Megaman X bug

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alanm26
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Megaman X bug

Post by alanm26 »

I just checked this out with ZSNES 1.36 and the newest WIP. When you use a full subtank in Megaman X, it's supposed to fill up your energy all the way, unless you were really low and have all the heart upgrades, then it may be a bar or 2 short from full. When playing on the real SNES cart and on the latest SNES9x WIP, this is the case. When playing on ZSNES, the subtanks only give you half the normal energy they're supposed to. I've tried both the 1.0 and 1.1 USA version of the rom. I don't think this problem is in X2 or X3, but I've never played those on the real SNES to be sure.
Joe Camacho
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Post by Joe Camacho »

I also had this problem, check your roms with NSRT, or see when you load your roms, in the lower right corner, do their checksums are: Ok or Fail?
*Sometimes I edit my posts just to correct mistakes.
alanm26
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Post by alanm26 »

Both rom checksums pass, and I've verified them with GoodTools.
Joe Camacho
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Post by Joe Camacho »

Yeah... I just tried that with my good version of MMX 1.1... Sorry I couldn't be of much help. Try it with another Emulator just to check off zsnes.
*Sometimes I edit my posts just to correct mistakes.
alanm26
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Post by alanm26 »

The problem seems to be with ZSNES. It works correctly with SNES9x and SNEeSe.
Agozer
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Post by Agozer »

alanm26 wrote:Both rom checksums pass, and I've verified them with GoodTools.
Verify the rom with NSRT too, just in case.
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grinvader
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Post by grinvader »

Agozer wrote:
alanm26 wrote:Both rom checksums pass, and I've verified them with GoodTools.
Verify the rom with NSRT too, just in case.

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NSRT v3.3 - Nach's SNES ROM Tools
                                                                                
---------------------Internal ROM Info----------------------
       File: Megaman_X.smc
       Name: MEGAMAN X             Company: Capcom
     Header: SWC                      Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 12 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.1
   Checksum: Good 0x4CC2             CRC32: DED53C64
--------------------------Database--------------------------
   Name: Megaman X
Country: USA                    Version: 1.1
 Port 1: Gamepad                 Port 2: Gamepad
I can reproduce this bug using the latest WIP. I never realised it because I never use any subtanks, heh. Talk about silly.

I'll check X2 and X3 too.

Edit: No problem with X2. With X3, however, a full subtank doesn't refill a complete health gauge (once you take all the heart tanks).

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---------------------Internal ROM Info----------------------
       File: Megaman_X_3.smc
       Name: MEGAMAN X3            Company: Capcom
     Header: SWC                      Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: C4                        ROM: 16 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x4055             CRC32: FA0FE671
--------------------------Database--------------------------
   Name: Megaman X 3
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
I smell evil voodoo capcom programming.
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Code: Select all

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Agozer
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Post by Agozer »

It seems tht we really do have a genuine bug here, or like grinvader put it, evil voodoo capcom programming.
whicker: franpa is grammatically correct, and he still gets ripped on?
sweener2001: Grammatically correct this one time? sure. every other time? no. does that give him a right? not really.
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alanm26
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Post by alanm26 »

To make this a little more clear, I counted the energy bars in Megaman X. The fully upgraded X has a 32 unit lifebar. A full subtank is supposed to refil 28 units, which also happens to be the length of the weapon bars. In ZSNES, you only get half of that, 14. A less-than-full subtank normally gives an appropriate fraction of units, and ZSNES still gives half of what it should.

All the energy powerups in the game give the correct amount of units when playing in ZSNES, as well as it taking the correct amount of energy to fill a subtank it seems. Not that I know that much about programming, but my guess is that the menu screen shows real-time values for energy and weapons, even when filling your energy with a subtank. The energy gets filled one unit at a time in some sort of loop so that the energy bar animates getting full. Maybe every other loop is getting overlooked because of some timer issue that only ZSNES has.
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Post by Noxious Ninja »

Heh, I always thought that was how it was supposed to be. Never played the game on a real SNES. :/
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Post by grinvader »

alanm26 wrote:To make this a little more clear, I counted the energy bars in Megaman X. The fully upgraded X has a 32 unit lifebar. A full subtank is supposed to refil 28 units
Are you sure about that ?

I don't remember very well, but I thought it was full sub-tank -> full life gauge...
Never mind. I suppose I never refilled life while having less than 4 units remaining.

So maybe the megaman X3 problem is inexistant. I'll recheck asap.

Edit: indeed. A full subtank restores 28 points. No problems in X3 then.
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Post by PFUNK »

Heh, I always thought this was the same on the original cartridge as well... Which is bad, because I just did a Megaman X3 review and praised it for refilling the subtank fully whereas Megaman X did not.

I remember playing Megaman X2 and using a sub-tank with next to no life and it would fill my life-gauge all the way, but the sub-tank gauge would still be a little less-than half-way full... It was probably just my imagination though.
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Post by Hitokage »

Real Megamen have no need for subtanks, or heart tanks either. ;)
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Post by Nach »

Hitokage wrote:Real Megamen have no need for subtanks, or heart tanks either. ;)
Amen.
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