Mega Man X3 - Zero Project Vers. 3.0 (In Progress)
Posted 20 April 2012 - 06:49 PM
Thanks to Mottz so much for all the help that's been going on. I figured out how the game loads the sprites into VRAM AND I know how to place them anywhere in VRAM for sprite data when needed. This is going to be an incredibly large help, especially for the X2 project in which Zero caused a horde of VRAM issues.
Right now though, I've figured out how to get Zero to appear on the screen. The issue? His VRAM doesn't update right away so I have to figure out what to do in order for that to work.
Edit: FIXED! I just need to find a new location to load Zero's VRAM graphics on the screen in ROM and then the save menu is one step closer :3
Posted 21 April 2012 - 01:09 PM
X and Zero both flawlessly appear on the screen including X with full armor. What's next is trying to get the palettes to show up correctly for them. After, I'll load new text for 'Load Game' and 'Save Game'. Then have a 'No Data' appear on screen when there's no save. Once that's ready, I'll throw in another text slot to dictate whether you're on 'Hard Mode' or not.
Once that's ready, consider the save menu done. But then comes the largest task.
I think I'm going to go back and see if I can figure out where ALL of my code changes are. Even the ones that have been lost due to the whole computer thing. I really feel like I need to re-organize everything in a much cleaner manner as right now it's literally just.. scattered everywhere.
Edit: I also plan to release the 'bug fixed' version of the Zero project without Saved Games as a separate thing. If no more bugs appear for anyone, I'll consider that the final update for the Zero Project and go back to this, which is inevitably going to be the Remastered.
Posted 21 April 2012 - 01:17 PM
Also, just one thing for Zero's three hit saber combo, I think for the purposes of this game it would be cool if his saber was the same for that as it was for the single downward strike that you have with him in the original game. Just saying.
FEAR THE HUNTER!!
Posted 21 April 2012 - 02:16 PM
Their sprites have no room for any addition from what I can see except maybe a few extras. Zero, especially, needs a hell of a lot more room to do anything since he will have his standard aerial slash, probably a dash slash, ladder slash and wall slash. That's a horde of new sprites and new sprite assembly (Which there is currently no room AT ALL in the normal bounds). Not too mention the Sabre graphics are separate from him which will also need a new location for their sprite assembly and animation data. Then again, if I'm able to remove X and Zero's data from the original, that leaves a lot of room for new data in general for anything. Works wonders for both ways.
1. Zero and X palettes load correctly! There's two palette routines in the game apparently and I did NOT know how dynamic this other routine was! It's incredibly useful. So now, X and Zero have their own palettes. As do the numbers and even the 1-up icon :3
2. I found an alternate method for who to show what PC was last played. The order of the PC's shows it. If Zero is displayed first, you were last playing as Zero. Vice Versa for X.
Posted 21 April 2012 - 11:21 PM
1. Fixed a few bugs on the save menu and am working on a way to see if I can put in animation data and what not for them. I know there's a way, just not sure how.
2. Working on putting in the 'Heart Tanks' on screen. I COMPLETELY forgot about them until now.
Posted 23 April 2012 - 05:58 AM
You should remove his air dash if you do decide on giving him a double jump, he really doesn't need both imo. And also hows the X2 project coming along or you haven't really touched on it recently..
Posted 23 April 2012 - 11:50 AM
Posted 23 April 2012 - 12:01 PM
@Dragon: I probably will. His X2 theme is still in the project completely. The only thing that's changed in the music pointer. Also thanks for mentioning that. I need to redo the music code so it doesn't load the music scattered across the rom for Zero. It'll help save space.