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Mega Man X

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Title Screen

Mega Man X

Also known as: Rockman X (JP)
Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: December 17, 1993
Released in US: January 1994
Released in EU: May 1994


DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


Mega Man X is the first game in the series of the same name. That's why it's called the Mega Man X series. Hrm.

Map Editor Mode

Nifty

A map editor can be enabled in this game with the following PAR codes:
009E9122
009E923D
009E9383
009E9404
Pressing Start will then bring up the map editor.

Instructions:

Controller 1

  • D-pad: Move screen.
  • A: Toggle layers.
  • B + d-pad: Increase cursor speed.
  • Y: Toggles index values / collision data for tiles.
  • L + R + X: Exit map editor.

Controller 2

  • D-pad: Move tile cursor.
  • A: Copy selected tile.
  • B + d-pad: Increase tile cursor speed.
  • Y: Place tile.
  • L, R: Cycle through tiles.


(Source: GoldS, JLukas (controls + code source))

Unused Objects + Object Functions

Anglerge

Use the PAR code 7E0E7381 before fighting the first Anglerge

Orange you glad there's only two of these bosses

There is a third kind of Anglerge boss in the game. The subID for this Anglerge is 81, while the subIDs for the two Anglerges in the final game are 80 and 82. This Anglerge only blows air at X. Since the first Anglerge sucks air in, and the second Anglerge both sucks air in and blows air out, this was probably meant to go in between the two.

The palette is incorrect: the game pulls the palette information from a place that's clearly not supposed to be used.

(Source: GoldS)

Hoganmer

Use the PAR code 849E4180 (version 1.0) or 849E4680 (version 1.1), then shoot off Hoganmer's shield.
He's gone rogue! Run!

This enemy is coded to jump when its shield is destroyed. The Hoganmer will jump a short distance (32 pixels?) towards X, then when X is in range, it will attack. Since it's impossible to destroy that shield in the final version, this behavior is never triggered.

Not much of a shield A broken shield can be found with the rest of Hoganmer's graphics.

(Source: GoldS)

Jellyfish

Use the PAR codes 7E0E7210 + 7E0E7301 at the beginning of Launch Octopus' stage to see this enemy in action.

Floating away Drill Jelly Drill

This enemy doesn't appear at all in the game, and its behavior is completely unique. It has the same ID as the Sine Faller enemy, but has a subID of 1. The enemy falls down from the ceiling and swoops back and forth. When it collides with the ground, it drills into it, leaving only a small part of its sprite visible above ground. It only takes 1 hit to kill. The enemy graphics are loaded at the start of Launch Octopus' stage; they're replaced after the first Anglerge boss is destroyed.

(Source: GoldS)

Tombot Generator

Use the PAR code 7E0E723E to generate this object

Not at all annoying

This unused object spawns Tombots! It starts out closed, then the hatch opens and 2 Tombots fly out. The direction the Tombots are spawned depends on this object's subID. This object can only be damaged when the hatch is open; shots will bounce off when it is closed. When it is destroyed, it starts smoking from the bottom for a bit, then stops.

Open and closed Destructible The graphics are still in the ROM, compressed, though they're never loaded anywhere.


(Source: GoldS)

Unused Zero Palettes

Virus Zero!

Zero has two palettes in the ROM that aren't used in-game at all. Presumably they are for some kind of charging effect. In the final game, his head crystal glows to indicate charging.

These palettes are located at 2C2E0-2C31F in the ROM.

(Source: GoldS)

Unused Audio

This is sound effect #B0. This seems to be a test of the game's audio system, with tones at different levels and volumes. The PAR code 7EFFC9B0 will allow this sound to be played in the sound test.

(Source: GoldS)

Unused Boss Entrance Room

What the? Guess they wanted a spare

Directly above Launch Octopus' boss entrance room is a duplicate entrance. This cannot be seen in the normal game as there is no vertical scrolling at this point.

(Source: GoldS)

Unused Text

Sample Text

Hooray? Well, "soon" at the time, anyway

These are unused in the game. The text looks like it's left over from a gaming expo copy.

(Source: GoldS)

Congratulations

You are winner

A message of unknown purpose.

(Source: GoldS)

Continue/End

Abort/Retry/Fail

This menu actually uses four different text IDs (one for the continue / end text, one for the top and bottom border, and two for the left and right borders). It could be a debug menu (something similar appears in Super Metroid), or a game over menu. Similar menus pop up in the NES Mega Man games.

Bwah?

These tiles are hidden with the rest of the game's graphics, but are never loaded. The border and GAME OVER letters might have been used for this screen, but they might also have been imported from an entirely different game.

Game all over

There's some tile mapping for the GAME OVER text starting at 0x03163A

(Source: GoldS)

Debug Text

Damned tantalizing

This on the other hand is obvious—it's text for an object viewer. Similar object viewers also appear in Mega Man 6 and Mega Man 7. Unfortunately, it seems to have been removed from all versions of the game. There is no routine that brings this text up.

(Source: GoldS)

Regional Differences

In the introduction scene, X's voice generation device is made by MOKUOO Inc. in the Japanese version and HAYATOM Inc. (a portamentau of Hayato, a Japanese name, and the word atom) in the American and European versions.

Revision Changes

Bug Fixes

Bug Japanese
version
North American
version
European
version
1.0 1.1 1.0 1.1
The powered up S.Ice platform does not self-destruct if it's used to kill a boss. This can lead to a bug when fighting Storm Eagle where the player can get credit for defeating him after dying. Present Fixed Fixed Fixed Fixed
If Sigma and X are killed at the same time, the boss is defeated, but the player does not regain control and can't advance the cutscene dialogue. Present Fixed Present Fixed Fixed
Several glitchy passwords can start out X with either 0 life or max life and all weapons / Sub-Tanks depending on if the game demo was accessed or not. Present Present Present Present Fixed
X can walk on the ceiling in the beginning of Flame Mammoth's room by hopping on the Utuboros heads and climbing up the tube. Walking right and climbing up an invisible wall leads to the central room with the palette and enemy graphics incorrectly loaded, as well as an incorrect lower Y boundary. Present Present Present Present Fixed

Other Changes

  • Dialogue boxes length in the North American and European versions were expanded from the Japanese's 64 pixels to 88 pixels to fit in more text.
  • The European version's epilogue text is formatted differently than in other versions due to PAL timing differences.


(Source: GoldS)

Copy Protection

Hmmm...
To do:
Combine with devin's info, including the alternate conditions when the game detects that most of the copy protection routines have been tampered with.

At various points, the game tries to detect whether it's running on a copier. Bad things happen if it decides that it is. Each of these is a separate check, so any or all of these may be enabled depending on the specific tests you fail.

  • You may lose all your upgrades (including sub-tanks) upon starting a stage.
  • The 128th time you take damage, the game will start adding random input to yours, and your charged X-Buster shots will be locked in place.
  • You may be teleported to the beginning of the level when you pick up a power-up or go through the boss door.
  • You may have to repeat the introductory stage when an enemy drops an extra life.
  • After 128 explosions, enemies that repel bullets may kill you when they do. Power-ups will quickly vanish, and shooting while dashing will cause you to have to repeat the introductory stage.
  • After your 128th jump, the next 127 jumps you make may be small hops instead. You will also take damage while climbing walls and will be unable to use the Ride Armor. Firing shots will teleport you back to the start of the stage.


(Source: HHS, TASVideos)