Friday, March 21, 2014

[MP3] Rockman X5 Sample

-----------------------

[MP3] Rockman X5 Sample

-----------------------

--------
Rip Info
--------
Title: Rockman X5 Sample
Publisher: Capcom
Catalog Number: ???
Encoding CMD Line: -V 0 %s %d -m s -h -p -c
Lame Version: LAME 3.99.5
Release Date: 2000
Rip Release Date: March 21st, 2014

Encoded & Compiled by Nigoli

 

Notes:

~Thanks to Protodude

(Sharing the dump of this rare gem)

Fading has been done manually with more cleaned up, better looping on tracks, and ending some tracks nicely just like Rockman X4's music. I also left out any leftover BGM from Rockman X4 to kill off duplicates to coincide with the CMG X1~6 and the newer Anniversary Box, even if there is some of that BGM on those releases, and even if the Stage Clear BGMs are used in this version of the game.

 

I've noted this as "Sample", since this seems like it's like the older game releases having a Sample version. Even though it doesn't say Sample anywhere on the Title Screen, and it was for public demo usage for people to play from what I remember.

 

I also followed the CMG X1~6 track naming to coincide with that release.

Tuesday, December 17, 2013

66% Off Gasha with Kalinka Xmas Bonus

Just a small heads up for anyone that's interested or currently playing Rockman Xover. Starting now, to the 25th. A 66% off Gasha for a one time usage will grant a new Kalinka battle memory that's Christmas themed. It has Cost 20 with C Boost B. Depending on how much Crest you put in, you'll get a certain amount from the table below. I definitely advise doing this for anyone just starting the game, or if they especially want a strong setup of Water cards. You can combine these battle memories and make them as strong as a DoubleSuperRare. It takes up the last amount of cards for the roulette, so it's a definite and not a random chance for this card.

 

Crest

Kalinka

1000

5

500

3

100

1

Wednesday, December 11, 2013

Rockman EXE4 10th Anniversary

I'd hate to ruin any kind of original series stuff I've had posted since we did have a breakthrough with the PocketStation stuff last month. A breakthrough for me anyway. But it's only right since the time has come.

 

 

To start this story off. It took me quite some time to get into the EXE series. But when I did, I started needing to have something other than the PSX Rockman games to collect at the time. Since the first localized release. I hated waiting for those to come. Either bad typos or changes / removals, the delays were awful, especially for the second game. Until then, I started having to collect them in Japanese like I did with the PSX games. Up to this time, the games would release with one version. Until Battle Network Rockman EXE3 came along, it released in December, and in March a second version was slated for release. Before an announcement, many people wondered about these "extra" Giga Class Chips within plain 3. And a few people had found a Shadow Style within the game. Not to mention, with the Anime still shown during the time, and merchandising like the Card Game, and the Plug-In PET, it would release things called Lotto Numbers. Which are numbered codes within the game data to give out new prizes during each week or month to be released. 3 was supposed to the end the series I believe, correct me if I'm wrong. But sales were probably just good enough for a second version release, not to mention the merchandising again.

 

 

4 had been announced during the Summer of 2003, with smaller sprites / maps in over world view so they could show more on the screen. A simultaneous release for two versions, more merchandising and a new Anime would come as well to hype the game's release up with more and more news on the game every 2 weeks to a month of more CoroCoro Magazine info. I really loved the names of these versions though, it was something that must have stuck with a lot of people back then int the excitement for release.

 

 

12/09/2003:

This was when the ROM dumps came out. They released them while I was in school, I had my games on Preorder from NCS at the time. I had not known about backup / flash cartridges at the time so I had to use emulation if I wanted to view and play early. One of my good friends was with me, and I had gotten him into the series since a few of my other friends stopped playing at 2 and 3 so it was perfect. I was very excited about Full Synchro, it looked so cool. And Soul Unison was pretty neat over Style Changes, which was a nice change at the time. I thought it added more strategy to battles. And the BGM was glorious. The Title Screen Theme was on the Official Site at the time. Very excited though.

 

12/12/2003:
I will never forget that day. I remember I stayed home from my Junior year from High School, I couldn't even sleep the next day. Since I knew my copies of the game were coming in the mail. Usually shipment comes to them on Thursday, and I get my shipment from them the next day. I was playing Soldier of Fortune II Double Helix on the original Xbox on Live with some friends and family. I checked my status of where the package was while I waiting for the map to load, and it was delivered. Turned the Box off, went outside, got the package, and opened it. Everything was so cool about this. Both cartridges were colored, which was the best touch I thought. And most copies did come with Axess Series Battle Chips of MeteorRedSun and BlueMoonRay depending which version you bought. Hooked up the ol' GB Player, and it was wonderful. I think it was snowing that day too. So it was very fun. I would progress through my games like so since my Friends at school could play my other version, since they wouldn't be able to play it for half a yearish anyway.

 

I was kind of annoyed at the time by multi-playthroughs, it was a nuisance trying to keep up and make sure you've gotten every vital Upgrade or Chip. Not to mention, these games had a nasty habit back then of erasing save data, especially my Tournament Red Sun. And I needed to keep backups with my GameShark which a made a Action Replay V3 at the time. Half the time I would have to restart or do multiple attempts to get my save data back then. I just wish I knew about the Flash Carts and it's linkers back then so I could have avoided this.

 

 

Maybe it had something to do with game being huge in the end? Or maybe my hardware was dusty / faulty...

 

-Lotto Number (Anime, Books, Advanced PET, CD, etc)

-Card e-Reader+ (Kaizou System of Customization)

-Battle|Progress Chip / Beast Link Gate

(Operation Battle Mode [4&5], Team Battle, NDC Install [6], Chip Support)

-Rockman Zero 3 (Z Saber Mega Class Chip acquisition (4))

-Bokura no Taiyou (Cameo, Crossover Battle 1-2 (5&6))

 

This game would set the standard for years to come in terms of gameplay and the connectivity above for each future title. This game ended up being the best handheld Rockman ever to be sold in Japan, or probably worldwide. And the sales would die down after each year until they eventually stopped producing Action RPG Rockman titles in late 2009. With 2010, and there on never having another title again. I do have to say that I am disappointed by this. Especially since it was the best sold one for the handheld market. It's a shame that it's been so long, and that nothing has been done like a re-release / enhanced port anytime for this year. Yes, I would like a 3DS Cartridge of something like this. Make them single game carts, or split it into two cartridges for the whole series. Not Zero Collection bad, and definitely not a lackluster Virtual Console release. I actually favor this more than the SSR games, the 3D ruined the genre of these games, and it would get progressively worse until it wasn't interesting anymore. EXEOSS released as the final game counting each year. We did make it back to EXE though. I hope something happens with Capcom. Since this franchise never did them wrong, especially 10 years ago. And you might not like 4, while it might have been annoying for most people. Give it a try again, keep track of the things you collect in each playthrough. Especially without additions like the Kaizou System or Operation Battle Mode, this game is still fun to me. Some of these years have been a big part of my life next to the original series of games. And it's been a great 10 years if I say so myself.

Sunday, December 1, 2013

PocketStation & Pocket Link Max Stats Saves Update

 

It's been almost a month since the re-release of the PocketStation as an emulator for the PlayStation Vita released. Since then, I've corrected some things I wasn't too happy with on the PocketStation side of my game saves for Rockman 1~6 on the PSX. This time the revised release has Perfect stats for both Rockman and the Bosses for each game as much as the games (including the PocketStation's Pock Rock 1~6) allows them to go.

 

Attack

Overall

2

1

5

2

8

3

10

4

13

5

16

6

21

8

From my calculations with my 80/27 Rockman & Bosses. This chart represents the maximum stats for attacks on 4~6. While the overall when viewing the PocketStation on the PSX game should be 27 (on 1~3 Data Library as well). Yamatoman was odd, since he could gain 2 more stat points, but his attack wouldn't go up any further than those, so it doesn't change in the main game on 6 utilizing Pocket Link with him. This should help anyone wanting to achieve the most out of the Pocket Link, that aren't using my saves. You can also keep in mind that if you wanted to go this route, the SP "Speed" stat is only used on the PocketStation, and the stat will not be displayed on the main game. Even though it does get saved on the Memory Card save data. You could also swap attack 3&4 if you wanted to with Rockman and other Bosses, but I think's better to have what it gives you. It might be a good way to change what you want to get attacks up if you know what you're doing, then again, it might decrease the attack on the main game...

 

When I had acquired a PocketStation in 2001ish. I only bothered to level up Rockman with maximum stats, it wasn't until 2007ish when I decided to get LV99 Bosses going. I did it pretty lazily though, I had only gotten them from the Team Battle if I saw any LV99s. I must have been busy or something, and I think it was in the Summer time a little before Ryuusei no Rockman 2 was announced. In 2011, I released PS3 versions of my saves. Since I was rebuying them as they were still releasing on PSN and I still never thought to maximize them then either, since I only use the Rockman LV99 only saves I've made for doing practice runs carefree. The PocketStation for Vita really made me want to redo this and experiment in different ways. I've had a long history with my saves, I really love how you can use the old saves with the PSN versions. I usually favor the PSN releases now adays due to HDTV support and not having to use my actual discs.

 

While it is random how leveling up goes, with different stats being powered up. I've found that it was best to simply use a blank save and save what you want to level up from LV00 off saving them on the PSX game. It might not achieve the max HP&SP with maximum attacks. But 87% of the time, you can usually achieve a perfect Boss or Rockman depending on how lucky you can get. I'm pretty sure on December 5th, there's going to be download up for free PSN members, I forget if it costs 500 yen or if it's free. So it's definitely worth it if you wanted to get a Vita anyway with something extra and it might be the next best option if you didn't want to use older hardware / getting PocketStation emulation to work on a computer. I plan on getting a Vita TV down the road for the emulation on the TV, even though I am done now with what I wanted to do with it. I still have a fond memory of the PocketStation and these games which I'll always end up cherishing.