Thanks injoon84 again, and everyone else, for your testing and reports.
This may cause graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu if certain condition is fulfill.
Fixed.
The game is coded to always reduce energy from the current selected weapon (the currently displayed energy bar), so, to keep the energy bar from popping up, I had to code a modification for each weapon to reduce energy from the right meter, regardless of the currently selected one.
This problem was caused because the modification for Yammar Option was only replacing the energy bar from where to spend energy, but not the energy bar from where to check for remaining energy... This would trigger false positives, which would allow it to substract more energy than it had left.
Why not give us the option to control it with UP + GIGA buttons input?
Added.
Among the options I have left without causing conflicts and without adding any more custom code, this was the easiest to implement.
However, I noticed if you didn't choose "Add Custom Option To Settings Menu", the Navigator ON/OFF option is still there but you can't activate / deactivate it either
Fixed.
I actually would like an option to just map the Yammar Option to triangle, and have that option disable the Z-Buster entirely, since in this game it's entirely overpowered, and weakening it makes it useless, then have up + triangle be the Guard Shell.
Z-Buster damage has been reduced in my profiles since the beginning (from 4 to 3 against common enemies, from 4 to 2 against bosses).
However, damage table changes were lost from the profiles for a couple of releases (not sure when they broke), so you probably missed them. I brougth them back in RC22.
Lastly, just for this thread, here is my absolutely final mugshot compilation:
Forgot to mention, I updated the first post with this

As I've said before, I'm very happy with how this final set turned out and that it brings to the project. Thank you for your effort and attention to detail!
Is that issue still visible when you set the Guard shell activation is set on default?
The issue was only caused by disabling the "auto-select weapons" option. It wasn't affected by anything else.
It's fixed now.
I believe I requested a number of months back if you were able to support the Japanese release and, now that you've been able to throw a retranslation into the mix, I was curious if it's possible to just insert the Japanese script into the English release instead. Of course, I am totally unaware of what limitations your current tools have and of what problems would arise with inserting the required fonts and such, but I'd love to hear your word on it -- (though I'm sure you've got a lot on your plate already!).
It would definitely be easier to implement the japanese font/script/menus files into a separate script patch than rewriting all the hacks for the japanese version. It would still be a lot of work though. Besides files replacements, I'd have to rewrite parts of the text displaying code, and, as file sizes change, I'd have to relocate many, many unrelated options for compatibility.
I'll probably give it a try eventually, but definitely not soon.
RC23Fixes:
- Script patch: fixed pause menu listing custom options even when the "add custom options" hack isn't selected
- Zero's Techs/Auto-select weapons (Disable): fixed Yammar Option energy consumption overflowing.
- Zero's Techs/Guard Shell: the "↓ + Special" input option will now be disabled when Ensuizan default options are selected.
- Zero's Techs/Guard Shell: on-air activation was only working while going up. Now it also works while falling down ("Activate like X" and "↑ + Giga Attack" options)
New:
- Zero's Techs/Guard Shell: added "↑ + Giga Attack" input option.