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Main - ROM Hacking - Mega Man X3 - Fully Playable Zero (In Progress) New thread | New reply


justin3009
Posted on 09-08-10 08:01 PM (rev. 2 of 09-08-10 10:58 PM) Link | Quote | ID: 135410


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Just an introduction. This project will spin off into another project called "Mega Man X3: Remastered" which will have fully extensive dialogue, new attacks for Zero, a Z-Saber style combo from MMX4, the ability to switch main weapons ala MMZ so either Buster or Saber can be used etc..But right now, this project is to focus on making Zero playable with a little bit of added dialogue but not much else changed too much.

Things Found:
************
1. Lots of data on the introduction level
2. The first half of Blast Hornet's levels enemy placements and events.
3. Door event that forcefully switched out Zero.
4. Function that prevented Zero from opening capsules.
5. Function that prevented Zero from switching sub-weapons.
6. Function that prevented Zero from gathering Heart/Energy Tanks and fill them up.
7. Function on Air Dash/Vertical Dash.
8. All Buster/Saber damage on bosses.
9. How music is loaded.
10. Characters sprite assembly and partial animation data.
and much more

On a related note, seems like the Sprite Assembly for characters work the same way as tiles. There's a byte for one piece of the character, then there's one byte that pulls in a whole slew of tiles put together. It's pretty interesting.

For features right now that are currently there, including ones not in the demo that was released a month or so back, here:

1. Switch to Zero anytime except events he can't be or shouldn't be there.
2. Zero can still "get damaged" when you get the Beam Saber, rendering him unplayable.
3. Zero can Air Dash when he gets the foot capsule. This may be changed.
4. Zero can use sub-weapons, though some are bugged right now.
5. COMPLETELY separate track listing for X and Zero. This was accidental but now if we can import new music, X and Zero can have completely separate sound tracks.
6. Z-Saber damage is nerfed down a lot so it's not so overpowered. It varies on bosses.
7. X and Zero have separate boss themes.
8. Zero can receive armor benefits from the armor capsule, but no forcefield appears.
9. The game remembers what character beat what level. If you beat it with Zero, the next level you WILL start off as Zero. Though, this is bugged. X's life is automatically set to 0, which can be fixed. Zero loads X's max life, and his icon is wrong. This is one of the biggest bugs we have. Once that's fixed, we'll be fixing sub-weapons and then flip flop events a bit more and voila, it should be almost ready.
10. Zero can use Ride Armors, though it loads X's sprites.

A note: People want Air dash to be changed to double jump, then there's people that want Air Dash to be started off with Zero. That would severely over power him and that's not what I want. I'll give him the ability to Air Dash when he gets the "Golden Capsule" so he'll have about the same abilities as X.

We also have a whole slew of notes on miscellaneous things in MMX3. Once the next demo or the full version is ready, we'll release all of our notes to the public in a hopefully organized manner. Hopefully this will shed more light on MMX2 and MMX3 hacking.

http://www.youtube.com/watch?v=TTFacGXgvvM - And the music difference to show it works. Hopefully we'll be adding custom tracks in MMX3 style for Zero once we figure out how the system works.

http://www.youtube.com/watch?v=Yrhs2Wjr2vw - Showing that we found some enemy data. NO WE ARE NOT GOING TO DO THIS! I've had complaints from people saying, "Doing something like this is cheesy and will downgrade the overall project. Why would you even think of doing this?" etc etc..This was merely a test that someone wanted to see and dear god do people over-read into things.

In either case, this project in this thread is aimed to make Zero a fully playable character and slightly altering some mechanics, but nothing too much. So hopefully people will enjoy this right now.

http://www.mediafire.com/?y7581348r747kk8 - A demo was released here from awhile ago. THIS REQUIRES AN UNHEADERED MMX3 ROM.

Zycor
Posted on 09-09-10 05:48 AM Link | Quote | ID: 135433


Ninji
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I'm disgusted by the lack of replies. This is awesome, I always wanted X3 to have separate Zero from X. I am looking forward to this, though I must ask, do you plan on having Zero with his own abilities from the Mavericks?

____________________
Why are you reading this? My post is up there^

justin3009
Posted on 09-09-10 02:50 PM (rev. 2 of 09-12-10 06:48 AM) Link | Quote | ID: 135448


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Eventually, yes. Not yet though. Would rather save that for the project after this one.

Edit: Fixed a couple bugs. Just one more and X/Zero are basically perfectly setup as separate characters to load. Just a few more animation bugs and add the other dialogue and this first project will be done.

justin3009
Posted on 09-19-10 05:08 PM Link | Quote | ID: 135888


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I'm not sure if it's viable for a double post, but it's been 10 days and we have a few updates.

We're on the bug fixing stage of the project right now. We have nailed some pretty hardcore bugs the past few days and we've been finding out a lot of new information that will definitely come in handy for the project to come after.

Right now, about 90 to 95% of the bugs left are just graphical errors that can be fixed once we figure out how to link animations together. Once that's set, well all that's left to add is the dialogue for Zero and this project will be practically done! We're going to be adding in a special feature though at the stage select screen.

You know that useless "X" on the screen? We're going to alter the data for it so it's a character select for that area. So after you finish the introduction level, just hit whatever button on the "X" and if we can get it to load right, it'll turn into "Z" for Zero or stay "X" for X. Of course there will be limitations set in like if Zero gets damaged so you can get the Z-Saber and such.

I'm also hoping to implement a new feature later on once I discuss it with John after we get done with the bug fixing.

Thanatos-Zero
Posted on 09-19-10 07:51 PM Link | Quote | ID: 135892


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Good to hear Justin.
I have a good feeling that your work will be done in some months or even earlier.
Keep up the good work.^^

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

justin3009
Posted on 09-21-10 05:57 PM Link | Quote | ID: 135947


Tektite
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More news

When I found this out I had to post something! I show you the first very cheap edit of a level in Mega Man X3! No this won't be in the final, this is just a test.

- The energy tank platform is shrunk by one. There is another platform to hop on to get to the energy tank. Though this is all in RAM so once you die or load a savestate, bam it's gone. But the tiles are super easy to edit in RAM. Hopefully this will be the start of modifying levels later on.

Main - ROM Hacking - Mega Man X3 - Fully Playable Zero (In Progress) New thread | New reply

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