Mega Man X3 v1.3.0
Super duper big release! It has docs inside.
Info
- Works on a US ROM or the US LC version
- US MD5:
cfe8c11f0dce19e4fa5f3fd75775e47c
- LC MD5:
ff683b75e75e9b59f0c713c7512a016b
- US MD5:
- Additional client commands are implemented, use
/help
to see which commands are available - Trackers are available for this implementation
- PopTracker pack made by MeridianBC: https://github.com/BrianCumminger/megamanx3-ap-poptracker/releases
- Emulator Lua Tracker made by Coltaho: https://github.com/Coltaho/emulator_lua_scripts
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
- Tracked stats
- 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
- Checks reached
- Tracked stats
- 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