Mega Man X6 Tweaks (v2.6) [on hiatus, pending code refactoring]

Started by acediez, June 14, 2018, 12:32:30 AM

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Metalwario64

Okay, in the meantime I'll keep my extended Mach Dash until you are able to tweak the platform distance.

Also, that's awesome to hear about those mugshots.

pating

#561

try uploading the video, for now, it is set as unlisted. if you wanted to have it public acediez, just say so.

have a great time watching the video.  :thumbsup:


I set it first on private  :beer:

acediez

#562
Quote from: pating on October 03, 2019, 05:35:38 AM
https://youtu.be/v5coxBfUwD0

try uploading the video, for now, it is set as unlisted. if you wanted to have it public acediez, just say so.

have a great time watching the video.  :thumbsup:

Cool! Thank you for spreading the word!
I'd like to go at it after v2.0 is published on RHDN, which I'll do later this week (I think it's safe to say we're past the game-breaking bugs phase). So, if you don't mind, publish your video publicly then




Quote from: acediez on October 03, 2019, 02:28:25 AM
I just haven't done it yet because it will take some work to get a floor tiling that matches.

Actually, it wasn't that bad  :)

RC14

Changed:
- Included profiles now have a slight buff on most single-hit special weapons against common enemies, which were very underpowered compared to X's charged buster.
New:
- Modified mugshot animation timming for Commaner Yammark and Infinity Mijinion (included in base patch)
- Added stage mod for Recycle Lab long jump leading to the Capsule/Hidden Area


pating

#563
Roger that  :thumbsup:

thanks for the update

anyways the trick I usually do to those kinds of terrains was using Magma Blade repeatedly after doing a dash jump into it.

https://www.youtube.com/watch?v=v5coxBfUwD0&t

posted for public unlisted viewing

fianovale

#564
Nice!! Can be doen the same with the wolf with the jumper part? with zero the only way to reach it, is taking damage with the fire balls..
And the spikes before the shadow armor part on rainy tuttloid stage (maybe remove some spike on the ceiling or the ones on the floor)
Thanks again for improve the game!

I hope you can make the shield activation with triangle with zero and no more from the menu!

Esis

It would be great if someone manage to replace X6 Zero with his X4-5 incarnation. Nothing against X6 Zero but i just like the crescent shape saber attacks more.

pating

#566
Was it me only or it crashes when I enter a boss fight with Ground Scaravich??? :o

I personally think RC13 is better than RC 14

October 03, 2019, 11:48:50 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: acediez on October 03, 2019, 05:48:23 AM

- Modified mugshot animation timming for Commaner Yammark and Infinity Mijinion (included in base patch)


Was it ok if I just copy the mugshot folder from the RC13 to RC14?


Tried it and it really made this thing won't go well

I think I messed up big time during the last test...

injoon84

Good one but try to be more specific with it or else acediez will have hard time tracing it.
Since you mention it, I simply tried it with X at Central Museum.
When I reached the Investigator's room, the game will keep on looping 'WARNING' signal.
Ground Scaravich will not show up.

No problem with Ground Scaravich at the final level.

I'm counting on you guys to bug test at the moment.
I'm still very busy. I will probably help out bug testing again if the final product still not ready by 2 weeks time.

pating

#568
I might overlook it when I tried to load a file with a ground scaravich already beaten... :-[

It was still ok in RC 12
In RC 13 I overlooked it because of testing Ultimate and Black Armor being unlocked at Rank UH.
In RC 13 the bug with regards to Ground Scaravich was there already.

acediez

Thanks. I just checked and I know what it is, it was just a fluke on my script (a step in the usual text files' processing failed). I just ran it again it's fixed.

I'll put an update in a couple of hours.

pating

#570
I don't know if my prediction is true. Yes there are 16 reploids in each stages that needs to be save. Maybe there will be RC16 to finalize this project...  :laugh:


pating


acediez

#573
Oh, now I get it  :laugh:

October 04, 2019, 02:43:50 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

RC15

Fixed:
- Fixed Script Patch, which compiled wrongly in RC14 for some reason, skipping one critical step (causing a freeze in Central Museum, and probably other parts of the game too)
- Saber Animation default values for X were wrong (a dumb hexadecimal/decimal mix-up), the final active frame is actually 6 frames longer on both armors. Values set in the included profiles wasn't unchanged.

New:
- Zero/Guard Shell: disable activation from menu
- Zero/Guard Shell: activation and deactivation with "△", while the weapon is selected. If Ensuizan is set to Air Mode/"△", the Guard Shell can't be activated on air, so the included profiles now have Ensuizan mapped to "↑ + □".

fianovale

#574
Yess!! Thank you so very much! I cant stop playing x6 no with all this fixes and improvements!!
Great work!!! ;D

One last patition, is there a way to make the lasers from the shieldon stage, do damage when you touch the laser and not only the splash thing?

gledson999

Awesome job! This project is perfect and very impressive, congratulation Acediez.

One suggestion, You could do the Add custom options to setting menu in the General Tweaks compatible with Original Scripts

Aceearly1993

#576
I tracked down the ROCK_X6.dat file used in PC version, it seems that PC version is modified from European PS1 version given the serial number is the same (an empty file named bu00BESLES-03778 is in PC version's archive while SLES-03778 is the serial number of European PS1 version). Will probably try some decrypt method but I doubt if I'll make some progress since I have zero knowledge about reverse engineering and stuff; the archive layout might be also different


ROCK_X6.dat (PC version)
https://www.mediafire.com/file/sqlsvcvtq6gvijd/ROCK_X6.DAT/file


Quote"Did you know when one's most desperation time is? It's when he was beaten up by someone critically...
And he can't find who caused this."

DarkSamus993

Here's a color indexed PNG of the title screen if anyone is interested in cleaning it up a little first (I can handle reinserting it for acediez). https://drive.google.com/open?id=1HTRaiEdfmFlsrHNTmPbPJX4is9zCp5zl



I must say, I'm intrigued by this. The copy of MMX6 PC that I *acquired* says "MEGAMAN X6" and not "ROCKMAN X6"! I thought this version of the game was only released in Korea, so why the two title screens I wonder?

pating

 :o nice one DarkSamus993 that is very somehow interesting...

I found an old bug that I technically have forgotten. It means that I guess I am also old. But when you defeated the 1st investigator or main boss of the game with Zero and after that, you decided to not to continue the game for example and turn off the system and re-run the game afterward the cutscene dialogue known as "The Researchers" which Isoc reports to Gate that one of the investigators was defeated will play but instead of having Zero's version of the cutscene you'll end up having X's version of the cutscene. I don't know if it is due to RAM limitations of the Sony PlayStation or it can be fixed to correct the cutscene playing. I don't know the other cutscenes where X or Zero defeated High Max and the cutscene when they defeated all the investigators will do the same.

Steps in testing this old bug/glitch...
1) Defeat the first boss using Zero
2) Save the game
3) Turn off the console
4) Turn on the console
5) Load the game
6) The cutscene will play X's version instead of Zero

Need to be the test if it is still the case when Zero defeats the last boss

Aceearly1993

Quote
I must say, I'm intrigued by this. The copy of MMX6 PC that I *acquired* says "MEGAMAN X6" and not "ROCKMAN X6"! I thought this version of the game was only released in Korea, so why the two title screens I wonder?

This variant ("ROCKMAN X6" title screen with USA background) is from the Traditional Chinese PC version, seemingly shared the same base as Korean PC version - both used European/PAL PS1 version as base and the .XA music files being 100% compatible with tools that can analyze .XA format music used in PS1 version of X6.
Quote"Did you know when one's most desperation time is? It's when he was beaten up by someone critically...
And he can't find who caused this."