Originally posted by EternalSoft
No luck on pegasus stage,also,i think i forgot to post the other coord modifier,so u can warp tru walls,anyway
here's both:
X
00AEC3D0
Y
00AEC3D4
Also,on firefly stage,i just knew that because im really a fan of megaman,ive beaten every numbered game from normal to the x series( yes,even x7 ) and some other like the Zero series and ZX 
EDIT:As nobody is interested in trying to hack this game,i found a solution for the area modifier,
i just changed from byte to array of bytes,and the area modifier worked with the stage select on stages 10+
look the values:
Sigma stage 1 area 2
0B 01 00 00 00 00 00 00 00 00

Yep,theres a room where you start,go down,and the area never changes,like there was an invisible wall
Sigma stage 2 area 2
0C 01 00 00 00 00 00 00 00 00

Theres just this room here also,you will die when going to the other room,seems like you allways die when you enter the invisible boss doors
Well,i think this is it then,nobody seems interested in this anymore,i could try to find a checkpoint modifier to try to get past the killing doors on the space levels,but nobody seems interested in this proto anymore...
Only if someone is still here,then i may try more things...
well,i'm still interested in it,and so is Fuzn and a couple of other people,so all hope is not lost yet!
btw,the second room from the final weapon part 3 i recognize(and everyone should,for those who played X4 and beat it) it's the room right before facing sigma.
as for the first room,i have no clue.(doesn't even look from X4,it could be a prototype X4 room that got canned during development of that game,and then reused here for testing purposes,but i could be mistaken,after all,i couldn't recognize a secret passage from firefly's stage)
BTW,i checked your weapon code,and it was pretty cool! from what i've tested with the fourth armor,all sprites are invisible(relating to weapons) Ultimate armor's ability to charge weapons was implemented at this point,but there seems to be some sort of bug with the tri-thunder,as it doesn't fire(charged or not) and doesn't allow for regular charged buster shots.(but it allows uncharged or semicharged,and the spiker ball,despite it doing nothing,seems to suffer from the same deal,sans buster shots.) also,weapon sprites are invisible,again. Gotta check Falcon and Gaea(Gaea was meant to have subweapons,for those who checked the tcrf page for X5,but it was canned,likely for balancing reasons,while Falcon,to my knowledge,was never meant to allow charging weapons.)
EDIT: Gaea works with subweapons at this point,and no charging is allowed,so,had X5 allowed players to use weapons with the Gaea armor,they couldn't be charged. Again,canned,due to balancing issues(more than likely,the thing is overpowered like crazy) Also,weapon specific sprites are invisible.(no tri-thunder/spike ball glitch here).
Falcon works,and doesn't charge,like the final.
Unarmored X doesn't charge,like the final.
I just noticed something: EternalSoft,that's NOT the F. Laser,that's actually the Goo Shaver. Twin Slasher takes the place of the Wing Spiral in this proto,and the Aiming Laser later got replaced by F. Laser(i suppose it means Firefly Laser) Using Test 1 X's,you can switch to the Tri-Thunder or the F. Laser and use the codes,and it will give some glitched graphics,so it has nothing to do with armors,or anything of the sort,it has to do as to how the game loads them(in the case of Tri-Thunder,it's already "unlocked" per say for Test 1 X,so when you switch to it,it loads the correct graphics by default) I'm VERY sure graphics exist for the other weapons,as the Aiming Laser works fine(when charged) and the palettes ACTUALLY load when using the glitched graphics trick(it even loads the purple palette for the Twin Slasher) for the Ground Fire,and the Goo Shaver.
Were you able to find the addresses that control what weapons have been obtained? it could be helpful,to check if the graphics are actually coded in(unless it was just an exception for the Tri-Thunder) and for Zero,to see if his techniques were already added in.
From what i've seen,charged abilities had yet to be implemented,but the non charged ones seem very close to completion. Goo,C-Shot,Ground Fire and Dark Hold are nearly identical to the final,Dark Hold being the most complete weapon(only lacking an appropiate palette,as it uses Frost Tower's palette from X4,and a sound) as both non charged and charged abilities are the same as the final: stop time(btw,time didn't slow down when using the charged ability,so idk what you are talking about) It's a bit buggy,though,'cause if you run out of time in Crescent's stage when you have to destroy a train and hop to the already exploding trains,the screen can get stuck.
Tri-Thunder seems close,already having final graphics(using Test 1 X's),and most of the coding complete,but it's a bit buggy,and it only fires 1 bolt.
Spike doesn't work at all,F. Laser has only barely been started at this point(Aiming Laser takes it's place for it's charged ability) and Wing Spiral hasn't even been started,only the placeholder icon that identifies as that weapon has been done.
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