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Author Topic: Mega Man X6 Tweaks (v2.4)  (Read 167692 times)

praetarius5018

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #760 on: November 19, 2019, 08:19:12 am »
since it is an option to turn "increased defense" on for non-armored, would it be possible to make an option that turns that off for certain armors?

fianovale

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #761 on: November 19, 2019, 11:18:18 am »
i wonder if its possible to change the sprites of the fire in the heatnix stage for the one in the gates lab stage.
i thinks it would fit better (never liked the purpe fire) and will add a level of difficulty because you cant see when heatnix goes in to the fire, nor the red rings.
Nice fixes!!

acediez

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Re: Mega Man X6 Tweaks (v2.3)
« Reply #762 on: November 19, 2019, 11:55:18 am »
since it is an option to turn "increased defense" on for non-armored, would it be possible to make an option that turns that off for certain armors?
suggestion, separate option
X - Air Dash
Shadow Armor - Air Dash

Both are possible, but I’d need to add custom code for that, and unfortunately I’m running out of available space 🤷‍♂️

I know of a different method, in case I ever need much more space, but it would involve another big project overhaul, not worth getting into for now.

November 19, 2019, 04:11:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks, acediez  :beer:  :thumbsup: hope that there won't be any other general bugs like that so that you can focus more on buffing the investigators.
I hope so too! Thanks
« Last Edit: November 19, 2019, 04:11:41 pm by acediez »

omega prime

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #763 on: November 21, 2019, 10:05:59 am »
Normal X can use air dash?

Aceearly1993

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #764 on: November 21, 2019, 08:59:50 pm »
Applied v2.4 patcher and everything runs perfectly on my PSP 1000 unit upon converted to .PBP format supported by PSP!
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."

acediez

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #765 on: November 21, 2019, 09:35:06 pm »
Normal X can use air dash?
Yes
Applied v2.4 patcher and everything runs perfectly on my PSP 1000 unit upon converted to .PBP format supported by PSP!
Glad to hear! Thanks for letting me know

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #766 on: November 23, 2019, 04:08:52 am »
I thought I found another glitch but when I checked it from the vanilla 1.1 version and 1.0 it is not. This coming end of November I'm going to make a YouTube video of this project and hope it reaches more people who loves Megaman X games.
« Last Edit: November 23, 2019, 04:24:39 am by pating »

acediez

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #767 on: November 23, 2019, 04:29:00 pm »
I thought I found another glitch but when I checked it from the vanilla 1.1 version and 1.0 it is not.
What was it?

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #768 on: November 24, 2019, 03:24:34 am »
When X is holding on a vertical rope and fire his buster I thought I saw a small gap between his buster and the shot effects... I checked the original and when I saw them identical... I don't know if it bothers you but I guess it is better than the general bugs that we have in the previous.

acediez

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #769 on: November 25, 2019, 08:24:55 pm »
Yes, I noticed that. On a certain timming, specially right after using the saber, shooting from ropes (and walls) will make the shot start from a slightly off position.

Fortunately, no one has ever said "imprecise shooting from ropes ruined the game for me".

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #770 on: November 26, 2019, 07:48:20 am »
I guess it is better to focus on other stuffs like buffing the bosses.

Thirteen 1355

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #771 on: December 08, 2019, 07:40:11 am »
Oh, a suggestion. How about making Gate's Stage 2 into two seperate stages? One ending with High Max and another ending with Gate.
« Last Edit: December 09, 2019, 01:53:20 pm by Thirteen 1355 »
Helicoptering about till I find some ROM hacking treasure.

BelreyneFirewolf

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #772 on: December 11, 2019, 03:44:08 am »
I've been stealthily following this program's progression for a while, now... The recent update is FIRE!!!! Keep up the amazing work!!!

Also, I'm not above trying out ppl's custom GS/AR codes for the game... If you want me to try them, hmu, I'll test them out, bug report if need be, and when I finally start doing playthroughs on my YouTube, I will credit the code author... Something old CMX from GSCCC never did....

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #773 on: December 14, 2019, 09:13:20 am »
Acediez,

I was wondering if the incomplete Shadow Armor without the head program has green colored shurikens instead of orange (if the arms program is already obtained).

But if you think it is not a good idea. I believe having the saber color and speed is fine.

I also find it better I think if we can localize Zero's special moves better...

Hyoroga into Hyourouga
Shoenzan into Shouenzan
Rakukojin into Rakukoujin
Rekkoha into Rekkouha
and the description of Rekkouha on the weapon get screen is a copy from the Ray Arrow. I believe it is better if it is a command like the rest of Zero's special moves.

I just currently researched it when I was further learning more Japanese romanization.

And for some time I forgot where specifically in the game but I seemed to saw the word "reploid" with a capital "R" which I believe should be in lower case because reploid is a common noun and not a proper noun.

Overall the game is really in good shape. Glad that I can be of help for this project for you and thanks again for initiating this Tweaks and congratulations this project is really awesome for the Megaman X fans to revisits X6 and have it.

https://drive.google.com/open?id=1EcklCb7GUFKp9zUa5_W43g2pcSTLAu83

Here's the link of my customized PSX2PSP files with all the pics and software manual. PSX2PSP is not included just google search it. Anyways I updated the software manual a bit.
« Last Edit: December 20, 2019, 07:49:01 am by pating »

acediez

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #774 on: December 19, 2019, 10:07:23 pm »
Thanks for sharing your PSP files and your support

As I said before, I don’t plan on doing any further cosmetic changes, and neither minor script changes, unless there’s typos or other more important flaws. I will mostly stick to balancing bosses in future updates.

Regardless, I’m taking a break from all this, as I’m using 100% of my free time on other things at the moment.

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #775 on: December 29, 2019, 02:18:14 am »
https://youtu.be/ALNCuqWP38Y

X playthrough using tweaks patcher 2.4

I was doing both X and Zero playthrough and I found a terrible glitch

https://imgur.com/cXbMVyA

Somehow I had this glitch when I accidentally hit the Weapon Select L while using Zero and it lands on the Rekkouha and when my Yammar Option reached only 1 in my energy and activated Yammar Option while on the air doing both the Enzuisan and Yammar Option by also pressing the UP button simultaneously. It goes the same when Zero on the ground and activating Yammar Option when the Rekkouha is selected.

Further note: by having the only 1 energy left in the Yammar Option and Zero doesn't switch to any other special weapon by pressing L1 or R1 button (by default). He actually gains infinite Yammar Option if he still has a dragonfly mechaniloid or two active left before doing the Yammar Option thing.

I tried doing the Yammar Option while having the other special weapon bar selected on-screen aside the Rekkouha and they all seem fine.

I don't know if other special weapons have also a glitch like this when Rekkouha's energy bar is on screen.

Hope anyone can verify it is already night here in the Philippines and I need rest.

Happy New Year Mateys!
« Last Edit: December 30, 2019, 11:00:42 am by pating »

acediez

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #776 on: January 02, 2020, 03:21:21 pm »
Thanks for reporting, I'll fix it when I get the chance.

gustavocomvoce

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #777 on: January 06, 2020, 09:47:21 pm »
Could the Ultimate Armor "Giga Attack" consume energy, just like Falcon, Shadow and Blade?

pating

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #778 on: January 07, 2020, 07:21:15 am »
Could the Ultimate Armor "Giga Attack" consume energy, just like Falcon, Shadow and Blade?

When it comes to the Giga Attack of the Ultimate Armor it is the same as usual Ultimate Armor from X4 to X5

gustavocomvoce

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Re: Mega Man X6 Tweaks (v2.4)
« Reply #779 on: January 07, 2020, 11:18:34 am »
I see, :) but it can be used infinitely. :'( It could have a way to convert to Force Armor X4 (consumes energy). Leave the armor balanced without limiting the damage of the attack. The proposal would be it.

Thanks