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Mega Man X general research topic. Now with more hacking (and also a hack?)

#31 User is offline GoldS 

Posted 30 September 2008 - 02:21 AM

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I hope the debug menu still exits in at least one of the SNES X games...

Posted Image
So I'm finally starting to find stuff related to level maps. These are the 32x32 blocks for Launch Octopus's stage. Each block is made of 8x8 tiles, and these large blocks go into the larger 256 x 256 blocks that make up the levels. Once I find out where the game uses the 256 x 256 blocks to construct the levels I can finally start level editing.
This post has been edited by GoldS: 30 September 2008 - 03:48 AM

#32 User is offline MathUser 

Posted 30 September 2008 - 10:26 PM

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QUOTE (BMF54123 @ Sep 29 2008, 06:52 PM) [post="230351"]Posted Image

Sprite test: C00620:02
Lets you view all the sprites in the game and tweak their various parameters. I forgot what all the buttons do, but it's not hard to figure out.

Posted Image

Sound test: C00620:04
Pretty self-explanatory. There's supposed to be a cursor there, but for some reason it's invisible (maybe there's some initialization code I'm missing).

Mega Man 6 has a very similar sprite viewer/sound test, but unfortunately I lost the information on how to activate it (I couldn't find the original entry point for the code, so I did some voodoo bankswitching and memory poking to make it appear). I have a screenshot, though:

Posted Image

I've found a lot of debugging stuff in other SNES games, as well as a few NES games, including an arcade-like test mode for Final Fight and a stage select for Super Castlevania IV. Most of my notes seem to have been lost over the years, though. Perhaps I should start a separate topic for the ones I do have...[/quote]

I've heard about the stage select in CV4, but did you actually activate it? I think that's whats missing.

#33 User is offline BMF54123 

Posted 01 October 2008 - 01:07 AM

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QUOTE (MathUser @ Sep 30 2008, 08:26 PM) [post="230782"]Posted Image
This post has been edited by BMF54123: 01 October 2008 - 01:57 AM

#34 User is offline GoldS 

Posted 02 October 2008 - 07:31 PM

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Looking through the mapping of Sting Chameleon's stage, it's obvious that it was used to test stuff in the game. It has some features that I haven't found in any other area's mapping.

http://img301.images.../scmap25co1.png
Image linked due to size.

First, note the garbled tiles in the upper area towards the end. These mark the places where the palette changes.
The yellow blocks are solid walls that X can't walldash on. They appear in other levels, but there's an additional two walls above the boss room. I guess this is to mark the end of the level.
Also note the long vertical line of garbled tiles. I don't know what this represents (Where the level ends vertically?)
Lastly (not pictured here), there's a mapping in the ROM for a 256x256 background piece that is identical to the boss room.

#35 User is offline BMF54123 

Posted 03 October 2008 - 06:04 AM

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Interesting stuff. What's with the rooms in the bottom-left corner?

#36 User is offline MoDule 

Posted 03 October 2008 - 08:04 AM

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I assume they replace the areas on top after you beat Launch Octopus?

#37 User is offline GoldS 

Posted 03 October 2008 - 06:37 PM

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Yeah, they replace those areas. There's a similar 256x256 room in Flame Mammoth's stage with frost on it after you beat Chill Penguin.

#38 User is offline Rarmander 

Posted 05 October 2008 - 11:41 PM

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View PostMoDule, on Sep 6 2008, 07:39 PM, said:

...

Zero wasn't playable until X3 and he never actually got special weapons. And the SNES can do semi-transparency, so no "under water palette" there (at least, not in this case). Charging seems more plausible there.
Oh, and yes, you do still change color in the X games. Just not as zero.

As far as I know, Zero was meant to be the main character. X was added afterwords. So, I'm not surprised there are leftovers.

#39 User is offline GoldS 

Posted 06 October 2008 - 05:30 AM

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I'm still working on hacking right now, but I'm also researching the differences between the 5 different revisions of Mega Man / Rockman X. Here's what I have so far. Note that it doesn't include stuff like translation changes, just programming ones. Also note that bugs common to all versions are not listed.

JP 1.0
 
		REVISION BUGS
		*The powered up S.Ice platform does not
		 self-destruct if it's used to kill
		 a boss. This can lead to a bug when
		 fighting Storm Eagle where the player can
		 get credit for defeating him after dying.
		*Bug occurs if Sigma and X are killed at the 
		 same time -- the boss is defeated, but the
		 player does not regain control and can't
		 advance the cutscene dialogue.
		*Glitch password is present -- several 
		 passwords can start out X with either 0
		 life or max life and all weapons / subtanks
		 depending on if the game demo was accessed
		 or not.
		*X can walk on the ceiling in the beginning 
		 of Flame Mammoth's room by hopping on the 
		 Utuboros heads and climbing up the tube. Walking
		 right and climbing up an invisible wall leads
		 to the central room with the palette and enemy
		 graphics incorrectly loaded, as well as an
		 incorrect lower Y boundary.
		 

JP 1.1 

		FIXES
		*Fixed the Storm Eagle S.Ice bug by having
		 the platform destruct when the boss's
		 health reaches 0.
		*Fixed Sigma double death bug. Sigma can no
		 longer be hurt when player health reaches 
		 zero.
		REVISION BUGS
		 *Glitch password is present.
		 *Flame Mammoth ceiling glitch is present.

----

US 1.0
  
		FIXES
		*Fixed Storm Eagle S.Ice bug.
		REVISION BUGS
		*Double death Sigma bug is present.
		*Glitch password is present.
		*Flame Mammoth ceiling glitch is present.
		OTHER
		*Expands dialogue box length from 64 pixels
		 to 88 pixels to fit in more text.
US 1.1

		FIXES
		*All US 1.0 version differences.
		*Fixed Sigma double death bug.
		REVISION BUGS
		*Glitch password is present.
		*Flame Mammoth ceiling glitch is present.

----

EU 1.0
 
		FIXES
		*All US 1.1 version differences.
		*Removes the glitch password as a valid
		 password.
		*Fixes Flame Mammoth ceiling glitch by making
		 the upper part of the tubes solid.
		OTHER
		*Epilogue text is formatted differently than
		 in the other US versions due to PAL timing
		 differences.

----

Version Timeline (speculative)
----
JP 1.0 -> US 1.0 -> JP 1.1 -> US 1.1 -> EU 1.0

US 1.0 based off JP 1.0
EU 1.0 based off US 1.1

This post has been edited by GoldS: 06 October 2008 - 05:33 AM

#40 User is offline Krigo 

Posted 11 October 2008 - 05:56 AM

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Wasn't there an EU version of 1.1? Or my ROM I downloaded was incorrectly labeled.

#41 User is offline GoldS 

Posted 15 October 2008 - 12:20 PM

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QUOTE (Krigo @ Oct 11 2008, 06:56 AM) [post="234007"]Posted Image
I'm still working on the hack by the way. Not that most of you give a shit about that.
This post has been edited by GoldS: 15 October 2008 - 02:04 PM

#42 User is offline Skaarg 

Posted 18 October 2008 - 05:20 PM

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It looks like it has potential, but it looks weird with the bright blue in the background, and then X is bright, but storm eagle is dull.

#43 User is offline MoDule 

Posted 19 October 2008 - 03:31 PM

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Why did you change X's palette?
And I agree about the bright blue in the background. De-saturate it a bit.

#44 User is offline GoldS 

Posted 20 October 2008 - 08:25 PM

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Posted Image
Does this look any better?

View PostMoDule, on Oct 19 2008, 04:31 PM, said:

Why did you change X's palette?


I dunno. Because I could. It's based off the coloring of the official art of X.

I could always change it back to where it was.

#45 User is offline Krigo 

Posted 30 October 2008 - 01:27 PM

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To be honest, I actually like the pallete. Just wondering, anything new at all with the hack?

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