News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Mega Man X5 Improvement Project Addendum (v1.5)  (Read 41261 times)

ThegreatBen

  • Hero Member
  • *****
  • Posts: 742
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #100 on: January 27, 2020, 06:19:38 pm »
Dumb question but can I apply this right over Dark Samus' patched ROM? Or does it have to be fresh?

WingCloud8

  • Jr. Member
  • **
  • Posts: 16
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #101 on: February 07, 2020, 06:34:36 am »
MMX5 tweak utility? Let's hope for that.

Operator25

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #102 on: February 15, 2020, 12:19:56 am »
If you don't want the relocalized and restored content, which is the focus of this addendum, maybe you should play the original improvement project instead.

Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?

acediez

  • Sr. Member
  • ****
  • Posts: 456
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #103 on: February 15, 2020, 09:39:31 am »
Yeah, I could just go and play the original improvement project, but there is more stuff to get here.
I only wanted some stuff to stay original.
If there won't be an option to switch, it's still cool.

I'm sorry? If I offended you? Somehow?

Chill. I made a suggestion based on what you were asking, in case you were not aware that most of the base improvements come from a separate project.

But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.

Operator25

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #104 on: February 15, 2020, 11:14:33 am »
But no, I’m not making more customization options for this project except for the few options that are easy to handle through hex editor directly, which are already included in the readme. The only reason I plan to make a separate “no music changes” version is to be able to upload it to the RHDN database.

NP, it's cool :beer:

MangKanor

  • Jr. Member
  • **
  • Posts: 5
  • ey b0ss gibe da pusi pls
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #105 on: March 25, 2020, 11:33:19 am »
There are things that could still be improved upon from this mod:

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
- The credits can be skipped or sped up.
- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor. X6's tweaks mod did it, so can you. ;)
- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- Make the full names of the weapons displayable.
- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.

There might be more, but these are the ones that I can think of for now. :)

acediez

  • Sr. Member
  • ****
  • Posts: 456
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #106 on: March 25, 2020, 08:30:10 pm »
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.

MangKanor

  • Jr. Member
  • **
  • Posts: 5
  • ey b0ss gibe da pusi pls
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #107 on: March 26, 2020, 03:59:21 am »
Solid list of ideas, thanks.
I'm not actively working on this for the time being, but I'll comment on the merits of the ideas being doable/something I'd be interested in.

- Fix the ranking system of the game. The factors it takes to up your rank is ridiculous, with the worst one being that you have to NOT kill enemies in order to rank up. Like, WTF? Also, Zero's rank shouldn't also go down when touching the Sigma or Zero Viruses since it makes him stronger.
- Make Spiral Pegasus take damage bit by bit from a charged Dark Hold when used by X since charged shots aren't enough.
- Make Gaea Armor be equipped with 2 parts like the rest of the X armors.
- The Ride Chaser should always be on Rapid Fire, even if the option isn't turned on for you.
Debatable... balance related.

- When getting the Ultimate Armor as X in the secret capsule, have him equip it immediately instead of going back to the Stage Select screen to do so.
- X getting Light Capsules overrides the Armor he currently has. So for example you have the Fourth Armor on and you get the Leg Parts for the Falcon Armor, the sprite X has now goes back to being regular X BUT you can now fly with it but not the other features of the Falcon Armor.
Tricky. Depends on how the game handles character data and armor sprites. I haven't looked at it in X5 directly, but it might not be exactly the same as X6.

X6's tweaks mod did it, so can you. ;)
Yeah, I would know about that

- Have the unused soundtrack be playable in the Sound Test.
- Have the full version of the US X5 opening in the title screen.
I'm done with the music stuff...

- Make the breakable ceiling in Tidal Whale's stage with the E-Blade be breakable with X too with the charged Tri-Thunder to reduce backtracking.
Good idea. Doesn't sound too hard to implement.

- Change W-Shredder's required input from "Dash + Attack" to "Dash + Special Attack" so that Zero players can still use the Saber Dash Cancel trick after beating Spiral Pegasus.
Already addressed. Check the hex edits notes in the readme.

- Make the erupting lava in Burn Dinorex's stage be prone to the Dark Hold.
I have an idea on how it could be achieved, but I'm not sure...

- If all parts of the shuttle are gotten, then the percentage of the success rate should be 100% to not lose Zero.
Agree. Already discussed in previous posts.

- The credits can be skipped or sped up.
Not too important IMO.

- Make the full names of the weapons displayable.
Graphic changes like these would be at the bottom of my priorities, but yeah, doable.

- Lessen the HP of the boss re-fights. They're tedious to fight with that amount of HP when not using the Ultimate Armor. Keep it that way when on Xtreme Mode instead.
This is one I feel very strongly about, and something I already started doing on X6. I would love to do a full rebalance of boss' lifebar and attacks. Shorter life bars, more damage per attack. Let battles be test of skill, not of patience. It's not a hard job to do, it's just incredibly tedious and time consuming.

Thanks for reading and replying to my reply in less than a day, dude. I appreciate it a lot. Still replaying the mod, and am loving it. :)

March 30, 2020, 11:15:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Make Zero go Maverick after the Colony crashes everytime when Zero gets the "Virus" status in any of the stages at least 3 times.
« Last Edit: March 30, 2020, 11:15:34 am by MangKanor »

RogerTG

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #108 on: April 03, 2020, 11:30:11 pm »
Hello! Is there a version without changing the song for the Tidal Whale stage? I loved the MOD

Demos1085

  • Jr. Member
  • **
  • Posts: 5
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #109 on: April 04, 2020, 03:58:00 am »
Hi Acediez, I just registered on the forum to thank you for this great patch; I just finished playing the game from start to finish and is great to finally being able to obtain all the parts without cheats, I have a couple of suggestions in case you or other hackers decide to keep working on this project.

1. Include the always get both energy+ and life+ option mentioned in the "read me" in the main patch.
2. Remove the "waiting time" to get parts, so you get all the prizes as soon as you defeat the maverick.
3. If possible remove the "black V boxes" and the instant death spike floors / walls, or change their behavior so the "black V boxes" can be destroyed by other means appart from the Gaea Armor buster, and spikes only cause some damage instead of instantly killing you, I suggest this because is pretty obvious that those elements were only included in order to force you to replay already cleared levels with the Gaea Armor witch is annoying and feel like unnecessary padding, and also make impossible to do a 100% run using only Zero.
4. Improve the Gaea Armor so it becomes a viable option for combat instead of a "tool" to get some poorly placed items, I would suggest giving it the normal movement speed of the other armors and buffing up the damage of the Buster so it feels like the "Power" option in contrast to the "Mobility" option represented by the Falcon Armor.

Anyways thanks for your work, is truly an improvement over the original game :thumbsup:

FFzOmega

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #110 on: May 02, 2020, 12:49:51 pm »
could u make the w-shredder input to triangule in the main patch? i'm trying to hex edit and play on Mednafen but it doesn't work at all however works on other emulators (e.g: retroarch with PCSX ReARMed core)
also make the getting both upgrades in the main patch too please

Nova77

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #111 on: June 05, 2020, 09:14:05 pm »
3. If possible remove the "black V boxes" and the instant death spike floors / walls, or change their behavior so the "black V boxes" can be destroyed by other means appart from the Gaea Armor buster, and spikes only cause some damage instead of instantly killing you, I suggest this because is pretty obvious that those elements were only included in order to force you to replay already cleared levels with the Gaea Armor witch is annoying and feel like unnecessary padding, and also make impossible to do a 100% run using only Zero.

Although it's not ideal, it's currently possible to do a 100% Zero with gameshark code assistance.

For Squid Adler, and Axle the Red's heart containers you can use the following to break through
the V-boxes with the Z-Buster, and push the blocks with dash:

Code: [Select]
; V-Block codes

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
800F9DA2 2400 ; write bytes to allow dashing into V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
800F9DA2 2400 ; write bytes to allow dashing into V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
80032FBE 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0005 ; check if you're in Squid Adler's stage
80032FD2 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
80032FBE 0240 ; write bytes to allow any weapon to break V-blocks

E30D1C1F 0000 ; check to make sure you're in a stage
D00D1C0C 0007 ; check if you're in Axle the Red's stage
80032FD2 0240 ; write bytes to allow any weapon to break V-blocks

In order to get Squid Adler's heart container, you'll also need to walk on spikes
so you can fire the Z-Buster.

Also, Grizzly Slash's heart container on the spiked truck roof is near impossible with Zero.
It can be done, it just takes hours.

The armor parts in Skiver's stage (using Virus invincibility to dash jump
off the spike platform), and Axle's stage (using Jumper and wall jumping around spikes)
are also pretty challenging, so a spike immunity code is needed.

Code: [Select]
; It's not perfect, you don't want this on all the time

;Enable Spike Immunity SELECT+RIGHT

D00C931E 2100 ; if press SELECT+RIGHT
D0074634 72E8 ; if spike immunity bytes A == expected DISABLE bytes
80074634 5F90 ; write ENABLE spike immunity bytes A

D00C931E 2100 ; if press SELECT+RIGHT
D0038B9C 0012 ; if spike immunity bytes B == expected DISABLE bytes
80038B9E 1000 ; write ENABLE spike immunity bytes B

D00C931E 2100 ; if press SELECT+RIGHT
D0038BF0 0018 ; if spike immunity bytes C == expected DISABLE bytes
80038BF2 1000 ; write ENABLE spike immunity bytes C

;Disable Spike Immunity SELECT+LEFT

D00C931E 8100 ; if press SELECT+LEFT
D0074634 5F90 ; if spike immunity bytes A == expected ENABLE bytes
80074634 72E8 ; write DISABLE spike immunity bytes A

D00C931E 8100 ; if press SELECT+LEFT
D0038B9C 0012 ; if spike immunity bytes B == expected ENABLE bytes
80038B9E 1040 ; write DISABLE spike immunity bytes B

D00C931E 8100 ; if press SELECT+LEFT
D0038BF0 0018 ; if spike immunity bytes C == expected ENABLE bytes
80038BF2 1462 ; write DISABLE spike immunity bytes C

The armor parts in Duff McWhalen's stage require a charged gel shaver
to hit the bomb on the other side to break through the wall. So a way
to walk through the wall would be needed.

Also, the armor part in Dark Dizzy's stage is behind a wall that you
have to hit from the other side with the F-Laser. So a way to walk around that
would also be needed (jump into the right wall to get elevation, then jump
into the left column just above the two spikes, and walk to the left
until you fall, jump inside the left wall to get out).

As for the EX Tank, it's behind a wooden ceiling in Izzy Glow's stage.
It requires X's Ground Fire, so for Zero if you can go up the spike crushing elevator
and just walk through the wall:

Code: [Select]
;Enable Walk Through Walls SELECT+DOWN

D00C931E 4100 ; if press SELECT+DOWN
8002FDD0 2400 ; write ENABLE walk through walls bytes A
D00C931E 4100 ; if press SELECT+DOWN
8002FE04 2400 ; write ENABLE walk through walls bytes B
D00C931E 4100 ; if press SELECT+DOWN
8002FE80 2400 ; write ENABLE walk through walls bytes C
D00C931E 4100 ; if press SELECT+DOWN
800305D4 2400 ; write ENABLE walk through walls bytes D
D00C931E 4100 ; if press SELECT+DOWN
80030ECC 2400 ; write ENABLE walk through walls bytes E
D00C931E 4100 ; if press SELECT+DOWN
80038A50 2400 ; write ENABLE walk through walls bytes F
D00C931E 4100 ; if press SELECT+DOWN
80038EEC 0011 ; write ENABLE walk through walls bytes G
D00C931E 4100 ; if press SELECT+DOWN
80038EEE 2402 ; write ENABLE walk through walls bytes H

;Disable Walk Through Walls SELECT+UP

D00C931E 1100 ; if press SELECT+UP
8002FDD0 0002 ; write DISABLE walk through walls bytes A
D00C931E 1100 ; if press SELECT+UP
8002FE04 0001 ; write DISABLE walk through walls bytes B
D00C931E 1100 ; if press SELECT+UP
8002FE80 0004 ; write DISABLE walk through walls bytes C
D00C931E 1100 ; if press SELECT+UP
800305D4 000A ; write DISABLE walk through walls bytes D
D00C931E 1100 ; if press SELECT+UP
80030ECC 000A ; write DISABLE walk through walls bytes E
D00C931E 1100 ; if press SELECT+UP
80038A50 005C ; write DISABLE walk through walls bytes F
D00C931E 1100 ; if press SELECT+UP
80038EEC 0011 ; write DISABLE walk through walls bytes G
D00C931E 1100 ; if press SELECT+UP
80038EEE 2402 ; write DISABLE walk through walls bytes H

As for failing the Engima and Shuttle, and Zero dying - an Engima success code helps
with RNG pain. For this one, press START+SELECT before firing/launching from the menu
to always succeed. If it triggers automatically after a stage, press when Douglas is talking.
Once "the time has come at last" cutscene starts - it's too late.

Code: [Select]
;START+SELECT before cutscene for Engima/Shuttle to always succeed

D00C931E 0900
80093F70 18F9

And for the annoying time limits:

Code: [Select]
; Infinite 24 Hours to Collision

800D1CAE 004C

or

; Infinite 1 Hour to Collision (higher level bosses)

800D1CAE 0000

It's not ideal, but if you want a Zero only 100% for the moment, well... it works.

Here's a retroarch cht file with all the codes I've assembled, modified, edited and tested.

Demos1085

  • Jr. Member
  • **
  • Posts: 5
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #112 on: June 06, 2020, 07:54:52 pm »
Wow, thank you Nova77, that is certainly a very detailed answer, you have put a lot though on this one.
While I understand that almost anything is possible nowadays with cheats and patience, my proposal was more to the effect of modifying some of the game's mechanics, so the player could have a more smooth experience playing as any of the two heroes and being able to reach 100% completion with either of them.
I admit that I am just a casual player and don%u2019t really know how to hack or code, so my post was more of a say wish list I case anyone with the abilities decide to continue working in the patch.
With that say I think there is a couple of changes that could be implemented that will allow for a smooth and straight 100% run as Zero, without changing the core experience of the game too much:
1.   Change the Dark Hold weapon so it makes the heroes invulnerable as long as it is active, this will allow you to get any item protected by Death Spike's floors or walls, without completely removing the danger of the Death Spikes as you are limited to a short span of invulnerability.

2.   Change the Flash Laser weapon so both X and Zero get it, and make it able to break any of the breakable objects in the game (The cracked wood panel in the sunken ship that blocks access to the heart, the switch in the same sunken ship to get the Falcon Armor Body Parts, the wood panel that blocks access to the EX-Tank in the fortress, the switch in the space observatory that blocks access to the Gaia Armor Helmet and of course the always annoying V-Blocks.

3.   Extend the Air Dash of Zero a little so he could reach the platform with the Gaea Armor Body Parts Capsule without needing the jumper part (By jumping from the Death Spikes platform in the middle of the elevator path in the Airbase) or alternately just make either or both of these platforms bigger so the jump is easier.

4.   Make the V-blocks movable by any form of dash or air dash, instead of only the Gaea Armor dash.

I think these changes will make a 100% run with either character no just possible but streamline and fun as they will also remove pretty much all the need for backtracking, the only downside is that Zero will lose his Chaos Flasher attack in exchange for the Flash Laser but I think it is an acceptable trade off as Zero already has a lot of combat options.
Anyway, sorry for the extra-long post, and hope to hear your opinions about these proposed changes, thanks for reading
« Last Edit: June 17, 2020, 09:26:40 pm by Demos1085 »

pleasejust

  • Full Member
  • ***
  • Posts: 107
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #113 on: July 27, 2020, 08:05:39 pm »
could u make the w-shredder input to triangule in the main patch? i'm trying to hex edit and play on Mednafen but it doesn't work at all however works on other emulators (e.g: retroarch with PCSX ReARMed core)
also make the getting both upgrades in the main patch too please

Any hex edit to any PSX image requires you to use the edc/ecc recalculator on the edited image. The game will then work normally.
https://www.romhacking.net/utilities/1264/

anthroxdq32

  • Jr. Member
  • **
  • Posts: 6
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #114 on: August 02, 2020, 02:47:43 pm »
I relocated the Alia text dialogues to OFF for the Japanese version of this game if anybody finds this useful. I tried making the patch values from the Appendedium readme to the Japanese version and most of them seemed the same. I was wondering if an address for Heart Tank sharing for X and Zero could be shared at all from the localization so I can repoint it to the Japanese version. Tried comparing the games but there's too many values changed.

300D31A5 FFFF
300D31A6 FFFF
300D31A7 FFFF
300D31A8 FFFF
300D31A9 FFFF
300D31AA FFFF
300D31AB FFFF
300D31C5 FFFF
300D31C6 FFFF
300D31C7 FFFF
300D31C8 FFFF
300D31C9 FFFF
300D31CA FFFF
300D31CB FFFF

I was also wondering if somebody could point me to the address where Alia speaks on the image itself since trying to modify that value on the Japanese version crashes the game completely.

Thanks.
« Last Edit: August 02, 2020, 11:41:09 pm by anthroxdq32 »

Megatronformayor

  • Jr. Member
  • **
  • Posts: 16
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #115 on: August 11, 2020, 10:44:00 pm »
If this project is still ongoing some other features like having the whole collecting armor parts work like X1-X4 and the X6 tweaks, increase the amount of damage bosses do as most of them are to easy that would be nice.

TheUnknownHunter

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #116 on: September 09, 2020, 07:12:02 pm »
Awesome hack! however there are still issues remaining.

Suggestion:

Level Pacing:
-Speed up the auto-scrolling in Duff McWhalen and the elevator in The Skiver.
-Slow down the Bike in Squid Adler and the lasers in Zero stage 1.

Item obtaining and armors:
-Let the armor part in Duff's stage be obtained with a different weapon.
-You can use the armor part as soon as you collect it(unless you're Zero or using a different armor).
-Let Vanilla X or Falcon X charge special weapons instead.
-Make it possible to obtain the Gaea armor without the Falcon armor.
-Speed up the Gaea armor and/or let it use chips

Zero:
-Buff Zero in the stages and nerf his jump-slash damage against bosses.

Spark Mandrill syndrome:
-Make it so you no longer have to wait for the boss to get up after hitting it with it's weakness.
-Make weakness' actually do some damage against bosses.
-Make it so it doesn't take as long or longer to defeat a boss with it's weakness.
-MAKE IT SO THEIR WEAKNESS'S ACTUALLY IS THEIR WEAKNESS!

If possible:
-Give the bosses and Sigma more animation like in X4.

Forte-kicks-ass

  • Newbie
  • *
  • Posts: 4
    • View Profile
Re: Rockman X5 Improvement Project Addendum (v1.5)
« Reply #117 on: October 11, 2020, 10:47:34 pm »
Hi everyone, someone once suggested to replace the ugly dialogue font used in the usa ver. of Rockman X5 (here: http://www.romhacking.net/forum/index.php?topic=22796.msg321221#msg321221) which made me think of offering you, the people who hopefully can accomplish this, the almost perfect solution, ripping/extracting the dialog font used in the PC version of Rockman X5. Here are some screenshots of said version that I found to show those who don't know, how said dialogue font in question looks like.





Having said this, I'm fully aware that the PC game runs at 640X480 resolution, therefore the most logical thing to do after extracting the font, if possible, would be to shrink it to fit properly at 320X240, but without losing nothing of the quality of it.
One last suggestion/request, do you think it would be possible to create the "Rockman X5 Tweaks" tools with the same improvements as X6 Tweaks? As well as the very much needed possibility of making both Tweaks fully compatible with the original versions of Rockman X5 and Rockman X6, which are, the Japanese ones?
That's all, at least for now, so thank you for your attention, as well as the opportunity to allow me to post here, and sorry for the inconvenience. I hope that my suggestions have at least the chance of being taken into consideration, greetings.
P.S. Sorry if the screenshots aren't visible, this is the first time I try to add pics to a post.

acediez

  • Sr. Member
  • ****
  • Posts: 456
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #118 on: October 12, 2020, 12:15:04 pm »
Thanks for the suggestions, everyone!

Since you're asking about the font, I'll just mention a font replacement + script replacement (again, based on Hondoori's retranslation) has been in the works for awhile.

Ghaleonh41 already edited the whole script for insertion.
The font currently implemented is the same one from X4 Undub/Final Weapon Retranslation, although I'm considering trying the font I used on X6 Tweaks with a VFW hack.

There's not much work left to finish it, but I've put my Mega Man hacks on hold for now, I'm working on other things.

Quote
ripping/extracting the dialog font used in the PC version of Rockman X5
That looks nice, but as you noted, it's on a higher resolution. For a downscale to look right you would have to clean it up manually, possibly redrawing it entirely. At that point, I would rather use a font that's already in the right resolution.

Quote
create the "Rockman X5 Tweaks" tools with the same improvements as X6 Tweaks? As well as the very much needed possibility of making both Tweaks fully compatible with the original versions of Rockman X5 and Rockman X6, which are, the Japanese ones?
It's not that I don't think it would be cool. It's just months of work I can't afford to spend on this at the moment, most likely ever. X6 Tweaks was a once in a lifetime thing for me.
There's still a bunch of smaller things I'd like to do in X5 eventually though, I've mentioned them on this thread before.

anthroxdq32

  • Jr. Member
  • **
  • Posts: 6
    • View Profile
Re: Mega Man X5 Improvement Project Addendum (v1.5)
« Reply #119 on: October 12, 2020, 01:13:37 pm »
It's not that I don't think it would be cool. It's just months of work I can't afford to spend on this at the moment, most likely ever. X6 Tweaks was a once in a lifetime thing for me.
There's still a bunch of smaller things I'd like to do in X5 eventually though, I've mentioned them on this thread before.
There's people that unfortunately don't like the direction of the way the localized games were and just favor how the original versions are.

If anything just giving more pointers for turning off the Alia text dialogues, shared life/weapon up / heart tanks, and keep both bonus at start of game addresses and values would be helpful for people who want to find their own locations for these versions as compatibility sign of life updates for these versions in the readme file. Adding in things is not a big deal for this version of the game and shouldn't be necessary. It would be super helpful for me and others. I was only able to do so much with what you had in the readme repointing values.

The only problem I had repointing things was with dialogue text because the Japanese version uses different addresses and values for it, which I've constructed and made in my last post here as GS codes. Shared life/weapon up / heart tanks is definitely something I hope you can document and update in the readme file. Thank you.
« Last Edit: October 12, 2020, 01:57:25 pm by anthroxdq32 »