Hey, can i ask a question?
Can you add Black Zero, Nightmare Zero and Omega Zero? and don't forget to add Megaman X3 Golden Armor
All of this, exist
Thank you, Sincerely TheFabian

Hey, can i ask a question?
Omega Zero very unlikely.Hey, can i ask a question?
Can you add Black Zero, Nightmare Zero and Omega Zero? and don't forget to add Megaman X3 Golden Armor
All of this, exist
Thank you, Sincerely TheFabian![]()
i'm surprised he didn't ask for awakened (maverick) zero.Omega Zero very unlikely.
Megaman X3 golden armor maybe... not sure
Both awakened zero and UAX could be added at some pointi'm surprised he didn't ask for awakened (maverick) zero.
that'd be a cheat version of zero that:
replaces the x button move with genmu zero (the big energy sword beam) and if done in mid-air it becomes Shin Messenkou (the ground pounding move that sends a bunch of energy skyward)
and replace the y button move with Shingetsurin (which are rings that home in on enemies) he'd also have a gnarly aura that pushes away enemies (but doesn't damage them)
the normal aerial x move should still be kept.
this was just my idea for awakened zero if you had him planned at some point.
as for a z-buster for zero: one thing the x series did well was balance x and zero out. x CAN swing a saber and zero CAN fire a buster, but neither are as good at it as the other is.
like, x could only do one big overhead swing and zeros buster can't charge and fires slowly (being as strong as, maybe a level 1 charge shot). zero is also locked in place while firing. i think if x and zero were to have a saber and buster respectively it'd be heavily nerfed from each other.
Code is a little messy at the moment, but you need to look for a piece of code that looks like this:If you don't mind me asking, what are the lines of code I should change to make Zero have a higher double jump?
m.vel.y = 30
return set_mario_action(m, ACT_ZERO_DOUBLE_JUMP, 0)
m.vel.y = m.actionTimer - 1
return set_mario_action(m, ACT_ZERO_DOUBLE_JUMP, 0)
Maybe in another updateHi, may i ask: will it be possible to toggle the character's movesets with the Character Movesets toggle that Character Select has, some day?
Hey, I have already been told that there were some breaking changes in coopdx 1.3 when using the mmx mod. An update should drop hopefully within two weeks, with some extra contentHello, I've been loving this mod, but I would like to point out that the recent SM64 Coop DX v1.3 update seems to have broken a few things. While this character pack is, as far as I can tell, still largely functional, I've noticed that custom palettes no longer remain applied (the character model will immediately revert back to their default palette when moving in gameplay), Zero's Raikousen now produces a notable amount of game stutter while the move is active (this behavior did not occur prior to v1.3's implementation), and every other attack, while still functional, makes the game constantly spit out script errors.
I understand it's probably a lot to ask to look into this, and, as I've said, the mod still largely works fine despite these issues, but I felt I would be remiss to not make the creator aware of these issues that have popped up since Coop DX's update.
X: UAX and Hermes/Icarus are consideredwhat armors/skins are considering for X and Zero
I would advise to use coopdx v1.2.1 to play the MMX mod since the latest coopdx release broke it.Getting this script error while playing as Zero and the frames begin to dip while using his z-saber moves. Any way I can fix it?![]()