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Author Topic: Mega Man X6 Tweaks (v2.3)  (Read 135500 times)

Androo_

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #660 on: October 14, 2019, 06:44:48 pm »



Even though it will only activate/deactivate if the Guard Shell is selected... I just realized, it will be selected automatically whenever a bullet is fired and the ammo is reduced. This will most likely cause accidental deactivations. Is this what you mean?

I'll try to make it so it isn't automatically selected on each use.


yea
would be great  ;)

Metalwario64

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #661 on: October 15, 2019, 12:50:22 am »
Two more script related things I have to point out:



Here it's another "isn't it?" from Yammark when he faces X. In this case, I think the "Isn't it" should just be removed and it should just be an exclamation or a sentence, since here he sounds like he's completely sure of his idea since he's stating that "this is what they do". I was thinking it should be changed to "don't they?", but I think that wouldn't fit since then the subject moves to his thought of X shooting him, so I think it's best to just make it an exclamation, since he's stating his idea, and not asking X to reaffirm his false belief.



This isn't a grammar error, but it always struck me as odd, so I wanted to say something about it. Alia's "I think we won't be able to communicate..." just seems a bit clunky, and overly certain to me. I think "We probably won't be able to communicate...", or perhaps "We might not be able to communicate..." is a bit better wording. That's just my opinion though. If you or others disagree on this one, that's fine. I just wanted to share my thoughts, and it is very minor.

Lastly, just for this thread, here is my absolutely final mugshot compilation:


What changed was the trim on the top of the Shadow Armor was kind of unfinished before. It was overly rounded and didn't match the perspective either. This was corrected.

I also fixed the mouth on all of Zero's mugshots. They original were just a tad jagged and rough, so I smoothed them out. I've gotten better at anti-aliasing by hand than when I started, and I think it paid off.

I also corrected Dynamo and Gate's grey backgrounds to match the rest. Originally, my Dynamo mugshot had a strange green tint to it that I don't know how I caused. It also affected Light's mugshots, which I also fixed. In addition, I also redrew Light's talking animation frames, since it didn't look natural before, and was more like he was shouting. Now it looks like he's talking and it animates better as well.

Also, just a mistake on my previous sheet, I accidentally didn't have the final regular magenta Hunter mugshot on the sheet, and that was fixed on this one.

That is all, and I'm very happy with how they all turned out. Some of the other bosses still have the wrong grey background color, but I really don't care at this point, and I'm sure Acediez doesn't either. It's more consistent than it was before anyway, and the drawings are all more faithful to Suetsugu's work, and what was originally his work was tidied up for the game (as I said before, I made his Gate symmetrical. I think the original was a bit lop-sided due to him being rushed, which he mentions in the Complete Works art book).
« Last Edit: October 15, 2019, 04:10:31 am by Metalwario64 »

Aceearly1993

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #662 on: October 15, 2019, 10:00:19 pm »
I made a mockup by myself as entertainment  ;) The "Rockman Logo, USA background" template from Traditional Chinese PC version really did help much in the process 



https://www.mediafire.com/file/2qxt2onjgr2qg2l/snap_156.zip/file
« Last Edit: October 16, 2019, 12:40:50 am by Aceearly1993 »
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And he can't find who caused this."

acediez

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #663 on: October 16, 2019, 01:32:49 am »
RC21-RC22

Fix:
- Incomplete Armor/Shadow Armor Palette: modified a bit of code exclusive to the Boss Rush area that would reset the saber's palette to orange even if the Head Part wasn't collected.
- X's Armor Skills/Shadow Armor Slide by pressing down: the code for this modification was completely rewritten, fixing a critical problem that could potentially freeze the game in very specific situations (ex.: inside boss rooms, while many shoots and animations are on screen).
- Boss Health by Level: modifications to Sigma (1st form) are now working correctly.

Improvements:
- Script: suggestions taken.
- Zero's Techs/Guard Shell/Deactivate like X: this option will now also prevent the weapon from being automatically selected (displaying its weapon bar) whenever energy is used up, which would cause accidental activation/deactivation.

New:
- Zero's Techs/Guard Shell: a custom shortcut to enable/disable this weapon by pressing ↓ + Special (△) (while on the ground only). This will be reflected in the pause menu techs hints (script patch).
- Zero's Techs/Others: similar to the "Guard Shell/Deactivate like X addition", this will disable all of Zero's weapons from being automatically selected (and displaying the weapon's energy bar) whenever they're used.



Rewritting the "sliding down" code was a lot of work. There's a thing about how the game loads sprite animations that I got completely backwards, and now I've corrected to how the game actually works. Believe it or not, this is one of the most complex modification I've made on the whole project, second only to adding the two new mugshots.

The new Guard Shell option means you can have access to all of Zero's techs by using input combos, which feels great without the energy bar suddenly popping up all the time. It always seemed unnecessary and distracting to me. I'm very satisfied with this combination.



I did run into a problem with this though. At some point during testing Rakukojin' energy overflowed and the meter ran on negative numbers (causing graphical glitches in the energy bar when selected), but I couldn't reproduce it. It might not happen with the version of the code that ended up in the patcher, but I'm not 100% sure. Let me know if you run into this or another problem.
« Last Edit: October 18, 2019, 01:08:21 pm by acediez »

Androo_

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #664 on: October 16, 2019, 03:00:11 am »
Mega Man X6 Tweaks (v2.0 RC21)
Mega Man X6 Tweaks Patcher (v2.0 RC21)

Fix:
- Incomplete Armor/Shadow Armor Palette: modified a bit of code exclusive to the Boss Rush area that would reset the saber's palette to orange even if the Head Part wasn't collected.
- X's Armor Skills/Shadow Armor Slide by pressing down: the code for this modification was completely rewritten, fixing a critical problem that could potentially freeze the game in very specific situations (ex.: inside boss rooms, while many shoots and animations are on screen).
- Boss Health by Level: modifications to Sigma (1st form) are now working correctly.

Improvements:
- Script: suggestions taken.
- Zero's Techs/Guard Shell/Deactivate like X: this option will now also prevent the weapon from being automatically selected (displaying its weapon bar) whenever energy is used up, which would cause accidental activation/deactivation.

New:
- Zero's Techs/Guard Shell: a custom shortcut to enable/disable this weapon by pressing ↓ + Special (△) (while on the ground only). This will be reflected in the pause menu techs hints (script patch).
- Zero's Techs/Others: similar to the "Guard Shell/Deactivate like X addition", this will disable all of Zero's weapons from being automatically selected (and displaying the weapon's energy bar) whenever they're used.



Rewritting the "sliding down" code was a lot of work. There's a thing about how the game loads sprite animations that I got completely backwards, and now I've corrected to how the game actually works. Believe it or not, this is one of the most complex modification I've made on the whole project, second only to adding the two new mugshots.

The new Guard Shell option means you can have access to all of Zero's techs by using input combos, which feels great without the energy bar suddenly popping up all the time. It always seemed unnecessary and distracting to me. I'm very satisfied with this combination.



I did run into a problem with this though. At some point during testing Rakukojin' energy overflowed and the meter ran on negative numbers (causing graphical glitches in the energy bar when selected), but I couldn't reproduce it. It might not happen with the version of the code that ended up in the patcher, but I'm not 100% sure. Let me know if you run into this or another problem.

My Profile
https://www.mediafire.com/file/6dpp6oob04poln1/Meu_Perfil.rar/file

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acediez

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #665 on: October 16, 2019, 03:26:55 am »
I updated the previous link, should be fixed now.

Nothing to do with the latest changes, just a mistake while rebulding the script patch.

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #666 on: October 16, 2019, 08:38:30 am »
Thanks again for the hard work  :thumbsup: Hope I can test it just like this previous days where I spent hours and hour to it.

steamdoomtest

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #667 on: October 16, 2019, 04:24:45 pm »
What an incredible project. I am amazed by all the features you've been able to add; by far the most extensive "tweak" I've ever seen!

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!).

Anyways, I'll definitely be looking forward to the next stable release. Hope you're having a great week.

injoon84

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #668 on: October 17, 2019, 12:15:10 am »
RC22 Report:

Before that, let me explain how Yammar Option energy weapon usage work in the original game.
Activating 3 dragonflies cost 3 energy weapons. Meaning 1 energy weapon is needed for each dragonfly.
However, if Zero is left with only 1 or 2 energy weapons, 3 dragonflies will still be activated for the last usage.

Disable auto-select weapons
This may cause graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu if certain condition is fulfill.
1) Didn't show that Special Weaponbar beside the Lifebar,
2) Usage of the last energy weapons is greater than remaining energy weapon.
In other word, Yammar Option glitches will easily happen. Not sure how you came up with Rakukojin glitch as it only use 0 and 1 energy weapon.

Guard Shell Control with ↓ + Special (△)
Tested it but I have mix opinion about this.
Sure, now you won't accidentally deactivate it in the air but you can't activate it either in the air.
Besides, I personally think Zero doesn't looks that cool as he needs to squad down to activate/ deactivate it.
Why not give us the option to control it with UP + GIGA buttons input?
This way, you can make Zero free to activate/ deactivate it either on ground or on air. Also, Zero don't need to squad down anymore.
But the cons is you might accidentally activate Rekkoha on the ground if buttons is not press correctly.

As I said, the whole base patch had to be rebuilt to fix issues with the new Shadow Armor sound effect files. So anything Shadow Armor related needed to be tested.

Besides that, changing file sizes means all the options related to disc files other than the main executable had to be manually updated one by one. Options such as:
- All graphic changes (title screen, loading logo, mugshots, all palette changes including the ones from the "incomplete armors" option)
- All stage mods

Additionally, I moved a lot of options that were embedded to the base patches to the patcher itself, so they're easier to mantain in the future:
- Mugshot display code.
- All script text related code (variable font width, text box position, menu layout modifications).
- Every minor original game bugfix I've mentioned as included in the base patch (mugshots animation, Rekkoha mission report message, High Max boss health size by level fix, Cheat Code 1 not forcing Falcon Armor in, remembering cutscenes triggered by Zero... These are all listed in the readme.txt)
Script Retranslation:
I think X's in game conversation should be free from bug as I tested it before using incomplete Shadow. This includes Zero Nightmare, High Max, and Dynamo conversation with X.
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.

The rest I will take my own sweet time to test it. Will report it if I find any regression on it.

Androo_

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #669 on: October 17, 2019, 04:56:16 am »
RC22 Report:

Before that, let me explain how Yammar Option energy weapon usage work in the original game.
Activating 3 dragonflies cost 3 energy weapons. Meaning 1 energy weapon is needed for each dragonfly.
However, if Zero is left with only 1 or 2 energy weapons, 3 dragonflies will still be activated for the last usage.

Disable auto-select weapons
This may cause graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu if certain condition is fulfill.
1) Didn't show that Special Weaponbar beside the Lifebar,
2) Usage of the last energy weapons is greater than remaining energy weapon.
In other word, Yammar Option glitches will easily happen. Not sure how you came up with Rakukojin glitch as it only use 0 and 1 energy weapon.

Guard Shell Control with ↓ + Special (△)
Tested it but I have mix opinion about this.
Sure, now you won't accidentally deactivate it in the air but you can't activate it either in the air.
Besides, I personally think Zero doesn't looks that cool as he needs to squad down to activate/ deactivate it.
Why not give us the option to control it with UP + GIGA buttons input?
This way, you can make Zero free to activate/ deactivate it either on ground or on air. Also, Zero don't need to squad down anymore.
But the cons is you might accidentally activate Rekkoha on the ground if buttons is not press correctly.
Script Retranslation:
I think X's in game conversation should be free from bug as I tested it before using incomplete Shadow. This includes Zero Nightmare, High Max, and Dynamo conversation with X.
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.

The rest I will take my own sweet time to test it. Will report it if I find any regression on it.

I agree, what bothers me is having to change the bar all the time, it is complicated to activate this way
because I'm using the Ensuizan original configuration

but I guess there's nothing more he can do, but another activation option would be great
↑+GIGA or ↑+Δ

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #670 on: October 17, 2019, 08:10:06 am »
Is that issue still visible when you set the Guard shell activation is set on default?

injoon84

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #671 on: October 17, 2019, 10:22:47 am »
Is that issue still visible when you set the Guard shell activation is set on default?

Do you mean graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu?
It has nothing to do with Guard Shell as it only consume 1 energy weapon and thus cannot get negative value.
The glitch will not happen as long as the Yammar Option Weaponbar is beside the Lifebar while the consumption is used up.

Cupshadow

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #672 on: October 17, 2019, 11:50:25 am »
I agree, what bothers me is having to change the bar all the time, it is complicated to activate this way
because I'm using the Ensuizan original configuration

but I guess there's nothing more he can do, but another activation option would be great
↑+GIGA or ↑+Δ

I would prefer Right button + Triangle for the guard shell activation. Probably anyone would disagree with my opinion

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #673 on: October 17, 2019, 05:48:44 pm »
Do you mean graphical issues on Yammar Option Special Weaponbar and negative value on Special Weapon Menu?
It has nothing to do with Guard Shell as it only consume 1 energy weapon and thus cannot get negative value.
The glitch will not happen as long as the Yammar Option Weaponbar is beside the Lifebar while the consumption is used up.

so it is safe if we tick or set that auto-select weapon by default rather than disabling it?

Androo_

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #674 on: October 17, 2019, 08:33:44 pm »
I would prefer Right button + Triangle for the guard shell activation. Probably anyone would disagree with my opinion

would have to be some command other than conflict with z-buster

Metalwario64

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #675 on: October 17, 2019, 10:40:23 pm »
would have to be some command other than conflict with z-buster
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.

Of course, I suppose disabling the Z Buster would be a lot of work, and Acediez may not like that idea to begin with. At the very least, I think it would be great to have the included profiles to weaken it against the bosses, since it absolutely wrecks them as-is. I personally make the second to last animation frame set to a value like 14 so that it's like X5 where it keeps Zero more open to attacks as a drawback.

acediez

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #676 on: October 18, 2019, 03:53:14 am »
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 :thumbsup:
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.



RC23

Fixes:
- 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.
« Last Edit: October 23, 2019, 04:26:35 am by acediez »

pating

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #677 on: October 18, 2019, 06:48:40 am »
Just got home from work. After my dinner i will test it  :beer:  :thumbsup:

Metalwario64

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #678 on: October 18, 2019, 09:04:26 am »
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.
Ah, that explains it. That's great then because I remembered it always being 4 against the bosses when I checked (must have only looked when it was broken), and I didn't feel like reducing it when making my profiles since I wanted to use my time for testing. Glad it was just an error!

Forgot to mention, I updated the first post with this :thumbsup:
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!
Thank's for the compliment! I really appreciate it. :beer:

Androo_

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Re: Mega Man X6 Tweaks (v2.0, now with Retranslation)
« Reply #679 on: October 18, 2019, 10:16:39 am »
very good!

I will have to get used to this new command (UP + GIGA) for those who said they do not like the z-buster from ZERO, just replace the Δ button with R2
« Last Edit: October 18, 2019, 10:22:52 am by Androo_ »