Parameter | Informationen |
---|---|
Konsole: | SNES |
Original Spiel: | Mega Man X |
Typ: | Improvement |
Genre: | Action > Platformer |
Veränderungen: | T,GP |
Ersteller: | pianohombre |
Erstellungsdatum: | 07/16/2017 |
Letzte Änderung: | 07/19/2017 |
Parameter | Informationen |
---|---|
Dateiname: | mmx-skip-intro.zip |
Downloads: | 9 |
Anforderungen: | Header (SNES) |
Version: | 1.0 |
Bewertung: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Apply patch to a Megaman X 1.0 headered rom. Recommended to use Flips for patching. The assembly file is included (but not required). Recommended to use Asar for assembler. This patch will also work for Rockman (J) X 1.0 headered, since the address locations for the patch are the same. Function ---------- Simply skips the introduction/highway stage and goes directly to the boss/stage select screen similar to classic NES Megaman. Why is this useful? If you'd prefer to just edit the regular stages and the Sigma stages and you think the intro stage is a nuisance then this patch is for you. Or if you'd rather just get into playing the game without the introduction. Assembly --------- Hacks the assembly to load default level 1 after the highway stage and changes a value to record that the introduction/vile has been finished. Both subroutines are needed to get to the boss select screen. If you run the game without the VileDefeated subroutine the level runs in an infinite loop (like the intro stage). How to Edit ------------ The assembly is very useful if you'd like to edit only one of the levels for the game and load ONLY that one level. Since you need to defeat the intro/Vile to get to the stage select screen you will infinite loop on whatever level is loaded, both after you expire your 2 lives, or even if you defeat the boss for that level, if you remove the VileDefeated subroutine. Comment out this code (using semi-colon): org $809506 jsr VileDefeated You can also change the level ID to start the game from any level, just change the value in the LoadLevel1 subroutine. List of Level IDs ----------------- #$00 = Highway/intro stage #$01 = Launch Octopus #$02 = Sting Chameleon #$03 = Armored Armadillo #$04 = Flame Mammoth #$05 = Storm Eagle #$06 = Spark Mandrill #$07 = Boomer Kuwanger #$08 = Chill Penguin #$09 = Sigma Stage 1 #$0A = Sigma Stage 2 #$0B = Sigma Stage 3 #$0C = Sigma Stage 4