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08-18-18 03:39:59 AM

Jul - The Cutting Room Floor - Mega Man X5 prototype dumped! New poll - New thread - New reply
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Dickson
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Posted on 03-16-14 01:41:55 AM Link | Quote
http://www.rockman-corner.com/2014/03/rockman-x5-beta-version-released.html

Get on it!!
Fuzn
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Posted on 03-16-14 03:53:00 AM (last edited by Fuzn at 03-16-14 03:53:42 AM) Link | Quote
Biggest differences are in the soundtrack. Wow.


We do have confirmation, though. The unused tracks on the X5 OST are officially beta content. Perhaps this means that X5 itself was pushed to release before things were fully ironed out?

EDIT: Oh yeah, and the soundtrack is very different from the final.
Fuzn
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Posted on 03-16-14 02:32:46 PM Link | Quote
Double post in a text dump, I haven't gotten around to ripping stuff graphics-wise.


For starters, there's a lot of X4's assets scattered around the ROCK_X5 file. This isn't a surprise, the X6 prototype had X5 assets scattered around, but the first oddity is that this may be some sort of master international version. I found both the original and localized versions of the X4 title screen graphics. It's either that or these files are just placeholders for stuff to be implemented later.

The beta's entire soundtrack has already been dumped, and it seems to closely match the style of the unused tracks that are in the retail versions of X5. Aside from the massive differences, the unused Stage Select track from retail X5 appears to have been a counterpart to the stage select music from the beta.

I've also found graphics that suggest that there are possibly a few unfinished stages similar to how Tengu Man's and Cloud Man's stages were in the early Rockman 8 prototypes. I'm no gameshark guru, so I have no idea how to access them.

Sprite-wise, there aren't that many differences. The player sprites unique to X5 have been completed, with the exception of Zero's buster which only had a small change at best (the buster itself was changed between now and the final). The Z-Buster has a placeholder sound and seems to behave closer to X6's Z-Buster. The final Z-Buster for X5 has a short charge up time added. The car enemy had a complete sprite revamp between this version and the final, and for good reason.

Backgrounds-wise, everything seems to be in a transition stage. The present stages seem to have their layouts finalized, although there is significant graphical touch-ups, particularly towards the intro stage.


The other two armors do not appear to have been added yet. I did find graphics that suggest their internal names, possibly before they were given official names. "Heavy" X, and "Wing" X. Also of note was that the Ultimate Armor (I presume) was also called "Mega" X.

As well, there is no in-between stages character select option, meaning that it is impossible to play as X unarmored or X in ultimate armor. From what I can tell, though, Zero is still using his X4 damage values, and X's Fourth Armor has already had it's nova strike disabled.


I would like to note that anybody using the savestate VRAM viewer, that is game's savestates cannot be viewed due to the ROM file missing a SL**_***.** file, making savestating from ePSXe impossible (no file name can ever be generated, since that is how the emulator identifies savestates as belonging to a particular game).


There is one benefit this version has over the X5 final, though: Alia hasn't been programmed in yet.
Dickson
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Posted on 03-16-14 08:19:08 PM Link | Quote
Can't wait to see what's inside the game. Has the wiki been updated yet?
Fuzn
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Posted on 03-16-14 10:23:20 PM Link | Quote
Originally posted by Dickson
Can't wait to see what's inside the game. Has the wiki been updated yet?


Not yet. I'm trying to sort out an emulator-level issue.


The dumped ISO of the game is missing a SC**_***.** file. EPSXE's save states work in that it dumps them to a file with that type of name.. For instance, the US release of Armored Core would be SCUS_941.82, and each savestate is SCUS_941.82.000, SCUS_941.82.001, etc. There is no similarly named file in the X5 beta's ISO, so savestating under EPSXE is impossible.


I've read about VRAM dumps, but I cannot find anything else. Just forum posts that suggest dumping VRAM, absolutely nothing in the ways of how-tos and sniffing around my EPSXE plugin sets has revealed options for viewing VRAM in real time, but not dumping it to a file.

einstein95
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Posted on 03-17-14 12:32:15 AM Link | Quote
Originally posted by Fuzn
Originally posted by Dickson
Can't wait to see what's inside the game. Has the wiki been updated yet?


Not yet. I'm trying to sort out an emulator-level issue.


The dumped ISO of the game is missing a SC**_***.** file. EPSXE's save states work in that it dumps them to a file with that type of name.. For instance, the US release of Armored Core would be SCUS_941.82, and each savestate is SCUS_941.82.000, SCUS_941.82.001, etc. There is no similarly named file in the X5 beta's ISO, so savestating under EPSXE is impossible.


It's called ROCKX4.EXE. Oh, and it predates the press by a month (0x57C30: "CAPCOM May 1 2000 20:37:13 CAPCOM").
Foxhack
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Posted on 03-17-14 01:02:21 AM (last edited by Foxhack at 03-17-14 01:03:08 AM) Link | Quote
In that case, wouldn't booting from the PSX executable directly make the savestates work?

Or adding an SCUS file manually since it's just a text file with booting info?
Fuzn
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Posted on 03-17-14 01:37:41 AM Link | Quote
I found an alternate solution: I updated my emulator and it supports savestating proper, which means VRAM viewing.


There is a -lot- to cover in this game. I'd like to see if anybody else could rig up a stage modifier code, glancing around in GGD I found a few blank files that may be WIP stages. There is also a unique debug tileset I've never seen before that exists only in this version, so there may be a more extensive debugging mode hidden away.
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Posted on 03-17-14 02:57:24 PM (last edited by OKeijiDragon at 03-17-14 02:58:19 PM) Link | Quote
It would seem that one alternate track was glossed over in the initial announcement.

<object width="640" height="360"><embed src="//www.youtube.com/v/531lcIKoC-s?hl=en_US&version=3" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

The main verse (or bridge?) for Dark Necrobat's music is different.
Fuzn
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Posted on 03-18-14 01:48:27 AM Link | Quote
I'm trying to form up an article and gather stuff together, I don't know how I'm going to mark down the massive amounts of musical differences, though.

Like the music just posted. There's a huge section of it that's not really different from the final at all, and then there's the changed bit.
Dragonsbrethren
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Posted on 03-19-14 04:31:20 AM (last edited by Dragonsbrethren at 03-19-14 06:15:15 AM) Link | Quote
Originally posted by Fuzn
There is one benefit this version has over the X5 final, though: Alia hasn't been programmed in yet.

And, unsurprisingly, the level flow is a lot better for it. I still have no idea what they were thinking with her.

I like this comment about the music from the announcement post:


A lot of this music is really interesting, mostly because the composer has instrumentation and rhythm down, but the melodies are all TERRIBLE and dissonant. Like the first step was "this feel of song" and the second step (yet to be taken) was "OK now actually write the song".

It really does sound terrible, definitely the most interesting part of the playable prototype. Everything else is near-final, but this music...damn it's bad at this point.

Strangely, I do like the proto stage select theme as basic as it is.

I noticed some collision mistakes in the Duff McWhalen boss fight if you let it cycle a second time. I assume that was fixed for final but I don't think I've ever had that fight last long enough to repeat.

-edit-

Another thing, you can cancel out of Zero's buster animation with walking or a dash. Lets you do relatively good damage with it compared to normal, and you can quickly turn around. I don't remember this being possible in the final version, although if it is it's probably less useful because of the charge-up animation.

Fuzn
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Posted on 03-19-14 04:17:50 PM (last edited by Fuzn at 03-20-14 01:31:23 PM) Link | Quote
Originally posted by Dragonsbrethren
Another thing, you can cancel out of Zero's buster animation with walking or a dash. Lets you do relatively good damage with it compared to normal, and you can quickly turn around. I don't remember this being possible in the final version, although if it is it's probably less useful because of the charge-up animation.


That's also possible in the final, though the timing is adjusted to almost immediately after you fire.

Another flaw that's also in every game is that if you dash, slash, cancel into a dash, cancel into a slash, repeat this quickly, you can exploit how the game handles invincibility frames with Zero against most enemies.

Also, is it just me, or is Zero's air slash really, really powerful in this beta version of X5? At least, it does a HUGE amount of damage to Sigma.

EDIT: Found out why. It's damage against Sigma wasn't adjusted for the final, but the final has the air slash trigger invincibility after one hit, like it does against other bosses.
futuretime23
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Posted on 03-21-14 02:56:09 PM (last edited by futuretime23 at 03-21-14 07:42:55 PM) Link | Quote
Hey guys,i believe i've just found the stage modifier address in cheat engine(i'm using epsxe 1.91) It's 00B1F30C
title screen/char select value is 14,and it seems to be using retail values(05 is adler's stage,like final,i've enabled it for the demo and the title screen,and it causes some severe graphical glitches)
unfortunately,i don't know how to convert this address to a gameshark code,but i thought to leave this,if anyone wants to make the GS codes for it.
Values for levels in X5 Beta(will be updated)(forgot to mention,this is all decimal values)
00:intro stage
01:crescent
02:necrobat(very early,like rosered) no platforms means you need hacks to get across the level.
03:tidal whale
04:dinorex
05:kraken(called him adler before,i actually prefer to go by his japanese name)
06:shining firefly(early version,background is glitched,graphics are a bit different,no enemies,and no platforms,so you need hacks to get across the bed of spikes at the start of the stage)
07: VERY early version of Rosered's stage. So early,that it uses placeholder tiles,like Spiral/Necrobat's one,only 2 tentacle plant enemies,and instead of rosered,you have......SPLIT MUSHROOM.(yeah,they used a red colored version of him as a placeholder boss)
08: Spiral Pegasus' stage. Barely started at this point of development.
09: X4 Colonel battle(1st one): background is glitched,no music,and no boss. Splendid.
10: X4 FW Part 1(the space bay) The background graphic is glitched,and when you are about to enter the 1st building with the ladder(i think there was a ladder there,IIRC) the game just crashes.
small note: part 1 uses dynamo's song,and 2 and 3 use the meet sigma theme from x4.
11: X4 FW Part 2(VERY GLITCHY) the place where the 1st door is supposed to show up is glitched,and makes the game incredibly slow.(1 fps,i'm dead serious) but even after getting the door,somehow,X gets stuck on the door and dies automatically.
12: X4 Final Weapon Part 3.
i'm not kidding. the hud palette is all glitched up,much like the previous x4 levels.
13:stage select
14:title/char select
and that seems to cover most of the primary stages(need to check dynamo and training)
to sum up: the final stages haven't been even implemented,they use x4's final stages as placeholders,the other maverick stages are extremely incomplete(spiral has barely started,and could be used as a test stage for christ's sake). i have recorded what can be achieved via normal play with X on the normally inselectable stages. I'll,as stated earlier,to check for dynamo's stages and the training stage(if they even exist,15 crashes the game,but it does go into the load screen,and the reason for the crash is different from 16 and onward,from 16+ it doesn't even get to the now loading screen) and record them. In the meanwhile,feel free to make the GS/AR/Codebreaker codes!
EDIT: cleaned up post,here's the video,which covers my first time playing through these stages:
wth? tried embedding the video about 20 times,and it doesn't show up! whatever,i'm leaving a link here,for some reason either youtube,this site,or my internet just doesn't like me right now.
https://www.youtube.com/watch?v=WqN1_Tv6eXU


thefanman
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Posted on 03-21-14 08:58:25 PM Link | Quote
The Gameshark code for the stages is:
300C796C 000?

Where the ? is the hex representation of the numbers above.

If you're using pcsx or Dr Hell's plugin in epsxe you can activate it on the character select or the stage select screen; if you're using the PEC plugin for epsxe you have to wait until the stage select screen because otherwise the emulator crashes or the stage doesn't load properly. That's the state of things on my laptop at least, YMMV.
futuretime23
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Posted on 03-21-14 09:40:11 PM (last edited by futuretime23 at 03-21-14 10:17:42 PM) Link | Quote
Originally posted by thefanman
The Gameshark code for the stages is:
300C796C 000?

Where the ? is the hex representation of the numbers above.

If you're using pcsx or Dr Hell's plugin in epsxe you can activate it on the character select or the stage select screen; if you're using the PEC plugin for epsxe you have to wait until the stage select screen because otherwise the emulator crashes or the stage doesn't load properly. That's the state of things on my laptop at least, YMMV.

big thanks mate!
small question,if i can find some sort of moon jump code,would it bother you to convert it to GS format? i'm gonna see if i can get an infinite lives code + infinite health or something like that(so that you can get past the killing door in FW Part 2) as well,and possibly a char modifier code.
MUGEN-tan
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Posted on 03-22-14 10:19:42 AM Link | Quote
Thanks.
By the way, how do I use the GS codes on psxfin?
By the way, some of the music sounds like it came from a freaking Sega Genesis Bootleg.
Oh, and I cannot exit the intro stage for some reasons. Oh, and that goddamned laser sound! It just wont stop!!
futuretime23
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Posted on 03-22-14 11:11:27 AM Link | Quote
Originally posted by MUGEN-tan
Thanks.
By the way, how do I use the GS codes on psxfin?
By the way, some of the music sounds like it came from a freaking Sega Genesis Bootleg.
Oh, and I cannot exit the intro stage for some reasons. Oh, and that goddamned laser sound! It just wont stop!!

MUGEN-tan,i was originally trying to create the code via psxfin and cheat engine,but...suffice to say,the emulator has some sort of trouble with the X5 proto,as i ran into those same problems.
epsxe on the other hand,and i think pcsx as well,don't have these issues.(tested it on a ps3 via it's ps1 emulator,and it also works fine) i would suggest switching over to epsxe for this proto,and then using the cheats there.
MUGEN-tan
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Posted on 03-22-14 11:31:35 AM Link | Quote
I'm sorry, but my notebook cannot run ePSXe.
It is missing an file called zlib1.dll, and I cannot find it anywhere in the internet...
xdaniel
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Posted on 03-22-14 12:11:30 PM Link | Quote
Originally posted by MUGEN-tan
I'm sorry, but my notebook cannot run ePSXe.
It is missing an file called zlib1.dll, and I cannot find it anywhere in the internet...

http://www.zlib.net/ - "zlib compiled DLL, version 1.2.8"?
futuretime23
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Posted on 03-22-14 07:50:00 PM (last edited by futuretime23 at 03-23-14 01:13:42 AM) Link | Quote
good news! just found the character modifier address for cheat engine for the x5 proto,it's 00B1F349
00 is X,05 is Zero,01 is Fourth armor X,just like final.
Unarmored X is exactly like X from Rockman X4,even the same sounds are recycled(like the cry he does when he fires a charged shot) gotta check if there are extra armors.
EDIT: well,i shouldn't say exactly,he can crouch,and he can hang on from those poles,those sprites seem to be the same as the final X5 sprites,so he's getting close to being finished in this proto(only voiceovers and the charged up sprites need to be replaced)
EDIT 2:just checked the Falcon and Gaea armors. Their graphics aren't done,instead,you have regular X acting as a placeholder,but it seems some of the attributes have been coded in: Gaea dashes slowly(like the final,although i think here it's even slower) and X does the block-with-arms animation when gets hurt,and takes far less damage,but that seems about all they programmed for the Gaea armor. As for the Falcon armor,i need to keep checking,and see if Black Zero and Ultimate Armor X are there,but from what i've seen,Falcon doesn't have the fly function done yet,and instead,it's just,again,Regular X,but he jumps higher,and dashes longer(the equivalent in final X5 is equipping parts Jumper and Hyper Dash,and it works the same for Proto Falcon X) This,while potentially placeholder coding,could also have been a characteristic of the original intended Falcon Armor: being able to jump higher and dash longer without the need of parts,after all,the Gaea Armor here has the dash function very similarly to the final version,so there's a chance that this isn't necessarily placeholder coding,and instead,something that was meant to be in the final,but cut,probably due to balancing reasons(much like the Fourth Armor's Nova Strike and the ability to use subweapons with the Gaea Armor). Then again,i haven't played final X5 in quite some time,can anyone confirm if the Falcon Armor jumps higher and dashes longer in final?
BTW,02 is Falcon X,and 03 is Gaea X,just like final X5.
04 is ultimate X,and he's basically Fourth X minus the Nova Strike,the hover and the Armor graphics,instead using unarmored x.
EDIT:HOLY DAMN. i just checked again 06 with x and it was some sort of test x,he has 2 weapons!(cycle with L1 and R1 buttons) the tri beam from volt kraken(placeholder sound,and only 1 bolt,that travels along the floor and walls,which suggests the weapon was originally much weaker,likely changed to due how weak it was and i believe either the goo shaver,or dark hold,problem is,they don't seem to be using final palettes,and the icons are placeholder. not only that,but palettes seem to have been taken from x4.) One thing i've noticed,square is used to fire the special weapons,not triangle,which means,it uses the X4 control scheme at this point,not the final X5 control scheme.
EDIT 2: ok,there seem to be A LOT of X's.
here's the following list i have
00:unarmored X
01: Fourth X
02: Falcon X
03: Gaea X
04: Ultimate X
05,08,13,14,16,17,18,19,20,21,22,255:unarmored X(test X? no changes so far)
06 & 07: test X,has a proto version of kraken's weapon,using X4's ground hunter palette,and another weapon,which i have no clue what it is(it uses X4's peacock palette)
09: another weird one,this one fires quick shots,and they have incorrect palette,the speed of the shots reminds of the Speed Shot part,this X may have been used to test this part.
15:similar to above,X has the Speed Shot part,but he also seems to have Speedster. Speedster in the proto seems faster than the final,X goes quicker with Speedster than when he dashes!(in other words,Speedster doesn't affect the dash,and as stated earlier,Proto Speedster seems to have quicker movement than the final,i need to compare though,but i do recall that it affected the dash as well,and made it shorter,here,it's not affected at all!)
I'll keep updating as i go along.
EDIT 3: Minor correction there,Hyper dash was not present in the X's i mentioned,i got my memory mixed up,dammit,sorry,but Falcon X and Test 2 X don't have Hyper Dash,they do,however,have Jumper and Speedster-like qualities,respectively.
So far,those are all the X's i've been able to find. If the Test 1 X's have all the weapons of the proto,then,they have been barely started at this point,only 1 weapon works,and the other one does nothing at all.
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Jul - The Cutting Room Floor - Mega Man X5 prototype dumped! New poll - New thread - New reply




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