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Releases: TheLX5/Archipelago

Mega Man X2 v1.1.1

19 Sep 06:51
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Some fixes for annoying bugs

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Changelog

Fixes

  • Fixed UT support not properly tracking a lot of settings
  • Fixed Zero's cutscene hanging the game
  • G.Crush and I.Tracer are now properly backed up in the server
  • Fixed X-Hunter Base levels unlocking checkpoints for the next base level

Known issues

  • Getting a game over screws up the progress screen

Mega Man X v1.4.0

24 Aug 05:50
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PR version? yup, PR version!!!!

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Changelog

Additions

  • It's now possible to change the palette colors for X's armor
    • There's a bunch of presets which makes the generated yaml huge
    • You can also write your own custom colors

Adjustments

  • Bosses can have up to 16 weakness slots instead of 8
    • This mostly affects RAM-based trackers. The starting RAM offset was moved to 7FEC00.
  • Strict weakness setting that allows upgraded busters to deal damage now considers upgraded busters in logic
    • Hints and spoiler look absolutely ugly now

Fixes

  • Refill request via the game itself now has a timeout (1 second)
    • This should reduce or remove the amount of times the game stops receiving inputs on the pause menu
  • Can no longer receive items during the ending sequence

Known issues

  • Can't exit the intro with the pause menu. A reset is required.
    • Intro in this game is slightly different than the ones from X3 & X2... might be my disassembly the one that's wrong
  • Healing during the pause menu screen at the Sigma fight will show a duplicated X
  • Collected heart tanks aren't acknowledged by the progress screen after a reboot

Mega Man X3 v1.4.0

23 Aug 05:57
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Palettes... and more palettes! PR version fr fr fr no cap

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Changelog

Additions

  • It's now possible to change the palette colors for X's armor
    • There's a bunch of presets which makes the generated yaml huge
    • You can also write your own custom colors
  • Volt Catfish has Enemy Tweaks available

Adjustments

  • Some bosses now changes its behavior at a random HP threshold when random boss HP is active
    • Applies to:
      • Volt Catfish
      • Toxic Seahorse
      • Gravity Beetle
  • Bosses can have up to 16 weakness slots instead of 8
    • This mostly affects RAM-based trackers. The starting RAM offset stays the same.
  • Strict weakness setting that allows upgraded busters to deal damage now considers upgraded busters in logic
    • Hints and spoiler look absolutely ugly now
  • Removed every text box in the game
    • Speedrun goes brrrr (produces funny results)
  • Upgrade capsules no longer play back the movement demo

Fixes

  • Refill request via the game itself now has a timeout (1 second)
    • This should reduce or remove the amount of times the game stops receiving inputs on the pause menu
  • Fixed level 1 charge shot dealing damage when allowing the upgraded buster deal damage to bosses
  • Byte now requires Bit to be defeated in order to be considered in logic
    • It already did ask for Bit, but not in every case
  • Fixed a generation crash with Vile in Lab 2 when he had more than 8 different weapons in logic
  • Maybe fixed Lab 3 rematch capsules for real this time
    • Can't replicate it, so let's pray it works for real this time

Known Issues

  • X's position on the holographic map gets out of sync sometimes

Mega Man X2 v1.1.0

23 Aug 19:18
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PR version? PR version

Info

Changelog

Additions

  • It's now possible to change the palette colors for X's armor
    • There's a bunch of presets which makes the generated yaml huge
    • You can also write your own custom colors

Adjustments

  • Bosses can have up to 16 weakness slots instead of 8
    • This mostly affects RAM-based trackers. The starting RAM offset stays the same.
  • Strict weakness setting that allows upgraded buster to deal damage now considers upgraded buster in logic
  • Removed every text box in the game
    • Speedrun goes brrrr (produces funny results)

Fixes

  • Refill request via the game itself now has a timeout (1 second)
    • This should reduce or remove the amount of times the game stops receiving inputs on the pause menu
  • Fix Crystal Snail HP Pickup 4 not considering in logic being able to defeat a X-Hunter

Known issues

  • Getting a game over screws up the progress screen

Mega Man X3 v1.3.1

09 Aug 22:15
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Info

Changelog

Additions

  • Added an option to consider the "Use Any Checkpoint" feature from helmet upgrades in logic

Adjustments

  • SNI no longer gets blasted with write requests when synchronizing the reached locations
  • Made the client wait until DataStorage has acknowledged the keys used for data tracking
  • Lowered amount of progression items required for Dr. Doppler's Lab

Fixes

  • Lab 4 doesn't ask only for Lab 3 completion if all labs are unlocked
  • Byte now requires Bit to be defeated in order to be considered in logic
  • Vile in Lab 2 now properly checks for both boss weaknesses
  • Lab 1's completion now checks if one boss can be defeated instead of both

Known Issues

  • X's position on the holographic map gets out of sync sometimes

Mega Man X2 v1.0.1

09 Aug 22:14
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Info

Changelog

Additions

  • Added an option to consider the "Use Any Checkpoint" feature from helmet upgrades in logic

Adjustments

  • Removed demos after getting a capsule
    • Fixes a crash when capsules tried to play a demo with changed controls
  • SNI no longer gets blasted with write requests when synchronizing the reached locations
  • Made the client wait until DataStorage has acknowledged the keys used for data tracking
  • Lowered amount of progression items required for X-Hunter's Base
  • Made every boss immune to crystal hunter when the weakness strictness is disabled

Fixes

  • Fixed X-Hunter Base not being properly saved
  • Fixed /resync and /trade commands not being registered as commands

Known issues

  • Getting a game over screws up the progress screen

Mega Man X v1.3.1

09 Aug 22:12
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Info

Changelog

Additions

  • Added an option to consider the "Use Any Checkpoint" feature from helmet upgrades in logic

Adjustments

  • SNI no longer gets blasted with write requests when synchronizing the reached locations
  • Made the client wait until DataStorage has acknowledged the keys used for data tracking
  • Lowered amount of progression items required for Sigma's Fortress

Fixes

Known issues

  • Can't exit the intro with the pause menu. A reset is required.
    • Intro in this game is slightly different than the ones from X3 & X2... might be my disassembly the one that's wrong
  • Healing during the pause menu screen at the Sigma fight will show a duplicated X
  • Collected heart tanks aren't acknowledged by the progress screen after a reboot

Mega Man X3 v1.3.0

07 Aug 07:32
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Super duper big release! It has docs inside.

Info

Changelog

Additions

  • Received items are saved between sessions
    • Loading the saved data happens at the first load of the stage select screen or the intro stage
    • Saving happens at any time the players receive an item
    • You can delete the save to force a resync of items with /resync during the title screen
      • Doesn't mess with locations reached or other stats
  • Players can visit any previously reached checkpoints at any time during the stage select
    • Helmet upgrade still gives players access to all checkpoints in a level
    • Checkpoints reached are synchronized with the server
  • Added a results screen after the credits sequence
    • Tracked stats
      • Death count
      • Damage dealt/taken
      • Checks reached
      • Upgrades/Weapons/Maverick Medals obtained
      • Clear time
        • May not be running at all times or running when it's not supposed to (during loading screens, lag frames, etc). Treat it as a fun side thing as it's not likely to receive any updates to enhance its accuracy.
    • Stats have a ranking system, have fun figuring them out :P
    • All the stats are synchronized with the server
      • Not entirely sure if players can abuse fast forward/rewind/save states for better stats, but all of those are synchronized with the server and the biggest value is always used. Maybe if players are fast enough with their (cheating) tools they may be able to fool the system... but it's a for fun feature so who cares lol
  • Added a post-stage result screen
    • Tracked stats
      • Checks reached
        • Heart Tanks, Sub Tanks and Capsules have separate trackers
        • Pickupsanity separated from the stage check count
      • Time spent on the stage
      • Total results from the game (without ranks)
        • Some of these have a color indicator if it has met the setting in the yaml
  • Players can now request HP and Weapon Energy refills during the pause menu by pressing SELECT on the desired item they want to refill to its fullest
    • The X.Buster option will request HP (and is the only way to request it)
  • Players can now receive heals, refills and 1-Ups during the pause menu
  • Current Energy Pool is now exposed on the pause menu
  • Lives are now capped at 99
    • This also affects the option in the yaml
    • They're also saved into the server
  • The holographic maps contain a lot of extra locations of interest
    • It now shows Pickups & Bosses
    • Every kind of location has a new icon/color tied to them
    • May fail to show X's correct position from time to time... no idea why
  • The holographic maps are now able to be summoned at any time while pressing SELECT
    • The maps no longer appear on level start, making the game flow much faster
    • Anytime is a bit of a stretch because there's a handful situations where holographic maps are forbidden due to them corrupting graphics
  • Intro stage can be visited at any time by selecting the X sign on the stage select screen
  • The Chimera Ride Armor always appears on Blast Hornet's stage
  • Boss' HP bar is scaled to match their actual Max HP
    • Some bosses recycle their HP bars in second phases, those won't be adjusted appropriately
  • Proper Universal Tracker support

Adjustments

  • ROM after being patched is now 3MiB
  • Lowered the maximum amount some progression items for opening the Fortress
  • Autoheal is removed
    • Too unreliable, too disruptive, had some bugs I couldn't figure out how to fix
  • Removed /pool and /autoheal client commands
  • Removed maverick intros
  • Removed cutscenes after certain events in the middle of the game
    • Intro and credits are untouched
  • Bosses can now properly be rematched at their stages as often as players would like
  • Game now switches to the game logo presentation after the Capcom logo
  • Made Vile's item count requirement be always lower than Doppler's
  • Switching checkpoints on the stage select with L/R now has more sense
    • Pressing L will decrement the checkpoint counter while R will increment it
  • Maverick Medals are now granted alongside the Boss Defeated check
  • Maverick Medals will be automatically granted if a Boss Defeated check is detected

Fixes

  • Fixed a big logic issue regarding weaknesses where it'll ask for every single weakness at the same time instead of checking if only one is actually valid
  • Fixed Vile in Lab 2 not having appropriate access rules with random weaknesses
  • Fixed a generation failure when at least one person in the multiworld has 0 rematches and the rest don't
  • Fixed rare cases where pausing the game is forbidden after getting an item
  • Fixed logic issue with Volt Catfish's Weapon Energy pickups
  • Fixed EnergyLink's heal and refills giving more HP or Weapon Energy than there was in the pool
  • Fixed a logic issue with the Doppler Lab Levels Bundle Unlock option where it only counted Dr. Doppler as the only connection to Lab 4
  • Fixed some cases where collecting a pickup and getting a HP refill during the first refill is playing its animation can lock up the game
    • Not entirely sure if it's fixed, but eh, hard to test

Mega Man X2 v1.0.0

07 Aug 07:34
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Initial release! Feels weird for this one to be this short though, considering the other two games...

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Changelog

  • Initial version

Mega Man X v1.3.0

07 Aug 07:31
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Big release with tons of changes! It also has docs now.

Info

Changelog

Additions

  • Received items are saved between sessions
    • Loading the saved data happens at the first load of the stage select screen or the intro stage
    • Saving happens at any time the players receive an item
    • You can delete the save to force a resync of items with /resync during the title screen
      • Doesn't mess with locations reached or other stats
  • Players can visit any previously reached checkpoints at any time during the stage select
    • Helmet upgrade still gives players access to all checkpoints in a level
    • Checkpoints reached are synchronized with the server
  • Added a results screen after the credits sequence
    • Tracked stats
      • Death count
      • Damage dealt/taken
      • Checks reached
      • Upgrades/Weapons/Maverick Medals obtained
      • Clear time
        • May not be running at all times or running when it's not supposed to (during loading screens, lag frames, etc). Treat it as a fun side thing as it's not likely to receive any updates to enhance its accuracy.
    • Stats have a ranking system, have fun figuring them out :P
    • All the stats are synchronized with the server
      • Not entirely sure if players can abuse fast forward/rewind/save states for better stats, but all of those are synchronized with the server and the biggest value is always used. Maybe if players are fast enough with their (cheating) tools they may be able to fool the system... but it's a for fun feature so who cares lol
  • Added a post-stage result screen
    • Tracked stats
      • Checks reached
        • Heart Tanks, Sub Tanks and Capsules have separate trackers
        • Pickupsanity separated from the stage check count
      • Time spent on the stage
      • Total results from the game (without ranks)
        • Some of these have a color indicator if it has met the setting in the yaml
  • Players can now request HP and Weapon Energy refills during the pause menu by pressing SELECT on the desired item they want to refill to its fullest
    • The X.Buster option will request HP (and is the only way to request it)
  • Players can now receive heals, refills and 1-Ups during the pause menu
  • Current Energy Pool is now exposed on the pause menu
  • Lives are now capped at 99
    • This also affects the option in the yaml
    • They're also saved into the server
  • Boss' HP bar is scaled to match their actual Max HP
  • Proper Universal Tracker support

Adjustments

  • ROM after being patched is now 2MiB
  • Lowered the maximum amount some progression items for opening the Fortress
  • Autoheal is removed
    • Too unreliable, too disruptive, had some bugs I couldn't figure out how to fix
  • Removed /pool and /autoheal client commands
  • Removed maverick intros
  • Removed cutscenes after certain events in the middle of the game
    • Intro and credits are untouched
  • Switching checkpoints on the stage select with L/R now has more sense
    • Pressing L will decrement the checkpoint counter while R will increment it
  • Maverick Medals will be automatically granted if a Boss Defeated check is detected
  • Vile on his Ride Armor now shoots his yellow orbs that triggers a cutscene from the start of the encounter

Fixes

  • Fixed a big logic issue regarding weaknesses where it'll ask for every single weakness at the same time instead of checking if only one is actually valid
  • Fixed EnergyLink's heal and refills giving more HP or Weapon Energy than there was in the pool
  • Fixed a logic issue with the Fortress Levels Bundle Unlock option where it only counted D-Rex as the only connection to Fortress 4
  • Fixed some cases where collecting a pickup and getting a HP refill during the first refill is playing its animation can lock up the game
    • Not entirely sure if it's fixed, but eh, hard to test

Known issues

  • Can't exit the intro with the pause menu. A reset is required.
    • Intro in this game is slightly different than the ones from X3 & X2... might be my disassembly the one that's wrong