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This is a particularly hilarious example from the Chivalry NaviCust program:Īgain, the Spanish localisation has encoding issues in some dialogues, causing question marks to appear instead of special characters (like accented letters).
Ti game megaman x4 full#
Unfortunately, the European Spanish version is full of mistranslations. This title is the only in the franchise to be localised in European languages. Also, check whether or not the other European localisations have as many issues. The Spanish translation has plenty of other mistranslations.
Ti game megaman x4 code#
Note: The Spanish version literally translates the game name as “Batalla de Red 4.5”.Īdditionally, only the JP version has the header code to slot-in with the third Boktai game, Shin Bokura no Taiyou: Gyakushuu no Sabata, another Japan-exclusive. The following text goes unused in normal gameplay.
![ti game megaman x4 ti game megaman x4](https://i.imgur.com/HjtH8jB.png)
This can also simulate the 4.5 game being slot-in: It can be unlocked with this Action Replay cheat on both USA and EUR versions: In the international versions, the Rockman.EXE 4.5 Battle Theme cannot be heard without cheats because that game was only released in Japan (and the GBA cart must be from the same region as the NDS cart).ĮXE 4.5 unlocks a mission given to you by a golden Mr. Prog on Lan's HP. Prog text given by Rockman.EXE 4.5 as well. Only the touch screen menus have some leftover text because it was made after porting the game.Ĭheck for the Liberate Mission Search Man & Number Man Dominant Chip power-ups and the below mission's Japanese Mr. Some of the text from the game's code can be found in plain text in the game. The frowning texture is used, but can be difficult to notice at native resolution. Presumably, these would have been used for the speaking lines when the 3D model is present and was too difficult to implement. However, the game can't and never uses the mouth opening textures. Eye and mouth combinations can be combined using commands in the text. There are textures for MegaMan's facial expressions.
![ti game megaman x4 ti game megaman x4](https://gamefabrique.com/storage/screenshots/ps/mega-man-x4-04.png)
ProtoMan and Colonel have entirely different animations which wouldn't seem to fit in any parts of the game. Judging by the reaction, it may be possible the player would have been allowed to continually tap Mega Man to create this reaction, as a similar feature is found in Mega Man Star Force. The MegaMan model also features strange "punched" animations where it seems like he is being punched from all sides before returning to idle. However, the 3D model isn't shown when in the Cyberworld which may explain why those animations are unused. ProtoMan and Colonel have comparable animations and would suggest the 3D model may have mimicked what was going on in the map in that regard. It is worth noting that this animation closely resembles the overworld sprite version. However, another animation shows him crouching from the idle animation. MegaMan normally has the idle, nodding, and arm animations. It's no secret the game chooses to keep its 3D models oddly stiff, but in this video, several unused animations of the 3D models in the game are revealed.