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Author Topic: Mega Man X3 - Zero Project (V4.0)  (Read 272822 times)

Marcelo_20XX

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #840 on: May 15, 2018, 07:13:32 pm »
Excellent news. I too second having a look into fixing the overclocking option on the libretro cores, I use Snes9x2010 and Snes9X, what you want me to do on the cores? what info you need I can modify the sources with custom changes if you need...

justin3009

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #841 on: May 15, 2018, 08:09:27 pm »
Just 'fixed' Worm Seeker as well. He's actually using his normal damage table, but since I added the damage table switch it was making it last longer than normal.

It still kinda lasts long for X, but the Z-Saber damage has been heavily increased on it so it'll die fairly quick. Either way, the damage table acts like it 'should' now.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

acediez

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #842 on: May 16, 2018, 06:38:31 pm »
Hey justin3009, I suppose you're ready to wrap this one out and move on to other projects. And the hack looks perfect as it is (you've already gone way beyond everyone's expectations!). I just need to ask, just in case: have you considered adding the FMV from the PS1 version as a MSU-1 hack? I know there are MSU-1 hacks available for the music that are compatible with your hack (with the previous version, at least). I just haven't seen any mention of the FMVs.

justin3009

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #843 on: May 16, 2018, 07:33:34 pm »
I have no interesting in doing anything with MSU-1 for this project (Except that it 'should' be compatible with the regular MMX3 MSU-1 patch). I'll leave that for other people to handle.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

acediez

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #844 on: May 16, 2018, 08:57:43 pm »
That’s cool. By keeping it compatible you’re already doing a lot.

Again, thanks for you hard work on this, and good luck ironing out the few remaining details!

Sabin Stargem

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #845 on: May 20, 2018, 02:55:17 pm »
I reported the game's emulation issues on the Bizhawk tracker.  Hopefully they can figure out why the romhack doesn't work on that emulator.

These days, I don't want to use SNES9x because the controls don't properly play with the XB1 controller triggers:   The jump and dash buttons are configured to use them, but SNES9x causes a hard cancel when trying to do a maneuver.  Can't jump nor dash when both triggers are pressed.  Whereas, Bizhawk allows me to dash and then jump without releasing the dash button.

injoon84

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #846 on: May 22, 2018, 11:31:55 am »
Hi justin3009, I know this is out of no where but I also try out the 4.0 beta the one posted out on 7th May 2018.

I just want to share what I encounter during my play:
1) Normal X can still charge up most of the sub-weapon except P.Bomb and T.Fang,
2) Well, I don't know is it because I initially started the game as Zero and also obtained the Z-saber,
   If you clear the game as normal X, you start the NG+ as Zero.
   If you clear the game as Zero, you start the NG+ as normal X and you also manage to keep a buggy Hyper C.
3) Sometimes after switching your character, the 1st door leads to sub-boss/boss cannot be enter.
   You have to move the character away until the door is unseen then move back to the door to re-enter it.
4) Sometimes if you use normal X in 1st Doppler fortress, during/after the sub-boss, normal X will gain some armor parts.
5) Finally, the sub-boss in Neon Tiger stage cannot be easily taken down with X's buster/Z-saber. Is that normal?

justin3009

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Re: Mega Man X3 - Zero Project (V4.0)
« Reply #847 on: May 26, 2018, 10:18:39 am »
https://www17.zippyshare.com/d/Yv9mxu6s/5708/MMX3V4.0Beta.zip - Another beta test, hopefully the last that knocks out the bugs.

All the bugs listed, except for possibly the Doppler Fortress one, I honestly can't seem to recreate that whatsoever nor is there anything that I can see, as of right now anyway, that would alter X's armor values. That's exceptionally odd.

As for all the other ones, those 'should' be fixed now along with issue with sub-weapon ammo usage.

The sub-boss in Neon Tiger's stage, I kept the Damage Table Switch code I had for it, but I altered the damage tables so anything can basically repeatedly hit it like the original game, so the boss should be a cake walk again.

June 02, 2018, 09:51:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, bug fixing a few things while I have a little motivation on this project again.

There's been a common but exceedingly rare bug in which doors will not open in the Doppler Levels for some reason. I'm.. still not sure what would cause this. The only time these bits are set are during REX2000 and Mosquitus events. Otherwise, it's the Sigma Virus event. Essentially what happens is that $7E:1F5F gets set > 00. If it's above 00, it will not allow mid-boss doors to be opened. But this doesn't make any sense that it just.. suddenly happens sometimes when you switch. I'm looking into it even as I type but I'm not seeing anything that could cause this. This is very unusual.

The only other cause I can think of is that it's underrolling the Object Animation setting which is at $7E:1F28. I rewrote the code just now, slightly, so it does STZ instead of DEC. Otherwise, if this bug occurs again, then I'm not sure what to say. None of my ASM files ever touch these two values in quantity. Anytime they are touched now, it STZs them. So let's hope it's fixed. I also thought maybe it was reading the 1-Up object on accident as the door value but that's not even close to the case either. It's reading entirely separate RAM.

In any case, let's hope this is fixed. DO NOT USE A SAVE STATE IN WHICH THE DOOR IS CURRENTLY NOT WORKING! THIS WILL 'NOT' FIX SOMETHING ALREADY DONE!



As for X suddenly losing armor parts, this is something I'm going to have to say may be outside influence with cheats or something else. I've had only a few reports on this but they're in circumstances that make absolutely no sense.

The fun thing here is that there is no relevant code in any situation that would update the armor location, ESPECIALLY the NEW location that all PC RAM is stored to. The 'only' time it ever updates is if you obtain a capsule piece. There's nothing in any specific event to touch it, nor in the original code as it never existed in the first place. I won't rule out that it may be some latent code in the ROM somewhere but the fact that it's 'never' been seen after various damaging, moving, buster, specific and all other events is odd. Even in the new RAM data, there's 10 bytes prior that don't get read or touched making it more plausible that it's cheats or something. I still won't rule out an in-game bug but with how this is right now, I honestly can't chalk it up as a bug. It doesn't make any logical sense in any of the code for it to happen as it never gets touched in actual game play.


https://www19.zippyshare.com/d/uoGJa7FE/859/MMX3V4.0Beta.zip - Here's the next beta test. This 'should' hopefully fix the door issue and the NG+ issues along with P.Bomb and T.Fang charge. That SHOULD'VE been fixed in the prior patch but hopefully this confirms it officially. The mid-boss in Neon Tiger's level should be a lot easier as well. It takes the full damage it should now and then some I think on X's buster too since there's been a common complaint of it taking too long.
« Last Edit: June 02, 2018, 09:54:44 am by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'