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04-24-22 03:11:29 AM
Jul - The Cutting Room Floor - Mega Man X5 prototype dumped! New poll - New thread - New reply
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Fuzn
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Posted on 03-22-14 11:50:05 PM (last edited by Fuzn at 03-23-14 01:31:51 AM) Link | Quote
Originally posted by futuretime23
04 is ultimate X,and he's basically Fourth X minus the Nova Strike,the hover and the Armor graphics,instead using unarmored x.


If that X has a purple tint to his body, then it is using the same logic as X4's ultimate armor. You had to enter a capsule first to 'activate' the armor. For reference's sake, every other armor treated it as the head part.


For viewing armor graphics, I suggest trying to load the codes into ePSXe and using a VRAM Viewer after extracting the VRAM from a savestate. There may be visuals that are disabled, if they are all based on the Ultimate Armor. I would do so myself if I knew anything about converting Cheat Engine codes into usable GameShark codes, but it seems that the process is very intensive.

As for Pegacion's stage, I remember that there were bombs planted throughout the stage. The walls behind them would be solid until the bombs exploded, either by the timer running out or the player destroying the bomb. There may be more layout to the stage we can't get to because of the missing objects.
futuretime23
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Posted on 03-23-14 03:31:14 AM (last edited by futuretime23 at 03-23-14 04:29:46 AM) Link | Quote
no,he hasn't,i'm sorry, i didn't have enough time to write down the details.
coding wise,ultimate and gaea are getting there,ultimate being very close to being finished,in terms of attributes(damage reduction,along with it's specific animations),only missing it's set of graphics and the hover and infinite nova strike,but the plasma shot,and air dash have been added in(it's weird seeing unarmored X do a mid air dash,i have to admit),gaea,i actually have to check if the spike invulnerability is there,and falcon,seems,as stated earlier,either was different,having better jumps and, which behaves EXACTLY like Jumper in the final,respectively(we gotta check if weapons and parts were added in) or was just placeholder coding for the lack of the fly feature. One thing: for the exception of the Proto Ultimate armor and the Proto Fourth(which is near identical to the final version except the charging sprites and palette,which,same palette applies to Proto Ultimate X,btw) which have the Plasma Shot,all other X armors and unarmored X have the regular green charged shot.
I'll upload a video of the armors and unarmored X in-game soon enough,Fuzn,and if you want to add them to the TCRF page for the X5 Proto,i have no problem.(as long as credit is given where it's due,etc.)
one thing,using 05,or 06 in stage select while playing as X made me just play as regular unarmored X,not as Zero.
btw,does anyone know the value for Black Zero in final X5?
EDIT: minor correction.
MUGEN-tan
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Posted on 03-23-14 08:26:29 AM Link | Quote
Originally posted by xdaniel
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"?


I'm sorry, but I still get the same error, even after putting the zlib1.dll file into the plugins folder...
Fuzn
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Posted on 03-23-14 01:36:44 PM Link | Quote
I've played X5, I know what each armor does and what it's capable of, even unarmored. Videos won't help much.

For the weapon parts, a VRAM search indicates that they do exist in some form, though just purely japanese text with no icons associated. Chances are the parts screen had a very different layout.

As for the unique sprites you mention, those do not surprise me. Unarmored X, Fourth Armor, and Ultimate Armor all share a unique sprite set. The technical details aren't entirely relevant to the thread, but basically, every frame that either the Fourth Armor or Ultimate Armor has, there is a matching frame for the Unarmored form. This is how you can have the leg jets in X4 without having the rest of the armor on, it's split into pieces.

If I recall, the Ultimate Armor, as well as the Falcon and Gaea armors, all have one "part" to the armor that serves as the whole sprite, internally being used as the head part. To try and force any kind of armor graphics to appear, I would say try to use the character modifier while the game is loading, switch from, say, Fourth Armor to Ultimate and such, see if any graphics will appear.

As for Black Zero, he is triggered by some flag unrelated to the armors. I know that his palette is in the game, since it's a carry over from X4. Palettes don't mean anything, he may still be just a palette swap by this point given the amount of X4 content.
futuretime23
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Posted on 03-23-14 02:21:48 PM (last edited by futuretime23 at 03-23-14 03:51:17 PM) Link | Quote
Originally posted by Fuzn
I've played X5, I know what each armor does and what it's capable of, even unarmored. Videos won't help much.

For the weapon parts, a VRAM search indicates that they do exist in some form, though just purely japanese text with no icons associated. Chances are the parts screen had a very different layout.

As for the unique sprites you mention, those do not surprise me. Unarmored X, Fourth Armor, and Ultimate Armor all share a unique sprite set. The technical details aren't entirely relevant to the thread, but basically, every frame that either the Fourth Armor or Ultimate Armor has, there is a matching frame for the Unarmored form. This is how you can have the leg jets in X4 without having the rest of the armor on, it's split into pieces.

If I recall, the Ultimate Armor, as well as the Falcon and Gaea armors, all have one "part" to the armor that serves as the whole sprite, internally being used as the head part. To try and force any kind of armor graphics to appear, I would say try to use the character modifier while the game is loading, switch from, say, Fourth Armor to Ultimate and such, see if any graphics will appear.

As for Black Zero, he is triggered by some flag unrelated to the armors. I know that his palette is in the game, since it's a carry over from X4. Palettes don't mean anything, he may still be just a palette swap by this point given the amount of X4 content.

would you happen to know where this flag is in final X5 or it's value,etc? like,when it's normal Zero its XX but with Black it's ZZ? could help me track down the address.
btw,character modifier is weird in the proto:05 is Zero,but if you play as X,it will no longer change to Zero,it's like it loads a separate character value table,while with Zero,changing to 00,01 or any other X value does nothing at all(so far,all other values give me the same unaltered Zero,no changes.)
EDIT:ok,i did what you asked,but,no graphics or changes occur,unless you die(and even then,it's the same armor as described earlier) however, the 09 X now behaves differently,he INSTANTLY fires full charged shots,a la Ultimate Buster part from final X5. I'm honestly not sure if it's just a very weird bug or an actual code made by the developers. Died,now he's back to regular 09 X. really bizarre,likely a bug,although when I died as Fourth,i believe i was charging,maybe that caused the bug? Another thing,when i was this bugged 09 X,he was moving like he had Speedster. I honestly wouldn't be surprised if a couple of parts had already been done by the time this build was made.
EDIT 2:i misread what you posted,as do it in-game. sorry. I'll try again. good news is that i already have the footage of the unfinished armors in action. One thing i've just noticed is that the Gaea Armor didn't have it's invulnerability to spikes and being able to stick to walls abilities implemented yet.
Another thing,has anyone been able to get weapons in the proto yet? the test X's i've found only gave 2 weapons,1 which is the proto version of kraken's weapon and the other...actually,i have no clue what that weapon is,as it does nothing. Would be cool to be able to charge up weapons(if this has even been implemented here yet) with the Fourth or the Ultimate Armor.
Well,i just tried it out,with Fourth to Ultimate,but no luck,i just get Proto Ultimate like normal.
Fuzn
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Posted on 03-23-14 05:30:12 PM Link | Quote
Originally posted by futuretime23
Well,i just tried it out,with Fourth to Ultimate,but no luck,i just get Proto Ultimate like normal.


You need to do it between loading screens. Having a graphics plugin that supports a frame rate limit (slowing the game down to 10 FPS over it's normal 60) helps immensely.

My method usually uses both loading screens of a stage (that means you have to use any stage that causes a second 'Now Loading' screen to fade in after one fades out). First loading screen, you have character #1 (such as Fourth X) and then, before the first one fades out (sign of phase 1 loading being completed), you switch it to the second character (Ultimate X, in this case). To my understanding, first phase loads graphics, second phase loads coding, and the debug stages seem to be a unique case where all of that is condensed into one phase.

Try any combination. Ultimate to Fourth, Fourth to Ultimate.


At any rate, if anybody knows how to convert the Cheat Engine code to Gameshark, I'll grab things from VRAM and see if there's any armor graphics actually coded. Even unarmored X has bits of the Fourth Armor loaded into VRAM despite not being used, the case may be the same with the other armors.
futuretime23
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Posted on 03-23-14 06:03:38 PM (last edited by futuretime23 at 03-23-14 07:55:57 PM) Link | Quote
Originally posted by Fuzn
Originally posted by futuretime23
Well,i just tried it out,with Fourth to Ultimate,but no luck,i just get Proto Ultimate like normal.


You need to do it between loading screens. Having a graphics plugin that supports a frame rate limit (slowing the game down to 10 FPS over it's normal 60) helps immensely.

My method usually uses both loading screens of a stage (that means you have to use any stage that causes a second 'Now Loading' screen to fade in after one fades out). First loading screen, you have character #1 (such as Fourth X) and then, before the first one fades out (sign of phase 1 loading being completed), you switch it to the second character (Ultimate X, in this case). To my understanding, first phase loads graphics, second phase loads coding, and the debug stages seem to be a unique case where all of that is condensed into one phase.

Try any combination. Ultimate to Fourth, Fourth to Ultimate.


At any rate, if anybody knows how to convert the Cheat Engine code to Gameshark, I'll grab things from VRAM and see if there's any armor graphics actually coded. Even unarmored X has bits of the Fourth Armor loaded into VRAM despite not being used, the case may be the same with the other armors.

alright,i'll later try again. In the meanwhile,here's the vid i was talking about: Rockman X5/Megaman X5 Prototype: Unfinished armors for X
EDIT: well,there's a bit of a mistake with your info: there's only 1 load fade out for the 4 normally playable maverick stages,and so far,the only stage i've seen with multiple load fade outs is the intro stage,and that has 3 fade outs!
EDIT 2:haven't been able to get the graphics(if there are any) to load. sorry man.
on a sidenote,i've seen no one comment on 5 things: 1,mattrex/burn dinorex's mini boss(that dragon on the upper path part of the level) looks different: his palette and i think some small parts of his design are different,but it does resemble the final version to an extent. 2,dinorex isn't in the boss chamber. Once you get to the boss chamber,it counts as completing the level.
3,tidal whale uses some placeholder sounds from x4(namely,frost walrus when he uses the goo shaver and i think either slash beast or jet stingray when he fires off little homing missiles at you,which i don't recall him doing so in the final game,being able to shoot tiny homing missiles. His desperation attack(less than half health) is somewhat similar to the final: he fires off ice cubes in an attempt to crush the player,but this time,he does it immediately: he doesn't go the opposite wall,he just starts firing the ice cubes. They also seem a little faster than the final,but that could be my memory playing tricks on me,i haven't played final X5 in quite some time(but i do recall that he went to the other wall and then started to fire the rapid ice cubes) the battle with the submarine at the very end of stage is also a bit different in that fish start coming from the walls to attack you,unlike the final version.
4. there's 24 hours to get the parts,as opposed to 16 in the final. Also,there's a weird bug in the proto that makes it skip some time,after picking one stage,now having 23 hours,and beating it,i come back to the stage select,and find that there's now only 22 hours(?),yet nothing like this happened again when i tried my 2nd stage. the 24 to 16 hours was probably done to make the game more strict on replaying the stages,since 24 hours would have probably been too much time to go around,and not give the sense of urgency the developers wanted to have in X5.
5.is there any hidden cutscene? has anyone been able to find anything? so far,we know X,Zero,Sigma, Dynamo(his song),Dr Light(again,song) were already planned,but what about Alia,Signas and Douglas? The plot seems to be similar to the final X5,although either here it's been disabled(due to this being a build for the press) or just unfinished and not present. Another thing,was X5 always intended to allow players to select either X or Zero before entering a stage? Or was it meant to be X4 style,with 2 different campaigns(the prototype handles this way,but it could have been done just for this prototype,and it was always meant to allow you to select either character before entering a stage). Had it been X4 style,what would have happened if Zero became a Maverick?(while on the theoretical Zero campaign) Would it then switch over to X for the remainder of the game?
SGR
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Posted on 03-23-14 07:24:29 PM Link | Quote
Not sure if it's been asked yet, but has there been anything possibly relating to this unused track in the proto?
futuretime23
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Posted on 03-23-14 07:59:22 PM (last edited by futuretime23 at 03-25-14 01:46:21 PM) Link | Quote
Originally posted by SGR
Not sure if it's been asked yet, but has there been anything possibly relating to this unused track in the proto?

I believe i saw once a comment,stating that Capcom explained that was originally a good ending track.(used for the credits for X,i presume) Likely removed due to the fact it just didn't fit the sad,tragic death of Zero. (even though that didn't stop them from using X's intro theme on his good ending) This proto doesn't have the theme,but,keeping in mind it contains an earlier version of the beta stage select theme that's present in retail X5,there's a chance this song was used at some point(when the game actually got to beta status) before removing. At least the North American version could have used this song.
EDIT:hey fuzn,how's the page going?
Fuzn
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Posted on 03-26-14 04:43:24 PM (last edited by Fuzn at 03-26-14 05:38:49 PM) Link | Quote
I've been busy snooping around and finding more differences, so many so that it's a daunting task for me to just get motivated to take screenshots.

It's evident to me that every single stage has visual differences in some way. I want to showcase those differences but it will likely end up with graphical differences alone getting their own sub-page simply due to how many images there will be, both in backgrounds and in sprites.

There are several enemies that have completely different designs from the final, although they come in the same variations that the final does. I'm hitting a bit of laziness at ripping comparison sprites.


As well, I would like to note that I have found 5 separate instances of the debug tileset, as well as the buttons from the second half of Necrobat's stage. Capcom may have pushed the remaining stages we haven't discovered yet into some far off offset, I know they typically used values like "0102" instead of just "02" for the second half of a stage, though I can confirm that that doesn't work.


EDIT: For your other questions, futuretime23, here's some answers:

- Yes, in the final X5, you can switch characters between stages. This is how you start as X in the intro stage and Zero loses his Z-Buster, or you start as Zero and X loses the Fourth Armor. The two new armors would be really, really odd, otherwise. There's graphics for an early form of it in the Prototype, but they all use dev names and it was likely disabled because those graphics were also developer-grade.
futuretime23
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Posted on 03-26-14 09:49:43 PM (last edited by futuretime23 at 03-26-14 09:58:37 PM) Link | Quote
Originally posted by Fuzn
I've been busy snooping around and finding more differences, so many so that it's a daunting task for me to just get motivated to take screenshots.

It's evident to me that every single stage has visual differences in some way. I want to showcase those differences but it will likely end up with graphical differences alone getting their own sub-page simply due to how many images there will be, both in backgrounds and in sprites.

There are several enemies that have completely different designs from the final, although they come in the same variations that the final does. I'm hitting a bit of laziness at ripping comparison sprites.


As well, I would like to note that I have found 5 separate instances of the debug tileset, as well as the buttons from the second half of Necrobat's stage. Capcom may have pushed the remaining stages we haven't discovered yet into some far off offset, I know they typically used values like "0102" instead of just "02" for the second half of a stage, though I can confirm that that doesn't work.


EDIT: For your other questions, futuretime23, here's some answers:

- Yes, in the final X5, you can switch characters between stages. This is how you start as X in the intro stage and Zero loses his Z-Buster, or you start as Zero and X loses the Fourth Armor. The two new armors would be really, really odd, otherwise. There's graphics for an early form of it in the Prototype, but they all use dev names and it was likely disabled because those graphics were also developer-grade.

Yes,i know that the final X5 you can do that(i've played and beaten X5 a couple of times) what i meant was,was the X4 style campaign/unable to select characters before picking a stage meant to be only for this proto,or was it actually intended for the final release?(then canned?) and btw,the two armors + ultimate and fourth wouldn't be too weird,it's possible to have all 4 armors in the final. also you mentioned early graphics for the fourth armor,that were disabled. I do recall you mentioned preliminary names for the armors(Heavy for Gaea, Wing for Falcon and Mega for Ultimate) Funnily enough,i was checking the designer commentary on the armor,and the Falcon armor WAS originally named Wing(changed likely due to how generic the name sounded,who knows if Heavy was also the originally intended name for Gaea) and it also gives insight that the armor was frustrating to make.
here's the article,search wing and you'll find it pretty quickly: http://www.rockman-corner.com/2008/08/rockman-x5-developerdesigner-commentary.html
rabidabid
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Posted on 03-27-14 12:21:49 AM Link | Quote
So a few days ago I was attempting to map the stages that use the placeholder tiles. Though I didn't get all that far since the whole levels can't be seen due to lack of mobility. But from what I could put together the level layouts seem nearly identical to the final versions.

As a preview, here's what I got for Spike Rosered so far, since it's the most complete. But the secret room near the end with the armor part can't be reached so I wasn't able to finish it. The platform with the heart piece was moved slightly and the boss room was extended a bit.

I guess it'd be helpful if there were some debugging features like in the Rockman 8 protos (specifically the free movement one).
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Posted on 03-27-14 12:33:23 AM (last edited by GoldS at 03-27-14 12:36:04 AM) Link | Quote
Originally posted by rabidabid
So a few days ago I was attempting to map the stages that use the placeholder tiles. Though I didn't get all that far since the whole levels can't be seen due to lack of mobility. But from what I could put together the level layouts seem nearly identical to the final versions.

As a preview, here's what I got for Spike Rosered so far, since it's the most complete. But the secret room near the end with the armor part can't be reached so I wasn't able to finish it. The platform with the heart piece was moved slightly and the boss room was extended a bit.

I guess it'd be helpful if there were some debugging features like in the Rockman 8 protos (specifically the free movement one).

Like I said before in IRC, but I'll restate here anyway because it's more permanent, the only real difference in the map layout between the proto and final in this stage is that the platform that holds the Heart Tank in the final game (the one before the final wire section) is higher and more to the right in the prototype.

I think if the camera were the same way in the prototype, the top of the platform would be cut off by the screen, which is why it was moved down. And since you need the Gaea Armor (I think) to get it in the final game, it was moved to the left to make it reachable.

____________________
EternalSoft
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Posted on 03-27-14 01:05:24 AM (last edited by EternalSoft at 03-27-14 01:11:38 AM) Link | Quote
I ve done some editing with cheat engine and these are the modifiers for position,warning that they may change depending on the emulator: BTW i was using PCSXR here cuz ePSXe couldnt make save states

X
00C24A30
00C24A40
Y
00C24A34
00C24A44

And yes,i reached that high spot on the jungle stage (wich i forgot the name) and theres nothing there except for more colision tiles

EDIT: Also,i got tru the spikes on IZZY GLOW's stage and there is simply A WALL,the stage ends right after the spikes...

Also,if u guys cant use the codes,just ask me to check something if u guys want,i'll be glad to help on this
Fuzn
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Posted on 03-27-14 01:35:25 AM (last edited by Fuzn at 03-27-14 01:37:44 AM) Link | Quote
Originally posted by EternalSoft
I ve done some editing with cheat engine and these are the modifiers for position,warning that they may change depending on the emulator: BTW i was using PCSXR here cuz ePSXe couldnt make save states

X
00C24A30
00C24A40
Y
00C24A34
00C24A44


Use a newer version of ePSXe, it fixes the savestate problem.

EDIT: Also, give me some example values to look at for them, such as where, say, where X starts in a particular stage after he's just beamed in. I don't use Cheat Engine and I run ePSXe, but I think that the values should be similar.
EternalSoft
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Posted on 03-27-14 11:06:58 AM (last edited by EternalSoft at 03-27-14 11:25:24 AM) Link | Quote
Sorry for the late reply(it was already 11pm around here,so i gone to sleep >.<)
Really man,u GOTTA USE CHEAT ENGINE,it's like a god,u can do almost anything in it!
With cheat engine,its kinda simple to find position modifiers in ANY GAME,i don't know if there's a tutorial in the internet,but i kinda found by myself how to change positions in any game,look:

First u search for Unknow initial Value,then u move the character forward and then search for increased values,then u stay with the character on the same place and click on search for unchanged values just to clean more of the values on the table,then u go back some and search for decreased values,and dats it!,u may find your position value like this
but theres some problem wich make it hard to find depending on the game ,as follows:

In 2D games,like MMX5,the coords are calculated as >>>> VVVV ,so u must decrease the value search when u get higher on the ground,instead of increasing,because it counts in this direction VVVV,so,in this game its pretty simple.

But in 3D games,coords are allways calculated normally for height,but there are 2 directional coords,as they are 3D,and u may not want to click in search for unchanged values on them without pausing the game,cuz some games keep changing their position value by a minimal,like,the character having an idle position animation(EXhadow of the Colossus).

Also if u don't find the values,try changing between 4 bytes,2 bytes,float and double,u may find them in one of them.

Well,i hope i've helped you.

EDIT:Also,u asked for a value in some stage already,so here it is:

Grizzly Slash stage:
X
search for this value before moving yourself: 6291456
Y
search for this value before jumping: 24772608

If this doesnt works,then maybe the emulator has changed the values so they dont work on another emu.

Also,heres the value for full health :2105376 u can even increase it properly more than your max.

ALSO,search 4 BYTES for the values in this game,it may work on others but its garanteed to work on 4 bytes...
futuretime23
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Posted on 03-27-14 12:49:42 PM Link | Quote
Originally posted by EternalSoft
I ve done some editing with cheat engine and these are the modifiers for position,warning that they may change depending on the emulator: BTW i was using PCSXR here cuz ePSXe couldnt make save states

X
00C24A30
00C24A40
Y
00C24A34
00C24A44

And yes,i reached that high spot on the jungle stage (wich i forgot the name) and theres nothing there except for more colision tiles

EDIT: Also,i got tru the spikes on IZZY GLOW's stage and there is simply A WALL,the stage ends right after the spikes...

Also,if u guys cant use the codes,just ask me to check something if u guys want,i'll be glad to help on this

can this wall be shot down? or force yourself through the wall? what about the placeholder X4 stages,like the space bay or the 1st final weapon level?
lastly,and what about dark necrobat's stage or spiral pegasus'(necrobat is similar to shining firefly,while pegasus requires some way to clip through the walls,which this allows,i assume)
EternalSoft
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Posted on 03-27-14 01:00:19 PM (last edited by EternalSoft at 03-27-14 10:18:20 PM) Link | Quote
the wall is solid,cant be shoot down,and if i force to warp after it,i die because you cant be inside a wall,the x4 levels i still have to test(didnt even entered them yet) and necrobats stage,the movers simply dont move when u step on them,and in the end there is the same platform from the original but u dont teleport,the pegasus level is the same,if i try to warp further,i end diyng on the wall cuz theres nothing more than a simple room,ill be uploading some SS's later,ill "investigate" the other levels now.

EDIT:Can someone tell me how to embend screnshots here?

EDIT2:Here are the cheat engine codes for EPSXE 1.9.0
Health -------------00AEC424 (BYTE or 4 BYTE)
Stage modifier -----00B1F30C (4 BYTE)
Leg Jets -----------00AEC4B0 (BYTE or 4 BYTE) (If frozen on 4 bytes sometimes your height will increase or decrease )
Y coord ------------00AEC3E4 (4 BYTE)
--------------------00AEC3D4 (4 BYTE) (Modify both adressess together)
Armor change ------00B1F349 (BYTE)
Damage invincibility -00AEC429 (BYTE) (Freeze this value at 50 by example,and u will get infinite temp invi)

Yet,another edit,some SCREENSHOTS:
SGR
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Last activity: 7.7 years

Posted on 03-28-14 02:12:27 AM Link | Quote
I'm almost positive all these impasses regarding walls are simply due to sprites not existing; I'm willing to bet beyond them, the full stage lies. We might need to get a camera control code working in order to see the rest of the stages. We've already got part of the equation - position modifiers.

Additionally, has there been no traces of debug functions whatsoever in this proto? Has no one tried messing about with buttons on the player 2 controller?
futuretime23
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Posted on 03-28-14 02:14:42 AM (last edited by futuretime23 at 03-28-14 03:16:12 AM) Link | Quote
Originally posted by EternalSoft
the wall is solid,cant be shoot down,and if i force to warp after it,i die because you cant be inside a wall,the x4 levels i still have to test(didnt even entered them yet) and necrobats stage,the movers simply dont move when u step on them,and in the end there is the same platform from the original but u dont teleport,the pegasus level is the same,if i try to warp further,i end diyng on the wall cuz theres nothing more than a simple room,ill be uploading some SS's later,ill "investigate" the other levels now.

EDIT:Can someone tell me how to embend screnshots here?

EDIT2:Here are the cheat engine codes for EPSXE 1.9.0
Health -------------00AEC424 (BYTE or 4 BYTE)
Stage modifier -----00B1F30C (4 BYTE)
Leg Jets -----------00AEC4B0 (BYTE or 4 BYTE) (If frozen on 4 bytes sometimes your height will increase or decrease )
Y coord ------------00AEC3E4 (4 BYTE)
--------------------00AEC3D4 (4 BYTE) (Modify both adressess together)
Armor change ------00B1F349 (BYTE)
Damage invincibility -00AEC429 (BYTE) (Freeze this value at 50 by example,and u will get infinite temp invi)

Yet,another edit,some SCREENSHOTS:


nice finds mate!
btw,the stage and armor modifier codes you posted are the same ones i found for epsxe 1.91,so i assume the rest of the codes should work for 1.91
Hope we can get GS/AR/CB codes for the rest of the addresses. BTW,apart from the stages i've found,has anyone been able to find any extra stages? like the second part of necrobat's stage? I recall that there is a stage modifier code for the final,and from what i've seen(and already posted) the X5 stages use the same values as the final. IIRC,necrobat loads a second part in the final,but i'm not sure if it has an extra value for it,or it's located on the same level(need to check this with the final)
EDIT: forgot to mention,did you find anything related to weapons,EternalSoft? i've mentioned the 2 test X's that have the proto tri-thunder and what i assume is the proto dark hold(could be anything really)
EDIT 2: SGR,there's no debugging features hidden in the second controller,i've just checked it. There may be hidden debugging features,but there are none that are available from the get-go.
EDIT 3: i was checking firefly's stage again,and lookie what i found!(there's a pic of this in eternalsoft's previous post) At the VERY beginning of the stage,where the bridge is supposed to be present,drop down. Now,normally,in the final game(at least from what i recall) you just die,but in the prototype you are taken to a different area with spikes at the end,which leads to a small passage,where it's pretty obvious something was meant to be there(pic from eternalsoft's post) and there's also a small part just prior to this bed of spikes,that you can stand on,again,suggesting a life up(maybe weapon up?) or hell,even an armor capsule was meant to be found here(we need to check the rest of the stage,if it exists,to confirm if the final location for the armor was already settled upon by the time the proto got made,if that were the case,then here would go a heart tank,very likely to be obtained with the Gaea Armor). I also got to the end of what's present of necrobat's stage,and yeah,no teleporter.
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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