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Author Topic: Mega Man X6 Tweaks (v2.5)  (Read 241774 times)

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #800 on: February 19, 2020, 12:09:45 am »
Try again. It should be okay now.

v2.5 (DOWNLOAD LINK)

pating

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #801 on: February 19, 2020, 07:20:50 am »
 :thumbsup: :thumbsup:

I'm going to test it :) thank you very much

Rolanmen1

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #802 on: March 03, 2020, 10:45:03 am »
Hello, I recently found this project and I have to say that I am amazed by the work you guys have put into this, thank you for all the effort and for maintaining it to this date. I am a Tool-Assisted Speedrunner (or TASer) and played around with the character speeds set to max and thought that a TAS of it would be really cool (at least for the speedrunning community). I came here to ask, is there a particular reason why there is no slider for Mach Dash with Hyper Dash like the sliders on the left? If it is possible can this be added please?

On a side note, I showed the Tweaker to the speedrunning community and they loved it and some of them would like to ask features to ease speedrunning practicing. If any of you would like an invite link to the Discord server just let me know. Thanks in advance.

EDIT: Would it be possible to cancel Zero's Giga Attack? Perhaps if you are allowed to press Start and switch weapon or something (but maybe not since this is Zero and not X we are talking about), given how much you know of this I am interested in what you think.
« Last Edit: March 03, 2020, 02:09:29 pm by Rolanmen1 »

Anon

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #803 on: March 03, 2020, 08:32:26 pm »
Right, something weird is going on with the patcher itself (not the patches, the patcher). Everytime I unzip the folder, within minutes of my first use, the executable disappears and the UI with it. I'm using Windows, does anyone else have this issue?

LeonHelsing

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #804 on: March 05, 2020, 08:24:46 am »
Right, something weird is going on with the patcher itself (not the patches, the patcher). Everytime I unzip the folder, within minutes of my first use, the executable disappears and the UI with it. I'm using Windows, does anyone else have this issue?
Are you sure it's not your antivirus acting up on a false positive? Then again, I don't know if there's any antivirus that just straight up deletes a file without at least telling you what it thinks it is.

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #805 on: March 05, 2020, 12:47:34 pm »
Hello, I recently found this project and I have to say that I am amazed by the work you guys have put into this, thank you for all the effort and for maintaining it to this date. I am a Tool-Assisted Speedrunner (or TASer) and played around with the character speeds set to max and thought that a TAS of it would be really cool (at least for the speedrunning community). I came here to ask, is there a particular reason why there is no slider for Mach Dash with Hyper Dash like the sliders on the left? If it is possible can this be added please?

On a side note, I showed the Tweaker to the speedrunning community and they loved it and some of them would like to ask features to ease speedrunning practicing. If any of you would like an invite link to the Discord server just let me know. Thanks in advance.

EDIT: Would it be possible to cancel Zero's Giga Attack? Perhaps if you are allowed to press Start and switch weapon or something (but maybe not since this is Zero and not X we are talking about), given how much you know of this I am interested in what you think.

Glad you're enjoying it! And thanks for sharing this around. As far as I remember (not looking at the code right now), Mach Dash is not coded to be affected by Hyper Dash. It would certainly be possible to implement it, I just haven't. Same with cancelling Giga Attacks.
Feel free to share your community's ideas on the thread. However, I'm not working actively on adding options.
Check the project's documentation if you haven't. The main two RAM addresses tables could be useful for your speedrunner needs.

Right, something weird is going on with the patcher itself (not the patches, the patcher). Everytime I unzip the folder, within minutes of my first use, the executable disappears and the UI with it. I'm using Windows, does anyone else have this issue?

Sound like it's being flagged as a threat and deleted by an antivirus.

Rolanmen1

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #806 on: March 05, 2020, 03:25:28 pm »
Glad you're enjoying it! And thanks for sharing this around. As far as I remember (not looking at the code right now), Mach Dash is not coded to be affected by Hyper Dash. It would certainly be possible to implement it, I just haven't. Same with cancelling Giga Attacks.
Feel free to share your community's ideas on the thread. However, I'm not working actively on adding options.

I re-checked and it does, the Mach Dash Speed without Hyper Dash is 2112 and with Hyper Dash is 2640. I am sorry to hear that you aren't actively adding features but if you could actually add this that would be nice to future TAS projects.

Check the project's documentation if you haven't. The main two RAM addresses tables could be useful for your speedrunner needs.

While this is might be super useful for a TASer such as me, this does not helps RTA speedrunners much as they practice in real consoles. I will ask some of them to join this thread so they can tell what features can help them.

8bitisgr8

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #807 on: March 07, 2020, 04:57:31 am »
So hi, I am one of these said speedrunners, I've been running this game since 2013 and this hack is prob the most fun I've had with the game ever lol

So the main feature I and others would most be interested in is a a way to warp to the last nearest checkpoint (mid stage) with some button combo. or a combo to just die on command would work too since there already an infinite lives option.

The only other things that would be helpful is a way to access any stage at any time and a way to alter character's rank and soul count at any time.

Also, no clue if it had been tested by anyone else but the hack does work on console.

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #808 on: March 07, 2020, 12:04:34 pm »
I re-checked and it does, the Mach Dash Speed without Hyper Dash is 2112 and with Hyper Dash is 2640.
I remember now. In vanilla, Mach Dash speed is a multiple of your base dash speed, which changes when Hyper Dash is on. So, indirectly, it is affected, even if the modification is not part of the Mach Dash code, as I recalled. However, I rewrote it so the speed for Mach Dash is set completely independant of the normal dash, and I guess I forgot to add a value modification for Hyper Dash to it. Oops.

Let's list it as "known issues" for now, as it's not a trivial thing to fix. I'll need to relocate and expand the relevant subroutine yet again. Not sure when I'll be able to tackle it, but I guess a slider to control how much is added, as you suggested, will have to be added to the patcher when it's done.

Thanks for bringing it to my attenttion

So the main feature I and others would most be interested in is a a way to warp to the last nearest checkpoint (mid stage) with some button combo. or a combo to just die on command would work too since there already an infinite lives option.

Thanks for testing, and I'm glad you're enjoying it!

The die on command thing is already possible through GameSharks, so by mixing it with an infinite lives code (either by Tweaks or through a different Gameshark), you already have what you need:

Quote
Press Select For Suicide by Dybbles
Pro Action Replay/GameShark
D00C456C 0100
800970FC 0000
D00C456C 0100
800970A4 0002

Same goes for level selection and what not. Check here for more: https://gamehacking.org/game/89276

Rolanmen1

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #809 on: March 07, 2020, 01:39:53 pm »
I remember now. In vanilla, Mach Dash speed is a multiple of your base dash speed, which changes when Hyper Dash is on. So, indirectly, it is affected, even if the modification is not part of the Mach Dash code, as I recalled. However, I rewrote it so the speed for Mach Dash is set completely independant of the normal dash, and I guess I forgot to add a value modification for Hyper Dash to it. Oops.

Let's list it as "known issues" for now, as it's not a trivial thing to fix. I'll need to relocate and expand the relevant subroutine yet again. Not sure when I'll be able to tackle it, but I guess a slider to control how much is added, as you suggested, will have to be added to the patcher when it's done.

Thanks for bringing it to my attenttion

My pleasure, glad to be able to help in any way.

Another interesting feature that I would love to see but a very involved one would be to somehow be able to switch characters in the middle of the stage. Is this possible? I am not sure since I think that the game loads all the assets in the "Now Loading" screen but I may be wrong. If such thing is possible I can imagine the possibilities for speedruns and TASes.

pating

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #810 on: March 12, 2020, 08:50:03 am »
Alright waiting for the version 2.6

hydde

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #811 on: March 20, 2020, 11:17:30 pm »
Hello.

Congrats for the job.

The links are down or the files .exe say "The aplication is not a win32 valid".

Can you help?

Thanks.

MangKanor

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #812 on: March 31, 2020, 06:18:35 am »
For the unaltered default settings of the mod, make the Nightmare Effects to only occur only if you get the weapons of the bosses that caused them. It wouldn't be fair if you can't combat them with the weapons that would neutralize the Nightmare Effects.

Also, make the Ray Arrow and Rekkoha remove the Nightmare Dark Nightmare Effect for a bit to combat it. Nightmare Rain should also be neutralized for a bit by a charged Meteor Rain or Ensuizan. It wouldn't be balanced if only 6 of the 8 Nightmare Effects can be neutralized.

StarWyvwern

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #813 on: March 31, 2020, 10:54:07 pm »
This has got to be the greatest thing ever done to this game. Thank you so much for all of your hard work.  ;D
Insert "Witty Text" here.

pating

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #814 on: April 07, 2020, 04:25:26 am »
 :thumbsup: :beer:

I want to congratulate Acediez on where this project went through. I want also to thank all those who join this project so that justice will be served fully in this game. Here in the Philippines, we had this extended enhanced community quarantine up to the end of the month of April. Sad to say I can go out that far to go to work in the Japanese firm that I am currently working with and even to my friends' house to experience Final Fantasy VII REMAKE. I only hope is that the updated version of this project will be released soon so that I can do a playthrough and upload it on my Youtube Channel.

Again I am thankful for the patch and hope that the final patch might give us more than what we expect. Well, I am just assuming that there is. If not I hope for the best of this patch that it will come to its final version for us to enjoy Mega Man X6 than what we have in both the vanilla version and the anniversary collection version.

acediez

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #815 on: April 07, 2020, 06:42:41 pm »
Thanks again for the kind words!

Now is as a good time to do a recorded playthrough as it'll ever be. There's no "final" release planned. I just update whenever I get a bug report, and whenever I feel like trying a new feature.

MangKanor

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #816 on: April 08, 2020, 11:14:11 am »
Have the option to make the stages of Central Museum not RNG please?

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #817 on: April 17, 2020, 01:41:06 am »
I've played through the most recent version of this patcher and it's pretty great. Do you have any plans to include more features cause if so I have a few that would be pretty good.

- Remove the RNG for Ground Scaravich's stage and perhaps combine both layout types for each room type and what I mean by that is first totem pole has both Egyptian rooms, send both aquatic, third dinosaur, and fourth space.

-Remove most of the nightmare snakes in Blaze Heatnix's stage leaving only the two in the split path. The removed ones could maybe be replaced with platforms over magma or those fire spouts.

-Change the magma in Heatnix's stage to red like in the first Gate stage.

-Make Shield Sheldon's stage a little longer if that's possible.

- Widen or narrow the spiked gaps in Rainy Turdloid's stage.
 
Make Metal Shark Player and Ground Scaravich more challenging.

- With the one section in Gate stage 2 where you have to dash between some floating platforms and spikes right before Highmax perhaps  have the option to remove the ceiling spikes.

- Change the maverick names

Commander Yammark- Commander Dragonfly

Rainy Turtloid- Rain Turtle

Shield Sheldon-Shield Shellfish

Blizzard Wolfang- Blizzard Wolf

Blaze Heatnix-Blaze Phoenix

Infinity Mijinion- Infinity Water Flea

Metal Shark Player- Metal Hammerhead or Metal Shark

Ground Scaravich- Ground Scarab

That's about all I can think of.


Heaven Piercing Man

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #818 on: April 18, 2020, 05:49:05 pm »
X1X2X3X4-ing the X6 names would contradict the fandom-consensus de-GNRification of the X5 names back into the Japanese names. Let's face it, the "standard adjective+animal naming" died with X5.

And we got stuff like Boomer Kuwanger in goddamn X1 so... well, fug :DDD

pating

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Re: Mega Man X6 Tweaks (v2.5)
« Reply #819 on: April 19, 2020, 09:10:46 am »
X1X2X3X4-ing the X6 names would contradict the fandom-consensus de-GNRification of the X5 names back into the Japanese names. Let's face it, the "standard adjective+animal naming" died with X5.

And we got stuff like Boomer Kuwanger in goddamn X1 so... well, fug :DDD

I totally agree with you.