Difference between revisions of "Mega Man X8"
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|reception = | |reception = | ||
|taxonomy = | |taxonomy = | ||
− | {{Infobox game/row/taxonomy/monetization | }} | + | {{Infobox game/row/taxonomy/monetization | One-time game purchase }} |
{{Infobox game/row/taxonomy/microtransactions | }} | {{Infobox game/row/taxonomy/microtransactions | }} | ||
{{Infobox game/row/taxonomy/modes | Singleplayer }} | {{Infobox game/row/taxonomy/modes | Singleplayer }} | ||
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|hltb = 5851 | |hltb = 5851 | ||
|igdb = | |igdb = | ||
− | |mobygames = | + | |mobygames = 18142 |
|strategywiki = Mega Man X8 | |strategywiki = Mega Man X8 | ||
|wikipedia = Mega Man X8 | |wikipedia = Mega Man X8 | ||
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{{Introduction | {{Introduction | ||
− | |introduction = '''''Mega Man X8''''' (also known as '''''Rockman X8''''' in Japan) is a | + | |introduction = '''''Mega Man X8''''' (also known as '''''Rockman X8''''' in Japan) is a {{Glossary:Sci-fi}} {{Glossary:Anime}} {{Glossary:Action}} {{Glossary:Platform}} game developed by [[Company:Capcom|Capcom Production Studio 1]] and published by Capcom. It is the eighth mainline installment in the ''[[Series:Mega Man X|Mega Man X]]'' series, which returns to the series its roots of 2D {{Glossary:Side view}}-{{Glossary:Scrolling}} run-and-gun gameplay after ''[[Rockman X7|Mega Man X7]]'' was panned by critics and players alike for its awkward transition into 3D. |
|release history = The game was originally released for the PlayStation 2 on December 7, 2004 in North America before it was later released in Europe on February 11, 2005, and in Japan on March 10, 2005. The PC version was also released in Japan the same day the PlayStation 2 version was released, and unlike the PC port of ''Rockman X7'', the PC port of ''Mega Man X8'' was developed in-house, featuring support for higher resolutions, enhanced 3D audio, and some other improvements and bugfixes compared to the North American PlayStation 2 release. It is, however, limited in terms of video settings and only supports 4:3 resolutions. The PC version was also not released physically in North America. | |release history = The game was originally released for the PlayStation 2 on December 7, 2004 in North America before it was later released in Europe on February 11, 2005, and in Japan on March 10, 2005. The PC version was also released in Japan the same day the PlayStation 2 version was released, and unlike the PC port of ''Rockman X7'', the PC port of ''Mega Man X8'' was developed in-house, featuring support for higher resolutions, enhanced 3D audio, and some other improvements and bugfixes compared to the North American PlayStation 2 release. It is, however, limited in terms of video settings and only supports 4:3 resolutions. The PC version was also not released physically in North America. | ||
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{{Availability/row| Retail | | Disc, Key | {{DRM|SecuROM|5}}. | | Windows }} | {{Availability/row| Retail | | Disc, Key | {{DRM|SecuROM|5}}. | | Windows }} | ||
}} | }} | ||
− | {{ii}} Some releases of the game are sold on one or two discs. The two-disc | + | {{ii}} Some releases of the game are sold on one or two discs in certain regions. The two-disc versions supports multiple languages whereas the single-disc versions does not. |
===Demos=== | ===Demos=== | ||
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|borderless windowed notes = Use [[#Increase rendering resolution|dgVoodoo 2]]. | |borderless windowed notes = Use [[#Increase rendering resolution|dgVoodoo 2]]. | ||
|anisotropic = hackable | |anisotropic = hackable | ||
− | |anisotropic notes = Can be through the GPU's control panel or | + | |anisotropic notes = Can be through the GPU's control panel or [[#Increase rendering resolution|dgVoodoo 2]]. |
|antialiasing = hackable | |antialiasing = hackable | ||
|antialiasing notes = Can be through the GPU's control panel. For [[SGSSAA]], see [[#Anti-aliasing (AA)|Anti-aliasing (AA)]]. | |antialiasing notes = Can be through the GPU's control panel. For [[SGSSAA]], see [[#Anti-aliasing (AA)|Anti-aliasing (AA)]]. | ||
+ | |upscaling = false | ||
+ | |upscaling tech = | ||
+ | |upscaling notes = | ||
|vsync = always on | |vsync = always on | ||
|vsync notes = | |vsync notes = | ||
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# Run the {{file|dgVoodooCpl.exe}}, then configure the following settings from the General tab: | # Run the {{file|dgVoodooCpl.exe}}, then configure the following settings from the General tab: | ||
#* '''Adapter(s) to use/enable:''' {{code|<video card>}} | #* '''Adapter(s) to use/enable:''' {{code|<video card>}} | ||
− | #* '''Output API:''' {{code| | + | #* '''Output API:''' Set to {{code|Best available one}} |
#* '''Scaling mode:''' Set to {{code|Stretched, 4:3 Aspect Ratio}} | #* '''Scaling mode:''' Set to {{code|Stretched, 4:3 Aspect Ratio}} | ||
#* '''Miscellaneous:''' Check {{code|Keep window aspect ratio}} | #* '''Miscellaneous:''' Check {{code|Keep window aspect ratio}} | ||
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#* '''Resolution:''' Set to either {{code|Unforced}} (use the game's default resolution) or {{code|Max}} (use the system's highest native resolution) | #* '''Resolution:''' Set to either {{code|Unforced}} (use the game's default resolution) or {{code|Max}} (use the system's highest native resolution) | ||
#* '''Behavior:''' Check {{code|Application controlled fullscreen/windowed state}}, uncheck {{code|Disable Alt-Enter to toggle screens state}} ({{key|Alt|Enter}} is not used by this game) | #* '''Behavior:''' Check {{code|Application controlled fullscreen/windowed state}}, uncheck {{code|Disable Alt-Enter to toggle screens state}} ({{key|Alt|Enter}} is not used by this game) | ||
− | #* '''Antialiasing (MSAA):''' | + | #* '''Antialiasing (MSAA):''' Set to either {{code|App driven}} or {{code|x2-x8}}. |
#* '''Miscellaneous:''' Uncheck {{code|dgVoodoo Watermark}} | #* '''Miscellaneous:''' Uncheck {{code|dgVoodoo Watermark}} | ||
# (Optional) Right-click the dgVoodoo 2 banner and click the {{code|Show all sections of the configuration}}, go to the GeneralEx tab, and from the Fullscreen mode attributes section check {{code|Fake}} to enable borderless fullscreen windowed. | # (Optional) Right-click the dgVoodoo 2 banner and click the {{code|Show all sections of the configuration}}, go to the GeneralEx tab, and from the Fullscreen mode attributes section check {{code|Fake}} to enable borderless fullscreen windowed. | ||
# Click {{code|Apply}} and dgVoodoo 2 should save the configuration file to where it was installed by default, then copy the {{file|dgVoodoo.conf}} to <code>{{p|game}}</code>. Alternatively, click the {{code|Add}} button and point the program to where the game is installed to save it there. | # Click {{code|Apply}} and dgVoodoo 2 should save the configuration file to where it was installed by default, then copy the {{file|dgVoodoo.conf}} to <code>{{p|game}}</code>. Alternatively, click the {{code|Add}} button and point the program to where the game is installed to save it there. | ||
− | # Go into the MS/x86 folder from | + | # Go into the {{file|MS/x86}} folder from where dgVoodoo 2 is installed, then copy the {{file|D3D8.dll}} file to <code>{{p|game}}</code>. |
# Launch the game. The game should now render in a higher resolution. | # Launch the game. The game should now render in a higher resolution. | ||
}} | }} | ||
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# Set '''Antialiasing Compatibility''' to {{code|0x080100C1}}. | # Set '''Antialiasing Compatibility''' to {{code|0x080100C1}}. | ||
# Set '''Antialiasing Behavior Flags''' to {{code|Override any application settings}}. | # Set '''Antialiasing Behavior Flags''' to {{code|Override any application settings}}. | ||
− | # Set '''Antialiasing Setting''' to {{code|Multisampling (2x, 4x, 8x) | + | # Set '''Antialiasing Setting''' to {{code|Multisampling (2x, 4x, 8x)}}. |
− | # Set '''Antialiasing Transparency Supersampling''' to {{code|Sparse Grid Supersampling | + | # Set '''Antialiasing Transparency Supersampling''' to {{code|Sparse Grid Supersampling}} to the corresponding MSAA value. |
# Click Apply changes to save the settings. | # Click Apply changes to save the settings. | ||
}} | }} | ||
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|controller support notes = Uses DirectInput. | |controller support notes = Uses DirectInput. | ||
|full controller = limited | |full controller = limited | ||
− | |full controller notes = Remapping controller bindings requires pressing {{key|Tab}} to switch between keyboard and controller inputs in the Controls settings | + | |full controller notes = Remapping controller bindings requires pressing {{key|Tab}} to switch between keyboard and controller inputs in the Controls settings. |
|controller remap = true | |controller remap = true | ||
|controller remap notes = Player movement is bound to the left stick and cannot be remapped. Confirm is also bound to the Dash button and Cancel is bound to the Jump button.<ref name="Controller remapping">{{Refcheck|user=AmethystViper|date=2021-07-05|comment=}}</ref> | |controller remap notes = Player movement is bound to the left stick and cannot be remapped. Confirm is also bound to the Dash button and Cancel is bound to the Jump button.<ref name="Controller remapping">{{Refcheck|user=AmethystViper|date=2021-07-05|comment=}}</ref> | ||
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|other button prompts = false | |other button prompts = false | ||
|other button prompts notes= Buttons are referenced by number in the Controls screen, while in-game keyboard prompts are only shown. | |other button prompts notes= Buttons are referenced by number in the Controls screen, while in-game keyboard prompts are only shown. | ||
− | |controller hotplug = | + | |controller hotplug = hackable |
− | |controller hotplug notes = | + | |controller hotplug notes = See [[#Controller support|Controller support]] for hotplugging support. |
|haptic feedback = true | |haptic feedback = true | ||
|haptic feedback notes = | |haptic feedback notes = | ||
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===[[Glossary:Controller|Controller support]]=== | ===[[Glossary:Controller|Controller support]]=== | ||
− | {{++}} Xidi and Hookshot can translate XInput calls into DirectInput for this game. | + | {{++}} Xidi and Hookshot can translate XInput calls into DirectInput, haptic feedback support, and enable controller hotplugging for this game. |
− | {{--}} | + | {{--}} Xidi only supports Windows 10 and 11.<ref>{{Refurl|url=https://github.com/samuelgr/Xidi#directinput-supports-force-feedback-what-about-xidi|title=Xidi: DirectInput interface for XInput controllers - Github|date=2021-12-10}}</ref> |
{{Fixbox|description=Launch the game by using Xidi and Hookshot|ref=<ref name="XInput support">{{Refcheck|user=AmethystViper|date=2021-12-09|comment=Tested with Xidi v3.1.0 and Hookshot v.1.2.0 with an Xbox One controller via USB.}}</ref>|fix= | {{Fixbox|description=Launch the game by using Xidi and Hookshot|ref=<ref name="XInput support">{{Refcheck|user=AmethystViper|date=2021-12-09|comment=Tested with Xidi v3.1.0 and Hookshot v.1.2.0 with an Xbox One controller via USB.}}</ref>|fix= | ||
<ol> | <ol> | ||
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<li>Create another blank text file but this time rename this file as {{file|Xidi.ini}}, open the {{file|Xidi.ini}} file with a text editor, then paste the following configurations into its contents, and save the file (File → Save or {{key|Ctrl|S}}):</li> | <li>Create another blank text file but this time rename this file as {{file|Xidi.ini}}, open the {{file|Xidi.ini}} file with a text editor, then paste the following configurations into its contents, and save the file (File → Save or {{key|Ctrl|S}}):</li> | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
− | :''' | + | :'''Xidi.ini configuration for Mega Man X8:''' |
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
<pre>[Mapper] | <pre>[Mapper] | ||
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[CustomMapper:MegaManX8] | [CustomMapper:MegaManX8] | ||
− | + | Template = DigitalGamepad | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ; A / B / X / Y buttons | + | ; A / B / X / Y buttons |
ButtonA = Button(3) | ButtonA = Button(3) | ||
ButtonB = Button(4) | ButtonB = Button(4) | ||
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ButtonY = Button(2) | ButtonY = Button(2) | ||
− | ; | + | ; Start / Back buttons |
− | + | ButtonBack = Button(11) | |
− | + | ButtonStart = Button(12) | |
− | ; | + | ; LS / RS buttons |
− | + | ButtonLS = Button(9) | |
− | + | ButtonRS = Button(10) | |
− | + | ; PS2 stick weapon selection | |
− | |||
− | |||
− | |||
− | ; PS2 | ||
StickRightX = Split( Button(6), Button(5) )</pre> | StickRightX = Split( Button(6), Button(5) )</pre> | ||
</div></div> | </div></div> | ||
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|eax support = | |eax support = | ||
|eax support notes = | |eax support notes = | ||
+ | |royalty free audio = unknown | ||
+ | |royalty free audio notes = | ||
|red book cd audio = | |red book cd audio = | ||
|red book cd audio notes = | |red book cd audio notes = | ||
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{{L10n/switch | {{L10n/switch | ||
|language = Korean | |language = Korean | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|interface = true | |interface = true | ||
|audio = false | |audio = false | ||
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|notes = [https://www.zoneofgames.ru/games/mega_man_x8/files/3744.html Fan translation by «DK team»] | |notes = [https://www.zoneofgames.ru/games/mega_man_x8/files/3744.html Fan translation by «DK team»] | ||
|fan = true | |fan = true | ||
+ | }} | ||
+ | {{L10n/switch | ||
+ | |language = Spanish | ||
+ | |interface = true | ||
+ | |audio = false | ||
+ | |subtitles = true | ||
}} | }} | ||
}} | }} | ||
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|windows 32-bit exe = true | |windows 32-bit exe = true | ||
|windows 64-bit exe = false | |windows 64-bit exe = false | ||
+ | |windows arm app = unknown | ||
|windows exe notes = | |windows exe notes = | ||
|macos intel 32-bit app = | |macos intel 32-bit app = | ||
|macos intel 64-bit app = | |macos intel 64-bit app = | ||
+ | |macos arm app = unknown | ||
|macos app notes = | |macos app notes = | ||
|linux 32-bit executable= | |linux 32-bit executable= | ||
|linux 64-bit executable= | |linux 64-bit executable= | ||
+ | |linux arm app = unknown | ||
|linux executable notes = | |linux executable notes = | ||
}} | }} |
Latest revision as of 23:22, 9 June 2023
Developers | |
---|---|
Capcom | |
Release dates | |
Windows | March 10, 2005 |
Taxonomy | |
Monetization | One-time game purchase |
Modes | Singleplayer |
Pacing | Real-time |
Perspectives | Scrolling, Side view, Third-person |
Controls | Direct control |
Genres | Action, Platform |
Vehicles | Hovercraft, Robot |
Art styles | Anime |
Themes | Sci-fi |
Series | Mega Man X |
⤏ Go to series page | |
Subseries of Mega Man | |
Mega Man X | 1995 |
Mega Man X3 | 1997 |
Rockman X Math Whirlwind | 1998 |
Mega Man X4 | 1998 |
Mega Man X5 | 2002 |
Mega Man X6 | 2003 |
Rockman X7 | 2004 |
Mega Man X8 | 2005 |
Mega Man X Legacy Collection | 2018 |
Mega Man X Legacy Collection 2 | 2018 |
Rockman X Dive | 2021 |
Mega Man X Dive Offline | 2023 |
Mega Man X8 (also known as Rockman X8 in Japan) is a sci-fi anime action platform game developed by Capcom Production Studio 1 and published by Capcom. It is the eighth mainline installment in the Mega Man X series, which returns to the series its roots of 2D side view-scrolling run-and-gun gameplay after Mega Man X7 was panned by critics and players alike for its awkward transition into 3D.
The game was originally released for the PlayStation 2 on December 7, 2004 in North America before it was later released in Europe on February 11, 2005, and in Japan on March 10, 2005. The PC version was also released in Japan the same day the PlayStation 2 version was released, and unlike the PC port of Rockman X7, the PC port of Mega Man X8 was developed in-house, featuring support for higher resolutions, enhanced 3D audio, and some other improvements and bugfixes compared to the North American PlayStation 2 release. It is, however, limited in terms of video settings and only supports 4:3 resolutions. The PC version was also not released physically in North America.
The PlayStation 2 version served as the basis for the port of Mega Man X8 featured in Mega Man X Legacy Collection 2.
Availability
- Some releases of the game are sold on one or two discs in certain regions. The two-disc versions supports multiple languages whereas the single-disc versions does not.
Demos
- A demo is available here. The demo only supports English and Japanese.
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | <path-to-game>\systemdata.wss[Note 1] |
Save game data location
System | Location |
---|---|
Windows | <path-to-game>\gamedata.wss[Note 1] |
- Five save slots are available.
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | 4:3 resolutions only with the exception of 1280x1024. See the WSGF entry for widescreen hacks, however, hacking non-4:3 resolutions causes visual glitches and other side-effects. Use Increase rendering resolution. | ||
Multi-monitor | |||
Ultra-widescreen | |||
4K Ultra HD | See Increase rendering resolution. | ||
Field of view (FOV) | |||
Windowed | |||
Borderless fullscreen windowed | Use dgVoodoo 2. | ||
Anisotropic filtering (AF) | Can be through the GPU's control panel or dgVoodoo 2. | ||
Anti-aliasing (AA) | Can be through the GPU's control panel. For SGSSAA, see Anti-aliasing (AA). | ||
High-fidelity upscaling | See the glossary page for potential workarounds. | ||
Vertical sync (Vsync) | See the glossary page for potential workarounds. | ||
60 FPS | |||
120+ FPS | Framerate is capped at 60 FPS. | ||
High dynamic range display (HDR) |
Increase rendering resolution
Use dgVoodoo 2[1] |
---|
|
Anti-aliasing (AA)
- SGSSAA significantly improve the overall image clarity moreso than dgVoodoo2.
- Forced anti-aliasing via GPU control panel is incompatible with Direct3D wrappers such as dgVoodoo2 or d3d8to9 in Fullscreen mode for this game.
Force SGSSAA via Nvidia Profile Inspector[2] |
---|
|
Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Player movement keys are bound to ↑↓←→, answering navigator calls is bound to Space ␣, and menu keys are bound to ↵ Enter and Esc, which cannot be remapped.[3] | |
Mouse acceleration | Mouse is not used in gameplay. | |
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | Uses DirectInput. | |
Full controller support | Remapping controller bindings requires pressing Tab ↹ to switch between keyboard and controller inputs in the Controls settings. | |
Controller remapping | Player movement is bound to the left stick and cannot be remapped. Confirm is also bound to the Dash button and Cancel is bound to the Jump button.[4] | |
Controller sensitivity | Digital movement. | |
Controller Y-axis inversion |
Controller types |
---|
XInput-compatible controllers | The game does not work D-pad or analog triggers due to using DirectInput. See Controller support for a workaround. | |
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers | Recognized as a generic DirectInput controller. D-pad, however, is not supported.[4] | |
---|---|---|
PlayStation button prompts | ||
Light bar support | ||
Adaptive trigger support | ||
DualSense haptic feedback support | ||
Connection modes | Wired V2 tested.[4] |
Generic/other controllers | ||
---|---|---|
Button prompts | Buttons are referenced by number in the Controls screen, while in-game keyboard prompts are only shown. |
Additional information | ||
---|---|---|
Controller hotplugging | See Controller support for hotplugging support. | |
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Controller support
- Xidi and Hookshot can translate XInput calls into DirectInput, haptic feedback support, and enable controller hotplugging for this game.
- Xidi only supports Windows 10 and 11.[5]
Launch the game by using Xidi and Hookshot[6] |
---|
[Mapper] Type = MegaManX8 [CustomMapper:MegaManX8] Template = DigitalGamepad ; A / B / X / Y buttons ButtonA = Button(3) ButtonB = Button(4) ButtonX = Button(1) ButtonY = Button(2) ; Start / Back buttons ButtonBack = Button(11) ButtonStart = Button(12) ; LS / RS buttons ButtonLS = Button(9) ButtonRS = Button(10) ; PS2 stick weapon selection StickRightX = Split( Button(6), Button(5) ) |
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | BGM, SE. | |
Surround sound | ||
Subtitles | ||
Closed captions | ||
Mute on focus lost | Game pauses when out of focus. | |
Royalty free audio |
Localizations
- Language selected during installation changes the options available in-game.
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Traditional Chinese | ||||
French | ||||
German | ||||
Italian | ||||
Japanese | ||||
Korean | ||||
Russian | Fan translation by «DK team» | |||
Spanish |
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 8.1 | |
Shader Model support | 1.4 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
Middleware
Middleware | Notes | |
---|---|---|
Audio | DirectSound3D | May require DirectSound 3D restoration software. |
System requirements
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 98 | ME, 2000, XP |
Processor (CPU) | Intel Pentium III 1.0 GHz AMD Athlon 1.0 GHz |
Intel Pentium 4 2.0 GHz AMD Athlon XP 2000+ |
System memory (RAM) | 128 MB | 256 MB |
Hard disk drive (HDD) | 1 GB | 1.6 GB |
Video card (GPU) | 64 MB of VRAM DirectX 8.1 compatible | 128 MB of VRAM |
Notes
- ↑ 1.0 1.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%\VirtualStore
on Windows Vista and later (more details).
References
- ↑ Verified by User:AmethystViper on 2021-12-09
- Tested with dgVoodoo 2 v2.77
- ↑ Verified by User:AmethystViper on 2021-08-06
- See this comparison.
- ↑ Verified by User:AmethystViper on 2021-12-09
- ↑ 4.0 4.1 4.2 Verified by User:AmethystViper on 2021-07-05
- ↑ Xidi: DirectInput interface for XInput controllers - Github - last accessed on 2021-12-10
- ↑ Verified by User:AmethystViper on 2021-12-09
- Tested with Xidi v3.1.0 and Hookshot v.1.2.0 with an Xbox One controller via USB.