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10-15-18 03:06:34 PM
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Jul - The Cutting Room Floor - Megaman x6 Proto REsearch
  
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Aceearly1993
Posts: 9/14
The scene Alia talks to X/Zero about Gate is present in the prototype, but it's triggered by obtaining 5000 Nightmare Souls instead of final version's 3000.
This means, at one point, LV.4 version of Zero Nightmare/High Max 2 was meant to be available normally. And probably you could
1) If Zero Nightmare not available after Alia scene (ala final version) - Get 4900 souls, choose one stage, kill some Nightmares to reach 5000, and enter the alternate path, Zero Nightmare is there
2) If Zero Nightmare still available after Alia scene (ala prototype version) - Get beyond 5000 souls, triggered the Alia scene, choose a stage, and enter the alternate path, Zero Nightmare is still there
Then kill LV.4 Zero Nightmare, Zero returns, and you get Black Zero. Hell Yeah.

The final version really had an huge oversight, maybe 5000 will be too long, but they "fixed" it and introduced further crap piles.

The LV.4 Zero Nightmare AI is mostly finished, and patterns are very similar to this one in the normally inaccessible final version: https://www.youtube.com/watch?v=oLay2tac_BA


Despite the still-available "normal" method, Black Zero is not available in the prototype without hacks anyway.

Edit: Is there any leftover of Japanese counterpart of True Zero VS. Zero Nightmare dialogue?
EternalSoft
Posts: 42/72
Originally posted by futuretime23

enemy modifier,and also a boss rank modifier for both x5 and x6 protos.
I'm off for a while,see you around,and hey,thanks for checking the x6 proto.



Ok,i'm glad to be of help for someone

Also,about enemy modifier,this will be a challenge,i don't think i'll be able to hack this one,but i will try as hard as i can till the end!

boss rank modifier will be easier i think,but still,another challenge

See ya around too!

EDIT:can't seem to find any of the values... damn,any luck?

EDIT2:I found a value that changes the boss level shown on the screen and also another value for his max health near it,but i don't know how to know if his level really increased,like,if i change his level like this that he will do a new move,do you know any diferent moves by level depending on the boss so i can check if its right?
futuretime23
Posts: 49/59
Originally posted by EternalSoft
Originally posted by futuretime23
yeah i saw them,pretty good finds!
well,i'm trying to see if i can fix these bad sectors,if these are the cause gate's lab 1 doesn't work.
EDIT:checked with CDMage,and there's no bad sectors. keeping in mind the game switches the 09 when selecting the gate stage on the stage select to 10 after beating gate's lab 2,it could be related to how the build was made.(keep in mind,the glitched menus aren't due to a bad dump,these have been verified to be placeholder x5 menus that get glitched out due to the different x6 format,the most notable of these placeholder is the rockman x6 logo during the now loading screen,which clearly has the x5 palette)
EDIT 2: the win modifier allows you to finish the game! i beat the game as X(with zero) Ending cutscene's artwork is in place,same as final,same dialogue,no music/ambience(like every other cutscene) but yeah,endings seem to have been programmed in at this point. we gotta check if there are differences,but cutscenes will likely be just like the final(cutscenes are practically complete at this point,missing only music and sometimes some artwork,but that's very rare). so yeah,the X6 Proto can be completed,although you need hacks.


cool,i hadnt tried to beat the game with the win modifier,ill check it later
but now,don't know what to do anymore,i think i've made everything i could with this proto,any idea in mind?


enemy modifier,and also a boss rank modifier for both x5 and x6 protos.
I'm off for a while,see you around,and hey,thanks for checking the x6 proto.
EternalSoft
Posts: 41/72
Originally posted by futuretime23
yeah i saw them,pretty good finds!
well,i'm trying to see if i can fix these bad sectors,if these are the cause gate's lab 1 doesn't work.
EDIT:checked with CDMage,and there's no bad sectors. keeping in mind the game switches the 09 when selecting the gate stage on the stage select to 10 after beating gate's lab 2,it could be related to how the build was made.(keep in mind,the glitched menus aren't due to a bad dump,these have been verified to be placeholder x5 menus that get glitched out due to the different x6 format,the most notable of these placeholder is the rockman x6 logo during the now loading screen,which clearly has the x5 palette)
EDIT 2: the win modifier allows you to finish the game! i beat the game as X(with zero) Ending cutscene's artwork is in place,same as final,same dialogue,no music/ambience(like every other cutscene) but yeah,endings seem to have been programmed in at this point. we gotta check if there are differences,but cutscenes will likely be just like the final(cutscenes are practically complete at this point,missing only music and sometimes some artwork,but that's very rare). so yeah,the X6 Proto can be completed,although you need hacks.


cool,i hadnt tried to beat the game with the win modifier,ill check it later
but now,don't know what to do anymore,i think i've made everything i could with this proto,any idea in mind?
futuretime23
Posts: 48/59
Originally posted by EternalSoft
Originally posted by futuretime23
btw,the X passage is present,gotta check with Zero later,and so far,unless you die,checkpoint doesn't work,so if there's a part of gate's lab 1 that does work,it can't be accessed yet. i really wish someone who's a professional with psx protos would take a look at this.
EDIT: X passage's doesn't have acid rain or it's shield or those things you have to blow up,although health regenerators are there. 1st major difference in comparison to final.
changing checkpoint to 02 allows you to access Zero's passage. need to check this with the final to see what differences lay within.
Well there are some differences you didn't mention regarding Gate: he has no sound(no voice or sfx),he can still be hurt with his spheres(same animation and damage as final),the camera doesn't move,which makes the fight a bit more painful in that regard,and finally,when gate is beaten,first,you see his body dissapear,like the final,but then the victory theme pops up,character does victory pose and then leaves. The final just makes gate's body dissapear and the character leave right after,with no victory theme or anything.(also,here it seems to take slightly longer for gate to dissapear than in the final,but i need to check it again with the final)


Good,ill go back to x6 now,i just searched for x5's new checkpoints and edited there,check the thread as i found some new areas

yeah i saw them,pretty good finds!
well,i'm trying to see if i can fix these bad sectors,if these are the cause gate's lab 1 doesn't work.
EDIT:checked with CDMage,and there's no bad sectors. keeping in mind the game switches the 09 when selecting the gate stage on the stage select to 10 after beating gate's lab 2,it could be related to how the build was made.(keep in mind,the glitched menus aren't due to a bad dump,these have been verified to be placeholder x5 menus that get glitched out due to the different x6 format,the most notable of these placeholder is the rockman x6 logo during the now loading screen,which clearly has the x5 palette)
EDIT 2: the win modifier allows you to finish the game! i beat the game as X(with zero) Ending cutscene's artwork is in place,same as final,same dialogue,no music/ambience(like every other cutscene) but yeah,endings seem to have been programmed in at this point. we gotta check if there are differences,but cutscenes will likely be just like the final(cutscenes are practically complete at this point,missing only music and sometimes some artwork,but that's very rare). so yeah,the X6 Proto can be completed,although you need hacks.
just noted something,credits don't seem have been programmed in or glitch as the page sprite from mission report shows up(nothing else from that screen shows up) and the game cuts to a black screen and crashes. the credits song is there,so who knows,there may be a barebones credits roll,but at least,it's possible to complete the game and view the endings.
EternalSoft
Posts: 40/72
Originally posted by futuretime23
btw,the X passage is present,gotta check with Zero later,and so far,unless you die,checkpoint doesn't work,so if there's a part of gate's lab 1 that does work,it can't be accessed yet. i really wish someone who's a professional with psx protos would take a look at this.
EDIT: X passage's doesn't have acid rain or it's shield or those things you have to blow up,although health regenerators are there. 1st major difference in comparison to final.
changing checkpoint to 02 allows you to access Zero's passage. need to check this with the final to see what differences lay within.
Well there are some differences you didn't mention regarding Gate: he has no sound(no voice or sfx),he can still be hurt with his spheres(same animation and damage as final),the camera doesn't move,which makes the fight a bit more painful in that regard,and finally,when gate is beaten,first,you see his body dissapear,like the final,but then the victory theme pops up,character does victory pose and then leaves. The final just makes gate's body dissapear and the character leave right after,with no victory theme or anything.(also,here it seems to take slightly longer for gate to dissapear than in the final,but i need to check it again with the final)


Good,ill go back to x6 now,i just searched for x5's new checkpoints and edited there,check the thread as i found some new areas
futuretime23
Posts: 47/59
Originally posted by EternalSoft
Originally posted by futuretime23
good point. but there's also a chance that it's a problem with the build itself,not necessarily the dump or the disc. in any case,the checkpoint modifier helped?
btw,the X/Zero passage i'm referring to is the following: https://www.youtube.com/watch?v=fvNv2E9k6Ic
that's the leap of faith part of X's passage,Zero has the crushers.


Ahhhh i remember that part,i had to equip parts to get tru without armor,but i dont know about zero's here,never used him here >.< i allways tought zero was too overpowered to play with(until x8)

Also,by the checkpoint modifier helped u mean in x6 or x5? anyway,it helped in both,ill be uploading some shots on x5's thread soon...

btw,the X passage is present,gotta check with Zero later,and so far,unless you die,checkpoint doesn't work,so if there's a part of gate's lab 1 that does work,it can't be accessed yet. i really wish someone who's a professional with psx protos would take a look at this.
EDIT: X passage's doesn't have acid rain or it's shield or those things you have to blow up,although health regenerators are there. 1st major difference in comparison to final.
changing checkpoint to 02 allows you to access Zero's passage. need to check this with the final to see what differences lay within.
Well there are some differences you didn't mention regarding Gate: he has no sound(no voice or sfx),he can still be hurt with his spheres(same animation and damage as final),the camera doesn't move,which makes the fight a bit more painful in that regard,and finally,when gate is beaten,first,you see his body dissapear,like the final,but then the victory theme pops up,character does victory pose and then leaves. The final just makes gate's body dissapear and the character leave right after,with no victory theme or anything.(also,here it seems to take slightly longer for gate to dissapear than in the final,but i need to check it again with the final)
EternalSoft
Posts: 39/72
Originally posted by futuretime23
good point. but there's also a chance that it's a problem with the build itself,not necessarily the dump or the disc. in any case,the checkpoint modifier helped?
btw,the X/Zero passage i'm referring to is the following: https://www.youtube.com/watch?v=fvNv2E9k6Ic
that's the leap of faith part of X's passage,Zero has the crushers.


Ahhhh i remember that part,i had to equip parts to get tru without armor,but i dont know about zero's here,never used him here >.< i allways tought zero was too overpowered to play with(until x8)

Also,by the checkpoint modifier helped u mean in x6 or x5? anyway,it helped in both,ill be uploading some shots on x5's thread soon...
futuretime23
Posts: 46/59
Originally posted by EternalSoft
the gates battle is the same,except for that the platforms glitch on the start of the battle and that you can damage him with your normal weapons instead of "reflecting" his energy spheres,also,what you mean by X/zero passage? im not sure just...

Also,as i found the checkpoint modifier for this,i also found the checkpoint modifier for x5's proto,as the adress was "in the same place" let me say... Ill check that space bay stages now,also,i really dont have any idea how to access gate's stage 1,i remember reading that the uploader of the beta said that his disc was very scratched,maybe thats why it doesnt loads... just sayin', as the other stages are complete...

good point. but there's also a chance that it's a problem with the build itself,not necessarily the dump or the disc. in any case,the checkpoint modifier helped?
btw,the X/Zero passage i'm referring to is the following: https://www.youtube.com/watch?v=fvNv2E9k6Ic
that's the leap of faith part of X's passage,Zero has the crushers.
EternalSoft
Posts: 38/72
the gates battle is the same,except for that the platforms glitch on the start of the battle and that you can damage him with your normal weapons instead of "reflecting" his energy spheres,also,what you mean by X/zero passage? im not sure just...

Also,as i found the checkpoint modifier for this,i also found the checkpoint modifier for x5's proto,as the adress was "in the same place" let me say... Ill check that space bay stages now,also,i really dont have any idea how to access gate's stage 1,i remember reading that the uploader of the beta said that his disc was very scratched,maybe thats why it doesnt loads... just sayin', as the other stages are complete...
futuretime23
Posts: 45/59
Originally posted by EternalSoft
Originally posted by futuretime23
[so the parts were implemented at this point? btw,i ran into that same issue when i found the total souls modifier,which made the game crash sometimes or not do anything when i changed the total souls collected.


lol,my game didnt crashed but anyway,there doesnt seem to have modified parts from the original game,tough i didnt tested them yet,they seem the same

EDIT:tough its hard to tell exactly wich parts i tested,from the ones i noticed,where speed shot and fast charge,working correctly,maybe they where just copies from x5's parts

EDIT2:I found a strange value that makes you automatically "win" the current stage... lol
i found it near the stage modifier while hacking the original rockman x6,and it changed to some numbers on the boss capsules in sigmas stages,but on the proto it takes you back to the begining of the level

EDIT3: The "win" value:
00B27777 (BYTE) If you change to 1 or 255 it will win the stage or teleport to the begining or next area,its pretty random,also,it changed to 192 on commander yamark capsule on the original but in the proto it just takes you back to the begining

also as a side note,the first hole on sigma's stage actually is glitched lol

EDIT4: FINALLY i found the checkpoint modifier!!!
gotta search for the correct value,just wait some...

EDIT5:Yes!! it worked,and im actually tru that blue portal on gates stage2 part2,i still have to check the rest tough,
anyways,heres the code
00B27785 (BYTE)

EDIT6:Yes,gate battle is in this proto,u just have to change the checkpoint and die to progress tru gate's level cuz there are no teleporter on the whole area 2 of gates stage 2


great work mate!
how's the gate battle? finished or very different from final? and the X/Zero passage?
another thing,what about gate's lab 1? i'll take a look into this myself.
EternalSoft
Posts: 37/72
Originally posted by futuretime23
[so the parts were implemented at this point? btw,i ran into that same issue when i found the total souls modifier,which made the game crash sometimes or not do anything when i changed the total souls collected.


lol,my game didnt crashed but anyway,there doesnt seem to have modified parts from the original game,tough i didnt tested them yet,they seem the same

EDIT:tough its hard to tell exactly wich parts i tested,from the ones i noticed,where speed shot and fast charge,working correctly,maybe they where just copies from x5's parts

EDIT2:I found a strange value that makes you automatically "win" the current stage... lol
i found it near the stage modifier while hacking the original rockman x6,and it changed to some numbers on the boss capsules in sigmas stages,but on the proto it takes you back to the begining of the level

EDIT3: The "win" value:
00B27777 (BYTE) If you change to 1 or 255 it will win the stage or teleport to the begining or next area,its pretty random,also,it changed to 192 on commander yamark capsule on the original but in the proto it just takes you back to the begining

also as a side note,the first hole on sigma's stage actually is glitched lol

EDIT4: FINALLY i found the checkpoint modifier!!!
gotta search for the correct value,just wait some...

EDIT5:Yes!! it worked,and im actually tru that blue portal on gates stage2 part2,i still have to check the rest tough,
anyways,heres the code
00B27785 (BYTE)

EDIT6:Yes,gate battle is in this proto,u just have to change the checkpoint and die to progress tru gate's level cuz there are no teleporter on the whole area 2 of gates stage 2
futuretime23
Posts: 44/59
Originally posted by EternalSoft
i cant seem to find the rank adress,i tried to search for the souls counter,and found for both x and zero but even if set the values to 255(maximum) they dont work

EDIT:I dont know why,but i entered a level,increased my soul count,exited the level,and when i saved on the memorycard,the rank had changed,and then i was able to equip a part on X
heres the values for X and Zero
X
00B2783A (BYTE)
00B2783B (BYTE) (When the first adress's value reaches 256,it goes to zero and increases this value by 1)
Zero
00B2783C (BYTE)
00B2783D (BYTE) (When the first adress's value reaches 256,it goes to zero and increases this value by 1)
I will now try to find a part modifier

EDIT2:Found the parts modifier,but they are some kind of combinations,its just too crazy,we gotta test em' all!
00B277DD (Array of BYTE)
you may edit the folowing 0 0's (zeros's) to make the parts change
also,clicking even on a blank part(assuming you havent gotten all the parts) will show the changes

so the parts were implemented at this point?
btw,i ran into that same issue when i found the total souls modifier,which made the game crash sometimes or not do anything when i changed the total souls collected.
EternalSoft
Posts: 36/72
i cant seem to find the rank adress,i tried to search for the souls counter,and found for both x and zero but even if set the values to 255(maximum) they dont work

EDIT:I dont know why,but i entered a level,increased my soul count,exited the level,and when i saved on the memorycard,the rank had changed,and then i was able to equip a part on X
heres the values for X and Zero
X
00B2783A (BYTE)
00B2783B (BYTE) (When the first adress's value reaches 256,it goes to zero and increases this value by 1)
Zero
00B2783C (BYTE)
00B2783D (BYTE) (When the first adress's value reaches 256,it goes to zero and increases this value by 1)
I will now try to find a part modifier

EDIT2:Found the parts modifier,but they are some kind of combinations,its just too crazy,we gotta test em' all!
00B277DD (Array of BYTE)
you may edit the folowing 0 0's (zeros's) to make the parts change
also,clicking even on a blank part(assuming you havent gotten all the parts) will show the changes
futuretime23
Posts: 43/59
Originally posted by EternalSoft
Oh sorry,they are hex values,no decimal lol
also i just found black zero,and he as the same x6's saber but it's purple,wait some for me to find the specific value

EDIT: Fixed for decimal
19/0 comander yammark
20/0 blaze heatnix
21/0 ground scaravich
22/0 shield sheldon
19/1 blizzard wolfang
20/1 metal shark player
21/1 rainy turtloid
22/1 infinity minijinon

EDIT2:
Black zero
00B277C7 (BYTE) set ass 255 for sure to work,dont know about the other values

just spotted another difference: when pressing the button to return to stage select(in previously completed stages) it doesn't ask if you want to go back to the stage select,it just instantly goes to the stage select.(please correct me if the final is also like this)
also,that black zero byte unlocks all the armors for X. (another correction,the ultimate armor nova strike sound also has a regular dash sound under the life up sound)
i'm going to check if i can make a rank modifier.
EDIT: black zero seems to be identical to his final X6 form in terms of bonuses(damage reduction,etc.) however,he has his palette from X5 for his saber and his dash(everything else,in terms of palette,including dialogue is the same as the final),and he still has the same proto palettes/missing sounds whatever for his techniques,just like regular zero in this proto.
another thing,the Zero Invincibility bug(look it up on YT) is present in this proto,i just discovered it by accident. Seems they never bothered to fix this bug,or never discovered it.
EternalSoft
Posts: 35/72
Oh sorry,they are hex values,no decimal lol
also i just found black zero,and he as the same x6's saber but it's purple,wait some for me to find the specific value

EDIT: Fixed for decimal
19/0 comander yammark
20/0 blaze heatnix
21/0 ground scaravich
22/0 shield sheldon
19/1 blizzard wolfang
20/1 metal shark player
21/1 rainy turtloid
22/1 infinity minijinon

EDIT2:
Black zero
00B277C7 (BYTE) set ass 255 for sure to work,dont know about the other values
futuretime23
Posts: 42/59
Originally posted by EternalSoft
Oh,just sayin,i also found the "crystal" areas for the other stages,their values are kinda strange tough,look
Stage modifier / Area modifier
13/0 comander yammark
14/0 blaze heatnix
15/0 ground scaravich
16/0 shield sheldon
13/1 blizzard wolfang
14/1 metal shark player
15/1 rainy turtloid
16/1 infinity minijinon

13 is used as stage select,that's weird.(15 is used as mission report,but it crashed the game when i tried accessing it from stage select)
11 gets used as gate's death cutscene(at least as X)
EternalSoft
Posts: 34/72
Oh,just sayin,i also found the "crystal" areas for the other stages,their values are kinda strange tough,look
Stage modifier / Area modifier
13/0 comander yammark
14/0 blaze heatnix
15/0 ground scaravich
16/0 shield sheldon
13/1 blizzard wolfang
14/1 metal shark player
15/1 rainy turtloid
16/1 infinity minijinon
futuretime23
Posts: 41/59
Originally posted by EternalSoft
Ive noticed some things with the ultimate armor,such as it is blue like previous games and not black,also against sigma the chat box for megaman gets all glitched with the ultimate armor but,on infinity minijinom stage,you start talking with him,and the chat box was normal,also it was blue like it is ingame on the proto,not black like in x6 original

well from what i've checked:
shadow is very close to being finished:there's some bugs when you chat with people(dialogue box goes invisible,maybe a missing sprite), x shines gold when he gets hurt,not blue and white like final, no sound for charged up saber or super jump(up + jump button),giga attack lacks background,and the sabers look slightly different than the final and have no sound. apart from that,it seems to be the same as the final.
blade however is still quite incomplete: palette for charging and getting hurt is glitched,no giga attack(although one is listed in the inventory) mach dash doesn't have sound,charged buster shot is the same as unarmored,and no charged saber ability(hold square and up,then release them).
now i'm going to check ultimate.
EDIT:ultimate is also very close to being finished. Palette matches the one from X4/5(even in dialogue,the armor is blue,unlike final,which means the black color wasn't the originally intended color,they just swapped it out at the last moment it seems) and not the black one from final,hover sprites(the jet fire) and sound are missing,nova strike has a placeholder sound(life up sound),everything else is like final.
just want to clarify,all weapons have their same incorrect palettes,regardless of which armor you use.
the most incomplete armor at this point is the blade armor,while the other 3 armors are very close to completion.
another thing i noticed,if you use the shadow armor,and stick to walls with the super jump,and fire,no sound comes from the 3 way buster shots. also,if you get harmed by a crushing block(wolfang's stage) shadow will first blink green and then blink gold. minor palette error,perhaps.(same thing can happen with falcon armor when equipping weapons,but when normally hurt,not in a case like this)
EternalSoft
Posts: 33/72
Ive noticed some things with the ultimate armor,such as it is blue like previous games and not black,also against sigma the chat box for megaman gets all glitched with the ultimate armor but,on infinity minijinom stage,you start talking with him,and the chat box was normal,also it was blue like it is ingame on the proto,not black like in x6 original

EDIT:i just noticed that when you pause,its also blue
This is a long thread. Click here to view it.
Jul - The Cutting Room Floor - Megaman x6 Proto REsearch



Rusted Logic

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