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Messages - G30FF

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Personal Projects / Re: Mega Man X6 Tweaks (v2.6)
« on: September 05, 2021, 08:28:46 pm »
I started a new playthrough using the Zero cheat to use him from the start. I defeated Nightmare Zero before facing any Investigators, and found a couple of typos in the Gate and Isoc cutscene that played right after defeating my first Investigator:

Isoc: I do believe we should make any necessary precautions, just in case.

This should probably say "take any necessary precautions".

Gate: You have quite the obsession about Zero, don't you?

This should probably say "You have quite the obsession with Zero".

During the Rank PA cutscene where Alia explains the virus, when viewed playing as Zero:

Zero: Well, we can't be doing with a madman's pipe dream at a time like this.

This should probably say "we can't be dealing with..."

Personal Projects / Re: Mega Man X5 Improvement Project Addendum (v2.0.3)
« on: September 04, 2021, 03:44:00 pm »
Ive just been getting back to the forums. I was wondering if you guysh wve managed to make it so all the X and Zero parts can be acquired?

I can't remember if that was one of the goals or not

The base patch will give you both parts from each boss, regardless of the boss's level, and regardless of whether you choose Life Up or Weapon Up. Life/Weapon Up and Heart Tanks are shared by both X and Zero, regardless of who obtains it. There's also an optional mod in the README that will give you both Life Up and Weapon Up for each boss, no matter what you choose, so you can have a game save with 16 life ups, 8 weapon ups, and all 16 parts unlocked.

Personal Projects / Re: Mega Man X6 Tweaks (v2.6)
« on: August 31, 2021, 09:57:52 pm »
Thanks for the detailed comments on the hack, I appreciate it.

It’s crazy to get a typo report two years after the current script version was last updated! I’ll keep it in mind for the next time I work on this.

Thank you for doing these! I can't overstate how much better your patches make the PS1 X games compared to vanilla. For the first time in a long time, I actually enjoyed playing X5 and X6!

Personal Projects / Re: Mega Man X6 Tweaks (v2.6)
« on: August 31, 2021, 12:56:42 pm »
I just finished a full playthrough of the latest version of X6 Tweaks (vanilla, no mods from the patcher tool). It made the game SO much better! Battles with Gate and High Max were still hell, but there's not much else that could reasonably be done to improve those battles, save for possibly reducing their overall health. Blaze Heatnix's stage is still annoying with X, due to the rising magma donut fight, but it's still doable. And the incomplete armor code is a godsend for reducing backtracking. Getting to Rank UH was fairly easy now, I made it there by the time I finished all 8 Investigator stages. I did grind Nightmare Souls a bit in order to get the fight with Nightmare Zero Lv4 (something actually possible now that Nightmare Viruses always drop Souls and won't regenerate if you don't pick up their drops). The new script is worlds better. I could actually enjoy the story in the game this time! All in all, a vastly improved experience. X6 is still not a great game due to a couple of very low points, but I can't imagine playing it any other way now.

I did notice one typo during my playthrough though. During Gate's intro monologue, he says "I wonder many people... how many Reploids lost their lives here..." When it should say "I wonder how many people..."

Thanks for the info! Much appreciated! And great work on this, I've been working my way through the game and I love all of the changes you've made!

I noticed something when applying some of the mods in the README. I moved to the offset for enabling item drops in Xtreme Mode, but neither the "original" or "modified" values matched what was in the README.

Hello, I just made an account here to pass some issues I've found with the latest release.

First of all, I'd like to thank those involved in working in this hack as they've given X5 a new lease of life. However I noticed that when starting up the game, it takes an unusually long amount of time to load up the opening FMV. While I find this minor, I still can't get over the fact that double tapping the left and right buttons does not cause the dash to work at all. Was this intentional? It does interrupt the flow of the game I feel and makes going through the stages a hassle.

The 2.0 patch disables it by default. You can re-enable it yourself though; check the README that comes with the patch, and look at the section regarding reverting changes.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 06:53:45 pm »
Wow! I wasn't expecting this! I was just going to try and take 2.22 and create a diff patch with 2.3, but this is amazing! Thank you! I didn't mean to put you through all that trouble, but I appreciate it all the same! I've saved the file and I'll see how much of this I can backport into Revamped. You've done a great job documenting everything!

August 09, 2021, 12:31:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It's been a while, but I just wanted to report back on what I was able to accomplish trying to add 2.3 features to Mega Man 3 Revamped for my personal use:

Successful changes:

- Protoman scarf in CSS
- Flying birds in ending
- New SFX: Missile sound to missile launchers and bullet clouds; Needle sound to Needleman and hedgehogs; Bullet sound to Geminiman and Wily Machine; Water splash sound to Turtle Dispenser and Submarine enemy
- Snakeman jump shoot animation
- Hard Knuckle hitbox fix
- Mega Man facing right after defeating Gamma
- Fade music part 1 (after exiting a stage; I did not add part 2)
- Wily Machine 1 life bar fix

Did not work:

- Rush Marine breathing bubbles: No air bubbles, and Rush moves very slowly
- Fix delayed graphics update: Caused the game to freeze when pausing and unpausing in Gemini/Doc Gemini's first area with the planet and some other areas
- Fix glitch when entering a boss room with Rush Marine: Caused music to speed up at the start of boss fights (returns to normal after boss health fills); I think this might already be implemented in Revamped though

Trying to add all of the changes in the document caused the rom to break. Engine changes all caused major issues when I tried to add them, so I left them out. I also didn't re-add any of the changes that were already present in Revamped, like the hitbox changes and Spark Man's freezing effect.

Thanks again kuja killer for the information! It was really interesting experimenting with the changes and editing the rom! :)

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 04:45:55 pm »
There are, but I'm thinking about some of the changes specific to 2.3, like the new sound effects on the cloud missiles, birds in the ending (I don't recall them in Revamped), and animation frames on Break Man in the stage select.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 04:07:50 pm »
Does anyone still have a copy of the 2.22 Improvement patch? I wanted to try and upgrade MM3 Revamped using the new Improvement updates, but I don't have access to 2.22 to make a diff patch with anymore.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 10:45:54 am »
I'd love to know what the small change was on the last non-numbered update so I can determine whether I want to redownload the patch and redo the manual adjustments.

I believe the change is to make Mega Man face right after defeating Gamma.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 27, 2021, 07:02:41 pm »
For me, it turns out to have been my emulator. I tried in the Nestopia core in OpenEmu on Mac, and the problem was there. But as soon as I tried it on lr-nestopia in RetroPie, with the same rom, it worked fine. It's very odd to be sure. But I play on my RetroPie 99.9% of the time anyway, so I'm not too worried!  ;D So to Vanya, I would suggest trying in an alternate emulator if you can. Retroarch seems to work.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 10:12:36 pm »
It's not a problem for me, honestly. I tend to use the weapon swap early in the game, but after getting the full inventory I usually end up pausing to switch weapons because I find it faster to find what I'm looking for that way. Thanks again for all your hard work and for looking into this!

Select and up/down is not great, and it's not exactly a natural motion for NES games, I'm with you there. I remember seeing a Batman NES hack that enabled use of L/R buttons on a SNES controller for use in FCEUX, for weapon swapping. Only thing I miss from the PS2 Anniversary Collection ports.

EDIT: Okay, so here's a thing. I originally tested it in OpenEmu on my Mac, and the weapon switching doesn't work. I tested it in lr-nestopia on my RetroPie build... and it works perfectly. Did not expect that. So apparently this really IS a problem on my end, just not the problem I expected!

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 09:18:28 pm »
Oh well. It's hardly game breaking, so unless other people report the issue it may be a fluke for me. Thanks for checking!

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 08:58:37 pm »
Very strange. I patched the latest Improvement over an unmodified MM3 US no-intro rom, and I see this issue. Could it be the no-intro rom that is causing the issue? I used this rom for the 2.22 version of the patch and it worked without issue.

Out of curiosity, I tried patching Rockman 3 with the Rockman 3 Improvement patch, and the same behaviour is present there too.

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 07:53:46 pm »
I'm used to the reverse weapon cycling behaviour from Mega Man 3 Revamped, and unfortunately that doesn't seem to work here. Here's what I noticed:

Hold down and press select -> Nothing happens
Hold up and press select -> Weapons cycle forward
Press select -> Weapons cycle forward
Hold select and press up -> Nothing happens
Hold select and press down -> Weapons cycle forward

Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 07:13:39 pm »
This is great! The "manual fixes" text file is very much appreciated as well. The music fade out after beating a boss caught me off guard until I read about it in the patch notes! One thing I will note is that Down+Select to cycle weapons backwards does not seem to work as the patch notes say. Holding up or nothing and pressing select cycles weapons forward, but holding down and pressing select does nothing. Then again I just gave it a quick test run.

Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.8)
« on: July 19, 2021, 04:31:57 pm »
Now that I know where it came from, I don't personally mind having her name as MEI. It just confused me until I figured that part out! I don't feel strongly enough about it to change.

I'm totally with you on the IDW series, it's fantastic. If you haven't seen it, I also recommend Rise of the TMNT. It's got a surprisingly deep story, along with great action scenes and animation.

Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.8)
« on: July 19, 2021, 11:36:57 am »
I gave Attack of the Grem a quick test, and I love that you pulled from the recent IDW comics for Lita and Jennika for it! I like the new Casey sprite too. A nice touch. At first I thought you had made a mistake, having Venus's name in the pause menu as MEI instead of VEN. But then I looked her up on TMNTPedia and learned her real name is Mei Pieh Chi. Shows how long it's been since I've seen The Next Mutation!  ;D

Personal Projects / Re: Megaman Japanese style project.
« on: June 26, 2021, 11:16:09 am »
I didn't know there was so much problems getting both the Restoration and the Refit hacks to work right together, they use to work somewhat alright when you combine them back then, I'm guessing the latest version of Refit changed some things that makes it incompatible with mine.

I updated the description in my hack alerting everyone that it's not compatible with Refit anymore. Sorry everyone, I didn't know.

The only thing I can think of is make a alternate patch for Restoration that will add the shorter charge time and the increased invulnerability from Refit.

That might be the better option, because I was thinking of getting help on re-localizing the script to be closer to the one from the Japanese version like the other users on here did with the SNES MMX games.

The two patches do work correctly together, nothing game-breaking occurs. The only problem is that both patches try to update some of the same lines of text, so those lines appear garbled. The description of Rush Jet in Auto's shop is also broken. I compared the two roms in a hex editor, compared against vanilla MM7 to check. Refit rewrites a number of lines of text, because part of its custom font includes a new character for "r.", so all instances of "DR. WILY" and "DR. LIGHT" are replaced with "Dr.WILY" and "Dr.LIGHT" with no spaces, and a single character "r.". That led to some of the issues, like "Dr.WILLYY". Also, Refit replaces the item descriptions in Auto's shop with more descriptive ones.

For my personal use and curiosity, it was relatively easy to create a combined rom of both hacks, including the new title screen, without any of the text issues. I patched with Refit, removed the custom fonts and graphics (using the graphic compression/decompression tool to swap in vanilla MM7 graphics overtop of Refit), fixed/reverted the text issues with a hex editor using a vanilla MM7 rom as reference (leaving the item shop changes), then patched with Restoration, and repeated the process for any remaining text issues. I also changed two lines that always bothered me ("You better tell me who you are?" to "You better tell me who you are!", and "I gonna do what I should've done years ago" to "I'm gonna do what I should've done years ago").

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