I'm working on hacking/researching the 3 SNES Mega Man X games. Here's some stuff I found. MEGA MAN X1 Hoganmer This enemy can jump, but for whatever reason this never actually happens in-game. The code for it still exists in the game though, and can be easily triggered. He will jump a short distance (32 pixels?) towards X, then when X is in range, fire his mace-ball thing. Here is a youtube video of this behavior in action. Lost Zero charging palette? Zero has two palettes in the ROM that aren't used in-game at all. Presumably they are for some kind of charging effect. In the final game, his head crystal glows to indicate charging. What it might have looked like. The third Anglerge There is both data and a palette for a third kind of Anglerge boss in the game. The subID for this Anglerge is 129, while the subIDs for the two Anglerges in the final game are 128 and 130. This Anglerge only blows air at X. Since the first Anglerge sucks air in, and the second Anglerge both sucks air in and blows air out, this was probably meant to go in between the two. Tombot Generator No idea where this was supposed to go, and the graphics won't load up correctly. This object is closed at first. When it opens up, it fires out two Tombots in one direction (which direction depends on the subID), then closes again. X can only damage the object when it is open. When it is destroyed, it starts smoking from the bottom for a bit, then stops. Flying drill enemy Probably the most interesting find. I hope I can find the graphics to this thing, it has a really cool looking animation cycle. This enemy doesn't appear at all in the game, and its behavior is completely unique. It has the same ID as the Sine Faller enemy, but has a subID of 1. The enemy falls down from the ceiling and swoops back and forth. When it collides with the ground, it drills into it, leaving only a small part of its sprite visible above ground. It only takes 1 hit to kill. That's it for now. I'm bound to find more stuff as I keep delving deeper into the ROM.
Very, very nice; and very interesting. I'm a big fan of the X series as well, so I'll be tuning in as well should your work uncover anymore neat tidbits. Keep it up! :v:
I found the level that the drill object's tiles load at: Launch Octopus'. It's a jellyfish robot! That is a drill! Jellydrill! Look at him go! The enemy graphics are loaded at the start of the stage, and are used up to the point where you face the first Anglerge boss. How much of Launch Octopus' stage was cut out anyway?
Maybe they thought the stage was too hard as is since it's almost completely under water? Though I always thought that the under water physics made tha game easier, not harder. Nice work, btw. Are you planning on making a full blown disassembly?
The jumping Hoganmer is the coolest thing I've seen here. It's a shame they had to cut it from the final.
<!--quoteo(post=217973:date=Aug 20 2008, 12:46 PM:name=Hybrid Project Alpha)--><div class='quotetop'>QUOTE (Hybrid Project Alpha @ Aug 20 2008, 12:46 PM) This is the object with ID #1. It always loads the large weapon refill graphic. I'm guessing it's a test object for something. From the first orb, seven more orbs are created downward. The first orb is the anchor. Each orb moves seperately, except the anchor orb, which doesn't move at all. Together they move in a wave like motion... ...in the direction of X. This object has HP and can be destroyed. The anchor sphere is the first to be destroyed, followed by the connecting spheres. Interesting object.
Can we start getting patch codes for some of this? It's some really interesting stuff, but I usually find it more interesting to be able to play around with it. =P
Okay...for Mega Man X, these codes work for ZSNES... Object 1 ID: 7E0E72XX Object 1 subID: 7E0E73YY Object 2 ID: 7E0EB2XX Object 2 subID: 7E0EB3YY Object 3 ID: 7E0EF2XX Object 3 subID: 7E0EF3YY Object 4 ID: 7E0F32XX Object 4 subID: 7E0F33YY etc... You have to convert the IDs and subIDs to hexadecimal since I just copy-pasted from my notes on the game. Sorry. OBJECT IDs & subIDs ---- Code (Text): 01: Hoganmer. 00: Default. 02: Chill Penguin. 00: Default. 03: Volt Slime. 00: Default. 04: Flammingle. 00: Default. 05: Boomer Kuwanger. 06: Planty. 00: Default. 07: Launch Octopus. 00: Default. 08: Launch Octopus fish missile. XX: Missile number. 09: RT-55J. 00: Default. 10: Sting Chameleon. 00: Default. 11: Axe Max. 00: Don't cut the log. 01-16?: Log cutting. 12: Flame Mammoth. 00: Default. 13: Rush Roader. XX: Tile loader variable? 14: Flame Mammoth's trunk. XX: ??? 15: Crusher. 00: Default. 16: Sine Faller. 00: Sine Faller. 01: ??? (Object falls down slowly back and forth and drills into the floor. Appears to have wings.) [UNUSED] 17: Road Attacker. 00: Default. 18: ??? (No idea. Freezes game on occasion.) 19: Dodge Blaster. 00: Default. 20: Armored Armadillo. 00: Default. 21: Spiky. 00: Default. 22: Turn Cannon's floating platform. 00: Don't spawn Turn Cannon. 01: Spawn Turn Cannon. 23: Turn Cannon. 00: Fire upward. 01: Fire downward. 128: Control Turn Cannon's floating platform. 24: Falling rock generator. 00: Rocks can't be destroyed (unused?) 01: Rocks can be destroyed. 25: Bomb Been. 00: Default. 26: Road Attacker deployer. 27: ??? (No properties observed. Dummy object?) 28: Sea Attacker. 00: Lower height. 01: Higher height. 29: Gulpfer. 00: Default. 30: Mad Pecker. 00: Default. 31: Creeper. 00: Default. 32: Amenhopper. 00: Default. 33: Anglerge. 128: First Anglerge (Tan) 129: Second Anglerge (Orange) [UNUSED] 130: Third Anglerge (Purple) 34: Bee Blader. 00: Breaks first bridge. 01: Breaks second bridge. 35: Utuboros head. 00: Burrowing Utuboros. 01: Free-range UTuboros. 36: Utuboros body section. XX: Body section number. 37: Utuboros tail. XX: Body section number. 38: Velguarder. 39: Deerball. 00: Rolling left while spawning. 01: Rolling right while spawning. 128: Walking. 40: Cruiziler Object. 00: Default (green) 01: Orange Cruiziler [UNUSED] 02: Purple Cruiziler [UNUSED] 41: Gun Volt. 00: Default. 42: Broken Utuboros head + Scrap Robo. 00: Scrap Robo. 01: Broken Utuboros head (default) 43: Mine cart platform. 00: Default. 44: Mole Borer. 60: Default. 45: Bat Bone + Batton M-501. 00: Bat Bone. 01: Batton M-501. 46: Met C-15. 00: Default. 47: Ride Armor + Armor Soldier. 00: Armor Soldier & Ride Armor. 01: Ride Armor alone. 48: Dig Labour. 00: Default. 49: Spark Mandrill. 00: Default. 50: Vile in Mech (Intro). 128: Default. 51: Zero. 52: Crag Man. 00: Default. 53: Metal Wing. 00: Default. 54: Jamminger. 00: Default. 55: Hotarion. 56: Flamer + Flamer's floating platform. 57: Conveyor belt crusher. 00: Default. 58: Tombot. 59: Ladder Yadder. 00: Default. 60: Dialogue character picture. XX: ??? (Related to dialogue picture and positioning) 61: Tower elevator platform. 00: Default. 62: ??? (Acts as a Tombot generator. When destroyed, smoke comes from the bottom of this object. Not used in final version.) 63: Slide Cannon + sliding platform. 01: Default. 64: Spring. 00: Default. 65: Breakable glass object. 00: Left pane. 01: Right pane. 66: Laser. 00: Horizontal laser (default). 01: Vertical laser. 67: Four-way lasers. 68: Laser trap. XX: Frame of object to shoot out. 69: Power plant spark generator. 01: Shoots two left, then one right. [UNUSED] 18: Default? 70: Airport destructable wall object. XX: Object #XX. 71: Flame Pillar. XX: State variable? 72: Death Rogumer platform. 00: Default. 73: Sky Claw. 00: Default. 128: High flying version. 74: Cruiziler missile explosion. 00: Default. 75: Cruiziler missile. XX: Missile number. 76: Lava Drip. 00: Default. 77: Light Capsule. 78: Light Capsule lightning strike. 79: Rolling Gabyool. 00: Default. 80: Death Rogumer cannon. 81: Ray Bit. 00: Default. 82: Storm Eagle. 01: Sigma stage boss. 04: Stage boss. 83: Snow Shooter. 00: Default. 84: Snowball. 00: Default. 85: Storm Eagle eaglet egg. 86: Storm Eagle eaglet. 87: Igloo destructable object. 88: ??? (Keeps object data throughout stage. No other properties found.) 89: Long pillar. 00: Default. 90: ??? (Related to long pillar.) 91: Mega Tortoise. 00: Default. 93: Rangda Bangda wall object. 94: Rangda Bangda eye. 95: Rangda Bangda mouth. 96: Rangda Bangda wall sides. 97: D-Rex head. 00: ??? 98: D-Rex base. 00: Default. 99: Bospider. 100: Prison capsule destroyer. 00: Default. 101: Sigma + Sigma's head. 00: Default. 102: Zero (Sigma Stage 1 against Vile + dying) 00: Default. 103: Vile in Mech (Sigma Stage 1). 00: Default. 104: Creeper hole. 00: Right hole. 64: Left hole. 105: Vile. 05: Default. 106: Wall Creeper. 00: Default. 107: Final Form Sigma claw. 00: Left claw. 128: Right claw. 108-255: Freezes game. Note that if you place an object that's not supposed to be in the level, its tiles won't be added correctly and you have to disable layers 1 and 2 to see it at all. Now onto something else I found, again dealing with Launch Octopus' stage. This is a duplicate boss entry room. It's directly above the actual boss entry room. Left over from an earlier version of the level, I guess. It's definitely unused.
I found some debug text in the room, and I've found a way to sorta enable it. Now I have to find out what activates it for real.
awesome stuff, I'm betting the unused Jumping would've been to act even more like Sniper Joe from the classic series.
It'd be awesome if there was any leftover stuff from the early beta pictures you see of the white city for the intro level.
I've looked through the level palettes, what objects are loaded in levels, etc. and have found no evidence of anything related to the white city. It might be the Dust Hill Zone of Megaman X.
I've been paying attention to the Rockman/Mega Man 2 hacks recently. Though I think those are mostly showing off modification than finding unused objects. I think I might have seen the Hoganmer jump before... I could be thinking Sniper Joe's, though. I know they never actually jumped after you.
Until I saw that jumping Hoganmer video, I thought he would just simply jump up and down like the Sniper Joes in the Classic series, but he follows you around while doing it. I'm glad that didn't make it into the final game, because THAT would have been EXTREMELY irritating. Aside from that, nice job on the findings.
<!--quoteo(post=217910:date=Aug 20 2008, 09:33 AM:name=GoldS)--><div class='quotetop'>QUOTE (GoldS @ Aug 20 2008, 09:33 AM) Zero has two palettes in the ROM that aren't used in-game at all. Presumably they are for some kind of charging effect. In the final game, his head crystal glows to indicate charging.[/quote] I'm not so sure, the look of the last one says to me that it might be an unused underwater palette, rather than charging. Similarly, I've not played the game, so I don't know if Zero's armour changes depending on the weapon he's using, a la Forte, but if so, the middle palette could be another unused palette change for a weapon that was eventually dropped. Unless the X series doesn't use the armour-changing concept for different weapons. If not, disregard that last bit.
... 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.