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Author Topic: Mega Man X6 Tweaks (v2.6)  (Read 406321 times)

onepkvn1

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #960 on: November 07, 2021, 02:00:25 am »
If i we're you, I would prefer to make black zero take damage instead immune against spikes.

That's a good idea, maybe has it works like the acid rain in Inami Temple, with no knockbacks.

drake646

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #961 on: November 09, 2021, 11:13:46 pm »
Hi, congrats on your amazing work, I had a blast with it for the last month
I would like to translate the script into my language which is Vietnamese, but I can't code at all, is there any way to do it without coding?

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #962 on: November 10, 2021, 10:45:58 pm »
Hey I want to say I love this patch and played many times. The nightmare pressure's HP does fill all the way when you set it higher than 50 but unfortunately it presents another problem. When I destroy the pink parts on him he's still alive with some HP left even though all three parts are destroyed making it impossible to progress.

Another minor thing I want to mention is that when you Attack Rainy Turtloid from the front he doesn't have any I-frames and dies to quickly. 

onepkvn1

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #963 on: November 27, 2021, 08:39:17 pm »
Yeh, that's a good idea, also it's undoable with easy difficulty since the bats don't spawn in that place.

Edit: I was thinking is it too OP to straight up give Black Zero invulnerability to spikes? That'll motivate you to defeat LV4 Nightmare Zero even more

Wait, I have a better idea, I know it will be a lot of coding, but hear me out. What if after defeat Shield Sheldon, instead of guard shield, Zero gains an ability to immune from spikes (or all attacks) for five seconds per use? This will not only makes the gameplay between X and Zero more diverse, it will also eliminate the game's discrimination against Zero, since so many collectables and stage design is revolving around Shadow armor's leg part.

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #964 on: November 30, 2021, 11:03:18 pm »
I've been on Youtube recently and discovered this MMX6 remake mod which contains some pretty cool changes like level design. I was wondering if it would be possible to have those features in future updates of the tweaks patcher to have the best of both worlds. Here's a link for those interested.

https://www.youtube.com/watch?v=aTqJaHbm0Hg&ab_channel=%EB%85%B8%EB%A9%80%EB%A7%A8

Cupshadow

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #965 on: December 01, 2021, 03:41:48 am »
I've been on Youtube recently and discovered this MMX6 remake mod which contains some pretty cool changes like level design. I was wondering if it would be possible to have those features in future updates of the tweaks patcher to have the best of both worlds. Here's a link for those interested.

https://www.youtube.com/watch?v=aTqJaHbm0Hg&ab_channel=%EB%85%B8%EB%A9%80%EB%A7%A8

It was released recently. I did made a full playthrough of that mod.
Difficulty still consistent except with different concept.
There's a harsh punishment where continue take you back to the beginning of the stage, The creator said that it was meant to since extra life are common.


fianovale

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #966 on: December 01, 2021, 04:57:35 am »
I've been on Youtube recently and discovered this MMX6 remake mod which contains some pretty cool changes like level design. I was wondering if it would be possible to have those features in future updates of the tweaks patcher to have the best of both worlds. Here's a link for those interested.

https://www.youtube.com/watch?v=aTqJaHbm0Hg&ab_channel=%EB%85%B8%EB%A9%80%EB%A7%A8
maybe i can try to apply the tweaker patch to that version, the level design is interesting.
« Last Edit: December 01, 2021, 12:24:54 pm by fianovale »

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #967 on: December 01, 2021, 12:06:46 pm »
maybe we can try to apply the tweaker patch to that version, the level design is interesting.
Thay would be great.

fianovale

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #968 on: December 01, 2021, 12:30:25 pm »
Thay would be great.
i tried to apply the patch to a remake version of mmx6 and the patcher did  not recognize the game. :-\ later i tried to apply the remake patch to an already "tweaked" rom and it worked but there was some things overrided like the mugshots but i didnt test it so much. 

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #969 on: December 02, 2021, 12:03:41 pm »
i tried to apply the patch to a remake version of mmx6 and the patcher did  not recognize the game. :-\ later i tried to apply the remake patch to an already "tweaked" rom and it worked but there was some things overrided like the mugshots but i didnt test it so much.  That's a shame cause it would make it the ultimate X6 experience.

fianovale

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #970 on: December 02, 2021, 04:23:14 pm »
yeah! i think that too...

acediez

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #971 on: December 03, 2021, 08:09:10 am »
If you want to carry those stage modifications to a X6 Tweaks build, you could theorically do it manually by replacing data from stage files.
If you manage to identify those files within the DAT file, you can even do the replacements without having to unpack/repack it.
For that, I would take the addresses of the DAT file from the original game as a reference (https://pastebin.com/Z94UYPM9), and by taking sample data from the start/end of each file, locate the stage files within the DAT files of both X6 Tweaks and the other hack.
Same for any other changes (damage tables on the PS-EXE, for example). The X6 Tweaks documentation should cover all the relevant addresses.

Modifying the other way around (start from the other hack, and try to run it on the X6 Tweaks Patcher) will never work. The patcher is hardcoded to work on a clean build.

(I'm not gonna work on this.)
« Last Edit: December 03, 2021, 08:19:33 am by acediez »

Megatronformayor

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #972 on: December 03, 2021, 12:53:42 pm »
If you want to carry those stage modifications to a X6 Tweaks build, you could theorically do it manually by replacing data from stage files.
If you manage to identify those files within the DAT file, you can even do the replacements without having to unpack/repack it.
For that, I would take the addresses of the DAT file from the original game as a reference (https://pastebin.com/Z94UYPM9), and by taking sample data from the start/end of each file, locate the stage files within the DAT files of both X6 Tweaks and the other hack.
Same for any other changes (damage tables on the PS-EXE, for example). The X6 Tweaks documentation should cover all the relevant addresses.

Modifying the other way around (start from the other hack, and try to run it on the X6 Tweaks Patcher) will
never work. The patcher is hardcoded to work on a clean build.


(I'm not gonna work on this.)

Are you able to provide a tutorial on that?

novortices

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #973 on: December 12, 2021, 07:43:37 pm »
I discovered that the Mega Man X Collection on PS2 has similar DAT and BIN files for its version of MMX6. Would it be possible to get the Tweaks patch onto the PS2 Collection?

pating

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #974 on: December 15, 2021, 03:28:04 am »
I believe that it would be a hard work. giving everything how it done in full detail takes a lot of time.

Androo_

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #975 on: December 24, 2021, 05:20:14 am »
how can I activate the reploids? I want them all like in the original game. (I found some of them during the stages.)
I'm using tweaks + retranslation and some personal tweaks.

MD_Prometh

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #976 on: January 03, 2022, 08:01:32 pm »
Does this restore the original Japanese OP and ED??

pating

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #977 on: January 06, 2022, 12:26:57 am »
Does this restore the original Japanese OP and ED??

You're in the wrong place to ask that from the very beginning...

Danielxz

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Re: Mega Man X6 Tweaks (v2.6)
« Reply #978 on: January 17, 2022, 12:12:05 pm »
hi i would like to make some reports regarding tweaks 2.6.1

1) Nightmare Pressure hp still needs to be fixed in the v.2.6.1, now hp can be set at max of 96, if you set 97+ it doesn't die

2)there's one sprite that is glitched at the end of the animation from "square+square+square" and "Square+Up", when 0 is guarding his saber


3)I discovered 3 attacks from 0 that is named to "?" in the patcher


4)these 2 are from Ride Armor Eagle, there's no way to test charged shot, so I'm assuming the bottom one is it
« Last Edit: Today at 09:38:49 am by Danielxz »