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Romhacking => Personal Projects => Topic started by: acediez on October 22, 2019, 12:15:57 am

Title: Mega Man X5 Improvement Project Addendum (v1.11 and v2.0 BETA 15)
Post by: acediez on October 22, 2019, 12:15:57 am
(https://i.imgur.com/Qh1hiuZ.png)

(https://i.imgur.com/E7pDJ1e.png)(https://i.imgur.com/gEyKmj0.gif)(https://i.imgur.com/JZexpp4.png)

This is an addendum to the Mega Man X5 Improvement Project by DarkSamus993 (v0.01.1) (https://www.romhacking.net/hacks/3711/), mostly focusing on restoring content from the japanese version.
It WON'T become a "X5 Tweaks". There won't be a customization tool.

Included changes from the original Improvement Project (v0.01.1):
- Alia's hints are permanetly disabled (replaced by in-game switch in v1.6)
- Keep both character bonuses regardless of which one is chosen
- Each Heart Tank/Life-Up Part affect both X & Zero
- Save/Load menu was given a redesign
- Fixed the injured sprites for X & Zero

Addendum Features:
- Graphic changes:
   - Title Screen restored from the japanese version (custom graphics by Metalwario64)
   - Mavericks renamed to their japanese/MMXLC2 names (custom graphics by Metalwario64, based on MMXLC2 new graphics, ripped by DarkSamus993)
- Script changes:
   - Complete script replacement, based on Hondoori's translation. Edited by Ghaleonh41
   - "No Script Changes" version: actually, it's the v1.5 script. Various typos corrected, and Mavericks renamed to their japanese/MMXLC2 names.
- Soundtrack restoration:
   - Opening theme replaced with the japanese opening song "Monkey"
   - Ending theme replaced with the japanese ending song "Mizu no Naka"
   - Tidal Whale's stage theme changed to the unused track "Deep Sea"
   - X's "Good" Ending theme changed to the unused track "Armageddon"   
   - Dr. Light's theme changed to the unused "Dr. Light" track.
   - Stage Select 2 theme changed to the unused "Stage Select" track.
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Dynamo's voice clips
   - Title screen "Rockman X5" call ***
- No need to waste "hours" to get upgrades
   - Get Life Up/Energy Up at any level
   - Get Life Up+/Energy Up+ (Parts) at any level
- All Parts obtainable on a single playthrough
   - Get both Parts regardless of Life Up+/Energy Up+ selection
- Enigma/Shuttle RNG exceptions:
     - Enigma/Shuttle launch with no parts will always fail.
     - Shuttle launch with all 4 parts will always succeed.
- Stage modifications:
     - Tidal Whale's Stage: Auto-scrolling segments run faster (100-125% horizontally, 150% horizontally).
     - Tidal Whale's Stage: U-5555 (mini boss): smaller health bar (75%), but deals more damage (about 150% each attack).
     - Zero Space 1: the inner walls in the laser segments are now not grabbable.
- Additional ways to collect items (to reduce backtracking):
     - More weapons can break stage objects blocking items in Tidal Whale's, Shining Firely's and Dark Necrobat's stages.
     - Dark Hold protects you from spikes.
     - F-Splasher and can push V-Blocks.
- Other gameplay changes:
     - Dark Hold: can be cancelled.
     - F-Splasher behaves like a regular air dash (can be cancelled)
     - Gaea Armor: can slide down walls by pressing down.
     - Gaea Armor: buster damage against common enemies increased.
     - Falcon Armor: charged buster damage against bmain bosses increased.
     - Z-Saber: damage against main bosses decreased.
     - W-Shredder: input changed to Dash + Special
     - Disabled double tap dash input
- Others:
   - Alia's hints can be turned off from the options menu (v1.6+)
   - Cutscenes and dialogues skip by pressing START (v1.7+)
   - Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
   - Cheat Codes to unlock Ultimate Armor and Black Zero can be combined 
   - Longer/harder "X vs. Zero" fight (damage tables halved)
   - Faster pause menu transitions
   - Exit Button always available

*** For localization consistency, this one isn't included in the patch, but some of the code needed to include it is. If you want to enable it, there's instructions for that in the "Customizations" included in the "readme" file.

Addendum V2 (BETA) Features:
  - Incomplete Armors: Armors can now be used as soon as you get a part for it.

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

Works exactly like in X6 Tweaks: Falcon and Gaea armor will become selectable as soon as you find an Armor Part for it. While incomplete, they'll be displayed as unarmored X with a custom palette. This is the breakdown of the skills you get for each Part:

Falcon Armor
  - Helm Parts: Increases Special Weapons ammo by 50%.
  - Buster Parts: Spear Charged Shot
  - Armor Parts: Halve damage taken and reduces recoil
  - Leg Parts: Air Dash**
  - Complete Armor: Free Move + Giga Attack
** Originally, the Falcon Armor doesn't have an Air Dash, forcing you to use the slower "Free Move" flight as its only air move. Since we're keeping the flight as a complete armor bonus, the Leg Parts will give you a customized Air Dash instead. It has a small speed bonus, contact damage and invincibility. You get to keep it when the armor is complete.

Gaea Armor
  - Helm Parts: X-Buster quick chage (mid-charge becomes fully charged shot)
  - Buster Parts: Shot Eraser Buster + Ladder climbing speed bonus.
  - Armor Parts: Halve damage taken and reduces recoil
  - Leg Parts: Spikes protection + Stick to walls (controllable!) + Dash that can move V-Blocks**.
  - Complete Armor: Giga Attack
** Originally, the Gaea Armor has a Dash speed penalty. Since that doesn't do much for the game's balance except being annoying, and the Gaea has enough drawbacks as it is, the penalty was removed.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
Armor by Parts:
     - WIP: mugshot changes on the pause menu haven't been implemented.
     - WIP: incomplete armor palette changes aren't completely implemented. They revert back to normal in some situations.

Customization:
- "No music changes" and "no script changes" variants.
- Additional optional hacks are available in the "readme" as hex editing instructions.

  - Remove Timer
  - Hide Virus Status UI
  - Always get both Life Up and Energy Up upgrades
  - Receive All Parts on the Next Hour
  - Change default game options
  - Change number of Parts equipables by armor
  - Enable Fourth Armor Nova Strike
  - Continues restart the stage (experimental)
  - Enable Title Screen voice clip ("Rockman X5")
- There's also instructions to reverse some of the changes that are included.

FAQ:
What's the current status of the project:
(July 2021) Actively working on polishing current features, preparing for a possible long absence. "Incomplete Armors" will remain in BETA for awhile. No other major features are being worked on.
What about the script?
I'm currently only fixing critical issues with it (bugs, typos, grammar, or context errors). I'm not taking taking subjective suggestions. This script wasn't written by me, and I never intended to take on that role myself.
However, since the new variable font width increased dramatically the maximum number of characters per line, I would like the script to be optimized for it, so a complete re-edit is not out of the question. I'll look for someone to help me with that later on.
Why keep the Falcon Armor's flight and the Giga Attacks for the completed armors instead of the individual armor parts?
I thought having the full Falcon flight from pretty much the start of the game was a bit too much. But there's also a technical limitation: there's no underlay sprites (unarmored X) for those moves. I could theorically import them from X6, the Falcon Armor ones at least, but the player graphic files are compressed, and I don't currently have the tools or knowledge to handle compressed graphics files.
Why can't the Falcon Armor charge special weapons? Can the Gaea Armor have special weapons at all?
They can be activated, but the graphics for them don't display correctly. And, again, modifying them would require editing compressed graphics files.
Will you ever make the armors actually be displayed by parts, like in X1-X4?
I don't know. I haven't really tried yet, and it's not in my plans, at least not until after I finish everything I've already started working on.
I don't like (thing)/Where's the patcher tool
Besides the included patch variants, the readme has a bunch of instructions to revert some of the changes manually. That's as customizable as this project will get 🤷‍♂️
If what bothers you is not covered by either, there's probably a technical/practical reason for it.
I don't like (thing) and I'm willing to work on it myself
I made my workbook available in the download page. Everything I ever documented or wrote for this game is in there. Good luck!
What comes next?
Polishing current features comes first. After that, these are the things I will most likely come back to work on at some point in the future:
  - Bosses rebalance: I want shorter, more intense battles, like in earlier games. I would balance bosses to have smaller health bars, but deal more damage.
  - A new performance-based method to unlock Parts (either optional or exclusive to Normal/Xtreme modes)
  - (Big longshot) Figure out a way to handle compressed sprites, either by working on a compressor myself or figuring out a way to work with decompressed files all the way through.

Change log:

Quote
(BETA changelog not included due to space. You can follow BETA development on recent posts.)

v1.11
- Zero Space 1: the inner walls in the laser segments are now not grabbable.

v1.10
- Save/Load Menu: fixed two tiles with the wrong color (in the "hours left" box)
- Damaga tables: Tri-Thunder can now also destroy the burn wooden block in Shining Firefly's stage.
- Damage tables: Z-Saber damage against bosses adjustment. Now includes attack from walls and C-Slash.
- Damage tables: Falcon Armor's charged buster deals more damage to bosses (from 3 to 4)
- Tidal Whale's Stage: U-5555 damage output adjusted (reduced, but still stronger than vanilla)

v1.9
- Fixed Dark Hold protection from spikes.
- Fixed "GIGA ATTCK" vanilla typo on Button Configuration menu.
- Imported features from v2.0 BETA
    - F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
    - F-Splasher: can now be cancelled with an air attack.
    - Damage tables: C-Sword can now damage Crescent Grizzly (same damage as regular air attack)
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

v1.8
- Imported features from v2.0 BETA
    - Enigma/Shuttle RNG exceptions (Enigma/Shuttle with no parts will always fail, Shuttle with all 4 parts will always succeed).
    - Tidal Whale's Stage: Auto-scrolling segments run faster (100-125% horizontally, 150% horizontally).
    - Tidal Whale's Stage: U-5555 (mini boss): smaller health bar (75%), but deals more damage (about 150% each attack).
    - More weapons can now break stage objects blocking items in Tidal Whale's, Shining Firely's and Dark Necrobat's stages.
    - Dark Hold protects you from spikes (allowing Zero to collect more items by himself).
    - Dark Hold: can now be cancelled.
    - Gaea Armor: can now slide down walls by pressing down (like the Shadow Armor in X6 Tweaks)
    - Gaea Armor: removed Dash speed penalty
    - Falcon Armor: implemented a custom Air Dash and small dash speed bonus.
    - W-Shredder: input changed to Dash + Special
    - Disabled double tap dash input
- Cutscenes skip: fixed Mission Report displaying "Game Over" instead of "Mission Complete" (corrected from v1.7.5)
- F-Splasher is now able to move V-Blocks (allowing Zero to complete V-Blocks sections)

v1.7
- Patch variants: "no music changes" and "no retranslation" variants of the patch will be available from now on. On major updates, at least.
- Cutscene and dialogues skip by pressing START (replaces the fast-forward feature of previous versions)
- Script and Text:
  - All reported script typos and bugs should be fixed. A few of the varios suggestions were implemented.
  - Improved text spacing, now with variable font width.
  - Faster text box transition.
Other fixes:
  - Exit stage button will no longer be available where it would cause sequence breaking (Training, Dynamo fights)

v1.6
- Script: Complete script replacement, based on Hondoori's translation. Edited by Ghaleonh41
- Font: Main dialogues font replaced and text space realigned ("Pixel Operator", same one used in X4 Final Weapon/X4 Undub)
- Navigator Dialogues: No longer permanently disable, it can now be turned ON/OFF from the options menu (similar to X6 Tweaks)

DOWNLOAD LINKS (https://archive.org/download/mmx5_improvement_project_addendum)

Format: xdelta.
xdelta UI (https://www.romhacking.net/utilities/598/) (Windows)
MultiPatch (https://www.romhacking.net/utilities/746/) (OSX)

Target: "Mega Man X5 (USA)", "REDUMP" release.
MD5: 98C0D278DC4A795A0A7562D950D37CC9
http://redump.org/disc/7437/

Credits:
acediez: Addendum author.
DarkSamus993: All the groundwork from Improvement Project. DAT files documentation. Maverick names graphics ripped from MMXLC2.
Metalwario64: All custom graphics. 
Ghaleonh41: Script editing.
Hondoori: Script source retranslation (https://hondoori.wordpress.com/)
gledson999: DAT/ARC extraction and reinsertion tools. Text editing tools and tables.   
AxlRocks: Project logo.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SpringSonic9187 on October 22, 2019, 12:33:05 am
I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

UPD8: Just used the Error Calculator after hex editing and the customizations finally decided to work.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SCD on October 22, 2019, 12:45:51 am
This is pretty cool, maybe for the next version, can you try and restore Dr. Light's unused track?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: injoon84 on October 22, 2019, 08:06:18 am
I have a few issues with this Mega Man X5 Improvement Project Addendum:

- Keep both character bonuses regardless of which one is chosen
This one supposed to keep Fourth Armor if you start the game with Zero right?
Well, it's not working. No Fourth Armor or Ultimate Armor.
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.

- Cheat Code to unlock Ultimate Armor will keep the Fourth Armor selectable
Yes, you get Ultimate Armor and also managed to keep the Fourth Armor but you start off the intro stage as Fourth Armor.
Is that intention?

- Cheat Codes to unlock Ultimate Armor and Black Zero can be combined
Well, how do you combined both cheat codes?
You got to highlight either X for Ultimate Armor or Zero for Black Zero.
But once you move the cursor to another character, doesn't that reset back the cheat code?
So far I failed to combine these cheat codes.

I had no idea I wanted an addendum such as this.

But there's one problem: the Hex Editing Customization doesn't really work for me. I did what the Readme asks, saved it, and nothing's changed in the BIN file (that I know of).

It's working for me. Well, at least for those I tried to change or restore back:
- Title Screen voice clip ("Rockman X5") working
- Change W-Shredder Input from (Square) to (Triangle) working
- Navigator Calls (modified = all disabled) working
- Exit Stage Button (modified = always available) working

Also, acediez stated it must be customize from this Addendum. I suspect maybe you Hex Edit it on the original bin file?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: SpringSonic9187 on October 22, 2019, 11:30:25 am
I suspect maybe you Hex Edit it on the original bin file?

What? N-No!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: acediez on October 22, 2019, 03:14:50 pm
the Hex Editing Customization doesn't really work for me.
Which one?

can you try and restore Dr. Light's unused track?
I'm working on it.

But once you move the cursor to another character, doesn't that reset back the cheat code?
Damn, I made a mistake on the released patch, it's missing a last minute fix. Cheat codes are broken. It'll be fixed in the next update.
But just to be clear, you'll be able to move your selection between both characters, previously activated codes will not reset.
Edit: Fixed

Quote
Also, when you play as Zero, the Weapon Menu is also wrong. It shows as Z-SABER and not Z-BUSTER.
I hadn't noticed. This also happens in the original improvement project. I'll take a look and see if I can fix it.
Edit: Fixed
Title: Re: Mega Man X5 Improvement Project Addendum (v1.0)
Post by: SpringSonic9187 on October 22, 2019, 03:44:14 pm
Which one?

Nevermind that, I already said managed to get them to work for me.

One more thing I found out outta nowhere:
(https://i.imgur.com/K6ZrjAh.png)

As you can see, the purple thing's shot goes down the wall, then the game freezes. Why...?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: TheUnknownHunter on October 22, 2019, 03:56:04 pm
Cool! I have 2 suggestions:

1. Make Tidal whale's stage go faster
2. Make the Plasma Charge Shot spheres work like in X4 (damaging sub bosses & bosses)

Keep up the good work, you are making Megaman great again  :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: acediez on October 22, 2019, 05:15:28 pm
Because I made a dumb mistake lol

Update coming through...

Edit: It's up.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.1)
Post by: AxlRocks on October 22, 2019, 05:57:53 pm
Good work! Another batch of Mega Man X Legacy Corrections  ;D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 23, 2019, 07:45:43 am
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: SpringSonic9187 on October 23, 2019, 01:05:14 pm
By the way, the Maverick's names in the briefings are unchanged.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 23, 2019, 01:25:45 pm
Yes! Props for taking up another project! X5 is the final PS1 MMX that really needs some solid improvement hack.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: alfcohol on October 23, 2019, 02:13:01 pm
thanks, finally !!
i'll try it up
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Heaven Piercing Man on October 23, 2019, 05:43:06 pm
Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

Also, make sure to change all mentions of Reploid Force into Repliforce.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 23, 2019, 06:49:36 pm
Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 23, 2019, 08:46:22 pm
I just detected another bug.
Some wrong color palette will appear for certain parts on Save Files whenever Zero is used.
The affected color palette for those parts are Burst Shot, Ultimate Shot, Quick Charge, Buster Plus, and Speed Shot.
Is this an unresolved bug from DarkSamus993? Can it be fixed?

Thanks. I haven't dug into the pause menu redesign, it's either an oversight from the original improvement hack, or I missed some of its modified files. I'll have to check this one later when I have a bit more time.

Are absolutely ALL of Alia's interjections disabled? The ones at the start of each level tend to involve lore and change depending on game progression.

All stage dialogues from Alia are disabled, the only ones left are Dr. Light and boss dialogues.
There's instructions to reverse this change in the readme.

By the way, the Maverick's names in the briefings are unchanged.

Oops!

Oh yeah, the 'Reploid Air Force'. Good one. The X series and translation consistency...  ::)

I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

I'll put an update including these script changes soon.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: ThegreatBen on October 24, 2019, 09:38:21 am
Awesome work as always.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on October 24, 2019, 10:51:16 am
I was just checking these... The script varies from "Air Force" to "Reploid Air Force" to "Reploid Force", changing even between two copies of the same bit of text. Looking at hondoori's retranslation as a reference, turns out all of those should be Repliforce.

Two years ago, I was helping gledson999 in translating MMX5 to brazilian portuguese, and was using Hondoori's translation as basis in order to fix localization issues such as Octopardo instead of Octopus. When I stumbled into Skiver's dialogues, I had this same doubt, so I've done a few researches on wiki articles related to this issue.

Taking into account the description of Spiral Pegasus (The Skiver) on megaman.fandom.com (https://megaman.fandom.com/wiki/Spiral_Pegasus), it mentions this:

Code: [Select]
He was a young director of the Repliforce air brigade, who survived the Great Repliforce War that occurred during the events of Mega Man X4. He looked up to Colonel and General and knows Iris. He then began overseeing an Air Force base near to the west coast of Norway, known as the Reploid Air Force.
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 24, 2019, 01:41:37 pm
- Voice clips restoration:
   - X's Charged Shot
   - Zero's Giga Attack
   - X and Zero on low health
   - Maverick introduction name calls
   - Title screen "Rockman X5" call ***

May I know how many voice clips are still not included compare to Rockman X5?
All I can notice is Dynamo still not having the full voice clips.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 24, 2019, 02:58:01 pm
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.

Thanks for the tip! I'll edit it this way.

May I know how many voice clips are still not included compare to Rockman X5?
All I can notice is Dynamo still not having the full voice clips.

I don't know, I just replaced the ones I knew about. Which Dynamo voice clip is missing exactly?
If you know of any other voice clip missing from the japanese version, let me know (same goes for X6).
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: delta7890 on October 25, 2019, 12:49:18 am
Not sure if this is a bug with the original game or not, but I've noticed that when X is using the Gaea Armor with the Ultimate Buster part equipped, he only fires uncharged shots rather than charged.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: PeIado on October 25, 2019, 04:22:39 am
Hello, thanks for your hard work, but i've got a question after playing MMX5 for so many years.

IS IT NOT POSSIBLE THROUGH ANY MEANS TO CHANGE ZERO'S USELESS BUSTER TO THE ONE HE USES AGAISN'T YOU AS A BOSS OR AS AWAKENED ZERO?!

That's what i've been asking myself for about 2 years, hope you can give me a proper reason why can't you because i've looked through a lot of sites but i didn't find any mod or project of the sort.  :'(
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 25, 2019, 12:30:39 pm
I don't know, I just replaced the ones I knew about. Which Dynamo voice clip is missing exactly?
If you know of any other voice clip missing from the japanese version, let me know (same goes for X6).

I'm not familiar with PS1 Rockman X4 to X6 voice clip either.
But I'm certain Megaman X5 is missing Dynamo's "ja ne" (see you later) voice clip when you beat him.
I'll try to run through the whole Rockman X5 when I'm free. Will report back to you later.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Androo_ on October 26, 2019, 11:09:04 am
Suggestion

change the wind blast command to (O + Δ) LIKE MMX4

this will allow you to make combos on the ground without interrupting (Dash/square)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: injoon84 on October 26, 2019, 01:08:55 pm
Tested Rockman X5 voiceclips. Surprisingly, there are only a few voiceclips in boss battle.
1) Same as Megaman X5. Only Spiral Pegasus has the same voiceclip as Zero when using W-Shredder. The rest of the Mavericks don't have any voiceclip.
2) Dynamo missing 3 voiceclips in Megaman X5.
 a) When he launches "D Blade", I think he shouts the name of the technique in Japanese. Something like "Shiraina"? Megaman X5 replaced it with Trick Shot's voiceclip "hu er".
 b) Before he use "Earth Gaizer" in the 2nd battle, I think he said "Ikusei"? Megaman X5 replaced it with Defensive Stance's voiceclip "hur hur".
 c) When he is defeated, he will said "ja ne" (see ya) before he warps out.
3) Same as Megaman X5, the battle against either Awakened Zero or Zero don't even have a single voiceclip.
4) Same as Megaman X5, the battle against Ultimate Armor only have "hey yah".
5) Same as Megaman X5, Sigma don't have a single voiceclip.
6) Same as Megaman X5, Magma Dragoon only left with "Hadoken" echo jammed in fire wave SFX.
The Prototype still has Magma Dragoon's X4 voice acting.
https://tcrf.net/Proto:Mega_Man_X5

Also, you forgot to include Dynamo's intro name call during the 2nd fight.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Thirteen 1355 on October 26, 2019, 03:48:28 pm
Today I was thinking on how barely anyone in X5 has voice clips. It feels iffy now I realise it. Sad  :-\ :( >:( >:D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Heaven Piercing Man on October 26, 2019, 08:54:38 pm
Some of the beta songs have their charm, though I dunno if them being in the final game could be fitting
Character Select beta has a "lonely", calm before the storm feel
The alternate Stage Select themes (labeled 2 and 3 in the extra songs), I dunno, they're better than the ones in the final game, but the annoying "NEWS TODAY" stage select theme fits the urgency feeling of the game, and the Zero Space theme fits the lonely, disturbing feel of the X5 endgame.
The alternate "mission report" song is not generic as the final one, but it's also too hollow and ominous, as if the colony already crashed and you're standing in the ashes of the world.
Alternate Zero's death sounds much better, but considering the creepy vibes of the X5 endgame and the horrifying way Zero dies, the final version of the song is more fitting because it sounds macabre as hell. The alt version would fit with a more heroic death.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Cupshadow on October 26, 2019, 10:36:17 pm
I'm not familiar with PS1 Rockman X4 to X6 voice clip either.
But I'm certain Megaman X5 is missing Dynamo's "ja ne" (see you later) voice clip when you beat him.
I'll try to run through the whole Rockman X5 when I'm free. Will report back to you later.

One when he throw that boomerang : Sora!
One when he use AoE attack : Hehe! then HA!
One when he defense himself : Also (Hehe)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: acediez on October 27, 2019, 04:32:06 am
v1.3
- Script: localization of Maverick names in Mission Report
- Script: localization of "Reploid Force" to "Repliforce"
- Voice clips: fixed boss intro name call for Dynamo's second fight
- Voice clips: restored Dynamo's voice clips (3)

Download link in the first post

October 27, 2019, 05:02:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
change the wind blast command to (O + Δ) LIKE MMX4
There's instructions to make this change in the readme
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: injoon84 on October 27, 2019, 05:58:33 am
acediez,
I think you forgot to update your Readme file. The address of the bin files has a different hex value compare to the origin now. I dare not to change a thing. I think this is related to the restoration of Dynamo's voice clips?

I find out the different already. From the Readme file version 1.3, minus hex value by 930.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: erecyog on October 27, 2019, 06:40:34 am
A nitpick about the parts system, there's a 2 "hour" (stage) wait time until you actually get the parts you picked.
Is it possible to reduce that delay so you can get it right away? Or a suggestion, maybe life/energy options can alternatively grant one of the two
parts you can get, and the other will be granted next stage. Don't know how difficult that would be to implement, but it would make the choice after
each stage a bit more meaningful, I think.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: pating on October 27, 2019, 09:00:37 am
What I also remember in this game is when you selected X as your primary character, Zero's weapon screen called his Z-Saber as Giga Attack. And when Zero access to his Black Armor in the 3rd Sigma stage it seems what I remember that Dr. Light also has typos with regards to it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Heaven Piercing Man on October 27, 2019, 09:40:51 am
Ooooh, right. That "Giga Attack" always bothered me to no end.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Androo_ on October 27, 2019, 10:59:34 am
is it possible for me to change Duff Mcwhalen's song to the original? I prefer the standard version
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: TheUnknownHunter on October 27, 2019, 11:55:01 am
Can yo add Armageddon song on X's ending? imo it makes the ending more emotional.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 01:19:25 pm
Can yo add Armageddon song on X's ending? imo it makes the ending more emotional.
From what he's told me, I think he's working on Armageddon, Zero Dead, Light Capsule, and OST unused Stage Select.

All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: SpringSonic9187 on October 27, 2019, 01:29:54 pm
All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.
To be fair, there's barely any loop point in the game's music. If you wait long enough, the song fades away then comes back.

Trust me, been there and done that at Tidal Whale's place.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 01:33:12 pm
To be fair, there's barely any loop point in the game's music. If you wait long enough, the song fades away then comes back.

Trust me, been there and done that at Tidal Whale's place.
Yeah, but he has to fit multiple, shorter tracks in the space of a single track. I misspoke by calling them loop points, but he has to get the start and end of the song's position down exactly, and make sure it looks smoothly because there's less time for the tracks to play in this case.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: ThegreatBen on October 27, 2019, 02:40:36 pm
With what you've already done this game it's as good as it can get.

The only thing I can think of to suggest is taking some of the bite out of that black blob boss' attacks, that thing is brutal.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: acediez on October 27, 2019, 03:53:27 pm
acediez,
I think you forgot to update your Readme file. The address of the bin files has a different hex value compare to the origin now. I dare not to change a thing. I think this is related to the restoration of Dynamo's voice clips?

I find out the different already. From the Readme file version 1.3, minus hex value by 930.

Thanks. It was because the script files changed size. I got used to X6's file order, where script changes don't affect executable addresses.
I just pushed an update with a rebuilt disc that mimics X6's file order. The readme is now updated to these new addresses, and hopefully they won't need to be changed again.

What I also remember in this game is when you selected X as your primary character, Zero's weapon screen called his Z-Saber as Giga Attack. And when Zero access to his Black Armor in the 3rd Sigma stage it seems what I remember that Dr. Light also has typos with regards to it.

I'm aware of this oversight, but it doesn't affect the current state of my project, as you'll always have the Z-Buster available, and that's the label you'll always see on Zero's menu.

From what he's told me, I think he's working on Armageddon, Zero Dead, Light Capsule, and OST unused Stage Select.

All of the tracks in the game are separated into 8 XA tracks, so he can't add from that, but he has managed to fit those tracks within the area that Dr. Light's theme is stored, but now the trouble is getting the loop points right.

To be honest, I haven't continued working on this, but I'll get there.
The way the game handles start and end point is not very precise, so it's not easy to get a perfect loop just by fiddling with these values, even if the audio file inserted loops perfectly. I guess that's why the original game uses long tracks that don't necessarily loop seamlessly. However, if I use shorter tracks to fit more songs, they need to be done right. I will most likely not add all of those tracks, so I can extend and make sure the ones that matter play nicely.

My priority would be to fit "Dr. Light" and "Armageddon" (for X's ending). I probably won't have trouble fitting those two extended long enough to not need a perfect loop. But, if I manage to make them loop right with shorter tracks, then I'll also try to add the alternate "Stage Select" (so the current "Stage Select 2" can be left unique to the first couple of Zero Stages).

If I settle for good enough (a small hiccup here and there) I could get it done quickly, but I rather do it right when I have more free time.

A nitpick about the parts system, there's a 2 "hour" (stage) wait time until you actually get the parts you picked.
Is it possible to reduce that delay so you can get it right away? Or a suggestion, maybe life/energy options can alternatively grant one of the two
parts you can get, and the other will be granted next stage. Don't know how difficult that would be to implement, but it would make the choice after each stage a bit more meaningful, I think.

I don't plan to make any more changes to the Parts system for the time being, but I'm considering trying alternate unlocking methods in the future (based in performance, for example, like in the Zero series. I'm sure you'll all hate it just the same  ;D)

is it possible for me to change Duff Mcwhalen's song to the original? I prefer the standard version
Not at the moment. The audio file has been replaced.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.3)
Post by: Metalwario64 on October 27, 2019, 04:10:18 pm
To be honest, I haven't continued working on this, but I'll get there.
The way the game handles start and end point is not very precise, so it's not easy to get a perfect loop just by fiddling with these values, even if the audio file inserted loops perfectly. I guess that's why the original game uses long tracks that don't necessarily loop seamlessly. However, if I use shorter tracks to fit more songs, they need to be done right. I will most likely not add all of those tracks, so I can extend and make sure the ones that matter play nicely.

My priority would be to fit "Dr. Light" and "Armageddon" (for X's ending). I probably won't have trouble fitting those two extended long enough to not need a perfect loop. But, if I manage to make them loop right with shorter tracks, then I'll also try to add the alternate "Stage Select" (so the current "Stage Select 2" can be left unique to the first couple of Zero Stages).

If I settle for good enough (a small hiccup here and there) I could get it done quickly, but I rather do it right when I have more free time.
Sounds good to me. While I prefer the unreleased Zero Dead theme, it is a different take on the same track, so it's better to put your time and effort on adding unique tracks missing from the game.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Thirteen 1355 on October 27, 2019, 05:32:53 pm
It's probably outside of the scope of the project, but for consistency's sake I'd really enjoy seeing the Armor system becoming like your custom system of X6's Tweaker.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: acediez on October 28, 2019, 10:16:40 am
lol I'd like to have that too, that and several other things I did for X6... It's only a couple of dozen of hours worth of work I can't spare at the moment  :laugh:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Thirteen 1355 on October 28, 2019, 02:26:36 pm
Hehe, I can wait  :P
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Tetraspore on October 28, 2019, 04:46:45 pm
Really great stuff I'm seeing with this, awesome work. You mention fixing the X and Zero injured sprites. How exactly did you fix them? I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: acediez on October 28, 2019, 07:57:48 pm
Really great stuff I'm seeing with this, awesome work. You mention fixing the X and Zero injured sprites. How exactly did you fix them? I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
I didn't do that, that was done by DarkSamus
http://www.romhacking.net/forum/index.php?topic=22796.0
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: DarkSamus993 on October 28, 2019, 08:19:51 pm
I'm really wanting to edit the player sprites/tiles, but I'm having a lot of trouble busting into the actual sprite data with any of the tools available for PSX graphic extraction/injection.
The player & special weapons graphics are compressed. I wrote a decompressor, but have yet to implement the compression function, so editing is not currently possible.

The 'injured' sprites for the intro stage are stored uncompressed however (as well as the X & Zero 'boss' sprites for Zero Space 3).
Title: Re: Mega Man X5 Improvement Project Addendum (v1.4)
Post by: Tetraspore on October 28, 2019, 10:46:29 pm
The player & special weapons graphics are compressed. I wrote a decompressor, but have yet to implement the compression function, so editing is not currently possible.

The 'injured' sprites for the intro stage are stored uncompressed however (as well as the X & Zero 'boss' sprites for Zero Space 3).

Ah,  I apologize for mixing up the two works-- I had them both open and I posted in the wrong thread. Thank you both for the responses.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 02:13:53 am
v1.5
- Soundtrack: Dr. Light's theme changed to the unused "Dr. Light" track (replaces the Mega Man X1 remix)
- Soundtrack: X's "Good" Ending theme changed to the unused track "Armageddon" (replaces the reused intro stage theme)
- Soundtrack: Stage Select 2 theme changed to the unused "Stage Select" track (replaces the reused Zero Space stages theme)

Download link on the first post.

It's done. All unique unused tracks found their way into the game, taking the place of remixed and reused songs.
The two reused songs replaced are obviously reversible, as their audio data hasn't been touched (X's Ending, Stage Select 2). However, Dr. Light's previous theme audio files have been replaced. And unless I figure out a way of adding XA tracks without replacing existing ones... just like Tidal Whale's theme, this isn't reversible, and won't be.

I had trouble getting a good loop out of these tracks, they're... less than seamless (just like every other track in the game, except these tracks are shorter). "Dr. Light" and "Armageddon" last long enough for it to not be an issue. It might be more notorious in "Stage Select 2"... so, if it bothers you, remember you can revert this one easily.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on October 29, 2019, 06:15:21 am
I'm very glad people agree the original tracks feel more at home in this (original) X game, rather than the remixes. Even if I'd prefer some of the remixes over the original compositions, it just feels right to have unique stage themes for every stage in Mega Man. This really is the most enjoyable change for me, along with the Maverick names being changed.

I think they went all nostalgic because X5 was the final game in the X series  :-X
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: SpringSonic9187 on October 29, 2019, 06:58:29 am
I think they went all nostalgic because X5 was the final game in the X series  :-X
You forgot the 'supposed to be'.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on October 29, 2019, 07:17:31 am
Hehe, they expected otherwise.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Kallisto on October 29, 2019, 12:02:46 pm
This is a pretty neat patch, but though it sucks to remove the Alia calls (for me it never bothered me because I like story text).

Honestly I think the better way to handle Alia is that her calls only happen once if you already visited the stage.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 01:17:44 pm
This is a pretty neat patch, but though it sucks to remove the Alia calls (for me it never bothered me because I like story text).

Honestly I think the better way to handle Alia is that her calls only happen once if you already visited the stage.
You can revert this change, check the readme
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: injoon84 on October 29, 2019, 01:52:32 pm
By the way, the readme file has the wrong hex data for Exit Stage Button (modified = always available) since v1.4.
In readme v1.5, this is how you put it.
BIN Address:       36D4C
HEX Data Original:    0800E003140185AC10006214
HEX Data Modified:    00000000140185AC00000000
(I don't think this is a right value but I'm kind of curious what's this hex data for?)

HEX Data Original:    0B004010001604004C00639003160200FFFF4224071843000100633003006010
HEX Data Modified:    00000000001604004C00639003160200FFFF4224071843000100633000000000
(Previously, this is the value in v1.3 and before.)

You can revert this change, check the readme

I must say the readme file is very well explained. Even a IT dummy like me can understand.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 29, 2019, 03:09:55 pm
Thanks. I made this mistake while modifying the previous option in the list (Get both Parts regardless of Life Up+/Energy Up+ selection), as I split a long string of hex data into two. The "wrong" data is actually the second part of that previous option.

I just updated the linked file with a fixed readme.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Aceearly1993 on October 29, 2019, 07:53:57 pm
Zero's opening stage theme has a rather different variant in the X5 prototype, I personally think it's good enough to make such tune an optional choice
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Metalwario64 on October 29, 2019, 11:21:14 pm
Zero's opening stage theme has a rather different variant in the X5 prototype, I personally think it's good enough to make such tune an optional choice
The thing is he would have to cram it in place of another track, and it's a variant of an existing track, like Zero Dead, which he opted to omit.

I don't think any further music changes are happening.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on October 30, 2019, 04:46:11 pm
Interesting changes! I'll test on the PSP & let you know if I run into any problems!

October 31, 2019, 05:47:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
From my testing so far, I haven't had any problems. I do have one request though: Would it be possible to get both Hearts & Energy Ups regardless of what you pick?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 31, 2019, 07:25:15 pm
I do have one request though: Would it be possible to get both Hearts & Energy Ups regardless of what you pick? [/font]
There's instructions to enable that in the readme.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MattKimura on October 31, 2019, 08:55:57 pm
I absolutely love this addendum patch, on it's own it acts as a full blown improvement hack. The only thing I would wish for is to have an optional patch for the music replacements rather than enforce it on everyone. That way there would be two different ways to use this hack for those who prefer the western release music.
Not sure how much work would be required to make this separation though so don't worry about it if it's too much work. Thanks for the improvements, it's amazing how here in 2019 we finally have a better way to play MMX5 and X6.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on October 31, 2019, 10:24:40 pm
Oops, missed that part. I'll check it out.

MattKimura, you can hex edit the file just like Acediez directed to me.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 31, 2019, 11:43:15 pm
The ones that are still on the disc can be reverted, there’s instructions for that on the readme (how many times have I written this now?). Tidal Whale’s and Dr. Light’s though can’t be reversed because the audio files were replaced.

Let’s say I split all the music changes to a separate patch (or make a variant of the whole thing, wouldn’t make a difference to me). Should I include the opening and ending in the base patch, or the “music changes variant”?
And even then, there’s bound to be some that will say “I want this one but not that one”...
... so yeah, I guess you can understand why I don’t offer that kind of variants atm.

The one variant I’m willing to offer is a zero music replacements patch that also leaves out the intro and ending, mostly because that’s a patch I could submit to RHDN without worrying about copyrighted data.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 02, 2019, 12:50:53 pm
There's a typo on Zero's Opening Stage right before you fight Sigma.

https://drive.google.com/file/d/1ak4gj2VHybVMRIYcr9Tw1Pe5SwacwDMp/view?usp=sharing
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on November 02, 2019, 02:14:12 pm
The ones that are still on the disc can be reverted, there’s instructions for that on the readme (how many times have I written this now?). Tidal Whale’s and Dr. Light’s though can’t be reversed because the audio files were replaced.

Let’s say I split all the music changes to a separate patch (or make a variant of the whole thing, wouldn’t make a difference to me). Should I include the opening and ending in the base patch, or the “music changes variant”?
And even then, there’s bound to be some that will say “I want this one but not that one”...
... so yeah, I guess you can understand why I don’t offer that kind of variants atm.

The one variant I’m willing to offer is a zero music replacements patch that also leaves out the intro and ending, mostly because that’s a patch I could submit to RHDN without worrying about copyrighted data.

At max I'd do one patch that introduces all of your music edits, and one that introduces zero of them.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 03, 2019, 11:54:41 pm
Here's some more typos.

https://drive.google.com/open?id=1cxzmn5I6GfieGPVgIFPhZGmr0aFs4D4L

https://drive.google.com/open?id=1F5evWBJHd7z2efhs2ozKZpurgJIVtySf

https://drive.google.com/open?id=1RRe8TCK0UKJLXS_-sy-jH_vyld0vthgn

https://drive.google.com/open?id=1vm59WNpqbGUNhIaqDrV-EyDj--dIKZAP
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on November 04, 2019, 12:14:47 am
Thanks! Though I haven’t touched the script beyond the listed localization changes (and a couple very minor things I ran into along the way), and I don’t plan to do it, for now.

If I were to get into the whole script, I would use Hondoori’s retranslation rather than fix the official one.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on November 04, 2019, 09:36:54 am
Ah, I see. And you’re welcome!

I don’t think I read that text yet, or maybe I don’t remember... I’ll check it out.


November 04, 2019, 12:31:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And I see why you would want to use the translation if you're going to fix the typos... Quite the difference compared to what we got.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Enscripture on November 07, 2019, 11:45:36 am
Two years ago, I was helping gledson999 in translating MMX5 to brazilian portuguese, and was using Hondoori's translation as basis in order to fix localization issues such as Octopardo instead of Octopus. When I stumbled into Skiver's dialogues, I had this same doubt, so I've done a few researches on wiki articles related to this issue.

Taking into account the description of Spiral Pegasus (The Skiver) on megaman.fandom.com (https://megaman.fandom.com/wiki/Spiral_Pegasus), it mentions this:

Code: [Select]
He was a young director of the Repliforce air brigade, who survived the Great Repliforce War that occurred during the events of Mega Man X4. He looked up to Colonel and General and knows Iris. He then began overseeing an Air Force base near to the west coast of Norway, known as the Reploid Air Force.
Basically, Repliforce still exists after the events of MMX4, and The Skiver is the last of its members, taking care of the Air Forces after Storm Owl was defeated. So, "Air Force" is kinda a division of Repliforce. IMO, I guess we can assume that all ocurrences of "Air Force" points directly into the Repliforce itself, and the same applies to the ocurrences of "Reploid Force" and "Reploid Air Force". That's why we basically replaced all ocurrences of it to "Repliforce" in the script, with the exception of maintaining mentions of "air division" when needed.
In the japanese version It's not Repliforce that its referring to. Pegacion belongs to the Repli-Air Force. That's what those are referring to (レプリエアフォース)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 02, 2019, 08:11:18 am
https://www.youtube.com/watch?v=mfD7ez0aejw

I found this just now. Would there be any way to make the cannon/shuttle segments less RNG based?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on December 02, 2019, 08:52:02 am
In the japanese version It's not Repliforce that its referring to. Pegacion belongs to the Repli-Air Force. That's what those are referring to (レプリエアフォース)

Thanks for the feedback. That'll be very useful.

BTW, based on the rest of the context of the game that you could analyze, is there a chance of "Repli-Air Force" (レプリエアフォース) being some kind of subdivision of the Repliforce (or remnants of)? Or is it definitely a totally-independent organization, born after the dismantling of Repliforce in the events of X4?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 02, 2019, 11:04:52 am
I'm not actively working on this (or any) hack at the moment, but since you asked, I'll share some ideas I might try implementing in the future.
(These are just ideas, I haven't even looked at the code that controls these yet.)

Enigma/Shuttle success modification:

Enigma success:
No pieces: Always fail
1-4 pieces: (normal RNG + chance % behavior)

Shuttle success:
No pieces: Always fail
1-3 pieces: (normal RNG + chance % behavior)
4 pieces: Always success

This is what you most likely will get anyway, based on the game's chance rates. It would simply aim to shave off the rare chance of getting an accidental success when you're going for the worst chance on purpose, or getting an accidental failure after going through all eight stages within the 16 hours limit.

I'm of course thinking of what seems to me what you would normally be aiming for on a regular playthrough, not speedrunners or other edge cases.

Acquiring Parts:

The original's system is based on the boss' level, which is based on a sum of the "hours" left and your character's Rank (which changes based on performance, but Zero always starts higher than X). In practice, however, it comes down to wasting enough hours at the start of the game so you get a high enough level, so your Rank doesn't matter. On top of that, since you can only pick one of two each time (and the game doesn't have a New Game+), you can only get half of them at most on a single playthrough/savefile.

This is a very flawed system in my opinion, and almost impossible to decipher on a casual playthrough. Since it came down to simply wasting hours, removing the requirements altogether to always get everything seemed to me an improvement over the original game. But it's obviously not an actual solution. It takes away a lot of the potential fun of making an extra effort to unlock these.
 
My idea now is to ignore the boss Level/Rank system altogether and change the requirements to two separate straightforward conditions:
- The "Life Up/Energy Up" choice only affects the actual Life/Energy upgrade. You always get to chose one, regardless of performance.
- Get the Part assigned to "Life Up+" by completing the stage without losing lives (Boss included. Not counting revisits).
- Get the Part assigned to"Energy Up+" by beating the boss without using special weapons (X-Buster/Z-Saber only). Either that, or simply not using the boss’ weakness.
Get both Parts if both requirements are met.
Also, get acquired Parts immediately (not two hours/stages later).

Comments and different ideas are appreciated.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 02, 2019, 11:31:32 am
Although I never minded the original parts system for X5, because at least you had full control over which parts you ultimately end up with, the ideas you bring forth are pretty great. Beating a boss without using weaknesses is something I aim for anyway (since I give myself infinite chances to try  :laugh:), and just feels very natural in the first place. The Lifeup requirement seems a bit higher than the Energy one, though. Maybe opt for getting the Lifeup parts if you manage to defeat the boss without dying (even if you end up at the boss with low health), but be able to die in the stage before it without consequence.

The Enigma/Shuttle stuff seems good as well. All that's necessary there is for players to have control. This morning I tried out the Enigma and Shuttle right after the intro stage, and I got them both to damage the Eurasia enough to be able to skip all the regular stages and head straight for the finale. First try, never done it before.

Maybe take into account the two playable characters. If someone wants to use Zero as much as possible, he certainly doesn't want the bad ending to trigger (since that causes you lose Zero as a playable character). Maybe make the Shuttle a guaranteed success if you start the intro stage as Zero. This, combined with the stuff you suggested, seems to be a nice change.

Besides that all, something I'd still love to see is getting armor upgrades to work separately, like in X1-4 and your X6 hack. For consistency's and fun's sake.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ASR_94 on December 02, 2019, 12:08:29 pm
I completed the game it was nice work improving a already great improved hack ;D
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Enscripture on December 03, 2019, 09:34:03 am
Thanks for the feedback. That'll be very useful.

BTW, based on the rest of the context of the game that you could analyze, is there a chance of "Repli-Air Force" (レプリエアフォース) being some kind of subdivision of the Repliforce (or remnants of)? Or is it definitely a totally-independent organization, born after the dismantling of Repliforce in the events of X4?

Yes it's part of Repliforce and not seperate. The aerial division is called the Repli-Airforce and the sea division (navy) is called the Repli-Seaforce (レプリシーフォース)
https://ainamk.fandom.com/wiki/%E3%83%AC%E3%83%97%E3%83%AA%E3%82%B7%E3%83%BC%E3%83%95%E3%82%A9%E3%83%BC%E3%82%B9
I dunno if there's a space in between I don't think there is. So it would be Repli-Airforce and not Repli-Air Force
Title: Re: Mega Man X5 Improvement Project Addendum (v1.2)
Post by: Solid One on December 03, 2019, 02:44:03 pm
Yes it's part of Repliforce and not seperate. The aerial division is called the Repli-Airforce and the sea division (navy) is called the Repli-Seaforce (レプリシーフォース)
https://ainamk.fandom.com/wiki/%E3%83%AC%E3%83%97%E3%83%AA%E3%82%B7%E3%83%BC%E3%83%95%E3%82%A9%E3%83%BC%E3%82%B9
I dunno if there's a space in between I don't think there is. So it would be Repli-Airforce and not Repli-Air Force

So, both "Repli-Airforce" and "Repli-Seaforce" are basically subdivisions of the Repliforce, right? If that's the case, then at least calling it simply by "Repliforce" isn't entirely wrong. Not as precise as the correct subdivision name, but still works.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 03, 2019, 04:41:52 pm
Isn't that Repliforce discussion over by now?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 03, 2019, 04:50:54 pm
Not necessarily? I'm thankful for any further clarification on the name  :thumbsup:

For the current version, I settled for Repliforce on the dialogues against Rosered and Pegasion, since that's what was called on Hondoori's retranslation. Most "Air Force" mentions are in Alia's dialogues. I did (uncorrectly?) change those to Repliforce for consistency, but since they're not visible unless you manually add those dialogues back, it doesn't matter much either way.

FYI, Ghaleonh41 is currently reworking the script for this hack, again based on Hondoori's retranslation. I'll leave any further terminology decision to him.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Heaven Piercing Man on December 03, 2019, 05:34:41 pm
Isn't that Repliforce discussion over by now?
Someone. Must Stop. REPLIFORZZZZZ.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 03, 2019, 05:47:03 pm
There is no reason for me to go on...
What am I fighting fooooooorrrrr!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Ghaleonh41 on December 04, 2019, 01:30:06 pm
*looks up* I see that there's a discussion regarding the Repliforce names. I'll have to give this a look when I have a chance.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ablrfreedom on December 05, 2019, 11:35:41 pm
Hey I have a quick question, are the hex values to give you both the energy and life ups correct? I followed the guide to edit the values and my game runs up through the intro stage and the first set of cutscenes but after that just blackscreens forever. The two values for that option are the only things I changed, and running the patched game without those values edited, it works fine.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 08:11:34 am
I’ll take a look, but first:

What system are you playing on? (Which console, or which emulator)

And, did you run your modified build through the EDC/ECC sectors recalculator after you made your changes, as instructed?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 06, 2019, 11:35:14 am
It seems there's two unused stage select themes for X5. Did you go with this one:
https://youtu.be/Yw0hSfDm8Cg

or this?:
https://www.youtube.com/watch?v=RQDMLgxAi84

The first one sounds a bit silly but the second one's lovely.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 05:26:10 pm
The silly one
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 06, 2019, 06:21:24 pm
Help it's the news flash one...

I dunno, it doesn't fit the ominous mood in the slightest. Is there a value I could replace this one with that would make it the other stage select theme?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 06:23:39 pm
There is.

There’s also a readme file you know
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Heaven Piercing Man on December 06, 2019, 07:04:47 pm
There's actually 3 themes. The first one is great but lacks the urgency of the one we actually got. The second one is just too calm. And the third one is supposed to be for after defeating the 8 mavericks and is really great.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 06, 2019, 07:29:47 pm

https://www.youtube.com/watch?v=RQDMLgxAi84


Actually, it’s this one. I mixed them up when i opened the links.

I don’t know which one is the “third” one
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Metalwario64 on December 06, 2019, 08:08:19 pm
Actually, it’s this one. I mixed them up when i opened the links.

I don’t know which one is the “third” one
This one:
https://www.youtube.com/watch?v=tiV20tWDBd4 (https://www.youtube.com/watch?v=tiV20tWDBd4)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Thirteen 1355 on December 07, 2019, 07:56:14 am
Yippee, the best one.

Third sounds really good too. It seems that version isn't in the final rom, according to TCRF.

I've checked readme and it dhows the needed offsets but obviously not the values for tracks you never intended to use.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ablrfreedom on December 08, 2019, 04:31:52 am
I’ll take a look, but first:

What system are you playing on? (Which console, or which emulator)

And, did you run your modified build through the EDC/ECC sectors recalculator after you made your changes, as instructed?
Mednafen via retroarch.
As for the running it through the recalculator... maybe? I threw the patched bin into the linked program and ran the command, but it gave no feedback that it actually did anything. At first I thought that it was broken, but I tried it on two different computers and it behaved identically on each so I figured that's just how it worked, and I don't really know enough to be able to look at the bin and tell if it was altered by the program at all. Could that be where the issue is?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: pleasejust on December 08, 2019, 03:29:54 pm
I wish more hacks indicated something, anything, that the rom's been successfully modified. Like maybe "ipa v1.5" in small letters in the corner somewhere or something.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: SuxMenner on December 22, 2019, 08:09:51 pm
Is there a way to reverse change the Opening theme from Monkey back to the instrumental? It isn't in the reverse changes section of the ReadMe so I thought I'd ask. Thanks in advance and good job with the project, I love the work put into it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on December 23, 2019, 08:43:38 am
Not at the moment. After patching, the original version of the video is no longer on the disk.

I'm still working, on and off, on a couple of things for this project. Once I'm done, I'll make an easier to distribute alternate version with none of the music changes.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on January 18, 2020, 09:38:45 am
Can we please get a toggle system for something like voice clips, stage songs and boss names?
I want Duff McWhalen to stay Duff McWhalen   ;D
The original stage song was cool too, it's a remix yeah but it's still cool.

Thank you, to everyone who's contributing to this hack

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

Not at the moment. After patching, the original version of the video is no longer on the disk.

I'm still working, on and off, on a couple of things for this project. Once I'm done, I'll make an easier to distribute alternate version with none of the music changes.

(I just saw this)

Edit: Oh ok, cool  :P
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Vanya on January 19, 2020, 04:45:20 pm
I haven't fully caught up with the thread, so forgive me if this was already addressed.
What about making the alternate music for the Duff/Tidal stage selectable like the alternate music in Megaman 7's Shademan stage?

I would make the unused track the default one and then make it so that if you hold start while selecting the stage it instead uses the Bubble Crab remix.

Perhaps to show the alternate song triggered, the background color could be changed on the maverick presentation screen?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on January 19, 2020, 05:31:57 pm
Can we please get a toggle system for something like voice clips, stage songs and boss names?
I want Duff McWhalen to stay Duff McWhalen   ;D
The original stage song was cool too, it's a remix yeah but it's still cool.

If you don’t want the relocalized and restored content, which is the focus of this addendum, maybe you should play the original improvement project instead.

I haven't fully caught up with the thread, so forgive me if this was already addressed.
What about making the alternate music for the Duff/Tidal stage selectable like the alternate music in Megaman 7's Shademan stage?

I would make the unused track the default one and then make it so that if you hold start while selecting the stage it instead uses the Bubble Crab remix.

Perhaps to show the alternate song triggered, the background color could be changed on the maverick presentation screen?

I’ve explained the whys and whynots of the music choices enough by now.

It’s certainly possible to shorten the loops of the songs to fit more tracks and make them selectable in-game somehow. But I’m not interested on working on additional music choices, I already did what I set out to do.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: newgene01 on January 24, 2020, 12:04:13 am
Suggestion

Change
ELECTRIC BLADE
QUAKE BLAZER
Input from (Square) to (Triangle) LIKE MMX4
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ThegreatBen on January 27, 2020, 06:19:38 pm
Dumb question but can I apply this right over Dark Samus' patched ROM? Or does it have to be fresh?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: WingCloud8 on February 07, 2020, 06:34:36 am
MMX5 tweak utility? Let's hope for that.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on February 15, 2020, 12:19:56 am
If you don't want the relocalized and restored content, which is the focus of this addendum, maybe you should play the original improvement project instead.

Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on February 15, 2020, 09:39:31 am
Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?

Chill. I made a suggestion based on what you were asking, in case you were not aware that most of the base improvements come from a separate project.

But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Operator25 on February 15, 2020, 11:14:33 am
But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.

NP, it's cool :beer:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MangKanor on March 25, 2020, 11:33:19 am
There are things that could still be improved upon from this mod:

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
- The credits can be skipped or sped up.
- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor. X6's tweaks mod did it, so can you. ;)
- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- Make the full names of the weapons displayable.
- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.

There might be more, but these are the ones that I can think of for now. :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on March 25, 2020, 08:30:10 pm
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: MangKanor on March 26, 2020, 03:59:21 am
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.

Thanks for reading and replying to my reply in less than a day, dude. I appreciate it a lot. Still replaying the mod, and am loving it. :)

March 30, 2020, 11:15:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Make Zero go Maverick after the Colony crashes everytime when Zero gets the "Virus" status in any of the stages at least 3 times.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: RogerTG on April 03, 2020, 11:30:11 pm
Hello! Is there a version without changing the song for the Tidal Whale stage? I loved the MOD
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Demos1085 on April 04, 2020, 03:58:00 am
Hi Acediez, I just registered on the forum to thank you for this great patch; I just finished playing the game from start to finish and is great to finally being able to obtain all the parts without cheats, I have a couple of suggestions in case you or other hackers decide to keep working on this project.

1. Include the always get both energy+ and life+ option mentioned in the "read me" in the main patch.
2. Remove the "waiting time" to get parts, so you get all the prizes as soon as you defeat the maverick.
3. If possible remove the "black V boxes" and the instant death spike floors / walls, or change their behavior so the "black V boxes" can be destroyed by other means appart from the Gaea Armor buster, and spikes only cause some damage instead of instantly killing you, I suggest this because is pretty obvious that those elements were only included in order to force you to replay already cleared levels with the Gaea Armor witch is annoying and feel like unnecessary padding, and also make impossible to do a 100% run using only Zero.
4. Improve the Gaea Armor so it becomes a viable option for combat instead of a "tool" to get some poorly placed items, I would suggest giving it the normal movement speed of the other armors and buffing up the damage of the Buster so it feels like the "Power" option in contrast to the "Mobility" option represented by the Falcon Armor.

Anyways thanks for your work, is truly an improvement over the original game :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: FFzOmega on May 02, 2020, 12:49:51 pm
could u make the w-shredder input to triangule in the main patch? i'm trying to hex edit and play on Mednafen but it doesn't work at all however works on other emulators (e.g: retroarch with PCSX ReARMed core)
also make the getting both upgrades in the main patch too please
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Nova77 on June 05, 2020, 09:14:05 pm
3. If possible remove the "black V boxes" and the instant death spike floors / walls, or change their behavior so the "black V boxes" can be destroyed by other means appart from the Gaea Armor buster, and spikes only cause some damage instead of instantly killing you, I suggest this because is pretty obvious that those elements were only included in order to force you to replay already cleared levels with the Gaea Armor witch is annoying and feel like unnecessary padding, and also make impossible to do a 100% run using only Zero.

Although it's not ideal, it's currently possible to do a 100% Zero with gameshark code assistance.

For Squid Adler, and Axle the Red's heart containers you can use the following to break through
the V-boxes with the Z-Buster, and push the blocks with dash:

Code: [Select]
; V-Block codes

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
800F9DA2 2400 ; write bytes to allow dashing into V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
800F9DA2 2400 ; write bytes to allow dashing into V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
80032FBE 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
80032FD2 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
80032FBE 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
80032FD2 0240 ; write bytes to allow any weapon to break V-blocks

In order to get Squid Adler's heart container, you'll also need to walk on spikes
so you can fire the Z-Buster.

Also, Grizzly Slash's heart container on the spiked truck roof is near impossible with Zero.
It can be done, it just takes hours.

The armor parts in Skiver's stage (using Virus invincibility to dash jump
off the spike platform), and Axle's stage (using Jumper and wall jumping around spikes)
are also pretty challenging, so a spike immunity code is needed.

Code: [Select]
; It's not perfect, you don't want this on all the time

;Enable Spike Immunity SELECT+RIGHT

D00C931E 2100 ; if press SELECT+RIGHT
D0074634 72E8 ; if spike immunity bytes A == expected DISABLE bytes
80074634 5F90 ; write ENABLE spike immunity bytes A

D00C931E 2100 ; if press SELECT+RIGHT
D0038B9C 0012 ; if spike immunity bytes B == expected DISABLE bytes
80038B9E 1000 ; write ENABLE spike immunity bytes B

D00C931E 2100 ; if press SELECT+RIGHT
D0038BF0 0018 ; if spike immunity bytes C == expected DISABLE bytes
80038BF2 1000 ; write ENABLE spike immunity bytes C

;Disable Spike Immunity SELECT+LEFT

D00C931E 8100 ; if press SELECT+LEFT
D0074634 5F90 ; if spike immunity bytes A == expected ENABLE bytes
80074634 72E8 ; write DISABLE spike immunity bytes A

D00C931E 8100 ; if press SELECT+LEFT
D0038B9C 0012 ; if spike immunity bytes B == expected ENABLE bytes
80038B9E 1040 ; write DISABLE spike immunity bytes B

D00C931E 8100 ; if press SELECT+LEFT
D0038BF0 0018 ; if spike immunity bytes C == expected ENABLE bytes
80038BF2 1462 ; write DISABLE spike immunity bytes C

The armor parts in Duff McWhalen's stage require a charged gel shaver
to hit the bomb on the other side to break through the wall. So a way
to walk through the wall would be needed.

Also, the armor part in Dark Dizzy's stage is behind a wall that you
have to hit from the other side with the F-Laser. So a way to walk around that
would also be needed (jump into the right wall to get elevation, then jump
into the left column just above the two spikes, and walk to the left
until you fall, jump inside the left wall to get out).

As for the EX Tank, it's behind a wooden ceiling in Izzy Glow's stage.
It requires X's Ground Fire, so for Zero if you can go up the spike crushing elevator
and just walk through the wall:

Code: [Select]
;Enable Walk Through Walls SELECT+DOWN

D00C931E 4100 ; if press SELECT+DOWN
8002FDD0 2400 ; write ENABLE walk through walls bytes A
D00C931E 4100 ; if press SELECT+DOWN
8002FE04 2400 ; write ENABLE walk through walls bytes B
D00C931E 4100 ; if press SELECT+DOWN
8002FE80 2400 ; write ENABLE walk through walls bytes C
D00C931E 4100 ; if press SELECT+DOWN
800305D4 2400 ; write ENABLE walk through walls bytes D
D00C931E 4100 ; if press SELECT+DOWN
80030ECC 2400 ; write ENABLE walk through walls bytes E
D00C931E 4100 ; if press SELECT+DOWN
80038A50 2400 ; write ENABLE walk through walls bytes F
D00C931E 4100 ; if press SELECT+DOWN
80038EEC 0011 ; write ENABLE walk through walls bytes G
D00C931E 4100 ; if press SELECT+DOWN
80038EEE 2402 ; write ENABLE walk through walls bytes H

;Disable Walk Through Walls SELECT+UP

D00C931E 1100 ; if press SELECT+UP
8002FDD0 0002 ; write DISABLE walk through walls bytes A
D00C931E 1100 ; if press SELECT+UP
8002FE04 0001 ; write DISABLE walk through walls bytes B
D00C931E 1100 ; if press SELECT+UP
8002FE80 0004 ; write DISABLE walk through walls bytes C
D00C931E 1100 ; if press SELECT+UP
800305D4 000A ; write DISABLE walk through walls bytes D
D00C931E 1100 ; if press SELECT+UP
80030ECC 000A ; write DISABLE walk through walls bytes E
D00C931E 1100 ; if press SELECT+UP
80038A50 005C ; write DISABLE walk through walls bytes F
D00C931E 1100 ; if press SELECT+UP
80038EEC 0011 ; write DISABLE walk through walls bytes G
D00C931E 1100 ; if press SELECT+UP
80038EEE 2402 ; write DISABLE walk through walls bytes H

As for failing the Engima and Shuttle, and Zero dying - an Engima success code helps
with RNG pain. For this one, press START+SELECT before firing/launching from the menu
to always succeed. If it triggers automatically after a stage, press when Douglas is talking.
Once "the time has come at last" cutscene starts - it's too late.

Code: [Select]
;START+SELECT before cutscene for Engima/Shuttle to always succeed

D00C931E 0900
80093F70 18F9

And for the annoying time limits:

Code: [Select]
; Infinite 24 Hours to Collision

800D1CAE 004C

or

; Infinite 1 Hour to Collision (higher level bosses)

800D1CAE 0000

It's not ideal, but if you want a Zero only 100% for the moment, well... it works.

Here's a retroarch cht file (https://pastebin.com/4safPjmU) with all the codes I've assembled, modified, edited and tested.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Demos1085 on June 06, 2020, 07:54:52 pm
Wow, thank you Nova77, that is certainly a very detailed answer, you have put a lot though on this one.
While I understand that almost anything is possible nowadays with cheats and patience, my proposal was more to the effect of modifying some of the game's mechanics, so the player could have a more smooth experience playing as any of the two heroes and being able to reach 100% completion with either of them.
I admit that I am just a casual player and don%u2019t really know how to hack or code, so my post was more of a say wish list I case anyone with the abilities decide to continue working in the patch.
With that say I think there is a couple of changes that could be implemented that will allow for a smooth and straight 100% run as Zero, without changing the core experience of the game too much:
1.   Change the Dark Hold weapon so it makes the heroes invulnerable as long as it is active, this will allow you to get any item protected by Death Spike's floors or walls, without completely removing the danger of the Death Spikes as you are limited to a short span of invulnerability.

2.   Change the Flash Laser weapon so both X and Zero get it, and make it able to break any of the breakable objects in the game (The cracked wood panel in the sunken ship that blocks access to the heart, the switch in the same sunken ship to get the Falcon Armor Body Parts, the wood panel that blocks access to the EX-Tank in the fortress, the switch in the space observatory that blocks access to the Gaia Armor Helmet and of course the always annoying V-Blocks.

3.   Extend the Air Dash of Zero a little so he could reach the platform with the Gaea Armor Body Parts Capsule without needing the jumper part (By jumping from the Death Spikes platform in the middle of the elevator path in the Airbase) or alternately just make either or both of these platforms bigger so the jump is easier.

4.   Make the V-blocks movable by any form of dash or air dash, instead of only the Gaea Armor dash.

I think these changes will make a 100% run with either character no just possible but streamline and fun as they will also remove pretty much all the need for backtracking, the only downside is that Zero will lose his Chaos Flasher attack in exchange for the Flash Laser but I think it is an acceptable trade off as Zero already has a lot of combat options.
Anyway, sorry for the extra-long post, and hope to hear your opinions about these proposed changes, thanks for reading
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: pleasejust on July 27, 2020, 08:05:39 pm
could u make the w-shredder input to triangule in the main patch? i'm trying to hex edit and play on Mednafen but it doesn't work at all however works on other emulators (e.g: retroarch with PCSX ReARMed core)
also make the getting both upgrades in the main patch too please

Any hex edit to any PSX image requires you to use the edc/ecc recalculator on the edited image. The game will then work normally.
https://www.romhacking.net/utilities/1264/
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on August 02, 2020, 02:47:43 pm
I relocated the Alia text dialogues to OFF for the Japanese version of this game if anybody finds this useful. I tried making the patch values from the Appendedium readme to the Japanese version and most of them seemed the same. I was wondering if an address for Heart Tank sharing for X and Zero could be shared at all from the localization so I can repoint it to the Japanese version. Tried comparing the games but there's too many values changed.

300D31A5 FFFF
300D31A6 FFFF
300D31A7 FFFF
300D31A8 FFFF
300D31A9 FFFF
300D31AA FFFF
300D31AB FFFF
300D31C5 FFFF
300D31C6 FFFF
300D31C7 FFFF
300D31C8 FFFF
300D31C9 FFFF
300D31CA FFFF
300D31CB FFFF

I was also wondering if somebody could point me to the address where Alia speaks on the image itself since trying to modify that value on the Japanese version crashes the game completely.

Thanks.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Megatronformayor on August 11, 2020, 10:44:00 pm
If this project is still ongoing some other features like having the whole collecting armor parts work like X1-X4 and the X6 tweaks, increase the amount of damage bosses do as most of them are to easy that would be nice.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: TheUnknownHunter on September 09, 2020, 07:12:02 pm
Awesome hack! however there are still issues remaining.

Suggestion:

Level Pacing:
-Speed up the auto-scrolling in Duff McWhalen and the elevator in The Skiver.
-Slow down the Bike in Squid Adler and the lasers in Zero stage 1.

Item obtaining and armors:
-Let the armor part in Duff's stage be obtained with a different weapon.
-You can use the armor part as soon as you collect it(unless you're Zero or using a different armor).
-Let Vanilla X or Falcon X charge special weapons instead.
-Make it possible to obtain the Gaea armor without the Falcon armor.
-Speed up the Gaea armor and/or let it use chips

Zero:
-Buff Zero in the stages and nerf his jump-slash damage against bosses.

Spark Mandrill syndrome:
-Make it so you no longer have to wait for the boss to get up after hitting it with it's weakness.
-Make weakness' actually do some damage against bosses.
-Make it so it doesn't take as long or longer to defeat a boss with it's weakness.
-MAKE IT SO THEIR WEAKNESS'S ACTUALLY IS THEIR WEAKNESS!

If possible:
-Give the bosses and Sigma more animation like in X4.
Title: Re: Rockman X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on October 11, 2020, 10:47:34 pm
Hi everyone, someone once suggested to replace the ugly dialogue font used in the usa ver. of Rockman X5 (here: http://www.romhacking.net/forum/index.php?topic=22796.msg321221#msg321221) which made me think of offering you, the people who hopefully can accomplish this, the almost perfect solution, ripping/extracting the dialog font used in the PC version of Rockman X5. Here are some screenshots of said version that I found to show those who don't know, how said dialogue font in question looks like.
(https://gamefaqs1.cbsistatic.com/box/5/2/1/10521_front.jpg)
(https://www.mobygames.com/images/shots/l/292428-mega-man-x5-windows-screenshot-main-menu.jpg)
(https://gamefaqs1.cbsistatic.com/screen/full/9/1/0/144910.jpg)
(https://www.mobygames.com/images/shots/l/292430-mega-man-x5-windows-screenshot-one-of-the-many-cut-scenes.jpg)
(https://gamefaqs1.cbsistatic.com/screen/full/9/1/4/144914.jpg)
Having said this, I'm fully aware that the PC game runs at 640X480 resolution, therefore the most logical thing to do after extracting the font, if possible, would be to shrink it to fit properly at 320X240, but without losing nothing of the quality of it.
One last suggestion/request, do you think it would be possible to create the "Rockman X5 Tweaks" tools with the same improvements as X6 Tweaks? As well as the very much needed possibility of making both Tweaks fully compatible with the original versions of Rockman X5 and Rockman X6, which are, the Japanese ones?
That's all, at least for now, so thank you for your attention, as well as the opportunity to allow me to post here, and sorry for the inconvenience. I hope that my suggestions have at least the chance of being taken into consideration, greetings.
P.S. Sorry if the screenshots aren't visible, this is the first time I try to add pics to a post.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 12, 2020, 12:15:04 pm
Since you're asking about the font, I'll just mention a font replacement + script replacement (again, based on Hondoori's retranslation) has been in the works for awhile.
(https://i.imgur.com/DdNfNX7.gif)
Ghaleonh41 already edited the whole script for insertion.
The font currently implemented is the same one from X4 Undub/Final Weapon Retranslation, although I'm considering trying the font I used on X6 Tweaks with a VFW hack.

There's not much work left to finish it, but I've put my Mega Man hacks on hold for now, I'm working on other things.

Quote
ripping/extracting the dialog font used in the PC version of Rockman X5
That looks nice, but as you noted, it's on a higher resolution. For a downscale to look right you would have to clean it up manually, possibly redrawing it entirely. At that point, I would rather use a font that's already in the right resolution.

Quote
create the "Rockman X5 Tweaks" tools with the same improvements as X6 Tweaks? As well as the very much needed possibility of making both Tweaks fully compatible with the original versions of Rockman X5 and Rockman X6, which are, the Japanese ones?
It's not that I don't think it would be cool. It's just months of work I can't afford to spend on this at the moment, most likely ever. X6 Tweaks was a once in a lifetime thing for me.
There's still a bunch of smaller things I'd like to do in X5 eventually though, I've mentioned them on this thread before.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on October 12, 2020, 01:13:37 pm
It's not that I don't think it would be cool. It's just months of work I can't afford to spend on this at the moment, most likely ever. X6 Tweaks was a once in a lifetime thing for me.
There's still a bunch of smaller things I'd like to do in X5 eventually though, I've mentioned them on this thread before.
There's people that unfortunately don't like the direction of the way the localized games were and just favor how the original versions are.

If anything just giving more pointers for turning off the Alia text dialogues, shared life/weapon up / heart tanks, and keep both bonus at start of game addresses and values would be helpful for people who want to find their own locations for these versions as compatibility sign of life updates for these versions in the readme file. Adding in things is not a big deal for this version of the game and shouldn't be necessary. It would be super helpful for me and others. I was only able to do so much with what you had in the readme repointing values.

The only problem I had repointing things was with dialogue text because the Japanese version uses different addresses and values for it, which I've constructed and made in my last post here as GS codes. Shared life/weapon up / heart tanks is definitely something I hope you can document and update in the readme file. Thank you.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on October 12, 2020, 09:47:19 pm
Here's another translation, in fact many, that actually, and thankfully, uses the original names and terms if someone's interested.
https://dailyrockman.tumblr.com/post/178859575124/rockman-x-relocalized-scripts
Good day.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 13, 2020, 05:13:34 pm
If anything just giving more pointers for turning off the Alia text dialogues, shared life/weapon up / heart tanks, and keep both bonus at start of game addresses

Here are my current notes file for this project (http://www.mediafire.com/file/j8w191z0z6txkwv/X5_Workbook_2020.10.13.xlsx/file), unfiltered. That's all the "documentation" I have, mostly a collection of addresses and ASM code dumps + modifications. You'll find the start of the game cheats and bonuses on the "CheatCodes" page and the Alia dialogues in the "AliaDialogues" page. There's no guarantee these are coded exactly the same in the japanese version, but this might help you find them yourself.

There isn't any notes on the "shared stats" feature though, as it was taken straight from the original Improvement Project's PS-EXE. Of all the things I inherited from it, I never got around documenting this one feature. Maybe DarkSamus933 can chime in and share his notes on that.

Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on October 13, 2020, 08:23:03 pm
Hello everyone, could someone please be so kind as to provide the gameshark code "Infinite Dash Distance" for the USA Ver. of Rockman X5? Thanks in advance.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on October 14, 2020, 12:09:39 pm
Here are my current notes file for this project (http://www.mediafire.com/file/j8w191z0z6txkwv/X5_Workbook_2020.10.13.xlsx/file), unfiltered. That's all the "documentation" I have, mostly a collection of addresses and ASM code dumps + modifications. You'll find the start of the game cheats and bonuses on the "CheatCodes" page and the Alia dialogues in the "AliaDialogues" page. There's no guarantee these are coded exactly the same in the japanese version, but this might help you find them yourself.

There isn't any notes on the "shared stats" feature though, as it was taken straight from the original Improvement Project's PS-EXE. Of all the things I inherited from it, I never got around documenting this one feature. Maybe DarkSamus933 can chime in and share his notes on that.
Thank you for documenting this and the readme before.

Everything worked fine just looking for values before except the Alia dialouges which are unfortunately different. My cheat codes should point them to the correct addresses for that version.

I need to document DarkSamus933's addresses comparing the two revisions he had. The amount changed isn't much when comparing, which could mean finding those addresses and making them work through testing wouldn't be hard. My main problem is having to burn more discs since I don't have an ODE yet and don't do much with emulator work besides Mednafen.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: injoon84 on October 14, 2020, 02:05:19 pm
Hello everyone, could someone please be so kind as to provide the gameshark code "Infinite Dash Distance" for the USA Ver. of Rockman X5? Thanks in advance.

Basically, you can easily find a lot of Gameshark codes by browsing through internet. These are few I find it special:

Megaman X5 (USA) SLUS_013.34

#X and all Armors can Air Dash
800388E2 2400

#W-Shredder = Dash + Z-Buster (By: Z3R0X)
80041DFC 0020
80041DFE 3042

#Infinite Distant Dash
3009A125 0000

#Infinite In-Air Moves
3009A126 0000

#Infinite Distant Nova Strike/ Delay Giga Attack (Must include Joker Command)
D00C931C ????
8009A194 0001

#Infinite Leg Jets Power (Fourth, Falcon & Ultimate) (Note: No hovering effect on Fourth/Falcon/Ultimate)
8009A188 0000

#Infinite Leg Jets Power (Fourth, Falcon & Ultimate)
8009A187 0000

#Leg Jets Maneuver Hover Up [Universal] (Left button=Max Reverse Joker)
D00C931C 1000
3009A189 0009
D00C931C 3000
3009A189 0009
D00D51A2 FF6F
3009A189 0009
D00C931C 1010
3009A189 0009
D00C931C 3010
3009A189 0009
D00D51A2 EF6F
3009A189 0009
D00C931C 1020
3009A189 0009
D00C931C 3020
3009A189 0009
D00D51A2 DF6F
3009A189 0009
D00C931C 1040
3009A189 0009
D00C931C 3040
3009A189 0009
D00D51A2 BF6F
3009A189 0009
D00C931C 1080
3009A189 0009
D00C931C 3080
3009A189 0009
D00D51A2 7F6F
3009A189 0009
D00C931C 1001
3009A189 0009
D00C931C 3001
3009A189 0009
D00D51A2 FE6F
3009A189 0009
D00C931C 1002
3009A189 0009
D00C931C 3002
3009A189 0009
D00D51A2 FD6F
3009A189 0009
D00C931C 1004
3009A189 0009
D00C931C 3004
3009A189 0009
D00D51A2 FB6F
3009A189 0009
D00C931C 1008
3009A189 0009
D00C931C 3008
3009A189 0009
D00D51A2 F76F
3009A189 0009

#Leg Jets Maneuver Hover Down [Universal] (Left button=Max Reverse Joker)
D00C931C 4000
3009A189 0001
D00C931C 6000
3009A189 0001
D00D51A2 FF3F
3009A189 0001
D00C931C 4010
3009A189 0001
D00C931C 6010
3009A189 0001
D00D51A2 EF3F
3009A189 0001
D00C931C 4020
3009A189 0001
D00C931C 6020
3009A189 0001
D00D51A2 DF3F
3009A189 0001
D00C931C 4040
3009A189 0001
D00C931C 6040
3009A189 0001
D00D51A2 BF3F
3009A189 0001
D00C931C 4080
3009A189 0001
D00C931C 6080
3009A189 0001
D00D51A2 7F3F
3009A189 0001
D00C931C 4001
3009A189 0001
D00C931C 6001
3009A189 0001
D00D51A2 FE3F
3009A189 0001
D00C931C 4002
3009A189 0001
D00C931C 6002
3009A189 0001
D00D51A2 FD3F
3009A189 0001
D00C931C 4004
3009A189 0001
D00C931C 6004
3009A189 0001
D00D51A2 FB3F
3009A189 0001
D00C931C 4008
3009A189 0001
D00C931C 6008
3009A189 0001
D00D51A2 F73F
3009A189 0001

#Alia guides X (OFF_ALL=Select+Start/ ON_ALL=Up+Select+Start) (Origin source: DarkSamus933)
D00C931C 0900
800D1CCD FFFF
D00C931C 1900
800D1CCD 0000
D00C931C 0900
800D1CCE FFFF
D00C931C 1900
800D1CCE 0000
D00C931C 0900
800D1CCF FFFF
D00C931C 1900
800D1CCF 0000
D00C931C 0900
800D1CD0 FFFF
D00C931C 1900
800D1CD0 0000
D00C931C 0900
800D1CD1 FFFF
D00C931C 1900
800D1CD1 0000
D00C931C 0900
800D1CD2 FFFF
D00C931C 1900
800D1CD2 0000

#Alia guides Zero (OFF_ALL=Select+Start/ ON_ALL=Up+Select+Start) (Origin source: DarkSamus933)
D00C931C 0900
800D1CED FFFF
D00C931C 1900
800D1CED 0000
D00C931C 0900
800D1CEE FFFF
D00C931C 1900
800D1CEE 0000
D00C931C 0900
800D1CEF FFFF
D00C931C 1900
800D1CEF 0000
D00C931C 0900
800D1CF0 FFFF
D00C931C 1900
800D1CF0 0000
D00C931C 0900
800D1CF1 FFFF
D00C931C 1900
800D1CF1 0000
D00C931C 0900
800D1CF2 FFFF
D00C931C 1900
800D1CF2 0000
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on October 14, 2020, 07:07:57 pm
Wow! Thanks a lot, injoon84, I owe you one. Let me return the favor to you by passing you these links that helped me a lot for the original (Japanese) versions of the Rockman X games for PSOne (although you will have to use the translator since the first link is in Japanese and the second one in Chinese). I hope they serve you too and thanks again.
https://medaka.5ch.net/test/read.cgi/gameurawaza/1286643025/l50
https://forum.gamer.com.tw/Co.php?bsn=00240&sn=115812
By the way, to answer your suggestion "Basically, you can easily find a lot of Gameshark codes by browsing through the internet" let me tell you that I'm fully aware of this since this is precisely how I get them in the first place.
The reason why I made the request for the "Infinite Dash Distance" here is because I couldn't find said code anywhere else. But, if by any chance, you know of a site where to find more codes, like the ones you kindly posted, I would really appreciate it since they cannot be found so easily, at least in my case.
Added to the fact that I don't know how to make them. Greetings to all.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: injoon84 on October 15, 2020, 01:52:49 pm
Wow! Thanks a lot, injoon84, I owe you one. Let me return the favor to you by passing you these links that helped me a lot for the original (Japanese) versions of the Rockman X games for PSOne (although you will have to use the translator since the first link is in Japanese and the second one in Chinese). I hope they serve you too and thanks again.
https://medaka.5ch.net/test/read.cgi/gameurawaza/1286643025/l50
https://forum.gamer.com.tw/Co.php?bsn=00240&sn=115812
By the way, to answer your suggestion "Basically, you can easily find a lot of Gameshark codes by browsing through the internet" let me tell you that I'm fully aware of this since this is precisely how I get them in the first place.
The reason why I made the request for the "Infinite Dash Distance" here is because I couldn't find said code anywhere else. But, if by any chance, you know of a site where to find more codes, like the ones you kindly posted, I would really appreciate it since they cannot be found so easily, at least in my case.
Added to the fact that I don't know how to make them. Greetings to all.

Welcome and I totally agreed. Some are not easy to find. Unfortunately, I can't remember where I got those rare codes. They were something that I kept over the years and some, I experimentally got it by mixing around. 
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: nanashi89 on October 24, 2020, 12:29:49 am
What happened to the latest patch? Was taken down...
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on October 24, 2020, 09:40:00 am
Yeah, Mediafire started suspending all my patches, I'll look for an alternative and repost them soon. So much for "patches are legal". Maybe I should name the file names to something more cyptic next time.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on November 14, 2020, 01:34:18 pm
Thanks to everyone who reported the dead links. They're now updated, everything has been moved to archive.org
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: spotanjo3 on November 14, 2020, 01:48:35 pm
Neat but what about PAL version ?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: nagi2010 on November 18, 2020, 05:05:22 pm
i would like to restore Tidal Whale stage theme to original because it is my favorite ost, can you teach me how to do? thanks alot
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: kkdavilyn on November 19, 2020, 10:37:10 pm
First off, I wanted to say thank you so much for your hard work, this hack is awesome and imo the best way to play x5, that said I do have 2 questions for you if you have the time.

1. Are you still planning to upload a "no music changes" version? I ask because I prefer Tidal Whales old theme, and also I personally really dislike "monkey"
2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.

Even if you don't take the time to answer my questions, I'm still grateful for your work and I'm glad you improved these games as you did.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Metalwario64 on November 20, 2020, 01:00:10 pm
2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.
From what I understand (and this is also how it was in X6), the way the Ultimate Armor works is that it shares the files and palette with unarmored X, so if you wanted Ultimate Armor X to be purple instead of blue, then it would make unarmored X affected the same way.

This is also why you must enter the stage unarmored to get the Ultimate Armor.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on November 21, 2020, 10:59:04 am
Neat but what about PAL version ?

🤷‍♂️

i would like to restore Tidal Whale stage theme to original because it is my favorite ost, can you teach me how to do? thanks alot

The general steps are...
1. Extract disc files
2. Edit XA files (I use XA Audio Converter, found on this site)
3. Edit XA table of contents/track lengths in the game executable (the addresses are in the notes file I shared a few posts back). It's mostly trial and error. Not something you'd be able to do with no prior PS1 debugging experience.
4. Rebuild entire disc... correctly (I use mkpsxiso)

It's not a trivial task, and that's why I'm not supporting all and every music track combination people suggest.

First off, I wanted to say thank you so much for your hard work, this hack is awesome and imo the best way to play x5, that said I do have 2 questions for you if you have the time.
1. Are you still planning to upload a "no music changes" version?
Yeah, after finishing inserting the retranslation, which is the next thing I'll work on for this game for sure. But I don't have a timeframe for that, I'm working on other things at the moment.

2. Since you did the x6 tweaks, I take it you know how to edit palettes? as you edited the ultimate armor in that I believe. if so could you tell me how to do that? as I have always wanted the x5 ultimate armor to use the palette from the x4 armor and from the boss fight against x, as imo it is the definitive coloring for the ultimate armor.
The problem is not editing them, but rather of finding them. I found them in X6, but I haven't documented them in X5, as I never intended to get into any more cosmetic changes.
If you're willing to figure out the process of unpacking the main file packages, identifying palette files, replacing them, and making changes to the game disc without breaking them, you can look at the notes I shared a few posts back for reference, and my X6 Tweaks documentations.



All I can say to feature requests and "write me a guide on how to..." at the moment is, honestly, don't have time for it right now. I appreciate the support and interest, I really do, but... it's been a year already, I moved on to other stuff. There's only a handful of things I'm still interested on working on for these games, things I've already mentioned here, but I don't have a timeframe on when they'll get done.

As I said on the very first release post, this was never meant to grow into a "X5 Tweaks". It was just a handful of things I wanted to have myself on top of the original Improvement Project, which were made possible thanks to Metalwario64's on the graphics side and Ghaleonh41 on the script side. This is it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on November 25, 2020, 04:00:19 pm
Thank you for documenting this and the readme before.

Everything worked fine just looking for values before except the Alia dialouges which are unfortunately different. My cheat codes should point them to the correct addresses for that version.

I need to document DarkSamus933's addresses comparing the two revisions he had. The amount changed isn't much when comparing, which could mean finding those addresses and making them work through testing wouldn't be hard. My main problem is having to burn more discs since I don't have an ODE yet and don't do much with emulator work besides Mednafen.

(https://i.imgur.com/AZ9tMWbs.png) (https://i.imgur.com/AZ9tMWb.png) (https://i.imgur.com/0AYt0X6s.png) (https://i.imgur.com/0AYt0X6.png)

These are the addresses I came up with through hex comparison on the USA version. I tried adding these to the Japanese version through relocating addresses exactly as I could, but I didn't have any luck with Mission Report items working for both characters. Also, picking up a heart tank crashes the game. So I think I'm on the right spot for relocating the addresses to that region. I tried different values for skipping Alia dialogues too. Yet, it still continues to freeze. I'm under the impression that there's specific values that make things work. I just have no idea about how to use the debugger or what program to use that's good for debugging for PlayStation.

What do you use? And can a simpler process/value be made if you ever got back into this? Because with the X6 workbook research you've compiled. It allowed me to relocate all the things I wanted to do fine for the Japanese version. I was able to get the Fourth Armor and Z Buster with the X5 workbook easily on the Japanese version. The Shared stats and Alia dialogues are the only roadblocks I'm having from a "best" version of the game in my mind. Please do more research for the English version for these two things or teach me which debugger I should use to locate specific values I need. I would be forever grateful.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on November 25, 2020, 08:12:04 pm
No surprise the game crashes, you're blindly copying lines of codes from one version to the other, hoping they'll match. They rarely will. Even if the source code was exactly the same, the address references hardcoded into the assembled code will be different.

I use no$psx for debugging.
I learned ASM by learning basic bitwise operations, learning the MIPS instruction set, and reading through the CPU Specifications section of the no$psx documentation.
https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/Bitwise_operation.html
https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/MIPS_instruction_set.html
http://problemkaputt.de/psx-spx.htm#cpuspecifications
And I went through a few process videos (like this one https://youtu.be/YVlcZa7xJz8) to get a feel of the workflow, the concept of address breakpoints, etc.

I didn't know any of this before I started working on these games either.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on November 26, 2020, 02:08:39 pm
Thank you for the suggestions. I think I made some headway and figured some things out trying to match up OP and breakpoints too, comparing between the two regions. I understand how skipping Alia dialogues work, because of the jump instruction. It's just an all around different value between the two regions.

201EE12C:3F600108 is the value I came up with for the Japanese version for skipping Alia dialogues. Once I was able to use the RAM codes I rematched for the Japanese version as breakpoints and rematching exactly how the OP code assembly was, it was very simple.

I think I have an idea where the shared heart tank location is because editing only that crashed the game for me on the Japanese version. Along with not even loading the game when the stage started with that big block changed between DarkSamus' revision for the shared upgrade fixes between both characters. I'm not totally sure though, because it looks more heavily edited comparing an original dump vs. all the things in his patches. It's probably beyond me at this point.

Update: I managed to get Heart Tank pickups working shared on the Japanese version. It's the same kind of way X6 uses it's heart tanks and adjusted it a little bit without modifying the call instruction for the second to last line. X6 actually only worked when I saw the way to hooks are for the heart tank addresses the way the instructions work. What I have listed works for both the JP and US regions of the game.

Shared Heart Tank Pickups (JP)
201EAFE0:
4700C290
4700C624
02004224
0000C2A0
0100C624
0000C2A0
405E000C
00000634

Shared Heart Tank Pickups (US)
034DDD20:
4700C290
4700C624
02004224
0000C2A0
0100C624
0000C2A0
2459000C
00000634

If I could just find a way how Mission Report stuff works I think I will be golden.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on December 21, 2020, 03:36:33 pm
Excuse me, Anthorxdq32, could you please post the following GameShark codes for Rockman X5 (SLPM-86666) and Rockman X6 (SLPM-86959) if you have them?
X & All of His Armors Can Air Dash
X & All of His Armors Can Float
Enigma Cannon Always Succeeds (X5)
Change Dr. Right's Music to the Demo One (X5)
Disable Nightmare Effects (X6)
That's all for now, thanks in advance and Merry Christmas.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: anthroxdq32 on December 27, 2020, 01:27:36 pm
I made some progress with examining triggers since my last post. These were through the original patch only.

Shared Life Up Mission Report (JP)
2030DFA0:
47000291
00000000
02004224
470002A1
480002A1
43C40308
00000000

Shared Weapon Up Mission Report (JP)
2030DFDC:
53000291
00000000
02004224
530002A1
540002A1
43C40308
00000000

Shared Life Up Mission Report (US)
03600750:
47000291
00000000
02004224
470002A1
480002A1
0DBF0308
00000000

Shared Weapon Up Mission Report (US)
0360078C:
53000291
00000000
02004224
530002A1
540002A1
0DBF0308
00000000

I also found the Train trigger for Crescent Grizzly's stage. This is also in the first versions of DarkSamus993's patch. It must be applied if you're going to manually disable the Alia dialogue texts. Not doing so will not allow you to progress through the stage. It only works if the stage had an Alia text dialogue seen when the stage starts with an 01. This check will disable it.

Train Check Sequence Disabled for Alia Text Dialogues Disabled (JP)
20249EDC:00000000

Train Check Sequence Disabled for Alia Text Dialogues Disabled (US)
0353C69C:00000000

I'm at the point where I want to carry over DarkSamus993's redesigned save/load menu. I was moving assets around and things were working. But time like usual time is a problem for me.

Controller Vibrate Default On (JP)
2020AC13:0C

Controller Vibrate Default On (US)
034FD873:0C

Options work the same way like X6 does. Thanks to acediez for the X6 research done.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Forte-kicks-ass on January 14, 2021, 10:13:45 am
Excuse me, Anthorxdq32, could you please post the following GameShark codes for Rockman X5 (SLPM-86666) and Rockman X6 (SLPM-86959) if you have them?
X & All of His Armors Can Air Dash
X & All of His Armors Can Float
Enigma Cannon Always Succeeds (X5)
Change Dr. Right's Music to the Demo One (X5)
Disable Nightmare Effects (X6)
That's all for now, thanks in advance and Merry Christmas.
Could someone please do this?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: ZEROmaverick on February 15, 2021, 01:37:13 am
I have always thought that the intro stage of X5 intro stage is too short, and the Training Stage is totally unused.

So here is my idea of joining both stages in one

Sorry for the quality

https://i.ibb.co/p2qjmyS/Image14.jpg
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: KyuJuEX099 on February 16, 2021, 03:31:45 am
Unpopular opinion. But I still like the English opening and ending themes.

Other than those. The improvement tweaks are very decent.  :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: Megatronformayor on April 06, 2021, 11:56:22 pm
I've been thinking of some ideas with the enigma cannon.

- Have it always succeed when you collect the required parts and it fails if you don't thus allowing players to easily access the different story paths without RNG.

I have a few other ideas like remove the pit at the start of Volt Kraken's stage so players aren't caught off guard and make it so Zero can access all heart tanks like having one of his techniques destroy the gaia armor blocks.

Overall this patch is amazing and it feels great to play through without Alia interrupting all the time.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.5)
Post by: acediez on April 07, 2021, 12:21:43 am
(https://i.imgur.com/CVHhaZS.png)(https://i.imgur.com/JUVRuau.png)(https://i.imgur.com/SN7qJ7m.png)

v1.6
- Script: Complete script replacement, based on Hondoori's translation. Edited by Ghaleonh41
- Font: Main dialogues font replaced and text space realigned ("Pixel Operator", same one used in X4 Final Weapon/X4 Undub)
- Navigator Dialogues: No longer permanently disable, it can now be turned ON/OFF from the options menu (similar to X6 Tweaks)

Edit: v1.6.4 is up
v1.6.1: Script bugfixes. Too many to list.
v1.6.2: Fixed a softlock after the second mini boss fight when Navigator was turned OFF.
v1.6.3: Fixed Alia dialogues repeating or not appearing with Navigator turned ON. Minor changes to the font brightness and spacing.
v1.6.4: Minor fix.

DOWNLOAD LINKS (https://archive.org/download/mmx5_improvement_project_addendum)

Hey everyone, I'm dropping an update with the retranslated script by Ghaleonh41, based on Hondoori's retranslation. Ghaleonh41 finished his work on the script nearly a year ago, so this release is long overdue.
However, it's still mostly untested, and I had to rework big parts of my patching process, so there might be some bugs or regressions.

As I've mentioned, I still have a couple of things more I want to do to this game, but I won't get to it until after I finish other projects. Until then, you can help by reporting bugs on this release. Please provide screenshots!

And just so you know, this release won't "replace" v1.5. I'll keep it online. Besides this one not being properly tested yet, I know not everyone is interested in retranslations, and won't appreciate having to go to the menu to shut Alia up.

Personally, I'm excited that, after this, we'll have retranslations for the entire "2D" X series:
Her-Saki's Mega Man X1-X3 retranslations, and various relocalizations using Hondoori's translation
NectarHime's X4 Final Weapon projects, included in X4 Undub, also based on Hondoori's translation.
DuoDynamo's retranslation on X6 Tweaks
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.1)
Post by: SuxMenner on April 11, 2021, 05:14:12 pm
Major bug with Tidal Whale's stage, I was making a document on the many jumbled text and other findings from the first release of 1.6 but the fix took care of most of all the issues, except for this one.

With both X and Zero, after defeating the backside of U-555 as the second mini-boss, the water drains out as normal and you get to the wood section of the stage. But strangely enough the water physics stay on and you cannot progress any further in the level, well at least not without being able to see what you’re doing.
This is 1.6 first release footage but I assure you the bug is still there. (https://drive.google.com/file/d/1vPqNUaPsNTeYFq30D038D1zL-G8_2uXf/view?usp=sharing)

With that out of the way, I was patiently awaiting in excitement for the retranslation because god I enjoy X5 too much, thank you for the work you've done man I hope you're feeling proud about the project.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.1)
Post by: acediez on April 11, 2021, 08:23:08 pm
With both X and Zero, after defeating the backside of U-555 as the second mini-boss, the water drains out as normal and you get to the wood section of the stage. But strangely enough the water physics stay on and you cannot progress any further in the level, well at least not without being able to see what you’re doing.
This is 1.6 first release footage but I assure you the bug is still there. (https://drive.google.com/file/d/1vPqNUaPsNTeYFq30D038D1zL-G8_2uXf/view?usp=sharing)

This is super helpful, thanks for providing a video of the bug.

This is tied to the new way Alia's dialogues are being handled, the bug won't happen if "Navigator" is turned ON.
I'll think of a fix and post an update asap.

Edit: Done. v1.6.2 is up
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: nabe on April 13, 2021, 02:51:44 pm
I could not get an image but until now I have only noticed that with X the description of the spike ball the R is absent and sometimes the pictures of speed shot and buster plus parts shown in dark gray and then back to green
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: injoon84 on April 13, 2021, 10:20:51 pm
acediez,

How many run do we need to play in between the 8 Mavericks to get the full script?
As far as I know, should be four right?
Twice for each X and Zero. Once for the parts needed and another is when the parts not needed. I mean Enigma and Space Shuttle.
Is there any special conversation between X/Zero and the 8 Mavericks that can only be unlock when certain criteria has been fulfilled?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: Aceearly1993 on April 14, 2021, 12:22:06 am
There're 2 variations of the dialogue for the 4 bosses at the left column (before or after Enigma event), and 3 variations for the rest at the right column (before Enigma event, after Enigma event but before Shuttle event, after Shuttle event)
If Enigma success right after you beat intro stage, the game will read dialogue of the variation after Enigma event for the bosses at left column, and the variation after Shuttle event for the rest bosses at the right column
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: sergioad on April 14, 2021, 02:10:13 pm
Hello, could you please make all armors to have four slots? I am used to X6 so only having two for the armors or none for Gaia makes me mad
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: acediez on April 14, 2021, 06:03:54 pm
I could not get an image but until now I have only noticed that with X the description of the spike ball the R is absent and sometimes the pictures of speed shot and buster plus parts shown in dark gray and then back to green

Noted. Thanks!

acediez,

How many run do we need to play in between the 8 Mavericks to get the full script?
As far as I know, should be four right?
Twice for each X and Zero. Once for the parts needed and another is when the parts not needed. I mean Enigma and Space Shuttle.
Is there any special conversation between X/Zero and the 8 Mavericks that can only be unlock when certain criteria has been fulfilled?
There're 2 variations of the dialogue for the 4 bosses at the left column (before or after Enigma event), and 3 variations for the rest at the right column (before Enigma event, after Enigma event but before Shuttle event, after Shuttle event)
If Enigma success right after you beat intro stage, the game will read dialogue of the variation after Enigma event for the bosses at left column, and the variation after Shuttle event for the rest bosses at the right column

It's as Aceearly said, I just confirmed it in the script files. There doesn't seem to be any special dialogues for any other kind of specific conditions.

Hello, could you please make all armors to have four slots? I am used to X6 so only having two for the armors or none for Gaia makes me mad

I haven't decided if I'll include it in the patch, but it's among a few additional things I'm including in the readme as an optional manual tweak. Here you go:

Code: [Select]
Number of Parts equipables by armor
-----------------------------------------------------------------
Note: You can set them to be able to equip as many as you want,
but the UI will only display up to 4. Also consider that some
Buster Parts are not coded to work with Gaea Armor at all.

X (Unarmored)
BIN Address: 177048
HEX Data Original: 04

X (Fourth Armor)
BIN Address: 177049
HEX Data Original: 02

X (Falcon Armor)
BIN Address: 17704A
HEX Data Original: 02

X (Gaea Armor)
BIN Address: 17704B
HEX Data Original: 00

X (Ultimate Armor)
BIN Address: 17704C
HEX Data Original: 02

Zero
BIN Address: 17704D
HEX Data Original: 04
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: Aceearly1993 on April 14, 2021, 11:45:10 pm
I noticed some minor problems, and have a opinion.
- At Training stage there're navigation dialogues at (1) before the first horizontal yellow rope (2) at the preparation screen right before fighting Dragoon in the original, but they are apparently missing in the Improvement Project Addendum v1.6.2, if I set the Navigation dialogue to "on".

-Similarly, a navigation dialogue seem to be missing at the Intro stage when stepped on the ruined highway neat the start point.


- Color of new dialogue text could be a little brighter (just like the brightness of the color used in the original game), to make dialogue text before the Sigma head battle and Pegasus battle easier to see and read.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: acediez on April 15, 2021, 01:05:28 am
I noticed some minor problems, and have a opinion.
- At Training stage there're navigation dialogues at (1) before the first horizontal yellow rope (2) at the preparation screen right before fighting Dragoon in the original, but they are apparently missing in the Improvement Project Addendum v1.6.2, if I set the Navigation dialogue to "on".
-Similarly, a navigation dialogue seem to be missing at the Intro stage when stepped on the ruined highway neat the start point.

Thanks, I already found the mistake, it'll be fixed in the next release.
There's probably more dialogues being skipped besides the ones you found, but the cause should be the same for all of them.

- Color of new dialogue text could be a little brighter

Yeah, I'm noticing the same thing.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: injoon84 on April 16, 2021, 01:25:55 am
Mega Man X5 v1.6.2 bugs, typos and suggestions report using emulator ePSXe205:


Before that, I must say the Navigator is working slightly different than I anticipated.
If the Navigator is ON, except the intro, Alia will repeatedly guide through the same stage even if you have seen the text before.
For an example, revisit Crescent Grizzly's Stage as X, who has previously clear the mission:
Alia will no longer have the introduction guide for that stage when X wraps in.
However, she will still have the rest of her others navigation guide.

Also, I find it weird why the author/origin love to add coma before using the last word like 'too', 'anyway', and etc?
A lot of it, I felt it unnatural. Anyway, I'll just list as much as I came across and you decide.
After all, I did mentioned English is not my forte. At times, my suggestion may end up even worst!

So far, with Navigator ON and play on Normal difficulty, I've only gone through all the possibilities on Training, Intros, and Cutscenes until Zero Virus.
I'll post what I found until here first as I'm still struggling with all the Mavericks and other possible script.


1) Training
a) Typo: combination attacks! (Play as Zero)
Alia:
you can perform
conbination attacks!

b) Bug: Where's Alia's guide in the ladder area? (Play as either X or Zero)
(origin)
Alia:
High wall without
any ladder.
Alia:
Jump to the wall,
and if you touch the
Alia:
wall, then jump
again!
Alia:
You can climb the
wall by kicking it.
Alia:
Keep jumping from
the wall and climb
Alia:
to the top.

c) Bug: Where's Alia's guide about the rope? (Play as X)
(origin)
Alia:
Can you see the
yellow rope in front
Alia:
of you?
Jump to it, and
Alia:
when you touch it,
press the
Alia:
Directional button
UP.
Alia:
Then you can grab
the rope.

d) Bug: Where's Alia's guide about the rope? (Play as Zero)
(origin)
Alia:
Can you see the
yellow rope in front
Alia:
of you? Jump to it,
and when you touch
Alia:
it, press the
Directional button
Alia:
UP. Then you can
grab and hang on
Alia:
the rope.

e) Bug: Where's Alia's guide before the boss fight? (Play as X)
(origin)
Alia:
Go through the
shutter. There you
Alia:
will encounter the
boss of the
Alia:
Training Area.
Alia:
I have emulated the
Dragoon for your
Alia:
training.
Alia:
Make good use
of your crouching and
Alia:
charge shot.
Alia:
Wait... If you set
the "Auto Charge" to
Alia:
ON in the Button
Settings Option, you
Alia:
can shoot your
charge shot easily.
Alia:
Good luck, X!

f) Bug and typo: Where's Alia's guide before the boss fight? Also, there is typo in the origin. (Play as Zero)
(origin)
Alia:
Go through the
shutter. There you
Alia:
will encounter the
boss of the
Alia:
Training Area.
Alia:
I have emulated the
Dragoon for your
Alia:
training.
Alia:
Don't rush to
attack him. Fight
Alia:
wisely by using the
"Attack and Run"
Alia:
strategy...
Alia:
You must fight
against heavy odds
Alia: (even typo from origin)
using your
saver...
Alia:
Because you can
use your Z Buster
Alia:
only when you are
on the ground.
Alia:
This is the final
stage of training...
Alia:
Good luck, Zero.


2) Intro stage
a) Suggestion: I've lost contact with Zero too. (Alia talking to X when he wraps in.)
Alia:
up any readings since...
I've lost contact with Zero,
Alia:
too. Where would he go?
You can reach the statue by

b) Bug: Where's Alia's dialogue about the highway? (Play as either X or Zero)
Alia:
What a terrible
sight...
Alia:
The highway's been
badly damaged...
Alia:
We've got to find
Sigma before he
Alia:
destroys anything
else, or we'll be
Alia:
in very serious
trouble.

c) Suggestion: Change 'the' to "The'. (Play as X)
[I don't know. I see more capital letter than small letter after using colon in the script.]
Alia:
Sigma and Zero somewhere
above you. But remember: the
Alia:
guard system of the
construction site is

d) Suggestion: Something is going on above you... Climb up and find out what's going on. (Play as Zero)
Alia:
I've got a bad feeling,
Zero... Something is going
Alia:
on above you...climb up and
find out what's going on.

e) Suggestion: I can feel him too! (Play as X)
Zero:
I'll do one last search
around here. I can feel him,
Zero:
too! Sigma is very close
to us! Watch yourself, X...

f) Suggestion: I can feel him too... Either Sigma is closing in..or are we (Play as Zero)
Zero:
I can feel him, too... Sigma
is closing in...or are we
Zero:
calling him to us? Are
Hunters and Mavericks more

g) Suggestion: Wherever we are, Sigma is right there too... (Play as Zero)
Zero:
similar than we realize?
Wherever we are, Sigma is
Zero:
right there, too...

h) Suggestion: Be careful, Zero... If anything happens, call me! (Play as Zero)
X:
your mind? Anyway, I'll go
search around. Be careful,
X:
Zero...if anything happens,
call me!

i) Suggestion: I've always said: "If all we do is fighting, we'll just keep repeating the same pattern." (Cutscene after beating Sigma)
X:
 I've always said: if all we
do is fight, we'll just keep
X:
repeating the same pattern.
Fighting resolves nothing.


3) Ultimate Armor X Weapon Menu Screen
a) Bug: Unknown symbol instead of 'R' for 'Range'.
SPIKE BALL
*ange is limited
but powerful.

b) Bug: Unknown symbol instead of 'P' for 'Perform'.
GIGA  ATTACK
*erform the
invincible dash.


4) Weapon Menu Screen and Save File when playing as Zero. Still unresolved since Darksamus993's version.
Bug: Wrong color palette for 'buster plus' and 'speed shot' parts. They were still in grey instead of green.


5) Cutscene after beating 1st Maverick
Suggestion: myself. The name's Dynamo. [meme from James Bond: The name's Bond...James Bond.]
Dynamo:
myself. I am Dynamo.
See you soon...


6) 1st battle against Dynamo. Both X and Zero.
Not sure: 'split' or 'slip'?
Dynamo:
huh? I guess I'll split this
time. If you don't relax a


7) The destruction rate numbers and the % seems to be stick together on every occasion during these events:
a) Enigma fail at 62%
Alia:
No good! We destroyed only
62% !

b) Space Shuttle destruction fail at the rate of 54%
Alia:
The destruction rate is
54%... The colony won't be

c) Space Shuttle destruction success at the rate of 86%
Alia:
Destruction of the colony
is...86% ! It will be wiped


8 ) Cutscene on failed Enigma. Briefing about the Space Shuttle.
a) Suggestion: The pilot then eject at the last minute. Still, it's very dangerous as anything nearby could get sucked into the blast.
Alia:
The pilots will eject at the
last minute. It's very
Alia:
dangerous because they could
get sucked into the blast.

b) Suggestion: Remove coma
Douglas:
I'll work hard to upgrade
it from here, too.


9) Event after Enigma destroyed colony
a) Suggestion: It's a virus reading...and a new one.
Alia:
It a virus reading...and
it's a new one. The readings

b) Suggestion: Perhaps I should call it
Alia:
are similar to Zero...
perhaps I should call it


10) Cutscene on launching Space Shuttle.
a) Suggestion: Considering the situation, there are no other pilots left anyway. (launching Space Shuttle)
Zero:
of the job. Considering the
situation, there are no
Zero:
other pilots left, anyway.

b) Suggestion: We have to evacuate too! (failed Space Shuttle)
Alia:
dangerous for us to stay
here! We have to evacuate,
Alia:
too!

c) Suggestion: I'm here too... (failed Space Shuttle)
Douglas:
I'm here, too...


11) The event of Zero becomes Maverick when the mission failed
a) Suggestion: (Zero becomes Maverick because of failed Space Shuttle)
    [I'm suggesting this because 2 different events lead to the same cutscene. See a) and b)]
    X: It's definitely Zero, though... (Alia and broken Space Shuttle scene)
    X: It's another Zero I don't know about... One that I'm seeing for the first time... (Awakened Zero scene)
(Alia and broken Space Shuttle scene)
X:
It's Zero... I know it is...
(Awakened Zero scene)
X:
But it's a Zero that I don't
know... One that I'm seeing
X:
for the first time...

b) Suggestion: (Zero becomes Maverick because out of time)
    Alia: Wait!! What's that?! (Devastated Earth scene)
       X: It's another Zero I don't know about... One that I'm seeing for the first time... (Awakened Zero scene)
(Devastated Earth scene)
Alia:
Wait!! What's that?!
(Awakened Zero scene)
X:
But it's a Zero that I don't
know... One that I'm seeing
X:
for the first time...

c) Suggestion: So it's you... You're X.
Zero:
So it's you...you're X.

d) Suggestion: Remove either one of the words 'things'.
X:
correctly as data." We have
to feel... There are things
X:
things that we can only
feel... I feel it very


12) Introduction of the Mavericks by Signas.
a) Suggestion: screen. Now, prepare your equipment and fulfill your mission! (The earlier 4 Mavericks)
Signas:
Power-Up parts, press the L1
button in the Stage Select
Signas:
Screen. Now prepare your
equipment and fulfill your
Signas:
mission!

b) Suggestion: SPIKED ROSERED, details unknown. He carries a (The latter 4 Mavericks when Enigma failed)
Signas:
SPIKED ROSERED, Details
Unknown. He carries a

c) Suggestion: We have little time, but...we have to gather as many (The latter 4 Mavericks when Enigma failed)
Signas:
We have little time, but...
We have to gather as many


13) Cutscene on Zero queries about the Sigma Virus
Suggestion: So why...why am I the only one not to take any damage from it?
Zero:
So why...why am I the only
one to not take any damage
Zero:
from it? Instead, if feel a
sensation like I'm
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.2)
Post by: acediez on April 16, 2021, 03:53:10 am
Thanks again for your throughout bug report injoon84!

Both the missing dialogues and dialogues repeating after being seen are caused by the same issue Aceearly reported, it's already been fixed. I'll put an update with that soon.
I'll go through the typos and bugs and consider the suggestions, but I don't think I'll get into subjective changes on the script for long, I need to wrap this up soon.

Edit: v1.6.4 is up.
- Fixed Alia dialogues repeating or not appearing with Navigator turned ON.
- Minor changes to the font and spacing (more to come).
(No script changes yet)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: FFzOmega on April 16, 2021, 11:16:53 am
where is the 1.6.4 download.. ? when i go to the link there is only the 1.5 without the retranslation
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Goznog on April 16, 2021, 12:06:14 pm
the new version doesn't seem to be accessible. can't see it on the IA page.

edit: it's there now, all good :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Fionordequester on April 16, 2021, 02:26:40 pm
Wanted to point out what I believe is a small context error, during Zero's ending.  Zero wonder "Why did I fight the Sigma again?", but I think he should be asking "Why am I fighting Sigma again?".  Since he just killed him.  Pics for context:

(https://lpix.org/4001505/Mega.png)

(https://lpix.org/4001504/Mega.png)

(https://lpix.org/4001506/Mega.png)

(https://lpix.org/4001507/Mega.png)

(https://lpix.org/4001508/Mega.png)

(https://lpix.org/4001509/Mega.png)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: BlazeHeatnix on April 17, 2021, 08:29:15 pm
In the Training stage, if you pause and select quit, you get an Alia results screen, and going to the stage select afterwards immediately puts you at the last stage.

I have no idea if that's just me.

Wanted to point out what I believe is a small context error, during Zero's ending.  Zero wonder "Why did I fight the Sigma again?", but I think he should be asking "Why am I fighting Sigma again?".  Since he just killed him.  Pics for context:
In general, I wish the script had more...flavor, I guess? X5's script was inaccurate and awkward, but another problem was that it was dry, and this retranslation doesn't do much to fix that. X4's dialogue felt more "western" in its delivery, and when you look at MHX and X8, those games' scripts feel more natural. I guess what I'm saying is I would've preferred a more Woolsey-ish localization job. Mega Man is a fun series, so have more fun with the scripts.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 18, 2021, 07:05:59 am
Wanted to point out what I believe is a small context error, during Zero's ending.  Zero wonder "Why did I fight the Sigma again?", but I think he should be asking "Why am I fighting Sigma again?".
That comes straight from Hondoori. Not gonna argue with the translator.

In the Training stage, if you pause and select quit, you get an Alia results screen, and going to the stage select afterwards immediately puts you at the last stage.

I have no idea if that's just me.
I should just remove the exit button from the training stage.

In general, I wish the script had more...flavor, I guess? X5's script was inaccurate and awkward, but another problem was that it was dry, and this retranslation doesn't do much to fix that. X4's dialogue felt more "western" in its delivery, and when you look at MHX and X8, those games' scripts feel more natural. I guess what I'm saying is I would've preferred a more Woolsey-ish localization job. Mega Man is a fun series, so have more fun with the scripts.
Yeah, let's add some Guns 'n Roses references while we're at it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Aceearly1993 on April 18, 2021, 10:00:17 am
So it seems there's yet another X5 prototype build (labeled July 28, 2000) being dumped just yesterday. Acediez have you examined how the player battle voice works in this build and in final? The K.O. screams of X and Zero from May 1, 2000 prototype were still in this build, but with X's voice actor changed to Shōtarō Morikubo, Zero's K.O. scream also removed in final for some reason. I'm curious if there would even exist a possibility to restore the K.O. screams.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: LeonHelsing on April 18, 2021, 01:00:15 pm
The K.O. screams of X and Zero from May 1, 2000 prototype were still in this build, but with X's voice actor changed to Shōtarō Morikubo
You sure? Still sounds like the one from X4 to me.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 18, 2021, 01:45:23 pm
Mega Man X5 v1.6.4 bugs, typos and suggestions report using emulator ePSXe205:


I will still include whatever bugs and typos not yet fixed in my earlier report except the suggestions.
This time, I manage to cover all the possibilities until beating the earlier 4 Mavericks. All thanks to you and Aceearly1993.
It took me quite some time as I test it from scratch again. Still, I'm glad I did as I notice some bugs that never happened in the earlier version.


1) Title Screen black screen freeze [It was totally fine in v1.6.2]
Bug: Black screen freeze after leaving the game play the demo. Fail to display the Capcom logo with X and Zero.


2) OPTION [Go into OPTION from the title screen. It was totally fine in v1.6.2]
Bug: Unknown symbol instead of 'S' for 'SOUND'.
*OUND TEST


3) Screen Configuration alignment off [Already there since the Improvement Project, I guess?]


4) Ultimate Armor X Weapon Menu Screen
Bug: Unknown symbol instead of 'P' for 'Perform'. [Don't forget about this one]
GIGA  ATTACK
*erform the
invincible dash.


5) Weapon Menu Screen and Save File when playing as Zero. Still unresolved since Darksamus993's version.
Bug: Wrong color palette for 'buster plus' and 'speed shot' parts. They were still in grey instead of green.


6) Training
a) Suggestion: Press the Attack button repeatedly to perform a very powerful 3 hits combination attack. If you want to cancel it, (Play as Zero)
Alia:
Z Saber. Press the Attack
button repeatedly, then you
Alia:
can perform very powerful
actions. If you want to
Alia:
cancel a combination attack,
just jump or crouch.

b) Suggestion: Enemy below you. (Play as X)
Alia:
Enemy in the hole under you.
Remember: Your shot attack

c) Suggestion: Enemy in the lower ground. You can attack the enemy with your saber, but there's some risk because (Play as Zero)
Alia:
Enemy in the hole
underground. You can attack
Alia:
the enemy with your saber,
but there's some risk,
Alia:
because you have to get
close to them... In this

d) Typo: combination attacks! (Play as Zero) [Don't forget this]
Alia:
you can perform
conbination attacks!

e) Suggestion: Jump to the wall, and if you touch the wall, jump again! (Play as either X or Zero)
Alia:
High wall without a ladder.
Jump to the wall, and if you
Alia:
touch the wall, then jump
again! You can climb the
Alia:
wall by kicking it. Keep
jumping from the wall and
Alia:
climb to the top.

f) Suggestion: Jump to it, and when you touch it, press the Up button to grab the rope. (Play as either X or Zero)
Alia:
Can you see the yellow rope
in front of you? Jump to it,
Alia:
and when you touch it, press
the Up button. Then you can
Alia:
grab the rope.

g) Typo: Remove either one of the words " I ". (Play as Zero)
Alia:
boss of the Training Area. I
I have emulated Magma


7) Intro stage
a) Suggestion: Zero, go back to the Base for now. (Play as X)
X:
I know... Zero, go back to
the base for now. It's

b) Suggestion: Witness the true power of a Maverick...in death! (Play as Zero)
Sigma:
Witness the true power of a
Maverick... in death!

c) Suggestion: On top of that, the Space Colony Eurasia is heading straight towards Earth. (After beating Sigma)
Signas:
disorder. On top of that,
the Space Colony Eurasia, is
Signas:
heading straight towards
Earth. At this rate, it's

d) Suggestion: We also have the Space Shuttle. (After beating Sigma)
Alia:
old. We also have a space
shuttle. But because the


8 ) The destruction rate 'numbers and %' seems to be stick together during these events:
[Don forget to fix these. Maybe extra spacing between the 'number and %' can fix the issue.]
a) Enigma fail at 62%
Alia:
No good! We destroyed only
62%!

b) Space Shuttle destruction fail at the rate of 54%
Alia:
The destruction rate is
54%... The colony won't be

c) Space Shuttle destruction success at the rate of 86%
Alia:
Destruction of the colony
is...86% ! It will be wiped


9) The event of Zero becomes Maverick when the mission failed
Typo: Remove either one of the word 'things'. [Don't forget this]
X:
correctly as data." We have
to feel... There are things
X:
things that we can only
feel... I feel it very


10) Crescent Grizzly's stage
a) Suggestion: know that too. Besides, (Play as X before launching Enigma)
Crescent Grizzly:
destiny... I'm sure you
know that, too. Besides,

b) Suggestion: (Conversation with Dr. Light. Play as Zero)
    Dr. Light: You are...Zero, aren't you?
    Zero: Who...are you...?
Dr. Light:
You are... Zero, aren't you?
Zero:
Who... are you...?

c) Suggestion: I'll give you a program for X's Armor. (Conversation with Dr. Light. Play as Zero)
Dr. Light:
I'll give you a program for
X's armor. Analyze and

d) Not sure: "error" or "errors"? (Conversation with Dr. Light. Play as Zero)
Dr. Light:
must be a fragment created
by some error... I wouldn't

e) Not sure: My scar ache at the sight of you... (Play as Zero on either need or no need the parts.)
Crescent Grizzly:
Zero! My scars ache at the
sight of you... What's this?

f) Suggestion: the Orichalum... There's no time... (Play as Zero before launching Enigma)
Zero:
the Orichalum...there's no
time...

g) Suggestion: I don't care for old stories... If it's a fight you want, I'll take you on. (Play as Zero before launching Enigma)
Zero:
I don't care for old
stories...if it's a fight
Zero:
you want, I'll take you on.


11) Volt Kraken's stage
a) Typo: Remove either one of the word 'what' in the dialogue boxes. (Play as either X or Zero)
Alia:
You did it! The door has
been broken! I wonder what
Alia:
what is inside...? Proceed
with care...

b) Suggestion: Please give my regards to X. (Play as Zero)
Dr. Light:
special weapons and triumph!
And give my best to X.

c) Suggestion: Lab scientists are still in custody. (Play as either X or Zero)
Alia:
A lab scientist is in
custody. Save them and let

d) Suggestion: work...and of course we'll like to obtain one. (Play as either X or Zero)
Alia:
them escape. There might be
some cartridges in this
Alia:
laboratory that still
work... We'll want to obtain
Alia:
one, of course.

e) Suggestion: That's what Maverick Hunters do. (Play as X before launching Enigma)
Volt Kraken:
It's what Maverick Hunters
do. It's natural to take out

f) Not sure: What makes you come here, X? (Play as X when no need Enigma)
Volt Kraken:
Ghaaa ha ha ha ha!
What made you come here, X?

g) Not sure: 'taking' or 'talking' ? (Play as Zero before launching Enigma)
Zero:
Oh, please. I'm not good at
taking that kind of tone, so

h) Bug: All this in one dialogue box. (Play as Zero before launching Enigma)
Zero:
out there, right?
Volt Kraken:
Take it... But you're
blissfully ignorant, aren't

i) Suggestion: Remove coma. (Play as Zero before launching Enigma)
Zero:
...You've been infected,
too. I'll put you to rest

j) Bug: All this in one dialogue box. (Play as Zero when no need Enigma)
[Also, Zero has the same line as in i). You better check whether they affect one another or not!]
Volt Kraken:
Hunter! I'll terminate you!
Zero:
...You've been infected,
too. I'll put you to rest


12) Shinning Firefly's stage
a) Suggestion: I hope he is willing to give us one, but...I also heard (Play as either X or Zero before launching Enigma)
Alia:
laser he created will be of
great use for the Enigma. I
Alia:
hope that he will be willing
to give one to us, but... I
Alia:
heard he is rather stubborn,
so this might not be easy.

b) Suggestion: (Play as X)
    original shot / Spear Charge Shot / piercing Charge Shot.
    However, you can't charge your special weapons as this Armor specializes in mobility.
    If you really want to enhance your attacking power, use a different Armor.
Dr. Light:
original shot, but you can't
charge your special weapons.
Dr. Light:
As this armor specializes in
mobility, if you want to
Dr. Light:
enhance your attack power,
use a different armor.

c) Typo: Remove either one of the word 'original' in the dialogue boxes. (Play as Zero)
    Suggestion: Why not use either 'Spear Charge Shot' or 'piercing Charge Shot' instead of 'original shot'?
Dr. Light:
arm part, X can maximize
and attack with the original
Dr. Light:
original shot, but he can't
charge his special weapons.

d) Suggestion: (Play as Zero) Con't from c)
    original shot / Spear Charge Shot / piercing Charge Shot.
    However, he can't charge his special weapons as this Armor specializes in mobility.
    If he really wants to enhance his attacking power, he should use a different Armor.
Dr. Light:
As this armor specializes in
mobility, if he wants to
Dr. Light:
enhance his attack power, he
should use a different
Dr. Light:
armor. Please give this
message to X.

e) Suggestion: This lab is so badly infected by the virus. There was just no other way for me to enter. (Play as X before launching Enigma)
X:
This lab is so badly
infected by the virus, that
X:
there was no other way for
me to enter.

f) Suggestion: Professor, now is not the time for us to argue! (Play as X before launching Enigma)
X:
Professor, now is not the
time to for us to argue!

g) Suggestion: My body...has already been infected too. (Play as X before launching Enigma)
Shining Firefly:
My body...has already been
infected, too. I am well

h) Suggestion: No... It's too late... My consciousness is... (Play as X when no need Enigma)
Shining Firefly:
No... it's too late...
my consciousness is...

i) Suggestion: Doctor...please...rest in peace... (Play as X when no need Enigma)
X:
Doctor... please...
rest in peace...

j) Suggestion: I've already been infected by the virus. (Play as Zero on either need or no need the parts)
Shining Firefly:
Yes, you are. I've already
been infected by the Virus.

k) Suggestion: Now, fight me and grant me peace! (Play as Zero on either need or no need the parts)
Shining Firefly:
Now fight me and grant
me peace!

l) Suggestion: Anyway, thank you for your work. (Alia's Mission Complete Report when no need the Enigma)
Alia:
the LASER DEVICE, we don't
need it anymore. Thank you
Alia:
for your work, anyway. We'll
meet you at the Hunter Base.


13) Tidal Whale's Stage
a) Suggestion: under the fin of the huge ship, "U-555". But if you want to continue, I won't stop you. (Play as either X or Zero when no need the parts)
Alia:
under the fin of the huge
ship, the U-555. But if you
Alia:
want to go here, I won't
stop you.

b) Typo: cooperation. (Play as X before launching Enigma)
X:
Yes. If you understand, I
would like to have your
X:
cooperatation.

c) Suggestion: Enigma... This (Play as Zero before launching Enigma)
Tidal Whale:
You need a large amount of
hydrogen for Enigma...this
Tidal Whale:
ocean is necessary for that,
correct?

d) Suggestion: Zero... As my final memory, (Play as Zero before launching Enigma)
Tidal Whale:
I've already been infected,
Zero...as my final memory,
Tidal Whale:
won't you battle with me one
last time? A duel between

e) Suggestion: However, I'm afraid you are too late... (Play as Zero when no need the parts)
Tidal Whale:
Zero...it's been a long
time. However, you are too
Tidal Whale:
late, I'm afraid... How are
things ashore?

f) Suggestion: infected... As my final memory, (Play as Zero before launching Enigma)
Tidal Whale:
...The end of the world? I
am also been infected...as my
Tidal Whale:
final memory, won't you
battle me one last time?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: BlazeHeatnix on April 18, 2021, 01:55:19 pm
Another bug: without Alia's text, the timer for the first exploding truck never starts in Grizzly's stage, so the truck never explodes. You'll keep hearing explosion sounds until you get to the final area.

Yeah, let's add some Guns 'n Roses references while we're at it.
A middle ground isn't impossible to achieve. All I'm saying is the text could be less verbose and literal, while still conveying the same information. There's a reason even modern localization jobs are not accurate to the letter.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 18, 2021, 05:01:21 pm
Thanks again for such a detailed bug report injoon84! I'll post an update once I go through them. I need to fix a few things with the font and text spacing too, so I'll take a couple of days.

In the meantime, rest assured I already fixed all known regressions:
- Grizzly's stage freeze. Just a dumb oversight.
- Training stage freeze. No idea what caused it, but it's not happening anymore.
- Wrong Palettes of Parts. This was fine in the original Improvement Project, but it had been imported to Addendum incorrectly.
- Digits in the screen alignment menu out of place. This had to do with how some shared elements were changed for the redesigned save menu. I reverted the changes made to the shared elements, and realigned them on the save menu through code.
- "Z-Saber" and "Z-Buster" names on Zero's Pause Menu. This got really confusing, so I'll break down how we got what we got:
   - The intended behavior is to have Z-Buster displayed when you have it, and Z-Saber when you didn't.
   - The original game correctly displayed "Z-Buster", but the "Z-Saber" was wrongly named "Giga Attack".
   - The original Improvement Project replaced "Z-Buster" for "Z-Saber" (mistakenly?), but only in the name (not the icon or description). The wrongly named "Giga Attack" was still there, but you never saw it because you always had the Z-Buster.
   - So now, I've restored the name "Z-Buster" from the original, and replaced "Giga Attack" with "Z-Saber" instead. You won't normally see it though, since we still have the Z-Buster always available. So, just in case someone got attached to having the Z-Saber displayed in the menu instead of the Z-Buster, I'll include it as an optional hack in the readme.

A middle ground isn't impossible to achieve. All I'm saying is the text could be less verbose and literal, while still conveying the same information. There's a reason even modern localization jobs are not accurate to the letter.
Sure, it's possible. There's also a reason why there's a dozen retranslations and relocalizations for Final Fantasy 6: it's impossible to satisfy every single player's vision of how it should be. So, I won't try. Besides, script editing is not the fun part of this hack for me. I really only did it because Ghaleonh41 edited all the text files for me, and from now, I will only fix obvious typos and font issues.

If you don't consider it an improvement, you can always stay with v1.5. Personally, as I'm not from USA and don't share your taste for "flavor" "westernization", I very much prefer a more literal translation of what the original game said.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: pleasejust on April 18, 2021, 06:22:35 pm
If you don't consider it an improvement, you can always stay with v1.5. Personally, as I'm not from USA and don't share your taste for "flavor" "westernization", I very much prefer a more literal translation of what the original game said.

Nothing to do with from U.S. It has to do with proper english. Just from looking at the screens above from the zero/Sigma interaction. The dialog seems kind of stupid. It's obvious to anyone anyone who speaks English that a literal translation is NEVER the way to go. It's always better to be meaningful and have it sound good at the very least.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Raykusen on April 19, 2021, 02:52:20 am
Hi Acediez

I only have one simple request: Please add an option to skip cutscenes.

While X5 is being way better thanks to the gameplay fixes made by you, the lack of a cutscene skip feature makes this game a chore to play since it kills the pacing (and this game have tons of cutscenes).

I hope you can implement this in a future update  :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 19, 2021, 11:46:47 am
So it seems there's yet another X5 prototype build (labeled July 28, 2000) being dumped just yesterday. Acediez have you examined how the player battle voice works in this build and in final?

I haven't checked the prototype, but maybe the voice clip is still in the final game's files? I'll take a look.

Nothing to do with from U.S. It has to do with proper english. Just from looking at the screens above from the zero/Sigma interaction. The dialog seems kind of stupid. It's obvious to anyone anyone who speaks English that a literal translation is NEVER the way to go. It's always better to be meaningful and have it sound good at the very least.

Specific lines suggestions are always welcome and considered, but this "do a whole new script until I like it" attitude you have won't get you anywhere. Bye, go make your own hack.

I only have one simple request: Please add an option to skip cutscenes.
I hope you can implement this in a future update  :)

I've worked on this before. I have a half-working implementation, works fine on some situations, but others freeze the game. I ended up dropping it in favor of the fast forward because it was safer for the time being.
I'm in the middle of several other modifications, so no promises, but a proper cutscene skip that works like in X6 would be the end goal.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: BlazeHeatnix on April 19, 2021, 01:15:24 pm
Specific lines suggestions are always welcome and considered, but this "do a whole new script until I like it" attitude you have won't get you anywhere. Bye, go make your own hack.
Why are you acting like such an ass?

Yes, it is your hack and you can do what you want with it, but this whole "fuck you" attitude you have towards a very reasonable and respectful criticism is completely unnecessary. Nobody here is "demanding" you completely redo the script. Nobody is being unreasonable, or unappreciative of your efforts. It was only ever a suggestion to make a few lines flow as if English is Zero's first language. Someone already gave you a suggestion for a specific line and your response was "that's what the translator said, not gonna change it". So it doesn't really seem like those are "welcome and considered".

You say "just play 1.5 if you don't like it" but that's hardly a fair option when 1.5 doesn't have any of the bugfixes or extra features of later versions. Your script is still technically better than the default script from 2000, but that doesn't make it flawless or immune from respectful criticism. The fact that you characterize all these complaints as people from the USA who like inaccurate and westernized scripts makes no sense. I assume English isn't your first language? Look at Mexico's dubs, Japan's dubs, or France's dubs. They're not literal, they simply localize it into their dialects so that it's believable that the characters would be saying these lines out loud.

This is the last time I'm going to push this subject since you seem to not want to budge on it. Just consider not lashing out at anyone who critiques this hack.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 19, 2021, 01:45:06 pm
This is the last time I'm going to push this subject since you seem to not want to budge on it. Just consider not lashing out at anyone who critiques this hack.
That's cool. I didn't open the discussion on whether this is the style of writing you guys wanted in the first place (much less you, specifically).

I already explained the whys and whynots of the current scripts: I'm not making my own subjective choices on it, it's just the edited script I got as a contribution, edited game files and all. It so happens to be one I'm perfectly satisfied with. But it's not the focus of this project. I'm only willing to make critical corrections to it. And I'll consider specific lines suggestions, sure, but that's about as far as I'm willing to go. I want to go back to actual gameplay hacks asap.

Quote
You say "just play 1.5 if you don't like it" but that's hardly a fair option when 1.5 doesn't have any of the bugfixes or extra features of later versions.

What do you mean "fair"? Need I remind you I'm doing this as a hobby? I don't have any obligation to please every single kid who comes here. I take suggestions all the time, several features come from them, and I love discussing ideas, even for things that are out of my current skillset. But it's still down to how I decide to spend my free time.

That being said, the current version (1.6.x) is ONLY meant for polishing up the new script implementation and possible bugs caused by it (not sure what other "bugfixes or extra features" you're talking about, besides the Navigator option, which is tied to the script change too). It's explained right there in the update announcement. But future updates, with actual new features, WILL have a "no retranslation/font changes" variant, along with the "no music changes" previously discussed. So there you go.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Fionordequester on April 21, 2021, 01:30:45 pm
That comes straight from Hondoori. Not gonna argue with the translator.

Don't worry—I've talked with him before.  He's a friendly guy.  He's not the sort to mind questions for clarification.  He'll be the first to tell you that he's always learning, as well (as am I).  Not saying he isn't great at what he does, or that I'm better than him (I assure you I'm not), but there's never any harm double-checking.

Anyway, I took a look at the script dump he posted, and sure enough, the sentence reads like this:

Quote
…はっ!死ね!シグマ!…………うん?おかしい…シグマウィルスを倒したのになんでまた、シグマと…戦っているんだ

「戦っているんだ」 is the verb that Zero's using to mean "fight/make war on/attack/etc.", but it's in Te-iru-form. It's an action that's ongoing.  "Why am I fighting Sigma again?"

So, the full sentence (written as literally as I can while still being legible)...

"...Ha!  Die!  Sigma!...Um?  Strange... [The] Sigma Virus [was] defeated but, Sigma...[I'm] fighting [him] again?"

EDIT: Ah, there we go. 

(https://lpix.org/4005251/Screenshot.png)

Anyway, you did nothing wrong, nor did you or Keekiyasan (that's what he's called) fail in any way.  It's just Japanese is tricky enough that a spot-check here and there is always a good idea when something seems weird.  Hope I didn't offend!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 21, 2021, 02:58:44 pm
Hope I didn't offend!

lmao, not at all. It's not the script criticism what ticked me off, it's the rudeness (I'm definitely not taking kindly to people saying a collaborator's work simply sounds "stupid"), and the entitlement of a couple of posters.

But as I said, I'm grateful for any specific lines suggestions like this. And thank you very much for going straight to the source to double check. I'll edit it as you suggested on your first post.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Aceearly1993 on April 22, 2021, 02:04:42 am
Now just here to share a small info about the July 28, 2000 prototype while I was organizing stuff in the TCRF page.
In the July 28, 2000 prototype, player was able to hold Select+Start to force the game to soft reset anywhere, even during any story scenario or text dialogue. My guess is at some point of development, the game did not disable input from Start button press during story scenario times.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: tc on April 22, 2021, 02:26:20 am
I'm going out on a limb and suggest the critics are missing the mark completely.
Maybe the translation is flat, because the Japanese script is flat. Ever consider that? ::)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 22, 2021, 10:09:56 am
Now just here to share a small info about the July 28, 2000 prototype while I was organizing stuff in the TCRF page.
In the July 28, 2000 prototype, player was able to hold Select+Start to force the game to soft reset anywhere, even during any story scenario or text dialogue. My guess is at some point of development, the game did not disable input from Start button press during story scenario times.
The input read is not an issue... In fact, for the current version's fast forward, I already added a custom functionality for the start button on cutscenes. The challenge was that every cutscene has its code for ending the sequence in the last page, and it was slightly different whether it should take you to the stage select screen (most of them), to another cutscene (enigma/shuttle), or the credits roll (the endings). I couldn't find a single "end cutscene" solution that would work as intended in ALL cases.

But anyway, since you guys reminded me of it, I gave it another go. I figured out one solution that would work for most of them, then added some hard coded exceptions here and there for the rest of them, and... good news! I actually have a proper cutscene (and dialogues!) START button skip implemented now. It's hacky af, but hasn't given me any issues (so far).

(https://i.imgur.com/Bkf5bUH.gif)

Let's take it one step at a time though. I'm saving this one among other cool features until after we're done polishing up the script/font release.
The next one will only be about fixing typos, bugs, and improving the text alignment/spacing. Once we test that one throughly, I'll consider the script work done and move on to give you more fun updates.

I'm going out on a limb and suggest the critics are missing the mark completely.
Maybe the translation is flat, because the Japanese script is flat. Ever consider that? ::)
That's very a good point  :laugh:
Either way, most of you just want to skip as much of it as possible!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: kkdavilyn on April 22, 2021, 11:56:09 pm
I'm saving this one among other cool features until after we're done polishing up the script/font release.
More new features? Sick! Thanks so much for putting so much love into this old game. Any chance one of those possible new features is a palette change for ultimate armor to match x4? if not no big deal, I think I'm one of the only people who even care about it anyway lol.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 23, 2021, 10:12:41 am
More new features? Sick! Thanks so much for putting so much love into this old game. Any chance one of those possible new features is a palette change for ultimate armor to match x4? if not no big deal, I think I'm one of the only people who even care about it anyway lol.
Nope, but you can change it yourself. Look for the palette data on the game's bin, and replace it. If you don't know how, follow the instructions in the readme.

Look for this data:
Code: [Select]
Ultimate Armor Palette (X5):
0000 BC90 AC8C FAAD BBC6 06D3 23B6 24B1 17EB 72D6 8ABD C59C 07EE A6E5 04D5 C4BC
0000 BFCB 3DA2 95A1 DD94 AC8C 9BFF B4DE 2FD2 69B9 C49C E083 69F6 E7ED 24E1 A3C4

And replace with this:
Code: [Select]
Ultimate Armor Palette (X4):
0000 DD94 AC8C FAAD FDCE 71F2 71DD 6CD0 9BFB B4DE 69B9 C49C 69F6 E7ED 24D9 A3C4
0000 BFCB 3DA2 95A1 9E88 EB94 9BFF B4DE 2FD2 69B9 C49C C8EB 69F6 C8ED 45C1 E3AC

That should modify the player file. That's actually two palette sets: Ultimate Armor (second line), and unarmored X underneath (first line).
Besides that, you'll find two other instances of the armor palette in the file (the character select screen is one, not sure about the other one. Could be unused)
To change those, do another search, this time only for the second line, and replace with the second line from X4.

I'm not giving you the exact addresses because the position could change from update to update. But you should be able to find them with the search function of any hexadecimal editor on any version of the game.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: kkdavilyn on April 23, 2021, 06:15:45 pm
Thanks my man, thats alot more to go off and work with then i woulda thought. Cheers and excited to see the future of this project.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: SpringSonic9187 on April 25, 2021, 01:11:20 pm
Nope, but you can change it yourself. Look for the palette data on the game's bin, and replace it. If you don't know how, follow the instructions in the readme.

Look for this data:
Code: [Select]
Ultimate Armor Palette (X5):
0000 BC90 AC8C FAAD BBC6 06D3 23B6 24B1 17EB 72D6 8ABD C59C 07EE A6E5 04D5 C4BC
0000 BFCB 3DA2 95A1 DD94 AC8C 9BFF B4DE 2FD2 69B9 C49C E083 69F6 E7ED 24E1 A3C4

And replace with this:
Code: [Select]
Ultimate Armor Palette (X4):
0000 DD94 AC8C FAAD FDCE 71F2 71DD 6CD0 9BFB B4DE 69B9 C49C 69F6 E7ED 24D9 A3C4
0000 BFCB 3DA2 95A1 9E88 EB94 9BFF B4DE 2FD2 69B9 C49C C8EB 69F6 C8ED 45C1 E3AC

That should modify the player file. That's actually two palette sets: Ultimate Armor (second line), and unarmored X underneath (first line).
Besides that, you'll find two other instances of the armor palette in the file (the character select screen is one, not sure about the other one. Could be unused)
To change those, do another search, this time only for the second line, and replace with the second line from X4.

I'm not giving you the exact addresses because the position could change from update to update. But you should be able to find them with the search function of any hexadecimal editor on any version of the game.
Works like a charm, but is there some sort of limitation? Some certain palette remains unchanged in a few certain frames.
(https://i.imgur.com/Q7y12BN.png)
(https://i.imgur.com/XoFkX0r.png)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 25, 2021, 02:25:09 pm
Right, I forgot there's separate palette sets for highlights (charging, shooting).
This should cover it:

Quote
Ultimate Armor Palettes - Charging and Shooting (X5):
0000F7896F91D7AD1ACBFBAED3890E955CE3B7C2B09DAF95B5B257AA929D9291
00001ACBFBAED389D3890E955CE3B7C2B09DAF9592915CE32AE6C6D104B9E1B4
00001ACBFBAED389D3890E955CE3B7C2B09DAF9592915CE32AE6C6D104B9E1B4
0000BD95F0901BB29FE7F4FF28D703ADFEFFF6E669B9839471FFADFE24D9A3C4
0000BFCB3DA295A1DD94AC8CFEFFF6E669B969B9C49CC8EB71FFADFE24D9A3C4

Quote
Ultimate Armor Palettes - Charging and Shooting (X4):
0000F7896F91D7AD1ACBFBAED3890E955CE3B7C2B09DAF95B5B257AA929D9291
00001ACBFBAED389D3890E955CE3B7C2B09DAF9592915CE32AE6C6D104B9E1B4
00001ACBFBAED389D3890E955CE3B7C2B09DAF9592915CE32AE6C6D104B9E1B4
0000BD95F0901BB29FE7D4FED4E96CD0FEFFF6E669B9839471FFADFE24D9A3C4
0000DFD37FAAD7A9DF90EB94BCFFB4DE2FD269B9C49CC8EBCCFE2BFA87C9E3AC

These are not immediately next to the other ones, so you'll have to look for them separately (the palette files has all the base colors first, including special weapons, and all the charging/shooting palettes after).

Now that I think of it, you should look for TWO complete sets (unarmored base, armor, and all the charging/shooting ones). One for the player file, and another one for the boss fight at Zero Stage 3.
And besides that, a single instance of only the armor palette (second line of the palettes from my previous post). This is the one for the armor/character select screen. You won't be able to neatly replace the unarmored base colors for this one though (without coding a solution at least), because the game uses the same base palette for all the armors in this screen.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 25, 2021, 03:35:11 pm
Mega Man X5 v1.6.4 bugs, typos and suggestions report using emulator ePSXe205 part 2:

Before that, I notice other things as well.

Since the Improvement Project v1.5, during the Mission Complete Report, Alia no longer explains about:
- equipped weapons by browsing L1,R1 button
- all enemy has a weak point
- may create weapon and other items by defeating high level boss
She explained about getting DNA data, skip these 3 and ask which item to be created. Is that intention?

ITEM OBTAINED           Old script name                       New script name
-------------           ---------------                       ---------------
C-BALL                  CRYSTAL BALL                          Orichalcum Ball
ENERGY CART             ENERGY CART                           Energy Cartridge
LASER DEVICE            LASER DEVICE                          Laser Device
HYDROGEN                HYDROGEN                              hydrogen
ORBITER WING            ORBITER WING                          Orbiter Wing
ORBITER ENGINE          ORBITER ENGINE / BOOSTER              Orbiter Engine
FUEL TANK               FUEL TANK                             Fuel Tank
BOOSTER ENGINE          BOOSTER for rocket                    Booster Rocket
As you can see, the name for the Parts in Old script is quite faithful with the one in ITEM OBTAINED.
Is it possible to change the name for the Parts in ITEM OBTAINED to be identical with the one in New script?

Mission Complete Report:
Suggestion: Crescent Grizzly had ORICHALCUM BALL!
Alia:
Crescent Grizzly had
ORICHALCUM! This should


Now, here's the latter 4 Mavericks with all the possibilities playing on Normal difficulty and Navigator ON.

1) Spiral Pegasus's stage
a) Suggestion: Still, I can't believe the Sigma Virus got them... (Play as either X or Zero when parts needed.)
Alia:
Fleet... I can't believe the
Sigma Virus got to them...

b) Suggestion: Rescue and help them escape! (Play as either X or Zero when parts not needed. Colony not yet destroyed.)
Alia:
sensor... There are
survivors. Rescue them and
Alia:
help them escape!

c) Suggestion: Save and then help them to escape! (Play as either X or Zero when parts not needed. Colony destroyed.)
Alia:
survivors in this area. Save
them and help them escape!

d) Suggestion: Oh no, someone has set the bombs!
Alia:
Damn. Someone has set bombs!
They're small, but don't

e) Suggestion: Dispose them as soon as possible! [At the elevator just before Spiral Pegasus]
Alia:
There are more bombs ahead
of you! Dispose of them as
Alia:
soon as possible!

f) Suggestion: (Play as X when parts needed)
    Spiral Pegasus:
    X! I've always wanted to meet you, but considering the situaton with Eurasia, we don't even have time for talk. [no change]
    The remnants of the Repliforce are seeing their last day. [day]
    To be honest, all I can do is entrust everything to you. [no change]
    But, you still have to convince me first...through battle! [you still]
Spiral Pegasus:
X! I've always wanted to
meet you, but considering
Spiral Pegasus:
the situaton with Eurasia,
we don't even have time for
Spiral Pegasus:
talk.The remnants of the
Repliforce are seeing their
Spiral Pegasus:
last days... To be honest,
all I can do is entrust
Spiral Pegasus:
everything to you. But,
you'll have to convince me
Spiral Pegasus:
first...through battle!

g) Suggestion: These skies and even myself are infected by the virus and becoming Maverick. (Play as X when parts not needed. Colony not yet destroyed.)
Spiral Pegasus:
It's hard to believe that I
finally get to meet you at a
Spiral Pegasus:
time like this, X... These
skies, even myself, are
Spiral Pegasus:
infected by the virus and
are going Maverick. When
Spiral Pegasus:
that happens, everything
will be in your hands.

h) Suggestion: Therefore, before I've completely lost my mind, fight me and gained the trust I put in you! (Play as X when parts not needed. Colony not yet destroyed.)
Spiral Pegasus:
Before I've totally lost my
mind, fight me and let me
Spiral Pegasus:
know that I can put my trust
in you!

i) Suggestion: (Play as X when parts not needed. Colony destroyed.)
    Spiral Pegasus: Brrzzt... Who...are...you?
    X:Pegasus... Not you too...
Spiral Pegasus:
Brrzzt... Who... are...
you?
X:
Pegasus... Not you, too...
Spiral Pegasus:
You killed the General...
To avenged his death,
Spiral Pegasus:
I'll send you to hell!

j) Typo and suggestion: 1) this... It won't be long until I'm infected.  2) So please, fight me as though I'm a Maverick! (Play as Zero when parts needed)
Spiral Pegasus:
Zero! I can't believe I'm
meeting you at a time like
Spiral Pegasus:
this...It won't be long
until I'm infected. Then
Spiral Pegasus:
you'll "take care of me"...
so please, fight me as a
Spiral Pegasus:
Maverick! It will also be my
way of avenging Colonel.

k) Suggestion: So please, fight me as though I'm a Maverick! (Play as Zero when parts not needed. Colony not yet destroyed.)
Spiral Pegasus:
Zero! I can't believe I'm
meeting you at a time like
Spiral Pegasus:
this... It won't be long
until I'm infected. Then
Spiral Pegasus:
you'll "take care of me"...
so please, fight me as a
Spiral Pegasus:
Maverick! It will also be my
way of avenging Colonel.

l) Suggestion: Who...is...this? (Play as Zero when parts not needed. Colony destroyed.)
Spiral Pegasus:
I-Iris...who's this? Tell
me, Iris. Who, is, this?

m) Typo: You won't get away with this!  (Play as Zero when parts not needed. Colony destroyed.)
Spiral Pegasus:
I'll kill you. I'll kill
you! you won't get away
Spiral Pegasus:
with this!

n) Suggestion: (Alia's Mission Complete Report. When parts needed.)
    Alia:
    I didn't expect to fight with the Repliforce again.
    I guess it was inevitable since most of their members have become Mavericks.
    Fortunately, the devices for the shuttle were not damaged.
    However, that is not the case for the Repliforce Air Fleet.
    It won't be safe out there anymore.
    Please come back to the Hunter Base.
Alia:
I didn't expect to have to
fight the Repliforce again.
Alia:
But since most of their
members have become
Alia:
Mavericks, I guess that was
inevitable. Fortunately, the
Alia:
devices for the shuttle were
not damaged, but the
Alia:
Repliforce Air Fleet was not
so lucky... It won't be safe
Alia:
there anymore. Come back to
the Hunter Base.

o) Typo and suggestion: (Alia's Mission Complete Report. When parts not needed. Colony not yet destroyed)
    Alia:
    I didn't expect to fight against the Repliforce again.
    Most of their members have become Mavericks...
    It was inevitable, I guess? / I guess it was inevitable.
    Did you find anything useful?
    Hmm, a device for the shuttle...
    Well, anything is better than nothing.
    Anyway, it won't be safe anymore out there.
    Please come back to the Hunter Base.
Alia:
I didn't expect to have to
fight against the Repliforce
Alia:
again. Most of the their
members have become
Alia:
Mavericks... It was
inevitable, I guess. Did you
Alia:
find anything useful? A
device for the shuttle...
Alia:
Anything is better than
nothing. It won't be safe
Alia:
there anymore. Come back to
the Hunter Base.

p) Typo, bug and suggestion: (Alia's Mission Complete Report. When parts not needed. Colony destroyed)
     Alia:
    I didn't think we'd have to fight against the Repliforce again.
    Most of their members have become Mavericks...
    It was inevitable, I guess? / I guess it was inevitable.
    Are you saying if you had arrived earlier, the situation might be completely different?
    Well, there's no sense dwelling on it now.
    No one can undo what has been done.
    And since the Repliforce Air Fleet is so heavily damaged, it's no longer be safe there.
    Please come back to the Hunter Base.
Alia:
I didn't think we'd have to
fight against the Repliforce
Alia:
again. Most of the their
members have become
Alia:
Mavericks... It was
[Missing 'Alia:' and should have been combined together in the upper dialogue box as both only has one line.]
inevitable, I guess. Are you
Alia:
saying that if you had
arrived earlier, the
Alia:
situation might be totally
different? Well, there's no
Alia:
sense dwelling on it,
because you can't undo what
Alia:
has been done. Since the
Repliforce Air Fleet is so
Alia:
heavily damaged, it won't be
safe there anymore. Come
Alia:
back to the Hunter Base.


2) Spike Rosered's stage
a) Not sure: The secret Repliforce's facility that is/ The secret facility of the Repliforce is (Play as either X or Zero when parts needed.)
Alia:
The secret Repliforce
facility that is hidden

b) Suggestion: I bet if you go (Play as either X or Zero when parts needed.)
Alia:
Mavericks. I bet that if you
go a little deeper into the

c) Not sure: The secret Repliforce's facility that is/ The secret facility of the Repliforce is (Play as either X or Zero when parts not needed. Colony destroyed)
Alia:
The secret Repliforce
facility that is hidden deep

d) Typo and suggestion: navigate you. Anyway, you may still find something worthwhile. (Play as either X or Zero when parts not needed. Colony destroyed)
Alia:
I don't know why you want to
come to this area, but I'll
Alia:
navigate for you. You may
still find something worth
Alia:
while, anyway.

e) Not sure: The secret Repliforce's facility, / The secret facility of the Repliforce, (Play as either X or Zero when parts not needed. Colony not yet destroyed.)
Alia:
The secret Repliforce
facility, hidden deep in the

f) Suggestion: area, but I'll navigate you. Maybe you can find something useful... (Play as either X or Zero when parts not needed. Colony not yet destroyed)
Alia:
area, but I'll navigate for
you. You may find
Alia:
something useful...

g) Suggestion: (Play as X)
   Dr. Light:
   I'll give you another program for your Armor...   [Armor]
   This is an Armor prototype that I created a long, long time ago...   [no change]
   I named it the Gaea Armor. It specializes in defense.   [It]
   Thus, it is very heavy and lacks mobility...   [Thus, it]
   You won't be able to use your special weapons too.   [too]
   Still, it can be very useful because you will be protected and able to walk on the spiked areas...   [change sentence]
   With this Armor equipped, you'll be able to reach places that you have never been able to before...   [no change]
   Use your Armor wisely.   [no change]
Dr. Light:
I'll give you another
program for your armor...
Dr. Light:
This is an Armor prototype
that I created a long, long
Dr. Light:
time ago... I named it the
Gaea Armor. The Gaea Armor
Dr. Light:
specializes in defense. It
is very heavy and lacks
Dr. Light:
mobility... You won't be
able to use your special
Dr. Light:
weapons. Still, it will be
very useful because you will
Dr. Light:
be able to walk on damaged
areas... With this Armor
Dr. Light:
equipped, you'll be able to
reach places that you have
Dr. Light:
never been able to before...
Use your Armor wisely.

h) Suggestion: (Play as Zero)
    Dr. Light:
    I'll give you another program for X's Armor...   [Armor]
    This is an Armor prototype that I created a long, long time ago...   [no change]
    I named it, the Gaea Armor. It specializes in defense.   [It]
    Thus, it is very heavy and lacks mobility...   [Thus, it]
    X won't be able to use his special weapons too.   [too]
    Still, it can be very useful because X will be protected and able to walk on the spiked areas...   [change sentence]
    With this Armor equipped, X'll be able to reach places that he wasn't able to before...   [no change]
    Please tell him to use the Armor wisely.   [no change]
    By the way, have you ever wanted to have your own Armor?   [Armor]
    Zero:
    Never. I just trust one thing. Me...and I fight my way alone...   [change sentence]
Dr. Light:
I'll give you another data
program for X's armor...
Dr. Light:
This is an Armor prototype
that I created a long, long
Dr. Light:
time ago... I named it, the
Gaea Armor. The Gaea Armor
Dr. Light:
specializes in defense. It
is very heavy and lacks
Dr. Light:
mobility... X won't be able
to use his special weapons.
Dr. Light:
Still, it will be very
useful because X will be
Dr. Light:
able to walk on damaged
areas... With this Armor
Dr. Light:
equipped, X'll be able to
reach places that he wasn't
Dr. Light:
able to before... Please
tell him to use the Armor
Dr. Light:
wisely. By the way, have you
ever wanted to have your own
Dr. Light:
armor?
Zero:
Never. I just trust one
thing: Me. I fight my way:
Zero:
Alone...

i) Typo: Whoa, whoa... Now you're in for it! (Play as X when parts needed.)
Spike Rosered:
Whoa, Whoa... Now you're in
for it! I'll do whatever it

j) Suggestion: world is going to hell soon! (Play as X when no need the parts. It doesn't matter whether the Colony destroyed or not)
Spike Rosered:
world is about to go to hell
soon! Everyone's freaking

k) Suggestion: It'll be fun as you look kinda strong to me. But, if you lose, (Play as X when no need the parts. It doesn't matter whether the Colony destroyed or not)
Spike Rosered:
It'll be fun, because you
look strong. If you lose,
Spike Rosered:
you'll do what I tell you!
Game on!

l) Typo: Hand over the Orbiter Engine. (Play as Zero when no need the parts. Colony destroyed)
Zero:
You don't need to know. Hand
over the Orbital Engine.

m) Suggestion: What even is a "Maverick" then? (Play as Zero when no need the parts. Colony destroyed)
Spike Rosered:
was branded as Mavericks,
right? What even is a
Spike Rosered:
"Maverick", then?

n) Suggestion: We'll send a Hunter to pick it up although we don't need it anymore. (Alia's Mission Complete Report if no need the parts. Colony destroyed)
Alia:
in the jungle... We'll send
a Hunter to pick it up, but
Alia:
we don't need it anymore.
Anyway, your mission is


April 25, 2021, 03:41:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry, cannot post the remaining 3) and 4). Already exceed 15000 characters.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 25, 2021, 05:55:54 pm
Sorry, cannot post the remaining 3) and 4). Already exceed 15000 characters.

After this reply you should be good to post again!
Thanks again man! I already went through your first posts, I was just waiting for you to finish.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 25, 2021, 11:24:47 pm
Okay, here's the 3) and 4).

3) Dark Necrobat's stage
a) Suggestion: Change "space shuttle" to "Space Shuttle" and "facility, too..." to "facility too...". (Play as either X or Zero when need the parts)
Alia:
laboratory... Why don't you
borrow a Fuel Tank for the
Alia:
space shuttle? But before
you do that, there is
Alia:
something strange about the
planetarium... So, the
Alia:
Sigma Virus has already
polluted this facility,
Alia:
too... Your visit to the
planetarium will be
Alia:
very interesting, I guess.

b) Suggestion: Change "the track" to "its track" and "place" to "platform"
Alia:
Watch out for the track! It
isn't moving on the right
Alia:
course! If you sense any
danger, jump to the nearest
Alia:
place as soon as possible!

c) Suggestion: Mavericks, and everyone will be dead! (Play as X on 3 different events)
Dark Necrobat:
Mavericks, everyone will be
dead! Squeak! I'll start the

d) Suggestion: ruined... It's
Dark Necrobat:
The Earth is ruined...it's
awesome, my brother! Squeak

e) Not sure: 'space colony' or 'Space Colony' (Alia's Mission Complete Report if parts needed)
Alia:
will be able to fly to the
space colony. Please return


4) Burn Dinorex's stage
[This stage makes Alia looks like a rookie navigator. If someone guides me this way while I'm driving, I'll be mad!]

a) Suggestion: There's a Booster Engine in this lava area. (Play as either X or Zero when need the parts)
[If you decide it to be Booster Rocket, you need to change the name of the ITEM OBTAINED, BOOSTER ENGINE and etc listed below.]
Alia:
There's a Booster Rocket in
this lava area. Watch out

b) Suggestion: The control system of the lava has (Play as either X or Zero when no need the parts. Colony not yet destroyed.)
Alia:
This is the lava area...
The lava control system has

c) Suggestion: Still, we have no choice but to go down.
Alia:
Wait! There's a lot of lava
below us. But we have no
Alia:
choice but to proceed this
way. The lava comes at

d) Typo and suggestion:
    Can you see the rock shelter below you? The temperature is lower than the other side of the rock.
    If you take shelter from this kind of rock, you may be able to avoid the lava.
Alia:
Hmm... Can you see the rock
over there? The temperature
Alia:
is lower then the other
side of rock. If you take
Alia:
advantage of the rock, you
may be able to avoid the
Alia:
lava. Wait behind the rock
when the lava comes, then
Alia:
proceed with care.

e) Suggestion: 1) Change both 'this way' to 'straight'. 2) If you go down, use the Ride Armor to go through the lava area.
Alia:
Our path divides... You can
go this way, or you can take
Alia:
the other way below... If
you go down, you'll have to
Alia:
go through the lava area.
If you go this way, you'll
Alia:
be free from lava, but...
You can't proceed with the
Alia:
Ride Armor because a huge
rock blocks the way. Which
Alia:
way will you choose? The
decision is yours...

f) Suggestion: Depends. See a). (Play as X when need the parts)
X:
I want the Booster Engine
that you're hiding here.

g) Suggestion: Hand over the Booster quietly! (Play as X when need the parts) [See a)]
X:
Earth... Hand over the
engine quietly!

h) Suggestion: (Play as X when need the parts)
    You do realize no one will say that, right? So, do what you always do and take it by force. That is, if you can beat me. Heh heh heh...
Burn Dinorex:
Yes. Whatever you say... You
do realize that no one will
Burn Dinorex:
say that, right? So do what
you always do and take it by
Burn Dinorex:
force. If you can beat me,
that is. Heh heh heh...

i) Typo and suggestion: (Play as X when no need the parts. Doesn't matter whether the colony already been destroyed or not.)
    Have you come to kill me too? I'll stand and fight! The world is ruined, so there's nothing to lose but fight with all we have! To the death!
Burn Dinorex:
Maverick Hunter, destroyer
of Reploids... Have you come
Burn Dinorex:
kill me, too? I'll stand and
fight! The world is ruined,
Burn Dinorex:
so there's nothing to do but
fight with all we have!
Burn Dinorex:
To the death!

i) Suggestion: door-is it my time to go too? (Play as Zero when need the parts)
Burn Dinorex:
door-is it my time to go,
too?

j) Suggestion: No. I just came for your Booster Engine. (Play as Zero when need the parts) [See a)]
Zero:
No. I just came for
your Booster Rocket.

k) Suggestion: You also want my life, don't you? And, you want it through a fight, don't you? (Play as Zero when need the parts)
Burn Dinorex:
Ghaa ha ha! You don't just
want some Booster. You also
Burn Dinorex:
want my life, don't you?
You want a fight, don't you?

l) Suggestion: If that's what you want, I'll fight you anytime. (Play as Zero on 3 different scenarios)
Zero:
It it's what you want, I'll
fight you anytime.

m) Suggestion: Depends. See a). (Alia's Mission Complete Report if parts needed)
Alia:
We've found the BOOSTER
ENGINE. Now the striking

n) Suggestion: Depends. See a). (Alia's Mission Complete Report if no need the parts)
Alia:
Among other things, I'm sure
the BOOSTER ENGINE will be

o) Suggestion: BOOSTER ENGINE. [Signas introduces the latter 4 Mavericks. See a)]
Signas:
BOOSTER ROCKET.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 26, 2021, 01:17:58 am
Thanks! I'll go through these soon and post an update when I'm finished.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 27, 2021, 12:18:10 am
Mega Man X5 v1.6.4 bugs, typos and suggestions report using emulator ePSXe205 part 3:


1) Dynamo 2nd fight
a) Suggestion: Well, it doesn't matter. We have to fight back!
Signas:
What on earth does he want?!
Well it doesn't matter, we
Signas:
have to fight him!

b) Suggestion: (Play as X before battle)
    1) And it really is life-threatening work as you just go all out.
    2) So, this time around, I'll kick it up a notch too.
Dynamo:
I told you, just being a
bother. That is my job.
Dynamo:
Although it's
life-threatening work, since
Dynamo:
you just go all out. So this
time around, I'll kick it up
Dynamo:
a notch, too. Are you ready?

c) Suggestion: Both you and Sigma are always in super intense mode... Don't lump (Play as Zero before battle)
Dynamo:
I'm not gonna die. You
should really rethink what
Dynamo:
you're doing. You, Sigma,
you're always in super
Dynamo:
intense mode...don't lump me
in with the rest of the
Dynamo:
bozos you've dealt with...
The most chill, decent dude
Dynamo:
around is me-Dynamo. I'll
show you what I mean!
Dynamo:
Let's jam!

d) Suggestion: (Play as either X or Zero after battle)
    1) And I fought seriously this time too...
    2) Just make sure you mull over what I told you last time, otherwise you're gonna die someday...
Dynamo:
Man, you really are tough...
And I fought seriously this
Dynamo:
time, too... If I keep
hanging around you guys, I'm
Dynamo:
going to run out of my nine
lives. So, I'm outta here.
Dynamo:
No more games. But make sure
you mull over what I told
Dynamo:
you last time. Someday,
you'll die at some point...


2) Virus Zero's stage 3
a) Suggestion: 1) Armor... But, it's    2) But, don't get lazy (Play as unarmor X)
Dr. Light:
I never expected you to come
here without any armor...
Dr. Light:
But it's very dangerous to
go without adequate
Dr. Light:
equipment. To finish this
battle, I'll give you the
Dr. Light:
Ultimate Armor. You can
perform its Giga Attack, the
Dr. Light:
Nova Strike, unlimited
times. But don't get lazy
Dr. Light:
and depend too much on the
power of the Armor.
Dr. Light:
The end is near...
Good luck, X!

b) Suggestion: I wasn't able to create Armor for you...   (Play as Zero)
Dr. Light:
Zero... I wasn't able to
create armor for you...

c) Suggestion: 1) X... Even the Lifesavers...?    2) Just as I expected... He's come this far, and the virus is everywhere!    (Play as Zero)
Zero:
X... Even Lifesaver...?
Why are you here?
Lifesaver:
Look at him...! Just as I
expected...he's come this
Lifesaver:
far, and the virus is
everywhere! Yet, he hasn't

d) Not sure: "missions like these..." / "mission like this..." / "missions like this" ?    (Play as Zero)
Zero:
YOU go back to the Base! I
don't need any help with
Zero:
dangerous missions like
these...

e) Suggestion: (Play as Zero)
    X:
      ...But if you still won't go back, I'll force you to do so!
    Zero:
      ...Look, I really didn't want to reach a point, where I'd have to fight you.
      But if I must, so be it! Let's go, X!
X:
...But if you still won't go
back, I'll force you to!
Zero:
...I didn't want it to get
to this point, where I'd
Zero:
have to fight you. But if I
must, so be it! Let's go, X!

f) Suggestion: (Play as X vs Zero) [To me, there's some awkwardness in the conversation. Very unnatural.]
    X:
      Zero... I knew you'd be here...
      I've come to bring you back to the Base.   [edited]
    Zero:
      I feel something here...
      Almost as if...
    X:
      Zero, it's too dangerous!    [edited]
      You'll end up being infected by the virus...
    Zero:
      You've...been checking my virus readings, X?   [Not sure: 'readings' or 'reading']
    X:
      Yes, I have.
      Why aren't you taking any damage from the virus?   [edited]
      Instead, your power is rising?! Why?!   [edited]
      This isn't the time to fight when we still have a mission to accomplished, but...I'll bring you back no matter what it takes. [edited]
    Zero:
      Are you saying you're willing to take me down?   [edited]
      X, you can't fight me.
      Your kindness is also your weakness.
      I know you're worried about me, but I'm fine.   [edited]
      Trust me.
     X:
       Zero, I don't want to lose you again...   [edited]
       I'm really worried and I do trust you, so...I will bring you back by force!   [edited]
X:
Zero... I knew you'd be
here... Zero, I've come to
X:
bring you back to the Base.
Zero:
I feel something here...
Almost as if...
X:
Zero, it's too dangerous.
You'll end up being
X:
infected by the virus...
Zero:
You've...been checking my
virus readings, X?
X:
Yes, I have. Why aren't you
taking damage from the
X:
virus? Instead, your power
is increasing?! Why?!
X:
This isn't the time to fight
when we have a mission to
X:
accomplished, but... I'll
bring you back no matter
X:
what it takes.
Zero:
Are you saying that you're
willing to take me down, X?
Zero:
X, you can't fight me. Your
kindness is also your
Zero:
weakness. If you're worried,
I'm fine. Trust me.
X:
Zero, I don't want to lose
you... I'm really worried
X:
about you and I do trust
you, so... I will bring you
X:
back by force!

g) Suggestion: It's no different than your old readings, but... (X vs Awakened Zero)
X:
So it seems. The data says
just as much... It's no
X:
different from your past
readings, but... "There are

h) Suggestion: I got hit by Soul Body... (Play as X after beating either Zero or Awakened Zero.)
X:
I got hit with Soul Body...
Ohhh... I-I'm...losing...


3) Cutscene after Virus Zero's stage 3
a) Suggestion: 1) ...No, I won't allow you!    2) ...No! I won't allow you!!   (Play as either X or Zero)
Zero:
...No, I won't allow you to!
I know everything you're
Zero:
trying to do!
??:
Wha-what?! You pitiful fool!
Zero:
...No! I won't allow
you to!!

b) Suggestion: I haven't really completely reawakened you yet... (Play as either X or Zero)
Sigma:
Dammit! I haven't
completed you... I will

c) Suggestion: ...No, I won't allow you!   (No more Zero)
Zero:
...No, I won't allow you to!
I know everything you're

d) Suggestion: Oh well, good bye! Now, only you remain, X...   (No more Zero)
Sigma:
potential. Oh well,
farewell! Well, it's only
Sigma:
you now, X... I will let you
live this time. But I won't
Sigma:
be so kind next time, and
there WILL be a next time!
Sigma:
See you soon! You, the
strongest Reploid!


4) Alia's briefing before the final stage.
Suggestion:
   Alia:
    It must be Sigma's reading...
    I can't think of anyone else except him!
    Sigma is surely behind all this...
    I won't stop you from fighting anymore...
    I'll just leave everything in your hands...
Alia:
11F5646! The energy is too
strong to get an accurate
Alia:
data sample. I must be
reading Sigma... I can't
Alia:
think of anyone but Sigma!
Sigma is behind all of
Alia:
this... I won't stop you
from going to fight
Alia:
anymore... I leave
everything in your hands...


5) Final stage
a) Suggestion: (Play as X before Sigma's first battle. It doesn't matter whether Zero is available or not)
    X:
      Why did you do all this for? What's the point?!   [edited]
    Sigma:
      Because of Zero... And to awaken Zero from his false self.   [edited]
    X:
      What?!
    Sigma:
      You see, over the years, I've done all sorts of research on both of you and learned a magnificent truth.   [edited]
      I wanted to see Zero's true form more than anything...   [Miss out this line earlier. Anyway, no change]
      Therefore, I spread the virus across the world to purify his body.   [edited]
      However, that wasn't enough.
      So I took that old colony, turned it into a virus colony and let it fall to Earth.   [edited]
      The result was exactly as I predicted.
    X:
      You did all this for something so petty?!   [edited]
      The Earth was almost destroyed!
    Sigma:
      Fortunately, there was a group of daredevils called the Maverick Hunters that managed to prevent the world's destruction...   [edited]
      But alas, most of the Hunters have become Mavericks... Heh heh heh...   [edited]
[Blah x2]
X:
What did you do all of this
for? What was the point?!
Sigma:
Because of Zero...to awaken
Zero from his false self.
X:
What?!
Sigma:
Over the years, I've done
all sorts of research on the
Sigma:
two of you and learned of
a magnificent truth. I
Sigma:
wanted to see Zero's true
form more than anything...
Sigma:
so I spread the virus across
the world to purify his
Sigma:
body. However, that wasn't
enough. So I took that old
Sigma:
colony and turned it into a
virus colony and let it fall
Sigma:
to Earth. The result was
exactly as I predicted.
X:
So you did all of this for
something so petty?! The
X:
Earth was almost destroyed!
Sigma:
Fortunately, there was a
group of slackers called
Sigma:
the Maverick Hunters that
managed to prevent the
Sigma:
world's destruction... But
alas, most of the Hunters
Sigma:
have also become
Mavericks... Heh heh heh...
[then blah x4]

b) Suggestion: (Play as X before Sigma's 2nd battle. It doesn't matter whether Zero is available or not)
    1) Be it friends or foes, you'll still fight them.
    2) The truth is, this time, I had quite a good partner... He supported me in many ways.
[Blah x3]
Sigma:
You're the best... Friend,
foe, you'll fight anyone.
[blah, blah]
Sigma:
hiding. The truth is, this
time I had quite the good
Sigma:
partner...he supported me in
many ways. Apparently, in
[then blah x9]

c) Suggestion: (Play as X after beating Sigma's 2nd form. It doesn't matter whether Zero is available or not)
    1) You can't stand seeing others get hurt, can you, X?
    2) I'll take your cherished Zero... We'll go to hell together!
[Blah, blah, blah]
Sigma:
Gha ha ha ha ha...! You
can't stand seeing people
Sigma:
get hurt, can you X? You can
take the pain that I inflict
Sigma:
on you, but Zero's pain
hurts you more, doesn't it?
Sigma:
I'll take your cherished
Zero...we'll go to hell
Sigma:
together! Farewell, X!
Gha ha ha ha ha!

d) Suggestion: (Play as Zero before battle against Sigma)
    1) ...Shut up! Shut your damn mouth!!
    2) Even if you strike me down, death still awaits you...
[Blah x17]
Zero:
...Shut up! Shut your damn
mouth?
Sigma:
Even if you strike me down
now, death awaits you...
[Blah x4 then battle begins]

e) Suggestion: (Play as Zero before Sigma's 2nd battle)
    1) Tell me... Who is stronger, you or X?
    2) Who cares... Show yourself!
    3) So Zero, I met this old man and he told me you were the world's strongest.
    4) Bug: Sigma:
                 strongest in the
                 universe...
        Suggestion: Sigma:
                            Who is THAT old man?!
        [Either 'exclude all those lines and the dialogue box' or 'change it to something like I suggested'.]
    5) He seems to know quite a lot about you... Almost as he's your father!
Sigma:
Heh heh heh. You really are
the best, Zero. Tell me...
Sigma:
who is stronger, X or Zero?
Zero:
Who cares...show yourself!
Where are you, Sigma?!
Sigma:
Heh heh heh. Don't get so
worked up. I'm here... So
Sigma:
Zero, I met this old man,
and he told me that you were
Sigma:
the world's strongest. Tell
me, who is that old man?
Sigma: [Bug]
strongest in the
universe...
Zero:
...No idea who that is.
Sigma:
You should know him quite
well. You meet him in your
Sigma:
dreams, don't you?
Zero:
I don't know... I don't know
anyone like that.
Sigma:
He seems to know quite a lot
about you...almost like a
Sigma:
father!
Zero:
Shut up! This is the end!
You're finished, Sigma!

f) Suggestion: (Play as Zero after Sigma's 2nd battle)
    1) I'll...take y-you...down with me!
    2) Looks like X is nearby... Shall the three of us die together?
Sigma:
Gwaaaaaaaa! Damn... But I
won't die alone! I'll...
Sigma:
take y-you... down with me!
Zero:
You're a mess. What can you
do now?
Sigma:
Gha ha ha ha ha! Looks like
X is nearby...shall the
Sigma:
three of us die together?
You won't feel lonely if X
Sigma:
is with you, right?
Zero:
Wait! Don't you dare touch
X!
Sigma:
Let's go to hell together!
Farewell, Zero! Gha ha ha!


6) Ending cutscene (X's bad ending)
a) Suggestion: One week later...
One Week Later...

b) Typo: The answer is no.
X:
...You're still going on
about that? The answer is
X:
No. I don't remember
anything...

c) Suggestion: ...You see, everyone knew about the renowned A-Class Hunters, Captain Zero and Captain X...
Hunter B:
...You see? Everyone knew
about the renowned A-Class
Hunter B:
Hunters Captain Zero and
Captain X...  The two of you

d) Suggestion:
    1) Poor X.
    2) I have no idea... Maybe it disappeared on its own? Otherwise, it was deliberately erased...
Douglas:
But, why was only Zero's
memory data erased?
Douglas:
This guy, X.
Signas:
I have no idea...maybe it
disappeared on its own?
Signas:
Otherwise it was
deliberately erased...

e) Bug: Missing 'X:'   [I would have prefer you to combine the two lines together in a dialogue box.]
    Typo: a utopia       [I thought you should've known that already after major ovehaul on X6's script]
    Suggestion: E-"Elysium"...?
X:
Well... I've got it! I want
[Missing 'X:'. Also both only have one line and should be combine together as a dialogue box.]
to create "Elysium".
Hunter A & B:
E-Elysium...?
X:
Yes, an utopia called
"Elysium" where humans and

f) Not sure: There's no looping in the 2nd soundtrack where the scene change to the 'One Week Later...'. I mean is that how it should be?


7) Bug: Black screen freeze instead of restarting the game after pressing any buttons when displaying PLAY TIME and HUNTER RANK for beating the game.
[The same thing happens if you decide to wait until the screen showing secret input to get Ultimate Armor and Black Zero.]


April 27, 2021, 06:59:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Forget what I said earlier. I finished the whole possibility already.
I modified 5), but I can't post the new 8 ) and 9).
Already exceed 15000 characters again.
The latter two aren't important as no bug or typo detected. They're merely suggestion.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on April 27, 2021, 10:05:59 am
Here's a reply so you can put the rest of it. Thanks!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 27, 2021, 10:36:25 am
Okay, my final report:

8 ) Ending cutscene (X's good ending)
Suggestion:  [Should we change the script a bit so it can faithfully serve as prologue for X6?]
   1) Three weeks later... / Three Weeks Later...
   2) A giant Maverick has appeared at the Eurasia Ruins: HORIE 2146 Block Area!
   3) "Keep your wits about you", everyone...
   4) We might have gotten a bit rusty after a short break...
   5) Since the recent incident, Captain X's eyes have been as stern...and sharp as that other one...
   6) I'll keep on fighting!
Three Years Later...
Alia:
A giant Maverick has
appeared at the HORIE 2146
Alia:
Block Area! Go into action
immediately!
X:
I'm heading out! Keep your
wits about you, everyone...
X:
We've been used to living
in peace...
Hunter A:
Since that time, Captain X's
eyes have been as stern...
Hunter A:
and sharp as that other
one...
X:
I will face any enemy now...
as long as I have this
X:
Saber... I'll fight today,
too! Zero, we'll fight
X:
together! We'll be together
forever, Zero...


9) Zero's Ending cutscene
[Aside than the "did" to "am" which Fionordequester posted earlier, I don't find anything wrong.]


April 27, 2021, 11:44:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry, I forgot to include this typo I detected earlier.
(Play as X before Sigma's 2nd battle. It doesn't matter whether Zero is available or not)
[You can combine with 5) b) if you want. This is the Blah x3]
Typo: Remove 'to'
Sigma:
Heh heh heh. You really are
the best, X... The stronger
Sigma:
you are, the more I want to
to destroy you... I couldn't
Sigma:
even do it after making you
and Zero fight each other...
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Aceearly1993 on April 27, 2021, 08:54:28 pm
The input read is not an issue... In fact, for the current version's fast forward, I already added a custom functionality for the start button on cutscenes. The challenge was that every cutscene has its code for ending the sequence in the last page, and it was slightly different whether it should take you to the stage select screen (most of them), to another cutscene (enigma/shuttle), or the credits roll (the endings). I couldn't find a single "end cutscene" solution that would work as intended in ALL cases.

But anyway, since you guys reminded me of it, I gave it another go. I figured out one solution that would work for most of them, then added some hard coded exceptions here and there for the rest of them, and... good news! I actually have a proper cutscene (and dialogues!) START button skip implemented now. It's hacky af, but hasn't given me any issues (so far).

(https://i.imgur.com/Bkf5bUH.gif)

Let's take it one step at a time though. I'm saving this one among other cool features until after we're done polishing up the script/font release.
The next one will only be about fixing typos, bugs, and improving the text alignment/spacing. Once we test that one throughly, I'll consider the script work done and move on to give you more fun updates.


Magnificent find bro! You're our hero! The unknown more fun updates you mentioned caught my interest as well. Best wishes to this project!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on April 29, 2021, 01:42:27 am
acediez,

I just notice the word "saber" needs to be consistent.
I would suggest you change all the word "saber" to small letter while "Z Saber' remains as capital letter.
If I recalled correctly, the words "saber" and "Z Saber" only appear in Training stage, Zero Virus's stage 3, and X's good ending.
Please look back final report of my part 3:
8 ) Ending Cutscene (X's good ending)
X:
I will face any enemy now...
as long as I have this
X:
Saber... I'll fight today,
too! Zero, we'll fight

Also, be mindful if you decide to use some of my suggested lines. They might be grammatically wrong.
Sorry for my poor grammar.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Raykusen on April 30, 2021, 01:32:23 pm
The input read is not an issue... In fact, for the current version's fast forward, I already added a custom functionality for the start button on cutscenes. The challenge was that every cutscene has its code for ending the sequence in the last page, and it was slightly different whether it should take you to the stage select screen (most of them), to another cutscene (enigma/shuttle), or the credits roll (the endings). I couldn't find a single "end cutscene" solution that would work as intended in ALL cases.

But anyway, since you guys reminded me of it, I gave it another go. I figured out one solution that would work for most of them, then added some hard coded exceptions here and there for the rest of them, and... good news! I actually have a proper cutscene (and dialogues!) START button skip implemented now. It's hacky af, but hasn't given me any issues (so far).

(https://i.imgur.com/Bkf5bUH.gif)

Let's take it one step at a time though. I'm saving this one among other cool features until after we're done polishing up the script/font release.
The next one will only be about fixing typos, bugs, and improving the text alignment/spacing. Once we test that one throughly, I'll consider the script work done and move on to give you more fun updates.
That's very a good point  :laugh:
Either way, most of you just want to skip as much of it as possible!

That looks superb. Imma try it as soon as i can and see how it goes.
In case you haven't yet, give it a shot to the water level to make it scroll faster :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Megatronformayor on May 02, 2021, 03:46:45 pm
I have a few suggestions.

-Have it so that when you game over you start from the beginning of the stage when you continue.That way lives actually serve a purpose.

-Disable lives given by reploids.

-Have the ability to play as armorless X in the intro stage.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Sprite:D on May 04, 2021, 02:27:14 am
I have a few suggestions.

-Have it so that when you game over you start from the beginning of the stage when you continue.That way lives actually serve a purpose.

-Disable lives given by reploids.
There's barely any collectible lives in the game, so those two changes combined would make things like Necrobat's armor and Kraken's stage rather miserable. They would be nice as an option, but I don't know if Acediez wants to make this project similar to X6 Tweaks in terms of customization or not.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Red Soul on May 04, 2021, 05:56:00 pm
Here's a suggestion for a future version of this great patch, if possible:
Remove the annoying beep that plays as the text renders on screen. I find it grating and completely unnecessary.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Metalwario64 on May 04, 2021, 06:40:08 pm
Here's a suggestion for a future version of this great patch, if possible:
Remove the annoying beep that plays as the text renders on screen. I find it grating and completely unnecessary.
Or maybe replace it with the SNES text sound, which is less grating and quieter.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Megatronformayor on May 04, 2021, 08:59:03 pm
There's barely any collectible lives in the game, so those two changes combined would make things like Necrobat's armor and Kraken's stage rather miserable. They would be nice as an option, but I don't know if Acediez wants to make this project similar to X6 Tweaks in terms of customization or not.


Never noticed that and I see your point about the armor parts in Necrbat and Kraken's stages being a pain.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Aceearly1993 on May 04, 2021, 09:59:25 pm
Speaking of Kraken stage, it could be good to add a few dialogue sentences such as "the energy packs contain their own active triggers, so you can utilize them no matter your Z-Buster is fully functional or not" or something else to better explain why Zero can still use the Z-Buster to shoot energy packs to the wall, after his Z-Buster being damaged in the opening stage if player picks Fourth Armor X.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: ThegreatBen on May 05, 2021, 10:26:04 am
Speaking of Kraken stage, it could be good to add a few dialogue sentences such as "the energy packs contain their own active triggers, so you can utilize them no matter your Z-Buster is fully functional or not" or something else to better explain why Zero can still use the Z-Buster to shoot energy packs to the wall, after his Z-Buster being damaged in the opening stage if player picks Fourth Armor X.

That scenario is no longer an issue as Zero will always have his buster no matter who you pick.

That being said, that is still one of the most frustrating parts of the game. Adding a couple more energy balls to the jet bike run so that it no longer requires perfection would be really nice.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Red Soul on May 05, 2021, 04:26:06 pm
That scenario is no longer an issue as Zero will always have his buster no matter who you pick.

That being said, that is still one of the most frustrating parts of the game. Adding a couple more energy balls to the jet bike run so that it no longer requires perfection would be really nice.

I agree. That stage is one of the worst things in the game. Then again, I don't like vehicle only stages in platformers to begin with.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: WingCloud8 on May 05, 2021, 08:57:51 pm
Have we seen the new MMX5 modding tool like Megaman X6 this yet? This would be fun like that!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: ASR_94 on May 05, 2021, 10:59:20 pm
I don't find the beep in text annoying i like it and i don't want that to be removed.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: NoMadTheorist on May 06, 2021, 02:40:40 am
Hello acediez!

(UPDATE AS OF MAY 15, 2021) I found out that the "bug" that I referred to in here is actually an emulation bug caused by EPSXE 205 running on Windows 10. I concluded this because when I tested the same game file with DuckStation v2.0, the UP button works in the menu. So I guess nothing needs to be fixed.

As a recent Megaman fan who has played X5 for the first time just right now, I want to thank you so much for creating this improvement patch. It really helps in creating a more streamlined and totally unique experience with the game even with its obvious flaws and I especially had a lot of fun experimenting with the revised parts system.

While the game ran flawlessly in all other areas, I did see a major bug or issue that came while I played version 1.6.4, however - by the way I'm using EPSXE 205 with the EPSXE GPU core for this:

The UP button in the D-pad does not work in the weapons selection menu, regardless of which character I pick, yet the UP button responds in all other menu screens and in-game.

It seems to be an actual bug in the patch though its possible that my emulator is at fault too, but since my laptop is pretty weak clock-wise (Intel Core i3-7100-U, max clock rate 2.3 GHz, but has 12 GB RAM) I cannot test it with more demanding emulators such as Mednafen.

Also this video (https://youtu.be/0GhzDLad33Y?t=2634 (https://youtu.be/0GhzDLad33Y?t=2634)) on a playthrough of this patch with version 1.5 (not stated but implied from its date) clearly shows the UP button working in the weapons menu, yet it doesn't work for me.

I brought this issue since I've read not yet any single reply that mentions this strange bug. It'll be greatly appreciated if a possible fix can be provided in the next version or a suggestion.


Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Red Soul on May 06, 2021, 02:43:53 am
I don't find the beep in text annoying i like it and i don't want that to be removed.

Different people, different preferences. It was just a suggestion, and it would likely be a separate setting anyway.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on May 11, 2021, 12:00:53 am
Hello acediez!

As a recent Megaman fan who has played X5 for the first time just right now, I want to thank you so much for creating this improvement patch. It really helps in creating a more streamlined and totally unique experience with the game even with its obvious flaws and I especially had a lot of fun experimenting with the revised parts system.

While the game ran flawlessly in all other areas, I did see a major bug or issue that came while I played version 1.6.4, however - by the way I'm using EPSXE 205 with the EPSXE GPU core for this:

The UP button in the D-pad does not work in the weapons selection menu , regardless of which character I pick, yet the UP button responds in all other menu screens and in-game.
  • This means that I cannot use subtanks or weapon tanks, which would ultimately matter in defeating the final boss, yet I was able to climb ladders and hang onto ropes.
  • I tried switching to version 1.5 of this same patch with the same save file, but the bug did not go away.
  • Switching emulation options also did not fix the bug.

It seems to be an actual bug in the patch though its possible that my emulator is at fault too, but since my laptop is pretty weak clock-wise (Intel Core i3-7100-U, max clock rate 2.3 GHz, but has 12 GB RAM) I cannot test it with more demanding emulators such as Mednafen.

Also this video (https://youtu.be/0GhzDLad33Y?t=2634 (https://youtu.be/0GhzDLad33Y?t=2634)) on a playthrough of this patch with version 1.5 (not stated but implied from its date) clearly shows the UP button working in the weapons menu, yet it doesn't work for me.

I brought this issue since I've read not yet any single reply that mentions this strange bug. It'll be greatly appreciated if a possible fix can be provided in the next version or a suggestion.




That's weird. I'm also using ePSXe205 but I've never encounter the so call bug.
My gut is telling me either you have mess up your save file or the emulator itself.
Could you please check on that again?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: spotanjo3 on May 11, 2021, 06:11:14 am
Hello acediez!

As a recent Megaman fan who has played X5 for the first time just right now, I want to thank you so much for creating this improvement patch. It really helps in creating a more streamlined and totally unique experience with the game even with its obvious flaws and I especially had a lot of fun experimenting with the revised parts system.

While the game ran flawlessly in all other areas, I did see a major bug or issue that came while I played version 1.6.4, however - by the way I'm using EPSXE 205 with the EPSXE GPU core for this:

The UP button in the D-pad does not work in the weapons selection menu , regardless of which character I pick, yet the UP button responds in all other menu screens and in-game.
  • This means that I cannot use subtanks or weapon tanks, which would ultimately matter in defeating the final boss, yet I was able to climb ladders and hang onto ropes.
  • I tried switching to version 1.5 of this same patch with the same save file, but the bug did not go away.
  • Switching emulation options also did not fix the bug.

It seems to be an actual bug in the patch though its possible that my emulator is at fault too, but since my laptop is pretty weak clock-wise (Intel Core i3-7100-U, max clock rate 2.3 GHz, but has 12 GB RAM) I cannot test it with more demanding emulators such as Mednafen.

Also this video (https://youtu.be/0GhzDLad33Y?t=2634 (https://youtu.be/0GhzDLad33Y?t=2634)) on a playthrough of this patch with version 1.5 (not stated but implied from its date) clearly shows the UP button working in the weapons menu, yet it doesn't work for me.

I brought this issue since I've read not yet any single reply that mentions this strange bug. It'll be greatly appreciated if a possible fix can be provided in the next version or a suggestion.

DuckStation is brand new and it is a great one that you can pick up. Yes, it is better than ePSXe version.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Piotyr on May 11, 2021, 11:24:53 pm
As soon as this update hits I am tots gunna replay the game! Can't wait!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: NoMadTheorist on May 13, 2021, 10:28:38 am
DuckStation is brand new and it is a great one that you can pick up. Yes, it is better than ePSXe version.

Ah, thanks for the suggestion. I'll try that one out soon. :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: ZEROmaverick on May 13, 2021, 12:37:10 pm
I found that 1.6.4 runs the demo play after title screen thus hanging the game

Aside of that, this is a genuine wonderful work, it made me enjoy the game much more, specially disabling Alia's comments.

The new Fonts are a great improvement too, I never was able to read them correctly in my old CRT

P.S. Is it possible in future versions to add an option to turn ON/OFF VIrus GUI? (I use the HEX code change in order to achive this, thanks for the readme!! )
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Aceearly1993 on May 17, 2021, 04:17:23 am
I found that 1.6.4 runs the demo play after title screen thus hanging the game

I double confirmed that this issue happens in both the current version of Duckstation and ePSXe 1.9.25 with patch version 1.6.4, patch version 1.6.2 did not have this problem though.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on May 17, 2021, 05:47:37 pm
Thanks for reporting it again. I mentioned it after injuuin's bug report, that there's a bug in v1.6.4 that freezes the game any time you go "back" to the title screen (after the demos, after finishing the training stage, after watching the credits, etc). I don't know what caused it, but it's already fixed on my current build.

I had to slow down, I've been running short on time. But I'm already working on quite a few new things for future updates (it's just more fun than script stuff).
There'll probably be a v1.6.5 with various small script and font improvements, hopefully the last script related update, and a bigger update with new stuff after that.

I'd rather keep the new stuff as a surprise for the time being as I'm honestly not too open to discuss and detour from my current plan, but thanks for all the ideas and reminders of common problems with the game. A couple of them have been considered.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on May 19, 2021, 11:29:12 am
Recently, I tried to revert back the edited opening "X5OP.STR", and both the BGMs "Deep Sea" and unused ""Dr. Light" theme to the original US version. The opening is a success but the BGMs which is packed in "BGM.XA" failed. Can someone with the knowledge guides me? Below are the steps that I made.
Also, I use this https://www.youtube.com/watch?v=qv763Jpf7r4 as guideline.


1) Successfully revert back the OP song to origins or vice versa:

Softwares, programs and applications needed:
ImgBurn
CDmage

Step 1:
Use "ImgBurn" to create the ".cue" file.
Launch it, and click on "Tools". Then, choose "Create Cue File...".
Browse the ".bin" game and click "Open". Then, click "OK" to create ".cue" file.
The whole step 1 can be skip if the game already has ".cue" file.
Step 2:
Launch the "CDmage". Click on "File" and choose "Open...".
Find the game where the original game is stored and look for its "Image Files" which is also the ".cue" file.
Click on the "Track 1 [MODE2/2352] [MEGAMAN_X5]". Then, go into the "STR" folder and look for "X5OP.STR".
Right click on it and choose "Extract Files...".
Place where it should be by adjusting the "Extract files to:". Then, click the "Extract" button.
Now, find back the extracted file, "X5OP.STR", and renamed it.
The reason is to differentiate it with the latter file from Improvement Addendum which also has the same name.
Step 3:
Close and relaunch the "CDmage". Click on "File" and choose "Open...".
This time, find where the Improvement Addendum game is stored and look for its "Image Files" which is also the ".cue" file.
Click on the "Track 1 [MODE2/2352] [MEGAMAN_X5]". Then, go into the "STR" folder and look for "X5OP.STR".
Right click on it and choose "Extract Files...".
Place where it should be by adjusting the "Extract files to:". Then, click the "Extract" button.
Find back the extracted file, "X5OP.STR", and renamed it.
By doing so, 2 "X5OP.STR" files have been extracted. One is the original US version, and another is the Improvement Addendum.
Step 4 Final:
Right click on the "X5OP.STR" and choose "Import File...".
Browse where these 2 files are stored and choose the original US version. Then, click "Open".
A warning message will appear because the file of the original US version is smaller. Just click on "Yes" to match the size file.
Then, another message "File imported successfully" will appear. Click on "OK". Done.
In order to revert it back to the edited one, just repeat "Step 4" and choose the Improvement Addendum's "X5OP.STR" instead.


2) Failed to revert the unused track "Deep Sea" and "Dr. Light" back to original Tidal Whale's theme and Dr. Light's theme.

Softwares, programs and applications that may need:
ImgBurn
CDmage
PSound 2.1
Sony Movie Converter 3.4
PSmplay v1.4 PRO

Step 1:
Use "ImgBurn" to create the ".cue" file.
However, the step 1 can be skip if the game already has ".cue" file.
Step 2:
Launch the "CDmage". Click on "File" and choose "Open...".
Find where the original game is stored and look for its "Image Files" which is also the ".cue" file.
Click on the "Track 1 [MODE2/2352] [MEGAMAN_X5]". Then, go into the "XA" folder which has "BGM.XA".
Right click on it and choose "Extract Files...".
Place where it should be by adjusting the "Extract files to:". Then, click the "Extract" button.
Now, find back the extracted file, "BGM.XA", and renamed it.
The reason is to differentiate it with the latter file from Improvement Addendum which also has the same name.
Step 3:
Close and relaunch the "CDmage". Click on "File" and choose "Open...".
This time, find where the Improvement Addendum game is stored and look for its "Image Files" which is also the ".cue" file.
Click on the "Track 1 [MODE2/2352] [MEGAMAN_X5]". Then, go into the "XA" folder that has "BGM.XA".
Right click on it and choose "Extract Files...".
Place where it should be by adjusting the "Extract files to:". Then, click the "Extract" button.
After that, find back the extracted file, "BGM.XA", and renamed it.
By doing so, 2 "BGM.XA" files have been extracted. One is the original US version, and another is the Improvement Addendum.
Step 4:
Launch the "PSound 2.1". An error message regarding CD-ROM will most likely come out. Just ignore it by clicking "OK".
Click on "File" and choose "Scan File". Browse "BGM.XA" file of the US version that has been extracted in step 2 and click "Open".
Press the "Start' button and it will scan the whole 31 BGMs. Highlight on just BGM 00011 and 00020 as they represent Tidal Whale's and Dr. Light's theme.
Click on "File" again. This time choose "Convert...", "Browse for Folder" to store it and click "OK". It will start to convert both BGMs to "WAV" files.
Step 5:
Close and relaunch the "PSound 2.1". Repeat step 4 until click on "File" and choose "Scan File"
However, this time, browse "BGM.XA" file of the Improvement Project that has been extracted in step 3 instead and click "Open".
Press the "Start' button and it will scan the whole 32 BGMs. Highlight all the BGMs from 00000 till 00031.
Click on "File" again. Then, choose "Convert..." and "Browse for Folder" to store it.
Then, click "OK" and it will start to convert all the BGMs to "WAV" files.
Step 6:
Launch "MC32_en" from the "Sony Movie Converter 3.4".
Browse the "Conversion" on the left column by clicking "..." and look for the "wav" files that have been converted in steps 4 and 5.
Once a "wav" file been selected, it will shows: wav ==> xa.
Click on "Attributes". It will shows "XA Perimeters". Be sure to choose "37.8KHz" and "Stereo". Then, click "Go".
It will start to create "xa" file from the "wav" file. Repeat the process until all the 34 "xa" files been built.
Step 7:
Relaunch "MC32_en" from the "Sony Movie Converter 3.4". Click on "View" and choose "Multi Channel". Change "Total channels" from 8 to 32.
Browse the created "xa" files and place it accordingly from 0 to 31. For an example, click on "0" and browse for "BGM_improvement_00000.xa".
In order to revert back both the original US version of Tidal Whale's and Dr. Light's theme, choose "BGM_00011.xa" and "BGM_00020.xa" instead.
Then, checked the "Sub Header" before hitting the "output" button. Browse and name the new "BGM.XA" file before clicking "Save".
The new name must includes ".XA" extension. Now, the grey "Go" button will turn black. Click and wait for it to start packing.
Step 8:
Launch "PSmplay v1.4 PRO". First, click "Open" on 2352 by/sect and change the "Files of type:" to "XA AUDIO File".
Only then, "BGM.XA" of the Improvement Project which was extracted in step 3 can be browse.
Second, click "Open" on 2336 by/sect and browse the new "BGM.XA"  which was created in step 7. Then, click on "Test file".
Third, click on "Save" and change the "Files of type:" to "XA AUDIO File". Give a name to the new 2352 by/sect "BGM.XA" file.
Click on "Test file" again and click the "Convert" button which has turn from grey to black.
Once it is finalised, rename the extension ".2352" to ".XA".
Step 9 Final:
Launch back the "CDmage". Click on "File" and choose "Open...".
Find where the Improvement Addendum game is stored and look for its "Image Files" which is also the ".cue" file.
Click on the "Track 1 [MODE2/2352] [MEGAMAN_X5]". Then, go into the "XA" folder that has "BGM.XA".
Highlight it and and right click to choose "Import Files...".
Look for the latest "BGM.XA" that has just been created in step 8 and click "Open".
Wait for it to import until information about "File Imported Successfully" pop out. Click "OK". Done.
When I test it out, the BGMs are totally broken.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: acediez on May 19, 2021, 06:18:27 pm
I explained before that the process of editing music tracks is not only about replacing files. You need to edit the tracklist (a table within the executable) and track assignments (hardcoded on the code for each screen where it starts playing).

If you insist on doing it yourself, the tracklist and code changes are detailed on the workbook I shared a few pages back. But I already have the "no music changes" variant on the pipeline for future updates, so maybe you should just wait for that instead.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: JPC on May 20, 2021, 07:12:32 am
Does this apply to the PC version as well?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: injoon84 on May 20, 2021, 08:21:18 am
I see. You actually mentioned it in page 7. It was about half a year ago and I have forgotten about it. Thanks for the reply.
Anyway, debugging is out of my league. I know nothing about it.
For your info, I'm pretty much prefer the edited opening and BGMs.
It just that I'm not even sure which soundtracks I actually prefer between the unused "Deep Sea" and the original "Tidal Whale".
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Megatronformayor on July 01, 2021, 10:13:59 pm
I think the enemies should drop items in extreme mode. Also nerf Zero's saber against bosses a bit and make bosses do more damage so they put up more of a fight.

Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Sprite:D on July 04, 2021, 03:35:12 am
I think the enemies should drop items in extreme mode. Also nerf Zero's saber against bosses a bit and make bosses do more damage so they put up more of a fight.
Meh, there's already enough energy pickups in Xtreme. A proper Xtreme Mode to go alongside the disabled items like in X6 would have been nice, but that would be asking a lot, so just keeping the disabled items is a fine way to do it. The bosses already do quite a lot of damage, which can be seen in the re-fights - sure, it would make for a fun fight before that, but Lv.96 bosses that also hit like a tank? Nooooope. The solution here would be making their re-fight healthbars smaller by like 70-75 levels while keeping the upgraded damage, but that might be a bit too different from original game's approach. I do agree on nerfing Zero's saber - it's absolutely broken before you get Grizzly's technique.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.6.4)
Post by: Megatronformayor on July 04, 2021, 11:37:37 am
Meh, there's already enough energy pickups in Xtreme. A proper Xtreme Mode to go alongside the disabled items like in X6 would have been nice, but that would be asking a lot, so just keeping the disabled items is a fine way to do it. The bosses already do quite a lot of damage, which can be seen in the re-fights - sure, it would make for a fun fight before that, but Lv.96 bosses that also hit like a tank? Nooooope. The solution here would be making their re-fight healthbars smaller by like 70-75 levels while keeping the upgraded damage, but that might be a bit too different from original game's approach. I do agree on nerfing Zero's saber - it's absolutely broken before you get Grizzly's technique.
Makes sense that would make the refights to difficult. But hey the game is still fun and not having Alia interrupting is great.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
Post by: acediez on July 11, 2021, 07:46:52 pm
Hey everyone. I'm dropping v1.7 today, a small "cleanup" update on the current set of features, all related to text and script. This should be consider the current stable release.

I'm also releasing a BETA for v2.0, the next major update with several new features. It's still incomplete, mostly untested, and might have serious bugs, but I decided to release it as it is as a sneak peak, since I won't be able to continue working on it for quite some time. I won't be heavily involved in romhacking project for awhile.


(moved to first post)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
Post by: Aceearly1993 on July 11, 2021, 09:27:19 pm
Congrats for the huge update! One thing I noticed was, in the v2.0 BETA 1, Force Armor didn't carry the huge Plasma blaster at the start, but uses the same charge shot as normal X. Is this intentional or a glitch?

And v2.0 BETA 1 other bugs:
- Crescent Grizzly stage won't properly register as beaten after defeating Grizzly
- When the incomplete Falcon/Gaea Armor activated, it will eat up Fourth Armor's slot if you have Fourth Armor (Fourth Armor cannot be selected since then).
- Incomplete Gaea Armor's buster shots are graphically incorrect and will cause garbled graphics in Grizzly stage

Also v1.7 bugs: Burn Dinorex's dialogue box content is erroneously called as Spike Rosered's in v1.7, while Spike Rosered's dialogue using Dark Necrobat's, Spiral Pegacion stage's first navigation uses Burn Dinorex's pre-fight dialogue.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
Post by: acediez on July 12, 2021, 01:19:51 am
Thanks

Also v1.7 bugs: Burn Dinorex's dialogue box content is erroneously called as Spike Rosered's in v1.7, while Spike Rosered's dialogue using Dark Necrobat's, Spiral Pegacion stage's first navigation uses Burn Dinorex's pre-fight dialogue.

I'm gonna update both releases with this fix right now, it was a simple mistake.
As for the rest of the BETA bugs, well, just keep listing them, there's gonna be plenty.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
Post by: niuus on July 12, 2021, 01:25:30 am
Thanks

I'm gonna update both releases with this fix right now, it was a simple mistake.
As for the rest of the BETA bugs, well, just keep listing them, there's gonna be plenty.
Ah! I was wondering what happened since i was downloading them a couple of minutes ago, about to continue with 1.6.4 and it errored out.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7 and v2.0 BETA 1)
Post by: acediez on July 12, 2021, 02:31:51 am
v1.7.1
- Script: Fixed out of place dialogues.

v2.0 BETA 2
- Script: Fixed out of place dialogues.
- Armor by Parts: Fixed Fourth Armor buster.
- Armor by Parts: Fixed available armors value being incorrectly updated when obtaining an incomplete armor (removing other armors).

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - If you beat the stage when you first unlock an incomplete armor, the stage won't register as beaten on this run (Mission Report message bug)
     - Graphic issues will occur when the current armor is updated during gameplay (most notably Gaea Buster, but also minor palette changes and dash graphics). These should be resolved after losing a life or moving to a new section.

That's all for today!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
Post by: Sprite:D on July 12, 2021, 03:51:35 am
holy god damn...

And here I've thought that X6 Tweaks Program was the peak of MMX hacks. God bless you, AceDiez, this patch is awesome!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
Post by: Aceearly1993 on July 12, 2021, 09:59:21 am
The version v1.7.1 seems to be pretty stable at my end! Went through every possible route and all endings, no significant issue encountered in Navigation on mode. Needs to check further in full scale Navigation off mode, but currently I might change my focus into other different game projects.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 2)
Post by: acediez on July 12, 2021, 02:10:13 pm
Thanks for testing Aceearly!

v2.0 BETA 3
- Armor by Parts: Fixed stages not being marked as beaten when an "incomplete armor" is first obtained.
- Armor by Parts: Fixed Gaea Armor buster graphics not loading properly

This takes care of the nastiest bugs. BETA 3 should be good for a normal playthrough now.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - Graphic issues may occur when the current armor is updated during gameplay (buster palettes, dash effects). These should be resolved after losing a life or moving to a new section.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
Post by: abak on July 12, 2021, 03:03:43 pm
I didn't know this project was still getting updated! Great stuff!! I love the effort people are putting into making MMX improvement patches like the SNES retranslations to the complete overhauls of X5 and X6! This feels like the definitive way to play X5 in my opinion!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
Post by: ZEROmaverick on July 12, 2021, 06:02:41 pm
First of all: marvelous work!!

For me it is the only way to enjoy X5 (and X6) and thanks to your undubs now I can understand X4 and 8 ( I used to play only the japanese versions only due voices and songs)

Haven't found any issues with 1.7.1, I just downloaded 2.0 BETA 2 and I will start testing it tonight, I really like the new features you are adding to 2.0 specially removing the Random destruction of Eurasia. That always bothered me when I first played X5 back in the days (well that and Alia...)

Just a comment: Is it possible for 2.0 instead of removing the "double tap for dash" make it an option? like the Navigator ON/OFF? and maybe to turn Virus UI on/off?

Thank you for this incredible work!

Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
Post by: kkdavilyn on July 12, 2021, 08:23:56 pm
i encountered a few bugs in 2.0 beta 3
and in case its because of any hex edits from the readme ill say that the ones i messed with were:
-i reverted all the music options in the readme
-i allowed gaea armor to equip 2 parts and ultimate to equip 4

so the bugs i encountered
-dynamo just didnt show up at all, i was holding start from mission end until mission select, so maybe i skipped his trigger somehow?
-when the already known pallette thing happened to zero after getting a falcon part, when i started the next stage my parts (just saber plus at the time) were unequipped
-maybe im dumb on this one but i could not get twin dream to destroy the capsule bomb in tidal whale's stage, i tried triple slashing, c-sword,crouching, m-blade, e-blade, but nothing happened

thats what i got so far
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.1 and v2.0 BETA 3)
Post by: acediez on July 13, 2021, 03:53:23 am
Thanks for testing!

v1.7.2
- Fixed Dynamo encounters not being triggered if his introduction cutscene was skipped

v2.0 BETA 4
- Fixed Dynamo encounters not being triggered if his introduction cutscene was skipped
- Fixed new weapon vulnerabilities of breakable objects not actually being implemented
- Fixed selected Parts not being loaded in-game correctly
- Fixed some (all?) palette bugs when entering a capsule

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.


Quote
Just a comment: Is it possible for 2.0 instead of removing the "double tap for dash" make it an option? like the Navigator ON/OFF? and maybe to turn Virus UI on/off?
The hex-data to re-enable it manually is on the readme. I won't add more in-game options for the time being.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
Post by: injoon84 on July 13, 2021, 05:17:12 am
Random test report on v1.7.1

I didn't test much but I straight away detected a few minor issue.
1) Load game menu not align on the numerical number of Heart Tank when it reaches double digit.
2) Still needs some spacing on (%!). They were still stick together.
3) Still have (to to) in the conversation before the 2nd battle begins between X and Sigma.

Also, I hope you don't mind if I criticize a bit about the script part. It's something related to my previous suggestion.
1) Inconsistent of ellipsis (...)
I got the impression you want to use (...with no spacing) when still in the same sentence and (... With spacing) when you want to start a new sentence.
Well, it's not the case. It's still totally random in the script.

2) Inconsistent of colon (: )
Sometimes capital letter and sometimes small letter.

3) Inconsistent with the word (Armor)
I notice you used small letter on (X's armor) and (this armor) while capital letter on (the Armor).

4) Too many unnecessary word of (that)
I don't know. Correct me if I'm wrong. I recalled during my school days, I wrote an essay and really thought I wrote it decently.
However, when my friend who is good in English read it, he dislikes it very much. So I ask why?
He reply that my essay has too many unnecessary word of "that" which makes it feels like the native language of my country.
Is there any difference for you all with these examples:
I thought I have already told you?
I thought "that" I have already told you?

5) Alia uses the word (this way) in Burn Dinorex's stage
I stated before. That was a terrible choice of word when you try to navigate someone. It doesn't state the direction at all.

6) Sigma used the word (slackers) on Maverick Hunters
I really feel the word is not suitable as Sigma has faith with the Maverick Hunters to handle the colony.
Yup, my suggestion of (daredevil) may not be suitable but I thought you can understand my point.
Maybe (diligent) or completely remove those word and rebuild a better one


Random test report on v2.0 Beta 2:

Also, I didn't test much but I notice a few things.
1) Dark Hold
There's bug if you got hit at the same time you try to activate it.
If that happens, some special weapons including Dark Hold cannot be use anymore unless you either die or pass that stage.
Also, you cannot rotate special weapons and cannot launch charge shot.

2) Dark Hold pushing V-Blocks with dash
I notice since V-Blocks can only be push while activating Dark Hold, we might get trap in the middle of that stage when the energy weapons bar runs out.
You have no choice but to "exit" the stage. I personally dislike "enable exit anytime" as you can skip the intro stage and move on straight to the 8 selectable stage.
It also skips some events and the intro of the early 4 Mavericks.

3) Breakable blocks with special weapons
It's not working at all. I looked into the file using HxD and notice there's no customization on it yet as I study a bit on your latest workbook.


This is what I came out from the damage table but not all of it work.
Can you have a look on it? Anyway, I customize it on v1.7.1.
 
Damage table Tidal Whale Capsule Bomb (working but is it the right address?)
-------------------------------------------------
01) F-Laser
BIN Address: 82D54
HEX Data Original: 0200
HEX Data Modified: 0007

02) Tri-Tunder (Charged)
BIN Address: 82D64
HEX Data Original: 0200
HEX Data Modified: 000D

03) Spiked Ball (Charged)
BIN Address: 82D68
HEX Data Original: 0200
HEX Data Modified: 000D

04) C Flasher
BIN Address: 82D9C
HEX Data Original: 0200
HEX Data Modified: 000D

05) Twin Dream
BIN Address: 82D9E
HEX Data Original: 0200
HEX Data Modified: 0007

Damage table for breakable blocks on Shinning Firefly's stage (working but is it the right address?)
-------------------------------------------------
01) E-Blade
BIN Address: 843E0
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Tidal Whale's stage (not working?)
-------------------------------------------------
01) Tri-Tunder
BIN Address: 84442
HEX Data Original: 0200
HEX Data Modified: 0004

02) Tri-Tunder (Charged)
BIN Address: 84454
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Dark Necrobat's stage (working but is it the right address?)
-------------------------------------------------
01) Twin Dream
BIN Address: 8452E
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table V-Blocks (working but is it the right address?)
-------------------------------------------------
01) W-Shredder
BIN Address: 84652
HEX Data Original: 0700
HEX Data Modified: 0001 (Also, W-Shredder not functioning as I visualise. I actually want it to have hit detection for 0804)

02) Zero Buster
BIN Address: 8468C
HEX Data Original: FF00
HEX Data Modified: 0001
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
Post by: acediez on July 13, 2021, 09:09:58 am
Thanks injoon84

1) Load game menu not align on the numerical number of Heart Tank when it reaches double digit.
2) Still needs some spacing on (%!). They were still stick together.
3) Still have (to to) in the conversation before the 2nd battle begins between X and Sigma.

1) Dark Hold
There's bug if you got hit at the same time you try to activate it.
If that happens, some special weapons including Dark Hold cannot be use anymore unless you either die or pass that stage.
Also, you cannot rotate special weapons and cannot launch charge shot.
I'll try to fix these soon.

(Other script suggestions)
I won't go back to that for now, I need to wrap this up quick. But as I said, I'll consider asking for someone else to edit the script later on.

2) Dark Hold pushing V-Blocks with dash
I notice since V-Blocks can only be push while activating Dark Hold, we might get trap in the middle of that stage when the energy weapons bar runs out.
Not too sure what to do about this one. I'll keep an eye on additional feedback an suggestions on this, but I'll have to leave it as it is for now.

I personally dislike "enable exit anytime" as you can skip the intro stage and move on straight to the 8 selectable stage.
It also skips some events and the intro of the early 4 Mavericks.
I haven't worked on additional planned readme options yet, but one of them is adding another exception for the exit stage button, the intro stage.

BIN Address: 36D44
HEX Data Available: 00000000
HEX Data Disabled:  0C008010

I personally use it a lot to intentionally jump straight into the main game (dialogues skip included), and I've received mostly good feedback on it, so I'll keep it as an included option as it is.

3) Breakable blocks with special weapons
Already fixed in BETA 4. The problem came from the data in the workbook itself (I listed the addresses wrongly), I'll update the uploaded workbook once I'm done doing basic bugfixes.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
Post by: ZEROmaverick on July 13, 2021, 09:51:42 am
1.7.2 - Issue

After the introduction stage (after you fight Sigma's head), if you skip the cinematic the SAVE MENU is also skipped making impossible to SAVE at that point
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
Post by: jarunikol01 on July 13, 2021, 06:41:40 pm
I love this hack, but there's only one problem. Remember about that feature where if you try the Shuttle with all four upgrades will always succeed. Yeah, it is not working for me. Actually is the opposite. I have all part of the shuffle and attempt, but fail. I reload my save file, but failed again.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.2 and v2.0 BETA 4)
Post by: acediez on July 14, 2021, 01:34:09 am
v1.7.3
- Cutscene skip: fixed two instances of sequence breaking (the cutscene after the intro stage, and the one after running out of time)
- Very minor text fixes (a typo, a misaligned digit on the save menu, a single character's spacing)

v2.0 BETA 5
- v1.7.3 fixes
- An attempt to fix Dark Hold's glitches caused by getting hit while activating it (needs more testing)
- An attempt to fix the Shuttle launch failing even after collecting all 4 parts, on some emulators (needs more testing)
- Gaea Buster damage output increased against most common enemies (uncharged increased from 4 to 5, charged increased from 7 to 9)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
Post by: Aceearly1993 on July 14, 2021, 05:47:57 am
In v2.0 BETA 5 it's still possible to fail Shuttle operation after after collecting 4 Shuttle parts. Only barely success 1 out of 30 times in a row.

Also I think 200% damage of Submarine attack is a bit too high. To the point it discourages picking Whale first (especially as Zero). Make it 150% or just keep the original damage would be perfect.

And a game crashing issue occurs accidently when I used incomplete Gaea Armor and collected Gaea Arm parts, then switched to another special weapon, the game crashes in black screen.

And is there a modifier which could adjust 1) damage of Z Buster and 2) Eurasia Crash timer?

And last a sequence break after X vs Zero fight, if the cutscene is skipped, mission report prompt is not triggered, which leads to Ultimate Armor being missing in the armor list before start final stage.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
Post by: injoon84 on July 14, 2021, 01:13:48 pm
Test report on v2.0 BETA 5
I didn't know where to look for. So I just start a new game and play until beaten the 8 Mavericks using X.
These are things that I notice:

1) Script typos and suggestions
Sorry, this will be the last time I mention about it since it's not the priority.
The only obvious changes I notice in the script is the "Spear Charge Shot'.
Now, I'm not even sure how much you have amended for the obvious typos and suggestions from the old v1.6.x.
For instance, "The temperature is lower then the other side of rock" and "Rocket Booster / Rocket Engine" in Burn Dinorex's stage.
Therefore, I'm not gonna specifically check the script as I've already listed all the problems and typos to you previously.

2) Incomplete Armors (Falcon/ Gaea)
a) Still in native palette of unarmored X
This happens every time when it shows the animation of X wraps in, out, die and beat one the 8 Mavericks.
Also, the whole battle against Dynamo. Be it the first or the 2nd time.
And sometimes, after Dr. Light explains about the armor part. I don't know how this triggers yet.

b) Gaea using Special Weapons
Currently, as long as Gaea did not get the arm parts, incomplete Gaea still able to use Special Weapons but with graphical and sound glitches.
Once Gaea is completed, no Special Weapons is allowed.
However, if you exclude Special Weapons on incomplete Gaea, then, only Gaea cannot collect all the capsules.
I already show you the damage table on Dark Necrobat's stage for Zero to break in to get the needed capsule.

c) Incomplete Falcon
Just opinion. I would have prefer it to be light blue or white.

3) Space Shuttle status
It's totally broken.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.3 and v2.0 BETA 5)
Post by: acediez on July 15, 2021, 01:33:13 am
v2.0 BETA 6
- RNG Exceptions: feature temporarily removed (wasn't working as expected). (reimplemented in BETA 7)
- Armor by Parts: fixed incomplete Gaea Armor mistakenly having access to bugged Special Weapons.
- Tidal Whale Stage: U-555 damage output reduced (from x2 to about x1.5)

About the Shuttle launch chances, it seems that the debugger I use is giving me different results as most other emulators/systems. I'll have to double check everything using a more accurate emulator. That's gonna be very time consuming, so I'll have to leave it for some other time. I'll just leave it out of the current BETA for now, so that it can at least be playable normally.  nevermind

Non-game breaking palette bugs (incomplete implementations, actually) will be left for later too. I forgot to list it as a "known issue".

As for the Tidal Whale subboss damage output, to be honest, I hadn't tested it using Zero. I agree now, it's a bit too much. I'll be toning it down from x2 to about x1.5. Except the big laser. It's pretty well telegraphed, so I'm keeping that a bit higher.

And is there a modifier which could adjust 1) damage of Z Buster and 2) Eurasia Crash timer?

1) Damage table info is on the workbook I uploaded to the downloads link, I just updated it. I haven't identified to which enemy/enemies each table belongs (columns), but all major attacks spot on each table is identified (rows). You'd just have to increase the value for each value on that row.

2) I haven't worked on a hack for it myself, but it's been covered by gamesharks since forever https://gamehacking.org/game/89275

Code: [Select]
Infinite Hours To Collision by Code Master, KelPearl, Shadow X
800D1CAE 0040



EDIT: I changed my mind. I took a better look at the Enigma/Shuttle launch code and I think I found the problem, so I'll just try it again.

v1.7.4
- Cutscenes Skip: fixed sequence breaking after the X vs. Zero aftermath cutscene (skipping Mission Report)

v2.0 BETA 7
- v1.7.4 Fixes
- RNG Exceptions: reimplented. A new attempt to fix it (neeeds testing)
- Breakable blocks: Twin Dream can now destroy Necrobat Stage's breakable block (thanks for the suggestion)

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
     - The script formatting hasn't been optimized for the new variable font width spacing.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - The implementation of the incomplete armor palette changes isn't finished. The palette revert back to normal in some situations (Ride Armor, Ride Chaser, death animation, win animation, etc.)

I also included two new hacks instructions on the readme:
- Remove timer (hide it from UI and disable the event of running out of time. Not throughly tested yet)
- Receive Parts on the next run (same as Life/Energy up, instead of waiting two runs)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
Post by: Aceearly1993 on July 16, 2021, 06:29:18 am
The X vs Zero exploit fix almost works, but the result screen after that was labeled as Game Over instead of actual mission report.  ;)
When Zero entered Black Zero capsule, he temporary changes palette to green.
Shuttle operation finally succeed two times in a row, but I need to go through the scene another 50 times  :thumbsup:
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
Post by: pating on July 16, 2021, 06:45:42 am
I don't know if this helps but when you fought with either X or Zero and finish the game the time still keeps on ticking during the dialogue of either of the characters you choose to play. I hope it stops ticking after you deliever the final shot/slash. I tested it both with Japanese and English releases thinking that it might be a glitch or unseen quality check for those who implemented the ranking system of this game.

I don't know how to hack megaman/rockman x games on PS but does the time ticks whenever Alia interrupts X and Zero in the vanilla version of X5?

Anyways thanks acediez for your hard work.

I found this issue very annoying because I am doing a both MEH/MMH Rank on both X and Zero in the vanilla and I find this annoying that I am not able to promote to MEH in Rockman X5 because after defeating Zero or Irregular Zero the timer still ticking and X keeps on yapping about never thought that Zero used Soul body to also knock him down.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.4 and v2.0 BETA 7)
Post by: acediez on July 17, 2021, 01:15:32 am
I don't know how to hack megaman/rockman x games on PS but does the time ticks whenever Alia interrupts X and Zero in the vanilla version of X5?

Hey pating. I haven't touched the ranking system, much less the way the timer is counting. If if helps, you can now break entire dialogue sequences pressing start.

The X vs Zero exploit fix almost works, but the result screen after that was labeled as Game Over instead of actual mission report.  ;)
When Zero entered Black Zero capsule, he temporary changes palette to green.
Shuttle operation finally succeed two times in a row, but I need to go through the scene another 50 times  :thumbsup:

Thanks for the quick test, I think I got it now.

About the Shuttle launch hack, if you're testing please consider that:
- RNG doesn't change in menus (if you load a file and go straight to Enigma/Shuttle launch without visiting a stage, you'll always get the same result)
- I made modifications to 3 separate events:
Enigma launch from menu (to add the exception: if no Parts, always fail. Else, use the RNG)
Shuttle launch from menu (to add the exceptions: if no Parts, always fail. If all parts, always succeed. Else, use the RNG)
Shuttle launch from the cutscene you automatically get after getting the last part (skip all RNG code, always succeed)
So, if you don't get a fail or success when you expected one based on this, please let me know which one was it.



v1.7.5
- Cutscenes skip: fixed Mission Report displaying "Game Over" instead of "Mission Complete".

v2.0 BETA 8
- v1.7.5 fixes
- Armor by parts: fixed palette bugs in Zero Stage 3 capsule.

Just a small bug fixing update, thanks Aceearly!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 17, 2021, 04:54:54 am
In v2.0 BETA 8, after skipping the cutscene where X defeated Zero, Mission Report is still displaying "Game Over" instead of "Mission Complete". The Mission Report after skipping post-intro stage cutscene is also displaying "Game Over" instead of "Mission Complete". I'm using converted Eboot on PSP.
Zero's palette during Black Zero capsule process has been successfully fixed.

Now in current version, 1 part, 2 parts and 3 parts of both Enigma and Shuttle works appropriately for two possibilities. A file with Shuttle having the 4 parts succeed 10 times in a row. Another file with all 8 bosses beaten regularly, succeed 10 times in a row. Enter stages to refresh RNG doesn't seems to have issues so far. The test of remaining possibilities of Shuttle operation is still on the road, will check further. Pray me success!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: injoon84 on July 17, 2021, 10:42:33 am
Test report on v2.0 BETA 6

1) I mostly focus on Incomplete Armors (Gaea/ Falcon)
a) Still in native palette of unarmored X part2
Last stage against the 8 Mavericks. Once you teleport out after beating 8 of them, the palette turn back to incomplete armor X.
Also, the battle against Dynamo. Both first and the 2nd time.(Reminder)

b) Incomplete Gaea shot eraser
From my observation, as long as it is incomplete Gaea, the normal charge shot can still erase certain obstacle.
eg. Attack from Zero Buster normal shot, Burn Dinorex's normal mouth fire which is similar to X's Ground Fire.
Normal X and other Armors can't do that, and by having the arms part, you can even erase more obstacle. Not just the V-Blocks.

c) Wrong color palette for unarmored X during character selection
First, highlight incomplete X (Gaea/ Falcon) and press cancel.
Then, reselect a character again. You'll always start of with the selection of unarmored X but with the previous palette.
Once you move the cursor and reselect back unarmored X, the color will be corrected.
And even if you choose the wrong palette of unarmored X, you'll get the correct color once a stage starts.

2) Conversation affecting Clear Time
As what's been written by "pating", the problem is not only on conversation after the battle between X and Zero.
I've already tested it with Dynamo and Sigma as those two also have conversation after battle.
The result is Dynamo clock stop ticking but not after beating 2nd Form Sigma.
This should be a glitch from vanilla version.
All I can observe is though they all have conversation after battle, at least the Dynamo one still has the animation of winning and wrap out.
However, I dunno whether the timer continue ticking or not when doing the animation of winning and wrap out.
Also, normal conversation and pause menu will not affect the clear time.
So if you want to fix those bugs, do it on conversation after the battle "between X and Zero", and "2nd Form Sigma".

3) Skip Dynamo
I noticed it when testing the Clear Time.
To trigger this, lose up all the lives in the battle against Dynamo and choose Stage Select instead of Continue.
The game will move on without needing to beat Dynamo but you lose some time. The same goes to vanilla version.
Feels like Deja Vu. Did someone tested it before?

4) Zero VS Ultimate X (glitch)
It happened only once when I gung-ho on Ultimate X.
The shadow of a Lifesaver suddenly appear in the screen.
Not sure whether this bug happen because of modification or it is a known bug from the vanilla version.

5) Shuttle RNG
Still wasn't very clear from your explanation in BETA 8.
What's the optimize way to test it? But I guess it means "no" to use save state. How about Load from save file?
Guess I'll skip this one. This is truly a nightmare. I'll hope for your success, "Aceearly1993".

6) Your FAQs
Does that mean you won't tackle the listed problems for 2.0?
a) Shorten the time of releasing Zero Buster
b) Restore all Zero's moves
c) Restore Fourth's Nova Strike
d) Reduce/ No invincible frames of the 8 Mavericks when hit by weaknesses
    So we can continue with free hitting even if they have long lifebar.
e) Plasma Shot's remnant to damage the 8 Mavericks even as tiny as 1.
    I don't think it will work with just the Damage Tables alone and you also need to consider the blocking sound.
    Something that I have tried with Damage Tables on Megaman X6 Tweaks Patcher.
    It must be something like how you inputed a certain code on the Tri-Thunder to break the block in Tidal Whale's stage.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: ZEROmaverick on July 17, 2021, 05:07:23 pm
I was just thinking about something:

I never understood why before the battle between X and ZERO there were 2 Lifesavers alongside X

It would be nice to have a way to remove 1 of them, since (at least for me) having 2 of them never made sense

I will test 2.0BETAv8 tonight
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: SuxMenner on July 17, 2021, 06:18:53 pm
I was just thinking about something:

I never understood why before the battle between X and ZERO there were 2 Lifesavers alongside X

It would be nice to have a way to remove 1 of them, since (at least for me) having 2 of them never made sense

I will test 2.0BETAv8 tonight

The Lifesaver is canonically a mass-produced medical reploid so it ain't that weird, I'm sure that if they had the chance to showcase this fact more clearly they probably would've.
Doesn't particularly help that X6 and onwards ignores the Lifesavers existence.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 17, 2021, 06:45:56 pm
Today's Shuttle test is on the track! Now I can safely sure Shuttle operation with 4 parts from save files did 100% success (at least on the converted Eboot on my PSP), needs to test the all 8 stages without saving under 8 possile last stages before shuttle operation. (Arrrrraaaaggghh!!)


3) Skip Dynamo
I noticed it when testing the Clear Time.
To trigger this, lose up all the lives in the battle against Dynamo and choose Stage Select instead of Continue.
The game will move on without needing to beat Dynamo but you lose some time. The same goes to vanilla version.
Feels like Deja Vu. Did someone tested it before?

This was how Dynamo fight works in the vanilla retail X5. Dynamo didn't intend to fight X/Zero till death, after successfully disturbing them, he will leaves the scene for his own safety if you abort the mission through a Game Over.


4) Zero VS Ultimate X (glitch)
It happened only once when I gung-ho on Ultimate X.
The shadow of a Lifesaver suddenly appear in the screen.
Not sure whether this bug happen because of modification or it is a known bug from the vanilla version.


This was a glitch from vanilla retail X5, if Shot eraser erased X's buster at the same moment it collides with a wall, a glitched silhouette of Lifesaver will appear at the spot where X's buster is erased.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Megatronformayor on July 17, 2021, 09:20:18 pm
I don't know if this has been fixed but when I enter the capsule to get black Zero and I dash the game crashes though exiting the stage resolves this issue but I thought I'd mention it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 17, 2021, 09:27:25 pm
I don't know if this has been fixed but when I enter the capsule to get black Zero and I dash the game crashes though exiting the stage resolves this issue but I thought I'd mention it.

Haven't encounter that in my converted Eboot on PSP yet, I need to double check them. Which emulator or hardware did you use, and which version of v2.0 BETA did you applied? Update log says v2.0 BETA 8 fixed Zero's palette issue after entering Black Zero capsule.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Megatronformayor on July 18, 2021, 01:26:53 am
Haven't encounter that in my converted Eboot on PSP yet, I need to double check them. Which emulator or hardware did you use, and which version of v2.0 BETA did you applied? Update log says v2.0 BETA 8 fixed Zero's palette issue after entering Black Zero capsule.

It was BETA 4 and I used epsxe.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 18, 2021, 02:25:35 am
It was BETA 4 and I used epsxe.
You can try the BETA 8 and see if it still crashes, I'll also keep an eye to it
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Megatronformayor on July 18, 2021, 02:57:47 am
You can try the BETA 8 and see if it still crashes, I'll also keep an eye to it
Thanks I'll give BETA 8 a try.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: ZEROmaverick on July 18, 2021, 03:35:13 am
I found an issue with zero in spike rosered stage.

If I use dark hold to move the v-block then I will get stuck in that part of the stage since I will run out of weapon energy before I will be able to move the others V blocks in order to complete that part of the stage.

And if I kill myself and continue I will start in the same spot again so I will need to get back to stage selection loosing an hour ok order to complete rosered stage.

I think that moving the v-blocks with zero should be done by using w-shredder since it doesn't use weapon energy

I completed the 4 parts of the shuttle and was able to destroy Eurasia at first attempt, it seems to be working fine.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 18, 2021, 03:59:00 am
Yes the W-Shredder and Quake Blazer could have some secondary function to be used, they're kinda pale compared to the rest
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: injoon84 on July 18, 2021, 06:57:24 am
I found an issue with zero in spike rosered stage.

If I use dark hold to move the v-block then I will get stuck in that part of the stage since I will run out of weapon energy before I will be able to move the others V blocks in order to complete that part of the stage.

And if I kill myself and continue I will start in the same spot again so I will need to get back to stage selection loosing an hour ok order to complete rosered stage.

I think that moving the v-blocks with zero should be done by using w-shredder since it doesn't use weapon energy

From my understanding, I don't think it is possible to make Special Weapons to push the V-Blocks.
You see, "dash can push the V-Blocks" and "no damage/death from spike" has been exploited by using the Gameshark.
From that information, "acediez" was able to come up with a solution by combining it with Dark Hold.
The result is, only when Dark Hold is activated, enable Dash to push the V-Blocks and no damage/death from spike.

Regarding the Rosered's stage, that is also one of the reason why Exit a stage is always enable in the v2.0 BETA.
You can always DIY the Special Weapons to destroy V-Blocks by adjusting the value from the Damage Tables of the latest "workbook" using "HxD".
However, some may not work as I just explained to "acediez" in my previous post.
It feels as though the Damage Tables is a subcommand and there is no way it will work if the main command is disabled.
I don't know if I used the right term but that's basically how it works.

acediez,
I would like to know it is possible to disable Exit a stage only when X/Zero is fighting the last boss of a stage?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: ZEROmaverick on July 18, 2021, 04:37:23 pm
Good Point!! You are completely right!! Dash is the only way to move V-Blocks, so only Dark Hold will work for Zero

I can only think using the "flower" like enemies to drop Weapon Enegy more often in that zone in order to complete that zone with Zero, or at least to allow Zero to return to the main route moving the entrance V-Block

The other partial solution would be to make another Zero's Special Technique (C-Flasher?) to be able to break the V-Blocks, or mark the V-Blocks in the entrance as "destroyed" after ZERO moves them, so he can return to the main route (currently they appear back blocking the entrace)

Anyway, I love the 2.0 enhancements, specially to be able to cancel Dark Hold, great work!

--Glitches on 2.0v8 (not sure if already reported)
==================================================

-The VIRUS UI, when ZERO get Viral (Violet aura), the UI start to flicker

-Volt Kraken stage using Falcon Armor, the X palette backs from yellow to the original light blue after shootings the sparks to open the Dr Light's room
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: acediez on July 18, 2021, 09:18:09 pm
Thanks for testing, everyone!

Quote
In v2.0 BETA 8, after skipping the cutscene where X defeated Zero, Mission Report is still displaying "Game Over" instead of "Mission Complete". The Mission Report after skipping post-intro stage cutscene is also displaying "Game Over" instead of "Mission Complete".
Fixed it, this time for real. But since it's so minor, I'll save it for the next update.

Quote
a) Still in native palette of unarmored X part2
c) Wrong color palette for unarmored X during character selection
Known issues. But I appreciate them being reported, it'll be easier to have a list of all the situations where it need work.

Quote
b) Incomplete Gaea shot eraser
Good find, I forgot to check the code for the short eraser property. I'll work on this.
Which obstacles besides V-Blocks have you identified that are breakable with Gaea Buster?

Quote
2) Conversation affecting Clear Time
Quote
4) Zero VS Ultimate X (glitch)
It happened only once when I gung-ho on Ultimate X.
The shadow of a Lifesaver suddenly appear in the screen.
These are all vanilla issues. I'll keep a note on these and I'll consider to check on them in the future, but I won't work them right now.

Quote from: injoon84
5) Shuttle RNG
Still wasn't very clear from your explanation in BETA 8.
What's the optimize way to test it? But I guess it means "no" to use save state. How about Load from save file?

The rng only changes in-game, you need to play a little bit before each try for it to have a different result (kill a couple of enemies, shoot a few shots)

So I guess the optimal way of testing would be:
— Enigma always failing with no parts: on a savefile with no Mavericks from the left side beaten, save a savestate inside stage. For each attempt, play a bit more, exit stage, go to “Enigma Launch” on the stage select screen
— Shuttle always failing with no parts: same as above, except do it on a savestate with no Mavericks from the right side beaten, and the Enigma already launches and failed.
— Shuttle always succeeding with all parts (from menu): same as above, except do it on a savefile that skipped the automatic Shuttle launch. To do this, you have to complete the Shuttle parts before launching the Enigma.
— Shuttle always succeeding with all parts (automatic launch after completing Shuttle): save a savestate sometime in the middle of the last Maverick fight. On each attempt, finish the fight, go through Mission Report, watch cutscene.
— Normal RNG behavior (sometimes succeed, sometimes fail): have any intermediate number of Parts (not zero, not all) and use the same method to test it (savestate from stage, play a bit, Exit Stage, launch Enigma/Shuttle from menu)

Quote from: injoon84
6) Your FAQs
Does that mean you won't tackle the listed problems for 2.0?

Right now I just want to have a stable release with the current set of features as soon as possible.
I'm thinking of porting all the complete and proven features from the beta to a new stable version (v1.8?) and keep exclusive to the beta only the incomplete and unpolished features (all the incomplete armors stuff)
After that, I don't have any concrete plans. I may continue working on it sometime in the future (just like I came back after v1.5 after a year and a half).
What I wrote on the FAQ is just to let you guys know which are the things that I would be more interested of working on in the future.

b) Restore all Zero's moves
Which moves?

a) Shorten the time of releasing Zero Buster
d) Reduce/ No invincible frames of the 8 Mavericks when hit by weaknesses
e) Plasma Shot's remnant to damage the 8 Mavericks even as tiny as 1.

I'll consider these if I get to work on boss and general combat balance.

c) Restore Fourth's Nova Strike
Fortunately, it's already implemented exactly as it works on X4, limited energy bar and all. It was probably removed so the initial armor isn't too powerful, which I think is a good thing. But it's easy to add it back.

Let me know if it works and doens't cause any other problems and I'll at least include it in the readme.

Code: [Select]
Enable Fourth Armor Nova Strike
BIN Address: 43528
HEX Data Original: FEFF62240300422C
HEX Data Modified: FFFF62240400422C

Display Fourth Armor's Nova Strike on pause menu
BIN Address: 36BF8
HEX Data Original: FEFF42240300422C
HEX Data Modified: FFFF42240400422C

Quote
I would like to know it is possible to disable Exit a stage only when X/Zero is fighting the last boss of a stage

Theorically yes, but not with the code currently implemented. The only exception implemented is the current stage ID.

Quote
I found an issue with zero in spike rosered stage.

If I use dark hold to move the v-block then I will get stuck in that part of the stage since I will run out of weapon energy before I will be able to move the others V blocks in order to complete that part of the stage.

And if I kill myself and continue I will start in the same spot again so I will need to get back to stage selection loosing an hour ok order to complete rosered stage.

I think that moving the v-blocks with zero should be done by using w-shredder since it doesn't use weapon energy

I'm thinking of a different way of allowing Zero to move V-Blocks.

The idea of using Dark Hold came from working on the Volt Kraken stage blocks section. Being able to move the blocks and walk on spikes for a limited timed seemed like a fun way of solving the puzzle.

(https://i.imgur.com/vXMnZ25.gif)

I did a test on Rosered, and cancelling Dark Hold seemed enough to get through it with enough ammo. It would work perfectly if it wasn't because V-Blocks respawn. My idea was to be able to walk back to the starting point if you didn't make it in time, but I didn't test it throughly.

If I can't come up with a creative solution to still use the moving blocks mechanic, I'll simply make them destroyable by one of Zero's special moves.

I think I'll make them movable using F-Splasher instead. You'll need both Dark Hold and F-Splasher to solve the section in Volt Kraken stage, but it'll still be doable entirely by Zero, and without any risk of getting stuck in Rosered's stage.

(https://i.imgur.com/2SZs9fB.gif)

Quote
-The VIRUS UI, when ZERO get Viral (Violet aura), the UI start to flicker
Not a bug, works like that in vanilla too.

Quote
-Volt Kraken stage using Falcon Armor, the X palette backs from yellow to the original light blue after shootings the sparks to open the Dr Light's room
Known issue

Again, thanks everyone!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: ZEROmaverick on July 18, 2021, 09:35:52 pm
Thank you acediez, for you fantastic work!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 18, 2021, 10:23:08 pm
Found an issue about Fourth Armor's Nova Strike. If re-enable the Fourth Armor's version, Ultimate Armor cannot use Nova Strike.

Shuttle operation test basically succeed, with no breaking issues encountered so far, only need to test if Pegacion was the last of the 4 Shuttle bosses to beat.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: acediez on July 18, 2021, 10:35:14 pm
Found an issue about Fourth Armor's Nova Strike. If re-enable the Fourth Armor's version, Ultimate Armor cannot use Nova Strike.

Try this:

Code: [Select]
Enable Fourth Armor Nova Strike
BIN Address: 43528
HEX Data Original: FEFF62240300422C
HEX Data Modified: FFFF62240400422C

Display Fourth Armor's Nova Strike on pause menu
BIN Address: 36BF8
HEX Data Original: FEFF42240300422C
HEX Data Modified: FFFF42240400422C
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: Aceearly1993 on July 18, 2021, 10:46:48 pm
Try this:

Code: [Select]
Enable Fourth Armor Nova Strike
BIN Address: 43528
HEX Data Original: FEFF62240300422C
HEX Data Modified: FFFF62240400422C

Display Fourth Armor's Nova Strike on pause menu
BIN Address: 36BF8
HEX Data Original: FEFF42240300422C
HEX Data Modified: FFFF42240400422C

Great, now both versions work, thanks, acediez!
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: acediez on July 19, 2021, 01:01:34 am
v1.8
- Imported features from v2.0 BETA
    - Enigma/Shuttle RNG exceptions (Enigma/Shuttle with no parts will always fail, Shuttle with all 4 parts will always succeed).
    - Tidal Whale's Stage: Auto-scrolling segments run faster (100-125% horizontally, 150% horizontally).
    - Tidal Whale's Stage: U-5555 (mini boss): smaller health bar (75%), but deals more damage (about 150% each attack).
    - More weapons can now break stage objects blocking items in Tidal Whale's, Shining Firely's and Dark Necrobat's stages.
    - Dark Hold: protects you from spikes (allowing Zero to collect more items by himself).
    - Dark Hold: can now be cancelled.
    - Gaea Armor: can now slide down walls by pressing down (like the Shadow Armor in X6 Tweaks)
    - Gaea Armor: removed Dash speed penalty
    - Falcon Armor: implemented a custom Air Dash and small dash speed bonus.
    - W-Shredder: input changed to Dash + Special
    - Disabled double tap dash input
- Cutscenes skip: fixed Mission Report displaying "Game Over" instead of "Mission Complete" (corrected from v1.7.5)
- F-Splasher is now able to move V-Blocks (allowing Zero to complete V-Blocks sections)

v2.0 BETA 9
- v1.8 changes
- Armor by Parts: Gaea Armor's shot eraser property linked to the Arm Part.
- Dark Hold no longer moves V-Blocks (replaced by F-Splasher)

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
Armor by Parts:
     - The pause menu mugshot will still always display the complete armor. Mugshot changes haven't been implemented.
     - Incomplete armors palette changes implementation is not yet complete. The palette revert back to normal in some situations (Ride Armor, Ride Chaser, death animation, win animation, etc.)

New hack instructions in the Readme:
- Enable Fourth Armor's Nova Strike

As of this release, the only feature exclusive to the BETA release is "Armor by Parts", and all the hacks directly related to it. It'll probably stay as a separate BETA version for some time, since there's a lot of work left to consider it complete (fix all the palette changes, and implementing mugshot changes).

My priority now will be fixing bugs on the features on the v1.8 release.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.7.5 and v2.0 BETA 8)
Post by: injoon84 on July 19, 2021, 01:33:49 am
The rng only changes in-game, you need to play a little bit before each try for it to have a different result (kill a couple of enemies, shoot a few shots)

So I guess the optimal way of testing would be:
— Enigma always failing with no parts: on a savefile with no Mavericks from the left side beaten, save a savestate inside stage. For each attempt, play a bit more, exit stage, go to “Enigma Launch” on the stage select screen
— Shuttle always failing with no parts: same as above, except do it on a savestate with no Mavericks from the right side beaten, and the Enigma already launches and failed.
— Shuttle always succeeding with all parts (from menu): same as above, except do it on a savefile that skipped the automatic Shuttle launch. To do this, you have to complete the Shuttle parts before launching the Enigma.
— Shuttle always succeeding with all parts (automatic launch after completing Shuttle): save a savestate sometime in the middle of the last Maverick fight. On each attempt, finish the fight, go through Mission Report, watch cutscene.
— Normal RNG behavior (sometimes succeed, sometimes fail): have any intermediate number of Parts (not zero, not all) and use the same method to test it (savestate from stage, play a bit, Exit Stage, launch Enigma/Shuttle from menu)

Noted. I'll try it out. But don't expect much from me.

b) Restore all Zero's moves
Which moves?

What I mean is the replacement moves of C-Sword and F-Splasher. Originally, Zero started off with standard jump slash and air-dash.
But Zero cannot use those 2 standard moves once you beat Grizzly Slash and Tidal Whale. I did mentioned it before.

Though C-Sword is a lot stronger and useful in most situation, it can't damage Grizzly Slash.
Thus, making the battle longer and harder for Zero than before gaining the moves.
My idea is why not make it a different input instead.
eg1. In the air + Up + Attack buttons
eg2. In the air + Special Weapon buttons
You could always look back at what "Z3R0X" did to Zero in his modded Megaman X4 as reference.
If you need his coding from the MMX4, I still keep it. Just mentioned his contribution later if his works proof useful.

As for F-Splasher, Zero can damage the enemy with longer air-dash and moving slightly diagonally up/down.
However, he can't control the distant of air-dash. It's like having a weak Ultimate's Nova Strike.
That's why I wish Zero has different input for this moves too.
eg. In the air + Giga Buttons
Afterall, Zero can't use C-Flasher in the air.

Plus, I always thought it looks nice to maintain all the standard moves instead of replacing them.

v2.0 BETA 9
- Dark Hold no longer moves V-Blocks (replaced by F-Splasher)

Aww, no more dash push from Dark Hold. But I guess it's for the sake of consistency gameplay.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: TheUnknownHunter on July 19, 2021, 02:41:31 am
Can you restore Fourth/Ultimate armor's plasma charge shot spheres damaging all bosses like in X4? thanks for the hard work.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: Aceearly1993 on July 19, 2021, 03:03:25 am
Shuttle test finished, guaranteed shuttle success for all possible siituations works as intended. If you need to retry another 50 times or more from save file, I'd be more than happy to go.

Doing test on enhancement parts and noticed a thing. In vanilla X5 Shock Buffer reduced damage if equipped, but in v2.0 Beta 8 the damage taken seems to be apparently the same with or without equipping Shock Buffer. Is this intentional or glitched?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: acediez on July 19, 2021, 08:13:10 am
What I mean is the replacement moves of C-Sword and F-Splasher...
I see. I agree about the problems with those two moves, and adding button combinations is definitely doable... but I'm more inclined to simply fix those two specific problems with those moves:
- Making Grizzly vulnerable to C-Sword, at least as much damage as a normal air slash (controlled by damage tables, very easy to implement)
- Making F-Splasher's duration controllable by how long you press the button, like a normal air dash.
I'll give it a try.

Aww, no more dash push from Dark Hold. But I guess it's for the sake of consistency gameplay.
I really liked the idea of using Dark Hold too, but I think not creating situations where you can get stuck is more important.

Can you restore Fourth/Ultimate armor's plasma charge shot spheres damaging all bosses like in X4? thanks for the hard work.
You could try changing the values in the damage tables I have on the workbook (all columns on the Fourth/Ultimate Buster remants row), that's probably enough to have them do damage.
As for the main patch, I don't think I'll include things that make the Fourth Armor more powerful.

Shuttle test finished, guaranteed shuttle success for all possible siituations works as intended. If you need to retry another 50 times or more from save file, I'd be more than happy to go.
Thanks Aceearly. I'm confident that if there were any remaining issues with this feature it would've showed up by now, so I think it's enough of that.

Quote
Doing test on enhancement parts and noticed a thing. In vanilla X5 Shock Buffer reduced damage if equipped, but in v2.0 Beta 8 the damage taken seems to be apparently the same with or without equipping Shock Buffer. Is this intentional or glitched?
There could be an issue caused by the incomplete armors code. I'll take a look.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: injoon84 on July 19, 2021, 12:08:33 pm
Which obstacles besides V-Blocks have you identified that are breakable with Gaea Buster?

Sorry, didn't notice that one.
I mainly focus on the 8 Mavericks and noticed that with Gaea's arms part, it can:
a) Burn Dinorex
Destroyed mouth fire that is similar to X's Ground Fire either using normal/charge Gaea Shot.

b) Volt Kraken
Destroyed the lightning ball either using normal/charge Gaea Shot.
However, normal Gaea Shot has some limitation and cannot destroyed the lightning ball when it was moving on the ground.

c) Grizzly Slash
Destroyed the small triple crescent attacks either using normal/charge Gaea Shot.

There could be an issue caused by the incomplete armors code. I'll take a look.

Also, I notice all the Energy Weapons bar still left with little energy when X's Armors supposed to have consumed it all.
I test it with a save file with max 8+ Energy Weapons. Working normally on v1.8 but not v2.0 BETA 9.
Should be the same issues related the incomplete armors.

You could try changing the values in the damage tables I have on the workbook (all columns on the Fourth/Ultimate Buster remants row), that's probably enough to have them do damage.

About that, I actually did a test on it.
It's working but not perfect. It will have the blocking sound "tin tin tin" and not "bu bu bu".

Plasma Shot's Remnant Damage the 8 Mavericks & Certain Bosses (Crap, make some mistakes. Have to re-edit)
--------------------------------------------------------
01) Crescent Grizzly
BIN Address:       83302
HEX Data Original:    FF00
HEX Data Modified:    0001

02) Tidal Whale
BIN Address:       833A2
HEX Data Original:    FF00
HEX Data Modified:    0001

03) Volt Kraken
BIN Address:       83442
HEX Data Original:    FF00
HEX Data Modified:    0001

04) Shining Firefly
BIN Address:       834E2
HEX Data Original:    FF00
HEX Data Modified:    0001

05) Dark Necrobat
BIN Address:       83582
HEX Data Original:    FF00
HEX Data Modified:    0001

06) Spiral Pegasus
BIN Address:       836C2 83622
HEX Data Original:    FF00
HEX Data Modified:    0001

07) Burn Dinorex
BIN Address:       83892 836C2
HEX Data Original:    FF00
HEX Data Modified:    0001

08) Spike Rosered
BIN Address:       83932 83892
HEX Data Original:    FF00
HEX Data Modified:    0001

09) Dynamo
BIN Address:       83932
HEX Data Original:    FF00
HEX Data Modified:    0001

10) Black Devil
BIN Address:       839D2
HEX Data Original:    FF00
HEX Data Modified:    0001

11) Rangda Bangda II Red Eye
BIN Address:       83A72
HEX Data Original:    FF00
HEX Data Modified:    0001

12) Rangda Bangda II Blue Eye
BIN Address:       83B12
HEX Data Original:    FF00
HEX Data Modified:    0001

13) Rangda Bangda II Green Eye
BIN Address:       83BB2
HEX Data Original:    FF00
HEX Data Modified:    0001

14) Rangda Bangda II Sun
BIN Address:       83C52
HEX Data Original:    FF00
HEX Data Modified:    0001
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: ZEROmaverick on July 19, 2021, 02:10:40 pm
I tested 1.8 and so far so good!

looks totally stable to me
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: acediez on July 20, 2021, 02:53:49 am
I tested 1.8 and so far so good!

looks totally stable to me

Thanks!

It's working but not perfect. It will have the blocking sound "tin tin tin" and not "bu bu bu".
I took a look at it. If you remove the invincibility frames from the boss' code completely, the remnants sound and feel like you would expect from X4. A possible solution would be to have an exception for Fourth Armor's charged buster, so this specific weapon doesn't trigger invincibility frames, or at least not the "blocking" effect. It would probably also work well for other multi-hit weapons that trigger the annoying "blocking" sound too much, like C-Sword.

Unfortunately, at first glance it seems this is controlled by each boss' own code, so you would have to implement it separately for all the bosses in the game. Maybe that's how it was in X4 for the charged shot too. I would need to check that as a reference. It's too time consuming for me to work on it now, but I'll keep it in mind if I come back to work on boss battles balance.

Quote
- Making Grizzly vulnerable to C-Sword, at least as much damage as a normal air slash (controlled by damage tables, very easy to implement)
- Making F-Splasher's duration controllable by how long you press the button, like a normal air dash.

I gave these a quick go, seems like they turned out ok. I'll add them to the BETA build for now so you guys can try it. I'll port it to the stable version after some testing.

v2.0 BETA 10
- F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
- C-Sword: can now damage Crescent Grizzly (same damage as regular air attack)

I haven't worked on the reported incomplete armors bugs yet.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: injoon84 on July 20, 2021, 08:38:40 am
v2.0 BETA 10
- F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
- C-Sword: can now damage Crescent Grizzly (same damage as regular air attack)

Make a quick check on it. Yup, it should be working as intended.
1) F-Splasher
- Distant and speed seems to be correct either with or without Hyperdash. I hope someone can confirm it.
- Can cancel anytime as long as it doesn't reach its limit.
- Can push the V-Blocks.
2) C-Sword
- Can damage Crescent Grizzly but he sure do have long invincible frame.

Just noticed something in v2.0 BETA 10.
1) Zero using Air-dash and normal air slash
- If you input Forward + Air-dash, then combine with Attack button together, Zero will stop Air-dash and uses air slash immediately.
2) Zero using Air-dash and C-Sword
- If you input Forward + Air-dash, then combine with Attack button together, Zero will stop Air-dash and uses C-Sword immediately.
3) Zero using F-Splasher and normal air slash
- If you input Forward + F-Splasher, then combine with Attack button together, Zero will continue using F-Splasher until the end but will not use normal air slash.
4) Zero using F-Splasher and C-Sword
- If you input Forward + F-Splasher, then combine with Attack button together, Zero will continue using F-Splasher until the end but will not use C-Sword.

About v1.8, I noticed X and Armors still get instant death from spikes even when activating Dark Hold.
This does not happen in v2.0 BETA 9 and 10. Is that intention?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: acediez on July 20, 2021, 09:44:37 am
Just noticed something.
Zero using air-dash and normal air slash
- If you input Forward + Air-dash + Attack together, Zero will stop Air-dash and uses air slash immediately.
Zero using F-Splasher and C-Sword
- If you input Forward + F-Splasher + C-Sword together, Zero will continue using F-Splasher until the end, then use C-Sword.
Alright, I’ll try to fix it soon. Thanks for trying it.

About v1.8, I noticed X and Armors still get instant death from spikes even when activating Dark Hold.
This does not happen in v2.0 BETA 9 and 10. Is that intention?
Not intentional, I forgot to include a bit of code that’s shared with the incomplete armors stuff. I’ll port it over correctly next time.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: pikangs on July 21, 2021, 10:38:12 pm
Those updates are really nice, I can't stop playing, but... I'm curious about one thing (because of the submarine mid-boss)... could it be possible to edit the health of all bosses? Either for decreasing their health or even put them at the max possible amount...

In any case, is interesting how this game can be better with the modding (just like X6).

July 21, 2021, 11:01:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have to test this on the Beta 10 but... at least on Beta 9 I noticed that while enabling the X4 continuation style of getting back to the start of the current area of the stage you're playing, in the final stage if you die, the boss rush gets a random amount of mavericks resurrected that you have to beat again in order to continue to the path to Sigma (sometimes you don't have to beat the mavericks again... if you're lucky, but I believe the intended thing is to redo all 8 fights always), also I tested this on a PSP with a custom Eboot.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: HaruyukiHyo on July 22, 2021, 12:08:04 am
very good job, I'm checking version 2.0 beta 10 I liked the new implementations.but there is something that I noticed, I can't do the dash with the dpad (twice forward) also notice that the long jump (dash + jump) If there is another wall, the character gets stuck, losing the ability to climb the character, causing you to return to the wall from where you jump.I plan to do tests with a PSP since I am checking it on a NEW2DS XL
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: acediez on July 22, 2021, 03:00:46 pm
Those updates are really nice, I can't stop playing, but... I'm curious about one thing (because of the submarine mid-boss)... could it be possible to edit the health of all bosses? Either for decreasing their health or even put them at the max possible amount...

I mentioned in the FAQ on the first post. A complete boss rebalance is something I'd like to do, but it's too time consuming for me to do it rigth now.

Quote
I have to test this on the Beta 10 but... at least on Beta 9 I noticed that while enabling the X4 continuation style of getting back to the start of the current area of the stage you're playing, in the final stage if you die, the boss rush gets a random amount of mavericks resurrected that you have to beat again in order to continue to the path to Sigma (sometimes you don't have to beat the mavericks again... if you're lucky, but I believe the intended thing is to redo all 8 fights always), also I tested this on a PSP with a custom Eboot.

I figured some stuff like that might happen, that's why I put the "not throughly tested" warning in the readme. I recalled from X6 having to add some code to correctly handle the data collected on your playthrough of the stage (collected items mainly, and as you found out, Maverick encounters). I haven't worked on that for X5 yet, the hack on the readme only changes the behavior of the "Continue" button. I'll be more explicit about it being incomplete on the description.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: ZEROmaverick on July 22, 2021, 11:03:35 pm
Hi,

I don't know if this is an issue on 1.8 or it came from previus versions but I just fount it

In the Options menu (in game or in the menu) go to Control and where it should say

GIGA ATTACK

but it says

GIGA ATTCK

I hope it helps
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 10)
Post by: acediez on July 22, 2021, 11:58:08 pm
lmao, that's actually from vanilla. I never noticed it!



v2.0 BETA 11
- F-Splasher: can now be cancelled with an air attack.
- Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)
- Damage tables: attacks on invincibility frames of bosses will not trigger the "blocking" effect anymore

Quote
Unfortunately, at first glance it seems this is controlled by each boss' own code, so you would have to implement it separately for all the bosses in the game. Maybe that's how it was in X4 for the charged shot too. I would need to check that as a reference. It's too time consuming for me to work on it now, but I'll keep it in mind if I come back to work on boss battles balance.
Turns out the effects during invincibility frames are simply being handled by a different damage table (something I remembered from High Max on X6). I'm now testing replacing the "blocking" effect with either normal contact with no damage (shots) or passing-through (saber attacks). It's a minor change, but it drastically speeds up the flow of battles, specially when playing as Zero.
The only downside is that a couple of indestructible common enemies (like the vine spiked mechaniloids) use the same table, so you won't have the annoying block effect when attacking them either. It should be possible to create a separate table for them, but right now I'm pretty happy with the results as it is.

I included instructions to reverse it in the readme. I also updated my workbook with these new findings.

Btw, being a damage table, you can also have attacks do damage during those frames. You can have the Fourth Armor's buster remnants do damage. But I decided to not include it. You can play with it using my workbook as a reference if you want it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: Aceearly1993 on July 23, 2021, 06:40:30 am
Did a quick check on v2.0 BETA 11, the bug which Shock Buffer did not reduce damage for unarmored X and red Zero is still present. Have you met technical difficulties regarding this bug acediez?
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: acediez on July 23, 2021, 08:57:23 am
Haven't worked on that yet. I only worked on the things mentioned in the changelog.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: injoon84 on July 23, 2021, 12:14:22 pm
Finally have the chance to test it a bit.
About the damage table and invincibility frame, it's kind of hit and miss. Everyone has their own preference.
Just remember to include the original and modified value in the readme (Zero vs Bosses).
It's not easy to trace even with the Workbook (Damage Table) as you have to look for the pattern of the damage behavior instead.
And may I know the Bin Hex and Bin Addressed are the same thing? Their value is different between the Workbook and the HxD.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: acediez on July 23, 2021, 12:55:58 pm
The workbook references the actual files (either the main executable or ROCK_X5.BIN), which is what I work with. The readme references the location within the built disc image, to make it easier to edit it directly.
In the damage tables tab specifically, the "BIN HEX" title in wrong, it's actually PS-EXE file (SLUS_013.34). It's a leftover from the template I got from my X6 workbook, I'll rename it.

You can take a sample of the data on the workbook and look for it on the disc. If you need to modify a lot of data, you can also extract the files with a tool like CDmage, modify them using the addresses in the workbook directly, and reinserting them with the same tool. The files won’t get any bigger, so you can do this without any issues.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: Haruyuki Hyo on July 23, 2021, 08:40:27 pm
good job, all the improvements are still great.
But notice a detail,  X loses momentum when performing the jumpwall with dash (jump + dash) this happens if there is another wall or platform, causing X to lose momentum, get stuck a little and go down.
I don't know if anyone noticed that

(https://i.ibb.co/tLM5c9Q/1-5179310287836152214.gif)

This happend in psex emulator and using the PS1 injector for NEW3DS, i need to try in a PSP, so i don't know what happend here
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: Aceearly1993 on July 23, 2021, 08:53:10 pm
You mean lost the accleration? It was a common issue from the vanilla, in X4-X6 after an air dash you also lost the accleration speed
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: Megatronformayor on July 23, 2021, 10:06:34 pm
I recently played BETA 11 and I've run into an issue were Zero's saber doesn't push the plugs in Volt Kraken's stage in.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 11)
Post by: acediez on July 23, 2021, 10:12:13 pm
But notice a detail,  X loses momentum when performing the jumpwall with dash (jump + dash) this happens if there is another wall or platform, causing X to lose momentum, get stuck a little and go down.
First time I hear of this. I tried but couldn't reproduce it. Check your emulator, it doesn't look like something caused by this hack.

I recently played BETA 11 and I've run into an issue were Zero's saber doesn't push the plugs in Volt Kraken's stage in.
Thanks. I'm working on this right now. I'll have an update later tonight.



v1.9
- Fixed Dark Hold protection from spikes.
- Fixed "GIGA ATTCK" vanilla typo on Button Configuration menu.
- Imported features from v2.0 BETA
    - F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
    - F-Splasher: can now be cancelled with an air attack.
    - Damage tables: C-Sword can now damage Crescent Grizzly (same damage as regular air attack)
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

v2.0 BETA 12
- v1.9 Fixes
- Reverted change from BETA 11: Damage table modification on indestructible enemies and boss invincibility frames. It's back to normal.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
Armor by Parts:
     - WIP: mugshot changes on the pause menu haven't been implemented.
     - WIP: incomplete armor palette changes aren't completely implemented. They revert back to normal in some situations.
     - Bug: Shock Buffer Part isn't reducing damage for unarmored X and Zero.
     - Bug: X's special weapons won't consume the last bit of energy left on some situations.

Alright, the changes to the invincibility damage table were a fun experiment, but the table was being used for too many things besides bosses.
I'm still bothered by how much the blocking effect of multi-hit attacks slow downs the game. I'll try to find a different solution later on.

I added addresses related to the final disc to the damage tables in the workbook, so now it'll be easier for anyone to play with them.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: injoon84 on July 24, 2021, 12:59:48 am
good job, all the improvements are still great.
But notice a detail,  X loses momentum when performing the jumpwall with dash (jump + dash) this happens if there is another wall or platform, causing X to lose momentum, get stuck a little and go down.
I don't know if anyone noticed that

(https://i.ibb.co/tLM5c9Q/1-5179310287836152214.gif)

This happend in psex emulator and using the PS1 injector for NEW3DS, i need to try in a PSP, so i don't know what happend here

That's not a bug. I can even explained your setting. Surely you equipped Hyperdash on Falcon.
It was already explained that Falcon got the fastest dash effect thus can travel further as well.
In this case, Falcon just bump into the wall before reaching a certain height as it now moves faster and further than other characters.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: Haruyuki Hyo on July 24, 2021, 02:20:14 am
That's not a bug. I can even explained your setting. Surely you equipped Hyperdash on Falcon.
It was already explained that Falcon got the fastest dash effect thus can travel further as well.
In this case, Falcon just bump into the wall before reaching a certain height as it now moves faster and further than other characters.
Something that I noticed is that the Falcon Armor feels very fast, it does not have the hyperdash chip equipped, this bug of sticking happens only with X without armor and with Fourth, Falcon, Gaea and Ultimate armors, I'm going to check it on a PSP since this error even happens in the psxe emulator and as I mentioned in the PS1 Injector for NEW3DS


First time I hear of this. I tried but couldn't reproduce it. Check your emulator, it doesn't look like something caused by this hack.
Thanks. I'm working on this right now. I'll have an update later tonight.



v1.9
- Fixed Dark Hold protection from spikes.
- Fixed "GIGA ATTCK" vanilla typo on Button Configuration menu.
- Imported features from v2.0 BETA
    - F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
    - F-Splasher: can now be cancelled with an air attack.
    - Damage tables: C-Sword can now damage Crescent Grizzly (same damage as regular air attack)
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

v2.0 BETA 12
- v.9 Fixes
- Reverted change from BETA 11: Damage table modification on indestructible enemies and boss invincibility frames. It's back to normal.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
Armor by Parts:
     - WIP: mugshot changes on the pause menu haven't been implemented.
     - WIP: incomplete armor palette changes aren't completely implemented. They revert back to normal in some situations.
     - Bug: Shock Buffer Part isn't reducing damage for unarmored X and Zero.
     - Bug: X's special weapons won't consume the last bit of energy left on some situations.

Alright, the changes to the invincibility damage table were a fun experiment, but the table was being used for too many things besides bosses.
I'm still bothered by how much the blocking effect of multi-hit attacks slow downs the game. I'll try to find a different solution later on.

I added addresses related to the final disc to the damage tables in the workbook, so now it'll be easier for anyone to play with them.
don't worry I'll be checking that since it's funny how that happens only with X(no matter what armor you wear), with Zero he doesn't lose momentum or get stuck on the opposite wall with the Jump + Dash
Thanks for reviewing that detail of the damage in the mavericks and that curious bug in the invincible enemies and the switches of the stage Volt Kracken

Edit: When I was checking beta 12 the wall bug was no longer there, I checked the beta 11 again and it continued that bug, not if it was a thing of the Xdelta or impaler applications but I could already play without problems
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: injoon84 on July 25, 2021, 01:39:34 pm
I play Megaman X4 a bit to check the Plasma Shot's Remnant. It seems like I remember incorrectly.
The final Boss of a stage actually received little to no damage from Plasma Shot's Remnant.
Also, they have the sound of blocking too. Only mid bosses doesn't has the invincibility frames.
Anyway, I came up with something using Gameshark from your Workbook (IngameTable) and (Dmg Tables).

#If Ultimate=Plasma Shot's Remnant no invincibility frames
E009A19A 0004 (Activate the below code if current character is Ultimate)
80074F0A 0100 (Plasma Shot's Remnant has no invincibility frames with the damage of 1)

#If Fourth=Plasma Shot's Remnant back to invincibility frames
E009A19A 0001 (Activate the below code if current character is Fourth)
80074F0A 00FF (Plasma Shot's Remnant has invincibility frames)

By combining both codes, it will make as though Fourth is having an inferior Buster compare to Ultimate.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: JPC on July 25, 2021, 03:58:50 pm
I don't know if I already asked this question or not. But this can be applied also to the PC version
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: Aceearly1993 on July 25, 2021, 07:34:47 pm
v1.9 works pretty fine as Eboot on PSP! Will try v2.0 BETA 12 later.

I don't know if I already asked this question or not. But this can be applied also to the PC version
This can only be applied to the original PlayStation version
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: injoon84 on July 25, 2021, 11:41:28 pm
v1.9
- Imported features from v2.0 BETA
    - F-Splasher: duration can be controlled like a normal Air Dash (cancelled if both dash and direction button are released)
    - F-Splasher: can now be cancelled with an air attack.
    - Damage tables: C-Sword can now damage Crescent Grizzly (same damage as regular air attack)
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

Here's my personal thought.

1) F-Splasher and C-Sword
Seems pretty stable now. Just remember to include it in Readme as C-Sword's damage to Crescent Grizzly is now 02, same as your modified jump slash.
Forget what I wrote earlier. I just discovered an invincible glitch on Zero.
First, you need to activate back the Double Tap in the readme.
When Zero learned F-Splasher, go to Crescent Grizzly's stage for easy test.
To active this invincible glitch, simply jump and randomly tap attack with left and right buttons multiple times.
Then try it on the first enemy. Zero will be invincible if successfully activate the glitch.
However, if Zero is hit by the laser beam, the invincible glitch will be deactivate.
The same goes if Zero use F-Splasher, E-Blade or C-Flasher.
By the way, this happens on both v1.9 and v2.0 BETA 12.

2) Zero's regular saber attacks against bosses
For me, 3rd Slash has been nerf too much. Kind of unrewarding to use triple slash combo.
As we all know, 3rd Slash cannot be cancel. Thus, it should be at least 04 damage against bosses.
It will make the 3rd slash has high risk high reward.
And in order to stop us from violating Zero's Z-Saber, the 1st and 2nd slash can be keep as low as 01.
That is something we cannot do in X4 as Zero's Z-Saber will be block if multiple hits too fast.
Anyway, my personal preference would be (2,2,5,4,4 to 2,1,5,4,4).
Now I think (2,1,5,3,3) and wall saber 03 are better.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.8 and v2.0 BETA 9)
Post by: acediez on July 26, 2021, 12:14:51 pm
Also, I notice all the Energy Weapons bar still left with little energy when X's Armors supposed to have consumed it all.
I test it with a save file with max 8+ Energy Weapons. Working normally on v1.8 but not v2.0 BETA 9.
Should be the same issues related the incomplete armors.

I gave this a try both in the current BETA and in vanilla, I tested it by using up F-Laser at the start of Crescent Grizzly stage. I got the same result in both versions:
If I have +0 Energy Up, the 8 shots use up the bar completely.
If I have +2 Energy Up, there's a small amount of ammo left after the 8 shots are shot.
So it seems that the issue you're describing is simply not having enough ammo for an additional shot. If it's something else, please be more specific on how to trigger it.

1) F-Splasher and C-Sword
Forget what I wrote earlier. I just discovered an invincible glitch on Zero.
First, you need to activate back the Double Tap in the readme.

I tried to reproduce it, but I couldn't. I tapped both directions while attacking in the air, both with the regular jump slash and C-Sword, and it never happened to me. I'll keep double tap dash enabled while testing to see if it happens eventually, but for now I'll just add a warning to the double tap section in the readme.


2) Zero's regular saber attacks against bosses
For me, 3rd Slash has been nerf too much.

The main benefit of the ground combo is doing three hits in a row without triggering the invincibility frames. So even if the third slash is nerfed, the sum of damage is still very high. Anyway, you have the addresses, you can all change it to your liking.

Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: injoon84 on July 26, 2021, 12:55:57 pm
So it seems that the issue you're describing is simply not having enough ammo for an additional shot. If it's something else, please be more specific on how to trigger it.

No, it's definitely a bug. First, you must have +8 energy up. Then, simply run a stage with either Fourth, Ultimate or Falcon as they consume less Special Weapon Energy. Almost all Special Weapon energy bar will left with 1 energy consumption which is a bug if you try to empty them without charging. So, in order to see this bug clearly, just activate Dark Hole and let the energy run dry.

I tried to reproduce it, but I couldn't. I tapped both directions while attacking in the air, both with the regular jump slash and C-Sword, and it never happened to me. I'll keep double tap dash enabled while testing to see if it happens eventually, but for now I'll just add a warning to the double tap section in the readme.

I know it's not that easy to trigger but it's there. Did you multi tap the attack buttons too? It's not just multi tap left and right buttons. Not left left right right but left right left right. It must be combine with attacks button.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: acediez on July 26, 2021, 05:48:35 pm
No, it's definitely a bug. First, you must have +8 energy up. Then, simply run a stage with either Fourth, Ultimate or Falcon as they consume less Special Weapon Energy. Almost all Special Weapon energy bar will left with 1 energy consumption which is a bug if you try to empty them without charging. So, in order to see this bug clearly, just activate Dark Hole and let the energy run dry.

Alright, thanks, I finally found it. It'll be fixed in the next update. I'm fixing a few more things too.

I know it's not that easy to trigger but it's there. Did you multi tap the attack buttons too? It's not just multi tap left and right buttons. Not left left right right but left right left right. It must be combine with attacks button.

Yeah, I tried both mashing directions on one side, on both sides, at the same time as the attack, a little bit after, etc. etc. Nothing yet. But I'll keep an eye on it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: injoon84 on July 26, 2021, 10:40:13 pm
Yeah, I tried both mashing directions on one side, on both sides, at the same time as the attack, a little bit after, etc. etc. Nothing yet. But I'll keep an eye on it.

Alright, finally found the actual way of triggering Zero's invincible glitch on certain enemies.
When in the air, press attack and then tap the same direction twice without triggering F-Splasher.
Therefore, it could be easier to activate this glitch if input the buttons while hitting the enemy as there will be a slight slowdown which will disturb the activation of F-Splasher.
Another way is when in the air, press attack and then tap the same direction twice but together with attack button when press the direction on the 2nd time. It can be seen easily as Zero will re-attack with C-Sword.

v1.9
    - Damage tables: Zero's regular saber attacks now deal less damage against bosses (2,2,5,4,4 to 2,1,3,2,2)

You didn't change the wall saber value against the bosses. Is that intention?
Also, some of the values are filled incorrectly in the readme, patches, and workbook (Dmg Tables).

Readme:
Damage Table - Z-Saber's Damage Against Bosses (Damage output reduced)
-----------------------------------------------------------------
? (Note: No idea what is this. You should revert it back unless it does serve its purpose)
BIN Address:       
HEX Data Original:   00040006000400040004
HEX Data Modified:    00030005000300030003

? (Note: Same. No idea what is this. You should revert it back unless it does serve its purpose)
BIN Address:       83268
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

These are the correct address and info:
Sigma Intro (Note: This should be the correct address if you want to adjust the Z-Saber damage)
BIN Address:       831C8
HEX Data Original:   00030003000200050005

? (Note: Dynamo)
BIN Address:       83938
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Rangda Bangda II Red Eye)
BIN Address:       83A78
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Rangda Bangda II Blue Eye)
BIN Address:       83B18
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Rangda Bangda II Green Eye)
BIN Address:       83BB8
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Rangda Bangda II Sun)
BIN Address:       83C58
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Sigma1)
BIN Address:       83E38
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

? (Note: Sigma2)
BIN Address:       83ED8
HEX Data Original:   00020002000500040004
HEX Data Modified:    00020001000300020002

patches:
Because of the wrong info, some of the value in the patches are filled wrongly too.

Workbook (Dmg Tables):
The column filled in the X and Zero/Awakened Zero are the modified value. You didn't include the original value.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.9 and v2.0 BETA 12)
Post by: acediez on July 27, 2021, 09:26:59 am
You didn't change the wall saber value against the bosses. Is that intention?

Already fixed. Next version will include wall saber and also C-Sword
For now, if you need the original X and Zero bosses values, they’re in the readme.
Thanks for pointing out the disc bin addresses mistake, there was a problem in the formula used to convert file addresses to disc addresses. It didn't affect the released build though, I use the file addresses for patching.



v1.10
- Save/Load Menu: fixed two tiles with the wrong color (in the "hours left" box)
- Damaga tables: Tri-Thunder can now also destroy the burn wooden block in Shining Firefly's stage.
- Damage tables: Z-Saber damage against bosses adjustment. Now includes attack from walls and C-Slash.
- Damage tables: Falcon Armor's charged buster deals more damage to bosses (from 3 to 4)
- Tidal Whale's Stage: U-5555 damage output adjusted (reduced, but still stronger than vanilla)

v2.0 BETA 13
- v1.10 changes
- Incomplete Armors bugfix: Fixed Shock Buffer Part not reducing damage for unarmored X and Zero.
- Incomplete Armors bugfix: Fixed X's special weapons not spending ammo consistently.

Current list of v2.0 BETA known issues:
Retranslated Script:
     - Armor and weapon descriptions don't reflect the changes made by this hack.
Armor by Parts:
     - WIP: mugshot changes on the pause menu haven't been implemented.
     - WIP: incomplete armor palette changes aren't completely implemented. They revert back to normal in some situations.

Added a few things to the readme. Personally, I now play using the "no timer" and "hide virus UI" hacks, and I really like how the game feels less cluttered  :)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10 and v2.0 BETA 13)
Post by: Aceearly1993 on July 28, 2021, 01:10:21 am
Question.
1. Is the damage table of C Sword and Z Buster included in the damage list of readme yet?
2. I went through again using v2.0 BETA 13, no serious progression problem until Sigma Form 1, damage output of C Sword to Sigma Form 1 is way too low, I want to modify this bit of damage output ASAP
3. Will you plan to give Z Buster and Quake Blazer a secondary usage? (something similar to your edit to C Flasher which can destroy objects blocking the path to Whale's armor parts)
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10 and v2.0 BETA 13)
Post by: injoon84 on July 28, 2021, 01:37:46 am
Tested a bit on v2.0 BETA 13. Notice the game will freeze upon loading demo play.
Also notice some of the the wrong information in your latest readme when adjusting the Damage's Table.

Damage Table - Falcon Armor's Charged Buster
-----------------------------------------------------------------
Black Devil
BIN Address:       839CE
HEX Data Original:   0003   (Note: This is supposed to be 0005)
HEX Data Modified:    0004   (Note: You actually modified to 0006)

Rangda Bangda W (Star)
BIN Address:       83C4E
HEX Data Original:   0003
HEX Data Modified:    0004   (Note: You did not modified it. Still 0003)

Sigma (2nd Form, Head)
BIN Address:       83ECE
HEX Data Original:   0003   (Note: This is supposed to be 0005)
HEX Data Modified:    0004   (Note: You actually modified to 0006)

Damage Table - Z-Saber's Damage Against Bosses
-----------------------------------------------------------------
Sigma's Intro
You did not adjust any damages done to Sigma's Intro. Is that intention?

Burn Dinorex
BIN Address:       836C8
HEX Data Original:   000200020005000400040800000100040005 (Note: This is wrong info. Should exclude the last 0005)
HEX Data Modified:    000200010003000200020800000100020002 (Note: This is wrong info. Should exclude the last 0002)
(Note: This is because they are located in different address as listed below. The patch value is correct though.)
BIN Address part2:    83808
HEX Data Original part2:   0005
HEX Data Modified part2:   0002

Sigma (1st Form)
BIN Address:       83E38
HEX Data Original:   000200020005000400040800000100040005 (Note: This is wrong info. The last 4 value should be 0006)
HEX Data Modified:    000200010003000200020800000100020002

Sigma (2nd Form, Head)
BIN Address:       83ED8
HEX Data Original:   000200020005000400040800000100040005 (Note: This is wrong info. The last 4 value should be 0006)
HEX Data Modified:    000200010003000200020800000100020002

And looking into the Workbook again, I tried to make W-Shredder(Attack) to destroy the V-Blocks.
W-Shredder(Contact)
BIN Address:       84652
HEX Data Original:    0700
HEX Data Modified:    0800

W-Shredder(Attack)
BIN Address:       84670
HEX Data Original:    0200
HEX Data Modified:    0008

But it's not working. The same goes to all charge Special Weapons which has no hit detection on V-Blocks even if you modify the value. May I know how to make them has hit detection?

Question.
1. Is the damage table of C Sword and Z Buster included in the damage list of readme yet?
2. I went through again using v2.0 BETA 13, no serious progression problem until Sigma Form 1, damage output of C Sword to Sigma Form 1 is way too low, I want to modify this bit of damage output ASAP
3. Will you plan to give Z Buster and Quake Blazer a secondary usage? (something similar to your edit to C Flasher which can destroy objects blocking the path to Whale's armor parts)

They were easy to identify if you look into the latest workbook (Dmg Tables).
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10 and v2.0 BETA 13)
Post by: Aceearly1993 on July 28, 2021, 09:49:04 am

They were easy to identify if you look into the latest workbook (Dmg Tables).

Found the damaget list, thanks. It looks like I still have to get over my Excel viewer's quirk (rarely used these tools until recent because my laptop's system environment is specially purposed for full on gaming). I'll mess up more damage values and check results further.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10 and v2.0 BETA 13)
Post by: acediez on July 28, 2021, 11:07:21 am
Question.
1. Is the damage table of C Sword and Z Buster included in the damage list of readme yet?
2. I went through again using v2.0 BETA 13, no serious progression problem until Sigma Form 1, damage output of C Sword to Sigma Form 1 is way too low, I want to modify this bit of damage output ASAP
The idea of the readme is to quickly revert back to the original values for people who don't want it changed.
If you want to customize it even more, you need to check the table in the workbook, I can't possibly put all of it in the readme.
That said, I'm considering reverting back to normal the damage against final stages bosses, only nerf Z-Saber against the 8 main bosses and Dynamo.

3. Will you plan to give Z Buster and Quake Blazer a secondary usage? (something similar to your edit to C Flasher which can destroy objects blocking the path to Whale's armor parts)
Not really. It's not like I was planning on giving secondary usage to every weapon, I just wanted to make those blocks destroyable for more weapons and picked the ones that made sense to me.

Quote
Tested a bit on v2.0 BETA 13. Notice the game will freeze upon loading demo play.
I don't know why this is happening on some releases and not others, seems unrelated to the patches included. Maybe there's something unstable on my makefile script. I guess I'll just have to manually verify this for every release 😑

Quote
Also notice some of the the wrong information in your latest readme when adjusting the Damage's Table.
Thanks. The problem comes from skipping the 304 bytes of sector error correction data (ECC/EDC) at the right place. Even though it seems I fixed the FILE→DISC address conversion formula in the workbook, I only copied the start address of any given string of data, I forgot to check if some of them got the ECC/EDC data in the middle of the string.
But rest assured, this only affects the info in the readme, I don't have to deal with that on the patch since I work directly with the files' addresses (a major improvement on my workflow from when I worked on X6).

I'll correct the addresses on the readme on the next release.

Quote
The same goes to all charge Special Weapons which has no hit detection on V-Blocks even if you modify the value. May I know how to make them has hit detection?
I haven't looked into it. Maybe the V-Block's own code has an additional filter to which weapons affects it (like the destroyable block in Tidal Whale did). I'll take a look and see if it's something I can work out quickly, but I can't promise anything.



v1.10.1
- Fixed freeze on demo
- Damage tables: Z-Saber's decreased damage against bosses is now only applied to the 8 main bosses and Dynamo.

v2.0 BETA 14
- v1.10.1 changes

Includes corrections to the readme's damage tables data.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10 and v2.0 BETA 13)
Post by: Aceearly1993 on July 28, 2021, 07:18:03 pm
Not really. It's not like I was planning on giving secondary usage to every weapon, I just wanted to make those blocks destroyable for more weapons and picked the ones that made sense to me.
Well, OK. Understand. I'll customize damage related stuff my way then. Many many thanks once again acediez, your works are certainly incredible.

Trying out v2.0 BETA 14 ...
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10.1 and v2.0 BETA 14)
Post by: injoon84 on July 28, 2021, 11:44:12 pm
I'll customize damage related stuff my way then.

If you want some, I did managed to identify some and the address will be correct if you use HxD directly. You know, as some reference for you to edit it to your own way.
Code: [Select]
Damage table Tidal Whale Capsule Bomb
-------------------------------------
01) F-Laser
BIN Address: 82D54
HEX Data Original: 0200
HEX Data Modified: 0007

02) Tri-Tunder (Charged)
BIN Address: 82D64
HEX Data Original: 0200
HEX Data Modified: 0007

03) Spiked Ball (Charged)
BIN Address: 82D68
HEX Data Original: 0200
HEX Data Modified: 0007

04) C Flasher
BIN Address: 82D9C
HEX Data Original: 0200
HEX Data Modified: 0007

05) Twin Dream
BIN Address: 82D9E
HEX Data Original: 0200
HEX Data Modified: 0007

Damage table for breakable blocks on Firefly's stage
----------------------------------------------------
01) E-Blade
BIN Address: 843E0
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Tidal Whale's stage (will not work on vanilla)
--------------------------------------------------------
01) Tri-Thunder
BIN Address: 84442
HEX Data Original: 0200
HEX Data Modified: 0004

02) Tri-Thunder (Charged)
BIN Address: 84454
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table for breakable blocks on Dark Necrobat's stage
--------------------------------------------------------
01) Twin Dream
BIN Address: 8452E
HEX Data Original: 0200
HEX Data Modified: 0004

Damage table V-Blocks (injoon84)
--------------------------------------------------------
01) Spiked Ball
BIN Address: 84626
HEX Data Original: FF00
HEX Data Modified: 0004

02) X Buster (Unarmored, Charged)
BIN Address: 8463C
HEX Data Original: FF00
HEX Data Modified: 0003

03) Falcon Buster (Charged)
BIN Address: 8463E
HEX Data Original: FF00
HEX Data Modified: 0001

04) Fourth Buster (Charged)
BIN Address: 84640
HEX Data Original: 0700
HEX Data Modified: 0007

05a) W-Shredder
BIN Address: 84652
HEX Data Original: 0700
HEX Data Modified: 0800

05b) W-Shredder (Note: Not working!)
BIN Address: 84670
HEX Data Original: 0200
HEX Data Modified: 0008

06) Zero Buster
BIN Address: 8468C
HEX Data Original: FF00
HEX Data Modified: 0002

Increase Plasma Shot and Remnant Damage the 8 Mavericks and Certain Bosses (injoon84)
--------------------------------------------------------
(Note: I do not recommend the Remnant Damage to the bosses as it will have more disadvantage to "X" if he is equipped with Quickcharge.)

00) Sigma Intro
BIN Address: 831C0
HEX Data Original: 0005FF00
HEX Data Modified: 0005FF00
HEX Data Modified1: 00050001

01) Crescent Grizzly
BIN Address: 83300
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

02) Tidal Whale
BIN Address: 833A0
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

03) Volt Kraken
BIN Address: 83440
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

04) Shining Firefly
BIN Address: 834E0
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

05) Dark Necrobat
BIN Address: 83580
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

06) Spiral Pegasus
BIN Address: 83620
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

07) Burn Dinorex
BIN Address: 836C0
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

08) Spike Rosered
BIN Address: 83890
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

09) Dynamo
BIN Address: 83930
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

10) Black Devil
BIN Address: 839D0
HEX Data Original: 0005FF00
HEX Data Modified: 0005FF00
HEX Data Modified1: 00050001

11) Rangda Bangda II Red Eye
BIN Address: 83A70
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

12) Rangda Bangda II Blue Eye
BIN Address: 83B10
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

13) Rangda Bangda II Green Eye
BIN Address: 83BB0
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

14) Rangda Bangda II Sun
BIN Address: 83C50
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

15) Sigma1
BIN Address: 83E30
HEX Data Original: 0003FF00
HEX Data Modified: 0004FF00
HEX Data Modified1: 00040001

16) Sigma2
BIN Address: 83ED0
HEX Data Original: 0005FF00
HEX Data Modified: 0005FF00
HEX Data Modified1: 00050001

Damage Table - Falcon Armor's Charged Buster
-----------------------------------------------------------------
Damage against bosses increased

Sigma Intro
BIN Address: 831BE
HEX Data Original: 0003
HEX Data injoon84: 0005

Damage Table - Z-Saber's Damage Against Bosses
-----------------------------------------------------------------
Damage against bosses reduced

Sigma Intro (Actual address)
BIN Address: 831C8
HEX Data Original: 00030003000200050005
HEX Data injoon84: 000200020005000300030800000100030005

Dynamo
BIN Address: 83938
HEX Data Original: 000200020005000400040800000100040006
HEX Data Modified: 000200010003000200020800000100020003
HEX Data injoon84: 000200010005000300030800000100030005

Black Devil
BIN Address: 839D8
HEX Data Original: 000200020005000400040800000100040005
HEX Data injoon84: 000200020005000300030800000100030005

Rangda Bangda W (Red Eye)
BIN Address: 83A78
HEX Data Original: 000200020005000400040800000100040006
HEX Data injoon84: 000200010005000300030800000100030005

Rangda Bangda W (Blue Eye)
BIN Address: 83B18
HEX Data Original: 000200020005000400040800000100040005
HEX Data injoon84: 000200010005000300030800000100030004

Rangda Bangda W (Green Eye)
BIN Address: 83BB8
HEX Data Original: 000200020005000400040800000100040008
HEX Data injoon84: 000200010005000300030800000100030008

Rangda Bangda W (Star)
BIN Address: 83C58
HEX Data Original: 000200020005000400040800000100040005
HEX Data injoon84: 000200010005000300030800000100030004

Sigma (1st Form)
BIN Address: 83E38
HEX Data Original: 000200020005000400040800000100040005
HEX Data injoon84: 000200010005000300030800000100030005

Sigma (2nd Form, Head)
BIN Address: 83ED8
HEX Data Original: 000200020005000400040800000100040005
HEX Data injoon84: 000200010005000300030800000100030005
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10.1 and v2.0 BETA 14)
Post by: acediez on July 29, 2021, 02:10:25 am
v1.11 and v2.0 BETA 15
- Stage Edit, Zero Space 1: the inner walls in the laser segments are now not grabbable.

You can now go down touching walls without accidentally sliding on it and slowing down.

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

This was the last thing on my wishlist, so I guess I'll go back to slowly fixing all the cosmetic issues with the incomplete armors.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10.1 and v2.0 BETA 15)
Post by: injoon84 on July 29, 2021, 02:21:12 am
Regarding the readme, have you make amendment on the Gaea Damage Table?
Previously in v2.0 Beta 14:

Damage Table - Gaea Armor's Buster
-----------------------------------------------------------------
U-555 (Tidal Whale's Stage Midboss)
BIN Address:       82BC2
HEX Data Original:   00040007 (The actual value is 0003000C)
HEX Data Modified:    00050009 (You did not change. Still at 0003000C)

Burn Dinorex's Stage Midboss
BIN Address:       82C62
HEX Data Original:   00040007 (The actual value is 00010001)
HEX Data Modified:    00050009 (You did not change. Still at 00010001)

Also, I think you need to increase the damage of Falcon Buster.
Burn Dinorex's Stage Midboss (Dragon)
BIN Address:       82C2E
HEX Data Original:   0001
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10.1 and v2.0 BETA 15)
Post by: acediez on July 29, 2021, 02:47:13 am
Regarding the readme, have you make amendment on the Gaea Damage Table?
Previously in v2.0 Beta 14:

Damage Table - Gaea Armor's Buster
-----------------------------------------------------------------
U-555 (Tidal Whale's Stage Midboss)
BIN Address:       82BC2
HEX Data Original:   00040007 (The actual value is 0003000C)
HEX Data Modified:    00050009 (You did not change. Still at 0003000C)

Burn Dinorex's Stage Midboss
BIN Address:       82C62
HEX Data Original:   00040007 (The actual value is 00010001)
HEX Data Modified:    00050009 (You did not change. Still at 00010001)

Actually I didn't mean to change those this time, I mistakenly listed them on the readme. I'll take them out.

Also, I think you need to increase the damage of Falcon Buster.
Burn Dinorex's Stage Midboss (Dragon)
BIN Address:       82C2E
HEX Data Original:   0001

I don't know. That midboss gets very low damage from most attacks. As I hope to come back to work on boss balance more carefully later on, I better save work on midbosses for that time.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.10.1 and v2.0 BETA 15)
Post by: ZEROmaverick on July 29, 2021, 09:50:30 am
Nice feature the no sliding walls in zero stage!!

I have lost many lives due getting unintentionally grabbed to the walls in that stage :(

Just an idea:
I was thinking that would be cool to include the TRAINING STAGE as part of the main game, maybe as a Sub Mission (something like "The Sigma Virus has corrupted an old maverick data in the Deep Log") triggered by an event (i.e. after defeating the 4 first Maverick, something like the Dynamo battle)

Once again, thank you for this improvement, I never liked X5 and X6 that much, because I always felt them rushed compared to X4. Now they feel like proper PS1 AAA games :D

I wish X7 was fixable like X5 or X6, but it would be easier to make it from scratch  :'(
Title: Re: Mega Man X5 Improvement Project Addendum (v1.11 and v2.0 BETA 15)
Post by: Moondrag on July 30, 2021, 09:25:34 pm
Pardon me for asking but in normal X5: What is the exact odds of the Cannon/Shuttle working? I also read (looking up Japanese guides) that Zero getting into Infected state 10/13 times forces the Shuttle to fail, but I can't find any confirmation of that...
Title: Re: Mega Man X5 Improvement Project Addendum (v1.11 and v2.0 BETA 15)
Post by: Aceearly1993 on July 30, 2021, 11:01:57 pm
Pardon me for asking but in normal X5: What is the exact odds of the Cannon/Shuttle working? I also read (looking up Japanese guides) that Zero getting into Infected state 10/13 times forces the Shuttle to fail, but I can't find any confirmation of that...
In retail X5 wheether Cannon/Shuttle success was determined by RNG, that's why you can fire the cannon directly after opening stage and still have chance to success.
The infect force fail was getting the infected status (The virus counter says "VIRUS", and glows purple aura) 13 times or more as Zero.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.11 and v2.0 BETA 15)
Post by: acediez on July 30, 2021, 11:55:47 pm
There’s a rng used for lots of things, which changes with almost every action and frame while ingame. For the enigma/shuttle launch, the game checks if the rng value is above or below a success threshold. This threshold increases with every upgrade (so, for each of the 4 corresponding bosses beaten).

This video of a speedrun strategy exemplifies it very well: https://youtu.be/mfD7ez0aejw

I don’t know the exact resulting % of chance for each scenario, you could probably calculate it by looking at the code I documented on the workbook.

I don’t know much about the forced fail Aceearly mentions. I knew about it just recently, and made my hack without touching it.
Title: Re: Mega Man X5 Improvement Project Addendum (v1.11 and v2.0 BETA 15)
Post by: Aceearly1993 on July 31, 2021, 03:53:33 am
Turns out it's the amount of times Zero gets the infected status that controls the result, success rate of shuttle gradually decreases when the infected counter rises, until 13 times which shuttle is normally unable to success at that point, but your edit seems to be able to override it so that it's still always succeed after getting 4 shuttle parts, so no worry, acediez.