![]() ![]() v0.1 (Please see the readme for patching information & changelog).ĮDIT 2: The code for collecting a Heart Tank has been tweaked to fix a bug. Implement X6's way of handling Alia's messages have a icon and sound play to alert the player, but the dialogue will only play out if SELECT is pushed.ĮDIT: First public demo is available for download! There is just so much text in this game, having the option to skip it instead of having to mash through it would be nice. I have no idea if I'll be able to implement these things, but I want to at least look into them: The game saves this flag data (gets marked on the memory card) as it never shows the dialogue again.Īnd now for the wishlist of sorts. For dialogue it has 3 flags ($00 = not seen $01 = loaded $81 = seen). ![]() The game has an active camera/dialogue/enemy table (each entry is $08 bytes) it updates in WRAM. I'm getting very close though, it's just going to require more debugging and studying how the game functions. I haven't found a way to disable it yet (that doesn't break the game that is). The cheat codes for Ultimate Armor/Black Zero allow the Force Armor to always be kept, but you still can only use one code or the other (it is possible however to allow the player to receive both upgrades, but it might be best to make the player choose I haven't fully decided yet).Īlia's dialogue as stated before is the biggest flaw of the game. This does break the story somewhat in the intro stage as X's Force Armor is destroyed if you choose Zero, and Zero's Z-Buster is damaged if you pick X (so either just assume the damage was fixable or alter the text and graphics). So X will always have the Force Armor and Zero will always have the Z-Buster. I figured out how to do this (it was a simple matter of having the branch instructions always default to a single option). Someone mentioned allowing both character bonuses to be kept. Zero boss fights both have problems for one). There are some other graphical/palette issues that I hope to fix (the X vs. This meant fixing his graphics, palettes, and sprite assembly data. For whatever reason they decided to make X and his armor use a single palette, instead of the usual 2 separate palettes. ![]() X on the other hand, required a lot more work. I rearranged the tiles so the animation will play correctly and added Zero's gem flashing for good measure. Zero was an easy fix, the graphics were simply stored incorrectly and I guess the programmer/artist didn't care. Speaking of adding some polish, they really screwed up the 'injured' graphics for both X and Zero in the intro stage. The goal of this project is fix the flaws and add some polish where needed. Now that I know so much more (and needed a secondary project to work on anyway since I'm getting somewhat burnt out studying SC4's inner workings), I figured it was time for a revisit. I had actually started this project quite a while ago, but dropped it due to my inexperience at the time.
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