Bug Reports: Megaman X - Hard Type v.2.2.2
#21
11 May 2014 - 11:05 AM
Evidence: http://www.twitch.tv...lotus/c/4235119
#22
11 May 2014 - 11:20 AM
BlackyLotus, on 11 May 2014 - 11:05 AM, said:
Evidence: http://www.twitch.tv...lotus/c/4235119
Thanks for the report. That's already been fixed for the next version.
#23
18 May 2014 - 03:03 AM
1. I found a very interesting Armadillo glitch, where he drops out of the map http://www.twitch.tv...lotus/c/4276940
2. The mini boss in Octopus stage does not take damage from tornados (not sure if intended or not) http://www.twitch.tv...lotus/c/4276950
3. Third Sigma stage, the final boss D-Rex is bugged and some more glitches with the boss http://www.twitch.tv...lotus/c/4276963
#24
18 May 2014 - 06:37 AM
BlackyLotus, on 18 May 2014 - 03:03 AM, said:
1. I found a very interesting Armadillo glitch, where he drops out of the map http://www.twitch.tv...lotus/c/4276940
Damn, I really don't like the looks of this. I have no idea why that happened, to be honest. I'll be looking around for some collision misput there, that's my best guess for now. Good thing I have it on video to know exactly where it happened.
BlackyLotus, on 18 May 2014 - 03:03 AM, said:
1. I found a very interesting Armadillo glitch, where he drops out of the map http://www.twitch.tv...lotus/c/4276940
2. The mini boss in Octopus stage does not take damage from tornados (not sure if intended or not) http://www.twitch.tv...lotus/c/4276950
3. Third Sigma stage, the final boss D-Rex is bugged and some more glitches with the boss http://www.twitch.tv...lotus/c/4276963
The mini-bosses from Octopus Stage. The snakes are immune to tornado by design - it was a one shot move in vanilla. The subs are only immune to it when doing the pull / push attack, and it had to b that way due to limitations. I'm fine with it though.
The third Sigma stage's Boss already got fixed for the next version.
#25
18 May 2014 - 06:57 AM
EDIT: I'm trying to beat him without using any sub weapon, this is the first stage that I'm playing.
#26
18 May 2014 - 12:05 PM
#27
18 May 2014 - 05:36 PM
BlackyLotus, on 18 May 2014 - 03:03 AM, said:
1. I found a very interesting Armadillo glitch, where he drops out of the map http://www.twitch.tv...lotus/c/4276940
Okay, I think I've found the fix. It was some weird collision tiles left by capcom in the original as background. Very weird if you ask me. If anyone happens to have that same bug again, please report to me and I will look into it again.
Again, thanks for the bug report!!
#28
05 November 2014 - 11:16 PM
With the advent of 2.0.0, I was eager to try it out. I don't know if it's me (maybe I'm a lunatic) or not, but I've noticed some serious... lag maybe? With the dash button on my emulator? Maybe lag isn't the right word for it, but the problem is most noticeable on Storm Eagle's stage -- I'll be moving forward and need to dash jump to a platform, and X won't do it so I just regular jump, fall, and die. Tried messing with settings and key configurations and still the same issue. So I loaded up the old hard type ROM version and played Storm Eagle's stage with absolutely no issue whatsoever.
I'm playing with SNES9x1.53, so maybe that has something to do with it, but has anybody else encountered this?
#29
06 November 2014 - 09:05 AM
I personally feel like lag should be emulated, but that's a preference I guess. The dropped inputs are common amongst any game I play - lag, controller being bad, mistiming something so it appears to be a dropped input but it's really not.
I'm not positive what's causing that on SNES9x though.
#30
06 November 2014 - 09:58 AM
Basically, after hitting a direction while running, you can't dash for the subsequent 6 frames (1/10 of a second). It must be related to the fix that allows you to dash climb off sprite based platforms, because that's the only significant change I've made to the engine.
I'll be running the debugger and fixing this within the next few days. College is taking the best of my time these days.
#31
06 November 2014 - 11:09 AM
Good to know I'm not just completely failing at life or have a messed up emulator. I'll keep an eye out for a future fix on this issue since it makes the added precision platforming quite taxing at points. Totally understand the whole "college taking up the best of my time" thing too -- been there myself already. Take your time!
#32
20 November 2014 - 12:54 AM
#33
20 November 2014 - 05:05 AM
#34
20 June 2015 - 05:14 PM
#35
26 October 2015 - 04:10 PM
EDIT: I updated and used the last password and that fixed it. I look forward to finishing the fight!
#36
26 October 2015 - 04:30 PM
#37
16 September 2016 - 04:51 PM
Details
Edit: Also. The ending still (in reference to v1.3.0) looks weird. The road itself is fine, but somehow the background tiles are misaligned, making it look like the road in the lower city just turns to one side over-and-over. Also, there's this:
Edit II (09/30/2016):
Just got done playing through it start-to-finish. My head hurts... That aside, are you sure you fixed the dropped inputs? There were several times in Spark Mandrill's boss room, as well as Sigma Fortress 1's platforms... or really, anywhere there were "object platforms", I seemed to have a really tough time using the dash button. I even checked my emulator's input indicators. I was pressing the button, but nothing was happening unless I held it.
#38
03 November 2016 - 08:20 PM
Either way I truly appreciate the work you've done, I remember searching for a hack years ago and didn't find one. It is blind luck that I found it now but boy howdy it is quite a ride.