Bug Reports: Megaman X - Hard Type v.2.2.2
#3
05 October 2013 - 09:52 PM
At some point there was a blue rocket launcher thing standing in mid-air.
#4
05 October 2013 - 11:01 PM
#6
14 January 2014 - 09:43 PM
EDIT BY MOD: Fixed in current version.
#7
14 January 2014 - 10:40 PM
Running_Moon, on 14 January 2014 - 09:43 PM, said:
Thanks for pointing this one out, I actually experienced this as well when testing but totally forgot to mention it.
#8
16 January 2014 - 01:23 PM
Running_Moon, on 14 January 2014 - 09:43 PM, said:
That's very interesting, it will only occur in the current version, due to the vertical scrolling added. I'll experiment with the values to remove that off-screen platform. Thanks for the feedback!
Edit: Fixed for the next version.
This post has been edited by Hart-Hunt: 24 January 2014 - 06:06 AM
#9
04 February 2014 - 06:07 PM
Where you first encounter the red car driving enemies there are some glitchy looking blocks in the way. This prevents X from riding the car to jump the gap.
Pretty sure I patched things correctly, as the game ran fine until this point.
#10
04 February 2014 - 06:33 PM
Running_Moon, on 04 February 2014 - 06:07 PM, said:
Where you first encounter the red car driving enemies there are some glitchy looking blocks in the way. This prevents X from riding the car to jump the gap.
Pretty sure I patched things correctly, as the game ran fine until this point.
Thank you for the bug report Running Moon.
Let me isolate that bug and see what makes it. The only time I experienced that one, I tested it again with another ROM and the bug didn't happen anymore.
Do you remember / know what emulator you were using, btw? And from which site you got the ROM?
Also, if you want a password for after the Intro Stage, let me know. You were at the end of it, anyway.
#11
04 February 2014 - 06:46 PM
Rom probably downloaded from Rom Hustler, otherwise Rom Nation.
I'll try it with Snes9x in awhile and let you know how that goes.
#12
04 February 2014 - 07:40 PM
Running_Moon, on 04 February 2014 - 06:46 PM, said:
Rom probably downloaded from Rom Hustler, otherwise Rom Nation.
I'll try it with Snes9x in awhile and let you know how that goes.
Released 0.5.1b, same version but with only the patch for Unheadered ROMs. Included an utility tool in the .zip for removing headers. Remove the header of your vanilla ROM, apply the patch, and the bug will be solved.
Thanks again for the bug report, have fun with the rest of the game!
#13
05 February 2014 - 01:02 AM
Hart-Hunt, on 04 February 2014 - 07:40 PM, said:
Thanks again for the bug report, have fun with the rest of the game!
Hmm... I did this but unfortunately still the same issue in Zsnes 1.51.
Snes9x works fine. Tried both unheadered 0.5.1b and the headered 0.5.0 I complained about and everything's good now. So maybe my ROM is a bad egg or Zsnes is or both.
#14
05 February 2014 - 07:24 AM
Running_Moon, on 05 February 2014 - 01:02 AM, said:
Snes9x works fine. Tried both unheadered 0.5.1b and the headered 0.5.0 I complained about and everything's good now. So maybe my ROM is a bad egg or Zsnes is or both.
For now, I'll say it's Zsnes that's causing a problem. I'll keep an eye on this particular bug, and hopefully isolate it better through testing. Thanks for the feedback!
#15
10 February 2014 - 11:24 PM
I don't have to use Fire Wave, I can simply drop down from above to get behind the last flammable block in the row to nab the energy.
Intended?
Also, is infinite lives gonna be part of the final version? If so, the extra life hidden near the 3rd set of flammables is redundant. Extra weapon energy might be nice instead.
Enjoying the hack so far, keep on trucking!
#16
11 February 2014 - 07:43 AM
Running_Moon, on 10 February 2014 - 11:24 PM, said:
I don't have to use Fire Wave, I can simply drop down from above to get behind the last flammable block in the row to nab the energy.
Intended?
Also, is infinite lives gonna be part of the final version? If so, the extra life hidden near the 3rd set of flammables is redundant. Extra weapon energy might be nice instead.
Enjoying the hack so far, keep on trucking!
Added a little platform for the inflamable set of blocks. They can be destroyed by the regular buster (same as in vanilla), btw. In the next version, they will take far less shots to get destroyed. The "intended" way is to go through that set of blocks, destroy them, then climb up from there. Same with the rest of those blocks throughout the level.
Infinite lives is gonna be part of the version. For the 1-ups spread throughout the stages (as well as those dropped by enemies), within my scope of changes is changing what the 1-Up does. It will make the same as grabbing both a large energy capsule, and a large ammo capsule.
I'm finishing the details of a lot of ASM changes going on for the next version as we speak ^^ You'll quite enjoy next version, as the changes on the enemies' HP and the bosses weaknesses really alter the dynamics of the levels for the better. Not to mention that Storm Eagle will have its Arena changed (slightly, there's only so much blocks I can edit, as it is all hardcoded within an event).
Thanks for the bug report!
#17
07 May 2014 - 07:21 AM
#18
11 May 2014 - 03:31 AM
#19
11 May 2014 - 05:07 AM
for your convenience i've made a highlight of what I did
http://www.twitch.tv...ninja/c/4233529
#20
11 May 2014 - 06:32 AM
Thanks for the bug report! I think what I'll do is make that wall unclimbable and, that should fix the issue. Also, I'll work around the background so it isn't that ugly black.
Edit: Yep, I've just fixed it. Thanks again.
This post has been edited by Hart-Hunt: 11 May 2014 - 07:00 AM