Mega Man X

Mega Man X v1.2.13

  • Fixed a glaring bug introduced in v1.2.12 that made Goombas register hit effects even during their squishing/knockback animations, which is quite annoying. This had to be fixed, hence this patch.
  • Water Balloons no longer register hits during their explosion animation.
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An update that originally meant to address issues reported after v1.2.11 released. I was told that the mod causes softlocks to happen for mods such as Fly Guy pet mod or Yoshi's flutter jump or Peach's float in extra chars, but I could not reproduce any of the mentioned problems despite trying different combinations of mods. Therefore, all I can say regarding this is to have all of your mods and coopdx updated to their latest versions.
Assuming no other breaking bugs surface, this will be the last update before v1.3, which will still take a long time.

Changes:
  • Added Neutral Armor X. It has no special attributes for the time being.
    image_2026-02-08_214215508.png
  • Added sanity checks that caused mods such as Mario '96 to show script errors.
  • Gaea Armor Giga Attack, Shadow Armor Giga Attack, and Rekkoha are now fully intangible. Meaning they no longer get squished and are no longer affected by some of the stronger lingering hitboxes like Bowser or Chain Chomp. However, their charge time has been increased to compensate for this.
  • Fixed a bug where charge effects would appear fixed in space for other players who are outside of the player's field of view.
  • Fixed a bug where online desyncs causes weapons to sometimes not interact with Goombas.
  • Removed some unused Vile voice clips and added some missing ones to the Japanese Vile voice clips.
  • The characters now have their proper idle animations in the CS menu when used with the latest versions of Character Select
  • Each character has their own color in the CS menu, instead of a default blue color for all characters
  • Added Shadow Armor X and Vile MK-II.
  • All characters now have a standardized dash punch, which is as important as the ground pound. Vile can dash punch by dashing and using the bomb input.
  • Vile's dash no longer consumes meter.
  • Zero has a new move, Rekkoha, which can be executed by pressing the punch button while stationary. Shippuga is now a combo move that can be used by doing a normal ground attack and then pressing the punch input.
  • Fixed the infamous glitch that makes characters get burnt forever.
  • Fixed the teleport glitch when opening new doors.
  • Added interactions with Brutal Bosses and Gore/Hardmode custom enemies. They have more health in general compared to vanilla enemies. The Grand Star from Brutal Bosses is not interactable with the weapons though. I couldn't figure out a proper way to get its behavior.
  • Added health to Star Road custom objects. Previously, they used to have a locked 1 health.
  • Added Star Road's chain chomp to the list of interactable objects.
  • Made the Mad Piano get into attack mode if you attack it first.
  • Added new dash effects for all characters.
  • Some animations were changed, including the run animation.
  • Plenty of character stat changes, including a faster charge shot for X and a few adjusted hitboxes for Zero's saber.
  • Plenty of other fixes and improvements. This is probably the biggest v1.2.x update in terms of adjustments, so I can't list all of them.
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An update because the previous version of the mod is no longer properly compatible with last version of coopdx (v1.3.1).

Changelog:
  • Black Zero's Z-Saber is now colored purple again, due to the use of the updated gfx functions from coopdx 1.3.1
  • All weapons are properly lit during night time when using Day/Night DX mod, due to the use of the updated gfx functions from coopdx 1.3.1
  • Vile's bomb's hitbox has been increased again, after being greatly reduced in 1.2.9
  • Vile's bombs can now properly get rid of Koopa The Quick again. its removal in 1.2.9 was unintentional
  • Improved range of Gaea Armor's Giga Attack
  • Vile bombs and Gaea Giga Attack interact differently with Goombas and Koopas. Now they get deleted instead of stomped.
  • Adjusted weapons's interactions with Boos
  • Koopas and Boos no longer receive hits during death animation
  • Removed typo on Gaea Armor's description when using CS
  • Updated CS descriptions
  • Slightly adjusted wall sliding code. Looks visually better when sliding off very small surfaces.
  • Reworked hitbox interactions' system:
    • Objects that get deleted from weapon hitboxes now get deleted on the next frame, while being hidden in the current one. This makes the interactions properly appear for other players when playing online
    • Removed oIntangibleTimer = 0 from all hitboxes and added a custom interactions handler between player. This makes it so that the bob-omb could be juggled again and all other players would be able to see it
    • Projectiles no longer get deleted when interacting with other players if server interactions are set to Non-Solid
  • Zero:
    • Adjusted wait time between hits and hit stop after hits, after discovering that the whole thing wasn't properly implemented. But the new behavior should be roughly the same as the old one
    • Adjusted some hitboxes
    • Z-Saber position now moves better depending on Zero's speed
    • Cancelling the 3-hit Z-Saber combo into Ryuenjin will now set the face angle to the held direction of the stick, rather than the face angle of the slash combo.
    • Cancelling the landing air slash into Ryuenjin or Dash will now set the face angle to the held direction of the stick, rather than the face angle of the landing slash.
    • Intangibility timer from moves like Ryuenjin or Raikousen is no longer counting down while in hit stop
  • Fixed Vile bombs causing script errors when hitting NPCSs
  • Fixed Vile bombs causing script errors when interacting with that wooden box enemy in Star Road
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This requires version 1.3 of coopdx, due to use of gfx_parse functions and the extended object fields. Black Zero was possible because of gfx functions that were introduced, that made altering effects much easier than importing and reimporting the models.
You might notice it's not possible to hit blocks or stomp enemies, but this is because coopdx 1.3 does not let custom actions have the default behaviors for hitting above and below. The fix should be added to a future version of coopdx Fix INT_HIT_FROM_ABOVE/BELOW check by Sunketchupm · Pull Request #751 · coop-deluxe/sm64coopdx
  • Gaea Armor X and Black Zero are added. Gaea Armor has unique gimmicks but Black Zero is a reskin with different effect colors. For Gaea Armor:
    • Gaea Shot
    • Giga Attack
    • Wall cling
    • Less damage from lava boost
    • Slower Dash
  • Plenty of other fixes have been added:
    • All weapons now use a common hitbox system. This makes it easier to make new weapons
    • Optimized weapons interactions: Instead of looping through all possible interactable objects, the weapons will now only loop through the activated objects in a given level.
    • Fixed errors that made the mod not compatible with coopdx 1.3
    • Made all graphical effects not be affected by Day/Night DX light overrides
    • CS version of the mod now uses the built-in costume manager
    • Plenty of rebalancing
    • Rewritten wall sliding
    • Vile's weapons consume less meter but his bomb radius has been made smaller
    • And many other more fixes
Obligatory day one patch after a decently big update. This fixes a critical bug involving the buster charge states.

Other changes:
  • Functions used in the scarf script file are made local. Potentially improving performance.
  • The scarf is more front facing when performing a dash
  • Slightly adjusted the scarf vertical rotation calculation
  • Updated the extra sounds. This one includes JP voice for Alia
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This requires coopdx v1.1 or above.

I thought v1.2.6 would be the last one in v1.2, but the release of coopdx compelled me to get a function Command Mission model since I had the model lying around, I just needed to find a way to animated the scarf via lua.

General changes:
  • The Mega Man X menu has been removed when using the Character Select verison of the mod. Now all character and palette toggling are done with the CS menu
  • The mod is now categorized as "Moveset" in the mod menu
  • Removed the "sounds" option in the Mega Man X menu for the non-CS version. This used to only exist due to legacy excoop not supporting custom sounds. This is no longer needed.
  • New running animation
  • Exclamation boxes have fixed interaction. They used to be able to be destroyed during an invalid action, potentially duplicating the sounds, effects, and even the loot they drop.
  • Rendering the correct head state is now done in the "on render" hook. This used to make the models have the wrong heads when combining the mod with something like OMM (throwing cappy forces the wrong head state)
  • Fixed the models offset when sinking in quick sand
  • Dash trails lengths are shorter overall
  • Dash sound properly plays when dashing off ledges immediately
  • Lowered the volume on some sounds
  • Fixed the calculations when deciding when to let go of a wall during a wall slide depending on the held stick direction. Yes the calculation was wrong, and now it is much smoother to slide down moving platforms or smaller walls
  • WF Tower door now is interactable with the weapons
  • Star Road: Breakable windows, floors, and Wiggler are now interactable with the weapons
  • Wiggler has more hp for each phase (5 -> 6)
  • Moneybag has less HP (4 -> 2)
  • Removed calls for network_send_object when objects have interacted with weapons. This was not doing much and it caused script errors for some romhacks like Star Road
X:
  • Added Command Mission alt. Functions the same as the default model
  • Charge time for buster has been reduced, this includes the Armors' charges as well
  • Spiral Shot no longer interacts with players if the server interactions are set to None. This was an oversight
  • Full charge shot (not Spiral Shot or Double Shot) damage has been adjusted when using armors (6.5 -> 7), still weaker compared to unarmored X' full charge shot damage
  • Buster shot can be cancelled into punch and moving punch without visual inconsistencies
Zero:
  • All hitboxes have been adjusted and are now bigger
  • Ryuenjin: When hitting bullies, they get knocked back following the face angle of the move
  • All other moves besides Ryuenjin: When hitting bullies, adjusted the knockback angle to be somewhere in the between the face angle of the move and the position of the bullies relative to the move
  • Air Slash and Kuuenzan: Visibly bigger sabers to match the new hitboxes
  • Shippuga: visually adjusted, extra hitbox added
  • Uses a different voiceline file when he says "I won't lose", making the extra sound pack able to overwrite it
  • Can no longer grab by doing the normal saber attack
Vile:
  • Meter gain: 1 -> 1.05 each frame
  • Dash Attack consumes less meter (3 -> 2.5)
  • Cannon Shot dmg (5.5 -> 5.8)
Alia:
  • Fixed a bug where she was able to inherit X' armors properties when using the non-CS version of the mod
  • She has her own sound file for "wall kick", making some extra sound pack sounds not give her X' voices for wallkicking
  • She also inherits all unarmored X' changes mentioned above
This update adds a few fixes. This is the last patch for v1.2.x, due to it addressing the few remaining problems.

Character changes:


X:
  • Fixed a bug where swapping characters fast enough while the buster shots are active would cause the wrong remaining buster shot count to be calculated (For reference, 5 regular shots are allowed at a time). This also applies to Alia.
  • Fixed a bug where the First Armor's pink shot would count as one single hit (instead of 3 hits) when hitting enemies, making it weaker than the regular shot.
  • Fixed a bug where the Second Armor's second shot would as one single hit (instead of 2 hits) when hitting enemies.
Zero:
  • Sentsuizan: comes out 1 frame faster.
  • Raikousen: Lightning damage 2.5 -> 3.5.
Alia:
  • Changed eye texture, face model, and face normals.
  • Fixed a bug where there would be a hidden menu option that changes X's armors when she is selected, while playing the non-CS version of the mod.
General changes:
  • Swoop and Snufit have a down offset when interacting with weapon hitboxes, making them easier to hit.
  • Scuttlebug and Spindrift HP 4 -> 2. It is now possible to kill them in one hit with the Z-Saber.
  • Characters are no longer prefixed with [MMX] in Character Select.
Character changes:
  • All characters:
    • Fixed a rare bug where the airdash could get nullified and you would fall. This had a bigger chance of happening when airdashing a certain frames after wall kicking.
    • Wallkick refreshes are now based on the character's face angle rather than the wall normal. This used to be not very consistent due to how Mario 64 detects which is the best wall to use when you are in a corner. This has been made much more consistent as a result.
  • Alia has been added. Her moveset is identical to unarmored X.
  • Zero:
    • Raikousen comes out 1 frame faster.
    • Bigger hitbox for wall slash.
    • Slightly bigger hitbox for all 3 hit combo slashes.
    • Readjusted slightly the Kuuenzan offset (moved back by 1 unit, moved up by 1 unit).
    • Bob-ombs now get knocked away with 1st hit of 3 hit combo, 2nd hit of 3 hit combo, air slash, and Kuuenzan.
    • Slightly changed hair color.
    • Changed voiceline after he gets up from getting knocked out of a level.
  • Vile:
    • Changed voiceline after he gets up from getting knocked out of a level.
    • Fixed a console error when using vulcans while there are other players.
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