Mega Man X

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Mega Man X - Page 5 Empty Mega Man X







Patches:


MegaManX/RockManX Patch (v16, sd2snes resume fix):
Code:
https://mega.nz/file/43JQhaRA#aAAT5Vny-XfJJ2X3kypInxfWDbDV-Eyl1nyARY1O6Ws
- now covers all standard "no header" US 1.0/1.1 and Jap 1.0/1.1 ROM versions
- now includes support for "Dr Light Theme"
- Jap RockmanX 1.0/1.1 patch merged with HerSaki's English Translation patch (v1.5)
- After Dr. Light spoke, the former bgm will resume instead starting from beginning

Hardtype version patch (v16):
Code:
https://mega.nz/file/1qYA2I4R#HGMV7ueeSKXsJempR4tkdV8F_q-lyUvcsHmbmvtjW3o
- patch merged with Hardtype version

SA-1(v1.2) merged with v16:
Code:
https://mega.nz/file/lmZUFaaB#zt1wMVF0j5pNETPmsLME578rCrtcUFEm96Oywhxli1I
- patch merged with SA-1 (1.2) Note: won't save freeze states with snes9x (v1.58 and higher) emulators


Full PCM Sets:

MET Guitar Playthrough v3, 2024 update. [Krzysztof Slowikowski]:
Converted by JUD6MENT
Code:
Download:
https://mega.nz/file/rM9WBQAC#qBO59viwc6fJib3oUk2ELRDqyHsIyumbhxXHyUos_6o

Mirror Download:
https://www.mediafire.com/file/xg75aczzc2o3hka/MET_MMX_v3_Guitar_Playthrough_MSU-1.zip/file
YouTube Preview

Mega Man X Guitar Legends MSU-1 presented by JUD6MENT (Updated: March 3rd, 2024):
Code:
Download:
https://mega.nz/file/qY0BxTJS#bCLyvT3ckBsoKte5cSIq0UG6AVPREXImb7E8y5baXKo

Mirror Download:
https://www.mediafire.com/file/50gav77jhnkasgt/MMX_Guitar_Legends.zip/file
YouTube Preview

Savaged Regime Sega Mega Drive/Genesis YM2612 Style PCM set by Relikk (v2): Dr. Light theme added:  
Code:
https://1drv.ms/u/s!Ahue7izQZmouget1GzZujz8Lln0htA

Mega Man X [TheRetromancer] (-21dB) (v2): Dr. Light theme added:
Code:
https://app.box.com/s/groyzoaxfqbsag744hzsy4w0vrcee8jx

Mega Man X - Maverick Hunter X presented by Dark Mario Bros (v2):
Code:
https://1drv.ms/u/s!Apj1KKkIqKHladszFBkTNl_Rr9A
YouTube Preview

Mega Man X - The Covers Duo by daniloroxette:
Code:
https://yadi.sk/d/foE6-sdGOjLFNg
YouTube Preview

21xx Redux Album - music by Wyllz Milare - PCM conversion by JUD6MENT:
Code:
Download:
https://mega.nz/file/E2c0iSSD#Exu6vNKinTFOdTWkchwqBTZdiniyWWdffPvIukVIfn4

Mirror Download:
https://www.mediafire.com/file/u98814evu14fpq2/21xx_Redux_Album_in_MSU-1_by_Wyllz_Millare.zip/file
YouTube Preview
SIDENOTE: Storm Eagle Stage corrupted PCM fixed. Sorry if you downloaded this before September 8th, 2023. You will need to redownload it.

Archieved PCM Sets:

Mega Man X* by MET Old Version (version 2):
Code:
primary: https://mega.nz/file/JuYWjChb#rm91ql0KATC4vTfnvAat132lUAmMCHvQB7mteSut99s
secondary: https://app.box.com/s/pjvgvyvaamzskan1dp9etyqla4s50nql

Doctor Light Theme Update:
We originally released all three Mega Man X MSU-1 titles without the ability to play Doctor Light's theme. We have fixed that issue since original release of the patches. If you are a returning user of zeldix, you may find the below link useful as it has all Doctor Light Themes used in all the PCM sets in one collection.

Dr.Light Theme collection by JUD6MENT:
Code:
https://mega.nz/file/zbgTQQaY#FXw0t3bZyE1RkMHNEC-EnLAtb1jQl6j2pb-hmFTkfKU
(just replace theme 174 from one set donwloaded below with that theme you prefer from X1 folder)

-------------------------------------
Patch: Mega Man X Plus
Custom Boss music by Cubear, for rom v 1.1

Code:
https://mega.nz/file/bGJG0BRB#Am1ISorK3Axf0G-3-ZUWX-3V7mkcyOn5Xu-csnBONBo

Mirror: https://www.mediafire.com/file/t1i9xboycrqx7ai/megamanxplus.zip/file

Description: This patch will allow all bosses in the game to have a different boss music theme load. To assemble, use a Mega Man X v1.1 (REV 1) rom as the base. Apply this patch to the fresh rom with no header. Then combine two PCM sets together by downloading a main PCM set from above and an extra tracks PCM set from below.

Code:
Track Map for New Tracks:
33. Sting Chameleon
34. Launch Octopus
35. Armored Armadillo
36. Flame Mammoth
37. Boomer Kuwanger
38. Chill Penguin
39. Spark Mandrill
40. Storm Eagle
41. Bospider (Sigma Fortress 1)
42. Rangda Bangda (Sigma Fortress 2)
43. D-Rex (Sigma Fortress 3)
44. Velgauder (Sigma Fortress 4, dog fight before sigma fights.)
45. Vile on first stage
46. Vile in Battle Armor (Sigma Fortress 1)
47. Vile out of Battle Armor (Main Vile Fight After Zero Explodes)


Extra Tracks PCM Add On (PCM themes 33-47 only):
MMX+ Series Greatest Fights PCM by JUD6MENT
Code:
https://mega.nz/file/PP5yxKoS#HOXZdIbFooHJH_JinT8K5aZn-loas2t0unXFqpLq_-M

Mirror: https://www.mediafire.com/file/jsomchdr608zrut/MMX%252B_Series_Greatest_Fights_PCM.zip/file
YouTube Preview
Description: This PCM set gives every boss in the game a different track that can be from any boss fight in the mega man series. I recommend this one.

MMX+ Multi-Artist PCM by JUD6MENT
Code:
https://mega.nz/file/DSIjBDrA#1VEYvxCNd9VLhYc1clrrFurFHb7xS95fpd5ux20t2pE

Mirror: https://www.mediafire.com/file/f5z5msfssqplp6r/MMX%252B_Multi-Artist_PCM.zip/file
YouTube Preview
Description: Every boss theme has a different music artist but is still using the same correct boss theme from Mega Man X.




Megaman-X Track Map: REVIEW


Last edited by Conn on Sun 17 Jul 2022 - 4:29; edited 55 times in total
Conn
Conn

Mega Man X - Page 5 Image212

Since : 2013-06-30

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Mega Man X :: Comments

Conn

Post Tue 26 May 2020 - 7:45 by Conn

Alright, I did my best to port it. I only tested short, so anybody needs to check on a larger scale.

Please also note... this was DarkShock's patch. Pev and I did our best to advance it and succeeded. But it is not our duty to make it compatible with any patch out there, so please take this as an exception.
Attachments
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JUD6MENT

Post Tue 26 May 2020 - 10:13 by JUD6MENT

Conn wrote:Alright, I did my best to port it. I only tested short, so anybody needs to check on a larger scale.

Please also note... this was DarkShock's patch. Pev and I did our best to advance it and succeeded. But it is not our duty to make it compatible with any patch out there, so please take this as an exception.

I will test it tomorrow on my day off work. I just finished 2 different pcm packs for this game and i was planning to test how they sound anyway and make some youtube previews for both.

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Conn

Post Tue 26 May 2020 - 10:15 by Conn

Pepillopev just told me that the current sa1 is buggy, so please only try to report bugs related to msu1.

Thanks in any case Smile

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Conn

Post Tue 26 May 2020 - 14:40 by Conn

This may help, 006BD8:05 is invincible. Also I noticed that quicksave is not possible in snes9x (game crashes), but in bsnes it is. I do not know what causes this. Maybe the sa1 is somehow deleting some msu registers or anything when quicksaving.

Otherwise, I played the first level, everything seems to be ok.

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JUD6MENT

Post Tue 26 May 2020 - 21:34 by JUD6MENT

Thanks, but i shouldnt have a problem beating the game. Its my favorite game and i have beaten it at least over 100 times and it only takes me about an hour. I will let you know what i find with the patch but it will probably be thursday morning when you see it since of our time zone differences. Thanks so much for working hard on updating this patch that is not even yours, i greatly appreciate it since it is my favorite game.

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Conn

Post Wed 27 May 2020 - 3:22 by Conn

I just noticed the freeze when quick saving in snes9x also happens in the native sa1 patched rom, so it is independent of msu1.
J, when you test and discover any bugs, please counter-check whether the vanilla sa1 patched rom has that bug as well (needs non-headered US 1.0 version).

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JUD6MENT

Post Wed 27 May 2020 - 22:11 by JUD6MENT

I have completed my testing for the SA1 MSU1 patch. I have played megaman x over 100 times without a doubt because I know I have played it at least 4-5 times a year since I was 5 years old. It is my favorite game of all time. I also think it makes me a really good candidate to give my review on the rom hack.

First things first, every part of the MSU1 music is working correctly and we are good with that Conn. You did a good job Conn because I tested this on as many emulators as I possibly can and it did not have any problem with the MSU-1 aspect of the rom hack. Also, I think it may only be the 1.60 version of snes9x that does not save state as the 1.55 version of snes9x does. The 1.60 version save state problem also happens on the original patch without the msu1 included, I checked, so that is not on you Conn.

However, don't replace the original patch as there are a few things worth mentioning about the SA1 aspect of the patch that is not related to MSU1, I think everyone should decide for themselves if this patch is worth it or not. Here is my findings and review. The first release of the hack was super buggy, but there are almost no bugs anymore as the author almost all them up a few days before Conn merged it with the MSU1 hack. It runs almost flawlessly but there are a few things that players should know.

Things That Improve the Game:

1) Gameplay slow down is eliminated. It really showed when fighting the chainsaw machines and riding minecarts in the mine cart stage. It showed no slow down when fighting the mid boss in spark mandrill stage and launch octopus stage or the serpents in launch octopus stage. It showed improvements with the fire pillars in flame mammoth stage if you don't fight penguin first and make the stage ice. It is cool stuff I must admit.
2) SRAM saves. It will remember your last password and next time you boot up the game it will automatically have that password ready and you just press start. It is like having a single save file like in a Pokemon game and that is pretty cool.

Problems With all Emulators (these are the two things to consider if the hack is worth using):

1) The animation of invincibility while using the power up Chameleon Sting weapon is slightly wrong. It is not horrible to look at but it does look different. Very minor thing.
2) For some reason sub tanks only give half the normal amount of health. The creator of the patch wanted to be able to use partial sub tanks as using a sub tank depletes the entire thing normally even if you only heal a little. However, you never use sub tanks until your health is low so it is a not needed change and somehow the change makes all sub tanks only give half the amount of health it normally does. If you are near dead, you have to use 2 sub tanks to refill your health instead of one. This makes the game much more challenging. If you are a pro player I do not think you would care, but those who think Megaman X can be challenging, you are going to really really hate that. Fighting Sigma I felt a panic that I may die because sub tanks don't do much, and I am good at this game. This does create a type of hard mode I suppose, I felt more challenged at the last fight.

I think for almost every emulator, these are the only 2 real problems you will come across. If you don't mind these two problems, then this hack is for you for sure. However, there are specific emulator problems worth noting.

(If you are tired of reading Conn, beyond this point is not that important, this is just worth mentioning to those debating to use this patch).

Specific emulator problems:

snes9X 1.60: Save States do not work, but they do work on the 1.55 version I have, weird. Funny enough I even tried a version of snes9x that was made in 2010 and the save state worked there (though MSU1 obviously was not playing with this old emulator).
Wii and Wii U emulator using the most recent SNES9xGx: Frame rate drop on Launch Octopus stage, but it does not slow down gameplay. This just makes things look a little sloppy on this stage only.
Raspberry Pi: If I play without msu1 and just the SA1 patch I have no problems. When I play msu1 and sa1 patch both included, I have a serious slowdown and frame rate lag on the Launch Octopus stage to the point it is not good. It may just be my Raspberry pi that is the problem and yours may be stronger and better built than mine.

Last Side Notes:
On Launch Octopus stage, on the boat you crash mid stage, go two water pillars back and go to the top. Once at the surface, jump right and the entire screen freaks out for a moment. This is something most people won't do so it is not much of a bug but I think it is worth mentioning that there may be some bugs and glitches that will come up as people play this hack more.

My verdict: I just wouldn't use this. The Sub tank half health is the main problem. Eliminating a little slowdown in very few parts is not an equal trade off for having the  sub tanks be messed up. One is a slight inconvenience that is not that noticeable, but the sub tanks problem can make you lose fights you should have won so that is a big problem in my opinion.

Sorry for the huge review, especially since that is what Conn asked me not to do. The patch works, but you will have to decide if Chameleon Sting animation glitch and sub tank half usable is worth it for the SA1 advantages. I wrote this long in case someone cared to know and I now have my RomHacking.net review ready once I edit the MSU-1 stuff out.

Good job Conn, and thank you for working so hard on the 3 Megaman X msu1's this last few months.

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Conn

Post Thu 28 May 2020 - 2:49 by Conn

Much thanks for your extensive review, J Very Happy
Since the msu stuff seem to work I added the patch into first post below the hardtype. If a v.1.2 will be released, I hope that I can port as well and update (source code is included in the patch file).

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JUD6MENT

Post Thu 28 May 2020 - 3:15 by JUD6MENT

I left my detailed investigation on romhacking.net, the author of the hack already has fixed several bugs, if he fixes the sting chameleon weapon and the sub tank bug this will be one really sweet rom hack.

Im going to be recording my youtube preview to two different albums for this game soon, hope to have that ready in a few hours.

Last edited by JUD6MENT on Thu 28 May 2020 - 9:22; edited 1 time in total

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JUD6MENT

Post Thu 28 May 2020 - 9:11 by JUD6MENT

Ok, I got not one, but two new PCM albums for this favorite game of mine that I finally completed. If you can add both of them with their respective YouTube previews to the first post Conn that would be fantastic. This is also the first time I used mega.nz to upload files so if you can check if the download links work properly I would appreciate that too.

Mega Man X Guitar Legends MSU-1 presented by JUD6MENT:
https://mega.nz/file/WawDSAzR#uLInYIi6TQSxzzsAzLlQ_Dx1lnzjLCtoKd6OdhLKUyA

Guitar Legends YouTube Preview:
https://www.youtube.com/watch?v=U1U6k7-8Yn0


Mega Man X Instrumental Variety MSU-1 presented by JUD6MENT:
https://mega.nz/file/Lf5XjKpI#KNpnl3EKcMdVRW3KPM22PEKQizr_7LVMz3wuKAv8AGA

Instrumental Variety YouTube Preview:
https://www.youtube.com/watch?v=7RY22JCTl8c

And I have one last link to update. I added the Dr. Light Theme I used in my Guitar Legends album to my Light Theme Downloads we did a few months ago. I also switched the download link to not be google drive as that has been giving me problems lately. If you can update this one too that would be great.

Dr.Light Theme collection by JUD6MENT:
https://mega.nz/file/zbgTQQaY#FXw0t3bZyE1RkMHNEC-EnLAtb1jQl6j2pb-hmFTkfKU

Thanks a ton!

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JUD6MENT

Post Thu 28 May 2020 - 9:21 by JUD6MENT

For those who may be interested in my my new PCM tracks, please download the Guitar Legends PCM album and give that one a try. It is the better one of the two.

I worked extremely hard to find the absolute best music and spent a lot of time to make each stage track sound appropriate for a video game soundtrack by doing some of my own light music editing to each song. The 8 stages are the real highlight of the album. I really think it is fantastic and I really think it is going to impress, especially if you like MET (Krzysztof Slowikowski) and I even have a few of his tracks in. Here is a youtube preview of it, this has been one of my favorite PCM albums yet.



My other album, Instrumental Variety, I would only suggest to those who play this game a lot and really want a new album. I think the tracks are good but they will seem a little random as I just wanted to throw some of my favorite music arrangements together even though they do not fit a common theme. Each stage will sound unique from each other as one stage will be all strings while another may be brass instruments. Take this one with a grain of salt but it is another fun option if you are looking for something new.



I have timestamps in the comment section of both YouTube videos that will make listening to each stage easier to find if you are interested. Hope someone enjoys these.

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Conn

Post Thu 28 May 2020 - 11:51 by Conn

Alright, please check first post if I did everything correctly Wink

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JUD6MENT

Post Sun 31 May 2020 - 18:36 by JUD6MENT

Conn wrote:Alright, please check first post if I did everything correctly Wink

Yeah all links are correct, thank you Conn. If you could replace the Dr. Light themes for the X2 and X3 download links with the mega.nz link I have that would be great as I am trying to replace my googledrive links so that I stop getting flagged. Thanks.

(here is that link again)
https://mega.nz/file/zbgTQQaY#FXw0t3bZyE1RkMHNEC-EnLAtb1jQl6j2pb-hmFTkfKU

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Conn

Post Mon 1 Jun 2020 - 3:13 by Conn

Replaced them in X2, X3, much thanks Very Happy

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Conn

Post Tue 2 Jun 2020 - 4:27 by Conn

Polar informed me that a new SA-1 version 1.2 came out. I ported the msu-1 version to this new SA-1:
https://mega.nz/file/hjwjjSgI#c-qLZXva1oCnA9pdRUPIzWuQmC3RD-lSWjZslqqsz60

Source 1.2:
https://www.romhacking.net/hacks/5145/

The snes9x quicksave isn't fixed yet (snes9x 1.58), but I hope the rest.

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JUD6MENT

Post Tue 2 Jun 2020 - 5:46 by JUD6MENT

The rom hacker claimed to have fixed every problem i found except that some versions of snes9x save states don't work. However, the password system have a sram save almost makes up for it. Glad i left a review on romhacking.net. I will have to give this update a test as this will be extremely awesome if all the bugs are truly fixed. Thanks Conn.

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Conn

Post Tue 2 Jun 2020 - 7:22 by Conn

I keep my fingers crossed. There is an optional patch,
Disabled double-tap to dash.(optional)

I didn't port that version since it doesn't sound original. Can you clear this up, and whether a port is necessary? As said I do not know this patch at all...

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JUD6MENT

Post Tue 2 Jun 2020 - 16:52 by JUD6MENT

In the game, you can do a short dash by pressing the dash button or double tapping on the direction pad. The double tap is something no one uses so the author of the hack made it disabled so you can not do it by accident and move forward when you don't want to.

I don't really see the point either way as no one uses double tap dash and just uses the original button instead. I also dont see how someone would accidently double tap the direction pad either so no, i would not bother doing two patches for this game and it would be a waste of time. The patch you adapted is the more original one and the one i would suggest.

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JUD6MENT

Post Thu 4 Jun 2020 - 3:48 by JUD6MENT

Conn wrote:Polar informed me that a new SA-1 version 1.2 came out. I ported the msu-1 version to this new SA-1:
https://mega.nz/file/hjwjjSgI#c-qLZXva1oCnA9pdRUPIzWuQmC3RD-lSWjZslqqsz60

Source 1.2:
https://www.romhacking.net/hacks/5145/

The snes9x quicksave isn't fixed yet (snes9x 1.58), but I hope the rest.

Oh this is a really good patch and I finished testing it. The rom hacker that created this fixed every possible bug I mentioned except on recent snes9x emulators (which is versions 1.58-1.60) the save state does not work. But with that SRAM password save, that almost makes up for it. On a bsnes emulator there is literally no problems at all.

I would highly recommend this patch. I think you should change the note next to the download link to say "won't save state with snes9x emulators" as there is no longer any bugs in the gameplay and this is the only existing problem left over with the new update. Thanks for converting this patch to MSU1 Conn, because I love it!

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Conn

Post Thu 4 Jun 2020 - 4:27 by Conn

That's awesome Very Happy
Maybe the snes9x problems can be solved with a new emulator release (mentioned it to qwertymodo). Maybe not all ram is transferred into quicksave ram or whatever.

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qwertymodo

Post Fri 5 Jun 2020 - 19:10 by qwertymodo

The save state crashing issue seems to be due to the fact that the file size doesn't match the size indicated in the ROM header.  Pad the ROM out to 2MByte (and fix the checksum while you're at it), and it doesn't crash anymore.

Edit: Nevermind, still crashes. I'll look into it more.

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Conn

Post Sun 14 Jun 2020 - 8:15 by Conn

@Jud6Ment, I just went into the git of snes9x:
https://github.com/snes9xgit/snes9x

There was an update:

@bearoso
bearoso SA1: Remove memory remapping at load state.

This fixes the Mega Man X SA1 patch.

So with luck the freeze is fixed now with the latest built 1.60-897:

https://ci.appveyor.com/api/buildjobs/fcpk6ryygt5c15t9/artifacts/snes9x-1.60-205-gcdc302e-win32.zip

Edit:
Just tested, no more bugs on freeze savestates Very Happy

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JUD6MENT

Post Sun 14 Jun 2020 - 13:57 by JUD6MENT

Oh that is great, thanks for the update conn.

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avatar

Post Mon 15 Jun 2020 - 6:07 by darthvaderx

I tested it here and it seems that it is also fully compatible with the Relocalization and Capsule Remix hacks (in the latter you have to add the header).

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Conn

Post Tue 7 Jul 2020 - 19:01 by Conn

All patches (also sa1, hardtype) updated to fix sd2snes resume:
Reason is the resume $2007:04 in sd2snes which qwerty found out while working on zelda LA DX.
If you want to resume a currently played track somewhen later you make a LDA #$04 : Sta $2007

On sd2snes it takes a time to transfer the resume location, so if you immediately make a STA $2004: newTrack, the resume info might get lost.

To overcome I added this loop:
LDA #$04
STA $2007
loop41:
LDA $2000
AND #$10
BNE loop41

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