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If this is ever released on the main site could you also do a 'dumb' version that just applies the better options all at once? I'm also applying the retranslation and update to the game and compatibility would be nice.
I'll definitely need a save state then so I can poke at the RAM and try to figure out what's going on.
Hey OMorty, I've played through the noncolor Zero unheadered patch with the MSU 1 patch and did not have the issues youre having, for what its worth
OMorty: GOD, that bug is STILL around? Justin has been trying to locate this bug for ages now, since I found it in the beta.
Figured it out. You're using the incorrect MSU-1 patch. Just use the regular X3 MSU-1 patch, not the Zero Project specific one.
No, the MSU-1 should be compatible with this patch as well as it doesn't interrupt any of the code the MSU-1 uses.
1) With the intro stage, it's actually using X's buster animation when he's firing in the air. He still moves like he was wall jumping similar to Zero but it's his buster shot for sure.
2) Oh that's.. odd. Just did a quick run through and it appeared normal on my end. I wonder if there was a random bit that got set and interrupted the palette or something. That's very odd. (This is without the MSU-1 patch applied)
I am well out of my element and it may take a lot of study on my part to execute this.
However, 9 megabytes seems like a lot of memory just for samples and notation data...? Wouldn't a compressed archive like that be a lot smaller?