Author Topic: Megaman 21XX: Final Version  (Read 14642 times)

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Offline SubZero

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Megaman 21XX: Final Version
« on: December 12, 2008, 01:02:38 AM »
By popular demand, or rather, the threat of being maimed by Nekomata and the apparent influence she wields around here, I've reposted my 3-year old thread on the final version of MM21XX. Since I'm lazy, most of this will be a repost from the last thread I made of this.

I'm sure that more than a few of you are familiar with Megaman 21XX, often heralded as the best X fangame of all time created by Arne Strout of stroutsink.com, and more recently(Or in this case, four years ago) quit by him.

The game was just short of being finished when he stopped working on it, and although other ultimately futile projects like MM21XX:ME sprang up, they were quickly stopped short as doing so would probably consume even more time than the 7-8 year project had originally been around for.

The main concern was trying to wade through the nightmarishly unorginized source code of Arne's game. Finally, i decided to do just that and at long last(With Arne's permission and some coding help from The Music Guy at alpthois.net) have finished MM21XX for good, based on Arne's original storyline.

Here are the final changes that have been made:

Source code changes made by me:
-You now can actually get every single character on both teams.
-Each of the getting new character sequences now plays that character's theme music.
-There are other, more surprising changes to the new character cinemas... Especially on X's team.
-I removed the test mode and the F12 trigger that played the midgame cinema after beating all the normal bosses.
-All bosses now have custom intro sequences.
-The stage select text has all been modified to actually reflect what is going on in the stage rather than the boss.
-The final boss(Although to be fair, most everyone knows who it is) now has a different theme for his second form, as well as cinemas for both his first form death and his last form death.
-I modified credit times and added the much needed ending and epilogue as well(Which, if you have trouble reading scrolling text, you can slow down by going into options and reducing the speed right after Sigma explodes).
-VS mode, has become a code triggered mode(But you might just find it out somewhere while playing )
-Unfortunately LINX, splitscreen is still in effect as changing it would cause many more problems than it solved at this point.
-Several other minor corrections and cinema triggers were made/modified.

Source code changes made by The Music Guy:
-The refill health cheat has been changed.
-All twelve screen modes are now accesable with the F3 key.
-A new custom camera was implemented by The Music Guy, one that plays exactly like a normal Megaman X game.
-Several other minor modifications.

Music changes:
-Ocelot's level has been changed
-Vile's level has been changed
-The intro cinema music and level has been changed
-The midgame cinema music has been changed
-Both of the Final boss' themes have been modified
-The Final level music has been changed
-The end credits now feature what i believe to be the best Megaman ending credits ever(The original credits theme has been moved to the ending sequence).

Level Changes:
-Gemini Man's level has been changed with the help of some tiles of Omega Zero's
-Storm Eagle's stage is now changed
-Ocelot's stage has been changed
-Vile's level has been changed
-The final boss' level has been changed
-Minor alterations have been made to Fire Beast, Radioactive Roach, Vance, Elen Kreed, and Hard Man's stages respectfully.

Menu changes:
-Pretty much all of the character select pics and some of the cinema pics have been updated.
-Yes, I know Rizzit has some creepy eyes.
-The title and Capcom logo's have been changed.
-Fox's stuff has of course been added in.
-There are also several other minor alterations for you to discover yourselves.

Character changes:
-Dantrag has been replaced by the much better character of Radune

Sprite changes:
-Sniper joe has been changed
-The evil metools, along with getting an HP boost, have been changed into... Well, its a surprise.
-Both of the Final boss' forms have been changed for the better.
-The Oracle sprites have been changed for another little surprise.

Story changes(Warning, this section does contain spoilers):
Like I said, the story is based upon Arne's orignal one for MM21XX. However, in the intrests of concrete plot structure and credibility I had to make some modifications.
-Tokmagon dies in a different way than intended(Originally he died when the Death Rogumer he was on was shot down). To make his motives for and his mistake of resurecting Sigma clear it was essential that I made this change. That and the fact that levelwise, it just couldn't be implemented that way without another stage. This way also adds to alot of the last level tension.
-Vance and Damon are brothers. Although this wasn't specifically stated before, they are both Calri royalty, so it makes since.
-Tosh, originally just a random Calri, is now the ruler of Zion. This was done in order to give Tokmagon a very specific enemy to set himself against, even though Tosh is only talked about offscreen. He is also now Vance and Damon's father.
-All the characters from the original megaman series have been subtley toned down in their involvment, as well as their dissapearance at the end to maintain canonbility(Is that even a word?).

Note: Looking back after three years, I can appreciate how corny the story may be, even based on the one Arne designed.

And here's the Link:
http://alphaios.net/subzero/MM21XX%20FINAL.zip


You may also need to put this file named MSVCRTD.DLL in your C:/WINDOWS/System Directory or game folder if the game does not work for you at first:
http://www.dll-files.com/dllindex/dll-files.shtml?msvcrtd

Manual!!!
Please READ THE MANUAL BEFORE ASKING!!!!
http://www.geocities.com/harpuia225/manual.zip


Also, here's the custom modification to the final version of MM21XX I've being doing on and off for a while. To avoid confusion, I've placed this part in quotations:

Quote
MM21XX Reploid War is a modification for the final version of MM21XX which can be found several topics down. Essentially it will replace all storyline, graphics, characters, music, levels and bosses to create a sequel of sorts to MM21XX, based off of the role-playing game that previously ran on Stroutsink called Reploid War. However, all of the MM21XX game engine in its entirety, including defects, will still be included. All characters and all but two bosses will be merely "skins"(Although there will be cases of a boss of much larger size than its original counterpart).

Therefore, keep in mind that certain aspects of Reploid War will be highly reminiscient in scattered places of its MM21XX Final counterpart.

MM21XX Reploid War will be released in monthly "missions". Essentially, each of these missions will add a new level and new characters to the game by adding additional files to replace previous ones in the core MM21XX Final game files, following X's storyline to start with. To use these, simply follow the directions below:

1. Create a new folder called "MM21XX Reploid War" or whatever you prefer.

2. Copy all "MM21XX Final" files to this folder.

3. Replace them with the files found in the Mission folder downloaded each month.

4. Delete the "MM21XX Final" executable to avoid confusion.

MISSION 1: An Intelligence Problem
http://rapidshare.com/files/58875626/Mission1.zip.html

This replaces the opening level, menu's, music, intro, cinemas, etc. all the way up to the stage select. Essentially, once you get the option to save, this mission is over. This mission also includes X1 armor X and an altered version of Black Zero. Black Zero's techniques are not finished to avoid spoiling later bosses(And you shouldn't be seeing these unfinished techniques anyways if you just play the opening level).

MISSION 2: Enter the Nightman (Includes previous mission modifications)
http://rapidshare.com/files/136648662/Mission2.zip.html

Replaces Legend's stage and appropriate menus and enemies; also, adds Cless as a playable character to replace Protoman on X's team. 

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Re: Megaman 21XX: Final Version
« Reply #1 on: January 10, 2009, 08:17:46 AM »
Well i thought i would give this a try since I was bored.

Well my thoughts are not so great. I'm sorry. :(
But it feels so slugglish and unbalanced of sorts in terms of the control and feel of playing. I do not mean that the speed of the program is an issue or anything. Runs fine. I just mean things like how you can't dash-jump + shoot at the same time. (pressing all 3 buttons at once).

Jumping up walls is like real slow, i mean you get hardly any movement, then while dashing on ground normally is fast. And sometimes while dash-jumping, depending on how you do it, you'll move far, or hardly at all.

I don't like how the lifebar is on a bright yellow BG. It should of been black like all the X games.

I could not for the life of me figure out how to open the pause menu. I did setup the controls from the Options screen all the way i wanted, and i pressed every single possible button on my keyboard and absolutely no luck at being able to open the pause menu, or any sort of options-like screen during gameplay.  :\

I don't know, i just don't feel comfortable wanting to really play this. Compared to any of the real X games, the control and movement is all weird and not right. I'm sorry i hope you do not take anything i said the wrong way.
I do very much respect all your efforts, and for this project taking some 7 years.

But this particular fan game isn't going to hold my intrest.

Offline Psycho Yuffie

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Re: Megaman 21XX: Final Version
« Reply #2 on: January 10, 2009, 08:29:04 AM »
First of all, organize the files better. It's all lumped together in a single folder! Second of all, when I start the game, I hear the Capcom jingle--but a window doesn't pop up--and then it crashes.

Offline Align

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Re: Megaman 21XX: Final Version
« Reply #3 on: January 10, 2009, 09:07:37 PM »
Two things I liked about this game: Dash-jump to paralyzing-line-of-blobs-spawning shadow-air-dash (as Zero), and the effect when doublejumping (as Zero) of a little platform of air he jumps off of.
HERP DERP WRONG GAME sorry

Offline SubZero

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Re: Megaman 21XX: Final Version
« Reply #4 on: January 15, 2009, 03:15:03 AM »
Well i thought i would give this a try since I was bored.

Well my thoughts are not so great. I'm sorry. :(
But it feels so slugglish and unbalanced of sorts in terms of the control and feel of playing. I do not mean that the speed of the program is an issue or anything. Runs fine. I just mean things like how you can't dash-jump + shoot at the same time. (pressing all 3 buttons at once).

Jumping up walls is like real slow, i mean you get hardly any movement, then while dashing on ground normally is fast. And sometimes while dash-jumping, depending on how you do it, you'll move far, or hardly at all.

I don't like how the lifebar is on a bright yellow BG. It should of been black like all the X games.

I could not for the life of me figure out how to open the pause menu. I did setup the controls from the Options screen all the way i wanted, and i pressed every single possible button on my keyboard and absolutely no luck at being able to open the pause menu, or any sort of options-like screen during gameplay.  :\

I don't know, i just don't feel comfortable wanting to really play this. Compared to any of the real X games, the control and movement is all weird and not right. I'm sorry i hope you do not take anything i said the wrong way.
I do very much respect all your efforts, and for this project taking some 7 years.

But this particular fan game isn't going to hold my intrest.

1. The gameplay speed is fully customizable, and so are the controls. So tell me again how this game can feel sluggish in terms of speed and controls?

2. Yes, you can dash-jump and shoot all at the same time. However, depending on your computer's keyboard settings, it won't allow you to press a certain number of keys at the same time. This of course is not tha fault of the game.

3. The lifebar is a different color depending on what character you're playing as, and multiple characters are unlocked during the course of the game if you're so picky about the color. Seriously, did you even bother playing this game for more than five minutes?

4. The menu is accessed by ESC. You know, typically the first key any normally sane person would try, and certainly one they'd try before making the ridiculous claim that they tried "every" key.

5. I didn't work on this project for seven years. I only had it for about six months. Arne had it for the rest of the time. Also, this game was created almost four years ago.

Quote
First of all, organize the files better. It's all lumped together in a single folder! Second of all, when I start the game, I hear the Capcom jingle--but a window doesn't pop up--and then it crashes.

If you'd bothered to read anything beforehand, you might have picked up this little gem of information:

You may also need to put this file named MSVCRTD.DLL in your C:/WINDOWS/System Directory or game folder if the game does not work for you at first:
http://www.dll-files.com/dllindex/dll-files.shtml?msvcrtd

Offline Psycho Yuffie

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Re: Megaman 21XX: Final Version
« Reply #5 on: January 15, 2009, 06:47:41 PM »
If you'd bothered to read anything beforehand, you might have picked up this little gem of information:

You may also need to put this file named MSVCRTD.DLL in your C:/WINDOWS/System Directory or game folder if the game does not work for you at first:
http://www.dll-files.com/dllindex/dll-files.shtml?msvcrtd
A wonderful and completely unhelpful attitude you have there. 8D I did do that from the start because I did read your post. It still crashes.

Offline SubZero

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Re: Megaman 21XX: Final Version
« Reply #6 on: January 15, 2009, 09:50:13 PM »
I'm just a wonderfully unhelpful person. ;)

But seriously, perhaps I can help you if you give me a little technical system like what system you're running on and what, if any, error message you receive. God help you if you're running on Vista.

Offline Captain Headdy

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Re: Megaman 21XX: Final Version
« Reply #7 on: August 01, 2009, 02:26:06 AM »
Haha, oh wow.

I completely forgot about this. Giving it another round for nostalgia sakes.

Offline Night

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Re: Megaman 21XX: Final Version
« Reply #8 on: August 01, 2009, 02:30:02 AM »
the links don't work anymore :(

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Re: Megaman 21XX: Final Version
« Reply #9 on: August 01, 2009, 03:08:57 AM »
Quote
4. The menu is accessed by ESC. You know, typically the first key any normally sane person would try, and certainly one they'd try before making the ridiculous claim that they tried "every" key.
I just had to reply to this.
Dont get like that, because not everybody sets the escape key as the pause key in games like these. In fact, almost nobody does. Its always either the enter key, or the spacebar, or even "p"
...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.

My stream. I occasionally play stuff on there.

Offline VixyNyan

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Re: Megaman 21XX: Final Version
« Reply #10 on: August 01, 2009, 03:17:17 AM »
RPM will have the download links up later. >U<
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Offline Night

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Re: Megaman 21XX: Final Version
« Reply #11 on: August 01, 2009, 03:18:21 AM »
:D

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Offline Riffman81

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Re: Megaman 21XX: Final Version
« Reply #13 on: May 13, 2010, 09:29:40 PM »
I know this is an old thread... hope I don't get in trouble for posting, but has anyone got this game to work with Windows 7? I recently upgraded, and many of my homebrew games that worked well with XP, crash in W7.

Offline OBJECTION MAN

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Re: Megaman 21XX: Final Version
« Reply #14 on: May 13, 2010, 11:28:21 PM »
I have Windows 7 and I just tried it a few days ago. It works for me. The colors got messed up however, when I tried any full screen mode. I don't recall using any sort of compatibility mode, but you could try that and see if it works.

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Re: Megaman 21XX: Final Version
« Reply #15 on: May 13, 2010, 11:55:10 PM »
I have Windows 7 and I just tried it a few days ago. It works for me. The colors got messed up however, when I tried any full screen mode. I don't recall using any sort of compatibility mode, but you could try that and see if it works.

Thanks for the reply. Not sure why it's not working for me. The game starts and the Capcom music plays... then I get a message saying the program has suddenly stopped working. If anyone knows of a solution, I'd be grateful.  :)

Offline OBJECTION MAN

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Re: Megaman 21XX: Final Version
« Reply #16 on: May 14, 2010, 12:05:28 AM »
You could try re-downloading it off of the RPM main site.

http://www.rockmanpm.com/?p=fanprojects/megaman21xx

I downloaded the Final with DLL off of this page.

Offline Riffman81

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Re: Megaman 21XX: Final Version
« Reply #17 on: May 14, 2010, 12:29:29 AM »
Yes, That's the version I have. I'm thinking it's something to do with my PC. I can play Megaman Paradise, and Megaman Rocks just fine... but no luck with this one yet.


Offline OBJECTION MAN

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Re: Megaman 21XX: Final Version
« Reply #18 on: May 14, 2010, 12:47:54 AM »
Maybe try updating Direct X, or your video drivers. If you haven't already, try using compatibility modes and things like "disable visual themes".

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Re: Megaman 21XX: Final Version
« Reply #19 on: May 14, 2010, 09:16:58 AM »
Ok, finally got it working. The problem was with my GFX card. It seems the card I have isn't supported by Windows 7. Therefore, Windows was listing it as a "Standard VGA Adapter". I had to manually install the old driver from Windows XP in order to get the card recognized by Windows 7. A lot of work just to play this game....

Now, to give some feedback on the game.... It being the only "X" fan-game I've played, I can't really say if it's the best or not, but overall... not bad. I like the multiple playable characters in the game, it adds replay value. Not sure where Proto Man fits in to the "X" storyline, although I'm just assuming the creator hadn't thought about blending the game into official story lines... as everyone knows, Proto Man had a faulty core, thus his life span probably wouldn't have allowed him to remain alive during the time of X and Zero. But overall, the story of the game seems interesting. Still seems to have bugs here and there, but overall not a bad fan game.

 

Offline OBJECTION MAN

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Re: Megaman 21XX: Final Version
« Reply #20 on: May 14, 2010, 11:00:46 PM »
Arne was a buddy of mine, and I remember talking to him on how it was suppose to be a very loose and liberal interpenetration to begin with. That and it was planned around the time of X4 I believe, so not many details on Protoman may have been available.

He eventually got tired of the project and handed it off to some other guys, and they finished it. The "final" version is that.

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Re: Megaman 21XX: Final Version
« Reply #21 on: May 14, 2010, 11:45:43 PM »
Arne was a buddy of mine, and I remember talking to him on how it was suppose to be a very loose and liberal interpenetration to begin with. That and it was planned around the time of X4 I believe, so not many details on Protoman may have been available.

He eventually got tired of the project and handed it off to some other guys, and they finished it. The "final" version is that.

Does he have any other Mega Man fan games? Or is he planning on doing a sequel of some kind? This game would be so much better with some heavy rock/metal Mega Man music... The Castlevania tune in the game just don't go well with Mega Man. I guess the Super Metroid music is ok... I love both the Castlevania and Metroid franchises, but when I hear Castlevania... I don't think of Mega Man and vice versa. I should take a look at the source files and see if I can change some of the music.

Offline OBJECTION MAN

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Re: Megaman 21XX: Final Version
« Reply #22 on: May 15, 2010, 12:57:02 AM »
He made a prototype classic series game. I don't know if he ever really released it's progressed form though. I just recall he released the very simple version initially. No enemies, with just a simple one tile graphic stage that doesn't actually end.

I don't believe he had any plans to do any more fan games. Last I knew he was doing some other stuff, in Flash I think, for someone else. I haven't talked to him in ages.

As for the music, you have to remember this game was started in the 90's. That's why it isn't very advanced.

Offline RolandDeschain

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Re: Megaman 21XX: Final Version
« Reply #23 on: June 09, 2010, 09:30:09 AM »
I know it's been a long time since the final version of 21XX came out, so not sure if anyone around still knows or cares about it, but I just recently got my hands on the this final version, having only played a earlier version that was still single screen coop years ago, and was curious about two things.  First, does anyone by any chance still have the manual SubZero had posted a long time ago with the game?  The link for it is long dead and I can't find it anywhere.  Secondly, and this may be in the manual, is there a way to play using both X and Zero on the same team for when you're playing multiplayer?  Thanks for the help!

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Re: Megaman 21XX: Final Version
« Reply #24 on: July 31, 2010, 02:06:55 AM »
I hope that this game gets remade.