ceiling.

(https://i.imgur.com/BlXIXqe.gif)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 03, 2019, 01:27:23 am
Done with the game 100% playable and I will be working on having a playthrough about it.  :thumbsup:  :beer:

Thank you acediez.  :thumbsup:  :thumbsup:  :thumbsup:

Worth it!

Regarding your last post acediez. I totally agree with you. I played it and experimented on it a lot during my high school years and I admit I was caught back then when I skipped my Chinese classes during the afternoon by our disciplinarian in a local Playstation game rental and playing the Japanese version. The school disciplinarian was also puzzled to saw me able to understand a few Japanese during that time.  :laugh:  :laugh:  :laugh:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 03, 2019, 01:55:25 am
Damn!! I never knew the Ride Armor would still block the ceiling when you left it! I figured when X wasn't in it that it lacked collision, because inactive Ride Armors have never had any interaction with anything throughout the course of the franchise (save for maaaaaybe the Chimera Ride Armor you need to "rescue" from Blast Hornet's stage in X3).

 The thing that bothers me about the chasm in the Recycle Lab is that even when doing it with the Ice Burst and the Nightmare Blocks, you still only baaarely make it, and that's if you do it just right (I didn't know you had to knock off the block and then jump on it as it falls. That's a bit too esoteric, and probably too precise a technique for most people to succeed without dying several times). The biggest issue is that it's a blind jump, so nobody will know exactly how far it will be the without dying, but I don't know how to fix that and still have it be a challenge to get.

 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. To me, the add-on Parts should only be to augment and aid the gameplay, not a requirement, even though these hacks make them much, much less frustrating to get now. I'm not saying you should follow suit, it's just my preference, which is what the patcher is all about, ain't it? ;D

I also have one last request, or at least an inquiry about something in the game I just noticed, and was wondering if it could be fixed... Both Commander Yammark and Infinity Mijinion have ridiculously fast blinking animations, and it almost seems like they forgot to set the timing between blinks so they literally constantly blink. Somehow I never noticed that throughout all of these years, since I never used to pay much attention to the boss mugshots, but now it stands out to me and its ridiculous. 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 know you're trying to finish up this release, and you're doing a fine job of it as well, so if you don't want to bother with this it's fine. The animation of the saber no longer desyncing actually means a lot to me, and was something I wanted to bring up previously, but you fixed it before I even could! :p
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 03, 2019, 02:28:25 am
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.
Now that I look at it... Literally all mugshots except those two have the same wait value for "pause between blinks" frame (0xB4). Instead Commander Yammark has it at 0x01. This looks too much like an oversight, I'm inclined to make them the same as the others and put it in the base patch, not even gonna bother making it optional.

ps: someone please bump up my X4 thread, it just updated it but my last post was merged with the last one 😩
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 03, 2019, 02:41:14 am
Okay, in the meantime I'll keep my extended Mach Dash until you are able to tweak the platform distance.

Also, that's awesome to hear about those mugshots.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 03, 2019, 05:35:38 am

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 set it first on private  :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 03, 2019, 05:48:23 am
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:

Cool! Thank you for spreading the word!
I'd like to go at it after v2.0 is published on RHDN, which I'll do later this week (I think it's safe to say we're past the game-breaking bugs phase). So, if you don't mind, publish your video publicly then



I just haven't done it yet because it will take some work to get a floor tiling that matches.

Actually, it wasn't that bad  :)

RC14

Changed:
- Included profiles now have a slight buff on most single-hit special weapons against common enemies, which were very underpowered compared to X's charged buster.
New:
- Modified mugshot animation timming for Commaner Yammark and Infinity Mijinion (included in base patch)
- Added stage mod for Recycle Lab long jump leading to the Capsule/Hidden Area

(https://i.imgur.com/IpYijTi.png) (https://i.imgur.com/Kb4LjN0.png) (https://i.imgur.com/Xg1VOzU.png)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 03, 2019, 05:51:36 am
Roger that  :thumbsup:

thanks for the update

anyways the trick I usually do to those kinds of terrains was using Magma Blade repeatedly after doing a dash jump into it.

https://www.youtube.com/watch?v=v5coxBfUwD0&t

posted for public unlisted viewing
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 03, 2019, 09:29:40 am
Nice!! Can be doen the same with the wolf with the jumper part? with zero the only way to reach it, is taking damage with the fire balls..
And the spikes before the shadow armor part on rainy tuttloid stage (maybe remove some spike on the ceiling or the ones on the floor)
Thanks again for improve the game!

I hope you can make the shield activation with triangle with zero and no more from the menu!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Esis on October 03, 2019, 02:05:57 pm
It would be great if someone manage to replace X6 Zero with his X4-5 incarnation. Nothing against X6 Zero but i just like the crescent shape saber attacks more.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 03, 2019, 09:53:08 pm
Was it me only or it crashes when I enter a boss fight with Ground Scaravich??? :o

I personally think RC13 is better than RC 14

October 03, 2019, 11:48:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

- Modified mugshot animation timming for Commaner Yammark and Infinity Mijinion (included in base patch)


Was it ok if I just copy the mugshot folder from the RC13 to RC14?


Tried it and it really made this thing won't go well

I think I messed up big time during the last test...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 04, 2019, 03:22:44 am
Good one but try to be more specific with it or else acediez will have hard time tracing it.
Since you mention it, I simply tried it with X at Central Museum.
When I reached the Investigator's room, the game will keep on looping 'WARNING' signal.
Ground Scaravich will not show up.

No problem with Ground Scaravich at the final level.

I'm counting on you guys to bug test at the moment.
I'm still very busy. I will probably help out bug testing again if the final product still not ready by 2 weeks time.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 04, 2019, 03:42:11 am
I might overlook it when I tried to load a file with a ground scaravich already beaten... :-[

It was still ok in RC 12
In RC 13 I overlooked it because of testing Ultimate and Black Armor being unlocked at Rank UH.
In RC 13 the bug with regards to Ground Scaravich was there already.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 04, 2019, 05:14:46 am
Thanks. I just checked and I know what it is, it was just a fluke on my script (a step in the usual text files' processing failed). I just ran it again it's fixed.

I'll put an update in a couple of hours.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 04, 2019, 05:56:04 am
I don't know if my prediction is true. Yes there are 16 reploids in each stages that needs to be save. Maybe there will be RC16 to finalize this project...  :laugh:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 04, 2019, 07:09:30 am
What?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 04, 2019, 07:30:20 am
Just kidding  ;D waiting for RC15
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 04, 2019, 07:32:49 am
Oh, now I get it  :laugh:

October 04, 2019, 02:43:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
RC15

Fixed:
- Fixed Script Patch, which compiled wrongly in RC14 for some reason, skipping one critical step (causing a freeze in Central Museum, and probably other parts of the game too)
- Saber Animation default values for X were wrong (a dumb hexadecimal/decimal mix-up), the final active frame is actually 6 frames longer on both armors. Values set in the included profiles wasn't unchanged.

New:
- Zero/Guard Shell: disable activation from menu
- Zero/Guard Shell: activation and deactivation with "△", while the weapon is selected. If Ensuizan is set to Air Mode/"△", the Guard Shell can't be activated on air, so the included profiles now have Ensuizan mapped to "↑ + □".
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 04, 2019, 03:39:24 pm
Yess!! Thank you so very much! I cant stop playing x6 no with all this fixes and improvements!!
Great work!!! ;D

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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: gledson999 on October 04, 2019, 04:40:06 pm
Awesome job! This project is perfect and very impressive, congratulation Acediez.

One suggestion, You could do the Add custom options to setting menu in the General Tweaks compatible with Original Scripts
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 04, 2019, 07:28:01 pm
I tracked down the ROCK_X6.dat file used in PC version, it seems that PC version is modified from European PS1 version given the serial number is the same (an empty file named bu00BESLES-03778 is in PC version's archive while SLES-03778 is the serial number of European PS1 version). Will probably try some decrypt method but I doubt if I'll make some progress since I have zero knowledge about reverse engineering and stuff; the archive layout might be also different


ROCK_X6.dat (PC version)
https://www.mediafire.com/file/sqlsvcvtq6gvijd/ROCK_X6.DAT/file (https://www.mediafire.com/file/sqlsvcvtq6gvijd/ROCK_X6.DAT/file)


Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DarkSamus993 on October 04, 2019, 11:10:07 pm
Here's a color indexed PNG of the title screen if anyone is interested in cleaning it up a little first (I can handle reinserting it for acediez). https://drive.google.com/open?id=1HTRaiEdfmFlsrHNTmPbPJX4is9zCp5zl

(https://i.imgur.com/anKh7TA.png)

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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 05, 2019, 12:27:50 am
 :o nice one DarkSamus993 that is very somehow interesting...

I found an old bug that I technically have forgotten. It means that I guess I am also old. But when you defeated the 1st investigator or main boss of the game with Zero and after that, you decided to not to continue the game for example and turn off the system and re-run the game afterward the cutscene dialogue known as "The Researchers" which Isoc reports to Gate that one of the investigators was defeated will play but instead of having Zero's version of the cutscene you'll end up having X's version of the cutscene. I don't know if it is due to RAM limitations of the Sony PlayStation or it can be fixed to correct the cutscene playing. I don't know the other cutscenes where X or Zero defeated High Max and the cutscene when they defeated all the investigators will do the same.

Steps in testing this old bug/glitch...
1) Defeat the first boss using Zero
2) Save the game
3) Turn off the console
4) Turn on the console
5) Load the game
6) The cutscene will play X's version instead of Zero

Need to be the test if it is still the case when Zero defeats the last boss
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 05, 2019, 01:12:15 am
Quote
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?

This variant ("ROCKMAN X6" title screen with USA background) is from the Traditional Chinese PC version, seemingly shared the same base as Korean PC version - both used European/PAL PS1 version as base and the .XA music files being 100% compatible with tools that can analyze .XA format music used in PS1 version of X6.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 05, 2019, 01:22:09 am
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?

Not something I'd know how to get into... not too sold on the idea either...

One suggestion, You could do the Add custom options to setting menu in the General Tweaks compatible with Original Scripts

That's an entire, separate menu hack, plus extra tile assembly work... A mess I don't want to get into ever again unless I absolutely must  :laugh:

if anyone is interested in cleaning it up a little first

For now, the tileset and palette, straight from the KOR Chinese DAT file, are now inserted in the patcher, you'll see it in the next version. The DAT file Aceearly provided was enough for that.

(https://i.imgur.com/azybeoO.png)

If anyone really really really wants to touch it up, I'll add it as long as I get a working tileset file + palette file.

instead of having Zero's version of the cutscene you'll end up having X's version of the cutscene.

These cutscenes have a single cutscene ID, and load the X/Zero variants depending on your current character. When you load a save file, the "current character" value in RAM defaults to 0. The save file doesn't store your "last used character" anywhere.

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: DarkSamus993 on October 05, 2019, 02:20:30 am
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. 
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 05, 2019, 02:52:28 am
The only thing that bothers me is that (if I haven't done anything wrong) the new default Ensuizan combo isn't mentioned in the game itself. For people using the patch without the patcher, or just setting the preset config will be wondering why the mentioned "air + special" combo isn't doing anything, as I was just now.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 05, 2019, 02:55:39 am
Yes, I need to update the input hints to the new preset. I'll try to get the patcher to adapt them automatically, eventually... at least the hints in the pause menu.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 05, 2019, 03:03:01 am
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.

Thanks if it is workable then I'll be waiting for it but if it's not working then it is fine with me as long the gameplay is already fine and better than the original... I recently pause testing for a while because I just recently got a message from the well-known Japanese firm that I worked with. I just ended my contract as an apprentice. Now they called me to work again for "fixed-term". Hope that after that I can be a regular employee on that Japanese company  ;D

 :crazy:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 05, 2019, 03:24:22 am
Congratulation! I hope you do very well  :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 06, 2019, 01:56:33 am
acediez,

I personally think Megaman X6 Tweaks Patcher still need to include another few options to improve the gameplay.
Can you hear me out?

I think a stage must be able to clear if you are given the choice to proceed to that optional path even if the character is without special weapon and part.
As for collecting parts, rescuing Reploids, and proceeding to optional paths, all characters must be able to do it later with either the correct parts or special weapons.

This tweaks patcher make those impossible to clear stages and rescued Reploids without certain special weapons and parts become possible.
Those are:
1) Amazon Area (Hidden Area)
Requirement: Enable Air Dash for X and Shadow.
Even with Nightmare Rain effect, X, Falcon, Shadow, and Zero are able to proceed to the next platform without the need of special weapons or parts.
2) Central Museum
Requirement: Enable Air Dash for X and Shadow.
The same goes to Central Museum when the character was teleport to Pyramid area with Nightmare Rain effect. No problem!
3) Northpole Area (Hidden Area)
Requirement: Speedster and Ensuizan air move mode 3 repetition.
The spikes place where the Wolf Reploid with Jumper is now possible to be saved even with Zero. Never knew you'll think so far ahead.
4) Magma Area
Requirement: Either change the Jump Height to 198 or alter Shadow's saber (charged, tip) to damage Nightmare Iron. 
The place to Hidden Area was initially impossible for Shadow. Now you have nailed it!
5) High Max (Hidden Area)
Requirement: Altering the damage table for X, Falcon, and Zero.
I personally prefer a beatable High Max (vulnerable) with X's Z-saber and beatable High Max with Zero's saber (air spin).
I only set the damage value to 1. In fact, I prefer Zero's saber (air spin) to just stun High Max but it was impossible at the moment. Oh well...

However, this is the part that I felt improvement still need to be done even though you have created the Stage Modification:
1) Amazon Area (Extend ceiling)
Is it just me? I actually died even more with the extend ceiling as I get instant death from being push back by the moth enemy.
2) Recycle Lab (Long jump to Capsule/ Hidden Area)
I enjoyed the extent tile by 1. It gave X and Armors to pass through the area with precise jump even without the special weapons and parts.
Well, that is if you enable air dash for X and Shadow + Z-saber on air. However, I can never pulled it through with Zero even with extent tile by 2.
For Zero, with the extent tile by 1, it's possible if you either learned Ensuizan or equipped one part like Speedster/ Hyper Dash/ Jumper.
If I'm wrong about this part, perhaps you can show us the way how to pulled it through with just Zero.
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.
I think place it near the left side of the wall with some height that only reachable with wall jump.
3) Secret Lab 1 (spikes area)
Remove more spikes (no requirements):
Yup, now without Ice Burst Weapon or Jumper part also can make it through.
However, I think this is too easy. Instead some challenge should be included. I mention this before.
Why not change the setup a bit more from 'remove some spike'? This time exclude some spikes behind the wolf enemy.

And now, the remaining issues regarding Megaman X6 platform itself.
1) Inami Temple
I do agree with normie players. The path where you can get Dr. Light's capsule is either too narrow or too many spikes.
Of course we all know it can be easily obtained if purposely getting hit by bat enemy while equipped with Shock Buffer and D. Barrier.
But how about a perfect run? Not everyone can pulled off the trick like 'X MaverickHunter' on the youtube.
2) Laser Institute (Hidden Area)
Again, maybe it's just me. The Reploids above the W-Tank is a hassle to be rescued. I need to try and error a lot of time.
Can you create an option to remove the first part of spikes where we need to wall jump pass it?
Or maybe just add 1 tile of platform on it?
3) Central Museum
I hate that I have to visit this stage a lot of time to rescue all the Reploids and getting all the parts.
It's so random. I really hope something can be done on this stage!
My idea is why not make it this way:
1st Totem bring you to Pyramid Area 1 on first visit and Pyramid Area 2 on second visit,
2nd Totem bring you to Aquarium Area 1 on first visit and Aquarium Area 2 on second visit,
3rd Totem bring you to Dinosaur Area 1 on first visit and Dinosaur Area 2 on second visit, and
4th Totem bring you to Galaxy Area 1 on first visit and Galaxy Area 2 on second visit.
You know, something like Megaman 8 having the alternate bgm when you die in Tenguman's stage.

That's all I can think about. Maybe it will be too much to ask for v2.0. Maybe next time if you decide to further expand it to v3.0.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 06, 2019, 05:12:30 am
I believe the gameplay is ready ok. The real issues were the following...

1) The Researchers cutscences
2) The commands on the pause menu screen of Zero
3) The dattebayo sounds when using incomplete armor Shadow armor.

Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 06, 2019, 05:47:32 am
RC16

Fixed/Improved:
   * Script: Ensuizan hints on the script updated to match what's in the default profiles.
   * Script: Wrong colors for the character's names in some cutscenes have been corrected.
   * Incomplete Armors: Shadow Armor's saber color will now change from green to orange when you get the Head Part.
   * Minor changes in the included profile's Damage Tables

New:
   * Title Screen: Added the chinese PC version's titlescreen as an option ("Rockman" logo, USA background).
   * Cutscenes triggered right after loading a save file will not default to X's version. It should now remember if it was triggered by Zero. (Fix included in base patch)

This last one, I haven't tested throughly, but it worked ok on the one cutscene after killing the first Investigator. You'll need to have a save file from this version for it to work though.

I finally bit the bullet and fixed the name colors in cutscenes. Thanks to DarkSamus933, I've had all the info I needed for a while now. I also managed to fix a few color errors/oddities from the original game:
- Sigma colored purple in X's cutscene "Gate defeated" but colored red in Zero's version of the cutscene (it's now purple in both). Isoc's "??" in this cutscene was changed from red to purple too.
- Zero colored pink in the "X's Ending (Without Zero)" cutscene
- Douglas changing from yellow to dark blue in the "X's Ending (With Zero)" cutscene (it's now consistently yellow).

The only remaining thing that bothers me is the Shadow Armor having the Shuriken sound effect while using the regular X-Buster. I haven't had much success managing sound files, but I'll give it another go before I give up. Other than that and fixing any remaining bugs, I'm pretty much done for this release, and for the foreseeable future. For real this time. So again, feel free to discuss your ideas, they're fun to read and might lead to future hacks, but keep your expectations in check.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 06, 2019, 05:53:58 am
 :thumbsup: :beer: thank you very much
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 06, 2019, 06:12:24 am

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.

I don't agree that all collectibles should be obtainable by all characters, but I do agree that all stages should be finishable with all characters. It's very bad that if you take this path with Zero, you have no choice but to exit the stage.

I'd argue the portal should be on the left side on all cases. Being able to cross the long jump can be optional if it's only for a collectible, the capsule.

This is something I'd really like to get done, but I don't know how to move entities like these. Hopefully it's not too difficult to figure it out...

Quote
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.

You seem to have this one well thought out. Why don't you take some screenshots and make a mockup of which tiles of spikes you think should be removed?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 06, 2019, 07:52:32 am
I wish I know how to snap a picture to show it to you.

Okay, I'm glad you agree with the Recycle Lab (Long Jump) moving the portal to the left side and making the jump optional to collect the capsule.

As for Secret Lab 1 (spikes area):
1) Change the setup a bit more from 'remove some spike'.
2) The first section of spikes, keep it the same as remove more spikes (no requirements).
   This is to ensure X and Falcon are able to pull it through even when they are without Ice Burst and Jumper part.
3) Then, for all the spikes behind the wolf enemy section, keep only the bottom 3 spikes and top 2 spikes.
   The reason of doing this is to ensure player like us won't simply use the Nova Strike with the provided space.
   At the same time, X and Falcon will be able to pull it through with just wall jump as no more spikes in the middle of the wall.

I think that will work unless I misjudged the length of air travel either the dash wall jump or wall jump + air dash.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 06, 2019, 11:09:52 am
We should be aware that the game has 3 modes of difficulty deleting too much of the stage hazards might affect the challenge of the game.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 06, 2019, 08:23:08 pm
(https://i.imgur.com/49MOJlw.png)

I think the file for the new title screen option would be missing or not indexed properly, it's just empty space at the preview screen of GUI and the title screen left unchanged upon patched
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 06, 2019, 09:14:24 pm
Lol, I forgot to add the new files to the compiled package. I’ll fix it later tonight

edit: actually, I'm working on another important fix, so I'll put an update when its ready.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: cazonato01 on October 07, 2019, 12:39:12 am
I'm having a little issue... The Dark Nightmare effect is not disabling in the game, even if I check the option to disable it in the patcher.
(Sorry about any grammar mistakes, english isn't my native language)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 07, 2019, 09:05:33 am
If you have the retranslations in the localization tab then go to General tweaks find the setting menu and check the add custom options to setting menu. Enter an investigator stage then if you already completed the stage go to button configuration, exit that stage and the nightmare effect will disappear.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 07, 2019, 02:45:23 pm
I don't know if you're still accepting script corrections, but I have noticed one more potential grammatical error:

(https://i.imgur.com/StQp6No.png)

The "isn't it" at the end should probably be "didn't they", since he's talking about "them" sending "the Zero Nightmare" to assassinate him again, so "they" are the subject, not "it".

Unless I'm mistaken, but stating "isn't it" usually seems to be when stating something about a thing "is" something, like "This shirt is cool, isn't it?" Whereas asking and reaffirming if "they did something" should probably be "They sent you, didn't they?", and not "They sent you, isn't it?"
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: VAVA on October 07, 2019, 04:38:37 pm
I just wanted to thank you and everyone else who worked on this project. I just played it yesterday and I am honestly amazed that you have managed to salvage the game and turn into a fun MMX title.

The only real ideas/suggestions I have are:

Those are the only ideas I have, I don't know how difficult they are to implement but they aren't essential for me either way since this patch has fixed MMX6 for me, and for that I am eternally grateful. 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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 08, 2019, 04:25:41 am
Same with me. I actually still have plenty to report on grammar issues. When it's ready I'll post it.
For now, RC16 Report:

Ensuizan
- 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 armor
- 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 color
- When Gate first appear to Alia and Zero, Zero name still pink color.

Save and load cut scene
- 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.]
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 08, 2019, 06:31:57 am
For rechecking those said issues try playing the game in a clean state. Meaning try playing with out a save file on your memory card
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 08, 2019, 09:24:08 am
Also, I forgot to mention this. Since RC15 forward, sometimes when I tweak some adjustment, Zero lost the ability to air dash. I thought I may have done something wrong but it's not. I still don't know what's the cause. Still checking. But if I set it to my personal preference, Zero will not lose the air dash.

Also, since I set Ensuizan to 'Triangle' button, the guard shell will still be able to activate and deactivate when Zero is in the air. Just not very consistence. Sometimes it cannot and sometimes can. And of course the Guard Shell energybar must be beside the lifebar. If choose other Weapon energybar, when Zero is in the air, pressing 'Triangle' button will not activate or deactivate the Guard Shell.

Found it. If you just unlock X's Air Dash, Zero will not be able to air dash anymore.
However, my personal prefer profile actually included unlock X's Air Dash together with many other tweaks.
And Zero still be able to air dash. This is weird!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 08, 2019, 09:25:48 am
THI! The only issue i notice is that after defeating infinity mijinion, the giga attack for zero dont appear in the report from alia
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 08, 2019, 09:34:16 am
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 08, 2019, 10:06:18 am
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.

OK! Thanks for the reply! i guess there is nothing more from me to suggest, MMX6 is near perfect now!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: JoesGuy on October 08, 2019, 12:44:15 pm
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_o
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 09, 2019, 01:25:24 am
RC17

Fixes/Improvement::
   - Script: that one line from Commander Yammark, that one remaining pink Zero.
   - Title Screen: Added the chinese PC version's titlescreen as an option (now for real)
   - Global Dash Settings: "Unlock X's Air Dash" no longer breaks Zero's Air Dash (v2.0 regression)
   - Disable Nightmare Effects: fixed wrong addresses, it works again (another v2.0 regression that somehow slipped by all this time)
   - Disable Nightmare Effects: disabling Nightmare Fire will open up the North Pole area walls (the one in the Hidden Area wasn't opening. Yet another v2.0 regression...)
   - Remember Cutscene character: it was previously working only when loading a file through a save file. It will now work with the "Use previous data" option also.
   - Stage Mods: changed a couple of tiles in the Amazon Area that killed you if you dashed directly into them. I also adjusted the placement of the butterfly enemies.
   - Incomplete Armors: Shadow Armor's sound effects will now be the right ones for the X-Buster and the Shuriken Buster/Charged Saber.
   - Incomplete Armors: Shadow Armor's saber palette change has been made optional, as a separate option.
   - Mission Report: now Rekkoha will be reported if you have Zero (bug from original game, included in base patch)
New:
   - Nightmare Effects Mods: Nightmare Dark opacity adjustment
   - Stage Mods: option to move the Recycle Lab Hidden Area teleport to the left side of the long jump
   - Loading Logo: Added a custom logo option to match the logo from the custom title screen.
Back from the dead:
   - Restored Voice Clips: Boss Warning option

This is a tying up loose ends release.

I took a master class on VAB sound files over the weekend. The two sound effect related issues have been fixed. As for the palette change of the saber, as cool as it is to have it working, some of the armor's moves don't look too hot on the green palette, so it was best to make it optional. With these, and now that the title colors from the cutscenes have been fixed too, I can proudly remove the "known Issues" section from the readme.

The custom loading logo has been made for awhile, but I had trouble inserting it while preserving colors correctly. It's not perfect, but I figured, since it's already done, let's just put it in.

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.

(https://i.imgur.com/xmDb3gU.png) (https://i.imgur.com/F9NNpqL.png)

October 09, 2019, 01:40:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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...
Thanks for stopping by

The Dark Nightmare effect is not disabling in the game
The "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.

Quote
Ensuizan
- 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]
Currently, neither script will adapt to your options.

Quote
Shadow incomplete armor
- 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.]
I think it's better to keep it this way.

Quote
Cut scene name color
- When Gate first appear to Alia and Zero, Zero name still pink color.
Fixed

Quote
Save and load cut scene
- 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.]
It wasn't working when loading from "previous data". It's fixed now.

Quote
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 alia
Not my fault, but fixed it anyway
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 09, 2019, 02:26:13 am
What a huge leap acediez! Now the "dattebayo" feeling when using unarmored x (shadow) is gone. You're definitely a genius.   :thumbsup:  :beer:

Congrats! I guess it's all that we need for Mega Man X6, hope that there's nothing left to adjust. I am going to start working at Yazaki Corp. this next week on Monday. From then on I may again be not very active in cyberspace once I start my work. I'm old and a huge international company such as this needs to be taken seriously. And thanks, to all the comments and tester buddies here at RHDN.   :thumbsup:  it is a great privilege being with you guys.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 09, 2019, 03:31:33 am
There are something I want to tell you for quite some time already.
Regarding Zero's script, I felt there's still some to adjust on either capital or small letter after ellipsis.
However, I'm afraid I have no time to trace the whole Zero's script.
I really hope the team checking the Zero's script will help to check it again.
Also, you may not like to hear this but I found the script is a bit inconsistent on certain words whether to be capital or small letter.
Especially for the words 'armor' and 'nightmare'. There may be other words not consistent as well!

The word 'Armor':
1) Dr. Light's capsule Blade Armor, foot program Amazon Area (playing as X)
Dr. Light:
Forgive me... all I can do is give you this
Armor.
2) Dr. Light's capsule Blade Armor, arm program Weapon Center (playing as X)
Dr. Light:
I'll give you data for an Armor program.
3) Dr. Light's capsule Blade Armor, head program Central Museum (playing as X)
Dr. Light:
X, step into this capsule and I'll grant you
data for an Armor program.
4) Dr. Light's capsule Blade Armor, body program Laser Institute (playing as Zero)
Dr. Light:
Zero, this capsule contains data for an Armor
program.
5) Dr. Light's capsule Blade Armor, arm program Weapon Center (playing as Zero)
Dr. Light:
Zero, I'll give you data for an Armor program.
6) Dr. Light's capsule Blade Armor, head program Central Museum (playing as Zero)
Dr. Light:
Zero... I must ask you to deliver this Armor
program to X.
[Suggestion: I think it's better you change the remaining word 'Armor' to 'armor'.]
[If not, you need to do the opposite way that not mention here.]
[Just keep capital on Ride Armor, Blade Armor, and Shadow Armor.]
7) Dr. Light's capsule Shadow Armor, head program Recycle Lab (playing as Zero) (Inami Temple, Northpole Area, and Magma Area same dialogue)
Dr. Light:
Zero, I must ask you to deliver this armor
program to X.
[Just showing an example that this stage is having 'armor' in small letter.]

The word 'Nightmare':
1) When Gate Lab 1 is available, this is what Alia reply.
Alia:
I have located his secret lab!
Time to end this nightmare!
[I actually mentioned this in the script report but I thought you want to keep 'this nightmare' small letter but look at these whole list. So inconsistent!]
2) When you beat Zero Nightmare, the reunion scene between X and Zero.
Zero:
Let's do this, X!
Time to end this Nightmare!
3) Dr. Light's capsule Blade Armor, foot program Amazon Area (playing as X)
Dr. Light:
I wished for you to live in a world free of
war and strife... but we must put an end to
this Nightmare.
4) Dr. Light's capsule Blade Armor, body program Laser Institute (playing as X)
Dr. Light:
Save the world from this nightmare, X. I am counting on you.
5) Dr. Light's capsule Shadow Armor, head program Recycle Lab (playing as X and Zero)
Dr. Light:
Please, protect the Earth from this Nightmare!
6) Dr. Light's capsule Blade Armor, foot program Amazon Area (playing as Zero)
Dr. Light:
After all, this nightmare must be stopped.
7) X / Zero vs Commander Yammark at Amazon Area
Commander Yammark:
Well, not this time! To hell with this Nightmare
hogwash, I am NOT getting killed again!
8 ) X vs High Max at Amazon Area
X:
Not until you tell me exactly what is this
Nightmare business all about!
9) X vs High Max at Inami Temple
X:
Stop all of this Nightmare nonsense! And while
you're at it, tell the Investigators to fall back
too!
[Suggestion: I think to make it simple, just change 1), 4) and 6) to capital letter.]
[Sometimes, I really wish I could just tell you in a simple way but I'm afraid you might not get to my point.]
[By the way, I didn't checked the word "Nightmare" on "X vs Zero Nightmare" and "X / Zero vs Dynamo".]

Other script report: (Suggestion is merely my opinion, doesn't mean I'm right. Just a reference.)
Intro stage with X / Zero
Alia:
If you find something your buster can't
damage, try using the Z-Saber.
['your buster' or 'your Buster' ? Surely you get my point right? Whether you change this one or change the whole 'Buster' word from other dialogues.]

Amazon Area (Hidden Area) as Zero
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?]

Northpole Area with Zero
Alia:
You've arrived at the North Pole Area.
Are you cold? How are things holding up over
there?
[Alia's Report and Alia conversation with X also call 'North Pole Area' but the Stage Selection and Rescue File is called 'Northpole Area'. Must choose either one.]
Alia:
If you lose balance, trying to run or dash
might make things worse. Just try jumping
instead!.
["instead!." to "instead!" or "instead."]
Alia:
Wait, you know...? Wolfang was...
["Wait, you knew...? Wolfang was..." This is past tense right?]

Dr. Light's capsule Blade Armor, foot program Amazon Area (playing as Zero)
Dr. Light:
I must ask of you that you deliver this
program to X.
[Suggestion: I must ask you to deliver this program to X.]

Dr. Light's capsule Shadow Armor, arm program Magma Area (playing as Zero)
Dr. Light:
It allows X to fire in three directions
simultaneously, even charge the Z-Saber!
[Suggestion: simultaneously, and even charge the Z-Saber!]

Dr. Light's capsule Blade Armor, arm program Weapon Center (playing as Zero)
Dr. Light:
The program in this capsule contains data
for the Blade Armor's arm parts.
[I'm not sure whether you want to change the word 'parts' to 'program' or rebuild a new sentence with using the word 'program'.]

Zero vs Shield Sheldon at Laser Institute
Shield Sheldon:
That's when I realized the world had no need
of me. That's when I accepted my fate.
[I felt the 2nd sentence seem like repeating. Why not just "That's when I realized the world had no need of me and I accepted my fate."]
[Also, I notice Sheldon used too many "And" in the beginning of a sentence.]
[Well, maybe the script writer wanted to make Sheldon speaks that way.]

Zero vs Infinity Mijinion at Weapon Center
Infinity Mijinion:
W-WHAT! How COULD you?! I haven't even
tested her! I had such big plans for her, too...
[Not sure about "had" and "her, too..."]

Zero vs High Max at Inami Temple (Hidden Area)
Zero:
Shut your trap and get out of here. Tell your
posse to screw off, too.
[Suggestion: "screw off, too." to "screw off too."]

Zero vs High Max at Weapon Center (Hidden Area)
Zero:
Man, you people really can't let go of me, huh.
What's with the obsession, anyway?
[Suggestion: What's with this obsession, anyway?]

Anyway, this whole thing is from RC16. If you have fixed any of this, you can totally ignore it.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 09, 2019, 04:09:37 am
Amazon Area (Hidden Area) as Zero
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?]
Ugh... 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?

I'm in favor of changing it just because of that.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 09, 2019, 09:09:47 am
Congrats on the major update, acediez!

I just encountered a freeze when I tried to tackle the 8-boss rematch at the last stage as Shadow Armor X (I set the HP for 8 bosses to 96 for level 4 in the GUI and converted the tweaked game image to PSP compatible format via PSX2PSP.) When I entered rematch portals of Metal Shark Player and Infinity Mijinion the game softlocks itself. Don't know if boss level 4 HP shouldn't be set too high from boss level 1 HP in order to avoid the softlock, or if there're some program pattern error/anti piracy or something else causes this problem.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: SpringSonic9187 on October 09, 2019, 11:19:28 am
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.

What can I say except 'finally'?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 09, 2019, 12:38:11 pm
I just checked some of the tweaks on RC17. If my comment doesn't sound nice please forgive me.

1) Ensuizan UP + ATTACK button in the air
Tested it. I don't like it and it shouldn't be the main retranslation configuration.
Please, let me share my opinion. Remember the original Sentsuizan configuration?
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.
In other words, this new Ensuizan UP + ATTACK button will also affect the game in rope area.
When you dash jump and use Ensuizan in the air, you will lose the dash jump speed.
Thus, you'll not travel far in the air.
That's why Ensuizan is not suitable to be set mainly as UP + ATTACK in the air.
Also, I personally comfortable using Ensuizan TRIANGLE button in tight area but that's just me.

2) Amazon Area extend ceiling.
The edge on the left side of the modified ceiling will not instant kill anymore but not the edge on the right side.
Of course nobody will purposely jump to the edge on the right side of the modified ceiling.
You still want to make adjustment for that?

3) Secret Lab 1 (spikes area)
I thought you'll create an option as I suggest on this part.
Is it really bad? I mean my idea. Perhaps X and Falcon cannot make it through without Ice Burst and Parts?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 09, 2019, 01:30:39 pm
RC18

Fixes/Improvements:
- Script: most grammar suggestions taken.
- Stage Mods: Amazon Area ceiling it's now also safe from the right side.
- Profiles: Ensuizan Air Mode back to "Special"

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_o
Older links are taken down when I release (or I'm about to release) a new version.

Quote
I just encountered a freeze when I tried to tackle the 8-boss rematch at the last stage as Shadow Armor X
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)

Quote
There are something I want to tell you for quite some time already.
Most suggestions taken

Quote
1) Ensuizan UP + ATTACK button 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.
I 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)

Quote
2) Amazon Area extend ceiling.
Fixed

Quote
3) Secret Lab 1 (spikes area)
I thought you'll create an option as I suggest on this part.
I'm not adding every single thing you guys suggest, only the things I agree with.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 09, 2019, 01:57:16 pm
Acediez, in rc17 I can't get through the Nightmare stage in Recycle Lab. The one that is beside the Light Capsule that has the Head Program for Shadow Armor. Was it fixed in rc18? Thanks
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 09, 2019, 02:45:50 pm
What do you mean by "can't get through" exactly? Is the teleport to the Hidden Area not showing up?

It's working fine for me, either with or without the option to change its location...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 09, 2019, 03:19:29 pm
What do you mean by "can't get through" exactly? Is the teleport to the Hidden Area not showing up?

It's working fine for me, either with or without the option to change its location...
I tried it earlier, and the game hung on a perpetual loading screen after I entered the teleporter.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 09, 2019, 03:48:46 pm
I'm gonna need you to send me a .x6tweaksprofile with all the setting that reproduce this problem... as I just tried it again with the included patch (which has both the moved teleported and the extension of the right side platform), on Beetle PSX, and it's working for me.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 09, 2019, 04:53:50 pm
I'll check again later tonight, and I'll send the profile file if it happens again.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: AxlRocks on October 09, 2019, 06:28:45 pm
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.

(https://i.imgur.com/xmDb3gU.png) (https://i.imgur.com/F9NNpqL.png)
LOL, exactly how it should've shipped to begin with. Genius.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 09, 2019, 06:48:00 pm
I already deleted my profile by mistake... I'll also gonna try to do it on RC 18...

anyways here's my profile

https://drive.google.com/open?id=1g9gzsLNH5Szw4mDH0BGULoqZK3vnBHgQ
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 09, 2019, 10:05:49 pm
I've narrowed it down.

It only hangs when I use the Shadow Armor. I thought it had something to do with the head parts changing the palette of the saber, but even without getting them and also changing the setting in the patcher to disable the changing saber palette, the game still hangs when going through with the Shadow Armor.

I successfully went through with the Ultimate Armor and getting the Shadow Head part, so I'll do more testing.

I tried a clean profile and the problem persists. The Blade Armor made it through the loading screen as well. I also tried the Shadow Armor in the Amazon teleporter, and that loaded as well. It's something with the Shadow Armor and the Recycle Lab's teleporter.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 09, 2019, 10:48:20 pm
Quote
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)


I used the latest version (v2.0 RC18), created a clean save file on EPSXE and the softlock happened again when the game tries to load Infinity Mijinion's stage as Shadow Armor X (completed).

Here's my tweak table https://www.mediafire.com/file/s9paf6l94ls287b/ex.x6tweaksprofile/file

Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: YukiriRose on October 09, 2019, 11:00:06 pm
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 09, 2019, 11:10:49 pm
It's happening with any setting, while using Shadow Armor. I'm gonna review my base build and see what's causing it.

Thanks to all of you for reporting this.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 10, 2019, 12:12:07 am

Thanks to all of you for reporting this.

You're welcome, thank you also for the hard work.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 10, 2019, 02:00:43 am
Just a small report.

Ensuizan
- Alia's mission report as Press SPECIAL button in the air.
- However, Special Weapon menu still shows as ↑ + A

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
https://drive.google.com/open?id=1g9gzsLNH5Szw4mDH0BGULoqZK3vnBHgQ
:o That's your personal profile?
This is mine. Ours is totally different. My biggest surprise is you don't even tweak the damage table on Blade.
https://drive.google.com/file/d/1zthlH7Z0hWaPeJVow-qZVUGV3LnTShEO/view
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 10, 2019, 02:21:40 am
I just have what acediez have in his tweaks I agree with the tweaks acediez with regards to the Blade Armor X. I just think it is better to have the Z-buster have+1 damage to boss characters just like the default because he can only fire the buster when he is standing, unlike X.

October 11, 2019, 12:01:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

And guys I believe this is a spam. Am I right? I just reported this one. This person I believe is from another dimension.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: AlterD on October 10, 2019, 04:15:50 pm
Thank you for this amazing patch and everyone's efforts in improving it

Just a suggestion... is some sort of playable nightmare Zero possible? I know it's just a dumb palette change but maybe it can have different Power-up parts by default like Black Zero does that are unrelated to the Power-up parts already equipped (correct me if I'm wrong about that), I know it's probably not possible to give him the moves from the boss fight but this is all I could think of.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 11, 2019, 12:19:04 am
No need to report anything lol. He's right, the sample xdelta patches from on the last RC are not completely right, for some reason. There's no titlescreen or mugshot changes.

I'll double check next time.

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.

At some point during your arduous three days of extensive research, you could've just asked here about what you were having problems with. Thanks for letting me know about the xdelta patched though, I wouldn't have noticed otherwise since most people here are bug testing from the patcher tool.

This release is still WIP btw, it's not even published on the site. If you're not here to help reporting bugs, you should probably wait for a announcement somewhere else.



Anyway, good news. I found the problem causing the freeze while using the Shadow Armor on the last version and fixed it. I'll go through some testing myself before releasing, but it'll be up soon.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 11, 2019, 02:09:26 am
thanks man.  :thumbsup:

This project is worth waiting for.  :beer:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 11, 2019, 05:27:00 am
RC19

Fixes/Improvements:
- Game no longer crashes when using a teleport while using the Shadow Armor.
- Another round of final-final touches to Metalwario's mugshots.
- (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).

New:
- Zero's Techniques Input: When using the script patch, the pause menu input icons for the Ensuizan/Sentsuizan/Yammar Option will now adapt to your input choices in the patcher. (Mission Report message still doesn't).
- Balance: A mini section was added to change the damage dealt by Commander Yammark's attacks.

The freeze was caused by my new sound effects file for the Shadow Armor. When I implemented it, I added to the file all the missing sounds effects from regular X just in case (aka all the special weapons), but it seems I hit a file size limit. I removed a few of those to keep the file size about the same as it was, and the freeze was fixed.

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.

The sample xdelta patches should be working now, btw.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 11, 2019, 07:21:19 am
https://drive.google.com/open?id=1g9gzsLNH5Szw4mDH0BGULoqZK3vnBHgQ

I think we got a problem with regards to Hunter Rank...

Instead of having SA Hunter Rank I got GA.

In my profile
SA - 2 Parts - 0 Limited Part - 800 Souls
GA - 2 Parts - 1 Limited Part - 1500 Souls

In-game
I only have 1240 Souls and yet my Hunter Rank is GA

During X only playthrough on Xtreme Difficulty

P.S. I love what you did to Commander Yammark in the balance tab. I highly agree with your tweaks there.

Update: the issue occurs when I play it on PSP. when I tried to play it at my desktop PC using XEBRA it was ok... I will run another test on my PSP...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 11, 2019, 02:05:26 pm
I know what it is! The default value for the GA rank is actually 1200, not 1500.

The patcher only makes changes for the options you selected differently from the default. So if you left it at 1500 (no changes, according to the patcher), but the default value in the game is actually 1200, then it's 1200 even though the patcher GUI says otherwise. (I think I used this page (http://megaman.retropixel.net/mmx/6/parts.php) as a reference when I wrote that, instead of looking at the actual code...)

Since it's such a minor fix, I'll just update the last link. If you redownload, it'll be fixed.
Thanks for reporting this, it's a very specific and hard thing to notice!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 11, 2019, 03:08:20 pm
Thanks and I found out that I accidentally hit the load state on my XEBRA...  :laugh:
that's the reason why it went ok with it. Anyways I gonna download it again.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 11, 2019, 05:47:52 pm
I managed to correct the error, it turns out that I only enabled the option "Enable Guard Shield as X" I figured I could not use the zero shot while using the shield, is this a suggestion?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 11, 2019, 06:00:32 pm
RC20

Fixes:
- Boss Attacks: Commander Yammark damage values now also apply to the boss rush rematch.
- Souls/Ranks Table: fixed wrong default value for Rank GA
- Minor changes to included profiles.

New:
- Boss Attacks: an additional buff for Commander Yammark, faster and indestructible projectiles.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: YukiriRose on October 11, 2019, 07:14:18 pm
@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. It seemed like with all these posts, that I would have to start understanding hex code just to get the game in the altered state I desire, so asking on my part seemed unnecessary. If I knew I would get reported for asking for help, I would've said nothing from the start.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 11, 2019, 08:41:27 pm
https://drive.google.com/open?id=1WmV-Wge1bcBoISQ7al6_Ldje4ra7x8_N

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 11, 2019, 10:19:54 pm
I noticed there is no change on the word North Pole Area and NORTHPOLE AREA.
I don't understand. Any good reason?

- Balance: A mini section was added to change the damage dealt by Commander Yammark's attacks.
- Boss Attacks: an additional buff for Commander Yammark, faster and indestructible projectiles.
This is so much better. It's a real joke when both X and Zero Yammar Option is faster than Commander Yammark.
And I always felt the boss fight is too inbalance in Megaman X6.
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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 11, 2019, 11:17:36 pm
@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.

I just added links in the first post to a couple of tools you can apply the xdelta patches with. These usually check for an exact source file match (at least xdeltaUI does), so you'll know you're getting what you're supposed to get if the tool let's you patch the BIN in the first place. Other than directing you to these tools, and pointing you to the exact release the patches are meant for (USA v1.1 ReDump), I don't know what to tell you. xdeltaUI is pretty straightforward.

You just happened to run into a broken release. Stuff like that happens, these are beta releases for bug testing. If you don't want to deal with things like that, wait until the release in announced on the frontpage of RHDN. Or don't. :cookie:

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.

You should just post them just in case  :thumbsup:
I made my own set of PSP images for all three X PS1 games, but they're in a PC I don't have access to at the moment. I'll share them later too.

Quote
I noticed there is no change on the word North Pole Area and NORTHPOLE AREA.
I don't understand. Any good reason?

The menu "NORTHPOLE AREA" should be "NORTH POLE AREA", but they're in sprite assembly, not plain text. That's a time consuming process I don't want to get into now.

Quote
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'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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 12, 2019, 01:06:18 am
 :)  :thumbsup:
https://drive.google.com/open?id=1EcklCb7GUFKp9zUa5_W43g2pcSTLAu83

here are some of the pics I have for my PSX2PSP. I am planning also to work on the game manual which I think would be somehow personal knowing we have a slight difference when it comes to the damage tables.

I totally agree when you said Yammark was far the worst of them all.  :laugh:
Because of what you did to Yammark, I am now more careful about how to delete this maverick.  ;)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 12, 2019, 02:09:00 am
i really like now the spikes part in the amazon area, and the others edit on stages.
can be done some tweaks in the metal shark secret area too? like put more obstacles or enemies, like the ones on the opening stage. That secret area feels empty and slow even with the auto scroll screen...
and the wolf on gates level, the ones in the fire area between the leaders... their granades explodes on the ceiling...i think the the tank enemis from inami temple will work better there...
These are only suggestion, to think all thes tweaks were only a dream back in the 2001!!! Great work!
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 12, 2019, 02:18:47 am
With regards to Metal Shark Player stage (Recycle Lab). Putting the game in Xtreme mode is already a lot I think...
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 12, 2019, 04:15:19 pm
i don't want to interrupt but .. only i have interest in playing with zero nightmare? I use a code for this, it is not perfect but it works until the end, just need a few sprites to replace

(https://i.imgur.com/mGKWPnL.png)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: fianovale on October 12, 2019, 06:21:09 pm
it would be awesome fight the original zero with hes original sprites :thumbsup:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 13, 2019, 02:26:05 am
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.
(https://i.imgur.com/HWfFCfb.png)


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?
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 13, 2019, 03:01:51 am
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Cupshadow on October 13, 2019, 04:25:16 am
I found a bug which doesn't happen in original game. Usually if you lost all your life you will start at the check point. But here in this hack you will start at the beginning of the stage.

Edit : Nevermind about it. It was done for balance purposes(Sorry about that)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 13, 2019, 05:22:19 am
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.

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
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 13, 2019, 10:34:06 am
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.

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 13, 2019, 10:38:47 am
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

I don't know about that I like the color black and blue.

To be honest I having a hard time what Nightmare Zero's color because I somehow remember a protagonist in a tokusatsu shows that of almost have the same color as Nightmare Zero.

I am afraid that Nightmare Zero might said the same thing.

Pink janai, magenta da...

ORONE *******

Just feeling weird with the color pallet of Nightmare Zero...

October 13, 2019, 10:39:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

I will also try that one later
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 13, 2019, 11:24:18 am
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.
Thanks, I’ll check it out when I find some time.

edit: ok I quickly confirmed it. The falling down speed from walls also resets (the slide down option breaks until you move to the second area). Some values are replaced here separately from the usual stage start code, but it’s working the same way. Should be easy to fix.

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: pating on October 13, 2019, 12:29:32 pm
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:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 13, 2019, 12:31:56 pm
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.
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 13, 2019, 01:04:09 pm
Man, that's hurt. But I get your meaning. Guess, I won't checked back all your option tweaks then.
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.
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.

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.

October 13, 2019, 02:26:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 13, 2019, 08:16:28 pm
suggestion / 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
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: injoon84 on October 13, 2019, 09:21:32 pm
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.

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.)
suggestion / 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
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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 14, 2019, 01:36:20 am
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.

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)

I'll leave his option enabled only
I love your work  :thumbsup:
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 14, 2019, 10:13:27 am
Quote
But whatever been solved earlier, I won't purposely trace it back again unless I coincidently find it.
That's totally fine.

Quote
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.
This is where we can help out if you can roughly tell us what are the things you have moved around.
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.

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)

The good news is, I also expanded and matched several files' size across both base patches (original script and new script use different base patches), so, unless a critical file has to be reduced in size (unlikely), I won't have to go through this process again.

I suppose mentioning this before could've made testing easier, but the point is, there's ALWAYS a chance for a mistake or a new option to affect previously working ones in a way I didn't anticipate. Romhacking will always be messy.

Still, I get your point, and if there's any need for another big rearrangement (though I hope this is the last one), I'll be more descriptive of the changes.



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.



I fixed the palette changes to the Shadow Armor's saber on the boss rush area, it was a quick fix as I expected. However, I haven't updated yet because ran into a major issues with the "slide down by pressing ↓" option while on this stage, one that can potentially freeze the game.

I'll be having a lot less free time this week, but I'll try to update with these fixes soon.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 14, 2019, 06:44:48 pm



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.


yea
would be great  ;)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Metalwario64 on October 15, 2019, 12:50:22 am
Two more script related things I have to point out:

(https://i.imgur.com/V5VOHq5.png)

Here it's another "isn't it?" from Yammark when he faces X. In this case, I think the "Isn't it" should just be removed and it should just be an exclamation or a sentence, since here he sounds like he's completely sure of his idea since he's stating that "this is what they do". I was thinking it should be changed to "don't they?", but I think that wouldn't fit since then the subject moves to his thought of X shooting him, so I think it's best to just make it an exclamation, since he's stating his idea, and not asking X to reaffirm his false belief.

(https://i.imgur.com/WJe8FdT.png)

This isn't a grammar error, but it always struck me as odd, so I wanted to say something about it. Alia's "I think we won't be able to communicate..." just seems a bit clunky, and overly certain to me. I think "We probably won't be able to communicate...", or perhaps "We might not be able to communicate..." is a bit better wording. That's just my opinion though. If you or others disagree on this one, that's fine. I just wanted to share my thoughts, and it is very minor.

Lastly, just for this thread, here is my absolutely final mugshot compilation:
(https://i.imgur.com/bzhAkMj.png)

What changed was the trim on the top of the Shadow Armor was kind of unfinished before. It was overly rounded and didn't match the perspective either. This was corrected.

I also fixed the mouth on all of Zero's mugshots. They original were just a tad jagged and rough, so I smoothed them out. I've gotten better at anti-aliasing by hand than when I started, and I think it paid off.

I also corrected Dynamo and Gate's grey backgrounds to match the rest. Originally, my Dynamo mugshot had a strange green tint to it that I don't know how I caused. It also affected Light's mugshots, which I also fixed. In addition, I also redrew Light's talking animation frames, since it didn't look natural before, and was more like he was shouting. Now it looks like he's talking and it animates better as well.

Also, just a mistake on my previous sheet, I accidentally didn't have the final regular magenta Hunter mugshot on the sheet, and that was fixed on this one.

That is all, and I'm very happy with how they all turned out. Some of the other bosses still have the wrong grey background color, but I really don't care at this point, and I'm sure Acediez doesn't either. It's more consistent than it was before anyway, and the drawings are all more faithful to Suetsugu's work, and what was originally his work was tidied up for the game (as I said before, I made his Gate symmetrical. I think the original was a bit lop-sided due to him being rushed, which he mentions in the Complete Works art book).
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Aceearly1993 on October 15, 2019, 10:00:19 pm
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
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 16, 2019, 01:32:49 am
Mega Man X6 Tweaks (v2.0 RC22) (https://www.mediafire.com/file/ipiwzw1zvkds880/Mega_Man_X6_Tweaks_%28v2.0_RC22%29.7z/file)
Mega Man X6 Tweaks Patcher (v2.0 RC22) (https://www.mediafire.com/file/959w3bc4qin36to/Mega_Man_X6_Tweaks_Patcher_%28v2.0_RC22%29.7z/file)

(Skipped to R22 because of a building mistake)

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.
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: Androo_ on October 16, 2019, 03:00:11 am
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.

My Profile
https://www.mediafire.com/file/6dpp6oob04poln1/Meu_Perfil.rar/file

Infinite Warning
(https://i.imgur.com/N0moAQ6.png)
Title: Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
Post by: acediez on October 16, 2019, 03:26:55 am
I updated the previous link, should be fixed now.

Nothing to do with the latest changes, just a mistake while rebulding the script patch.