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futuretime23
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Posted on 03-21-14 05:56:09 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-21-14 10:42:55 PM) Link
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


futuretime23
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Posted on 03-22-14 12:40:11 AM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-22-14 01:17:42 AM) Link
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.
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Posted on 03-22-14 02:11:27 PM, in Mega Man X5 prototype dumped! Link
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.
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Posted on 03-22-14 10:50:00 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-23-14 04:13:42 AM) Link
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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Posted on 03-23-14 03:31:14 AM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-23-14 04:29:46 AM) Link
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.
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Posted on 03-23-14 02:21:48 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-23-14 03:51:17 PM) Link
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.
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Posted on 03-23-14 06:03:38 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-23-14 07:55:57 PM) Link
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?
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Posted on 03-23-14 07:59:22 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-25-14 01:46:21 PM) Link
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?
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Posted on 03-26-14 09:49:43 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-26-14 09:58:37 PM) Link
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
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Posted on 03-27-14 12:49:42 PM, in Mega Man X5 prototype dumped! Link
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)
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Posted on 03-28-14 02:14:42 AM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-28-14 03:16:12 AM) Link
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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Posted on 03-28-14 02:00:41 PM, in Mega Man X5 prototype dumped! Link
Originally posted by EternalSoft
About firefly's stage,the platform on spikes and the small area,are present on the original game yes,on the spikes you get a heart tank and on the platform you rescue a reploid.

About the other weapons,i found the modifier for them! And YES,the other weapons are present! but buggy:
This is the value to change them:
00AEC45B (BYTE)
0 - X buster
1 - C. Shot------------------------- Normal shot works as it should,but glitched sprite,charged shots seems to be the same as normal
2 - Dark Hold----------------------- Works as it should,curiously,if you charge this one before activating(hold triangle and then hold square to charge)it will decrease time slower
3 - F. Laser------------------------ Works but i didnt understand how,as it is invisible
4 - Ground Fire--------------------- Works as it should,but glitched sprite,doesnt works charged
5 - Tri-Thunder--------------------- Normal shot works as it should,but glitched sprite,charged shots seems to be the same as normal
6 - ????? (X4 Aiming Laser)--------- Works perfectly when charged just as X4
7 - Spike Ball---------------------- Doesn't works at all
8 - ????? (X4 Twin Slasher)--------- Works properly even charged,but glitched sprite
9 and after crash or glitch X's Palete
Ill look for zero's now...
EDIT:Also, tri-thunder is efective against grizzly slash and c shot is efective against split mushroom,considering c shot was placed on lightning web's place,you can see by the color of megaman,its the same yellow he had on x4 with lightning web equipped
EDIT2:Couldn't find zero's weapons but i found the area modifier!!! Actually it was right beside the level changer...
look the values
Stage select 00B1F30C
Area select 00B1F30D >.<
Remember that the first area is allways 0 (zero) when changing the values,here we go again for looking more stuff!
Necrobat's stage has the second area,but no boss in the end,nor enemies or the gravity things,but has the secret
spot for the armor part capsule:

And the second part of izzy glow's stage is almost complete,there's even stairs on it!,strangely the boss area entrance is on the ground,also the capsule area has nothing:

The other areas i tested all crash the emulator,as they don't exist,also when you change stage select to 10 or more,it may get overwritten by the area select,so i'l leave up to someone to find a way to fix this if possible.


great finds mate! awesome,and I mean AWESOME stuff. i'll post a video today on youtube,so stay tuned.
I'm also going to cover the capsule area from Rosered's stage as well(along with the capsule area from other stages,like Kraken and Tidal's) btw,sorry about that mix up regarding the spike passage,i guess my memory fails me(keep in mind,last time i beat X5 was on december 2012,and even then,i had beaten the game like 3 times before that). As for Pegasus,i was able to get on top of the walls but still can't get through the 1st wall. any luck with that?
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Posted on 03-28-14 10:51:28 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-28-14 11:23:19 PM) Link
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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Posted on 03-28-14 11:32:08 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-28-14 11:41:27 PM) Link
Originally posted by EternalSoft
Right now im testing some way to activate the weapons before the stage,so the game loads its sprites properly,just wait for some edit now,cuz i found a way to activate c shot and its sprites are here!
Also,this way i may be able to unlock zero's weapons

EDIT: Found it! here goes:
add this adress: 00B1F34E on Array of Bytes
then edit the first 0 (zero) to 255 and bang,when you load a level now you will have all weapons and their sprites properly! (Not all will have it properly cuz the x4 weapons are glitched,but some will work anyway!)
I noted that one of the powers is actually goo shaver,(i made a mistake before)and some powers when u charge,they will do more damage and go tru the enemies instead of disappearing,even tough they have the same sprite.
Gonna see if i can find zero's weapons... maybe they are the same,i will check now...

EDIT2: LOL i didnt found zeros weapons but i found...

BLACK ZERO !!!!



Great Scott! AWESOME!
(ignore that half-life 2 reference there)
really cool mate,how is Black Zero here? is he the same as X4 or does he have the extra parts from X5?(damage reduction,added saber damage,etc)
and another thing,when playing as Unarmored X(and i think Test 1,2 and 3 X's) all weapons have a maximum of 48 shots. When playing as Fourth,Falcon,Gaea or Ultimate,all weapons have a maximum of 72 shots. Cool piece of trivia,eh?
mate,you really need to check the X6 prototype sometime,Gate's lab 1 seems to be present there,but doesn't finish loading,maybe with your pro l33t skillz you can fix that? i couldn't figure out what was the cause behind the game hanging when the game loads that stage.
EDIT: just noticed something,when using the Dark Hold,you can't fire off charged buster shots(semicharged work,though,and so do uncharged shots) and the Ground Fire graphics look nothing like the final(also,it seems that it spits slightly more fire than the final,and it's generally aiming up,so the weapon is a bit different from the final) C-Shot looks slightly different,i think,and charged Ground Fire disables you from picking other weapons.
btw,how did you get Black Zero?
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Posted on 03-28-14 11:47:13 PM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-29-14 12:12:04 AM) Link
Originally posted by EternalSoft
ah,the x6 proto,when i tried to grab it,every link was off,i ended finding a copy of it on a JAPANESE SITE(THANKS GOOGLE TRANSLATE LOL) also,i aint no pro,i just use pure logic with some basic editing...
Also,i made a totally useless way to activate the weapons up there,its more simpler:
Add these adresses
All weapons:
00B1F34E (BYTE) change the value to 255(no more no less for it to work properly)
Black zero:
00B1F34A (BYTE) change the value to 255(no more no less for it to work properly)
i tried diferent values for black zero but only 255 seems to work,also the weapons value is kind of a combination
so if u put 255(Maximum) it will unlock every weapon

thanks mate,i've checked Black Zero,and just like Fuzn suggested: It's pretty much Black Zero from X4,the palette is the same as that game(dash/saber) and none of the X5 bonuses from the final are here,hell,you can't even fire the Z-Buster here,so,no doubts about it,Black Zero at this point was the same as his X4 counterpart.
EDIT: were you able to find Zero's techniques? BTW,if you put in area select 01,and pick 06 as stage(firefly) you get sent to rosered's stage,for some reason.
another thing,there's numerous layout differences in firefly's 2nd half in comparison to the final.(like the boss room) however,we still haven't caught a glimpse to the stairs section from the 1st half(something relating to it is likely present,but thanks to the lack of a teleporter,it's going to be a pain to find that)
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Posted on 03-29-14 12:32:30 AM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-29-14 12:34:56 AM) Link
Originally posted by EternalSoft
strangely,i was modifying the values for the ammo of the weapons,and thei'r made of pairs,respectively 32 and 1,and theres 7 other pairs for ammo after the tornados ammo(Last weapon),also theres a value between lives,health and max health's value,that is allways 0(zero) strangely...
Also,still no luck with zero's techs... i think they weren't implemented yet,i will keep looking for them...

well,if you have free time after X5,i would love if you could take a look at X6. Very curiously,both X6 and X5 protos have placeholder content from the previous game(X5 has WAY more than X6) and there's at least one level with near final graphics,but completely empty(in the case of X6,it's the final level,Gate's lab 3,X5 has firefly's 1st half)
EDIT:btw correction to my previous post,the sigma stage 1 area 2 is the area after you beat Iris/Double in final X4. has a glitched satellite background image from X4. scrolling doesn't seem to work right here.
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Posted on 03-29-14 12:46:01 AM, in Mega Man X5 prototype dumped! Link
Originally posted by EternalSoft
Ok i will look for x6 tomorrow maybe(its already 10:30 PM here by now)also,for fireflys stairs on x5,i think that the huge open path on the second area's beginning,are the stairs actually,because if u look,u just needed to go forward straight on the original x5,i think the background was just some effects they added on x5

hey thanks mate! i could get you a savestate for X6 for gate's lab 1 if you want. I'll get to recording the X5 videos,i'll look around some more,then record stuff.
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Posted on 03-29-14 12:57:55 AM, in Mega Man X5 prototype dumped! Link
Originally posted by EternalSoft
Originally posted by futuretime23
hey thanks mate! i could get you a savestate for X6 for gate's lab 1 if you want. I'll get to recording the X5 videos,i'll look around some more,then record stuff.


Ah,cool,thanks,i've done alot of work just to get a copy of that proto and i didnt even hacked it

If you have cheat engine values,then it maybe easier for us both

EDIT: ALSO,lol ,i think i changed a value that changes the bosses you have defeated,because i reached the end of GRIZZLY's stage with zero after changing this value,and i imediately returned like i had defeated the boss,and THEN,the stage select music changed!!!

stage select music changed? was the song this one: https://www.youtube.com/watch?v=tiV20tWDBd4
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Posted on 03-29-14 01:18:01 AM, in Mega Man X5 prototype dumped! Link
Originally posted by EternalSoft
Yes lol i was editing the post at time when you posted yours

EDIT:Also,im not sure if im crazy,but,is there a soundtrack with VOCALS in this beta?
Cuz i put on sound test on the original ROCKMANX5 and used the change iso on the emulator,and some songs played on the sound test! just some,by some parts and they changed sometimes and there was a track with vocals,maybe for the credits!

yep,the prototype soundtrack contains 2 vocalized songs + x4 placeholder songs + and some final songs,like zero virus stage theme 1(same as final,and it is SONG 1)
but your finding confirms that it was meant to be used as the 2nd stage select theme,before it was scrapped for unknown reasons(likely,it didn't fit the theme of the stage that followed,in this case,zero virus stage theme 1,and then 2)
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Posted on 03-29-14 01:31:38 AM, in Mega Man X5 prototype dumped! (last edited by futuretime23 at 03-29-14 01:43:57 AM) Link
Originally posted by EternalSoft
damn,just some seconds of diference between your post and my edit

but anyway man,im going to sleep now(11:20 Pm here),im almost sleeping on the chair here
see ya tomorrow if you come by this post again!

ok mate,see ya tomorrow!
EDIT: confirmed,this is the event modifier address,and that song IS the original zero virus stage select.
btw list of events:
00:normal,game begins like normal if used from character select,and is the value used when you get to the stage select.
01: if used from char select,it jumps you straight to stage select,music is still theme 1,so i assume this was used after the Enigma fails to destroy the colony.
02: same as above,but where this one would be used,i have no clue,presumably in the forced dynamo fights(before you go in the stage,obviously)
03 and onwards(from what i've checked): again,if used from char select it bumps you to the stage select,now the original zero virus stage select theme plays,leading me to believe this was used when you gained access to the final stages(whether zero became a maverick or not)
In all values,the time limit is still present,likely due to missing/placeholder coding.
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