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Mega Man X SA1
Original game : Mega Man X
Platform : SNES
Author : Bosn
Release date : 30 May 2020
Category : Improvement
Patch version : 1.2
Modifications : P
Downloads : 8181
ROM Information
Database match: Mega Man X (USA)Hack description
SA-1 is a co-processor present in some SNES games. Being roughly four times faster than the main CPU it can significantly improve a game's performance and that is the purpose of this hack, to remove slowdowns present in the original Mega Man X.Screenshots

Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Bosn | Hacking |
Reviews
| An X-cellent must-have hack for MMX (+ a disclaimer for flash cart users) | tsubasaplayer16 | 2023-02-02 | Version 1.2 |
This hack works and really does remove the slowdown. You can see it when the demo plays out. Having your generated password get saved after you turn your console off and other configurations saved is really nice too, it saves the tedium of having to input it every time. Play it with this patch! It's a must-install for Mega Man X fanatics. Although I wish that there would be a separate sub-patch for the sub-tank change because it makes the hidden Hadouken upgrade too powerful since every time you got hit once, you can just replenish that small health back with no penalty, cheesing the rest of the game as a result. Just a word of warning: if you're playing on an FXPAK Pro / SD2SNES (I'm not sure if using a real SA-1 motherboard cartridge would apply), your flash cart will auto-update the save to your SD card every 15-20 or so seconds at a time instead of updating once you got past the password screen (because it's using the battery SRAM area as work RAM as well, according to the SD2SNES FAQ) - so if you completed a stage before your save updates, you will lose your progress and will revert back to the previous save prior. In addition, if you turn off the console prematurely as the flash cart is updating, your SD card's save will be corrupted (don't worry it won't affect your other saves and other files too, only Mega Man X's) and the saved password you had prior will disappear! It will display the default password screen instead, but luckily your controller configurations will be unharmed, at least in my experience. So as a safety measure, hold RESET for a few seconds before turning off your console to guarantee a updated save once you have ended your session. UPDATE 2023/2/1: Previous disclaimer has been replaced as the FXPAK Pro's 1.11.0 firmware makes this patch work officially. Also a slight tweak to the review. Happy playing. | |||
| The only way to play | wilsonics | 2022-12-04 | Version 1.2 |
Adding this patch makes the game buttery smooth. It feels like a brand new game even though I've owned the cartridge since the day it came out. Highly recommended to any Mega Man fan! | |||
| Oh MY!!!! | jmd6488 | 2020-08-18 | Version 1.2 |
Mega Man X (the first game, not the series) always annoyed me for some reason. I just got done playing it for the last 30 minutes and had a blast. Now I finally realize it was the erratic frame-rate all these years that made my eyes bleed. Thank you, Bosn! This was a miracle. | |||
| A highly recommended patch! | BulkSlash | 2020-06-09 | Version 1.2 |
I can definitely recommend this patch, just load up Armour Armadillo's stage and watch how the mine cart zooms through the last section with all the flying enemies without a hint of slowdown. It actually feels like the game is running too fast because I'm so used to the slowdown there! The addition of saving the controls and password to SRAM is also a welcome feature. If I had one wish, I'd like to see a patch for the Japanese ROM too. | |||
| Awesome! | ParkerMcFly | 2020-06-06 | Version 1.1 |
Similar to what the user nobi mentioned, I also noticed the glitch with Chill Penguin. His projectiles go straight through the first ice penguin figure he creates, but not the second. This is still an amazing hack. Well worth everyone's time to try out and experience! My only pet peeve with this hack is that it doesn't mesh well with the Air Dash/Wall Jump hack by Justin3009. If they could be mixed into one, this would be THE hack that everyone needs to default to. Hats off to you! Excellent work! QUICK EDIT: I've been trying my damnedest to get this to work with the SNES Classic. However, if I use it via Canoe, it crashes as soon as I turn it on. If I use SNESx9, the game lags to hell. I still believe this is one of the best hacks on RHDN, but I am disappointed that I cannot roll with it on my SNES Classic. If anyone has a work around, I would LOVE to hear about it. | |||
| This is truly amazing and the best part is the bugs got fixed! | JUD6MENT | 2020-06-04 | Version 1.0 |
I have completed my testing for the SA1 patch. I have played Megaman x over 100 times without a doubt because I know I have played it at least 4-5 times a year since I was 5 years old. It is my favorite game of all time. I also think it makes me a really good candidate to give my review on the rom hack. I originally said I would not recommend this patch but I have changed my review to a solid "YES!" I would highly recommend it! The rom hacker that worked on this actually looked into the bugs and glitches I found and fixed them, he is extremely awesome! Things That Improve the Game: 1) Gameplay slow down is eliminated. It really showed when fighting the chainsaw machines and riding minecarts in the mine cart stage. It showed no slow down when fighting the mid boss in spark mandrill stage and launch octopus stage or the serpents in launch octopus stage. It showed improvements with the fire pillars in flame mammoth stage if you don't fight penguin first and make the stage ice. It is really cool stuff I must admit. 2) SRAM saves. It will remember your last password and next time you boot up the game it will automatically have that password ready and you just press start. It is like having a single save file like in a Pokemon game and that is pretty cool. There is some minor issues with specific emulators: snes9X 1.60: Save States do not work, but they do work on the 1.55 version I have, weird. Funny enough I even tried a version of snes9x that was made in 2010 and the save state worked there. The SRAM fix though does help make up for this and it is only this specific emulator. I still play on snes9x as it is my emulator of choice and I am not using save states for this game. Soft-mod Wii and Wii U using the most recent SNES9xGx emulator: Frame rate drop on Launch Octopus stage, but it does not slow down gameplay. This just makes things look a little sloppy on this stage only. Most people will not be using a soft-mod wii though so this is not much of an issue. My Verdict: I absolutely suggest playing with this patch. It is incredibly fun and the only reason you would not want to play with this patch is if you exclusively play on a snes9x emulator on the newest version and want save states. However, even then, just download an older version of snes9x and play on that one instead for this game and you will be glad you did. Thank you Bson for your hard work on this rom hack of my favorite game. Greatly appreciated. | |||
| The ultimate version of Mega Man X! (Just a couple suggestions) | ShadowOne333 | 2020-06-01 | Version 1.2 |
Finally, Mega Man X sees a proper boost in performance, and now the awful lag that plagued this game are no more! And that's not where it ends! This hack adds a lot of Quality of Life change into Mega Man X to make it the definitive version of the game. The subtank changes, the bugfixes, heck the SRAM option alone was enough to get me into this hack. I would just like to suggest 2 additional features to this hack, so that hopefully the author takes them into consideration: 1) Port the Hadouken changes from "Capsule Fix" into this:https://www.romhacking.net/hacks/3409/ Mostly so that you can get the Hadouken upgrade on the 1st try, instead of dying multiple times until it appears. The other 2 changes for Hadouken are welcomed too if deciding to implement them as well. 2) Port the Air Dash / Walljump hack from "Capsule Fix" as well (originally made by Justin3009) https://www.romhacking.net/hacks/3409/ http://www.romhacking.net/hacks/4390/ Basically, have the dash enabled by default from the very beginning, and once the player gets the Boots upgrade, they gain the air dash as a reward. This will give the players a ton more flexibility when tackling bosses, and more replayability to the game, instead of always going for Chill Penguin's stage 1st just to get the dash. Also, the Walljump patch from the same hack allows the player to press and hold the 'A' button like the later X games to do a stronger jump from the wall. All in all, this hack is an absolute must have! I hope the developer takes these two suggestions into consideration for an upcoming update. What are you waiting for? Make this your definitive Mega Man X version! | |||
| Great Hack! but be careful what Emulator you choose (Video inside) | MagusLOGS | 2020-05-28 | Version 1.1 |
After playing through the game with the SA-1 1.0 patch and encounter some issues like the Boomerang Cutter couldn't grab Items and the HDMA effect on defeating a Boss being not working correctly, i've decided to do another playthrough with the updated SA-1.1 patch with MSU-1 attached to it. SA-1 1.0 Demo: https://www.youtube.com/watch?v=LyiWNX5gHMs SA-1 1.1 Demo: https://www.youtube.com/watch?v=HHlEGwe_b3o The updated 1.1 SA-1 patch fixes all previous issues i noticed during the 1.0 playthrough as mentioned above with the Boomerang Cutter and HDMA effect being missing, there was a graphic bug in the 1.1 playthrough where the Ship appears on top of the screen at 35:30 but that could also be Emulator related, someone with a Flash Cart would need to test it on real hardware to confirm this. The slowdowns are gone as you can see at 45:05 when i played through Armored Armadillo Stage multiple times trying to get the Hadoken, the other major slowdown in the original version was the Ship and Giant Fish fight in Launch Octopus Stage which is now lag free as well. The SNES SA-1 version is now on par with the PS2/Cube version as far the slowdowns goes with maybe only very few differences only a speedrunner would notice. Due to the remove of the slowdowns, some parts and Bosses can feel more difficult due to the timing difference like the Anglerge Vacuum Robot in Launch Octopus Stage at 34:57. Those who played the PS2/Cube version before should be familar with the lag free gameplay. Setting the Dash function to L button makes walljumps while charging the X-Buster easier, but those who don't like it can change it back to A in the Options. Subtanks stop depleting at full health and the additional SRAM function for the Passwords are nice LoQ (Life o Quality) and welcomed to anyone who replays Mega Man X from time to time. Its a great Hack overall and i personally would use it as a basis for any upcoming Mega Man X ROM Hack, sadly the SA-1 patch was done based on the 1.0 ROM version and not 1.1 so its incompatible with some already existing ROM Hacks. For more details on 1.0 and 1.1 Revision Changes as well as Regional Differences, visit https://tcrf.net/Mega_Man_X | |||
| A must! We need Rev 1, though... | niuus | 2020-05-26 | Version 1.1 |
If you like replaying the Mega Man X series every once in a while, there's been a lot of nice patches with QoL updates and relocalization improvements that certainly make it a fresher experience. Sadly, this SA-1 patch is not compatible with those since it is limited to the 1.0 version of the ROM, excluding 1.1 (Rev 1). Other than that, it is a real blast to play these games without those slowdowns that were kind of common on the game. | |||
| Great hack, but needs some bug fixes | drunk_caterpillar | 2020-05-25 | Version 1.1 |
[Edit] There's a bug in the charged version of the Chameleon Sting. The character still flickers but now the colour of X doesn't shift through different hues. I originally had tried the v1.0 patch and, while impressed, couldn't recommend it because there were a handful of bugs that held it back from being better than the original release. With the v1.1 update though, the SA-1 version works nearly as well but now with SRAM saving, a few QoL improvements, and more consistent performance during strenuous scenes. This is the way I'll be playing Mega Man X from now on and I totally recommend it, although there are still one or two bugs that need fixing. | |||
| Unbelievable difference | nobi | 2020-05-24 | Version 1.1 |
I just created an account to review this hack. I've only played 1.0 so far. Despite some bugs (which should be fixed in 1.1, according to the release notes), this hack clearly has the potential to be the only version of Mega Man X I play in the future. I've been playing this game for 25+ years, and it's amazing to see the difference this hack makes. You notice it immediately, when killing the first Bee Blader, and it keeps surprising you as you make your way through the game. Thank you. That said, please release a version of 1.1 with double-tap to dash enabled. Two and a half decades have really ingrained that into me as an option. Edit: Okay, I've played a bit of 1.1, and noticed two issues. First, Chill Penguin's projectiles don't always collide with the statues he creates. After he creates the statues, if he starts shooting projectiles, they should collide with the one closest to him. Now, sometimes they pass right through both of the statues, and sometimes they collide with the second one instead of the first. I first saw this issue in 1.0. I verified the behavior is correct on the clean ROM. Second, and unfortunately the one I can't reproduce, in Storm Eagle's stage I once saw an issue where the elevator column was partially visible over the ground it was coming out of. It was semi-transparent over the ground, and only if X was close to it. It otherwise looked fine. I haven't been able to reproduce this yet, on 1.0 or 1.1, but I'll keep trying. 2nd edit: I figured out how to reproduce the Storm Eagle stage graphics bug. See screenshots here: https://imgur.com/a/5NeW3Ij. I was able to do it most reliably by killing the enemy on top of this column before it rose off the screen, riding the column up, then dropping back down. I only seem to be able to reproduce it on Lakka (current version, 2.3.2) with the SNES9x Current core on my RPi4, not on the standalone SNES9x 1.60 on Windows. I also see weird screen glitches in Launch Octopus' stage, as I approach the floating ship which you destroy to open the path to a Heart Container. The ship's graphics appear to sort of warp onto the screen for a few frames as I get close to where the ship appears. Finally, I noticed that even in 1.1, I occasionally see issues with the highest charge level: the particles sometimes stop appearing around me while charging, and not as many projectiles will fire when I let the shot go. Sorry for this review that seems to have turned into a list of bug reports. I'm so excited for this to be the version of the game I play from now on. Thank you again! | |||
| Much appreciated improvements | MattKimura | 2020-05-19 | Version 1.0 |
Really useful improvement hack, especially for the energy tank feature alone. Also how it automatically maps dash to L, I've never seen any MMX hack do something like that. It's definitely a must have hack. Removing slowdown is nice, especially in armored armadillo's stage. I really wish this hack was compatible with the MMX Capsule Remix hack, would have created the ultimate way to play MMX. Since they both require different source roms, it's not possible use them together. | |||
| Great Hack, but needing a tweak or 2 | Mugen_Ketsueki | 2020-05-19 | Version 1.0 |
I have tested this amazing hack to make slowdowns not happen at all. This is super useful but the only complaint that I have so far is that I am unable to get the sub-tank on the Spark Mandrill stage with the boomerang. So if that can get fixed this will be the greatest thing ever! | |||