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Mega Man X5 Improvement Project [PSX]

Started by DarkSamus993, October 04, 2016, 12:34:01 PM

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Heaven Piercing Man

The standard of measure for a boss fight's average length should be: "does the song play at least one full loop before you win it?" I used to be a bad player who couldn't live without save states, and yet I won in my first try, and never heard the full song until later when I started messing with the sound test.




Lumiere

The X/Zero fight is too short. I haven't tried fighting Zero with X but, X was fairly easy to beat. I expected a fight similar to MHX however, I didn't lose a single life when fighting X.

Heaven Piercing Man

#202
The other issue is Awakened Zero. If you take too long to beat him, he becomes invincible and starts spamming the Genmu Zero until you get hit and die in one hit. The problem is, it takes so long for it to happen (it's two song loops, but it feels like an eternity) you have to be actively trying to see it, so it might as well not be in the game anyways, it's a glorified easter egg.

If the Awakened Zero fight is made harder or longer (and it should be noticeably harder than normal Zero anyways), the Genmu Zero time limit has to be taken into account, and modified if possible/necessary.

Oh and I almost forgot, something that makes X5 stick out for inconsistency is that Zero's techs weren't left in Japanese unlike the rest of the X games. Is that going to be "undubbed"?

chuckfinley

I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank; became smaller and merged with an inverted virus meter graphic. Remains that way after exiting stage, changing characters, getting more life-ups, and resetting the game. The life bar is shorter in the start menu as well.

Spoiler
[close]

DarkSamus993

Quote from: chuckfinley on August 15, 2018, 05:10:12 PM
I'm not sure if this is a bug that can happen normally in the game, but my life bar glitched out after picking up a heart tank.
Yep, that's a bug alright. It occurs due to my less-experienced self (at the time) forgetting to account for the PSX load instruction delay. A very silly mistake, but one you'll only see on more accurate emulators/real hardware.

Please try this new version and see if that fixes the issue: [DOWNLOAD] Mega Man X5 Improvement Project v0.1.1
NOTE: The only thing that was changed was the code for Heart Tanks, there is no new content...  yet.


chuckfinley

Started a new game with the fix and no more issues with heart tanks. Thanks dude.

mariosmentor

I'm not sure if this was asked already, but iirc, X5's good ending was based solely on luck. Is there any way of changing that?

Heaven Piercing Man

If I'm not mistaken, the odds of destroying the colony with the laser or shuttle depend not just on the parts, but also on the countdown timer. The laser succeeding is rare, the shuttle's more even. I've resetted a lot of times and I've never seen the laser being successful outside of Youtube. With the shuttle, I've just resetted a few times and boom, bad ending. I'd say the odds could be modified to be 100% success or failure depending on certain conditions.

acediez

#209
Hey, today I played X5 for awhile, and by play I mean

Boss Level requirement to get Life/Weapon Upgrade
Default: 04 (Level 4). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8A0
Offset RAM: $800EEF48
0400622C
Offset BIN: $3600594
Offset RAM: $800EF9DC
0400422C

Boss Level requirement to get Life/Weapon+ Upgrade (Parts)
Default: 08 (Level 8.). Change the first byte in the these addresses to anything (01 to always get them)
Offset BIN: $35FF8BC
Offset RAM: $800EEF64
0800622C
Offset BIN: $3600604
Offset RAM: $800EFA4C
0800422C

Exit Stage button always available
Offset BIN: $34B824C
Offset RAM: $80033464
0B004010
Change to:
00000000

Offset BIN: $34B8268
Offset RAM: $80033480
03006010
Change to:
00000000

Hide Virus Status UI (Effects still apply)
Offset BIN: $34A8670
Offset RAM: $80025898
0C004380
Change to:
00000334

Skip Maverick introductions in Stage Select screen
After Intro stage (first set of 4):
Offset BIN: $35F1394
Offset RAM: $800EEFEC
1ABC0308 0B000224
Change to:
01006324 790083A0
After Enigma shot (second set of 4):
Offset BIN: $368C928
Offset RAM: $800FA240
03000324
Change to:
04000324

"X vs. Zero" fight Damage Tables
Offset BIN: $35051C8
Offset RAM: $800764C0

Original:
00 01 FF 05 FF 00 FF 00 FF 05 FF 05 FF 00 FF 00 FF 02 FF 01 FF 08 FF 00 FF 00 FF 08 FF 08 FF 03 FF 00 FF 03 FF 03 FF 03 FF 03 FF 00 FF 08 FF 00 00 02 00 02 00 05 00 04 00 04 08 00 00 01 00 04 00 05 00 00 00 03 00 08 00 05 00 05 00 01 00 01 00 01 00 01 00 08 00 04 00 05 FF 02 FF 04 FF 02 FF 01 FF 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 00 03 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 02 00 00 FF 05 FF 00 FF 00 FF 00 FF 00 FF 02 00 01 FF 03 FF 00 FF 08 FF 00 FF 00 FF 03 FF 00 FF 03 00 05 00 06 00 06 FF 00 00 08 FF 00 FF 02 FF 02 FF 03 FF 02 FF 02 08 00 FF 01 FF 02 FF 04 FF 00 FF 05 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 03 FF 00 FF 08 00 02 00 06 00 08 00 01 00 08 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00


Damage x0.5 (to make the fight longer):
00 01 FF 02 FF 00 FF 00 FF 03 FF 03 FF 00 FF 00 FF 01 FF 01 FF 04 FF 00 FF 00 FF 04 FF 04 FF 02 FF 00 FF 02 FF 02 FF 02 FF 02 FF 00 FF 04 FF 00 00 01 00 01 00 03 00 02 00 02 08 00 00 01 00 02 00 03 00 00 00 02 00 04 00 03 00 03 00 01 00 01 00 01 00 01 00 04 00 02 00 03 FF 01 FF 02 FF 01 FF 01 FF 02 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 00 02 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00

00 01 FF 01 00 00 FF 03 FF 00 FF 00 FF 00 FF 00 FF 01 00 01 FF 02 FF 00 FF 04 FF 00 FF 00 FF 02 FF 00 FF 02 00 03 00 03 00 03 FF 00 00 04 FF 00 FF 01 FF 01 FF 02 FF 01 FF 01 08 00 FF 01 FF 01 FF 02 FF 00 FF 03 FF 00 FF 00 FF 01 FF 01 FF 01 FF 01 FF 01 FF 02 FF 00 FF 04 00 01 00 03 00 04 00 01 00 04 00 00 00 00 00 00 00 00 00 00 02 00 FF 00 FF 00 00 01 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00 FF 00


... Just a few things I wanted done for myself. Feel free to add them to the project, or not  :)

azumablade

Can i make a suggestion is it possible to improved the damage of zero's buster equal to normal X's buster?

Dakmordian

I have an odd request I'd like to make.

I'm probably one of the very few people who don't actually mine Alia's interruptions and would really like to have the various improvements but still be able to see her dialogue in the stages. Would that be a possibility down the road? I'd love to use this mod, it sounds and looks really good, but I don't like that Alia's just straight up disabled instead of that being optional.

DarkSamus993

Yes, eventually the goal is to have Alia's hints be optional: either like in X6 with an icon showing up to indicate a message (that can still be ignored if the player doesn't want to stop to read it) or more simply an on/off toggle in the options menu.

erecyog

One thing that always bothered me about this game was regarding the Ultimate Armor capsule in Sigma stage 3. Zero gets the benefits of the capsule as soon as he steps in, but X needs to leave and then come back with the Ultimate Armor selected. I read that it has something to do with how the armor sprite overlays are done with this game, basically the Force (or Fourth) Armor is Unarmored X with the overlay while the other armors are just straight sprites with no overlay. Is this correct at all?
And more importantly, is it possible to make it so X can get the benefits from the Ultimate armor capsule instantly like Zero can?

DarkSamus993

Quote from: erecyog on December 11, 2018, 02:40:01 PM
One thing that always bothered me about this game was regarding the Ultimate Armor capsule in Sigma stage 3. Zero gets the benefits of the capsule as soon as he steps in, but X needs to leave and then come back with the Ultimate Armor selected. I read that it has something to do with how the armor sprite overlays are done with this game, basically the Force (or Fourth) Armor is Unarmored X with the overlay while the other armors are just straight sprites with no overlay. Is this correct at all?
No, all of X's armors are overlayed on top of X's unarmored sprites (necessary because there are not enough colors in a single 16-color palette for the armor and X). X has to leave and come back because the ultimate armor data file is not loaded currently. The unarmored data file is mostly a copy of the force armor file with a few minor differences (like the mugshot in the pause menu for example).

Quote from: erecyog on December 11, 2018, 02:40:01 PM
And more importantly, is it possible to make it so X can get the benefits from the Ultimate armor capsule instantly like Zero can?
It should be possible seeing as how X4 was able to do it. It would be a matter of having of having unarmored X load the ultimate armor data file instead of the usual one and adjusting the sprite assembly accordingly (if needed, it may already be setup properly) so a conditional check can be done to see how to display X (with or without the armor).

For reference the player data is kept in these files (or offsets since they were concatenated into a single file):

0x002D0800 =  PL00.DAT  // X (Normal)
0x003B3000 =  PL01.DAT  // Zero
0x00491800 =  PL02.DAT  // X (Force)
0x00573800 =  PL03.DAT  // X (Ultimate)
0x00653800 =  PL04.DAT  // X (Falcon)
0x00734000 =  PL05.DAT  // X (Gaea)

MASKEDCHEATER

I hope to see the Mavericks' names changed to the names featured in Legacy Collection real soon. I always hated the "Guns n' Roses" referenced names. 🙁

EvilRabbid

I love this version of X5, but I noticed that after patching, whenever I try playing as Zero I can't double jump. It's weird because X still has his hover with the Force armor.

Did I patch the wrong version of the game?

DarkSamus993

Quote from: EvilRabbid on December 29, 2018, 02:54:56 PM
I love this version of X5, but I noticed that after patching, whenever I try playing as Zero I can't double jump. It's weird because X still has his hover with the Force armor.

Did I patch the wrong version of the game?
Did you beat Grizzly Slash first? Like X4, Zero learns double-jump from defeating a maverick (in X6 however, he starts with it by default after you rescue him).

snmiglight

#218
Great work! I have suggestions!

Why not rename Zero's techniques to their Japanese names?

I have the names though I'm not so sure if they really are the right ones, just found them here.

C Sword - Mikazukizan
F-Splasher - Hisuishou
E-Blade - Denjin
C-Flasher - Messenkou
Dark Hold (not listed)
W-Shredder - Shippuu
Quake Blazer - Danchien
Twin Dream - Sougenmu

Another thing I would like to suggest is to have the option to disable Dark Hold without choosing another weapon on the weapon screen or using Giga Attack.
(probably by pressing the same button to activate it)

EDIT: I just remembered that whenever I'm using Zero, I tend to skip The Skiver, as acquiring W-Shredder would prevent Zero from doing the slash-dash-slash technique. Could you please reassign the W-Shredder to the other attack button so it won't interfere with 'slash-dash-slash'? And while I'm at it, maybe it's good to reassign the C-Sword as well to the other attack button so that Zero could still use his normal air attack after beating Grizzly Slash.

blade133bo

Awesome project, and maybe this need fix color of items in this menu.
like
And, I found this error in your patch.

I hope you don't annoy, I adding your improvements in next update to my translation.

fantastic job, anyway